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/* |
* Mesa 3-D graphics library |
* Version: 6.5 |
* |
* Copyright (C) 1999-2006 Brian Paul All Rights Reserved. |
* |
* Permission is hereby granted, free of charge, to any person obtaining a |
* copy of this software and associated documentation files (the "Software"), |
* to deal in the Software without restriction, including without limitation |
* the rights to use, copy, modify, merge, publish, distribute, sublicense, |
* and/or sell copies of the Software, and to permit persons to whom the |
* Software is furnished to do so, subject to the following conditions: |
* |
* The above copyright notice and this permission notice shall be included |
* in all copies or substantial portions of the Software. |
* |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
* |
* Authors: |
* Keith Whitwell <keith@tungstengraphics.com> |
*/ |
|
/* Helper for drivers which find themselves rendering a range of |
* indices starting somewhere above zero. Typically the application |
* is issuing multiple DrawArrays() or DrawElements() to draw |
* successive primitives layed out linearly in the vertex arrays. |
* Unless the vertex arrays are all in a VBO, the OpenGL semantics |
* imply that we need to re-upload the vertex data on each draw call. |
* In that case, we want to avoid starting the upload at zero, as it |
* will mean every draw call uploads an increasing amount of not-used |
* vertex data. Worse - in the software tnl module, all those |
* vertices will be transformed and lit. |
* |
* If we just upload the new data, however, the indices will be |
* incorrect as we tend to upload each set of vertex data to a new |
* region. |
* |
* This file provides a helper to adjust the arrays, primitives and |
* indices of a draw call so that it can be re-issued with a min_index |
* of zero. |
*/ |
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#include "main/glheader.h" |
#include "main/imports.h" |
#include "main/mtypes.h" |
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#include "vbo.h" |
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#define REBASE(TYPE) \ |
static void *rebase_##TYPE( const void *ptr, \ |
GLuint count, \ |
TYPE min_index ) \ |
{ \ |
const TYPE *in = (TYPE *)ptr; \ |
TYPE *tmp_indices = malloc(count * sizeof(TYPE)); \ |
GLuint i; \ |
\ |
for (i = 0; i < count; i++) \ |
tmp_indices[i] = in[i] - min_index; \ |
\ |
return (void *)tmp_indices; \ |
} |
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REBASE(GLuint) |
REBASE(GLushort) |
REBASE(GLubyte) |
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GLboolean vbo_all_varyings_in_vbos( const struct gl_client_array *arrays[] ) |
{ |
GLuint i; |
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for (i = 0; i < VERT_ATTRIB_MAX; i++) |
if (arrays[i]->StrideB && |
arrays[i]->BufferObj->Name == 0) |
return GL_FALSE; |
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return GL_TRUE; |
} |
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GLboolean vbo_any_varyings_in_vbos( const struct gl_client_array *arrays[] ) |
{ |
GLuint i; |
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for (i = 0; i < VERT_ATTRIB_MAX; i++) |
if (arrays[i]->StrideB && |
arrays[i]->BufferObj->Name != 0) |
return GL_TRUE; |
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return GL_FALSE; |
} |
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/* Adjust primitives, indices and vertex definitions so that min_index |
* becomes zero. There are lots of reasons for wanting to do this, eg: |
* |
* Software tnl: |
* - any time min_index != 0, otherwise unused vertices lower than |
* min_index will be transformed. |
* |
* Hardware tnl: |
* - if ib != NULL and min_index != 0, otherwise vertices lower than |
* min_index will be uploaded. Requires adjusting index values. |
* |
* - if ib == NULL and min_index != 0, just for convenience so this doesn't |
* have to be handled within the driver. |
* |
* Hardware tnl with VBO support: |
* - as above, but only when vertices are not (all?) in VBO's. |
* - can't save time by trying to upload half a vbo - typically it is |
* all or nothing. |
*/ |
void vbo_rebase_prims( struct gl_context *ctx, |
const struct gl_client_array *arrays[], |
const struct _mesa_prim *prim, |
GLuint nr_prims, |
const struct _mesa_index_buffer *ib, |
GLuint min_index, |
GLuint max_index, |
vbo_draw_func draw ) |
{ |
struct gl_client_array tmp_arrays[VERT_ATTRIB_MAX]; |
const struct gl_client_array *tmp_array_pointers[VERT_ATTRIB_MAX]; |
|
struct _mesa_index_buffer tmp_ib; |
struct _mesa_prim *tmp_prims = NULL; |
void *tmp_indices = NULL; |
GLuint i; |
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assert(min_index != 0); |
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if (0) |
printf("%s %d..%d\n", __FUNCTION__, min_index, max_index); |
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/* XXX this path is disabled for now. |
* There's rendering corruption in some apps when it's enabled. |
*/ |
if (0 && ib && ctx->Extensions.ARB_draw_elements_base_vertex) { |
/* If we can just tell the hardware or the TNL to interpret our |
* indices with a different base, do so. |
*/ |
tmp_prims = (struct _mesa_prim *)malloc(sizeof(*prim) * nr_prims); |
|
for (i = 0; i < nr_prims; i++) { |
tmp_prims[i] = prim[i]; |
tmp_prims[i].basevertex -= min_index; |
} |
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prim = tmp_prims; |
} else if (ib) { |
/* Unfortunately need to adjust each index individually. |
*/ |
GLboolean map_ib = ib->obj->Name && !ib->obj->Pointer; |
void *ptr; |
|
if (map_ib) |
ctx->Driver.MapBuffer(ctx, |
GL_ELEMENT_ARRAY_BUFFER, |
GL_READ_ONLY_ARB, |
ib->obj); |
|
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ptr = ADD_POINTERS(ib->obj->Pointer, ib->ptr); |
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/* Some users might prefer it if we translated elements to |
* GLuints here. Others wouldn't... |
*/ |
switch (ib->type) { |
case GL_UNSIGNED_INT: |
tmp_indices = rebase_GLuint( ptr, ib->count, min_index ); |
break; |
case GL_UNSIGNED_SHORT: |
tmp_indices = rebase_GLushort( ptr, ib->count, min_index ); |
break; |
case GL_UNSIGNED_BYTE: |
tmp_indices = rebase_GLubyte( ptr, ib->count, min_index ); |
break; |
} |
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if (map_ib) |
ctx->Driver.UnmapBuffer(ctx, |
GL_ELEMENT_ARRAY_BUFFER, |
ib->obj); |
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tmp_ib.obj = ctx->Shared->NullBufferObj; |
tmp_ib.ptr = tmp_indices; |
tmp_ib.count = ib->count; |
tmp_ib.type = ib->type; |
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ib = &tmp_ib; |
} |
else { |
/* Otherwise the primitives need adjustment. |
*/ |
tmp_prims = (struct _mesa_prim *)malloc(sizeof(*prim) * nr_prims); |
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for (i = 0; i < nr_prims; i++) { |
/* If this fails, it could indicate an application error: |
*/ |
assert(prim[i].start >= min_index); |
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tmp_prims[i] = prim[i]; |
tmp_prims[i].start -= min_index; |
} |
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prim = tmp_prims; |
} |
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/* Just need to adjust the pointer values on each incoming array. |
* This works for VBO and non-vbo rendering and shouldn't pesimize |
* VBO-based upload schemes. However this may still not be a fast |
* path for hardware tnl for VBO based rendering as most machines |
* will be happier if you just specify a starting vertex value in |
* each primitive. |
* |
* For drivers with hardware tnl, you only want to do this if you |
* are forced to, eg non-VBO indexed rendering with start != 0. |
*/ |
for (i = 0; i < VERT_ATTRIB_MAX; i++) { |
tmp_arrays[i] = *arrays[i]; |
tmp_arrays[i].Ptr += min_index * tmp_arrays[i].StrideB; |
tmp_array_pointers[i] = &tmp_arrays[i]; |
} |
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/* Re-issue the draw call. |
*/ |
draw( ctx, |
tmp_array_pointers, |
prim, |
nr_prims, |
ib, |
GL_TRUE, |
0, |
max_index - min_index ); |
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if (tmp_indices) |
free(tmp_indices); |
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if (tmp_prims) |
free(tmp_prims); |
} |
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