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      1 /**************************************************************************
      2  *
      3  * Copyright 2005 VMware, Inc.
      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 VMWARE 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 <stdio.h>
     29 #include "main/context.h"
     30 #include "main/glheader.h"
     31 #include "main/enums.h"
     32 #include "main/imports.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 typedef void (*attr_func)( struct gl_context *ctx, GLint target, const GLfloat * );
     41 
     42 
     43 /* This file makes heavy use of the aliasing of NV vertex attributes
     44  * with the legacy attributes, and also with ARB and Material
     45  * attributes as currently implemented.
     46  */
     47 static void VertexAttrib1fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
     48 {
     49    CALL_VertexAttrib1fvNV(ctx->Exec, (target, v));
     50 }
     51 
     52 static void VertexAttrib2fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
     53 {
     54    CALL_VertexAttrib2fvNV(ctx->Exec, (target, v));
     55 }
     56 
     57 static void VertexAttrib3fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
     58 {
     59    CALL_VertexAttrib3fvNV(ctx->Exec, (target, v));
     60 }
     61 
     62 static void VertexAttrib4fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
     63 {
     64    CALL_VertexAttrib4fvNV(ctx->Exec, (target, v));
     65 }
     66 
     67 static attr_func vert_attrfunc[4] = {
     68    VertexAttrib1fvNV,
     69    VertexAttrib2fvNV,
     70    VertexAttrib3fvNV,
     71    VertexAttrib4fvNV
     72 };
     73 
     74 struct loopback_attr {
     75    GLint target;
     76    GLint sz;
     77    attr_func func;
     78 };
     79 
     80 /* Don't emit ends and begins on wrapped primitives.  Don't replay
     81  * wrapped vertices.  If we get here, it's probably because the
     82  * precalculated wrapping is wrong.
     83  */
     84 static void loopback_prim( struct gl_context *ctx,
     85 			   const GLfloat *buffer,
     86 			   const struct _mesa_prim *prim,
     87 			   GLuint wrap_count,
     88 			   GLuint vertex_size,
     89 			   const struct loopback_attr *la, GLuint nr )
     90 {
     91    GLint start = prim->start;
     92    GLint end = start + prim->count;
     93    const GLfloat *data;
     94    GLint j;
     95    GLuint k;
     96 
     97    if (0)
     98       printf("loopback prim %s(%s,%s) verts %d..%d\n",
     99 	     _mesa_lookup_prim_by_nr(prim->mode),
    100 	     prim->begin ? "begin" : "..",
    101 	     prim->end ? "end" : "..",
    102 	     start,
    103 	     end);
    104 
    105    if (prim->begin) {
    106       CALL_Begin(GET_DISPATCH(), ( prim->mode ));
    107    }
    108    else {
    109       assert(start == 0);
    110       start += wrap_count;
    111    }
    112 
    113    data = buffer + start * vertex_size;
    114 
    115    for (j = start ; j < end ; j++) {
    116       const GLfloat *tmp = data + la[0].sz;
    117 
    118       for (k = 1 ; k < nr ; k++) {
    119 	 la[k].func( ctx, la[k].target, tmp );
    120 	 tmp += la[k].sz;
    121       }
    122 
    123       /* Fire the vertex
    124        */
    125       la[0].func( ctx, VBO_ATTRIB_POS, data );
    126       data = tmp;
    127    }
    128 
    129    if (prim->end) {
    130       CALL_End(GET_DISPATCH(), ());
    131    }
    132 }
    133 
    134 /* Primitives generated by DrawArrays/DrawElements/Rectf may be
    135  * caught here.  If there is no primitive in progress, execute them
    136  * normally, otherwise need to track and discard the generated
    137  * primitives.
    138  */
    139 static void loopback_weak_prim( struct gl_context *ctx,
    140 				const struct _mesa_prim *prim )
    141 {
    142    /* Use the prim_weak flag to ensure that if this primitive
    143     * wraps, we don't mistake future vertex_lists for part of the
    144     * surrounding primitive.
    145     *
    146     * While this flag is set, we are simply disposing of data
    147     * generated by an operation now known to be a noop.
    148     */
    149    if (prim->begin)
    150       ctx->Driver.CurrentExecPrimitive |= VBO_SAVE_PRIM_WEAK;
    151    if (prim->end)
    152       ctx->Driver.CurrentExecPrimitive &= ~VBO_SAVE_PRIM_WEAK;
    153 }
    154 
    155 
    156 void vbo_loopback_vertex_list( struct gl_context *ctx,
    157 			       const GLfloat *buffer,
    158 			       const GLubyte *attrsz,
    159 			       const struct _mesa_prim *prim,
    160 			       GLuint prim_count,
    161 			       GLuint wrap_count,
    162 			       GLuint vertex_size)
    163 {
    164    struct loopback_attr la[VBO_ATTRIB_MAX];
    165    GLuint i, nr = 0;
    166 
    167    /* All Legacy, NV, ARB and Material attributes are routed through
    168     * the NV attributes entrypoints:
    169     */
    170    for (i = 0 ; i < VBO_ATTRIB_MAX ; i++) {
    171       if (attrsz[i]) {
    172 	 la[nr].target = i;
    173 	 la[nr].sz = attrsz[i];
    174 	 la[nr].func = vert_attrfunc[attrsz[i]-1];
    175 	 nr++;
    176       }
    177    }
    178 
    179    for (i = 0 ; i < prim_count ; i++) {
    180       if ((prim[i].mode & VBO_SAVE_PRIM_WEAK) &&
    181           _mesa_inside_begin_end(ctx))
    182       {
    183 	 loopback_weak_prim( ctx, &prim[i] );
    184       }
    185       else
    186       {
    187 	 loopback_prim( ctx, buffer, &prim[i], wrap_count, vertex_size, la, nr );
    188       }
    189    }
    190 }
    191