vbo_save_draw.c revision 7117f1b4
1/* 2 * Mesa 3-D graphics library 3 * Version: 6.1 4 * 5 * Copyright (C) 1999-2004 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 "glheader.h" 30#include "context.h" 31#include "imports.h" 32#include "mtypes.h" 33#include "macros.h" 34#include "light.h" 35#include "state.h" 36 37#include "vbo_context.h" 38 39 40/* 41 * After playback, copy everything but the position from the 42 * last vertex to the saved state 43 */ 44static void _playback_copy_to_current( GLcontext *ctx, 45 const struct vbo_save_vertex_list *node ) 46{ 47 struct vbo_context *vbo = vbo_context(ctx); 48 GLfloat vertex[VBO_ATTRIB_MAX * 4], *data = vertex; 49 GLuint i, offset; 50 51 if (node->count) 52 offset = (node->buffer_offset + 53 (node->count-1) * node->vertex_size * sizeof(GLfloat)); 54 else 55 offset = node->buffer_offset; 56 57 ctx->Driver.GetBufferSubData( ctx, 0, offset, 58 node->vertex_size * sizeof(GLfloat), 59 data, node->vertex_store->bufferobj ); 60 61 data += node->attrsz[0]; /* skip vertex position */ 62 63 for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) { 64 if (node->attrsz[i]) { 65 GLfloat *current = (GLfloat *)vbo->currval[i].Ptr; 66 67 COPY_CLEAN_4V(current, 68 node->attrsz[i], 69 data); 70 71 vbo->currval[i].Size = node->attrsz[i]; 72 73 data += node->attrsz[i]; 74 75 if (i >= VBO_ATTRIB_FIRST_MATERIAL && 76 i <= VBO_ATTRIB_LAST_MATERIAL) 77 ctx->NewState |= _NEW_LIGHT; 78 } 79 } 80 81 /* Colormaterial -- this kindof sucks. 82 */ 83 if (ctx->Light.ColorMaterialEnabled) { 84 _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]); 85 } 86 87 /* CurrentExecPrimitive 88 */ 89 if (node->prim_count) { 90 const struct _mesa_prim *prim = &node->prim[node->prim_count - 1]; 91 if (prim->end) 92 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END; 93 else 94 ctx->Driver.CurrentExecPrimitive = prim->mode; 95 } 96} 97 98 99 100/* Treat the vertex storage as a VBO, define vertex arrays pointing 101 * into it: 102 */ 103static void vbo_bind_vertex_list( GLcontext *ctx, 104 const struct vbo_save_vertex_list *node ) 105{ 106 struct vbo_context *vbo = vbo_context(ctx); 107 struct vbo_save_context *save = &vbo->save; 108 struct gl_client_array *arrays = save->arrays; 109 GLuint data = node->buffer_offset; 110 const GLuint *map; 111 GLuint attr; 112 113 /* Install the default (ie Current) attributes first, then overlay 114 * all active ones. 115 */ 116 switch (get_program_mode(ctx)) { 117 case VP_NONE: 118 memcpy(arrays, vbo->legacy_currval, 16 * sizeof(arrays[0])); 119 memcpy(arrays + 16, vbo->mat_currval, MAT_ATTRIB_MAX * sizeof(arrays[0])); 120 map = vbo->map_vp_none; 121 break; 122 case VP_NV: 123 case VP_ARB: 124 /* The aliasing of attributes for NV vertex programs has already 125 * occurred. NV vertex programs cannot access material values, 126 * nor attributes greater than VERT_ATTRIB_TEX7. 127 */ 128 memcpy(arrays, vbo->legacy_currval, 16 * sizeof(arrays[0])); 129 memcpy(arrays + 16, vbo->generic_currval, 16 * sizeof(arrays[0])); 130 map = vbo->map_vp_arb; 131 break; 132 } 133 134 for (attr = 0; attr < VBO_ATTRIB_MAX; attr++) { 135 GLuint src = map[attr]; 136 137 if (node->attrsz[src]) { 138 arrays[attr].Ptr = (const GLubyte *)data; 139 arrays[attr].Size = node->attrsz[src]; 140 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat); 141 arrays[attr].Stride = node->vertex_size * sizeof(GLfloat); 142 arrays[attr].Type = GL_FLOAT; 143 arrays[attr].Enabled = 1; 144 arrays[attr].BufferObj = node->vertex_store->bufferobj; 145 arrays[attr]._MaxElement = node->count; /* ??? */ 146 147 assert(arrays[attr].BufferObj->Name); 148 149 data += node->attrsz[attr] * sizeof(GLfloat); 150 } 151 } 152} 153 154static void vbo_save_loopback_vertex_list( GLcontext *ctx, 155 const struct vbo_save_vertex_list *list ) 156{ 157 const char *buffer = ctx->Driver.MapBuffer(ctx, 158 GL_ARRAY_BUFFER_ARB, 159 GL_READ_ONLY, /* ? */ 160 list->vertex_store->bufferobj); 161 162 vbo_loopback_vertex_list( ctx, 163 (const GLfloat *)(buffer + list->buffer_offset), 164 list->attrsz, 165 list->prim, 166 list->prim_count, 167 list->wrap_count, 168 list->vertex_size); 169 170 ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB, 171 list->vertex_store->bufferobj); 172} 173 174 175/** 176 * Execute the buffer and save copied verts. 177 */ 178void vbo_save_playback_vertex_list( GLcontext *ctx, void *data ) 179{ 180 const struct vbo_save_vertex_list *node = (const struct vbo_save_vertex_list *) data; 181 struct vbo_save_context *save = &vbo_context(ctx)->save; 182 183 FLUSH_CURRENT(ctx, 0); 184 185 if (node->prim_count > 0 && node->count > 0) { 186 187 if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END && 188 node->prim[0].begin) { 189 190 /* Degenerate case: list is called inside begin/end pair and 191 * includes operations such as glBegin or glDrawArrays. 192 */ 193 if (0) 194 _mesa_printf("displaylist recursive begin"); 195 196 vbo_save_loopback_vertex_list( ctx, node ); 197 return; 198 } 199 else if (save->replay_flags) { 200 /* Various degnerate cases: translate into immediate mode 201 * calls rather than trying to execute in place. 202 */ 203 vbo_save_loopback_vertex_list( ctx, node ); 204 return; 205 } 206 207 if (ctx->NewState) 208 _mesa_update_state( ctx ); 209 210 /* XXX also need to check if shader enabled, but invalid */ 211 if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) || 212 (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) { 213 _mesa_error(ctx, GL_INVALID_OPERATION, 214 "glBegin (invalid vertex/fragment program)"); 215 return; 216 } 217 218 vbo_bind_vertex_list( ctx, node ); 219 220 vbo_context(ctx)->draw_prims( ctx, 221 save->inputs, 222 node->prim, 223 node->prim_count, 224 NULL, 225 0, /* Node is a VBO, so this is ok */ 226 node->count - 1); 227 } 228 229 /* Copy to current? 230 */ 231 _playback_copy_to_current( ctx, node ); 232} 233