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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 target, 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  */
VertexAttrib1fvNV(struct gl_context * ctx,GLint target,const GLfloat * v)47 static void VertexAttrib1fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
48 {
49    CALL_VertexAttrib1fvNV(ctx->Exec, (target, v));
50 }
51 
VertexAttrib2fvNV(struct gl_context * ctx,GLint target,const GLfloat * v)52 static void VertexAttrib2fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
53 {
54    CALL_VertexAttrib2fvNV(ctx->Exec, (target, v));
55 }
56 
VertexAttrib3fvNV(struct gl_context * ctx,GLint target,const GLfloat * v)57 static void VertexAttrib3fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
58 {
59    CALL_VertexAttrib3fvNV(ctx->Exec, (target, v));
60 }
61 
VertexAttrib4fvNV(struct gl_context * ctx,GLint target,const GLfloat * v)62 static void VertexAttrib4fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
63 {
64    CALL_VertexAttrib4fvNV(ctx->Exec, (target, v));
65 }
66 
67 static attr_func vert_attrfunc[4] = {
68    VertexAttrib1fvNV,
69    VertexAttrib2fvNV,
70    VertexAttrib3fvNV,
71    VertexAttrib4fvNV
72 };
73 
74 struct loopback_attr {
75    GLint target;
76    GLint sz;
77    attr_func func;
78 };
79 
80 /* Don't emit ends and begins on wrapped primitives.  Don't replay
81  * wrapped vertices.  If we get here, it's probably because the
82  * precalculated wrapping is wrong.
83  */
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)84 static void loopback_prim( struct gl_context *ctx,
85 			   const GLfloat *buffer,
86 			   const struct _mesa_prim *prim,
87 			   GLuint wrap_count,
88 			   GLuint vertex_size,
89 			   const struct loopback_attr *la, GLuint nr )
90 {
91    GLint start = prim->start;
92    GLint end = start + prim->count;
93    const GLfloat *data;
94    GLint j;
95    GLuint k;
96 
97    if (0)
98       printf("loopback prim %s(%s,%s) verts %d..%d\n",
99 	     _mesa_lookup_prim_by_nr(prim->mode),
100 	     prim->begin ? "begin" : "..",
101 	     prim->end ? "end" : "..",
102 	     start,
103 	     end);
104 
105    if (prim->begin) {
106       CALL_Begin(GET_DISPATCH(), ( prim->mode ));
107    }
108    else {
109       assert(start == 0);
110       start += wrap_count;
111    }
112 
113    data = buffer + start * vertex_size;
114 
115    for (j = start ; j < end ; j++) {
116       const GLfloat *tmp = data + la[0].sz;
117 
118       for (k = 1 ; k < nr ; k++) {
119 	 la[k].func( ctx, la[k].target, tmp );
120 	 tmp += la[k].sz;
121       }
122 
123       /* Fire the vertex
124        */
125       la[0].func( ctx, VBO_ATTRIB_POS, data );
126       data = tmp;
127    }
128 
129    if (prim->end) {
130       CALL_End(GET_DISPATCH(), ());
131    }
132 }
133 
134 /* Primitives generated by DrawArrays/DrawElements/Rectf may be
135  * caught here.  If there is no primitive in progress, execute them
136  * normally, otherwise need to track and discard the generated
137  * primitives.
138  */
loopback_weak_prim(struct gl_context * ctx,const struct _mesa_prim * prim)139 static void loopback_weak_prim( struct gl_context *ctx,
140 				const struct _mesa_prim *prim )
141 {
142    /* Use the prim_weak flag to ensure that if this primitive
143     * wraps, we don't mistake future vertex_lists for part of the
144     * surrounding primitive.
145     *
146     * While this flag is set, we are simply disposing of data
147     * generated by an operation now known to be a noop.
148     */
149    if (prim->begin)
150       ctx->Driver.CurrentExecPrimitive |= VBO_SAVE_PRIM_WEAK;
151    if (prim->end)
152       ctx->Driver.CurrentExecPrimitive &= ~VBO_SAVE_PRIM_WEAK;
153 }
154 
155 
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)156 void vbo_loopback_vertex_list( struct gl_context *ctx,
157 			       const GLfloat *buffer,
158 			       const GLubyte *attrsz,
159 			       const struct _mesa_prim *prim,
160 			       GLuint prim_count,
161 			       GLuint wrap_count,
162 			       GLuint vertex_size)
163 {
164    struct loopback_attr la[VBO_ATTRIB_MAX];
165    GLuint i, nr = 0;
166 
167    /* All Legacy, NV, ARB and Material attributes are routed through
168     * the NV attributes entrypoints:
169     */
170    for (i = 0 ; i < VBO_ATTRIB_MAX ; i++) {
171       if (attrsz[i]) {
172 	 la[nr].target = i;
173 	 la[nr].sz = attrsz[i];
174 	 la[nr].func = vert_attrfunc[attrsz[i]-1];
175 	 nr++;
176       }
177    }
178 
179    for (i = 0 ; i < prim_count ; i++) {
180       if ((prim[i].mode & VBO_SAVE_PRIM_WEAK) &&
181           _mesa_inside_begin_end(ctx))
182       {
183 	 loopback_weak_prim( ctx, &prim[i] );
184       }
185       else
186       {
187 	 loopback_prim( ctx, buffer, &prim[i], wrap_count, vertex_size, la, nr );
188       }
189    }
190 }
191