blob: fb5c4d44c6094731442cb8b7c1041154bc74885b [file] [log] [blame]
/**************************************************************************
*
* Copyright 2005 VMware, Inc.
* 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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.
*
**************************************************************************/
#include <stdio.h>
#include "main/context.h"
#include "main/glheader.h"
#include "main/enums.h"
#include "main/mesa_private.h"
#include "main/dispatch.h"
#include "glapi/glapi.h"
#include "vbo_private.h"
typedef void (*attr_func)(struct gl_context *ctx, GLint index, const GLfloat *);
/* This file makes heavy use of the aliasing of NV vertex attributes
* with the legacy attributes, and also with ARB and Material
* attributes as currently implemented.
*/
static void
VertexAttrib1fvNV(struct gl_context *ctx, GLint index, const GLfloat *v)
{
CALL_VertexAttrib1fvNV(ctx->Exec, (index, v));
}
static void
VertexAttrib2fvNV(struct gl_context *ctx, GLint index, const GLfloat *v)
{
CALL_VertexAttrib2fvNV(ctx->Exec, (index, v));
}
static void
VertexAttrib3fvNV(struct gl_context *ctx, GLint index, const GLfloat *v)
{
CALL_VertexAttrib3fvNV(ctx->Exec, (index, v));
}
static void
VertexAttrib4fvNV(struct gl_context *ctx, GLint index, const GLfloat *v)
{
CALL_VertexAttrib4fvNV(ctx->Exec, (index, v));
}
static attr_func vert_attrfunc[4] = {
VertexAttrib1fvNV,
VertexAttrib2fvNV,
VertexAttrib3fvNV,
VertexAttrib4fvNV
};
struct loopback_attr {
enum vbo_attrib index;
GLuint offset;
attr_func func;
};
/**
* Don't emit ends and begins on wrapped primitives. Don't replay
* wrapped vertices. If we get here, it's probably because the
* precalculated wrapping is wrong.
*/
static void
loopback_prim(struct gl_context *ctx,
const GLubyte *buffer,
const struct _mesa_prim *prim,
GLuint wrap_count,
GLuint stride,
const struct loopback_attr *la, GLuint nr)
{
GLuint start = prim->start;
const GLuint end = start + prim->count;
const GLubyte *data;
if (0)
printf("loopback prim %s(%s,%s) verts %d..%d vsize %d\n",
_mesa_lookup_prim_by_nr(prim->mode),
prim->begin ? "begin" : "..",
prim->end ? "end" : "..",
start, end,
stride);
if (prim->begin) {
CALL_Begin(ctx->Exec, (prim->mode));
}
else {
start += wrap_count;
}
data = buffer + start * stride;
for (GLuint j = start; j < end; j++) {
for (GLuint k = 0; k < nr; k++)
la[k].func(ctx, la[k].index, (const GLfloat *)(data + la[k].offset));
data += stride;
}
if (prim->end) {
CALL_End(ctx->Exec, ());
}
}
static inline void
append_attr(GLuint *nr, struct loopback_attr la[], int i, int shift,
const struct gl_vertex_array_object *vao)
{
la[*nr].index = shift + i;
la[*nr].offset = vao->VertexAttrib[i].RelativeOffset;
la[*nr].func = vert_attrfunc[vao->VertexAttrib[i].Format.Size - 1];
(*nr)++;
}
void
_vbo_loopback_vertex_list(struct gl_context *ctx,
const struct vbo_save_vertex_list* node)
{
struct loopback_attr la[VBO_ATTRIB_MAX];
GLuint nr = 0;
/* All Legacy, NV, ARB and Material attributes are routed through
* the NV attributes entrypoints:
*/
const struct gl_vertex_array_object *vao = node->VAO[VP_MODE_FF];
GLbitfield mask = vao->Enabled & VERT_BIT_MAT_ALL;
while (mask) {
const int i = u_bit_scan(&mask);
append_attr(&nr, la, i, VBO_MATERIAL_SHIFT, vao);
}
vao = node->VAO[VP_MODE_SHADER];
mask = vao->Enabled & ~(VERT_BIT_POS | VERT_BIT_GENERIC0);
while (mask) {
const int i = u_bit_scan(&mask);
append_attr(&nr, la, i, 0, vao);
}
/* The last in the list should be the vertex provoking attribute */
if (vao->Enabled & VERT_BIT_GENERIC0) {
append_attr(&nr, la, VERT_ATTRIB_GENERIC0, 0, vao);
} else if (vao->Enabled & VERT_BIT_POS) {
append_attr(&nr, la, VERT_ATTRIB_POS, 0, vao);
}
const GLuint wrap_count = node->wrap_count;
const GLuint stride = _vbo_save_get_stride(node);
const GLubyte *buffer = NULL;
if (0 < nr) {
/* Compute the minimal offset into the vertex buffer object */
GLuint offset = ~0u;
for (GLuint i = 0; i < nr; ++i)
offset = MIN2(offset, la[i].offset);
for (GLuint i = 0; i < nr; ++i)
la[i].offset -= offset;
/* Get the mapped base pointer, assert sufficient mapping */
struct gl_buffer_object *bufferobj = vao->BufferBinding[0].BufferObj;
assert(bufferobj && bufferobj->Mappings[MAP_INTERNAL].Pointer);
buffer = bufferobj->Mappings[MAP_INTERNAL].Pointer;
assert(bufferobj->Mappings[MAP_INTERNAL].Offset
<= vao->BufferBinding[0].Offset + offset
+ stride*(_vbo_save_get_min_index(node) + wrap_count));
buffer += vao->BufferBinding[0].Offset + offset
- bufferobj->Mappings[MAP_INTERNAL].Offset;
assert(stride*(_vbo_save_get_vertex_count(node) - wrap_count)
<= bufferobj->Mappings[MAP_INTERNAL].Length);
}
/* Replay the primitives */
const struct _mesa_prim *prims = node->prims;
const GLuint prim_count = node->prim_count;
for (GLuint i = 0; i < prim_count; i++) {
loopback_prim(ctx, buffer, &prims[i], wrap_count, stride, la, nr);
}
}