/*
* 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(©);
}
}