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/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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.
*
**************************************************************************/
/*
* This file implements the st_draw_vbo() function which is called from
* Mesa's VBO module. All point/line/triangle rendering is done through
* this function whether the user called glBegin/End, glDrawArrays,
* glDrawElements, glEvalMesh, or glCalList, etc.
*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
*/
#include "main/imports.h"
#include "main/image.h"
#include "main/bufferobj.h"
#include "main/macros.h"
#include "vbo/vbo.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_cb_bufferobjects.h"
#include "st_cb_xformfb.h"
#include "st_debug.h"
#include "st_draw.h"
#include "st_program.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "util/u_format.h"
#include "util/u_prim.h"
#include "util/u_draw_quad.h"
#include "util/u_upload_mgr.h"
#include "draw/draw_context.h"
#include "cso_cache/cso_context.h"
#include "../glsl/ir_uniform.h"
/**
* This is very similar to vbo_all_varyings_in_vbos() but we are
* only interested in per-vertex data. See bug 38626.
*/
static GLboolean
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]->InstanceDivisor &&
!_mesa_is_bufferobj(arrays[i]->BufferObj))
return GL_FALSE;
return GL_TRUE;
}
/**
* Basically, translate Mesa's index buffer information into
* a pipe_index_buffer object.
* \return TRUE or FALSE for success/failure
*/
static boolean
setup_index_buffer(struct st_context *st,
const struct _mesa_index_buffer *ib,
struct pipe_index_buffer *ibuffer)
{
struct gl_buffer_object *bufobj = ib->obj;
ibuffer->index_size = vbo_sizeof_ib_type(ib->type);
/* get/create the index buffer object */
if (_mesa_is_bufferobj(bufobj)) {
/* indices are in a real VBO */
ibuffer->buffer = st_buffer_object(bufobj)->buffer;
ibuffer->offset = pointer_to_offset(ib->ptr);
}
else if (st->indexbuf_uploader) {
/* upload indexes from user memory into a real buffer */
if (u_upload_data(st->indexbuf_uploader, 0,
ib->count * ibuffer->index_size, ib->ptr,
&ibuffer->offset, &ibuffer->buffer) != PIPE_OK) {
/* out of memory */
return FALSE;
}
u_upload_unmap(st->indexbuf_uploader);
}
else {
/* indices are in user space memory */
ibuffer->user_buffer = ib->ptr;
}
cso_set_index_buffer(st->cso_context, ibuffer);
return TRUE;
}
/**
* Prior to drawing, check that any uniforms referenced by the
* current shader have been set. If a uniform has not been set,
* issue a warning.
*/
static void
check_uniforms(struct gl_context *ctx)
{
struct gl_shader_program *shProg[3] = {
ctx->Shader.CurrentVertexProgram,
ctx->Shader.CurrentGeometryProgram,
ctx->Shader.CurrentFragmentProgram,
};
unsigned j;
for (j = 0; j < 3; j++) {
unsigned i;
if (shProg[j] == NULL || !shProg[j]->LinkStatus)
continue;
for (i = 0; i < shProg[j]->NumUserUniformStorage; i++) {
const struct gl_uniform_storage *u = &shProg[j]->UniformStorage[i];
if (!u->initialized) {
_mesa_warning(ctx,
"Using shader with uninitialized uniform: %s",
u->name);
}
}
}
}
/**
* Translate OpenGL primtive type (GL_POINTS, GL_TRIANGLE_STRIP, etc) to
* the corresponding Gallium type.
*/
static unsigned
translate_prim(const struct gl_context *ctx, unsigned prim)
{
/* GL prims should match Gallium prims, spot-check a few */
STATIC_ASSERT(GL_POINTS == PIPE_PRIM_POINTS);
STATIC_ASSERT(GL_QUADS == PIPE_PRIM_QUADS);
STATIC_ASSERT(GL_TRIANGLE_STRIP_ADJACENCY == PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY);
/* Avoid quadstrips if it's easy to do so:
* Note: it's important to do the correct trimming if we change the
* prim type! We do that wherever this function is called.
*/
if (prim == GL_QUAD_STRIP &&
ctx->Light.ShadeModel != GL_FLAT &&
ctx->Polygon.FrontMode == GL_FILL &&
ctx->Polygon.BackMode == GL_FILL)
prim = GL_TRIANGLE_STRIP;
return prim;
}
/**
* 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 gallium.
*/
void
st_draw_vbo(struct gl_context *ctx,
const struct _mesa_prim *prims,
GLuint nr_prims,
const struct _mesa_index_buffer *ib,
GLboolean index_bounds_valid,
GLuint min_index,
GLuint max_index,
struct gl_transform_feedback_object *tfb_vertcount)
{
struct st_context *st = st_context(ctx);
struct pipe_index_buffer ibuffer = {0};
struct pipe_draw_info info;
const struct gl_client_array **arrays = ctx->Array._DrawArrays;
unsigned i;
/* Mesa core state should have been validated already */
assert(ctx->NewState == 0x0);
/* Validate state. */
if (st->dirty.st || ctx->NewDriverState) {
st_validate_state(st);
if (st->vertex_array_out_of_memory)
return;
#if 0
if (MESA_VERBOSE & VERBOSE_GLSL) {
check_uniforms(ctx);
}
#else
(void) check_uniforms;
#endif
}
util_draw_init_info(&info);
if (ib) {
/* Get index bounds for user buffers. */
if (!index_bounds_valid)
if (!all_varyings_in_vbos(arrays))
vbo_get_minmax_indices(ctx, prims, ib, &min_index, &max_index,
nr_prims);
if (!setup_index_buffer(st, ib, &ibuffer)) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBegin/DrawElements/DrawArray");
return;
}
info.indexed = TRUE;
if (min_index != ~0 && max_index != ~0) {
info.min_index = min_index;
info.max_index = max_index;
}
/* The VBO module handles restart for the non-indexed GLDrawArrays
* so we only set these fields for indexed drawing:
*/
info.primitive_restart = ctx->Array._PrimitiveRestart;
info.restart_index = ctx->Array.RestartIndex;
}
else {
/* Transform feedback drawing is always non-indexed. */
/* Set info.count_from_stream_output. */
if (tfb_vertcount) {
st_transform_feedback_draw_init(tfb_vertcount, &info);
}
}
/* do actual drawing */
for (i = 0; i < nr_prims; i++) {
info.mode = translate_prim(ctx, prims[i].mode);
info.start = prims[i].start;
info.count = prims[i].count;
info.start_instance = prims[i].base_instance;
info.instance_count = prims[i].num_instances;
info.index_bias = prims[i].basevertex;
if (!ib) {
info.min_index = info.start;
info.max_index = info.start + info.count - 1;
}
if (ST_DEBUG & DEBUG_DRAW) {
debug_printf("st/draw: mode %s start %u count %u indexed %d\n",
u_prim_name(info.mode),
info.start,
info.count,
info.indexed);
}
if (info.count_from_stream_output) {
cso_draw_vbo(st->cso_context, &info);
}
else if (info.primitive_restart) {
/* don't trim, restarts might be inside index list */
cso_draw_vbo(st->cso_context, &info);
}
else if (u_trim_pipe_prim(prims[i].mode, &info.count)) {
cso_draw_vbo(st->cso_context, &info);
}
}
if (ib && st->indexbuf_uploader && !_mesa_is_bufferobj(ib->obj)) {
pipe_resource_reference(&ibuffer.buffer, NULL);
}
}
void
st_init_draw(struct st_context *st)
{
struct gl_context *ctx = st->ctx;
vbo_set_draw_func(ctx, st_draw_vbo);
st->draw = draw_create(st->pipe); /* for selection/feedback */
/* Disable draw options that might convert points/lines to tris, etc.
* as that would foul-up feedback/selection mode.
*/
draw_wide_line_threshold(st->draw, 1000.0f);
draw_wide_point_threshold(st->draw, 1000.0f);
draw_enable_line_stipple(st->draw, FALSE);
draw_enable_point_sprites(st->draw, FALSE);
}
void
st_destroy_draw(struct st_context *st)
{
draw_destroy(st->draw);
}
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