#include "vbo_context.h"
-/*
+#if FEATURE_dlist
+
+
+/**
* 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], *data = vertex;
+ GLfloat vertex[VBO_ATTRIB_MAX * 4];
+ GLfloat *data;
GLuint i, offset;
- if (node->count)
- offset = (node->buffer_offset +
- (node->count-1) * node->vertex_size * sizeof(GLfloat));
- else
- offset = node->buffer_offset;
+ if (node->current_size == 0)
+ return;
- ctx->Driver.GetBufferSubData( ctx, 0, offset,
- node->vertex_size * sizeof(GLfloat),
- data, node->vertex_store->bufferobj );
+ if (node->current_data) {
+ data = node->current_data;
+ }
+ else {
+ data = vertex;
- data += node->attrsz[0]; /* skip vertex position */
+ if (node->count)
+ offset = (node->buffer_offset +
+ (node->count-1) * node->vertex_size * sizeof(GLfloat));
+ else
+ offset = node->buffer_offset;
+
+ ctx->Driver.GetBufferSubData( ctx, 0, offset,
+ node->vertex_size * sizeof(GLfloat),
+ data, node->vertex_store->bufferobj );
+
+ data += node->attrsz[0]; /* skip vertex position */
+ }
for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
if (node->attrsz[i]) {
node->attrsz[i],
data);
- if (memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0)
- {
+ if (memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) {
memcpy(current, tmp, 4 * sizeof(GLfloat));
vbo->currval[i].Size = node->attrsz[i];
-/* 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;
struct gl_client_array *arrays = save->arrays;
- GLuint data = node->buffer_offset;
+ GLuint buffer_offset = node->buffer_offset;
const GLuint *map;
GLuint attr;
+ GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */
GLbitfield varying_inputs = 0x0;
+ memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
+
/* Install the default (ie Current) attributes first, then overlay
* all active ones.
*/
save->inputs[attr + 16] = &vbo->generic_currval[attr];
}
map = vbo->map_vp_arb;
+
+ /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
+ * In that case we effectively need to route the data from
+ * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
+ */
+ 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];
+ node_attrsz[0] = 0;
+ }
break;
+ default:
+ assert(0);
}
for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
- GLuint src = map[attr];
+ const GLuint src = map[attr];
- if (node->attrsz[src]) {
+ if (node_attrsz[src]) {
/* override the default array set above */
save->inputs[attr] = &arrays[attr];
- arrays[attr].Ptr = (const GLubyte *) data;
+ arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
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].Format = GL_RGBA;
arrays[attr].Enabled = 1;
_mesa_reference_buffer_object(ctx,
&arrays[attr].BufferObj,
assert(arrays[attr].BufferObj->Name);
- data += node->attrsz[src] * sizeof(GLfloat);
+ buffer_offset += node->attrsz[src] * sizeof(GLfloat);
varying_inputs |= 1<<attr;
}
}
_mesa_set_varying_vp_inputs( ctx, varying_inputs );
}
-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);
+ 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);
+ 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);
/**
* 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;
FLUSH_CURRENT(ctx, 0);
* 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;
if (ctx->NewState)
_mesa_update_state( ctx );
- vbo_context(ctx)->draw_prims( ctx,
- save->inputs,
- node->prim,
- node->prim_count,
- NULL,
- 0, /* Node is a VBO, so this is ok */
- node->count - 1);
+ 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);
}
/* Copy to current?
*/
_playback_copy_to_current( ctx, node );
}
+
+
+#endif /* FEATURE_dlist */