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/*
* 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 <keithw@vmware.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 "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;
GLuint offset;
if (node->current_size == 0)
return;
if (node->current_data) {
data = node->current_data;
}
else {
data = vertex;
if (node->vertex_count)
offset = (node->buffer_offset +
(node->vertex_count - 1)
* node->vertex_size * sizeof(GLfloat));
else
offset = node->buffer_offset;
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->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(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 GLuint *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));
/* Install the default (ie Current) attributes first, then overlay
* all active ones.
*/
switch (get_program_mode(ctx)) {
case VP_NONE:
for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
}
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_FF_MAX; attr++) {
save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
}
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.
*/
if ((ctx->VertexProgram._Current->info.inputs_read &
VERT_BIT_POS) == 0 &&
(ctx->VertexProgram._Current->info.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]) {
/* 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].Type = node_attrtype[src];
arrays[attr].Integer =
vbo_attrtype_to_integer_flag(node_attrtype[src]);
arrays[attr].Format = GL_RGBA;
arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat);
_mesa_reference_buffer_object(ctx,
&arrays[attr].BufferObj,
node->vertex_store->bufferobj);
assert(arrays[attr].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
vbo_save_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);
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, 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->prim[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.
*/
vbo_save_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;
}
vbo_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->prim,
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);
}
}
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