vbo_save_loopback.c revision 298be2b028263b2c343a707662c6fbfa18293cb2
1/**************************************************************************
2 *
3 * Copyright 2005 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * 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
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#include "main/context.h"
29#include "main/glheader.h"
30#include "main/enums.h"
31#include "main/imports.h"
32#include "main/mtypes.h"
33#include "glapi/dispatch.h"
34#include "glapi/glapi.h"
35
36#include "vbo_context.h"
37
38
39
40typedef void (*attr_func)( GLcontext *ctx, GLint target, const GLfloat * );
41
42
43/* This file makes heavy use of the aliasing of NV vertex attributes
44 * with the legacy attributes, and also with ARB and Material
45 * attributes as currently implemented.
46 */
47static void VertexAttrib1fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
48{
49   CALL_VertexAttrib1fvNV(ctx->Exec, (target, v));
50}
51
52static void VertexAttrib2fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
53{
54   CALL_VertexAttrib2fvNV(ctx->Exec, (target, v));
55}
56
57static void VertexAttrib3fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
58{
59   CALL_VertexAttrib3fvNV(ctx->Exec, (target, v));
60}
61
62static void VertexAttrib4fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
63{
64   CALL_VertexAttrib4fvNV(ctx->Exec, (target, v));
65}
66
67static attr_func vert_attrfunc[4] = {
68   VertexAttrib1fvNV,
69   VertexAttrib2fvNV,
70   VertexAttrib3fvNV,
71   VertexAttrib4fvNV
72};
73
74struct loopback_attr {
75   GLint target;
76   GLint sz;
77   attr_func func;
78};
79
80/* Don't emit ends and begins on wrapped primitives.  Don't replay
81 * wrapped vertices.  If we get here, it's probably because the the
82 * precalculated wrapping is wrong.
83 */
84static void loopback_prim( GLcontext *ctx,
85			   const GLfloat *buffer,
86			   const struct _mesa_prim *prim,
87			   GLuint wrap_count,
88			   GLuint vertex_size,
89			   const struct loopback_attr *la, GLuint nr )
90{
91   GLint start = prim->start;
92   GLint end = start + prim->count;
93   const GLfloat *data;
94   GLint j;
95   GLuint k;
96
97   if (0)
98      printf("loopback prim %s(%s,%s) verts %d..%d\n",
99	     _mesa_lookup_prim_by_nr(prim->mode),
100	     prim->begin ? "begin" : "..",
101	     prim->end ? "end" : "..",
102	     start,
103	     end);
104
105   if (prim->begin) {
106      CALL_Begin(GET_DISPATCH(), ( prim->mode ));
107   }
108   else {
109      assert(start == 0);
110      start += wrap_count;
111   }
112
113   data = buffer + start * vertex_size;
114
115   for (j = start ; j < end ; j++) {
116      const GLfloat *tmp = data + la[0].sz;
117
118      for (k = 1 ; k < nr ; k++) {
119	 la[k].func( ctx, la[k].target, tmp );
120	 tmp += la[k].sz;
121      }
122
123      /* Fire the vertex
124       */
125      la[0].func( ctx, VBO_ATTRIB_POS, data );
126      data = tmp;
127   }
128
129   if (prim->end) {
130      CALL_End(GET_DISPATCH(), ());
131   }
132}
133
134/* Primitives generated by DrawArrays/DrawElements/Rectf may be
135 * caught here.  If there is no primitive in progress, execute them
136 * normally, otherwise need to track and discard the generated
137 * primitives.
138 */
139static void loopback_weak_prim( GLcontext *ctx,
140				const struct _mesa_prim *prim )
141{
142   /* Use the prim_weak flag to ensure that if this primitive
143    * wraps, we don't mistake future vertex_lists for part of the
144    * surrounding primitive.
145    *
146    * While this flag is set, we are simply disposing of data
147    * generated by an operation now known to be a noop.
148    */
149   if (prim->begin)
150      ctx->Driver.CurrentExecPrimitive |= VBO_SAVE_PRIM_WEAK;
151   if (prim->end)
152      ctx->Driver.CurrentExecPrimitive &= ~VBO_SAVE_PRIM_WEAK;
153}
154
155
156void vbo_loopback_vertex_list( GLcontext *ctx,
157			       const GLfloat *buffer,
158			       const GLubyte *attrsz,
159			       const struct _mesa_prim *prim,
160			       GLuint prim_count,
161			       GLuint wrap_count,
162			       GLuint vertex_size)
163{
164   struct loopback_attr la[VBO_ATTRIB_MAX];
165   GLuint i, nr = 0;
166
167   /* All Legacy, NV, ARB and Material attributes are routed through
168    * the NV attributes entrypoints:
169    */
170   for (i = 0 ; i < VBO_ATTRIB_MAX ; i++) {
171      if (attrsz[i]) {
172	 la[nr].target = i;
173	 la[nr].sz = attrsz[i];
174	 la[nr].func = vert_attrfunc[attrsz[i]-1];
175	 nr++;
176      }
177   }
178
179   for (i = 0 ; i < prim_count ; i++) {
180      if ((prim[i].mode & VBO_SAVE_PRIM_WEAK) &&
181	  (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END))
182      {
183	 loopback_weak_prim( ctx, &prim[i] );
184      }
185      else
186      {
187	 loopback_prim( ctx, buffer, &prim[i], wrap_count, vertex_size, la, nr );
188      }
189   }
190}
191