1 /**************************************************************************
2 *
3 * Copyright 2005 VMware, Inc.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 #include <stdio.h>
29 #include "main/context.h"
30 #include "main/glheader.h"
31 #include "main/enums.h"
32 #include "main/imports.h"
33 #include "main/mtypes.h"
34 #include "main/dispatch.h"
35 #include "glapi/glapi.h"
36
37 #include "vbo_context.h"
38
39
40 typedef void (*attr_func)(struct gl_context *ctx, GLint index, const GLfloat *);
41
42
43 /* This file makes heavy use of the aliasing of NV vertex attributes
44 * with the legacy attributes, and also with ARB and Material
45 * attributes as currently implemented.
46 */
47 static void
VertexAttrib1fvNV(struct gl_context * ctx,GLint index,const GLfloat * v)48 VertexAttrib1fvNV(struct gl_context *ctx, GLint index, const GLfloat *v)
49 {
50 CALL_VertexAttrib1fvNV(ctx->Exec, (index, v));
51 }
52
53
54 static void
VertexAttrib2fvNV(struct gl_context * ctx,GLint index,const GLfloat * v)55 VertexAttrib2fvNV(struct gl_context *ctx, GLint index, const GLfloat *v)
56 {
57 CALL_VertexAttrib2fvNV(ctx->Exec, (index, v));
58 }
59
60
61 static void
VertexAttrib3fvNV(struct gl_context * ctx,GLint index,const GLfloat * v)62 VertexAttrib3fvNV(struct gl_context *ctx, GLint index, const GLfloat *v)
63 {
64 CALL_VertexAttrib3fvNV(ctx->Exec, (index, v));
65 }
66
67
68 static void
VertexAttrib4fvNV(struct gl_context * ctx,GLint index,const GLfloat * v)69 VertexAttrib4fvNV(struct gl_context *ctx, GLint index, const GLfloat *v)
70 {
71 CALL_VertexAttrib4fvNV(ctx->Exec, (index, v));
72 }
73
74
75 static attr_func vert_attrfunc[4] = {
76 VertexAttrib1fvNV,
77 VertexAttrib2fvNV,
78 VertexAttrib3fvNV,
79 VertexAttrib4fvNV
80 };
81
82
83 struct loopback_attr {
84 GLint index;
85 GLint sz;
86 attr_func func;
87 };
88
89
90 /**
91 * Don't emit ends and begins on wrapped primitives. Don't replay
92 * wrapped vertices. If we get here, it's probably because the
93 * precalculated wrapping is wrong.
94 */
95 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)96 loopback_prim(struct gl_context *ctx,
97 const GLfloat *buffer,
98 const struct _mesa_prim *prim,
99 GLuint wrap_count,
100 GLuint vertex_size,
101 const struct loopback_attr *la, GLuint nr)
102 {
103 GLint start = prim->start;
104 GLint end = start + prim->count;
105 const GLfloat *data;
106 GLint j;
107 GLuint k;
108
109 if (0)
110 printf("loopback prim %s(%s,%s) verts %d..%d vsize %d\n",
111 _mesa_lookup_prim_by_nr(prim->mode),
112 prim->begin ? "begin" : "..",
113 prim->end ? "end" : "..",
114 start, end,
115 vertex_size);
116
117 if (prim->begin) {
118 CALL_Begin(GET_DISPATCH(), (prim->mode));
119 }
120 else {
121 start += wrap_count;
122 }
123
124 data = buffer + start * vertex_size;
125
126 for (j = start; j < end; j++) {
127 const GLfloat *tmp = data + la[0].sz;
128
129 for (k = 1; k < nr; k++) {
130 la[k].func(ctx, la[k].index, tmp);
131 tmp += la[k].sz;
132 }
133
134 /* Fire the vertex
135 */
136 la[0].func(ctx, VBO_ATTRIB_POS, data);
137 data = tmp;
138 }
139
140 if (prim->end) {
141 CALL_End(GET_DISPATCH(), ());
142 }
143 }
144
145
146 /**
147 * Primitives generated by DrawArrays/DrawElements/Rectf may be
148 * caught here. If there is no primitive in progress, execute them
149 * normally, otherwise need to track and discard the generated
150 * primitives.
151 */
152 static void
loopback_weak_prim(struct gl_context * ctx,const struct _mesa_prim * prim)153 loopback_weak_prim(struct gl_context *ctx,
154 const struct _mesa_prim *prim)
155 {
156 /* Use the prim_weak flag to ensure that if this primitive
157 * wraps, we don't mistake future vertex_lists for part of the
158 * surrounding primitive.
159 *
160 * While this flag is set, we are simply disposing of data
161 * generated by an operation now known to be a noop.
162 */
163 if (prim->begin)
164 ctx->Driver.CurrentExecPrimitive |= VBO_SAVE_PRIM_WEAK;
165 if (prim->end)
166 ctx->Driver.CurrentExecPrimitive &= ~VBO_SAVE_PRIM_WEAK;
167 }
168
169
170 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)171 vbo_loopback_vertex_list(struct gl_context *ctx,
172 const GLfloat *buffer,
173 const GLubyte *attrsz,
174 const struct _mesa_prim *prim,
175 GLuint prim_count,
176 GLuint wrap_count,
177 GLuint vertex_size)
178 {
179 struct loopback_attr la[VBO_ATTRIB_MAX];
180 GLuint i, nr = 0;
181
182 /* All Legacy, NV, ARB and Material attributes are routed through
183 * the NV attributes entrypoints:
184 */
185 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
186 if (attrsz[i]) {
187 la[nr].index = i;
188 la[nr].sz = attrsz[i];
189 la[nr].func = vert_attrfunc[attrsz[i]-1];
190 nr++;
191 }
192 }
193
194 for (i = 0; i < prim_count; i++) {
195 if ((prim[i].mode & VBO_SAVE_PRIM_WEAK) &&
196 _mesa_inside_begin_end(ctx)) {
197 loopback_weak_prim(ctx, &prim[i]);
198 } else {
199 loopback_prim(ctx, buffer, &prim[i], wrap_count, vertex_size, la, nr);
200 }
201 }
202 }
203