1 /*
2  * Mesa 3-D graphics library
3  *
4  * Copyright (C) 1999-2008  Brian Paul   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 "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:
12  *
13  * The above copyright notice and this permission notice shall be included
14  * in all copies or substantial portions of the Software.
15  *
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.
23  */
24 
25 /* Author:
26  *    Keith Whitwell <keithw@vmware.com>
27  */
28 
29 #include <stdbool.h>
30 #include "main/arrayobj.h"
31 #include "main/glheader.h"
32 #include "main/bufferobj.h"
33 #include "main/context.h"
34 #include "main/mesa_private.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"
40 
41 #include "vbo_private.h"
42 
43 
44 static void
copy_vao(struct gl_context * ctx,const struct gl_vertex_array_object * vao,GLbitfield mask,GLbitfield state,int shift,fi_type ** data)45 copy_vao(struct gl_context *ctx, const struct gl_vertex_array_object *vao,
46          GLbitfield mask, GLbitfield state, int shift, fi_type **data)
47 {
48    struct vbo_context *vbo = vbo_context(ctx);
49 
50    mask &= vao->Enabled;
51    while (mask) {
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->Format.Size;
56       const GLenum16 type = attrib->Format.Type;
57       fi_type tmp[8];
58       int dmul = 1;
59 
60       if (type == GL_DOUBLE ||
61           type == GL_UNSIGNED_INT64_ARB)
62          dmul = 2;
63 
64       if (dmul == 2)
65          memcpy(tmp, *data, size * dmul * sizeof(GLfloat));
66       else
67          COPY_CLEAN_4V_TYPE_AS_UNION(tmp, size, *data, type);
68 
69       if (type != currval->Format.Type ||
70           memcmp(currval->Ptr, tmp, 4 * sizeof(GLfloat) * dmul) != 0) {
71          memcpy((fi_type*)currval->Ptr, tmp, 4 * sizeof(GLfloat) * dmul);
72 
73          vbo_set_vertex_format(&currval->Format, size, type);
74 
75          ctx->NewState |= state;
76       }
77 
78       *data += size;
79    }
80 }
81 
82 /**
83  * After playback, copy everything but the position from the
84  * last vertex to the saved state
85  */
86 static void
playback_copy_to_current(struct gl_context * ctx,const struct vbo_save_vertex_list * node)87 playback_copy_to_current(struct gl_context *ctx,
88                          const struct vbo_save_vertex_list *node)
89 {
90    if (!node->current_data)
91       return;
92 
93    fi_type *data = node->current_data;
94    /* Copy conventional attribs and generics except pos */
95    copy_vao(ctx, node->VAO[VP_MODE_SHADER], ~VERT_BIT_POS & VERT_BIT_ALL,
96             _NEW_CURRENT_ATTRIB, 0, &data);
97    /* Copy materials */
98    copy_vao(ctx, node->VAO[VP_MODE_FF], VERT_BIT_MAT_ALL,
99             _NEW_CURRENT_ATTRIB | _NEW_LIGHT, VBO_MATERIAL_SHIFT, &data);
100 
101    /* Colormaterial -- this kindof sucks.
102     */
103    if (ctx->Light.ColorMaterialEnabled) {
104       _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
105    }
106 
107    /* CurrentExecPrimitive
108     */
109    if (node->prim_count) {
110       const struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
111       if (prim->end)
112          ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
113       else
114          ctx->Driver.CurrentExecPrimitive = prim->mode;
115    }
116 }
117 
118 
119 
120 /**
121  * Set the appropriate VAO to draw.
122  */
123 static void
bind_vertex_list(struct gl_context * ctx,const struct vbo_save_vertex_list * node)124 bind_vertex_list(struct gl_context *ctx,
125                  const struct vbo_save_vertex_list *node)
126 {
127    const gl_vertex_processing_mode mode = ctx->VertexProgram._VPMode;
128    _mesa_set_draw_vao(ctx, node->VAO[mode], _vbo_get_vao_filter(mode));
129 }
130 
131 
132 static void
loopback_vertex_list(struct gl_context * ctx,const struct vbo_save_vertex_list * list)133 loopback_vertex_list(struct gl_context *ctx,
134                      const struct vbo_save_vertex_list *list)
135 {
136    struct gl_buffer_object *bo = list->VAO[0]->BufferBinding[0].BufferObj;
137    ctx->Driver.MapBufferRange(ctx, 0, bo->Size, GL_MAP_READ_BIT, /* ? */
138                               bo, MAP_INTERNAL);
139 
140    /* Note that the range of referenced vertices must be mapped already */
141    _vbo_loopback_vertex_list(ctx, list);
142 
143    ctx->Driver.UnmapBuffer(ctx, bo, MAP_INTERNAL);
144 }
145 
146 
147 /**
148  * Execute the buffer and save copied verts.
149  * This is called from the display list code when executing
150  * a drawing command.
151  */
152 void
vbo_save_playback_vertex_list(struct gl_context * ctx,void * data)153 vbo_save_playback_vertex_list(struct gl_context *ctx, void *data)
154 {
155    const struct vbo_save_vertex_list *node =
156       (const struct vbo_save_vertex_list *) data;
157    struct vbo_context *vbo = vbo_context(ctx);
158    struct vbo_save_context *save = &vbo->save;
159    GLboolean remap_vertex_store = GL_FALSE;
160 
161    if (save->vertex_store && save->vertex_store->buffer_map) {
162       /* The vertex store is currently mapped but we're about to replay
163        * a display list.  This can happen when a nested display list is
164        * being build with GL_COMPILE_AND_EXECUTE.
165        * We never want to have mapped vertex buffers when we're drawing.
166        * Unmap the vertex store, execute the list, then remap the vertex
167        * store.
168        */
169       vbo_save_unmap_vertex_store(ctx, save->vertex_store);
170       remap_vertex_store = GL_TRUE;
171    }
172 
173    FLUSH_FOR_DRAW(ctx);
174 
175    if (node->prim_count > 0) {
176 
177       if (_mesa_inside_begin_end(ctx) && node->prims[0].begin) {
178          /* Error: we're about to begin a new primitive but we're already
179           * inside a glBegin/End pair.
180           */
181          _mesa_error(ctx, GL_INVALID_OPERATION,
182                      "draw operation inside glBegin/End");
183          goto end;
184       }
185       else if (save->replay_flags) {
186          /* Various degenerate cases: translate into immediate mode
187           * calls rather than trying to execute in place.
188           */
189          loopback_vertex_list(ctx, node);
190 
191          goto end;
192       }
193 
194       bind_vertex_list(ctx, node);
195 
196       /* Need that at least one time. */
197       if (ctx->NewState)
198          _mesa_update_state(ctx);
199 
200       /* XXX also need to check if shader enabled, but invalid */
201       if ((ctx->VertexProgram.Enabled &&
202            !_mesa_arb_vertex_program_enabled(ctx)) ||
203           (ctx->FragmentProgram.Enabled &&
204            !_mesa_arb_fragment_program_enabled(ctx))) {
205          _mesa_error(ctx, GL_INVALID_OPERATION,
206                      "glBegin (invalid vertex/fragment program)");
207          return;
208       }
209 
210       assert(ctx->NewState == 0);
211 
212       if (node->vertex_count > 0) {
213          GLuint min_index = _vbo_save_get_min_index(node);
214          GLuint max_index = _vbo_save_get_max_index(node);
215          ctx->Driver.Draw(ctx, node->prims, node->prim_count, NULL, GL_TRUE,
216                           min_index, max_index, 1, 0, NULL, 0);
217       }
218    }
219 
220    /* Copy to current?
221     */
222    playback_copy_to_current(ctx, node);
223 
224 end:
225    if (remap_vertex_store) {
226       save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
227    }
228 }
229