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/*
* Mesa 3-D graphics library
* Version: 6.1
*
* Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/* Author:
* Keith Whitwell <keith@tungstengraphics.com>
*/
#include "glheader.h"
#include "context.h"
#include "imports.h"
#include "mtypes.h"
#include "macros.h"
#include "light.h"
#include "state.h"
#include "vbo_context.h"
/*
* After playback, copy everything but the position from the
* last vertex to the saved state
*/
static void _playback_copy_to_current( GLcontext *ctx,
const struct vbo_save_vertex_list *node )
{
struct vbo_context *vbo = vbo_context(ctx);
GLfloat vertex[VBO_ATTRIB_MAX * 4], *data = vertex;
GLuint i, offset;
if (node->count)
offset = (node->buffer_offset +
(node->count-1) * node->vertex_size * sizeof(GLfloat));
else
offset = node->buffer_offset;
ctx->Driver.GetBufferSubData( ctx, 0, offset,
node->vertex_size * sizeof(GLfloat),
data, node->vertex_store->bufferobj );
for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
if (node->attrsz[i]) {
GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
COPY_CLEAN_4V(current,
node->attrsz[i],
data);
vbo->currval[i].Size = node->attrsz[i];
data += node->attrsz[i];
if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
i <= VBO_ATTRIB_LAST_MATERIAL)
ctx->NewState |= _NEW_LIGHT;
}
}
/* Colormaterial -- this kindof sucks.
*/
if (ctx->Light.ColorMaterialEnabled) {
_mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
}
/* CurrentExecPrimitive
*/
if (node->prim_count) {
const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
if (prim->end)
ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
else
ctx->Driver.CurrentExecPrimitive = prim->mode;
}
}
/* Treat the vertex storage as a VBO, define vertex arrays pointing
* into it:
*/
static void vbo_bind_vertex_list( GLcontext *ctx,
const struct vbo_save_vertex_list *node )
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_save_context *save = &vbo->save;
struct gl_client_array *arrays = save->arrays;
GLuint data = node->buffer_offset;
const GLuint *map;
GLuint attr;
/* Install the default (ie Current) attributes first, then overlay
* all active ones.
*/
switch (get_program_mode(ctx)) {
case VP_NONE:
memcpy(arrays, vbo->legacy_currval, 16 * sizeof(arrays[0]));
memcpy(arrays + 16, vbo->mat_currval, MAT_ATTRIB_MAX * sizeof(arrays[0]));
map = vbo->map_vp_none;
break;
case VP_NV:
case VP_ARB:
/* The aliasing of attributes for NV vertex programs has already
* occurred. NV vertex programs cannot access material values,
* nor attributes greater than VERT_ATTRIB_TEX7.
*/
memcpy(arrays, vbo->legacy_currval, 16 * sizeof(arrays[0]));
memcpy(arrays + 16, vbo->generic_currval, 16 * sizeof(arrays[0]));
map = vbo->map_vp_arb;
break;
}
for (attr = 0; attr < VBO_ATTRIB_MAX; attr++) {
if (node->attrsz[attr]) {
arrays[attr].Ptr = (const GLubyte *)data;
arrays[attr].Size = node->attrsz[attr];
arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
arrays[attr].Type = GL_FLOAT;
arrays[attr].Enabled = 1;
arrays[attr].BufferObj = node->vertex_store->bufferobj;
arrays[attr]._MaxElement = node->count; /* ??? */
assert(arrays[attr].BufferObj->Name);
data += node->attrsz[attr] * sizeof(GLfloat);
}
}
}
static void vbo_save_loopback_vertex_list( GLcontext *ctx,
const struct vbo_save_vertex_list *list )
{
const char *buffer = ctx->Driver.MapBuffer(ctx,
GL_ARRAY_BUFFER_ARB,
GL_READ_ONLY, /* ? */
list->vertex_store->bufferobj);
vbo_loopback_vertex_list( ctx,
(const GLfloat *)(buffer + list->buffer_offset),
list->attrsz,
list->prim,
list->prim_count,
list->wrap_count,
list->vertex_size);
ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB,
list->vertex_store->bufferobj);
}
/**
* Execute the buffer and save copied verts.
*/
void vbo_save_playback_vertex_list( GLcontext *ctx, void *data )
{
const struct vbo_save_vertex_list *node = (const struct vbo_save_vertex_list *) data;
struct vbo_save_context *save = &vbo_context(ctx)->save;
FLUSH_CURRENT(ctx, 0);
if (node->prim_count > 0 && node->count > 0) {
if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END &&
node->prim[0].begin) {
/* Degenerate case: list is called inside begin/end pair and
* includes operations such as glBegin or glDrawArrays.
*/
if (0)
_mesa_printf("displaylist recursive begin");
vbo_save_loopback_vertex_list( ctx, node );
return;
}
else if (save->replay_flags) {
/* Various degnerate cases: translate into immediate mode
* calls rather than trying to execute in place.
*/
vbo_save_loopback_vertex_list( ctx, node );
return;
}
if (ctx->NewState)
_mesa_update_state( ctx );
/* XXX also need to check if shader enabled, but invalid */
if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||
(ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glBegin (invalid vertex/fragment program)");
return;
}
vbo_bind_vertex_list( ctx, node );
vbo_context(ctx)->draw_prims( ctx,
save->inputs,
node->prim,
node->prim_count,
NULL,
0, /* Node is a VBO, so this is ok */
node->count );
}
/* Copy to current?
*/
_playback_copy_to_current( ctx, node );
}
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