1 /*
2  * Mesa 3-D graphics library
3  *
4  * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the "Software"),
8  * to deal in the Software without restriction, including without limitation
9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10  * and/or sell copies of the Software, and to permit persons to whom the
11  * Software is furnished to do so, subject to the following conditions:
12  *
13  * The above copyright notice and this permission notice shall be included
14  * in all copies or substantial portions of the Software.
15  *
16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22  * OTHER DEALINGS IN THE SOFTWARE.
23  */
24 
25 /* Author:
26  *    Keith Whitwell <keithw@vmware.com>
27  */
28 
29 #include <stdbool.h>
30 #include "main/arrayobj.h"
31 #include "main/glheader.h"
32 #include "main/bufferobj.h"
33 #include "main/context.h"
34 #include "main/enable.h"
35 #include "main/mesa_private.h"
36 #include "main/macros.h"
37 #include "main/light.h"
38 #include "main/state.h"
39 #include "main/varray.h"
40 #include "util/bitscan.h"
41 
42 #include "vbo_private.h"
43 
44 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)45 copy_vao(struct gl_context *ctx, const struct gl_vertex_array_object *vao,
46          GLbitfield mask, GLbitfield state, GLbitfield pop_state,
47          int shift, fi_type **data, bool *color0_changed)
48 {
49    struct vbo_context *vbo = vbo_context(ctx);
50 
51    mask &= vao->Enabled;
52    while (mask) {
53       const int i = u_bit_scan(&mask);
54       const struct gl_array_attributes *attrib = &vao->VertexAttrib[i];
55       unsigned current_index = shift + i;
56       struct gl_array_attributes *currval = &vbo->current[current_index];
57       const GLubyte size = attrib->Format.Size;
58       const GLenum16 type = attrib->Format.Type;
59       fi_type tmp[8];
60       int dmul_shift = 0;
61 
62       if (type == GL_DOUBLE ||
63           type == GL_UNSIGNED_INT64_ARB) {
64          dmul_shift = 1;
65          memcpy(tmp, *data, size * 2 * sizeof(GLfloat));
66       } else {
67          COPY_CLEAN_4V_TYPE_AS_UNION(tmp, size, *data, type);
68       }
69 
70       if (memcmp(currval->Ptr, tmp, 4 * sizeof(GLfloat) << dmul_shift) != 0) {
71          memcpy((fi_type*)currval->Ptr, tmp, 4 * sizeof(GLfloat) << dmul_shift);
72 
73          if (current_index == VBO_ATTRIB_COLOR0)
74             *color0_changed = true;
75 
76          /* The fixed-func vertex program uses this. */
77          if (current_index == VBO_ATTRIB_MAT_FRONT_SHININESS ||
78              current_index == VBO_ATTRIB_MAT_BACK_SHININESS)
79             ctx->NewState |= _NEW_FF_VERT_PROGRAM;
80 
81          ctx->NewState |= state;
82          ctx->PopAttribState |= pop_state;
83       }
84 
85       if (type != currval->Format.Type ||
86           (size >> dmul_shift) != currval->Format.Size)
87          vbo_set_vertex_format(&currval->Format, size >> dmul_shift, type);
88 
89       *data += size;
90    }
91 }
92 
93 /**
94  * After playback, copy everything but the position from the
95  * last vertex to the saved state
96  */
97 static void
playback_copy_to_current(struct gl_context * ctx,const struct vbo_save_vertex_list * node)98 playback_copy_to_current(struct gl_context *ctx,
99                          const struct vbo_save_vertex_list *node)
100 {
101    if (!node->cold->current_data)
102       return;
103 
104    fi_type *data = node->cold->current_data;
105    bool color0_changed = false;
106 
107    /* Copy conventional attribs and generics except pos */
108    copy_vao(ctx, node->cold->VAO[VP_MODE_SHADER], ~VERT_BIT_POS & VERT_BIT_ALL,
109             _NEW_CURRENT_ATTRIB, GL_CURRENT_BIT, 0, &data, &color0_changed);
110    /* Copy materials */
111    copy_vao(ctx, node->cold->VAO[VP_MODE_FF], VERT_BIT_MAT_ALL,
112             _NEW_MATERIAL, GL_LIGHTING_BIT,
113             VBO_MATERIAL_SHIFT, &data, &color0_changed);
114 
115    if (color0_changed && ctx->Light.ColorMaterialEnabled) {
116       _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
117    }
118 
119    /* CurrentExecPrimitive
120     */
121    if (node->cold->prim_count) {
122       const struct _mesa_prim *prim = &node->cold->prims[node->cold->prim_count - 1];
123       if (prim->end)
124          ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
125       else
126          ctx->Driver.CurrentExecPrimitive = prim->mode;
127    }
128 }
129 
130 
131 
132 /**
133  * Set the appropriate VAO to draw.
134  */
135 static void
bind_vertex_list(struct gl_context * ctx,const struct vbo_save_vertex_list * node)136 bind_vertex_list(struct gl_context *ctx,
137                  const struct vbo_save_vertex_list *node)
138 {
139    const gl_vertex_processing_mode mode = ctx->VertexProgram._VPMode;
140    _mesa_set_draw_vao(ctx, node->cold->VAO[mode], _vbo_get_vao_filter(mode));
141 }
142 
143 
144 static void
loopback_vertex_list(struct gl_context * ctx,const struct vbo_save_vertex_list * list)145 loopback_vertex_list(struct gl_context *ctx,
146                      const struct vbo_save_vertex_list *list)
147 {
148    struct gl_buffer_object *bo = list->cold->VAO[0]->BufferBinding[0].BufferObj;
149    void *buffer = _mesa_bufferobj_map_range(ctx, 0, bo->Size, GL_MAP_READ_BIT, /* ? */
150                                             bo, MAP_INTERNAL);
151 
152    /* TODO: in this case, we shouldn't create a bo at all and instead keep
153     * the in-RAM buffer. */
154    _vbo_loopback_vertex_list(ctx, list, buffer);
155 
156    _mesa_bufferobj_unmap(ctx, bo, MAP_INTERNAL);
157 }
158 
159 
160 void
vbo_save_playback_vertex_list_loopback(struct gl_context * ctx,void * data)161 vbo_save_playback_vertex_list_loopback(struct gl_context *ctx, void *data)
162 {
163    const struct vbo_save_vertex_list *node =
164       (const struct vbo_save_vertex_list *) data;
165 
166    FLUSH_FOR_DRAW(ctx);
167 
168    if (_mesa_inside_begin_end(ctx) && node->draw_begins) {
169       /* Error: we're about to begin a new primitive but we're already
170        * inside a glBegin/End pair.
171        */
172       _mesa_error(ctx, GL_INVALID_OPERATION,
173                   "draw operation inside glBegin/End");
174       return;
175    }
176    /* Various degenerate cases: translate into immediate mode
177     * calls rather than trying to execute in place.
178     */
179    loopback_vertex_list(ctx, node);
180 }
181 
182 enum vbo_save_status {
183    DONE,
184    USE_SLOW_PATH,
185 };
186 
187 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)188 vbo_save_playback_vertex_list_gallium(struct gl_context *ctx,
189                                       const struct vbo_save_vertex_list *node,
190                                       bool copy_to_current)
191 {
192    /* Don't use this if selection or feedback mode is enabled. st/mesa can't
193     * handle it.
194     */
195    if (!ctx->Driver.DrawGalliumVertexState || ctx->RenderMode != GL_RENDER)
196       return USE_SLOW_PATH;
197 
198    const gl_vertex_processing_mode mode = ctx->VertexProgram._VPMode;
199 
200    /* This sets which vertex arrays are enabled, which determines
201     * which attribs have stride = 0 and whether edge flags are enabled.
202     */
203    const GLbitfield enabled = node->enabled_attribs[mode];
204    ctx->Array._DrawVAOEnabledAttribs = enabled;
205    _mesa_set_varying_vp_inputs(ctx, enabled);
206 
207    if (ctx->NewState)
208       _mesa_update_state(ctx);
209 
210    /* Return precomputed GL errors such as invalid shaders. */
211    if (!ctx->ValidPrimMask) {
212       _mesa_error(ctx, ctx->DrawGLError, "glCallList");
213       return DONE;
214    }
215 
216    /* Use the slow path when there are vertex inputs without vertex
217     * elements. This happens with zero-stride attribs and non-fixed-func
218     * shaders.
219     *
220     * Dual-slot inputs are also unsupported because the higher slot is
221     * always missing in vertex elements.
222     *
223     * TODO: Add support for zero-stride attribs.
224     */
225    struct gl_program *vp = ctx->VertexProgram._Current;
226 
227    if (vp->info.inputs_read & ~enabled || vp->DualSlotInputs)
228       return USE_SLOW_PATH;
229 
230    struct pipe_vertex_state *state = node->state[mode];
231    struct pipe_draw_vertex_state_info info;
232 
233    info.mode = node->mode;
234    info.take_vertex_state_ownership = false;
235 
236    if (node->ctx == ctx) {
237       /* This mechanism allows passing references to the driver without
238        * using atomics to increase the reference count.
239        *
240        * This private refcount can be decremented without atomics but only
241        * one context (ctx above) can use this counter (so that it's only
242        * used by 1 thread).
243        *
244        * This number is atomically added to reference.count at
245        * initialization. If it's never used, the same number is atomically
246        * subtracted from reference.count before destruction. If this number
247        * is decremented, we can pass one reference to the driver without
248        * touching reference.count with atomics. At destruction we only
249        * subtract the number of references we have not returned. This can
250        * possibly turn a million atomic increments into 1 add and 1 subtract
251        * atomic op over the whole lifetime of an app.
252        */
253       int16_t * const private_refcount = (int16_t*)&node->private_refcount[mode];
254       assert(*private_refcount >= 0);
255 
256       if (unlikely(*private_refcount == 0)) {
257          /* pipe_vertex_state can be reused through util_vertex_state_cache,
258           * and there can be many display lists over-incrementing this number,
259           * causing it to overflow.
260           *
261           * Guess that the same state can never be used by N=500000 display
262           * lists, so one display list can only increment it by
263           * INT_MAX / N.
264           */
265          const int16_t add_refs = INT_MAX / 500000;
266          p_atomic_add(&state->reference.count, add_refs);
267          *private_refcount = add_refs;
268       }
269 
270       (*private_refcount)--;
271       info.take_vertex_state_ownership = true;
272    }
273 
274    /* Fast path using a pre-built gallium vertex buffer state. */
275    if (node->modes || node->num_draws > 1) {
276       ctx->Driver.DrawGalliumVertexState(ctx, state, info,
277                                          node->start_counts,
278                                          node->modes,
279                                          node->num_draws,
280                                          enabled & VERT_ATTRIB_EDGEFLAG);
281    } else if (node->num_draws) {
282       ctx->Driver.DrawGalliumVertexState(ctx, state, info,
283                                          &node->start_count,
284                                          NULL, 1,
285                                          enabled & VERT_ATTRIB_EDGEFLAG);
286    }
287 
288    if (copy_to_current)
289       playback_copy_to_current(ctx, node);
290    return DONE;
291 }
292 
293 /**
294  * Execute the buffer and save copied verts.
295  * This is called from the display list code when executing
296  * a drawing command.
297  */
298 void
vbo_save_playback_vertex_list(struct gl_context * ctx,void * data,bool copy_to_current)299 vbo_save_playback_vertex_list(struct gl_context *ctx, void *data, bool copy_to_current)
300 {
301    const struct vbo_save_vertex_list *node =
302       (const struct vbo_save_vertex_list *) data;
303 
304    FLUSH_FOR_DRAW(ctx);
305 
306    if (_mesa_inside_begin_end(ctx) && node->draw_begins) {
307       /* Error: we're about to begin a new primitive but we're already
308        * inside a glBegin/End pair.
309        */
310       _mesa_error(ctx, GL_INVALID_OPERATION,
311                   "draw operation inside glBegin/End");
312       return;
313    }
314 
315    if (vbo_save_playback_vertex_list_gallium(ctx, node, copy_to_current) == DONE)
316       return;
317 
318    bind_vertex_list(ctx, node);
319 
320    /* Need that at least one time. */
321    if (ctx->NewState)
322       _mesa_update_state(ctx);
323 
324    /* Return precomputed GL errors such as invalid shaders. */
325    if (!ctx->ValidPrimMask) {
326       _mesa_error(ctx, ctx->DrawGLError, "glCallList");
327       return;
328    }
329 
330    assert(ctx->NewState == 0);
331 
332    struct pipe_draw_info *info = (struct pipe_draw_info *) &node->cold->info;
333    void *gl_bo = info->index.gl_bo;
334    if (node->modes) {
335       ctx->Driver.DrawGalliumMultiMode(ctx, info,
336                                        node->start_counts,
337                                        node->modes,
338                                        node->num_draws);
339    } else if (node->num_draws == 1) {
340       ctx->Driver.DrawGallium(ctx, info, 0, &node->start_count, 1);
341    } else if (node->num_draws) {
342       ctx->Driver.DrawGallium(ctx, info, 0, node->start_counts,
343                               node->num_draws);
344    }
345    info->index.gl_bo = gl_bo;
346 
347    if (copy_to_current)
348       playback_copy_to_current(ctx, node);
349 }
350