vbo_save_draw.c revision dca350201e00c7cf1cfb009158f4abf27fbc96d2
1/*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008  Brian Paul   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 "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25/* Author:
26 *    Keith Whitwell <keithw@vmware.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/**
42 * After playback, copy everything but the position from the
43 * last vertex to the saved state
44 */
45static void
46_playback_copy_to_current(struct gl_context *ctx,
47                          const struct vbo_save_vertex_list *node)
48{
49   struct vbo_context *vbo = vbo_context(ctx);
50   GLfloat vertex[VBO_ATTRIB_MAX * 4];
51   GLfloat *data;
52   GLuint i, offset;
53
54   if (node->current_size == 0)
55      return;
56
57   if (node->current_data) {
58      data = node->current_data;
59   }
60   else {
61      data = vertex;
62
63      if (node->count)
64         offset = (node->buffer_offset +
65                   (node->count-1) * node->vertex_size * sizeof(GLfloat));
66      else
67         offset = node->buffer_offset;
68
69      ctx->Driver.GetBufferSubData( ctx, offset,
70                                    node->vertex_size * sizeof(GLfloat),
71                                    data, node->vertex_store->bufferobj );
72
73      data += node->attrsz[0]; /* skip vertex position */
74   }
75
76   for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
77      if (node->attrsz[i]) {
78	 GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
79         GLfloat tmp[4];
80
81         COPY_CLEAN_4V_TYPE_AS_FLOAT(tmp,
82                                     node->attrsz[i],
83                                     data,
84                                     node->attrtype[i]);
85
86         if (node->attrtype[i] != vbo->currval[i].Type ||
87             memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) {
88            memcpy(current, tmp, 4 * sizeof(GLfloat));
89
90            vbo->currval[i].Size = node->attrsz[i];
91            vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat);
92            vbo->currval[i].Type = node->attrtype[i];
93            vbo->currval[i].Integer =
94                  vbo_attrtype_to_integer_flag(node->attrtype[i]);
95
96            if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
97                i <= VBO_ATTRIB_LAST_MATERIAL)
98               ctx->NewState |= _NEW_LIGHT;
99
100            ctx->NewState |= _NEW_CURRENT_ATTRIB;
101         }
102
103	 data += node->attrsz[i];
104      }
105   }
106
107   /* Colormaterial -- this kindof sucks.
108    */
109   if (ctx->Light.ColorMaterialEnabled) {
110      _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
111   }
112
113   /* CurrentExecPrimitive
114    */
115   if (node->prim_count) {
116      const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
117      if (prim->end)
118	 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
119      else
120	 ctx->Driver.CurrentExecPrimitive = prim->mode;
121   }
122}
123
124
125
126/**
127 * Treat the vertex storage as a VBO, define vertex arrays pointing
128 * into it:
129 */
130static void vbo_bind_vertex_list(struct gl_context *ctx,
131                                 const struct vbo_save_vertex_list *node)
132{
133   struct vbo_context *vbo = vbo_context(ctx);
134   struct vbo_save_context *save = &vbo->save;
135   struct gl_client_array *arrays = save->arrays;
136   GLuint buffer_offset = node->buffer_offset;
137   const GLuint *map;
138   GLuint attr;
139   GLubyte node_attrsz[VBO_ATTRIB_MAX];  /* copy of node->attrsz[] */
140   GLenum node_attrtype[VBO_ATTRIB_MAX];  /* copy of node->attrtype[] */
141   GLbitfield64 varying_inputs = 0x0;
142
143   memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
144   memcpy(node_attrtype, node->attrtype, sizeof(node->attrtype));
145
146   /* Install the default (ie Current) attributes first, then overlay
147    * all active ones.
148    */
149   switch (get_program_mode(ctx)) {
150   case VP_NONE:
151      for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
152         save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
153      }
154      for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
155         save->inputs[VERT_ATTRIB_GENERIC(attr)] =
156            &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr];
157      }
158      map = vbo->map_vp_none;
159      break;
160   case VP_ARB:
161      for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
162         save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
163      }
164      for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
165         save->inputs[VERT_ATTRIB_GENERIC(attr)] =
166            &vbo->currval[VBO_ATTRIB_GENERIC0+attr];
167      }
168      map = vbo->map_vp_arb;
169
170      /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
171       * In that case we effectively need to route the data from
172       * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
173       */
174      if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
175          (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
176         save->inputs[VERT_ATTRIB_GENERIC0] = save->inputs[0];
177         node_attrsz[VERT_ATTRIB_GENERIC0] = node_attrsz[0];
178         node_attrtype[VERT_ATTRIB_GENERIC0] = node_attrtype[0];
179         node_attrsz[0] = 0;
180      }
181      break;
182   default:
183      assert(0);
184   }
185
186   for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
187      const GLuint src = map[attr];
188
189      if (node_attrsz[src]) {
190         /* override the default array set above */
191         save->inputs[attr] = &arrays[attr];
192
193	 arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
194	 arrays[attr].Size = node_attrsz[src];
195	 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
196	 arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
197         arrays[attr].Type = node_attrtype[src];
198         arrays[attr].Integer =
199               vbo_attrtype_to_integer_flag(node_attrtype[src]);
200         arrays[attr].Format = GL_RGBA;
201	 arrays[attr].Enabled = 1;
202         arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat);
203         _mesa_reference_buffer_object(ctx,
204                                       &arrays[attr].BufferObj,
205                                       node->vertex_store->bufferobj);
206	 arrays[attr]._MaxElement = node->count; /* ??? */
207
208	 assert(arrays[attr].BufferObj->Name);
209
210	 buffer_offset += node_attrsz[src] * sizeof(GLfloat);
211         varying_inputs |= VERT_BIT(attr);
212      }
213   }
214
215   _mesa_set_varying_vp_inputs( ctx, varying_inputs );
216   ctx->NewDriverState |= ctx->DriverFlags.NewArray;
217}
218
219
220static void
221vbo_save_loopback_vertex_list(struct gl_context *ctx,
222                              const struct vbo_save_vertex_list *list)
223{
224   const char *buffer =
225      ctx->Driver.MapBufferRange(ctx, 0,
226				 list->vertex_store->bufferobj->Size,
227				 GL_MAP_READ_BIT, /* ? */
228				 list->vertex_store->bufferobj,
229                                 MAP_INTERNAL);
230
231   vbo_loopback_vertex_list(ctx,
232                            (const GLfloat *)(buffer + list->buffer_offset),
233                            list->attrsz,
234                            list->prim,
235                            list->prim_count,
236                            list->wrap_count,
237                            list->vertex_size);
238
239   ctx->Driver.UnmapBuffer(ctx, list->vertex_store->bufferobj,
240                           MAP_INTERNAL);
241}
242
243
244/**
245 * Execute the buffer and save copied verts.
246 * This is called from the display list code when executing
247 * a drawing command.
248 */
249void
250vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
251{
252   const struct vbo_save_vertex_list *node =
253      (const struct vbo_save_vertex_list *) data;
254   struct vbo_save_context *save = &vbo_context(ctx)->save;
255   GLboolean remap_vertex_store = GL_FALSE;
256
257   if (save->vertex_store && save->vertex_store->buffer) {
258      /* The vertex store is currently mapped but we're about to replay
259       * a display list.  This can happen when a nested display list is
260       * being build with GL_COMPILE_AND_EXECUTE.
261       * We never want to have mapped vertex buffers when we're drawing.
262       * Unmap the vertex store, execute the list, then remap the vertex
263       * store.
264       */
265      vbo_save_unmap_vertex_store(ctx, save->vertex_store);
266      remap_vertex_store = GL_TRUE;
267   }
268
269   FLUSH_CURRENT(ctx, 0);
270
271   if (node->prim_count > 0) {
272
273      if (_mesa_inside_begin_end(ctx) && node->prim[0].begin) {
274         /* Error: we're about to begin a new primitive but we're already
275          * inside a glBegin/End pair.
276          */
277         _mesa_error(ctx, GL_INVALID_OPERATION,
278                     "draw operation inside glBegin/End");
279         goto end;
280      }
281      else if (save->replay_flags) {
282	 /* Various degnerate cases: translate into immediate mode
283	  * calls rather than trying to execute in place.
284	  */
285	 vbo_save_loopback_vertex_list( ctx, node );
286
287         goto end;
288      }
289
290      if (ctx->NewState)
291	 _mesa_update_state( ctx );
292
293      /* XXX also need to check if shader enabled, but invalid */
294      if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||
295          (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {
296         _mesa_error(ctx, GL_INVALID_OPERATION,
297                     "glBegin (invalid vertex/fragment program)");
298         return;
299      }
300
301      vbo_bind_vertex_list( ctx, node );
302
303      vbo_draw_method(vbo_context(ctx), DRAW_DISPLAY_LIST);
304
305      /* Again...
306       */
307      if (ctx->NewState)
308	 _mesa_update_state( ctx );
309
310      if (node->count > 0) {
311         vbo_context(ctx)->draw_prims(ctx,
312                                      node->prim,
313                                      node->prim_count,
314                                      NULL,
315                                      GL_TRUE,
316                                      0,    /* Node is a VBO, so this is ok */
317                                      node->count - 1,
318                                      NULL, NULL);
319      }
320   }
321
322   /* Copy to current?
323    */
324   _playback_copy_to_current( ctx, node );
325
326end:
327   if (remap_vertex_store) {
328      save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
329   }
330}
331