1 /*
2  * Mesa 3-D graphics library
3  *
4  * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the "Software"),
8  * to deal in the Software without restriction, including without limitation
9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10  * and/or sell copies of the Software, and to permit persons to whom the
11  * Software is furnished to do so, subject to the following conditions:
12  *
13  * The above copyright notice and this permission notice shall be included
14  * in all copies or substantial portions of the Software.
15  *
16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22  * OTHER DEALINGS IN THE SOFTWARE.
23  *
24  * Authors:
25  *    Keith Whitwell <keithw@vmware.com>
26  */
27 
28 #include <stdio.h>
29 
30 #include "main/glheader.h"
31 #include "main/arrayobj.h"
32 #include "main/bufferobj.h"
33 #include "main/condrender.h"
34 #include "main/context.h"
35 
36 #include "main/mtypes.h"
37 #include "main/macros.h"
38 #include "main/enums.h"
39 #include "main/varray.h"
40 #include "util/half_float.h"
41 
42 #include "t_context.h"
43 #include "t_rebase.h"
44 #include "tnl.h"
45 
46 
get_space(struct gl_context * ctx,GLuint bytes)47 static GLubyte *get_space(struct gl_context *ctx, GLuint bytes)
48 {
49    TNLcontext *tnl = TNL_CONTEXT(ctx);
50    GLubyte *space = malloc(bytes);
51 
52    tnl->block[tnl->nr_blocks++] = space;
53    return space;
54 }
55 
56 
free_space(struct gl_context * ctx)57 static void free_space(struct gl_context *ctx)
58 {
59    TNLcontext *tnl = TNL_CONTEXT(ctx);
60 
61    for (GLuint i = 0; i < tnl->nr_blocks; i++)
62       free(tnl->block[i]);
63 
64    tnl->nr_blocks = 0;
65 }
66 
67 
68 /* Convert the incoming array to GLfloats.  Understands the
69  * array->Normalized flag and selects the correct conversion method.
70  */
71 #define CONVERT( TYPE, MACRO ) do {		\
72    GLuint i, j;					\
73    if (attrib->Format.Normalized) {		\
74       for (i = 0; i < count; i++) {		\
75          const TYPE *in = (TYPE *)ptr;		\
76          for (j = 0; j < sz; j++) {		\
77             *fptr++ = MACRO(*in);		\
78             in++;				\
79          }					\
80          ptr += binding->Stride;		\
81       }						\
82    } else {					\
83       for (i = 0; i < count; i++) {		\
84          const TYPE *in = (TYPE *)ptr;		\
85          for (j = 0; j < sz; j++) {		\
86             *fptr++ = (GLfloat)(*in);		\
87             in++;				\
88          }					\
89          ptr += binding->Stride;		\
90       }						\
91    }						\
92 } while (0)
93 
94 
95 /**
96  * Convert array of BGRA/GLubyte[4] values to RGBA/float[4]
97  * \param ptr  input/ubyte array
98  * \param fptr  output/float array
99  */
100 static void
convert_bgra_to_float(const struct gl_vertex_buffer_binding * binding,const struct gl_array_attributes * attrib,const GLubyte * ptr,GLfloat * fptr,GLuint count)101 convert_bgra_to_float(const struct gl_vertex_buffer_binding *binding,
102                       const struct gl_array_attributes *attrib,
103                       const GLubyte *ptr, GLfloat *fptr,
104                       GLuint count)
105 {
106    GLuint i;
107    assert(attrib->Format.Normalized);
108    assert(attrib->Format.Size == 4);
109    for (i = 0; i < count; i++) {
110       const GLubyte *in = (GLubyte *) ptr;  /* in is in BGRA order */
111       *fptr++ = UBYTE_TO_FLOAT(in[2]);  /* red */
112       *fptr++ = UBYTE_TO_FLOAT(in[1]);  /* green */
113       *fptr++ = UBYTE_TO_FLOAT(in[0]);  /* blue */
114       *fptr++ = UBYTE_TO_FLOAT(in[3]);  /* alpha */
115       ptr += binding->Stride;
116    }
117 }
118 
119 static void
convert_half_to_float(const struct gl_vertex_buffer_binding * binding,const GLubyte * ptr,GLfloat * fptr,GLuint count,GLuint sz)120 convert_half_to_float(const struct gl_vertex_buffer_binding *binding,
121                       const GLubyte *ptr, GLfloat *fptr,
122                       GLuint count, GLuint sz)
123 {
124    GLuint i, j;
125 
126    for (i = 0; i < count; i++) {
127       GLhalfARB *in = (GLhalfARB *)ptr;
128 
129       for (j = 0; j < sz; j++)
130          *fptr++ = _mesa_half_to_float(in[j]);
131 
132       ptr += binding->Stride;
133    }
134 }
135 
136 /**
137  * \brief Convert fixed-point to floating-point.
138  *
139  * In OpenGL, a fixed-point number is a "signed 2's complement 16.16 scaled
140  * integer" (Table 2.2 of the OpenGL ES 2.0 spec).
141  *
142  * If the buffer has the \c normalized flag set, the formula
143  *     \code normalize(x) := (2*x + 1) / (2^16 - 1) \endcode
144  * is used to map the fixed-point numbers into the range [-1, 1].
145  */
146 static void
convert_fixed_to_float(const struct gl_vertex_buffer_binding * binding,const struct gl_array_attributes * attrib,const GLubyte * ptr,GLfloat * fptr,GLuint count)147 convert_fixed_to_float(const struct gl_vertex_buffer_binding *binding,
148                        const struct gl_array_attributes *attrib,
149                        const GLubyte *ptr, GLfloat *fptr,
150                        GLuint count)
151 {
152    GLuint i;
153    GLint j;
154    const GLint size = attrib->Format.Size;
155 
156    if (attrib->Format.Normalized) {
157       for (i = 0; i < count; ++i) {
158          const GLfixed *in = (GLfixed *) ptr;
159          for (j = 0; j < size; ++j) {
160             *fptr++ = (GLfloat) (2 * in[j] + 1) / (GLfloat) ((1 << 16) - 1);
161          }
162          ptr += binding->Stride;
163       }
164    } else {
165       for (i = 0; i < count; ++i) {
166          const GLfixed *in = (GLfixed *) ptr;
167          for (j = 0; j < size; ++j) {
168             *fptr++ = in[j] / (GLfloat) (1 << 16);
169          }
170          ptr += binding->Stride;
171       }
172    }
173 }
174 
175 /* Adjust pointer to point at first requested element, convert to
176  * floating point, populate VB->AttribPtr[].
177  */
_tnl_import_array(struct gl_context * ctx,GLuint attr,GLuint count,const struct gl_vertex_buffer_binding * binding,const struct gl_array_attributes * attrib,const GLubyte * ptr)178 static void _tnl_import_array(struct gl_context *ctx,
179                               GLuint attr,
180                               GLuint count,
181                               const struct gl_vertex_buffer_binding *binding,
182                               const struct gl_array_attributes *attrib,
183                               const GLubyte *ptr)
184 {
185    TNLcontext *tnl = TNL_CONTEXT(ctx);
186    struct vertex_buffer *VB = &tnl->vb;
187    GLuint stride = binding->Stride;
188 
189    if (attrib->Format.Type != GL_FLOAT) {
190       const GLuint sz = attrib->Format.Size;
191       GLubyte *buf = get_space(ctx, count * sz * sizeof(GLfloat));
192       GLfloat *fptr = (GLfloat *)buf;
193 
194       switch (attrib->Format.Type) {
195       case GL_BYTE:
196          CONVERT(GLbyte, BYTE_TO_FLOAT);
197          break;
198       case GL_UNSIGNED_BYTE:
199          if (attrib->Format.Format == GL_BGRA) {
200             /* See GL_EXT_vertex_array_bgra */
201             convert_bgra_to_float(binding, attrib, ptr, fptr, count);
202          }
203          else {
204             CONVERT(GLubyte, UBYTE_TO_FLOAT);
205          }
206          break;
207       case GL_SHORT:
208          CONVERT(GLshort, SHORT_TO_FLOAT);
209          break;
210       case GL_UNSIGNED_SHORT:
211          CONVERT(GLushort, USHORT_TO_FLOAT);
212          break;
213       case GL_INT:
214          CONVERT(GLint, INT_TO_FLOAT);
215          break;
216       case GL_UNSIGNED_INT:
217          CONVERT(GLuint, UINT_TO_FLOAT);
218          break;
219       case GL_DOUBLE:
220          CONVERT(GLdouble, (GLfloat));
221          break;
222       case GL_HALF_FLOAT:
223          convert_half_to_float(binding, ptr, fptr, count, sz);
224          break;
225       case GL_FIXED:
226          convert_fixed_to_float(binding, attrib, ptr, fptr, count);
227          break;
228       default:
229          unreachable("Invalid type.");
230       }
231 
232       ptr = buf;
233       stride = sz * sizeof(GLfloat);
234    }
235 
236    VB->AttribPtr[attr] = &tnl->tmp_inputs[attr];
237    VB->AttribPtr[attr]->data = (GLfloat (*)[4])ptr;
238    VB->AttribPtr[attr]->start = (GLfloat *)ptr;
239    VB->AttribPtr[attr]->count = count;
240    VB->AttribPtr[attr]->stride = stride;
241    VB->AttribPtr[attr]->size = attrib->Format.Size;
242 
243    /* This should die, but so should the whole GLvector4f concept:
244     */
245    VB->AttribPtr[attr]->flags = (((1<<attrib->Format.Size)-1) |
246                                  VEC_NOT_WRITEABLE |
247                                  (stride == 4*sizeof(GLfloat) ? 0 : VEC_BAD_STRIDE));
248 
249    VB->AttribPtr[attr]->storage = NULL;
250 }
251 
252 #define CLIPVERTS  ((6 + MAX_CLIP_PLANES) * 2)
253 
254 
_tnl_import_edgeflag(struct gl_context * ctx,const GLvector4f * input,GLuint count)255 static GLboolean *_tnl_import_edgeflag(struct gl_context *ctx,
256                                        const GLvector4f *input,
257                                        GLuint count)
258 {
259    const GLubyte *ptr = (const GLubyte *)input->data;
260    const GLuint stride = input->stride;
261    GLboolean *space = (GLboolean *)get_space(ctx, count + CLIPVERTS);
262    GLboolean *bptr = space;
263 
264    for (GLuint i = 0; i < count; i++) {
265       *bptr++ = ((GLfloat *)ptr)[0] == 1.0F;
266       ptr += stride;
267    }
268 
269    return space;
270 }
271 
272 
bind_inputs(struct gl_context * ctx,const struct tnl_vertex_array * inputs,GLint count,struct gl_buffer_object ** bo,GLuint * nr_bo)273 static void bind_inputs(struct gl_context *ctx,
274                         const struct tnl_vertex_array *inputs,
275                         GLint count,
276                         struct gl_buffer_object **bo,
277                         GLuint *nr_bo)
278 {
279    TNLcontext *tnl = TNL_CONTEXT(ctx);
280    struct vertex_buffer *VB = &tnl->vb;
281 
282    /* Map all the VBOs
283     */
284    for (unsigned i = 0; i < VERT_ATTRIB_MAX; i++) {
285       const struct tnl_vertex_array *array = &inputs[i];
286       const struct gl_vertex_buffer_binding *binding = array->BufferBinding;
287       const struct gl_array_attributes *attrib = array->VertexAttrib;
288       const void *ptr;
289 
290       if (binding->BufferObj) {
291          if (!binding->BufferObj->Mappings[MAP_INTERNAL].Pointer) {
292             bo[*nr_bo] = binding->BufferObj;
293             (*nr_bo)++;
294             ctx->Driver.MapBufferRange(ctx, 0, binding->BufferObj->Size,
295                                        GL_MAP_READ_BIT,
296                                        binding->BufferObj,
297                                        MAP_INTERNAL);
298 
299             assert(binding->BufferObj->Mappings[MAP_INTERNAL].Pointer);
300          }
301 
302          ptr = ADD_POINTERS(binding->BufferObj->Mappings[MAP_INTERNAL].Pointer,
303                             binding->Offset + attrib->RelativeOffset);
304       } else
305          ptr = attrib->Ptr;
306 
307       /* Just make sure the array is floating point, otherwise convert to
308        * temporary storage.
309        *
310        * XXX: remove the GLvector4f type at some stage and just use
311        * client arrays.
312        */
313       _tnl_import_array(ctx, i, count, binding, attrib, ptr);
314    }
315 
316    /* We process only the vertices between min & max index:
317     */
318    VB->Count = count;
319 
320    /* These should perhaps be part of _TNL_ATTRIB_* */
321    VB->BackfaceColorPtr = NULL;
322    VB->BackfaceIndexPtr = NULL;
323    VB->BackfaceSecondaryColorPtr = NULL;
324 
325    /* Clipping and drawing code still requires this to be a packed
326     * array of ubytes which can be written into.  TODO: Fix and
327     * remove.
328     */
329    if (ctx->Polygon.FrontMode != GL_FILL ||
330        ctx->Polygon.BackMode != GL_FILL) {
331       VB->EdgeFlag = _tnl_import_edgeflag(ctx,
332                                           VB->AttribPtr[_TNL_ATTRIB_EDGEFLAG],
333                                           VB->Count);
334    } else {
335       /* the data previously pointed to by EdgeFlag may have been freed */
336       VB->EdgeFlag = NULL;
337    }
338 }
339 
340 
341 /* Translate indices to GLuints and store in VB->Elts.
342  */
bind_indices(struct gl_context * ctx,const struct _mesa_index_buffer * ib,struct gl_buffer_object ** bo,GLuint * nr_bo)343 static void bind_indices(struct gl_context *ctx,
344                          const struct _mesa_index_buffer *ib,
345                          struct gl_buffer_object **bo,
346                          GLuint *nr_bo)
347 {
348    TNLcontext *tnl = TNL_CONTEXT(ctx);
349    struct vertex_buffer *VB = &tnl->vb;
350    GLuint i;
351    const void *ptr;
352 
353    if (!ib) {
354       VB->Elts = NULL;
355       return;
356    }
357 
358    if (ib->obj) {
359       if (!_mesa_bufferobj_mapped(ib->obj, MAP_INTERNAL)) {
360          /* if the buffer object isn't mapped yet, map it now */
361          bo[*nr_bo] = ib->obj;
362          (*nr_bo)++;
363          ptr = ctx->Driver.MapBufferRange(ctx, (GLsizeiptr) ib->ptr,
364                                           ib->count << ib->index_size_shift,
365                                           GL_MAP_READ_BIT, ib->obj,
366                                           MAP_INTERNAL);
367          assert(ib->obj->Mappings[MAP_INTERNAL].Pointer);
368       } else {
369          /* user-space elements, or buffer already mapped */
370          ptr = ADD_POINTERS(ib->obj->Mappings[MAP_INTERNAL].Pointer, ib->ptr);
371       }
372    } else
373       ptr = ib->ptr;
374 
375    if (ib->index_size_shift == 2 && VB->Primitive[0].basevertex == 0) {
376       VB->Elts = (GLuint *) ptr;
377    }
378    else {
379       GLuint *elts = (GLuint *)get_space(ctx, ib->count * sizeof(GLuint));
380       VB->Elts = elts;
381 
382       if (ib->index_size_shift == 2) {
383          const GLuint *in = (GLuint *)ptr;
384          for (i = 0; i < ib->count; i++)
385             *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
386       }
387       else if (ib->index_size_shift == 1) {
388          const GLushort *in = (GLushort *)ptr;
389          for (i = 0; i < ib->count; i++)
390             *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
391       }
392       else {
393          const GLubyte *in = (GLubyte *)ptr;
394          for (i = 0; i < ib->count; i++)
395             *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
396       }
397    }
398 }
399 
bind_prims(struct gl_context * ctx,const struct _mesa_prim * prim,GLuint nr_prims)400 static void bind_prims(struct gl_context *ctx,
401                        const struct _mesa_prim *prim,
402                        GLuint nr_prims)
403 {
404    TNLcontext *tnl = TNL_CONTEXT(ctx);
405    struct vertex_buffer *VB = &tnl->vb;
406 
407    VB->Primitive = prim;
408    VB->PrimitiveCount = nr_prims;
409 }
410 
unmap_vbos(struct gl_context * ctx,struct gl_buffer_object ** bo,GLuint nr_bo)411 static void unmap_vbos(struct gl_context *ctx,
412                        struct gl_buffer_object **bo,
413                        GLuint nr_bo)
414 {
415    for (GLuint i = 0; i < nr_bo; i++) {
416       ctx->Driver.UnmapBuffer(ctx, bo[i], MAP_INTERNAL);
417    }
418 }
419 
420 
421 /* This is the main workhorse doing all the rendering work.
422  */
_tnl_draw_prims(struct gl_context * ctx,const struct tnl_vertex_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,GLuint num_instances,GLuint base_instance)423 void _tnl_draw_prims(struct gl_context *ctx,
424                      const struct tnl_vertex_array *arrays,
425                      const struct _mesa_prim *prim,
426                      GLuint nr_prims,
427                      const struct _mesa_index_buffer *ib,
428                      GLboolean index_bounds_valid,
429                      GLuint min_index,
430                      GLuint max_index,
431                      GLuint num_instances,
432                      GLuint base_instance)
433 {
434    TNLcontext *tnl = TNL_CONTEXT(ctx);
435    const GLuint TEST_SPLIT = 0;
436    const GLint max = TEST_SPLIT ? 8 : tnl->vb.Size - MAX_CLIPPED_VERTICES;
437    GLint max_basevertex = prim->basevertex;
438    GLuint i;
439 
440    if (!index_bounds_valid)
441       vbo_get_minmax_indices(ctx, prim, ib, &min_index, &max_index, nr_prims);
442 
443    /* Mesa core state should have been validated already */
444    assert(ctx->NewState == 0x0);
445 
446    if (!_mesa_check_conditional_render(ctx))
447       return; /* don't draw */
448 
449    for (i = 1; i < nr_prims; i++)
450       max_basevertex = MAX2(max_basevertex, prim[i].basevertex);
451 
452    if (0) {
453       printf("%s %d..%d\n", __func__, min_index, max_index);
454       for (i = 0; i < nr_prims; i++)
455          printf("prim %d: %s start %d count %d\n", i,
456                 _mesa_enum_to_string(prim[i].mode),
457                 prim[i].start,
458                 prim[i].count);
459    }
460 
461    if (min_index) {
462       /* We always translate away calls with min_index != 0.
463        */
464       t_rebase_prims(ctx, arrays, prim, nr_prims, ib,
465                      min_index, max_index, num_instances, base_instance,
466                      _tnl_draw_prims);
467       return;
468    }
469    else if ((GLint)max_index + max_basevertex > max) {
470       /* The software TNL pipeline has a fixed amount of storage for
471        * vertices and it is necessary to split incoming drawing commands
472        * if they exceed that limit.
473        */
474       struct split_limits limits;
475       limits.max_verts = max;
476       limits.max_vb_size = ~0;
477       limits.max_indices = ~0;
478 
479       /* This will split the buffers one way or another and
480        * recursively call back into this function.
481        */
482       _tnl_split_prims(ctx, arrays, prim, nr_prims, ib,
483                        0, max_index + prim->basevertex,
484                        num_instances, base_instance,
485                        _tnl_draw_prims,
486                        &limits);
487    }
488    else {
489       /* May need to map a vertex buffer object for every attribute plus
490        * one for the index buffer.
491        */
492       struct gl_buffer_object *bo[VERT_ATTRIB_MAX + 1];
493       GLuint nr_bo = 0;
494       GLuint inst;
495 
496       assert(num_instances > 0);
497 
498       for (i = 0; i < nr_prims;) {
499          GLuint this_nr_prims;
500 
501          /* Our SW TNL pipeline doesn't handle basevertex yet, so bind_indices
502           * will rebase the elements to the basevertex, and we'll only
503           * emit strings of prims with the same basevertex in one draw call.
504           */
505          for (this_nr_prims = 1; i + this_nr_prims < nr_prims;
506               this_nr_prims++) {
507             if (prim[i].basevertex != prim[i + this_nr_prims].basevertex)
508                break;
509          }
510 
511          /* Binding inputs may imply mapping some vertex buffer objects.
512           * They will need to be unmapped below.
513           */
514          for (inst = 0; inst < num_instances; inst++) {
515 
516             bind_prims(ctx, &prim[i], this_nr_prims);
517             bind_inputs(ctx, arrays, max_index + prim[i].basevertex + 1,
518                         bo, &nr_bo);
519             bind_indices(ctx, ib, bo, &nr_bo);
520 
521             tnl->CurInstance = inst;
522             TNL_CONTEXT(ctx)->Driver.RunPipeline(ctx);
523 
524             unmap_vbos(ctx, bo, nr_bo);
525             free_space(ctx);
526          }
527 
528          i += this_nr_prims;
529       }
530    }
531 }
532 
533 
534 void
_tnl_init_inputs(struct tnl_inputs * inputs)535 _tnl_init_inputs(struct tnl_inputs *inputs)
536 {
537    inputs->current = 0;
538    inputs->vertex_processing_mode = VP_MODE_FF;
539 }
540 
541 
542 /**
543  * Update the tnl_inputs's arrays to point to the vao->_VertexArray arrays
544  * according to the 'enable' bitmask.
545  * \param enable  bitfield of VERT_BIT_x flags.
546  */
547 static inline void
update_vao_inputs(struct gl_context * ctx,struct tnl_inputs * inputs,GLbitfield enable)548 update_vao_inputs(struct gl_context *ctx,
549                   struct tnl_inputs *inputs, GLbitfield enable)
550 {
551    const struct gl_vertex_array_object *vao = ctx->Array._DrawVAO;
552 
553    /* Make sure we process only arrays enabled in the VAO */
554    assert((enable & ~_mesa_get_vao_vp_inputs(vao)) == 0);
555 
556    /* Fill in the client arrays from the VAO */
557    const struct gl_vertex_buffer_binding *bindings = &vao->BufferBinding[0];
558    while (enable) {
559       const int attr = u_bit_scan(&enable);
560       struct tnl_vertex_array *input = &inputs->inputs[attr];
561       const struct gl_array_attributes *attrib;
562       attrib = _mesa_draw_array_attrib(vao, attr);
563       input->VertexAttrib = attrib;
564       input->BufferBinding = &bindings[attrib->BufferBindingIndex];
565    }
566 }
567 
568 
569 /**
570  * Update the tnl_inputs's arrays to point to the vbo->currval arrays
571  * according to the 'current' bitmask.
572  * \param current  bitfield of VERT_BIT_x flags.
573  */
574 static inline void
update_current_inputs(struct gl_context * ctx,struct tnl_inputs * inputs,GLbitfield current)575 update_current_inputs(struct gl_context *ctx,
576                       struct tnl_inputs *inputs, GLbitfield current)
577 {
578    gl_vertex_processing_mode mode = ctx->VertexProgram._VPMode;
579 
580    /* All previously non current array pointers need update. */
581    GLbitfield mask = current & ~inputs->current;
582    /* On mode change, the slots aliasing with materials need update too */
583    if (mode != inputs->vertex_processing_mode)
584       mask |= current & VERT_BIT_MAT_ALL;
585 
586    while (mask) {
587       const int attr = u_bit_scan(&mask);
588       struct tnl_vertex_array *input = &inputs->inputs[attr];
589       input->VertexAttrib = _vbo_current_attrib(ctx, attr);
590       input->BufferBinding = _vbo_current_binding(ctx);
591    }
592 
593    inputs->current = current;
594    inputs->vertex_processing_mode = mode;
595 }
596 
597 
598 /**
599  * Update the tnl_inputs's arrays to point to the vao->_VertexArray and
600  * vbo->currval arrays according to Array._DrawVAO and
601  * Array._DrawVAOEnableAttribs.
602  */
603 void
_tnl_update_inputs(struct gl_context * ctx,struct tnl_inputs * inputs)604 _tnl_update_inputs(struct gl_context *ctx, struct tnl_inputs *inputs)
605 {
606    const GLbitfield enable = ctx->Array._DrawVAOEnabledAttribs;
607 
608    /* Update array input pointers */
609    update_vao_inputs(ctx, inputs, enable);
610 
611    /* The rest must be current inputs. */
612    update_current_inputs(ctx, inputs, ~enable & VERT_BIT_ALL);
613 }
614 
615 
616 const struct tnl_vertex_array *
_tnl_bind_inputs(struct gl_context * ctx)617 _tnl_bind_inputs(struct gl_context *ctx)
618 {
619    TNLcontext *tnl = TNL_CONTEXT(ctx);
620    _tnl_update_inputs(ctx, &tnl->draw_arrays);
621    return tnl->draw_arrays.inputs;
622 }
623 
624 
625 /* This is the main entrypoint into the slimmed-down software tnl
626  * module.  In a regular swtnl driver, this can be plugged straight
627  * into the ctx->Driver.Draw() callback.
628  */
629 void
_tnl_draw(struct gl_context * ctx,const struct _mesa_prim * prim,GLuint nr_prims,const struct _mesa_index_buffer * ib,GLboolean index_bounds_valid,GLuint min_index,GLuint max_index,GLuint num_instances,GLuint base_instance,UNUSED struct gl_transform_feedback_object * tfb_vertcount,UNUSED unsigned stream)630 _tnl_draw(struct gl_context *ctx,
631           const struct _mesa_prim *prim, GLuint nr_prims,
632           const struct _mesa_index_buffer *ib,
633           GLboolean index_bounds_valid, GLuint min_index, GLuint max_index,
634           GLuint num_instances, GLuint base_instance,
635           UNUSED struct gl_transform_feedback_object *tfb_vertcount,
636           UNUSED unsigned stream)
637 {
638    /* Update TNLcontext::draw_arrays and return that pointer.
639     */
640    const struct tnl_vertex_array* arrays = _tnl_bind_inputs(ctx);
641 
642    _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib,
643                    index_bounds_valid, min_index, max_index,
644                    num_instances, base_instance);
645 }
646 
647 
648 void
_tnl_init_driver_draw_function(struct dd_function_table * functions)649 _tnl_init_driver_draw_function(struct dd_function_table *functions)
650 {
651    functions->Draw = _tnl_draw;
652 }
653