vbo: Correctly handle attribute offsets in dlist draw.
[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 <stdbool.h>
30 #include "main/glheader.h"
31 #include "main/bufferobj.h"
32 #include "main/context.h"
33 #include "main/imports.h"
34 #include "main/mtypes.h"
35 #include "main/macros.h"
36 #include "main/light.h"
37 #include "main/state.h"
38 #include "main/varray.h"
39 #include "util/bitscan.h"
40
41 #include "vbo_private.h"
42
43
44 /**
45 * After playback, copy everything but the position from the
46 * last vertex to the saved state
47 */
48 static void
49 playback_copy_to_current(struct gl_context *ctx,
50 const struct vbo_save_vertex_list *node)
51 {
52 struct vbo_context *vbo = vbo_context(ctx);
53 fi_type vertex[VBO_ATTRIB_MAX * 4];
54 fi_type *data;
55 GLbitfield64 mask;
56
57 if (node->current_size == 0)
58 return;
59
60 if (node->current_data) {
61 data = node->current_data;
62 }
63 else {
64 /* Position of last vertex */
65 const GLuint pos = node->vertex_count > 0 ? node->vertex_count - 1 : 0;
66 /* Offset to last vertex in the vertex buffer */
67 const GLuint offset = node->buffer_offset
68 + pos * node->vertex_size * sizeof(GLfloat);
69
70 data = vertex;
71
72 ctx->Driver.GetBufferSubData(ctx, offset,
73 node->vertex_size * sizeof(GLfloat),
74 data, node->vertex_store->bufferobj);
75
76 data += node->attrsz[0]; /* skip vertex position */
77 }
78
79 mask = node->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
80 while (mask) {
81 const int i = u_bit_scan64(&mask);
82 fi_type *current = (fi_type *)vbo->currval[i].Ptr;
83 fi_type tmp[4];
84 assert(node->attrsz[i]);
85
86 COPY_CLEAN_4V_TYPE_AS_UNION(tmp,
87 node->attrsz[i],
88 data,
89 node->attrtype[i]);
90
91 if (node->attrtype[i] != vbo->currval[i].Type ||
92 memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) {
93 memcpy(current, tmp, 4 * sizeof(GLfloat));
94
95 vbo->currval[i].Size = node->attrsz[i];
96 vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat);
97 vbo->currval[i].Type = node->attrtype[i];
98 vbo->currval[i].Integer =
99 vbo_attrtype_to_integer_flag(node->attrtype[i]);
100
101 if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
102 i <= VBO_ATTRIB_LAST_MATERIAL)
103 ctx->NewState |= _NEW_LIGHT;
104
105 ctx->NewState |= _NEW_CURRENT_ATTRIB;
106 }
107
108 data += node->attrsz[i];
109 }
110
111 /* Colormaterial -- this kindof sucks.
112 */
113 if (ctx->Light.ColorMaterialEnabled) {
114 _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
115 }
116
117 /* CurrentExecPrimitive
118 */
119 if (node->prim_count) {
120 const struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
121 if (prim->end)
122 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
123 else
124 ctx->Driver.CurrentExecPrimitive = prim->mode;
125 }
126 }
127
128
129
130 /**
131 * Treat the vertex storage as a VBO, define vertex arrays pointing
132 * into it:
133 */
134 static void
135 bind_vertex_list(struct gl_context *ctx,
136 const struct vbo_save_vertex_list *node)
137 {
138 struct vbo_context *vbo = vbo_context(ctx);
139 struct vbo_save_context *save = &vbo->save;
140 struct gl_vertex_array *arrays = save->arrays;
141 const GLubyte *map;
142 GLuint attr;
143 GLbitfield varying_inputs = 0x0;
144 bool generic_from_pos = false;
145
146 /* Install the default (ie Current) attributes first */
147 for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
148 save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS + attr];
149 }
150
151 /* Overlay other active attributes */
152 switch (get_vp_mode(ctx)) {
153 case VP_FF:
154 /* Point the generic attributes at the legacy material values */
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_SHADER:
162 for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
163 save->inputs[VERT_ATTRIB_GENERIC(attr)] =
164 &vbo->currval[VBO_ATTRIB_GENERIC0+attr];
165 }
166 map = vbo->map_vp_arb;
167
168 /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
169 * In that case we effectively need to route the data from
170 * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
171 */
172 const GLbitfield64 inputs_read =
173 ctx->VertexProgram._Current->info.inputs_read;
174 if ((inputs_read & VERT_BIT_POS) == 0 &&
175 (inputs_read & VERT_BIT_GENERIC0)) {
176 generic_from_pos = true;
177 }
178 break;
179 default:
180 unreachable("Bad vertex program mode");
181 }
182
183 for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
184 const GLuint src = map[attr];
185 const GLubyte size = node->attrsz[src];
186
187 if (size) {
188 struct gl_vertex_array *array = &arrays[attr];
189 const GLenum16 type = node->attrtype[src];
190
191 /* override the default array set above */
192 save->inputs[attr] = array;
193
194 array->Ptr = (const GLubyte *) NULL + node->offsets[src];
195 array->Size = size;
196 array->StrideB = node->vertex_size * sizeof(GLfloat);
197 array->Type = type;
198 array->Integer = vbo_attrtype_to_integer_flag(type);
199 array->Format = GL_RGBA;
200 array->_ElementSize = size * sizeof(GLfloat);
201 _mesa_reference_buffer_object(ctx,
202 &array->BufferObj,
203 node->vertex_store->bufferobj);
204
205 assert(array->BufferObj->Name);
206
207 varying_inputs |= VERT_BIT(attr);
208 }
209 }
210
211 if (generic_from_pos) {
212 varying_inputs |= (varying_inputs & VERT_BIT_POS) << VERT_ATTRIB_GENERIC0;
213 save->inputs[VERT_ATTRIB_GENERIC0] = save->inputs[VERT_ATTRIB_POS];
214 }
215
216 _mesa_set_varying_vp_inputs(ctx, varying_inputs);
217 ctx->NewDriverState |= ctx->DriverFlags.NewArray;
218 }
219
220
221 static void
222 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 MAP_INTERNAL);
231
232 unsigned buffer_offset =
233 aligned_vertex_buffer_offset(list) ? 0 : list->buffer_offset;
234
235 vbo_loopback_vertex_list(ctx,
236 (const GLfloat *) (buffer + buffer_offset),
237 list->attrsz,
238 list->prims,
239 list->prim_count,
240 list->wrap_count,
241 list->vertex_size);
242
243 ctx->Driver.UnmapBuffer(ctx, list->vertex_store->bufferobj,
244 MAP_INTERNAL);
245 }
246
247
248 /**
249 * Execute the buffer and save copied verts.
250 * This is called from the display list code when executing
251 * a drawing command.
252 */
253 void
254 vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
255 {
256 const struct vbo_save_vertex_list *node =
257 (const struct vbo_save_vertex_list *) data;
258 struct vbo_context *vbo = vbo_context(ctx);
259 struct vbo_save_context *save = &vbo->save;
260 GLboolean remap_vertex_store = GL_FALSE;
261
262 if (save->vertex_store && save->vertex_store->buffer_map) {
263 /* The vertex store is currently mapped but we're about to replay
264 * a display list. This can happen when a nested display list is
265 * being build with GL_COMPILE_AND_EXECUTE.
266 * We never want to have mapped vertex buffers when we're drawing.
267 * Unmap the vertex store, execute the list, then remap the vertex
268 * store.
269 */
270 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
271 remap_vertex_store = GL_TRUE;
272 }
273
274 FLUSH_CURRENT(ctx, 0);
275
276 if (node->prim_count > 0) {
277
278 if (_mesa_inside_begin_end(ctx) && node->prims[0].begin) {
279 /* Error: we're about to begin a new primitive but we're already
280 * inside a glBegin/End pair.
281 */
282 _mesa_error(ctx, GL_INVALID_OPERATION,
283 "draw operation inside glBegin/End");
284 goto end;
285 }
286 else if (save->replay_flags) {
287 /* Various degenerate cases: translate into immediate mode
288 * calls rather than trying to execute in place.
289 */
290 loopback_vertex_list(ctx, node);
291
292 goto end;
293 }
294
295 if (ctx->NewState)
296 _mesa_update_state(ctx);
297
298 /* XXX also need to check if shader enabled, but invalid */
299 if ((ctx->VertexProgram.Enabled &&
300 !_mesa_arb_vertex_program_enabled(ctx)) ||
301 (ctx->FragmentProgram.Enabled &&
302 !_mesa_arb_fragment_program_enabled(ctx))) {
303 _mesa_error(ctx, GL_INVALID_OPERATION,
304 "glBegin (invalid vertex/fragment program)");
305 return;
306 }
307
308 bind_vertex_list(ctx, node);
309
310 _mesa_set_drawing_arrays(ctx, vbo->save.inputs);
311
312 /* Again...
313 */
314 if (ctx->NewState)
315 _mesa_update_state(ctx);
316
317 if (node->vertex_count > 0) {
318 GLuint min_index = node->start_vertex;
319 GLuint max_index = min_index + node->vertex_count - 1;
320 vbo->draw_prims(ctx,
321 node->prims,
322 node->prim_count,
323 NULL,
324 GL_TRUE,
325 min_index, max_index,
326 NULL, 0, NULL);
327 }
328 }
329
330 /* Copy to current?
331 */
332 playback_copy_to_current(ctx, node);
333
334 end:
335 if (remap_vertex_store) {
336 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
337 }
338 }