#include "main/glheader.h"
+#include "main/arrayobj.h"
#include "main/bufferobj.h"
#include "main/context.h"
#include "main/dlist.h"
#include "main/enums.h"
#include "main/eval.h"
#include "main/macros.h"
-#include "main/api_validate.h"
+#include "main/draw_validate.h"
#include "main/api_arrayelt.h"
#include "main/vtxfmt.h"
#include "main/dispatch.h"
#include "main/state.h"
+#include "main/varray.h"
#include "util/bitscan.h"
-#include "vbo_context.h"
#include "vbo_noop.h"
+#include "vbo_private.h"
#ifdef ERROR
#undef ERROR
#endif
+/**
+ * Display list flag only used by this VBO code.
+ */
+#define DLIST_DANGLING_REFS 0x1
+
/* An interesting VBO number/name to help with debugging */
#define VBO_BUF_ID 12345
sz * sizeof(GLfloat));
return i;
default:
- assert(0);
+ unreachable("Unexpected primitive type");
return 0;
}
}
vertex_store->buffer_map = NULL;
vertex_store->used = 0;
- vertex_store->refcount = 1;
return vertex_store;
}
}
+/* Compare the present vao if it has the same setup. */
+static bool
+compare_vao(gl_vertex_processing_mode mode,
+ const struct gl_vertex_array_object *vao,
+ const struct gl_buffer_object *bo, GLintptr buffer_offset,
+ GLuint stride, GLbitfield64 vao_enabled,
+ const GLubyte size[VBO_ATTRIB_MAX],
+ const GLenum16 type[VBO_ATTRIB_MAX],
+ const GLuint offset[VBO_ATTRIB_MAX])
+{
+ if (!vao)
+ return false;
+
+ /* If the enabled arrays are not the same we are not equal. */
+ if (vao_enabled != vao->_Enabled)
+ return false;
+
+ /* Check the buffer binding at 0 */
+ if (vao->BufferBinding[0].BufferObj != bo)
+ return false;
+ /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
+ if (vao->BufferBinding[0].Stride != stride)
+ return false;
+ assert(vao->BufferBinding[0].InstanceDivisor == 0);
+
+ /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
+ const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
+
+ /* Now check the enabled arrays */
+ GLbitfield mask = vao_enabled;
+ while (mask) {
+ const int attr = u_bit_scan(&mask);
+ const unsigned char vbo_attr = vao_to_vbo_map[attr];
+ const GLenum16 tp = type[vbo_attr];
+ const GLintptr off = offset[vbo_attr] + buffer_offset;
+ const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
+ if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
+ return false;
+ if (attrib->Type != tp)
+ return false;
+ if (attrib->Size != size[vbo_attr])
+ return false;
+ assert(attrib->Format == GL_RGBA);
+ assert(attrib->Enabled == GL_TRUE);
+ assert(attrib->Normalized == GL_FALSE);
+ assert(attrib->Integer == vbo_attrtype_to_integer_flag(tp));
+ assert(attrib->Doubles == vbo_attrtype_to_double_flag(tp));
+ assert(attrib->BufferBindingIndex == 0);
+ }
+
+ return true;
+}
+
+
+/* Create or reuse the vao for the vertex processing mode. */
+static void
+update_vao(struct gl_context *ctx,
+ gl_vertex_processing_mode mode,
+ struct gl_vertex_array_object **vao,
+ struct gl_buffer_object *bo, GLintptr buffer_offset,
+ GLuint stride, GLbitfield64 vbo_enabled,
+ const GLubyte size[VBO_ATTRIB_MAX],
+ const GLenum16 type[VBO_ATTRIB_MAX],
+ const GLuint offset[VBO_ATTRIB_MAX])
+{
+ /* Compute the bitmasks of vao_enabled arrays */
+ GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
+
+ /*
+ * Check if we can possibly reuse the exisiting one.
+ * In the long term we should reset them when something changes.
+ */
+ if (compare_vao(mode, *vao, bo, buffer_offset, stride,
+ vao_enabled, size, type, offset))
+ return;
+
+ /* The initial refcount is 1 */
+ _mesa_reference_vao(ctx, vao, NULL);
+ *vao = _mesa_new_vao(ctx, ~((GLuint)0));
+
+ /*
+ * assert(stride <= ctx->Const.MaxVertexAttribStride);
+ * MaxVertexAttribStride is not set for drivers that does not
+ * expose GL 44 or GLES 31.
+ */
+
+ /* Bind the buffer object at binding point 0 */
+ _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride);
+
+ /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
+ * Note that the position/generic0 aliasing is done in the VAO.
+ */
+ const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
+ /* Now set the enable arrays */
+ GLbitfield mask = vao_enabled;
+ while (mask) {
+ const int vao_attr = u_bit_scan(&mask);
+ const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
+ assert(offset[vbo_attr] <= ctx->Const.MaxVertexAttribRelativeOffset);
+
+ _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
+ size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
+ _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0);
+ _mesa_enable_vertex_array_attrib(ctx, *vao, vao_attr);
+ }
+ assert(vao_enabled == (*vao)->_Enabled);
+ assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
+
+ /* Finalize and freeze the VAO */
+ _mesa_set_vao_immutable(ctx, *vao);
+}
+
+
/**
* Insert the active immediate struct onto the display list currently
* being built.
/* Duplicate our template, increment refcounts to the storage structs:
*/
- node->enabled = save->enabled;
- memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz));
- memcpy(node->attrtype, save->attrtype, sizeof(node->attrtype));
- node->vertex_size = save->vertex_size;
- node->buffer_offset =
- (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
+ GLintptr old_offset = 0;
+ if (save->VAO[0]) {
+ old_offset = save->VAO[0]->BufferBinding[0].Offset
+ + save->VAO[0]->VertexAttrib[VERT_ATTRIB_POS].RelativeOffset;
+ }
+ const GLsizei stride = save->vertex_size*sizeof(GLfloat);
+ GLintptr buffer_offset =
+ (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
+ assert(old_offset <= buffer_offset);
+ const GLintptr offset_diff = buffer_offset - old_offset;
+ GLuint start_offset = 0;
+ if (offset_diff > 0 && stride > 0 && offset_diff % stride == 0) {
+ /* The vertex size is an exact multiple of the buffer offset.
+ * This means that we can use zero-based vertex attribute pointers
+ * and specify the start of the primitive with the _mesa_prim::start
+ * field. This results in issuing several draw calls with identical
+ * vertex attribute information. This can result in fewer state
+ * changes in drivers. In particular, the Gallium CSO module will
+ * filter out redundant vertex buffer changes.
+ */
+ /* We cannot immediately update the primitives as some methods below
+ * still need the uncorrected start vertices
+ */
+ start_offset = offset_diff/stride;
+ assert(old_offset == buffer_offset - offset_diff);
+ buffer_offset = old_offset;
+ }
+ GLuint offsets[VBO_ATTRIB_MAX];
+ for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
+ offsets[i] = offset;
+ offset += save->attrsz[i] * sizeof(GLfloat);
+ }
node->vertex_count = save->vert_count;
node->wrap_count = save->copied.nr;
- node->dangling_attr_ref = save->dangling_attr_ref;
node->prims = save->prims;
node->prim_count = save->prim_count;
- node->vertex_store = save->vertex_store;
node->prim_store = save->prim_store;
- node->vertex_store->refcount++;
+ /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
+ * Note that this may reuse the previous one of possible.
+ */
+ for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
+ /* create or reuse the vao */
+ update_vao(ctx, vpm, &save->VAO[vpm],
+ save->vertex_store->bufferobj, buffer_offset, stride,
+ save->enabled, save->attrsz, save->attrtype, offsets);
+ /* Reference the vao in the dlist */
+ node->VAO[vpm] = NULL;
+ _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
+ }
+
node->prim_store->refcount++;
- if (node->prims[0].no_current_update) {
- node->current_size = 0;
+ if (save->no_current_update) {
node->current_data = NULL;
}
else {
- node->current_size = node->vertex_size - node->attrsz[0];
+ GLuint current_size = save->vertex_size - save->attrsz[0];
node->current_data = NULL;
- if (node->current_size) {
- /* If the malloc fails, we just pull the data out of the VBO
- * later instead.
- */
- node->current_data = malloc(node->current_size * sizeof(GLfloat));
+ if (current_size) {
+ node->current_data = malloc(current_size * sizeof(GLfloat));
if (node->current_data) {
- const char *buffer = (const char *) save->vertex_store->buffer_map;
- unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
+ const char *buffer = (const char *)save->buffer_map;
+ unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat);
unsigned vertex_offset = 0;
if (node->vertex_count)
- vertex_offset =
- (node->vertex_count - 1) * node->vertex_size * sizeof(GLfloat);
+ vertex_offset = (node->vertex_count - 1) * stride;
- memcpy(node->current_data,
- buffer + node->buffer_offset + vertex_offset + attr_offset,
- node->current_size * sizeof(GLfloat));
+ memcpy(node->current_data, buffer + vertex_offset + attr_offset,
+ current_size * sizeof(GLfloat));
+ } else {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
}
}
}
- assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
+ assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
if (save->dangling_attr_ref)
ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
merge_prims(node->prims, &node->prim_count);
+ /* Correct the primitive starts, we can only do this here as copy_vertices
+ * and convert_line_loop_to_strip above consume the uncorrected starts.
+ * On the other hand the _vbo_loopback_vertex_list call below needs the
+ * primitves to be corrected already.
+ */
+ for (unsigned i = 0; i < node->prim_count; i++) {
+ node->prims[i].start += start_offset;
+ }
+
/* Deal with GL_COMPILE_AND_EXECUTE:
*/
if (ctx->ExecuteFlag) {
_glapi_set_dispatch(ctx->Exec);
- const GLfloat *buffer = (const GLfloat *)
- ((const char *) save->vertex_store->buffer_map +
- node->buffer_offset);
-
- vbo_loopback_vertex_list(ctx, buffer,
- node->attrsz, node->prims, node->prim_count,
- node->wrap_count, node->vertex_size);
+ /* Note that the range of referenced vertices must be mapped already */
+ _vbo_loopback_vertex_list(ctx, node);
_glapi_set_dispatch(dispatch);
}
/* Release old reference:
*/
- save->vertex_store->refcount--;
- assert(save->vertex_store->refcount != 0);
+ free_vertex_store(ctx, save->vertex_store);
save->vertex_store = NULL;
+ /* When we have a new vbo, we will for sure need a new vao */
+ for (gl_vertex_processing_mode vpm = 0; vpm < VP_MODE_MAX; ++vpm)
+ _mesa_reference_vao(ctx, &save->VAO[vpm], NULL);
/* Allocate and map new store:
*/
struct vbo_save_context *save = &vbo_context(ctx)->save;
GLint i = save->prim_count - 1;
GLenum mode;
- GLboolean weak;
- GLboolean no_current_update;
assert(i < (GLint) save->prim_max);
assert(i >= 0);
*/
save->prims[i].count = (save->vert_count - save->prims[i].start);
mode = save->prims[i].mode;
- weak = save->prims[i].weak;
- no_current_update = save->prims[i].no_current_update;
/* store the copied vertices, and allocate a new list.
*/
/* Restart interrupted primitive
*/
save->prims[0].mode = mode;
- save->prims[0].weak = weak;
- save->prims[0].no_current_update = no_current_update;
save->prims[0].begin = 0;
save->prims[0].end = 0;
save->prims[0].pad = 0;
const int i = u_bit_scan64(&enabled);
assert(save->attrsz[i]);
- save->currentsz[i][0] = save->attrsz[i];
- COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
- save->attrptr[i], save->attrtype[i]);
+ if (save->attrtype[i] == GL_DOUBLE ||
+ save->attrtype[i] == GL_UNSIGNED_INT64_ARB)
+ memcpy(save->current[i], save->attrptr[i], save->attrsz[i] * sizeof(GLfloat));
+ else
+ COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
+ save->attrptr[i], save->attrtype[i]);
}
}
save->attrptr[i][0] = save->current[i][0];
break;
case 0:
- assert(0);
- break;
+ unreachable("Unexpected vertex attribute size");
}
}
}
* get a glTexCoord4f() or glTexCoord1f() call.
*/
static void
-fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
+fixup_vertex(struct gl_context *ctx, GLuint attr,
+ GLuint sz, GLenum newType)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
- if (sz > save->attrsz[attr]) {
+ if (sz > save->attrsz[attr] ||
+ newType != save->attrtype[attr]) {
/* New size is larger. Need to flush existing vertices and get
* an enlarged vertex format.
*/
#define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
do { \
struct vbo_save_context *save = &vbo_context(ctx)->save; \
+ int sz = (sizeof(C) / sizeof(GLfloat)); \
\
if (save->active_sz[A] != N) \
- fixup_vertex(ctx, A, N); \
+ fixup_vertex(ctx, A, N * sz, T); \
\
{ \
C *dest = (C *)save->attrptr[A]; \
* Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
*/
void
-vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
+vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode,
+ bool no_current_update)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
const GLuint i = save->prim_count++;
save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
save->prims[i].begin = 1;
save->prims[i].end = 0;
- save->prims[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
- save->prims[i].no_current_update =
- (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
save->prims[i].pad = 0;
save->prims[i].start = save->vert_count;
save->prims[i].count = 0;
save->prims[i].base_instance = 0;
save->prims[i].is_indirect = 0;
+ save->no_current_update = no_current_update;
+
if (save->out_of_memory) {
_mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
}
} else {
/* get current primitive mode */
GLenum curPrim = save->prims[save->prim_count - 1].mode;
+ bool no_current_update = save->no_current_update;
/* restart primitive */
CALL_End(GET_DISPATCH(), ());
- vbo_save_NotifyBegin(ctx, curPrim);
+ vbo_save_NotifyBegin(ctx, curPrim, no_current_update);
}
}
_save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
{
GET_CURRENT_CONTEXT(ctx);
- vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
+ vbo_save_NotifyBegin(ctx, GL_QUADS, false);
CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
_ae_map_vbos(ctx);
- vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
- | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
+ vbo_save_NotifyBegin(ctx, mode, true);
for (i = 0; i < count; i++)
CALL_ArrayElement(GET_DISPATCH(), (start + i));
indices =
ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
- vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
- VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
+ vbo_save_NotifyBegin(ctx, mode, true);
switch (type) {
case GL_UNSIGNED_BYTE:
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
- if (ctx->ListState.CallDepth == 1) {
- /* This is correct: want to keep only the VBO_SAVE_FALLBACK
- * flag, if it is set:
- */
- save->replay_flags &= VBO_SAVE_FALLBACK;
- }
+ if (ctx->ListState.CallDepth == 1)
+ save->replay_flags = 0;
}
vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
{
struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
- (void) ctx;
- if (--node->vertex_store->refcount == 0)
- free_vertex_store(ctx, node->vertex_store);
+ for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
+ _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
if (--node->prim_store->refcount == 0)
free(node->prim_store);
{
struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
GLuint i;
- struct gl_buffer_object *buffer = node->vertex_store ?
- node->vertex_store->bufferobj : NULL;
+ struct gl_buffer_object *buffer = node->VAO[0]->BufferBinding[0].BufferObj;
+ const GLuint vertex_size = _vbo_save_get_stride(node)/sizeof(GLfloat);
(void) ctx;
fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
"buffer %p\n",
- node->vertex_count, node->prim_count, node->vertex_size,
+ node->vertex_count, node->prim_count, vertex_size,
buffer);
for (i = 0; i < node->prim_count; i++) {
struct _mesa_prim *prim = &node->prims[i];
- fprintf(f, " prim %d: %s%s %d..%d %s %s\n",
+ fprintf(f, " prim %d: %s %d..%d %s %s\n",
i,
_mesa_lookup_prim_by_nr(prim->mode),
- prim->weak ? " (weak)" : "",
prim->start,
prim->start + prim->count,
(prim->begin) ? "BEGIN" : "(wrap)",
vbo_save_api_init(struct vbo_save_context *save)
{
struct gl_context *ctx = save->ctx;
- GLuint i;
save->opcode_vertex_list =
_mesa_dlist_alloc_opcode(ctx,
vtxfmt_init(ctx);
current_init(ctx);
_mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
-
- /* These will actually get set again when binding/drawing */
- for (i = 0; i < VBO_ATTRIB_MAX; i++)
- save->inputs[i] = &save->arrays[i];
}