1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.2
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /* Author:
26 * Keith Whitwell <keith@tungstengraphics.com>
27 */
28
29 #include "main/glheader.h"
30 #include "main/bufferobj.h"
31 #include "main/context.h"
32 #include "main/imports.h"
33 #include "main/mfeatures.h"
34 #include "main/mtypes.h"
35 #include "main/macros.h"
36 #include "main/light.h"
37 #include "main/state.h"
38
39 #include "vbo_context.h"
40
41
42 #if FEATURE_dlist
43
44
45 /**
46 * After playback, copy everything but the position from the
47 * last vertex to the saved state
48 */
49 static void
_playback_copy_to_current(struct gl_context * ctx,const struct vbo_save_vertex_list * node)50 _playback_copy_to_current(struct gl_context *ctx,
51 const struct vbo_save_vertex_list *node)
52 {
53 struct vbo_context *vbo = vbo_context(ctx);
54 GLfloat vertex[VBO_ATTRIB_MAX * 4];
55 GLfloat *data;
56 GLuint i, offset;
57
58 if (node->current_size == 0)
59 return;
60
61 if (node->current_data) {
62 data = node->current_data;
63 }
64 else {
65 data = vertex;
66
67 if (node->count)
68 offset = (node->buffer_offset +
69 (node->count-1) * node->vertex_size * sizeof(GLfloat));
70 else
71 offset = node->buffer_offset;
72
73 ctx->Driver.GetBufferSubData( ctx, offset,
74 node->vertex_size * sizeof(GLfloat),
75 data, node->vertex_store->bufferobj );
76
77 data += node->attrsz[0]; /* skip vertex position */
78 }
79
80 for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
81 if (node->attrsz[i]) {
82 GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
83 GLfloat tmp[4];
84
85 COPY_CLEAN_4V_TYPE_AS_FLOAT(tmp,
86 node->attrsz[i],
87 data,
88 node->attrtype[i]);
89
90 if (node->attrtype[i] != vbo->currval[i].Type ||
91 memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) {
92 memcpy(current, tmp, 4 * sizeof(GLfloat));
93
94 vbo->currval[i].Size = node->attrsz[i];
95 vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat);
96 vbo->currval[i].Type = node->attrtype[i];
97 vbo->currval[i].Integer =
98 vbo_attrtype_to_integer_flag(node->attrtype[i]);
99
100 if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
101 i <= VBO_ATTRIB_LAST_MATERIAL)
102 ctx->NewState |= _NEW_LIGHT;
103
104 ctx->NewState |= _NEW_CURRENT_ATTRIB;
105 }
106
107 data += node->attrsz[i];
108 }
109 }
110
111 /* Colormaterial -- this kindof sucks.
112 */
113 if (ctx->Light.ColorMaterialEnabled) {
114 _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
115 }
116
117 /* CurrentExecPrimitive
118 */
119 if (node->prim_count) {
120 const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
121 if (prim->end)
122 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
123 else
124 ctx->Driver.CurrentExecPrimitive = prim->mode;
125 }
126 }
127
128
129
130 /**
131 * Treat the vertex storage as a VBO, define vertex arrays pointing
132 * into it:
133 */
vbo_bind_vertex_list(struct gl_context * ctx,const struct vbo_save_vertex_list * node)134 static void vbo_bind_vertex_list(struct gl_context *ctx,
135 const struct vbo_save_vertex_list *node)
136 {
137 struct vbo_context *vbo = vbo_context(ctx);
138 struct vbo_save_context *save = &vbo->save;
139 struct gl_client_array *arrays = save->arrays;
140 GLuint buffer_offset = node->buffer_offset;
141 const GLuint *map;
142 GLuint attr;
143 GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */
144 GLenum node_attrtype[VBO_ATTRIB_MAX]; /* copy of node->attrtype[] */
145 GLbitfield64 varying_inputs = 0x0;
146
147 memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
148 memcpy(node_attrtype, node->attrtype, sizeof(node->attrtype));
149
150 /* Install the default (ie Current) attributes first, then overlay
151 * all active ones.
152 */
153 switch (get_program_mode(ctx)) {
154 case VP_NONE:
155 for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
156 save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
157 }
158 for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
159 save->inputs[VERT_ATTRIB_GENERIC(attr)] =
160 &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr];
161 }
162 map = vbo->map_vp_none;
163 break;
164 case VP_NV:
165 case VP_ARB:
166 /* The aliasing of attributes for NV vertex programs has already
167 * occurred. NV vertex programs cannot access material values,
168 * nor attributes greater than VERT_ATTRIB_TEX7.
169 */
170 for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
171 save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
172 }
173 for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
174 save->inputs[VERT_ATTRIB_GENERIC(attr)] =
175 &vbo->currval[VBO_ATTRIB_GENERIC0+attr];
176 }
177 map = vbo->map_vp_arb;
178
179 /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
180 * In that case we effectively need to route the data from
181 * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
182 */
183 if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
184 (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
185 save->inputs[VERT_ATTRIB_GENERIC0] = save->inputs[0];
186 node_attrsz[VERT_ATTRIB_GENERIC0] = node_attrsz[0];
187 node_attrtype[VERT_ATTRIB_GENERIC0] = node_attrtype[0];
188 node_attrsz[0] = 0;
189 }
190 break;
191 default:
192 assert(0);
193 }
194
195 for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
196 const GLuint src = map[attr];
197
198 if (node_attrsz[src]) {
199 /* override the default array set above */
200 save->inputs[attr] = &arrays[attr];
201
202 arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
203 arrays[attr].Size = node_attrsz[src];
204 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
205 arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
206 arrays[attr].Type = node_attrtype[src];
207 arrays[attr].Integer =
208 vbo_attrtype_to_integer_flag(node_attrtype[src]);
209 arrays[attr].Format = GL_RGBA;
210 arrays[attr].Enabled = 1;
211 arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat);
212 _mesa_reference_buffer_object(ctx,
213 &arrays[attr].BufferObj,
214 node->vertex_store->bufferobj);
215 arrays[attr]._MaxElement = node->count; /* ??? */
216
217 assert(arrays[attr].BufferObj->Name);
218
219 buffer_offset += node_attrsz[src] * sizeof(GLfloat);
220 varying_inputs |= VERT_BIT(attr);
221 }
222 }
223
224 _mesa_set_varying_vp_inputs( ctx, varying_inputs );
225 ctx->NewDriverState |= ctx->DriverFlags.NewArray;
226 }
227
228
229 static void
vbo_save_loopback_vertex_list(struct gl_context * ctx,const struct vbo_save_vertex_list * list)230 vbo_save_loopback_vertex_list(struct gl_context *ctx,
231 const struct vbo_save_vertex_list *list)
232 {
233 const char *buffer =
234 ctx->Driver.MapBufferRange(ctx, 0,
235 list->vertex_store->bufferobj->Size,
236 GL_MAP_READ_BIT, /* ? */
237 list->vertex_store->bufferobj);
238
239 vbo_loopback_vertex_list(ctx,
240 (const GLfloat *)(buffer + list->buffer_offset),
241 list->attrsz,
242 list->prim,
243 list->prim_count,
244 list->wrap_count,
245 list->vertex_size);
246
247 ctx->Driver.UnmapBuffer(ctx, list->vertex_store->bufferobj);
248 }
249
250
251 /**
252 * Execute the buffer and save copied verts.
253 * This is called from the display list code when executing
254 * a drawing command.
255 */
256 void
vbo_save_playback_vertex_list(struct gl_context * ctx,void * data)257 vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
258 {
259 const struct vbo_save_vertex_list *node =
260 (const struct vbo_save_vertex_list *) data;
261 struct vbo_save_context *save = &vbo_context(ctx)->save;
262 GLboolean remap_vertex_store = GL_FALSE;
263
264 if (save->vertex_store->buffer) {
265 /* The vertex store is currently mapped but we're about to replay
266 * a display list. This can happen when a nested display list is
267 * being build with GL_COMPILE_AND_EXECUTE.
268 * We never want to have mapped vertex buffers when we're drawing.
269 * Unmap the vertex store, execute the list, then remap the vertex
270 * store.
271 */
272 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
273 remap_vertex_store = GL_TRUE;
274 }
275
276 FLUSH_CURRENT(ctx, 0);
277
278 if (node->prim_count > 0) {
279
280 if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END &&
281 node->prim[0].begin) {
282
283 /* Degenerate case: list is called inside begin/end pair and
284 * includes operations such as glBegin or glDrawArrays.
285 */
286 if (0)
287 printf("displaylist recursive begin");
288
289 vbo_save_loopback_vertex_list( ctx, node );
290
291 goto end;
292 }
293 else if (save->replay_flags) {
294 /* Various degnerate cases: translate into immediate mode
295 * calls rather than trying to execute in place.
296 */
297 vbo_save_loopback_vertex_list( ctx, node );
298
299 goto end;
300 }
301
302 if (ctx->NewState)
303 _mesa_update_state( ctx );
304
305 /* XXX also need to check if shader enabled, but invalid */
306 if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||
307 (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {
308 _mesa_error(ctx, GL_INVALID_OPERATION,
309 "glBegin (invalid vertex/fragment program)");
310 return;
311 }
312
313 vbo_bind_vertex_list( ctx, node );
314
315 vbo_draw_method(vbo_context(ctx), DRAW_DISPLAY_LIST);
316
317 /* Again...
318 */
319 if (ctx->NewState)
320 _mesa_update_state( ctx );
321
322 if (node->count > 0) {
323 vbo_context(ctx)->draw_prims(ctx,
324 node->prim,
325 node->prim_count,
326 NULL,
327 GL_TRUE,
328 0, /* Node is a VBO, so this is ok */
329 node->count - 1,
330 NULL);
331 }
332 }
333
334 /* Copy to current?
335 */
336 _playback_copy_to_current( ctx, node );
337
338 end:
339 if (remap_vertex_store) {
340 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
341 }
342 }
343
344
345 #endif /* FEATURE_dlist */
346