2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
26 * Keith Whitwell <keith@tungstengraphics.com>
29 #include "main/glheader.h"
30 #include "main/bufferobj.h"
31 #include "main/context.h"
32 #include "main/imports.h"
33 #include "main/mfeatures.h"
34 #include "main/mtypes.h"
35 #include "main/macros.h"
36 #include "main/light.h"
37 #include "main/state.h"
39 #include "vbo_context.h"
46 * After playback, copy everything but the position from the
47 * last vertex to the saved state
50 _playback_copy_to_current(struct gl_context
*ctx
,
51 const struct vbo_save_vertex_list
*node
)
53 struct vbo_context
*vbo
= vbo_context(ctx
);
54 GLfloat vertex
[VBO_ATTRIB_MAX
* 4];
58 if (node
->current_size
== 0)
61 if (node
->current_data
) {
62 data
= node
->current_data
;
68 offset
= (node
->buffer_offset
+
69 (node
->count
-1) * node
->vertex_size
* sizeof(GLfloat
));
71 offset
= node
->buffer_offset
;
73 ctx
->Driver
.GetBufferSubData( ctx
, 0, offset
,
74 node
->vertex_size
* sizeof(GLfloat
),
75 data
, node
->vertex_store
->bufferobj
);
77 data
+= node
->attrsz
[0]; /* skip vertex position */
80 for (i
= VBO_ATTRIB_POS
+1 ; i
< VBO_ATTRIB_MAX
; i
++) {
81 if (node
->attrsz
[i
]) {
82 GLfloat
*current
= (GLfloat
*)vbo
->currval
[i
].Ptr
;
89 if (memcmp(current
, tmp
, 4 * sizeof(GLfloat
)) != 0) {
90 memcpy(current
, tmp
, 4 * sizeof(GLfloat
));
92 vbo
->currval
[i
].Size
= node
->attrsz
[i
];
94 if (i
>= VBO_ATTRIB_FIRST_MATERIAL
&&
95 i
<= VBO_ATTRIB_LAST_MATERIAL
)
96 ctx
->NewState
|= _NEW_LIGHT
;
98 ctx
->NewState
|= _NEW_CURRENT_ATTRIB
;
101 data
+= node
->attrsz
[i
];
105 /* Colormaterial -- this kindof sucks.
107 if (ctx
->Light
.ColorMaterialEnabled
) {
108 _mesa_update_color_material(ctx
, ctx
->Current
.Attrib
[VBO_ATTRIB_COLOR0
]);
111 /* CurrentExecPrimitive
113 if (node
->prim_count
) {
114 const struct _mesa_prim
*prim
= &node
->prim
[node
->prim_count
- 1];
116 ctx
->Driver
.CurrentExecPrimitive
= PRIM_OUTSIDE_BEGIN_END
;
118 ctx
->Driver
.CurrentExecPrimitive
= prim
->mode
;
125 * Treat the vertex storage as a VBO, define vertex arrays pointing
128 static void vbo_bind_vertex_list(struct gl_context
*ctx
,
129 const struct vbo_save_vertex_list
*node
)
131 struct vbo_context
*vbo
= vbo_context(ctx
);
132 struct vbo_save_context
*save
= &vbo
->save
;
133 struct gl_client_array
*arrays
= save
->arrays
;
134 GLuint buffer_offset
= node
->buffer_offset
;
137 GLubyte node_attrsz
[VBO_ATTRIB_MAX
]; /* copy of node->attrsz[] */
138 GLbitfield varying_inputs
= 0x0;
140 memcpy(node_attrsz
, node
->attrsz
, sizeof(node
->attrsz
));
142 /* Install the default (ie Current) attributes first, then overlay
145 switch (get_program_mode(ctx
)) {
147 for (attr
= 0; attr
< 16; attr
++) {
148 save
->inputs
[attr
] = &vbo
->legacy_currval
[attr
];
150 for (attr
= 0; attr
< MAT_ATTRIB_MAX
; attr
++) {
151 save
->inputs
[attr
+ 16] = &vbo
->mat_currval
[attr
];
153 map
= vbo
->map_vp_none
;
157 /* The aliasing of attributes for NV vertex programs has already
158 * occurred. NV vertex programs cannot access material values,
159 * nor attributes greater than VERT_ATTRIB_TEX7.
161 for (attr
= 0; attr
< 16; attr
++) {
162 save
->inputs
[attr
] = &vbo
->legacy_currval
[attr
];
163 save
->inputs
[attr
+ 16] = &vbo
->generic_currval
[attr
];
165 map
= vbo
->map_vp_arb
;
167 /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
168 * In that case we effectively need to route the data from
169 * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
171 if ((ctx
->VertexProgram
._Current
->Base
.InputsRead
& VERT_BIT_POS
) == 0 &&
172 (ctx
->VertexProgram
._Current
->Base
.InputsRead
& VERT_BIT_GENERIC0
)) {
173 save
->inputs
[16] = save
->inputs
[0];
174 node_attrsz
[16] = node_attrsz
[0];
182 for (attr
= 0; attr
< VERT_ATTRIB_MAX
; attr
++) {
183 const GLuint src
= map
[attr
];
185 if (node_attrsz
[src
]) {
186 /* override the default array set above */
187 save
->inputs
[attr
] = &arrays
[attr
];
189 arrays
[attr
].Ptr
= (const GLubyte
*) NULL
+ buffer_offset
;
190 arrays
[attr
].Size
= node
->attrsz
[src
];
191 arrays
[attr
].StrideB
= node
->vertex_size
* sizeof(GLfloat
);
192 arrays
[attr
].Stride
= node
->vertex_size
* sizeof(GLfloat
);
193 arrays
[attr
].Type
= GL_FLOAT
;
194 arrays
[attr
].Format
= GL_RGBA
;
195 arrays
[attr
].Enabled
= 1;
196 _mesa_reference_buffer_object(ctx
,
197 &arrays
[attr
].BufferObj
,
198 node
->vertex_store
->bufferobj
);
199 arrays
[attr
]._MaxElement
= node
->count
; /* ??? */
201 assert(arrays
[attr
].BufferObj
->Name
);
203 buffer_offset
+= node
->attrsz
[src
] * sizeof(GLfloat
);
204 varying_inputs
|= 1<<attr
;
208 _mesa_set_varying_vp_inputs( ctx
, varying_inputs
);
213 vbo_save_loopback_vertex_list(struct gl_context
*ctx
,
214 const struct vbo_save_vertex_list
*list
)
216 const char *buffer
= ctx
->Driver
.MapBuffer(ctx
,
218 GL_READ_ONLY
, /* ? */
219 list
->vertex_store
->bufferobj
);
221 vbo_loopback_vertex_list(ctx
,
222 (const GLfloat
*)(buffer
+ list
->buffer_offset
),
229 ctx
->Driver
.UnmapBuffer(ctx
, GL_ARRAY_BUFFER_ARB
,
230 list
->vertex_store
->bufferobj
);
235 * Execute the buffer and save copied verts.
236 * This is called from the display list code when executing
240 vbo_save_playback_vertex_list(struct gl_context
*ctx
, void *data
)
242 const struct vbo_save_vertex_list
*node
=
243 (const struct vbo_save_vertex_list
*) data
;
244 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
246 FLUSH_CURRENT(ctx
, 0);
248 if (node
->prim_count
> 0 && node
->count
> 0) {
250 if (ctx
->Driver
.CurrentExecPrimitive
!= PRIM_OUTSIDE_BEGIN_END
&&
251 node
->prim
[0].begin
) {
253 /* Degenerate case: list is called inside begin/end pair and
254 * includes operations such as glBegin or glDrawArrays.
257 printf("displaylist recursive begin");
259 vbo_save_loopback_vertex_list( ctx
, node
);
262 else if (save
->replay_flags
) {
263 /* Various degnerate cases: translate into immediate mode
264 * calls rather than trying to execute in place.
266 vbo_save_loopback_vertex_list( ctx
, node
);
271 _mesa_update_state( ctx
);
273 /* XXX also need to check if shader enabled, but invalid */
274 if ((ctx
->VertexProgram
.Enabled
&& !ctx
->VertexProgram
._Enabled
) ||
275 (ctx
->FragmentProgram
.Enabled
&& !ctx
->FragmentProgram
._Enabled
)) {
276 _mesa_error(ctx
, GL_INVALID_OPERATION
,
277 "glBegin (invalid vertex/fragment program)");
281 vbo_bind_vertex_list( ctx
, node
);
286 _mesa_update_state( ctx
);
288 vbo_context(ctx
)->draw_prims(ctx
,
294 0, /* Node is a VBO, so this is ok */
300 _playback_copy_to_current( ctx
, node
);
304 #endif /* FEATURE_dlist */