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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.  */
  47. static void VertexAttrib1fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
  48. {
  49.    CALL_VertexAttrib1fvNV(ctx->Exec, (target, v));
  50. }
  51.  
  52. static void VertexAttrib2fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
  53. {
  54.    CALL_VertexAttrib2fvNV(ctx->Exec, (target, v));
  55. }
  56.  
  57. static void VertexAttrib3fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
  58. {
  59.    CALL_VertexAttrib3fvNV(ctx->Exec, (target, v));
  60. }
  61.  
  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.  */
  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.  */
  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.  
  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.