2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
26 * Keith Whitwell <keith@tungstengraphics.com>
29 #include "main/glheader.h"
30 #include "main/bufferobj.h"
31 #include "main/context.h"
32 #include "main/imports.h"
33 #include "main/mfeatures.h"
34 #include "main/mtypes.h"
35 #include "main/macros.h"
36 #include "main/light.h"
37 #include "main/state.h"
39 #include "vbo_context.h"
46 * After playback, copy everything but the position from the
47 * last vertex to the saved state
50 _playback_copy_to_current(struct gl_context *ctx,
51 const struct vbo_save_vertex_list *node)
53 struct vbo_context *vbo = vbo_context(ctx);
54 GLfloat vertex[VBO_ATTRIB_MAX * 4];
58 if (node->current_size == 0)
61 if (node->current_data) {
62 data = node->current_data;
68 offset = (node->buffer_offset +
69 (node->count-1) * node->vertex_size * sizeof(GLfloat));
71 offset = node->buffer_offset;
73 ctx->Driver.GetBufferSubData( ctx, offset,
74 node->vertex_size * sizeof(GLfloat),
75 data, node->vertex_store->bufferobj );
77 data += node->attrsz[0]; /* skip vertex position */
80 for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
81 if (node->attrsz[i]) {
82 GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
89 if (memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) {
90 memcpy(current, tmp, 4 * sizeof(GLfloat));
92 vbo->currval[i].Size = node->attrsz[i];
93 assert(vbo->currval[i].Type == GL_FLOAT);
94 vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat);
96 if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
97 i <= VBO_ATTRIB_LAST_MATERIAL)
98 ctx->NewState |= _NEW_LIGHT;
100 ctx->NewState |= _NEW_CURRENT_ATTRIB;
103 data += node->attrsz[i];
107 /* Colormaterial -- this kindof sucks.
109 if (ctx->Light.ColorMaterialEnabled) {
110 _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
113 /* CurrentExecPrimitive
115 if (node->prim_count) {
116 const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
118 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
120 ctx->Driver.CurrentExecPrimitive = prim->mode;
127 * Treat the vertex storage as a VBO, define vertex arrays pointing
130 static void vbo_bind_vertex_list(struct gl_context *ctx,
131 const struct vbo_save_vertex_list *node)
133 struct vbo_context *vbo = vbo_context(ctx);
134 struct vbo_save_context *save = &vbo->save;
135 struct gl_client_array *arrays = save->arrays;
136 GLuint buffer_offset = node->buffer_offset;
139 GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */
140 GLbitfield64 varying_inputs = 0x0;
142 memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz));
144 /* Install the default (ie Current) attributes first, then overlay
147 switch (get_program_mode(ctx)) {
149 for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
150 save->inputs[attr] = &vbo->legacy_currval[attr];
152 for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) {
153 save->inputs[VERT_ATTRIB_GENERIC(attr)] = &vbo->mat_currval[attr];
155 map = vbo->map_vp_none;
159 /* The aliasing of attributes for NV vertex programs has already
160 * occurred. NV vertex programs cannot access material values,
161 * nor attributes greater than VERT_ATTRIB_TEX7.
163 for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) {
164 save->inputs[attr] = &vbo->legacy_currval[attr];
166 for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) {
167 save->inputs[VERT_ATTRIB_GENERIC(attr)] = &vbo->generic_currval[attr];
169 map = vbo->map_vp_arb;
171 /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
172 * In that case we effectively need to route the data from
173 * glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
175 if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
176 (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
177 save->inputs[VERT_ATTRIB_GENERIC0] = save->inputs[0];
178 node_attrsz[VERT_ATTRIB_GENERIC0] = node_attrsz[0];
186 for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
187 const GLuint src = map[attr];
189 if (node_attrsz[src]) {
190 /* override the default array set above */
191 save->inputs[attr] = &arrays[attr];
193 arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset;
194 arrays[attr].Size = node_attrsz[src];
195 arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
196 arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
197 arrays[attr].Type = GL_FLOAT;
198 arrays[attr].Format = GL_RGBA;
199 arrays[attr].Enabled = 1;
200 arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat);
201 _mesa_reference_buffer_object(ctx,
202 &arrays[attr].BufferObj,
203 node->vertex_store->bufferobj);
204 arrays[attr]._MaxElement = node->count; /* ??? */
206 assert(arrays[attr].BufferObj->Name);
208 buffer_offset += node_attrsz[src] * sizeof(GLfloat);
209 varying_inputs |= VERT_BIT(attr);
210 ctx->NewState |= _NEW_ARRAY;
214 _mesa_set_varying_vp_inputs( ctx, varying_inputs );
219 vbo_save_loopback_vertex_list(struct gl_context *ctx,
220 const struct vbo_save_vertex_list *list)
223 ctx->Driver.MapBufferRange(ctx, 0,
224 list->vertex_store->bufferobj->Size,
225 GL_MAP_READ_BIT, /* ? */
226 list->vertex_store->bufferobj);
228 vbo_loopback_vertex_list(ctx,
229 (const GLfloat *)(buffer + list->buffer_offset),
236 ctx->Driver.UnmapBuffer(ctx, list->vertex_store->bufferobj);
241 * Execute the buffer and save copied verts.
242 * This is called from the display list code when executing
246 vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
248 const struct vbo_save_vertex_list *node =
249 (const struct vbo_save_vertex_list *) data;
250 struct vbo_save_context *save = &vbo_context(ctx)->save;
251 struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
253 FLUSH_CURRENT(ctx, 0);
255 if (node->prim_count > 0) {
257 if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END &&
258 node->prim[0].begin) {
260 /* Degenerate case: list is called inside begin/end pair and
261 * includes operations such as glBegin or glDrawArrays.
264 printf("displaylist recursive begin");
266 vbo_save_loopback_vertex_list( ctx, node );
269 else if (save->replay_flags) {
270 /* Various degnerate cases: translate into immediate mode
271 * calls rather than trying to execute in place.
273 vbo_save_loopback_vertex_list( ctx, node );
278 _mesa_update_state( ctx );
280 /* XXX also need to check if shader enabled, but invalid */
281 if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||
282 (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {
283 _mesa_error(ctx, GL_INVALID_OPERATION,
284 "glBegin (invalid vertex/fragment program)");
288 vbo_bind_vertex_list( ctx, node );
290 vbo_draw_method(exec, DRAW_DISPLAY_LIST);
295 _mesa_update_state( ctx );
297 if (node->count > 0) {
298 vbo_context(ctx)->draw_prims(ctx,
304 0, /* Node is a VBO, so this is ok */
312 _playback_copy_to_current( ctx, node );
316 #endif /* FEATURE_dlist */