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/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
45 static void _playback_copy_to_current( GLcontext
*ctx
,
46 const struct vbo_save_vertex_list
*node
)
48 struct vbo_context
*vbo
= vbo_context(ctx
);
49 GLfloat vertex
[VBO_ATTRIB_MAX
* 4], *data
= vertex
;
53 offset
= (node
->buffer_offset
+
54 (node
->count
-1) * node
->vertex_size
* sizeof(GLfloat
));
56 offset
= node
->buffer_offset
;
58 ctx
->Driver
.GetBufferSubData( ctx
, 0, offset
,
59 node
->vertex_size
* sizeof(GLfloat
),
60 data
, node
->vertex_store
->bufferobj
);
62 data
+= node
->attrsz
[0]; /* skip vertex position */
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
;
73 if (memcmp(current
, tmp
, 4 * sizeof(GLfloat
)) != 0)
75 memcpy(current
, tmp
, 4 * sizeof(GLfloat
));
77 vbo
->currval
[i
].Size
= node
->attrsz
[i
];
79 if (i
>= VBO_ATTRIB_FIRST_MATERIAL
&&
80 i
<= VBO_ATTRIB_LAST_MATERIAL
)
81 ctx
->NewState
|= _NEW_LIGHT
;
83 ctx
->NewState
|= _NEW_CURRENT_ATTRIB
;
86 data
+= node
->attrsz
[i
];
90 /* Colormaterial -- this kindof sucks.
92 if (ctx
->Light
.ColorMaterialEnabled
) {
93 _mesa_update_color_material(ctx
, ctx
->Current
.Attrib
[VBO_ATTRIB_COLOR0
]);
96 /* CurrentExecPrimitive
98 if (node
->prim_count
) {
99 const struct _mesa_prim
*prim
= &node
->prim
[node
->prim_count
- 1];
101 ctx
->Driver
.CurrentExecPrimitive
= PRIM_OUTSIDE_BEGIN_END
;
103 ctx
->Driver
.CurrentExecPrimitive
= prim
->mode
;
109 /* Treat the vertex storage as a VBO, define vertex arrays pointing
112 static void vbo_bind_vertex_list( GLcontext
*ctx
,
113 const struct vbo_save_vertex_list
*node
)
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
;
121 GLubyte node_attrsz
[VBO_ATTRIB_MAX
]; /* copy of node->attrsz[] */
122 GLbitfield varying_inputs
= 0x0;
124 memcpy(node_attrsz
, node
->attrsz
, sizeof(node
->attrsz
));
126 /* Install the default (ie Current) attributes first, then overlay
129 switch (get_program_mode(ctx
)) {
131 for (attr
= 0; attr
< 16; attr
++) {
132 save
->inputs
[attr
] = &vbo
->legacy_currval
[attr
];
134 for (attr
= 0; attr
< MAT_ATTRIB_MAX
; attr
++) {
135 save
->inputs
[attr
+ 16] = &vbo
->mat_currval
[attr
];
137 map
= vbo
->map_vp_none
;
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.
145 for (attr
= 0; attr
< 16; attr
++) {
146 save
->inputs
[attr
] = &vbo
->legacy_currval
[attr
];
147 save
->inputs
[attr
+ 16] = &vbo
->generic_currval
[attr
];
149 map
= vbo
->map_vp_arb
;
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.
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];
166 for (attr
= 0; attr
< VERT_ATTRIB_MAX
; attr
++) {
167 GLuint src
= map
[attr
];
169 if (node_attrsz
[src
]) {
170 /* override the default array set above */
171 save
->inputs
[attr
] = &arrays
[attr
];
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
; /* ??? */
185 assert(arrays
[attr
].BufferObj
->Name
);
187 buffer_offset
+= node
->attrsz
[src
] * sizeof(GLfloat
);
188 varying_inputs
|= 1<<attr
;
192 _mesa_set_varying_vp_inputs( ctx
, varying_inputs
);
195 static void vbo_save_loopback_vertex_list( GLcontext
*ctx
,
196 const struct vbo_save_vertex_list
*list
)
198 const char *buffer
= ctx
->Driver
.MapBuffer(ctx
,
200 GL_READ_ONLY
, /* ? */
201 list
->vertex_store
->bufferobj
);
203 vbo_loopback_vertex_list( ctx
,
204 (const GLfloat
*)(buffer
+ list
->buffer_offset
),
211 ctx
->Driver
.UnmapBuffer(ctx
, GL_ARRAY_BUFFER_ARB
,
212 list
->vertex_store
->bufferobj
);
217 * Execute the buffer and save copied verts.
219 void vbo_save_playback_vertex_list( GLcontext
*ctx
, void *data
)
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
;
224 FLUSH_CURRENT(ctx
, 0);
226 if (node
->prim_count
> 0 && node
->count
> 0) {
228 if (ctx
->Driver
.CurrentExecPrimitive
!= PRIM_OUTSIDE_BEGIN_END
&&
229 node
->prim
[0].begin
) {
231 /* Degenerate case: list is called inside begin/end pair and
232 * includes operations such as glBegin or glDrawArrays.
235 _mesa_printf("displaylist recursive begin");
237 vbo_save_loopback_vertex_list( ctx
, node
);
240 else if (save
->replay_flags
) {
241 /* Various degnerate cases: translate into immediate mode
242 * calls rather than trying to execute in place.
244 vbo_save_loopback_vertex_list( ctx
, node
);
249 _mesa_update_state( ctx
);
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)");
259 vbo_bind_vertex_list( ctx
, node
);
264 _mesa_update_state( ctx
);
266 vbo_context(ctx
)->draw_prims( ctx
,
271 0, /* Node is a VBO, so this is ok */
277 _playback_copy_to_current( ctx
, node
);