2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
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.
26 * Keith Whitwell <keithw@vmware.com>
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 #include "util/bitscan.h"
39 #include "vbo_context.h"
43 * After playback, copy everything but the position from the
44 * last vertex to the saved state
47 playback_copy_to_current(struct gl_context
*ctx
,
48 const struct vbo_save_vertex_list
*node
)
50 struct vbo_context
*vbo
= vbo_context(ctx
);
51 fi_type vertex
[VBO_ATTRIB_MAX
* 4];
56 if (node
->current_size
== 0)
59 if (node
->current_data
) {
60 data
= node
->current_data
;
65 if (node
->vertex_count
)
66 offset
= (node
->buffer_offset
+
67 (node
->vertex_count
- 1)
68 * node
->vertex_size
* sizeof(GLfloat
));
70 offset
= node
->buffer_offset
;
72 ctx
->Driver
.GetBufferSubData(ctx
, offset
,
73 node
->vertex_size
* sizeof(GLfloat
),
74 data
, node
->vertex_store
->bufferobj
);
76 data
+= node
->attrsz
[0]; /* skip vertex position */
79 mask
= node
->enabled
& (~BITFIELD64_BIT(VBO_ATTRIB_POS
));
81 const int i
= u_bit_scan64(&mask
);
82 fi_type
*current
= (fi_type
*)vbo
->currval
[i
].Ptr
;
84 assert(node
->attrsz
[i
]);
86 COPY_CLEAN_4V_TYPE_AS_UNION(tmp
,
91 if (node
->attrtype
[i
] != vbo
->currval
[i
].Type
||
92 memcmp(current
, tmp
, 4 * sizeof(GLfloat
)) != 0) {
93 memcpy(current
, tmp
, 4 * sizeof(GLfloat
));
95 vbo
->currval
[i
].Size
= node
->attrsz
[i
];
96 vbo
->currval
[i
]._ElementSize
= vbo
->currval
[i
].Size
* sizeof(GLfloat
);
97 vbo
->currval
[i
].Type
= node
->attrtype
[i
];
98 vbo
->currval
[i
].Integer
=
99 vbo_attrtype_to_integer_flag(node
->attrtype
[i
]);
101 if (i
>= VBO_ATTRIB_FIRST_MATERIAL
&&
102 i
<= VBO_ATTRIB_LAST_MATERIAL
)
103 ctx
->NewState
|= _NEW_LIGHT
;
105 ctx
->NewState
|= _NEW_CURRENT_ATTRIB
;
108 data
+= node
->attrsz
[i
];
111 /* Colormaterial -- this kindof sucks.
113 if (ctx
->Light
.ColorMaterialEnabled
) {
114 _mesa_update_color_material(ctx
, ctx
->Current
.Attrib
[VBO_ATTRIB_COLOR0
]);
117 /* CurrentExecPrimitive
119 if (node
->prim_count
) {
120 const struct _mesa_prim
*prim
= &node
->prims
[node
->prim_count
- 1];
122 ctx
->Driver
.CurrentExecPrimitive
= PRIM_OUTSIDE_BEGIN_END
;
124 ctx
->Driver
.CurrentExecPrimitive
= prim
->mode
;
131 * Treat the vertex storage as a VBO, define vertex arrays pointing
135 bind_vertex_list(struct gl_context
*ctx
,
136 const struct vbo_save_vertex_list
*node
)
138 struct vbo_context
*vbo
= vbo_context(ctx
);
139 struct vbo_save_context
*save
= &vbo
->save
;
140 struct gl_vertex_array
*arrays
= save
->arrays
;
141 GLuint buffer_offset
= node
->buffer_offset
;
144 GLubyte node_attrsz
[VBO_ATTRIB_MAX
]; /* copy of node->attrsz[] */
145 GLenum node_attrtype
[VBO_ATTRIB_MAX
]; /* copy of node->attrtype[] */
146 GLbitfield varying_inputs
= 0x0;
148 memcpy(node_attrsz
, node
->attrsz
, sizeof(node
->attrsz
));
149 memcpy(node_attrtype
, node
->attrtype
, sizeof(node
->attrtype
));
151 /* Install the default (ie Current) attributes first, then overlay
154 switch (get_program_mode(ctx
)) {
156 for (attr
= 0; attr
< VERT_ATTRIB_FF_MAX
; attr
++) {
157 save
->inputs
[attr
] = &vbo
->currval
[VBO_ATTRIB_POS
+attr
];
159 for (attr
= 0; attr
< MAT_ATTRIB_MAX
; attr
++) {
160 save
->inputs
[VERT_ATTRIB_GENERIC(attr
)] =
161 &vbo
->currval
[VBO_ATTRIB_MAT_FRONT_AMBIENT
+attr
];
163 map
= vbo
->map_vp_none
;
166 for (attr
= 0; attr
< VERT_ATTRIB_FF_MAX
; attr
++) {
167 save
->inputs
[attr
] = &vbo
->currval
[VBO_ATTRIB_POS
+attr
];
169 for (attr
= 0; attr
< VERT_ATTRIB_GENERIC_MAX
; attr
++) {
170 save
->inputs
[VERT_ATTRIB_GENERIC(attr
)] =
171 &vbo
->currval
[VBO_ATTRIB_GENERIC0
+attr
];
173 map
= vbo
->map_vp_arb
;
175 /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
176 * In that case we effectively need to route the data from
177 * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
179 if ((ctx
->VertexProgram
._Current
->info
.inputs_read
&
180 VERT_BIT_POS
) == 0 &&
181 (ctx
->VertexProgram
._Current
->info
.inputs_read
&
182 VERT_BIT_GENERIC0
)) {
183 save
->inputs
[VERT_ATTRIB_GENERIC0
] = save
->inputs
[0];
184 node_attrsz
[VERT_ATTRIB_GENERIC0
] = node_attrsz
[0];
185 node_attrtype
[VERT_ATTRIB_GENERIC0
] = node_attrtype
[0];
193 for (attr
= 0; attr
< VERT_ATTRIB_MAX
; attr
++) {
194 const GLuint src
= map
[attr
];
196 if (node_attrsz
[src
]) {
197 /* override the default array set above */
198 save
->inputs
[attr
] = &arrays
[attr
];
200 arrays
[attr
].Ptr
= (const GLubyte
*) NULL
+ buffer_offset
;
201 arrays
[attr
].Size
= node_attrsz
[src
];
202 arrays
[attr
].StrideB
= node
->vertex_size
* sizeof(GLfloat
);
203 arrays
[attr
].Type
= node_attrtype
[src
];
204 arrays
[attr
].Integer
=
205 vbo_attrtype_to_integer_flag(node_attrtype
[src
]);
206 arrays
[attr
].Format
= GL_RGBA
;
207 arrays
[attr
]._ElementSize
= arrays
[attr
].Size
* sizeof(GLfloat
);
208 _mesa_reference_buffer_object(ctx
,
209 &arrays
[attr
].BufferObj
,
210 node
->vertex_store
->bufferobj
);
212 assert(arrays
[attr
].BufferObj
->Name
);
214 buffer_offset
+= node_attrsz
[src
] * sizeof(GLfloat
);
215 varying_inputs
|= VERT_BIT(attr
);
219 _mesa_set_varying_vp_inputs(ctx
, varying_inputs
);
220 ctx
->NewDriverState
|= ctx
->DriverFlags
.NewArray
;
225 loopback_vertex_list(struct gl_context
*ctx
,
226 const struct vbo_save_vertex_list
*list
)
229 ctx
->Driver
.MapBufferRange(ctx
, 0,
230 list
->vertex_store
->bufferobj
->Size
,
231 GL_MAP_READ_BIT
, /* ? */
232 list
->vertex_store
->bufferobj
,
235 vbo_loopback_vertex_list(ctx
,
236 (const GLfloat
*)(buffer
+ list
->buffer_offset
),
243 ctx
->Driver
.UnmapBuffer(ctx
, list
->vertex_store
->bufferobj
,
249 * Execute the buffer and save copied verts.
250 * This is called from the display list code when executing
254 vbo_save_playback_vertex_list(struct gl_context
*ctx
, void *data
)
256 const struct vbo_save_vertex_list
*node
=
257 (const struct vbo_save_vertex_list
*) data
;
258 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
259 GLboolean remap_vertex_store
= GL_FALSE
;
261 if (save
->vertex_store
&& save
->vertex_store
->buffer_map
) {
262 /* The vertex store is currently mapped but we're about to replay
263 * a display list. This can happen when a nested display list is
264 * being build with GL_COMPILE_AND_EXECUTE.
265 * We never want to have mapped vertex buffers when we're drawing.
266 * Unmap the vertex store, execute the list, then remap the vertex
269 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
270 remap_vertex_store
= GL_TRUE
;
273 FLUSH_CURRENT(ctx
, 0);
275 if (node
->prim_count
> 0) {
277 if (_mesa_inside_begin_end(ctx
) && node
->prims
[0].begin
) {
278 /* Error: we're about to begin a new primitive but we're already
279 * inside a glBegin/End pair.
281 _mesa_error(ctx
, GL_INVALID_OPERATION
,
282 "draw operation inside glBegin/End");
285 else if (save
->replay_flags
) {
286 /* Various degenerate cases: translate into immediate mode
287 * calls rather than trying to execute in place.
289 loopback_vertex_list(ctx
, node
);
295 _mesa_update_state(ctx
);
297 /* XXX also need to check if shader enabled, but invalid */
298 if ((ctx
->VertexProgram
.Enabled
&&
299 !_mesa_arb_vertex_program_enabled(ctx
)) ||
300 (ctx
->FragmentProgram
.Enabled
&&
301 !_mesa_arb_fragment_program_enabled(ctx
))) {
302 _mesa_error(ctx
, GL_INVALID_OPERATION
,
303 "glBegin (invalid vertex/fragment program)");
307 bind_vertex_list(ctx
, node
);
309 vbo_draw_method(vbo_context(ctx
), DRAW_DISPLAY_LIST
);
314 _mesa_update_state(ctx
);
316 if (node
->vertex_count
> 0) {
317 vbo_context(ctx
)->draw_prims(ctx
,
322 0, /* Node is a VBO, so this is ok */
323 node
->vertex_count
- 1,
330 playback_copy_to_current(ctx
, node
);
333 if (remap_vertex_store
) {
334 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);