mesa/src/mesa/vbo/vbo_save_draw.c

350 lines
12 KiB
C

/*
* Mesa 3-D graphics library
*
* Copyright (C) 1999-2008 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.
*/
/* Author:
* Keith Whitwell <keithw@vmware.com>
*/
#include <stdbool.h>
#include "main/arrayobj.h"
#include "main/glheader.h"
#include "main/bufferobj.h"
#include "main/context.h"
#include "main/enable.h"
#include "main/mesa_private.h"
#include "main/macros.h"
#include "main/light.h"
#include "main/state.h"
#include "main/varray.h"
#include "util/bitscan.h"
#include "vbo_private.h"
static void
copy_vao(struct gl_context *ctx, const struct gl_vertex_array_object *vao,
GLbitfield mask, GLbitfield state, GLbitfield pop_state,
int shift, fi_type **data, bool *color0_changed)
{
struct vbo_context *vbo = vbo_context(ctx);
mask &= vao->Enabled;
while (mask) {
const int i = u_bit_scan(&mask);
const struct gl_array_attributes *attrib = &vao->VertexAttrib[i];
unsigned current_index = shift + i;
struct gl_array_attributes *currval = &vbo->current[current_index];
const GLubyte size = attrib->Format.Size;
const GLenum16 type = attrib->Format.Type;
fi_type tmp[8];
int dmul_shift = 0;
if (type == GL_DOUBLE ||
type == GL_UNSIGNED_INT64_ARB) {
dmul_shift = 1;
memcpy(tmp, *data, size * 2 * sizeof(GLfloat));
} else {
COPY_CLEAN_4V_TYPE_AS_UNION(tmp, size, *data, type);
}
if (memcmp(currval->Ptr, tmp, 4 * sizeof(GLfloat) << dmul_shift) != 0) {
memcpy((fi_type*)currval->Ptr, tmp, 4 * sizeof(GLfloat) << dmul_shift);
if (current_index == VBO_ATTRIB_COLOR0)
*color0_changed = true;
/* The fixed-func vertex program uses this. */
if (current_index == VBO_ATTRIB_MAT_FRONT_SHININESS ||
current_index == VBO_ATTRIB_MAT_BACK_SHININESS)
ctx->NewState |= _NEW_FF_VERT_PROGRAM;
ctx->NewState |= state;
ctx->PopAttribState |= pop_state;
}
if (type != currval->Format.Type ||
(size >> dmul_shift) != currval->Format.Size)
vbo_set_vertex_format(&currval->Format, size >> dmul_shift, type);
*data += size;
}
}
/**
* After playback, copy everything but the position from the
* last vertex to the saved state
*/
static void
playback_copy_to_current(struct gl_context *ctx,
const struct vbo_save_vertex_list *node)
{
if (!node->cold->current_data)
return;
fi_type *data = node->cold->current_data;
bool color0_changed = false;
/* Copy conventional attribs and generics except pos */
copy_vao(ctx, node->cold->VAO[VP_MODE_SHADER], ~VERT_BIT_POS & VERT_BIT_ALL,
_NEW_CURRENT_ATTRIB, GL_CURRENT_BIT, 0, &data, &color0_changed);
/* Copy materials */
copy_vao(ctx, node->cold->VAO[VP_MODE_FF], VERT_BIT_MAT_ALL,
_NEW_MATERIAL, GL_LIGHTING_BIT,
VBO_MATERIAL_SHIFT, &data, &color0_changed);
if (color0_changed && ctx->Light.ColorMaterialEnabled) {
_mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
}
/* CurrentExecPrimitive
*/
if (node->cold->prim_count) {
const struct _mesa_prim *prim = &node->cold->prims[node->cold->prim_count - 1];
if (prim->end)
ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
else
ctx->Driver.CurrentExecPrimitive = prim->mode;
}
}
/**
* Set the appropriate VAO to draw.
*/
static void
bind_vertex_list(struct gl_context *ctx,
const struct vbo_save_vertex_list *node)
{
const gl_vertex_processing_mode mode = ctx->VertexProgram._VPMode;
_mesa_set_draw_vao(ctx, node->cold->VAO[mode], _vbo_get_vao_filter(mode));
}
static void
loopback_vertex_list(struct gl_context *ctx,
const struct vbo_save_vertex_list *list)
{
struct gl_buffer_object *bo = list->cold->VAO[0]->BufferBinding[0].BufferObj;
void *buffer = _mesa_bufferobj_map_range(ctx, 0, bo->Size, GL_MAP_READ_BIT, /* ? */
bo, MAP_INTERNAL);
/* TODO: in this case, we shouldn't create a bo at all and instead keep
* the in-RAM buffer. */
_vbo_loopback_vertex_list(ctx, list, buffer);
_mesa_bufferobj_unmap(ctx, bo, MAP_INTERNAL);
}
void
vbo_save_playback_vertex_list_loopback(struct gl_context *ctx, void *data)
{
const struct vbo_save_vertex_list *node =
(const struct vbo_save_vertex_list *) data;
FLUSH_FOR_DRAW(ctx);
if (_mesa_inside_begin_end(ctx) && node->draw_begins) {
/* Error: we're about to begin a new primitive but we're already
* inside a glBegin/End pair.
*/
_mesa_error(ctx, GL_INVALID_OPERATION,
"draw operation inside glBegin/End");
return;
}
/* Various degenerate cases: translate into immediate mode
* calls rather than trying to execute in place.
*/
loopback_vertex_list(ctx, node);
}
enum vbo_save_status {
DONE,
USE_SLOW_PATH,
};
static enum vbo_save_status
vbo_save_playback_vertex_list_gallium(struct gl_context *ctx,
const struct vbo_save_vertex_list *node,
bool copy_to_current)
{
/* Don't use this if selection or feedback mode is enabled. st/mesa can't
* handle it.
*/
if (!ctx->Driver.DrawGalliumVertexState || ctx->RenderMode != GL_RENDER)
return USE_SLOW_PATH;
const gl_vertex_processing_mode mode = ctx->VertexProgram._VPMode;
/* This sets which vertex arrays are enabled, which determines
* which attribs have stride = 0 and whether edge flags are enabled.
*/
const GLbitfield enabled = node->enabled_attribs[mode];
ctx->Array._DrawVAOEnabledAttribs = enabled;
_mesa_set_varying_vp_inputs(ctx, enabled);
if (ctx->NewState)
_mesa_update_state(ctx);
/* Return precomputed GL errors such as invalid shaders. */
if (!ctx->ValidPrimMask) {
_mesa_error(ctx, ctx->DrawGLError, "glCallList");
return DONE;
}
/* Use the slow path when there are vertex inputs without vertex
* elements. This happens with zero-stride attribs and non-fixed-func
* shaders.
*
* Dual-slot inputs are also unsupported because the higher slot is
* always missing in vertex elements.
*
* TODO: Add support for zero-stride attribs.
*/
struct gl_program *vp = ctx->VertexProgram._Current;
if (vp->info.inputs_read & ~enabled || vp->DualSlotInputs)
return USE_SLOW_PATH;
struct pipe_vertex_state *state = node->state[mode];
struct pipe_draw_vertex_state_info info;
info.mode = node->mode;
info.take_vertex_state_ownership = false;
if (node->ctx == ctx) {
/* This mechanism allows passing references to the driver without
* using atomics to increase the reference count.
*
* This private refcount can be decremented without atomics but only
* one context (ctx above) can use this counter (so that it's only
* used by 1 thread).
*
* This number is atomically added to reference.count at
* initialization. If it's never used, the same number is atomically
* subtracted from reference.count before destruction. If this number
* is decremented, we can pass one reference to the driver without
* touching reference.count with atomics. At destruction we only
* subtract the number of references we have not returned. This can
* possibly turn a million atomic increments into 1 add and 1 subtract
* atomic op over the whole lifetime of an app.
*/
int16_t * const private_refcount = (int16_t*)&node->private_refcount[mode];
assert(*private_refcount >= 0);
if (unlikely(*private_refcount == 0)) {
/* pipe_vertex_state can be reused through util_vertex_state_cache,
* and there can be many display lists over-incrementing this number,
* causing it to overflow.
*
* Guess that the same state can never be used by N=500000 display
* lists, so one display list can only increment it by
* INT_MAX / N.
*/
const int16_t add_refs = INT_MAX / 500000;
p_atomic_add(&state->reference.count, add_refs);
*private_refcount = add_refs;
}
(*private_refcount)--;
info.take_vertex_state_ownership = true;
}
/* Fast path using a pre-built gallium vertex buffer state. */
if (node->modes || node->num_draws > 1) {
ctx->Driver.DrawGalliumVertexState(ctx, state, info,
node->start_counts,
node->modes,
node->num_draws,
enabled & VERT_ATTRIB_EDGEFLAG);
} else if (node->num_draws) {
ctx->Driver.DrawGalliumVertexState(ctx, state, info,
&node->start_count,
NULL, 1,
enabled & VERT_ATTRIB_EDGEFLAG);
}
if (copy_to_current)
playback_copy_to_current(ctx, node);
return DONE;
}
/**
* Execute the buffer and save copied verts.
* This is called from the display list code when executing
* a drawing command.
*/
void
vbo_save_playback_vertex_list(struct gl_context *ctx, void *data, bool copy_to_current)
{
const struct vbo_save_vertex_list *node =
(const struct vbo_save_vertex_list *) data;
FLUSH_FOR_DRAW(ctx);
if (_mesa_inside_begin_end(ctx) && node->draw_begins) {
/* Error: we're about to begin a new primitive but we're already
* inside a glBegin/End pair.
*/
_mesa_error(ctx, GL_INVALID_OPERATION,
"draw operation inside glBegin/End");
return;
}
if (vbo_save_playback_vertex_list_gallium(ctx, node, copy_to_current) == DONE)
return;
bind_vertex_list(ctx, node);
/* Need that at least one time. */
if (ctx->NewState)
_mesa_update_state(ctx);
/* Return precomputed GL errors such as invalid shaders. */
if (!ctx->ValidPrimMask) {
_mesa_error(ctx, ctx->DrawGLError, "glCallList");
return;
}
assert(ctx->NewState == 0);
struct pipe_draw_info *info = (struct pipe_draw_info *) &node->cold->info;
void *gl_bo = info->index.gl_bo;
if (node->modes) {
ctx->Driver.DrawGalliumMultiMode(ctx, info,
node->start_counts,
node->modes,
node->num_draws);
} else if (node->num_draws == 1) {
ctx->Driver.DrawGallium(ctx, info, 0, &node->start_count, 1);
} else if (node->num_draws) {
ctx->Driver.DrawGallium(ctx, info, 0, node->start_counts,
node->num_draws);
}
info->index.gl_bo = gl_bo;
if (copy_to_current)
playback_copy_to_current(ctx, node);
}