vbo_exec.c revision b8e80941
1/* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 1999-2005 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@vmware.com> 26 */ 27 28 29#include "main/glheader.h" 30#include "main/arrayobj.h" 31#include "main/api_arrayelt.h" 32#include "main/vtxfmt.h" 33#include "vbo_private.h" 34 35const GLubyte 36_vbo_attribute_alias_map[VP_MODE_MAX][VERT_ATTRIB_MAX] = { 37 /* VP_MODE_FF: */ 38 { 39 VBO_ATTRIB_POS, /* VERT_ATTRIB_POS */ 40 VBO_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */ 41 VBO_ATTRIB_COLOR0, /* VERT_ATTRIB_COLOR0 */ 42 VBO_ATTRIB_COLOR1, /* VERT_ATTRIB_COLOR1 */ 43 VBO_ATTRIB_FOG, /* VERT_ATTRIB_FOG */ 44 VBO_ATTRIB_COLOR_INDEX, /* VERT_ATTRIB_COLOR_INDEX */ 45 VBO_ATTRIB_EDGEFLAG, /* VERT_ATTRIB_EDGEFLAG */ 46 VBO_ATTRIB_TEX0, /* VERT_ATTRIB_TEX0 */ 47 VBO_ATTRIB_TEX1, /* VERT_ATTRIB_TEX1 */ 48 VBO_ATTRIB_TEX2, /* VERT_ATTRIB_TEX2 */ 49 VBO_ATTRIB_TEX3, /* VERT_ATTRIB_TEX3 */ 50 VBO_ATTRIB_TEX4, /* VERT_ATTRIB_TEX4 */ 51 VBO_ATTRIB_TEX5, /* VERT_ATTRIB_TEX5 */ 52 VBO_ATTRIB_TEX6, /* VERT_ATTRIB_TEX6 */ 53 VBO_ATTRIB_TEX7, /* VERT_ATTRIB_TEX7 */ 54 VBO_ATTRIB_POINT_SIZE, /* VERT_ATTRIB_POINT_SIZE */ 55 VBO_ATTRIB_GENERIC0, /* VERT_ATTRIB_GENERIC0 */ 56 VBO_ATTRIB_GENERIC1, /* VERT_ATTRIB_GENERIC1 */ 57 VBO_ATTRIB_GENERIC2, /* VERT_ATTRIB_GENERIC2 */ 58 VBO_ATTRIB_GENERIC3, /* VERT_ATTRIB_GENERIC3 */ 59 VBO_ATTRIB_MAT_FRONT_AMBIENT, /* VERT_ATTRIB_GENERIC4 */ 60 VBO_ATTRIB_MAT_BACK_AMBIENT, /* VERT_ATTRIB_GENERIC5 */ 61 VBO_ATTRIB_MAT_FRONT_DIFFUSE, /* VERT_ATTRIB_GENERIC6 */ 62 VBO_ATTRIB_MAT_BACK_DIFFUSE, /* VERT_ATTRIB_GENERIC7 */ 63 VBO_ATTRIB_MAT_FRONT_SPECULAR, /* VERT_ATTRIB_GENERIC8 */ 64 VBO_ATTRIB_MAT_BACK_SPECULAR, /* VERT_ATTRIB_GENERIC9 */ 65 VBO_ATTRIB_MAT_FRONT_EMISSION, /* VERT_ATTRIB_GENERIC10 */ 66 VBO_ATTRIB_MAT_BACK_EMISSION, /* VERT_ATTRIB_GENERIC11 */ 67 VBO_ATTRIB_MAT_FRONT_SHININESS, /* VERT_ATTRIB_GENERIC12 */ 68 VBO_ATTRIB_MAT_BACK_SHININESS, /* VERT_ATTRIB_GENERIC13 */ 69 VBO_ATTRIB_MAT_FRONT_INDEXES, /* VERT_ATTRIB_GENERIC14 */ 70 VBO_ATTRIB_MAT_BACK_INDEXES /* VERT_ATTRIB_GENERIC15 */ 71 }, 72 73 /* VP_MODE_SHADER: */ 74 { 75 VBO_ATTRIB_POS, /* VERT_ATTRIB_POS */ 76 VBO_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */ 77 VBO_ATTRIB_COLOR0, /* VERT_ATTRIB_COLOR0 */ 78 VBO_ATTRIB_COLOR1, /* VERT_ATTRIB_COLOR1 */ 79 VBO_ATTRIB_FOG, /* VERT_ATTRIB_FOG */ 80 VBO_ATTRIB_COLOR_INDEX, /* VERT_ATTRIB_COLOR_INDEX */ 81 VBO_ATTRIB_EDGEFLAG, /* VERT_ATTRIB_EDGEFLAG */ 82 VBO_ATTRIB_TEX0, /* VERT_ATTRIB_TEX0 */ 83 VBO_ATTRIB_TEX1, /* VERT_ATTRIB_TEX1 */ 84 VBO_ATTRIB_TEX2, /* VERT_ATTRIB_TEX2 */ 85 VBO_ATTRIB_TEX3, /* VERT_ATTRIB_TEX3 */ 86 VBO_ATTRIB_TEX4, /* VERT_ATTRIB_TEX4 */ 87 VBO_ATTRIB_TEX5, /* VERT_ATTRIB_TEX5 */ 88 VBO_ATTRIB_TEX6, /* VERT_ATTRIB_TEX6 */ 89 VBO_ATTRIB_TEX7, /* VERT_ATTRIB_TEX7 */ 90 VBO_ATTRIB_POINT_SIZE, /* VERT_ATTRIB_POINT_SIZE */ 91 VBO_ATTRIB_GENERIC0, /* VERT_ATTRIB_GENERIC0 */ 92 VBO_ATTRIB_GENERIC1, /* VERT_ATTRIB_GENERIC1 */ 93 VBO_ATTRIB_GENERIC2, /* VERT_ATTRIB_GENERIC2 */ 94 VBO_ATTRIB_GENERIC3, /* VERT_ATTRIB_GENERIC3 */ 95 VBO_ATTRIB_GENERIC4, /* VERT_ATTRIB_GENERIC4 */ 96 VBO_ATTRIB_GENERIC5, /* VERT_ATTRIB_GENERIC5 */ 97 VBO_ATTRIB_GENERIC6, /* VERT_ATTRIB_GENERIC6 */ 98 VBO_ATTRIB_GENERIC7, /* VERT_ATTRIB_GENERIC7 */ 99 VBO_ATTRIB_GENERIC8, /* VERT_ATTRIB_GENERIC8 */ 100 VBO_ATTRIB_GENERIC9, /* VERT_ATTRIB_GENERIC9 */ 101 VBO_ATTRIB_GENERIC10, /* VERT_ATTRIB_GENERIC10 */ 102 VBO_ATTRIB_GENERIC11, /* VERT_ATTRIB_GENERIC11 */ 103 VBO_ATTRIB_GENERIC12, /* VERT_ATTRIB_GENERIC12 */ 104 VBO_ATTRIB_GENERIC13, /* VERT_ATTRIB_GENERIC13 */ 105 VBO_ATTRIB_GENERIC14, /* VERT_ATTRIB_GENERIC14 */ 106 VBO_ATTRIB_GENERIC15 /* VERT_ATTRIB_GENERIC15 */ 107 } 108}; 109 110 111void 112vbo_exec_init(struct gl_context *ctx) 113{ 114 struct vbo_exec_context *exec = &vbo_context(ctx)->exec; 115 116 exec->ctx = ctx; 117 118 vbo_exec_vtx_init(exec); 119 120 ctx->Driver.NeedFlush = 0; 121 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END; 122 123 exec->eval.recalculate_maps = GL_TRUE; 124} 125 126 127void vbo_exec_destroy( struct gl_context *ctx ) 128{ 129 struct vbo_exec_context *exec = &vbo_context(ctx)->exec; 130 131 vbo_exec_vtx_destroy( exec ); 132} 133 134 135/** 136 * In some degenarate cases we can improve our ability to merge 137 * consecutive primitives. For example: 138 * glBegin(GL_LINE_STRIP); 139 * glVertex(1); 140 * glVertex(1); 141 * glEnd(); 142 * glBegin(GL_LINE_STRIP); 143 * glVertex(1); 144 * glVertex(1); 145 * glEnd(); 146 * Can be merged as a GL_LINES prim with four vertices. 147 * 148 * This function converts 2-vertex line strips/loops into GL_LINES, etc. 149 */ 150void 151vbo_try_prim_conversion(struct _mesa_prim *p) 152{ 153 if (p->mode == GL_LINE_STRIP && p->count == 2) { 154 /* convert 2-vertex line strip to a separate line */ 155 p->mode = GL_LINES; 156 } 157 else if ((p->mode == GL_TRIANGLE_STRIP || p->mode == GL_TRIANGLE_FAN) 158 && p->count == 3) { 159 /* convert 3-vertex tri strip or fan to a separate triangle */ 160 p->mode = GL_TRIANGLES; 161 } 162 163 /* Note: we can't convert a 4-vertex quad strip to a separate quad 164 * because the vertex ordering is different. We'd have to muck 165 * around in the vertex data to make it work. 166 */ 167} 168 169 170/** 171 * Helper function for determining if two subsequent glBegin/glEnd 172 * primitives can be combined. This is only possible for GL_POINTS, 173 * GL_LINES, GL_TRIANGLES and GL_QUADS. 174 * If we return true, it means that we can concatenate p1 onto p0 (and 175 * discard p1). 176 */ 177bool 178vbo_can_merge_prims(const struct _mesa_prim *p0, const struct _mesa_prim *p1) 179{ 180 if (!p0->begin || 181 !p1->begin || 182 !p0->end || 183 !p1->end) 184 return false; 185 186 /* The prim mode must match (ex: both GL_TRIANGLES) */ 187 if (p0->mode != p1->mode) 188 return false; 189 190 /* p1's vertices must come right after p0 */ 191 if (p0->start + p0->count != p1->start) 192 return false; 193 194 if (p0->basevertex != p1->basevertex || 195 p0->num_instances != p1->num_instances || 196 p0->base_instance != p1->base_instance) 197 return false; 198 199 /* can always merge subsequent GL_POINTS primitives */ 200 if (p0->mode == GL_POINTS) 201 return true; 202 203 /* independent lines with no extra vertices */ 204 if (p0->mode == GL_LINES && p0->count % 2 == 0 && p1->count % 2 == 0) 205 return true; 206 207 /* independent tris */ 208 if (p0->mode == GL_TRIANGLES && p0->count % 3 == 0 && p1->count % 3 == 0) 209 return true; 210 211 /* independent quads */ 212 if (p0->mode == GL_QUADS && p0->count % 4 == 0 && p1->count % 4 == 0) 213 return true; 214 215 return false; 216} 217 218 219/** 220 * If we've determined that p0 and p1 can be merged, this function 221 * concatenates p1 onto p0. 222 */ 223void 224vbo_merge_prims(struct _mesa_prim *p0, const struct _mesa_prim *p1) 225{ 226 assert(vbo_can_merge_prims(p0, p1)); 227 228 p0->count += p1->count; 229 p0->end = p1->end; 230} 231