1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 *
24 * Authors:
25 * Keith Whitwell <keithw@vmware.com>
26 */
27
28 #include <stdio.h>
29
30 #include "main/glheader.h"
31 #include "main/arrayobj.h"
32 #include "main/bufferobj.h"
33 #include "main/condrender.h"
34 #include "main/context.h"
35
36 #include "main/mtypes.h"
37 #include "main/macros.h"
38 #include "main/enums.h"
39 #include "main/varray.h"
40 #include "util/half_float.h"
41
42 #include "t_context.h"
43 #include "t_rebase.h"
44 #include "tnl.h"
45
46
get_space(struct gl_context * ctx,GLuint bytes)47 static GLubyte *get_space(struct gl_context *ctx, GLuint bytes)
48 {
49 TNLcontext *tnl = TNL_CONTEXT(ctx);
50 GLubyte *space = malloc(bytes);
51
52 tnl->block[tnl->nr_blocks++] = space;
53 return space;
54 }
55
56
free_space(struct gl_context * ctx)57 static void free_space(struct gl_context *ctx)
58 {
59 TNLcontext *tnl = TNL_CONTEXT(ctx);
60
61 for (GLuint i = 0; i < tnl->nr_blocks; i++)
62 free(tnl->block[i]);
63
64 tnl->nr_blocks = 0;
65 }
66
67
68 /* Convert the incoming array to GLfloats. Understands the
69 * array->Normalized flag and selects the correct conversion method.
70 */
71 #define CONVERT( TYPE, MACRO ) do { \
72 GLuint i, j; \
73 if (attrib->Format.Normalized) { \
74 for (i = 0; i < count; i++) { \
75 const TYPE *in = (TYPE *)ptr; \
76 for (j = 0; j < sz; j++) { \
77 *fptr++ = MACRO(*in); \
78 in++; \
79 } \
80 ptr += binding->Stride; \
81 } \
82 } else { \
83 for (i = 0; i < count; i++) { \
84 const TYPE *in = (TYPE *)ptr; \
85 for (j = 0; j < sz; j++) { \
86 *fptr++ = (GLfloat)(*in); \
87 in++; \
88 } \
89 ptr += binding->Stride; \
90 } \
91 } \
92 } while (0)
93
94
95 /**
96 * Convert array of BGRA/GLubyte[4] values to RGBA/float[4]
97 * \param ptr input/ubyte array
98 * \param fptr output/float array
99 */
100 static void
convert_bgra_to_float(const struct gl_vertex_buffer_binding * binding,const struct gl_array_attributes * attrib,const GLubyte * ptr,GLfloat * fptr,GLuint count)101 convert_bgra_to_float(const struct gl_vertex_buffer_binding *binding,
102 const struct gl_array_attributes *attrib,
103 const GLubyte *ptr, GLfloat *fptr,
104 GLuint count)
105 {
106 GLuint i;
107 assert(attrib->Format.Normalized);
108 assert(attrib->Format.Size == 4);
109 for (i = 0; i < count; i++) {
110 const GLubyte *in = (GLubyte *) ptr; /* in is in BGRA order */
111 *fptr++ = UBYTE_TO_FLOAT(in[2]); /* red */
112 *fptr++ = UBYTE_TO_FLOAT(in[1]); /* green */
113 *fptr++ = UBYTE_TO_FLOAT(in[0]); /* blue */
114 *fptr++ = UBYTE_TO_FLOAT(in[3]); /* alpha */
115 ptr += binding->Stride;
116 }
117 }
118
119 static void
convert_half_to_float(const struct gl_vertex_buffer_binding * binding,const GLubyte * ptr,GLfloat * fptr,GLuint count,GLuint sz)120 convert_half_to_float(const struct gl_vertex_buffer_binding *binding,
121 const GLubyte *ptr, GLfloat *fptr,
122 GLuint count, GLuint sz)
123 {
124 GLuint i, j;
125
126 for (i = 0; i < count; i++) {
127 GLhalfARB *in = (GLhalfARB *)ptr;
128
129 for (j = 0; j < sz; j++)
130 *fptr++ = _mesa_half_to_float(in[j]);
131
132 ptr += binding->Stride;
133 }
134 }
135
136 /**
137 * \brief Convert fixed-point to floating-point.
138 *
139 * In OpenGL, a fixed-point number is a "signed 2's complement 16.16 scaled
140 * integer" (Table 2.2 of the OpenGL ES 2.0 spec).
141 *
142 * If the buffer has the \c normalized flag set, the formula
143 * \code normalize(x) := (2*x + 1) / (2^16 - 1) \endcode
144 * is used to map the fixed-point numbers into the range [-1, 1].
145 */
146 static void
convert_fixed_to_float(const struct gl_vertex_buffer_binding * binding,const struct gl_array_attributes * attrib,const GLubyte * ptr,GLfloat * fptr,GLuint count)147 convert_fixed_to_float(const struct gl_vertex_buffer_binding *binding,
148 const struct gl_array_attributes *attrib,
149 const GLubyte *ptr, GLfloat *fptr,
150 GLuint count)
151 {
152 GLuint i;
153 GLint j;
154 const GLint size = attrib->Format.Size;
155
156 if (attrib->Format.Normalized) {
157 for (i = 0; i < count; ++i) {
158 const GLfixed *in = (GLfixed *) ptr;
159 for (j = 0; j < size; ++j) {
160 *fptr++ = (GLfloat) (2 * in[j] + 1) / (GLfloat) ((1 << 16) - 1);
161 }
162 ptr += binding->Stride;
163 }
164 } else {
165 for (i = 0; i < count; ++i) {
166 const GLfixed *in = (GLfixed *) ptr;
167 for (j = 0; j < size; ++j) {
168 *fptr++ = in[j] / (GLfloat) (1 << 16);
169 }
170 ptr += binding->Stride;
171 }
172 }
173 }
174
175 /* Adjust pointer to point at first requested element, convert to
176 * floating point, populate VB->AttribPtr[].
177 */
_tnl_import_array(struct gl_context * ctx,GLuint attr,GLuint count,const struct gl_vertex_buffer_binding * binding,const struct gl_array_attributes * attrib,const GLubyte * ptr)178 static void _tnl_import_array(struct gl_context *ctx,
179 GLuint attr,
180 GLuint count,
181 const struct gl_vertex_buffer_binding *binding,
182 const struct gl_array_attributes *attrib,
183 const GLubyte *ptr)
184 {
185 TNLcontext *tnl = TNL_CONTEXT(ctx);
186 struct vertex_buffer *VB = &tnl->vb;
187 GLuint stride = binding->Stride;
188
189 if (attrib->Format.Type != GL_FLOAT) {
190 const GLuint sz = attrib->Format.Size;
191 GLubyte *buf = get_space(ctx, count * sz * sizeof(GLfloat));
192 GLfloat *fptr = (GLfloat *)buf;
193
194 switch (attrib->Format.Type) {
195 case GL_BYTE:
196 CONVERT(GLbyte, BYTE_TO_FLOAT);
197 break;
198 case GL_UNSIGNED_BYTE:
199 if (attrib->Format.Format == GL_BGRA) {
200 /* See GL_EXT_vertex_array_bgra */
201 convert_bgra_to_float(binding, attrib, ptr, fptr, count);
202 }
203 else {
204 CONVERT(GLubyte, UBYTE_TO_FLOAT);
205 }
206 break;
207 case GL_SHORT:
208 CONVERT(GLshort, SHORT_TO_FLOAT);
209 break;
210 case GL_UNSIGNED_SHORT:
211 CONVERT(GLushort, USHORT_TO_FLOAT);
212 break;
213 case GL_INT:
214 CONVERT(GLint, INT_TO_FLOAT);
215 break;
216 case GL_UNSIGNED_INT:
217 CONVERT(GLuint, UINT_TO_FLOAT);
218 break;
219 case GL_DOUBLE:
220 CONVERT(GLdouble, (GLfloat));
221 break;
222 case GL_HALF_FLOAT:
223 convert_half_to_float(binding, ptr, fptr, count, sz);
224 break;
225 case GL_FIXED:
226 convert_fixed_to_float(binding, attrib, ptr, fptr, count);
227 break;
228 default:
229 unreachable("Invalid type.");
230 }
231
232 ptr = buf;
233 stride = sz * sizeof(GLfloat);
234 }
235
236 VB->AttribPtr[attr] = &tnl->tmp_inputs[attr];
237 VB->AttribPtr[attr]->data = (GLfloat (*)[4])ptr;
238 VB->AttribPtr[attr]->start = (GLfloat *)ptr;
239 VB->AttribPtr[attr]->count = count;
240 VB->AttribPtr[attr]->stride = stride;
241 VB->AttribPtr[attr]->size = attrib->Format.Size;
242
243 /* This should die, but so should the whole GLvector4f concept:
244 */
245 VB->AttribPtr[attr]->flags = (((1<<attrib->Format.Size)-1) |
246 VEC_NOT_WRITEABLE |
247 (stride == 4*sizeof(GLfloat) ? 0 : VEC_BAD_STRIDE));
248
249 VB->AttribPtr[attr]->storage = NULL;
250 }
251
252 #define CLIPVERTS ((6 + MAX_CLIP_PLANES) * 2)
253
254
_tnl_import_edgeflag(struct gl_context * ctx,const GLvector4f * input,GLuint count)255 static GLboolean *_tnl_import_edgeflag(struct gl_context *ctx,
256 const GLvector4f *input,
257 GLuint count)
258 {
259 const GLubyte *ptr = (const GLubyte *)input->data;
260 const GLuint stride = input->stride;
261 GLboolean *space = (GLboolean *)get_space(ctx, count + CLIPVERTS);
262 GLboolean *bptr = space;
263
264 for (GLuint i = 0; i < count; i++) {
265 *bptr++ = ((GLfloat *)ptr)[0] == 1.0F;
266 ptr += stride;
267 }
268
269 return space;
270 }
271
272
bind_inputs(struct gl_context * ctx,const struct tnl_vertex_array * inputs,GLint count,struct gl_buffer_object ** bo,GLuint * nr_bo)273 static void bind_inputs(struct gl_context *ctx,
274 const struct tnl_vertex_array *inputs,
275 GLint count,
276 struct gl_buffer_object **bo,
277 GLuint *nr_bo)
278 {
279 TNLcontext *tnl = TNL_CONTEXT(ctx);
280 struct vertex_buffer *VB = &tnl->vb;
281
282 /* Map all the VBOs
283 */
284 for (unsigned i = 0; i < VERT_ATTRIB_MAX; i++) {
285 const struct tnl_vertex_array *array = &inputs[i];
286 const struct gl_vertex_buffer_binding *binding = array->BufferBinding;
287 const struct gl_array_attributes *attrib = array->VertexAttrib;
288 const void *ptr;
289
290 if (binding->BufferObj) {
291 if (!binding->BufferObj->Mappings[MAP_INTERNAL].Pointer) {
292 bo[*nr_bo] = binding->BufferObj;
293 (*nr_bo)++;
294 ctx->Driver.MapBufferRange(ctx, 0, binding->BufferObj->Size,
295 GL_MAP_READ_BIT,
296 binding->BufferObj,
297 MAP_INTERNAL);
298
299 assert(binding->BufferObj->Mappings[MAP_INTERNAL].Pointer);
300 }
301
302 ptr = ADD_POINTERS(binding->BufferObj->Mappings[MAP_INTERNAL].Pointer,
303 binding->Offset + attrib->RelativeOffset);
304 } else
305 ptr = attrib->Ptr;
306
307 /* Just make sure the array is floating point, otherwise convert to
308 * temporary storage.
309 *
310 * XXX: remove the GLvector4f type at some stage and just use
311 * client arrays.
312 */
313 _tnl_import_array(ctx, i, count, binding, attrib, ptr);
314 }
315
316 /* We process only the vertices between min & max index:
317 */
318 VB->Count = count;
319
320 /* These should perhaps be part of _TNL_ATTRIB_* */
321 VB->BackfaceColorPtr = NULL;
322 VB->BackfaceIndexPtr = NULL;
323 VB->BackfaceSecondaryColorPtr = NULL;
324
325 /* Clipping and drawing code still requires this to be a packed
326 * array of ubytes which can be written into. TODO: Fix and
327 * remove.
328 */
329 if (ctx->Polygon.FrontMode != GL_FILL ||
330 ctx->Polygon.BackMode != GL_FILL) {
331 VB->EdgeFlag = _tnl_import_edgeflag(ctx,
332 VB->AttribPtr[_TNL_ATTRIB_EDGEFLAG],
333 VB->Count);
334 } else {
335 /* the data previously pointed to by EdgeFlag may have been freed */
336 VB->EdgeFlag = NULL;
337 }
338 }
339
340
341 /* Translate indices to GLuints and store in VB->Elts.
342 */
bind_indices(struct gl_context * ctx,unsigned start,const struct _mesa_index_buffer * ib,struct gl_buffer_object ** bo,GLuint * nr_bo)343 static void bind_indices(struct gl_context *ctx,
344 unsigned start,
345 const struct _mesa_index_buffer *ib,
346 struct gl_buffer_object **bo,
347 GLuint *nr_bo)
348 {
349 TNLcontext *tnl = TNL_CONTEXT(ctx);
350 struct vertex_buffer *VB = &tnl->vb;
351 GLuint i;
352 const void *ptr;
353
354 if (!ib) {
355 VB->Elts = NULL;
356 return;
357 }
358
359 if (ib->obj) {
360 if (!_mesa_bufferobj_mapped(ib->obj, MAP_INTERNAL)) {
361 /* if the buffer object isn't mapped yet, map it now */
362 bo[*nr_bo] = ib->obj;
363 (*nr_bo)++;
364 ptr = ctx->Driver.MapBufferRange(ctx, (GLsizeiptr) ib->ptr,
365 ib->count << ib->index_size_shift,
366 GL_MAP_READ_BIT, ib->obj,
367 MAP_INTERNAL);
368 assert(ib->obj->Mappings[MAP_INTERNAL].Pointer);
369 } else {
370 /* user-space elements, or buffer already mapped */
371 ptr = ADD_POINTERS(ib->obj->Mappings[MAP_INTERNAL].Pointer, ib->ptr);
372 }
373 } else
374 ptr = ib->ptr;
375
376 if (ib->index_size_shift == 2 && VB->Primitive[0].basevertex == 0) {
377 VB->Elts = (GLuint *) ptr;
378 }
379 else {
380 GLuint *elts = (GLuint *)get_space(ctx, (start + ib->count) * sizeof(GLuint));
381 VB->Elts = elts;
382
383 elts += start;
384
385 if (ib->index_size_shift == 2) {
386 const GLuint *in = (GLuint *)ptr + start;
387 for (i = 0; i < ib->count; i++)
388 *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
389 }
390 else if (ib->index_size_shift == 1) {
391 const GLushort *in = (GLushort *)ptr + start;
392 for (i = 0; i < ib->count; i++)
393 *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
394 }
395 else {
396 const GLubyte *in = (GLubyte *)ptr + start;
397 for (i = 0; i < ib->count; i++)
398 *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
399 }
400 }
401 }
402
bind_prims(struct gl_context * ctx,const struct _mesa_prim * prim,GLuint nr_prims)403 static void bind_prims(struct gl_context *ctx,
404 const struct _mesa_prim *prim,
405 GLuint nr_prims)
406 {
407 TNLcontext *tnl = TNL_CONTEXT(ctx);
408 struct vertex_buffer *VB = &tnl->vb;
409
410 VB->Primitive = prim;
411 VB->PrimitiveCount = nr_prims;
412 }
413
unmap_vbos(struct gl_context * ctx,struct gl_buffer_object ** bo,GLuint nr_bo)414 static void unmap_vbos(struct gl_context *ctx,
415 struct gl_buffer_object **bo,
416 GLuint nr_bo)
417 {
418 for (GLuint i = 0; i < nr_bo; i++) {
419 ctx->Driver.UnmapBuffer(ctx, bo[i], MAP_INTERNAL);
420 }
421 }
422
423
424 /* This is the main workhorse doing all the rendering work.
425 */
_tnl_draw_prims(struct gl_context * ctx,const struct tnl_vertex_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,GLuint num_instances,GLuint base_instance)426 void _tnl_draw_prims(struct gl_context *ctx,
427 const struct tnl_vertex_array *arrays,
428 const struct _mesa_prim *prim,
429 GLuint nr_prims,
430 const struct _mesa_index_buffer *ib,
431 GLboolean index_bounds_valid,
432 GLuint min_index,
433 GLuint max_index,
434 GLuint num_instances,
435 GLuint base_instance)
436 {
437 TNLcontext *tnl = TNL_CONTEXT(ctx);
438 const GLuint TEST_SPLIT = 0;
439 const GLint max = TEST_SPLIT ? 8 : tnl->vb.Size - MAX_CLIPPED_VERTICES;
440 GLint max_basevertex = prim->basevertex;
441 GLuint i;
442
443 if (!index_bounds_valid)
444 vbo_get_minmax_indices(ctx, prim, ib, &min_index, &max_index, nr_prims,
445 false, 0);
446
447 /* Mesa core state should have been validated already */
448 assert(ctx->NewState == 0x0);
449
450 if (!_mesa_check_conditional_render(ctx))
451 return; /* don't draw */
452
453 for (i = 1; i < nr_prims; i++)
454 max_basevertex = MAX2(max_basevertex, prim[i].basevertex);
455
456 if (0) {
457 printf("%s %d..%d\n", __func__, min_index, max_index);
458 for (i = 0; i < nr_prims; i++)
459 printf("prim %d: %s start %d count %d\n", i,
460 _mesa_enum_to_string(prim[i].mode),
461 prim[i].start,
462 prim[i].count);
463 }
464
465 if (min_index) {
466 /* We always translate away calls with min_index != 0.
467 */
468 t_rebase_prims(ctx, arrays, prim, nr_prims, ib,
469 min_index, max_index, num_instances, base_instance,
470 _tnl_draw_prims);
471 return;
472 }
473 else if ((GLint)max_index + max_basevertex > max) {
474 /* The software TNL pipeline has a fixed amount of storage for
475 * vertices and it is necessary to split incoming drawing commands
476 * if they exceed that limit.
477 */
478 struct split_limits limits;
479 limits.max_verts = max;
480 limits.max_vb_size = ~0;
481 limits.max_indices = ~0;
482
483 /* This will split the buffers one way or another and
484 * recursively call back into this function.
485 */
486 _tnl_split_prims(ctx, arrays, prim, nr_prims, ib,
487 0, max_index + prim->basevertex,
488 num_instances, base_instance,
489 _tnl_draw_prims,
490 &limits);
491 }
492 else {
493 /* May need to map a vertex buffer object for every attribute plus
494 * one for the index buffer.
495 */
496 struct gl_buffer_object *bo[VERT_ATTRIB_MAX + 1];
497 GLuint nr_bo;
498 GLuint inst;
499
500 assert(num_instances > 0);
501
502 for (i = 0; i < nr_prims;) {
503 GLuint this_nr_prims;
504
505 /* Our SW TNL pipeline doesn't handle basevertex yet, so bind_indices
506 * will rebase the elements to the basevertex, and we'll only
507 * emit strings of prims with the same basevertex in one draw call.
508 */
509 for (this_nr_prims = 1; i + this_nr_prims < nr_prims;
510 this_nr_prims++) {
511 if (prim[i].basevertex != prim[i + this_nr_prims].basevertex ||
512 prim[i].start != prim[i + this_nr_prims].start)
513 break;
514 }
515
516 /* Binding inputs may imply mapping some vertex buffer objects.
517 * They will need to be unmapped below.
518 */
519 for (inst = 0; inst < num_instances; inst++) {
520 nr_bo = 0;
521
522 bind_prims(ctx, &prim[i], this_nr_prims);
523 bind_inputs(ctx, arrays, max_index + prim[i].basevertex + 1,
524 bo, &nr_bo);
525 bind_indices(ctx, prim[i].start, ib, bo, &nr_bo);
526
527 tnl->CurInstance = inst;
528 TNL_CONTEXT(ctx)->Driver.RunPipeline(ctx);
529
530 unmap_vbos(ctx, bo, nr_bo);
531 free_space(ctx);
532 }
533
534 i += this_nr_prims;
535 }
536 }
537 }
538
539
540 void
_tnl_init_inputs(struct tnl_inputs * inputs)541 _tnl_init_inputs(struct tnl_inputs *inputs)
542 {
543 inputs->current = 0;
544 inputs->vertex_processing_mode = VP_MODE_FF;
545 }
546
547
548 /**
549 * Update the tnl_inputs's arrays to point to the vao->_VertexArray arrays
550 * according to the 'enable' bitmask.
551 * \param enable bitfield of VERT_BIT_x flags.
552 */
553 static inline void
update_vao_inputs(struct gl_context * ctx,struct tnl_inputs * inputs,GLbitfield enable)554 update_vao_inputs(struct gl_context *ctx,
555 struct tnl_inputs *inputs, GLbitfield enable)
556 {
557 const struct gl_vertex_array_object *vao = ctx->Array._DrawVAO;
558
559 /* Make sure we process only arrays enabled in the VAO */
560 assert((enable & ~vao->_EnabledWithMapMode) == 0);
561
562 /* Fill in the client arrays from the VAO */
563 const struct gl_vertex_buffer_binding *bindings = &vao->BufferBinding[0];
564 while (enable) {
565 const int attr = u_bit_scan(&enable);
566 struct tnl_vertex_array *input = &inputs->inputs[attr];
567 const struct gl_array_attributes *attrib;
568 attrib = _mesa_draw_array_attrib(vao, attr);
569 input->VertexAttrib = attrib;
570 input->BufferBinding = &bindings[attrib->BufferBindingIndex];
571 }
572 }
573
574
575 /**
576 * Update the tnl_inputs's arrays to point to the vbo->currval arrays
577 * according to the 'current' bitmask.
578 * \param current bitfield of VERT_BIT_x flags.
579 */
580 static inline void
update_current_inputs(struct gl_context * ctx,struct tnl_inputs * inputs,GLbitfield current)581 update_current_inputs(struct gl_context *ctx,
582 struct tnl_inputs *inputs, GLbitfield current)
583 {
584 gl_vertex_processing_mode mode = ctx->VertexProgram._VPMode;
585
586 /* All previously non current array pointers need update. */
587 GLbitfield mask = current & ~inputs->current;
588 /* On mode change, the slots aliasing with materials need update too */
589 if (mode != inputs->vertex_processing_mode)
590 mask |= current & VERT_BIT_MAT_ALL;
591
592 while (mask) {
593 const int attr = u_bit_scan(&mask);
594 struct tnl_vertex_array *input = &inputs->inputs[attr];
595 input->VertexAttrib = _vbo_current_attrib(ctx, attr);
596 input->BufferBinding = _vbo_current_binding(ctx);
597 }
598
599 inputs->current = current;
600 inputs->vertex_processing_mode = mode;
601 }
602
603
604 /**
605 * Update the tnl_inputs's arrays to point to the vao->_VertexArray and
606 * vbo->currval arrays according to Array._DrawVAO and
607 * Array._DrawVAOEnableAttribs.
608 */
609 void
_tnl_update_inputs(struct gl_context * ctx,struct tnl_inputs * inputs)610 _tnl_update_inputs(struct gl_context *ctx, struct tnl_inputs *inputs)
611 {
612 const GLbitfield enable = ctx->Array._DrawVAOEnabledAttribs;
613
614 /* Update array input pointers */
615 update_vao_inputs(ctx, inputs, enable);
616
617 /* The rest must be current inputs. */
618 update_current_inputs(ctx, inputs, ~enable & VERT_BIT_ALL);
619 }
620
621
622 const struct tnl_vertex_array *
_tnl_bind_inputs(struct gl_context * ctx)623 _tnl_bind_inputs(struct gl_context *ctx)
624 {
625 TNLcontext *tnl = TNL_CONTEXT(ctx);
626 _tnl_update_inputs(ctx, &tnl->draw_arrays);
627 return tnl->draw_arrays.inputs;
628 }
629
630
631 /* This is the main entrypoint into the slimmed-down software tnl
632 * module. In a regular swtnl driver, this can be plugged straight
633 * into the ctx->Driver.Draw() callback.
634 */
635 void
_tnl_draw(struct gl_context * ctx,const struct _mesa_prim * prim,unsigned nr_prims,const struct _mesa_index_buffer * ib,bool index_bounds_valid,bool primitive_restart,unsigned restart_index,unsigned min_index,unsigned max_index,unsigned num_instances,unsigned base_instance)636 _tnl_draw(struct gl_context *ctx,
637 const struct _mesa_prim *prim, unsigned nr_prims,
638 const struct _mesa_index_buffer *ib,
639 bool index_bounds_valid, bool primitive_restart,
640 unsigned restart_index, unsigned min_index, unsigned max_index,
641 unsigned num_instances, unsigned base_instance)
642 {
643 /* Update TNLcontext::draw_arrays and return that pointer.
644 */
645 const struct tnl_vertex_array* arrays = _tnl_bind_inputs(ctx);
646
647 _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib,
648 index_bounds_valid, min_index, max_index,
649 num_instances, base_instance);
650 }
651
652
653 void
_tnl_init_driver_draw_function(struct dd_function_table * functions)654 _tnl_init_driver_draw_function(struct dd_function_table *functions)
655 {
656 functions->Draw = _tnl_draw;
657 }
658