1 /**************************************************************************
3 * Copyright 2005 Tungsten Graphics, Inc., Cedar Park, Texas.
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 TUNGSTEN GRAPHICS 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 **************************************************************************/
28 #include "main/context.h"
29 #include "main/glheader.h"
30 #include "main/enums.h"
31 #include "main/imports.h"
32 #include "main/macros.h"
33 #include "main/mtypes.h"
34 #include "glapi/dispatch.h"
35 #include "glapi/glapi.h"
37 #include "vbo_context.h"
41 typedef void (*attr_func
)( GLcontext
*ctx
, GLint target
, const GLfloat
* );
44 /* This file makes heavy use of the aliasing of NV vertex attributes
45 * with the legacy attributes, and also with ARB and Material
46 * attributes as currently implemented.
48 static void VertexAttrib1fvNV(GLcontext
*ctx
, GLint target
, const GLfloat
*v
)
50 CALL_VertexAttrib1fvNV(ctx
->Exec
, (target
, v
));
53 static void VertexAttrib2fvNV(GLcontext
*ctx
, GLint target
, const GLfloat
*v
)
55 CALL_VertexAttrib2fvNV(ctx
->Exec
, (target
, v
));
58 static void VertexAttrib3fvNV(GLcontext
*ctx
, GLint target
, const GLfloat
*v
)
60 CALL_VertexAttrib3fvNV(ctx
->Exec
, (target
, v
));
63 static void VertexAttrib4fvNV(GLcontext
*ctx
, GLint target
, const GLfloat
*v
)
65 CALL_VertexAttrib4fvNV(ctx
->Exec
, (target
, v
));
68 static attr_func vert_attrfunc
[4] = {
75 struct loopback_attr
{
81 /* Don't emit ends and begins on wrapped primitives. Don't replay
82 * wrapped vertices. If we get here, it's probably because the the
83 * precalculated wrapping is wrong.
85 static void loopback_prim( GLcontext
*ctx
,
86 const GLfloat
*buffer
,
87 const struct _mesa_prim
*prim
,
90 const struct loopback_attr
*la
, GLuint nr
)
92 GLint start
= prim
->start
;
93 GLint end
= start
+ prim
->count
;
99 _mesa_printf("loopback prim %s(%s,%s) verts %d..%d\n",
100 _mesa_lookup_prim_by_nr(prim
->mode
),
101 prim
->begin
? "begin" : "..",
102 prim
->end
? "end" : "..",
107 CALL_Begin(GET_DISPATCH(), ( prim
->mode
));
114 data
= buffer
+ start
* vertex_size
;
116 for (j
= start
; j
< end
; j
++) {
117 const GLfloat
*tmp
= data
+ la
[0].sz
;
119 for (k
= 1 ; k
< nr
; k
++) {
120 la
[k
].func( ctx
, la
[k
].target
, tmp
);
126 la
[0].func( ctx
, VBO_ATTRIB_POS
, data
);
131 CALL_End(GET_DISPATCH(), ());
135 /* Primitives generated by DrawArrays/DrawElements/Rectf may be
136 * caught here. If there is no primitive in progress, execute them
137 * normally, otherwise need to track and discard the generated
140 static void loopback_weak_prim( GLcontext
*ctx
,
141 const struct _mesa_prim
*prim
)
143 /* Use the prim_weak flag to ensure that if this primitive
144 * wraps, we don't mistake future vertex_lists for part of the
145 * surrounding primitive.
147 * While this flag is set, we are simply disposing of data
148 * generated by an operation now known to be a noop.
151 ctx
->Driver
.CurrentExecPrimitive
|= VBO_SAVE_PRIM_WEAK
;
153 ctx
->Driver
.CurrentExecPrimitive
&= ~VBO_SAVE_PRIM_WEAK
;
157 void vbo_loopback_vertex_list( GLcontext
*ctx
,
158 const GLfloat
*buffer
,
159 const GLubyte
*attrsz
,
160 const struct _mesa_prim
*prim
,
165 struct loopback_attr la
[VBO_ATTRIB_MAX
];
168 /* All Legacy, NV, ARB and Material attributes are routed through
169 * the NV attributes entrypoints:
171 for (i
= 0 ; i
< VBO_ATTRIB_MAX
; i
++) {
174 la
[nr
].sz
= attrsz
[i
];
175 la
[nr
].func
= vert_attrfunc
[attrsz
[i
]-1];
180 for (i
= 0 ; i
< prim_count
; i
++) {
181 if ((prim
[i
].mode
& VBO_SAVE_PRIM_WEAK
) &&
182 (ctx
->Driver
.CurrentExecPrimitive
!= PRIM_OUTSIDE_BEGIN_END
))
184 loopback_weak_prim( ctx
, &prim
[i
] );
188 loopback_prim( ctx
, buffer
, &prim
[i
], wrap_count
, vertex_size
, la
, nr
);