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