*
**************************************************************************/
-#include "glheader.h"
-#include "context.h"
-#include "state.h"
-#include "api_validate.h"
-#include "api_noop.h"
-#include "dispatch.h"
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/state.h"
+#include "main/api_validate.h"
+#include "main/api_noop.h"
+#include "main/varray.h"
+#include "main/bufferobj.h"
+#include "glapi/dispatch.h"
#include "vbo_context.h"
-static GLuint get_max_index( GLuint count, GLuint type,
- const GLvoid *indices )
+/* Compute min and max elements for drawelements calls.
+ */
+static void get_minmax_index( GLuint count, GLuint type,
+ const GLvoid *indices,
+ GLuint *min_index,
+ GLuint *max_index)
{
- GLint i;
+ GLuint i;
- /* Compute max element. This is only needed for upload of non-VBO,
- * non-constant data elements.
- *
- * XXX: Postpone this calculation until it is known that it is
- * needed. Otherwise could scan this pointlessly in the all-vbo
- * case.
- */
switch(type) {
case GL_UNSIGNED_INT: {
const GLuint *ui_indices = (const GLuint *)indices;
- GLuint max_ui = 0;
- for (i = 0; i < count; i++)
- if (ui_indices[i] > max_ui)
- max_ui = ui_indices[i];
- return max_ui;
+ GLuint max_ui = ui_indices[count-1];
+ GLuint min_ui = ui_indices[0];
+ for (i = 0; i < count; i++) {
+ if (ui_indices[i] > max_ui) max_ui = ui_indices[i];
+ if (ui_indices[i] < min_ui) min_ui = ui_indices[i];
+ }
+ *min_index = min_ui;
+ *max_index = max_ui;
+ break;
}
case GL_UNSIGNED_SHORT: {
const GLushort *us_indices = (const GLushort *)indices;
- GLuint max_us = 0;
- for (i = 0; i < count; i++)
- if (us_indices[i] > max_us)
- max_us = us_indices[i];
- return max_us;
+ GLuint max_us = us_indices[count-1];
+ GLuint min_us = us_indices[0];
+ for (i = 0; i < count; i++) {
+ if (us_indices[i] > max_us) max_us = us_indices[i];
+ if (us_indices[i] < min_us) min_us = us_indices[i];
+ }
+ *min_index = min_us;
+ *max_index = max_us;
+ break;
}
case GL_UNSIGNED_BYTE: {
const GLubyte *ub_indices = (const GLubyte *)indices;
- GLuint max_ub = 0;
- for (i = 0; i < count; i++)
- if (ub_indices[i] > max_ub)
- max_ub = ub_indices[i];
- return max_ub;
+ GLuint max_ub = ub_indices[count-1];
+ GLuint min_ub = ub_indices[0];
+ for (i = 0; i < count; i++) {
+ if (ub_indices[i] > max_ub) max_ub = ub_indices[i];
+ if (ub_indices[i] < min_ub) min_ub = ub_indices[i];
+ }
+ *min_index = min_ub;
+ *max_index = max_ub;
+ break;
}
default:
- return 0;
+ assert(0);
+ break;
}
}
*/
static void bind_array_obj( GLcontext *ctx )
{
- struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
+ struct vbo_context *vbo = vbo_context(ctx);
+ struct vbo_exec_context *exec = &vbo->exec;
+ struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
GLuint i;
/* TODO: Fix the ArrayObj struct to keep legacy arrays in an array
* rather than as individual named arrays. Then this function can
* go away.
*/
- exec->array.legacy_array[VERT_ATTRIB_POS] = &ctx->Array.ArrayObj->Vertex;
- exec->array.legacy_array[VERT_ATTRIB_NORMAL] = &ctx->Array.ArrayObj->Normal;
- exec->array.legacy_array[VERT_ATTRIB_COLOR0] = &ctx->Array.ArrayObj->Color;
- exec->array.legacy_array[VERT_ATTRIB_COLOR1] = &ctx->Array.ArrayObj->SecondaryColor;
- exec->array.legacy_array[VERT_ATTRIB_FOG] = &ctx->Array.ArrayObj->FogCoord;
- exec->array.legacy_array[VERT_ATTRIB_COLOR_INDEX] = &ctx->Array.ArrayObj->Index;
- exec->array.legacy_array[VBO_ATTRIB_EDGEFLAG] = &ctx->Array.ArrayObj->EdgeFlag;
-
- for (i = 0; i < 8; i++)
- exec->array.legacy_array[VBO_ATTRIB_TEX0 + i] = &ctx->Array.ArrayObj->TexCoord[i];
-
- for (i = 0; i < VERT_ATTRIB_MAX; i++)
- exec->array.generic_array[i] = &ctx->Array.ArrayObj->VertexAttrib[i];
+ exec->array.legacy_array[VERT_ATTRIB_POS] = &arrayObj->Vertex;
+ exec->array.legacy_array[VERT_ATTRIB_WEIGHT] = &vbo->legacy_currval[VERT_ATTRIB_WEIGHT];
+ exec->array.legacy_array[VERT_ATTRIB_NORMAL] = &arrayObj->Normal;
+ exec->array.legacy_array[VERT_ATTRIB_COLOR0] = &arrayObj->Color;
+ exec->array.legacy_array[VERT_ATTRIB_COLOR1] = &arrayObj->SecondaryColor;
+ exec->array.legacy_array[VERT_ATTRIB_FOG] = &arrayObj->FogCoord;
+ exec->array.legacy_array[VERT_ATTRIB_COLOR_INDEX] = &arrayObj->Index;
+ if (arrayObj->PointSize.Enabled) {
+ /* this aliases COLOR_INDEX */
+ exec->array.legacy_array[VERT_ATTRIB_POINT_SIZE] = &arrayObj->PointSize;
+ }
+ exec->array.legacy_array[VERT_ATTRIB_EDGEFLAG] = &arrayObj->EdgeFlag;
+
+ for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
+ exec->array.legacy_array[VERT_ATTRIB_TEX0 + i] = &arrayObj->TexCoord[i];
+
+ for (i = 0; i < MAX_VERTEX_GENERIC_ATTRIBS; i++) {
+ assert(i < Elements(arrayObj->VertexAttrib));
+ assert(i < Elements(exec->array.generic_array));
+ exec->array.generic_array[i] = &arrayObj->VertexAttrib[i];
+ }
- exec->array.array_obj = ctx->Array.ArrayObj->Name;
+ exec->array.array_obj = arrayObj->Name;
}
static void recalculate_input_bindings( GLcontext *ctx )
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
const struct gl_client_array **inputs = &exec->array.inputs[0];
+ GLbitfield const_inputs = 0x0;
GLuint i;
exec->array.program_mode = get_program_mode(ctx);
exec->array.enabled_flags = ctx->Array.ArrayObj->_Enabled;
- /* TODO: Get rid of NV_program (please!).
- */
switch (exec->array.program_mode) {
case VP_NONE:
/* When no vertex program is active, we put the material values
for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
if (exec->array.legacy_array[i]->Enabled)
inputs[i] = exec->array.legacy_array[i];
- else
+ else {
inputs[i] = &vbo->legacy_currval[i];
+ const_inputs |= 1 << i;
+ }
}
for (i = 0; i < MAT_ATTRIB_MAX; i++) {
inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->mat_currval[i];
+ const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
}
+
+ /* Could use just about anything, just to fill in the empty
+ * slots:
+ */
+ for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_MAX - VERT_ATTRIB_GENERIC0; i++) {
+ inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
+ const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
+ }
+
break;
case VP_NV:
/* NV_vertex_program - attribute arrays alias and override
inputs[i] = exec->array.generic_array[i];
else if (exec->array.legacy_array[i]->Enabled)
inputs[i] = exec->array.legacy_array[i];
- else
+ else {
inputs[i] = &vbo->legacy_currval[i];
+ const_inputs |= 1 << i;
+ }
}
+
+ /* Could use just about anything, just to fill in the empty
+ * slots:
+ */
+ for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
+ inputs[i] = &vbo->generic_currval[i - VERT_ATTRIB_GENERIC0];
+ const_inputs |= 1 << i;
+ }
+
break;
case VP_ARB:
/* ARB_vertex_program - Only the attribute zero (position) array
inputs[0] = exec->array.generic_array[0];
else if (exec->array.legacy_array[0]->Enabled)
inputs[0] = exec->array.legacy_array[0];
- else
+ else {
inputs[0] = &vbo->legacy_currval[0];
+ const_inputs |= 1 << 0;
+ }
for (i = 1; i <= VERT_ATTRIB_TEX7; i++) {
if (exec->array.legacy_array[i]->Enabled)
inputs[i] = exec->array.legacy_array[i];
- else
+ else {
inputs[i] = &vbo->legacy_currval[i];
+ const_inputs |= 1 << i;
+ }
}
- for (i = 0; i < 16; i++) {
- if (exec->array.generic_array[0]->Enabled)
+ for (i = 0; i < MAX_VERTEX_GENERIC_ATTRIBS; i++) {
+ if (exec->array.generic_array[i]->Enabled)
inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i];
- else
+ else {
inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
+ const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
+ }
+
}
break;
}
+
+ _mesa_set_varying_vp_inputs( ctx, ~const_inputs );
}
static void bind_arrays( GLcontext *ctx )
if (ctx->NewState)
_mesa_update_state( ctx );
+ if (!vbo_validate_shaders(ctx)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawArrays(bad shader)");
+ return;
+ }
+
bind_arrays( ctx );
+ /* Again...
+ */
+ if (ctx->NewState)
+ _mesa_update_state( ctx );
+
prim[0].begin = 1;
prim[0].end = 1;
prim[0].weak = 0;
prim[0].pad = 0;
+ prim[0].mode = mode;
+ prim[0].start = start;
+ prim[0].count = count;
+ prim[0].indexed = 0;
- if (exec->array.inputs[0]->BufferObj->Name) {
- /* Use vertex attribute as a hint to tell us if we expect all
- * arrays to be in VBO's and if so, don't worry about avoiding
- * the upload of elements < start.
- */
- prim[0].mode = mode;
- prim[0].start = start;
- prim[0].count = count;
- prim[0].indexed = 0;
-
- vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL, 0, start + count );
- }
- else {
- /* If not using VBO's, we don't want to upload any more elements
- * than necessary from the arrays as they will not be valid next
- * time the application tries to draw with them.
- */
- prim[0].mode = mode;
- prim[0].start = 0;
- prim[0].count = count;
- prim[0].indexed = 0;
+ vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL, start, start + count - 1 );
- vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL, start, start + count );
+#if 0
+ {
+ int i;
+
+ _mesa_printf("vbo_exec_DrawArrays(mode 0x%x, start %d, count %d):\n",
+ mode, start, count);
+
+ for (i = 0; i < 32; i++) {
+ GLuint bufName = exec->array.inputs[i]->BufferObj->Name;
+ GLint stride = exec->array.inputs[i]->Stride;
+ _mesa_printf("attr %2d: size %d stride %d enabled %d "
+ "ptr %p Bufobj %u\n",
+ i,
+ exec->array.inputs[i]->Size,
+ stride,
+ /*exec->array.inputs[i]->Enabled,*/
+ exec->array.legacy_array[i]->Enabled,
+ exec->array.inputs[i]->Ptr,
+ bufName);
+
+ if (bufName) {
+ struct gl_buffer_object *buf = _mesa_lookup_bufferobj(ctx, bufName);
+ GLubyte *p = ctx->Driver.MapBuffer(ctx, GL_ARRAY_BUFFER_ARB,
+ GL_READ_ONLY_ARB, buf);
+ int offset = (int) exec->array.inputs[i]->Ptr;
+ float *f = (float *) (p + offset);
+ int *k = (int *) f;
+ int i;
+ int n = (count * stride) / 4;
+ if (n > 32)
+ n = 32;
+ _mesa_printf(" Data at offset %d:\n", offset);
+ for (i = 0; i < n; i++) {
+ _mesa_printf(" float[%d] = 0x%08x %f\n", i, k[i], f[i]);
+ }
+ ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB, buf);
+ }
+ }
}
+#endif
}
if (ctx->NewState)
_mesa_update_state( ctx );
-
+
+ if (!vbo_validate_shaders(ctx)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements(bad shader)");
+ return;
+ }
+
+ bind_arrays( ctx );
+
+ if (ctx->NewState)
+ _mesa_update_state( ctx );
+
ib.count = count;
ib.type = type;
ib.obj = ctx->Array.ElementArrayBufferObj;
ib.ptr = indices;
- if (ctx->Array.ElementArrayBufferObj->Name) {
- /* Use the fact that indices are in a VBO as a hint that the
- * program has put all the arrays in VBO's and we don't have to
- * worry about performance implications of start > 0.
- *
- * XXX: consider passing start as min_index to draw_prims instead.
- */
- ib.rebase = 0;
- }
- else {
- ib.rebase = start;
- }
-
prim[0].begin = 1;
prim[0].end = 1;
prim[0].weak = 0;
prim[0].count = count;
prim[0].indexed = 1;
- vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib, ib.rebase, end+1 );
-}
+ /* Need to give special consideration to rendering a range of
+ * indices starting somewhere above zero. Typically the
+ * application is issuing multiple DrawRangeElements() to draw
+ * successive primitives layed out linearly in the vertex arrays.
+ * Unless the vertex arrays are all in a VBO (or locked as with
+ * CVA), the OpenGL semantics imply that we need to re-read or
+ * re-upload the vertex data on each draw call.
+ *
+ * In the case of hardware tnl, we want to avoid starting the
+ * upload at zero, as it will mean every draw call uploads an
+ * increasing amount of not-used vertex data. Worse - in the
+ * software tnl module, all those vertices might be transformed and
+ * lit but never rendered.
+ *
+ * If we just upload or transform the vertices in start..end,
+ * however, the indices will be incorrect.
+ *
+ * At this level, we don't know exactly what the requirements of
+ * the backend are going to be, though it will likely boil down to
+ * either:
+ *
+ * 1) Do nothing, everything is in a VBO and is processed once
+ * only.
+ *
+ * 2) Adjust the indices and vertex arrays so that start becomes
+ * zero.
+ *
+ * Rather than doing anything here, I'll provide a helper function
+ * for the latter case elsewhere.
+ */
+ vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib, start, end );
+}
static void GLAPIENTRY
vbo_exec_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
{
GET_CURRENT_CONTEXT(ctx);
- GLuint max_index;
+ GLuint min_index = 0;
+ GLuint max_index = 0;
if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices ))
return;
+ if (!vbo_validate_shaders(ctx)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawElements(bad shader)");
+ return;
+ }
+
if (ctx->Array.ElementArrayBufferObj->Name) {
const GLvoid *map = ctx->Driver.MapBuffer(ctx,
GL_ELEMENT_ARRAY_BUFFER_ARB,
- GL_DYNAMIC_READ_ARB,
+ GL_READ_ONLY,
ctx->Array.ElementArrayBufferObj);
- max_index = get_max_index(count, type, ADD_POINTERS(map, indices));
+ get_minmax_index(count, type, ADD_POINTERS(map, indices), &min_index, &max_index);
ctx->Driver.UnmapBuffer(ctx,
GL_ELEMENT_ARRAY_BUFFER_ARB,
ctx->Array.ElementArrayBufferObj);
}
else {
- max_index = get_max_index(count, type, indices);
+ get_minmax_index(count, type, indices, &min_index, &max_index);
}
- vbo_exec_DrawRangeElements(mode, 0, max_index, count, type, indices);
+ vbo_exec_DrawRangeElements(mode, min_index, max_index, count, type, indices);
}
void vbo_exec_array_init( struct vbo_exec_context *exec )
{
- GLcontext *ctx = exec->ctx;
-
#if 1
exec->vtxfmt.DrawArrays = vbo_exec_DrawArrays;
exec->vtxfmt.DrawElements = vbo_exec_DrawElements;
exec->vtxfmt.DrawElements = _mesa_noop_DrawElements;
exec->vtxfmt.DrawRangeElements = _mesa_noop_DrawRangeElements;
#endif
-
- exec->array.index_obj = ctx->Driver.NewBufferObject(ctx, 1, GL_ARRAY_BUFFER_ARB);
}
void vbo_exec_array_destroy( struct vbo_exec_context *exec )
{
- GLcontext *ctx = exec->ctx;
+ /* nothing to do */
+}
+
+
+/* This API entrypoint is not ordinarily used */
+void GLAPIENTRY
+_mesa_DrawArrays(GLenum mode, GLint first, GLsizei count)
+{
+ vbo_exec_DrawArrays(mode, first, count);
+}
+
- ctx->Driver.DeleteBuffer(ctx, exec->array.index_obj);
+/* This API entrypoint is not ordinarily used */
+void GLAPIENTRY
+_mesa_DrawElements(GLenum mode, GLsizei count, GLenum type,
+ const GLvoid *indices)
+{
+ vbo_exec_DrawElements(mode, count, type, indices);
+}
+
+
+/* This API entrypoint is not ordinarily used */
+void GLAPIENTRY
+_mesa_DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count,
+ GLenum type, const GLvoid *indices)
+{
+ vbo_exec_DrawRangeElements(mode, start, end, count, type, indices);
}