0,0 → 1,328 |
/* |
* 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 <keith@tungstengraphics.com> |
*/ |
|
#include "main/glheader.h" |
#include "main/bufferobj.h" |
#include "main/context.h" |
#include "main/imports.h" |
#include "main/mtypes.h" |
#include "main/macros.h" |
#include "main/light.h" |
#include "main/state.h" |
|
#include "vbo_context.h" |
|
|
/** |
* 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) |
{ |
struct vbo_context *vbo = vbo_context(ctx); |
GLfloat vertex[VBO_ATTRIB_MAX * 4]; |
GLfloat *data; |
GLuint i, offset; |
|
if (node->current_size == 0) |
return; |
|
if (node->current_data) { |
data = node->current_data; |
} |
else { |
data = vertex; |
|
if (node->count) |
offset = (node->buffer_offset + |
(node->count-1) * node->vertex_size * sizeof(GLfloat)); |
else |
offset = node->buffer_offset; |
|
ctx->Driver.GetBufferSubData( ctx, offset, |
node->vertex_size * sizeof(GLfloat), |
data, node->vertex_store->bufferobj ); |
|
data += node->attrsz[0]; /* skip vertex position */ |
} |
|
for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) { |
if (node->attrsz[i]) { |
GLfloat *current = (GLfloat *)vbo->currval[i].Ptr; |
GLfloat tmp[4]; |
|
COPY_CLEAN_4V_TYPE_AS_FLOAT(tmp, |
node->attrsz[i], |
data, |
node->attrtype[i]); |
|
if (node->attrtype[i] != vbo->currval[i].Type || |
memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) { |
memcpy(current, tmp, 4 * sizeof(GLfloat)); |
|
vbo->currval[i].Size = node->attrsz[i]; |
vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat); |
vbo->currval[i].Type = node->attrtype[i]; |
vbo->currval[i].Integer = |
vbo_attrtype_to_integer_flag(node->attrtype[i]); |
|
if (i >= VBO_ATTRIB_FIRST_MATERIAL && |
i <= VBO_ATTRIB_LAST_MATERIAL) |
ctx->NewState |= _NEW_LIGHT; |
|
ctx->NewState |= _NEW_CURRENT_ATTRIB; |
} |
|
data += node->attrsz[i]; |
} |
} |
|
/* 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->prim[node->prim_count - 1]; |
if (prim->end) |
ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END; |
else |
ctx->Driver.CurrentExecPrimitive = prim->mode; |
} |
} |
|
|
|
/** |
* Treat the vertex storage as a VBO, define vertex arrays pointing |
* into it: |
*/ |
static void vbo_bind_vertex_list(struct gl_context *ctx, |
const struct vbo_save_vertex_list *node) |
{ |
struct vbo_context *vbo = vbo_context(ctx); |
struct vbo_save_context *save = &vbo->save; |
struct gl_client_array *arrays = save->arrays; |
GLuint buffer_offset = node->buffer_offset; |
const GLuint *map; |
GLuint attr; |
GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */ |
GLenum node_attrtype[VBO_ATTRIB_MAX]; /* copy of node->attrtype[] */ |
GLbitfield64 varying_inputs = 0x0; |
|
memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz)); |
memcpy(node_attrtype, node->attrtype, sizeof(node->attrtype)); |
|
/* Install the default (ie Current) attributes first, then overlay |
* all active ones. |
*/ |
switch (get_program_mode(ctx)) { |
case VP_NONE: |
for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) { |
save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr]; |
} |
for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) { |
save->inputs[VERT_ATTRIB_GENERIC(attr)] = |
&vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr]; |
} |
map = vbo->map_vp_none; |
break; |
case VP_ARB: |
for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) { |
save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr]; |
} |
for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) { |
save->inputs[VERT_ATTRIB_GENERIC(attr)] = |
&vbo->currval[VBO_ATTRIB_GENERIC0+attr]; |
} |
map = vbo->map_vp_arb; |
|
/* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read. |
* In that case we effectively need to route the data from |
* glVertexAttrib(0, val) calls to feed into the GENERIC0 input. |
*/ |
if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 && |
(ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) { |
save->inputs[VERT_ATTRIB_GENERIC0] = save->inputs[0]; |
node_attrsz[VERT_ATTRIB_GENERIC0] = node_attrsz[0]; |
node_attrtype[VERT_ATTRIB_GENERIC0] = node_attrtype[0]; |
node_attrsz[0] = 0; |
} |
break; |
default: |
assert(0); |
} |
|
for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) { |
const GLuint src = map[attr]; |
|
if (node_attrsz[src]) { |
/* override the default array set above */ |
save->inputs[attr] = &arrays[attr]; |
|
arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset; |
arrays[attr].Size = node_attrsz[src]; |
arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat); |
arrays[attr].Stride = node->vertex_size * sizeof(GLfloat); |
arrays[attr].Type = node_attrtype[src]; |
arrays[attr].Integer = |
vbo_attrtype_to_integer_flag(node_attrtype[src]); |
arrays[attr].Format = GL_RGBA; |
arrays[attr].Enabled = 1; |
arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat); |
_mesa_reference_buffer_object(ctx, |
&arrays[attr].BufferObj, |
node->vertex_store->bufferobj); |
arrays[attr]._MaxElement = node->count; /* ??? */ |
|
assert(arrays[attr].BufferObj->Name); |
|
buffer_offset += node_attrsz[src] * sizeof(GLfloat); |
varying_inputs |= VERT_BIT(attr); |
} |
} |
|
_mesa_set_varying_vp_inputs( ctx, varying_inputs ); |
ctx->NewDriverState |= ctx->DriverFlags.NewArray; |
} |
|
|
static void |
vbo_save_loopback_vertex_list(struct gl_context *ctx, |
const struct vbo_save_vertex_list *list) |
{ |
const char *buffer = |
ctx->Driver.MapBufferRange(ctx, 0, |
list->vertex_store->bufferobj->Size, |
GL_MAP_READ_BIT, /* ? */ |
list->vertex_store->bufferobj); |
|
vbo_loopback_vertex_list(ctx, |
(const GLfloat *)(buffer + list->buffer_offset), |
list->attrsz, |
list->prim, |
list->prim_count, |
list->wrap_count, |
list->vertex_size); |
|
ctx->Driver.UnmapBuffer(ctx, list->vertex_store->bufferobj); |
} |
|
|
/** |
* 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_save_context *save = &vbo_context(ctx)->save; |
GLboolean remap_vertex_store = GL_FALSE; |
|
if (save->vertex_store && save->vertex_store->buffer) { |
/* 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_CURRENT(ctx, 0); |
|
if (node->prim_count > 0) { |
|
if (_mesa_inside_begin_end(ctx) && node->prim[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 degnerate cases: translate into immediate mode |
* calls rather than trying to execute in place. |
*/ |
vbo_save_loopback_vertex_list( ctx, node ); |
|
goto end; |
} |
|
if (ctx->NewState) |
_mesa_update_state( ctx ); |
|
/* XXX also need to check if shader enabled, but invalid */ |
if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) || |
(ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) { |
_mesa_error(ctx, GL_INVALID_OPERATION, |
"glBegin (invalid vertex/fragment program)"); |
return; |
} |
|
vbo_bind_vertex_list( ctx, node ); |
|
vbo_draw_method(vbo_context(ctx), DRAW_DISPLAY_LIST); |
|
/* Again... |
*/ |
if (ctx->NewState) |
_mesa_update_state( ctx ); |
|
if (node->count > 0) { |
vbo_context(ctx)->draw_prims(ctx, |
node->prim, |
node->prim_count, |
NULL, |
GL_TRUE, |
0, /* Node is a VBO, so this is ok */ |
node->count - 1, |
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); |
} |
} |