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 (at) vmware.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 #include "util/bitscan.h" 38 39 #include "vbo_context.h" 40 41 42 /** 43 * After playback, copy everything but the position from the 44 * last vertex to the saved state 45 */ 46 static void 47 playback_copy_to_current(struct gl_context *ctx, 48 const struct vbo_save_vertex_list *node) 49 { 50 struct vbo_context *vbo = vbo_context(ctx); 51 fi_type vertex[VBO_ATTRIB_MAX * 4]; 52 fi_type *data; 53 GLbitfield64 mask; 54 55 if (node->current_size == 0) 56 return; 57 58 if (node->current_data) { 59 data = node->current_data; 60 } 61 else { 62 /* Position of last vertex */ 63 const GLuint pos = node->vertex_count > 0 ? node->vertex_count - 1 : 0; 64 /* Offset to last vertex in the vertex buffer */ 65 const GLuint offset = node->buffer_offset 66 + pos * node->vertex_size * sizeof(GLfloat); 67 68 data = vertex; 69 70 ctx->Driver.GetBufferSubData(ctx, offset, 71 node->vertex_size * sizeof(GLfloat), 72 data, node->vertex_store->bufferobj); 73 74 data += node->attrsz[0]; /* skip vertex position */ 75 } 76 77 mask = node->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS)); 78 while (mask) { 79 const int i = u_bit_scan64(&mask); 80 fi_type *current = (fi_type *)vbo->currval[i].Ptr; 81 fi_type tmp[4]; 82 assert(node->attrsz[i]); 83 84 COPY_CLEAN_4V_TYPE_AS_UNION(tmp, 85 node->attrsz[i], 86 data, 87 node->attrtype[i]); 88 89 if (node->attrtype[i] != vbo->currval[i].Type || 90 memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) { 91 memcpy(current, tmp, 4 * sizeof(GLfloat)); 92 93 vbo->currval[i].Size = node->attrsz[i]; 94 vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat); 95 vbo->currval[i].Type = node->attrtype[i]; 96 vbo->currval[i].Integer = 97 vbo_attrtype_to_integer_flag(node->attrtype[i]); 98 99 if (i >= VBO_ATTRIB_FIRST_MATERIAL && 100 i <= VBO_ATTRIB_LAST_MATERIAL) 101 ctx->NewState |= _NEW_LIGHT; 102 103 ctx->NewState |= _NEW_CURRENT_ATTRIB; 104 } 105 106 data += node->attrsz[i]; 107 } 108 109 /* Colormaterial -- this kindof sucks. 110 */ 111 if (ctx->Light.ColorMaterialEnabled) { 112 _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]); 113 } 114 115 /* CurrentExecPrimitive 116 */ 117 if (node->prim_count) { 118 const struct _mesa_prim *prim = &node->prims[node->prim_count - 1]; 119 if (prim->end) 120 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END; 121 else 122 ctx->Driver.CurrentExecPrimitive = prim->mode; 123 } 124 } 125 126 127 128 /** 129 * Treat the vertex storage as a VBO, define vertex arrays pointing 130 * into it: 131 */ 132 static void 133 bind_vertex_list(struct gl_context *ctx, 134 const struct vbo_save_vertex_list *node) 135 { 136 struct vbo_context *vbo = vbo_context(ctx); 137 struct vbo_save_context *save = &vbo->save; 138 struct gl_vertex_array *arrays = save->arrays; 139 GLuint buffer_offset = node->buffer_offset; 140 const GLubyte *map; 141 GLuint attr; 142 GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */ 143 GLenum node_attrtype[VBO_ATTRIB_MAX]; /* copy of node->attrtype[] */ 144 GLbitfield varying_inputs = 0x0; 145 146 memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz)); 147 memcpy(node_attrtype, node->attrtype, sizeof(node->attrtype)); 148 149 if (aligned_vertex_buffer_offset(node)) { 150 /* The vertex size is an exact multiple of the buffer offset. 151 * This means that we can use zero-based vertex attribute pointers 152 * and specify the start of the primitive with the _mesa_prim::start 153 * field. This results in issuing several draw calls with identical 154 * vertex attribute information. This can result in fewer state 155 * changes in drivers. In particular, the Gallium CSO module will 156 * filter out redundant vertex buffer changes. 157 */ 158 buffer_offset = 0; 159 } 160 161 /* Install the default (ie Current) attributes first */ 162 for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) { 163 save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS + attr]; 164 } 165 166 /* Overlay other active attributes */ 167 switch (get_program_mode(ctx)) { 168 case VP_NONE: 169 for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) { 170 save->inputs[VERT_ATTRIB_GENERIC(attr)] = 171 &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr]; 172 } 173 map = vbo->map_vp_none; 174 break; 175 case VP_ARB: 176 for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) { 177 save->inputs[VERT_ATTRIB_GENERIC(attr)] = 178 &vbo->currval[VBO_ATTRIB_GENERIC0+attr]; 179 } 180 map = vbo->map_vp_arb; 181 182 /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read. 183 * In that case we effectively need to route the data from 184 * glVertexAttrib(0, val) calls to feed into the GENERIC0 input. 185 */ 186 const GLbitfield64 inputs_read = 187 ctx->VertexProgram._Current->info.inputs_read; 188 if ((inputs_read & VERT_BIT_POS) == 0 && 189 (inputs_read & VERT_BIT_GENERIC0)) { 190 save->inputs[VERT_ATTRIB_GENERIC0] = save->inputs[0]; 191 node_attrsz[VERT_ATTRIB_GENERIC0] = node_attrsz[0]; 192 node_attrtype[VERT_ATTRIB_GENERIC0] = node_attrtype[0]; 193 node_attrsz[0] = 0; 194 } 195 break; 196 default: 197 assert(0); 198 } 199 200 for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) { 201 const GLuint src = map[attr]; 202 203 if (node_attrsz[src]) { 204 struct gl_vertex_array *array = &arrays[attr]; 205 206 /* override the default array set above */ 207 save->inputs[attr] = array; 208 209 array->Ptr = (const GLubyte *) NULL + buffer_offset; 210 array->Size = node_attrsz[src]; 211 array->StrideB = node->vertex_size * sizeof(GLfloat); 212 array->Type = node_attrtype[src]; 213 array->Integer = vbo_attrtype_to_integer_flag(node_attrtype[src]); 214 array->Format = GL_RGBA; 215 array->_ElementSize = array->Size * sizeof(GLfloat); 216 _mesa_reference_buffer_object(ctx, 217 &array->BufferObj, 218 node->vertex_store->bufferobj); 219 220 assert(array->BufferObj->Name); 221 222 buffer_offset += node_attrsz[src] * sizeof(GLfloat); 223 varying_inputs |= VERT_BIT(attr); 224 } 225 } 226 227 _mesa_set_varying_vp_inputs(ctx, varying_inputs); 228 ctx->NewDriverState |= ctx->DriverFlags.NewArray; 229 } 230 231 232 static void 233 loopback_vertex_list(struct gl_context *ctx, 234 const struct vbo_save_vertex_list *list) 235 { 236 const char *buffer = 237 ctx->Driver.MapBufferRange(ctx, 0, 238 list->vertex_store->bufferobj->Size, 239 GL_MAP_READ_BIT, /* ? */ 240 list->vertex_store->bufferobj, 241 MAP_INTERNAL); 242 243 unsigned buffer_offset = 244 aligned_vertex_buffer_offset(list) ? 0 : list->buffer_offset; 245 246 vbo_loopback_vertex_list(ctx, 247 (const GLfloat *) (buffer + buffer_offset), 248 list->attrsz, 249 list->prims, 250 list->prim_count, 251 list->wrap_count, 252 list->vertex_size); 253 254 ctx->Driver.UnmapBuffer(ctx, list->vertex_store->bufferobj, 255 MAP_INTERNAL); 256 } 257 258 259 /** 260 * Execute the buffer and save copied verts. 261 * This is called from the display list code when executing 262 * a drawing command. 263 */ 264 void 265 vbo_save_playback_vertex_list(struct gl_context *ctx, void *data) 266 { 267 const struct vbo_save_vertex_list *node = 268 (const struct vbo_save_vertex_list *) data; 269 struct vbo_save_context *save = &vbo_context(ctx)->save; 270 GLboolean remap_vertex_store = GL_FALSE; 271 272 if (save->vertex_store && save->vertex_store->buffer_map) { 273 /* The vertex store is currently mapped but we're about to replay 274 * a display list. This can happen when a nested display list is 275 * being build with GL_COMPILE_AND_EXECUTE. 276 * We never want to have mapped vertex buffers when we're drawing. 277 * Unmap the vertex store, execute the list, then remap the vertex 278 * store. 279 */ 280 vbo_save_unmap_vertex_store(ctx, save->vertex_store); 281 remap_vertex_store = GL_TRUE; 282 } 283 284 FLUSH_CURRENT(ctx, 0); 285 286 if (node->prim_count > 0) { 287 288 if (_mesa_inside_begin_end(ctx) && node->prims[0].begin) { 289 /* Error: we're about to begin a new primitive but we're already 290 * inside a glBegin/End pair. 291 */ 292 _mesa_error(ctx, GL_INVALID_OPERATION, 293 "draw operation inside glBegin/End"); 294 goto end; 295 } 296 else if (save->replay_flags) { 297 /* Various degenerate cases: translate into immediate mode 298 * calls rather than trying to execute in place. 299 */ 300 loopback_vertex_list(ctx, node); 301 302 goto end; 303 } 304 305 if (ctx->NewState) 306 _mesa_update_state(ctx); 307 308 /* XXX also need to check if shader enabled, but invalid */ 309 if ((ctx->VertexProgram.Enabled && 310 !_mesa_arb_vertex_program_enabled(ctx)) || 311 (ctx->FragmentProgram.Enabled && 312 !_mesa_arb_fragment_program_enabled(ctx))) { 313 _mesa_error(ctx, GL_INVALID_OPERATION, 314 "glBegin (invalid vertex/fragment program)"); 315 return; 316 } 317 318 bind_vertex_list(ctx, node); 319 320 vbo_draw_method(vbo_context(ctx), DRAW_DISPLAY_LIST); 321 322 /* Again... 323 */ 324 if (ctx->NewState) 325 _mesa_update_state(ctx); 326 327 if (node->vertex_count > 0) { 328 GLuint min_index = node->start_vertex; 329 GLuint max_index = min_index + node->vertex_count - 1; 330 vbo_context(ctx)->draw_prims(ctx, 331 node->prims, 332 node->prim_count, 333 NULL, 334 GL_TRUE, 335 min_index, max_index, 336 NULL, 0, NULL); 337 } 338 } 339 340 /* Copy to current? 341 */ 342 playback_copy_to_current(ctx, node); 343 344 end: 345 if (remap_vertex_store) { 346 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store); 347 } 348 } 349