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-rw-r--r--src/mesa/vbo/vbo_save_draw.c202
1 files changed, 202 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..44e01712330
--- /dev/null
+++ b/src/mesa/vbo/vbo_save_draw.c
@@ -0,0 +1,202 @@
+/*
+ * 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"
+
+
+
+static void _playback_copy_to_current( GLcontext *ctx,
+ const struct vbo_save_vertex_list *node )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+ GLfloat vertex[VBO_ATTRIB_MAX * 4], *data = vertex;
+ GLuint i, offset;
+
+ if (node->count)
+ offset = node->buffer_offset + (node->count-1) * node->vertex_size;
+ else
+ offset = node->buffer_offset;
+
+ ctx->Driver.GetBufferSubData( ctx, 0, offset, node->vertex_size,
+ data, node->vertex_store->bufferobj );
+
+ for (i = VBO_ATTRIB_POS+1 ; i <= VBO_ATTRIB_INDEX ; i++) {
+ if (node->attrsz[i]) {
+ COPY_CLEAN_4V(save->current[i], node->attrsz[i], data);
+ data += node->attrsz[i];
+
+ if (i >= VBO_ATTRIB_MAT_FRONT_AMBIENT &&
+ i <= VBO_ATTRIB_MAT_BACK_INDEXES)
+ ctx->NewState |= _NEW_LIGHT;
+ }
+ }
+
+ /* Edgeflag requires special treatment:
+ */
+ if (node->attrsz[VBO_ATTRIB_EDGEFLAG]) {
+ ctx->Current.EdgeFlag = (data[0] == 1.0);
+ }
+
+
+#if 1
+ /* Colormaterial -- this kindof sucks.
+ */
+ if (ctx->Light.ColorMaterialEnabled) {
+ _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
+ }
+#endif
+
+ /* 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 vbo_save_context *save,
+ const struct vbo_save_vertex_list *node )
+{
+ struct gl_client_array *arrays = save->arrays;
+ GLuint data = node->buffer_offset;
+ GLuint attr;
+
+ memset(arrays, 0, VBO_ATTRIB_MAX * sizeof(arrays[0]));
+
+ for (attr = 0; attr <= VBO_ATTRIB_INDEX; 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_DYNAMIC_READ_ARB, /* ? */
+ 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( save, 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 );
+}