vbo_save_loopback.c revision 8a1362ad
1/**************************************************************************
2 *
3 * Copyright 2005 VMware, Inc.
4 * 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
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#include <stdio.h>
29#include "main/context.h"
30#include "main/glheader.h"
31#include "main/enums.h"
32#include "main/imports.h"
33#include "main/dispatch.h"
34#include "glapi/glapi.h"
35
36#include "vbo_private.h"
37
38
39typedef void (*attr_func)(struct gl_context *ctx, GLint index, const GLfloat *);
40
41
42/* This file makes heavy use of the aliasing of NV vertex attributes
43 * with the legacy attributes, and also with ARB and Material
44 * attributes as currently implemented.
45 */
46static void
47VertexAttrib1fvNV(struct gl_context *ctx, GLint index, const GLfloat *v)
48{
49   CALL_VertexAttrib1fvNV(ctx->Exec, (index, v));
50}
51
52
53static void
54VertexAttrib2fvNV(struct gl_context *ctx, GLint index, const GLfloat *v)
55{
56   CALL_VertexAttrib2fvNV(ctx->Exec, (index, v));
57}
58
59
60static void
61VertexAttrib3fvNV(struct gl_context *ctx, GLint index, const GLfloat *v)
62{
63   CALL_VertexAttrib3fvNV(ctx->Exec, (index, v));
64}
65
66
67static void
68VertexAttrib4fvNV(struct gl_context *ctx, GLint index, const GLfloat *v)
69{
70   CALL_VertexAttrib4fvNV(ctx->Exec, (index, v));
71}
72
73
74static attr_func vert_attrfunc[4] = {
75   VertexAttrib1fvNV,
76   VertexAttrib2fvNV,
77   VertexAttrib3fvNV,
78   VertexAttrib4fvNV
79};
80
81
82struct loopback_attr {
83   enum vbo_attrib index;
84   GLuint offset;
85   attr_func func;
86};
87
88
89/**
90 * Don't emit ends and begins on wrapped primitives.  Don't replay
91 * wrapped vertices.  If we get here, it's probably because the
92 * precalculated wrapping is wrong.
93 */
94static void
95loopback_prim(struct gl_context *ctx,
96              const GLubyte *buffer,
97              const struct _mesa_prim *prim,
98              GLuint wrap_count,
99              GLuint stride,
100              const struct loopback_attr *la, GLuint nr)
101{
102   GLuint start = prim->start;
103   const GLuint end = start + prim->count;
104   const GLubyte *data;
105
106   if (0)
107      printf("loopback prim %s(%s,%s) verts %d..%d  vsize %d\n",
108             _mesa_lookup_prim_by_nr(prim->mode),
109             prim->begin ? "begin" : "..",
110             prim->end ? "end" : "..",
111             start, end,
112             stride);
113
114   if (prim->begin) {
115      CALL_Begin(GET_DISPATCH(), (prim->mode));
116   }
117   else {
118      start += wrap_count;
119   }
120
121   data = buffer + start * stride;
122
123   for (GLuint j = start; j < end; j++) {
124      for (GLuint k = 0; k < nr; k++)
125         la[k].func(ctx, la[k].index, (const GLfloat *)(data + la[k].offset));
126
127      data += stride;
128   }
129
130   if (prim->end) {
131      CALL_End(GET_DISPATCH(), ());
132   }
133}
134
135
136static inline void
137append_attr(GLuint *nr, struct loopback_attr la[], int i, int shift,
138            const struct gl_vertex_array_object *vao)
139{
140   la[*nr].index = shift + i;
141   la[*nr].offset = vao->VertexAttrib[i].RelativeOffset;
142   la[*nr].func = vert_attrfunc[vao->VertexAttrib[i].Format.Size - 1];
143   (*nr)++;
144}
145
146
147void
148_vbo_loopback_vertex_list(struct gl_context *ctx,
149                          const struct vbo_save_vertex_list* node)
150{
151   struct loopback_attr la[VBO_ATTRIB_MAX];
152   GLuint nr = 0;
153
154   /* All Legacy, NV, ARB and Material attributes are routed through
155    * the NV attributes entrypoints:
156    */
157   const struct gl_vertex_array_object *vao = node->VAO[VP_MODE_FF];
158   GLbitfield mask = vao->Enabled & VERT_BIT_MAT_ALL;
159   while (mask) {
160      const int i = u_bit_scan(&mask);
161      append_attr(&nr, la, i, VBO_MATERIAL_SHIFT, vao);
162   }
163
164   vao = node->VAO[VP_MODE_SHADER];
165   mask = vao->Enabled & ~(VERT_BIT_POS | VERT_BIT_GENERIC0);
166   while (mask) {
167      const int i = u_bit_scan(&mask);
168      append_attr(&nr, la, i, 0, vao);
169   }
170
171   /* The last in the list should be the vertex provoking attribute */
172   if (vao->Enabled & VERT_BIT_GENERIC0) {
173      append_attr(&nr, la, VERT_ATTRIB_GENERIC0, 0, vao);
174   } else if (vao->Enabled & VERT_BIT_POS) {
175      append_attr(&nr, la, VERT_ATTRIB_POS, 0, vao);
176   }
177
178   const GLuint wrap_count = node->wrap_count;
179   const GLuint stride = _vbo_save_get_stride(node);
180   const GLubyte *buffer = NULL;
181   if (0 < nr) {
182      /* Compute the minimal offset into the vertex buffer object */
183      GLuint offset = ~0u;
184      for (GLuint i = 0; i < nr; ++i)
185         offset = MIN2(offset, la[i].offset);
186      for (GLuint i = 0; i < nr; ++i)
187         la[i].offset -= offset;
188
189      /* Get the mapped base pointer, assert sufficient mapping */
190      struct gl_buffer_object *bufferobj = vao->BufferBinding[0].BufferObj;
191      assert(bufferobj && bufferobj->Mappings[MAP_INTERNAL].Pointer);
192      buffer = bufferobj->Mappings[MAP_INTERNAL].Pointer;
193      assert(bufferobj->Mappings[MAP_INTERNAL].Offset
194             <= vao->BufferBinding[0].Offset + offset
195             + stride*(_vbo_save_get_min_index(node) + wrap_count));
196      buffer += vao->BufferBinding[0].Offset + offset
197         - bufferobj->Mappings[MAP_INTERNAL].Offset;
198      assert(stride*(_vbo_save_get_vertex_count(node) - wrap_count)
199             <= bufferobj->Mappings[MAP_INTERNAL].Length);
200   }
201
202   /* Replay the primitives */
203   const struct _mesa_prim *prims = node->prims;
204   const GLuint prim_count = node->prim_count;
205   for (GLuint i = 0; i < prim_count; i++) {
206      loopback_prim(ctx, buffer, &prims[i], wrap_count, stride, la, nr);
207   }
208}
209