/** * Compute min and max elements for nr_prims */ void vbo_get_minmax_indices(struct gl_context *ctx, const struct _mesa_prim *prims, const struct _mesa_index_buffer *ib, GLuint *min_index, GLuint *max_index, GLuint nr_prims) { GLuint tmp_min, tmp_max; GLuint i; GLuint count; *min_index = ~0; *max_index = 0; for (i = 0; i < nr_prims; i++) { const struct _mesa_prim *start_prim; start_prim = &prims[i]; count = start_prim->count; /* Do combination if possible to reduce map/unmap count */ while ((i + 1 < nr_prims) && (prims[i].start + prims[i].count == prims[i+1].start)) { count += prims[i+1].count; i++; } vbo_get_minmax_index(ctx, start_prim, ib, &tmp_min, &tmp_max, count); *min_index = MIN2(*min_index, tmp_min); *max_index = MAX2(*max_index, tmp_max); } }
/** * Do bounds checking on array element indexes. Check that the vertices * pointed to by the indices don't lie outside buffer object bounds. * \return GL_TRUE if OK, GL_FALSE if any indexed vertex goes is out of bounds */ static GLboolean check_index_bounds(struct gl_context *ctx, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex) { struct _mesa_prim prim; struct _mesa_index_buffer ib; GLuint min, max; /* Only the X Server needs to do this -- otherwise, accessing outside * array/BO bounds allows application termination. */ if (!ctx->Const.CheckArrayBounds) return GL_TRUE; memset(&prim, 0, sizeof(prim)); prim.count = count; memset(&ib, 0, sizeof(ib)); ib.type = type; ib.ptr = indices; ib.obj = ctx->Array.ElementArrayBufferObj; vbo_get_minmax_index(ctx, &prim, &ib, &min, &max); if ((int)(min + basevertex) < 0 || max + basevertex > ctx->Array.ArrayObj->_MaxElement) { /* the max element is out of bounds of one or more enabled arrays */ _mesa_warning(ctx, "glDrawElements() index=%u is out of bounds (max=%u)", max, ctx->Array.ArrayObj->_MaxElement); return GL_FALSE; } return GL_TRUE; }
static void r300DrawPrims(GLcontext *ctx, const struct gl_client_array *arrays[], const struct _mesa_prim *prim, GLuint nr_prims, const struct _mesa_index_buffer *ib, GLboolean index_bounds_valid, GLuint min_index, GLuint max_index) { GLboolean retval; /* This check should get folded into just the places that * min/max index are really needed. */ if (!index_bounds_valid) { vbo_get_minmax_index(ctx, prim, ib, &min_index, &max_index); } if (min_index) { radeon_print(RADEON_FALLBACKS, RADEON_IMPORTANT, "%s: Rebasing primitives. %p nr_prims %d min_index %u max_index %u\n", __func__, prim, nr_prims, min_index, max_index); vbo_rebase_prims( ctx, arrays, prim, nr_prims, ib, min_index, max_index, r300DrawPrims ); return; } /* Make an attempt at drawing */ retval = r300TryDrawPrims(ctx, arrays, prim, nr_prims, ib, min_index, max_index); /* If failed run tnl pipeline - it should take care of fallbacks */ if (!retval) _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index); }
void _tnl_vbo_draw_prims(struct gl_context *ctx, const struct gl_client_array *arrays[], const struct _mesa_prim *prim, GLuint nr_prims, const struct _mesa_index_buffer *ib, GLboolean index_bounds_valid, GLuint min_index, GLuint max_index) { if (!index_bounds_valid) vbo_get_minmax_index(ctx, prim, ib, &min_index, &max_index); _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index); }
void brw_draw_prims( struct gl_context *ctx, const struct gl_client_array *arrays[], const struct _mesa_prim *prim, GLuint nr_prims, const struct _mesa_index_buffer *ib, GLboolean index_bounds_valid, GLuint min_index, GLuint max_index ) { GLboolean retval; if (!_mesa_check_conditional_render(ctx)) return; if (!vbo_all_varyings_in_vbos(arrays)) { if (!index_bounds_valid) vbo_get_minmax_index(ctx, prim, ib, &min_index, &max_index); /* Decide if we want to rebase. If so we end up recursing once * only into this function. */ if (min_index != 0 && !vbo_any_varyings_in_vbos(arrays)) { vbo_rebase_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index, brw_draw_prims ); return; } } /* Make a first attempt at drawing: */ retval = brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index); /* Otherwise, we really are out of memory. Pass the drawing * command to the software tnl module and which will in turn call * swrast to do the drawing. */ if (!retval) { _swsetup_Wakeup(ctx); _tnl_wakeup(ctx); _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index); } }
static void evergreenDrawPrims(GLcontext *ctx, const struct gl_client_array *arrays[], const struct _mesa_prim *prim, GLuint nr_prims, const struct _mesa_index_buffer *ib, GLboolean index_bounds_valid, GLuint min_index, GLuint max_index) { GLboolean retval = GL_FALSE; context_t *context = EVERGREEN_CONTEXT(ctx); radeonContextPtr radeon = &context->radeon; radeon_prepare_render(radeon); /* This check should get folded into just the places that * min/max index are really needed. */ if (!vbo_all_varyings_in_vbos(arrays)) { if (!index_bounds_valid) vbo_get_minmax_index(ctx, prim, ib, &min_index, &max_index); /* do we want to rebase, minimizes the * amount of data to upload? */ if (min_index) { vbo_rebase_prims( ctx, arrays, prim, nr_prims, ib, min_index, max_index, evergreenDrawPrims ); return; } } /* Make an attempt at drawing */ retval = evergreenTryDrawPrims(ctx, arrays, prim, nr_prims, ib, min_index, max_index); /* If failed run tnl pipeline - it should take care of fallbacks */ if (!retval) { _swsetup_Wakeup(ctx); _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index); } }
/** * Called by VBO to draw arrays when in selection or feedback mode and * to implement glRasterPos. * This is very much like the normal draw_vbo() function above. * Look at code refactoring some day. * Might move this into the failover module some day. */ void st_feedback_draw_vbo(GLcontext *ctx, const struct gl_client_array **arrays, const struct _mesa_prim *prims, GLuint nr_prims, const struct _mesa_index_buffer *ib, GLboolean index_bounds_valid, GLuint min_index, GLuint max_index) { struct st_context *st = ctx->st; struct pipe_context *pipe = st->pipe; struct draw_context *draw = st->draw; const struct st_vertex_program *vp; const struct pipe_shader_state *vs; struct pipe_buffer *index_buffer_handle = 0; struct pipe_vertex_buffer vbuffers[PIPE_MAX_SHADER_INPUTS]; struct pipe_vertex_element velements[PIPE_MAX_ATTRIBS]; GLuint attr, i; ubyte *mapped_constants; assert(draw); st_validate_state(ctx->st); if (!index_bounds_valid) vbo_get_minmax_index(ctx, prims, ib, &min_index, &max_index); /* must get these after state validation! */ vp = ctx->st->vp; vs = &st->vp->state; if (!st->vp->draw_shader) { st->vp->draw_shader = draw_create_vertex_shader(draw, vs); } /* * Set up the draw module's state. * * We'd like to do this less frequently, but the normal state-update * code sends state updates to the pipe, not to our private draw module. */ assert(draw); draw_set_viewport_state(draw, &st->state.viewport); draw_set_clip_state(draw, &st->state.clip); draw_set_rasterizer_state(draw, &st->state.rasterizer); draw_bind_vertex_shader(draw, st->vp->draw_shader); set_feedback_vertex_format(ctx); /* loop over TGSI shader inputs to determine vertex buffer * and attribute info */ for (attr = 0; attr < vp->num_inputs; attr++) { const GLuint mesaAttr = vp->index_to_input[attr]; struct gl_buffer_object *bufobj = arrays[mesaAttr]->BufferObj; void *map; if (bufobj && bufobj->Name) { /* Attribute data is in a VBO. * Recall that for VBOs, the gl_client_array->Ptr field is * really an offset from the start of the VBO, not a pointer. */ struct st_buffer_object *stobj = st_buffer_object(bufobj); assert(stobj->buffer); vbuffers[attr].buffer = NULL; pipe_buffer_reference(&vbuffers[attr].buffer, stobj->buffer); vbuffers[attr].buffer_offset = pointer_to_offset(arrays[0]->Ptr); velements[attr].src_offset = arrays[mesaAttr]->Ptr - arrays[0]->Ptr; } else { /* attribute data is in user-space memory, not a VBO */ uint bytes = (arrays[mesaAttr]->Size * _mesa_sizeof_type(arrays[mesaAttr]->Type) * (max_index + 1)); /* wrap user data */ vbuffers[attr].buffer = pipe_user_buffer_create(pipe->screen, (void *) arrays[mesaAttr]->Ptr, bytes); vbuffers[attr].buffer_offset = 0; velements[attr].src_offset = 0; } /* common-case setup */ vbuffers[attr].stride = arrays[mesaAttr]->StrideB; /* in bytes */ vbuffers[attr].max_index = max_index; velements[attr].vertex_buffer_index = attr; velements[attr].nr_components = arrays[mesaAttr]->Size; velements[attr].src_format = st_pipe_vertex_format(arrays[mesaAttr]->Type, arrays[mesaAttr]->Size, arrays[mesaAttr]->Format, arrays[mesaAttr]->Normalized); assert(velements[attr].src_format); /* tell draw about this attribute */ #if 0 draw_set_vertex_buffer(draw, attr, &vbuffer[attr]); #endif /* map the attrib buffer */ map = pipe_buffer_map(pipe->screen, vbuffers[attr].buffer, PIPE_BUFFER_USAGE_CPU_READ); draw_set_mapped_vertex_buffer(draw, attr, map); } draw_set_vertex_buffers(draw, vp->num_inputs, vbuffers); draw_set_vertex_elements(draw, vp->num_inputs, velements); if (ib) { struct gl_buffer_object *bufobj = ib->obj; unsigned indexSize; void *map; switch (ib->type) { case GL_UNSIGNED_INT: indexSize = 4; break; case GL_UNSIGNED_SHORT: indexSize = 2; break; default: assert(0); return; } if (bufobj && bufobj->Name) { struct st_buffer_object *stobj = st_buffer_object(bufobj); index_buffer_handle = stobj->buffer; map = pipe_buffer_map(pipe->screen, index_buffer_handle, PIPE_BUFFER_USAGE_CPU_READ); draw_set_mapped_element_buffer(draw, indexSize, map); } else { draw_set_mapped_element_buffer(draw, indexSize, (void *) ib->ptr); } } else { /* no index/element buffer */ draw_set_mapped_element_buffer(draw, 0, NULL); } /* map constant buffers */ mapped_constants = pipe_buffer_map(pipe->screen, st->state.constants[PIPE_SHADER_VERTEX].buffer, PIPE_BUFFER_USAGE_CPU_READ); draw_set_mapped_constant_buffer(st->draw, mapped_constants, st->state.constants[PIPE_SHADER_VERTEX].buffer->size); /* draw here */ for (i = 0; i < nr_prims; i++) { draw_arrays(draw, prims[i].mode, prims[i].start, prims[i].count); } /* unmap constant buffers */ pipe_buffer_unmap(pipe->screen, st->state.constants[PIPE_SHADER_VERTEX].buffer); /* * unmap vertex/index buffers */ for (i = 0; i < PIPE_MAX_ATTRIBS; i++) { if (draw->pt.vertex_buffer[i].buffer) { pipe_buffer_unmap(pipe->screen, draw->pt.vertex_buffer[i].buffer); pipe_buffer_reference(&draw->pt.vertex_buffer[i].buffer, NULL); draw_set_mapped_vertex_buffer(draw, i, NULL); } } if (index_buffer_handle) { pipe_buffer_unmap(pipe->screen, index_buffer_handle); draw_set_mapped_element_buffer(draw, 0, NULL); } }