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