* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "vbo_context.h"
-/*
+/**
* After playback, copy everything but the position from the
* last vertex to the saved state
*/
-static void _playback_copy_to_current( GLcontext *ctx,
- const struct vbo_save_vertex_list *node )
+static void
+_playback_copy_to_current(struct gl_context *ctx,
+ const struct vbo_save_vertex_list *node)
{
struct vbo_context *vbo = vbo_context(ctx);
GLfloat vertex[VBO_ATTRIB_MAX * 4];
else
offset = node->buffer_offset;
- ctx->Driver.GetBufferSubData( ctx, 0, offset,
+ ctx->Driver.GetBufferSubData( ctx, offset,
node->vertex_size * sizeof(GLfloat),
data, node->vertex_store->bufferobj );
GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
GLfloat tmp[4];
- COPY_CLEAN_4V(tmp,
- node->attrsz[i],
- data);
+ COPY_CLEAN_4V_TYPE_AS_FLOAT(tmp,
+ node->attrsz[i],
+ data,
+ node->attrtype[i]);
- if (memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0)
- {
+ if (node->attrtype[i] != vbo->currval[i].Type ||
+ memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) {
memcpy(current, tmp, 4 * sizeof(GLfloat));
vbo->currval[i].Size = node->attrsz[i];
+ vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat);
+ vbo->currval[i].Type = node->attrtype[i];
+ vbo->currval[i].Integer =
+ vbo_attrtype_to_integer_flag(node->attrtype[i]);
if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
i <= VBO_ATTRIB_LAST_MATERIAL)
-/* Treat the vertex storage as a VBO, define vertex arrays pointing
+/**
+ * Treat the vertex storage as a VBO, define vertex arrays pointing
* into it:
*/
-static void vbo_bind_vertex_list( GLcontext *ctx,
- const struct vbo_save_vertex_list *node )
+static void vbo_bind_vertex_list(struct gl_context *ctx,
+ const struct vbo_save_vertex_list *node)
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_save_context *save = &vbo->save;
const GLuint *map;
GLuint attr;
GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */
- GLbitfield varying_inputs = 0x0;
+ GLenum node_attrtype[VBO_ATTRIB_MAX]; /* copy of node->attrtype[] */
+ GLbitfield64 varying_inputs = 0x0;
memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
+ memcpy(node_attrtype, node->attrtype, sizeof(node->attrtype));
/* Install the default (ie Current) attributes first, then overlay
* all active ones.
*/
switch (get_program_mode(ctx)) {
case VP_NONE:
- for (attr = 0; attr < 16; attr++) {
- save->inputs[attr] = &vbo->legacy_currval[attr];
+ for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
+ save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
}
for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
- save->inputs[attr + 16] = &vbo->mat_currval[attr];
+ save->inputs[VERT_ATTRIB_GENERIC(attr)] =
+ &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr];
}
map = vbo->map_vp_none;
break;
- case VP_NV:
case VP_ARB:
- /* The aliasing of attributes for NV vertex programs has already
- * occurred. NV vertex programs cannot access material values,
- * nor attributes greater than VERT_ATTRIB_TEX7.
- */
- for (attr = 0; attr < 16; attr++) {
- save->inputs[attr] = &vbo->legacy_currval[attr];
- save->inputs[attr + 16] = &vbo->generic_currval[attr];
+ for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
+ save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
+ }
+ for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
+ save->inputs[VERT_ATTRIB_GENERIC(attr)] =
+ &vbo->currval[VBO_ATTRIB_GENERIC0+attr];
}
map = vbo->map_vp_arb;
*/
if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
(ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
- save->inputs[16] = save->inputs[0];
- node_attrsz[16] = node_attrsz[0];
+ save->inputs[VERT_ATTRIB_GENERIC0] = save->inputs[0];
+ node_attrsz[VERT_ATTRIB_GENERIC0] = node_attrsz[0];
+ node_attrtype[VERT_ATTRIB_GENERIC0] = node_attrtype[0];
node_attrsz[0] = 0;
}
break;
}
for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
- GLuint src = map[attr];
+ const GLuint src = map[attr];
if (node_attrsz[src]) {
/* override the default array set above */
save->inputs[attr] = &arrays[attr];
arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
- arrays[attr].Size = node->attrsz[src];
+ arrays[attr].Size = node_attrsz[src];
arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
- arrays[attr].Type = GL_FLOAT;
+ arrays[attr].Type = node_attrtype[src];
+ arrays[attr].Integer =
+ vbo_attrtype_to_integer_flag(node_attrtype[src]);
arrays[attr].Format = GL_RGBA;
arrays[attr].Enabled = 1;
+ arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat);
_mesa_reference_buffer_object(ctx,
&arrays[attr].BufferObj,
node->vertex_store->bufferobj);
assert(arrays[attr].BufferObj->Name);
- buffer_offset += node->attrsz[src] * sizeof(GLfloat);
- varying_inputs |= 1<<attr;
+ buffer_offset += node_attrsz[src] * sizeof(GLfloat);
+ varying_inputs |= VERT_BIT(attr);
}
}
_mesa_set_varying_vp_inputs( ctx, varying_inputs );
+ ctx->NewDriverState |= ctx->DriverFlags.NewArray;
}
-static void vbo_save_loopback_vertex_list( GLcontext *ctx,
- const struct vbo_save_vertex_list *list )
+
+static void
+vbo_save_loopback_vertex_list(struct gl_context *ctx,
+ const struct vbo_save_vertex_list *list)
{
- const char *buffer = ctx->Driver.MapBuffer(ctx,
- GL_ARRAY_BUFFER_ARB,
- GL_READ_ONLY, /* ? */
- list->vertex_store->bufferobj);
-
- vbo_loopback_vertex_list( ctx,
- (const GLfloat *)(buffer + list->buffer_offset),
- list->attrsz,
- list->prim,
- list->prim_count,
- list->wrap_count,
- list->vertex_size);
-
- ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB,
- list->vertex_store->bufferobj);
+ const char *buffer =
+ ctx->Driver.MapBufferRange(ctx, 0,
+ list->vertex_store->bufferobj->Size,
+ GL_MAP_READ_BIT, /* ? */
+ list->vertex_store->bufferobj);
+
+ vbo_loopback_vertex_list(ctx,
+ (const GLfloat *)(buffer + list->buffer_offset),
+ list->attrsz,
+ list->prim,
+ list->prim_count,
+ list->wrap_count,
+ list->vertex_size);
+
+ ctx->Driver.UnmapBuffer(ctx, list->vertex_store->bufferobj);
}
/**
* Execute the buffer and save copied verts.
+ * This is called from the display list code when executing
+ * a drawing command.
*/
-void vbo_save_playback_vertex_list( GLcontext *ctx, void *data )
+void
+vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
{
- const struct vbo_save_vertex_list *node = (const struct vbo_save_vertex_list *) data;
+ const struct vbo_save_vertex_list *node =
+ (const struct vbo_save_vertex_list *) data;
struct vbo_save_context *save = &vbo_context(ctx)->save;
+ GLboolean remap_vertex_store = GL_FALSE;
+
+ if (save->vertex_store && save->vertex_store->buffer) {
+ /* The vertex store is currently mapped but we're about to replay
+ * a display list. This can happen when a nested display list is
+ * being build with GL_COMPILE_AND_EXECUTE.
+ * We never want to have mapped vertex buffers when we're drawing.
+ * Unmap the vertex store, execute the list, then remap the vertex
+ * store.
+ */
+ vbo_save_unmap_vertex_store(ctx, save->vertex_store);
+ remap_vertex_store = GL_TRUE;
+ }
FLUSH_CURRENT(ctx, 0);
- if (node->prim_count > 0 && node->count > 0) {
+ if (node->prim_count > 0) {
- if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END &&
+ if (_mesa_inside_begin_end(ctx) &&
node->prim[0].begin) {
/* Degenerate case: list is called inside begin/end pair and
* includes operations such as glBegin or glDrawArrays.
*/
if (0)
- _mesa_printf("displaylist recursive begin");
+ printf("displaylist recursive begin");
vbo_save_loopback_vertex_list( ctx, node );
- return;
+
+ goto end;
}
else if (save->replay_flags) {
/* Various degnerate cases: translate into immediate mode
* calls rather than trying to execute in place.
*/
vbo_save_loopback_vertex_list( ctx, node );
- return;
+
+ goto end;
}
if (ctx->NewState)
vbo_bind_vertex_list( ctx, node );
+ vbo_draw_method(vbo_context(ctx), DRAW_DISPLAY_LIST);
+
/* Again...
*/
if (ctx->NewState)
_mesa_update_state( ctx );
- vbo_context(ctx)->draw_prims( ctx,
- save->inputs,
- node->prim,
- node->prim_count,
- NULL,
- GL_TRUE,
- 0, /* Node is a VBO, so this is ok */
- node->count - 1);
+ if (node->count > 0) {
+ vbo_context(ctx)->draw_prims(ctx,
+ node->prim,
+ node->prim_count,
+ NULL,
+ GL_TRUE,
+ 0, /* Node is a VBO, so this is ok */
+ node->count - 1,
+ NULL);
+ }
}
/* Copy to current?
*/
_playback_copy_to_current( ctx, node );
+
+end:
+ if (remap_vertex_store) {
+ save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
+ }
}