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/mesa_private.h"
33 #include "main/dispatch.h"
34 #include "glapi/glapi.h"
35 
36 #include "vbo_private.h"
37 
38 
39 typedef void (*attr_func)(struct gl_context *ctx, GLint index, const GLfloat *);
40 
41 
42 /* This file makes heavy use of the aliasing of NV vertex attributes
43  * with the legacy attributes, and also with ARB and Material
44  * attributes as currently implemented.
45  */
46 static void
VertexAttrib1fvNV(struct gl_context * ctx,GLint index,const GLfloat * v)47 VertexAttrib1fvNV(struct gl_context *ctx, GLint index, const GLfloat *v)
48 {
49    CALL_VertexAttrib1fvNV(ctx->Exec, (index, v));
50 }
51 
52 
53 static void
VertexAttrib2fvNV(struct gl_context * ctx,GLint index,const GLfloat * v)54 VertexAttrib2fvNV(struct gl_context *ctx, GLint index, const GLfloat *v)
55 {
56    CALL_VertexAttrib2fvNV(ctx->Exec, (index, v));
57 }
58 
59 
60 static void
VertexAttrib3fvNV(struct gl_context * ctx,GLint index,const GLfloat * v)61 VertexAttrib3fvNV(struct gl_context *ctx, GLint index, const GLfloat *v)
62 {
63    CALL_VertexAttrib3fvNV(ctx->Exec, (index, v));
64 }
65 
66 
67 static void
VertexAttrib4fvNV(struct gl_context * ctx,GLint index,const GLfloat * v)68 VertexAttrib4fvNV(struct gl_context *ctx, GLint index, const GLfloat *v)
69 {
70    CALL_VertexAttrib4fvNV(ctx->Exec, (index, v));
71 }
72 
73 
74 static attr_func vert_attrfunc[4] = {
75    VertexAttrib1fvNV,
76    VertexAttrib2fvNV,
77    VertexAttrib3fvNV,
78    VertexAttrib4fvNV
79 };
80 
81 
82 struct loopback_attr {
83    enum vbo_attrib index;
84    GLuint offset;
85    attr_func func;
86 };
87 
88 
89 /**
90  * Don't emit ends and begins on wrapped primitives.  Don't replay
91  * wrapped vertices.  If we get here, it's probably because the
92  * precalculated wrapping is wrong.
93  */
94 static void
loopback_prim(struct gl_context * ctx,const GLubyte * buffer,const struct _mesa_prim * prim,GLuint wrap_count,GLuint stride,const struct loopback_attr * la,GLuint nr)95 loopback_prim(struct gl_context *ctx,
96               const GLubyte *buffer,
97               const struct _mesa_prim *prim,
98               GLuint wrap_count,
99               GLuint stride,
100               const struct loopback_attr *la, GLuint nr)
101 {
102    GLuint start = prim->start;
103    const GLuint end = start + prim->count;
104    const GLubyte *data;
105 
106    if (0)
107       printf("loopback prim %s(%s,%s) verts %d..%d  vsize %d\n",
108              _mesa_lookup_prim_by_nr(prim->mode),
109              prim->begin ? "begin" : "..",
110              prim->end ? "end" : "..",
111              start, end,
112              stride);
113 
114    if (prim->begin) {
115       CALL_Begin(ctx->Exec, (prim->mode));
116    }
117    else {
118       start += wrap_count;
119    }
120 
121    data = buffer + start * stride;
122 
123    for (GLuint j = start; j < end; j++) {
124       for (GLuint k = 0; k < nr; k++)
125          la[k].func(ctx, la[k].index, (const GLfloat *)(data + la[k].offset));
126 
127       data += stride;
128    }
129 
130    if (prim->end) {
131       CALL_End(ctx->Exec, ());
132    }
133 }
134 
135 
136 static inline void
append_attr(GLuint * nr,struct loopback_attr la[],int i,int shift,const struct gl_vertex_array_object * vao)137 append_attr(GLuint *nr, struct loopback_attr la[], int i, int shift,
138             const struct gl_vertex_array_object *vao)
139 {
140    la[*nr].index = shift + i;
141    la[*nr].offset = vao->VertexAttrib[i].RelativeOffset;
142    la[*nr].func = vert_attrfunc[vao->VertexAttrib[i].Format.Size - 1];
143    (*nr)++;
144 }
145 
146 
147 void
_vbo_loopback_vertex_list(struct gl_context * ctx,const struct vbo_save_vertex_list * node)148 _vbo_loopback_vertex_list(struct gl_context *ctx,
149                           const struct vbo_save_vertex_list* node)
150 {
151    struct loopback_attr la[VBO_ATTRIB_MAX];
152    GLuint nr = 0;
153 
154    /* All Legacy, NV, ARB and Material attributes are routed through
155     * the NV attributes entrypoints:
156     */
157    const struct gl_vertex_array_object *vao = node->VAO[VP_MODE_FF];
158    GLbitfield mask = vao->Enabled & VERT_BIT_MAT_ALL;
159    while (mask) {
160       const int i = u_bit_scan(&mask);
161       append_attr(&nr, la, i, VBO_MATERIAL_SHIFT, vao);
162    }
163 
164    vao = node->VAO[VP_MODE_SHADER];
165    mask = vao->Enabled & ~(VERT_BIT_POS | VERT_BIT_GENERIC0);
166    while (mask) {
167       const int i = u_bit_scan(&mask);
168       append_attr(&nr, la, i, 0, vao);
169    }
170 
171    /* The last in the list should be the vertex provoking attribute */
172    if (vao->Enabled & VERT_BIT_GENERIC0) {
173       append_attr(&nr, la, VERT_ATTRIB_GENERIC0, 0, vao);
174    } else if (vao->Enabled & VERT_BIT_POS) {
175       append_attr(&nr, la, VERT_ATTRIB_POS, 0, vao);
176    }
177 
178    const GLuint wrap_count = node->wrap_count;
179    const GLuint stride = _vbo_save_get_stride(node);
180    const GLubyte *buffer = NULL;
181    if (0 < nr) {
182       /* Compute the minimal offset into the vertex buffer object */
183       GLuint offset = ~0u;
184       for (GLuint i = 0; i < nr; ++i)
185          offset = MIN2(offset, la[i].offset);
186       for (GLuint i = 0; i < nr; ++i)
187          la[i].offset -= offset;
188 
189       /* Get the mapped base pointer, assert sufficient mapping */
190       struct gl_buffer_object *bufferobj = vao->BufferBinding[0].BufferObj;
191       assert(bufferobj && bufferobj->Mappings[MAP_INTERNAL].Pointer);
192       buffer = bufferobj->Mappings[MAP_INTERNAL].Pointer;
193       assert(bufferobj->Mappings[MAP_INTERNAL].Offset
194              <= vao->BufferBinding[0].Offset + offset
195              + stride*(_vbo_save_get_min_index(node) + wrap_count));
196       buffer += vao->BufferBinding[0].Offset + offset
197          - bufferobj->Mappings[MAP_INTERNAL].Offset;
198       assert(stride*(_vbo_save_get_vertex_count(node) - wrap_count)
199              <= bufferobj->Mappings[MAP_INTERNAL].Length);
200    }
201 
202    /* Replay the primitives */
203    const struct _mesa_prim *prims = node->prims;
204    const GLuint prim_count = node->prim_count;
205    for (GLuint i = 0; i < prim_count; i++) {
206       loopback_prim(ctx, buffer, &prims[i], wrap_count, stride, la, nr);
207    }
208 }
209