1 /**************************************************************************
3 * Copyright 2005 VMware, Inc.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
29 #include "main/context.h"
30 #include "main/glheader.h"
31 #include "main/enums.h"
32 #include "main/imports.h"
33 #include "main/dispatch.h"
34 #include "glapi/glapi.h"
36 #include "vbo_private.h"
39 typedef void (*attr_func
)(struct gl_context
*ctx
, GLint index
, const GLfloat
*);
42 /* This file makes heavy use of the aliasing of NV vertex attributes
43 * with the legacy attributes, and also with ARB and Material
44 * attributes as currently implemented.
47 VertexAttrib1fvNV(struct gl_context
*ctx
, GLint index
, const GLfloat
*v
)
49 CALL_VertexAttrib1fvNV(ctx
->Exec
, (index
, v
));
54 VertexAttrib2fvNV(struct gl_context
*ctx
, GLint index
, const GLfloat
*v
)
56 CALL_VertexAttrib2fvNV(ctx
->Exec
, (index
, v
));
61 VertexAttrib3fvNV(struct gl_context
*ctx
, GLint index
, const GLfloat
*v
)
63 CALL_VertexAttrib3fvNV(ctx
->Exec
, (index
, v
));
68 VertexAttrib4fvNV(struct gl_context
*ctx
, GLint index
, const GLfloat
*v
)
70 CALL_VertexAttrib4fvNV(ctx
->Exec
, (index
, v
));
74 static attr_func vert_attrfunc
[4] = {
82 struct loopback_attr
{
83 enum vbo_attrib index
;
90 * Don't emit ends and begins on wrapped primitives. Don't replay
91 * wrapped vertices. If we get here, it's probably because the
92 * precalculated wrapping is wrong.
95 loopback_prim(struct gl_context
*ctx
,
96 const GLubyte
*buffer
,
97 const struct _mesa_prim
*prim
,
100 const struct loopback_attr
*la
, GLuint nr
)
102 GLuint start
= prim
->start
;
103 const GLuint end
= start
+ prim
->count
;
107 printf("loopback prim %s(%s,%s) verts %d..%d vsize %d\n",
108 _mesa_lookup_prim_by_nr(prim
->mode
),
109 prim
->begin
? "begin" : "..",
110 prim
->end
? "end" : "..",
115 CALL_Begin(GET_DISPATCH(), (prim
->mode
));
121 data
= buffer
+ start
* stride
;
123 for (GLuint j
= start
; j
< end
; j
++) {
124 for (GLuint k
= 0; k
< nr
; k
++)
125 la
[k
].func(ctx
, la
[k
].index
, (const GLfloat
*)(data
+ la
[k
].offset
));
131 CALL_End(GET_DISPATCH(), ());
137 * Primitives generated by DrawArrays/DrawElements/Rectf may be
138 * caught here. If there is no primitive in progress, execute them
139 * normally, otherwise need to track and discard the generated
143 loopback_weak_prim(struct gl_context
*ctx
,
144 const struct _mesa_prim
*prim
)
146 /* Use the prim_weak flag to ensure that if this primitive
147 * wraps, we don't mistake future vertex_lists for part of the
148 * surrounding primitive.
150 * While this flag is set, we are simply disposing of data
151 * generated by an operation now known to be a noop.
154 ctx
->Driver
.CurrentExecPrimitive
|= VBO_SAVE_PRIM_WEAK
;
156 ctx
->Driver
.CurrentExecPrimitive
&= ~VBO_SAVE_PRIM_WEAK
;
161 append_attr(GLuint
*nr
, struct loopback_attr la
[], int i
, int shift
,
162 const struct gl_vertex_array_object
*vao
)
164 la
[*nr
].index
= shift
+ i
;
165 la
[*nr
].offset
= vao
->VertexAttrib
[i
].RelativeOffset
;
166 la
[*nr
].func
= vert_attrfunc
[vao
->VertexAttrib
[i
].Size
- 1];
172 _vbo_loopback_vertex_list(struct gl_context
*ctx
,
173 const struct vbo_save_vertex_list
* node
)
175 struct loopback_attr la
[VBO_ATTRIB_MAX
];
178 /* All Legacy, NV, ARB and Material attributes are routed through
179 * the NV attributes entrypoints:
181 const struct gl_vertex_array_object
*vao
= node
->VAO
[VP_MODE_FF
];
182 GLbitfield mask
= vao
->_Enabled
& VERT_BIT_MAT_ALL
;
184 const int i
= u_bit_scan(&mask
);
185 append_attr(&nr
, la
, i
, VBO_MATERIAL_SHIFT
, vao
);
188 vao
= node
->VAO
[VP_MODE_SHADER
];
189 mask
= vao
->_Enabled
& ~(VERT_BIT_POS
| VERT_BIT_GENERIC0
);
191 const int i
= u_bit_scan(&mask
);
192 append_attr(&nr
, la
, i
, 0, vao
);
195 /* The last in the list should be the vertex provoking attribute */
196 if (vao
->_Enabled
& VERT_BIT_GENERIC0
) {
197 append_attr(&nr
, la
, VERT_ATTRIB_GENERIC0
, 0, vao
);
198 } else if (vao
->_Enabled
& VERT_BIT_POS
) {
199 append_attr(&nr
, la
, VERT_ATTRIB_POS
, 0, vao
);
202 const GLuint wrap_count
= node
->wrap_count
;
203 const GLuint stride
= _vbo_save_get_stride(node
);
204 const GLubyte
*buffer
= NULL
;
206 /* Compute the minimal offset into the vertex buffer object */
208 for (GLuint i
= 0; i
< nr
; ++i
)
209 offset
= MIN2(offset
, la
[i
].offset
);
210 for (GLuint i
= 0; i
< nr
; ++i
)
211 la
[i
].offset
-= offset
;
213 /* Get the mapped base pointer, assert sufficient mapping */
214 struct gl_buffer_object
*bufferobj
= vao
->BufferBinding
[0].BufferObj
;
215 assert(bufferobj
&& bufferobj
->Mappings
[MAP_INTERNAL
].Pointer
);
216 buffer
= bufferobj
->Mappings
[MAP_INTERNAL
].Pointer
;
217 assert(bufferobj
->Mappings
[MAP_INTERNAL
].Offset
218 <= vao
->BufferBinding
[0].Offset
+ offset
219 + stride
*(_vbo_save_get_min_index(node
) + wrap_count
));
220 buffer
+= vao
->BufferBinding
[0].Offset
+ offset
221 - bufferobj
->Mappings
[MAP_INTERNAL
].Offset
;
222 assert(stride
*(_vbo_save_get_vertex_count(node
) - wrap_count
)
223 <= bufferobj
->Mappings
[MAP_INTERNAL
].Length
);
226 /* Replay the primitives */
227 const struct _mesa_prim
*prims
= node
->prims
;
228 const GLuint prim_count
= node
->prim_count
;
229 for (GLuint i
= 0; i
< prim_count
; i
++) {
230 if ((prims
[i
].mode
& VBO_SAVE_PRIM_WEAK
) && _mesa_inside_begin_end(ctx
)) {
231 loopback_weak_prim(ctx
, &prims
[i
]);
233 loopback_prim(ctx
, buffer
, &prims
[i
], wrap_count
, stride
, la
, nr
);