t_draw.c revision 01e04c3f
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@vmware.com>
26 */
27
28#include <stdio.h>
29
30#include "main/glheader.h"
31#include "main/arrayobj.h"
32#include "main/bufferobj.h"
33#include "main/condrender.h"
34#include "main/context.h"
35#include "main/imports.h"
36#include "main/mtypes.h"
37#include "main/macros.h"
38#include "main/enums.h"
39#include "main/varray.h"
40#include "util/half_float.h"
41
42#include "t_context.h"
43#include "t_rebase.h"
44#include "tnl.h"
45
46
47
48static GLubyte *get_space(struct gl_context *ctx, GLuint bytes)
49{
50   TNLcontext *tnl = TNL_CONTEXT(ctx);
51   GLubyte *space = malloc(bytes);
52
53   tnl->block[tnl->nr_blocks++] = space;
54   return space;
55}
56
57
58static void free_space(struct gl_context *ctx)
59{
60   TNLcontext *tnl = TNL_CONTEXT(ctx);
61   GLuint i;
62   for (i = 0; i < tnl->nr_blocks; i++)
63      free(tnl->block[i]);
64   tnl->nr_blocks = 0;
65}
66
67
68/* Convert the incoming array to GLfloats.  Understands the
69 * array->Normalized flag and selects the correct conversion method.
70 */
71#define CONVERT( TYPE, MACRO ) do {		\
72   GLuint i, j;					\
73   if (attrib->Normalized) {			\
74      for (i = 0; i < count; i++) {		\
75	 const TYPE *in = (TYPE *)ptr;		\
76	 for (j = 0; j < sz; j++) {		\
77	    *fptr++ = MACRO(*in);		\
78	    in++;				\
79	 }					\
80         ptr += binding->Stride;		\
81      }						\
82   } else {					\
83      for (i = 0; i < count; i++) {		\
84	 const TYPE *in = (TYPE *)ptr;		\
85	 for (j = 0; j < sz; j++) {		\
86	    *fptr++ = (GLfloat)(*in);		\
87	    in++;				\
88	 }					\
89         ptr += binding->Stride;		\
90      }						\
91   }						\
92} while (0)
93
94
95/**
96 * Convert array of BGRA/GLubyte[4] values to RGBA/float[4]
97 * \param ptr  input/ubyte array
98 * \param fptr  output/float array
99 */
100static void
101convert_bgra_to_float(const struct gl_vertex_buffer_binding *binding,
102                      const struct gl_array_attributes *attrib,
103                      const GLubyte *ptr, GLfloat *fptr,
104                      GLuint count )
105{
106   GLuint i;
107   assert(attrib->Normalized);
108   assert(attrib->Size == 4);
109   for (i = 0; i < count; i++) {
110      const GLubyte *in = (GLubyte *) ptr;  /* in is in BGRA order */
111      *fptr++ = UBYTE_TO_FLOAT(in[2]);  /* red */
112      *fptr++ = UBYTE_TO_FLOAT(in[1]);  /* green */
113      *fptr++ = UBYTE_TO_FLOAT(in[0]);  /* blue */
114      *fptr++ = UBYTE_TO_FLOAT(in[3]);  /* alpha */
115      ptr += binding->Stride;
116   }
117}
118
119static void
120convert_half_to_float(const struct gl_vertex_buffer_binding *binding,
121                      const struct gl_array_attributes *attrib,
122		      const GLubyte *ptr, GLfloat *fptr,
123		      GLuint count, GLuint sz)
124{
125   GLuint i, j;
126
127   for (i = 0; i < count; i++) {
128      GLhalfARB *in = (GLhalfARB *)ptr;
129
130      for (j = 0; j < sz; j++) {
131	 *fptr++ = _mesa_half_to_float(in[j]);
132      }
133      ptr += binding->Stride;
134   }
135}
136
137/**
138 * \brief Convert fixed-point to floating-point.
139 *
140 * In OpenGL, a fixed-point number is a "signed 2's complement 16.16 scaled
141 * integer" (Table 2.2 of the OpenGL ES 2.0 spec).
142 *
143 * If the buffer has the \c normalized flag set, the formula
144 *     \code normalize(x) := (2*x + 1) / (2^16 - 1) \endcode
145 * is used to map the fixed-point numbers into the range [-1, 1].
146 */
147static void
148convert_fixed_to_float(const struct gl_vertex_buffer_binding *binding,
149                       const struct gl_array_attributes *attrib,
150                       const GLubyte *ptr, GLfloat *fptr,
151                       GLuint count)
152{
153   GLuint i;
154   GLint j;
155   const GLint size = attrib->Size;
156
157   if (attrib->Normalized) {
158      for (i = 0; i < count; ++i) {
159         const GLfixed *in = (GLfixed *) ptr;
160         for (j = 0; j < size; ++j) {
161            *fptr++ = (GLfloat) (2 * in[j] + 1) / (GLfloat) ((1 << 16) - 1);
162         }
163         ptr += binding->Stride;
164      }
165   } else {
166      for (i = 0; i < count; ++i) {
167         const GLfixed *in = (GLfixed *) ptr;
168         for (j = 0; j < size; ++j) {
169            *fptr++ = in[j] / (GLfloat) (1 << 16);
170         }
171         ptr += binding->Stride;
172      }
173   }
174}
175
176/* Adjust pointer to point at first requested element, convert to
177 * floating point, populate VB->AttribPtr[].
178 */
179static void _tnl_import_array( struct gl_context *ctx,
180                               GLuint attr,
181			       GLuint count,
182                               const struct gl_vertex_buffer_binding *binding,
183                               const struct gl_array_attributes *attrib,
184			       const GLubyte *ptr )
185{
186   TNLcontext *tnl = TNL_CONTEXT(ctx);
187   struct vertex_buffer *VB = &tnl->vb;
188   GLuint stride = binding->Stride;
189
190   if (attrib->Type != GL_FLOAT) {
191      const GLuint sz = attrib->Size;
192      GLubyte *buf = get_space(ctx, count * sz * sizeof(GLfloat));
193      GLfloat *fptr = (GLfloat *)buf;
194
195      switch (attrib->Type) {
196      case GL_BYTE:
197	 CONVERT(GLbyte, BYTE_TO_FLOAT);
198	 break;
199      case GL_UNSIGNED_BYTE:
200         if (attrib->Format == GL_BGRA) {
201            /* See GL_EXT_vertex_array_bgra */
202            convert_bgra_to_float(binding, attrib, ptr, fptr, count);
203         }
204         else {
205            CONVERT(GLubyte, UBYTE_TO_FLOAT);
206         }
207	 break;
208      case GL_SHORT:
209	 CONVERT(GLshort, SHORT_TO_FLOAT);
210	 break;
211      case GL_UNSIGNED_SHORT:
212	 CONVERT(GLushort, USHORT_TO_FLOAT);
213	 break;
214      case GL_INT:
215	 CONVERT(GLint, INT_TO_FLOAT);
216	 break;
217      case GL_UNSIGNED_INT:
218	 CONVERT(GLuint, UINT_TO_FLOAT);
219	 break;
220      case GL_DOUBLE:
221	 CONVERT(GLdouble, (GLfloat));
222	 break;
223      case GL_HALF_FLOAT:
224	 convert_half_to_float(binding, attrib, ptr, fptr, count, sz);
225	 break;
226      case GL_FIXED:
227         convert_fixed_to_float(binding, attrib, ptr, fptr, count);
228         break;
229      default:
230	 assert(0);
231	 break;
232      }
233
234      ptr = buf;
235      stride = sz * sizeof(GLfloat);
236   }
237
238   VB->AttribPtr[attr] = &tnl->tmp_inputs[attr];
239   VB->AttribPtr[attr]->data = (GLfloat (*)[4])ptr;
240   VB->AttribPtr[attr]->start = (GLfloat *)ptr;
241   VB->AttribPtr[attr]->count = count;
242   VB->AttribPtr[attr]->stride = stride;
243   VB->AttribPtr[attr]->size = attrib->Size;
244
245   /* This should die, but so should the whole GLvector4f concept:
246    */
247   VB->AttribPtr[attr]->flags = (((1<<attrib->Size)-1) |
248				   VEC_NOT_WRITEABLE |
249				   (stride == 4*sizeof(GLfloat) ? 0 : VEC_BAD_STRIDE));
250
251   VB->AttribPtr[attr]->storage = NULL;
252}
253
254#define CLIPVERTS  ((6 + MAX_CLIP_PLANES) * 2)
255
256
257static GLboolean *_tnl_import_edgeflag( struct gl_context *ctx,
258					const GLvector4f *input,
259					GLuint count)
260{
261   const GLubyte *ptr = (const GLubyte *)input->data;
262   const GLuint stride = input->stride;
263   GLboolean *space = (GLboolean *)get_space(ctx, count + CLIPVERTS);
264   GLboolean *bptr = space;
265   GLuint i;
266
267   for (i = 0; i < count; i++) {
268      *bptr++ = ((GLfloat *)ptr)[0] == 1.0F;
269      ptr += stride;
270   }
271
272   return space;
273}
274
275
276static void bind_inputs( struct gl_context *ctx,
277			 const struct tnl_vertex_array *inputs,
278			 GLint count,
279			 struct gl_buffer_object **bo,
280			 GLuint *nr_bo )
281{
282   TNLcontext *tnl = TNL_CONTEXT(ctx);
283   struct vertex_buffer *VB = &tnl->vb;
284   GLuint i;
285
286   /* Map all the VBOs
287    */
288   for (i = 0; i < VERT_ATTRIB_MAX; i++) {
289      const struct tnl_vertex_array *array = &inputs[i];
290      const struct gl_vertex_buffer_binding *binding = array->BufferBinding;
291      const struct gl_array_attributes *attrib = array->VertexAttrib;
292      const void *ptr;
293
294      if (_mesa_is_bufferobj(binding->BufferObj)) {
295	 if (!binding->BufferObj->Mappings[MAP_INTERNAL].Pointer) {
296	    bo[*nr_bo] = binding->BufferObj;
297	    (*nr_bo)++;
298	    ctx->Driver.MapBufferRange(ctx, 0, binding->BufferObj->Size,
299				       GL_MAP_READ_BIT,
300                                       binding->BufferObj,
301                                       MAP_INTERNAL);
302
303            assert(binding->BufferObj->Mappings[MAP_INTERNAL].Pointer);
304	 }
305
306         ptr = ADD_POINTERS(binding->BufferObj->Mappings[MAP_INTERNAL].Pointer,
307                            binding->Offset + attrib->RelativeOffset);
308      }
309      else
310         ptr = attrib->Ptr;
311
312      /* Just make sure the array is floating point, otherwise convert to
313       * temporary storage.
314       *
315       * XXX: remove the GLvector4f type at some stage and just use
316       * client arrays.
317       */
318      _tnl_import_array(ctx, i, count, binding, attrib, ptr);
319   }
320
321   /* We process only the vertices between min & max index:
322    */
323   VB->Count = count;
324
325   /* These should perhaps be part of _TNL_ATTRIB_* */
326   VB->BackfaceColorPtr = NULL;
327   VB->BackfaceIndexPtr = NULL;
328   VB->BackfaceSecondaryColorPtr = NULL;
329
330   /* Clipping and drawing code still requires this to be a packed
331    * array of ubytes which can be written into.  TODO: Fix and
332    * remove.
333    */
334   if (ctx->Polygon.FrontMode != GL_FILL ||
335       ctx->Polygon.BackMode != GL_FILL)
336   {
337      VB->EdgeFlag = _tnl_import_edgeflag( ctx,
338					   VB->AttribPtr[_TNL_ATTRIB_EDGEFLAG],
339					   VB->Count );
340   }
341   else {
342      /* the data previously pointed to by EdgeFlag may have been freed */
343      VB->EdgeFlag = NULL;
344   }
345}
346
347
348/* Translate indices to GLuints and store in VB->Elts.
349 */
350static void bind_indices( struct gl_context *ctx,
351			  const struct _mesa_index_buffer *ib,
352			  struct gl_buffer_object **bo,
353			  GLuint *nr_bo)
354{
355   TNLcontext *tnl = TNL_CONTEXT(ctx);
356   struct vertex_buffer *VB = &tnl->vb;
357   GLuint i;
358   const void *ptr;
359
360   if (!ib) {
361      VB->Elts = NULL;
362      return;
363   }
364
365   if (_mesa_is_bufferobj(ib->obj) &&
366       !_mesa_bufferobj_mapped(ib->obj, MAP_INTERNAL)) {
367      /* if the buffer object isn't mapped yet, map it now */
368      bo[*nr_bo] = ib->obj;
369      (*nr_bo)++;
370      ptr = ctx->Driver.MapBufferRange(ctx, (GLsizeiptr) ib->ptr,
371                                       ib->count * ib->index_size,
372				       GL_MAP_READ_BIT, ib->obj,
373                                       MAP_INTERNAL);
374      assert(ib->obj->Mappings[MAP_INTERNAL].Pointer);
375   } else {
376      /* user-space elements, or buffer already mapped */
377      ptr = ADD_POINTERS(ib->obj->Mappings[MAP_INTERNAL].Pointer, ib->ptr);
378   }
379
380   if (ib->index_size == 4 && VB->Primitive[0].basevertex == 0) {
381      VB->Elts = (GLuint *) ptr;
382   }
383   else {
384      GLuint *elts = (GLuint *)get_space(ctx, ib->count * sizeof(GLuint));
385      VB->Elts = elts;
386
387      if (ib->index_size == 4) {
388	 const GLuint *in = (GLuint *)ptr;
389	 for (i = 0; i < ib->count; i++)
390	    *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
391      }
392      else if (ib->index_size == 2) {
393	 const GLushort *in = (GLushort *)ptr;
394	 for (i = 0; i < ib->count; i++)
395	    *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
396      }
397      else {
398	 const GLubyte *in = (GLubyte *)ptr;
399	 for (i = 0; i < ib->count; i++)
400	    *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
401      }
402   }
403}
404
405static void bind_prims( struct gl_context *ctx,
406			const struct _mesa_prim *prim,
407			GLuint nr_prims )
408{
409   TNLcontext *tnl = TNL_CONTEXT(ctx);
410   struct vertex_buffer *VB = &tnl->vb;
411
412   VB->Primitive = prim;
413   VB->PrimitiveCount = nr_prims;
414}
415
416static void unmap_vbos( struct gl_context *ctx,
417			struct gl_buffer_object **bo,
418			GLuint nr_bo )
419{
420   GLuint i;
421   for (i = 0; i < nr_bo; i++) {
422      ctx->Driver.UnmapBuffer(ctx, bo[i], MAP_INTERNAL);
423   }
424}
425
426
427/* This is the main workhorse doing all the rendering work.
428 */
429void _tnl_draw_prims(struct gl_context *ctx,
430                     const struct tnl_vertex_array *arrays,
431			 const struct _mesa_prim *prim,
432			 GLuint nr_prims,
433			 const struct _mesa_index_buffer *ib,
434			 GLboolean index_bounds_valid,
435			 GLuint min_index,
436			 GLuint max_index,
437			 struct gl_transform_feedback_object *tfb_vertcount,
438                         unsigned stream,
439			 struct gl_buffer_object *indirect)
440{
441   TNLcontext *tnl = TNL_CONTEXT(ctx);
442   const GLuint TEST_SPLIT = 0;
443   const GLint max = TEST_SPLIT ? 8 : tnl->vb.Size - MAX_CLIPPED_VERTICES;
444   GLint max_basevertex = prim->basevertex;
445   GLuint i;
446
447   if (!index_bounds_valid)
448      vbo_get_minmax_indices(ctx, prim, ib, &min_index, &max_index, nr_prims);
449
450   /* Mesa core state should have been validated already */
451   assert(ctx->NewState == 0x0);
452
453   if (!_mesa_check_conditional_render(ctx))
454      return; /* don't draw */
455
456   for (i = 1; i < nr_prims; i++)
457      max_basevertex = MAX2(max_basevertex, prim[i].basevertex);
458
459   if (0)
460   {
461      printf("%s %d..%d\n", __func__, min_index, max_index);
462      for (i = 0; i < nr_prims; i++)
463	 printf("prim %d: %s start %d count %d\n", i,
464		_mesa_enum_to_string(prim[i].mode),
465		prim[i].start,
466		prim[i].count);
467   }
468
469   if (min_index) {
470      /* We always translate away calls with min_index != 0.
471       */
472      t_rebase_prims( ctx, arrays, prim, nr_prims, ib,
473                      min_index, max_index,
474                      _tnl_draw_prims );
475      return;
476   }
477   else if ((GLint)max_index + max_basevertex > max) {
478      /* The software TNL pipeline has a fixed amount of storage for
479       * vertices and it is necessary to split incoming drawing commands
480       * if they exceed that limit.
481       */
482      struct split_limits limits;
483      limits.max_verts = max;
484      limits.max_vb_size = ~0;
485      limits.max_indices = ~0;
486
487      /* This will split the buffers one way or another and
488       * recursively call back into this function.
489       */
490      _tnl_split_prims( ctx, arrays, prim, nr_prims, ib,
491                        0, max_index + prim->basevertex,
492                        _tnl_draw_prims,
493                        &limits );
494   }
495   else {
496      /* May need to map a vertex buffer object for every attribute plus
497       * one for the index buffer.
498       */
499      struct gl_buffer_object *bo[VERT_ATTRIB_MAX + 1];
500      GLuint nr_bo = 0;
501      GLuint inst;
502
503      for (i = 0; i < nr_prims;) {
504	 GLuint this_nr_prims;
505
506	 /* Our SW TNL pipeline doesn't handle basevertex yet, so bind_indices
507	  * will rebase the elements to the basevertex, and we'll only
508	  * emit strings of prims with the same basevertex in one draw call.
509	  */
510	 for (this_nr_prims = 1; i + this_nr_prims < nr_prims;
511	      this_nr_prims++) {
512	    if (prim[i].basevertex != prim[i + this_nr_prims].basevertex)
513	       break;
514	 }
515
516         assert(prim[i].num_instances > 0);
517
518	 /* Binding inputs may imply mapping some vertex buffer objects.
519	  * They will need to be unmapped below.
520	  */
521         for (inst = 0; inst < prim[i].num_instances; inst++) {
522
523            bind_prims(ctx, &prim[i], this_nr_prims);
524            bind_inputs(ctx, arrays, max_index + prim[i].basevertex + 1,
525                        bo, &nr_bo);
526            bind_indices(ctx, ib, bo, &nr_bo);
527
528            tnl->CurInstance = inst;
529            TNL_CONTEXT(ctx)->Driver.RunPipeline(ctx);
530
531            unmap_vbos(ctx, bo, nr_bo);
532            free_space(ctx);
533         }
534
535	 i += this_nr_prims;
536      }
537   }
538}
539
540
541void
542_tnl_init_inputs(struct tnl_inputs *inputs)
543{
544   inputs->current = 0;
545   inputs->vertex_processing_mode = VP_MODE_FF;
546}
547
548
549/**
550 * Update the tnl_inputs's arrays to point to the vao->_VertexArray arrays
551 * according to the 'enable' bitmask.
552 * \param enable  bitfield of VERT_BIT_x flags.
553 */
554static inline void
555update_vao_inputs(struct gl_context *ctx,
556                  struct tnl_inputs *inputs, GLbitfield enable)
557{
558   const struct gl_vertex_array_object *vao = ctx->Array._DrawVAO;
559
560   /* Make sure we process only arrays enabled in the VAO */
561   assert((enable & ~_mesa_get_vao_vp_inputs(vao)) == 0);
562
563   /* Fill in the client arrays from the VAO */
564   const struct gl_vertex_buffer_binding *bindings = &vao->BufferBinding[0];
565   while (enable) {
566      const int attr = u_bit_scan(&enable);
567      struct tnl_vertex_array *input = &inputs->inputs[attr];
568      const struct gl_array_attributes *attrib;
569      attrib = _mesa_draw_array_attrib(vao, attr);
570      input->VertexAttrib = attrib;
571      input->BufferBinding = &bindings[attrib->BufferBindingIndex];
572   }
573}
574
575
576/**
577 * Update the tnl_inputs's arrays to point to the vbo->currval arrays
578 * according to the 'current' bitmask.
579 * \param current  bitfield of VERT_BIT_x flags.
580 */
581static inline void
582update_current_inputs(struct gl_context *ctx,
583                      struct tnl_inputs *inputs, GLbitfield current)
584{
585   gl_vertex_processing_mode mode = ctx->VertexProgram._VPMode;
586
587   /* All previously non current array pointers need update. */
588   GLbitfield mask = current & ~inputs->current;
589   /* On mode change, the slots aliasing with materials need update too */
590   if (mode != inputs->vertex_processing_mode)
591      mask |= current & VERT_BIT_MAT_ALL;
592
593   while (mask) {
594      const int attr = u_bit_scan(&mask);
595      struct tnl_vertex_array *input = &inputs->inputs[attr];
596      input->VertexAttrib = _vbo_current_attrib(ctx, attr);
597      input->BufferBinding = _vbo_current_binding(ctx);
598   }
599
600   inputs->current = current;
601   inputs->vertex_processing_mode = mode;
602}
603
604
605/**
606 * Update the tnl_inputs's arrays to point to the vao->_VertexArray and
607 * vbo->currval arrays according to Array._DrawVAO and
608 * Array._DrawVAOEnableAttribs.
609 */
610void
611_tnl_update_inputs(struct gl_context *ctx, struct tnl_inputs *inputs)
612{
613   const GLbitfield enable = ctx->Array._DrawVAOEnabledAttribs;
614
615   /* Update array input pointers */
616   update_vao_inputs(ctx, inputs, enable);
617
618   /* The rest must be current inputs. */
619   update_current_inputs(ctx, inputs, ~enable & VERT_BIT_ALL);
620}
621
622
623const struct tnl_vertex_array*
624_tnl_bind_inputs( struct gl_context *ctx )
625{
626   TNLcontext *tnl = TNL_CONTEXT(ctx);
627   _tnl_update_inputs(ctx, &tnl->draw_arrays);
628   return tnl->draw_arrays.inputs;
629}
630
631
632/* This is the main entrypoint into the slimmed-down software tnl
633 * module.  In a regular swtnl driver, this can be plugged straight
634 * into the ctx->Driver.Draw() callback.
635 */
636void
637_tnl_draw(struct gl_context *ctx,
638          const struct _mesa_prim *prim, GLuint nr_prims,
639          const struct _mesa_index_buffer *ib,
640          GLboolean index_bounds_valid, GLuint min_index, GLuint max_index,
641          struct gl_transform_feedback_object *tfb_vertcount,
642          unsigned stream, struct gl_buffer_object *indirect)
643{
644   /* Update TNLcontext::draw_arrays and return that pointer.
645    */
646   const struct tnl_vertex_array* arrays = _tnl_bind_inputs(ctx);
647
648   _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib,
649                   index_bounds_valid, min_index, max_index,
650                   tfb_vertcount, stream, indirect);
651}
652
653
654void
655_tnl_init_driver_draw_function(struct dd_function_table *functions)
656{
657   functions->Draw = _tnl_draw;
658}
659