blob: 409a353b520fd97394cb35a3b4404eea7829c20d [file] [log] [blame]
/*
* 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 <stdbool.h>
#include "main/arrayobj.h"
#include "main/glheader.h"
#include "main/bufferobj.h"
#include "main/context.h"
#include "main/imports.h"
#include "main/macros.h"
#include "main/light.h"
#include "main/state.h"
#include "main/varray.h"
#include "util/bitscan.h"
#include "vbo_private.h"
static void
copy_vao(struct gl_context *ctx, const struct gl_vertex_array_object *vao,
GLbitfield mask, GLbitfield state, int shift, fi_type **data)
{
struct vbo_context *vbo = vbo_context(ctx);
mask &= vao->_Enabled;
while (mask) {
const int i = u_bit_scan(&mask);
const struct gl_array_attributes *attrib = &vao->VertexAttrib[i];
struct gl_array_attributes *currval = &vbo->current[shift + i];
const GLubyte size = attrib->Size;
const GLenum16 type = attrib->Type;
fi_type tmp[8];
int dmul = 1;
if (type == GL_DOUBLE ||
type == GL_UNSIGNED_INT64_ARB)
dmul = 2;
if (dmul == 2)
memcpy(tmp, *data, size * dmul * sizeof(GLfloat));
else
COPY_CLEAN_4V_TYPE_AS_UNION(tmp, size, *data, type);
if (type != currval->Type ||
memcmp(currval->Ptr, tmp, 4 * sizeof(GLfloat) * dmul) != 0) {
memcpy((fi_type*)currval->Ptr, tmp, 4 * sizeof(GLfloat) * dmul);
currval->Size = size;
currval->_ElementSize = size * sizeof(GLfloat) * dmul;
currval->Type = type;
currval->Integer = vbo_attrtype_to_integer_flag(type);
currval->Doubles = vbo_attrtype_to_double_flag(type);
currval->Normalized = GL_FALSE;
currval->Format = GL_RGBA;
ctx->NewState |= state;
}
*data += size;
}
}
/**
* 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)
{
if (!node->current_data)
return;
fi_type *data = node->current_data;
/* Copy conventional attribs and generics except pos */
copy_vao(ctx, node->VAO[VP_MODE_SHADER], ~VERT_BIT_POS & VERT_BIT_ALL,
_NEW_CURRENT_ATTRIB, 0, &data);
/* Copy materials */
copy_vao(ctx, node->VAO[VP_MODE_FF], VERT_BIT_MAT_ALL,
_NEW_CURRENT_ATTRIB | _NEW_LIGHT, VBO_MATERIAL_SHIFT, &data);
/* 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->prims[node->prim_count - 1];
if (prim->end)
ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
else
ctx->Driver.CurrentExecPrimitive = prim->mode;
}
}
/**
* Set the appropriate VAO to draw.
*/
static void
bind_vertex_list(struct gl_context *ctx,
const struct vbo_save_vertex_list *node)
{
const gl_vertex_processing_mode mode = ctx->VertexProgram._VPMode;
_mesa_set_draw_vao(ctx, node->VAO[mode], _vbo_get_vao_filter(mode));
}
static void
loopback_vertex_list(struct gl_context *ctx,
const struct vbo_save_vertex_list *list)
{
struct gl_buffer_object *bo = list->VAO[0]->BufferBinding[0].BufferObj;
ctx->Driver.MapBufferRange(ctx, 0, bo->Size, GL_MAP_READ_BIT, /* ? */
bo, MAP_INTERNAL);
/* Note that the range of referenced vertices must be mapped already */
_vbo_loopback_vertex_list(ctx, list);
ctx->Driver.UnmapBuffer(ctx, bo, 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_context *vbo = vbo_context(ctx);
struct vbo_save_context *save = &vbo->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_FOR_DRAW(ctx);
if (node->prim_count > 0) {
if (_mesa_inside_begin_end(ctx) && node->prims[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.
*/
loopback_vertex_list(ctx, node);
goto end;
}
bind_vertex_list(ctx, node);
/* Need that at least one time. */
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;
}
assert(ctx->NewState == 0);
if (node->vertex_count > 0) {
GLuint min_index = _vbo_save_get_min_index(node);
GLuint max_index = _vbo_save_get_max_index(node);
ctx->Driver.Draw(ctx, node->prims, node->prim_count, NULL, GL_TRUE,
min_index, max_index, 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);
}
}