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📄 vbo_exec_array.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/************************************************************************** *  * Copyright 2003 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. *  **************************************************************************/#include "main/glheader.h"#include "main/context.h"#include "main/state.h"#include "main/api_validate.h"#include "main/api_noop.h"#include "vbo_context.h"/* Compute min and max elements for drawelements calls. */static void get_minmax_index( GLuint count, GLuint type, 			      const GLvoid *indices,			      GLuint *min_index,			      GLuint *max_index){   GLint i;   switch(type) {   case GL_UNSIGNED_INT: {      const GLuint *ui_indices = (const GLuint *)indices;      GLuint max_ui = ui_indices[0];      GLuint min_ui = ui_indices[0];      for (i = 1; i < count; i++) {	 if (ui_indices[i] > max_ui) max_ui = ui_indices[i];	 if (ui_indices[i] < min_ui) min_ui = ui_indices[i];      }      *min_index = min_ui;      *max_index = max_ui;      break;   }   case GL_UNSIGNED_SHORT: {      const GLushort *us_indices = (const GLushort *)indices;      GLuint max_us = us_indices[0];      GLuint min_us = us_indices[0];      for (i = 1; i < count; i++) {	 if (us_indices[i] > max_us) max_us = us_indices[i];	 if (us_indices[i] < min_us) min_us = us_indices[i];      }      *min_index = min_us;      *max_index = max_us;      break;   }   case GL_UNSIGNED_BYTE: {      const GLubyte *ub_indices = (const GLubyte *)indices;      GLuint max_ub = ub_indices[0];      GLuint min_ub = ub_indices[0];      for (i = 1; i < count; i++) {	 if (ub_indices[i] > max_ub) max_ub = ub_indices[i];	 if (ub_indices[i] < min_ub) min_ub = ub_indices[i];      }      *min_index = min_ub;      *max_index = max_ub;      break;   }   default:      assert(0);      break;   }}/* Just translate the arrayobj into a sane layout. */static void bind_array_obj( GLcontext *ctx ){   struct vbo_context *vbo = vbo_context(ctx);   struct vbo_exec_context *exec = &vbo->exec;   GLuint i;   /* TODO: Fix the ArrayObj struct to keep legacy arrays in an array    * rather than as individual named arrays.  Then this function can    * go away.    */   exec->array.legacy_array[VERT_ATTRIB_POS] = &ctx->Array.ArrayObj->Vertex;   exec->array.legacy_array[VERT_ATTRIB_WEIGHT] = &vbo->legacy_currval[VERT_ATTRIB_WEIGHT];   exec->array.legacy_array[VERT_ATTRIB_NORMAL] = &ctx->Array.ArrayObj->Normal;   exec->array.legacy_array[VERT_ATTRIB_COLOR0] = &ctx->Array.ArrayObj->Color;   exec->array.legacy_array[VERT_ATTRIB_COLOR1] = &ctx->Array.ArrayObj->SecondaryColor;   exec->array.legacy_array[VERT_ATTRIB_FOG] = &ctx->Array.ArrayObj->FogCoord;   exec->array.legacy_array[VERT_ATTRIB_COLOR_INDEX] = &ctx->Array.ArrayObj->Index;   exec->array.legacy_array[VERT_ATTRIB_EDGEFLAG] = &ctx->Array.ArrayObj->EdgeFlag;   for (i = 0; i < 8; i++)      exec->array.legacy_array[VERT_ATTRIB_TEX0 + i] = &ctx->Array.ArrayObj->TexCoord[i];   for (i = 0; i < VERT_ATTRIB_MAX; i++)      exec->array.generic_array[i] = &ctx->Array.ArrayObj->VertexAttrib[i];      exec->array.array_obj = ctx->Array.ArrayObj->Name;}static void recalculate_input_bindings( GLcontext *ctx ){   struct vbo_context *vbo = vbo_context(ctx);   struct vbo_exec_context *exec = &vbo->exec;   const struct gl_client_array **inputs = &exec->array.inputs[0];   GLuint i;   exec->array.program_mode = get_program_mode(ctx);   exec->array.enabled_flags = ctx->Array.ArrayObj->_Enabled;   switch (exec->array.program_mode) {   case VP_NONE:      /* When no vertex program is active, we put the material values       * into the generic slots.  This is the only situation where       * material values are available as per-vertex attributes.       */      for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {	 if (exec->array.legacy_array[i]->Enabled)	    inputs[i] = exec->array.legacy_array[i];	 else	    inputs[i] = &vbo->legacy_currval[i];      }      for (i = 0; i < MAT_ATTRIB_MAX; i++) {	 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->mat_currval[i];      }      /* Could use just about anything, just to fill in the empty       * slots:       */      for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_MAX - VERT_ATTRIB_GENERIC0; i++)	 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];      break;   case VP_NV:      /* NV_vertex_program - attribute arrays alias and override       * conventional, legacy arrays.  No materials, and the generic       * slots are vacant.       */      for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {	 if (exec->array.generic_array[i]->Enabled)	    inputs[i] = exec->array.generic_array[i];	 else if (exec->array.legacy_array[i]->Enabled)	    inputs[i] = exec->array.legacy_array[i];	 else	    inputs[i] = &vbo->legacy_currval[i];      }      /* Could use just about anything, just to fill in the empty       * slots:       */      for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++)	 inputs[i] = &vbo->generic_currval[i - VERT_ATTRIB_GENERIC0];      break;   case VP_ARB:      /* ARB_vertex_program - Only the attribute zero (position) array       * aliases and overrides the legacy position array.         *       * Otherwise, legacy attributes available in the legacy slots,       * generic attributes in the generic slots and materials are not       * available as per-vertex attributes.       */      if (exec->array.generic_array[0]->Enabled)	 inputs[0] = exec->array.generic_array[0];      else if (exec->array.legacy_array[0]->Enabled)	 inputs[0] = exec->array.legacy_array[0];      else	 inputs[0] = &vbo->legacy_currval[0];      for (i = 1; i <= VERT_ATTRIB_TEX7; i++) {	 if (exec->array.legacy_array[i]->Enabled)	    inputs[i] = exec->array.legacy_array[i];	 else	    inputs[i] = &vbo->legacy_currval[i];      }      for (i = 0; i < 16; i++) {	 if (exec->array.generic_array[i]->Enabled)	    inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i];	 else	    inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];      }      break;   }}static void bind_arrays( GLcontext *ctx ){#if 0   if (ctx->Array.ArrayObj.Name != exec->array.array_obj) {      bind_array_obj(ctx);      recalculate_input_bindings(ctx);   }   else if (exec->array.program_mode != get_program_mode(ctx) ||	    exec->array.enabled_flags != ctx->Array.ArrayObj->_Enabled) {            recalculate_input_bindings(ctx);   }#else   bind_array_obj(ctx);   recalculate_input_bindings(ctx);#endif}/*********************************************************************** * API functions. */static void GLAPIENTRYvbo_exec_DrawArrays(GLenum mode, GLint start, GLsizei count){   GET_CURRENT_CONTEXT(ctx);   struct vbo_context *vbo = vbo_context(ctx);   struct vbo_exec_context *exec = &vbo->exec;   struct _mesa_prim prim[1];   if (!_mesa_validate_DrawArrays( ctx, mode, start, count ))      return;   FLUSH_CURRENT( ctx, 0 );   if (ctx->NewState)      _mesa_update_state( ctx );         if (!vbo_validate_shaders(ctx)) {      _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawArrays(bad shader)");      return;   }   bind_arrays( ctx );   prim[0].begin = 1;   prim[0].end = 1;   prim[0].weak = 0;   prim[0].pad = 0;   prim[0].mode = mode;   prim[0].start = start;   prim[0].count = count;   prim[0].indexed = 0;   vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL, start, start + count - 1 );}static void GLAPIENTRYvbo_exec_DrawRangeElements(GLenum mode,			   GLuint start, GLuint end,			   GLsizei count, GLenum type, const GLvoid *indices){   GET_CURRENT_CONTEXT(ctx);   struct vbo_context *vbo = vbo_context(ctx);   struct vbo_exec_context *exec = &vbo->exec;   struct _mesa_index_buffer ib;   struct _mesa_prim prim[1];   if (!_mesa_validate_DrawRangeElements( ctx, mode, start, end, count, type, indices ))      return;   FLUSH_CURRENT( ctx, 0 );   if (ctx->NewState)      _mesa_update_state( ctx );   if (!vbo_validate_shaders(ctx)) {      _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements(bad shader)");      return;   }   bind_arrays( ctx );   ib.count = count;   ib.type = type;    ib.obj = ctx->Array.ElementArrayBufferObj;   ib.ptr = indices;   prim[0].begin = 1;   prim[0].end = 1;   prim[0].weak = 0;   prim[0].pad = 0;   prim[0].mode = mode;   prim[0].start = 0;   prim[0].count = count;   prim[0].indexed = 1;   /* Need to give special consideration to rendering a range of    * indices starting somewhere above zero.  Typically the    * application is issuing multiple DrawRangeElements() to draw    * successive primitives layed out linearly in the vertex arrays.    * Unless the vertex arrays are all in a VBO (or locked as with    * CVA), the OpenGL semantics imply that we need to re-read or    * re-upload the vertex data on each draw call.      *    * In the case of hardware tnl, we want to avoid starting the    * upload at zero, as it will mean every draw call uploads an    * increasing amount of not-used vertex data.  Worse - in the    * software tnl module, all those vertices might be transformed and    * lit but never rendered.    *    * If we just upload or transform the vertices in start..end,    * however, the indices will be incorrect.    *    * At this level, we don't know exactly what the requirements of    * the backend are going to be, though it will likely boil down to    * either:    *    * 1) Do nothing, everything is in a VBO and is processed once    *       only.    *    * 2) Adjust the indices and vertex arrays so that start becomes    *    zero.    *    * Rather than doing anything here, I'll provide a helper function    * for the latter case elsewhere.    */   vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib, start, end );}static void GLAPIENTRYvbo_exec_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices){   GET_CURRENT_CONTEXT(ctx);   GLuint min_index = 0;   GLuint max_index = 0;   if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices ))      return;   if (!vbo_validate_shaders(ctx)) {      _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawElements(bad shader)");      return;   }   if (ctx->Array.ElementArrayBufferObj->Name) {      const GLvoid *map = ctx->Driver.MapBuffer(ctx,						 GL_ELEMENT_ARRAY_BUFFER_ARB,						 GL_READ_ONLY,						 ctx->Array.ElementArrayBufferObj);      get_minmax_index(count, type, ADD_POINTERS(map, indices), &min_index, &max_index);      ctx->Driver.UnmapBuffer(ctx,			      GL_ELEMENT_ARRAY_BUFFER_ARB,			      ctx->Array.ElementArrayBufferObj);   }   else {      get_minmax_index(count, type, indices, &min_index, &max_index);   }   vbo_exec_DrawRangeElements(mode, min_index, max_index, count, type, indices);}/*********************************************************************** * Initialization */void vbo_exec_array_init( struct vbo_exec_context *exec ){#if 1   exec->vtxfmt.DrawArrays = vbo_exec_DrawArrays;   exec->vtxfmt.DrawElements = vbo_exec_DrawElements;   exec->vtxfmt.DrawRangeElements = vbo_exec_DrawRangeElements;#else   exec->vtxfmt.DrawArrays = _mesa_noop_DrawArrays;   exec->vtxfmt.DrawElements = _mesa_noop_DrawElements;   exec->vtxfmt.DrawRangeElements = _mesa_noop_DrawRangeElements;#endif}void vbo_exec_array_destroy( struct vbo_exec_context *exec ){   /* nothing to do */}

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