Exemplo n.º 1
0
static GLboolean
vbo_maybe_split(struct gl_context *ctx, const struct gl_client_array **arrays,
	    const struct _mesa_prim *prims, GLuint nr_prims,
	    const struct _mesa_index_buffer *ib,
	    GLuint min_index, GLuint max_index)
{
	struct nouveau_context *nctx = to_nouveau_context(ctx);
	struct nouveau_render_state *render = to_render_state(ctx);
	struct nouveau_bufctx *bufctx = nctx->hw.bufctx;
	unsigned pushbuf_avail = PUSHBUF_DWORDS - 2 * (bufctx->relocs +
						       render->attr_count),
		vert_avail = get_max_vertices(ctx, NULL, pushbuf_avail),
		idx_avail = get_max_vertices(ctx, ib, pushbuf_avail);
	int stride;

	/* Try to keep client buffers smaller than the scratch BOs. */
	if (render->mode == VBO &&
	    (stride = get_max_client_stride(ctx, arrays)))
		    vert_avail = MIN2(vert_avail,
				      NOUVEAU_SCRATCH_SIZE / stride);

	if (max_index - min_index > vert_avail ||
	    (ib && ib->count > idx_avail)) {
		struct split_limits limits = {
			.max_verts = vert_avail,
			.max_indices = idx_avail,
			.max_vb_size = ~0,
		};

		vbo_split_prims(ctx, arrays, prims, nr_prims, ib, min_index,
				max_index, TAG(vbo_render_prims), &limits);
		return GL_TRUE;
	}

	return GL_FALSE;
}

/* VBO rendering path. */

static GLboolean
check_update_array(struct nouveau_array *a, unsigned offset,
		   struct nouveau_bo *bo, int *pdelta)
{
	int delta = *pdelta;
	GLboolean dirty;

	if (a->bo == bo) {
		if (delta < 0)
			delta = ((int)offset - (int)a->offset) / a->stride;

		dirty = (delta < 0 ||
			 offset != (a->offset + delta * a->stride));
	} else {
		dirty = GL_TRUE;
	}

	*pdelta = (dirty ? 0 : delta);
	return dirty;
}
Exemplo n.º 2
0
/* This is the main entrypoint into the slimmed-down software tnl
 * module.  In a regular swtnl driver, this can be plugged straight
 * into the vbo->Driver.DrawPrims() callback.
 */
void _tnl_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,
		      GLuint min_index,
		      GLuint max_index)
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   const GLuint TEST_SPLIT = 0;
   const GLint max = TEST_SPLIT ? 8 : tnl->vb.Size - MAX_CLIPPED_VERTICES;
   GLint max_basevertex = prim->basevertex;
   GLuint i;

   /* Mesa core state should have been validated already */
   assert(ctx->NewState == 0x0);

   if (!_mesa_check_conditional_render(ctx))
      return; /* don't draw */

   for (i = 1; i < nr_prims; i++)
      max_basevertex = MAX2(max_basevertex, prim[i].basevertex);

   if (0)
   {
      printf("%s %d..%d\n", __FUNCTION__, min_index, max_index);
      for (i = 0; i < nr_prims; i++)
	 printf("prim %d: %s start %d count %d\n", i, 
		_mesa_lookup_enum_by_nr(prim[i].mode),
		prim[i].start,
		prim[i].count);
   }

   if (min_index) {
      /* We always translate away calls with min_index != 0. 
       */
      vbo_rebase_prims( ctx, arrays, prim, nr_prims, ib, 
			min_index, max_index,
			_tnl_vbo_draw_prims );
      return;
   }
   else if ((GLint)max_index + max_basevertex > max) {
      /* The software TNL pipeline has a fixed amount of storage for
       * vertices and it is necessary to split incoming drawing commands
       * if they exceed that limit.
       */
      struct split_limits limits;
      limits.max_verts = max;
      limits.max_vb_size = ~0;
      limits.max_indices = ~0;

      /* This will split the buffers one way or another and
       * recursively call back into this function.
       */
      vbo_split_prims( ctx, arrays, prim, nr_prims, ib, 
		       0, max_index + prim->basevertex,
		       _tnl_vbo_draw_prims,
		       &limits );
   }
   else {
      /* May need to map a vertex buffer object for every attribute plus
       * one for the index buffer.
       */
      struct gl_buffer_object *bo[VERT_ATTRIB_MAX + 1];
      GLuint nr_bo = 0;
      GLuint inst;

      for (i = 0; i < nr_prims;) {
	 GLuint this_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;
	 }

         assert(prim[i].num_instances > 0);

	 /* Binding inputs may imply mapping some vertex buffer objects.
	  * They will need to be unmapped below.
	  */
         for (inst = 0; inst < prim[i].num_instances; inst++) {

            bind_prims(ctx, &prim[i], this_nr_prims);
            bind_inputs(ctx, arrays, max_index + prim[i].basevertex + 1,
                        bo, &nr_bo);
            bind_indices(ctx, ib, bo, &nr_bo);

            tnl->CurInstance = inst;
            TNL_CONTEXT(ctx)->Driver.RunPipeline(ctx);

            unmap_vbos(ctx, bo, nr_bo);
            free_space(ctx);
         }

	 i += this_nr_prims;
      }
   }
}
Exemplo n.º 3
0
/* This is the main entrypoint into the slimmed-down software tnl
 * module.  In a regular swtnl driver, this can be plugged straight
 * into the vbo->Driver.DrawPrims() callback.
 */
void _tnl_draw_prims( GLcontext *ctx,
		      const struct gl_client_array *arrays[],
		      const struct _mesa_prim *prim,
		      GLuint nr_prims,
		      const struct _mesa_index_buffer *ib,
		      GLuint min_index,
		      GLuint max_index)
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   const GLuint TEST_SPLIT = 0;
   const GLint max = TEST_SPLIT ? 8 : tnl->vb.Size - MAX_CLIPPED_VERTICES;

   if (0)
   {
      GLuint i;
      _mesa_printf("%s %d..%d\n", __FUNCTION__, min_index, max_index);
      for (i = 0; i < nr_prims; i++)
	 _mesa_printf("prim %d: %s start %d count %d\n", i, 
		      _mesa_lookup_enum_by_nr(prim[i].mode),
		      prim[i].start,
		      prim[i].count);
   }

   if (min_index) {
      /* We always translate away calls with min_index != 0. 
       */
      vbo_rebase_prims( ctx, arrays, prim, nr_prims, ib, 
			min_index, max_index,
			_tnl_draw_prims );
      return;
   }
   else if (max_index >= max) {
      /* The software TNL pipeline has a fixed amount of storage for
       * vertices and it is necessary to split incoming drawing commands
       * if they exceed that limit.
       */
      struct split_limits limits;
      limits.max_verts = max;
      limits.max_vb_size = ~0;
      limits.max_indices = ~0;

      /* This will split the buffers one way or another and
       * recursively call back into this function.
       */
      vbo_split_prims( ctx, arrays, prim, nr_prims, ib, 
		       0, max_index,
		       _tnl_draw_prims,
		       &limits );
   }
   else {
      /* May need to map a vertex buffer object for every attribute plus
       * one for the index buffer.
       */
      struct gl_buffer_object *bo[VERT_ATTRIB_MAX + 1];
      GLuint nr_bo = 0;

      /* Binding inputs may imply mapping some vertex buffer objects.
       * They will need to be unmapped below.
       */
      bind_inputs(ctx, arrays, max_index+1, bo, &nr_bo);
      bind_indices(ctx, ib, bo, &nr_bo);
      bind_prims(ctx, prim, nr_prims );

      TNL_CONTEXT(ctx)->Driver.RunPipeline(ctx);

      unmap_vbos(ctx, bo, nr_bo);
      free_space(ctx);
   }
}