mesa: fix fallthrough in glformats
[mesa.git] / src / mesa / vbo / vbo_save_draw.c
index 7cb679966892853341e6ce6725735b33d3f70851..5d0c6c54ed37722cdd8e34ec4afa1b94e6a44c66 100644 (file)
@@ -31,8 +31,7 @@
 #include "main/glheader.h"
 #include "main/bufferobj.h"
 #include "main/context.h"
-#include "main/imports.h"
-#include "main/mtypes.h"
+#include "main/mesa_private.h"
 #include "main/macros.h"
 #include "main/light.h"
 #include "main/state.h"
 #include "vbo_private.h"
 
 
-/**
- * After playback, copy everything but the position from the
- * last vertex to the saved state
- */
 static void
-playback_copy_to_current(struct gl_context *ctx,
-                         const struct vbo_save_vertex_list *node)
+copy_vao(struct gl_context *ctx, const struct gl_vertex_array_object *vao,
+         GLbitfield mask, GLbitfield state, int shift, fi_type **data)
 {
    struct vbo_context *vbo = vbo_context(ctx);
-   fi_type vertex[VBO_ATTRIB_MAX * 4];
-   fi_type *data;
-   GLbitfield64 mask;
 
-   if (node->current_size == 0)
-      return;
+   mask &= vao->Enabled;
+   while (mask) {
+      const int i = u_bit_scan(&mask);
+      const struct gl_array_attributes *attrib = &vao->VertexAttrib[i];
+      struct gl_array_attributes *currval = &vbo->current[shift + i];
+      const GLubyte size = attrib->Format.Size;
+      const GLenum16 type = attrib->Format.Type;
+      fi_type tmp[8];
+      int dmul = 1;
+
+      if (type == GL_DOUBLE ||
+          type == GL_UNSIGNED_INT64_ARB)
+         dmul = 2;
+
+      if (dmul == 2)
+         memcpy(tmp, *data, size * dmul * sizeof(GLfloat));
+      else
+         COPY_CLEAN_4V_TYPE_AS_UNION(tmp, size, *data, type);
 
-   if (node->current_data) {
-      data = node->current_data;
-   }
-   else {
-      /* Position of last vertex */
-      const GLuint pos = node->vertex_count > 0 ? node->vertex_count - 1 : 0;
-      /* Offset to last vertex in the vertex buffer */
-      const GLuint offset = node->buffer_offset
-         + pos * node->vertex_size * sizeof(GLfloat);
+      if (type != currval->Format.Type ||
+          memcmp(currval->Ptr, tmp, 4 * sizeof(GLfloat) * dmul) != 0) {
+         memcpy((fi_type*)currval->Ptr, tmp, 4 * sizeof(GLfloat) * dmul);
 
-      data = vertex;
+         vbo_set_vertex_format(&currval->Format, size, type);
 
-      ctx->Driver.GetBufferSubData(ctx, offset,
-                                   node->vertex_size * sizeof(GLfloat),
-                                   data, node->vertex_store->bufferobj);
+         ctx->NewState |= state;
+      }
 
-      data += node->attrsz[0]; /* skip vertex position */
+      *data += size;
    }
+}
 
-   mask = node->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
-   while (mask) {
-      const int i = u_bit_scan64(&mask);
-      fi_type *current = (fi_type *)vbo->currval[i].Ptr;
-      fi_type tmp[4];
-      assert(node->attrsz[i]);
-
-      COPY_CLEAN_4V_TYPE_AS_UNION(tmp,
-                                  node->attrsz[i],
-                                  data,
-                                  node->attrtype[i]);
-
-      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)
-            ctx->NewState |= _NEW_LIGHT;
-
-         ctx->NewState |= _NEW_CURRENT_ATTRIB;
-      }
+/**
+ * After playback, copy everything but the position from the
+ * last vertex to the saved state
+ */
+static void
+playback_copy_to_current(struct gl_context *ctx,
+                         const struct vbo_save_vertex_list *node)
+{
+   if (!node->current_data)
+      return;
 
-      data += node->attrsz[i];
-   }
+   fi_type *data = node->current_data;
+   /* Copy conventional attribs and generics except pos */
+   copy_vao(ctx, node->VAO[VP_MODE_SHADER], ~VERT_BIT_POS & VERT_BIT_ALL,
+            _NEW_CURRENT_ATTRIB, 0, &data);
+   /* Copy materials */
+   copy_vao(ctx, node->VAO[VP_MODE_FF], VERT_BIT_MAT_ALL,
+            _NEW_CURRENT_ATTRIB | _NEW_LIGHT, VBO_MATERIAL_SHIFT, &data);
 
    /* Colormaterial -- this kindof sucks.
     */
@@ -144,26 +133,14 @@ static void
 loopback_vertex_list(struct gl_context *ctx,
                      const struct vbo_save_vertex_list *list)
 {
-   const char *buffer =
-      ctx->Driver.MapBufferRange(ctx, 0,
-                                 list->vertex_store->bufferobj->Size,
-                                 GL_MAP_READ_BIT, /* ? */
-                                 list->vertex_store->bufferobj,
-                                 MAP_INTERNAL);
-
-   unsigned buffer_offset =
-      aligned_vertex_buffer_offset(list) ? 0 : list->buffer_offset;
-
-   vbo_loopback_vertex_list(ctx,
-                            (const GLfloat *) (buffer + buffer_offset),
-                            list->attrsz,
-                            list->prims,
-                            list->prim_count,
-                            list->wrap_count,
-                            list->vertex_size);
-
-   ctx->Driver.UnmapBuffer(ctx, list->vertex_store->bufferobj,
-                           MAP_INTERNAL);
+   struct gl_buffer_object *bo = list->VAO[0]->BufferBinding[0].BufferObj;
+   ctx->Driver.MapBufferRange(ctx, 0, bo->Size, GL_MAP_READ_BIT, /* ? */
+                              bo, MAP_INTERNAL);
+
+   /* Note that the range of referenced vertices must be mapped already */
+   _vbo_loopback_vertex_list(ctx, list);
+
+   ctx->Driver.UnmapBuffer(ctx, bo, MAP_INTERNAL);
 }
 
 
@@ -193,7 +170,7 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
       remap_vertex_store = GL_TRUE;
    }
 
-   FLUSH_CURRENT(ctx, 0);
+   FLUSH_FOR_DRAW(ctx);
 
    if (node->prim_count > 0) {
 
@@ -230,22 +207,13 @@ vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
          return;
       }
 
-      /* Finally update the inputs array */
-      _vbo_update_inputs(ctx, &vbo->draw_arrays);
-      _mesa_set_drawing_arrays(ctx, vbo->draw_arrays.inputs);
-
       assert(ctx->NewState == 0);
 
       if (node->vertex_count > 0) {
-         GLuint min_index = node->start_vertex;
-         GLuint max_index = min_index + node->vertex_count - 1;
-         vbo->draw_prims(ctx,
-                         node->prims,
-                         node->prim_count,
-                         NULL,
-                         GL_TRUE,
-                         min_index, max_index,
-                         NULL, 0, NULL);
+         GLuint min_index = _vbo_save_get_min_index(node);
+         GLuint max_index = _vbo_save_get_max_index(node);
+         ctx->Driver.Draw(ctx, node->prims, node->prim_count, NULL, GL_TRUE,
+                          min_index, max_index, 1, 0, NULL, 0);
       }
    }