#include "main/macros.h"
#include "main/light.h"
#include "main/state.h"
+#include "main/varray.h"
#include "util/bitscan.h"
-#include "vbo_context.h"
+#include "vbo_private.h"
/**
* last vertex to the saved state
*/
static void
-_playback_copy_to_current(struct gl_context *ctx,
- const struct vbo_save_vertex_list *node)
+playback_copy_to_current(struct gl_context *ctx,
+ const struct vbo_save_vertex_list *node)
{
struct vbo_context *vbo = vbo_context(ctx);
fi_type vertex[VBO_ATTRIB_MAX * 4];
fi_type *data;
GLbitfield64 mask;
- GLuint offset;
if (node->current_size == 0)
return;
data = node->current_data;
}
else {
- data = vertex;
+ /* 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 (node->count)
- offset = (node->buffer_offset +
- (node->count-1) * node->vertex_size * sizeof(GLfloat));
- else
- offset = node->buffer_offset;
+ data = vertex;
- ctx->Driver.GetBufferSubData( ctx, offset,
- node->vertex_size * sizeof(GLfloat),
- data, node->vertex_store->bufferobj );
+ ctx->Driver.GetBufferSubData(ctx, offset,
+ node->vertex_size * sizeof(GLfloat),
+ data, node->vertex_store->bufferobj);
data += node->attrsz[0]; /* skip vertex position */
}
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];
/* CurrentExecPrimitive
*/
if (node->prim_count) {
- const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
+ const struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
if (prim->end)
- ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
+ ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
else
- ctx->Driver.CurrentExecPrimitive = prim->mode;
+ ctx->Driver.CurrentExecPrimitive = prim->mode;
}
}
* Treat the vertex storage as a VBO, define vertex arrays pointing
* into it:
*/
-static void vbo_bind_vertex_list(struct gl_context *ctx,
- const struct vbo_save_vertex_list *node)
+static void
+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;
+ struct gl_vertex_array *arrays = save->arrays;
GLuint buffer_offset = node->buffer_offset;
- const GLuint *map;
+ const GLubyte *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;
+ GLenum16 node_attrtype[VBO_ATTRIB_MAX]; /* copy of node->attrtype[] */
+ GLbitfield varying_inputs = 0x0;
+ STATIC_ASSERT(sizeof(node_attrsz) == sizeof(node->attrsz));
memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
+ STATIC_ASSERT(sizeof(node_attrtype) == sizeof(node->attrtype));
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 < VERT_ATTRIB_FF_MAX; attr++) {
- save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
- }
+ if (aligned_vertex_buffer_offset(node)) {
+ /* The vertex size is an exact multiple of the buffer offset.
+ * This means that we can use zero-based vertex attribute pointers
+ * and specify the start of the primitive with the _mesa_prim::start
+ * field. This results in issuing several draw calls with identical
+ * vertex attribute information. This can result in fewer state
+ * changes in drivers. In particular, the Gallium CSO module will
+ * filter out redundant vertex buffer changes.
+ */
+ buffer_offset = 0;
+ }
+
+ /* Install the default (ie Current) attributes first */
+ for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
+ save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS + attr];
+ }
+
+ /* Overlay other active attributes */
+ switch (get_vp_mode(ctx)) {
+ case VP_FF:
+ /* Point the generic attributes at the legacy material values */
for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
save->inputs[VERT_ATTRIB_GENERIC(attr)] =
&vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr];
}
map = vbo->map_vp_none;
break;
- case VP_ARB:
- for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
- save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
- }
+ case VP_SHADER:
for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
save->inputs[VERT_ATTRIB_GENERIC(attr)] =
&vbo->currval[VBO_ATTRIB_GENERIC0+attr];
* 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)) {
+ const GLbitfield64 inputs_read =
+ ctx->VertexProgram._Current->info.inputs_read;
+ if ((inputs_read & VERT_BIT_POS) == 0 &&
+ (inputs_read & 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];
}
break;
default:
- assert(0);
+ unreachable("Bad vertex program mode");
}
for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
const GLuint src = map[attr];
if (node_attrsz[src]) {
+ struct gl_vertex_array *array = &arrays[attr];
+
/* 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].StrideB = node->vertex_size * sizeof(GLfloat);
- arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
- 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);
+ save->inputs[attr] = array;
+
+ array->Ptr = (const GLubyte *) NULL + buffer_offset;
+ array->Size = node_attrsz[src];
+ array->StrideB = node->vertex_size * sizeof(GLfloat);
+ array->Type = node_attrtype[src];
+ array->Integer = vbo_attrtype_to_integer_flag(node_attrtype[src]);
+ array->Format = GL_RGBA;
+ array->_ElementSize = array->Size * sizeof(GLfloat);
_mesa_reference_buffer_object(ctx,
- &arrays[attr].BufferObj,
+ &array->BufferObj,
node->vertex_store->bufferobj);
-
- assert(arrays[attr].BufferObj->Name);
- buffer_offset += node_attrsz[src] * sizeof(GLfloat);
+ assert(array->BufferObj->Name);
+
+ buffer_offset += node_attrsz[src] * sizeof(GLfloat);
varying_inputs |= VERT_BIT(attr);
}
}
- _mesa_set_varying_vp_inputs( ctx, varying_inputs );
+ _mesa_set_varying_vp_inputs(ctx, varying_inputs);
ctx->NewDriverState |= ctx->DriverFlags.NewArray;
}
static void
-vbo_save_loopback_vertex_list(struct gl_context *ctx,
- const struct vbo_save_vertex_list *list)
+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,
+ 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 + list->buffer_offset),
+ (const GLfloat *) (buffer + buffer_offset),
list->attrsz,
- list->prim,
+ list->prims,
list->prim_count,
list->wrap_count,
list->vertex_size);
{
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_context *vbo = vbo_context(ctx);
+ struct vbo_save_context *save = &vbo->save;
GLboolean remap_vertex_store = GL_FALSE;
- if (save->vertex_store && save->vertex_store->buffer) {
+ if (save->vertex_store && save->vertex_store->buffer_map) {
/* 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 (_mesa_inside_begin_end(ctx) && node->prim[0].begin) {
+ if (_mesa_inside_begin_end(ctx) && node->prims[0].begin) {
/* Error: we're about to begin a new primitive but we're already
* inside a glBegin/End pair.
*/
goto end;
}
else if (save->replay_flags) {
- /* Various degenerate cases: translate into immediate mode
- * calls rather than trying to execute in place.
- */
- vbo_save_loopback_vertex_list( ctx, node );
+ /* Various degenerate cases: translate into immediate mode
+ * calls rather than trying to execute in place.
+ */
+ loopback_vertex_list(ctx, node);
goto end;
}
-
+
if (ctx->NewState)
- _mesa_update_state( ctx );
+ _mesa_update_state(ctx);
/* XXX also need to check if shader enabled, but invalid */
- if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||
- (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {
+ if ((ctx->VertexProgram.Enabled &&
+ !_mesa_arb_vertex_program_enabled(ctx)) ||
+ (ctx->FragmentProgram.Enabled &&
+ !_mesa_arb_fragment_program_enabled(ctx))) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glBegin (invalid vertex/fragment program)");
return;
}
- vbo_bind_vertex_list( ctx, node );
+ bind_vertex_list(ctx, node);
- vbo_draw_method(vbo_context(ctx), DRAW_DISPLAY_LIST);
+ _mesa_set_drawing_arrays(ctx, vbo->save.inputs);
/* Again...
*/
if (ctx->NewState)
- _mesa_update_state( ctx );
+ _mesa_update_state(ctx);
- if (node->count > 0) {
- vbo_context(ctx)->draw_prims(ctx,
- node->prim,
+ if (node->vertex_count > 0) {
+ GLuint min_index = node->start_vertex;
+ GLuint max_index = min_index + node->vertex_count - 1;
+ vbo_context(ctx)->draw_prims(ctx,
+ node->prims,
node->prim_count,
NULL,
GL_TRUE,
- 0, /* Node is a VBO, so this is ok */
- node->count - 1,
+ min_index, max_index,
NULL, 0, NULL);
}
}
/* Copy to current?
*/
- _playback_copy_to_current( ctx, node );
+ playback_copy_to_current(ctx, node);
end:
if (remap_vertex_store) {