Revert "st/mesa: Always recalculate invalid index bounds."
[mesa.git] / src / mesa / vbo / vbo_save_loopback.c
1 /**************************************************************************
2 *
3 * Copyright 2005 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * 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
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 #include "main/context.h"
29 #include "main/glheader.h"
30 #include "main/enums.h"
31 #include "main/imports.h"
32 #include "main/mtypes.h"
33 #include "main/dispatch.h"
34 #include "glapi/glapi.h"
35
36 #include "vbo_context.h"
37
38
39
40 typedef void (*attr_func)( GLcontext *ctx, GLint target, const GLfloat * );
41
42
43 /* This file makes heavy use of the aliasing of NV vertex attributes
44 * with the legacy attributes, and also with ARB and Material
45 * attributes as currently implemented.
46 */
47 static void VertexAttrib1fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
48 {
49 CALL_VertexAttrib1fvNV(ctx->Exec, (target, v));
50 }
51
52 static void VertexAttrib2fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
53 {
54 CALL_VertexAttrib2fvNV(ctx->Exec, (target, v));
55 }
56
57 static void VertexAttrib3fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
58 {
59 CALL_VertexAttrib3fvNV(ctx->Exec, (target, v));
60 }
61
62 static void VertexAttrib4fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
63 {
64 CALL_VertexAttrib4fvNV(ctx->Exec, (target, v));
65 }
66
67 static attr_func vert_attrfunc[4] = {
68 VertexAttrib1fvNV,
69 VertexAttrib2fvNV,
70 VertexAttrib3fvNV,
71 VertexAttrib4fvNV
72 };
73
74 struct loopback_attr {
75 GLint target;
76 GLint sz;
77 attr_func func;
78 };
79
80 /* Don't emit ends and begins on wrapped primitives. Don't replay
81 * wrapped vertices. If we get here, it's probably because the
82 * precalculated wrapping is wrong.
83 */
84 static void loopback_prim( GLcontext *ctx,
85 const GLfloat *buffer,
86 const struct _mesa_prim *prim,
87 GLuint wrap_count,
88 GLuint vertex_size,
89 const struct loopback_attr *la, GLuint nr )
90 {
91 GLint start = prim->start;
92 GLint end = start + prim->count;
93 const GLfloat *data;
94 GLint j;
95 GLuint k;
96
97 if (0)
98 printf("loopback prim %s(%s,%s) verts %d..%d\n",
99 _mesa_lookup_prim_by_nr(prim->mode),
100 prim->begin ? "begin" : "..",
101 prim->end ? "end" : "..",
102 start,
103 end);
104
105 if (prim->begin) {
106 CALL_Begin(GET_DISPATCH(), ( prim->mode ));
107 }
108 else {
109 assert(start == 0);
110 start += wrap_count;
111 }
112
113 data = buffer + start * vertex_size;
114
115 for (j = start ; j < end ; j++) {
116 const GLfloat *tmp = data + la[0].sz;
117
118 for (k = 1 ; k < nr ; k++) {
119 la[k].func( ctx, la[k].target, tmp );
120 tmp += la[k].sz;
121 }
122
123 /* Fire the vertex
124 */
125 la[0].func( ctx, VBO_ATTRIB_POS, data );
126 data = tmp;
127 }
128
129 if (prim->end) {
130 CALL_End(GET_DISPATCH(), ());
131 }
132 }
133
134 /* Primitives generated by DrawArrays/DrawElements/Rectf may be
135 * caught here. If there is no primitive in progress, execute them
136 * normally, otherwise need to track and discard the generated
137 * primitives.
138 */
139 static void loopback_weak_prim( GLcontext *ctx,
140 const struct _mesa_prim *prim )
141 {
142 /* Use the prim_weak flag to ensure that if this primitive
143 * wraps, we don't mistake future vertex_lists for part of the
144 * surrounding primitive.
145 *
146 * While this flag is set, we are simply disposing of data
147 * generated by an operation now known to be a noop.
148 */
149 if (prim->begin)
150 ctx->Driver.CurrentExecPrimitive |= VBO_SAVE_PRIM_WEAK;
151 if (prim->end)
152 ctx->Driver.CurrentExecPrimitive &= ~VBO_SAVE_PRIM_WEAK;
153 }
154
155
156 void vbo_loopback_vertex_list( GLcontext *ctx,
157 const GLfloat *buffer,
158 const GLubyte *attrsz,
159 const struct _mesa_prim *prim,
160 GLuint prim_count,
161 GLuint wrap_count,
162 GLuint vertex_size)
163 {
164 struct loopback_attr la[VBO_ATTRIB_MAX];
165 GLuint i, nr = 0;
166
167 /* All Legacy, NV, ARB and Material attributes are routed through
168 * the NV attributes entrypoints:
169 */
170 for (i = 0 ; i < VBO_ATTRIB_MAX ; i++) {
171 if (attrsz[i]) {
172 la[nr].target = i;
173 la[nr].sz = attrsz[i];
174 la[nr].func = vert_attrfunc[attrsz[i]-1];
175 nr++;
176 }
177 }
178
179 for (i = 0 ; i < prim_count ; i++) {
180 if ((prim[i].mode & VBO_SAVE_PRIM_WEAK) &&
181 (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END))
182 {
183 loopback_weak_prim( ctx, &prim[i] );
184 }
185 else
186 {
187 loopback_prim( ctx, buffer, &prim[i], wrap_count, vertex_size, la, nr );
188 }
189 }
190 }