/* * Mesa 3-D graphics library * Version: 5.1 * * Copyright (C) 1999-2003 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 */ #include "context.h" #include "imports.h" #include "mtypes.h" #include "macros.h" #include "light.h" #include "state.h" #include "t_pipeline.h" #include "t_save_api.h" #include "t_vtx_api.h" static GLint get_size( const GLfloat *f ) { if (f[3] != 1.0) return 4; if (f[2] != 0.0) return 3; return 2; } /* Some nasty stuff still hanging on here. * * TODO - remove VB->ColorPtr, etc and just use the AttrPtr's. */ static void _tnl_bind_vertex_list( GLcontext *ctx, struct tnl_vertex_list *node ) { TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; struct tnl_vertex_arrays *tmp = &tnl->save_inputs; GLfloat *data = node->buffer; GLuint attr, i; /* Setup constant data in the VB. */ VB->Count = node->count; VB->Primitive = node->prim; VB->PrimitiveCount = node->prim_count; VB->Elts = NULL; VB->NormalLengthPtr = NULL; for (attr = 0; attr <= _TNL_ATTRIB_INDEX; attr++) { if (node->attrsz[attr]) { tmp->Attribs[attr].count = node->count; tmp->Attribs[attr].data = (GLfloat (*)[4]) data; tmp->Attribs[attr].start = data; tmp->Attribs[attr].size = node->attrsz[attr]; tmp->Attribs[attr].stride = node->vertex_size * sizeof(GLfloat); VB->AttribPtr[attr] = &tmp->Attribs[attr]; data += node->attrsz[attr]; } else { tmp->Attribs[attr].count = node->count; tmp->Attribs[attr].data = (GLfloat (*)[4]) tnl->vtx.current[attr]; tmp->Attribs[attr].start = tnl->vtx.current[attr]; tmp->Attribs[attr].size = get_size( tnl->vtx.current[attr] ); tmp->Attribs[attr].stride = 0; VB->AttribPtr[attr] = &tmp->Attribs[attr]; } } /* Copy edgeflag to a contiguous array */ if (ctx->Polygon.FrontMode != GL_FILL || ctx->Polygon.BackMode != GL_FILL) { if (node->attrsz[_TNL_ATTRIB_EDGEFLAG]) { VB->EdgeFlag = _tnl_translate_edgeflag( ctx, data, node->count, node->vertex_size ); data++; } else VB->EdgeFlag = _tnl_import_current_edgeflag( ctx, node->count ); } /* Legacy pointers -- remove one day. */ VB->ObjPtr = VB->AttribPtr[_TNL_ATTRIB_POS]; VB->NormalPtr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]; VB->ColorPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR0]; VB->ColorPtr[1] = 0; VB->IndexPtr[0] = VB->AttribPtr[_TNL_ATTRIB_INDEX]; VB->IndexPtr[1] = 0; VB->SecondaryColorPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR1]; VB->SecondaryColorPtr[1] = 0; for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) { VB->TexCoordPtr[i] = VB->AttribPtr[_TNL_ATTRIB_TEX0 + i]; } } static void _playback_copy_to_current( GLcontext *ctx, struct tnl_vertex_list *node ) { TNLcontext *tnl = TNL_CONTEXT(ctx); GLfloat *data; GLuint i; if (node->count) data = node->buffer + (node->count-1) * node->vertex_size; else data = node->buffer; for (i = _TNL_ATTRIB_POS+1 ; i <= _TNL_ATTRIB_INDEX ; i++) { if (node->attrsz[i]) { ASSIGN_4V(tnl->vtx.current[i], 0, 0, 0, 1); COPY_SZ_4V(tnl->vtx.current[i], node->attrsz[i], data); data += node->attrsz[i]; } } /* Edgeflag requires special treatment: */ if (node->attrsz[_TNL_ATTRIB_EDGEFLAG]) { ctx->Current.EdgeFlag = (data[0] == 1.0); } /* Colormaterial -- this kindof sucks. */ if (ctx->Light.ColorMaterialEnabled) { _mesa_update_color_material(ctx, ctx->Current.Attrib[VERT_ATTRIB_COLOR0]); } /* CurrentExecPrimitive */ if (node->prim_count) { GLenum mode = node->prim[node->prim_count - 1].mode; if (mode & PRIM_END) ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END; else ctx->Driver.CurrentExecPrimitive = (mode & PRIM_MODE_MASK); } } /** * Execute the buffer and save copied verts. */ void _tnl_playback_vertex_list( GLcontext *ctx, void *data ) { struct tnl_vertex_list *node = (struct tnl_vertex_list *)data; TNLcontext *tnl = TNL_CONTEXT(ctx); FLUSH_CURRENT(ctx, 0); if (node->prim_count) { if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END && (node->prim[0].mode & PRIM_BEGIN)) { /* Degenerate case: list is called inside begin/end pair and * includes operations such as glBegin or glDrawArrays. */ _mesa_error( ctx, GL_INVALID_OPERATION, "displaylist recursive begin"); _tnl_loopback_vertex_list( ctx, data ); return; } else if (node->dangling_attr_ref) { /* Degenerate case: list references current data and would * require fixup. Take the easier option & loop it back. */ _mesa_debug( 0, "%s: loopback dangling attr ref\n", __FUNCTION__); _tnl_loopback_vertex_list( ctx, data ); return; } if (ctx->NewState) _mesa_update_state( ctx ); if (tnl->pipeline.build_state_changes) _tnl_validate_pipeline( ctx ); _tnl_bind_vertex_list( ctx, node ); /* Invalidate all stored data before and after run: */ tnl->pipeline.run_input_changes |= tnl->pipeline.inputs; tnl->Driver.RunPipeline( ctx ); tnl->pipeline.run_input_changes |= tnl->pipeline.inputs; } /* Copy to current? */ _playback_copy_to_current( ctx, node ); }