[Mesa-dev] [PATCH] vbo: Correctly handle attribute offsets in dlist draw.
Mathias Fröhlich
Mathias.Froehlich at gmx.net
Wed Oct 12 10:10:46 UTC 2016
On Wednesday, 24 August 2016 08:32:10 CEST Mathias.Froehlich at gmx.net wrote:
> From: Mathias Fröhlich <mathias.froehlich at web.de>
>
> Hi all,
>
> kind of a ping with a rephrased commit message
> and the style change.
> Please review.
Ping.
best
Mathias
>
> Thanks!
>
> Mathias
>
>
> When executing a display list draw, for the offset
> list to be correct, the offset computation needs to
> accumulate all attribute size values in order.
> Specifically, if we are shuffling around the position
> and generic0 attributes, we may violate the order or
> if we do not walk the generic vbo attributes we may
> skip some of the attributes.
> Even if this is an unlikely usecase we can fix this
> by precomputing the offsets on the full attribute list
> and store the full offset list in the display list node.
>
> v2: Formatting fix
>
> Signed-off-by: Mathias Fröhlich <Mathias.Froehlich at web.de>
> ---
> src/mesa/vbo/vbo_save.h | 1 +
> src/mesa/vbo/vbo_save_api.c | 5 +++++
> src/mesa/vbo/vbo_save_draw.c | 35 +++++++++++++++++------------------
> 3 files changed, 23 insertions(+), 18 deletions(-)
>
> diff --git a/src/mesa/vbo/vbo_save.h b/src/mesa/vbo/vbo_save.h
> index 2843b3c..a61973f 100644
> --- a/src/mesa/vbo/vbo_save.h
> +++ b/src/mesa/vbo/vbo_save.h
> @@ -64,6 +64,7 @@ struct vbo_save_vertex_list {
> GLbitfield64 enabled; /**< mask of enabled vbo arrays. */
> GLubyte attrsz[VBO_ATTRIB_MAX];
> GLenum attrtype[VBO_ATTRIB_MAX];
> + GLushort offsets[VBO_ATTRIB_MAX];
> GLuint vertex_size; /**< size in GLfloats */
>
> /* Copy of the final vertex from node->vertex_store->bufferobj.
> diff --git a/src/mesa/vbo/vbo_save_api.c b/src/mesa/vbo/vbo_save_api.c
> index f648ccc..36af426 100644
> --- a/src/mesa/vbo/vbo_save_api.c
> +++ b/src/mesa/vbo/vbo_save_api.c
> @@ -415,6 +415,7 @@ _save_compile_vertex_list(struct gl_context *ctx)
> {
> struct vbo_save_context *save = &vbo_context(ctx)->save;
> struct vbo_save_vertex_list *node;
> + GLushort offset = 0;
>
> /* Allocate space for this structure in the display list currently
> * being compiled.
> @@ -436,6 +437,10 @@ _save_compile_vertex_list(struct gl_context *ctx)
> node->vertex_size = save->vertex_size;
> node->buffer_offset =
> (save->buffer - save->vertex_store->buffer) * sizeof(GLfloat);
> + for (unsigned i = 0; i < VBO_ATTRIB_MAX; ++i) {
> + node->offsets[i] = offset;
> + offset += node->attrsz[i] * sizeof(GLfloat);
> + }
> node->count = save->vert_count;
> node->wrap_count = save->copied.nr;
> node->dangling_attr_ref = save->dangling_attr_ref;
> diff --git a/src/mesa/vbo/vbo_save_draw.c b/src/mesa/vbo/vbo_save_draw.c
> index 507ab82..e69c108 100644
> --- a/src/mesa/vbo/vbo_save_draw.c
> +++ b/src/mesa/vbo/vbo_save_draw.c
> @@ -26,6 +26,7 @@
> * Keith Whitwell <keithw at vmware.com>
> */
>
> +#include <stdbool.h>
> #include "main/glheader.h"
> #include "main/bufferobj.h"
> #include "main/context.h"
> @@ -136,15 +137,10 @@ static void vbo_bind_vertex_list(struct gl_context
*ctx,
> struct vbo_context *vbo = vbo_context(ctx);
> struct vbo_save_context *save = &vbo->save;
> struct gl_client_array *arrays = save->arrays;
> - GLuint buffer_offset = node->buffer_offset;
> const GLuint *map;
> GLuint attr;
> - GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */
> - GLenum node_attrtype[VBO_ATTRIB_MAX]; /* copy of node->attrtype[] */
> GLbitfield64 varying_inputs = 0x0;
> -
> - memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
> - memcpy(node_attrtype, node->attrtype, sizeof(node->attrtype));
> + bool generic_from_pos = false;
>
> /* Install the default (ie Current) attributes first, then overlay
> * all active ones.
> @@ -176,10 +172,7 @@ static void vbo_bind_vertex_list(struct gl_context
*ctx,
> */
> if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) ==
0 &&
> (ctx->VertexProgram._Current->Base.InputsRead &
VERT_BIT_GENERIC0)) {
> - save->inputs[VERT_ATTRIB_GENERIC0] = save->inputs[0];
> - node_attrsz[VERT_ATTRIB_GENERIC0] = node_attrsz[0];
> - node_attrtype[VERT_ATTRIB_GENERIC0] = node_attrtype[0];
> - node_attrsz[0] = 0;
> + generic_from_pos = true;
> }
> break;
> default:
> @@ -188,30 +181,36 @@ static void vbo_bind_vertex_list(struct gl_context
*ctx,
>
> for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
> const GLuint src = map[attr];
> + const GLubyte size = node->attrsz[src];
>
> - if (node_attrsz[src]) {
> + if (size) {
> /* override the default array set above */
> save->inputs[attr] = &arrays[attr];
>
> - arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
> - arrays[attr].Size = node_attrsz[src];
> + const uintptr_t buffer_offset = node->buffer_offset;
> + arrays[attr].Ptr = ADD_POINTERS(buffer_offset, node-
>offsets[src]);
> + arrays[attr].Size = size;
> arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
> - arrays[attr].Type = node_attrtype[src];
> - arrays[attr].Integer =
> - vbo_attrtype_to_integer_flag(node_attrtype[src]);
> + const GLenum type = node->attrtype[src];
> + arrays[attr].Type = type;
> + arrays[attr].Integer = vbo_attrtype_to_integer_flag(type);
> arrays[attr].Format = GL_RGBA;
> - arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat);
> + arrays[attr]._ElementSize = size * sizeof(GLfloat);
> _mesa_reference_buffer_object(ctx,
> &arrays[attr].BufferObj,
> node->vertex_store->bufferobj);
>
> assert(arrays[attr].BufferObj->Name);
>
> - buffer_offset += node_attrsz[src] * sizeof(GLfloat);
> varying_inputs |= VERT_BIT(attr);
> }
> }
>
> + if (generic_from_pos) {
> + varying_inputs |= (varying_inputs & VERT_BIT_POS) <<
VERT_ATTRIB_GENERIC0;
> + save->inputs[VERT_ATTRIB_GENERIC0] = save->inputs[VERT_ATTRIB_POS];
> + }
> +
> _mesa_set_varying_vp_inputs( ctx, varying_inputs );
> ctx->NewDriverState |= ctx->DriverFlags.NewArray;
> }
>
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