Don't cast the return value of malloc/realloc
[mesa.git] / src / mesa / vbo / vbo_rebase.c
1
2 /*
3 * Mesa 3-D graphics library
4 * Version: 6.5
5 *
6 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 *
25 * Authors:
26 * Keith Whitwell <keith@tungstengraphics.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 "main/glheader.h"
50 #include "main/imports.h"
51 #include "main/mtypes.h"
52
53 #include "vbo.h"
54
55
56 #define REBASE(TYPE) \
57 static void *rebase_##TYPE( const void *ptr, \
58 GLuint count, \
59 TYPE min_index ) \
60 { \
61 const TYPE *in = (TYPE *)ptr; \
62 TYPE *tmp_indices = malloc(count * sizeof(TYPE)); \
63 GLuint i; \
64 \
65 for (i = 0; i < count; i++) \
66 tmp_indices[i] = in[i] - min_index; \
67 \
68 return (void *)tmp_indices; \
69 }
70
71
72 REBASE(GLuint)
73 REBASE(GLushort)
74 REBASE(GLubyte)
75
76 GLboolean vbo_all_varyings_in_vbos( const struct gl_client_array *arrays[] )
77 {
78 GLuint i;
79
80 for (i = 0; i < VERT_ATTRIB_MAX; i++)
81 if (arrays[i]->StrideB &&
82 arrays[i]->BufferObj->Name == 0)
83 return GL_FALSE;
84
85 return GL_TRUE;
86 }
87
88 GLboolean vbo_any_varyings_in_vbos( const struct gl_client_array *arrays[] )
89 {
90 GLuint i;
91
92 for (i = 0; i < VERT_ATTRIB_MAX; i++)
93 if (arrays[i]->BufferObj->Name != 0)
94 return GL_TRUE;
95
96 return GL_FALSE;
97 }
98
99 /* Adjust primitives, indices and vertex definitions so that min_index
100 * becomes zero. There are lots of reasons for wanting to do this, eg:
101 *
102 * Software tnl:
103 * - any time min_index != 0, otherwise unused vertices lower than
104 * min_index will be transformed.
105 *
106 * Hardware tnl:
107 * - if ib != NULL and min_index != 0, otherwise vertices lower than
108 * min_index will be uploaded. Requires adjusting index values.
109 *
110 * - if ib == NULL and min_index != 0, just for convenience so this doesn't
111 * have to be handled within the driver.
112 *
113 * Hardware tnl with VBO support:
114 * - as above, but only when vertices are not (all?) in VBO's.
115 * - can't save time by trying to upload half a vbo - typically it is
116 * all or nothing.
117 */
118 void vbo_rebase_prims( struct gl_context *ctx,
119 const struct gl_client_array *arrays[],
120 const struct _mesa_prim *prim,
121 GLuint nr_prims,
122 const struct _mesa_index_buffer *ib,
123 GLuint min_index,
124 GLuint max_index,
125 vbo_draw_func draw )
126 {
127 struct gl_client_array tmp_arrays[VERT_ATTRIB_MAX];
128 const struct gl_client_array *tmp_array_pointers[VERT_ATTRIB_MAX];
129
130 struct _mesa_index_buffer tmp_ib;
131 struct _mesa_prim *tmp_prims = NULL;
132 const struct gl_client_array **saved_arrays = ctx->Array._DrawArrays;
133 void *tmp_indices = NULL;
134 GLuint i;
135
136 assert(min_index != 0);
137
138 if (0)
139 printf("%s %d..%d\n", __FUNCTION__, min_index, max_index);
140
141
142 /* XXX this path is disabled for now.
143 * There's rendering corruption in some apps when it's enabled.
144 */
145 if (0 && ib && ctx->Extensions.ARB_draw_elements_base_vertex) {
146 /* If we can just tell the hardware or the TNL to interpret our
147 * indices with a different base, do so.
148 */
149 tmp_prims = malloc(sizeof(*prim) * nr_prims);
150
151 for (i = 0; i < nr_prims; i++) {
152 tmp_prims[i] = prim[i];
153 tmp_prims[i].basevertex -= min_index;
154 }
155
156 prim = tmp_prims;
157 } else if (ib) {
158 /* Unfortunately need to adjust each index individually.
159 */
160 GLboolean map_ib = ib->obj->Name && !ib->obj->Pointer;
161 void *ptr;
162
163 if (map_ib)
164 ctx->Driver.MapBufferRange(ctx, 0, ib->obj->Size, GL_MAP_READ_BIT,
165 ib->obj);
166
167
168 ptr = ADD_POINTERS(ib->obj->Pointer, ib->ptr);
169
170 /* Some users might prefer it if we translated elements to
171 * GLuints here. Others wouldn't...
172 */
173 switch (ib->type) {
174 case GL_UNSIGNED_INT:
175 tmp_indices = rebase_GLuint( ptr, ib->count, min_index );
176 break;
177 case GL_UNSIGNED_SHORT:
178 tmp_indices = rebase_GLushort( ptr, ib->count, min_index );
179 break;
180 case GL_UNSIGNED_BYTE:
181 tmp_indices = rebase_GLubyte( ptr, ib->count, min_index );
182 break;
183 }
184
185 if (map_ib)
186 ctx->Driver.UnmapBuffer(ctx, ib->obj);
187
188 tmp_ib.obj = ctx->Shared->NullBufferObj;
189 tmp_ib.ptr = tmp_indices;
190 tmp_ib.count = ib->count;
191 tmp_ib.type = ib->type;
192
193 ib = &tmp_ib;
194 }
195 else {
196 /* Otherwise the primitives need adjustment.
197 */
198 tmp_prims = malloc(sizeof(*prim) * nr_prims);
199
200 for (i = 0; i < nr_prims; i++) {
201 /* If this fails, it could indicate an application error:
202 */
203 assert(prim[i].start >= min_index);
204
205 tmp_prims[i] = prim[i];
206 tmp_prims[i].start -= min_index;
207 }
208
209 prim = tmp_prims;
210 }
211
212 /* Just need to adjust the pointer values on each incoming array.
213 * This works for VBO and non-vbo rendering and shouldn't pesimize
214 * VBO-based upload schemes. However this may still not be a fast
215 * path for hardware tnl for VBO based rendering as most machines
216 * will be happier if you just specify a starting vertex value in
217 * each primitive.
218 *
219 * For drivers with hardware tnl, you only want to do this if you
220 * are forced to, eg non-VBO indexed rendering with start != 0.
221 */
222 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
223 tmp_arrays[i] = *arrays[i];
224 tmp_arrays[i].Ptr += min_index * tmp_arrays[i].StrideB;
225 tmp_array_pointers[i] = &tmp_arrays[i];
226 }
227
228 /* Re-issue the draw call.
229 */
230 ctx->Array._DrawArrays = tmp_array_pointers;
231 ctx->NewDriverState |= ctx->DriverFlags.NewArray;
232
233 draw( ctx,
234 prim,
235 nr_prims,
236 ib,
237 GL_TRUE,
238 0,
239 max_index - min_index,
240 NULL );
241
242 ctx->Array._DrawArrays = saved_arrays;
243 ctx->NewDriverState |= ctx->DriverFlags.NewArray;
244
245 if (tmp_indices)
246 free(tmp_indices);
247
248 if (tmp_prims)
249 free(tmp_prims);
250 }
251
252
253