/*
* Mesa 3-D graphics library
- * Version: 7.2
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
*
* 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
- * 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.
+ * THE AUTHORS OR COPYRIGHT HOLDERS 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.
*/
/* Author:
- * Keith Whitwell <keith@tungstengraphics.com>
+ * Keith Whitwell <keithw@vmware.com>
*/
#include "main/glheader.h"
#include "main/bufferobj.h"
#include "main/context.h"
#include "main/imports.h"
-#include "main/mfeatures.h"
#include "main/mtypes.h"
#include "main/macros.h"
#include "main/light.h"
#include "vbo_context.h"
-#if FEATURE_dlist
-
-
/**
* After playback, copy everything but the position from the
* last vertex to the saved state
const struct vbo_save_vertex_list *node)
{
struct vbo_context *vbo = vbo_context(ctx);
- GLfloat vertex[VBO_ATTRIB_MAX * 4];
- GLfloat *data;
+ fi_type vertex[VBO_ATTRIB_MAX * 4];
+ fi_type *data;
GLuint i, offset;
if (node->current_size == 0)
for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
if (node->attrsz[i]) {
- GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
- GLfloat tmp[4];
+ fi_type *current = (fi_type *)vbo->currval[i].Ptr;
+ fi_type tmp[4];
- COPY_CLEAN_4V(tmp,
- node->attrsz[i],
- data);
+ COPY_CLEAN_4V_TYPE_AS_UNION(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];
- assert(vbo->currval[i].Type == GL_FLOAT);
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)
const GLuint *map;
GLuint attr;
GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */
+ 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.
}
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 < VERT_ATTRIB_FF_MAX; attr++) {
save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
}
(ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
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;
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);
- arrays[attr]._MaxElement = node->count; /* ??? */
assert(arrays[attr].BufferObj->Name);
}
_mesa_set_varying_vp_inputs( ctx, varying_inputs );
- ctx->Driver.UpdateState(ctx, _NEW_ARRAY);
+ ctx->NewDriverState |= ctx->DriverFlags.NewArray;
}
ctx->Driver.MapBufferRange(ctx, 0,
list->vertex_store->bufferobj->Size,
GL_MAP_READ_BIT, /* ? */
- list->vertex_store->bufferobj);
+ list->vertex_store->bufferobj,
+ MAP_INTERNAL);
vbo_loopback_vertex_list(ctx,
(const GLfloat *)(buffer + list->buffer_offset),
list->wrap_count,
list->vertex_size);
- ctx->Driver.UnmapBuffer(ctx, list->vertex_store->bufferobj);
+ ctx->Driver.UnmapBuffer(ctx, list->vertex_store->bufferobj,
+ MAP_INTERNAL);
}
const struct vbo_save_vertex_list *node =
(const struct vbo_save_vertex_list *) data;
struct vbo_save_context *save = &vbo_context(ctx)->save;
- struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
GLboolean remap_vertex_store = GL_FALSE;
- if (save->vertex_store->buffer) {
+ 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.
if (node->prim_count > 0) {
- if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END &&
- node->prim[0].begin) {
-
- /* Degenerate case: list is called inside begin/end pair and
- * includes operations such as glBegin or glDrawArrays.
- */
- if (0)
- printf("displaylist recursive begin");
-
- vbo_save_loopback_vertex_list( ctx, node );
-
+ if (_mesa_inside_begin_end(ctx) && node->prim[0].begin) {
+ /* Error: we're about to begin a new primitive but we're already
+ * inside a glBegin/End pair.
+ */
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "draw operation inside glBegin/End");
goto end;
}
else if (save->replay_flags) {
- /* Various degnerate cases: translate into immediate mode
+ /* Various degenerate cases: translate into immediate mode
* calls rather than trying to execute in place.
*/
vbo_save_loopback_vertex_list( ctx, node );
vbo_bind_vertex_list( ctx, node );
- vbo_draw_method(exec, DRAW_DISPLAY_LIST);
+ vbo_draw_method(vbo_context(ctx), DRAW_DISPLAY_LIST);
/* Again...
*/
if (node->count > 0) {
vbo_context(ctx)->draw_prims(ctx,
- save->inputs,
- node->prim,
+ node->prim,
node->prim_count,
NULL,
GL_TRUE,
0, /* Node is a VBO, so this is ok */
node->count - 1,
- NULL);
+ NULL, 0, NULL);
}
}
save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
}
}
-
-
-#endif /* FEATURE_dlist */