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-rw-r--r--src/mesa/vbo/vbo_save_loopback.c194
1 files changed, 194 insertions, 0 deletions
diff --git a/src/mesa/vbo/vbo_save_loopback.c b/src/mesa/vbo/vbo_save_loopback.c
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+++ b/src/mesa/vbo/vbo_save_loopback.c
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+/**************************************************************************
+ *
+ * Copyright 2005 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sub license, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
+ * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+ * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ **************************************************************************/
+
+#include "swrast_setup/swrast_setup.h"
+#include "swrast/swrast.h"
+#include "tnl/tnl.h"
+#include "context.h"
+
+#include "vbo_context.h"
+
+#include "glheader.h"
+#include "enums.h"
+#include "glapi.h"
+#include "imports.h"
+#include "macros.h"
+#include "mtypes.h"
+#include "dispatch.h"
+
+
+typedef void (*attr_func)( GLcontext *ctx, GLint target, const GLfloat * );
+
+
+/* This file makes heavy use of the aliasing of NV vertex attributes
+ * with the legacy attributes, and also with ARB and Material
+ * attributes as currently implemented.
+ */
+static void VertexAttrib1fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
+{
+ CALL_VertexAttrib1fvNV(ctx->Exec, (target, v));
+}
+
+static void VertexAttrib2fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
+{
+ CALL_VertexAttrib2fvNV(ctx->Exec, (target, v));
+}
+
+static void VertexAttrib3fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
+{
+ CALL_VertexAttrib3fvNV(ctx->Exec, (target, v));
+}
+
+static void VertexAttrib4fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
+{
+ CALL_VertexAttrib4fvNV(ctx->Exec, (target, v));
+}
+
+static attr_func vert_attrfunc[4] = {
+ VertexAttrib1fvNV,
+ VertexAttrib2fvNV,
+ VertexAttrib3fvNV,
+ VertexAttrib4fvNV
+};
+
+struct loopback_attr {
+ GLint target;
+ GLint sz;
+ attr_func func;
+};
+
+/* Don't emit ends and begins on wrapped primitives. Don't replay
+ * wrapped vertices. If we get here, it's probably because the the
+ * precalculated wrapping is wrong.
+ */
+static void loopback_prim( GLcontext *ctx,
+ const GLfloat *buffer,
+ const struct _mesa_prim *prim,
+ GLuint wrap_count,
+ GLuint vertex_size,
+ const struct loopback_attr *la, GLuint nr )
+{
+ GLint start = prim->start;
+ GLint end = start + prim->count;
+ const GLfloat *data;
+ GLint j;
+ GLuint k;
+
+ if (0)
+ _mesa_printf("loopback prim %s(%s,%s) verts %d..%d\n",
+ _mesa_lookup_enum_by_nr(prim->mode),
+ prim->begin ? "begin" : "..",
+ prim->end ? "end" : "..",
+ start,
+ end);
+
+ if (prim->begin) {
+ CALL_Begin(GET_DISPATCH(), ( prim->mode ));
+ }
+ else {
+ assert(start == 0);
+ start += wrap_count;
+ }
+
+ data = buffer + start * vertex_size;
+
+ for (j = start ; j < end ; j++) {
+ const GLfloat *tmp = data + la[0].sz;
+
+ for (k = 1 ; k < nr ; k++) {
+ la[k].func( ctx, la[k].target, tmp );
+ tmp += la[k].sz;
+ }
+
+ /* Fire the vertex
+ */
+ la[0].func( ctx, VBO_ATTRIB_POS, data );
+ data = tmp;
+ }
+
+ if (prim->end) {
+ CALL_End(GET_DISPATCH(), ());
+ }
+}
+
+/* Primitives generated by DrawArrays/DrawElements/Rectf may be
+ * caught here. If there is no primitive in progress, execute them
+ * normally, otherwise need to track and discard the generated
+ * primitives.
+ */
+static void loopback_weak_prim( GLcontext *ctx,
+ const struct _mesa_prim *prim )
+{
+ /* Use the prim_weak flag to ensure that if this primitive
+ * wraps, we don't mistake future vertex_lists for part of the
+ * surrounding primitive.
+ *
+ * While this flag is set, we are simply disposing of data
+ * generated by an operation now known to be a noop.
+ */
+ if (prim->begin)
+ ctx->Driver.CurrentExecPrimitive |= VBO_SAVE_PRIM_WEAK;
+ if (prim->end)
+ ctx->Driver.CurrentExecPrimitive &= ~VBO_SAVE_PRIM_WEAK;
+}
+
+
+void vbo_loopback_vertex_list( GLcontext *ctx,
+ const GLfloat *buffer,
+ const GLubyte *attrsz,
+ const struct _mesa_prim *prim,
+ GLuint prim_count,
+ GLuint wrap_count,
+ GLuint vertex_size)
+{
+ struct loopback_attr la[VBO_ATTRIB_MAX];
+ GLuint i, nr = 0;
+
+ /* All Legacy, NV, ARB and Material attributes are routed through
+ * the NV attributes entrypoints:
+ */
+ for (i = 0 ; i < VBO_ATTRIB_MAX ; i++) {
+ if (attrsz[i]) {
+ la[nr].target = i;
+ la[nr].sz = attrsz[i];
+ la[nr].func = vert_attrfunc[attrsz[i]-1];
+ nr++;
+ }
+ }
+
+ for (i = 0 ; i < prim_count ; i++) {
+ if ((prim[i].mode & VBO_SAVE_PRIM_WEAK) &&
+ (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END))
+ {
+ loopback_weak_prim( ctx, &prim[i] );
+ }
+ else
+ {
+ loopback_prim( ctx, buffer, &prim[i], wrap_count, vertex_size, la, nr );
+ }
+ }
+}