Subversion Repositories Kolibri OS

Rev

Go to most recent revision | Details | Last modification | View Log | RSS feed

Rev Author Line No. Line
1901 serge 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 
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/mtypes.h"
34
#include "main/macros.h"
35
#include "main/light.h"
36
#include "main/state.h"
37
 
38
#include "vbo_context.h"
39
 
40
 
41
#if FEATURE_dlist
42
 
43
 
44
/**
45
 * After playback, copy everything but the position from the
46
 * last vertex to the saved state
47
 */
48
static void
49
_playback_copy_to_current(struct gl_context *ctx,
50
                          const struct vbo_save_vertex_list *node)
51
{
52
   struct vbo_context *vbo = vbo_context(ctx);
53
   GLfloat vertex[VBO_ATTRIB_MAX * 4];
54
   GLfloat *data;
55
   GLuint i, offset;
56
 
57
   if (node->current_size == 0)
58
      return;
59
 
60
   if (node->current_data) {
61
      data = node->current_data;
62
   }
63
   else {
64
      data = vertex;
65
 
66
      if (node->count)
67
         offset = (node->buffer_offset +
68
                   (node->count-1) * node->vertex_size * sizeof(GLfloat));
69
      else
70
         offset = node->buffer_offset;
71
 
72
      ctx->Driver.GetBufferSubData( ctx, 0, offset,
73
                                    node->vertex_size * sizeof(GLfloat),
74
                                    data, node->vertex_store->bufferobj );
75
 
76
      data += node->attrsz[0]; /* skip vertex position */
77
   }
78
 
79
   for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
80
      if (node->attrsz[i]) {
81
	 GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
82
         GLfloat tmp[4];
83
 
84
         COPY_CLEAN_4V(tmp,
85
                       node->attrsz[i],
86
                       data);
87
 
88
         if (memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) {
89
            memcpy(current, tmp, 4 * sizeof(GLfloat));
90
 
91
            vbo->currval[i].Size = node->attrsz[i];
92
 
93
            if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
94
                i <= VBO_ATTRIB_LAST_MATERIAL)
95
               ctx->NewState |= _NEW_LIGHT;
96
 
97
            ctx->NewState |= _NEW_CURRENT_ATTRIB;
98
         }
99
 
100
	 data += node->attrsz[i];
101
      }
102
   }
103
 
104
   /* Colormaterial -- this kindof sucks.
105
    */
106
   if (ctx->Light.ColorMaterialEnabled) {
107
      _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
108
   }
109
 
110
   /* CurrentExecPrimitive
111
    */
112
   if (node->prim_count) {
113
      const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
114
      if (prim->end)
115
	 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
116
      else
117
	 ctx->Driver.CurrentExecPrimitive = prim->mode;
118
   }
119
}
120
 
121
 
122
 
123
/**
124
 * Treat the vertex storage as a VBO, define vertex arrays pointing
125
 * into it:
126
 */
127
static void vbo_bind_vertex_list(struct gl_context *ctx,
128
                                 const struct vbo_save_vertex_list *node)
129
{
130
   struct vbo_context *vbo = vbo_context(ctx);
131
   struct vbo_save_context *save = &vbo->save;
132
   struct gl_client_array *arrays = save->arrays;
133
   GLuint buffer_offset = node->buffer_offset;
134
   const GLuint *map;
135
   GLuint attr;
136
   GLubyte node_attrsz[VBO_ATTRIB_MAX];  /* copy of node->attrsz[] */
137
   GLbitfield varying_inputs = 0x0;
138
 
139
   memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
140
 
141
   /* Install the default (ie Current) attributes first, then overlay
142
    * all active ones.
143
    */
144
   switch (get_program_mode(ctx)) {
145
   case VP_NONE:
146
      for (attr = 0; attr < 16; attr++) {
147
         save->inputs[attr] = &vbo->legacy_currval[attr];
148
      }
149
      for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
150
         save->inputs[attr + 16] = &vbo->mat_currval[attr];
151
      }
152
      map = vbo->map_vp_none;
153
      break;
154
   case VP_NV:
155
   case VP_ARB:
156
      /* The aliasing of attributes for NV vertex programs has already
157
       * occurred.  NV vertex programs cannot access material values,
158
       * nor attributes greater than VERT_ATTRIB_TEX7.
159
       */
160
      for (attr = 0; attr < 16; attr++) {
161
         save->inputs[attr] = &vbo->legacy_currval[attr];
162
         save->inputs[attr + 16] = &vbo->generic_currval[attr];
163
      }
164
      map = vbo->map_vp_arb;
165
 
166
      /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
167
       * In that case we effectively need to route the data from
168
       * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
169
       */
170
      if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
171
          (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
172
         save->inputs[16] = save->inputs[0];
173
         node_attrsz[16] = node_attrsz[0];
174
         node_attrsz[0] = 0;
175
      }
176
      break;
177
   default:
178
      assert(0);
179
   }
180
 
181
   for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
182
      const GLuint src = map[attr];
183
 
184
      if (node_attrsz[src]) {
185
         /* override the default array set above */
186
         save->inputs[attr] = &arrays[attr];
187
 
188
	 arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
189
	 arrays[attr].Size = node->attrsz[src];
190
	 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
191
	 arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
192
	 arrays[attr].Type = GL_FLOAT;
193
         arrays[attr].Format = GL_RGBA;
194
	 arrays[attr].Enabled = 1;
195
         _mesa_reference_buffer_object(ctx,
196
                                       &arrays[attr].BufferObj,
197
                                       node->vertex_store->bufferobj);
198
	 arrays[attr]._MaxElement = node->count; /* ??? */
199
 
200
	 assert(arrays[attr].BufferObj->Name);
201
 
202
	 buffer_offset += node->attrsz[src] * sizeof(GLfloat);
203
         varying_inputs |= 1<
204
      }
205
   }
206
 
207
   _mesa_set_varying_vp_inputs( ctx, varying_inputs );
208
}
209
 
210
 
211
static void
212
vbo_save_loopback_vertex_list(struct gl_context *ctx,
213
                              const struct vbo_save_vertex_list *list)
214
{
215
   const char *buffer = ctx->Driver.MapBuffer(ctx,
216
					      GL_ARRAY_BUFFER_ARB,
217
					      GL_READ_ONLY, /* ? */
218
                                              list->vertex_store->bufferobj);
219
 
220
   vbo_loopback_vertex_list(ctx,
221
                            (const GLfloat *)(buffer + list->buffer_offset),
222
                            list->attrsz,
223
                            list->prim,
224
                            list->prim_count,
225
                            list->wrap_count,
226
                            list->vertex_size);
227
 
228
   ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB,
229
			   list->vertex_store->bufferobj);
230
}
231
 
232
 
233
/**
234
 * Execute the buffer and save copied verts.
235
 * This is called from the display list code when executing
236
 * a drawing command.
237
 */
238
void
239
vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
240
{
241
   const struct vbo_save_vertex_list *node =
242
      (const struct vbo_save_vertex_list *) data;
243
   struct vbo_save_context *save = &vbo_context(ctx)->save;
244
 
245
   FLUSH_CURRENT(ctx, 0);
246
 
247
   if (node->prim_count > 0 && node->count > 0) {
248
 
249
      if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END &&
250
	  node->prim[0].begin) {
251
 
252
	 /* Degenerate case: list is called inside begin/end pair and
253
	  * includes operations such as glBegin or glDrawArrays.
254
	  */
255
	 if (0)
256
	    printf("displaylist recursive begin");
257
 
258
	 vbo_save_loopback_vertex_list( ctx, node );
259
	 return;
260
      }
261
      else if (save->replay_flags) {
262
	 /* Various degnerate cases: translate into immediate mode
263
	  * calls rather than trying to execute in place.
264
	  */
265
	 vbo_save_loopback_vertex_list( ctx, node );
266
	 return;
267
      }
268
 
269
      if (ctx->NewState)
270
	 _mesa_update_state( ctx );
271
 
272
      /* XXX also need to check if shader enabled, but invalid */
273
      if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||
274
          (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {
275
         _mesa_error(ctx, GL_INVALID_OPERATION,
276
                     "glBegin (invalid vertex/fragment program)");
277
         return;
278
      }
279
 
280
      vbo_bind_vertex_list( ctx, node );
281
 
282
      /* Again...
283
       */
284
      if (ctx->NewState)
285
	 _mesa_update_state( ctx );
286
 
287
      vbo_context(ctx)->draw_prims(ctx,
288
                                   save->inputs,
289
                                   node->prim,
290
                                   node->prim_count,
291
                                   NULL,
292
                                   GL_TRUE,
293
                                   0,	/* Node is a VBO, so this is ok */
294
                                   node->count - 1);
295
   }
296
 
297
   /* Copy to current?
298
    */
299
   _playback_copy_to_current( ctx, node );
300
}
301
 
302
 
303
#endif /* FEATURE_dlist */