mesa: include mtypes.h less
[mesa.git] / src / mesa / tnl / t_rebase.c
1
2 /*
3 * Mesa 3-D graphics library
4 *
5 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 *
25 * Authors:
26 * Keith Whitwell <keithw@vmware.com>
27 */
28
29 /* Helper for drivers which find themselves rendering a range of
30 * indices starting somewhere above zero. Typically the application
31 * is issuing multiple DrawArrays() or DrawElements() to draw
32 * successive primitives layed out linearly in the vertex arrays.
33 * Unless the vertex arrays are all in a VBO, the OpenGL semantics
34 * imply that we need to re-upload the vertex data on each draw call.
35 * In that case, we want to avoid starting the upload at zero, as it
36 * will mean every draw call uploads an increasing amount of not-used
37 * vertex data. Worse - in the software tnl module, all those
38 * vertices will be transformed and lit.
39 *
40 * If we just upload the new data, however, the indices will be
41 * incorrect as we tend to upload each set of vertex data to a new
42 * region.
43 *
44 * This file provides a helper to adjust the arrays, primitives and
45 * indices of a draw call so that it can be re-issued with a min_index
46 * of zero.
47 */
48
49 #include <stdio.h>
50 #include "main/bufferobj.h"
51 #include "main/errors.h"
52 #include "main/glheader.h"
53 #include "main/imports.h"
54 #include "main/mtypes.h"
55 #include "vbo/vbo.h"
56
57 #include "t_rebase.h"
58
59
60 #define REBASE(TYPE) \
61 static void *rebase_##TYPE( const void *ptr, \
62 GLuint count, \
63 TYPE min_index ) \
64 { \
65 GLuint i; \
66 const TYPE *in = (TYPE *)ptr; \
67 TYPE *tmp_indices = malloc(count * sizeof(TYPE)); \
68 \
69 if (tmp_indices == NULL) { \
70 _mesa_error_no_memory(__func__); \
71 return NULL; \
72 } \
73 \
74 for (i = 0; i < count; i++) \
75 tmp_indices[i] = in[i] - min_index; \
76 \
77 return (void *)tmp_indices; \
78 }
79
80
81 REBASE(GLuint)
82 REBASE(GLushort)
83 REBASE(GLubyte)
84
85
86
87 /* Adjust primitives, indices and vertex definitions so that min_index
88 * becomes zero. There are lots of reasons for wanting to do this, eg:
89 *
90 * Software tnl:
91 * - any time min_index != 0, otherwise unused vertices lower than
92 * min_index will be transformed.
93 *
94 * Hardware tnl:
95 * - if ib != NULL and min_index != 0, otherwise vertices lower than
96 * min_index will be uploaded. Requires adjusting index values.
97 *
98 * - if ib == NULL and min_index != 0, just for convenience so this doesn't
99 * have to be handled within the driver.
100 *
101 * Hardware tnl with VBO support:
102 * - as above, but only when vertices are not (all?) in VBO's.
103 * - can't save time by trying to upload half a vbo - typically it is
104 * all or nothing.
105 */
106 void t_rebase_prims( struct gl_context *ctx,
107 const struct gl_vertex_array *arrays,
108 const struct _mesa_prim *prim,
109 GLuint nr_prims,
110 const struct _mesa_index_buffer *ib,
111 GLuint min_index,
112 GLuint max_index,
113 tnl_draw_func draw )
114 {
115 struct gl_array_attributes tmp_attribs[VERT_ATTRIB_MAX];
116 struct gl_vertex_array tmp_arrays[VERT_ATTRIB_MAX];
117
118 struct _mesa_index_buffer tmp_ib;
119 struct _mesa_prim *tmp_prims = NULL;
120 void *tmp_indices = NULL;
121 GLuint i;
122
123 assert(min_index != 0);
124
125 if (0)
126 printf("%s %d..%d\n", __func__, min_index, max_index);
127
128
129 /* XXX this path is disabled for now.
130 * There's rendering corruption in some apps when it's enabled.
131 */
132 if (0 && ib && ctx->Extensions.ARB_draw_elements_base_vertex) {
133 /* If we can just tell the hardware or the TNL to interpret our
134 * indices with a different base, do so.
135 */
136 tmp_prims = malloc(sizeof(*prim) * nr_prims);
137
138 if (tmp_prims == NULL) {
139 _mesa_error_no_memory(__func__);
140 return;
141 }
142
143 for (i = 0; i < nr_prims; i++) {
144 tmp_prims[i] = prim[i];
145 tmp_prims[i].basevertex -= min_index;
146 }
147
148 prim = tmp_prims;
149 } else if (ib) {
150 /* Unfortunately need to adjust each index individually.
151 */
152 GLboolean map_ib = ib->obj->Name &&
153 !ib->obj->Mappings[MAP_INTERNAL].Pointer;
154 void *ptr;
155
156 if (map_ib)
157 ctx->Driver.MapBufferRange(ctx, 0, ib->obj->Size, GL_MAP_READ_BIT,
158 ib->obj, MAP_INTERNAL);
159
160
161 ptr = ADD_POINTERS(ib->obj->Mappings[MAP_INTERNAL].Pointer, ib->ptr);
162
163 /* Some users might prefer it if we translated elements to
164 * GLuints here. Others wouldn't...
165 */
166 switch (ib->index_size) {
167 case 4:
168 tmp_indices = rebase_GLuint( ptr, ib->count, min_index );
169 break;
170 case 2:
171 tmp_indices = rebase_GLushort( ptr, ib->count, min_index );
172 break;
173 case 1:
174 tmp_indices = rebase_GLubyte( ptr, ib->count, min_index );
175 break;
176 }
177
178 if (map_ib)
179 ctx->Driver.UnmapBuffer(ctx, ib->obj, MAP_INTERNAL);
180
181 if (tmp_indices == NULL) {
182 return;
183 }
184
185 tmp_ib.obj = ctx->Shared->NullBufferObj;
186 tmp_ib.ptr = tmp_indices;
187 tmp_ib.count = ib->count;
188 tmp_ib.index_size = ib->index_size;
189
190 ib = &tmp_ib;
191 }
192 else {
193 /* Otherwise the primitives need adjustment.
194 */
195 tmp_prims = malloc(sizeof(*prim) * nr_prims);
196
197 if (tmp_prims == NULL) {
198 _mesa_error_no_memory(__func__);
199 return;
200 }
201
202 for (i = 0; i < nr_prims; i++) {
203 /* If this fails, it could indicate an application error:
204 */
205 assert(prim[i].start >= min_index);
206
207 tmp_prims[i] = prim[i];
208 tmp_prims[i].start -= min_index;
209 }
210
211 prim = tmp_prims;
212 }
213
214 /* Just need to adjust the pointer values on each incoming array.
215 * This works for VBO and non-vbo rendering and shouldn't pesimize
216 * VBO-based upload schemes. However this may still not be a fast
217 * path for hardware tnl for VBO based rendering as most machines
218 * will be happier if you just specify a starting vertex value in
219 * each primitive.
220 *
221 * For drivers with hardware tnl, you only want to do this if you
222 * are forced to, eg non-VBO indexed rendering with start != 0.
223 */
224 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
225 tmp_attribs[i] = *(arrays[i].VertexAttrib);
226 tmp_arrays[i].BufferBinding = arrays[i].BufferBinding;
227 tmp_arrays[i].VertexAttrib = &tmp_attribs[i];
228 if (_mesa_is_bufferobj(arrays[i].BufferBinding->BufferObj))
229 tmp_attribs[i].RelativeOffset +=
230 min_index * arrays[i].BufferBinding->Stride;
231 else
232 tmp_attribs[i].Ptr += min_index * arrays[i].BufferBinding->Stride;
233 }
234
235 /* Re-issue the draw call.
236 */
237 draw( ctx,
238 tmp_arrays,
239 prim,
240 nr_prims,
241 ib,
242 GL_TRUE,
243 0,
244 max_index - min_index,
245 NULL, 0, NULL );
246
247 free(tmp_indices);
248
249 free(tmp_prims);
250 }
251
252
253