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author | marha <marha@users.sourceforge.net> | 2010-12-28 16:10:20 +0000 |
---|---|---|
committer | marha <marha@users.sourceforge.net> | 2010-12-28 16:10:20 +0000 |
commit | 807c6931fe683fd844ceec1b023232181e6aae03 (patch) | |
tree | 1a131ed95fe2200d0ad33da8f7755a7ed2364adc /mesalib/src/mesa/vbo/vbo_rebase.c | |
parent | 973099dda7e49e5abe29819a7124b3b1e7bd8b92 (diff) | |
download | vcxsrv-807c6931fe683fd844ceec1b023232181e6aae03.tar.gz vcxsrv-807c6931fe683fd844ceec1b023232181e6aae03.tar.bz2 vcxsrv-807c6931fe683fd844ceec1b023232181e6aae03.zip |
xserver and mesa git update 28-12-2010
Diffstat (limited to 'mesalib/src/mesa/vbo/vbo_rebase.c')
-rw-r--r-- | mesalib/src/mesa/vbo/vbo_rebase.c | 490 |
1 files changed, 251 insertions, 239 deletions
diff --git a/mesalib/src/mesa/vbo/vbo_rebase.c b/mesalib/src/mesa/vbo/vbo_rebase.c index ff7c7a6b0..a62777cbf 100644 --- a/mesalib/src/mesa/vbo/vbo_rebase.c +++ b/mesalib/src/mesa/vbo/vbo_rebase.c @@ -1,239 +1,251 @@ - -/* - * Mesa 3-D graphics library - * Version: 6.5 - * - * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - * - * Authors: - * Keith Whitwell <keith@tungstengraphics.com> - */ - -/* Helper for drivers which find themselves rendering a range of - * indices starting somewhere above zero. Typically the application - * is issuing multiple DrawArrays() or DrawElements() to draw - * successive primitives layed out linearly in the vertex arrays. - * Unless the vertex arrays are all in a VBO, the OpenGL semantics - * imply that we need to re-upload the vertex data on each draw call. - * In that case, 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 will be transformed and lit. - * - * If we just upload the new data, however, the indices will be - * incorrect as we tend to upload each set of vertex data to a new - * region. - * - * This file provides a helper to adjust the arrays, primitives and - * indices of a draw call so that it can be re-issued with a min_index - * of zero. - */ - -#include "main/glheader.h" -#include "main/imports.h" -#include "main/mtypes.h" - -#include "vbo.h" - - -#define REBASE(TYPE) \ -static void *rebase_##TYPE( const void *ptr, \ - GLuint count, \ - TYPE min_index ) \ -{ \ - const TYPE *in = (TYPE *)ptr; \ - TYPE *tmp_indices = malloc(count * sizeof(TYPE)); \ - GLuint i; \ - \ - for (i = 0; i < count; i++) \ - tmp_indices[i] = in[i] - min_index; \ - \ - return (void *)tmp_indices; \ -} - - -REBASE(GLuint) -REBASE(GLushort) -REBASE(GLubyte) - -GLboolean vbo_all_varyings_in_vbos( const struct gl_client_array *arrays[] ) -{ - GLuint i; - - for (i = 0; i < VERT_ATTRIB_MAX; i++) - if (arrays[i]->StrideB && - arrays[i]->BufferObj->Name == 0) - return GL_FALSE; - - return GL_TRUE; -} - -/* Adjust primitives, indices and vertex definitions so that min_index - * becomes zero. There are lots of reasons for wanting to do this, eg: - * - * Software tnl: - * - any time min_index != 0, otherwise unused vertices lower than - * min_index will be transformed. - * - * Hardware tnl: - * - if ib != NULL and min_index != 0, otherwise vertices lower than - * min_index will be uploaded. Requires adjusting index values. - * - * - if ib == NULL and min_index != 0, just for convenience so this doesn't - * have to be handled within the driver. - * - * Hardware tnl with VBO support: - * - as above, but only when vertices are not (all?) in VBO's. - * - can't save time by trying to upload half a vbo - typically it is - * all or nothing. - */ -void vbo_rebase_prims( GLcontext *ctx, - const struct gl_client_array *arrays[], - const struct _mesa_prim *prim, - GLuint nr_prims, - const struct _mesa_index_buffer *ib, - GLuint min_index, - GLuint max_index, - vbo_draw_func draw ) -{ - struct gl_client_array tmp_arrays[VERT_ATTRIB_MAX]; - const struct gl_client_array *tmp_array_pointers[VERT_ATTRIB_MAX]; - - struct _mesa_index_buffer tmp_ib; - struct _mesa_prim *tmp_prims = NULL; - void *tmp_indices = NULL; - GLuint i; - - assert(min_index != 0); - - if (0) - printf("%s %d..%d\n", __FUNCTION__, min_index, max_index); - - - /* XXX this path is disabled for now. - * There's rendering corruption in some apps when it's enabled. - */ - if (0 && ib && ctx->Extensions.ARB_draw_elements_base_vertex) { - /* If we can just tell the hardware or the TNL to interpret our - * indices with a different base, do so. - */ - tmp_prims = (struct _mesa_prim *)malloc(sizeof(*prim) * nr_prims); - - for (i = 0; i < nr_prims; i++) { - tmp_prims[i] = prim[i]; - tmp_prims[i].basevertex -= min_index; - } - - prim = tmp_prims; - } else if (ib) { - /* Unfortunately need to adjust each index individually. - */ - GLboolean map_ib = ib->obj->Name && !ib->obj->Pointer; - void *ptr; - - if (map_ib) - ctx->Driver.MapBuffer(ctx, - GL_ELEMENT_ARRAY_BUFFER, - GL_READ_ONLY_ARB, - ib->obj); - - - ptr = ADD_POINTERS(ib->obj->Pointer, ib->ptr); - - /* Some users might prefer it if we translated elements to - * GLuints here. Others wouldn't... - */ - switch (ib->type) { - case GL_UNSIGNED_INT: - tmp_indices = rebase_GLuint( ptr, ib->count, min_index ); - break; - case GL_UNSIGNED_SHORT: - tmp_indices = rebase_GLushort( ptr, ib->count, min_index ); - break; - case GL_UNSIGNED_BYTE: - tmp_indices = rebase_GLubyte( ptr, ib->count, min_index ); - break; - } - - if (map_ib) - ctx->Driver.UnmapBuffer(ctx, - GL_ELEMENT_ARRAY_BUFFER, - ib->obj); - - tmp_ib.obj = ctx->Shared->NullBufferObj; - tmp_ib.ptr = tmp_indices; - tmp_ib.count = ib->count; - tmp_ib.type = ib->type; - - ib = &tmp_ib; - } - else { - /* Otherwise the primitives need adjustment. - */ - tmp_prims = (struct _mesa_prim *)malloc(sizeof(*prim) * nr_prims); - - for (i = 0; i < nr_prims; i++) { - /* If this fails, it could indicate an application error: - */ - assert(prim[i].start >= min_index); - - tmp_prims[i] = prim[i]; - tmp_prims[i].start -= min_index; - } - - prim = tmp_prims; - } - - /* Just need to adjust the pointer values on each incoming array. - * This works for VBO and non-vbo rendering and shouldn't pesimize - * VBO-based upload schemes. However this may still not be a fast - * path for hardware tnl for VBO based rendering as most machines - * will be happier if you just specify a starting vertex value in - * each primitive. - * - * For drivers with hardware tnl, you only want to do this if you - * are forced to, eg non-VBO indexed rendering with start != 0. - */ - for (i = 0; i < VERT_ATTRIB_MAX; i++) { - tmp_arrays[i] = *arrays[i]; - tmp_arrays[i].Ptr += min_index * tmp_arrays[i].StrideB; - tmp_array_pointers[i] = &tmp_arrays[i]; - } - - /* Re-issue the draw call. - */ - draw( ctx, - tmp_array_pointers, - prim, - nr_prims, - ib, - GL_TRUE, - 0, - max_index - min_index ); - - if (tmp_indices) - free(tmp_indices); - - if (tmp_prims) - free(tmp_prims); -} - - - +
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5
+ *
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+/* Helper for drivers which find themselves rendering a range of
+ * indices starting somewhere above zero. Typically the application
+ * is issuing multiple DrawArrays() or DrawElements() to draw
+ * successive primitives layed out linearly in the vertex arrays.
+ * Unless the vertex arrays are all in a VBO, the OpenGL semantics
+ * imply that we need to re-upload the vertex data on each draw call.
+ * In that case, 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 will be transformed and lit.
+ *
+ * If we just upload the new data, however, the indices will be
+ * incorrect as we tend to upload each set of vertex data to a new
+ * region.
+ *
+ * This file provides a helper to adjust the arrays, primitives and
+ * indices of a draw call so that it can be re-issued with a min_index
+ * of zero.
+ */
+
+#include "main/glheader.h"
+#include "main/imports.h"
+#include "main/mtypes.h"
+
+#include "vbo.h"
+
+
+#define REBASE(TYPE) \
+static void *rebase_##TYPE( const void *ptr, \
+ GLuint count, \
+ TYPE min_index ) \
+{ \
+ const TYPE *in = (TYPE *)ptr; \
+ TYPE *tmp_indices = malloc(count * sizeof(TYPE)); \
+ GLuint i; \
+ \
+ for (i = 0; i < count; i++) \
+ tmp_indices[i] = in[i] - min_index; \
+ \
+ return (void *)tmp_indices; \
+}
+
+
+REBASE(GLuint)
+REBASE(GLushort)
+REBASE(GLubyte)
+
+GLboolean vbo_all_varyings_in_vbos( const struct gl_client_array *arrays[] )
+{
+ GLuint i;
+
+ for (i = 0; i < VERT_ATTRIB_MAX; i++)
+ if (arrays[i]->StrideB &&
+ arrays[i]->BufferObj->Name == 0)
+ return GL_FALSE;
+
+ return GL_TRUE;
+}
+
+GLboolean vbo_any_varyings_in_vbos( const struct gl_client_array *arrays[] )
+{
+ GLuint i;
+
+ for (i = 0; i < VERT_ATTRIB_MAX; i++)
+ if (arrays[i]->StrideB &&
+ arrays[i]->BufferObj->Name != 0)
+ return GL_TRUE;
+
+ return GL_FALSE;
+}
+
+/* Adjust primitives, indices and vertex definitions so that min_index
+ * becomes zero. There are lots of reasons for wanting to do this, eg:
+ *
+ * Software tnl:
+ * - any time min_index != 0, otherwise unused vertices lower than
+ * min_index will be transformed.
+ *
+ * Hardware tnl:
+ * - if ib != NULL and min_index != 0, otherwise vertices lower than
+ * min_index will be uploaded. Requires adjusting index values.
+ *
+ * - if ib == NULL and min_index != 0, just for convenience so this doesn't
+ * have to be handled within the driver.
+ *
+ * Hardware tnl with VBO support:
+ * - as above, but only when vertices are not (all?) in VBO's.
+ * - can't save time by trying to upload half a vbo - typically it is
+ * all or nothing.
+ */
+void vbo_rebase_prims( struct gl_context *ctx,
+ const struct gl_client_array *arrays[],
+ const struct _mesa_prim *prim,
+ GLuint nr_prims,
+ const struct _mesa_index_buffer *ib,
+ GLuint min_index,
+ GLuint max_index,
+ vbo_draw_func draw )
+{
+ struct gl_client_array tmp_arrays[VERT_ATTRIB_MAX];
+ const struct gl_client_array *tmp_array_pointers[VERT_ATTRIB_MAX];
+
+ struct _mesa_index_buffer tmp_ib;
+ struct _mesa_prim *tmp_prims = NULL;
+ void *tmp_indices = NULL;
+ GLuint i;
+
+ assert(min_index != 0);
+
+ if (0)
+ printf("%s %d..%d\n", __FUNCTION__, min_index, max_index);
+
+
+ /* XXX this path is disabled for now.
+ * There's rendering corruption in some apps when it's enabled.
+ */
+ if (0 && ib && ctx->Extensions.ARB_draw_elements_base_vertex) {
+ /* If we can just tell the hardware or the TNL to interpret our
+ * indices with a different base, do so.
+ */
+ tmp_prims = (struct _mesa_prim *)malloc(sizeof(*prim) * nr_prims);
+
+ for (i = 0; i < nr_prims; i++) {
+ tmp_prims[i] = prim[i];
+ tmp_prims[i].basevertex -= min_index;
+ }
+
+ prim = tmp_prims;
+ } else if (ib) {
+ /* Unfortunately need to adjust each index individually.
+ */
+ GLboolean map_ib = ib->obj->Name && !ib->obj->Pointer;
+ void *ptr;
+
+ if (map_ib)
+ ctx->Driver.MapBuffer(ctx,
+ GL_ELEMENT_ARRAY_BUFFER,
+ GL_READ_ONLY_ARB,
+ ib->obj);
+
+
+ ptr = ADD_POINTERS(ib->obj->Pointer, ib->ptr);
+
+ /* Some users might prefer it if we translated elements to
+ * GLuints here. Others wouldn't...
+ */
+ switch (ib->type) {
+ case GL_UNSIGNED_INT:
+ tmp_indices = rebase_GLuint( ptr, ib->count, min_index );
+ break;
+ case GL_UNSIGNED_SHORT:
+ tmp_indices = rebase_GLushort( ptr, ib->count, min_index );
+ break;
+ case GL_UNSIGNED_BYTE:
+ tmp_indices = rebase_GLubyte( ptr, ib->count, min_index );
+ break;
+ }
+
+ if (map_ib)
+ ctx->Driver.UnmapBuffer(ctx,
+ GL_ELEMENT_ARRAY_BUFFER,
+ ib->obj);
+
+ tmp_ib.obj = ctx->Shared->NullBufferObj;
+ tmp_ib.ptr = tmp_indices;
+ tmp_ib.count = ib->count;
+ tmp_ib.type = ib->type;
+
+ ib = &tmp_ib;
+ }
+ else {
+ /* Otherwise the primitives need adjustment.
+ */
+ tmp_prims = (struct _mesa_prim *)malloc(sizeof(*prim) * nr_prims);
+
+ for (i = 0; i < nr_prims; i++) {
+ /* If this fails, it could indicate an application error:
+ */
+ assert(prim[i].start >= min_index);
+
+ tmp_prims[i] = prim[i];
+ tmp_prims[i].start -= min_index;
+ }
+
+ prim = tmp_prims;
+ }
+
+ /* Just need to adjust the pointer values on each incoming array.
+ * This works for VBO and non-vbo rendering and shouldn't pesimize
+ * VBO-based upload schemes. However this may still not be a fast
+ * path for hardware tnl for VBO based rendering as most machines
+ * will be happier if you just specify a starting vertex value in
+ * each primitive.
+ *
+ * For drivers with hardware tnl, you only want to do this if you
+ * are forced to, eg non-VBO indexed rendering with start != 0.
+ */
+ for (i = 0; i < VERT_ATTRIB_MAX; i++) {
+ tmp_arrays[i] = *arrays[i];
+ tmp_arrays[i].Ptr += min_index * tmp_arrays[i].StrideB;
+ tmp_array_pointers[i] = &tmp_arrays[i];
+ }
+
+ /* Re-issue the draw call.
+ */
+ draw( ctx,
+ tmp_array_pointers,
+ prim,
+ nr_prims,
+ ib,
+ GL_TRUE,
+ 0,
+ max_index - min_index );
+
+ if (tmp_indices)
+ free(tmp_indices);
+
+ if (tmp_prims)
+ free(tmp_prims);
+}
+
+
+
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