| |
| /* |
| * Mesa 3-D graphics library |
| * |
| * Copyright (C) 1999-2006 Brian Paul 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, sublicense, |
| * 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 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 NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS 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. |
| * |
| * Authors: |
| * Keith Whitwell <keith@tungstengraphics.com> |
| */ |
| |
| /* Helper for drivers which find themselves rendering a range of |
| * indices starting somewhere above zero. Typically the application |
| * is issuing multiple DrawArrays() or DrawElements() to draw |
| * successive primitives layed out linearly in the vertex arrays. |
| * Unless the vertex arrays are all in a VBO, the OpenGL semantics |
| * imply that we need to re-upload the vertex data on each draw call. |
| * In that case, we want to avoid starting the upload at zero, as it |
| * will mean every draw call uploads an increasing amount of not-used |
| * vertex data. Worse - in the software tnl module, all those |
| * vertices will be transformed and lit. |
| * |
| * If we just upload the new data, however, the indices will be |
| * incorrect as we tend to upload each set of vertex data to a new |
| * region. |
| * |
| * This file provides a helper to adjust the arrays, primitives and |
| * indices of a draw call so that it can be re-issued with a min_index |
| * of zero. |
| */ |
| |
| #include "main/glheader.h" |
| #include "main/imports.h" |
| #include "main/mtypes.h" |
| |
| #include "vbo.h" |
| |
| |
| #define REBASE(TYPE) \ |
| static void *rebase_##TYPE( const void *ptr, \ |
| GLuint count, \ |
| TYPE min_index ) \ |
| { \ |
| const TYPE *in = (TYPE *)ptr; \ |
| TYPE *tmp_indices = malloc(count * sizeof(TYPE)); \ |
| GLuint i; \ |
| \ |
| for (i = 0; i < count; i++) \ |
| tmp_indices[i] = in[i] - min_index; \ |
| \ |
| return (void *)tmp_indices; \ |
| } |
| |
| |
| REBASE(GLuint) |
| REBASE(GLushort) |
| REBASE(GLubyte) |
| |
| GLboolean vbo_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]->BufferObj->Name == 0) |
| return GL_FALSE; |
| |
| return GL_TRUE; |
| } |
| |
| GLboolean vbo_any_varyings_in_vbos( const struct gl_client_array *arrays[] ) |
| { |
| GLuint i; |
| |
| for (i = 0; i < VERT_ATTRIB_MAX; i++) |
| if (arrays[i]->BufferObj->Name != 0) |
| return GL_TRUE; |
| |
| return GL_FALSE; |
| } |
| |
| /* Adjust primitives, indices and vertex definitions so that min_index |
| * becomes zero. There are lots of reasons for wanting to do this, eg: |
| * |
| * Software tnl: |
| * - any time min_index != 0, otherwise unused vertices lower than |
| * min_index will be transformed. |
| * |
| * Hardware tnl: |
| * - if ib != NULL and min_index != 0, otherwise vertices lower than |
| * min_index will be uploaded. Requires adjusting index values. |
| * |
| * - if ib == NULL and min_index != 0, just for convenience so this doesn't |
| * have to be handled within the driver. |
| * |
| * Hardware tnl with VBO support: |
| * - as above, but only when vertices are not (all?) in VBO's. |
| * - can't save time by trying to upload half a vbo - typically it is |
| * all or nothing. |
| */ |
| void vbo_rebase_prims( struct gl_context *ctx, |
| const struct gl_client_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 ) |
| { |
| struct gl_client_array tmp_arrays[VERT_ATTRIB_MAX]; |
| const struct gl_client_array *tmp_array_pointers[VERT_ATTRIB_MAX]; |
| |
| struct _mesa_index_buffer tmp_ib; |
| struct _mesa_prim *tmp_prims = NULL; |
| const struct gl_client_array **saved_arrays = ctx->Array._DrawArrays; |
| void *tmp_indices = NULL; |
| GLuint i; |
| |
| assert(min_index != 0); |
| |
| if (0) |
| printf("%s %d..%d\n", __FUNCTION__, min_index, max_index); |
| |
| |
| /* XXX this path is disabled for now. |
| * There's rendering corruption in some apps when it's enabled. |
| */ |
| if (0 && ib && ctx->Extensions.ARB_draw_elements_base_vertex) { |
| /* If we can just tell the hardware or the TNL to interpret our |
| * indices with a different base, do so. |
| */ |
| tmp_prims = malloc(sizeof(*prim) * nr_prims); |
| |
| for (i = 0; i < nr_prims; i++) { |
| tmp_prims[i] = prim[i]; |
| tmp_prims[i].basevertex -= min_index; |
| } |
| |
| prim = tmp_prims; |
| } else if (ib) { |
| /* Unfortunately need to adjust each index individually. |
| */ |
| GLboolean map_ib = ib->obj->Name && !ib->obj->Pointer; |
| void *ptr; |
| |
| if (map_ib) |
| ctx->Driver.MapBufferRange(ctx, 0, ib->obj->Size, GL_MAP_READ_BIT, |
| ib->obj); |
| |
| |
| ptr = ADD_POINTERS(ib->obj->Pointer, ib->ptr); |
| |
| /* Some users might prefer it if we translated elements to |
| * GLuints here. Others wouldn't... |
| */ |
| switch (ib->type) { |
| case GL_UNSIGNED_INT: |
| tmp_indices = rebase_GLuint( ptr, ib->count, min_index ); |
| break; |
| case GL_UNSIGNED_SHORT: |
| tmp_indices = rebase_GLushort( ptr, ib->count, min_index ); |
| break; |
| case GL_UNSIGNED_BYTE: |
| tmp_indices = rebase_GLubyte( ptr, ib->count, min_index ); |
| break; |
| } |
| |
| if (map_ib) |
| ctx->Driver.UnmapBuffer(ctx, ib->obj); |
| |
| tmp_ib.obj = ctx->Shared->NullBufferObj; |
| tmp_ib.ptr = tmp_indices; |
| tmp_ib.count = ib->count; |
| tmp_ib.type = ib->type; |
| |
| ib = &tmp_ib; |
| } |
| else { |
| /* Otherwise the primitives need adjustment. |
| */ |
| tmp_prims = malloc(sizeof(*prim) * nr_prims); |
| |
| for (i = 0; i < nr_prims; i++) { |
| /* If this fails, it could indicate an application error: |
| */ |
| assert(prim[i].start >= min_index); |
| |
| tmp_prims[i] = prim[i]; |
| tmp_prims[i].start -= min_index; |
| } |
| |
| prim = tmp_prims; |
| } |
| |
| /* Just need to adjust the pointer values on each incoming array. |
| * This works for VBO and non-vbo rendering and shouldn't pesimize |
| * VBO-based upload schemes. However this may still not be a fast |
| * path for hardware tnl for VBO based rendering as most machines |
| * will be happier if you just specify a starting vertex value in |
| * each primitive. |
| * |
| * For drivers with hardware tnl, you only want to do this if you |
| * are forced to, eg non-VBO indexed rendering with start != 0. |
| */ |
| for (i = 0; i < VERT_ATTRIB_MAX; i++) { |
| tmp_arrays[i] = *arrays[i]; |
| tmp_arrays[i].Ptr += min_index * tmp_arrays[i].StrideB; |
| tmp_array_pointers[i] = &tmp_arrays[i]; |
| } |
| |
| /* Re-issue the draw call. |
| */ |
| ctx->Array._DrawArrays = tmp_array_pointers; |
| ctx->NewDriverState |= ctx->DriverFlags.NewArray; |
| |
| draw( ctx, |
| prim, |
| nr_prims, |
| ib, |
| GL_TRUE, |
| 0, |
| max_index - min_index, |
| NULL ); |
| |
| ctx->Array._DrawArrays = saved_arrays; |
| ctx->NewDriverState |= ctx->DriverFlags.NewArray; |
| |
| free(tmp_indices); |
| |
| free(tmp_prims); |
| } |
| |
| |
| |