Home | History | Annotate | Download | only in tnl
      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 (at) vmware.com>
     26  */
     27 
     28 #include <stdio.h>
     29 
     30 #include "main/glheader.h"
     31 #include "main/bufferobj.h"
     32 #include "main/condrender.h"
     33 #include "main/context.h"
     34 #include "main/imports.h"
     35 #include "main/mtypes.h"
     36 #include "main/macros.h"
     37 #include "main/enums.h"
     38 #include "util/half_float.h"
     39 
     40 #include "t_context.h"
     41 #include "tnl.h"
     42 
     43 
     44 
     45 static GLubyte *get_space(struct gl_context *ctx, GLuint bytes)
     46 {
     47    TNLcontext *tnl = TNL_CONTEXT(ctx);
     48    GLubyte *space = malloc(bytes);
     49 
     50    tnl->block[tnl->nr_blocks++] = space;
     51    return space;
     52 }
     53 
     54 
     55 static void free_space(struct gl_context *ctx)
     56 {
     57    TNLcontext *tnl = TNL_CONTEXT(ctx);
     58    GLuint i;
     59    for (i = 0; i < tnl->nr_blocks; i++)
     60       free(tnl->block[i]);
     61    tnl->nr_blocks = 0;
     62 }
     63 
     64 
     65 /* Convert the incoming array to GLfloats.  Understands the
     66  * array->Normalized flag and selects the correct conversion method.
     67  */
     68 #define CONVERT( TYPE, MACRO ) do {		\
     69    GLuint i, j;					\
     70    if (input->Normalized) {			\
     71       for (i = 0; i < count; i++) {		\
     72 	 const TYPE *in = (TYPE *)ptr;		\
     73 	 for (j = 0; j < sz; j++) {		\
     74 	    *fptr++ = MACRO(*in);		\
     75 	    in++;				\
     76 	 }					\
     77 	 ptr += input->StrideB;			\
     78       }						\
     79    } else {					\
     80       for (i = 0; i < count; i++) {		\
     81 	 const TYPE *in = (TYPE *)ptr;		\
     82 	 for (j = 0; j < sz; j++) {		\
     83 	    *fptr++ = (GLfloat)(*in);		\
     84 	    in++;				\
     85 	 }					\
     86 	 ptr += input->StrideB;			\
     87       }						\
     88    }						\
     89 } while (0)
     90 
     91 
     92 /**
     93  * Convert array of BGRA/GLubyte[4] values to RGBA/float[4]
     94  * \param ptr  input/ubyte array
     95  * \param fptr  output/float array
     96  */
     97 static void
     98 convert_bgra_to_float(const struct gl_vertex_array *input,
     99                       const GLubyte *ptr, GLfloat *fptr,
    100                       GLuint count )
    101 {
    102    GLuint i;
    103    assert(input->Normalized);
    104    assert(input->Size == 4);
    105    for (i = 0; i < count; i++) {
    106       const GLubyte *in = (GLubyte *) ptr;  /* in is in BGRA order */
    107       *fptr++ = UBYTE_TO_FLOAT(in[2]);  /* red */
    108       *fptr++ = UBYTE_TO_FLOAT(in[1]);  /* green */
    109       *fptr++ = UBYTE_TO_FLOAT(in[0]);  /* blue */
    110       *fptr++ = UBYTE_TO_FLOAT(in[3]);  /* alpha */
    111       ptr += input->StrideB;
    112    }
    113 }
    114 
    115 static void
    116 convert_half_to_float(const struct gl_vertex_array *input,
    117 		      const GLubyte *ptr, GLfloat *fptr,
    118 		      GLuint count, GLuint sz)
    119 {
    120    GLuint i, j;
    121 
    122    for (i = 0; i < count; i++) {
    123       GLhalfARB *in = (GLhalfARB *)ptr;
    124 
    125       for (j = 0; j < sz; j++) {
    126 	 *fptr++ = _mesa_half_to_float(in[j]);
    127       }
    128       ptr += input->StrideB;
    129    }
    130 }
    131 
    132 /**
    133  * \brief Convert fixed-point to floating-point.
    134  *
    135  * In OpenGL, a fixed-point number is a "signed 2's complement 16.16 scaled
    136  * integer" (Table 2.2 of the OpenGL ES 2.0 spec).
    137  *
    138  * If the buffer has the \c normalized flag set, the formula
    139  *     \code normalize(x) := (2*x + 1) / (2^16 - 1) \endcode
    140  * is used to map the fixed-point numbers into the range [-1, 1].
    141  */
    142 static void
    143 convert_fixed_to_float(const struct gl_vertex_array *input,
    144                        const GLubyte *ptr, GLfloat *fptr,
    145                        GLuint count)
    146 {
    147    GLuint i;
    148    GLint j;
    149    const GLint size = input->Size;
    150 
    151    if (input->Normalized) {
    152       for (i = 0; i < count; ++i) {
    153          const GLfixed *in = (GLfixed *) ptr;
    154          for (j = 0; j < size; ++j) {
    155             *fptr++ = (GLfloat) (2 * in[j] + 1) / (GLfloat) ((1 << 16) - 1);
    156          }
    157          ptr += input->StrideB;
    158       }
    159    } else {
    160       for (i = 0; i < count; ++i) {
    161          const GLfixed *in = (GLfixed *) ptr;
    162          for (j = 0; j < size; ++j) {
    163             *fptr++ = in[j] / (GLfloat) (1 << 16);
    164          }
    165          ptr += input->StrideB;
    166       }
    167    }
    168 }
    169 
    170 /* Adjust pointer to point at first requested element, convert to
    171  * floating point, populate VB->AttribPtr[].
    172  */
    173 static void _tnl_import_array( struct gl_context *ctx,
    174 			       GLuint attrib,
    175 			       GLuint count,
    176 			       const struct gl_vertex_array *input,
    177 			       const GLubyte *ptr )
    178 {
    179    TNLcontext *tnl = TNL_CONTEXT(ctx);
    180    struct vertex_buffer *VB = &tnl->vb;
    181    GLuint stride = input->StrideB;
    182 
    183    if (input->Type != GL_FLOAT) {
    184       const GLuint sz = input->Size;
    185       GLubyte *buf = get_space(ctx, count * sz * sizeof(GLfloat));
    186       GLfloat *fptr = (GLfloat *)buf;
    187 
    188       switch (input->Type) {
    189       case GL_BYTE:
    190 	 CONVERT(GLbyte, BYTE_TO_FLOAT);
    191 	 break;
    192       case GL_UNSIGNED_BYTE:
    193          if (input->Format == GL_BGRA) {
    194             /* See GL_EXT_vertex_array_bgra */
    195             convert_bgra_to_float(input, ptr, fptr, count);
    196          }
    197          else {
    198             CONVERT(GLubyte, UBYTE_TO_FLOAT);
    199          }
    200 	 break;
    201       case GL_SHORT:
    202 	 CONVERT(GLshort, SHORT_TO_FLOAT);
    203 	 break;
    204       case GL_UNSIGNED_SHORT:
    205 	 CONVERT(GLushort, USHORT_TO_FLOAT);
    206 	 break;
    207       case GL_INT:
    208 	 CONVERT(GLint, INT_TO_FLOAT);
    209 	 break;
    210       case GL_UNSIGNED_INT:
    211 	 CONVERT(GLuint, UINT_TO_FLOAT);
    212 	 break;
    213       case GL_DOUBLE:
    214 	 CONVERT(GLdouble, (GLfloat));
    215 	 break;
    216       case GL_HALF_FLOAT:
    217 	 convert_half_to_float(input, ptr, fptr, count, sz);
    218 	 break;
    219       case GL_FIXED:
    220          convert_fixed_to_float(input, ptr, fptr, count);
    221          break;
    222       default:
    223 	 assert(0);
    224 	 break;
    225       }
    226 
    227       ptr = buf;
    228       stride = sz * sizeof(GLfloat);
    229    }
    230 
    231    VB->AttribPtr[attrib] = &tnl->tmp_inputs[attrib];
    232    VB->AttribPtr[attrib]->data = (GLfloat (*)[4])ptr;
    233    VB->AttribPtr[attrib]->start = (GLfloat *)ptr;
    234    VB->AttribPtr[attrib]->count = count;
    235    VB->AttribPtr[attrib]->stride = stride;
    236    VB->AttribPtr[attrib]->size = input->Size;
    237 
    238    /* This should die, but so should the whole GLvector4f concept:
    239     */
    240    VB->AttribPtr[attrib]->flags = (((1<<input->Size)-1) |
    241 				   VEC_NOT_WRITEABLE |
    242 				   (stride == 4*sizeof(GLfloat) ? 0 : VEC_BAD_STRIDE));
    243 
    244    VB->AttribPtr[attrib]->storage = NULL;
    245 }
    246 
    247 #define CLIPVERTS  ((6 + MAX_CLIP_PLANES) * 2)
    248 
    249 
    250 static GLboolean *_tnl_import_edgeflag( struct gl_context *ctx,
    251 					const GLvector4f *input,
    252 					GLuint count)
    253 {
    254    const GLubyte *ptr = (const GLubyte *)input->data;
    255    const GLuint stride = input->stride;
    256    GLboolean *space = (GLboolean *)get_space(ctx, count + CLIPVERTS);
    257    GLboolean *bptr = space;
    258    GLuint i;
    259 
    260    for (i = 0; i < count; i++) {
    261       *bptr++ = ((GLfloat *)ptr)[0] == 1.0F;
    262       ptr += stride;
    263    }
    264 
    265    return space;
    266 }
    267 
    268 
    269 static void bind_inputs( struct gl_context *ctx,
    270 			 const struct gl_vertex_array *inputs[],
    271 			 GLint count,
    272 			 struct gl_buffer_object **bo,
    273 			 GLuint *nr_bo )
    274 {
    275    TNLcontext *tnl = TNL_CONTEXT(ctx);
    276    struct vertex_buffer *VB = &tnl->vb;
    277    GLuint i;
    278 
    279    /* Map all the VBOs
    280     */
    281    for (i = 0; i < VERT_ATTRIB_MAX; i++) {
    282       const void *ptr;
    283 
    284       if (inputs[i]->BufferObj->Name) {
    285 	 if (!inputs[i]->BufferObj->Mappings[MAP_INTERNAL].Pointer) {
    286 	    bo[*nr_bo] = inputs[i]->BufferObj;
    287 	    (*nr_bo)++;
    288 	    ctx->Driver.MapBufferRange(ctx, 0, inputs[i]->BufferObj->Size,
    289 				       GL_MAP_READ_BIT,
    290 				       inputs[i]->BufferObj,
    291                                        MAP_INTERNAL);
    292 
    293 	    assert(inputs[i]->BufferObj->Mappings[MAP_INTERNAL].Pointer);
    294 	 }
    295 
    296 	 ptr = ADD_POINTERS(inputs[i]->BufferObj->Mappings[MAP_INTERNAL].Pointer,
    297 			    inputs[i]->Ptr);
    298       }
    299       else
    300 	 ptr = inputs[i]->Ptr;
    301 
    302       /* Just make sure the array is floating point, otherwise convert to
    303        * temporary storage.
    304        *
    305        * XXX: remove the GLvector4f type at some stage and just use
    306        * client arrays.
    307        */
    308       _tnl_import_array(ctx, i, count, inputs[i], ptr);
    309    }
    310 
    311    /* We process only the vertices between min & max index:
    312     */
    313    VB->Count = count;
    314 
    315    /* These should perhaps be part of _TNL_ATTRIB_* */
    316    VB->BackfaceColorPtr = NULL;
    317    VB->BackfaceIndexPtr = NULL;
    318    VB->BackfaceSecondaryColorPtr = NULL;
    319 
    320    /* Clipping and drawing code still requires this to be a packed
    321     * array of ubytes which can be written into.  TODO: Fix and
    322     * remove.
    323     */
    324    if (ctx->Polygon.FrontMode != GL_FILL ||
    325        ctx->Polygon.BackMode != GL_FILL)
    326    {
    327       VB->EdgeFlag = _tnl_import_edgeflag( ctx,
    328 					   VB->AttribPtr[_TNL_ATTRIB_EDGEFLAG],
    329 					   VB->Count );
    330    }
    331    else {
    332       /* the data previously pointed to by EdgeFlag may have been freed */
    333       VB->EdgeFlag = NULL;
    334    }
    335 }
    336 
    337 
    338 /* Translate indices to GLuints and store in VB->Elts.
    339  */
    340 static void bind_indices( struct gl_context *ctx,
    341 			  const struct _mesa_index_buffer *ib,
    342 			  struct gl_buffer_object **bo,
    343 			  GLuint *nr_bo)
    344 {
    345    TNLcontext *tnl = TNL_CONTEXT(ctx);
    346    struct vertex_buffer *VB = &tnl->vb;
    347    GLuint i;
    348    const void *ptr;
    349 
    350    if (!ib) {
    351       VB->Elts = NULL;
    352       return;
    353    }
    354 
    355    if (_mesa_is_bufferobj(ib->obj) &&
    356        !_mesa_bufferobj_mapped(ib->obj, MAP_INTERNAL)) {
    357       /* if the buffer object isn't mapped yet, map it now */
    358       bo[*nr_bo] = ib->obj;
    359       (*nr_bo)++;
    360       ptr = ctx->Driver.MapBufferRange(ctx, (GLsizeiptr) ib->ptr,
    361                                        ib->count * ib->index_size,
    362 				       GL_MAP_READ_BIT, ib->obj,
    363                                        MAP_INTERNAL);
    364       assert(ib->obj->Mappings[MAP_INTERNAL].Pointer);
    365    } else {
    366       /* user-space elements, or buffer already mapped */
    367       ptr = ADD_POINTERS(ib->obj->Mappings[MAP_INTERNAL].Pointer, ib->ptr);
    368    }
    369 
    370    if (ib->index_size == 4 && VB->Primitive[0].basevertex == 0) {
    371       VB->Elts = (GLuint *) ptr;
    372    }
    373    else {
    374       GLuint *elts = (GLuint *)get_space(ctx, ib->count * sizeof(GLuint));
    375       VB->Elts = elts;
    376 
    377       if (ib->index_size == 4) {
    378 	 const GLuint *in = (GLuint *)ptr;
    379 	 for (i = 0; i < ib->count; i++)
    380 	    *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
    381       }
    382       else if (ib->index_size == 2) {
    383 	 const GLushort *in = (GLushort *)ptr;
    384 	 for (i = 0; i < ib->count; i++)
    385 	    *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
    386       }
    387       else {
    388 	 const GLubyte *in = (GLubyte *)ptr;
    389 	 for (i = 0; i < ib->count; i++)
    390 	    *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
    391       }
    392    }
    393 }
    394 
    395 static void bind_prims( struct gl_context *ctx,
    396 			const struct _mesa_prim *prim,
    397 			GLuint nr_prims )
    398 {
    399    TNLcontext *tnl = TNL_CONTEXT(ctx);
    400    struct vertex_buffer *VB = &tnl->vb;
    401 
    402    VB->Primitive = prim;
    403    VB->PrimitiveCount = nr_prims;
    404 }
    405 
    406 static void unmap_vbos( struct gl_context *ctx,
    407 			struct gl_buffer_object **bo,
    408 			GLuint nr_bo )
    409 {
    410    GLuint i;
    411    for (i = 0; i < nr_bo; i++) {
    412       ctx->Driver.UnmapBuffer(ctx, bo[i], MAP_INTERNAL);
    413    }
    414 }
    415 
    416 
    417 /* This is the main entrypoint into the slimmed-down software tnl
    418  * module.  In a regular swtnl driver, this can be plugged straight
    419  * into the vbo->Driver.DrawPrims() callback.
    420  */
    421 void _tnl_draw_prims(struct gl_context *ctx,
    422 			 const struct _mesa_prim *prim,
    423 			 GLuint nr_prims,
    424 			 const struct _mesa_index_buffer *ib,
    425 			 GLboolean index_bounds_valid,
    426 			 GLuint min_index,
    427 			 GLuint max_index,
    428 			 struct gl_transform_feedback_object *tfb_vertcount,
    429                          unsigned stream,
    430 			 struct gl_buffer_object *indirect)
    431 {
    432    TNLcontext *tnl = TNL_CONTEXT(ctx);
    433    const struct gl_vertex_array **arrays = ctx->Array._DrawArrays;
    434    const GLuint TEST_SPLIT = 0;
    435    const GLint max = TEST_SPLIT ? 8 : tnl->vb.Size - MAX_CLIPPED_VERTICES;
    436    GLint max_basevertex = prim->basevertex;
    437    GLuint i;
    438 
    439    if (!index_bounds_valid)
    440       vbo_get_minmax_indices(ctx, prim, ib, &min_index, &max_index, nr_prims);
    441 
    442    /* Mesa core state should have been validated already */
    443    assert(ctx->NewState == 0x0);
    444 
    445    if (!_mesa_check_conditional_render(ctx))
    446       return; /* don't draw */
    447 
    448    for (i = 1; i < nr_prims; i++)
    449       max_basevertex = MAX2(max_basevertex, prim[i].basevertex);
    450 
    451    if (0)
    452    {
    453       printf("%s %d..%d\n", __func__, min_index, max_index);
    454       for (i = 0; i < nr_prims; i++)
    455 	 printf("prim %d: %s start %d count %d\n", i,
    456 		_mesa_enum_to_string(prim[i].mode),
    457 		prim[i].start,
    458 		prim[i].count);
    459    }
    460 
    461    if (min_index) {
    462       /* We always translate away calls with min_index != 0.
    463        */
    464       vbo_rebase_prims( ctx, arrays, prim, nr_prims, ib,
    465 			min_index, max_index,
    466 			_tnl_draw_prims );
    467       return;
    468    }
    469    else if ((GLint)max_index + max_basevertex > max) {
    470       /* The software TNL pipeline has a fixed amount of storage for
    471        * vertices and it is necessary to split incoming drawing commands
    472        * if they exceed that limit.
    473        */
    474       struct split_limits limits;
    475       limits.max_verts = max;
    476       limits.max_vb_size = ~0;
    477       limits.max_indices = ~0;
    478 
    479       /* This will split the buffers one way or another and
    480        * recursively call back into this function.
    481        */
    482       vbo_split_prims( ctx, arrays, prim, nr_prims, ib,
    483 		       0, max_index + prim->basevertex,
    484 		       _tnl_draw_prims,
    485 		       &limits );
    486    }
    487    else {
    488       /* May need to map a vertex buffer object for every attribute plus
    489        * one for the index buffer.
    490        */
    491       struct gl_buffer_object *bo[VERT_ATTRIB_MAX + 1];
    492       GLuint nr_bo = 0;
    493       GLuint inst;
    494 
    495       for (i = 0; i < nr_prims;) {
    496 	 GLuint this_nr_prims;
    497 
    498 	 /* Our SW TNL pipeline doesn't handle basevertex yet, so bind_indices
    499 	  * will rebase the elements to the basevertex, and we'll only
    500 	  * emit strings of prims with the same basevertex in one draw call.
    501 	  */
    502 	 for (this_nr_prims = 1; i + this_nr_prims < nr_prims;
    503 	      this_nr_prims++) {
    504 	    if (prim[i].basevertex != prim[i + this_nr_prims].basevertex)
    505 	       break;
    506 	 }
    507 
    508          assert(prim[i].num_instances > 0);
    509 
    510 	 /* Binding inputs may imply mapping some vertex buffer objects.
    511 	  * They will need to be unmapped below.
    512 	  */
    513          for (inst = 0; inst < prim[i].num_instances; inst++) {
    514 
    515             bind_prims(ctx, &prim[i], this_nr_prims);
    516             bind_inputs(ctx, arrays, max_index + prim[i].basevertex + 1,
    517                         bo, &nr_bo);
    518             bind_indices(ctx, ib, bo, &nr_bo);
    519 
    520             tnl->CurInstance = inst;
    521             TNL_CONTEXT(ctx)->Driver.RunPipeline(ctx);
    522 
    523             unmap_vbos(ctx, bo, nr_bo);
    524             free_space(ctx);
    525          }
    526 
    527 	 i += this_nr_prims;
    528       }
    529    }
    530 }
    531 
    532