}
+/**
+ * Examine the active arrays to determine if we have interleaved
+ * vertex arrays living in one VBO.
+ */
+static GLboolean
+is_interleaved_arrays(const struct st_vertex_program *vp,
+ const struct gl_client_array **arrays)
+{
+ GLuint attr;
+ struct gl_buffer_object *firstBufObj = NULL;
+ GLint firstStride = -1;
+
+ for (attr = 0; attr < vp->num_inputs; attr++) {
+ const GLuint mesaAttr = vp->index_to_input[attr];
+ struct gl_buffer_object *bufObj = arrays[mesaAttr]->BufferObj;
+ GLsizei stride = arrays[mesaAttr]->StrideB;
+
+ if (!bufObj || !bufObj->Name)
+ return GL_FALSE;
+
+ if (!firstBufObj) {
+ firstBufObj = bufObj;
+ firstStride = stride;
+ }
+ else if (bufObj != firstBufObj ||
+ stride != firstStride) {
+ return GL_FALSE;
+ }
+ }
+ return GL_TRUE;
+}
+
/**
- * This function gets plugged into the VBO module and is called when
- * we have something to render.
- * Basically, translate the information into the format expected by pipe.
+ * Set up for drawing interleaved arrays that all live in one VBO.
*/
-void
-st_draw_vbo(GLcontext *ctx,
- const struct gl_client_array **arrays,
- const struct _mesa_prim *prims,
- GLuint nr_prims,
- const struct _mesa_index_buffer *ib,
- GLuint min_index,
- GLuint max_index)
+static void
+setup_interleaved_attribs(GLcontext *ctx,
+ const struct st_vertex_program *vp,
+ const struct gl_client_array **arrays,
+ GLuint max_index,
+ struct pipe_vertex_buffer *vbuffer,
+ struct pipe_vertex_element velements[])
{
struct pipe_context *pipe = ctx->st->pipe;
- const struct st_vertex_program *vp;
- const struct pipe_shader_state *vs;
- struct pipe_vertex_buffer vbuffer[PIPE_MAX_SHADER_INPUTS];
+ GLboolean buffer_init = GL_FALSE;
GLuint attr;
- struct pipe_vertex_element velements[PIPE_MAX_ATTRIBS];
- /* sanity check for pointer arithmetic below */
- assert(sizeof(arrays[0]->Ptr[0]) == 1);
+ /* loop over TGSI shader inputs to determine vertex buffer
+ * and attribute info
+ */
+ for (attr = 0; attr < vp->num_inputs; attr++) {
+ const GLuint mesaAttr = vp->index_to_input[attr];
+ struct gl_buffer_object *bufobj = arrays[mesaAttr]->BufferObj;
+ struct st_buffer_object *stobj = st_buffer_object(bufobj);
+ GLsizei stride = arrays[mesaAttr]->StrideB;
- st_validate_state(ctx->st);
+ assert(stobj->buffer);
- /* must get these after state validation! */
- vp = ctx->st->vp;
- vs = &ctx->st->vp->state;
+ /*printf("stobj %u = %p\n", attr, (void*)stobj);*/
+
+ if (!buffer_init) {
+ vbuffer->buffer = NULL;
+ pipe_reference_buffer(pipe, &vbuffer->buffer, stobj->buffer);
+ vbuffer->buffer_offset = (unsigned) arrays[mesaAttr]->Ptr;
+ vbuffer->pitch = stride; /* in bytes */
+ vbuffer->max_index = max_index;
+ buffer_init = GL_TRUE;
+ }
+
+ velements[attr].src_offset =
+ (unsigned) arrays[mesaAttr]->Ptr - vbuffer->buffer_offset;
+ velements[attr].vertex_buffer_index = 0;
+ velements[attr].nr_components = arrays[mesaAttr]->Size;
+ velements[attr].src_format
+ = pipe_vertex_format(arrays[mesaAttr]->Type,
+ arrays[mesaAttr]->Size,
+ arrays[mesaAttr]->Normalized);
+ assert(velements[attr].src_format);
+ }
+}
+
+
+/**
+ * Set up a separate pipe_vertex_buffer and pipe_vertex_element for each
+ * vertex attribute.
+ */
+static void
+setup_non_interleaved_attribs(GLcontext *ctx,
+ const struct st_vertex_program *vp,
+ const struct gl_client_array **arrays,
+ GLuint max_index,
+ struct pipe_vertex_buffer vbuffer[],
+ struct pipe_vertex_element velements[])
+{
+ struct pipe_context *pipe = ctx->st->pipe;
+ GLuint attr;
/* loop over TGSI shader inputs to determine vertex buffer
* and attribute info
*/
struct st_buffer_object *stobj = st_buffer_object(bufobj);
assert(stobj->buffer);
+ /*printf("stobj %u = %p\n", attr, (void*) stobj);*/
vbuffer[attr].buffer = NULL;
pipe_reference_buffer(pipe, &vbuffer[attr].buffer, stobj->buffer);
else {
/* attribute data is in user-space memory, not a VBO */
uint bytes;
+ /*printf("user-space array %d\n", attr);*/
/* wrap user data */
if (arrays[mesaAttr]->Ptr) {
arrays[mesaAttr]->Normalized);
assert(velements[attr].src_format);
}
+}
+
+
+
+
+/**
+ * This function gets plugged into the VBO module and is called when
+ * we have something to render.
+ * Basically, translate the information into the format expected by pipe.
+ */
+void
+st_draw_vbo(GLcontext *ctx,
+ const struct gl_client_array **arrays,
+ const struct _mesa_prim *prims,
+ GLuint nr_prims,
+ const struct _mesa_index_buffer *ib,
+ GLuint min_index,
+ GLuint max_index)
+{
+ struct pipe_context *pipe = ctx->st->pipe;
+ const struct st_vertex_program *vp;
+ const struct pipe_shader_state *vs;
+ struct pipe_vertex_buffer vbuffer[PIPE_MAX_SHADER_INPUTS];
+ GLuint attr;
+ struct pipe_vertex_element velements[PIPE_MAX_ATTRIBS];
+ unsigned num_vbuffers, num_velements;
+
+ /* sanity check for pointer arithmetic below */
+ assert(sizeof(arrays[0]->Ptr[0]) == 1);
+
+ st_validate_state(ctx->st);
+
+ /* must get these after state validation! */
+ vp = ctx->st->vp;
+ vs = &ctx->st->vp->state;
+
+ /*
+ * Setup the vbuffer[] and velements[] arrays.
+ */
+ if (is_interleaved_arrays(vp, arrays)) {
+ /*printf("Draw interleaved\n");*/
+ setup_interleaved_attribs(ctx, vp, arrays, max_index,
+ vbuffer, velements);
+ num_vbuffers = 1;
+ num_velements = vp->num_inputs;
+ }
+ else {
+ /*printf("Draw non-interleaved\n");*/
+ setup_non_interleaved_attribs(ctx, vp, arrays, max_index,
+ vbuffer, velements);
+ num_vbuffers = vp->num_inputs;
+ num_velements = vp->num_inputs;
+ }
#if 0
{
GLuint i;
- for (i = 0; i < vp->num_inputs; i++) {
+ for (i = 0; i < num_vbuffers; i++) {
printf("buffers[%d].pitch = %u\n", i, vbuffer[i].pitch);
printf("buffers[%d].max_index = %u\n", i, vbuffer[i].max_index);
printf("buffers[%d].buffer_offset = %u\n", i, vbuffer[i].buffer_offset);
printf("buffers[%d].buffer = %p\n", i, (void*) vbuffer[i].buffer);
}
- for (i = 0; i < vp->num_inputs; i++) {
- printf("vlements[%d].src_offset = %u\n", i, velements[i].src_offset);
+ for (i = 0; i < num_velements; i++) {
printf("vlements[%d].vbuffer_index = %u\n", i, velements[i].vertex_buffer_index);
+ printf("vlements[%d].src_offset = %u\n", i, velements[i].src_offset);
printf("vlements[%d].nr_comps = %u\n", i, velements[i].nr_components);
printf("vlements[%d].format = %s\n", i, pf_name(velements[i].src_format));
}
}
#endif
- pipe->set_vertex_buffers(pipe, vp->num_inputs, vbuffer);
- pipe->set_vertex_elements(pipe, vp->num_inputs, velements);
+ pipe->set_vertex_buffers(pipe, num_vbuffers, vbuffer);
+ pipe->set_vertex_elements(pipe, num_velements, velements);
/* do actual drawing */
if (ib) {
}
/* unreference buffers (frees wrapped user-space buffer objects) */
- for (attr = 0; attr < vp->num_inputs; attr++) {
+ for (attr = 0; attr < num_vbuffers; attr++) {
pipe_reference_buffer(pipe, &vbuffer[attr].buffer, NULL);
assert(!vbuffer[attr].buffer);
}