/* * Mesa 3-D graphics library * * 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 * THE AUTHORS OR COPYRIGHT HOLDERS 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 #include "main/arrayobj.h" #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 "main/varray.h" #include "util/bitscan.h" #include "vbo_private.h" static void copy_vao(struct gl_context *ctx, const struct gl_vertex_array_object *vao, GLbitfield mask, GLbitfield state, int shift, fi_type **data) { struct vbo_context *vbo = vbo_context(ctx); mask &= vao->_Enabled; while (mask) { const int i = u_bit_scan(&mask); const struct gl_array_attributes *attrib = &vao->VertexAttrib[i]; struct gl_array_attributes *currval = &vbo->current[shift + i]; const GLubyte size = attrib->Size; const GLenum16 type = attrib->Type; fi_type tmp[4]; COPY_CLEAN_4V_TYPE_AS_UNION(tmp, size, *data, type); if (type != currval->Type || memcmp(currval->Ptr, tmp, 4 * sizeof(GLfloat)) != 0) { memcpy((fi_type*)currval->Ptr, tmp, 4 * sizeof(GLfloat)); currval->Size = size; currval->_ElementSize = size * sizeof(GLfloat); currval->Type = type; currval->Integer = vbo_attrtype_to_integer_flag(type); currval->Doubles = vbo_attrtype_to_double_flag(type); currval->Normalized = GL_FALSE; currval->Format = GL_RGBA; ctx->NewState |= state; } *data += size; } } /** * 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) { if (!node->current_data) return; fi_type *data = node->current_data; /* Copy conventional attribs and generics except pos */ copy_vao(ctx, node->VAO[VP_MODE_SHADER], ~VERT_BIT_POS & VERT_BIT_ALL, _NEW_CURRENT_ATTRIB, 0, &data); /* Copy materials */ copy_vao(ctx, node->VAO[VP_MODE_FF], VERT_BIT_MAT_ALL, _NEW_CURRENT_ATTRIB | _NEW_LIGHT, VBO_MATERIAL_SHIFT, &data); /* 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->prims[node->prim_count - 1]; if (prim->end) ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END; else ctx->Driver.CurrentExecPrimitive = prim->mode; } } /** * Set the appropriate VAO to draw. */ static void bind_vertex_list(struct gl_context *ctx, const struct vbo_save_vertex_list *node) { const gl_vertex_processing_mode mode = ctx->VertexProgram._VPMode; _mesa_set_draw_vao(ctx, node->VAO[mode], _vbo_get_vao_filter(mode)); } static void loopback_vertex_list(struct gl_context *ctx, const struct vbo_save_vertex_list *list) { struct gl_buffer_object *bo = list->VAO[0]->BufferBinding[0].BufferObj; ctx->Driver.MapBufferRange(ctx, 0, bo->Size, GL_MAP_READ_BIT, /* ? */ bo, MAP_INTERNAL); /* Note that the range of referenced vertices must be mapped already */ _vbo_loopback_vertex_list(ctx, list); ctx->Driver.UnmapBuffer(ctx, bo, MAP_INTERNAL); } /** * 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_context *vbo = vbo_context(ctx); struct vbo_save_context *save = &vbo->save; GLboolean remap_vertex_store = GL_FALSE; if (save->vertex_store && save->vertex_store->buffer_map) { /* 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 (_mesa_inside_begin_end(ctx) && node->prims[0].begin) { /* Error: we're about to begin a new primitive but we're already * inside a glBegin/End pair. */ _mesa_error(ctx, GL_INVALID_OPERATION, "draw operation inside glBegin/End"); goto end; } else if (save->replay_flags) { /* Various degenerate cases: translate into immediate mode * calls rather than trying to execute in place. */ loopback_vertex_list(ctx, node); goto end; } bind_vertex_list(ctx, node); /* Need that at least one time. */ if (ctx->NewState) _mesa_update_state(ctx); /* XXX also need to check if shader enabled, but invalid */ if ((ctx->VertexProgram.Enabled && !_mesa_arb_vertex_program_enabled(ctx)) || (ctx->FragmentProgram.Enabled && !_mesa_arb_fragment_program_enabled(ctx))) { _mesa_error(ctx, GL_INVALID_OPERATION, "glBegin (invalid vertex/fragment program)"); return; } /* Finally update the inputs array */ _vbo_update_inputs(ctx, &vbo->draw_arrays); _mesa_set_drawing_arrays(ctx, vbo->draw_arrays.inputs); assert(ctx->NewState == 0); if (node->vertex_count > 0) { GLuint min_index = _vbo_save_get_min_index(node); GLuint max_index = _vbo_save_get_max_index(node); vbo->draw_prims(ctx, node->prims, node->prim_count, NULL, GL_TRUE, min_index, max_index, NULL, 0, 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); } }