1
2 /*
3 * Mesa 3-D graphics library
4 *
5 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 *
25 * Authors:
26 * Keith Whitwell <keithw@vmware.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 <stdio.h>
50 #include "main/glheader.h"
51 #include "main/imports.h"
52 #include "main/mtypes.h"
53
54 #include "vbo.h"
55
56
57 #define REBASE(TYPE) \
58 static void *rebase_##TYPE( const void *ptr, \
59 GLuint count, \
60 TYPE min_index ) \
61 { \
62 GLuint i; \
63 const TYPE *in = (TYPE *)ptr; \
64 TYPE *tmp_indices = malloc(count * sizeof(TYPE)); \
65 \
66 if (tmp_indices == NULL) { \
67 _mesa_error_no_memory(__func__); \
68 return NULL; \
69 } \
70 \
71 for (i = 0; i < count; i++) \
72 tmp_indices[i] = in[i] - min_index; \
73 \
74 return (void *)tmp_indices; \
75 }
76
77
78 REBASE(GLuint)
REBASE(GLushort)79 REBASE(GLushort)
80 REBASE(GLubyte)
81
82 GLboolean vbo_all_varyings_in_vbos( const struct gl_vertex_array *arrays[] )
83 {
84 GLuint i;
85
86 for (i = 0; i < VERT_ATTRIB_MAX; i++)
87 if (arrays[i]->StrideB &&
88 arrays[i]->BufferObj->Name == 0)
89 return GL_FALSE;
90
91 return GL_TRUE;
92 }
93
vbo_any_varyings_in_vbos(const struct gl_vertex_array * arrays[])94 GLboolean vbo_any_varyings_in_vbos( const struct gl_vertex_array *arrays[] )
95 {
96 GLuint i;
97
98 for (i = 0; i < VERT_ATTRIB_MAX; i++)
99 if (arrays[i]->BufferObj->Name != 0)
100 return GL_TRUE;
101
102 return GL_FALSE;
103 }
104
105 /* Adjust primitives, indices and vertex definitions so that min_index
106 * becomes zero. There are lots of reasons for wanting to do this, eg:
107 *
108 * Software tnl:
109 * - any time min_index != 0, otherwise unused vertices lower than
110 * min_index will be transformed.
111 *
112 * Hardware tnl:
113 * - if ib != NULL and min_index != 0, otherwise vertices lower than
114 * min_index will be uploaded. Requires adjusting index values.
115 *
116 * - if ib == NULL and min_index != 0, just for convenience so this doesn't
117 * have to be handled within the driver.
118 *
119 * Hardware tnl with VBO support:
120 * - as above, but only when vertices are not (all?) in VBO's.
121 * - can't save time by trying to upload half a vbo - typically it is
122 * all or nothing.
123 */
vbo_rebase_prims(struct gl_context * ctx,const struct gl_vertex_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)124 void vbo_rebase_prims( struct gl_context *ctx,
125 const struct gl_vertex_array *arrays[],
126 const struct _mesa_prim *prim,
127 GLuint nr_prims,
128 const struct _mesa_index_buffer *ib,
129 GLuint min_index,
130 GLuint max_index,
131 vbo_draw_func draw )
132 {
133 struct gl_vertex_array tmp_arrays[VERT_ATTRIB_MAX];
134 const struct gl_vertex_array *tmp_array_pointers[VERT_ATTRIB_MAX];
135
136 struct _mesa_index_buffer tmp_ib;
137 struct _mesa_prim *tmp_prims = NULL;
138 const struct gl_vertex_array **saved_arrays = ctx->Array._DrawArrays;
139 void *tmp_indices = NULL;
140 GLuint i;
141
142 assert(min_index != 0);
143
144 if (0)
145 printf("%s %d..%d\n", __func__, min_index, max_index);
146
147
148 /* XXX this path is disabled for now.
149 * There's rendering corruption in some apps when it's enabled.
150 */
151 if (0 && ib && ctx->Extensions.ARB_draw_elements_base_vertex) {
152 /* If we can just tell the hardware or the TNL to interpret our
153 * indices with a different base, do so.
154 */
155 tmp_prims = malloc(sizeof(*prim) * nr_prims);
156
157 if (tmp_prims == NULL) {
158 _mesa_error_no_memory(__func__);
159 return;
160 }
161
162 for (i = 0; i < nr_prims; i++) {
163 tmp_prims[i] = prim[i];
164 tmp_prims[i].basevertex -= min_index;
165 }
166
167 prim = tmp_prims;
168 } else if (ib) {
169 /* Unfortunately need to adjust each index individually.
170 */
171 GLboolean map_ib = ib->obj->Name &&
172 !ib->obj->Mappings[MAP_INTERNAL].Pointer;
173 void *ptr;
174
175 if (map_ib)
176 ctx->Driver.MapBufferRange(ctx, 0, ib->obj->Size, GL_MAP_READ_BIT,
177 ib->obj, MAP_INTERNAL);
178
179
180 ptr = ADD_POINTERS(ib->obj->Mappings[MAP_INTERNAL].Pointer, ib->ptr);
181
182 /* Some users might prefer it if we translated elements to
183 * GLuints here. Others wouldn't...
184 */
185 switch (ib->index_size) {
186 case 4:
187 tmp_indices = rebase_GLuint( ptr, ib->count, min_index );
188 break;
189 case 2:
190 tmp_indices = rebase_GLushort( ptr, ib->count, min_index );
191 break;
192 case 1:
193 tmp_indices = rebase_GLubyte( ptr, ib->count, min_index );
194 break;
195 }
196
197 if (map_ib)
198 ctx->Driver.UnmapBuffer(ctx, ib->obj, MAP_INTERNAL);
199
200 if (tmp_indices == NULL) {
201 return;
202 }
203
204 tmp_ib.obj = ctx->Shared->NullBufferObj;
205 tmp_ib.ptr = tmp_indices;
206 tmp_ib.count = ib->count;
207 tmp_ib.index_size = ib->index_size;
208
209 ib = &tmp_ib;
210 }
211 else {
212 /* Otherwise the primitives need adjustment.
213 */
214 tmp_prims = malloc(sizeof(*prim) * nr_prims);
215
216 if (tmp_prims == NULL) {
217 _mesa_error_no_memory(__func__);
218 return;
219 }
220
221 for (i = 0; i < nr_prims; i++) {
222 /* If this fails, it could indicate an application error:
223 */
224 assert(prim[i].start >= min_index);
225
226 tmp_prims[i] = prim[i];
227 tmp_prims[i].start -= min_index;
228 }
229
230 prim = tmp_prims;
231 }
232
233 /* Just need to adjust the pointer values on each incoming array.
234 * This works for VBO and non-vbo rendering and shouldn't pesimize
235 * VBO-based upload schemes. However this may still not be a fast
236 * path for hardware tnl for VBO based rendering as most machines
237 * will be happier if you just specify a starting vertex value in
238 * each primitive.
239 *
240 * For drivers with hardware tnl, you only want to do this if you
241 * are forced to, eg non-VBO indexed rendering with start != 0.
242 */
243 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
244 tmp_arrays[i] = *arrays[i];
245 tmp_arrays[i].Ptr += min_index * tmp_arrays[i].StrideB;
246 tmp_array_pointers[i] = &tmp_arrays[i];
247 }
248
249 /* Re-issue the draw call.
250 */
251 ctx->Array._DrawArrays = tmp_array_pointers;
252 ctx->NewDriverState |= ctx->DriverFlags.NewArray;
253
254 draw( ctx,
255 prim,
256 nr_prims,
257 ib,
258 GL_TRUE,
259 0,
260 max_index - min_index,
261 NULL, 0, NULL );
262
263 ctx->Array._DrawArrays = saved_arrays;
264 ctx->NewDriverState |= ctx->DriverFlags.NewArray;
265
266 free(tmp_indices);
267
268 free(tmp_prims);
269 }
270
271
272
273