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Name
ARB_draw_elements_base_vertex
Name Strings
GL_ARB_draw_elements_base_vertex
Contributors
Daniel Koch, TransGaming
James Helferty, TransGaming
Jeff Bolz, NVIDIA
Bruce Merry, ARM
Ian Romanick, Intel
Jon Leech, Khronos
Contact
Daniel Koch, TransGaming (daniel 'at' transgaming.com)
Notice
Copyright (c) 2009-2013 The Khronos Group Inc. Copyright terms at
http://www.khronos.org/registry/speccopyright.html
Specification Update Policy
Khronos-approved extension specifications are updated in response to
issues and bugs prioritized by the Khronos OpenGL Working Group. For
extensions which have been promoted to a core Specification, fixes will
first appear in the latest version of that core Specification, and will
eventually be backported to the extension document. This policy is
described in more detail at
https://www.khronos.org/registry/OpenGL/docs/update_policy.php
Status
Complete. Approved by the ARB on July 3, 2009.
Version
Last Modified Date: August 2, 2009
Version: 3
Number
ARB Extension #62
Dependencies
This extension is written against the OpenGL 3.1 Specification but
can apply to prior specifications.
This extension interacts with ARB_draw_instanced.
This extension interacts with EXT_draw_instanced.
This extension interacts with ARB_instanced_arrays.
This extension interacts with ARB_compatibility.
Overview
This extension provides a method to specify a "base vertex offset"
value which is effectively added to every vertex index that is
transferred through DrawElements.
This mechanism can be used to decouple a set of indices from the
actual vertex array that it is referencing. This is useful if an
application stores multiple indexed models in a single vertex array.
The same index array can be used to draw the model no matter where
it ends up in a larger vertex array simply by changing the base
vertex value. Without this functionality, it would be necessary to
rebind all the vertex attributes every time geometry is switched and
this can have larger performance penalty.
For example consider the (very contrived and simple) example of
drawing two triangles to form a quad. In the typical example you
have the following setup:
vertices indices
---------- -----
0 | (-1, 1) | 0 | 0 |
1 | (-1, -1) | 1 | 1 |
2 | ( 1, -1) | 2 | 2 |
3 | ( 1, 1) | 3 | 3 |
---------- 4 | 0 |
5 | 2 |
-----
which is normally rendered with the call
DrawElements(TRIANGLES, 6, UNSIGNED_BYTE, &indices).
Now consider the case where the vertices you want to draw are not at
the start of a vertex array but are instead located at offset 100
into a larger array:
vertices2 indices2
---------- -----
.... 0 | 100 |
100 | (-1, 1) | 1 | 101 |
101 | (-1, -1) | 2 | 102 |
102 | ( 1, -1) | 3 | 103 |
103 | ( 1, 1) | 4 | 100 |
.... 5 | 102 |
---------- -----
The typical choices for rendering this are to rebind your vertex
attributes with an additional offset of 100*stride, or to create an
new array of indices (as indices2 in the example). However both
rebinding vertex attributes and rebuilding index arrays can be quite
costly activities.
With the new drawing commands introduced by this extension you can
instead draw using vertices2 and the new draw call:
DrawElementsBaseVertex(TRIANGLES, 6, UNSIGNED_BYTE, &indices, 100)
New Procedures and Functions
void DrawElementsBaseVertex(enum mode, sizei count, enum type,
void *indices, int basevertex);
void DrawRangeElementsBaseVertex(enum mode, uint start, uint end,
sizei count, enum type, void *indices, int basevertex);
void DrawElementsInstancedBaseVertex(enum mode, sizei count,
enum type, const void *indices, sizei primcount, int basevertex);
void MultiDrawElementsBaseVertex(enum mode, sizei *count, enum type,
void **indices, sizei primcount, int *basevertex)
New Tokens
None
Additions to Chapter 2 of the OpenGL 3.1 Specification (OpenGL Operation)
Add the following to the end of Section 2.8.1 "Transferring Array Elements"
"When one of the *BaseVertex drawing commands specified in section
2.8.2 is used, the primitive restart comparison occurs before the
<basevertex> offset is added to the array index."
Add the following to Section 2.8.2 "Drawing Commands"
"The commands
void DrawElementsBaseVertex(enum mode, sizei count, enum type,
void *indices, int basevertex);
void DrawRangeElementsBaseVertex(enum mode, uint start, uint end,
sizei count, enum type, void *indices, int basevertex);
void DrawElementsInstancedBaseVertex(enum mode, sizei count,
enum type, const void *indices, sizei primcount, int basevertex);
are equivalent to the commands with the same base name (without the
"BaseVertex" suffix) except that the <i>th element transferred by
the corresponding draw call will be taken from element
<indices>[<i>] + <basevertex>
of each enabled array. If the resulting value is larger than the
maximum value representable by <type> it should behave as if the
calculation were upconverted to 32-bit unsigned integers (with
wrapping on overflow conditions). The operation is undefined if the
sum would be negative and should be handled as described in Section
2.9.2. For DrawRangeElementsBaseVertex, the index values must lie
between <start> and <end> inclusive, prior to adding the
<basevertex> offset. Index values lying outside the range
[<start>,<end>] are treated in the same way as DrawRangeElements.
The command
void MultiDrawElementsBaseVertex(enum mode, sizei *count,
enum type, void **indices, sizei primcount, int *basevertex);
behaves identically to DrawElementsBaseVertex except that
<primcount> separate lists of elements are specified instead. It has
the same effect as:
for (i = 0; i < primcount; i++) {
if (count[i] > 0)
DrawElementsBaseVertex(mode, count[i], type, indices[i],
basevertex[i]);
}"
In Section 2.9.5 "Array Indices in Buffer Offer Objects" add
references to the new drawing commands.
In the third paragraph, replace the second sentence (which begins
with "MultiDrawElements also sources...") with the following
sentences:
"DrawElementsBaseVertex, DrawRangeElementsBaseVertex, and
DrawElementsInstancedBaseVertex also source their vertices from that
buffer object, adding the <basevertex> offset to the appropriate
vertex index as a final step before indexing into the vertex buffer;
this does not affect the calculation of the base pointer for the
index array. Finally, MultiDrawElements and
MultiDrawElementsBaseVertex also source their indices from that
buffer object, using its <indices> parameter as a pointer to an
array of pointers that represet offsets into the buffer object."
Additions to Chapter 3 of the OpenGL 3.1 Specification (Rasterization)
None
Additions to Chapter 4 of the OpenGL 3.1 Specification (Per-Fragment
Operations and the Frame Buffer)
None
Additions to Chapter 5 of the OpenGL 3.1 Specification (Special
Functions)
None
Additions to Chapter 6 of the OpenGL 3.1 Specification (State and
State Requests)
None
Additions to the AGL/GLX/WGL Specifications
None
Dependencies on OpenGL 3.1
If OpenGL 3.1 is not supported, ignore all references to
DrawElementsInstanced and DrawElementsInstancedBaseVertex
Dependencies on the ARB_draw_instanced extension
If ARB_draw_instanced is supported, the functionality provided by
DrawElementsInstancedBaseVertex can also be described in terms of
DrawElementsInstancedARB instead of DrawElementsInstanced.
Dependencies on the EXT_draw_instanced extension
If EXT_draw_instanced is supported, the functionality provided by
DrawElementsInstancedBaseVertex can also be described in terms of
DrawElementsInstancedEXT instead of DrawElementsInstanced.
Dependencies on the ARB_instanced_arrays extension
If ARB_instanced_arrays is supported, the functionality provided by
DrawElementsInstancedBaseVertex can also be described in
terms of DrawElementsInstancedARB instead of DrawElementsInstanced.
Dependencies on the ARB_compatibility extension
When the ARB_compatibility extension is supported, the base vertex
functionality applies to both buffer objects and client-side vertex
arrays. Additionally there may be some textual differences in the
specification because the behaviour of DrawElements is defined in
terms of ArrayElement, but the functionality remains the same. Note
in particular the interaction with the primitive restart index as
identified in Issue 5.
When ARB_compatibility is supported edit the first bullet point of
the "Shader Inputs" subsection of Section 2.14.7 "Shader Execution"
and replace the language enumerating the drawing commands which
specify a complete primitive for the purposes of defining
gl_VertexID to be more general purpose:
"(a vertex array drawing command other than ArrayElement)."
Errors
The *BaseVertex commands have identical error conditions to the
non-*BaseVertex functions, and all values of <basevertex> are legal
(with the exception of ones which cause accesses outside of vertex
arrays or bound buffers as described in Section 2.9.2).
New State
None
New Implementation Dependent State
None
Issues
1. What should this extension be called?
RESOLVED: Using ARB_draw_elements_base_vertex.
DISCUSSION: Using the base "draw_elements" since this extension
adds a new variant to the DrawElements family of commands which
takes an additional parameter. Since the new suffix on the
drawing commands is "BaseVertex" it makes sense to call this
"draw_elements_base_vertex" (and it is more aesthetically
pleasing then "draw_elements_basevertex".
Initial versions of this extension were called
"draw_elements_offset" (see Issue 9).
Other alternatives considered: index_offset or element_offset.
These variants might have been more suitable if we had used a
different mechanism for specifying the base vertex offset (see
Issue 2).
2. Should we have a per-draw call parameter or should this be
specified via some other mechanism (ELEMENT_ARRAY bind parameter,
global state, etc).
RESOLVED. Using per-draw call.
DISCUSSION: If per-draw call we need entry points to specify the
equivalent of DrawElements, DrawRangeElements,
DrawElementsInstanced and possibly MultiDrawElements, but with an
additional parameter.
Per binding point, such as
glBindBufferBaseVertex(ELEMENT_ARRAY_BUFFER, id, 1234)? If
per-ELEMENT_ARRAY binding point, the application will need to
rebind the index buffer every time they wish to adjust the
basevertex, which partially defeats the purpose of this
extension. As well this would make it more difficult to support
client arrays in an implementation which supports
ARB_compatibility.
If this is a global state, should it be server or client state?
Is it per-gc? We could have a separate API call, e.g.
glIndexOffset(1234), that would be per-VAO. This method doesn't
require rebinding buffers and would work fine for client vertex
arrays. In many ways though having a global state doesn't make
much sense, since it is may only relevant for a single draw call,
and encapsulating this in the VAO-state may mean that additional
VAO must be created.
3. This functionality seems vaguely familiar. Do any other APIs have
this functionality?
YES. This is equivalent to the BaseVertexIndex (d3d9) or
BaseVertexLocation (d3d10) indexed drawing parameters in
Direct3D.
4. Should there be a MultiDrawElementsBaseVertex? If so, should it
take a single basevertex or an array of them?
RESOLVED: YES. Let's add it for completeness. It seems to make
the most sense to pass in an array of basevertex parameters for
this command, as this provides the most flexibility, and it works
well to define it in terms of DrawElementsBaseVertex.
5. What are the interactions with primitive restart?
RESOLVED. The primitive restart comparison occurs before adding
the basevertex.
DISCUSSION:
DX10 and existing hardware do the primitive restart comparison
before adding the basevertex. It's really the only sane thing to
do, otherwise the app would have to change the restartindex to
depend on the basevertex.
This is counterintuitively not the result you would get if
DrawElements were still defined in terms of ArrayElement and you
defined these in the natural way
(ArrayElement(indices[i]+basevertex)), but this is likely what
developers want and also what the hardware does.
6. What happens if indices[i]+basevertex is larger than the max
value representable by <type>.
RESOLVED. Behave as if everything is upconverted to 32-bit
unsigned integers. If the addition over/underflows 32-bits, it
wraps. This is the behaviour D3D10 uses and likely how it is
implemented in hardware.
7. What happens if the sum is negative (ie indices[i]+basevertex < 0)?
RESOLVED: Undefined. This should be handled the same way as a
buffer that accesses out of bounds data. This is defined in
Section 2.9.2 "Effects of Accessing Outside of Buffer Bounds". If
detected this results in a GL error, otherwise it has undefined
results and may result in GL interruption or termination. This is
also undefined under Direct3D.
8. For DrawRangeElementsBaseVertex, is the intent that indices[i]
are all in [start,end] and not indices[i]+basevertex?
RESOLVED: YES, indices[i] must be in the range [start,end].
DISCUSSION: There doesn't appear to be a hardware or driver
reason to prefer one interpretation over the other. D3D9 treats
the MinIndex parameter to the DrawIndexedPrimitive call as
relative to the index buffer, so in the interests of
compatibility we will make the same choice.
9. The word "offset" sounds like it should be measured in bytes. Is
there a better term we could use for this?
RESOLVED: Use "BaseVertex" and call the parameter <basevertex>.
BACKGROUND:
Initial drafts of this extension used the suffix "Offset" on the
DrawElement calls, and the new parameter was named
"vertexoffset".
DISCUSSION: What other term could we use?
Possibly something with "base" in it, partly because DX has that
in the name and partly because it reminds one of ListBase and
texture base level. However it does conflict with the meaning of
"base" in BindBufferBase...
10. Clarification is needed when using an ELEMENT_ARRAY_BUFFER, since
<indices> is actually an offset into a VBO rather than an array
itself.
DISCUSSION: When ELEMENT_ARRAY_BUFFERS are used to provide the
index data (as they must be in GL 3.1 without the
ARB_compatibility extension) the <indices> parameters to the
DrawElements calls are treated as offsets into the buffer objects
as described in Sections 2.9.4 and 2.9.5.
Logically this is as if a <realindices> array were computed as
follows: <type> realindices = (<type>)((byte)bufferptr +
((byte)indices - (byte)NULL))
Then base vertex offset is then computed as "realindices[i] +
basevertex"
11. Why do the new function entry points in this extension not have
the "ARB" suffixes like other ARB extensions?
RESOLVED: This extension is a strict subset of the functionality
already in OpenGL 3.2. This extension exists only to support that
functionality on older versions of OpenGL and on hardware which
is not OpenGL 3.x capable. Since there are no possible behavior
changes between the ARB extension and core features, source code
compatibility is improved by not using suffixes on the extension.
Revision History
Rev. Date Author Changes
---- -------- --------- ----------------------------------------
0.1 4/29/09 dgkoch initial skeleton
0.2 4/30/09 dgkoch first cut at per-draw call spec
0.3 4/30/09 dgkoch add issues 4-10, fix some typos and error in the example
based on comments from JB, BM
0.4 5/06/09 dgkoch resolved issue 2, sticking with per-draw call
resolved issue 4, add MultiDrawElementsBaseVertex w/ array
resolved issue 5, primitive restart compare happens first
resolved issue 6, behave as if 32-bit, including wrapping
resolved issue 7, undefined behaviour
resolved issue 8, indices[i] lies in the range [start,end]
sugggested resolution for issue 9: "BaseVertex"
clarified issue 10
misc formatting and typo fixes
0.5 5/07/09 dgkoch flipped y-coord in example
fixed spacing and typos
added more disscussion to Issue 2
removed clause from Issue 7 which contradicted Issue 6
0.6 5/15/09 dgkoch add resolution to issue 9, and rename appropriately
resolve issue 1
add interactions/dependencies
minor updates to the overview
update textual edits to reflect issues 5-8, 10
add issue 11
0.7 5/18/09 dgkoch minor grammer, spelling and typographical errors
Add interaction with ARB_compatibility
1 6/26/09 dgkoch resync language with GL3.2 spec
Add more interactions with ARB_compatibility
2 7/21/09 dgkoch resync language with 20090630 3.2 spec
3 8/02/09 Jon Leech Reformat to 80 columns and assign ARB
extension number.