1 
2 /*
3  * Mesa 3-D graphics library
4  *
5  * Copyright (C) 1999-2006  Brian Paul   All Rights Reserved.
6  *
7  * Permission is hereby granted, free of charge, to any person obtaining a
8  * copy of this software and associated documentation files (the "Software"),
9  * to deal in the Software without restriction, including without limitation
10  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11  * and/or sell copies of the Software, and to permit persons to whom the
12  * Software is furnished to do so, subject to the following conditions:
13  *
14  * The above copyright notice and this permission notice shall be included
15  * in all copies or substantial portions of the Software.
16  *
17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23  * OTHER DEALINGS IN THE SOFTWARE.
24  *
25  * Authors:
26  *    Keith Whitwell <keithw@vmware.com>
27  */
28 
29 /* Helper for drivers which find themselves rendering a range of
30  * indices starting somewhere above zero.  Typically the application
31  * is issuing multiple DrawArrays() or DrawElements() to draw
32  * successive primitives layed out linearly in the vertex arrays.
33  * Unless the vertex arrays are all in a VBO, the OpenGL semantics
34  * imply that we need to re-upload the vertex data on each draw call.
35  * In that case, we want to avoid starting the upload at zero, as it
36  * will mean every draw call uploads an increasing amount of not-used
37  * vertex data.  Worse - in the software tnl module, all those
38  * vertices will be transformed and lit.
39  *
40  * If we just upload the new data, however, the indices will be
41  * incorrect as we tend to upload each set of vertex data to a new
42  * region.
43  *
44  * This file provides a helper to adjust the arrays, primitives and
45  * indices of a draw call so that it can be re-issued with a min_index
46  * of zero.
47  */
48 
49 #include <stdio.h>
50 #include "main/bufferobj.h"
51 #include "main/errors.h"
52 #include "main/glheader.h"
53 #include "main/macros.h"
54 #include "main/mtypes.h"
55 #include "vbo/vbo.h"
56 
57 #include "t_rebase.h"
58 
59 
60 #define REBASE(TYPE) 						\
61 static void *rebase_##TYPE(const void *ptr,			\
62                            unsigned start, 			\
63                            unsigned count, 			\
64                            TYPE min_index)			\
65 {								\
66    const TYPE *in = (TYPE *)ptr;				\
67    TYPE *tmp_indices = malloc((start + count) * sizeof(TYPE));	\
68                                                                 \
69    if (tmp_indices == NULL) {                                   \
70       _mesa_error_no_memory(__func__);                          \
71       return NULL;                                              \
72    }                                                            \
73                                                                 \
74    for (unsigned i = 0; i < count; i++)                         \
75       tmp_indices[start + i] = in[start + i] - min_index;	\
76                                                                 \
77    return (void *)tmp_indices;					\
78 }
79 
80 REBASE(GLuint)
REBASE(GLushort)81 REBASE(GLushort)
82 REBASE(GLubyte)
83 
84 
85 /* Adjust primitives, indices and vertex definitions so that min_index
86  * becomes zero. There are lots of reasons for wanting to do this, eg:
87  *
88  * Software tnl:
89  *    - any time min_index != 0, otherwise unused vertices lower than
90  *      min_index will be transformed.
91  *
92  * Hardware tnl:
93  *    - if ib != NULL and min_index != 0, otherwise vertices lower than
94  *      min_index will be uploaded.  Requires adjusting index values.
95  *
96  *    - if ib == NULL and min_index != 0, just for convenience so this doesn't
97  *      have to be handled within the driver.
98  *
99  * Hardware tnl with VBO support:
100  *    - as above, but only when vertices are not (all?) in VBO's.
101  *    - can't save time by trying to upload half a vbo - typically it is
102  *      all or nothing.
103  */
104 void t_rebase_prims(struct gl_context *ctx,
105                     const struct tnl_vertex_array *arrays,
106                     const struct _mesa_prim *prim,
107                     GLuint nr_prims,
108                     const struct _mesa_index_buffer *ib,
109                     GLuint min_index,
110                     GLuint max_index,
111                     GLuint num_instances,
112                     GLuint base_instance,
113                     tnl_draw_func draw)
114 {
115    struct gl_array_attributes tmp_attribs[VERT_ATTRIB_MAX];
116    struct tnl_vertex_array tmp_arrays[VERT_ATTRIB_MAX];
117 
118    struct _mesa_index_buffer tmp_ib;
119    struct _mesa_prim *tmp_prims = NULL;
120    void *tmp_indices = NULL;
121    GLuint i;
122 
123    assert(min_index != 0);
124 
125    if (0)
126       printf("%s %d..%d\n", __func__, min_index, max_index);
127 
128    /* XXX this path is disabled for now.
129     * There's rendering corruption in some apps when it's enabled.
130     */
131    if (0 && ib && ctx->Extensions.ARB_draw_elements_base_vertex) {
132       /* If we can just tell the hardware or the TNL to interpret our indices
133        * with a different base, do so.
134        */
135       tmp_prims = malloc(sizeof(*prim) * nr_prims);
136 
137       if (tmp_prims == NULL) {
138          _mesa_error_no_memory(__func__);
139          return;
140       }
141 
142       for (i = 0; i < nr_prims; i++) {
143          tmp_prims[i] = prim[i];
144          tmp_prims[i].basevertex -= min_index;
145       }
146 
147       prim = tmp_prims;
148    } else if (ib) {
149       unsigned start = prim[0].start;
150       for (i = 1; i < nr_prims; i++) {
151          if (prim[i].start != start) {
152             if (0) {
153                printf("%s recursing due to mismatched start "
154                       "(prim[0].start = %u vs. prim[%u].start = %u)\n",
155                       __func__, start, i, prim[i].start);
156             }
157 
158             t_rebase_prims(ctx, arrays, &prim[0], i, ib, min_index,
159                            max_index, num_instances, base_instance, draw);
160             t_rebase_prims(ctx, arrays, &prim[i], nr_prims - i, ib, min_index,
161                            max_index, num_instances, base_instance, draw);
162             return;
163          }
164       }
165 
166       /* Unfortunately need to adjust each index individually.
167        */
168       bool map_ib = false;
169       const void *ptr;
170 
171       if (ib->obj) {
172          if (!ib->obj->Mappings[MAP_INTERNAL].Pointer) {
173             ctx->Driver.MapBufferRange(ctx, 0, ib->obj->Size, GL_MAP_READ_BIT,
174                                        ib->obj, MAP_INTERNAL);
175             map_ib = true;
176          }
177 
178          ptr = ADD_POINTERS(ib->obj->Mappings[MAP_INTERNAL].Pointer, ib->ptr);
179       } else
180          ptr = ib->ptr;
181 
182       /* Some users might prefer it if we translated elements to GLuints here.
183        * Others wouldn't...
184        */
185       switch (ib->index_size_shift) {
186       case 2:
187          tmp_indices = rebase_GLuint(ptr, start, ib->count, min_index);
188          break;
189       case 1:
190          tmp_indices = rebase_GLushort(ptr, start, ib->count, min_index);
191          break;
192       case 0:
193          tmp_indices = rebase_GLubyte(ptr, start, ib->count, min_index);
194          break;
195       }
196 
197       if (map_ib)
198          ctx->Driver.UnmapBuffer(ctx, ib->obj, MAP_INTERNAL);
199 
200       if (tmp_indices == NULL)
201          return;
202 
203       tmp_ib.obj = NULL;
204       tmp_ib.ptr = tmp_indices;
205       tmp_ib.count = ib->count;
206       tmp_ib.index_size_shift = ib->index_size_shift;
207 
208       ib = &tmp_ib;
209    }
210    else {
211       /* Otherwise the primitives need adjustment. */
212       tmp_prims = malloc(sizeof(*prim) * nr_prims);
213 
214       if (tmp_prims == NULL) {
215          _mesa_error_no_memory(__func__);
216          return;
217       }
218 
219       for (i = 0; i < nr_prims; i++) {
220          /* If this fails, it could indicate an application error: */
221          assert(prim[i].start >= min_index);
222 
223          tmp_prims[i] = prim[i];
224          tmp_prims[i].start -= min_index;
225       }
226 
227       prim = tmp_prims;
228    }
229 
230    /* Just need to adjust the pointer values on each incoming array.
231     * This works for VBO and non-vbo rendering and shouldn't pesimize
232     * VBO-based upload schemes.  However this may still not be a fast
233     * path for hardware tnl for VBO based rendering as most machines
234     * will be happier if you just specify a starting vertex value in
235     * each primitive.
236     *
237     * For drivers with hardware tnl, you only want to do this if you
238     * are forced to, eg non-VBO indexed rendering with start != 0.
239     */
240    for (i = 0; i < VERT_ATTRIB_MAX; i++) {
241       tmp_attribs[i] = *(arrays[i].VertexAttrib);
242       tmp_arrays[i].BufferBinding = arrays[i].BufferBinding;
243       tmp_arrays[i].VertexAttrib = &tmp_attribs[i];
244       if (arrays[i].BufferBinding->BufferObj)
245          tmp_attribs[i].RelativeOffset +=
246             min_index * arrays[i].BufferBinding->Stride;
247       else
248          tmp_attribs[i].Ptr += min_index * arrays[i].BufferBinding->Stride;
249    }
250 
251    /* Re-issue the draw call. */
252    draw(ctx,
253         tmp_arrays,
254         prim,
255         nr_prims,
256         ib,
257         GL_TRUE,
258         0,
259         max_index - min_index,
260         num_instances, base_instance);
261 
262    free(tmp_indices);
263    free(tmp_prims);
264 }
265 
266 
267 
268