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"
37 #include "util/bitscan.h"
39 #include "vbo_context.h"
43 * After playback, copy everything but the position from the
44 * last vertex to the saved state
47 _playback_copy_to_current(struct gl_context
*ctx
,
48 const struct vbo_save_vertex_list
*node
)
50 struct vbo_context
*vbo
= vbo_context(ctx
);
51 fi_type vertex
[VBO_ATTRIB_MAX
* 4];
56 if (node
->current_size
== 0)
59 if (node
->current_data
) {
60 data
= node
->current_data
;
66 offset
= (node
->buffer_offset
+
67 (node
->count
-1) * node
->vertex_size
* sizeof(GLfloat
));
69 offset
= node
->buffer_offset
;
71 ctx
->Driver
.GetBufferSubData( ctx
, offset
,
72 node
->vertex_size
* sizeof(GLfloat
),
73 data
, node
->vertex_store
->bufferobj
);
75 data
+= node
->attrsz
[0]; /* skip vertex position */
78 mask
= node
->enabled
& (~BITFIELD64_BIT(VBO_ATTRIB_POS
));
80 const int i
= u_bit_scan64(&mask
);
81 fi_type
*current
= (fi_type
*)vbo
->currval
[i
].Ptr
;
83 assert(node
->attrsz
[i
]);
85 COPY_CLEAN_4V_TYPE_AS_UNION(tmp
,
90 if (node
->attrtype
[i
] != vbo
->currval
[i
].Type
||
91 memcmp(current
, tmp
, 4 * sizeof(GLfloat
)) != 0) {
92 memcpy(current
, tmp
, 4 * sizeof(GLfloat
));
94 vbo
->currval
[i
].Size
= node
->attrsz
[i
];
95 vbo
->currval
[i
]._ElementSize
= vbo
->currval
[i
].Size
* sizeof(GLfloat
);
96 vbo
->currval
[i
].Type
= node
->attrtype
[i
];
97 vbo
->currval
[i
].Integer
=
98 vbo_attrtype_to_integer_flag(node
->attrtype
[i
]);
100 if (i
>= VBO_ATTRIB_FIRST_MATERIAL
&&
101 i
<= VBO_ATTRIB_LAST_MATERIAL
)
102 ctx
->NewState
|= _NEW_LIGHT
;
104 ctx
->NewState
|= _NEW_CURRENT_ATTRIB
;
107 data
+= node
->attrsz
[i
];
110 /* Colormaterial -- this kindof sucks.
112 if (ctx
->Light
.ColorMaterialEnabled
) {
113 _mesa_update_color_material(ctx
, ctx
->Current
.Attrib
[VBO_ATTRIB_COLOR0
]);
116 /* CurrentExecPrimitive
118 if (node
->prim_count
) {
119 const struct _mesa_prim
*prim
= &node
->prim
[node
->prim_count
- 1];
121 ctx
->Driver
.CurrentExecPrimitive
= PRIM_OUTSIDE_BEGIN_END
;
123 ctx
->Driver
.CurrentExecPrimitive
= prim
->mode
;
130 * Treat the vertex storage as a VBO, define vertex arrays pointing
133 static void vbo_bind_vertex_list(struct gl_context
*ctx
,
134 const struct vbo_save_vertex_list
*node
)
136 struct vbo_context
*vbo
= vbo_context(ctx
);
137 struct vbo_save_context
*save
= &vbo
->save
;
138 struct gl_vertex_array
*arrays
= save
->arrays
;
139 GLuint buffer_offset
= node
->buffer_offset
;
142 GLubyte node_attrsz
[VBO_ATTRIB_MAX
]; /* copy of node->attrsz[] */
143 GLenum node_attrtype
[VBO_ATTRIB_MAX
]; /* copy of node->attrtype[] */
144 GLbitfield varying_inputs
= 0x0;
146 memcpy(node_attrsz
, node
->attrsz
, sizeof(node
->attrsz
));
147 memcpy(node_attrtype
, node
->attrtype
, sizeof(node
->attrtype
));
149 /* Install the default (ie Current) attributes first, then overlay
152 switch (get_program_mode(ctx
)) {
154 for (attr
= 0; attr
< VERT_ATTRIB_FF_MAX
; attr
++) {
155 save
->inputs
[attr
] = &vbo
->currval
[VBO_ATTRIB_POS
+attr
];
157 for (attr
= 0; attr
< MAT_ATTRIB_MAX
; attr
++) {
158 save
->inputs
[VERT_ATTRIB_GENERIC(attr
)] =
159 &vbo
->currval
[VBO_ATTRIB_MAT_FRONT_AMBIENT
+attr
];
161 map
= vbo
->map_vp_none
;
164 for (attr
= 0; attr
< VERT_ATTRIB_FF_MAX
; attr
++) {
165 save
->inputs
[attr
] = &vbo
->currval
[VBO_ATTRIB_POS
+attr
];
167 for (attr
= 0; attr
< VERT_ATTRIB_GENERIC_MAX
; attr
++) {
168 save
->inputs
[VERT_ATTRIB_GENERIC(attr
)] =
169 &vbo
->currval
[VBO_ATTRIB_GENERIC0
+attr
];
171 map
= vbo
->map_vp_arb
;
173 /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
174 * In that case we effectively need to route the data from
175 * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
177 if ((ctx
->VertexProgram
._Current
->info
.inputs_read
&
178 VERT_BIT_POS
) == 0 &&
179 (ctx
->VertexProgram
._Current
->info
.inputs_read
&
180 VERT_BIT_GENERIC0
)) {
181 save
->inputs
[VERT_ATTRIB_GENERIC0
] = save
->inputs
[0];
182 node_attrsz
[VERT_ATTRIB_GENERIC0
] = node_attrsz
[0];
183 node_attrtype
[VERT_ATTRIB_GENERIC0
] = node_attrtype
[0];
191 for (attr
= 0; attr
< VERT_ATTRIB_MAX
; attr
++) {
192 const GLuint src
= map
[attr
];
194 if (node_attrsz
[src
]) {
195 /* override the default array set above */
196 save
->inputs
[attr
] = &arrays
[attr
];
198 arrays
[attr
].Ptr
= (const GLubyte
*) NULL
+ buffer_offset
;
199 arrays
[attr
].Size
= node_attrsz
[src
];
200 arrays
[attr
].StrideB
= node
->vertex_size
* sizeof(GLfloat
);
201 arrays
[attr
].Type
= node_attrtype
[src
];
202 arrays
[attr
].Integer
=
203 vbo_attrtype_to_integer_flag(node_attrtype
[src
]);
204 arrays
[attr
].Format
= GL_RGBA
;
205 arrays
[attr
]._ElementSize
= arrays
[attr
].Size
* sizeof(GLfloat
);
206 _mesa_reference_buffer_object(ctx
,
207 &arrays
[attr
].BufferObj
,
208 node
->vertex_store
->bufferobj
);
210 assert(arrays
[attr
].BufferObj
->Name
);
212 buffer_offset
+= node_attrsz
[src
] * sizeof(GLfloat
);
213 varying_inputs
|= VERT_BIT(attr
);
217 _mesa_set_varying_vp_inputs( ctx
, varying_inputs
);
218 ctx
->NewDriverState
|= ctx
->DriverFlags
.NewArray
;
223 vbo_save_loopback_vertex_list(struct gl_context
*ctx
,
224 const struct vbo_save_vertex_list
*list
)
227 ctx
->Driver
.MapBufferRange(ctx
, 0,
228 list
->vertex_store
->bufferobj
->Size
,
229 GL_MAP_READ_BIT
, /* ? */
230 list
->vertex_store
->bufferobj
,
233 vbo_loopback_vertex_list(ctx
,
234 (const GLfloat
*)(buffer
+ list
->buffer_offset
),
241 ctx
->Driver
.UnmapBuffer(ctx
, list
->vertex_store
->bufferobj
,
247 * Execute the buffer and save copied verts.
248 * This is called from the display list code when executing
252 vbo_save_playback_vertex_list(struct gl_context
*ctx
, void *data
)
254 const struct vbo_save_vertex_list
*node
=
255 (const struct vbo_save_vertex_list
*) data
;
256 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
257 GLboolean remap_vertex_store
= GL_FALSE
;
259 if (save
->vertex_store
&& save
->vertex_store
->buffer
) {
260 /* The vertex store is currently mapped but we're about to replay
261 * a display list. This can happen when a nested display list is
262 * being build with GL_COMPILE_AND_EXECUTE.
263 * We never want to have mapped vertex buffers when we're drawing.
264 * Unmap the vertex store, execute the list, then remap the vertex
267 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
268 remap_vertex_store
= GL_TRUE
;
271 FLUSH_CURRENT(ctx
, 0);
273 if (node
->prim_count
> 0) {
275 if (_mesa_inside_begin_end(ctx
) && node
->prim
[0].begin
) {
276 /* Error: we're about to begin a new primitive but we're already
277 * inside a glBegin/End pair.
279 _mesa_error(ctx
, GL_INVALID_OPERATION
,
280 "draw operation inside glBegin/End");
283 else if (save
->replay_flags
) {
284 /* Various degenerate cases: translate into immediate mode
285 * calls rather than trying to execute in place.
287 vbo_save_loopback_vertex_list( ctx
, node
);
293 _mesa_update_state( ctx
);
295 /* XXX also need to check if shader enabled, but invalid */
296 if ((ctx
->VertexProgram
.Enabled
&&
297 !_mesa_arb_vertex_program_enabled(ctx
)) ||
298 (ctx
->FragmentProgram
.Enabled
&&
299 !_mesa_arb_fragment_program_enabled(ctx
))) {
300 _mesa_error(ctx
, GL_INVALID_OPERATION
,
301 "glBegin (invalid vertex/fragment program)");
305 vbo_bind_vertex_list( ctx
, node
);
307 vbo_draw_method(vbo_context(ctx
), DRAW_DISPLAY_LIST
);
312 _mesa_update_state( ctx
);
314 if (node
->count
> 0) {
315 vbo_context(ctx
)->draw_prims(ctx
,
320 0, /* Node is a VBO, so this is ok */
328 _playback_copy_to_current( ctx
, node
);
331 if (remap_vertex_store
) {
332 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);