mesa: set the new array->Format field in VBO code
[mesa.git] / src / mesa / vbo / vbo_save_draw.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.2
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /* Author:
26 * Keith Whitwell <keith@tungstengraphics.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 _playback_copy_to_current( GLcontext *ctx,
46 const struct vbo_save_vertex_list *node )
47 {
48 struct vbo_context *vbo = vbo_context(ctx);
49 GLfloat vertex[VBO_ATTRIB_MAX * 4], *data = vertex;
50 GLuint i, offset;
51
52 if (node->count)
53 offset = (node->buffer_offset +
54 (node->count-1) * node->vertex_size * sizeof(GLfloat));
55 else
56 offset = node->buffer_offset;
57
58 ctx->Driver.GetBufferSubData( ctx, 0, offset,
59 node->vertex_size * sizeof(GLfloat),
60 data, node->vertex_store->bufferobj );
61
62 data += node->attrsz[0]; /* skip vertex position */
63
64 for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
65 if (node->attrsz[i]) {
66 GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
67
68 COPY_CLEAN_4V(current,
69 node->attrsz[i],
70 data);
71
72 vbo->currval[i].Size = node->attrsz[i];
73
74 data += node->attrsz[i];
75
76 if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
77 i <= VBO_ATTRIB_LAST_MATERIAL)
78 ctx->NewState |= _NEW_LIGHT;
79 }
80 }
81
82 /* Colormaterial -- this kindof sucks.
83 */
84 if (ctx->Light.ColorMaterialEnabled) {
85 _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
86 }
87
88 /* CurrentExecPrimitive
89 */
90 if (node->prim_count) {
91 const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
92 if (prim->end)
93 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
94 else
95 ctx->Driver.CurrentExecPrimitive = prim->mode;
96 }
97 }
98
99
100
101 /* Treat the vertex storage as a VBO, define vertex arrays pointing
102 * into it:
103 */
104 static void vbo_bind_vertex_list( GLcontext *ctx,
105 const struct vbo_save_vertex_list *node )
106 {
107 struct vbo_context *vbo = vbo_context(ctx);
108 struct vbo_save_context *save = &vbo->save;
109 struct gl_client_array *arrays = save->arrays;
110 GLuint data = node->buffer_offset;
111 const GLuint *map;
112 GLuint attr;
113
114 /* Install the default (ie Current) attributes first, then overlay
115 * all active ones.
116 */
117 switch (get_program_mode(ctx)) {
118 case VP_NONE:
119 for (attr = 0; attr < 16; attr++) {
120 save->inputs[attr] = &vbo->legacy_currval[attr];
121 }
122 for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
123 save->inputs[attr + 16] = &vbo->mat_currval[attr];
124 }
125 map = vbo->map_vp_none;
126 break;
127 case VP_NV:
128 case VP_ARB:
129 /* The aliasing of attributes for NV vertex programs has already
130 * occurred. NV vertex programs cannot access material values,
131 * nor attributes greater than VERT_ATTRIB_TEX7.
132 */
133 for (attr = 0; attr < 16; attr++) {
134 save->inputs[attr] = &vbo->legacy_currval[attr];
135 save->inputs[attr + 16] = &vbo->generic_currval[attr];
136 }
137 map = vbo->map_vp_arb;
138 break;
139 }
140
141 for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
142 GLuint src = map[attr];
143
144 if (node->attrsz[src]) {
145 /* override the default array set above */
146 save->inputs[attr] = &arrays[attr];
147
148 arrays[attr].Ptr = (const GLubyte *) data;
149 arrays[attr].Size = node->attrsz[src];
150 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
151 arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
152 arrays[attr].Type = GL_FLOAT;
153 arrays[attr].Format = GL_RGBA;
154 arrays[attr].Enabled = 1;
155 _mesa_reference_buffer_object(ctx,
156 &arrays[attr].BufferObj,
157 node->vertex_store->bufferobj);
158 arrays[attr]._MaxElement = node->count; /* ??? */
159
160 assert(arrays[attr].BufferObj->Name);
161
162 data += node->attrsz[src] * sizeof(GLfloat);
163 }
164 }
165 }
166
167 static void vbo_save_loopback_vertex_list( GLcontext *ctx,
168 const struct vbo_save_vertex_list *list )
169 {
170 const char *buffer = ctx->Driver.MapBuffer(ctx,
171 GL_ARRAY_BUFFER_ARB,
172 GL_READ_ONLY, /* ? */
173 list->vertex_store->bufferobj);
174
175 vbo_loopback_vertex_list( ctx,
176 (const GLfloat *)(buffer + list->buffer_offset),
177 list->attrsz,
178 list->prim,
179 list->prim_count,
180 list->wrap_count,
181 list->vertex_size);
182
183 ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB,
184 list->vertex_store->bufferobj);
185 }
186
187
188 /**
189 * Execute the buffer and save copied verts.
190 */
191 void vbo_save_playback_vertex_list( GLcontext *ctx, void *data )
192 {
193 const struct vbo_save_vertex_list *node = (const struct vbo_save_vertex_list *) data;
194 struct vbo_save_context *save = &vbo_context(ctx)->save;
195
196 FLUSH_CURRENT(ctx, 0);
197
198 if (node->prim_count > 0 && node->count > 0) {
199
200 if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END &&
201 node->prim[0].begin) {
202
203 /* Degenerate case: list is called inside begin/end pair and
204 * includes operations such as glBegin or glDrawArrays.
205 */
206 if (0)
207 _mesa_printf("displaylist recursive begin");
208
209 vbo_save_loopback_vertex_list( ctx, node );
210 return;
211 }
212 else if (save->replay_flags) {
213 /* Various degnerate cases: translate into immediate mode
214 * calls rather than trying to execute in place.
215 */
216 vbo_save_loopback_vertex_list( ctx, node );
217 return;
218 }
219
220 if (ctx->NewState)
221 _mesa_update_state( ctx );
222
223 /* XXX also need to check if shader enabled, but invalid */
224 if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||
225 (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {
226 _mesa_error(ctx, GL_INVALID_OPERATION,
227 "glBegin (invalid vertex/fragment program)");
228 return;
229 }
230
231 vbo_bind_vertex_list( ctx, node );
232
233 vbo_context(ctx)->draw_prims( ctx,
234 save->inputs,
235 node->prim,
236 node->prim_count,
237 NULL,
238 0, /* Node is a VBO, so this is ok */
239 node->count - 1);
240 }
241
242 /* Copy to current?
243 */
244 _playback_copy_to_current( ctx, node );
245 }