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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