vbo: fix crash found with shared display lists
[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 /**
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 GLfloat vertex[VBO_ATTRIB_MAX * 4];
52 GLfloat *data;
53 GLuint i, offset;
54
55 if (node->current_size == 0)
56 return;
57
58 if (node->current_data) {
59 data = node->current_data;
60 }
61 else {
62 data = vertex;
63
64 if (node->count)
65 offset = (node->buffer_offset +
66 (node->count-1) * node->vertex_size * sizeof(GLfloat));
67 else
68 offset = node->buffer_offset;
69
70 ctx->Driver.GetBufferSubData( ctx, offset,
71 node->vertex_size * sizeof(GLfloat),
72 data, node->vertex_store->bufferobj );
73
74 data += node->attrsz[0]; /* skip vertex position */
75 }
76
77 for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
78 if (node->attrsz[i]) {
79 GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
80 GLfloat tmp[4];
81
82 COPY_CLEAN_4V_TYPE_AS_FLOAT(tmp,
83 node->attrsz[i],
84 data,
85 node->attrtype[i]);
86
87 if (node->attrtype[i] != vbo->currval[i].Type ||
88 memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) {
89 memcpy(current, tmp, 4 * sizeof(GLfloat));
90
91 vbo->currval[i].Size = node->attrsz[i];
92 vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat);
93 vbo->currval[i].Type = node->attrtype[i];
94 vbo->currval[i].Integer =
95 vbo_attrtype_to_integer_flag(node->attrtype[i]);
96
97 if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
98 i <= VBO_ATTRIB_LAST_MATERIAL)
99 ctx->NewState |= _NEW_LIGHT;
100
101 ctx->NewState |= _NEW_CURRENT_ATTRIB;
102 }
103
104 data += node->attrsz[i];
105 }
106 }
107
108 /* Colormaterial -- this kindof sucks.
109 */
110 if (ctx->Light.ColorMaterialEnabled) {
111 _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
112 }
113
114 /* CurrentExecPrimitive
115 */
116 if (node->prim_count) {
117 const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
118 if (prim->end)
119 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
120 else
121 ctx->Driver.CurrentExecPrimitive = prim->mode;
122 }
123 }
124
125
126
127 /**
128 * Treat the vertex storage as a VBO, define vertex arrays pointing
129 * into it:
130 */
131 static void vbo_bind_vertex_list(struct gl_context *ctx,
132 const struct vbo_save_vertex_list *node)
133 {
134 struct vbo_context *vbo = vbo_context(ctx);
135 struct vbo_save_context *save = &vbo->save;
136 struct gl_client_array *arrays = save->arrays;
137 GLuint buffer_offset = node->buffer_offset;
138 const GLuint *map;
139 GLuint attr;
140 GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */
141 GLenum node_attrtype[VBO_ATTRIB_MAX]; /* copy of node->attrtype[] */
142 GLbitfield64 varying_inputs = 0x0;
143
144 memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
145 memcpy(node_attrtype, node->attrtype, sizeof(node->attrtype));
146
147 /* Install the default (ie Current) attributes first, then overlay
148 * all active ones.
149 */
150 switch (get_program_mode(ctx)) {
151 case VP_NONE:
152 for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
153 save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
154 }
155 for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
156 save->inputs[VERT_ATTRIB_GENERIC(attr)] =
157 &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr];
158 }
159 map = vbo->map_vp_none;
160 break;
161 case VP_ARB:
162 for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
163 save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
164 }
165 for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
166 save->inputs[VERT_ATTRIB_GENERIC(attr)] =
167 &vbo->currval[VBO_ATTRIB_GENERIC0+attr];
168 }
169 map = vbo->map_vp_arb;
170
171 /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
172 * In that case we effectively need to route the data from
173 * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
174 */
175 if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
176 (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
177 save->inputs[VERT_ATTRIB_GENERIC0] = save->inputs[0];
178 node_attrsz[VERT_ATTRIB_GENERIC0] = node_attrsz[0];
179 node_attrtype[VERT_ATTRIB_GENERIC0] = node_attrtype[0];
180 node_attrsz[0] = 0;
181 }
182 break;
183 default:
184 assert(0);
185 }
186
187 for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
188 const GLuint src = map[attr];
189
190 if (node_attrsz[src]) {
191 /* override the default array set above */
192 save->inputs[attr] = &arrays[attr];
193
194 arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
195 arrays[attr].Size = node_attrsz[src];
196 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
197 arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
198 arrays[attr].Type = node_attrtype[src];
199 arrays[attr].Integer =
200 vbo_attrtype_to_integer_flag(node_attrtype[src]);
201 arrays[attr].Format = GL_RGBA;
202 arrays[attr].Enabled = 1;
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 arrays[attr]._MaxElement = node->count; /* ??? */
208
209 assert(arrays[attr].BufferObj->Name);
210
211 buffer_offset += node_attrsz[src] * sizeof(GLfloat);
212 varying_inputs |= VERT_BIT(attr);
213 }
214 }
215
216 _mesa_set_varying_vp_inputs( ctx, varying_inputs );
217 ctx->NewDriverState |= ctx->DriverFlags.NewArray;
218 }
219
220
221 static void
222 vbo_save_loopback_vertex_list(struct gl_context *ctx,
223 const struct vbo_save_vertex_list *list)
224 {
225 const char *buffer =
226 ctx->Driver.MapBufferRange(ctx, 0,
227 list->vertex_store->bufferobj->Size,
228 GL_MAP_READ_BIT, /* ? */
229 list->vertex_store->bufferobj);
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 }
241
242
243 /**
244 * Execute the buffer and save copied verts.
245 * This is called from the display list code when executing
246 * a drawing command.
247 */
248 void
249 vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
250 {
251 const struct vbo_save_vertex_list *node =
252 (const struct vbo_save_vertex_list *) data;
253 struct vbo_save_context *save = &vbo_context(ctx)->save;
254 GLboolean remap_vertex_store = GL_FALSE;
255
256 if (save->vertex_store && save->vertex_store->buffer) {
257 /* The vertex store is currently mapped but we're about to replay
258 * a display list. This can happen when a nested display list is
259 * being build with GL_COMPILE_AND_EXECUTE.
260 * We never want to have mapped vertex buffers when we're drawing.
261 * Unmap the vertex store, execute the list, then remap the vertex
262 * store.
263 */
264 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
265 remap_vertex_store = GL_TRUE;
266 }
267
268 FLUSH_CURRENT(ctx, 0);
269
270 if (node->prim_count > 0) {
271
272 if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END &&
273 node->prim[0].begin) {
274
275 /* Degenerate case: list is called inside begin/end pair and
276 * includes operations such as glBegin or glDrawArrays.
277 */
278 if (0)
279 printf("displaylist recursive begin");
280
281 vbo_save_loopback_vertex_list( ctx, node );
282
283 goto end;
284 }
285 else if (save->replay_flags) {
286 /* Various degnerate cases: translate into immediate mode
287 * calls rather than trying to execute in place.
288 */
289 vbo_save_loopback_vertex_list( ctx, node );
290
291 goto end;
292 }
293
294 if (ctx->NewState)
295 _mesa_update_state( ctx );
296
297 /* XXX also need to check if shader enabled, but invalid */
298 if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||
299 (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {
300 _mesa_error(ctx, GL_INVALID_OPERATION,
301 "glBegin (invalid vertex/fragment program)");
302 return;
303 }
304
305 vbo_bind_vertex_list( ctx, node );
306
307 vbo_draw_method(vbo_context(ctx), DRAW_DISPLAY_LIST);
308
309 /* Again...
310 */
311 if (ctx->NewState)
312 _mesa_update_state( ctx );
313
314 if (node->count > 0) {
315 vbo_context(ctx)->draw_prims(ctx,
316 node->prim,
317 node->prim_count,
318 NULL,
319 GL_TRUE,
320 0, /* Node is a VBO, so this is ok */
321 node->count - 1,
322 NULL);
323 }
324 }
325
326 /* Copy to current?
327 */
328 _playback_copy_to_current( ctx, node );
329
330 end:
331 if (remap_vertex_store) {
332 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
333 }
334 }