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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/bufferobj.h"
51 #include "main/errors.h"
52 #include "main/glheader.h"
53 #include "main/macros.h"
54 #include "main/mtypes.h"
55 #include "vbo/vbo.h"
56 
57 #include "t_rebase.h"
58 
59 
60 #define REBASE(TYPE) 						\
61 static void *rebase_##TYPE(const void *ptr,			\
62                            unsigned count, 			\
63                            TYPE min_index)			\
64 {								\
65    const TYPE *in = (TYPE *)ptr;				\
66    TYPE *tmp_indices = malloc(count * sizeof(TYPE));		\
67                                                                 \
68    if (tmp_indices == NULL) {                                   \
69       _mesa_error_no_memory(__func__);                          \
70       return NULL;                                              \
71    }                                                            \
72                                                                 \
73    for (unsigned i = 0; i < count; i++)                         \
74       tmp_indices[i] = in[i] - min_index;			\
75                                                                 \
76    return (void *)tmp_indices;					\
77 }
78 
79 REBASE(GLuint)
REBASE(GLushort)80 REBASE(GLushort)
81 REBASE(GLubyte)
82 
83 
84 /* Adjust primitives, indices and vertex definitions so that min_index
85  * becomes zero. There are lots of reasons for wanting to do this, eg:
86  *
87  * Software tnl:
88  *    - any time min_index != 0, otherwise unused vertices lower than
89  *      min_index will be transformed.
90  *
91  * Hardware tnl:
92  *    - if ib != NULL and min_index != 0, otherwise vertices lower than
93  *      min_index will be uploaded.  Requires adjusting index values.
94  *
95  *    - if ib == NULL and min_index != 0, just for convenience so this doesn't
96  *      have to be handled within the driver.
97  *
98  * Hardware tnl with VBO support:
99  *    - as above, but only when vertices are not (all?) in VBO's.
100  *    - can't save time by trying to upload half a vbo - typically it is
101  *      all or nothing.
102  */
103 void t_rebase_prims(struct gl_context *ctx,
104                     const struct tnl_vertex_array *arrays,
105                     const struct _mesa_prim *prim,
106                     GLuint nr_prims,
107                     const struct _mesa_index_buffer *ib,
108                     GLuint min_index,
109                     GLuint max_index,
110                     GLuint num_instances,
111                     GLuint base_instance,
112                     tnl_draw_func draw)
113 {
114    struct gl_array_attributes tmp_attribs[VERT_ATTRIB_MAX];
115    struct tnl_vertex_array tmp_arrays[VERT_ATTRIB_MAX];
116 
117    struct _mesa_index_buffer tmp_ib;
118    struct _mesa_prim *tmp_prims = NULL;
119    void *tmp_indices = NULL;
120    GLuint i;
121 
122    assert(min_index != 0);
123 
124    if (0)
125       printf("%s %d..%d\n", __func__, min_index, max_index);
126 
127    /* XXX this path is disabled for now.
128     * There's rendering corruption in some apps when it's enabled.
129     */
130    if (0 && ib && ctx->Extensions.ARB_draw_elements_base_vertex) {
131       /* If we can just tell the hardware or the TNL to interpret our indices
132        * with a different base, do so.
133        */
134       tmp_prims = malloc(sizeof(*prim) * nr_prims);
135 
136       if (tmp_prims == NULL) {
137          _mesa_error_no_memory(__func__);
138          return;
139       }
140 
141       for (i = 0; i < nr_prims; i++) {
142          tmp_prims[i] = prim[i];
143          tmp_prims[i].basevertex -= min_index;
144       }
145 
146       prim = tmp_prims;
147    } else if (ib) {
148       /* Unfortunately need to adjust each index individually.
149        */
150       bool map_ib = false;
151       const void *ptr;
152 
153       if (ib->obj) {
154          if (!ib->obj->Mappings[MAP_INTERNAL].Pointer) {
155             ctx->Driver.MapBufferRange(ctx, 0, ib->obj->Size, GL_MAP_READ_BIT,
156                                        ib->obj, MAP_INTERNAL);
157             map_ib = true;
158          }
159 
160          ptr = ADD_POINTERS(ib->obj->Mappings[MAP_INTERNAL].Pointer, ib->ptr);
161       } else
162          ptr = ib->ptr;
163 
164       /* Some users might prefer it if we translated elements to GLuints here.
165        * Others wouldn't...
166        */
167       switch (ib->index_size_shift) {
168       case 2:
169          tmp_indices = rebase_GLuint( ptr, ib->count, min_index );
170          break;
171       case 1:
172          tmp_indices = rebase_GLushort( ptr, ib->count, min_index );
173          break;
174       case 0:
175          tmp_indices = rebase_GLubyte( ptr, ib->count, min_index );
176          break;
177       }
178 
179       if (map_ib)
180          ctx->Driver.UnmapBuffer(ctx, ib->obj, MAP_INTERNAL);
181 
182       if (tmp_indices == NULL)
183          return;
184 
185       tmp_ib.obj = NULL;
186       tmp_ib.ptr = tmp_indices;
187       tmp_ib.count = ib->count;
188       tmp_ib.index_size_shift = ib->index_size_shift;
189 
190       ib = &tmp_ib;
191    }
192    else {
193       /* Otherwise the primitives need adjustment. */
194       tmp_prims = malloc(sizeof(*prim) * nr_prims);
195 
196       if (tmp_prims == NULL) {
197          _mesa_error_no_memory(__func__);
198          return;
199       }
200 
201       for (i = 0; i < nr_prims; i++) {
202          /* If this fails, it could indicate an application error: */
203          assert(prim[i].start >= min_index);
204 
205          tmp_prims[i] = prim[i];
206          tmp_prims[i].start -= min_index;
207       }
208 
209       prim = tmp_prims;
210    }
211 
212    /* Just need to adjust the pointer values on each incoming array.
213     * This works for VBO and non-vbo rendering and shouldn't pesimize
214     * VBO-based upload schemes.  However this may still not be a fast
215     * path for hardware tnl for VBO based rendering as most machines
216     * will be happier if you just specify a starting vertex value in
217     * each primitive.
218     *
219     * For drivers with hardware tnl, you only want to do this if you
220     * are forced to, eg non-VBO indexed rendering with start != 0.
221     */
222    for (i = 0; i < VERT_ATTRIB_MAX; i++) {
223       tmp_attribs[i] = *(arrays[i].VertexAttrib);
224       tmp_arrays[i].BufferBinding = arrays[i].BufferBinding;
225       tmp_arrays[i].VertexAttrib = &tmp_attribs[i];
226       if (arrays[i].BufferBinding->BufferObj)
227          tmp_attribs[i].RelativeOffset +=
228             min_index * arrays[i].BufferBinding->Stride;
229       else
230          tmp_attribs[i].Ptr += min_index * arrays[i].BufferBinding->Stride;
231    }
232 
233    /* Re-issue the draw call. */
234    draw(ctx,
235         tmp_arrays,
236         prim,
237         nr_prims,
238         ib,
239         GL_TRUE,
240         0,
241         max_index - min_index,
242         num_instances, base_instance);
243 
244    free(tmp_indices);
245    free(tmp_prims);
246 }
247 
248 
249 
250