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      1 /*
      2  * Mesa 3-D graphics library
      3  * Version:  7.1
      4  *
      5  * Copyright (C) 1999-2007  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  * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
     21  * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
     22  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     23  *
     24  * Authors:
     25  *    Keith Whitwell <keith (at) tungstengraphics.com>
     26  */
     27 
     28 #include "main/glheader.h"
     29 #include "main/bufferobj.h"
     30 #include "main/condrender.h"
     31 #include "main/context.h"
     32 #include "main/imports.h"
     33 #include "main/mtypes.h"
     34 #include "main/macros.h"
     35 #include "main/enums.h"
     36 
     37 #include "t_context.h"
     38 #include "tnl.h"
     39 
     40 
     41 
     42 static GLubyte *get_space(struct gl_context *ctx, GLuint bytes)
     43 {
     44    TNLcontext *tnl = TNL_CONTEXT(ctx);
     45    GLubyte *space = malloc(bytes);
     46 
     47    tnl->block[tnl->nr_blocks++] = space;
     48    return space;
     49 }
     50 
     51 
     52 static void free_space(struct gl_context *ctx)
     53 {
     54    TNLcontext *tnl = TNL_CONTEXT(ctx);
     55    GLuint i;
     56    for (i = 0; i < tnl->nr_blocks; i++)
     57       free(tnl->block[i]);
     58    tnl->nr_blocks = 0;
     59 }
     60 
     61 
     62 /* Convert the incoming array to GLfloats.  Understands the
     63  * array->Normalized flag and selects the correct conversion method.
     64  */
     65 #define CONVERT( TYPE, MACRO ) do {		\
     66    GLuint i, j;					\
     67    if (input->Normalized) {			\
     68       for (i = 0; i < count; i++) {		\
     69 	 const TYPE *in = (TYPE *)ptr;		\
     70 	 for (j = 0; j < sz; j++) {		\
     71 	    *fptr++ = MACRO(*in);		\
     72 	    in++;				\
     73 	 }					\
     74 	 ptr += input->StrideB;			\
     75       }						\
     76    } else {					\
     77       for (i = 0; i < count; i++) {		\
     78 	 const TYPE *in = (TYPE *)ptr;		\
     79 	 for (j = 0; j < sz; j++) {		\
     80 	    *fptr++ = (GLfloat)(*in);		\
     81 	    in++;				\
     82 	 }					\
     83 	 ptr += input->StrideB;			\
     84       }						\
     85    }						\
     86 } while (0)
     87 
     88 
     89 /**
     90  * Convert array of BGRA/GLubyte[4] values to RGBA/float[4]
     91  * \param ptr  input/ubyte array
     92  * \param fptr  output/float array
     93  */
     94 static void
     95 convert_bgra_to_float(const struct gl_client_array *input,
     96                       const GLubyte *ptr, GLfloat *fptr,
     97                       GLuint count )
     98 {
     99    GLuint i;
    100    assert(input->Normalized);
    101    assert(input->Size == 4);
    102    for (i = 0; i < count; i++) {
    103       const GLubyte *in = (GLubyte *) ptr;  /* in is in BGRA order */
    104       *fptr++ = UBYTE_TO_FLOAT(in[2]);  /* red */
    105       *fptr++ = UBYTE_TO_FLOAT(in[1]);  /* green */
    106       *fptr++ = UBYTE_TO_FLOAT(in[0]);  /* blue */
    107       *fptr++ = UBYTE_TO_FLOAT(in[3]);  /* alpha */
    108       ptr += input->StrideB;
    109    }
    110 }
    111 
    112 static void
    113 convert_half_to_float(const struct gl_client_array *input,
    114 		      const GLubyte *ptr, GLfloat *fptr,
    115 		      GLuint count, GLuint sz)
    116 {
    117    GLuint i, j;
    118 
    119    for (i = 0; i < count; i++) {
    120       GLhalfARB *in = (GLhalfARB *)ptr;
    121 
    122       for (j = 0; j < sz; j++) {
    123 	 *fptr++ = _mesa_half_to_float(in[j]);
    124       }
    125       ptr += input->StrideB;
    126    }
    127 }
    128 
    129 /**
    130  * \brief Convert fixed-point to floating-point.
    131  *
    132  * In OpenGL, a fixed-point number is a "signed 2's complement 16.16 scaled
    133  * integer" (Table 2.2 of the OpenGL ES 2.0 spec).
    134  *
    135  * If the buffer has the \c normalized flag set, the formula
    136  *     \code normalize(x) := (2*x + 1) / (2^16 - 1) \endcode
    137  * is used to map the fixed-point numbers into the range [-1, 1].
    138  */
    139 static void
    140 convert_fixed_to_float(const struct gl_client_array *input,
    141                        const GLubyte *ptr, GLfloat *fptr,
    142                        GLuint count)
    143 {
    144    GLuint i, j;
    145    const GLint size = input->Size;
    146 
    147    if (input->Normalized) {
    148       for (i = 0; i < count; ++i) {
    149          const GLfixed *in = (GLfixed *) ptr;
    150          for (j = 0; j < size; ++j) {
    151             *fptr++ = (GLfloat) (2 * in[j] + 1) / (GLfloat) ((1 << 16) - 1);
    152          }
    153          ptr += input->StrideB;
    154       }
    155    } else {
    156       for (i = 0; i < count; ++i) {
    157          const GLfixed *in = (GLfixed *) ptr;
    158          for (j = 0; j < size; ++j) {
    159             *fptr++ = in[j] / (GLfloat) (1 << 16);
    160          }
    161          ptr += input->StrideB;
    162       }
    163    }
    164 }
    165 
    166 /* Adjust pointer to point at first requested element, convert to
    167  * floating point, populate VB->AttribPtr[].
    168  */
    169 static void _tnl_import_array( struct gl_context *ctx,
    170 			       GLuint attrib,
    171 			       GLuint count,
    172 			       const struct gl_client_array *input,
    173 			       const GLubyte *ptr )
    174 {
    175    TNLcontext *tnl = TNL_CONTEXT(ctx);
    176    struct vertex_buffer *VB = &tnl->vb;
    177    GLuint stride = input->StrideB;
    178 
    179    if (input->Type != GL_FLOAT) {
    180       const GLuint sz = input->Size;
    181       GLubyte *buf = get_space(ctx, count * sz * sizeof(GLfloat));
    182       GLfloat *fptr = (GLfloat *)buf;
    183 
    184       switch (input->Type) {
    185       case GL_BYTE:
    186 	 CONVERT(GLbyte, BYTE_TO_FLOAT);
    187 	 break;
    188       case GL_UNSIGNED_BYTE:
    189          if (input->Format == GL_BGRA) {
    190             /* See GL_EXT_vertex_array_bgra */
    191             convert_bgra_to_float(input, ptr, fptr, count);
    192          }
    193          else {
    194             CONVERT(GLubyte, UBYTE_TO_FLOAT);
    195          }
    196 	 break;
    197       case GL_SHORT:
    198 	 CONVERT(GLshort, SHORT_TO_FLOAT);
    199 	 break;
    200       case GL_UNSIGNED_SHORT:
    201 	 CONVERT(GLushort, USHORT_TO_FLOAT);
    202 	 break;
    203       case GL_INT:
    204 	 CONVERT(GLint, INT_TO_FLOAT);
    205 	 break;
    206       case GL_UNSIGNED_INT:
    207 	 CONVERT(GLuint, UINT_TO_FLOAT);
    208 	 break;
    209       case GL_DOUBLE:
    210 	 CONVERT(GLdouble, (GLfloat));
    211 	 break;
    212       case GL_HALF_FLOAT:
    213 	 convert_half_to_float(input, ptr, fptr, count, sz);
    214 	 break;
    215       case GL_FIXED:
    216          convert_fixed_to_float(input, ptr, fptr, count);
    217          break;
    218       default:
    219 	 assert(0);
    220 	 break;
    221       }
    222 
    223       ptr = buf;
    224       stride = sz * sizeof(GLfloat);
    225    }
    226 
    227    VB->AttribPtr[attrib] = &tnl->tmp_inputs[attrib];
    228    VB->AttribPtr[attrib]->data = (GLfloat (*)[4])ptr;
    229    VB->AttribPtr[attrib]->start = (GLfloat *)ptr;
    230    VB->AttribPtr[attrib]->count = count;
    231    VB->AttribPtr[attrib]->stride = stride;
    232    VB->AttribPtr[attrib]->size = input->Size;
    233 
    234    /* This should die, but so should the whole GLvector4f concept:
    235     */
    236    VB->AttribPtr[attrib]->flags = (((1<<input->Size)-1) |
    237 				   VEC_NOT_WRITEABLE |
    238 				   (stride == 4*sizeof(GLfloat) ? 0 : VEC_BAD_STRIDE));
    239 
    240    VB->AttribPtr[attrib]->storage = NULL;
    241 }
    242 
    243 #define CLIPVERTS  ((6 + MAX_CLIP_PLANES) * 2)
    244 
    245 
    246 static GLboolean *_tnl_import_edgeflag( struct gl_context *ctx,
    247 					const GLvector4f *input,
    248 					GLuint count)
    249 {
    250    const GLubyte *ptr = (const GLubyte *)input->data;
    251    const GLuint stride = input->stride;
    252    GLboolean *space = (GLboolean *)get_space(ctx, count + CLIPVERTS);
    253    GLboolean *bptr = space;
    254    GLuint i;
    255 
    256    for (i = 0; i < count; i++) {
    257       *bptr++ = ((GLfloat *)ptr)[0] == 1.0;
    258       ptr += stride;
    259    }
    260 
    261    return space;
    262 }
    263 
    264 
    265 static void bind_inputs( struct gl_context *ctx,
    266 			 const struct gl_client_array *inputs[],
    267 			 GLint count,
    268 			 struct gl_buffer_object **bo,
    269 			 GLuint *nr_bo )
    270 {
    271    TNLcontext *tnl = TNL_CONTEXT(ctx);
    272    struct vertex_buffer *VB = &tnl->vb;
    273    GLuint i;
    274 
    275    /* Map all the VBOs
    276     */
    277    for (i = 0; i < VERT_ATTRIB_MAX; i++) {
    278       const void *ptr;
    279 
    280       if (inputs[i]->BufferObj->Name) {
    281 	 if (!inputs[i]->BufferObj->Pointer) {
    282 	    bo[*nr_bo] = inputs[i]->BufferObj;
    283 	    (*nr_bo)++;
    284 	    ctx->Driver.MapBufferRange(ctx, 0, inputs[i]->BufferObj->Size,
    285 				       GL_MAP_READ_BIT,
    286 				       inputs[i]->BufferObj);
    287 
    288 	    assert(inputs[i]->BufferObj->Pointer);
    289 	 }
    290 
    291 	 ptr = ADD_POINTERS(inputs[i]->BufferObj->Pointer,
    292 			    inputs[i]->Ptr);
    293       }
    294       else
    295 	 ptr = inputs[i]->Ptr;
    296 
    297       /* Just make sure the array is floating point, otherwise convert to
    298        * temporary storage.
    299        *
    300        * XXX: remove the GLvector4f type at some stage and just use
    301        * client arrays.
    302        */
    303       _tnl_import_array(ctx, i, count, inputs[i], ptr);
    304    }
    305 
    306    /* We process only the vertices between min & max index:
    307     */
    308    VB->Count = count;
    309 
    310    /* These should perhaps be part of _TNL_ATTRIB_* */
    311    VB->BackfaceColorPtr = NULL;
    312    VB->BackfaceIndexPtr = NULL;
    313    VB->BackfaceSecondaryColorPtr = NULL;
    314 
    315    /* Clipping and drawing code still requires this to be a packed
    316     * array of ubytes which can be written into.  TODO: Fix and
    317     * remove.
    318     */
    319    if (ctx->Polygon.FrontMode != GL_FILL ||
    320        ctx->Polygon.BackMode != GL_FILL)
    321    {
    322       VB->EdgeFlag = _tnl_import_edgeflag( ctx,
    323 					   VB->AttribPtr[_TNL_ATTRIB_EDGEFLAG],
    324 					   VB->Count );
    325    }
    326    else {
    327       /* the data previously pointed to by EdgeFlag may have been freed */
    328       VB->EdgeFlag = NULL;
    329    }
    330 }
    331 
    332 
    333 /* Translate indices to GLuints and store in VB->Elts.
    334  */
    335 static void bind_indices( struct gl_context *ctx,
    336 			  const struct _mesa_index_buffer *ib,
    337 			  struct gl_buffer_object **bo,
    338 			  GLuint *nr_bo)
    339 {
    340    TNLcontext *tnl = TNL_CONTEXT(ctx);
    341    struct vertex_buffer *VB = &tnl->vb;
    342    GLuint i;
    343    const void *ptr;
    344 
    345    if (!ib) {
    346       VB->Elts = NULL;
    347       return;
    348    }
    349 
    350    if (_mesa_is_bufferobj(ib->obj) && !_mesa_bufferobj_mapped(ib->obj)) {
    351       /* if the buffer object isn't mapped yet, map it now */
    352       bo[*nr_bo] = ib->obj;
    353       (*nr_bo)++;
    354       ptr = ctx->Driver.MapBufferRange(ctx, (GLsizeiptr) ib->ptr,
    355                                        ib->count * vbo_sizeof_ib_type(ib->type),
    356 				       GL_MAP_READ_BIT, ib->obj);
    357       assert(ib->obj->Pointer);
    358    } else {
    359       /* user-space elements, or buffer already mapped */
    360       ptr = ADD_POINTERS(ib->obj->Pointer, ib->ptr);
    361    }
    362 
    363    if (ib->type == GL_UNSIGNED_INT && VB->Primitive[0].basevertex == 0) {
    364       VB->Elts = (GLuint *) ptr;
    365    }
    366    else {
    367       GLuint *elts = (GLuint *)get_space(ctx, ib->count * sizeof(GLuint));
    368       VB->Elts = elts;
    369 
    370       if (ib->type == GL_UNSIGNED_INT) {
    371 	 const GLuint *in = (GLuint *)ptr;
    372 	 for (i = 0; i < ib->count; i++)
    373 	    *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
    374       }
    375       else if (ib->type == GL_UNSIGNED_SHORT) {
    376 	 const GLushort *in = (GLushort *)ptr;
    377 	 for (i = 0; i < ib->count; i++)
    378 	    *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
    379       }
    380       else {
    381 	 const GLubyte *in = (GLubyte *)ptr;
    382 	 for (i = 0; i < ib->count; i++)
    383 	    *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
    384       }
    385    }
    386 }
    387 
    388 static void bind_prims( struct gl_context *ctx,
    389 			const struct _mesa_prim *prim,
    390 			GLuint nr_prims )
    391 {
    392    TNLcontext *tnl = TNL_CONTEXT(ctx);
    393    struct vertex_buffer *VB = &tnl->vb;
    394 
    395    VB->Primitive = prim;
    396    VB->PrimitiveCount = nr_prims;
    397 }
    398 
    399 static void unmap_vbos( struct gl_context *ctx,
    400 			struct gl_buffer_object **bo,
    401 			GLuint nr_bo )
    402 {
    403    GLuint i;
    404    for (i = 0; i < nr_bo; i++) {
    405       ctx->Driver.UnmapBuffer(ctx, bo[i]);
    406    }
    407 }
    408 
    409 
    410 void _tnl_vbo_draw_prims(struct gl_context *ctx,
    411 			 const struct _mesa_prim *prim,
    412 			 GLuint nr_prims,
    413 			 const struct _mesa_index_buffer *ib,
    414 			 GLboolean index_bounds_valid,
    415 			 GLuint min_index,
    416 			 GLuint max_index,
    417 			 struct gl_transform_feedback_object *tfb_vertcount)
    418 {
    419    const struct gl_client_array **arrays = ctx->Array._DrawArrays;
    420 
    421    if (!index_bounds_valid)
    422       vbo_get_minmax_indices(ctx, prim, ib, &min_index, &max_index, nr_prims);
    423 
    424    _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
    425 }
    426 
    427 /* This is the main entrypoint into the slimmed-down software tnl
    428  * module.  In a regular swtnl driver, this can be plugged straight
    429  * into the vbo->Driver.DrawPrims() callback.
    430  */
    431 void _tnl_draw_prims( struct gl_context *ctx,
    432 		      const struct gl_client_array *arrays[],
    433 		      const struct _mesa_prim *prim,
    434 		      GLuint nr_prims,
    435 		      const struct _mesa_index_buffer *ib,
    436 		      GLuint min_index,
    437 		      GLuint max_index)
    438 {
    439    TNLcontext *tnl = TNL_CONTEXT(ctx);
    440    const GLuint TEST_SPLIT = 0;
    441    const GLint max = TEST_SPLIT ? 8 : tnl->vb.Size - MAX_CLIPPED_VERTICES;
    442    GLint max_basevertex = prim->basevertex;
    443    GLuint i;
    444 
    445    /* Mesa core state should have been validated already */
    446    assert(ctx->NewState == 0x0);
    447 
    448    if (!_mesa_check_conditional_render(ctx))
    449       return; /* don't draw */
    450 
    451    for (i = 1; i < nr_prims; i++)
    452       max_basevertex = MAX2(max_basevertex, prim[i].basevertex);
    453 
    454    if (0)
    455    {
    456       printf("%s %d..%d\n", __FUNCTION__, min_index, max_index);
    457       for (i = 0; i < nr_prims; i++)
    458 	 printf("prim %d: %s start %d count %d\n", i,
    459 		_mesa_lookup_enum_by_nr(prim[i].mode),
    460 		prim[i].start,
    461 		prim[i].count);
    462    }
    463 
    464    if (min_index) {
    465       /* We always translate away calls with min_index != 0.
    466        */
    467       vbo_rebase_prims( ctx, arrays, prim, nr_prims, ib,
    468 			min_index, max_index,
    469 			_tnl_vbo_draw_prims );
    470       return;
    471    }
    472    else if ((GLint)max_index + max_basevertex > max) {
    473       /* The software TNL pipeline has a fixed amount of storage for
    474        * vertices and it is necessary to split incoming drawing commands
    475        * if they exceed that limit.
    476        */
    477       struct split_limits limits;
    478       limits.max_verts = max;
    479       limits.max_vb_size = ~0;
    480       limits.max_indices = ~0;
    481 
    482       /* This will split the buffers one way or another and
    483        * recursively call back into this function.
    484        */
    485       vbo_split_prims( ctx, arrays, prim, nr_prims, ib,
    486 		       0, max_index + prim->basevertex,
    487 		       _tnl_vbo_draw_prims,
    488 		       &limits );
    489    }
    490    else {
    491       /* May need to map a vertex buffer object for every attribute plus
    492        * one for the index buffer.
    493        */
    494       struct gl_buffer_object *bo[VERT_ATTRIB_MAX + 1];
    495       GLuint nr_bo = 0;
    496       GLuint inst;
    497 
    498       for (i = 0; i < nr_prims;) {
    499 	 GLuint this_nr_prims;
    500 
    501 	 /* Our SW TNL pipeline doesn't handle basevertex yet, so bind_indices
    502 	  * will rebase the elements to the basevertex, and we'll only
    503 	  * emit strings of prims with the same basevertex in one draw call.
    504 	  */
    505 	 for (this_nr_prims = 1; i + this_nr_prims < nr_prims;
    506 	      this_nr_prims++) {
    507 	    if (prim[i].basevertex != prim[i + this_nr_prims].basevertex)
    508 	       break;
    509 	 }
    510 
    511          assert(prim[i].num_instances > 0);
    512 
    513 	 /* Binding inputs may imply mapping some vertex buffer objects.
    514 	  * They will need to be unmapped below.
    515 	  */
    516          for (inst = 0; inst < prim[i].num_instances; inst++) {
    517 
    518             bind_prims(ctx, &prim[i], this_nr_prims);
    519             bind_inputs(ctx, arrays, max_index + prim[i].basevertex + 1,
    520                         bo, &nr_bo);
    521             bind_indices(ctx, ib, bo, &nr_bo);
    522 
    523             tnl->CurInstance = inst;
    524             TNL_CONTEXT(ctx)->Driver.RunPipeline(ctx);
    525 
    526             unmap_vbos(ctx, bo, nr_bo);
    527             free_space(ctx);
    528          }
    529 
    530 	 i += this_nr_prims;
    531       }
    532    }
    533 }
    534 
    535