mesa/i965/i915/r200: eliminate gl_vertex_program
[mesa.git] / src / mesa / vbo / vbo_save_draw.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 *
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:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
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.
23 */
24
25 /* Author:
26 * Keith Whitwell <keithw@vmware.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 #include "util/bitscan.h"
38
39 #include "vbo_context.h"
40
41
42 /**
43 * After playback, copy everything but the position from the
44 * last vertex to the saved state
45 */
46 static void
47 _playback_copy_to_current(struct gl_context *ctx,
48 const struct vbo_save_vertex_list *node)
49 {
50 struct vbo_context *vbo = vbo_context(ctx);
51 fi_type vertex[VBO_ATTRIB_MAX * 4];
52 fi_type *data;
53 GLbitfield64 mask;
54 GLuint offset;
55
56 if (node->current_size == 0)
57 return;
58
59 if (node->current_data) {
60 data = node->current_data;
61 }
62 else {
63 data = vertex;
64
65 if (node->count)
66 offset = (node->buffer_offset +
67 (node->count-1) * node->vertex_size * sizeof(GLfloat));
68 else
69 offset = node->buffer_offset;
70
71 ctx->Driver.GetBufferSubData( ctx, offset,
72 node->vertex_size * sizeof(GLfloat),
73 data, node->vertex_store->bufferobj );
74
75 data += node->attrsz[0]; /* skip vertex position */
76 }
77
78 mask = node->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
79 while (mask) {
80 const int i = u_bit_scan64(&mask);
81 fi_type *current = (fi_type *)vbo->currval[i].Ptr;
82 fi_type tmp[4];
83 assert(node->attrsz[i]);
84
85 COPY_CLEAN_4V_TYPE_AS_UNION(tmp,
86 node->attrsz[i],
87 data,
88 node->attrtype[i]);
89
90 if (node->attrtype[i] != vbo->currval[i].Type ||
91 memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) {
92 memcpy(current, tmp, 4 * sizeof(GLfloat));
93
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]);
99
100 if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
101 i <= VBO_ATTRIB_LAST_MATERIAL)
102 ctx->NewState |= _NEW_LIGHT;
103
104 ctx->NewState |= _NEW_CURRENT_ATTRIB;
105 }
106
107 data += node->attrsz[i];
108 }
109
110 /* Colormaterial -- this kindof sucks.
111 */
112 if (ctx->Light.ColorMaterialEnabled) {
113 _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
114 }
115
116 /* CurrentExecPrimitive
117 */
118 if (node->prim_count) {
119 const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
120 if (prim->end)
121 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
122 else
123 ctx->Driver.CurrentExecPrimitive = prim->mode;
124 }
125 }
126
127
128
129 /**
130 * Treat the vertex storage as a VBO, define vertex arrays pointing
131 * into it:
132 */
133 static void vbo_bind_vertex_list(struct gl_context *ctx,
134 const struct vbo_save_vertex_list *node)
135 {
136 struct vbo_context *vbo = vbo_context(ctx);
137 struct vbo_save_context *save = &vbo->save;
138 struct gl_client_array *arrays = save->arrays;
139 GLuint buffer_offset = node->buffer_offset;
140 const GLuint *map;
141 GLuint attr;
142 GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */
143 GLenum node_attrtype[VBO_ATTRIB_MAX]; /* copy of node->attrtype[] */
144 GLbitfield64 varying_inputs = 0x0;
145
146 memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
147 memcpy(node_attrtype, node->attrtype, sizeof(node->attrtype));
148
149 /* Install the default (ie Current) attributes first, then overlay
150 * all active ones.
151 */
152 switch (get_program_mode(ctx)) {
153 case VP_NONE:
154 for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
155 save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
156 }
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];
160 }
161 map = vbo->map_vp_none;
162 break;
163 case VP_ARB:
164 for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
165 save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
166 }
167 for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
168 save->inputs[VERT_ATTRIB_GENERIC(attr)] =
169 &vbo->currval[VBO_ATTRIB_GENERIC0+attr];
170 }
171 map = vbo->map_vp_arb;
172
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.
176 */
177 if ((ctx->VertexProgram._Current->InputsRead & VERT_BIT_POS) == 0 &&
178 (ctx->VertexProgram._Current->InputsRead & VERT_BIT_GENERIC0)) {
179 save->inputs[VERT_ATTRIB_GENERIC0] = save->inputs[0];
180 node_attrsz[VERT_ATTRIB_GENERIC0] = node_attrsz[0];
181 node_attrtype[VERT_ATTRIB_GENERIC0] = node_attrtype[0];
182 node_attrsz[0] = 0;
183 }
184 break;
185 default:
186 assert(0);
187 }
188
189 for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
190 const GLuint src = map[attr];
191
192 if (node_attrsz[src]) {
193 /* override the default array set above */
194 save->inputs[attr] = &arrays[attr];
195
196 arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
197 arrays[attr].Size = node_attrsz[src];
198 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
199 arrays[attr].Type = node_attrtype[src];
200 arrays[attr].Integer =
201 vbo_attrtype_to_integer_flag(node_attrtype[src]);
202 arrays[attr].Format = GL_RGBA;
203 arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat);
204 _mesa_reference_buffer_object(ctx,
205 &arrays[attr].BufferObj,
206 node->vertex_store->bufferobj);
207
208 assert(arrays[attr].BufferObj->Name);
209
210 buffer_offset += node_attrsz[src] * sizeof(GLfloat);
211 varying_inputs |= VERT_BIT(attr);
212 }
213 }
214
215 _mesa_set_varying_vp_inputs( ctx, varying_inputs );
216 ctx->NewDriverState |= ctx->DriverFlags.NewArray;
217 }
218
219
220 static void
221 vbo_save_loopback_vertex_list(struct gl_context *ctx,
222 const struct vbo_save_vertex_list *list)
223 {
224 const char *buffer =
225 ctx->Driver.MapBufferRange(ctx, 0,
226 list->vertex_store->bufferobj->Size,
227 GL_MAP_READ_BIT, /* ? */
228 list->vertex_store->bufferobj,
229 MAP_INTERNAL);
230
231 vbo_loopback_vertex_list(ctx,
232 (const GLfloat *)(buffer + list->buffer_offset),
233 list->attrsz,
234 list->prim,
235 list->prim_count,
236 list->wrap_count,
237 list->vertex_size);
238
239 ctx->Driver.UnmapBuffer(ctx, list->vertex_store->bufferobj,
240 MAP_INTERNAL);
241 }
242
243
244 /**
245 * Execute the buffer and save copied verts.
246 * This is called from the display list code when executing
247 * a drawing command.
248 */
249 void
250 vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
251 {
252 const struct vbo_save_vertex_list *node =
253 (const struct vbo_save_vertex_list *) data;
254 struct vbo_save_context *save = &vbo_context(ctx)->save;
255 GLboolean remap_vertex_store = GL_FALSE;
256
257 if (save->vertex_store && save->vertex_store->buffer) {
258 /* The vertex store is currently mapped but we're about to replay
259 * a display list. This can happen when a nested display list is
260 * being build with GL_COMPILE_AND_EXECUTE.
261 * We never want to have mapped vertex buffers when we're drawing.
262 * Unmap the vertex store, execute the list, then remap the vertex
263 * store.
264 */
265 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
266 remap_vertex_store = GL_TRUE;
267 }
268
269 FLUSH_CURRENT(ctx, 0);
270
271 if (node->prim_count > 0) {
272
273 if (_mesa_inside_begin_end(ctx) && node->prim[0].begin) {
274 /* Error: we're about to begin a new primitive but we're already
275 * inside a glBegin/End pair.
276 */
277 _mesa_error(ctx, GL_INVALID_OPERATION,
278 "draw operation inside glBegin/End");
279 goto end;
280 }
281 else if (save->replay_flags) {
282 /* Various degenerate cases: translate into immediate mode
283 * calls rather than trying to execute in place.
284 */
285 vbo_save_loopback_vertex_list( ctx, node );
286
287 goto end;
288 }
289
290 if (ctx->NewState)
291 _mesa_update_state( ctx );
292
293 /* XXX also need to check if shader enabled, but invalid */
294 if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||
295 (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {
296 _mesa_error(ctx, GL_INVALID_OPERATION,
297 "glBegin (invalid vertex/fragment program)");
298 return;
299 }
300
301 vbo_bind_vertex_list( ctx, node );
302
303 vbo_draw_method(vbo_context(ctx), DRAW_DISPLAY_LIST);
304
305 /* Again...
306 */
307 if (ctx->NewState)
308 _mesa_update_state( ctx );
309
310 if (node->count > 0) {
311 vbo_context(ctx)->draw_prims(ctx,
312 node->prim,
313 node->prim_count,
314 NULL,
315 GL_TRUE,
316 0, /* Node is a VBO, so this is ok */
317 node->count - 1,
318 NULL, 0, NULL);
319 }
320 }
321
322 /* Copy to current?
323 */
324 _playback_copy_to_current( ctx, node );
325
326 end:
327 if (remap_vertex_store) {
328 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
329 }
330 }