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