diff options
Diffstat (limited to 'src/mesa/vbo/vbo_save_draw.c')
-rw-r--r-- | src/mesa/vbo/vbo_save_draw.c | 227 |
1 files changed, 227 insertions, 0 deletions
diff --git a/src/mesa/vbo/vbo_save_draw.c b/src/mesa/vbo/vbo_save_draw.c new file mode 100644 index 00000000000..a50d1cd9049 --- /dev/null +++ b/src/mesa/vbo/vbo_save_draw.c @@ -0,0 +1,227 @@ +/* + * Mesa 3-D graphics library + * Version: 6.1 + * + * Copyright (C) 1999-2004 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 <[email protected]> + */ + +#include "glheader.h" +#include "context.h" +#include "imports.h" +#include "mtypes.h" +#include "macros.h" +#include "light.h" +#include "state.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( GLcontext *ctx, + const struct vbo_save_vertex_list *node ) +{ + struct vbo_context *vbo = vbo_context(ctx); + GLfloat vertex[VBO_ATTRIB_MAX * 4], *data = vertex; + GLuint i, offset; + + if (node->count) + offset = (node->buffer_offset + + (node->count-1) * node->vertex_size * sizeof(GLfloat)); + else + offset = node->buffer_offset; + + ctx->Driver.GetBufferSubData( ctx, 0, offset, + node->vertex_size * sizeof(GLfloat), + data, node->vertex_store->bufferobj ); + + for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) { + if (node->attrsz[i]) { + GLfloat *current = (GLfloat *)vbo->currval[i].Ptr; + + COPY_CLEAN_4V(current, + node->attrsz[i], + data); + + vbo->currval[i].Size = node->attrsz[i]; + + data += node->attrsz[i]; + + if (i >= VBO_ATTRIB_FIRST_MATERIAL && + i <= VBO_ATTRIB_LAST_MATERIAL) + ctx->NewState |= _NEW_LIGHT; + } + } + + /* 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( GLcontext *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 data = node->buffer_offset; + const GLuint *map; + GLuint attr; + + /* Install the default (ie Current) attributes first, then overlay + * all active ones. + */ + switch (get_program_mode(ctx)) { + case VP_NONE: + memcpy(arrays, vbo->legacy_currval, 16 * sizeof(arrays[0])); + memcpy(arrays + 16, vbo->mat_currval, MAT_ATTRIB_MAX * sizeof(arrays[0])); + 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. + */ + memcpy(arrays, vbo->legacy_currval, 16 * sizeof(arrays[0])); + memcpy(arrays + 16, vbo->generic_currval, 16 * sizeof(arrays[0])); + map = vbo->map_vp_arb; + break; + } + + for (attr = 0; attr < VBO_ATTRIB_MAX; attr++) { + if (node->attrsz[attr]) { + arrays[attr].Ptr = (const GLubyte *)data; + arrays[attr].Size = node->attrsz[attr]; + arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat); + arrays[attr].Stride = node->vertex_size * sizeof(GLfloat); + arrays[attr].Type = GL_FLOAT; + arrays[attr].Enabled = 1; + arrays[attr].BufferObj = node->vertex_store->bufferobj; + arrays[attr]._MaxElement = node->count; /* ??? */ + + assert(arrays[attr].BufferObj->Name); + + data += node->attrsz[attr] * sizeof(GLfloat); + } + } +} + +static void vbo_save_loopback_vertex_list( GLcontext *ctx, + const struct vbo_save_vertex_list *list ) +{ + const char *buffer = ctx->Driver.MapBuffer(ctx, + GL_ARRAY_BUFFER_ARB, + GL_READ_ONLY, /* ? */ + 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, GL_ARRAY_BUFFER_ARB, + list->vertex_store->bufferobj); +} + + +/** + * Execute the buffer and save copied verts. + */ +void vbo_save_playback_vertex_list( GLcontext *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; + + FLUSH_CURRENT(ctx, 0); + + if (node->prim_count > 0 && node->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) + _mesa_printf("displaylist recursive begin"); + + vbo_save_loopback_vertex_list( ctx, node ); + return; + } + 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 ); + return; + } + + if (ctx->NewState) + _mesa_update_state( ctx ); + + 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_context(ctx)->draw_prims( ctx, + save->inputs, + node->prim, + node->prim_count, + NULL, + 0, /* Node is a VBO, so this is ok */ + node->count ); + } + + /* Copy to current? + */ + _playback_copy_to_current( ctx, node ); +} |