vbo_save_draw.c revision 4a49301e
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/* 42 * After playback, copy everything but the position from the 43 * last vertex to the saved state 44 */ 45static void _playback_copy_to_current( GLcontext *ctx, 46 const struct vbo_save_vertex_list *node ) 47{ 48 struct vbo_context *vbo = vbo_context(ctx); 49 GLfloat vertex[VBO_ATTRIB_MAX * 4]; 50 GLfloat *data; 51 GLuint i, offset; 52 53 if (node->current_size == 0) 54 return; 55 56 if (node->current_data) { 57 data = node->current_data; 58 } 59 else { 60 data = vertex; 61 62 if (node->count) 63 offset = (node->buffer_offset + 64 (node->count-1) * node->vertex_size * sizeof(GLfloat)); 65 else 66 offset = node->buffer_offset; 67 68 ctx->Driver.GetBufferSubData( ctx, 0, offset, 69 node->vertex_size * sizeof(GLfloat), 70 data, node->vertex_store->bufferobj ); 71 72 data += node->attrsz[0]; /* skip vertex position */ 73 } 74 75 for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) { 76 if (node->attrsz[i]) { 77 GLfloat *current = (GLfloat *)vbo->currval[i].Ptr; 78 GLfloat tmp[4]; 79 80 COPY_CLEAN_4V(tmp, 81 node->attrsz[i], 82 data); 83 84 if (memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) 85 { 86 memcpy(current, tmp, 4 * sizeof(GLfloat)); 87 88 vbo->currval[i].Size = node->attrsz[i]; 89 90 if (i >= VBO_ATTRIB_FIRST_MATERIAL && 91 i <= VBO_ATTRIB_LAST_MATERIAL) 92 ctx->NewState |= _NEW_LIGHT; 93 94 ctx->NewState |= _NEW_CURRENT_ATTRIB; 95 } 96 97 data += node->attrsz[i]; 98 } 99 } 100 101 /* Colormaterial -- this kindof sucks. 102 */ 103 if (ctx->Light.ColorMaterialEnabled) { 104 _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]); 105 } 106 107 /* CurrentExecPrimitive 108 */ 109 if (node->prim_count) { 110 const struct _mesa_prim *prim = &node->prim[node->prim_count - 1]; 111 if (prim->end) 112 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END; 113 else 114 ctx->Driver.CurrentExecPrimitive = prim->mode; 115 } 116} 117 118 119 120/* Treat the vertex storage as a VBO, define vertex arrays pointing 121 * into it: 122 */ 123static void vbo_bind_vertex_list( GLcontext *ctx, 124 const struct vbo_save_vertex_list *node ) 125{ 126 struct vbo_context *vbo = vbo_context(ctx); 127 struct vbo_save_context *save = &vbo->save; 128 struct gl_client_array *arrays = save->arrays; 129 GLuint buffer_offset = node->buffer_offset; 130 const GLuint *map; 131 GLuint attr; 132 GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */ 133 GLbitfield varying_inputs = 0x0; 134 135 memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz)); 136 137 /* Install the default (ie Current) attributes first, then overlay 138 * all active ones. 139 */ 140 switch (get_program_mode(ctx)) { 141 case VP_NONE: 142 for (attr = 0; attr < 16; attr++) { 143 save->inputs[attr] = &vbo->legacy_currval[attr]; 144 } 145 for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) { 146 save->inputs[attr + 16] = &vbo->mat_currval[attr]; 147 } 148 map = vbo->map_vp_none; 149 break; 150 case VP_NV: 151 case VP_ARB: 152 /* The aliasing of attributes for NV vertex programs has already 153 * occurred. NV vertex programs cannot access material values, 154 * nor attributes greater than VERT_ATTRIB_TEX7. 155 */ 156 for (attr = 0; attr < 16; attr++) { 157 save->inputs[attr] = &vbo->legacy_currval[attr]; 158 save->inputs[attr + 16] = &vbo->generic_currval[attr]; 159 } 160 map = vbo->map_vp_arb; 161 162 /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read. 163 * In that case we effectively need to route the data from 164 * glVertexAttrib(0, val) calls to feed into the GENERIC0 input. 165 */ 166 if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 && 167 (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) { 168 save->inputs[16] = save->inputs[0]; 169 node_attrsz[16] = node_attrsz[0]; 170 node_attrsz[0] = 0; 171 } 172 break; 173 default: 174 assert(0); 175 } 176 177 for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) { 178 GLuint src = map[attr]; 179 180 if (node_attrsz[src]) { 181 /* override the default array set above */ 182 save->inputs[attr] = &arrays[attr]; 183 184 arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset; 185 arrays[attr].Size = node->attrsz[src]; 186 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat); 187 arrays[attr].Stride = node->vertex_size * sizeof(GLfloat); 188 arrays[attr].Type = GL_FLOAT; 189 arrays[attr].Format = GL_RGBA; 190 arrays[attr].Enabled = 1; 191 _mesa_reference_buffer_object(ctx, 192 &arrays[attr].BufferObj, 193 node->vertex_store->bufferobj); 194 arrays[attr]._MaxElement = node->count; /* ??? */ 195 196 assert(arrays[attr].BufferObj->Name); 197 198 buffer_offset += node->attrsz[src] * sizeof(GLfloat); 199 varying_inputs |= 1<<attr; 200 } 201 } 202 203 _mesa_set_varying_vp_inputs( ctx, varying_inputs ); 204} 205 206static void vbo_save_loopback_vertex_list( GLcontext *ctx, 207 const struct vbo_save_vertex_list *list ) 208{ 209 const char *buffer = ctx->Driver.MapBuffer(ctx, 210 GL_ARRAY_BUFFER_ARB, 211 GL_READ_ONLY, /* ? */ 212 list->vertex_store->bufferobj); 213 214 vbo_loopback_vertex_list( ctx, 215 (const GLfloat *)(buffer + list->buffer_offset), 216 list->attrsz, 217 list->prim, 218 list->prim_count, 219 list->wrap_count, 220 list->vertex_size); 221 222 ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB, 223 list->vertex_store->bufferobj); 224} 225 226 227/** 228 * Execute the buffer and save copied verts. 229 */ 230void vbo_save_playback_vertex_list( GLcontext *ctx, void *data ) 231{ 232 const struct vbo_save_vertex_list *node = (const struct vbo_save_vertex_list *) data; 233 struct vbo_save_context *save = &vbo_context(ctx)->save; 234 235 FLUSH_CURRENT(ctx, 0); 236 237 if (node->prim_count > 0 && node->count > 0) { 238 239 if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END && 240 node->prim[0].begin) { 241 242 /* Degenerate case: list is called inside begin/end pair and 243 * includes operations such as glBegin or glDrawArrays. 244 */ 245 if (0) 246 _mesa_printf("displaylist recursive begin"); 247 248 vbo_save_loopback_vertex_list( ctx, node ); 249 return; 250 } 251 else if (save->replay_flags) { 252 /* Various degnerate cases: translate into immediate mode 253 * calls rather than trying to execute in place. 254 */ 255 vbo_save_loopback_vertex_list( ctx, node ); 256 return; 257 } 258 259 if (ctx->NewState) 260 _mesa_update_state( ctx ); 261 262 /* XXX also need to check if shader enabled, but invalid */ 263 if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) || 264 (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) { 265 _mesa_error(ctx, GL_INVALID_OPERATION, 266 "glBegin (invalid vertex/fragment program)"); 267 return; 268 } 269 270 vbo_bind_vertex_list( ctx, node ); 271 272 /* Again... 273 */ 274 if (ctx->NewState) 275 _mesa_update_state( ctx ); 276 277 vbo_context(ctx)->draw_prims( ctx, 278 save->inputs, 279 node->prim, 280 node->prim_count, 281 NULL, 282 GL_TRUE, 283 0, /* Node is a VBO, so this is ok */ 284 node->count - 1); 285 } 286 287 /* Copy to current? 288 */ 289 _playback_copy_to_current( ctx, node ); 290} 291