mesa/src/mesa/vbo/vbo_exec.c

361 lines
13 KiB
C

/*
* Mesa 3-D graphics library
*
* Copyright (C) 1999-2005 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
* THE AUTHORS OR COPYRIGHT HOLDERS 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 <keithw@vmware.com>
*/
#include "main/glheader.h"
#include "main/arrayobj.h"
#include "main/api_arrayelt.h"
#include "vbo_private.h"
const GLubyte
_vbo_attribute_alias_map[VP_MODE_MAX][VERT_ATTRIB_MAX] = {
/* VP_MODE_FF: */
{
VBO_ATTRIB_POS, /* VERT_ATTRIB_POS */
VBO_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */
VBO_ATTRIB_COLOR0, /* VERT_ATTRIB_COLOR0 */
VBO_ATTRIB_COLOR1, /* VERT_ATTRIB_COLOR1 */
VBO_ATTRIB_FOG, /* VERT_ATTRIB_FOG */
VBO_ATTRIB_COLOR_INDEX, /* VERT_ATTRIB_COLOR_INDEX */
VBO_ATTRIB_TEX0, /* VERT_ATTRIB_TEX0 */
VBO_ATTRIB_TEX1, /* VERT_ATTRIB_TEX1 */
VBO_ATTRIB_TEX2, /* VERT_ATTRIB_TEX2 */
VBO_ATTRIB_TEX3, /* VERT_ATTRIB_TEX3 */
VBO_ATTRIB_TEX4, /* VERT_ATTRIB_TEX4 */
VBO_ATTRIB_TEX5, /* VERT_ATTRIB_TEX5 */
VBO_ATTRIB_TEX6, /* VERT_ATTRIB_TEX6 */
VBO_ATTRIB_TEX7, /* VERT_ATTRIB_TEX7 */
VBO_ATTRIB_POINT_SIZE, /* VERT_ATTRIB_POINT_SIZE */
VBO_ATTRIB_GENERIC0, /* VERT_ATTRIB_GENERIC0 */
VBO_ATTRIB_GENERIC1, /* VERT_ATTRIB_GENERIC1 */
VBO_ATTRIB_GENERIC2, /* VERT_ATTRIB_GENERIC2 */
VBO_ATTRIB_SELECT_RESULT_OFFSET,/* VERT_ATTRIB_GENERIC3 */
VBO_ATTRIB_MAT_FRONT_AMBIENT, /* VERT_ATTRIB_GENERIC4 */
VBO_ATTRIB_MAT_BACK_AMBIENT, /* VERT_ATTRIB_GENERIC5 */
VBO_ATTRIB_MAT_FRONT_DIFFUSE, /* VERT_ATTRIB_GENERIC6 */
VBO_ATTRIB_MAT_BACK_DIFFUSE, /* VERT_ATTRIB_GENERIC7 */
VBO_ATTRIB_MAT_FRONT_SPECULAR, /* VERT_ATTRIB_GENERIC8 */
VBO_ATTRIB_MAT_BACK_SPECULAR, /* VERT_ATTRIB_GENERIC9 */
VBO_ATTRIB_MAT_FRONT_EMISSION, /* VERT_ATTRIB_GENERIC10 */
VBO_ATTRIB_MAT_BACK_EMISSION, /* VERT_ATTRIB_GENERIC11 */
VBO_ATTRIB_MAT_FRONT_SHININESS, /* VERT_ATTRIB_GENERIC12 */
VBO_ATTRIB_MAT_BACK_SHININESS, /* VERT_ATTRIB_GENERIC13 */
VBO_ATTRIB_MAT_FRONT_INDEXES, /* VERT_ATTRIB_GENERIC14 */
VBO_ATTRIB_MAT_BACK_INDEXES, /* VERT_ATTRIB_GENERIC15 */
VBO_ATTRIB_EDGEFLAG, /* VERT_ATTRIB_EDGEFLAG */
},
/* VP_MODE_SHADER: */
{
VBO_ATTRIB_POS, /* VERT_ATTRIB_POS */
VBO_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */
VBO_ATTRIB_COLOR0, /* VERT_ATTRIB_COLOR0 */
VBO_ATTRIB_COLOR1, /* VERT_ATTRIB_COLOR1 */
VBO_ATTRIB_FOG, /* VERT_ATTRIB_FOG */
VBO_ATTRIB_COLOR_INDEX, /* VERT_ATTRIB_COLOR_INDEX */
VBO_ATTRIB_TEX0, /* VERT_ATTRIB_TEX0 */
VBO_ATTRIB_TEX1, /* VERT_ATTRIB_TEX1 */
VBO_ATTRIB_TEX2, /* VERT_ATTRIB_TEX2 */
VBO_ATTRIB_TEX3, /* VERT_ATTRIB_TEX3 */
VBO_ATTRIB_TEX4, /* VERT_ATTRIB_TEX4 */
VBO_ATTRIB_TEX5, /* VERT_ATTRIB_TEX5 */
VBO_ATTRIB_TEX6, /* VERT_ATTRIB_TEX6 */
VBO_ATTRIB_TEX7, /* VERT_ATTRIB_TEX7 */
VBO_ATTRIB_POINT_SIZE, /* VERT_ATTRIB_POINT_SIZE */
VBO_ATTRIB_GENERIC0, /* VERT_ATTRIB_GENERIC0 */
VBO_ATTRIB_GENERIC1, /* VERT_ATTRIB_GENERIC1 */
VBO_ATTRIB_GENERIC2, /* VERT_ATTRIB_GENERIC2 */
VBO_ATTRIB_GENERIC3, /* VERT_ATTRIB_GENERIC3 */
VBO_ATTRIB_GENERIC4, /* VERT_ATTRIB_GENERIC4 */
VBO_ATTRIB_GENERIC5, /* VERT_ATTRIB_GENERIC5 */
VBO_ATTRIB_GENERIC6, /* VERT_ATTRIB_GENERIC6 */
VBO_ATTRIB_GENERIC7, /* VERT_ATTRIB_GENERIC7 */
VBO_ATTRIB_GENERIC8, /* VERT_ATTRIB_GENERIC8 */
VBO_ATTRIB_GENERIC9, /* VERT_ATTRIB_GENERIC9 */
VBO_ATTRIB_GENERIC10, /* VERT_ATTRIB_GENERIC10 */
VBO_ATTRIB_GENERIC11, /* VERT_ATTRIB_GENERIC11 */
VBO_ATTRIB_GENERIC12, /* VERT_ATTRIB_GENERIC12 */
VBO_ATTRIB_GENERIC13, /* VERT_ATTRIB_GENERIC13 */
VBO_ATTRIB_GENERIC14, /* VERT_ATTRIB_GENERIC14 */
VBO_ATTRIB_GENERIC15, /* VERT_ATTRIB_GENERIC15 */
VBO_ATTRIB_EDGEFLAG, /* VERT_ATTRIB_EDGEFLAG */
}
};
void
vbo_exec_init(struct gl_context *ctx)
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
vbo_exec_vtx_init(exec);
ctx->Driver.NeedFlush = 0;
ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
exec->eval.recalculate_maps = GL_TRUE;
}
void vbo_exec_destroy( struct gl_context *ctx )
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
vbo_exec_vtx_destroy( exec );
}
/**
* In some degenarate cases we can improve our ability to merge
* consecutive primitives. For example:
* glBegin(GL_LINE_STRIP);
* glVertex(1);
* glVertex(1);
* glEnd();
* glBegin(GL_LINE_STRIP);
* glVertex(1);
* glVertex(1);
* glEnd();
* Can be merged as a GL_LINES prim with four vertices.
*
* This function converts 2-vertex line strips/loops into GL_LINES, etc.
*/
void
vbo_try_prim_conversion(GLubyte *mode, unsigned *count)
{
if (*mode == GL_LINE_STRIP && *count == 2) {
/* convert 2-vertex line strip to a separate line */
*mode = GL_LINES;
} else if ((*mode == GL_TRIANGLE_STRIP || *mode == GL_TRIANGLE_FAN) &&
*count == 3) {
/* convert 3-vertex tri strip or fan to a separate triangle */
*mode = GL_TRIANGLES;
}
/* Note: we can't convert a 4-vertex quad strip to a separate quad
* because the vertex ordering is different. We'd have to muck
* around in the vertex data to make it work.
*/
}
/**
* Function for merging two subsequent glBegin/glEnd draws.
* Return true if p1 was concatenated onto p0 (to discard p1 in the caller).
*/
bool
vbo_merge_draws(struct gl_context *ctx, bool in_dlist,
GLubyte mode0, GLubyte mode1,
unsigned start0, unsigned start1,
unsigned *count0, unsigned count1,
unsigned basevertex0, unsigned basevertex1,
bool *end0, bool begin1, bool end1)
{
/* The prim mode must match (ex: both GL_TRIANGLES) */
if (mode0 != mode1)
return false;
/* p1's vertices must come right after p0 */
if (start0 + *count0 != start1)
return false;
/* This checks whether mode is equal to any line primitive type, taking
* advantage of the fact that primitives types go from 0 to 14.
*
* Lines and lines with adjacency reset the line stipple pattern for every
* primitive, so draws can be merged even if line stippling is enabled.
*/
if ((1 << mode0) &
((1 << GL_LINE_LOOP) |
(1 << GL_LINE_STRIP) |
(1 << GL_LINE_STRIP_ADJACENCY))) {
/* "begin" resets the line stipple pattern during line stipple emulation
* in tnl.
*
* StippleFlag can be unknown when compiling a display list.
*
* Other uses of "begin" are internal to the vbo module, and in those
* cases, "begin" is not used after merging draws.
*/
if (begin1 == 1 && (in_dlist || ctx->Line.StippleFlag))
return false;
/* _mesa_prim::end is irrelevant at this point and is only used
* before this function is called.
*/
}
assert(basevertex0 == basevertex1);
switch (mode0) {
case GL_POINTS:
/* can always merge subsequent GL_POINTS primitives */
break;
/* check independent primitives with no extra vertices */
case GL_LINES:
if (*count0 % 2)
return false;
break;
case GL_TRIANGLES:
if (*count0 % 3)
return false;
break;
case GL_QUADS:
case GL_LINES_ADJACENCY:
if (*count0 % 4)
return false;
break;
case GL_TRIANGLES_ADJACENCY:
if (*count0 % 6)
return false;
break;
case GL_PATCHES:
/* "patch_vertices" can be unknown when compiling a display list. */
if (in_dlist ||
*count0 % ctx->TessCtrlProgram.patch_vertices)
return false;
break;
default:
return false;
}
/* Merge draws. */
*count0 += count1;
*end0 = end1;
return true;
}
/**
* Copy zero, one or two vertices from the current vertex buffer into
* the temporary "copy" buffer.
* This is used when a single primitive overflows a vertex buffer and
* we need to continue the primitive in a new vertex buffer.
* The temporary "copy" buffer holds the vertices which need to get
* copied from the old buffer to the new one.
*/
unsigned
vbo_copy_vertices(struct gl_context *ctx,
GLenum mode,
unsigned start, unsigned *pcount, bool begin,
unsigned vertex_size,
bool in_dlist,
fi_type *dst,
const fi_type *src)
{
const unsigned count = *pcount;
unsigned copy = 0;
switch (mode) {
case GL_POINTS:
return 0;
case GL_LINES:
copy = count % 2;
break;
case GL_TRIANGLES:
copy = count % 3;
break;
case GL_QUADS:
case GL_LINES_ADJACENCY:
copy = count % 4;
break;
case GL_TRIANGLES_ADJACENCY:
copy = count % 6;
break;
case GL_LINE_STRIP:
copy = MIN2(1, count);
break;
case GL_LINE_STRIP_ADJACENCY:
/* We need to copy 3 vertices, because:
* Last strip: ---o---o---x (last line)
* Next strip: x---o---o--- (next line)
*/
copy = MIN2(3, count);
break;
case GL_PATCHES:
if (in_dlist) {
/* We don't know the value of GL_PATCH_VERTICES when compiling
* a display list.
*
* Fail an assertion in debug builds and use the value of 3
* in release builds, which is more likely than any other value.
*/
assert(!"patch_vertices is unknown");
copy = count % 3;
} else {
copy = count % ctx->TessCtrlProgram.patch_vertices;
}
break;
case GL_LINE_LOOP:
if (!in_dlist && begin == 0) {
/* We're dealing with the second or later section of a split/wrapped
* GL_LINE_LOOP. Since we're converting line loops to line strips,
* we've already incremented the last_prim->start counter by one to
* skip the 0th vertex in the loop. We need to undo that (effectively
* subtract one from last_prim->start) so that we copy the 0th vertex
* to the next vertex buffer.
*/
assert(start > 0);
src -= vertex_size;
}
FALLTHROUGH;
case GL_TRIANGLE_FAN:
case GL_POLYGON:
if (count == 0) {
return 0;
} else if (count == 1) {
memcpy(dst, src + 0, vertex_size * sizeof(GLfloat));
return 1;
} else {
memcpy(dst, src + 0, vertex_size * sizeof(GLfloat));
memcpy(dst + vertex_size, src + (count - 1) * vertex_size,
vertex_size * sizeof(GLfloat));
return 2;
}
case GL_TRIANGLE_STRIP:
/* Draw an even number of triangles to keep front/back facing the same. */
*pcount -= count % 2;
FALLTHROUGH;
case GL_QUAD_STRIP:
if (count <= 1)
copy = count;
else
copy = 2 + (count % 2);
break;
case PRIM_OUTSIDE_BEGIN_END:
return 0;
case GL_TRIANGLE_STRIP_ADJACENCY:
/* TODO: Splitting tri strips with adjacency is too complicated. */
default:
unreachable("Unexpected primitive type");
return 0;
}
memcpy(dst, src + (count - copy) * vertex_size,
copy * vertex_size * sizeof(GLfloat));
return copy;
}