Added few more stubs so that control reaches to DestroyDevice().
[mesa.git] / src / mesa / vbo / vbo_save_draw.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /* Author:
26 * Keith Whitwell <keithw@vmware.com>
27 */
28
29 #include <stdbool.h>
30 #include "main/arrayobj.h"
31 #include "main/glheader.h"
32 #include "main/bufferobj.h"
33 #include "main/context.h"
34 #include "main/mesa_private.h"
35 #include "main/macros.h"
36 #include "main/light.h"
37 #include "main/state.h"
38 #include "main/varray.h"
39 #include "util/bitscan.h"
40
41 #include "vbo_private.h"
42
43
44 static void
45 copy_vao(struct gl_context *ctx, const struct gl_vertex_array_object *vao,
46 GLbitfield mask, GLbitfield state, int shift, fi_type **data)
47 {
48 struct vbo_context *vbo = vbo_context(ctx);
49
50 mask &= vao->Enabled;
51 while (mask) {
52 const int i = u_bit_scan(&mask);
53 const struct gl_array_attributes *attrib = &vao->VertexAttrib[i];
54 struct gl_array_attributes *currval = &vbo->current[shift + i];
55 const GLubyte size = attrib->Format.Size;
56 const GLenum16 type = attrib->Format.Type;
57 fi_type tmp[8];
58 int dmul = 1;
59
60 if (type == GL_DOUBLE ||
61 type == GL_UNSIGNED_INT64_ARB)
62 dmul = 2;
63
64 if (dmul == 2)
65 memcpy(tmp, *data, size * dmul * sizeof(GLfloat));
66 else
67 COPY_CLEAN_4V_TYPE_AS_UNION(tmp, size, *data, type);
68
69 if (type != currval->Format.Type ||
70 memcmp(currval->Ptr, tmp, 4 * sizeof(GLfloat) * dmul) != 0) {
71 memcpy((fi_type*)currval->Ptr, tmp, 4 * sizeof(GLfloat) * dmul);
72
73 vbo_set_vertex_format(&currval->Format, size, type);
74
75 ctx->NewState |= state;
76 }
77
78 *data += size;
79 }
80 }
81
82 /**
83 * After playback, copy everything but the position from the
84 * last vertex to the saved state
85 */
86 static void
87 playback_copy_to_current(struct gl_context *ctx,
88 const struct vbo_save_vertex_list *node)
89 {
90 if (!node->current_data)
91 return;
92
93 fi_type *data = node->current_data;
94 /* Copy conventional attribs and generics except pos */
95 copy_vao(ctx, node->VAO[VP_MODE_SHADER], ~VERT_BIT_POS & VERT_BIT_ALL,
96 _NEW_CURRENT_ATTRIB, 0, &data);
97 /* Copy materials */
98 copy_vao(ctx, node->VAO[VP_MODE_FF], VERT_BIT_MAT_ALL,
99 _NEW_CURRENT_ATTRIB | _NEW_LIGHT, VBO_MATERIAL_SHIFT, &data);
100
101 /* Colormaterial -- this kindof sucks.
102 */
103 if (ctx->Light.ColorMaterialEnabled) {
104 _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
105 }
106
107 /* CurrentExecPrimitive
108 */
109 if (node->prim_count) {
110 const struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
111 if (prim->end)
112 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
113 else
114 ctx->Driver.CurrentExecPrimitive = prim->mode;
115 }
116 }
117
118
119
120 /**
121 * Set the appropriate VAO to draw.
122 */
123 static void
124 bind_vertex_list(struct gl_context *ctx,
125 const struct vbo_save_vertex_list *node)
126 {
127 const gl_vertex_processing_mode mode = ctx->VertexProgram._VPMode;
128 _mesa_set_draw_vao(ctx, node->VAO[mode], _vbo_get_vao_filter(mode));
129 }
130
131
132 static void
133 loopback_vertex_list(struct gl_context *ctx,
134 const struct vbo_save_vertex_list *list)
135 {
136 struct gl_buffer_object *bo = list->VAO[0]->BufferBinding[0].BufferObj;
137 ctx->Driver.MapBufferRange(ctx, 0, bo->Size, GL_MAP_READ_BIT, /* ? */
138 bo, MAP_INTERNAL);
139
140 /* Note that the range of referenced vertices must be mapped already */
141 _vbo_loopback_vertex_list(ctx, list);
142
143 ctx->Driver.UnmapBuffer(ctx, bo, MAP_INTERNAL);
144 }
145
146
147 /**
148 * Execute the buffer and save copied verts.
149 * This is called from the display list code when executing
150 * a drawing command.
151 */
152 void
153 vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
154 {
155 const struct vbo_save_vertex_list *node =
156 (const struct vbo_save_vertex_list *) data;
157 struct vbo_context *vbo = vbo_context(ctx);
158 struct vbo_save_context *save = &vbo->save;
159 GLboolean remap_vertex_store = GL_FALSE;
160
161 if (save->vertex_store && save->vertex_store->buffer_map) {
162 /* The vertex store is currently mapped but we're about to replay
163 * a display list. This can happen when a nested display list is
164 * being build with GL_COMPILE_AND_EXECUTE.
165 * We never want to have mapped vertex buffers when we're drawing.
166 * Unmap the vertex store, execute the list, then remap the vertex
167 * store.
168 */
169 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
170 remap_vertex_store = GL_TRUE;
171 }
172
173 FLUSH_FOR_DRAW(ctx);
174
175 if (node->prim_count > 0) {
176
177 if (_mesa_inside_begin_end(ctx) && node->prims[0].begin) {
178 /* Error: we're about to begin a new primitive but we're already
179 * inside a glBegin/End pair.
180 */
181 _mesa_error(ctx, GL_INVALID_OPERATION,
182 "draw operation inside glBegin/End");
183 goto end;
184 }
185 else if (save->replay_flags) {
186 /* Various degenerate cases: translate into immediate mode
187 * calls rather than trying to execute in place.
188 */
189 loopback_vertex_list(ctx, node);
190
191 goto end;
192 }
193
194 bind_vertex_list(ctx, node);
195
196 /* Need that at least one time. */
197 if (ctx->NewState)
198 _mesa_update_state(ctx);
199
200 /* XXX also need to check if shader enabled, but invalid */
201 if ((ctx->VertexProgram.Enabled &&
202 !_mesa_arb_vertex_program_enabled(ctx)) ||
203 (ctx->FragmentProgram.Enabled &&
204 !_mesa_arb_fragment_program_enabled(ctx))) {
205 _mesa_error(ctx, GL_INVALID_OPERATION,
206 "glBegin (invalid vertex/fragment program)");
207 return;
208 }
209
210 assert(ctx->NewState == 0);
211
212 if (node->vertex_count > 0) {
213 GLuint min_index = _vbo_save_get_min_index(node);
214 GLuint max_index = _vbo_save_get_max_index(node);
215 ctx->Driver.Draw(ctx, node->prims, node->prim_count, NULL, GL_TRUE,
216 min_index, max_index, 1, 0, NULL, 0);
217 }
218 }
219
220 /* Copy to current?
221 */
222 playback_copy_to_current(ctx, node);
223
224 end:
225 if (remap_vertex_store) {
226 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
227 }
228 }