74e266d191cd054eeff83bf6c2862ce70d3126f6
[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 "main/glheader.h"
30 #include "main/bufferobj.h"
31 #include "main/context.h"
32 #include "main/imports.h"
33 #include "main/mtypes.h"
34 #include "main/macros.h"
35 #include "main/light.h"
36 #include "main/state.h"
37
38 #include "vbo_context.h"
39
40
41 /**
42 * After playback, copy everything but the position from the
43 * last vertex to the saved state
44 */
45 static void
46 _playback_copy_to_current(struct gl_context *ctx,
47 const struct vbo_save_vertex_list *node)
48 {
49 struct vbo_context *vbo = vbo_context(ctx);
50 fi_type vertex[VBO_ATTRIB_MAX * 4];
51 fi_type *data;
52 GLuint i, offset;
53
54 if (node->current_size == 0)
55 return;
56
57 if (node->current_data) {
58 data = node->current_data;
59 }
60 else {
61 data = vertex;
62
63 if (node->count)
64 offset = (node->buffer_offset +
65 (node->count-1) * node->vertex_size * sizeof(GLfloat));
66 else
67 offset = node->buffer_offset;
68
69 ctx->Driver.GetBufferSubData( ctx, offset,
70 node->vertex_size * sizeof(GLfloat),
71 data, node->vertex_store->bufferobj );
72
73 data += node->attrsz[0]; /* skip vertex position */
74 }
75
76 for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
77 if (node->attrsz[i]) {
78 fi_type *current = (fi_type *)vbo->currval[i].Ptr;
79 fi_type tmp[4];
80
81 COPY_CLEAN_4V_TYPE_AS_UNION(tmp,
82 node->attrsz[i],
83 data,
84 node->attrtype[i]);
85
86 if (node->attrtype[i] != vbo->currval[i].Type ||
87 memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) {
88 memcpy(current, tmp, 4 * sizeof(GLfloat));
89
90 vbo->currval[i].Size = node->attrsz[i];
91 vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat);
92 vbo->currval[i].Type = node->attrtype[i];
93 vbo->currval[i].Integer =
94 vbo_attrtype_to_integer_flag(node->attrtype[i]);
95
96 if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
97 i <= VBO_ATTRIB_LAST_MATERIAL)
98 ctx->NewState |= _NEW_LIGHT;
99
100 ctx->NewState |= _NEW_CURRENT_ATTRIB;
101 }
102
103 data += node->attrsz[i];
104 }
105 }
106
107 /* Colormaterial -- this kindof sucks.
108 */
109 if (ctx->Light.ColorMaterialEnabled) {
110 _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
111 }
112
113 /* CurrentExecPrimitive
114 */
115 if (node->prim_count) {
116 const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
117 if (prim->end)
118 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
119 else
120 ctx->Driver.CurrentExecPrimitive = prim->mode;
121 }
122 }
123
124
125
126 /**
127 * Treat the vertex storage as a VBO, define vertex arrays pointing
128 * into it:
129 */
130 static void vbo_bind_vertex_list(struct gl_context *ctx,
131 const struct vbo_save_vertex_list *node)
132 {
133 struct vbo_context *vbo = vbo_context(ctx);
134 struct vbo_save_context *save = &vbo->save;
135 struct gl_client_array *arrays = save->arrays;
136 GLuint buffer_offset = node->buffer_offset;
137 const GLuint *map;
138 GLuint attr;
139 GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */
140 GLenum node_attrtype[VBO_ATTRIB_MAX]; /* copy of node->attrtype[] */
141 GLbitfield64 varying_inputs = 0x0;
142
143 memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
144 memcpy(node_attrtype, node->attrtype, sizeof(node->attrtype));
145
146 /* Install the default (ie Current) attributes first, then overlay
147 * all active ones.
148 */
149 switch (get_program_mode(ctx)) {
150 case VP_NONE:
151 for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
152 save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
153 }
154 for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
155 save->inputs[VERT_ATTRIB_GENERIC(attr)] =
156 &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr];
157 }
158 map = vbo->map_vp_none;
159 break;
160 case VP_ARB:
161 for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
162 save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr];
163 }
164 for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
165 save->inputs[VERT_ATTRIB_GENERIC(attr)] =
166 &vbo->currval[VBO_ATTRIB_GENERIC0+attr];
167 }
168 map = vbo->map_vp_arb;
169
170 /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
171 * In that case we effectively need to route the data from
172 * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
173 */
174 if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
175 (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
176 save->inputs[VERT_ATTRIB_GENERIC0] = save->inputs[0];
177 node_attrsz[VERT_ATTRIB_GENERIC0] = node_attrsz[0];
178 node_attrtype[VERT_ATTRIB_GENERIC0] = node_attrtype[0];
179 node_attrsz[0] = 0;
180 }
181 break;
182 default:
183 assert(0);
184 }
185
186 for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
187 const GLuint src = map[attr];
188
189 if (node_attrsz[src]) {
190 /* override the default array set above */
191 save->inputs[attr] = &arrays[attr];
192
193 arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
194 arrays[attr].Size = node_attrsz[src];
195 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
196 arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
197 arrays[attr].Type = node_attrtype[src];
198 arrays[attr].Integer =
199 vbo_attrtype_to_integer_flag(node_attrtype[src]);
200 arrays[attr].Format = GL_RGBA;
201 arrays[attr].Enabled = 1;
202 arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat);
203 _mesa_reference_buffer_object(ctx,
204 &arrays[attr].BufferObj,
205 node->vertex_store->bufferobj);
206
207 assert(arrays[attr].BufferObj->Name);
208
209 buffer_offset += node_attrsz[src] * sizeof(GLfloat);
210 varying_inputs |= VERT_BIT(attr);
211 }
212 }
213
214 _mesa_set_varying_vp_inputs( ctx, varying_inputs );
215 ctx->NewDriverState |= ctx->DriverFlags.NewArray;
216 }
217
218
219 static void
220 vbo_save_loopback_vertex_list(struct gl_context *ctx,
221 const struct vbo_save_vertex_list *list)
222 {
223 const char *buffer =
224 ctx->Driver.MapBufferRange(ctx, 0,
225 list->vertex_store->bufferobj->Size,
226 GL_MAP_READ_BIT, /* ? */
227 list->vertex_store->bufferobj,
228 MAP_INTERNAL);
229
230 vbo_loopback_vertex_list(ctx,
231 (const GLfloat *)(buffer + list->buffer_offset),
232 list->attrsz,
233 list->prim,
234 list->prim_count,
235 list->wrap_count,
236 list->vertex_size);
237
238 ctx->Driver.UnmapBuffer(ctx, list->vertex_store->bufferobj,
239 MAP_INTERNAL);
240 }
241
242
243 /**
244 * Execute the buffer and save copied verts.
245 * This is called from the display list code when executing
246 * a drawing command.
247 */
248 void
249 vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
250 {
251 const struct vbo_save_vertex_list *node =
252 (const struct vbo_save_vertex_list *) data;
253 struct vbo_save_context *save = &vbo_context(ctx)->save;
254 GLboolean remap_vertex_store = GL_FALSE;
255
256 if (save->vertex_store && save->vertex_store->buffer) {
257 /* The vertex store is currently mapped but we're about to replay
258 * a display list. This can happen when a nested display list is
259 * being build with GL_COMPILE_AND_EXECUTE.
260 * We never want to have mapped vertex buffers when we're drawing.
261 * Unmap the vertex store, execute the list, then remap the vertex
262 * store.
263 */
264 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
265 remap_vertex_store = GL_TRUE;
266 }
267
268 FLUSH_CURRENT(ctx, 0);
269
270 if (node->prim_count > 0) {
271
272 if (_mesa_inside_begin_end(ctx) && node->prim[0].begin) {
273 /* Error: we're about to begin a new primitive but we're already
274 * inside a glBegin/End pair.
275 */
276 _mesa_error(ctx, GL_INVALID_OPERATION,
277 "draw operation inside glBegin/End");
278 goto end;
279 }
280 else if (save->replay_flags) {
281 /* Various degnerate cases: translate into immediate mode
282 * calls rather than trying to execute in place.
283 */
284 vbo_save_loopback_vertex_list( ctx, node );
285
286 goto end;
287 }
288
289 if (ctx->NewState)
290 _mesa_update_state( ctx );
291
292 /* XXX also need to check if shader enabled, but invalid */
293 if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||
294 (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {
295 _mesa_error(ctx, GL_INVALID_OPERATION,
296 "glBegin (invalid vertex/fragment program)");
297 return;
298 }
299
300 vbo_bind_vertex_list( ctx, node );
301
302 vbo_draw_method(vbo_context(ctx), DRAW_DISPLAY_LIST);
303
304 /* Again...
305 */
306 if (ctx->NewState)
307 _mesa_update_state( ctx );
308
309 if (node->count > 0) {
310 vbo_context(ctx)->draw_prims(ctx,
311 node->prim,
312 node->prim_count,
313 NULL,
314 GL_TRUE,
315 0, /* Node is a VBO, so this is ok */
316 node->count - 1,
317 NULL, NULL);
318 }
319 }
320
321 /* Copy to current?
322 */
323 _playback_copy_to_current( ctx, node );
324
325 end:
326 if (remap_vertex_store) {
327 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
328 }
329 }