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      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/mfeatures.h"
     33 #include "main/mtypes.h"
     34 #include "main/dispatch.h"
     35 #include "glapi/glapi.h"
     36 
     37 #include "vbo_context.h"
     38 
     39 
     40 #if FEATURE_dlist
     41 
     42 
     43 typedef void (*attr_func)( struct gl_context *ctx, GLint target, const GLfloat * );
     44 
     45 
     46 /* This file makes heavy use of the aliasing of NV vertex attributes
     47  * with the legacy attributes, and also with ARB and Material
     48  * attributes as currently implemented.
     49  */
     50 static void VertexAttrib1fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
     51 {
     52    CALL_VertexAttrib1fvNV(ctx->Exec, (target, v));
     53 }
     54 
     55 static void VertexAttrib2fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
     56 {
     57    CALL_VertexAttrib2fvNV(ctx->Exec, (target, v));
     58 }
     59 
     60 static void VertexAttrib3fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
     61 {
     62    CALL_VertexAttrib3fvNV(ctx->Exec, (target, v));
     63 }
     64 
     65 static void VertexAttrib4fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
     66 {
     67    CALL_VertexAttrib4fvNV(ctx->Exec, (target, v));
     68 }
     69 
     70 static attr_func vert_attrfunc[4] = {
     71    VertexAttrib1fvNV,
     72    VertexAttrib2fvNV,
     73    VertexAttrib3fvNV,
     74    VertexAttrib4fvNV
     75 };
     76 
     77 struct loopback_attr {
     78    GLint target;
     79    GLint sz;
     80    attr_func func;
     81 };
     82 
     83 /* Don't emit ends and begins on wrapped primitives.  Don't replay
     84  * wrapped vertices.  If we get here, it's probably because the
     85  * precalculated wrapping is wrong.
     86  */
     87 static void loopback_prim( struct gl_context *ctx,
     88 			   const GLfloat *buffer,
     89 			   const struct _mesa_prim *prim,
     90 			   GLuint wrap_count,
     91 			   GLuint vertex_size,
     92 			   const struct loopback_attr *la, GLuint nr )
     93 {
     94    GLint start = prim->start;
     95    GLint end = start + prim->count;
     96    const GLfloat *data;
     97    GLint j;
     98    GLuint k;
     99 
    100    if (0)
    101       printf("loopback prim %s(%s,%s) verts %d..%d\n",
    102 	     _mesa_lookup_prim_by_nr(prim->mode),
    103 	     prim->begin ? "begin" : "..",
    104 	     prim->end ? "end" : "..",
    105 	     start,
    106 	     end);
    107 
    108    if (prim->begin) {
    109       CALL_Begin(GET_DISPATCH(), ( prim->mode ));
    110    }
    111    else {
    112       assert(start == 0);
    113       start += wrap_count;
    114    }
    115 
    116    data = buffer + start * vertex_size;
    117 
    118    for (j = start ; j < end ; j++) {
    119       const GLfloat *tmp = data + la[0].sz;
    120 
    121       for (k = 1 ; k < nr ; k++) {
    122 	 la[k].func( ctx, la[k].target, tmp );
    123 	 tmp += la[k].sz;
    124       }
    125 
    126       /* Fire the vertex
    127        */
    128       la[0].func( ctx, VBO_ATTRIB_POS, data );
    129       data = tmp;
    130    }
    131 
    132    if (prim->end) {
    133       CALL_End(GET_DISPATCH(), ());
    134    }
    135 }
    136 
    137 /* Primitives generated by DrawArrays/DrawElements/Rectf may be
    138  * caught here.  If there is no primitive in progress, execute them
    139  * normally, otherwise need to track and discard the generated
    140  * primitives.
    141  */
    142 static void loopback_weak_prim( struct gl_context *ctx,
    143 				const struct _mesa_prim *prim )
    144 {
    145    /* Use the prim_weak flag to ensure that if this primitive
    146     * wraps, we don't mistake future vertex_lists for part of the
    147     * surrounding primitive.
    148     *
    149     * While this flag is set, we are simply disposing of data
    150     * generated by an operation now known to be a noop.
    151     */
    152    if (prim->begin)
    153       ctx->Driver.CurrentExecPrimitive |= VBO_SAVE_PRIM_WEAK;
    154    if (prim->end)
    155       ctx->Driver.CurrentExecPrimitive &= ~VBO_SAVE_PRIM_WEAK;
    156 }
    157 
    158 
    159 void vbo_loopback_vertex_list( struct gl_context *ctx,
    160 			       const GLfloat *buffer,
    161 			       const GLubyte *attrsz,
    162 			       const struct _mesa_prim *prim,
    163 			       GLuint prim_count,
    164 			       GLuint wrap_count,
    165 			       GLuint vertex_size)
    166 {
    167    struct loopback_attr la[VBO_ATTRIB_MAX];
    168    GLuint i, nr = 0;
    169 
    170    /* All Legacy, NV, ARB and Material attributes are routed through
    171     * the NV attributes entrypoints:
    172     */
    173    for (i = 0 ; i < VBO_ATTRIB_MAX ; i++) {
    174       if (attrsz[i]) {
    175 	 la[nr].target = i;
    176 	 la[nr].sz = attrsz[i];
    177 	 la[nr].func = vert_attrfunc[attrsz[i]-1];
    178 	 nr++;
    179       }
    180    }
    181 
    182    for (i = 0 ; i < prim_count ; i++) {
    183       if ((prim[i].mode & VBO_SAVE_PRIM_WEAK) &&
    184 	  (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END))
    185       {
    186 	 loopback_weak_prim( ctx, &prim[i] );
    187       }
    188       else
    189       {
    190 	 loopback_prim( ctx, buffer, &prim[i], wrap_count, vertex_size, la, nr );
    191       }
    192    }
    193 }
    194 
    195 
    196 #endif /* FEATURE_dlist */
    197