/* * 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 "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 "util/bitscan.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(struct gl_context *ctx, const struct vbo_save_vertex_list *node) { struct vbo_context *vbo = vbo_context(ctx); fi_type vertex[VBO_ATTRIB_MAX * 4]; fi_type *data; GLbitfield64 mask; if (node->current_size == 0) return; if (node->current_data) { data = node->current_data; } else { /* Position of last vertex */ const GLuint pos = node->vertex_count > 0 ? node->vertex_count - 1 : 0; /* Offset to last vertex in the vertex buffer */ const GLuint offset = node->buffer_offset + pos * node->vertex_size * sizeof(GLfloat); data = vertex; ctx->Driver.GetBufferSubData(ctx, offset, node->vertex_size * sizeof(GLfloat), data, node->vertex_store->bufferobj); data += node->attrsz[0]; /* skip vertex position */ } mask = node->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS)); while (mask) { const int i = u_bit_scan64(&mask); fi_type *current = (fi_type *)vbo->currval[i].Ptr; fi_type tmp[4]; assert(node->attrsz[i]); COPY_CLEAN_4V_TYPE_AS_UNION(tmp, node->attrsz[i], data, node->attrtype[i]); if (node->attrtype[i] != vbo->currval[i].Type || memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) { memcpy(current, tmp, 4 * sizeof(GLfloat)); vbo->currval[i].Size = node->attrsz[i]; vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat); vbo->currval[i].Type = node->attrtype[i]; vbo->currval[i].Integer = vbo_attrtype_to_integer_flag(node->attrtype[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->prims[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 bind_vertex_list(struct gl_context *ctx, const struct vbo_save_vertex_list *node) { struct vbo_context *vbo = vbo_context(ctx); struct vbo_save_context *save = &vbo->save; struct gl_vertex_array *arrays = save->arrays; GLuint buffer_offset = node->buffer_offset; const GLubyte *map; GLuint attr; GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */ GLenum node_attrtype[VBO_ATTRIB_MAX]; /* copy of node->attrtype[] */ GLbitfield varying_inputs = 0x0; memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz)); memcpy(node_attrtype, node->attrtype, sizeof(node->attrtype)); if (aligned_vertex_buffer_offset(node)) { /* The vertex size is an exact multiple of the buffer offset. * This means that we can use zero-based vertex attribute pointers * and specify the start of the primitive with the _mesa_prim::start * field. This results in issuing several draw calls with identical * vertex attribute information. This can result in fewer state * changes in drivers. In particular, the Gallium CSO module will * filter out redundant vertex buffer changes. */ buffer_offset = 0; } /* Install the default (ie Current) attributes first */ for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) { save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS + attr]; } /* Overlay other active attributes */ switch (get_program_mode(ctx)) { case VP_NONE: for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) { save->inputs[VERT_ATTRIB_GENERIC(attr)] = &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr]; } map = vbo->map_vp_none; break; case VP_ARB: for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) { save->inputs[VERT_ATTRIB_GENERIC(attr)] = &vbo->currval[VBO_ATTRIB_GENERIC0+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. */ const GLbitfield64 inputs_read = ctx->VertexProgram._Current->info.inputs_read; if ((inputs_read & VERT_BIT_POS) == 0 && (inputs_read & VERT_BIT_GENERIC0)) { save->inputs[VERT_ATTRIB_GENERIC0] = save->inputs[0]; node_attrsz[VERT_ATTRIB_GENERIC0] = node_attrsz[0]; node_attrtype[VERT_ATTRIB_GENERIC0] = node_attrtype[0]; node_attrsz[0] = 0; } break; default: assert(0); } for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) { const GLuint src = map[attr]; if (node_attrsz[src]) { struct gl_vertex_array *array = &arrays[attr]; /* override the default array set above */ save->inputs[attr] = array; array->Ptr = (const GLubyte *) NULL + buffer_offset; array->Size = node_attrsz[src]; array->StrideB = node->vertex_size * sizeof(GLfloat); array->Type = node_attrtype[src]; array->Integer = vbo_attrtype_to_integer_flag(node_attrtype[src]); array->Format = GL_RGBA; array->_ElementSize = array->Size * sizeof(GLfloat); _mesa_reference_buffer_object(ctx, &array->BufferObj, node->vertex_store->bufferobj); assert(array->BufferObj->Name); buffer_offset += node_attrsz[src] * sizeof(GLfloat); varying_inputs |= VERT_BIT(attr); } } _mesa_set_varying_vp_inputs(ctx, varying_inputs); ctx->NewDriverState |= ctx->DriverFlags.NewArray; } static void loopback_vertex_list(struct gl_context *ctx, const struct vbo_save_vertex_list *list) { const char *buffer = ctx->Driver.MapBufferRange(ctx, 0, list->vertex_store->bufferobj->Size, GL_MAP_READ_BIT, /* ? */ list->vertex_store->bufferobj, MAP_INTERNAL); unsigned buffer_offset = aligned_vertex_buffer_offset(list) ? 0 : list->buffer_offset; vbo_loopback_vertex_list(ctx, (const GLfloat *) (buffer + buffer_offset), list->attrsz, list->prims, list->prim_count, list->wrap_count, list->vertex_size); ctx->Driver.UnmapBuffer(ctx, list->vertex_store->bufferobj, 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_save_context *save = &vbo_context(ctx)->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; } 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; } bind_vertex_list(ctx, node); vbo_draw_method(vbo_context(ctx), DRAW_DISPLAY_LIST); /* Again... */ if (ctx->NewState) _mesa_update_state(ctx); if (node->vertex_count > 0) { vbo_context(ctx)->draw_prims(ctx, node->prims, node->prim_count, NULL, GL_TRUE, 0, /* Node is a VBO, so this is ok */ node->vertex_count - 1, 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); } }