/************************************************************************** * * Copyright 2005 VMware, Inc. * 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, sub license, 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 (including the * next paragraph) 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 NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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. * **************************************************************************/ #include #include "main/context.h" #include "main/glheader.h" #include "main/enums.h" #include "main/imports.h" #include "main/mtypes.h" #include "main/dispatch.h" #include "glapi/glapi.h" #include "vbo_context.h" typedef void (*attr_func)(struct gl_context *ctx, GLint index, const GLfloat *); /* This file makes heavy use of the aliasing of NV vertex attributes * with the legacy attributes, and also with ARB and Material * attributes as currently implemented. */ static void VertexAttrib1fvNV(struct gl_context *ctx, GLint index, const GLfloat *v) { CALL_VertexAttrib1fvNV(ctx->Exec, (index, v)); } static void VertexAttrib2fvNV(struct gl_context *ctx, GLint index, const GLfloat *v) { CALL_VertexAttrib2fvNV(ctx->Exec, (index, v)); } static void VertexAttrib3fvNV(struct gl_context *ctx, GLint index, const GLfloat *v) { CALL_VertexAttrib3fvNV(ctx->Exec, (index, v)); } static void VertexAttrib4fvNV(struct gl_context *ctx, GLint index, const GLfloat *v) { CALL_VertexAttrib4fvNV(ctx->Exec, (index, v)); } static attr_func vert_attrfunc[4] = { VertexAttrib1fvNV, VertexAttrib2fvNV, VertexAttrib3fvNV, VertexAttrib4fvNV }; struct loopback_attr { GLint index; GLint sz; attr_func func; }; /** * Don't emit ends and begins on wrapped primitives. Don't replay * wrapped vertices. If we get here, it's probably because the * precalculated wrapping is wrong. */ static void loopback_prim(struct gl_context *ctx, const GLfloat *buffer, const struct _mesa_prim *prim, GLuint wrap_count, GLuint vertex_size, const struct loopback_attr *la, GLuint nr) { GLint start = prim->start; GLint end = start + prim->count; const GLfloat *data; GLint j; GLuint k; if (0) printf("loopback prim %s(%s,%s) verts %d..%d\n", _mesa_lookup_prim_by_nr(prim->mode), prim->begin ? "begin" : "..", prim->end ? "end" : "..", start, end); if (prim->begin) { CALL_Begin(GET_DISPATCH(), (prim->mode)); } else { assert(start == 0); start += wrap_count; } data = buffer + start * vertex_size; for (j = start; j < end; j++) { const GLfloat *tmp = data + la[0].sz; for (k = 1; k < nr; k++) { la[k].func(ctx, la[k].index, tmp); tmp += la[k].sz; } /* Fire the vertex */ la[0].func(ctx, VBO_ATTRIB_POS, data); data = tmp; } if (prim->end) { CALL_End(GET_DISPATCH(), ()); } } /** * Primitives generated by DrawArrays/DrawElements/Rectf may be * caught here. If there is no primitive in progress, execute them * normally, otherwise need to track and discard the generated * primitives. */ static void loopback_weak_prim(struct gl_context *ctx, const struct _mesa_prim *prim) { /* Use the prim_weak flag to ensure that if this primitive * wraps, we don't mistake future vertex_lists for part of the * surrounding primitive. * * While this flag is set, we are simply disposing of data * generated by an operation now known to be a noop. */ if (prim->begin) ctx->Driver.CurrentExecPrimitive |= VBO_SAVE_PRIM_WEAK; if (prim->end) ctx->Driver.CurrentExecPrimitive &= ~VBO_SAVE_PRIM_WEAK; } void vbo_loopback_vertex_list(struct gl_context *ctx, const GLfloat *buffer, const GLubyte *attrsz, const struct _mesa_prim *prim, GLuint prim_count, GLuint wrap_count, GLuint vertex_size) { struct loopback_attr la[VBO_ATTRIB_MAX]; GLuint i, nr = 0; /* All Legacy, NV, ARB and Material attributes are routed through * the NV attributes entrypoints: */ for (i = 0; i < VBO_ATTRIB_MAX; i++) { if (attrsz[i]) { la[nr].index = i; la[nr].sz = attrsz[i]; la[nr].func = vert_attrfunc[attrsz[i]-1]; nr++; } } for (i = 0; i < prim_count; i++) { if ((prim[i].mode & VBO_SAVE_PRIM_WEAK) && _mesa_inside_begin_end(ctx)) { loopback_weak_prim(ctx, &prim[i]); } else { loopback_prim(ctx, buffer, &prim[i], wrap_count, vertex_size, la, nr); } } }