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