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      1 
      2 /*
      3  * Mesa 3-D graphics library
      4  * Version:  6.5
      5  *
      6  * Copyright (C) 1999-2006  Brian Paul   All Rights Reserved.
      7  *
      8  * Permission is hereby granted, free of charge, to any person obtaining a
      9  * copy of this software and associated documentation files (the "Software"),
     10  * to deal in the Software without restriction, including without limitation
     11  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     12  * and/or sell copies of the Software, and to permit persons to whom the
     13  * Software is furnished to do so, subject to the following conditions:
     14  *
     15  * The above copyright notice and this permission notice shall be included
     16  * in all copies or substantial portions of the Software.
     17  *
     18  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     19  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     20  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     21  * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
     22  * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
     23  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     24  *
     25  * Authors:
     26  *    Keith Whitwell <keith (at) tungstengraphics.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 "main/glheader.h"
     50 #include "main/imports.h"
     51 #include "main/mtypes.h"
     52 
     53 #include "vbo.h"
     54 
     55 
     56 #define REBASE(TYPE) 						\
     57 static void *rebase_##TYPE( const void *ptr,			\
     58 			  GLuint count, 			\
     59 			  TYPE min_index )			\
     60 {								\
     61    const TYPE *in = (TYPE *)ptr;				\
     62    TYPE *tmp_indices = malloc(count * sizeof(TYPE));	\
     63    GLuint i;							\
     64 								\
     65    for (i = 0; i < count; i++)  				\
     66       tmp_indices[i] = in[i] - min_index;			\
     67 								\
     68    return (void *)tmp_indices;					\
     69 }
     70 
     71 
     72 REBASE(GLuint)
     73 REBASE(GLushort)
     74 REBASE(GLubyte)
     75 
     76 GLboolean vbo_all_varyings_in_vbos( const struct gl_client_array *arrays[] )
     77 {
     78    GLuint i;
     79 
     80    for (i = 0; i < VERT_ATTRIB_MAX; i++)
     81       if (arrays[i]->StrideB &&
     82 	  arrays[i]->BufferObj->Name == 0)
     83 	 return GL_FALSE;
     84 
     85    return GL_TRUE;
     86 }
     87 
     88 GLboolean vbo_any_varyings_in_vbos( const struct gl_client_array *arrays[] )
     89 {
     90    GLuint i;
     91 
     92    for (i = 0; i < VERT_ATTRIB_MAX; i++)
     93       if (arrays[i]->BufferObj->Name != 0)
     94 	 return GL_TRUE;
     95 
     96    return GL_FALSE;
     97 }
     98 
     99 /* Adjust primitives, indices and vertex definitions so that min_index
    100  * becomes zero. There are lots of reasons for wanting to do this, eg:
    101  *
    102  * Software tnl:
    103  *    - any time min_index != 0, otherwise unused vertices lower than
    104  *      min_index will be transformed.
    105  *
    106  * Hardware tnl:
    107  *    - if ib != NULL and min_index != 0, otherwise vertices lower than
    108  *      min_index will be uploaded.  Requires adjusting index values.
    109  *
    110  *    - if ib == NULL and min_index != 0, just for convenience so this doesn't
    111  *      have to be handled within the driver.
    112  *
    113  * Hardware tnl with VBO support:
    114  *    - as above, but only when vertices are not (all?) in VBO's.
    115  *    - can't save time by trying to upload half a vbo - typically it is
    116  *      all or nothing.
    117  */
    118 void vbo_rebase_prims( struct gl_context *ctx,
    119 		       const struct gl_client_array *arrays[],
    120 		       const struct _mesa_prim *prim,
    121 		       GLuint nr_prims,
    122 		       const struct _mesa_index_buffer *ib,
    123 		       GLuint min_index,
    124 		       GLuint max_index,
    125 		       vbo_draw_func draw )
    126 {
    127    struct gl_client_array tmp_arrays[VERT_ATTRIB_MAX];
    128    const struct gl_client_array *tmp_array_pointers[VERT_ATTRIB_MAX];
    129 
    130    struct _mesa_index_buffer tmp_ib;
    131    struct _mesa_prim *tmp_prims = NULL;
    132    const struct gl_client_array **saved_arrays = ctx->Array._DrawArrays;
    133    void *tmp_indices = NULL;
    134    GLuint i;
    135 
    136    assert(min_index != 0);
    137 
    138    if (0)
    139       printf("%s %d..%d\n", __FUNCTION__, min_index, max_index);
    140 
    141 
    142    /* XXX this path is disabled for now.
    143     * There's rendering corruption in some apps when it's enabled.
    144     */
    145    if (0 && ib && ctx->Extensions.ARB_draw_elements_base_vertex) {
    146       /* If we can just tell the hardware or the TNL to interpret our
    147        * indices with a different base, do so.
    148        */
    149       tmp_prims = (struct _mesa_prim *)malloc(sizeof(*prim) * nr_prims);
    150 
    151       for (i = 0; i < nr_prims; i++) {
    152 	 tmp_prims[i] = prim[i];
    153 	 tmp_prims[i].basevertex -= min_index;
    154       }
    155 
    156       prim = tmp_prims;
    157    } else if (ib) {
    158       /* Unfortunately need to adjust each index individually.
    159        */
    160       GLboolean map_ib = ib->obj->Name && !ib->obj->Pointer;
    161       void *ptr;
    162 
    163       if (map_ib)
    164 	 ctx->Driver.MapBufferRange(ctx, 0, ib->obj->Size, GL_MAP_READ_BIT,
    165 				    ib->obj);
    166 
    167 
    168       ptr = ADD_POINTERS(ib->obj->Pointer, ib->ptr);
    169 
    170       /* Some users might prefer it if we translated elements to
    171        * GLuints here.  Others wouldn't...
    172        */
    173       switch (ib->type) {
    174       case GL_UNSIGNED_INT:
    175 	 tmp_indices = rebase_GLuint( ptr, ib->count, min_index );
    176 	 break;
    177       case GL_UNSIGNED_SHORT:
    178 	 tmp_indices = rebase_GLushort( ptr, ib->count, min_index );
    179 	 break;
    180       case GL_UNSIGNED_BYTE:
    181 	 tmp_indices = rebase_GLubyte( ptr, ib->count, min_index );
    182 	 break;
    183       }
    184 
    185       if (map_ib)
    186 	 ctx->Driver.UnmapBuffer(ctx, ib->obj);
    187 
    188       tmp_ib.obj = ctx->Shared->NullBufferObj;
    189       tmp_ib.ptr = tmp_indices;
    190       tmp_ib.count = ib->count;
    191       tmp_ib.type = ib->type;
    192 
    193       ib = &tmp_ib;
    194    }
    195    else {
    196       /* Otherwise the primitives need adjustment.
    197        */
    198       tmp_prims = (struct _mesa_prim *)malloc(sizeof(*prim) * nr_prims);
    199 
    200       for (i = 0; i < nr_prims; i++) {
    201 	 /* If this fails, it could indicate an application error:
    202 	  */
    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_arrays[i] = *arrays[i];
    224       tmp_arrays[i].Ptr += min_index * tmp_arrays[i].StrideB;
    225       tmp_array_pointers[i] = &tmp_arrays[i];
    226    }
    227 
    228    /* Re-issue the draw call.
    229     */
    230    ctx->Array._DrawArrays = tmp_array_pointers;
    231    ctx->NewDriverState |= ctx->DriverFlags.NewArray;
    232 
    233    draw( ctx,
    234 	 prim,
    235 	 nr_prims,
    236 	 ib,
    237 	 GL_TRUE,
    238 	 0,
    239 	 max_index - min_index,
    240 	 NULL );
    241 
    242    ctx->Array._DrawArrays = saved_arrays;
    243    ctx->NewDriverState |= ctx->DriverFlags.NewArray;
    244 
    245    if (tmp_indices)
    246       free(tmp_indices);
    247 
    248    if (tmp_prims)
    249       free(tmp_prims);
    250 }
    251 
    252 
    253 
    254