/* * 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/mtypes.h" #include "main/macros.h" #include "main/light.h" #include "main/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]; 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, 0, 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(tmp, node->attrsz[i], data); if (memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) { memcpy(current, tmp, 4 * sizeof(GLfloat)); vbo->currval[i].Size = node->attrsz[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( 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 buffer_offset = node->buffer_offset; const GLuint *map; GLuint attr; GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */ GLbitfield varying_inputs = 0x0; memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz)); /* Install the default (ie Current) attributes first, then overlay * all active ones. */ switch (get_program_mode(ctx)) { case VP_NONE: for (attr = 0; attr < 16; attr++) { save->inputs[attr] = &vbo->legacy_currval[attr]; } for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) { save->inputs[attr + 16] = &vbo->mat_currval[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 < 16; attr++) { save->inputs[attr] = &vbo->legacy_currval[attr]; save->inputs[attr + 16] = &vbo->generic_currval[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[16] = save->inputs[0]; node_attrsz[16] = node_attrsz[0]; node_attrsz[0] = 0; } break; default: assert(0); } for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) { 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 = GL_FLOAT; arrays[attr].Format = GL_RGBA; arrays[attr].Enabled = 1; _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 |= 1<<attr; } } _mesa_set_varying_vp_inputs( ctx, varying_inputs ); } 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 ); /* 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 ); /* Again... */ if (ctx->NewState) _mesa_update_state( ctx ); 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 - 1); } /* Copy to current? */ _playback_copy_to_current( ctx, node ); }