vbo_save_draw.c revision 492b69f3be3e355064c67bc6f4a30d40e997ce9d
1/*
2 * Mesa 3-D graphics library
3 * Version:  7.2
4 *
5 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25/* Author:
26 *    Keith Whitwell <keith@tungstengraphics.com>
27 */
28
29#include "main/glheader.h"
30#include "main/bufferobj.h"
31#include "main/context.h"
32#include "main/imports.h"
33#include "main/mfeatures.h"
34#include "main/mtypes.h"
35#include "main/macros.h"
36#include "main/light.h"
37#include "main/state.h"
38
39#include "vbo_context.h"
40
41
42#if FEATURE_dlist
43
44
45/**
46 * After playback, copy everything but the position from the
47 * last vertex to the saved state
48 */
49static void
50_playback_copy_to_current(struct gl_context *ctx,
51                          const struct vbo_save_vertex_list *node)
52{
53   struct vbo_context *vbo = vbo_context(ctx);
54   GLfloat vertex[VBO_ATTRIB_MAX * 4];
55   GLfloat *data;
56   GLuint i, offset;
57
58   if (node->current_size == 0)
59      return;
60
61   if (node->current_data) {
62      data = node->current_data;
63   }
64   else {
65      data = vertex;
66
67      if (node->count)
68         offset = (node->buffer_offset +
69                   (node->count-1) * node->vertex_size * sizeof(GLfloat));
70      else
71         offset = node->buffer_offset;
72
73      ctx->Driver.GetBufferSubData( ctx, offset,
74                                    node->vertex_size * sizeof(GLfloat),
75                                    data, node->vertex_store->bufferobj );
76
77      data += node->attrsz[0]; /* skip vertex position */
78   }
79
80   for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
81      if (node->attrsz[i]) {
82	 GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
83         GLfloat tmp[4];
84
85         COPY_CLEAN_4V_TYPE_AS_FLOAT(tmp,
86                                     node->attrsz[i],
87                                     data,
88                                     node->attrtype[i]);
89
90         if (node->attrtype[i] != vbo->currval[i].Type ||
91             memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) {
92            memcpy(current, tmp, 4 * sizeof(GLfloat));
93
94            vbo->currval[i].Size = node->attrsz[i];
95            vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat);
96            vbo->currval[i].Type = node->attrtype[i];
97            vbo->currval[i].Integer =
98                  vbo_attrtype_to_integer_flag(node->attrtype[i]);
99
100            if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
101                i <= VBO_ATTRIB_LAST_MATERIAL)
102               ctx->NewState |= _NEW_LIGHT;
103
104            ctx->NewState |= _NEW_CURRENT_ATTRIB;
105         }
106
107	 data += node->attrsz[i];
108      }
109   }
110
111   /* Colormaterial -- this kindof sucks.
112    */
113   if (ctx->Light.ColorMaterialEnabled) {
114      _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
115   }
116
117   /* CurrentExecPrimitive
118    */
119   if (node->prim_count) {
120      const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
121      if (prim->end)
122	 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
123      else
124	 ctx->Driver.CurrentExecPrimitive = prim->mode;
125   }
126}
127
128
129
130/**
131 * Treat the vertex storage as a VBO, define vertex arrays pointing
132 * into it:
133 */
134static void vbo_bind_vertex_list(struct gl_context *ctx,
135                                 const struct vbo_save_vertex_list *node)
136{
137   struct vbo_context *vbo = vbo_context(ctx);
138   struct vbo_save_context *save = &vbo->save;
139   struct gl_client_array *arrays = save->arrays;
140   GLuint buffer_offset = node->buffer_offset;
141   const GLuint *map;
142   GLuint attr;
143   GLubyte node_attrsz[VBO_ATTRIB_MAX];  /* copy of node->attrsz[] */
144   GLenum node_attrtype[VBO_ATTRIB_MAX];  /* copy of node->attrtype[] */
145   GLbitfield64 varying_inputs = 0x0;
146
147   memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
148   memcpy(node_attrtype, node->attrtype, sizeof(node->attrtype));
149
150   /* Install the default (ie Current) attributes first, then overlay
151    * all active ones.
152    */
153   switch (get_program_mode(ctx)) {
154   case VP_NONE:
155      for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
156         save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
157      }
158      for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
159         save->inputs[VERT_ATTRIB_GENERIC(attr)] =
160            &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr];
161      }
162      map = vbo->map_vp_none;
163      break;
164   case VP_NV:
165   case VP_ARB:
166      /* The aliasing of attributes for NV vertex programs has already
167       * occurred.  NV vertex programs cannot access material values,
168       * nor attributes greater than VERT_ATTRIB_TEX7.
169       */
170      for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
171         save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
172      }
173      for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
174         save->inputs[VERT_ATTRIB_GENERIC(attr)] =
175            &vbo->currval[VBO_ATTRIB_GENERIC0+attr];
176      }
177      map = vbo->map_vp_arb;
178
179      /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
180       * In that case we effectively need to route the data from
181       * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
182       */
183      if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
184          (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
185         save->inputs[VERT_ATTRIB_GENERIC0] = save->inputs[0];
186         node_attrsz[VERT_ATTRIB_GENERIC0] = node_attrsz[0];
187         node_attrtype[VERT_ATTRIB_GENERIC0] = node_attrtype[0];
188         node_attrsz[0] = 0;
189      }
190      break;
191   default:
192      assert(0);
193   }
194
195   for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
196      const GLuint src = map[attr];
197
198      if (node_attrsz[src]) {
199         /* override the default array set above */
200         save->inputs[attr] = &arrays[attr];
201
202	 arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
203	 arrays[attr].Size = node_attrsz[src];
204	 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
205	 arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
206         arrays[attr].Type = node_attrtype[src];
207         arrays[attr].Integer =
208               vbo_attrtype_to_integer_flag(node_attrtype[src]);
209         arrays[attr].Format = GL_RGBA;
210	 arrays[attr].Enabled = 1;
211         arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat);
212         _mesa_reference_buffer_object(ctx,
213                                       &arrays[attr].BufferObj,
214                                       node->vertex_store->bufferobj);
215	 arrays[attr]._MaxElement = node->count; /* ??? */
216
217	 assert(arrays[attr].BufferObj->Name);
218
219	 buffer_offset += node_attrsz[src] * sizeof(GLfloat);
220         varying_inputs |= VERT_BIT(attr);
221      }
222   }
223
224   _mesa_set_varying_vp_inputs( ctx, varying_inputs );
225   ctx->NewDriverState |= ctx->DriverFlags.NewArray;
226}
227
228
229static void
230vbo_save_loopback_vertex_list(struct gl_context *ctx,
231                              const struct vbo_save_vertex_list *list)
232{
233   const char *buffer =
234      ctx->Driver.MapBufferRange(ctx, 0,
235				 list->vertex_store->bufferobj->Size,
236				 GL_MAP_READ_BIT, /* ? */
237				 list->vertex_store->bufferobj);
238
239   vbo_loopback_vertex_list(ctx,
240                            (const GLfloat *)(buffer + list->buffer_offset),
241                            list->attrsz,
242                            list->prim,
243                            list->prim_count,
244                            list->wrap_count,
245                            list->vertex_size);
246
247   ctx->Driver.UnmapBuffer(ctx, list->vertex_store->bufferobj);
248}
249
250
251/**
252 * Execute the buffer and save copied verts.
253 * This is called from the display list code when executing
254 * a drawing command.
255 */
256void
257vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
258{
259   const struct vbo_save_vertex_list *node =
260      (const struct vbo_save_vertex_list *) data;
261   struct vbo_save_context *save = &vbo_context(ctx)->save;
262   GLboolean remap_vertex_store = GL_FALSE;
263
264   if (save->vertex_store->buffer) {
265      /* The vertex store is currently mapped but we're about to replay
266       * a display list.  This can happen when a nested display list is
267       * being build with GL_COMPILE_AND_EXECUTE.
268       * We never want to have mapped vertex buffers when we're drawing.
269       * Unmap the vertex store, execute the list, then remap the vertex
270       * store.
271       */
272      vbo_save_unmap_vertex_store(ctx, save->vertex_store);
273      remap_vertex_store = GL_TRUE;
274   }
275
276   FLUSH_CURRENT(ctx, 0);
277
278   if (node->prim_count > 0) {
279
280      if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END &&
281	  node->prim[0].begin) {
282
283	 /* Degenerate case: list is called inside begin/end pair and
284	  * includes operations such as glBegin or glDrawArrays.
285	  */
286	 if (0)
287	    printf("displaylist recursive begin");
288
289	 vbo_save_loopback_vertex_list( ctx, node );
290
291         goto end;
292      }
293      else if (save->replay_flags) {
294	 /* Various degnerate cases: translate into immediate mode
295	  * calls rather than trying to execute in place.
296	  */
297	 vbo_save_loopback_vertex_list( ctx, node );
298
299         goto end;
300      }
301
302      if (ctx->NewState)
303	 _mesa_update_state( ctx );
304
305      /* XXX also need to check if shader enabled, but invalid */
306      if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||
307          (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {
308         _mesa_error(ctx, GL_INVALID_OPERATION,
309                     "glBegin (invalid vertex/fragment program)");
310         return;
311      }
312
313      vbo_bind_vertex_list( ctx, node );
314
315      vbo_draw_method(vbo_context(ctx), DRAW_DISPLAY_LIST);
316
317      /* Again...
318       */
319      if (ctx->NewState)
320	 _mesa_update_state( ctx );
321
322      if (node->count > 0) {
323         vbo_context(ctx)->draw_prims(ctx,
324                                      node->prim,
325                                      node->prim_count,
326                                      NULL,
327                                      GL_TRUE,
328                                      0,    /* Node is a VBO, so this is ok */
329                                      node->count - 1,
330                                      NULL);
331      }
332   }
333
334   /* Copy to current?
335    */
336   _playback_copy_to_current( ctx, node );
337
338end:
339   if (remap_vertex_store) {
340      save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
341   }
342}
343
344
345#endif /* FEATURE_dlist */
346