Merge remote branch 'main/master' into radeon-rewrite
[mesa.git] / src / mesa / vbo / vbo_save_draw.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.2
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 *
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:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
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.
23 */
24
25 /* Author:
26 * Keith Whitwell <keith@tungstengraphics.com>
27 */
28
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"
37
38 #include "vbo_context.h"
39
40
41 /*
42 * After playback, copy everything but the position from the
43 * last vertex to the saved state
44 */
45 static void _playback_copy_to_current( GLcontext *ctx,
46 const struct vbo_save_vertex_list *node )
47 {
48 struct vbo_context *vbo = vbo_context(ctx);
49 GLfloat vertex[VBO_ATTRIB_MAX * 4], *data = vertex;
50 GLuint i, offset;
51
52 if (node->count)
53 offset = (node->buffer_offset +
54 (node->count-1) * node->vertex_size * sizeof(GLfloat));
55 else
56 offset = node->buffer_offset;
57
58 ctx->Driver.GetBufferSubData( ctx, 0, offset,
59 node->vertex_size * sizeof(GLfloat),
60 data, node->vertex_store->bufferobj );
61
62 data += node->attrsz[0]; /* skip vertex position */
63
64 for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
65 if (node->attrsz[i]) {
66 GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
67 GLfloat tmp[4];
68
69 COPY_CLEAN_4V(tmp,
70 node->attrsz[i],
71 data);
72
73 if (memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0)
74 {
75 memcpy(current, tmp, 4 * sizeof(GLfloat));
76
77 vbo->currval[i].Size = node->attrsz[i];
78
79 if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
80 i <= VBO_ATTRIB_LAST_MATERIAL)
81 ctx->NewState |= _NEW_LIGHT;
82
83 ctx->NewState |= _NEW_CURRENT_ATTRIB;
84 }
85
86 data += node->attrsz[i];
87 }
88 }
89
90 /* Colormaterial -- this kindof sucks.
91 */
92 if (ctx->Light.ColorMaterialEnabled) {
93 _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
94 }
95
96 /* CurrentExecPrimitive
97 */
98 if (node->prim_count) {
99 const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
100 if (prim->end)
101 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
102 else
103 ctx->Driver.CurrentExecPrimitive = prim->mode;
104 }
105 }
106
107
108
109 /* Treat the vertex storage as a VBO, define vertex arrays pointing
110 * into it:
111 */
112 static void vbo_bind_vertex_list( GLcontext *ctx,
113 const struct vbo_save_vertex_list *node )
114 {
115 struct vbo_context *vbo = vbo_context(ctx);
116 struct vbo_save_context *save = &vbo->save;
117 struct gl_client_array *arrays = save->arrays;
118 GLuint buffer_offset = node->buffer_offset;
119 const GLuint *map;
120 GLuint attr;
121 GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */
122 GLbitfield varying_inputs = 0x0;
123
124 memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
125
126 /* Install the default (ie Current) attributes first, then overlay
127 * all active ones.
128 */
129 switch (get_program_mode(ctx)) {
130 case VP_NONE:
131 for (attr = 0; attr < 16; attr++) {
132 save->inputs[attr] = &vbo->legacy_currval[attr];
133 }
134 for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
135 save->inputs[attr + 16] = &vbo->mat_currval[attr];
136 }
137 map = vbo->map_vp_none;
138 break;
139 case VP_NV:
140 case VP_ARB:
141 /* The aliasing of attributes for NV vertex programs has already
142 * occurred. NV vertex programs cannot access material values,
143 * nor attributes greater than VERT_ATTRIB_TEX7.
144 */
145 for (attr = 0; attr < 16; attr++) {
146 save->inputs[attr] = &vbo->legacy_currval[attr];
147 save->inputs[attr + 16] = &vbo->generic_currval[attr];
148 }
149 map = vbo->map_vp_arb;
150
151 /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
152 * In that case we effectively need to route the data from
153 * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
154 */
155 if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
156 (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
157 save->inputs[16] = save->inputs[0];
158 node_attrsz[16] = node_attrsz[0];
159 node_attrsz[0] = 0;
160 }
161 break;
162 default:
163 assert(0);
164 }
165
166 for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
167 GLuint src = map[attr];
168
169 if (node_attrsz[src]) {
170 /* override the default array set above */
171 save->inputs[attr] = &arrays[attr];
172
173 arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
174 arrays[attr].Size = node->attrsz[src];
175 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
176 arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
177 arrays[attr].Type = GL_FLOAT;
178 arrays[attr].Format = GL_RGBA;
179 arrays[attr].Enabled = 1;
180 _mesa_reference_buffer_object(ctx,
181 &arrays[attr].BufferObj,
182 node->vertex_store->bufferobj);
183 arrays[attr]._MaxElement = node->count; /* ??? */
184
185 assert(arrays[attr].BufferObj->Name);
186
187 buffer_offset += node->attrsz[src] * sizeof(GLfloat);
188 varying_inputs |= 1<<attr;
189 }
190 }
191
192 _mesa_set_varying_vp_inputs( ctx, varying_inputs );
193 }
194
195 static void vbo_save_loopback_vertex_list( GLcontext *ctx,
196 const struct vbo_save_vertex_list *list )
197 {
198 const char *buffer = ctx->Driver.MapBuffer(ctx,
199 GL_ARRAY_BUFFER_ARB,
200 GL_READ_ONLY, /* ? */
201 list->vertex_store->bufferobj);
202
203 vbo_loopback_vertex_list( ctx,
204 (const GLfloat *)(buffer + list->buffer_offset),
205 list->attrsz,
206 list->prim,
207 list->prim_count,
208 list->wrap_count,
209 list->vertex_size);
210
211 ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB,
212 list->vertex_store->bufferobj);
213 }
214
215
216 /**
217 * Execute the buffer and save copied verts.
218 */
219 void vbo_save_playback_vertex_list( GLcontext *ctx, void *data )
220 {
221 const struct vbo_save_vertex_list *node = (const struct vbo_save_vertex_list *) data;
222 struct vbo_save_context *save = &vbo_context(ctx)->save;
223
224 FLUSH_CURRENT(ctx, 0);
225
226 if (node->prim_count > 0 && node->count > 0) {
227
228 if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END &&
229 node->prim[0].begin) {
230
231 /* Degenerate case: list is called inside begin/end pair and
232 * includes operations such as glBegin or glDrawArrays.
233 */
234 if (0)
235 _mesa_printf("displaylist recursive begin");
236
237 vbo_save_loopback_vertex_list( ctx, node );
238 return;
239 }
240 else if (save->replay_flags) {
241 /* Various degnerate cases: translate into immediate mode
242 * calls rather than trying to execute in place.
243 */
244 vbo_save_loopback_vertex_list( ctx, node );
245 return;
246 }
247
248 if (ctx->NewState)
249 _mesa_update_state( ctx );
250
251 /* XXX also need to check if shader enabled, but invalid */
252 if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||
253 (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {
254 _mesa_error(ctx, GL_INVALID_OPERATION,
255 "glBegin (invalid vertex/fragment program)");
256 return;
257 }
258
259 vbo_bind_vertex_list( ctx, node );
260
261 /* Again...
262 */
263 if (ctx->NewState)
264 _mesa_update_state( ctx );
265
266 vbo_context(ctx)->draw_prims( ctx,
267 save->inputs,
268 node->prim,
269 node->prim_count,
270 NULL,
271 0, /* Node is a VBO, so this is ok */
272 node->count - 1);
273 }
274
275 /* Copy to current?
276 */
277 _playback_copy_to_current( ctx, node );
278 }