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