mesa: include mtypes.h less
[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/imports.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->Size;
56 const GLenum16 type = attrib->Type;
57 fi_type tmp[4];
58
59 COPY_CLEAN_4V_TYPE_AS_UNION(tmp, size, *data, type);
60
61 if (type != currval->Type ||
62 memcmp(currval->Ptr, tmp, 4 * sizeof(GLfloat)) != 0) {
63 memcpy((fi_type*)currval->Ptr, tmp, 4 * sizeof(GLfloat));
64
65 currval->Size = size;
66 currval->_ElementSize = size * sizeof(GLfloat);
67 currval->Type = type;
68 currval->Integer = vbo_attrtype_to_integer_flag(type);
69 currval->Doubles = vbo_attrtype_to_double_flag(type);
70 currval->Normalized = GL_FALSE;
71 currval->Format = GL_RGBA;
72
73 ctx->NewState |= state;
74 }
75
76 *data += size;
77 }
78 }
79
80 /**
81 * After playback, copy everything but the position from the
82 * last vertex to the saved state
83 */
84 static void
85 playback_copy_to_current(struct gl_context *ctx,
86 const struct vbo_save_vertex_list *node)
87 {
88 if (!node->current_data)
89 return;
90
91 fi_type *data = node->current_data;
92 /* Copy conventional attribs and generics except pos */
93 copy_vao(ctx, node->VAO[VP_MODE_SHADER], ~VERT_BIT_POS & VERT_BIT_ALL,
94 _NEW_CURRENT_ATTRIB, 0, &data);
95 /* Copy materials */
96 copy_vao(ctx, node->VAO[VP_MODE_FF], VERT_BIT_MAT_ALL,
97 _NEW_CURRENT_ATTRIB | _NEW_LIGHT, VBO_MATERIAL_SHIFT, &data);
98
99 /* Colormaterial -- this kindof sucks.
100 */
101 if (ctx->Light.ColorMaterialEnabled) {
102 _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
103 }
104
105 /* CurrentExecPrimitive
106 */
107 if (node->prim_count) {
108 const struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
109 if (prim->end)
110 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
111 else
112 ctx->Driver.CurrentExecPrimitive = prim->mode;
113 }
114 }
115
116
117
118 /**
119 * Set the appropriate VAO to draw.
120 */
121 static void
122 bind_vertex_list(struct gl_context *ctx,
123 const struct vbo_save_vertex_list *node)
124 {
125 const gl_vertex_processing_mode mode = ctx->VertexProgram._VPMode;
126 _mesa_set_draw_vao(ctx, node->VAO[mode], _vbo_get_vao_filter(mode));
127 }
128
129
130 static void
131 loopback_vertex_list(struct gl_context *ctx,
132 const struct vbo_save_vertex_list *list)
133 {
134 struct gl_buffer_object *bo = list->VAO[0]->BufferBinding[0].BufferObj;
135 ctx->Driver.MapBufferRange(ctx, 0, bo->Size, GL_MAP_READ_BIT, /* ? */
136 bo, MAP_INTERNAL);
137
138 /* Note that the range of referenced vertices must be mapped already */
139 _vbo_loopback_vertex_list(ctx, list);
140
141 ctx->Driver.UnmapBuffer(ctx, bo, MAP_INTERNAL);
142 }
143
144
145 /**
146 * Execute the buffer and save copied verts.
147 * This is called from the display list code when executing
148 * a drawing command.
149 */
150 void
151 vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
152 {
153 const struct vbo_save_vertex_list *node =
154 (const struct vbo_save_vertex_list *) data;
155 struct vbo_context *vbo = vbo_context(ctx);
156 struct vbo_save_context *save = &vbo->save;
157 GLboolean remap_vertex_store = GL_FALSE;
158
159 if (save->vertex_store && save->vertex_store->buffer_map) {
160 /* The vertex store is currently mapped but we're about to replay
161 * a display list. This can happen when a nested display list is
162 * being build with GL_COMPILE_AND_EXECUTE.
163 * We never want to have mapped vertex buffers when we're drawing.
164 * Unmap the vertex store, execute the list, then remap the vertex
165 * store.
166 */
167 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
168 remap_vertex_store = GL_TRUE;
169 }
170
171 FLUSH_CURRENT(ctx, 0);
172
173 if (node->prim_count > 0) {
174
175 if (_mesa_inside_begin_end(ctx) && node->prims[0].begin) {
176 /* Error: we're about to begin a new primitive but we're already
177 * inside a glBegin/End pair.
178 */
179 _mesa_error(ctx, GL_INVALID_OPERATION,
180 "draw operation inside glBegin/End");
181 goto end;
182 }
183 else if (save->replay_flags) {
184 /* Various degenerate cases: translate into immediate mode
185 * calls rather than trying to execute in place.
186 */
187 loopback_vertex_list(ctx, node);
188
189 goto end;
190 }
191
192 bind_vertex_list(ctx, node);
193
194 /* Need that at least one time. */
195 if (ctx->NewState)
196 _mesa_update_state(ctx);
197
198 /* XXX also need to check if shader enabled, but invalid */
199 if ((ctx->VertexProgram.Enabled &&
200 !_mesa_arb_vertex_program_enabled(ctx)) ||
201 (ctx->FragmentProgram.Enabled &&
202 !_mesa_arb_fragment_program_enabled(ctx))) {
203 _mesa_error(ctx, GL_INVALID_OPERATION,
204 "glBegin (invalid vertex/fragment program)");
205 return;
206 }
207
208 assert(ctx->NewState == 0);
209
210 if (node->vertex_count > 0) {
211 GLuint min_index = _vbo_save_get_min_index(node);
212 GLuint max_index = _vbo_save_get_max_index(node);
213 ctx->Driver.Draw(ctx, node->prims, node->prim_count, NULL, GL_TRUE,
214 min_index, max_index, NULL, 0, NULL);
215 }
216 }
217
218 /* Copy to current?
219 */
220 playback_copy_to_current(ctx, node);
221
222 end:
223 if (remap_vertex_store) {
224 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
225 }
226 }