/* * Mesa 3-D graphics library * Version: 7.2 * * 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 * BRIAN PAUL 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 <keith@tungstengraphics.com> */ #include "main/glheader.h" #include "main/bufferobj.h" #include "main/context.h" #include "main/imports.h" #include "main/mfeatures.h" #include "main/mtypes.h" #include "main/macros.h" #include "main/light.h" #include "main/state.h" #include "vbo_context.h" #if FEATURE_dlist /** * 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); GLfloat vertex[VBO_ATTRIB_MAX * 4]; GLfloat *data; GLuint i, 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 */ } for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) { if (node->attrsz[i]) { GLfloat *current = (GLfloat *)vbo->currval[i].Ptr; GLfloat tmp[4]; COPY_CLEAN_4V_TYPE_AS_FLOAT(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_client_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_NV: case VP_ARB: /* The aliasing of attributes for NV vertex programs has already * occurred. NV vertex programs cannot access material values, * nor attributes greater than VERT_ATTRIB_TEX7. */ 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->Base.InputsRead & VERT_BIT_POS) == 0 && (ctx->VertexProgram._Current->Base.InputsRead & 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].Stride = 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].Enabled = 1; arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat); _mesa_reference_buffer_object(ctx, &arrays[attr].BufferObj, node->vertex_store->bufferobj); arrays[attr]._MaxElement = node->count; /* ??? */ 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); 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); } /** * 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->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 (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END && node->prim[0].begin) { /* Degenerate case: list is called inside begin/end pair and * includes operations such as glBegin or glDrawArrays. */ if (0) printf("displaylist recursive begin"); vbo_save_loopback_vertex_list( ctx, node ); goto end; } else if (save->replay_flags) { /* Various degnerate 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); } } /* 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); } } #endif /* FEATURE_dlist */