/* * Mesa 3-D graphics library * * Copyright (C) 1999-2006 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> */ /* Split indexed primitives with per-vertex copying. */ #include <stdio.h> #include "main/glheader.h" #include "main/bufferobj.h" #include "main/imports.h" #include "main/glformats.h" #include "main/macros.h" #include "main/mtypes.h" #include "vbo_split.h" #include "vbo.h" #define ELT_TABLE_SIZE 16 /** * Used for vertex-level splitting of indexed buffers. Note that * non-indexed primitives may be converted to indexed in some cases * (eg loops, fans) in order to use this splitting path. */ struct copy_context { struct gl_context *ctx; const struct gl_vertex_array **array; const struct _mesa_prim *prim; GLuint nr_prims; const struct _mesa_index_buffer *ib; vbo_draw_func draw; const struct split_limits *limits; struct { GLuint attr; GLuint size; const struct gl_vertex_array *array; const GLubyte *src_ptr; struct gl_vertex_array dstarray; } varying[VERT_ATTRIB_MAX]; GLuint nr_varying; const struct gl_vertex_array *dstarray_ptr[VERT_ATTRIB_MAX]; struct _mesa_index_buffer dstib; GLuint *translated_elt_buf; const GLuint *srcelt; /** A baby hash table to avoid re-emitting (some) duplicate * vertices when splitting indexed primitives. */ struct { GLuint in; GLuint out; } vert_cache[ELT_TABLE_SIZE]; GLuint vertex_size; GLubyte *dstbuf; GLubyte *dstptr; /**< dstptr == dstbuf + dstelt_max * vertsize */ GLuint dstbuf_size; /**< in vertices */ GLuint dstbuf_nr; /**< count of emitted vertices, also the largest value * in dstelt. Our MaxIndex. */ GLuint *dstelt; GLuint dstelt_nr; GLuint dstelt_size; #define MAX_PRIM 32 struct _mesa_prim dstprim[MAX_PRIM]; GLuint dstprim_nr; }; static GLuint attr_size(const struct gl_vertex_array *array) { return array->Size * _mesa_sizeof_type(array->Type); } /** * Starts returning true slightly before the buffer fills, to ensure * that there is sufficient room for any remaining vertices to finish * off the prim: */ static GLboolean check_flush(struct copy_context *copy) { GLenum mode = copy->dstprim[copy->dstprim_nr].mode; if (GL_TRIANGLE_STRIP == mode && copy->dstelt_nr & 1) { /* see bug9962 */ return GL_FALSE; } if (copy->dstbuf_nr + 4 > copy->dstbuf_size) return GL_TRUE; if (copy->dstelt_nr + 4 > copy->dstelt_size) return GL_TRUE; return GL_FALSE; } /** * Dump the parameters/info for a vbo->draw() call. */ static void dump_draw_info(struct gl_context *ctx, const struct gl_vertex_array **arrays, const struct _mesa_prim *prims, GLuint nr_prims, const struct _mesa_index_buffer *ib, GLuint min_index, GLuint max_index) { GLuint i, j; printf("VBO Draw:\n"); for (i = 0; i < nr_prims; i++) { printf("Prim %u of %u\n", i, nr_prims); printf(" Prim mode 0x%x\n", prims[i].mode); printf(" IB: %p\n", (void*) ib); for (j = 0; j < VERT_ATTRIB_MAX; j++) { printf(" array %d at %p:\n", j, (void*) arrays[j]); printf(" ptr %p, size %d, type 0x%x, stride %d\n", arrays[j]->Ptr, arrays[j]->Size, arrays[j]->Type, arrays[j]->StrideB); if (0) { GLint k = prims[i].start + prims[i].count - 1; GLfloat *last = (GLfloat *) (arrays[j]->Ptr + arrays[j]->StrideB * k); printf(" last: %f %f %f\n", last[0], last[1], last[2]); } } } } static void flush(struct copy_context *copy) { struct gl_context *ctx = copy->ctx; const struct gl_vertex_array **saved_arrays = ctx->Array._DrawArrays; GLuint i; /* Set some counters: */ copy->dstib.count = copy->dstelt_nr; #if 0 dump_draw_info(copy->ctx, copy->dstarray_ptr, copy->dstprim, copy->dstprim_nr, ©->dstib, 0, copy->dstbuf_nr); #else (void) dump_draw_info; #endif ctx->Array._DrawArrays = copy->dstarray_ptr; ctx->NewDriverState |= ctx->DriverFlags.NewArray; copy->draw(ctx, copy->dstprim, copy->dstprim_nr, ©->dstib, GL_TRUE, 0, copy->dstbuf_nr - 1, NULL, 0, NULL); ctx->Array._DrawArrays = saved_arrays; ctx->NewDriverState |= ctx->DriverFlags.NewArray; /* Reset all pointers: */ copy->dstprim_nr = 0; copy->dstelt_nr = 0; copy->dstbuf_nr = 0; copy->dstptr = copy->dstbuf; /* Clear the vertex cache: */ for (i = 0; i < ELT_TABLE_SIZE; i++) copy->vert_cache[i].in = ~0; } /** * Called at begin of each primitive during replay. */ static void begin(struct copy_context *copy, GLenum mode, GLboolean begin_flag) { struct _mesa_prim *prim = ©->dstprim[copy->dstprim_nr]; prim->mode = mode; prim->begin = begin_flag; prim->num_instances = 1; } /** * Use a hashtable to attempt to identify recently-emitted vertices * and avoid re-emitting them. */ static GLuint elt(struct copy_context *copy, GLuint elt_idx) { GLuint elt = copy->srcelt[elt_idx] + copy->prim->basevertex; GLuint slot = elt & (ELT_TABLE_SIZE-1); /* Look up the incoming element in the vertex cache. Re-emit if * necessary. */ if (copy->vert_cache[slot].in != elt) { GLubyte *csr = copy->dstptr; GLuint i; for (i = 0; i < copy->nr_varying; i++) { const struct gl_vertex_array *srcarray = copy->varying[i].array; const GLubyte *srcptr = copy->varying[i].src_ptr + elt * srcarray->StrideB; memcpy(csr, srcptr, copy->varying[i].size); csr += copy->varying[i].size; #ifdef NAN_CHECK if (srcarray->Type == GL_FLOAT) { GLuint k; GLfloat *f = (GLfloat *) srcptr; for (k = 0; k < srcarray->Size; k++) { assert(!IS_INF_OR_NAN(f[k])); assert(f[k] <= 1.0e20 && f[k] >= -1.0e20); } } #endif if (0) { const GLuint *f = (const GLuint *)srcptr; GLuint j; printf(" varying %d: ", i); for (j = 0; j < copy->varying[i].size / 4; j++) printf("%x ", f[j]); printf("\n"); } } copy->vert_cache[slot].in = elt; copy->vert_cache[slot].out = copy->dstbuf_nr++; copy->dstptr += copy->vertex_size; assert(csr == copy->dstptr); assert(copy->dstptr == (copy->dstbuf + copy->dstbuf_nr * copy->vertex_size)); } copy->dstelt[copy->dstelt_nr++] = copy->vert_cache[slot].out; return check_flush(copy); } /** * Called at end of each primitive during replay. */ static void end(struct copy_context *copy, GLboolean end_flag) { struct _mesa_prim *prim = ©->dstprim[copy->dstprim_nr]; prim->end = end_flag; prim->count = copy->dstelt_nr - prim->start; if (++copy->dstprim_nr == MAX_PRIM || check_flush(copy)) { flush(copy); } } static void replay_elts(struct copy_context *copy) { GLuint i, j, k; GLboolean split; for (i = 0; i < copy->nr_prims; i++) { const struct _mesa_prim *prim = ©->prim[i]; const GLuint start = prim->start; GLuint first, incr; switch (prim->mode) { case GL_LINE_LOOP: /* Convert to linestrip and emit the final vertex explicitly, * but only in the resultant strip that requires it. */ j = 0; while (j != prim->count) { begin(copy, GL_LINE_STRIP, prim->begin && j == 0); for (split = GL_FALSE; j != prim->count && !split; j++) split = elt(copy, start + j); if (j == prim->count) { /* Done, emit final line. Split doesn't matter as * it is always raised a bit early so we can emit * the last verts if necessary! */ if (prim->end) (void)elt(copy, start + 0); end(copy, prim->end); } else { /* Wrap */ assert(split); end(copy, 0); j--; } } break; case GL_TRIANGLE_FAN: case GL_POLYGON: j = 2; while (j != prim->count) { begin(copy, prim->mode, prim->begin && j == 0); split = elt(copy, start+0); assert(!split); split = elt(copy, start+j-1); assert(!split); for (; j != prim->count && !split; j++) split = elt(copy, start+j); end(copy, prim->end && j == prim->count); if (j != prim->count) { /* Wrapped the primitive, need to repeat some vertices: */ j -= 1; } } break; default: (void)split_prim_inplace(prim->mode, &first, &incr); j = 0; while (j != prim->count) { begin(copy, prim->mode, prim->begin && j == 0); split = 0; for (k = 0; k < first; k++, j++) split |= elt(copy, start+j); assert(!split); for (; j != prim->count && !split;) for (k = 0; k < incr; k++, j++) split |= elt(copy, start+j); end(copy, prim->end && j == prim->count); if (j != prim->count) { /* Wrapped the primitive, need to repeat some vertices: */ assert(j > first - incr); j -= (first - incr); } } break; } } if (copy->dstprim_nr) flush(copy); } static void replay_init(struct copy_context *copy) { struct gl_context *ctx = copy->ctx; GLuint i; GLuint offset; const GLvoid *srcptr; /* Make a list of varying attributes and their vbo's. Also * calculate vertex size. */ copy->vertex_size = 0; for (i = 0; i < VERT_ATTRIB_MAX; i++) { struct gl_buffer_object *vbo = copy->array[i]->BufferObj; if (copy->array[i]->StrideB == 0) { copy->dstarray_ptr[i] = copy->array[i]; } else { GLuint j = copy->nr_varying++; copy->varying[j].attr = i; copy->varying[j].array = copy->array[i]; copy->varying[j].size = attr_size(copy->array[i]); copy->vertex_size += attr_size(copy->array[i]); if (_mesa_is_bufferobj(vbo) && !_mesa_bufferobj_mapped(vbo, MAP_INTERNAL)) ctx->Driver.MapBufferRange(ctx, 0, vbo->Size, GL_MAP_READ_BIT, vbo, MAP_INTERNAL); copy->varying[j].src_ptr = ADD_POINTERS(vbo->Mappings[MAP_INTERNAL].Pointer, copy->array[i]->Ptr); copy->dstarray_ptr[i] = ©->varying[j].dstarray; } } /* There must always be an index buffer. Currently require the * caller convert non-indexed prims to indexed. Could alternately * do it internally. */ if (_mesa_is_bufferobj(copy->ib->obj) && !_mesa_bufferobj_mapped(copy->ib->obj, MAP_INTERNAL)) ctx->Driver.MapBufferRange(ctx, 0, copy->ib->obj->Size, GL_MAP_READ_BIT, copy->ib->obj, MAP_INTERNAL); srcptr = (const GLubyte *) ADD_POINTERS(copy->ib->obj->Mappings[MAP_INTERNAL].Pointer, copy->ib->ptr); switch (copy->ib->index_size) { case 1: copy->translated_elt_buf = malloc(sizeof(GLuint) * copy->ib->count); copy->srcelt = copy->translated_elt_buf; for (i = 0; i < copy->ib->count; i++) copy->translated_elt_buf[i] = ((const GLubyte *)srcptr)[i]; break; case 2: copy->translated_elt_buf = malloc(sizeof(GLuint) * copy->ib->count); copy->srcelt = copy->translated_elt_buf; for (i = 0; i < copy->ib->count; i++) copy->translated_elt_buf[i] = ((const GLushort *)srcptr)[i]; break; case 4: copy->translated_elt_buf = NULL; copy->srcelt = (const GLuint *)srcptr; break; } /* Figure out the maximum allowed vertex buffer size: */ if (copy->vertex_size * copy->limits->max_verts <= copy->limits->max_vb_size) { copy->dstbuf_size = copy->limits->max_verts; } else { copy->dstbuf_size = copy->limits->max_vb_size / copy->vertex_size; } /* Allocate an output vertex buffer: * * XXX: This should be a VBO! */ copy->dstbuf = malloc(copy->dstbuf_size * copy->vertex_size); copy->dstptr = copy->dstbuf; /* Setup new vertex arrays to point into the output buffer: */ for (offset = 0, i = 0; i < copy->nr_varying; i++) { const struct gl_vertex_array *src = copy->varying[i].array; struct gl_vertex_array *dst = ©->varying[i].dstarray; dst->Size = src->Size; dst->Type = src->Type; dst->Format = GL_RGBA; dst->StrideB = copy->vertex_size; dst->Ptr = copy->dstbuf + offset; dst->Normalized = src->Normalized; dst->Integer = src->Integer; dst->Doubles = src->Doubles; dst->BufferObj = ctx->Shared->NullBufferObj; dst->_ElementSize = src->_ElementSize; offset += copy->varying[i].size; } /* Allocate an output element list: */ copy->dstelt_size = MIN2(65536, copy->ib->count * 2 + 3); copy->dstelt_size = MIN2(copy->dstelt_size, copy->limits->max_indices); copy->dstelt = malloc(sizeof(GLuint) * copy->dstelt_size); copy->dstelt_nr = 0; /* Setup the new index buffer to point to the allocated element * list: */ copy->dstib.count = 0; /* duplicates dstelt_nr */ copy->dstib.index_size = 4; copy->dstib.obj = ctx->Shared->NullBufferObj; copy->dstib.ptr = copy->dstelt; } /** * Free up everything allocated during split/replay. */ static void replay_finish(struct copy_context *copy) { struct gl_context *ctx = copy->ctx; GLuint i; /* Free our vertex and index buffers */ free(copy->translated_elt_buf); free(copy->dstbuf); free(copy->dstelt); /* Unmap VBO's */ for (i = 0; i < copy->nr_varying; i++) { struct gl_buffer_object *vbo = copy->varying[i].array->BufferObj; if (_mesa_is_bufferobj(vbo) && _mesa_bufferobj_mapped(vbo, MAP_INTERNAL)) ctx->Driver.UnmapBuffer(ctx, vbo, MAP_INTERNAL); } /* Unmap index buffer */ if (_mesa_is_bufferobj(copy->ib->obj) && _mesa_bufferobj_mapped(copy->ib->obj, MAP_INTERNAL)) { ctx->Driver.UnmapBuffer(ctx, copy->ib->obj, MAP_INTERNAL); } } /** * Split VBO into smaller pieces, draw the pieces. */ void vbo_split_copy(struct gl_context *ctx, const struct gl_vertex_array *arrays[], const struct _mesa_prim *prim, GLuint nr_prims, const struct _mesa_index_buffer *ib, vbo_draw_func draw, const struct split_limits *limits) { struct copy_context copy; GLuint i, this_nr_prims; for (i = 0; i < nr_prims;) { /* Our SW TNL pipeline doesn't handle basevertex yet, so bind_indices * will rebase the elements to the basevertex, and we'll only * emit strings of prims with the same basevertex in one draw call. */ for (this_nr_prims = 1; i + this_nr_prims < nr_prims; this_nr_prims++) { if (prim[i].basevertex != prim[i + this_nr_prims].basevertex) break; } memset(©, 0, sizeof(copy)); /* Require indexed primitives: */ assert(ib); copy.ctx = ctx; copy.array = arrays; copy.prim = &prim[i]; copy.nr_prims = this_nr_prims; copy.ib = ib; copy.draw = draw; copy.limits = limits; /* Clear the vertex cache: */ for (i = 0; i < ELT_TABLE_SIZE; i++) copy.vert_cache[i].in = ~0; replay_init(©); replay_elts(©); replay_finish(©); } }