2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
26 * Keith Whitwell <keithw@vmware.com>
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"
38 #include "vbo_context.h"
42 * After playback, copy everything but the position from the
43 * last vertex to the saved state
46 _playback_copy_to_current(struct gl_context
*ctx
,
47 const struct vbo_save_vertex_list
*node
)
49 struct vbo_context
*vbo
= vbo_context(ctx
);
50 fi_type vertex
[VBO_ATTRIB_MAX
* 4];
54 if (node
->current_size
== 0)
57 if (node
->current_data
) {
58 data
= node
->current_data
;
64 offset
= (node
->buffer_offset
+
65 (node
->count
-1) * node
->vertex_size
* sizeof(GLfloat
));
67 offset
= node
->buffer_offset
;
69 ctx
->Driver
.GetBufferSubData( ctx
, offset
,
70 node
->vertex_size
* sizeof(GLfloat
),
71 data
, node
->vertex_store
->bufferobj
);
73 data
+= node
->attrsz
[0]; /* skip vertex position */
76 for (i
= VBO_ATTRIB_POS
+1 ; i
< VBO_ATTRIB_MAX
; i
++) {
77 if (node
->attrsz
[i
]) {
78 fi_type
*current
= (fi_type
*)vbo
->currval
[i
].Ptr
;
81 COPY_CLEAN_4V_TYPE_AS_UNION(tmp
,
86 if (node
->attrtype
[i
] != vbo
->currval
[i
].Type
||
87 memcmp(current
, tmp
, 4 * sizeof(GLfloat
)) != 0) {
88 memcpy(current
, tmp
, 4 * sizeof(GLfloat
));
90 vbo
->currval
[i
].Size
= node
->attrsz
[i
];
91 vbo
->currval
[i
]._ElementSize
= vbo
->currval
[i
].Size
* sizeof(GLfloat
);
92 vbo
->currval
[i
].Type
= node
->attrtype
[i
];
93 vbo
->currval
[i
].Integer
=
94 vbo_attrtype_to_integer_flag(node
->attrtype
[i
]);
96 if (i
>= VBO_ATTRIB_FIRST_MATERIAL
&&
97 i
<= VBO_ATTRIB_LAST_MATERIAL
)
98 ctx
->NewState
|= _NEW_LIGHT
;
100 ctx
->NewState
|= _NEW_CURRENT_ATTRIB
;
103 data
+= node
->attrsz
[i
];
107 /* Colormaterial -- this kindof sucks.
109 if (ctx
->Light
.ColorMaterialEnabled
) {
110 _mesa_update_color_material(ctx
, ctx
->Current
.Attrib
[VBO_ATTRIB_COLOR0
]);
113 /* CurrentExecPrimitive
115 if (node
->prim_count
) {
116 const struct _mesa_prim
*prim
= &node
->prim
[node
->prim_count
- 1];
118 ctx
->Driver
.CurrentExecPrimitive
= PRIM_OUTSIDE_BEGIN_END
;
120 ctx
->Driver
.CurrentExecPrimitive
= prim
->mode
;
127 * Treat the vertex storage as a VBO, define vertex arrays pointing
130 static void vbo_bind_vertex_list(struct gl_context
*ctx
,
131 const struct vbo_save_vertex_list
*node
)
133 struct vbo_context
*vbo
= vbo_context(ctx
);
134 struct vbo_save_context
*save
= &vbo
->save
;
135 struct gl_client_array
*arrays
= save
->arrays
;
136 GLuint buffer_offset
= node
->buffer_offset
;
139 GLubyte node_attrsz
[VBO_ATTRIB_MAX
]; /* copy of node->attrsz[] */
140 GLenum node_attrtype
[VBO_ATTRIB_MAX
]; /* copy of node->attrtype[] */
141 GLbitfield64 varying_inputs
= 0x0;
143 memcpy(node_attrsz
, node
->attrsz
, sizeof(node
->attrsz
));
144 memcpy(node_attrtype
, node
->attrtype
, sizeof(node
->attrtype
));
146 /* Install the default (ie Current) attributes first, then overlay
149 switch (get_program_mode(ctx
)) {
151 for (attr
= 0; attr
< VERT_ATTRIB_FF_MAX
; attr
++) {
152 save
->inputs
[attr
] = &vbo
->currval
[VBO_ATTRIB_POS
+attr
];
154 for (attr
= 0; attr
< MAT_ATTRIB_MAX
; attr
++) {
155 save
->inputs
[VERT_ATTRIB_GENERIC(attr
)] =
156 &vbo
->currval
[VBO_ATTRIB_MAT_FRONT_AMBIENT
+attr
];
158 map
= vbo
->map_vp_none
;
161 for (attr
= 0; attr
< VERT_ATTRIB_FF_MAX
; attr
++) {
162 save
->inputs
[attr
] = &vbo
->currval
[VBO_ATTRIB_POS
+attr
];
164 for (attr
= 0; attr
< VERT_ATTRIB_GENERIC_MAX
; attr
++) {
165 save
->inputs
[VERT_ATTRIB_GENERIC(attr
)] =
166 &vbo
->currval
[VBO_ATTRIB_GENERIC0
+attr
];
168 map
= vbo
->map_vp_arb
;
170 /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
171 * In that case we effectively need to route the data from
172 * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
174 if ((ctx
->VertexProgram
._Current
->Base
.InputsRead
& VERT_BIT_POS
) == 0 &&
175 (ctx
->VertexProgram
._Current
->Base
.InputsRead
& VERT_BIT_GENERIC0
)) {
176 save
->inputs
[VERT_ATTRIB_GENERIC0
] = save
->inputs
[0];
177 node_attrsz
[VERT_ATTRIB_GENERIC0
] = node_attrsz
[0];
178 node_attrtype
[VERT_ATTRIB_GENERIC0
] = node_attrtype
[0];
186 for (attr
= 0; attr
< VERT_ATTRIB_MAX
; attr
++) {
187 const GLuint src
= map
[attr
];
189 if (node_attrsz
[src
]) {
190 /* override the default array set above */
191 save
->inputs
[attr
] = &arrays
[attr
];
193 arrays
[attr
].Ptr
= (const GLubyte
*) NULL
+ buffer_offset
;
194 arrays
[attr
].Size
= node_attrsz
[src
];
195 arrays
[attr
].StrideB
= node
->vertex_size
* sizeof(GLfloat
);
196 arrays
[attr
].Stride
= node
->vertex_size
* sizeof(GLfloat
);
197 arrays
[attr
].Type
= node_attrtype
[src
];
198 arrays
[attr
].Integer
=
199 vbo_attrtype_to_integer_flag(node_attrtype
[src
]);
200 arrays
[attr
].Format
= GL_RGBA
;
201 arrays
[attr
].Enabled
= 1;
202 arrays
[attr
]._ElementSize
= arrays
[attr
].Size
* sizeof(GLfloat
);
203 _mesa_reference_buffer_object(ctx
,
204 &arrays
[attr
].BufferObj
,
205 node
->vertex_store
->bufferobj
);
207 assert(arrays
[attr
].BufferObj
->Name
);
209 buffer_offset
+= node_attrsz
[src
] * sizeof(GLfloat
);
210 varying_inputs
|= VERT_BIT(attr
);
214 _mesa_set_varying_vp_inputs( ctx
, varying_inputs
);
215 ctx
->NewDriverState
|= ctx
->DriverFlags
.NewArray
;
220 vbo_save_loopback_vertex_list(struct gl_context
*ctx
,
221 const struct vbo_save_vertex_list
*list
)
224 ctx
->Driver
.MapBufferRange(ctx
, 0,
225 list
->vertex_store
->bufferobj
->Size
,
226 GL_MAP_READ_BIT
, /* ? */
227 list
->vertex_store
->bufferobj
,
230 vbo_loopback_vertex_list(ctx
,
231 (const GLfloat
*)(buffer
+ list
->buffer_offset
),
238 ctx
->Driver
.UnmapBuffer(ctx
, list
->vertex_store
->bufferobj
,
244 * Execute the buffer and save copied verts.
245 * This is called from the display list code when executing
249 vbo_save_playback_vertex_list(struct gl_context
*ctx
, void *data
)
251 const struct vbo_save_vertex_list
*node
=
252 (const struct vbo_save_vertex_list
*) data
;
253 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
254 GLboolean remap_vertex_store
= GL_FALSE
;
256 if (save
->vertex_store
&& save
->vertex_store
->buffer
) {
257 /* The vertex store is currently mapped but we're about to replay
258 * a display list. This can happen when a nested display list is
259 * being build with GL_COMPILE_AND_EXECUTE.
260 * We never want to have mapped vertex buffers when we're drawing.
261 * Unmap the vertex store, execute the list, then remap the vertex
264 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
265 remap_vertex_store
= GL_TRUE
;
268 FLUSH_CURRENT(ctx
, 0);
270 if (node
->prim_count
> 0) {
272 if (_mesa_inside_begin_end(ctx
) && node
->prim
[0].begin
) {
273 /* Error: we're about to begin a new primitive but we're already
274 * inside a glBegin/End pair.
276 _mesa_error(ctx
, GL_INVALID_OPERATION
,
277 "draw operation inside glBegin/End");
280 else if (save
->replay_flags
) {
281 /* Various degenerate cases: translate into immediate mode
282 * calls rather than trying to execute in place.
284 vbo_save_loopback_vertex_list( ctx
, node
);
290 _mesa_update_state( ctx
);
292 /* XXX also need to check if shader enabled, but invalid */
293 if ((ctx
->VertexProgram
.Enabled
&& !ctx
->VertexProgram
._Enabled
) ||
294 (ctx
->FragmentProgram
.Enabled
&& !ctx
->FragmentProgram
._Enabled
)) {
295 _mesa_error(ctx
, GL_INVALID_OPERATION
,
296 "glBegin (invalid vertex/fragment program)");
300 vbo_bind_vertex_list( ctx
, node
);
302 vbo_draw_method(vbo_context(ctx
), DRAW_DISPLAY_LIST
);
307 _mesa_update_state( ctx
);
309 if (node
->count
> 0) {
310 vbo_context(ctx
)->draw_prims(ctx
,
315 0, /* Node is a VBO, so this is ok */
323 _playback_copy_to_current( ctx
, node
);
326 if (remap_vertex_store
) {
327 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);