vbo_save_draw.c revision 3464ebd5
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/mfeatures.h"
34#include "main/mtypes.h"
35#include "main/macros.h"
36#include "main/light.h"
37#include "main/state.h"
38
39#include "vbo_context.h"
40
41
42#if FEATURE_dlist
43
44
45/**
46 * After playback, copy everything but the position from the
47 * last vertex to the saved state
48 */
49static void
50_playback_copy_to_current(struct gl_context *ctx,
51                          const struct vbo_save_vertex_list *node)
52{
53   struct vbo_context *vbo = vbo_context(ctx);
54   GLfloat vertex[VBO_ATTRIB_MAX * 4];
55   GLfloat *data;
56   GLuint i, offset;
57
58   if (node->current_size == 0)
59      return;
60
61   if (node->current_data) {
62      data = node->current_data;
63   }
64   else {
65      data = vertex;
66
67      if (node->count)
68         offset = (node->buffer_offset +
69                   (node->count-1) * node->vertex_size * sizeof(GLfloat));
70      else
71         offset = node->buffer_offset;
72
73      ctx->Driver.GetBufferSubData( ctx, 0, offset,
74                                    node->vertex_size * sizeof(GLfloat),
75                                    data, node->vertex_store->bufferobj );
76
77      data += node->attrsz[0]; /* skip vertex position */
78   }
79
80   for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
81      if (node->attrsz[i]) {
82	 GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
83         GLfloat tmp[4];
84
85         COPY_CLEAN_4V(tmp,
86                       node->attrsz[i],
87                       data);
88
89         if (memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) {
90            memcpy(current, tmp, 4 * sizeof(GLfloat));
91
92            vbo->currval[i].Size = node->attrsz[i];
93            assert(vbo->currval[i].Type == GL_FLOAT);
94            vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat);
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   GLbitfield varying_inputs = 0x0;
141
142   memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
143
144   /* Install the default (ie Current) attributes first, then overlay
145    * all active ones.
146    */
147   switch (get_program_mode(ctx)) {
148   case VP_NONE:
149      for (attr = 0; attr < 16; attr++) {
150         save->inputs[attr] = &vbo->legacy_currval[attr];
151      }
152      for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
153         save->inputs[attr + 16] = &vbo->mat_currval[attr];
154      }
155      map = vbo->map_vp_none;
156      break;
157   case VP_NV:
158   case VP_ARB:
159      /* The aliasing of attributes for NV vertex programs has already
160       * occurred.  NV vertex programs cannot access material values,
161       * nor attributes greater than VERT_ATTRIB_TEX7.
162       */
163      for (attr = 0; attr < 16; attr++) {
164         save->inputs[attr] = &vbo->legacy_currval[attr];
165         save->inputs[attr + 16] = &vbo->generic_currval[attr];
166      }
167      map = vbo->map_vp_arb;
168
169      /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
170       * In that case we effectively need to route the data from
171       * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
172       */
173      if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
174          (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
175         save->inputs[16] = save->inputs[0];
176         node_attrsz[16] = node_attrsz[0];
177         node_attrsz[0] = 0;
178      }
179      break;
180   default:
181      assert(0);
182   }
183
184   for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
185      const GLuint src = map[attr];
186
187      if (node_attrsz[src]) {
188         /* override the default array set above */
189         save->inputs[attr] = &arrays[attr];
190
191	 arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
192	 arrays[attr].Size = node->attrsz[src];
193	 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
194	 arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
195	 arrays[attr].Type = GL_FLOAT;
196         arrays[attr].Format = GL_RGBA;
197	 arrays[attr].Enabled = 1;
198         arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat);
199         _mesa_reference_buffer_object(ctx,
200                                       &arrays[attr].BufferObj,
201                                       node->vertex_store->bufferobj);
202	 arrays[attr]._MaxElement = node->count; /* ??? */
203
204	 assert(arrays[attr].BufferObj->Name);
205
206	 buffer_offset += node->attrsz[src] * sizeof(GLfloat);
207         varying_inputs |= 1<<attr;
208         ctx->NewState |= _NEW_ARRAY;
209      }
210   }
211
212   _mesa_set_varying_vp_inputs( ctx, varying_inputs );
213}
214
215
216static void
217vbo_save_loopback_vertex_list(struct gl_context *ctx,
218                              const struct vbo_save_vertex_list *list)
219{
220   const char *buffer = ctx->Driver.MapBuffer(ctx,
221					      GL_ARRAY_BUFFER_ARB,
222					      GL_READ_ONLY, /* ? */
223                                              list->vertex_store->bufferobj);
224
225   vbo_loopback_vertex_list(ctx,
226                            (const GLfloat *)(buffer + list->buffer_offset),
227                            list->attrsz,
228                            list->prim,
229                            list->prim_count,
230                            list->wrap_count,
231                            list->vertex_size);
232
233   ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB,
234			   list->vertex_store->bufferobj);
235}
236
237
238/**
239 * Execute the buffer and save copied verts.
240 * This is called from the display list code when executing
241 * a drawing command.
242 */
243void
244vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
245{
246   const struct vbo_save_vertex_list *node =
247      (const struct vbo_save_vertex_list *) data;
248   struct vbo_save_context *save = &vbo_context(ctx)->save;
249
250   FLUSH_CURRENT(ctx, 0);
251
252   if (node->prim_count > 0) {
253
254      if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END &&
255	  node->prim[0].begin) {
256
257	 /* Degenerate case: list is called inside begin/end pair and
258	  * includes operations such as glBegin or glDrawArrays.
259	  */
260	 if (0)
261	    printf("displaylist recursive begin");
262
263	 vbo_save_loopback_vertex_list( ctx, node );
264	 return;
265      }
266      else if (save->replay_flags) {
267	 /* Various degnerate cases: translate into immediate mode
268	  * calls rather than trying to execute in place.
269	  */
270	 vbo_save_loopback_vertex_list( ctx, node );
271	 return;
272      }
273
274      if (ctx->NewState)
275	 _mesa_update_state( ctx );
276
277      /* XXX also need to check if shader enabled, but invalid */
278      if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||
279          (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {
280         _mesa_error(ctx, GL_INVALID_OPERATION,
281                     "glBegin (invalid vertex/fragment program)");
282         return;
283      }
284
285      vbo_bind_vertex_list( ctx, node );
286
287      /* Again...
288       */
289      if (ctx->NewState)
290	 _mesa_update_state( ctx );
291
292      if (node->count > 0) {
293         vbo_context(ctx)->draw_prims(ctx,
294                                      save->inputs,
295                                      node->prim,
296                                      node->prim_count,
297                                      NULL,
298                                      GL_TRUE,
299                                      0,    /* Node is a VBO, so this is ok */
300                                      node->count - 1);
301      }
302   }
303
304   /* Copy to current?
305    */
306   _playback_copy_to_current( ctx, node );
307}
308
309
310#endif /* FEATURE_dlist */
311