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  1. /**************************************************************************
  2.  *
  3.  * Copyright 2005 Tungsten Graphics, Inc., Cedar Park, Texas.
  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 TUNGSTEN GRAPHICS 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 "main/context.h"
  29. #include "main/glheader.h"
  30. #include "main/enums.h"
  31. #include "main/imports.h"
  32. #include "main/mtypes.h"
  33. #include "main/dispatch.h"
  34. #include "glapi/glapi.h"
  35.  
  36. #include "vbo_context.h"
  37.  
  38.  
  39. #if FEATURE_dlist
  40.  
  41.  
  42. typedef void (*attr_func)( struct gl_context *ctx, GLint target, const GLfloat * );
  43.  
  44.  
  45. /* This file makes heavy use of the aliasing of NV vertex attributes
  46.  * with the legacy attributes, and also with ARB and Material
  47.  * attributes as currently implemented.
  48.  */
  49. static void VertexAttrib1fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
  50. {
  51.    CALL_VertexAttrib1fvNV(ctx->Exec, (target, v));
  52. }
  53.  
  54. static void VertexAttrib2fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
  55. {
  56.    CALL_VertexAttrib2fvNV(ctx->Exec, (target, v));
  57. }
  58.  
  59. static void VertexAttrib3fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
  60. {
  61.    CALL_VertexAttrib3fvNV(ctx->Exec, (target, v));
  62. }
  63.  
  64. static void VertexAttrib4fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
  65. {
  66.    CALL_VertexAttrib4fvNV(ctx->Exec, (target, v));
  67. }
  68.  
  69. static attr_func vert_attrfunc[4] = {
  70.    VertexAttrib1fvNV,
  71.    VertexAttrib2fvNV,
  72.    VertexAttrib3fvNV,
  73.    VertexAttrib4fvNV
  74. };
  75.  
  76. struct loopback_attr {
  77.    GLint target;
  78.    GLint sz;
  79.    attr_func func;
  80. };
  81.  
  82. /* Don't emit ends and begins on wrapped primitives.  Don't replay
  83.  * wrapped vertices.  If we get here, it's probably because the
  84.  * precalculated wrapping is wrong.
  85.  */
  86. static void loopback_prim( struct gl_context *ctx,
  87.                            const GLfloat *buffer,
  88.                            const struct _mesa_prim *prim,
  89.                            GLuint wrap_count,
  90.                            GLuint vertex_size,
  91.                            const struct loopback_attr *la, GLuint nr )
  92. {
  93.    GLint start = prim->start;
  94.    GLint end = start + prim->count;
  95.    const GLfloat *data;
  96.    GLint j;
  97.    GLuint k;
  98.  
  99.    if (0)
  100.       printf("loopback prim %s(%s,%s) verts %d..%d\n",
  101.              _mesa_lookup_prim_by_nr(prim->mode),
  102.              prim->begin ? "begin" : "..",
  103.              prim->end ? "end" : "..",
  104.              start,
  105.              end);
  106.  
  107.    if (prim->begin) {
  108.       CALL_Begin(GET_DISPATCH(), ( prim->mode ));
  109.    }
  110.    else {
  111.       assert(start == 0);
  112.       start += wrap_count;
  113.    }
  114.  
  115.    data = buffer + start * vertex_size;
  116.  
  117.    for (j = start ; j < end ; j++) {
  118.       const GLfloat *tmp = data + la[0].sz;
  119.  
  120.       for (k = 1 ; k < nr ; k++) {
  121.          la[k].func( ctx, la[k].target, tmp );
  122.          tmp += la[k].sz;
  123.       }
  124.          
  125.       /* Fire the vertex
  126.        */
  127.       la[0].func( ctx, VBO_ATTRIB_POS, data );
  128.       data = tmp;
  129.    }
  130.  
  131.    if (prim->end) {
  132.       CALL_End(GET_DISPATCH(), ());
  133.    }
  134. }
  135.  
  136. /* Primitives generated by DrawArrays/DrawElements/Rectf may be
  137.  * caught here.  If there is no primitive in progress, execute them
  138.  * normally, otherwise need to track and discard the generated
  139.  * primitives.
  140.  */
  141. static void loopback_weak_prim( struct gl_context *ctx,
  142.                                 const struct _mesa_prim *prim )
  143. {
  144.    /* Use the prim_weak flag to ensure that if this primitive
  145.     * wraps, we don't mistake future vertex_lists for part of the
  146.     * surrounding primitive.
  147.     *
  148.     * While this flag is set, we are simply disposing of data
  149.     * generated by an operation now known to be a noop.
  150.     */
  151.    if (prim->begin)
  152.       ctx->Driver.CurrentExecPrimitive |= VBO_SAVE_PRIM_WEAK;
  153.    if (prim->end)
  154.       ctx->Driver.CurrentExecPrimitive &= ~VBO_SAVE_PRIM_WEAK;
  155. }
  156.  
  157.  
  158. void vbo_loopback_vertex_list( struct gl_context *ctx,
  159.                                const GLfloat *buffer,
  160.                                const GLubyte *attrsz,
  161.                                const struct _mesa_prim *prim,
  162.                                GLuint prim_count,
  163.                                GLuint wrap_count,
  164.                                GLuint vertex_size)
  165. {
  166.    struct loopback_attr la[VBO_ATTRIB_MAX];
  167.    GLuint i, nr = 0;
  168.  
  169.    /* All Legacy, NV, ARB and Material attributes are routed through
  170.     * the NV attributes entrypoints:
  171.     */
  172.    for (i = 0 ; i < VBO_ATTRIB_MAX ; i++) {
  173.       if (attrsz[i]) {
  174.          la[nr].target = i;
  175.          la[nr].sz = attrsz[i];
  176.          la[nr].func = vert_attrfunc[attrsz[i]-1];
  177.          nr++;
  178.       }
  179.    }
  180.  
  181.    for (i = 0 ; i < prim_count ; i++) {
  182.       if ((prim[i].mode & VBO_SAVE_PRIM_WEAK) &&
  183.           (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END))
  184.       {
  185.          loopback_weak_prim( ctx, &prim[i] );
  186.       }
  187.       else
  188.       {
  189.          loopback_prim( ctx, buffer, &prim[i], wrap_count, vertex_size, la, nr );
  190.       }
  191.    }
  192. }
  193.  
  194.  
  195. #endif /* FEATURE_dlist */
  196.