vbo_save_draw.c revision 8585c01265c5b5cf9c6aa93fbc0cbbb7dc1506ec
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/mtypes.h" 34#include "main/macros.h" 35#include "main/light.h" 36#include "main/state.h" 37 38#include "vbo_context.h" 39 40 41#if FEATURE_dlist 42 43 44/** 45 * After playback, copy everything but the position from the 46 * last vertex to the saved state 47 */ 48static void 49_playback_copy_to_current(GLcontext *ctx, 50 const struct vbo_save_vertex_list *node) 51{ 52 struct vbo_context *vbo = vbo_context(ctx); 53 GLfloat vertex[VBO_ATTRIB_MAX * 4]; 54 GLfloat *data; 55 GLuint i, offset; 56 57 if (node->current_size == 0) 58 return; 59 60 if (node->current_data) { 61 data = node->current_data; 62 } 63 else { 64 data = vertex; 65 66 if (node->count) 67 offset = (node->buffer_offset + 68 (node->count-1) * node->vertex_size * sizeof(GLfloat)); 69 else 70 offset = node->buffer_offset; 71 72 ctx->Driver.GetBufferSubData( ctx, 0, offset, 73 node->vertex_size * sizeof(GLfloat), 74 data, node->vertex_store->bufferobj ); 75 76 data += node->attrsz[0]; /* skip vertex position */ 77 } 78 79 for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) { 80 if (node->attrsz[i]) { 81 GLfloat *current = (GLfloat *)vbo->currval[i].Ptr; 82 GLfloat tmp[4]; 83 84 COPY_CLEAN_4V(tmp, 85 node->attrsz[i], 86 data); 87 88 if (memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) { 89 memcpy(current, tmp, 4 * sizeof(GLfloat)); 90 91 vbo->currval[i].Size = node->attrsz[i]; 92 93 if (i >= VBO_ATTRIB_FIRST_MATERIAL && 94 i <= VBO_ATTRIB_LAST_MATERIAL) 95 ctx->NewState |= _NEW_LIGHT; 96 97 ctx->NewState |= _NEW_CURRENT_ATTRIB; 98 } 99 100 data += node->attrsz[i]; 101 } 102 } 103 104 /* Colormaterial -- this kindof sucks. 105 */ 106 if (ctx->Light.ColorMaterialEnabled) { 107 _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]); 108 } 109 110 /* CurrentExecPrimitive 111 */ 112 if (node->prim_count) { 113 const struct _mesa_prim *prim = &node->prim[node->prim_count - 1]; 114 if (prim->end) 115 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END; 116 else 117 ctx->Driver.CurrentExecPrimitive = prim->mode; 118 } 119} 120 121 122 123/** 124 * Treat the vertex storage as a VBO, define vertex arrays pointing 125 * into it: 126 */ 127static void vbo_bind_vertex_list(GLcontext *ctx, 128 const struct vbo_save_vertex_list *node) 129{ 130 struct vbo_context *vbo = vbo_context(ctx); 131 struct vbo_save_context *save = &vbo->save; 132 struct gl_client_array *arrays = save->arrays; 133 GLuint buffer_offset = node->buffer_offset; 134 const GLuint *map; 135 GLuint attr; 136 GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */ 137 GLbitfield varying_inputs = 0x0; 138 139 memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz)); 140 141 /* Install the default (ie Current) attributes first, then overlay 142 * all active ones. 143 */ 144 switch (get_program_mode(ctx)) { 145 case VP_NONE: 146 for (attr = 0; attr < 16; attr++) { 147 save->inputs[attr] = &vbo->legacy_currval[attr]; 148 } 149 for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) { 150 save->inputs[attr + 16] = &vbo->mat_currval[attr]; 151 } 152 map = vbo->map_vp_none; 153 break; 154 case VP_NV: 155 case VP_ARB: 156 /* The aliasing of attributes for NV vertex programs has already 157 * occurred. NV vertex programs cannot access material values, 158 * nor attributes greater than VERT_ATTRIB_TEX7. 159 */ 160 for (attr = 0; attr < 16; attr++) { 161 save->inputs[attr] = &vbo->legacy_currval[attr]; 162 save->inputs[attr + 16] = &vbo->generic_currval[attr]; 163 } 164 map = vbo->map_vp_arb; 165 166 /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read. 167 * In that case we effectively need to route the data from 168 * glVertexAttrib(0, val) calls to feed into the GENERIC0 input. 169 */ 170 if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 && 171 (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) { 172 save->inputs[16] = save->inputs[0]; 173 node_attrsz[16] = node_attrsz[0]; 174 node_attrsz[0] = 0; 175 } 176 break; 177 default: 178 assert(0); 179 } 180 181 for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) { 182 const GLuint src = map[attr]; 183 184 if (node_attrsz[src]) { 185 /* override the default array set above */ 186 save->inputs[attr] = &arrays[attr]; 187 188 arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset; 189 arrays[attr].Size = node->attrsz[src]; 190 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat); 191 arrays[attr].Stride = node->vertex_size * sizeof(GLfloat); 192 arrays[attr].Type = GL_FLOAT; 193 arrays[attr].Format = GL_RGBA; 194 arrays[attr].Enabled = 1; 195 _mesa_reference_buffer_object(ctx, 196 &arrays[attr].BufferObj, 197 node->vertex_store->bufferobj); 198 arrays[attr]._MaxElement = node->count; /* ??? */ 199 200 assert(arrays[attr].BufferObj->Name); 201 202 buffer_offset += node->attrsz[src] * sizeof(GLfloat); 203 varying_inputs |= 1<<attr; 204 } 205 } 206 207 _mesa_set_varying_vp_inputs( ctx, varying_inputs ); 208} 209 210 211static void 212vbo_save_loopback_vertex_list(GLcontext *ctx, 213 const struct vbo_save_vertex_list *list) 214{ 215 const char *buffer = ctx->Driver.MapBuffer(ctx, 216 GL_ARRAY_BUFFER_ARB, 217 GL_READ_ONLY, /* ? */ 218 list->vertex_store->bufferobj); 219 220 vbo_loopback_vertex_list(ctx, 221 (const GLfloat *)(buffer + list->buffer_offset), 222 list->attrsz, 223 list->prim, 224 list->prim_count, 225 list->wrap_count, 226 list->vertex_size); 227 228 ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB, 229 list->vertex_store->bufferobj); 230} 231 232 233/** 234 * Execute the buffer and save copied verts. 235 * This is called from the display list code when executing 236 * a drawing command. 237 */ 238void 239vbo_save_playback_vertex_list(GLcontext *ctx, void *data) 240{ 241 const struct vbo_save_vertex_list *node = 242 (const struct vbo_save_vertex_list *) data; 243 struct vbo_save_context *save = &vbo_context(ctx)->save; 244 245 FLUSH_CURRENT(ctx, 0); 246 247 if (node->prim_count > 0 && node->count > 0) { 248 249 if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END && 250 node->prim[0].begin) { 251 252 /* Degenerate case: list is called inside begin/end pair and 253 * includes operations such as glBegin or glDrawArrays. 254 */ 255 if (0) 256 printf("displaylist recursive begin"); 257 258 vbo_save_loopback_vertex_list( ctx, node ); 259 return; 260 } 261 else if (save->replay_flags) { 262 /* Various degnerate cases: translate into immediate mode 263 * calls rather than trying to execute in place. 264 */ 265 vbo_save_loopback_vertex_list( ctx, node ); 266 return; 267 } 268 269 if (ctx->NewState) 270 _mesa_update_state( ctx ); 271 272 /* XXX also need to check if shader enabled, but invalid */ 273 if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) || 274 (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) { 275 _mesa_error(ctx, GL_INVALID_OPERATION, 276 "glBegin (invalid vertex/fragment program)"); 277 return; 278 } 279 280 vbo_bind_vertex_list( ctx, node ); 281 282 /* Again... 283 */ 284 if (ctx->NewState) 285 _mesa_update_state( ctx ); 286 287 vbo_context(ctx)->draw_prims(ctx, 288 save->inputs, 289 node->prim, 290 node->prim_count, 291 NULL, 292 GL_TRUE, 293 0, /* Node is a VBO, so this is ok */ 294 node->count - 1); 295 } 296 297 /* Copy to current? 298 */ 299 _playback_copy_to_current( ctx, node ); 300} 301 302 303#endif /* FEATURE_dlist */ 304