diff options
Diffstat (limited to 'mesalib/src/mesa/tnl/t_draw.c')
-rw-r--r-- | mesalib/src/mesa/tnl/t_draw.c | 974 |
1 files changed, 487 insertions, 487 deletions
diff --git a/mesalib/src/mesa/tnl/t_draw.c b/mesalib/src/mesa/tnl/t_draw.c index fdde29425..6f152ad53 100644 --- a/mesalib/src/mesa/tnl/t_draw.c +++ b/mesalib/src/mesa/tnl/t_draw.c @@ -1,487 +1,487 @@ -/* - * Mesa 3-D graphics library - * Version: 7.1 - * - * Copyright (C) 1999-2007 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> - */ - -#include "main/glheader.h" -#include "main/condrender.h" -#include "main/context.h" -#include "main/imports.h" -#include "main/mtypes.h" -#include "main/macros.h" -#include "main/enums.h" - -#include "t_context.h" -#include "tnl.h" - - - -static GLubyte *get_space(GLcontext *ctx, GLuint bytes) -{ - TNLcontext *tnl = TNL_CONTEXT(ctx); - GLubyte *space = malloc(bytes); - - tnl->block[tnl->nr_blocks++] = space; - return space; -} - - -static void free_space(GLcontext *ctx) -{ - TNLcontext *tnl = TNL_CONTEXT(ctx); - GLuint i; - for (i = 0; i < tnl->nr_blocks; i++) - free(tnl->block[i]); - tnl->nr_blocks = 0; -} - - -/* Convert the incoming array to GLfloats. Understands the - * array->Normalized flag and selects the correct conversion method. - */ -#define CONVERT( TYPE, MACRO ) do { \ - GLuint i, j; \ - if (input->Normalized) { \ - for (i = 0; i < count; i++) { \ - const TYPE *in = (TYPE *)ptr; \ - for (j = 0; j < sz; j++) { \ - *fptr++ = MACRO(*in); \ - in++; \ - } \ - ptr += input->StrideB; \ - } \ - } else { \ - for (i = 0; i < count; i++) { \ - const TYPE *in = (TYPE *)ptr; \ - for (j = 0; j < sz; j++) { \ - *fptr++ = (GLfloat)(*in); \ - in++; \ - } \ - ptr += input->StrideB; \ - } \ - } \ -} while (0) - - -/** - * Convert array of BGRA/GLubyte[4] values to RGBA/float[4] - * \param ptr input/ubyte array - * \param fptr output/float array - */ -static void -convert_bgra_to_float(const struct gl_client_array *input, - const GLubyte *ptr, GLfloat *fptr, - GLuint count ) -{ - GLuint i; - assert(input->Normalized); - assert(input->Size == 4); - for (i = 0; i < count; i++) { - const GLubyte *in = (GLubyte *) ptr; /* in is in BGRA order */ - *fptr++ = UBYTE_TO_FLOAT(in[2]); /* red */ - *fptr++ = UBYTE_TO_FLOAT(in[1]); /* green */ - *fptr++ = UBYTE_TO_FLOAT(in[0]); /* blue */ - *fptr++ = UBYTE_TO_FLOAT(in[3]); /* alpha */ - ptr += input->StrideB; - } -} - -static void -convert_half_to_float(const struct gl_client_array *input, - const GLubyte *ptr, GLfloat *fptr, - GLuint count, GLuint sz) -{ - GLuint i, j; - - for (i = 0; i < count; i++) { - GLhalfARB *in = (GLhalfARB *)ptr; - - for (j = 0; j < sz; j++) { - *fptr++ = _mesa_half_to_float(in[j]); - } - ptr += input->StrideB; - } -} - -/* Adjust pointer to point at first requested element, convert to - * floating point, populate VB->AttribPtr[]. - */ -static void _tnl_import_array( GLcontext *ctx, - GLuint attrib, - GLuint count, - const struct gl_client_array *input, - const GLubyte *ptr ) -{ - TNLcontext *tnl = TNL_CONTEXT(ctx); - struct vertex_buffer *VB = &tnl->vb; - GLuint stride = input->StrideB; - - if (input->Type != GL_FLOAT) { - const GLuint sz = input->Size; - GLubyte *buf = get_space(ctx, count * sz * sizeof(GLfloat)); - GLfloat *fptr = (GLfloat *)buf; - - switch (input->Type) { - case GL_BYTE: - CONVERT(GLbyte, BYTE_TO_FLOAT); - break; - case GL_UNSIGNED_BYTE: - if (input->Format == GL_BGRA) { - /* See GL_EXT_vertex_array_bgra */ - convert_bgra_to_float(input, ptr, fptr, count); - } - else { - CONVERT(GLubyte, UBYTE_TO_FLOAT); - } - break; - case GL_SHORT: - CONVERT(GLshort, SHORT_TO_FLOAT); - break; - case GL_UNSIGNED_SHORT: - CONVERT(GLushort, USHORT_TO_FLOAT); - break; - case GL_INT: - CONVERT(GLint, INT_TO_FLOAT); - break; - case GL_UNSIGNED_INT: - CONVERT(GLuint, UINT_TO_FLOAT); - break; - case GL_DOUBLE: - CONVERT(GLdouble, (GLfloat)); - break; - case GL_HALF_FLOAT: - convert_half_to_float(input, ptr, fptr, count, sz); - break; - default: - assert(0); - break; - } - - ptr = buf; - stride = sz * sizeof(GLfloat); - } - - VB->AttribPtr[attrib] = &tnl->tmp_inputs[attrib]; - VB->AttribPtr[attrib]->data = (GLfloat (*)[4])ptr; - VB->AttribPtr[attrib]->start = (GLfloat *)ptr; - VB->AttribPtr[attrib]->count = count; - VB->AttribPtr[attrib]->stride = stride; - VB->AttribPtr[attrib]->size = input->Size; - - /* This should die, but so should the whole GLvector4f concept: - */ - VB->AttribPtr[attrib]->flags = (((1<<input->Size)-1) | - VEC_NOT_WRITEABLE | - (stride == 4*sizeof(GLfloat) ? 0 : VEC_BAD_STRIDE)); - - VB->AttribPtr[attrib]->storage = NULL; -} - -#define CLIPVERTS ((6 + MAX_CLIP_PLANES) * 2) - - -static GLboolean *_tnl_import_edgeflag( GLcontext *ctx, - const GLvector4f *input, - GLuint count) -{ - const GLubyte *ptr = (const GLubyte *)input->data; - const GLuint stride = input->stride; - GLboolean *space = (GLboolean *)get_space(ctx, count + CLIPVERTS); - GLboolean *bptr = space; - GLuint i; - - for (i = 0; i < count; i++) { - *bptr++ = ((GLfloat *)ptr)[0] == 1.0; - ptr += stride; - } - - return space; -} - - -static void bind_inputs( GLcontext *ctx, - const struct gl_client_array *inputs[], - GLint count, - struct gl_buffer_object **bo, - GLuint *nr_bo ) -{ - TNLcontext *tnl = TNL_CONTEXT(ctx); - struct vertex_buffer *VB = &tnl->vb; - GLuint i; - - /* Map all the VBOs - */ - for (i = 0; i < VERT_ATTRIB_MAX; i++) { - const void *ptr; - - if (inputs[i]->BufferObj->Name) { - if (!inputs[i]->BufferObj->Pointer) { - bo[*nr_bo] = inputs[i]->BufferObj; - (*nr_bo)++; - ctx->Driver.MapBuffer(ctx, - GL_ARRAY_BUFFER, - GL_READ_ONLY_ARB, - inputs[i]->BufferObj); - - assert(inputs[i]->BufferObj->Pointer); - } - - ptr = ADD_POINTERS(inputs[i]->BufferObj->Pointer, - inputs[i]->Ptr); - } - else - ptr = inputs[i]->Ptr; - - /* Just make sure the array is floating point, otherwise convert to - * temporary storage. - * - * XXX: remove the GLvector4f type at some stage and just use - * client arrays. - */ - _tnl_import_array(ctx, i, count, inputs[i], ptr); - } - - /* We process only the vertices between min & max index: - */ - VB->Count = count; - - /* These should perhaps be part of _TNL_ATTRIB_* */ - VB->BackfaceColorPtr = NULL; - VB->BackfaceIndexPtr = NULL; - VB->BackfaceSecondaryColorPtr = NULL; - - /* Clipping and drawing code still requires this to be a packed - * array of ubytes which can be written into. TODO: Fix and - * remove. - */ - if (ctx->Polygon.FrontMode != GL_FILL || - ctx->Polygon.BackMode != GL_FILL) - { - VB->EdgeFlag = _tnl_import_edgeflag( ctx, - VB->AttribPtr[_TNL_ATTRIB_EDGEFLAG], - VB->Count ); - } - else { - /* the data previously pointed to by EdgeFlag may have been freed */ - VB->EdgeFlag = NULL; - } -} - - -/* Translate indices to GLuints and store in VB->Elts. - */ -static void bind_indices( GLcontext *ctx, - const struct _mesa_index_buffer *ib, - struct gl_buffer_object **bo, - GLuint *nr_bo) -{ - TNLcontext *tnl = TNL_CONTEXT(ctx); - struct vertex_buffer *VB = &tnl->vb; - GLuint i; - void *ptr; - - if (!ib) { - VB->Elts = NULL; - return; - } - - if (ib->obj->Name && !ib->obj->Pointer) { - bo[*nr_bo] = ib->obj; - (*nr_bo)++; - ctx->Driver.MapBuffer(ctx, - GL_ELEMENT_ARRAY_BUFFER, - GL_READ_ONLY_ARB, - ib->obj); - - assert(ib->obj->Pointer); - } - - ptr = ADD_POINTERS(ib->obj->Pointer, ib->ptr); - - if (ib->type == GL_UNSIGNED_INT && VB->Primitive[0].basevertex == 0) { - VB->Elts = (GLuint *) ptr; - } - else { - GLuint *elts = (GLuint *)get_space(ctx, ib->count * sizeof(GLuint)); - VB->Elts = elts; - - if (ib->type == GL_UNSIGNED_INT) { - const GLuint *in = (GLuint *)ptr; - for (i = 0; i < ib->count; i++) - *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex; - } - else if (ib->type == GL_UNSIGNED_SHORT) { - const GLushort *in = (GLushort *)ptr; - for (i = 0; i < ib->count; i++) - *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex; - } - else { - const GLubyte *in = (GLubyte *)ptr; - for (i = 0; i < ib->count; i++) - *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex; - } - } -} - -static void bind_prims( GLcontext *ctx, - const struct _mesa_prim *prim, - GLuint nr_prims ) -{ - TNLcontext *tnl = TNL_CONTEXT(ctx); - struct vertex_buffer *VB = &tnl->vb; - - VB->Primitive = prim; - VB->PrimitiveCount = nr_prims; -} - -static void unmap_vbos( GLcontext *ctx, - struct gl_buffer_object **bo, - GLuint nr_bo ) -{ - GLuint i; - for (i = 0; i < nr_bo; i++) { - ctx->Driver.UnmapBuffer(ctx, - 0, /* target -- I don't see why this would be needed */ - bo[i]); - } -} - - -void _tnl_vbo_draw_prims(GLcontext *ctx, - const struct gl_client_array *arrays[], - const struct _mesa_prim *prim, - GLuint nr_prims, - const struct _mesa_index_buffer *ib, - GLboolean index_bounds_valid, - GLuint min_index, - GLuint max_index) -{ - if (!index_bounds_valid) - vbo_get_minmax_index(ctx, prim, ib, &min_index, &max_index); - - _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index); -} - -/* This is the main entrypoint into the slimmed-down software tnl - * module. In a regular swtnl driver, this can be plugged straight - * into the vbo->Driver.DrawPrims() callback. - */ -void _tnl_draw_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) -{ - TNLcontext *tnl = TNL_CONTEXT(ctx); - const GLuint TEST_SPLIT = 0; - const GLint max = TEST_SPLIT ? 8 : tnl->vb.Size - MAX_CLIPPED_VERTICES; - GLint max_basevertex = prim->basevertex; - GLuint i; - - /* Mesa core state should have been validated already */ - assert(ctx->NewState == 0x0); - - if (!_mesa_check_conditional_render(ctx)) - return; /* don't draw */ - - for (i = 1; i < nr_prims; i++) - max_basevertex = MAX2(max_basevertex, prim[i].basevertex); - - if (0) - { - printf("%s %d..%d\n", __FUNCTION__, min_index, max_index); - for (i = 0; i < nr_prims; i++) - printf("prim %d: %s start %d count %d\n", i, - _mesa_lookup_enum_by_nr(prim[i].mode), - prim[i].start, - prim[i].count); - } - - if (min_index) { - /* We always translate away calls with min_index != 0. - */ - vbo_rebase_prims( ctx, arrays, prim, nr_prims, ib, - min_index, max_index, - _tnl_vbo_draw_prims ); - return; - } - else if ((GLint)max_index + max_basevertex > max) { - /* The software TNL pipeline has a fixed amount of storage for - * vertices and it is necessary to split incoming drawing commands - * if they exceed that limit. - */ - struct split_limits limits; - limits.max_verts = max; - limits.max_vb_size = ~0; - limits.max_indices = ~0; - - /* This will split the buffers one way or another and - * recursively call back into this function. - */ - vbo_split_prims( ctx, arrays, prim, nr_prims, ib, - 0, max_index + prim->basevertex, - _tnl_vbo_draw_prims, - &limits ); - } - else { - /* May need to map a vertex buffer object for every attribute plus - * one for the index buffer. - */ - struct gl_buffer_object *bo[VERT_ATTRIB_MAX + 1]; - GLuint nr_bo = 0; - - for (i = 0; i < nr_prims;) { - GLuint this_nr_prims; - - /* Our SW TNL pipeline doesn't handle basevertex yet, so bind_indices - * will rebase the elements to the basevertex, and we'll only - * emit strings of prims with the same basevertex in one draw call. - */ - for (this_nr_prims = 1; i + this_nr_prims < nr_prims; - this_nr_prims++) { - if (prim[i].basevertex != prim[i + this_nr_prims].basevertex) - break; - } - - /* Binding inputs may imply mapping some vertex buffer objects. - * They will need to be unmapped below. - */ - bind_prims(ctx, &prim[i], this_nr_prims); - bind_inputs(ctx, arrays, max_index + prim[i].basevertex + 1, - bo, &nr_bo); - bind_indices(ctx, ib, bo, &nr_bo); - - TNL_CONTEXT(ctx)->Driver.RunPipeline(ctx); - - unmap_vbos(ctx, bo, nr_bo); - free_space(ctx); - - i += this_nr_prims; - } - } -} - +/*
+ * Mesa 3-D graphics library
+ * Version: 7.1
+ *
+ * Copyright (C) 1999-2007 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>
+ */
+
+#include "main/glheader.h"
+#include "main/condrender.h"
+#include "main/context.h"
+#include "main/imports.h"
+#include "main/mtypes.h"
+#include "main/macros.h"
+#include "main/enums.h"
+
+#include "t_context.h"
+#include "tnl.h"
+
+
+
+static GLubyte *get_space(struct gl_context *ctx, GLuint bytes)
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ GLubyte *space = malloc(bytes);
+
+ tnl->block[tnl->nr_blocks++] = space;
+ return space;
+}
+
+
+static void free_space(struct gl_context *ctx)
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ GLuint i;
+ for (i = 0; i < tnl->nr_blocks; i++)
+ free(tnl->block[i]);
+ tnl->nr_blocks = 0;
+}
+
+
+/* Convert the incoming array to GLfloats. Understands the
+ * array->Normalized flag and selects the correct conversion method.
+ */
+#define CONVERT( TYPE, MACRO ) do { \
+ GLuint i, j; \
+ if (input->Normalized) { \
+ for (i = 0; i < count; i++) { \
+ const TYPE *in = (TYPE *)ptr; \
+ for (j = 0; j < sz; j++) { \
+ *fptr++ = MACRO(*in); \
+ in++; \
+ } \
+ ptr += input->StrideB; \
+ } \
+ } else { \
+ for (i = 0; i < count; i++) { \
+ const TYPE *in = (TYPE *)ptr; \
+ for (j = 0; j < sz; j++) { \
+ *fptr++ = (GLfloat)(*in); \
+ in++; \
+ } \
+ ptr += input->StrideB; \
+ } \
+ } \
+} while (0)
+
+
+/**
+ * Convert array of BGRA/GLubyte[4] values to RGBA/float[4]
+ * \param ptr input/ubyte array
+ * \param fptr output/float array
+ */
+static void
+convert_bgra_to_float(const struct gl_client_array *input,
+ const GLubyte *ptr, GLfloat *fptr,
+ GLuint count )
+{
+ GLuint i;
+ assert(input->Normalized);
+ assert(input->Size == 4);
+ for (i = 0; i < count; i++) {
+ const GLubyte *in = (GLubyte *) ptr; /* in is in BGRA order */
+ *fptr++ = UBYTE_TO_FLOAT(in[2]); /* red */
+ *fptr++ = UBYTE_TO_FLOAT(in[1]); /* green */
+ *fptr++ = UBYTE_TO_FLOAT(in[0]); /* blue */
+ *fptr++ = UBYTE_TO_FLOAT(in[3]); /* alpha */
+ ptr += input->StrideB;
+ }
+}
+
+static void
+convert_half_to_float(const struct gl_client_array *input,
+ const GLubyte *ptr, GLfloat *fptr,
+ GLuint count, GLuint sz)
+{
+ GLuint i, j;
+
+ for (i = 0; i < count; i++) {
+ GLhalfARB *in = (GLhalfARB *)ptr;
+
+ for (j = 0; j < sz; j++) {
+ *fptr++ = _mesa_half_to_float(in[j]);
+ }
+ ptr += input->StrideB;
+ }
+}
+
+/* Adjust pointer to point at first requested element, convert to
+ * floating point, populate VB->AttribPtr[].
+ */
+static void _tnl_import_array( struct gl_context *ctx,
+ GLuint attrib,
+ GLuint count,
+ const struct gl_client_array *input,
+ const GLubyte *ptr )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+ GLuint stride = input->StrideB;
+
+ if (input->Type != GL_FLOAT) {
+ const GLuint sz = input->Size;
+ GLubyte *buf = get_space(ctx, count * sz * sizeof(GLfloat));
+ GLfloat *fptr = (GLfloat *)buf;
+
+ switch (input->Type) {
+ case GL_BYTE:
+ CONVERT(GLbyte, BYTE_TO_FLOAT);
+ break;
+ case GL_UNSIGNED_BYTE:
+ if (input->Format == GL_BGRA) {
+ /* See GL_EXT_vertex_array_bgra */
+ convert_bgra_to_float(input, ptr, fptr, count);
+ }
+ else {
+ CONVERT(GLubyte, UBYTE_TO_FLOAT);
+ }
+ break;
+ case GL_SHORT:
+ CONVERT(GLshort, SHORT_TO_FLOAT);
+ break;
+ case GL_UNSIGNED_SHORT:
+ CONVERT(GLushort, USHORT_TO_FLOAT);
+ break;
+ case GL_INT:
+ CONVERT(GLint, INT_TO_FLOAT);
+ break;
+ case GL_UNSIGNED_INT:
+ CONVERT(GLuint, UINT_TO_FLOAT);
+ break;
+ case GL_DOUBLE:
+ CONVERT(GLdouble, (GLfloat));
+ break;
+ case GL_HALF_FLOAT:
+ convert_half_to_float(input, ptr, fptr, count, sz);
+ break;
+ default:
+ assert(0);
+ break;
+ }
+
+ ptr = buf;
+ stride = sz * sizeof(GLfloat);
+ }
+
+ VB->AttribPtr[attrib] = &tnl->tmp_inputs[attrib];
+ VB->AttribPtr[attrib]->data = (GLfloat (*)[4])ptr;
+ VB->AttribPtr[attrib]->start = (GLfloat *)ptr;
+ VB->AttribPtr[attrib]->count = count;
+ VB->AttribPtr[attrib]->stride = stride;
+ VB->AttribPtr[attrib]->size = input->Size;
+
+ /* This should die, but so should the whole GLvector4f concept:
+ */
+ VB->AttribPtr[attrib]->flags = (((1<<input->Size)-1) |
+ VEC_NOT_WRITEABLE |
+ (stride == 4*sizeof(GLfloat) ? 0 : VEC_BAD_STRIDE));
+
+ VB->AttribPtr[attrib]->storage = NULL;
+}
+
+#define CLIPVERTS ((6 + MAX_CLIP_PLANES) * 2)
+
+
+static GLboolean *_tnl_import_edgeflag( struct gl_context *ctx,
+ const GLvector4f *input,
+ GLuint count)
+{
+ const GLubyte *ptr = (const GLubyte *)input->data;
+ const GLuint stride = input->stride;
+ GLboolean *space = (GLboolean *)get_space(ctx, count + CLIPVERTS);
+ GLboolean *bptr = space;
+ GLuint i;
+
+ for (i = 0; i < count; i++) {
+ *bptr++ = ((GLfloat *)ptr)[0] == 1.0;
+ ptr += stride;
+ }
+
+ return space;
+}
+
+
+static void bind_inputs( struct gl_context *ctx,
+ const struct gl_client_array *inputs[],
+ GLint count,
+ struct gl_buffer_object **bo,
+ GLuint *nr_bo )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+ GLuint i;
+
+ /* Map all the VBOs
+ */
+ for (i = 0; i < VERT_ATTRIB_MAX; i++) {
+ const void *ptr;
+
+ if (inputs[i]->BufferObj->Name) {
+ if (!inputs[i]->BufferObj->Pointer) {
+ bo[*nr_bo] = inputs[i]->BufferObj;
+ (*nr_bo)++;
+ ctx->Driver.MapBuffer(ctx,
+ GL_ARRAY_BUFFER,
+ GL_READ_ONLY_ARB,
+ inputs[i]->BufferObj);
+
+ assert(inputs[i]->BufferObj->Pointer);
+ }
+
+ ptr = ADD_POINTERS(inputs[i]->BufferObj->Pointer,
+ inputs[i]->Ptr);
+ }
+ else
+ ptr = inputs[i]->Ptr;
+
+ /* Just make sure the array is floating point, otherwise convert to
+ * temporary storage.
+ *
+ * XXX: remove the GLvector4f type at some stage and just use
+ * client arrays.
+ */
+ _tnl_import_array(ctx, i, count, inputs[i], ptr);
+ }
+
+ /* We process only the vertices between min & max index:
+ */
+ VB->Count = count;
+
+ /* These should perhaps be part of _TNL_ATTRIB_* */
+ VB->BackfaceColorPtr = NULL;
+ VB->BackfaceIndexPtr = NULL;
+ VB->BackfaceSecondaryColorPtr = NULL;
+
+ /* Clipping and drawing code still requires this to be a packed
+ * array of ubytes which can be written into. TODO: Fix and
+ * remove.
+ */
+ if (ctx->Polygon.FrontMode != GL_FILL ||
+ ctx->Polygon.BackMode != GL_FILL)
+ {
+ VB->EdgeFlag = _tnl_import_edgeflag( ctx,
+ VB->AttribPtr[_TNL_ATTRIB_EDGEFLAG],
+ VB->Count );
+ }
+ else {
+ /* the data previously pointed to by EdgeFlag may have been freed */
+ VB->EdgeFlag = NULL;
+ }
+}
+
+
+/* Translate indices to GLuints and store in VB->Elts.
+ */
+static void bind_indices( struct gl_context *ctx,
+ const struct _mesa_index_buffer *ib,
+ struct gl_buffer_object **bo,
+ GLuint *nr_bo)
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+ GLuint i;
+ void *ptr;
+
+ if (!ib) {
+ VB->Elts = NULL;
+ return;
+ }
+
+ if (ib->obj->Name && !ib->obj->Pointer) {
+ bo[*nr_bo] = ib->obj;
+ (*nr_bo)++;
+ ctx->Driver.MapBuffer(ctx,
+ GL_ELEMENT_ARRAY_BUFFER,
+ GL_READ_ONLY_ARB,
+ ib->obj);
+
+ assert(ib->obj->Pointer);
+ }
+
+ ptr = ADD_POINTERS(ib->obj->Pointer, ib->ptr);
+
+ if (ib->type == GL_UNSIGNED_INT && VB->Primitive[0].basevertex == 0) {
+ VB->Elts = (GLuint *) ptr;
+ }
+ else {
+ GLuint *elts = (GLuint *)get_space(ctx, ib->count * sizeof(GLuint));
+ VB->Elts = elts;
+
+ if (ib->type == GL_UNSIGNED_INT) {
+ const GLuint *in = (GLuint *)ptr;
+ for (i = 0; i < ib->count; i++)
+ *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
+ }
+ else if (ib->type == GL_UNSIGNED_SHORT) {
+ const GLushort *in = (GLushort *)ptr;
+ for (i = 0; i < ib->count; i++)
+ *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
+ }
+ else {
+ const GLubyte *in = (GLubyte *)ptr;
+ for (i = 0; i < ib->count; i++)
+ *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
+ }
+ }
+}
+
+static void bind_prims( struct gl_context *ctx,
+ const struct _mesa_prim *prim,
+ GLuint nr_prims )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+
+ VB->Primitive = prim;
+ VB->PrimitiveCount = nr_prims;
+}
+
+static void unmap_vbos( struct gl_context *ctx,
+ struct gl_buffer_object **bo,
+ GLuint nr_bo )
+{
+ GLuint i;
+ for (i = 0; i < nr_bo; i++) {
+ ctx->Driver.UnmapBuffer(ctx,
+ 0, /* target -- I don't see why this would be needed */
+ bo[i]);
+ }
+}
+
+
+void _tnl_vbo_draw_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,
+ GLboolean index_bounds_valid,
+ GLuint min_index,
+ GLuint max_index)
+{
+ if (!index_bounds_valid)
+ vbo_get_minmax_index(ctx, prim, ib, &min_index, &max_index);
+
+ _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
+}
+
+/* This is the main entrypoint into the slimmed-down software tnl
+ * module. In a regular swtnl driver, this can be plugged straight
+ * into the vbo->Driver.DrawPrims() callback.
+ */
+void _tnl_draw_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)
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ const GLuint TEST_SPLIT = 0;
+ const GLint max = TEST_SPLIT ? 8 : tnl->vb.Size - MAX_CLIPPED_VERTICES;
+ GLint max_basevertex = prim->basevertex;
+ GLuint i;
+
+ /* Mesa core state should have been validated already */
+ assert(ctx->NewState == 0x0);
+
+ if (!_mesa_check_conditional_render(ctx))
+ return; /* don't draw */
+
+ for (i = 1; i < nr_prims; i++)
+ max_basevertex = MAX2(max_basevertex, prim[i].basevertex);
+
+ if (0)
+ {
+ printf("%s %d..%d\n", __FUNCTION__, min_index, max_index);
+ for (i = 0; i < nr_prims; i++)
+ printf("prim %d: %s start %d count %d\n", i,
+ _mesa_lookup_enum_by_nr(prim[i].mode),
+ prim[i].start,
+ prim[i].count);
+ }
+
+ if (min_index) {
+ /* We always translate away calls with min_index != 0.
+ */
+ vbo_rebase_prims( ctx, arrays, prim, nr_prims, ib,
+ min_index, max_index,
+ _tnl_vbo_draw_prims );
+ return;
+ }
+ else if ((GLint)max_index + max_basevertex > max) {
+ /* The software TNL pipeline has a fixed amount of storage for
+ * vertices and it is necessary to split incoming drawing commands
+ * if they exceed that limit.
+ */
+ struct split_limits limits;
+ limits.max_verts = max;
+ limits.max_vb_size = ~0;
+ limits.max_indices = ~0;
+
+ /* This will split the buffers one way or another and
+ * recursively call back into this function.
+ */
+ vbo_split_prims( ctx, arrays, prim, nr_prims, ib,
+ 0, max_index + prim->basevertex,
+ _tnl_vbo_draw_prims,
+ &limits );
+ }
+ else {
+ /* May need to map a vertex buffer object for every attribute plus
+ * one for the index buffer.
+ */
+ struct gl_buffer_object *bo[VERT_ATTRIB_MAX + 1];
+ GLuint nr_bo = 0;
+
+ for (i = 0; i < nr_prims;) {
+ GLuint this_nr_prims;
+
+ /* Our SW TNL pipeline doesn't handle basevertex yet, so bind_indices
+ * will rebase the elements to the basevertex, and we'll only
+ * emit strings of prims with the same basevertex in one draw call.
+ */
+ for (this_nr_prims = 1; i + this_nr_prims < nr_prims;
+ this_nr_prims++) {
+ if (prim[i].basevertex != prim[i + this_nr_prims].basevertex)
+ break;
+ }
+
+ /* Binding inputs may imply mapping some vertex buffer objects.
+ * They will need to be unmapped below.
+ */
+ bind_prims(ctx, &prim[i], this_nr_prims);
+ bind_inputs(ctx, arrays, max_index + prim[i].basevertex + 1,
+ bo, &nr_bo);
+ bind_indices(ctx, ib, bo, &nr_bo);
+
+ TNL_CONTEXT(ctx)->Driver.RunPipeline(ctx);
+
+ unmap_vbos(ctx, bo, nr_bo);
+ free_space(ctx);
+
+ i += this_nr_prims;
+ }
+ }
+}
+
|