vbo: remove node->count > 0 test in vbo_save_playback_vertex_list()
[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/mfeatures.h"
34 #include "main/mtypes.h"
35 #include "main/macros.h"
36 #include "main/light.h"
37 #include "main/state.h"
38
39 #include "vbo_context.h"
40
41
42 #if FEATURE_dlist
43
44
45 /**
46 * After playback, copy everything but the position from the
47 * last vertex to the saved state
48 */
49 static void
50 _playback_copy_to_current(struct gl_context *ctx,
51 const struct vbo_save_vertex_list *node)
52 {
53 struct vbo_context *vbo = vbo_context(ctx);
54 GLfloat vertex[VBO_ATTRIB_MAX * 4];
55 GLfloat *data;
56 GLuint i, offset;
57
58 if (node->current_size == 0)
59 return;
60
61 if (node->current_data) {
62 data = node->current_data;
63 }
64 else {
65 data = vertex;
66
67 if (node->count)
68 offset = (node->buffer_offset +
69 (node->count-1) * node->vertex_size * sizeof(GLfloat));
70 else
71 offset = node->buffer_offset;
72
73 ctx->Driver.GetBufferSubData( ctx, 0, offset,
74 node->vertex_size * sizeof(GLfloat),
75 data, node->vertex_store->bufferobj );
76
77 data += node->attrsz[0]; /* skip vertex position */
78 }
79
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;
83 GLfloat tmp[4];
84
85 COPY_CLEAN_4V(tmp,
86 node->attrsz[i],
87 data);
88
89 if (memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) {
90 memcpy(current, tmp, 4 * sizeof(GLfloat));
91
92 vbo->currval[i].Size = node->attrsz[i];
93 assert(vbo->currval[i].Type == GL_FLOAT);
94 vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat);
95
96 if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
97 i <= VBO_ATTRIB_LAST_MATERIAL)
98 ctx->NewState |= _NEW_LIGHT;
99
100 ctx->NewState |= _NEW_CURRENT_ATTRIB;
101 }
102
103 data += node->attrsz[i];
104 }
105 }
106
107 /* Colormaterial -- this kindof sucks.
108 */
109 if (ctx->Light.ColorMaterialEnabled) {
110 _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
111 }
112
113 /* CurrentExecPrimitive
114 */
115 if (node->prim_count) {
116 const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
117 if (prim->end)
118 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
119 else
120 ctx->Driver.CurrentExecPrimitive = prim->mode;
121 }
122 }
123
124
125
126 /**
127 * Treat the vertex storage as a VBO, define vertex arrays pointing
128 * into it:
129 */
130 static void vbo_bind_vertex_list(struct gl_context *ctx,
131 const struct vbo_save_vertex_list *node)
132 {
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;
137 const GLuint *map;
138 GLuint attr;
139 GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */
140 GLbitfield varying_inputs = 0x0;
141
142 memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
143
144 /* Install the default (ie Current) attributes first, then overlay
145 * all active ones.
146 */
147 switch (get_program_mode(ctx)) {
148 case VP_NONE:
149 for (attr = 0; attr < 16; attr++) {
150 save->inputs[attr] = &vbo->legacy_currval[attr];
151 }
152 for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
153 save->inputs[attr + 16] = &vbo->mat_currval[attr];
154 }
155 map = vbo->map_vp_none;
156 break;
157 case VP_NV:
158 case VP_ARB:
159 /* The aliasing of attributes for NV vertex programs has already
160 * occurred. NV vertex programs cannot access material values,
161 * nor attributes greater than VERT_ATTRIB_TEX7.
162 */
163 for (attr = 0; attr < 16; attr++) {
164 save->inputs[attr] = &vbo->legacy_currval[attr];
165 save->inputs[attr + 16] = &vbo->generic_currval[attr];
166 }
167 map = vbo->map_vp_arb;
168
169 /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
170 * In that case we effectively need to route the data from
171 * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
172 */
173 if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
174 (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
175 save->inputs[16] = save->inputs[0];
176 node_attrsz[16] = node_attrsz[0];
177 node_attrsz[0] = 0;
178 }
179 break;
180 default:
181 assert(0);
182 }
183
184 for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
185 const GLuint src = map[attr];
186
187 if (node_attrsz[src]) {
188 /* override the default array set above */
189 save->inputs[attr] = &arrays[attr];
190
191 arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
192 arrays[attr].Size = node->attrsz[src];
193 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
194 arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
195 arrays[attr].Type = GL_FLOAT;
196 arrays[attr].Format = GL_RGBA;
197 arrays[attr].Enabled = 1;
198 arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat);
199 _mesa_reference_buffer_object(ctx,
200 &arrays[attr].BufferObj,
201 node->vertex_store->bufferobj);
202 arrays[attr]._MaxElement = node->count; /* ??? */
203
204 assert(arrays[attr].BufferObj->Name);
205
206 buffer_offset += node->attrsz[src] * sizeof(GLfloat);
207 varying_inputs |= 1<<attr;
208 ctx->NewState |= _NEW_ARRAY;
209 }
210 }
211
212 _mesa_set_varying_vp_inputs( ctx, varying_inputs );
213 }
214
215
216 static void
217 vbo_save_loopback_vertex_list(struct gl_context *ctx,
218 const struct vbo_save_vertex_list *list)
219 {
220 const char *buffer = ctx->Driver.MapBuffer(ctx,
221 GL_ARRAY_BUFFER_ARB,
222 GL_READ_ONLY, /* ? */
223 list->vertex_store->bufferobj);
224
225 vbo_loopback_vertex_list(ctx,
226 (const GLfloat *)(buffer + list->buffer_offset),
227 list->attrsz,
228 list->prim,
229 list->prim_count,
230 list->wrap_count,
231 list->vertex_size);
232
233 ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB,
234 list->vertex_store->bufferobj);
235 }
236
237
238 /**
239 * Execute the buffer and save copied verts.
240 * This is called from the display list code when executing
241 * a drawing command.
242 */
243 void
244 vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
245 {
246 const struct vbo_save_vertex_list *node =
247 (const struct vbo_save_vertex_list *) data;
248 struct vbo_save_context *save = &vbo_context(ctx)->save;
249
250 FLUSH_CURRENT(ctx, 0);
251
252 if (node->prim_count > 0) {
253
254 if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END &&
255 node->prim[0].begin) {
256
257 /* Degenerate case: list is called inside begin/end pair and
258 * includes operations such as glBegin or glDrawArrays.
259 */
260 if (0)
261 printf("displaylist recursive begin");
262
263 vbo_save_loopback_vertex_list( ctx, node );
264 return;
265 }
266 else if (save->replay_flags) {
267 /* Various degnerate cases: translate into immediate mode
268 * calls rather than trying to execute in place.
269 */
270 vbo_save_loopback_vertex_list( ctx, node );
271 return;
272 }
273
274 if (ctx->NewState)
275 _mesa_update_state( ctx );
276
277 /* XXX also need to check if shader enabled, but invalid */
278 if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||
279 (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {
280 _mesa_error(ctx, GL_INVALID_OPERATION,
281 "glBegin (invalid vertex/fragment program)");
282 return;
283 }
284
285 vbo_bind_vertex_list( ctx, node );
286
287 /* Again...
288 */
289 if (ctx->NewState)
290 _mesa_update_state( ctx );
291
292 if (node->count > 0) {
293 vbo_context(ctx)->draw_prims(ctx,
294 save->inputs,
295 node->prim,
296 node->prim_count,
297 NULL,
298 GL_TRUE,
299 0, /* Node is a VBO, so this is ok */
300 node->count - 1);
301 }
302 }
303
304 /* Copy to current?
305 */
306 _playback_copy_to_current( ctx, node );
307 }
308
309
310 #endif /* FEATURE_dlist */