Merge branch 'pipe-video' of git://anongit.freedesktop.org/~deathsimple/xvmc-r600...
[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 #if FEATURE_dlist
42
43
44 /**
45 * After playback, copy everything but the position from the
46 * last vertex to the saved state
47 */
48 static void
49 _playback_copy_to_current(struct gl_context *ctx,
50 const struct vbo_save_vertex_list *node)
51 {
52 struct vbo_context *vbo = vbo_context(ctx);
53 GLfloat vertex[VBO_ATTRIB_MAX * 4];
54 GLfloat *data;
55 GLuint i, offset;
56
57 if (node->current_size == 0)
58 return;
59
60 if (node->current_data) {
61 data = node->current_data;
62 }
63 else {
64 data = vertex;
65
66 if (node->count)
67 offset = (node->buffer_offset +
68 (node->count-1) * node->vertex_size * sizeof(GLfloat));
69 else
70 offset = node->buffer_offset;
71
72 ctx->Driver.GetBufferSubData( ctx, 0, offset,
73 node->vertex_size * sizeof(GLfloat),
74 data, node->vertex_store->bufferobj );
75
76 data += node->attrsz[0]; /* skip vertex position */
77 }
78
79 for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
80 if (node->attrsz[i]) {
81 GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
82 GLfloat tmp[4];
83
84 COPY_CLEAN_4V(tmp,
85 node->attrsz[i],
86 data);
87
88 if (memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) {
89 memcpy(current, tmp, 4 * sizeof(GLfloat));
90
91 vbo->currval[i].Size = node->attrsz[i];
92
93 if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
94 i <= VBO_ATTRIB_LAST_MATERIAL)
95 ctx->NewState |= _NEW_LIGHT;
96
97 ctx->NewState |= _NEW_CURRENT_ATTRIB;
98 }
99
100 data += node->attrsz[i];
101 }
102 }
103
104 /* Colormaterial -- this kindof sucks.
105 */
106 if (ctx->Light.ColorMaterialEnabled) {
107 _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
108 }
109
110 /* CurrentExecPrimitive
111 */
112 if (node->prim_count) {
113 const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
114 if (prim->end)
115 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
116 else
117 ctx->Driver.CurrentExecPrimitive = prim->mode;
118 }
119 }
120
121
122
123 /**
124 * Treat the vertex storage as a VBO, define vertex arrays pointing
125 * into it:
126 */
127 static void vbo_bind_vertex_list(struct gl_context *ctx,
128 const struct vbo_save_vertex_list *node)
129 {
130 struct vbo_context *vbo = vbo_context(ctx);
131 struct vbo_save_context *save = &vbo->save;
132 struct gl_client_array *arrays = save->arrays;
133 GLuint buffer_offset = node->buffer_offset;
134 const GLuint *map;
135 GLuint attr;
136 GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */
137 GLbitfield varying_inputs = 0x0;
138
139 memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
140
141 /* Install the default (ie Current) attributes first, then overlay
142 * all active ones.
143 */
144 switch (get_program_mode(ctx)) {
145 case VP_NONE:
146 for (attr = 0; attr < 16; attr++) {
147 save->inputs[attr] = &vbo->legacy_currval[attr];
148 }
149 for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
150 save->inputs[attr + 16] = &vbo->mat_currval[attr];
151 }
152 map = vbo->map_vp_none;
153 break;
154 case VP_NV:
155 case VP_ARB:
156 /* The aliasing of attributes for NV vertex programs has already
157 * occurred. NV vertex programs cannot access material values,
158 * nor attributes greater than VERT_ATTRIB_TEX7.
159 */
160 for (attr = 0; attr < 16; attr++) {
161 save->inputs[attr] = &vbo->legacy_currval[attr];
162 save->inputs[attr + 16] = &vbo->generic_currval[attr];
163 }
164 map = vbo->map_vp_arb;
165
166 /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
167 * In that case we effectively need to route the data from
168 * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
169 */
170 if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
171 (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
172 save->inputs[16] = save->inputs[0];
173 node_attrsz[16] = node_attrsz[0];
174 node_attrsz[0] = 0;
175 }
176 break;
177 default:
178 assert(0);
179 }
180
181 for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
182 const GLuint src = map[attr];
183
184 if (node_attrsz[src]) {
185 /* override the default array set above */
186 save->inputs[attr] = &arrays[attr];
187
188 arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
189 arrays[attr].Size = node->attrsz[src];
190 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
191 arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
192 arrays[attr].Type = GL_FLOAT;
193 arrays[attr].Format = GL_RGBA;
194 arrays[attr].Enabled = 1;
195 _mesa_reference_buffer_object(ctx,
196 &arrays[attr].BufferObj,
197 node->vertex_store->bufferobj);
198 arrays[attr]._MaxElement = node->count; /* ??? */
199
200 assert(arrays[attr].BufferObj->Name);
201
202 buffer_offset += node->attrsz[src] * sizeof(GLfloat);
203 varying_inputs |= 1<<attr;
204 }
205 }
206
207 _mesa_set_varying_vp_inputs( ctx, varying_inputs );
208 }
209
210
211 static void
212 vbo_save_loopback_vertex_list(struct gl_context *ctx,
213 const struct vbo_save_vertex_list *list)
214 {
215 const char *buffer = ctx->Driver.MapBuffer(ctx,
216 GL_ARRAY_BUFFER_ARB,
217 GL_READ_ONLY, /* ? */
218 list->vertex_store->bufferobj);
219
220 vbo_loopback_vertex_list(ctx,
221 (const GLfloat *)(buffer + list->buffer_offset),
222 list->attrsz,
223 list->prim,
224 list->prim_count,
225 list->wrap_count,
226 list->vertex_size);
227
228 ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB,
229 list->vertex_store->bufferobj);
230 }
231
232
233 /**
234 * Execute the buffer and save copied verts.
235 * This is called from the display list code when executing
236 * a drawing command.
237 */
238 void
239 vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
240 {
241 const struct vbo_save_vertex_list *node =
242 (const struct vbo_save_vertex_list *) data;
243 struct vbo_save_context *save = &vbo_context(ctx)->save;
244
245 FLUSH_CURRENT(ctx, 0);
246
247 if (node->prim_count > 0 && node->count > 0) {
248
249 if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END &&
250 node->prim[0].begin) {
251
252 /* Degenerate case: list is called inside begin/end pair and
253 * includes operations such as glBegin or glDrawArrays.
254 */
255 if (0)
256 printf("displaylist recursive begin");
257
258 vbo_save_loopback_vertex_list( ctx, node );
259 return;
260 }
261 else if (save->replay_flags) {
262 /* Various degnerate cases: translate into immediate mode
263 * calls rather than trying to execute in place.
264 */
265 vbo_save_loopback_vertex_list( ctx, node );
266 return;
267 }
268
269 if (ctx->NewState)
270 _mesa_update_state( ctx );
271
272 /* XXX also need to check if shader enabled, but invalid */
273 if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||
274 (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {
275 _mesa_error(ctx, GL_INVALID_OPERATION,
276 "glBegin (invalid vertex/fragment program)");
277 return;
278 }
279
280 vbo_bind_vertex_list( ctx, node );
281
282 /* Again...
283 */
284 if (ctx->NewState)
285 _mesa_update_state( ctx );
286
287 vbo_context(ctx)->draw_prims(ctx,
288 save->inputs,
289 node->prim,
290 node->prim_count,
291 NULL,
292 GL_TRUE,
293 0, /* Node is a VBO, so this is ok */
294 node->count - 1);
295 }
296
297 /* Copy to current?
298 */
299 _playback_copy_to_current( ctx, node );
300 }
301
302
303 #endif /* FEATURE_dlist */