vbo_save_draw.c revision 01e04c3f
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 <stdbool.h> 30#include "main/arrayobj.h" 31#include "main/glheader.h" 32#include "main/bufferobj.h" 33#include "main/context.h" 34#include "main/imports.h" 35#include "main/macros.h" 36#include "main/light.h" 37#include "main/state.h" 38#include "main/varray.h" 39#include "util/bitscan.h" 40 41#include "vbo_private.h" 42 43 44static void 45copy_vao(struct gl_context *ctx, const struct gl_vertex_array_object *vao, 46 GLbitfield mask, GLbitfield state, int shift, fi_type **data) 47{ 48 struct vbo_context *vbo = vbo_context(ctx); 49 50 mask &= vao->_Enabled; 51 while (mask) { 52 const int i = u_bit_scan(&mask); 53 const struct gl_array_attributes *attrib = &vao->VertexAttrib[i]; 54 struct gl_array_attributes *currval = &vbo->current[shift + i]; 55 const GLubyte size = attrib->Size; 56 const GLenum16 type = attrib->Type; 57 fi_type tmp[8]; 58 int dmul = 1; 59 60 if (type == GL_DOUBLE || 61 type == GL_UNSIGNED_INT64_ARB) 62 dmul = 2; 63 64 if (dmul == 2) 65 memcpy(tmp, *data, size * dmul * sizeof(GLfloat)); 66 else 67 COPY_CLEAN_4V_TYPE_AS_UNION(tmp, size, *data, type); 68 69 if (type != currval->Type || 70 memcmp(currval->Ptr, tmp, 4 * sizeof(GLfloat) * dmul) != 0) { 71 memcpy((fi_type*)currval->Ptr, tmp, 4 * sizeof(GLfloat) * dmul); 72 73 currval->Size = size; 74 currval->_ElementSize = size * sizeof(GLfloat) * dmul; 75 currval->Type = type; 76 currval->Integer = vbo_attrtype_to_integer_flag(type); 77 currval->Doubles = vbo_attrtype_to_double_flag(type); 78 currval->Normalized = GL_FALSE; 79 currval->Format = GL_RGBA; 80 81 ctx->NewState |= state; 82 } 83 84 *data += size; 85 } 86} 87 88/** 89 * After playback, copy everything but the position from the 90 * last vertex to the saved state 91 */ 92static void 93playback_copy_to_current(struct gl_context *ctx, 94 const struct vbo_save_vertex_list *node) 95{ 96 if (!node->current_data) 97 return; 98 99 fi_type *data = node->current_data; 100 /* Copy conventional attribs and generics except pos */ 101 copy_vao(ctx, node->VAO[VP_MODE_SHADER], ~VERT_BIT_POS & VERT_BIT_ALL, 102 _NEW_CURRENT_ATTRIB, 0, &data); 103 /* Copy materials */ 104 copy_vao(ctx, node->VAO[VP_MODE_FF], VERT_BIT_MAT_ALL, 105 _NEW_CURRENT_ATTRIB | _NEW_LIGHT, VBO_MATERIAL_SHIFT, &data); 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->prims[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 * Set the appropriate VAO to draw. 128 */ 129static void 130bind_vertex_list(struct gl_context *ctx, 131 const struct vbo_save_vertex_list *node) 132{ 133 const gl_vertex_processing_mode mode = ctx->VertexProgram._VPMode; 134 _mesa_set_draw_vao(ctx, node->VAO[mode], _vbo_get_vao_filter(mode)); 135} 136 137 138static void 139loopback_vertex_list(struct gl_context *ctx, 140 const struct vbo_save_vertex_list *list) 141{ 142 struct gl_buffer_object *bo = list->VAO[0]->BufferBinding[0].BufferObj; 143 ctx->Driver.MapBufferRange(ctx, 0, bo->Size, GL_MAP_READ_BIT, /* ? */ 144 bo, MAP_INTERNAL); 145 146 /* Note that the range of referenced vertices must be mapped already */ 147 _vbo_loopback_vertex_list(ctx, list); 148 149 ctx->Driver.UnmapBuffer(ctx, bo, MAP_INTERNAL); 150} 151 152 153/** 154 * Execute the buffer and save copied verts. 155 * This is called from the display list code when executing 156 * a drawing command. 157 */ 158void 159vbo_save_playback_vertex_list(struct gl_context *ctx, void *data) 160{ 161 const struct vbo_save_vertex_list *node = 162 (const struct vbo_save_vertex_list *) data; 163 struct vbo_context *vbo = vbo_context(ctx); 164 struct vbo_save_context *save = &vbo->save; 165 GLboolean remap_vertex_store = GL_FALSE; 166 167 if (save->vertex_store && save->vertex_store->buffer_map) { 168 /* The vertex store is currently mapped but we're about to replay 169 * a display list. This can happen when a nested display list is 170 * being build with GL_COMPILE_AND_EXECUTE. 171 * We never want to have mapped vertex buffers when we're drawing. 172 * Unmap the vertex store, execute the list, then remap the vertex 173 * store. 174 */ 175 vbo_save_unmap_vertex_store(ctx, save->vertex_store); 176 remap_vertex_store = GL_TRUE; 177 } 178 179 FLUSH_FOR_DRAW(ctx); 180 181 if (node->prim_count > 0) { 182 183 if (_mesa_inside_begin_end(ctx) && node->prims[0].begin) { 184 /* Error: we're about to begin a new primitive but we're already 185 * inside a glBegin/End pair. 186 */ 187 _mesa_error(ctx, GL_INVALID_OPERATION, 188 "draw operation inside glBegin/End"); 189 goto end; 190 } 191 else if (save->replay_flags) { 192 /* Various degenerate cases: translate into immediate mode 193 * calls rather than trying to execute in place. 194 */ 195 loopback_vertex_list(ctx, node); 196 197 goto end; 198 } 199 200 bind_vertex_list(ctx, node); 201 202 /* Need that at least one time. */ 203 if (ctx->NewState) 204 _mesa_update_state(ctx); 205 206 /* XXX also need to check if shader enabled, but invalid */ 207 if ((ctx->VertexProgram.Enabled && 208 !_mesa_arb_vertex_program_enabled(ctx)) || 209 (ctx->FragmentProgram.Enabled && 210 !_mesa_arb_fragment_program_enabled(ctx))) { 211 _mesa_error(ctx, GL_INVALID_OPERATION, 212 "glBegin (invalid vertex/fragment program)"); 213 return; 214 } 215 216 assert(ctx->NewState == 0); 217 218 if (node->vertex_count > 0) { 219 GLuint min_index = _vbo_save_get_min_index(node); 220 GLuint max_index = _vbo_save_get_max_index(node); 221 ctx->Driver.Draw(ctx, node->prims, node->prim_count, NULL, GL_TRUE, 222 min_index, max_index, NULL, 0, NULL); 223 } 224 } 225 226 /* Copy to current? 227 */ 228 playback_copy_to_current(ctx, node); 229 230end: 231 if (remap_vertex_store) { 232 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store); 233 } 234} 235