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>
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"
41 #include "vbo_private.h"
45 copy_vao(struct gl_context
*ctx
, const struct gl_vertex_array_object
*vao
,
46 GLbitfield mask
, GLbitfield state
, int shift
, fi_type
**data
)
48 struct vbo_context
*vbo
= vbo_context(ctx
);
50 mask
&= vao
->_Enabled
;
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
;
59 COPY_CLEAN_4V_TYPE_AS_UNION(tmp
, size
, *data
, type
);
61 if (type
!= currval
->Type
||
62 memcmp(currval
->Ptr
, tmp
, 4 * sizeof(GLfloat
)) != 0) {
63 memcpy((fi_type
*)currval
->Ptr
, tmp
, 4 * sizeof(GLfloat
));
66 currval
->_ElementSize
= size
* sizeof(GLfloat
);
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
;
73 ctx
->NewState
|= state
;
81 * After playback, copy everything but the position from the
82 * last vertex to the saved state
85 playback_copy_to_current(struct gl_context
*ctx
,
86 const struct vbo_save_vertex_list
*node
)
88 if (!node
->current_data
)
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
);
96 copy_vao(ctx
, node
->VAO
[VP_MODE_FF
], VERT_BIT_MAT_ALL
,
97 _NEW_CURRENT_ATTRIB
| _NEW_LIGHT
, VBO_MATERIAL_SHIFT
, &data
);
99 /* Colormaterial -- this kindof sucks.
101 if (ctx
->Light
.ColorMaterialEnabled
) {
102 _mesa_update_color_material(ctx
, ctx
->Current
.Attrib
[VBO_ATTRIB_COLOR0
]);
105 /* CurrentExecPrimitive
107 if (node
->prim_count
) {
108 const struct _mesa_prim
*prim
= &node
->prims
[node
->prim_count
- 1];
110 ctx
->Driver
.CurrentExecPrimitive
= PRIM_OUTSIDE_BEGIN_END
;
112 ctx
->Driver
.CurrentExecPrimitive
= prim
->mode
;
119 * Set the appropriate VAO to draw.
122 bind_vertex_list(struct gl_context
*ctx
,
123 const struct vbo_save_vertex_list
*node
)
125 const gl_vertex_processing_mode mode
= ctx
->VertexProgram
._VPMode
;
126 _mesa_set_draw_vao(ctx
, node
->VAO
[mode
], _vbo_get_vao_filter(mode
));
131 loopback_vertex_list(struct gl_context
*ctx
,
132 const struct vbo_save_vertex_list
*list
)
134 struct gl_buffer_object
*bo
= list
->VAO
[0]->BufferBinding
[0].BufferObj
;
135 ctx
->Driver
.MapBufferRange(ctx
, 0, bo
->Size
, GL_MAP_READ_BIT
, /* ? */
138 /* Note that the range of referenced vertices must be mapped already */
139 _vbo_loopback_vertex_list(ctx
, list
);
141 ctx
->Driver
.UnmapBuffer(ctx
, bo
, MAP_INTERNAL
);
146 * Execute the buffer and save copied verts.
147 * This is called from the display list code when executing
151 vbo_save_playback_vertex_list(struct gl_context
*ctx
, void *data
)
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
;
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
167 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
168 remap_vertex_store
= GL_TRUE
;
171 FLUSH_CURRENT(ctx
, 0);
173 if (node
->prim_count
> 0) {
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.
179 _mesa_error(ctx
, GL_INVALID_OPERATION
,
180 "draw operation inside glBegin/End");
183 else if (save
->replay_flags
) {
184 /* Various degenerate cases: translate into immediate mode
185 * calls rather than trying to execute in place.
187 loopback_vertex_list(ctx
, node
);
192 bind_vertex_list(ctx
, node
);
194 /* Need that at least one time. */
196 _mesa_update_state(ctx
);
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)");
208 assert(ctx
->NewState
== 0);
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
);
220 playback_copy_to_current(ctx
, node
);
223 if (remap_vertex_store
) {
224 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);