2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
26 * Keith Whitwell <keith@tungstengraphics.com>
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"
39 #include "vbo_context.h"
46 * After playback, copy everything but the position from the
47 * last vertex to the saved state
50 _playback_copy_to_current(struct gl_context
*ctx
,
51 const struct vbo_save_vertex_list
*node
)
53 struct vbo_context
*vbo
= vbo_context(ctx
);
54 GLfloat vertex
[VBO_ATTRIB_MAX
* 4];
58 if (node
->current_size
== 0)
61 if (node
->current_data
) {
62 data
= node
->current_data
;
68 offset
= (node
->buffer_offset
+
69 (node
->count
-1) * node
->vertex_size
* sizeof(GLfloat
));
71 offset
= node
->buffer_offset
;
73 ctx
->Driver
.GetBufferSubData( ctx
, offset
,
74 node
->vertex_size
* sizeof(GLfloat
),
75 data
, node
->vertex_store
->bufferobj
);
77 data
+= node
->attrsz
[0]; /* skip vertex position */
80 for (i
= VBO_ATTRIB_POS
+1 ; i
< VBO_ATTRIB_MAX
; i
++) {
81 if (node
->attrsz
[i
]) {
82 GLfloat
*current
= (GLfloat
*)vbo
->currval
[i
].Ptr
;
89 if (memcmp(current
, tmp
, 4 * sizeof(GLfloat
)) != 0) {
90 memcpy(current
, tmp
, 4 * sizeof(GLfloat
));
92 vbo
->currval
[i
].Size
= node
->attrsz
[i
];
93 assert(vbo
->currval
[i
].Type
== GL_FLOAT
);
94 vbo
->currval
[i
]._ElementSize
= vbo
->currval
[i
].Size
* sizeof(GLfloat
);
96 if (i
>= VBO_ATTRIB_FIRST_MATERIAL
&&
97 i
<= VBO_ATTRIB_LAST_MATERIAL
)
98 ctx
->NewState
|= _NEW_LIGHT
;
100 ctx
->NewState
|= _NEW_CURRENT_ATTRIB
;
103 data
+= node
->attrsz
[i
];
107 /* Colormaterial -- this kindof sucks.
109 if (ctx
->Light
.ColorMaterialEnabled
) {
110 _mesa_update_color_material(ctx
, ctx
->Current
.Attrib
[VBO_ATTRIB_COLOR0
]);
113 /* CurrentExecPrimitive
115 if (node
->prim_count
) {
116 const struct _mesa_prim
*prim
= &node
->prim
[node
->prim_count
- 1];
118 ctx
->Driver
.CurrentExecPrimitive
= PRIM_OUTSIDE_BEGIN_END
;
120 ctx
->Driver
.CurrentExecPrimitive
= prim
->mode
;
127 * Treat the vertex storage as a VBO, define vertex arrays pointing
130 static void vbo_bind_vertex_list(struct gl_context
*ctx
,
131 const struct vbo_save_vertex_list
*node
)
133 struct vbo_context
*vbo
= vbo_context(ctx
);
134 struct vbo_save_context
*save
= &vbo
->save
;
135 struct gl_client_array
*arrays
= save
->arrays
;
136 GLuint buffer_offset
= node
->buffer_offset
;
139 GLubyte node_attrsz
[VBO_ATTRIB_MAX
]; /* copy of node->attrsz[] */
140 GLbitfield64 varying_inputs
= 0x0;
142 memcpy(node_attrsz
, node
->attrsz
, sizeof(node
->attrsz
));
144 /* Install the default (ie Current) attributes first, then overlay
147 switch (get_program_mode(ctx
)) {
149 for (attr
= 0; attr
< VERT_ATTRIB_FF_MAX
; attr
++) {
150 save
->inputs
[attr
] = &vbo
->currval
[VBO_ATTRIB_POS
+attr
];
152 for (attr
= 0; attr
< MAT_ATTRIB_MAX
; attr
++) {
153 save
->inputs
[VERT_ATTRIB_GENERIC(attr
)] = &vbo
->mat_currval
[attr
];
155 map
= vbo
->map_vp_none
;
159 /* The aliasing of attributes for NV vertex programs has already
160 * occurred. NV vertex programs cannot access material values,
161 * nor attributes greater than VERT_ATTRIB_TEX7.
163 for (attr
= 0; attr
< VERT_ATTRIB_FF_MAX
; attr
++) {
164 save
->inputs
[attr
] = &vbo
->currval
[VBO_ATTRIB_POS
+attr
];
166 for (attr
= 0; attr
< VERT_ATTRIB_GENERIC_MAX
; attr
++) {
167 save
->inputs
[VERT_ATTRIB_GENERIC(attr
)] = &vbo
->generic_currval
[attr
];
169 map
= vbo
->map_vp_arb
;
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.
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];
186 for (attr
= 0; attr
< VERT_ATTRIB_MAX
; attr
++) {
187 const GLuint src
= map
[attr
];
189 if (node_attrsz
[src
]) {
190 /* override the default array set above */
191 save
->inputs
[attr
] = &arrays
[attr
];
193 arrays
[attr
].Ptr
= (const GLubyte
*) NULL
+ buffer_offset
;
194 arrays
[attr
].Size
= node_attrsz
[src
];
195 arrays
[attr
].StrideB
= node
->vertex_size
* sizeof(GLfloat
);
196 arrays
[attr
].Stride
= node
->vertex_size
* sizeof(GLfloat
);
197 arrays
[attr
].Type
= GL_FLOAT
;
198 arrays
[attr
].Format
= GL_RGBA
;
199 arrays
[attr
].Enabled
= 1;
200 arrays
[attr
]._ElementSize
= arrays
[attr
].Size
* sizeof(GLfloat
);
201 _mesa_reference_buffer_object(ctx
,
202 &arrays
[attr
].BufferObj
,
203 node
->vertex_store
->bufferobj
);
204 arrays
[attr
]._MaxElement
= node
->count
; /* ??? */
206 assert(arrays
[attr
].BufferObj
->Name
);
208 buffer_offset
+= node_attrsz
[src
] * sizeof(GLfloat
);
209 varying_inputs
|= VERT_BIT(attr
);
210 ctx
->NewState
|= _NEW_ARRAY
;
214 _mesa_set_varying_vp_inputs( ctx
, varying_inputs
);
219 vbo_save_loopback_vertex_list(struct gl_context
*ctx
,
220 const struct vbo_save_vertex_list
*list
)
223 ctx
->Driver
.MapBufferRange(ctx
, 0,
224 list
->vertex_store
->bufferobj
->Size
,
225 GL_MAP_READ_BIT
, /* ? */
226 list
->vertex_store
->bufferobj
);
228 vbo_loopback_vertex_list(ctx
,
229 (const GLfloat
*)(buffer
+ list
->buffer_offset
),
236 ctx
->Driver
.UnmapBuffer(ctx
, list
->vertex_store
->bufferobj
);
241 * Execute the buffer and save copied verts.
242 * This is called from the display list code when executing
246 vbo_save_playback_vertex_list(struct gl_context
*ctx
, void *data
)
248 const struct vbo_save_vertex_list
*node
=
249 (const struct vbo_save_vertex_list
*) data
;
250 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
251 struct vbo_exec_context
*exec
= &vbo_context(ctx
)->exec
;
252 GLboolean remap_vertex_store
= GL_FALSE
;
254 if (save
->vertex_store
->buffer
) {
255 /* The vertex store is currently mapped but we're about to replay
256 * a display list. This can happen when a nested display list is
257 * being build with GL_COMPILE_AND_EXECUTE.
258 * We never want to have mapped vertex buffers when we're drawing.
259 * Unmap the vertex store, execute the list, then remap the vertex
262 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
263 remap_vertex_store
= GL_TRUE
;
266 FLUSH_CURRENT(ctx
, 0);
268 if (node
->prim_count
> 0) {
270 if (ctx
->Driver
.CurrentExecPrimitive
!= PRIM_OUTSIDE_BEGIN_END
&&
271 node
->prim
[0].begin
) {
273 /* Degenerate case: list is called inside begin/end pair and
274 * includes operations such as glBegin or glDrawArrays.
277 printf("displaylist recursive begin");
279 vbo_save_loopback_vertex_list( ctx
, node
);
283 else if (save
->replay_flags
) {
284 /* Various degnerate cases: translate into immediate mode
285 * calls rather than trying to execute in place.
287 vbo_save_loopback_vertex_list( ctx
, node
);
293 _mesa_update_state( ctx
);
295 /* XXX also need to check if shader enabled, but invalid */
296 if ((ctx
->VertexProgram
.Enabled
&& !ctx
->VertexProgram
._Enabled
) ||
297 (ctx
->FragmentProgram
.Enabled
&& !ctx
->FragmentProgram
._Enabled
)) {
298 _mesa_error(ctx
, GL_INVALID_OPERATION
,
299 "glBegin (invalid vertex/fragment program)");
303 vbo_bind_vertex_list( ctx
, node
);
305 vbo_draw_method(exec
, DRAW_DISPLAY_LIST
);
310 _mesa_update_state( ctx
);
312 if (node
->count
> 0) {
313 vbo_context(ctx
)->draw_prims(ctx
,
319 0, /* Node is a VBO, so this is ok */
327 _playback_copy_to_current( ctx
, node
);
330 if (remap_vertex_store
) {
331 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);
336 #endif /* FEATURE_dlist */