| /* |
| * Mesa 3-D graphics library |
| * |
| * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice shall be included |
| * in all copies or substantial portions of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR |
| * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, |
| * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR |
| * OTHER DEALINGS IN THE SOFTWARE. |
| */ |
| |
| /* Author: |
| * Keith Whitwell <keithw@vmware.com> |
| */ |
| |
| #include "main/glheader.h" |
| #include "main/bufferobj.h" |
| #include "main/context.h" |
| #include "main/imports.h" |
| #include "main/mtypes.h" |
| #include "main/macros.h" |
| #include "main/light.h" |
| #include "main/state.h" |
| #include "util/bitscan.h" |
| |
| #include "vbo_context.h" |
| |
| |
| /** |
| * After playback, copy everything but the position from the |
| * last vertex to the saved state |
| */ |
| static void |
| _playback_copy_to_current(struct gl_context *ctx, |
| const struct vbo_save_vertex_list *node) |
| { |
| struct vbo_context *vbo = vbo_context(ctx); |
| fi_type vertex[VBO_ATTRIB_MAX * 4]; |
| fi_type *data; |
| GLbitfield64 mask; |
| GLuint offset; |
| |
| if (node->current_size == 0) |
| return; |
| |
| if (node->current_data) { |
| data = node->current_data; |
| } |
| else { |
| data = vertex; |
| |
| if (node->count) |
| offset = (node->buffer_offset + |
| (node->count-1) * node->vertex_size * sizeof(GLfloat)); |
| else |
| offset = node->buffer_offset; |
| |
| ctx->Driver.GetBufferSubData( ctx, offset, |
| node->vertex_size * sizeof(GLfloat), |
| data, node->vertex_store->bufferobj ); |
| |
| data += node->attrsz[0]; /* skip vertex position */ |
| } |
| |
| mask = node->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS)); |
| while (mask) { |
| const int i = u_bit_scan64(&mask); |
| fi_type *current = (fi_type *)vbo->currval[i].Ptr; |
| fi_type tmp[4]; |
| assert(node->attrsz[i]); |
| |
| COPY_CLEAN_4V_TYPE_AS_UNION(tmp, |
| node->attrsz[i], |
| data, |
| node->attrtype[i]); |
| |
| if (node->attrtype[i] != vbo->currval[i].Type || |
| memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) { |
| memcpy(current, tmp, 4 * sizeof(GLfloat)); |
| |
| vbo->currval[i].Size = node->attrsz[i]; |
| vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat); |
| vbo->currval[i].Type = node->attrtype[i]; |
| vbo->currval[i].Integer = |
| vbo_attrtype_to_integer_flag(node->attrtype[i]); |
| |
| if (i >= VBO_ATTRIB_FIRST_MATERIAL && |
| i <= VBO_ATTRIB_LAST_MATERIAL) |
| ctx->NewState |= _NEW_LIGHT; |
| |
| ctx->NewState |= _NEW_CURRENT_ATTRIB; |
| } |
| |
| data += node->attrsz[i]; |
| } |
| |
| /* Colormaterial -- this kindof sucks. |
| */ |
| if (ctx->Light.ColorMaterialEnabled) { |
| _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]); |
| } |
| |
| /* CurrentExecPrimitive |
| */ |
| if (node->prim_count) { |
| const struct _mesa_prim *prim = &node->prim[node->prim_count - 1]; |
| if (prim->end) |
| ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END; |
| else |
| ctx->Driver.CurrentExecPrimitive = prim->mode; |
| } |
| } |
| |
| |
| |
| /** |
| * Treat the vertex storage as a VBO, define vertex arrays pointing |
| * into it: |
| */ |
| static void vbo_bind_vertex_list(struct gl_context *ctx, |
| const struct vbo_save_vertex_list *node) |
| { |
| struct vbo_context *vbo = vbo_context(ctx); |
| struct vbo_save_context *save = &vbo->save; |
| struct gl_vertex_array *arrays = save->arrays; |
| GLuint buffer_offset = node->buffer_offset; |
| const GLuint *map; |
| GLuint attr; |
| GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */ |
| GLenum node_attrtype[VBO_ATTRIB_MAX]; /* copy of node->attrtype[] */ |
| GLbitfield64 varying_inputs = 0x0; |
| |
| memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz)); |
| memcpy(node_attrtype, node->attrtype, sizeof(node->attrtype)); |
| |
| /* Install the default (ie Current) attributes first, then overlay |
| * all active ones. |
| */ |
| switch (get_program_mode(ctx)) { |
| case VP_NONE: |
| for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) { |
| save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr]; |
| } |
| for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) { |
| save->inputs[VERT_ATTRIB_GENERIC(attr)] = |
| &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr]; |
| } |
| map = vbo->map_vp_none; |
| break; |
| case VP_ARB: |
| for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) { |
| save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr]; |
| } |
| for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) { |
| save->inputs[VERT_ATTRIB_GENERIC(attr)] = |
| &vbo->currval[VBO_ATTRIB_GENERIC0+attr]; |
| } |
| map = vbo->map_vp_arb; |
| |
| /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read. |
| * In that case we effectively need to route the data from |
| * glVertexAttrib(0, val) calls to feed into the GENERIC0 input. |
| */ |
| if ((ctx->VertexProgram._Current->info.inputs_read & |
| VERT_BIT_POS) == 0 && |
| (ctx->VertexProgram._Current->info.inputs_read & |
| VERT_BIT_GENERIC0)) { |
| save->inputs[VERT_ATTRIB_GENERIC0] = save->inputs[0]; |
| node_attrsz[VERT_ATTRIB_GENERIC0] = node_attrsz[0]; |
| node_attrtype[VERT_ATTRIB_GENERIC0] = node_attrtype[0]; |
| node_attrsz[0] = 0; |
| } |
| break; |
| default: |
| assert(0); |
| } |
| |
| for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) { |
| const GLuint src = map[attr]; |
| |
| if (node_attrsz[src]) { |
| /* override the default array set above */ |
| save->inputs[attr] = &arrays[attr]; |
| |
| arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset; |
| arrays[attr].Size = node_attrsz[src]; |
| arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat); |
| arrays[attr].Type = node_attrtype[src]; |
| arrays[attr].Integer = |
| vbo_attrtype_to_integer_flag(node_attrtype[src]); |
| arrays[attr].Format = GL_RGBA; |
| arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat); |
| _mesa_reference_buffer_object(ctx, |
| &arrays[attr].BufferObj, |
| node->vertex_store->bufferobj); |
| |
| assert(arrays[attr].BufferObj->Name); |
| |
| buffer_offset += node_attrsz[src] * sizeof(GLfloat); |
| varying_inputs |= VERT_BIT(attr); |
| } |
| } |
| |
| _mesa_set_varying_vp_inputs( ctx, varying_inputs ); |
| ctx->NewDriverState |= ctx->DriverFlags.NewArray; |
| } |
| |
| |
| static void |
| vbo_save_loopback_vertex_list(struct gl_context *ctx, |
| const struct vbo_save_vertex_list *list) |
| { |
| const char *buffer = |
| ctx->Driver.MapBufferRange(ctx, 0, |
| list->vertex_store->bufferobj->Size, |
| GL_MAP_READ_BIT, /* ? */ |
| list->vertex_store->bufferobj, |
| MAP_INTERNAL); |
| |
| vbo_loopback_vertex_list(ctx, |
| (const GLfloat *)(buffer + list->buffer_offset), |
| list->attrsz, |
| list->prim, |
| list->prim_count, |
| list->wrap_count, |
| list->vertex_size); |
| |
| ctx->Driver.UnmapBuffer(ctx, list->vertex_store->bufferobj, |
| MAP_INTERNAL); |
| } |
| |
| |
| /** |
| * Execute the buffer and save copied verts. |
| * This is called from the display list code when executing |
| * a drawing command. |
| */ |
| void |
| vbo_save_playback_vertex_list(struct gl_context *ctx, void *data) |
| { |
| const struct vbo_save_vertex_list *node = |
| (const struct vbo_save_vertex_list *) data; |
| struct vbo_save_context *save = &vbo_context(ctx)->save; |
| GLboolean remap_vertex_store = GL_FALSE; |
| |
| if (save->vertex_store && save->vertex_store->buffer) { |
| /* The vertex store is currently mapped but we're about to replay |
| * a display list. This can happen when a nested display list is |
| * being build with GL_COMPILE_AND_EXECUTE. |
| * We never want to have mapped vertex buffers when we're drawing. |
| * Unmap the vertex store, execute the list, then remap the vertex |
| * store. |
| */ |
| vbo_save_unmap_vertex_store(ctx, save->vertex_store); |
| remap_vertex_store = GL_TRUE; |
| } |
| |
| FLUSH_CURRENT(ctx, 0); |
| |
| if (node->prim_count > 0) { |
| |
| if (_mesa_inside_begin_end(ctx) && node->prim[0].begin) { |
| /* Error: we're about to begin a new primitive but we're already |
| * inside a glBegin/End pair. |
| */ |
| _mesa_error(ctx, GL_INVALID_OPERATION, |
| "draw operation inside glBegin/End"); |
| goto end; |
| } |
| else if (save->replay_flags) { |
| /* Various degenerate cases: translate into immediate mode |
| * calls rather than trying to execute in place. |
| */ |
| vbo_save_loopback_vertex_list( ctx, node ); |
| |
| goto end; |
| } |
| |
| if (ctx->NewState) |
| _mesa_update_state( ctx ); |
| |
| /* XXX also need to check if shader enabled, but invalid */ |
| if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) || |
| (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, |
| "glBegin (invalid vertex/fragment program)"); |
| return; |
| } |
| |
| vbo_bind_vertex_list( ctx, node ); |
| |
| vbo_draw_method(vbo_context(ctx), DRAW_DISPLAY_LIST); |
| |
| /* Again... |
| */ |
| if (ctx->NewState) |
| _mesa_update_state( ctx ); |
| |
| if (node->count > 0) { |
| vbo_context(ctx)->draw_prims(ctx, |
| node->prim, |
| node->prim_count, |
| NULL, |
| GL_TRUE, |
| 0, /* Node is a VBO, so this is ok */ |
| node->count - 1, |
| NULL, 0, NULL); |
| } |
| } |
| |
| /* Copy to current? |
| */ |
| _playback_copy_to_current( ctx, node ); |
| |
| end: |
| if (remap_vertex_store) { |
| save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store); |
| } |
| } |