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"
40 #include "vbo_private.h"
44 * After playback, copy everything but the position from the
45 * last vertex to the saved state
48 playback_copy_to_current(struct gl_context
*ctx
,
49 const struct vbo_save_vertex_list
*node
)
51 struct vbo_context
*vbo
= vbo_context(ctx
);
52 fi_type vertex
[VBO_ATTRIB_MAX
* 4];
56 if (node
->current_size
== 0)
59 if (node
->current_data
) {
60 data
= node
->current_data
;
63 /* Position of last vertex */
64 const GLuint pos
= node
->vertex_count
> 0 ? node
->vertex_count
- 1 : 0;
65 /* Offset to last vertex in the vertex buffer */
66 const GLuint offset
= node
->buffer_offset
67 + pos
* node
->vertex_size
* sizeof(GLfloat
);
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
->prims
[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
134 bind_vertex_list(struct gl_context
*ctx
,
135 const struct vbo_save_vertex_list
*node
)
137 struct vbo_context
*vbo
= vbo_context(ctx
);
138 struct vbo_save_context
*save
= &vbo
->save
;
139 struct gl_vertex_array
*arrays
= save
->arrays
;
140 GLuint buffer_offset
= node
->buffer_offset
;
143 GLubyte node_attrsz
[VBO_ATTRIB_MAX
]; /* copy of node->attrsz[] */
144 GLenum node_attrtype
[VBO_ATTRIB_MAX
]; /* copy of node->attrtype[] */
145 GLbitfield varying_inputs
= 0x0;
147 memcpy(node_attrsz
, node
->attrsz
, sizeof(node
->attrsz
));
148 memcpy(node_attrtype
, node
->attrtype
, sizeof(node
->attrtype
));
150 if (aligned_vertex_buffer_offset(node
)) {
151 /* The vertex size is an exact multiple of the buffer offset.
152 * This means that we can use zero-based vertex attribute pointers
153 * and specify the start of the primitive with the _mesa_prim::start
154 * field. This results in issuing several draw calls with identical
155 * vertex attribute information. This can result in fewer state
156 * changes in drivers. In particular, the Gallium CSO module will
157 * filter out redundant vertex buffer changes.
162 /* Install the default (ie Current) attributes first */
163 for (attr
= 0; attr
< VERT_ATTRIB_FF_MAX
; attr
++) {
164 save
->inputs
[attr
] = &vbo
->currval
[VBO_ATTRIB_POS
+ attr
];
167 /* Overlay other active attributes */
168 switch (get_program_mode(ctx
)) {
170 for (attr
= 0; attr
< MAT_ATTRIB_MAX
; attr
++) {
171 save
->inputs
[VERT_ATTRIB_GENERIC(attr
)] =
172 &vbo
->currval
[VBO_ATTRIB_MAT_FRONT_AMBIENT
+attr
];
174 map
= vbo
->map_vp_none
;
177 for (attr
= 0; attr
< VERT_ATTRIB_GENERIC_MAX
; attr
++) {
178 save
->inputs
[VERT_ATTRIB_GENERIC(attr
)] =
179 &vbo
->currval
[VBO_ATTRIB_GENERIC0
+attr
];
181 map
= vbo
->map_vp_arb
;
183 /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
184 * In that case we effectively need to route the data from
185 * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
187 const GLbitfield64 inputs_read
=
188 ctx
->VertexProgram
._Current
->info
.inputs_read
;
189 if ((inputs_read
& VERT_BIT_POS
) == 0 &&
190 (inputs_read
& VERT_BIT_GENERIC0
)) {
191 save
->inputs
[VERT_ATTRIB_GENERIC0
] = save
->inputs
[0];
192 node_attrsz
[VERT_ATTRIB_GENERIC0
] = node_attrsz
[0];
193 node_attrtype
[VERT_ATTRIB_GENERIC0
] = node_attrtype
[0];
198 unreachable("Bad vertex program mode");
201 for (attr
= 0; attr
< VERT_ATTRIB_MAX
; attr
++) {
202 const GLuint src
= map
[attr
];
204 if (node_attrsz
[src
]) {
205 struct gl_vertex_array
*array
= &arrays
[attr
];
207 /* override the default array set above */
208 save
->inputs
[attr
] = array
;
210 array
->Ptr
= (const GLubyte
*) NULL
+ buffer_offset
;
211 array
->Size
= node_attrsz
[src
];
212 array
->StrideB
= node
->vertex_size
* sizeof(GLfloat
);
213 array
->Type
= node_attrtype
[src
];
214 array
->Integer
= vbo_attrtype_to_integer_flag(node_attrtype
[src
]);
215 array
->Format
= GL_RGBA
;
216 array
->_ElementSize
= array
->Size
* sizeof(GLfloat
);
217 _mesa_reference_buffer_object(ctx
,
219 node
->vertex_store
->bufferobj
);
221 assert(array
->BufferObj
->Name
);
223 buffer_offset
+= node_attrsz
[src
] * sizeof(GLfloat
);
224 varying_inputs
|= VERT_BIT(attr
);
228 _mesa_set_varying_vp_inputs(ctx
, varying_inputs
);
229 ctx
->NewDriverState
|= ctx
->DriverFlags
.NewArray
;
234 loopback_vertex_list(struct gl_context
*ctx
,
235 const struct vbo_save_vertex_list
*list
)
238 ctx
->Driver
.MapBufferRange(ctx
, 0,
239 list
->vertex_store
->bufferobj
->Size
,
240 GL_MAP_READ_BIT
, /* ? */
241 list
->vertex_store
->bufferobj
,
244 unsigned buffer_offset
=
245 aligned_vertex_buffer_offset(list
) ? 0 : list
->buffer_offset
;
247 vbo_loopback_vertex_list(ctx
,
248 (const GLfloat
*) (buffer
+ buffer_offset
),
255 ctx
->Driver
.UnmapBuffer(ctx
, list
->vertex_store
->bufferobj
,
261 * Execute the buffer and save copied verts.
262 * This is called from the display list code when executing
266 vbo_save_playback_vertex_list(struct gl_context
*ctx
, void *data
)
268 const struct vbo_save_vertex_list
*node
=
269 (const struct vbo_save_vertex_list
*) data
;
270 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
271 GLboolean remap_vertex_store
= GL_FALSE
;
273 if (save
->vertex_store
&& save
->vertex_store
->buffer_map
) {
274 /* The vertex store is currently mapped but we're about to replay
275 * a display list. This can happen when a nested display list is
276 * being build with GL_COMPILE_AND_EXECUTE.
277 * We never want to have mapped vertex buffers when we're drawing.
278 * Unmap the vertex store, execute the list, then remap the vertex
281 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
282 remap_vertex_store
= GL_TRUE
;
285 FLUSH_CURRENT(ctx
, 0);
287 if (node
->prim_count
> 0) {
289 if (_mesa_inside_begin_end(ctx
) && node
->prims
[0].begin
) {
290 /* Error: we're about to begin a new primitive but we're already
291 * inside a glBegin/End pair.
293 _mesa_error(ctx
, GL_INVALID_OPERATION
,
294 "draw operation inside glBegin/End");
297 else if (save
->replay_flags
) {
298 /* Various degenerate cases: translate into immediate mode
299 * calls rather than trying to execute in place.
301 loopback_vertex_list(ctx
, node
);
307 _mesa_update_state(ctx
);
309 /* XXX also need to check if shader enabled, but invalid */
310 if ((ctx
->VertexProgram
.Enabled
&&
311 !_mesa_arb_vertex_program_enabled(ctx
)) ||
312 (ctx
->FragmentProgram
.Enabled
&&
313 !_mesa_arb_fragment_program_enabled(ctx
))) {
314 _mesa_error(ctx
, GL_INVALID_OPERATION
,
315 "glBegin (invalid vertex/fragment program)");
319 bind_vertex_list(ctx
, node
);
321 vbo_draw_method(vbo_context(ctx
), DRAW_DISPLAY_LIST
);
326 _mesa_update_state(ctx
);
328 if (node
->vertex_count
> 0) {
329 vbo_context(ctx
)->draw_prims(ctx
,
334 0, /* Node is a VBO, so this is ok */
335 node
->vertex_count
- 1,
342 playback_copy_to_current(ctx
, node
);
345 if (remap_vertex_store
) {
346 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);