/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * 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, sub license, 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 (including the * next paragraph) 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 NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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. * **************************************************************************/ /* * This file implements the st_draw_vbo() function which is called from * Mesa's VBO module. All point/line/triangle rendering is done through * this function whether the user called glBegin/End, glDrawArrays, * glDrawElements, glEvalMesh, or glCalList, etc. * * Authors: * Keith Whitwell */ #include "main/imports.h" #include "main/image.h" #include "main/bufferobj.h" #include "main/macros.h" #include "vbo/vbo.h" #include "st_context.h" #include "st_atom.h" #include "st_cb_bufferobjects.h" #include "st_cb_xformfb.h" #include "st_debug.h" #include "st_draw.h" #include "st_program.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "util/u_inlines.h" #include "util/u_format.h" #include "util/u_prim.h" #include "util/u_draw_quad.h" #include "util/u_upload_mgr.h" #include "draw/draw_context.h" #include "cso_cache/cso_context.h" #include "../glsl/ir_uniform.h" /** * This is very similar to vbo_all_varyings_in_vbos() but we are * only interested in per-vertex data. See bug 38626. */ static GLboolean all_varyings_in_vbos(const struct gl_client_array *arrays[]) { GLuint i; for (i = 0; i < VERT_ATTRIB_MAX; i++) if (arrays[i]->StrideB && !arrays[i]->InstanceDivisor && !_mesa_is_bufferobj(arrays[i]->BufferObj)) return GL_FALSE; return GL_TRUE; } /** * Basically, translate Mesa's index buffer information into * a pipe_index_buffer object. * \return TRUE or FALSE for success/failure */ static boolean setup_index_buffer(struct st_context *st, const struct _mesa_index_buffer *ib, struct pipe_index_buffer *ibuffer) { struct gl_buffer_object *bufobj = ib->obj; ibuffer->index_size = vbo_sizeof_ib_type(ib->type); /* get/create the index buffer object */ if (_mesa_is_bufferobj(bufobj)) { /* indices are in a real VBO */ ibuffer->buffer = st_buffer_object(bufobj)->buffer; ibuffer->offset = pointer_to_offset(ib->ptr); } else if (st->indexbuf_uploader) { /* upload indexes from user memory into a real buffer */ if (u_upload_data(st->indexbuf_uploader, 0, ib->count * ibuffer->index_size, ib->ptr, &ibuffer->offset, &ibuffer->buffer) != PIPE_OK) { /* out of memory */ return FALSE; } u_upload_unmap(st->indexbuf_uploader); } else { /* indices are in user space memory */ ibuffer->user_buffer = ib->ptr; } cso_set_index_buffer(st->cso_context, ibuffer); return TRUE; } /** * Prior to drawing, check that any uniforms referenced by the * current shader have been set. If a uniform has not been set, * issue a warning. */ static void check_uniforms(struct gl_context *ctx) { struct gl_shader_program *shProg[3] = { ctx->Shader.CurrentVertexProgram, ctx->Shader.CurrentGeometryProgram, ctx->Shader.CurrentFragmentProgram, }; unsigned j; for (j = 0; j < 3; j++) { unsigned i; if (shProg[j] == NULL || !shProg[j]->LinkStatus) continue; for (i = 0; i < shProg[j]->NumUserUniformStorage; i++) { const struct gl_uniform_storage *u = &shProg[j]->UniformStorage[i]; if (!u->initialized) { _mesa_warning(ctx, "Using shader with uninitialized uniform: %s", u->name); } } } } /** * Translate OpenGL primtive type (GL_POINTS, GL_TRIANGLE_STRIP, etc) to * the corresponding Gallium type. */ static unsigned translate_prim(const struct gl_context *ctx, unsigned prim) { /* GL prims should match Gallium prims, spot-check a few */ STATIC_ASSERT(GL_POINTS == PIPE_PRIM_POINTS); STATIC_ASSERT(GL_QUADS == PIPE_PRIM_QUADS); STATIC_ASSERT(GL_TRIANGLE_STRIP_ADJACENCY == PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY); /* Avoid quadstrips if it's easy to do so: * Note: it's important to do the correct trimming if we change the * prim type! We do that wherever this function is called. */ if (prim == GL_QUAD_STRIP && ctx->Light.ShadeModel != GL_FLAT && ctx->Polygon.FrontMode == GL_FILL && ctx->Polygon.BackMode == GL_FILL) prim = GL_TRIANGLE_STRIP; return prim; } /** * This function gets plugged into the VBO module and is called when * we have something to render. * Basically, translate the information into the format expected by gallium. */ void st_draw_vbo(struct gl_context *ctx, const struct _mesa_prim *prims, GLuint nr_prims, const struct _mesa_index_buffer *ib, GLboolean index_bounds_valid, GLuint min_index, GLuint max_index, struct gl_transform_feedback_object *tfb_vertcount) { struct st_context *st = st_context(ctx); struct pipe_index_buffer ibuffer = {0}; struct pipe_draw_info info; const struct gl_client_array **arrays = ctx->Array._DrawArrays; unsigned i; /* Mesa core state should have been validated already */ assert(ctx->NewState == 0x0); /* Validate state. */ if (st->dirty.st || ctx->NewDriverState) { st_validate_state(st); #if 0 if (MESA_VERBOSE & VERBOSE_GLSL) { check_uniforms(ctx); } #else (void) check_uniforms; #endif } if (st->vertex_array_out_of_memory) { return; } util_draw_init_info(&info); if (ib) { /* Get index bounds for user buffers. */ if (!index_bounds_valid) if (!all_varyings_in_vbos(arrays)) vbo_get_minmax_indices(ctx, prims, ib, &min_index, &max_index, nr_prims); if (!setup_index_buffer(st, ib, &ibuffer)) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBegin/DrawElements/DrawArray"); return; } info.indexed = TRUE; if (min_index != ~0 && max_index != ~0) { info.min_index = min_index; info.max_index = max_index; } /* The VBO module handles restart for the non-indexed GLDrawArrays * so we only set these fields for indexed drawing: */ info.primitive_restart = ctx->Array._PrimitiveRestart; info.restart_index = ctx->Array.RestartIndex; } else { /* Transform feedback drawing is always non-indexed. */ /* Set info.count_from_stream_output. */ if (tfb_vertcount) { st_transform_feedback_draw_init(tfb_vertcount, &info); } } /* do actual drawing */ for (i = 0; i < nr_prims; i++) { info.mode = translate_prim(ctx, prims[i].mode); info.start = prims[i].start; info.count = prims[i].count; info.start_instance = prims[i].base_instance; info.instance_count = prims[i].num_instances; info.index_bias = prims[i].basevertex; if (!ib) { info.min_index = info.start; info.max_index = info.start + info.count - 1; } if (ST_DEBUG & DEBUG_DRAW) { debug_printf("st/draw: mode %s start %u count %u indexed %d\n", u_prim_name(info.mode), info.start, info.count, info.indexed); } if (info.count_from_stream_output) { cso_draw_vbo(st->cso_context, &info); } else if (info.primitive_restart) { /* don't trim, restarts might be inside index list */ cso_draw_vbo(st->cso_context, &info); } else if (u_trim_pipe_prim(prims[i].mode, &info.count)) { cso_draw_vbo(st->cso_context, &info); } } if (ib && st->indexbuf_uploader && !_mesa_is_bufferobj(ib->obj)) { pipe_resource_reference(&ibuffer.buffer, NULL); } } void st_init_draw(struct st_context *st) { struct gl_context *ctx = st->ctx; vbo_set_draw_func(ctx, st_draw_vbo); st->draw = draw_create(st->pipe); /* for selection/feedback */ /* Disable draw options that might convert points/lines to tris, etc. * as that would foul-up feedback/selection mode. */ draw_wide_line_threshold(st->draw, 1000.0f); draw_wide_point_threshold(st->draw, 1000.0f); draw_enable_line_stipple(st->draw, FALSE); draw_enable_point_sprites(st->draw, FALSE); } void st_destroy_draw(struct st_context *st) { draw_destroy(st->draw); }