From fd12b37dbada6f945a94b93ecf332d0b6a8eef06 Mon Sep 17 00:00:00 2001 From: Keith Whitwell Date: Sun, 29 Oct 2006 09:46:11 +0000 Subject: Checkpoint of new vbo-building code. Currently builds regular arrays rather than VBO's - VBOs are easy but need to look closer at the driver interface. The trivial/tri demo works. --- src/mesa/vbo/vbo_attrib.h | 131 +++++ src/mesa/vbo/vbo_attrib_tmp.h | 485 ++++++++++++++++ src/mesa/vbo/vbo_context.c | 86 +++ src/mesa/vbo/vbo_context.h | 101 ++++ src/mesa/vbo/vbo_exec.c | 227 ++++++++ src/mesa/vbo/vbo_exec.h | 175 ++++++ src/mesa/vbo/vbo_exec_api.c | 716 +++++++++++++++++++++++ src/mesa/vbo/vbo_exec_array.c | 367 ++++++++++++ src/mesa/vbo/vbo_exec_draw.c | 199 +++++++ src/mesa/vbo/vbo_exec_eval.c | 255 +++++++++ src/mesa/vbo/vbo_save.c | 94 +++ src/mesa/vbo/vbo_save.h | 180 ++++++ src/mesa/vbo/vbo_save_api.c | 1160 ++++++++++++++++++++++++++++++++++++++ src/mesa/vbo/vbo_save_draw.c | 202 +++++++ src/mesa/vbo/vbo_save_loopback.c | 327 +++++++++++ 15 files changed, 4705 insertions(+) create mode 100644 src/mesa/vbo/vbo_attrib.h create mode 100644 src/mesa/vbo/vbo_attrib_tmp.h create mode 100644 src/mesa/vbo/vbo_context.c create mode 100644 src/mesa/vbo/vbo_context.h create mode 100644 src/mesa/vbo/vbo_exec.c create mode 100644 src/mesa/vbo/vbo_exec.h create mode 100644 src/mesa/vbo/vbo_exec_api.c create mode 100644 src/mesa/vbo/vbo_exec_array.c create mode 100644 src/mesa/vbo/vbo_exec_draw.c create mode 100644 src/mesa/vbo/vbo_exec_eval.c create mode 100644 src/mesa/vbo/vbo_save.c create mode 100644 src/mesa/vbo/vbo_save.h create mode 100644 src/mesa/vbo/vbo_save_api.c create mode 100644 src/mesa/vbo/vbo_save_draw.c create mode 100644 src/mesa/vbo/vbo_save_loopback.c (limited to 'src/mesa') diff --git a/src/mesa/vbo/vbo_attrib.h b/src/mesa/vbo/vbo_attrib.h new file mode 100644 index 0000000000..caedbd5ea6 --- /dev/null +++ b/src/mesa/vbo/vbo_attrib.h @@ -0,0 +1,131 @@ +/* + Copyright (C) Intel Corp. 2006. All Rights Reserved. + Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to + develop this 3D driver. + + 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, sublicense, 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 NONINFRINGEMENT. + IN NO EVENT SHALL THE COPYRIGHT OWNER(S) 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. + + **********************************************************************/ + /* + * Authors: + * Keith Whitwell + */ + +#ifndef VBO_ATTRIB_H +#define VBO_ATTRIB_H + + +/* + * Note: The first attributes match the VERT_ATTRIB_* definitions + * in mtypes.h. However, the tnl module has additional attributes + * for materials, color indexes, edge flags, etc. + */ +/* Although it's nice to use these as bit indexes in a DWORD flag, we + * could manage without if necessary. Another limit currently is the + * number of bits allocated for these numbers in places like vertex + * program instruction formats and register layouts. + */ +enum { + VBO_ATTRIB_POS = 0, + VBO_ATTRIB_WEIGHT = 1, + VBO_ATTRIB_NORMAL = 2, + VBO_ATTRIB_COLOR0 = 3, + VBO_ATTRIB_COLOR1 = 4, + VBO_ATTRIB_FOG = 5, + VBO_ATTRIB_INDEX = 6, + VBO_ATTRIB_EDGEFLAG = 7, + VBO_ATTRIB_TEX0 = 8, + VBO_ATTRIB_TEX1 = 9, + VBO_ATTRIB_TEX2 = 10, + VBO_ATTRIB_TEX3 = 11, + VBO_ATTRIB_TEX4 = 12, + VBO_ATTRIB_TEX5 = 13, + VBO_ATTRIB_TEX6 = 14, + VBO_ATTRIB_TEX7 = 15, + + VBO_ATTRIB_GENERIC0 = 16, /* Not used? */ + VBO_ATTRIB_GENERIC1 = 17, + VBO_ATTRIB_GENERIC2 = 18, + VBO_ATTRIB_GENERIC3 = 19, + VBO_ATTRIB_GENERIC4 = 20, + VBO_ATTRIB_GENERIC5 = 21, + VBO_ATTRIB_GENERIC6 = 22, + VBO_ATTRIB_GENERIC7 = 23, + VBO_ATTRIB_GENERIC8 = 24, + VBO_ATTRIB_GENERIC9 = 25, + VBO_ATTRIB_GENERIC10 = 26, + VBO_ATTRIB_GENERIC11 = 27, + VBO_ATTRIB_GENERIC12 = 28, + VBO_ATTRIB_GENERIC13 = 29, + VBO_ATTRIB_GENERIC14 = 30, + VBO_ATTRIB_GENERIC15 = 31, + + /* XXX: in the vertex program InputsRead flag, we alias + * materials and generics and use knowledge about the program + * (whether it is a fixed-function emulation) to + * differentiate. Here we must keep them apart instead. + */ + VBO_ATTRIB_MAT_FRONT_AMBIENT = 32, + VBO_ATTRIB_MAT_BACK_AMBIENT = 33, + VBO_ATTRIB_MAT_FRONT_DIFFUSE = 34, + VBO_ATTRIB_MAT_BACK_DIFFUSE = 35, + VBO_ATTRIB_MAT_FRONT_SPECULAR = 36, + VBO_ATTRIB_MAT_BACK_SPECULAR = 37, + VBO_ATTRIB_MAT_FRONT_EMISSION = 38, + VBO_ATTRIB_MAT_BACK_EMISSION = 39, + VBO_ATTRIB_MAT_FRONT_SHININESS = 40, + VBO_ATTRIB_MAT_BACK_SHININESS = 41, + VBO_ATTRIB_MAT_FRONT_INDEXES = 42, + VBO_ATTRIB_MAT_BACK_INDEXES = 43, + + VBO_ATTRIB_MAX = 44 +}; + +#define VBO_ATTRIB_FIRST_MATERIAL VBO_ATTRIB_MAT_FRONT_AMBIENT + +#define VBO_MAX_COPIED_VERTS 3 + +struct _mesa_prim { + GLuint mode:8; + GLuint indexed:1; + GLuint begin:1; + GLuint end:1; + GLuint weak:1; + GLuint pad:20; + + GLuint start; + GLuint count; +}; + +/* Would like to call this a "vbo_index_buffer", but this would be + * confusing as the indices are not neccessarily yet in a non-null + * buffer object. + */ +struct _mesa_index_buffer { + GLuint count; + GLenum type; + struct gl_buffer_object *obj; + const void *ptr; + GLuint rebase; +}; + + +#endif diff --git a/src/mesa/vbo/vbo_attrib_tmp.h b/src/mesa/vbo/vbo_attrib_tmp.h new file mode 100644 index 0000000000..72a8b04aca --- /dev/null +++ b/src/mesa/vbo/vbo_attrib_tmp.h @@ -0,0 +1,485 @@ +/************************************************************************** + +Copyright 2002 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 +on 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 THEIR 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. + +**************************************************************************/ + +#define ATTR1FV( A, V ) ATTR( A, 1, (V)[0], 0, 0, 1 ) +#define ATTR2FV( A, V ) ATTR( A, 2, (V)[0], (V)[1], 0, 1 ) +#define ATTR3FV( A, V ) ATTR( A, 3, (V)[0], (V)[1], (V)[2], 1 ) +#define ATTR4FV( A, V ) ATTR( A, 4, (V)[0], (V)[1], (V)[2], (V)[3] ) + +#define ATTR1F( A, X ) ATTR( A, 1, X, 0, 0, 1 ) +#define ATTR2F( A, X, Y ) ATTR( A, 2, X, Y, 0, 1 ) +#define ATTR3F( A, X, Y, Z ) ATTR( A, 3, X, Y, Z, 1 ) +#define ATTR4F( A, X, Y, Z, W ) ATTR( A, 4, X, Y, Z, W ) + +#define MAT_ATTR( A, N, V ) ATTR( A, N, (V)[0], (V)[1], (V)[2], (V)[3] ) + +static void GLAPIENTRY TAG(Vertex2f)( GLfloat x, GLfloat y ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR2F( VBO_ATTRIB_POS, x, y ); +} + +static void GLAPIENTRY TAG(Vertex2fv)( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR2FV( VBO_ATTRIB_POS, v ); +} + +static void GLAPIENTRY TAG(Vertex3f)( GLfloat x, GLfloat y, GLfloat z ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR3F( VBO_ATTRIB_POS, x, y, z ); +} + +static void GLAPIENTRY TAG(Vertex3fv)( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR3FV( VBO_ATTRIB_POS, v ); +} + +static void GLAPIENTRY TAG(Vertex4f)( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR4F( VBO_ATTRIB_POS, x, y, z, w ); +} + +static void GLAPIENTRY TAG(Vertex4fv)( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR4FV( VBO_ATTRIB_POS, v ); +} + +static void GLAPIENTRY TAG(TexCoord1f)( GLfloat x ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR1F( VBO_ATTRIB_TEX0, x ); +} + +static void GLAPIENTRY TAG(TexCoord1fv)( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR1FV( VBO_ATTRIB_TEX0, v ); +} + +static void GLAPIENTRY TAG(TexCoord2f)( GLfloat x, GLfloat y ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR2F( VBO_ATTRIB_TEX0, x, y ); +} + +static void GLAPIENTRY TAG(TexCoord2fv)( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR2FV( VBO_ATTRIB_TEX0, v ); +} + +static void GLAPIENTRY TAG(TexCoord3f)( GLfloat x, GLfloat y, GLfloat z ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR3F( VBO_ATTRIB_TEX0, x, y, z ); +} + +static void GLAPIENTRY TAG(TexCoord3fv)( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR3FV( VBO_ATTRIB_TEX0, v ); +} + +static void GLAPIENTRY TAG(TexCoord4f)( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR4F( VBO_ATTRIB_TEX0, x, y, z, w ); +} + +static void GLAPIENTRY TAG(TexCoord4fv)( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR4FV( VBO_ATTRIB_TEX0, v ); +} + +static void GLAPIENTRY TAG(Normal3f)( GLfloat x, GLfloat y, GLfloat z ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR3F( VBO_ATTRIB_NORMAL, x, y, z ); +} + +static void GLAPIENTRY TAG(Normal3fv)( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR3FV( VBO_ATTRIB_NORMAL, v ); +} + +static void GLAPIENTRY TAG(FogCoordfEXT)( GLfloat x ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR1F( VBO_ATTRIB_FOG, x ); +} + +static void GLAPIENTRY TAG(FogCoordfvEXT)( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR1FV( VBO_ATTRIB_FOG, v ); +} + +static void GLAPIENTRY TAG(Color3f)( GLfloat x, GLfloat y, GLfloat z ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR3F( VBO_ATTRIB_COLOR0, x, y, z ); +} + +static void GLAPIENTRY TAG(Color3fv)( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR3FV( VBO_ATTRIB_COLOR0, v ); +} + +static void GLAPIENTRY TAG(Color4f)( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR4F( VBO_ATTRIB_COLOR0, x, y, z, w ); +} + +static void GLAPIENTRY TAG(Color4fv)( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR4FV( VBO_ATTRIB_COLOR0, v ); +} + +static void GLAPIENTRY TAG(SecondaryColor3fEXT)( GLfloat x, GLfloat y, GLfloat z ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR3F( VBO_ATTRIB_COLOR1, x, y, z ); +} + +static void GLAPIENTRY TAG(SecondaryColor3fvEXT)( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR3FV( VBO_ATTRIB_COLOR1, v ); +} + + +static void GLAPIENTRY TAG(EdgeFlag)( GLboolean b ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR1F( VBO_ATTRIB_EDGEFLAG, (GLfloat)b ); +} + +static void GLAPIENTRY TAG(Indexf)( GLfloat f ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR1F( VBO_ATTRIB_INDEX, f ); +} + +static void GLAPIENTRY TAG(Indexfv)( const GLfloat *f ) +{ + GET_CURRENT_CONTEXT( ctx ); + ATTR1FV( VBO_ATTRIB_INDEX, f ); +} + + +static void GLAPIENTRY TAG(MultiTexCoord1f)( GLenum target, GLfloat x ) +{ + GET_CURRENT_CONTEXT( ctx ); + GLuint attr = (target & 0x7) + VBO_ATTRIB_TEX0; + ATTR1F( attr, x ); +} + +static void GLAPIENTRY TAG(MultiTexCoord1fv)( GLenum target, const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + GLuint attr = (target & 0x7) + VBO_ATTRIB_TEX0; + ATTR1FV( attr, v ); +} + +static void GLAPIENTRY TAG(MultiTexCoord2f)( GLenum target, GLfloat x, GLfloat y ) +{ + GET_CURRENT_CONTEXT( ctx ); + GLuint attr = (target & 0x7) + VBO_ATTRIB_TEX0; + ATTR2F( attr, x, y ); +} + +static void GLAPIENTRY TAG(MultiTexCoord2fv)( GLenum target, const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + GLuint attr = (target & 0x7) + VBO_ATTRIB_TEX0; + ATTR2FV( attr, v ); +} + +static void GLAPIENTRY TAG(MultiTexCoord3f)( GLenum target, GLfloat x, GLfloat y, + GLfloat z) +{ + GET_CURRENT_CONTEXT( ctx ); + GLuint attr = (target & 0x7) + VBO_ATTRIB_TEX0; + ATTR3F( attr, x, y, z ); +} + +static void GLAPIENTRY TAG(MultiTexCoord3fv)( GLenum target, const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + GLuint attr = (target & 0x7) + VBO_ATTRIB_TEX0; + ATTR3FV( attr, v ); +} + +static void GLAPIENTRY TAG(MultiTexCoord4f)( GLenum target, GLfloat x, GLfloat y, + GLfloat z, GLfloat w ) +{ + GET_CURRENT_CONTEXT( ctx ); + GLuint attr = (target & 0x7) + VBO_ATTRIB_TEX0; + ATTR4F( attr, x, y, z, w ); +} + +static void GLAPIENTRY TAG(MultiTexCoord4fv)( GLenum target, const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + GLuint attr = (target & 0x7) + VBO_ATTRIB_TEX0; + ATTR4FV( attr, v ); +} + + +static void GLAPIENTRY TAG(VertexAttrib1fARB)( GLuint index, GLfloat x ) +{ + GET_CURRENT_CONTEXT( ctx ); + if (index == 0) + ATTR1F(0, x); + else if (index < MAX_VERTEX_ATTRIBS) + ATTR1F(VBO_ATTRIB_GENERIC0 + index, x); + else + ERROR(); +} + +static void GLAPIENTRY TAG(VertexAttrib1fvARB)( GLuint index, + const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + if (index == 0) + ATTR1FV(0, v); + else if (index < MAX_VERTEX_ATTRIBS) + ATTR1FV(VBO_ATTRIB_GENERIC0 + index, v); + else + ERROR(); +} + +static void GLAPIENTRY TAG(VertexAttrib2fARB)( GLuint index, GLfloat x, + GLfloat y ) +{ + GET_CURRENT_CONTEXT( ctx ); + if (index == 0) + ATTR2F(0, x, y); + else if (index < MAX_VERTEX_ATTRIBS) + ATTR2F(VBO_ATTRIB_GENERIC0 + index, x, y); + else + ERROR(); +} + +static void GLAPIENTRY TAG(VertexAttrib2fvARB)( GLuint index, + const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + if (index == 0) + ATTR2FV(0, v); + else if (index < MAX_VERTEX_ATTRIBS) + ATTR2FV(VBO_ATTRIB_GENERIC0 + index, v); + else + ERROR(); +} + +static void GLAPIENTRY TAG(VertexAttrib3fARB)( GLuint index, GLfloat x, + GLfloat y, GLfloat z ) +{ + GET_CURRENT_CONTEXT( ctx ); + if (index == 0) + ATTR3F(0, x, y, z); + else if (index < MAX_VERTEX_ATTRIBS) + ATTR3F(VBO_ATTRIB_GENERIC0 + index, x, y, z); + else + ERROR(); +} + +static void GLAPIENTRY TAG(VertexAttrib3fvARB)( GLuint index, + const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + if (index == 0) + ATTR3FV(0, v); + else if (index < MAX_VERTEX_ATTRIBS) + ATTR3FV(VBO_ATTRIB_GENERIC0 + index, v); + else + ERROR(); +} + +static void GLAPIENTRY TAG(VertexAttrib4fARB)( GLuint index, GLfloat x, + GLfloat y, GLfloat z, + GLfloat w ) +{ + GET_CURRENT_CONTEXT( ctx ); + if (index == 0) + ATTR4F(0, x, y, z, w); + else if (index < MAX_VERTEX_ATTRIBS) + ATTR4F(VBO_ATTRIB_GENERIC0 + index, x, y, z, w); + else + ERROR(); +} + +static void GLAPIENTRY TAG(VertexAttrib4fvARB)( GLuint index, + const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + if (index == 0) + ATTR4FV(0, v); + else if (index < MAX_VERTEX_ATTRIBS) + ATTR4FV(VBO_ATTRIB_GENERIC0 + index, v); + else + ERROR(); +} + + +/* Although we don't export NV_vertex_program, these entrypoints are + * used by the display list and other code specifically because of + * their property of aliasing with other attributes. + */ +static void GLAPIENTRY TAG(VertexAttrib1fNV)( GLuint index, GLfloat x ) +{ + GET_CURRENT_CONTEXT( ctx ); + if (index < VBO_ATTRIB_MAX) + ATTR1F(index, x); +} + +static void GLAPIENTRY TAG(VertexAttrib1fvNV)( GLuint index, + const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + if (index < VBO_ATTRIB_MAX) + ATTR1FV(index, v); +} + +static void GLAPIENTRY TAG(VertexAttrib2fNV)( GLuint index, GLfloat x, + GLfloat y ) +{ + GET_CURRENT_CONTEXT( ctx ); + if (index < VBO_ATTRIB_MAX) + ATTR2F(index, x, y); +} + +static void GLAPIENTRY TAG(VertexAttrib2fvNV)( GLuint index, + const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + if (index < VBO_ATTRIB_MAX) + ATTR2FV(index, v); +} + +static void GLAPIENTRY TAG(VertexAttrib3fNV)( GLuint index, GLfloat x, + GLfloat y, GLfloat z ) +{ + GET_CURRENT_CONTEXT( ctx ); + if (index < VBO_ATTRIB_MAX) + ATTR3F(index, x, y, z); +} + +static void GLAPIENTRY TAG(VertexAttrib3fvNV)( GLuint index, + const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + if (index < VBO_ATTRIB_MAX) + ATTR3FV(index, v); +} + +static void GLAPIENTRY TAG(VertexAttrib4fNV)( GLuint index, GLfloat x, + GLfloat y, GLfloat z, + GLfloat w ) +{ + GET_CURRENT_CONTEXT( ctx ); + if (index < VBO_ATTRIB_MAX) + ATTR4F(index, x, y, z, w); +} + +static void GLAPIENTRY TAG(VertexAttrib4fvNV)( GLuint index, + const GLfloat *v ) +{ + GET_CURRENT_CONTEXT( ctx ); + if (index < VBO_ATTRIB_MAX) + ATTR4FV(index, v); +} + + +#define MAT( ATTR, N, face, params ) \ +do { \ + if (face != GL_BACK) \ + MAT_ATTR( ATTR, N, params ); /* front */ \ + if (face != GL_FRONT) \ + MAT_ATTR( ATTR + 1, N, params ); /* back */ \ +} while (0) + + +/* Colormaterial conflicts are dealt with later. + */ +static void GLAPIENTRY TAG(Materialfv)( GLenum face, GLenum pname, + const GLfloat *params ) +{ + GET_CURRENT_CONTEXT( ctx ); + switch (pname) { + case GL_EMISSION: + MAT( VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params ); + break; + case GL_AMBIENT: + MAT( VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params ); + break; + case GL_DIFFUSE: + MAT( VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params ); + break; + case GL_SPECULAR: + MAT( VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params ); + break; + case GL_SHININESS: + MAT( VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params ); + break; + case GL_COLOR_INDEXES: + MAT( VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params ); + break; + case GL_AMBIENT_AND_DIFFUSE: + MAT( VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params ); + MAT( VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params ); + break; + default: + ERROR(); + return; + } +} + + +#undef ATTR1FV +#undef ATTR2FV +#undef ATTR3FV +#undef ATTR4FV + +#undef ATTR1F +#undef ATTR2F +#undef ATTR3F +#undef ATTR4F + +#undef MAT +#undef MAT_ATTR diff --git a/src/mesa/vbo/vbo_context.c b/src/mesa/vbo/vbo_context.c new file mode 100644 index 0000000000..5f28e6b0e0 --- /dev/null +++ b/src/mesa/vbo/vbo_context.c @@ -0,0 +1,86 @@ +/* + * Mesa 3-D graphics library + * Version: 6.3 + * + * Copyright (C) 1999-2005 Brian Paul 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, sublicense, + * 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 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 NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL 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. + * + * Authors: + * Keith Whitwell + */ + +#include "mtypes.h" +#include "vbo_context.h" +#include "imports.h" +#include "api_arrayelt.h" + +/* Reach out and grab this to use as the default: + */ +extern void _tnl_draw_prims( GLcontext *ctx, + const struct gl_client_array *arrays[], + const struct _mesa_prim *prims, + GLuint nr_prims, + const struct _mesa_index_buffer *ib, + GLuint min_index, + GLuint max_index ); + +GLboolean _vbo_CreateContext( GLcontext *ctx ) +{ + struct vbo_context *vbo = CALLOC_STRUCT(vbo_context); + + ctx->swtnl_im = (void *)vbo; + + /* Initialize the arrayelt helper + */ + if (!ctx->aelt_context && + !_ae_create_context( ctx )) { + return GL_FALSE; + } + + /* Hook our functions into exec and compile dispatch tables. These + * will pretty much be permanently installed, which means that the + * vtxfmt mechanism can be removed now. + */ + vbo_exec_init( ctx ); + vbo_save_init( ctx ); + + /* By default: + */ + vbo->draw_prims = _tnl_draw_prims; + + return GL_TRUE; +} + +void vbo_save_invalidate_state( GLcontext *ctx, GLuint new_state ) +{ + _ae_invalidate_state(ctx, new_state); +} + + +void _vbo_DestroyContext( GLcontext *ctx ) +{ + if (ctx->aelt_context) { + _ae_destroy_context( ctx ); + ctx->aelt_context = NULL; + } + + FREE(vbo_context(ctx)); + ctx->swtnl_im = NULL; + +} diff --git a/src/mesa/vbo/vbo_context.h b/src/mesa/vbo/vbo_context.h new file mode 100644 index 0000000000..6b0f14d70e --- /dev/null +++ b/src/mesa/vbo/vbo_context.h @@ -0,0 +1,101 @@ +/* + * mesa 3-D graphics library + * Version: 6.5 + * + * Copyright (C) 1999-2006 Brian Paul 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, sublicense, + * 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 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 NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL 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. + */ + +/** + * \file vbo_context.h + * \brief VBO builder module datatypes and definitions. + * \author Keith Whitwell + */ + + +/** + * \mainpage The VBO builder module + * + * This module hooks into the GL dispatch table and catches all vertex + * building and drawing commands, such as glVertex3f, glBegin and + * glDrawArrays. The module stores all incoming vertex data as arrays + * in GL vertex buffer objects (VBOs), and translates all drawing + * commands into calls to a driver supplied DrawPrimitives() callback. + * + * The module captures both immediate mode and display list drawing, + * and manages the allocation, reference counting and deallocation of + * vertex buffer objects itself. + * + * The DrawPrimitives() callback can be either implemented by the + * driver itself or hooked to the tnl module's _tnl_draw_primitives() + * function for hardware without tnl capablilties or during fallbacks. + */ + + +#ifndef _VBO_CONTEXT_H +#define _VBO_CONTEXT_H + +#include "vbo_attrib.h" +#include "vbo_save.h" +#include "vbo_exec.h" + +GLboolean _vbo_CreateContext( GLcontext *ctx ); +void _vbo_DestroyContext( GLcontext *ctx ); + + +struct vbo_context { + struct vbo_exec_context exec; + struct vbo_save_context save; + + /* Callback into the driver. This must always succeed, the driver + * is responsible for initiating any fallback actions required: + */ + void (*draw_prims)( GLcontext *ctx, + const struct gl_client_array *arrays[], + const struct _mesa_prim *prims, + GLuint nr_prims, + const struct _mesa_index_buffer *ib, + GLuint min_index, + GLuint max_index ); +}; + + +static INLINE struct vbo_context *vbo_context(GLcontext *ctx) +{ + return (struct vbo_context *)(ctx->swtnl_im); +} + +enum { + VP_NONE = 1, + VP_NV, + VP_ARB +}; + +static INLINE GLuint get_program_mode( GLcontext *ctx ) +{ + if (!ctx->VertexProgram._Enabled) + return VP_NONE; + else if (ctx->VertexProgram.Current->IsNVProgram) + return VP_NV; + else + return VP_ARB; +} + + +#endif diff --git a/src/mesa/vbo/vbo_exec.c b/src/mesa/vbo/vbo_exec.c new file mode 100644 index 0000000000..4499803b8c --- /dev/null +++ b/src/mesa/vbo/vbo_exec.c @@ -0,0 +1,227 @@ +/* + * Mesa 3-D graphics library + * Version: 6.3 + * + * Copyright (C) 1999-2005 Brian Paul 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, sublicense, + * 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 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 NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL 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. + * + * Authors: + * Keith Whitwell + */ + + +#include "api_arrayelt.h" +#include "glheader.h" +#include "imports.h" +#include "context.h" +#include "macros.h" +#include "mtypes.h" +#include "dlist.h" +#include "vtxfmt.h" + +#include "vbo_context.h" + + +#define NR_LEGACY_ATTRIBS 16 +#define NR_GENERIC_ATTRIBS 16 +#define NR_MAT_ATTRIBS 12 + +static void init_legacy_currval(GLcontext *ctx) +{ + struct vbo_exec_context *exec = &vbo_context(ctx)->exec; + struct gl_client_array *arrays = exec->legacy_currval; + GLuint i; + + memset(arrays, 0, sizeof(*arrays) * NR_LEGACY_ATTRIBS); + + /* Set up a constant (StrideB == 0) array for each current + * attribute: + */ + for (i = 0; i < NR_LEGACY_ATTRIBS; i++) { + struct gl_client_array *cl = &arrays[i]; + + switch (i) { + case VBO_ATTRIB_EDGEFLAG: + cl->Type = GL_UNSIGNED_BYTE; + cl->Ptr = (const void *)&ctx->Current.EdgeFlag; + break; + case VBO_ATTRIB_INDEX: + cl->Type = GL_FLOAT; + cl->Ptr = (const void *)&ctx->Current.Index; + break; + default: + cl->Type = GL_FLOAT; + cl->Ptr = (const void *)ctx->Current.Attrib[i]; + break; + } + + /* This will have to be determined at runtime: + */ + cl->Size = 1; + cl->Stride = 0; + cl->StrideB = 0; + cl->Enabled = 1; + cl->BufferObj = ctx->Array.NullBufferObj; + } +} + + +static void init_generic_currval(GLcontext *ctx) +{ + struct vbo_exec_context *exec = &vbo_context(ctx)->exec; + struct gl_client_array *arrays = exec->generic_currval; + GLuint i; + + memset(arrays, 0, sizeof(*arrays) * NR_GENERIC_ATTRIBS); + + for (i = 0; i < NR_GENERIC_ATTRIBS; i++) { + struct gl_client_array *cl = &arrays[i]; + + /* This will have to be determined at runtime: + */ + cl->Size = 1; + + cl->Type = GL_FLOAT; + cl->Ptr = (const void *)ctx->Current.Attrib[VERT_ATTRIB_GENERIC0 + i]; + cl->Stride = 0; + cl->StrideB = 0; + cl->Enabled = 1; + cl->BufferObj = ctx->Array.NullBufferObj; + } +} + + +static void init_mat_currval(GLcontext *ctx) +{ + struct vbo_exec_context *exec = &vbo_context(ctx)->exec; + struct gl_client_array *arrays = exec->mat_currval; + GLuint i; + + memset(arrays, 0, sizeof(*arrays) * NR_GENERIC_ATTRIBS); + + /* Set up a constant (StrideB == 0) array for each current + * attribute: + */ + for (i = 0; i < NR_GENERIC_ATTRIBS; i++) { + struct gl_client_array *cl = &arrays[i]; + + /* Size is fixed for the material attributes, for others will + * be determined at runtime: + */ + switch (i - VERT_ATTRIB_GENERIC0) { + case MAT_ATTRIB_FRONT_SHININESS: + case MAT_ATTRIB_BACK_SHININESS: + cl->Size = 1; + break; + case MAT_ATTRIB_FRONT_INDEXES: + case MAT_ATTRIB_BACK_INDEXES: + cl->Size = 3; + break; + default: + cl->Size = 4; + break; + } + + if (i < MAT_ATTRIB_MAX) + cl->Ptr = (const void *)ctx->Light.Material.Attrib[i]; + else + cl->Ptr = (const void *)ctx->Current.Attrib[VERT_ATTRIB_GENERIC0 + i]; + + cl->Type = GL_FLOAT; + cl->Stride = 0; + cl->StrideB = 0; + cl->Enabled = 1; + cl->BufferObj = ctx->Array.NullBufferObj; + } +} + + +void vbo_exec_init( GLcontext *ctx ) +{ + struct vbo_exec_context *exec = &vbo_context(ctx)->exec; + + exec->ctx = ctx; + + /* Initialize the arrayelt helper + */ + if (!ctx->aelt_context && + !_ae_create_context( ctx )) + return; + + vbo_exec_vtx_init( exec ); + vbo_exec_array_init( exec ); + + init_legacy_currval( ctx ); + init_generic_currval( ctx ); + init_mat_currval( ctx ); + + ctx->Driver.NeedFlush = 0; + ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END; + ctx->Driver.FlushVertices = vbo_exec_FlushVertices; + + exec->eval.recalculate_maps = 1; +} + + +void vbo_exec_destroy( GLcontext *ctx ) +{ + struct vbo_exec_context *exec = &vbo_context(ctx)->exec; + + if (ctx->aelt_context) { + _ae_destroy_context( ctx ); + ctx->aelt_context = NULL; + } + + vbo_exec_vtx_destroy( exec ); + vbo_exec_array_destroy( exec ); +} + +/* Really want to install these callbacks to a central facility to be + * invoked according to the state flags. That will have to wait for a + * mesa rework: + */ +void vbo_exec_invalidate_state( GLcontext *ctx, GLuint new_state ) +{ + struct vbo_exec_context *exec = &vbo_context(ctx)->exec; + + if (new_state & (_NEW_PROGRAM|_NEW_EVAL)) + exec->eval.recalculate_maps = 1; + + _ae_invalidate_state(ctx, new_state); +} + + +void vbo_exec_wakeup( GLcontext *ctx ) +{ + struct vbo_exec_context *exec = &vbo_context(ctx)->exec; + + ctx->Driver.FlushVertices = vbo_exec_FlushVertices; + ctx->Driver.NeedFlush |= FLUSH_UPDATE_CURRENT; + + /* Hook our functions into exec and compile dispatch tables. + */ + _mesa_install_exec_vtxfmt( ctx, &exec->vtxfmt ); + + /* Assume we haven't been getting state updates either: + */ + vbo_exec_invalidate_state( ctx, ~0 ); +} + + + diff --git a/src/mesa/vbo/vbo_exec.h b/src/mesa/vbo/vbo_exec.h new file mode 100644 index 0000000000..4542d2807c --- /dev/null +++ b/src/mesa/vbo/vbo_exec.h @@ -0,0 +1,175 @@ +/************************************************************************** + +Copyright 2002 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 +on 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 THEIR 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. + +**************************************************************************/ + +/* + * Authors: + * Keith Whitwell + * + */ + +#ifndef __VBO_EXEC_H__ +#define __VBO_EXEC_H__ + +#include "mtypes.h" +#include "vbo_attrib.h" + + +#define VBO_MAX_PRIM 64 + +/* Wierd implementation stuff: + */ +#define VBO_VERT_BUFFER_SIZE (1024*16) /* dwords == 64k */ +#define VBO_MAX_ATTR_CODEGEN 16 +#define ERROR_ATTRIB 16 + + + + +struct vbo_exec_eval1_map { + struct gl_1d_map *map; + GLuint sz; +}; + +struct vbo_exec_eval2_map { + struct gl_2d_map *map; + GLuint sz; +}; + + + +struct vbo_exec_copied_vtx { + GLfloat buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS]; + GLuint nr; +}; + + +typedef void (*vbo_attrfv_func)( const GLfloat * ); + + +struct vbo_exec_context +{ + GLcontext *ctx; + GLvertexformat vtxfmt; + + struct gl_client_array legacy_currval[16]; + struct gl_client_array generic_currval[16]; + struct gl_client_array mat_currval[16]; + + struct { + struct gl_buffer_object *bufferobj; + GLubyte *buffer_map; + + GLuint vertex_size; + + struct _mesa_prim prim[VBO_MAX_PRIM]; + GLuint prim_count; + + GLfloat *vbptr; /* cursor, points into buffer */ + GLfloat vertex[VBO_ATTRIB_MAX*4]; /* current vertex */ + + GLfloat *current[VBO_ATTRIB_MAX]; /* points into ctx->Current, ctx->Light.Material */ + GLfloat CurrentFloatEdgeFlag; + + GLuint vert_count; + GLuint max_vert; + struct vbo_exec_copied_vtx copied; + + GLubyte attrsz[VBO_ATTRIB_MAX]; + GLubyte active_sz[VBO_ATTRIB_MAX]; + + GLfloat *attrptr[VBO_ATTRIB_MAX]; + struct gl_client_array arrays[VBO_ATTRIB_MAX]; + + /* According to program mode, the values above plus current + * values are squashed down to the 32 attributes passed to the + * vertex program below: + */ + GLuint program_mode; + GLuint enabled_flags; + const struct gl_client_array *inputs[VERT_ATTRIB_MAX]; + } vtx; + + + struct { + GLboolean recalculate_maps; + struct vbo_exec_eval1_map map1[VERT_ATTRIB_MAX]; + struct vbo_exec_eval2_map map2[VERT_ATTRIB_MAX]; + } eval; + + struct { + GLuint program_mode; + GLuint enabled_flags; + GLuint array_obj; + + /* These just mirror the current arrayobj (todo: make arrayobj + * look like this and remove the mirror): + */ + const struct gl_client_array *legacy_array[16]; + const struct gl_client_array *generic_array[16]; + + /* Arrays and current values manipulated according to program + * mode, etc. These are the attributes as seen by vertex + * programs: + */ + const struct gl_client_array *inputs[VERT_ATTRIB_MAX]; + + + struct gl_buffer_object *index_obj; + } array; +}; + + + +/* External API: + */ +void vbo_exec_init( GLcontext *ctx ); +void vbo_exec_destroy( GLcontext *ctx ); +void vbo_exec_invalidate_state( GLcontext *ctx, GLuint new_state ); +void vbo_exec_FlushVertices( GLcontext *ctx, GLuint flags ); +void vbo_exec_wakeup( GLcontext *ctx ); + + +/* Internal functions: + */ +void vbo_exec_array_init( struct vbo_exec_context *exec ); +void vbo_exec_array_destroy( struct vbo_exec_context *exec ); + + +void vbo_exec_vtx_init( struct vbo_exec_context *exec ); +void vbo_exec_vtx_destroy( struct vbo_exec_context *exec ); +void vbo_exec_vtx_flush( struct vbo_exec_context *exec ); +void vbo_exec_vtx_wrap( struct vbo_exec_context *exec ); + +void vbo_exec_eval_update( struct vbo_exec_context *exec ); + +void vbo_exec_do_EvalCoord2f( struct vbo_exec_context *exec, + GLfloat u, GLfloat v ); + +void vbo_exec_do_EvalCoord1f( struct vbo_exec_context *exec, + GLfloat u); + +#endif diff --git a/src/mesa/vbo/vbo_exec_api.c b/src/mesa/vbo/vbo_exec_api.c new file mode 100644 index 0000000000..c764c4d8b6 --- /dev/null +++ b/src/mesa/vbo/vbo_exec_api.c @@ -0,0 +1,716 @@ +/************************************************************************** + +Copyright 2002 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 +on 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 THEIR 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. + +**************************************************************************/ + +/* + * Authors: + * Keith Whitwell + */ + +#include "glheader.h" +#include "context.h" +#include "macros.h" +#include "vtxfmt.h" +#include "dlist.h" +#include "state.h" +#include "light.h" +#include "api_arrayelt.h" +#include "api_noop.h" +#include "dispatch.h" + +#include "vbo_context.h" + +static void reset_attrfv( struct vbo_exec_context *exec ); + + +/* Close off the last primitive, execute the buffer, restart the + * primitive. + */ +static void vbo_exec_wrap_buffers( struct vbo_exec_context *exec ) +{ + if (exec->vtx.prim_count == 0) { + exec->vtx.copied.nr = 0; + exec->vtx.vert_count = 0; + exec->vtx.vbptr = (GLfloat *)exec->vtx.buffer_map; + } + else { + GLuint last_begin = exec->vtx.prim[exec->vtx.prim_count-1].begin; + GLuint last_count; + + if (exec->ctx->Driver.CurrentExecPrimitive != GL_POLYGON+1) { + GLint i = exec->vtx.prim_count - 1; + assert(i >= 0); + exec->vtx.prim[i].count = (exec->vtx.vert_count - + exec->vtx.prim[i].start); + } + + last_count = exec->vtx.prim[exec->vtx.prim_count-1].count; + + /* Execute the buffer and save copied vertices. + */ + if (exec->vtx.vert_count) + vbo_exec_vtx_flush( exec ); + else { + exec->vtx.prim_count = 0; + exec->vtx.copied.nr = 0; + } + + /* Emit a glBegin to start the new list. + */ + assert(exec->vtx.prim_count == 0); + + if (exec->ctx->Driver.CurrentExecPrimitive != GL_POLYGON+1) { + exec->vtx.prim[0].mode = exec->ctx->Driver.CurrentExecPrimitive; + exec->vtx.prim[0].start = 0; + exec->vtx.prim[0].count = 0; + exec->vtx.prim_count++; + + if (exec->vtx.copied.nr == last_count) + exec->vtx.prim[0].begin = last_begin; + } + } +} + + +/* Deal with buffer wrapping where provoked by the vertex buffer + * filling up, as opposed to upgrade_vertex(). + */ +void vbo_exec_vtx_wrap( struct vbo_exec_context *exec ) +{ + GLfloat *data = exec->vtx.copied.buffer; + GLuint i; + + /* Run pipeline on current vertices, copy wrapped vertices + * to exec->vtx.copied. + */ + vbo_exec_wrap_buffers( exec ); + + /* Copy stored stored vertices to start of new list. + */ + assert(exec->vtx.max_vert - exec->vtx.vert_count > exec->vtx.copied.nr); + + for (i = 0 ; i < exec->vtx.copied.nr ; i++) { + _mesa_memcpy( exec->vtx.vbptr, data, + exec->vtx.vertex_size * sizeof(GLfloat)); + exec->vtx.vbptr += exec->vtx.vertex_size; + data += exec->vtx.vertex_size; + exec->vtx.vert_count++; + } + + exec->vtx.copied.nr = 0; +} + + +/* + * Copy the active vertex's values to the ctx->Current fields. + */ +static void vbo_exec_copy_to_current( struct vbo_exec_context *exec ) +{ + GLcontext *ctx = exec->ctx; + GLuint i; + + for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) { + if (exec->vtx.attrsz[i]) { + /* Note: the exec->vtx.current[i] pointers point into the + * ctx->Current.Attrib and ctx->Light.Material.Attrib arrays. + */ + COPY_CLEAN_4V(exec->vtx.current[i], + exec->vtx.attrsz[i], + exec->vtx.attrptr[i]); + + /* This triggers rather too much recalculation of Mesa state + * that doesn't get used (eg light positions). + */ + if (i >= VBO_ATTRIB_MAT_FRONT_AMBIENT && + i <= VBO_ATTRIB_MAT_BACK_INDEXES) + ctx->NewState |= _NEW_LIGHT; + } + } + + /* color index is special (it's not a float[4] so COPY_CLEAN_4V above + * will trash adjacent memory!) + */ + if (exec->vtx.attrsz[VBO_ATTRIB_INDEX]) { + ctx->Current.Index = exec->vtx.attrptr[VBO_ATTRIB_INDEX][0]; + } + + /* Edgeflag requires additional treatment: + */ + if (exec->vtx.attrsz[VBO_ATTRIB_EDGEFLAG]) { + ctx->Current.EdgeFlag = (exec->vtx.CurrentFloatEdgeFlag == 1.0); + } + + /* Colormaterial -- this kindof sucks. + */ + if (ctx->Light.ColorMaterialEnabled && + exec->vtx.attrsz[VBO_ATTRIB_COLOR0]) { + _mesa_update_color_material(ctx, + ctx->Current.Attrib[VBO_ATTRIB_COLOR0]); + } + + ctx->Driver.NeedFlush &= ~FLUSH_UPDATE_CURRENT; +} + + +static void vbo_exec_copy_from_current( struct vbo_exec_context *exec ) +{ + GLcontext *ctx = exec->ctx; + GLint i; + + /* Edgeflag requires additional treatment: + */ + exec->vtx.CurrentFloatEdgeFlag = + (GLfloat)ctx->Current.EdgeFlag; + + for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) + switch (exec->vtx.attrsz[i]) { + case 4: exec->vtx.attrptr[i][3] = exec->vtx.current[i][3]; + case 3: exec->vtx.attrptr[i][2] = exec->vtx.current[i][2]; + case 2: exec->vtx.attrptr[i][1] = exec->vtx.current[i][1]; + case 1: exec->vtx.attrptr[i][0] = exec->vtx.current[i][0]; + break; + } + + ctx->Driver.NeedFlush |= FLUSH_UPDATE_CURRENT; +} + + +/* Flush existing data, set new attrib size, replay copied vertices. + */ +static void vbo_exec_wrap_upgrade_vertex( struct vbo_exec_context *exec, + GLuint attr, + GLuint newsz ) +{ + GLcontext *ctx = exec->ctx; + GLint lastcount = exec->vtx.vert_count; + GLfloat *tmp; + GLuint oldsz; + GLuint i; + + /* Run pipeline on current vertices, copy wrapped vertices + * to exec->vtx.copied. + */ + vbo_exec_wrap_buffers( exec ); + + + /* Do a COPY_TO_CURRENT to ensure back-copying works for the case + * when the attribute already exists in the vertex and is having + * its size increased. + */ + vbo_exec_copy_to_current( exec ); + + + /* Heuristic: Attempt to isolate attributes received outside + * begin/end so that they don't bloat the vertices. + */ + if (ctx->Driver.CurrentExecPrimitive == PRIM_OUTSIDE_BEGIN_END && + exec->vtx.attrsz[attr] == 0 && + lastcount > 8 && + exec->vtx.vertex_size) { + reset_attrfv( exec ); + } + + /* Fix up sizes: + */ + oldsz = exec->vtx.attrsz[attr]; + exec->vtx.attrsz[attr] = newsz; + + exec->vtx.vertex_size += newsz - oldsz; + exec->vtx.max_vert = VBO_VERT_BUFFER_SIZE / exec->vtx.vertex_size; + exec->vtx.vert_count = 0; + exec->vtx.vbptr = (GLfloat *)exec->vtx.buffer_map; + + + /* Recalculate all the attrptr[] values + */ + for (i = 0, tmp = exec->vtx.vertex ; i < VBO_ATTRIB_MAX ; i++) { + if (exec->vtx.attrsz[i]) { + exec->vtx.attrptr[i] = tmp; + tmp += exec->vtx.attrsz[i]; + } + else + exec->vtx.attrptr[i] = NULL; /* will not be dereferenced */ + } + + /* Copy from current to repopulate the vertex with correct values. + */ + vbo_exec_copy_from_current( exec ); + + /* Replay stored vertices to translate them + * to new format here. + * + * -- No need to replay - just copy piecewise + */ + if (exec->vtx.copied.nr) + { + GLfloat *data = exec->vtx.copied.buffer; + GLfloat *dest = exec->vtx.vbptr; + GLuint j; + + assert(exec->vtx.vbptr == (GLfloat *)exec->vtx.buffer_map); + + for (i = 0 ; i < exec->vtx.copied.nr ; i++) { + for (j = 0 ; j < VBO_ATTRIB_MAX ; j++) { + if (exec->vtx.attrsz[j]) { + if (j == attr) { + if (oldsz) { + COPY_CLEAN_4V( dest, oldsz, data ); + data += oldsz; + dest += newsz; + } else { + COPY_SZ_4V( dest, newsz, exec->vtx.current[j] ); + dest += newsz; + } + } + else { + GLuint sz = exec->vtx.attrsz[j]; + COPY_SZ_4V( dest, sz, data ); + dest += sz; + data += sz; + } + } + } + } + + exec->vtx.vbptr = dest; + exec->vtx.vert_count += exec->vtx.copied.nr; + exec->vtx.copied.nr = 0; + } +} + + +static void vbo_exec_fixup_vertex( GLcontext *ctx, + GLuint attr, GLuint sz ) +{ + struct vbo_exec_context *exec = &vbo_context(ctx)->exec; + int i; + + if (sz > exec->vtx.attrsz[attr]) { + /* New size is larger. Need to flush existing vertices and get + * an enlarged vertex format. + */ + vbo_exec_wrap_upgrade_vertex( exec, attr, sz ); + } + else if (sz < exec->vtx.active_sz[attr]) { + static const GLfloat id[4] = { 0, 0, 0, 1 }; + + /* New size is smaller - just need to fill in some + * zeros. Don't need to flush or wrap. + */ + for (i = sz ; i <= exec->vtx.attrsz[attr] ; i++) + exec->vtx.attrptr[attr][i-1] = id[i-1]; + } + + exec->vtx.active_sz[attr] = sz; + + /* Does setting NeedFlush belong here? Necessitates resetting + * vtxfmt on each flush (otherwise flags won't get reset + * afterwards). + */ + if (attr == 0) + exec->ctx->Driver.NeedFlush |= FLUSH_STORED_VERTICES; + else + exec->ctx->Driver.NeedFlush |= FLUSH_UPDATE_CURRENT; +} + + + + +/* + */ +#define ATTR( A, N, V0, V1, V2, V3 ) \ +do { \ + struct vbo_exec_context *exec = &vbo_context(ctx)->exec; \ + \ + if (exec->vtx.active_sz[A] != N) \ + vbo_exec_fixup_vertex(ctx, A, N); \ + \ + { \ + GLfloat *dest = exec->vtx.attrptr[A]; \ + if (N>0) dest[0] = V0; \ + if (N>1) dest[1] = V1; \ + if (N>2) dest[2] = V2; \ + if (N>3) dest[3] = V3; \ + } \ + \ + if ((A) == 0) { \ + GLuint i; \ + \ + for (i = 0; i < exec->vtx.vertex_size; i++) \ + exec->vtx.vbptr[i] = exec->vtx.vertex[i]; \ + \ + exec->vtx.vbptr += exec->vtx.vertex_size; \ + exec->ctx->Driver.NeedFlush |= FLUSH_STORED_VERTICES; \ + \ + if (++exec->vtx.vert_count >= exec->vtx.max_vert) \ + vbo_exec_vtx_wrap( exec ); \ + } \ +} while (0) + + +#define ERROR() _mesa_error( ctx, GL_INVALID_ENUM, __FUNCTION__ ) +#define TAG(x) vbo_##x + +#include "vbo_attrib_tmp.h" + + + + + +/* Eval + */ +static void GLAPIENTRY vbo_exec_EvalCoord1f( GLfloat u ) +{ + GET_CURRENT_CONTEXT( ctx ); + struct vbo_exec_context *exec = &vbo_context(ctx)->exec; + + { + GLint i; + if (exec->eval.recalculate_maps) + vbo_exec_eval_update( exec ); + + for (i = 0 ; i <= VBO_ATTRIB_INDEX ; i++) { + if (exec->eval.map1[i].map) + if (exec->vtx.active_sz[i] != exec->eval.map1[i].sz) + vbo_exec_fixup_vertex( ctx, i, exec->eval.map1[i].sz ); + } + } + + + _mesa_memcpy( exec->vtx.copied.buffer, exec->vtx.vertex, + exec->vtx.vertex_size * sizeof(GLfloat)); + + vbo_exec_do_EvalCoord1f( exec, u ); + + _mesa_memcpy( exec->vtx.vertex, exec->vtx.copied.buffer, + exec->vtx.vertex_size * sizeof(GLfloat)); +} + +static void GLAPIENTRY vbo_exec_EvalCoord2f( GLfloat u, GLfloat v ) +{ + GET_CURRENT_CONTEXT( ctx ); + struct vbo_exec_context *exec = &vbo_context(ctx)->exec; + + { + GLint i; + if (exec->eval.recalculate_maps) + vbo_exec_eval_update( exec ); + + for (i = 0 ; i <= VBO_ATTRIB_INDEX ; i++) { + if (exec->eval.map2[i].map) + if (exec->vtx.active_sz[i] != exec->eval.map2[i].sz) + vbo_exec_fixup_vertex( ctx, i, exec->eval.map2[i].sz ); + } + + if (ctx->Eval.AutoNormal) + if (exec->vtx.active_sz[VBO_ATTRIB_NORMAL] != 3) + vbo_exec_fixup_vertex( ctx, VBO_ATTRIB_NORMAL, 3 ); + } + + _mesa_memcpy( exec->vtx.copied.buffer, exec->vtx.vertex, + exec->vtx.vertex_size * sizeof(GLfloat)); + + vbo_exec_do_EvalCoord2f( exec, u, v ); + + _mesa_memcpy( exec->vtx.vertex, exec->vtx.copied.buffer, + exec->vtx.vertex_size * sizeof(GLfloat)); +} + +static void GLAPIENTRY vbo_exec_EvalCoord1fv( const GLfloat *u ) +{ + vbo_exec_EvalCoord1f( u[0] ); +} + +static void GLAPIENTRY vbo_exec_EvalCoord2fv( const GLfloat *u ) +{ + vbo_exec_EvalCoord2f( u[0], u[1] ); +} + +static void GLAPIENTRY vbo_exec_EvalPoint1( GLint i ) +{ + GET_CURRENT_CONTEXT( ctx ); + GLfloat du = ((ctx->Eval.MapGrid1u2 - ctx->Eval.MapGrid1u1) / + (GLfloat) ctx->Eval.MapGrid1un); + GLfloat u = i * du + ctx->Eval.MapGrid1u1; + + vbo_exec_EvalCoord1f( u ); +} + + +static void GLAPIENTRY vbo_exec_EvalPoint2( GLint i, GLint j ) +{ + GET_CURRENT_CONTEXT( ctx ); + GLfloat du = ((ctx->Eval.MapGrid2u2 - ctx->Eval.MapGrid2u1) / + (GLfloat) ctx->Eval.MapGrid2un); + GLfloat dv = ((ctx->Eval.MapGrid2v2 - ctx->Eval.MapGrid2v1) / + (GLfloat) ctx->Eval.MapGrid2vn); + GLfloat u = i * du + ctx->Eval.MapGrid2u1; + GLfloat v = j * dv + ctx->Eval.MapGrid2v1; + + vbo_exec_EvalCoord2f( u, v ); +} + + +/* Build a list of primitives on the fly. Keep + * ctx->Driver.CurrentExecPrimitive uptodate as well. + */ +static void GLAPIENTRY vbo_exec_Begin( GLenum mode ) +{ + GET_CURRENT_CONTEXT( ctx ); + + if (ctx->Driver.CurrentExecPrimitive == GL_POLYGON+1) { + struct vbo_exec_context *exec = &vbo_context(ctx)->exec; + int i; + + if (ctx->NewState) { + _mesa_update_state( ctx ); + + if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) || + (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glBegin (invalid vertex/fragment program)"); + return; + } + + CALL_Begin(ctx->Exec, (mode)); + return; + } + + /* Heuristic: attempt to isolate attributes occuring outside + * begin/end pairs. + */ + if (exec->vtx.vertex_size && !exec->vtx.attrsz[0]) + vbo_exec_FlushVertices( ctx, ~0 ); + + i = exec->vtx.prim_count++; + exec->vtx.prim[i].mode = mode; + exec->vtx.prim[i].begin = 1; + exec->vtx.prim[i].end = 0; + exec->vtx.prim[i].indexed = 0; + exec->vtx.prim[i].weak = 0; + exec->vtx.prim[i].pad = 0; + exec->vtx.prim[i].start = exec->vtx.vert_count; + exec->vtx.prim[i].count = 0; + + ctx->Driver.CurrentExecPrimitive = mode; + } + else + _mesa_error( ctx, GL_INVALID_OPERATION, "glBegin" ); + +} + +static void GLAPIENTRY vbo_exec_End( void ) +{ + GET_CURRENT_CONTEXT( ctx ); + + if (ctx->Driver.CurrentExecPrimitive != GL_POLYGON+1) { + struct vbo_exec_context *exec = &vbo_context(ctx)->exec; + int idx = exec->vtx.vert_count; + int i = exec->vtx.prim_count - 1; + + exec->vtx.prim[i].end = 1; + exec->vtx.prim[i].count = idx - exec->vtx.prim[i].start; + + ctx->Driver.CurrentExecPrimitive = GL_POLYGON+1; + + if (exec->vtx.prim_count == VBO_MAX_PRIM) + vbo_exec_vtx_flush( exec ); + } + else + _mesa_error( ctx, GL_INVALID_OPERATION, "glEnd" ); +} + + +static void vbo_exec_vtxfmt_init( struct vbo_exec_context *exec ) +{ + GLvertexformat *vfmt = &exec->vtxfmt; + + vfmt->ArrayElement = _ae_loopback_array_elt; /* generic helper */ + vfmt->Begin = vbo_exec_Begin; + vfmt->CallList = _mesa_CallList; + vfmt->CallLists = _mesa_CallLists; + vfmt->End = vbo_exec_End; + vfmt->EvalCoord1f = vbo_exec_EvalCoord1f; + vfmt->EvalCoord1fv = vbo_exec_EvalCoord1fv; + vfmt->EvalCoord2f = vbo_exec_EvalCoord2f; + vfmt->EvalCoord2fv = vbo_exec_EvalCoord2fv; + vfmt->EvalPoint1 = vbo_exec_EvalPoint1; + vfmt->EvalPoint2 = vbo_exec_EvalPoint2; + + vfmt->Rectf = _mesa_noop_Rectf; + vfmt->EvalMesh1 = _mesa_noop_EvalMesh1; + vfmt->EvalMesh2 = _mesa_noop_EvalMesh2; + + + /* from attrib_tmp.h: + */ + vfmt->Color3f = vbo_Color3f; + vfmt->Color3fv = vbo_Color3fv; + vfmt->Color4f = vbo_Color4f; + vfmt->Color4fv = vbo_Color4fv; + vfmt->FogCoordfEXT = vbo_FogCoordfEXT; + vfmt->FogCoordfvEXT = vbo_FogCoordfvEXT; + vfmt->MultiTexCoord1fARB = vbo_MultiTexCoord1f; + vfmt->MultiTexCoord1fvARB = vbo_MultiTexCoord1fv; + vfmt->MultiTexCoord2fARB = vbo_MultiTexCoord2f; + vfmt->MultiTexCoord2fvARB = vbo_MultiTexCoord2fv; + vfmt->MultiTexCoord3fARB = vbo_MultiTexCoord3f; + vfmt->MultiTexCoord3fvARB = vbo_MultiTexCoord3fv; + vfmt->MultiTexCoord4fARB = vbo_MultiTexCoord4f; + vfmt->MultiTexCoord4fvARB = vbo_MultiTexCoord4fv; + vfmt->Normal3f = vbo_Normal3f; + vfmt->Normal3fv = vbo_Normal3fv; + vfmt->SecondaryColor3fEXT = vbo_SecondaryColor3fEXT; + vfmt->SecondaryColor3fvEXT = vbo_SecondaryColor3fvEXT; + vfmt->TexCoord1f = vbo_TexCoord1f; + vfmt->TexCoord1fv = vbo_TexCoord1fv; + vfmt->TexCoord2f = vbo_TexCoord2f; + vfmt->TexCoord2fv = vbo_TexCoord2fv; + vfmt->TexCoord3f = vbo_TexCoord3f; + vfmt->TexCoord3fv = vbo_TexCoord3fv; + vfmt->TexCoord4f = vbo_TexCoord4f; + vfmt->TexCoord4fv = vbo_TexCoord4fv; + vfmt->Vertex2f = vbo_Vertex2f; + vfmt->Vertex2fv = vbo_Vertex2fv; + vfmt->Vertex3f = vbo_Vertex3f; + vfmt->Vertex3fv = vbo_Vertex3fv; + vfmt->Vertex4f = vbo_Vertex4f; + vfmt->Vertex4fv = vbo_Vertex4fv; + + vfmt->VertexAttrib1fARB = vbo_VertexAttrib1fARB; + vfmt->VertexAttrib1fvARB = vbo_VertexAttrib1fvARB; + vfmt->VertexAttrib2fARB = vbo_VertexAttrib2fARB; + vfmt->VertexAttrib2fvARB = vbo_VertexAttrib2fvARB; + vfmt->VertexAttrib3fARB = vbo_VertexAttrib3fARB; + vfmt->VertexAttrib3fvARB = vbo_VertexAttrib3fvARB; + vfmt->VertexAttrib4fARB = vbo_VertexAttrib4fARB; + vfmt->VertexAttrib4fvARB = vbo_VertexAttrib4fvARB; + + vfmt->VertexAttrib1fNV = vbo_VertexAttrib1fNV; + vfmt->VertexAttrib1fvNV = vbo_VertexAttrib1fvNV; + vfmt->VertexAttrib2fNV = vbo_VertexAttrib2fNV; + vfmt->VertexAttrib2fvNV = vbo_VertexAttrib2fvNV; + vfmt->VertexAttrib3fNV = vbo_VertexAttrib3fNV; + vfmt->VertexAttrib3fvNV = vbo_VertexAttrib3fvNV; + vfmt->VertexAttrib4fNV = vbo_VertexAttrib4fNV; + vfmt->VertexAttrib4fvNV = vbo_VertexAttrib4fvNV; + + vfmt->Materialfv = vbo_Materialfv; + + vfmt->EdgeFlag = vbo_EdgeFlag; + vfmt->Indexf = vbo_Indexf; + vfmt->Indexfv = vbo_Indexfv; + +} + + +static void vbo_exec_current_init( struct vbo_exec_context *exec ) +{ + GLcontext *ctx = exec->ctx; + GLint i; + + /* setup the pointers for the typical 16 vertex attributes */ + for (i = 0; i < VBO_ATTRIB_FIRST_MATERIAL; i++) + exec->vtx.current[i] = ctx->Current.Attrib[i]; + + /* setup pointers for the 12 material attributes */ + for (i = 0; i < MAT_ATTRIB_MAX; i++) + exec->vtx.current[VBO_ATTRIB_FIRST_MATERIAL + i] = + ctx->Light.Material.Attrib[i]; + + exec->vtx.current[VBO_ATTRIB_INDEX] = &ctx->Current.Index; + exec->vtx.current[VBO_ATTRIB_EDGEFLAG] = &exec->vtx.CurrentFloatEdgeFlag; +} + +void vbo_exec_vtx_init( struct vbo_exec_context *exec ) +{ + GLcontext *ctx = exec->ctx; + GLuint i; + + /* Allocate a buffer object. Will just reuse this object + * continuously. + */ + exec->vtx.bufferobj = ctx->Array.NullBufferObj; + exec->vtx.buffer_map = ALIGN_MALLOC(VBO_VERT_BUFFER_SIZE * sizeof(GLfloat), 64); + + vbo_exec_current_init( exec ); + vbo_exec_vtxfmt_init( exec ); + + /* Hook our functions into the dispatch table. + */ + _mesa_install_exec_vtxfmt( exec->ctx, &exec->vtxfmt ); + + for (i = 0 ; i < VBO_ATTRIB_MAX ; i++) { + exec->vtx.attrsz[i] = 0; + exec->vtx.active_sz[i] = 0; + exec->vtx.inputs[i] = &exec->vtx.arrays[i]; + } + + exec->vtx.vertex_size = 0; +} + + +void vbo_exec_vtx_destroy( struct vbo_exec_context *exec ) +{ + if (exec->vtx.buffer_map) { + ALIGN_FREE(exec->vtx.buffer_map); + exec->vtx.buffer_map = NULL; + } +} + + +void vbo_exec_FlushVertices( GLcontext *ctx, GLuint flags ) +{ + struct vbo_exec_context *exec = &vbo_context(ctx)->exec; + + if (exec->ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END) + return; + + if (exec->vtx.vert_count) { + vbo_exec_vtx_flush( exec ); + } + + if (exec->vtx.vertex_size) { + vbo_exec_copy_to_current( exec ); + reset_attrfv( exec ); + } + + exec->ctx->Driver.NeedFlush = 0; +} + + +static void reset_attrfv( struct vbo_exec_context *exec ) +{ + GLuint i; + + for (i = 0 ; i < VBO_ATTRIB_MAX ; i++) { + exec->vtx.attrsz[i] = 0; + exec->vtx.active_sz[i] = 0; + } + + exec->vtx.vertex_size = 0; +} + diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c new file mode 100644 index 0000000000..5cfa7a01a9 --- /dev/null +++ b/src/mesa/vbo/vbo_exec_array.c @@ -0,0 +1,367 @@ +/************************************************************************** + * + * Copyright 2003 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 "glheader.h" +#include "context.h" +#include "state.h" +#include "api_validate.h" +#include "api_noop.h" +#include "dispatch.h" + +#include "vbo_context.h" + +static GLuint get_max_index( GLuint count, GLuint type, + const GLvoid *indices ) +{ + GLint i; + + /* Compute max element. This is only needed for upload of non-VBO, + * non-constant data elements. + * + * XXX: Postpone this calculation until it is known that it is + * needed. Otherwise could scan this pointlessly in the all-vbo + * case. + */ + switch(type) { + case GL_UNSIGNED_INT: { + const GLuint *ui_indices = (const GLuint *)indices; + GLuint max_ui = 0; + for (i = 0; i < count; i++) + if (ui_indices[i] > max_ui) + max_ui = ui_indices[i]; + return max_ui; + } + case GL_UNSIGNED_SHORT: { + const GLushort *us_indices = (const GLushort *)indices; + GLuint max_us = 0; + for (i = 0; i < count; i++) + if (us_indices[i] > max_us) + max_us = us_indices[i]; + return max_us; + } + case GL_UNSIGNED_BYTE: { + const GLubyte *ub_indices = (const GLubyte *)indices; + GLuint max_ub = 0; + for (i = 0; i < count; i++) + if (ub_indices[i] > max_ub) + max_ub = ub_indices[i]; + return max_ub; + } + default: + return 0; + } +} + + +/* Just translate the arrayobj into a sane layout. + */ +static void bind_array_obj( GLcontext *ctx ) +{ + struct vbo_exec_context *exec = &vbo_context(ctx)->exec; + GLuint i; + + /* TODO: Fix the ArrayObj struct to keep legacy arrays in an array + * rather than as individual named arrays. Then this function can + * go away. + */ + exec->array.legacy_array[VERT_ATTRIB_POS] = &ctx->Array.ArrayObj->Vertex; + exec->array.legacy_array[VERT_ATTRIB_NORMAL] = &ctx->Array.ArrayObj->Normal; + exec->array.legacy_array[VERT_ATTRIB_COLOR0] = &ctx->Array.ArrayObj->Color; + exec->array.legacy_array[VERT_ATTRIB_COLOR1] = &ctx->Array.ArrayObj->SecondaryColor; + exec->array.legacy_array[VERT_ATTRIB_FOG] = &ctx->Array.ArrayObj->FogCoord; + exec->array.legacy_array[VERT_ATTRIB_COLOR_INDEX] = &ctx->Array.ArrayObj->Index; + exec->array.legacy_array[VBO_ATTRIB_EDGEFLAG] = &ctx->Array.ArrayObj->EdgeFlag; + + for (i = 0; i < 8; i++) + exec->array.legacy_array[VBO_ATTRIB_TEX0 + i] = &ctx->Array.ArrayObj->TexCoord[i]; + + for (i = 0; i < VERT_ATTRIB_MAX; i++) + exec->array.generic_array[i] = &ctx->Array.ArrayObj->VertexAttrib[i]; + + exec->array.array_obj = ctx->Array.ArrayObj->Name; +} + +static void recalculate_input_bindings( GLcontext *ctx ) +{ + struct vbo_exec_context *exec = &vbo_context(ctx)->exec; + const struct gl_client_array **inputs = &exec->array.inputs[0]; + GLuint i; + + exec->array.program_mode = get_program_mode(ctx); + exec->array.enabled_flags = ctx->Array.ArrayObj->_Enabled; + + /* TODO: Get rid of NV_program (please!). + */ + switch (exec->array.program_mode) { + case VP_NONE: + /* When no vertex program is active, we put the material values + * into the generic slots. This is the only situation where + * material values are available as per-vertex attributes. + */ + for (i = 0; i <= VERT_ATTRIB_TEX7; i++) { + if (exec->array.legacy_array[i]->Enabled) + inputs[i] = exec->array.legacy_array[i]; + else + inputs[i] = &exec->legacy_currval[i]; + } + + for (i = 0; i < MAT_ATTRIB_MAX; i++) { + inputs[VERT_ATTRIB_GENERIC0 + i] = &exec->mat_currval[i]; + } + break; + case VP_NV: + /* NV_vertex_program - attribute arrays alias and override + * conventional, legacy arrays. No materials, and the generic + * slots are vacant. + */ + for (i = 0; i <= VERT_ATTRIB_TEX7; i++) { + if (exec->array.generic_array[i]->Enabled) + inputs[i] = exec->array.generic_array[i]; + else if (exec->array.legacy_array[i]->Enabled) + inputs[i] = exec->array.legacy_array[i]; + else + inputs[i] = &exec->legacy_currval[i]; + } + break; + case VP_ARB: + /* ARB_vertex_program - Only the attribute zero (position) array + * aliases and overrides the legacy position array. + * + * Otherwise, legacy attributes available in the legacy slots, + * generic attributes in the generic slots and materials are not + * available as per-vertex attributes. + */ + if (exec->array.generic_array[0]->Enabled) + inputs[0] = exec->array.generic_array[0]; + else if (exec->array.legacy_array[0]->Enabled) + inputs[0] = exec->array.legacy_array[0]; + else + inputs[0] = &exec->legacy_currval[0]; + + + for (i = 1; i <= VERT_ATTRIB_TEX7; i++) { + if (exec->array.legacy_array[i]->Enabled) + inputs[i] = exec->array.legacy_array[i]; + else + inputs[i] = &exec->legacy_currval[i]; + } + + for (i = 0; i < 16; i++) { + if (exec->array.generic_array[0]->Enabled) + inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i]; + else + inputs[VERT_ATTRIB_GENERIC0 + i] = &exec->generic_currval[i]; + } + break; + } +} + +static void bind_arrays( GLcontext *ctx ) +{ +#if 0 + if (ctx->Array.ArrayObj.Name != exec->array.array_obj) { + bind_array_obj(ctx); + recalculate_input_bindings(ctx); + } + else if (exec->array.program_mode != get_program_mode(ctx) || + exec->array.enabled_flags != ctx->Array.ArrayObj->_Enabled) { + + recalculate_input_bindings(ctx); + } +#else + bind_array_obj(ctx); + recalculate_input_bindings(ctx); +#endif +} + + + +/*********************************************************************** + * API functions. + */ + +static void GLAPIENTRY +vbo_exec_DrawArrays(GLenum mode, GLint start, GLsizei count) +{ + GET_CURRENT_CONTEXT(ctx); + struct vbo_context *vbo = vbo_context(ctx); + struct vbo_exec_context *exec = &vbo->exec; + struct _mesa_prim prim[1]; + + if (!_mesa_validate_DrawArrays( ctx, mode, start, count )) + return; + + FLUSH_CURRENT( ctx, 0 ); + + if (ctx->NewState) + _mesa_update_state( ctx ); + + bind_arrays( ctx ); + + prim[0].begin = 1; + prim[0].end = 1; + prim[0].weak = 0; + prim[0].pad = 0; + + if (exec->array.inputs[0]->BufferObj->Name) { + /* Use vertex attribute as a hint to tell us if we expect all + * arrays to be in VBO's and if so, don't worry about avoiding + * the upload of elements < start. + */ + prim[0].mode = mode; + prim[0].start = start; + prim[0].count = count; + prim[0].indexed = 0; + + vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL, 0, start + count ); + } + else { + /* If not using VBO's, we don't want to upload any more elements + * than necessary from the arrays as they will not be valid next + * time the application tries to draw with them. + */ + prim[0].mode = mode; + prim[0].start = 0; + prim[0].count = count; + prim[0].indexed = 0; + + vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL, start, start + count ); + } +} + + + +static void GLAPIENTRY +vbo_exec_DrawRangeElements(GLenum mode, + GLuint start, GLuint end, + GLsizei count, GLenum type, const GLvoid *indices) +{ + GET_CURRENT_CONTEXT(ctx); + struct vbo_context *vbo = vbo_context(ctx); + struct vbo_exec_context *exec = &vbo->exec; + struct _mesa_index_buffer ib; + struct _mesa_prim prim[1]; + + if (!_mesa_validate_DrawRangeElements( ctx, mode, start, end, count, type, indices )) + return; + + FLUSH_CURRENT( ctx, 0 ); + + if (ctx->NewState) + _mesa_update_state( ctx ); + + ib.count = count; + ib.type = type; + ib.obj = ctx->Array.ElementArrayBufferObj; + ib.ptr = indices; + + if (ctx->Array.ElementArrayBufferObj->Name) { + /* Use the fact that indices are in a VBO as a hint that the + * program has put all the arrays in VBO's and we don't have to + * worry about performance implications of start > 0. + * + * XXX: consider passing start as min_index to draw_prims instead. + */ + ib.rebase = 0; + } + else { + ib.rebase = start; + } + + prim[0].begin = 1; + prim[0].end = 1; + prim[0].weak = 0; + prim[0].pad = 0; + prim[0].mode = mode; + prim[0].start = 0; + prim[0].count = count; + prim[0].indexed = 1; + + vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib, ib.rebase, end+1 ); +} + + +static void GLAPIENTRY +vbo_exec_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint max_index; + + if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices )) + return; + + if (ctx->Array.ElementArrayBufferObj->Name) { + const GLvoid *map = ctx->Driver.MapBuffer(ctx, + GL_ELEMENT_ARRAY_BUFFER_ARB, + GL_DYNAMIC_READ_ARB, + ctx->Array.ElementArrayBufferObj); + + max_index = get_max_index(count, type, ADD_POINTERS(map, indices)); + + ctx->Driver.UnmapBuffer(ctx, + GL_ELEMENT_ARRAY_BUFFER_ARB, + ctx->Array.ElementArrayBufferObj); + } + else { + max_index = get_max_index(count, type, indices); + } + + vbo_exec_DrawRangeElements(mode, 0, max_index, count, type, indices); +} + + +/*********************************************************************** + * Initialization + */ + + + + +void vbo_exec_array_init( struct vbo_exec_context *exec ) +{ + GLcontext *ctx = exec->ctx; + +#if 1 + exec->vtxfmt.DrawArrays = vbo_exec_DrawArrays; + exec->vtxfmt.DrawElements = vbo_exec_DrawElements; + exec->vtxfmt.DrawRangeElements = vbo_exec_DrawRangeElements; +#else + exec->vtxfmt.DrawArrays = _mesa_noop_DrawArrays; + exec->vtxfmt.DrawElements = _mesa_noop_DrawElements; + exec->vtxfmt.DrawRangeElements = _mesa_noop_DrawRangeElements; +#endif + + exec->array.index_obj = ctx->Driver.NewBufferObject(ctx, 1, GL_ARRAY_BUFFER_ARB); +} + + +void vbo_exec_array_destroy( struct vbo_exec_context *exec ) +{ + GLcontext *ctx = exec->ctx; + + ctx->Driver.DeleteBuffer(ctx, exec->array.index_obj); +} diff --git a/src/mesa/vbo/vbo_exec_draw.c b/src/mesa/vbo/vbo_exec_draw.c new file mode 100644 index 0000000000..f665c64c7a --- /dev/null +++ b/src/mesa/vbo/vbo_exec_draw.c @@ -0,0 +1,199 @@ +/* + * Mesa 3-D graphics library + * Version: 5.1 + * + * Copyright (C) 1999-2003 Brian Paul 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, sublicense, + * 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 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 NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL 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. + * + * Authors: + * Keith Whitwell + */ + +#include "glheader.h" +#include "context.h" +#include "enums.h" +#include "state.h" +#include "macros.h" + +#include "vbo_context.h" + + +static void vbo_exec_debug_verts( struct vbo_exec_context *exec ) +{ + GLuint count = exec->vtx.vert_count; + GLuint i; + + _mesa_printf("%s: %u vertices %d primitives, %d vertsize\n", + __FUNCTION__, + count, + exec->vtx.prim_count, + exec->vtx.vertex_size); + + for (i = 0 ; i < exec->vtx.prim_count ; i++) { + struct _mesa_prim *prim = &exec->vtx.prim[i]; + _mesa_printf(" prim %d: %s%s %d..%d %s %s\n", + i, + _mesa_lookup_enum_by_nr(prim->mode), + prim->weak ? " (weak)" : "", + prim->start, + prim->start + prim->count, + prim->begin ? "BEGIN" : "(wrap)", + prim->end ? "END" : "(wrap)"); + } +} + + +/* + * NOTE: Need to have calculated primitives by this point -- do it on the fly. + * NOTE: Old 'parity' issue is gone. + */ +static GLuint vbo_copy_vertices( struct vbo_exec_context *exec ) +{ + GLuint nr = exec->vtx.prim[exec->vtx.prim_count-1].count; + GLuint ovf, i; + GLuint sz = exec->vtx.vertex_size; + GLfloat *dst = exec->vtx.copied.buffer; + GLfloat *src = ((GLfloat *)exec->vtx.buffer_map + + exec->vtx.prim[exec->vtx.prim_count-1].start * + exec->vtx.vertex_size); + + + switch( exec->ctx->Driver.CurrentExecPrimitive ) + { + case GL_POINTS: + return 0; + case GL_LINES: + ovf = nr&1; + for (i = 0 ; i < ovf ; i++) + _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz * sizeof(GLfloat) ); + return i; + case GL_TRIANGLES: + ovf = nr%3; + for (i = 0 ; i < ovf ; i++) + _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz * sizeof(GLfloat) ); + return i; + case GL_QUADS: + ovf = nr&3; + for (i = 0 ; i < ovf ; i++) + _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz * sizeof(GLfloat) ); + return i; + case GL_LINE_STRIP: + if (nr == 0) + return 0; + else { + _mesa_memcpy( dst, src+(nr-1)*sz, sz * sizeof(GLfloat) ); + return 1; + } + case GL_LINE_LOOP: + case GL_TRIANGLE_FAN: + case GL_POLYGON: + if (nr == 0) + return 0; + else if (nr == 1) { + _mesa_memcpy( dst, src+0, sz * sizeof(GLfloat) ); + return 1; + } else { + _mesa_memcpy( dst, src+0, sz * sizeof(GLfloat) ); + _mesa_memcpy( dst+sz, src+(nr-1)*sz, sz * sizeof(GLfloat) ); + return 2; + } + case GL_TRIANGLE_STRIP: + case GL_QUAD_STRIP: + switch (nr) { + case 0: ovf = 0; break; + case 1: ovf = 1; break; + default: ovf = 2 + (nr&1); break; + } + for (i = 0 ; i < ovf ; i++) + _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz * sizeof(GLfloat) ); + return i; + case GL_POLYGON+1: + return 0; + default: + assert(0); + return 0; + } +} + + +/* TODO: populate these as the vertex is defined: + */ +static void vbo_exec_bind_arrays( struct vbo_exec_context *exec ) +{ + struct gl_client_array *arrays = exec->vtx.arrays; + GLuint count = exec->vtx.vert_count; + GLubyte *data = exec->vtx.buffer_map; + GLuint attr; + + memcpy(arrays, exec->legacy_currval, 16 * sizeof(arrays[0])); + memcpy(arrays + 16, exec->mat_currval, 16 * sizeof(arrays[0])); + + /* Make all active attributes (including edgeflag) available as + * arrays of floats. + */ + for (attr = 0; attr < VBO_ATTRIB_MAX ; attr++) { + if (exec->vtx.attrsz[attr]) { + arrays[attr].Ptr = (void *)data; + arrays[attr].Size = exec->vtx.attrsz[attr]; + arrays[attr].StrideB = exec->vtx.vertex_size * sizeof(GLfloat); + arrays[attr].Stride = exec->vtx.vertex_size * sizeof(GLfloat); + arrays[attr].Type = GL_FLOAT; + arrays[attr].Enabled = 1; + arrays[attr].BufferObj = exec->vtx.bufferobj; /* NullBufferObj */ + arrays[attr]._MaxElement = count; /* ??? */ + + data += exec->vtx.attrsz[attr] * sizeof(GLfloat); + } + } +} + + +/** + * Execute the buffer and save copied verts. + */ +void vbo_exec_vtx_flush( struct vbo_exec_context *exec ) +{ + if (0) + vbo_exec_debug_verts( exec ); + + + if (exec->vtx.prim_count && + exec->vtx.vert_count) { + + exec->vtx.copied.nr = vbo_copy_vertices( exec ); + + if (exec->vtx.copied.nr != exec->vtx.vert_count) { + GLcontext *ctx = exec->ctx; + + vbo_exec_bind_arrays( exec ); + + vbo_context(ctx)->draw_prims( ctx, + exec->vtx.inputs, + exec->vtx.prim, + exec->vtx.prim_count, + NULL, + 0, + exec->vtx.vert_count ); + } + } + + exec->vtx.prim_count = 0; + exec->vtx.vert_count = 0; + exec->vtx.vbptr = (GLfloat *)exec->vtx.buffer_map; +} diff --git a/src/mesa/vbo/vbo_exec_eval.c b/src/mesa/vbo/vbo_exec_eval.c new file mode 100644 index 0000000000..99a8044576 --- /dev/null +++ b/src/mesa/vbo/vbo_exec_eval.c @@ -0,0 +1,255 @@ +/* + * Mesa 3-D graphics library + * Version: 6.1 + * + * Copyright (C) 1999-2004 Brian Paul 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, sublicense, + * 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 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 NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL 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. + * + * Authors: + * Keith Whitwell + */ + +#include "glheader.h" +#include "api_eval.h" +#include "context.h" +#include "macros.h" +#include "math/m_eval.h" +#include "vbo_exec.h" +#include "dispatch.h" + + +static void clear_active_eval1( struct vbo_exec_context *exec, GLuint attr ) +{ + exec->eval.map1[attr].map = NULL; +} + +static void clear_active_eval2( struct vbo_exec_context *exec, GLuint attr ) +{ + exec->eval.map2[attr].map = NULL; +} + +static void set_active_eval1( struct vbo_exec_context *exec, GLuint attr, GLuint dim, + struct gl_1d_map *map ) +{ + if (!exec->eval.map1[attr].map) { + exec->eval.map1[attr].map = map; + exec->eval.map1[attr].sz = dim; + } +} + +static void set_active_eval2( struct vbo_exec_context *exec, GLuint attr, GLuint dim, + struct gl_2d_map *map ) +{ + if (!exec->eval.map2[attr].map) { + exec->eval.map2[attr].map = map; + exec->eval.map2[attr].sz = dim; + } +} + +void vbo_exec_eval_update( struct vbo_exec_context *exec ) +{ + GLcontext *ctx = exec->ctx; + GLuint attr; + + /* Vertex program maps have priority over conventional attribs */ + + for (attr = 0; attr < VBO_ATTRIB_FIRST_MATERIAL; attr++) { + clear_active_eval1( exec, attr ); + clear_active_eval2( exec, attr ); + } + + /* _NEW_PROGRAM */ + if (ctx->VertexProgram._Enabled) { + for (attr = 0; attr < VBO_ATTRIB_FIRST_MATERIAL; attr++) { + /* _NEW_EVAL */ + if (ctx->Eval.Map1Attrib[attr]) + set_active_eval1( exec, attr, 4, &ctx->EvalMap.Map1Attrib[attr] ); + + if (ctx->Eval.Map2Attrib[attr]) + set_active_eval2( exec, attr, 4, &ctx->EvalMap.Map2Attrib[attr] ); + } + } + + if (ctx->Eval.Map1Color4) + set_active_eval1( exec, VBO_ATTRIB_COLOR0, 4, &ctx->EvalMap.Map1Color4 ); + + if (ctx->Eval.Map2Color4) + set_active_eval2( exec, VBO_ATTRIB_COLOR0, 4, &ctx->EvalMap.Map2Color4 ); + + if (ctx->Eval.Map1TextureCoord4) + set_active_eval1( exec, VBO_ATTRIB_TEX0, 4, &ctx->EvalMap.Map1Texture4 ); + else if (ctx->Eval.Map1TextureCoord3) + set_active_eval1( exec, VBO_ATTRIB_TEX0, 3, &ctx->EvalMap.Map1Texture3 ); + else if (ctx->Eval.Map1TextureCoord2) + set_active_eval1( exec, VBO_ATTRIB_TEX0, 2, &ctx->EvalMap.Map1Texture2 ); + else if (ctx->Eval.Map1TextureCoord1) + set_active_eval1( exec, VBO_ATTRIB_TEX0, 1, &ctx->EvalMap.Map1Texture1 ); + + if (ctx->Eval.Map2TextureCoord4) + set_active_eval2( exec, VBO_ATTRIB_TEX0, 4, &ctx->EvalMap.Map2Texture4 ); + else if (ctx->Eval.Map2TextureCoord3) + set_active_eval2( exec, VBO_ATTRIB_TEX0, 3, &ctx->EvalMap.Map2Texture3 ); + else if (ctx->Eval.Map2TextureCoord2) + set_active_eval2( exec, VBO_ATTRIB_TEX0, 2, &ctx->EvalMap.Map2Texture2 ); + else if (ctx->Eval.Map2TextureCoord1) + set_active_eval2( exec, VBO_ATTRIB_TEX0, 1, &ctx->EvalMap.Map2Texture1 ); + + if (ctx->Eval.Map1Normal) + set_active_eval1( exec, VBO_ATTRIB_NORMAL, 3, &ctx->EvalMap.Map1Normal ); + + if (ctx->Eval.Map2Normal) + set_active_eval2( exec, VBO_ATTRIB_NORMAL, 3, &ctx->EvalMap.Map2Normal ); + + if (ctx->Eval.Map1Vertex4) + set_active_eval1( exec, VBO_ATTRIB_POS, 4, &ctx->EvalMap.Map1Vertex4 ); + else if (ctx->Eval.Map1Vertex3) + set_active_eval1( exec, VBO_ATTRIB_POS, 3, &ctx->EvalMap.Map1Vertex3 ); + + if (ctx->Eval.Map2Vertex4) + set_active_eval2( exec, VBO_ATTRIB_POS, 4, &ctx->EvalMap.Map2Vertex4 ); + else if (ctx->Eval.Map2Vertex3) + set_active_eval2( exec, VBO_ATTRIB_POS, 3, &ctx->EvalMap.Map2Vertex3 ); + + exec->eval.recalculate_maps = 0; +} + + + +void vbo_exec_do_EvalCoord1f(struct vbo_exec_context *exec, GLfloat u) +{ + GLuint attr; + + for (attr = 1; attr <= VBO_ATTRIB_INDEX; attr++) { + struct gl_1d_map *map = exec->eval.map1[attr].map; + if (map) { + GLfloat uu = (u - map->u1) * map->du; + GLfloat data[4]; + + ASSIGN_4V(data, 0, 0, 0, 1); + + _math_horner_bezier_curve(map->Points, data, uu, + exec->eval.map1[attr].sz, + map->Order); + + COPY_SZ_4V( exec->vtx.attrptr[attr], + exec->vtx.attrsz[attr], + data ); + } + } + + /** Vertex -- EvalCoord1f is a noop if this map not enabled: + **/ + if (exec->eval.map1[0].map) { + struct gl_1d_map *map = exec->eval.map1[0].map; + GLfloat uu = (u - map->u1) * map->du; + GLfloat vertex[4]; + + ASSIGN_4V(vertex, 0, 0, 0, 1); + + _math_horner_bezier_curve(map->Points, vertex, uu, + exec->eval.map1[0].sz, + map->Order); + + if (exec->eval.map1[0].sz == 4) + CALL_Vertex4fv(GET_DISPATCH(), ( vertex )); + else + CALL_Vertex3fv(GET_DISPATCH(), ( vertex )); + } +} + + + +void vbo_exec_do_EvalCoord2f( struct vbo_exec_context *exec, + GLfloat u, GLfloat v ) +{ + GLuint attr; + + for (attr = 1; attr <= VBO_ATTRIB_INDEX; attr++) { + struct gl_2d_map *map = exec->eval.map2[attr].map; + if (map) { + GLfloat uu = (u - map->u1) * map->du; + GLfloat vv = (v - map->v1) * map->dv; + GLfloat data[4]; + + ASSIGN_4V(data, 0, 0, 0, 1); + + _math_horner_bezier_surf(map->Points, + data, + uu, vv, + exec->eval.map2[attr].sz, + map->Uorder, map->Vorder); + + COPY_SZ_4V( exec->vtx.attrptr[attr], + exec->vtx.attrsz[attr], + data ); + } + } + + /** Vertex -- EvalCoord2f is a noop if this map not enabled: + **/ + if (exec->eval.map2[0].map) { + struct gl_2d_map *map = exec->eval.map2[0].map; + GLfloat uu = (u - map->u1) * map->du; + GLfloat vv = (v - map->v1) * map->dv; + GLfloat vertex[4]; + + ASSIGN_4V(vertex, 0, 0, 0, 1); + + if (exec->ctx->Eval.AutoNormal) { + GLfloat normal[4]; + GLfloat du[4], dv[4]; + + _math_de_casteljau_surf(map->Points, vertex, du, dv, uu, vv, + exec->eval.map2[0].sz, + map->Uorder, map->Vorder); + + if (exec->eval.map2[0].sz == 4) { + du[0] = du[0]*vertex[3] - du[3]*vertex[0]; + du[1] = du[1]*vertex[3] - du[3]*vertex[1]; + du[2] = du[2]*vertex[3] - du[3]*vertex[2]; + + dv[0] = dv[0]*vertex[3] - dv[3]*vertex[0]; + dv[1] = dv[1]*vertex[3] - dv[3]*vertex[1]; + dv[2] = dv[2]*vertex[3] - dv[3]*vertex[2]; + } + + + CROSS3(normal, du, dv); + NORMALIZE_3FV(normal); + normal[3] = 1.0; + + COPY_SZ_4V( exec->vtx.attrptr[VBO_ATTRIB_NORMAL], + exec->vtx.attrsz[VBO_ATTRIB_NORMAL], + normal ); + + } + else { + _math_horner_bezier_surf(map->Points, vertex, uu, vv, + exec->eval.map2[0].sz, + map->Uorder, map->Vorder); + } + + if (exec->vtx.attrsz[0] == 4) + CALL_Vertex4fv(GET_DISPATCH(), ( vertex )); + else + CALL_Vertex3fv(GET_DISPATCH(), ( vertex )); + } +} + + diff --git a/src/mesa/vbo/vbo_save.c b/src/mesa/vbo/vbo_save.c new file mode 100644 index 0000000000..0a5b705400 --- /dev/null +++ b/src/mesa/vbo/vbo_save.c @@ -0,0 +1,94 @@ +/* + * Mesa 3-D graphics library + * Version: 6.3 + * + * Copyright (C) 1999-2005 Brian Paul 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, sublicense, + * 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 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 NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL 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. + * + * Authors: + * Keith Whitwell + */ + + +#include "mtypes.h" +#include "dlist.h" +#include "vtxfmt.h" +#include "imports.h" + +#include "vbo_context.h" + + + +void vbo_save_init( GLcontext *ctx ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + + save->ctx = ctx; + + vbo_save_api_init( save ); + vbo_save_wakeup(ctx); + + ctx->Driver.CurrentSavePrimitive = PRIM_UNKNOWN; +} + + +void vbo_save_destroy( GLcontext *ctx ) +{ +} + + + + +/* Note that this can occur during the playback of a display list: + */ +void vbo_save_fallback( GLcontext *ctx, GLboolean fallback ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + + if (fallback) + save->replay_flags |= VBO_SAVE_FALLBACK; + else + save->replay_flags &= ~VBO_SAVE_FALLBACK; +} + + +/* I don't see any reason to swap this code out on fallbacks. It + * wouldn't really mean anything to do so anyway as the old lists are + * still around from pre-fallback. Instead, the above code ensures + * that vertices are routed back through immediate mode dispatch on + * fallback. + * + * The below can be moved into init or removed: + */ +void vbo_save_wakeup( GLcontext *ctx ) +{ + ctx->Driver.NewList = vbo_save_NewList; + ctx->Driver.EndList = vbo_save_EndList; + ctx->Driver.SaveFlushVertices = vbo_save_SaveFlushVertices; + ctx->Driver.BeginCallList = vbo_save_BeginCallList; + ctx->Driver.EndCallList = vbo_save_EndCallList; + ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin; + + /* Assume we haven't been getting state updates either: + */ + vbo_save_invalidate_state( ctx, ~0 ); +} + + + diff --git a/src/mesa/vbo/vbo_save.h b/src/mesa/vbo/vbo_save.h new file mode 100644 index 0000000000..dbe5cafb99 --- /dev/null +++ b/src/mesa/vbo/vbo_save.h @@ -0,0 +1,180 @@ +/************************************************************************** + +Copyright 2002 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 +on 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 THEIR 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. + +**************************************************************************/ + +/* + * Authors: + * Keith Whitwell + * + */ + +#ifndef VBO_SAVE_H +#define VBO_SAVE_H + +#include "mtypes.h" +#include "vbo_attrib.h" + + +struct vbo_save_copied_vtx { + GLfloat buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS]; + GLuint nr; +}; + + +/* For display lists, this structure holds a run of vertices of the + * same format, and a strictly well-formed set of begin/end pairs, + * starting on the first vertex and ending at the last. Vertex + * copying on buffer breaks is precomputed according to these + * primitives, though there are situations where the copying will need + * correction at execute-time, perhaps by replaying the list as + * immediate mode commands. + * + * On executing this list, the 'current' values may be updated with + * the values of the final vertex, and often no fixup of the start of + * the vertex list is required. + * + * Eval and other commands that don't fit into these vertex lists are + * compiled using the fallback opcode mechanism provided by dlist.c. + */ +struct vbo_save_vertex_list { + GLubyte attrsz[VBO_ATTRIB_MAX]; + GLuint vertex_size; + + GLuint buffer_offset; + GLuint count; + GLuint wrap_count; /* number of copied vertices at start */ + GLboolean dangling_attr_ref; /* current attr implicitly referenced + outside the list */ + + struct _mesa_prim *prim; + GLuint prim_count; + + struct vbo_save_vertex_store *vertex_store; + struct vbo_save_primitive_store *prim_store; +}; + +/* These buffers should be a reasonable size to support upload to + * hardware. Current vbo implementation will re-upload on any + * changes, so don't make too big or apps which dynamically create + * dlists and use only a few times will suffer. + * + * Consider stategy of uploading regions from the VBO on demand in the + * case of dynamic vbos. Then make the dlist code signal that + * likelyhood as it occurs. No reason we couldn't change usage + * internally even though this probably isn't allowed for client VBOs? + */ +#define VBO_SAVE_BUFFER_SIZE (8*1024) /* dwords */ +#define VBO_SAVE_PRIM_SIZE 128 +#define VBO_SAVE_PRIM_WEAK 0x40 + +#define VBO_SAVE_FALLBACK 0x10000000 + +/* Storage to be shared among several vertex_lists. + */ +struct vbo_save_vertex_store { + struct gl_buffer_object *bufferobj; + GLfloat *buffer; + GLuint used; + GLuint refcount; +}; + +struct vbo_save_primitive_store { + struct _mesa_prim buffer[VBO_SAVE_PRIM_SIZE]; + GLuint used; + GLuint refcount; +}; + + +struct vbo_save_context { + GLcontext *ctx; + GLvertexformat vtxfmt; + struct gl_client_array arrays[VBO_ATTRIB_MAX]; + const struct gl_client_array *inputs[VBO_ATTRIB_MAX]; + + GLubyte attrsz[VBO_ATTRIB_MAX]; + GLubyte active_sz[VBO_ATTRIB_MAX]; + GLuint vertex_size; + + GLfloat *buffer; + GLuint count; + GLuint wrap_count; + GLuint replay_flags; + + struct _mesa_prim *prim; + GLuint prim_count, prim_max; + + struct vbo_save_vertex_store *vertex_store; + struct vbo_save_primitive_store *prim_store; + + GLfloat *vbptr; /* cursor, points into buffer */ + GLfloat vertex[VBO_ATTRIB_MAX*4]; /* current values */ + GLfloat *attrptr[VBO_ATTRIB_MAX]; + GLuint vert_count; + GLuint max_vert; + GLboolean dangling_attr_ref; + GLboolean have_materials; + + GLuint opcode_vertex_list; + + struct vbo_save_copied_vtx copied; + + GLfloat CurrentFloatEdgeFlag; + + GLfloat *current[VBO_ATTRIB_MAX]; /* points into ctx->ListState */ + GLubyte *currentsz[VBO_ATTRIB_MAX]; +}; + + +void vbo_save_init( GLcontext *ctx ); +void vbo_save_destroy( GLcontext *ctx ); +void vbo_save_wakeup( GLcontext *ctx ); +void vbo_save_invalidate_state( GLcontext *ctx, GLuint new_state ); +void vbo_save_fallback( GLcontext *ctx, GLboolean fallback ); + +/* save_loopback.c: + */ +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); + +/* Callbacks: + */ +void vbo_save_EndList( GLcontext *ctx ); +void vbo_save_NewList( GLcontext *ctx, GLuint list, GLenum mode ); +void vbo_save_EndCallList( GLcontext *ctx ); +void vbo_save_BeginCallList( GLcontext *ctx, struct mesa_display_list *list ); +void vbo_save_SaveFlushVertices( GLcontext *ctx ); +GLboolean vbo_save_NotifyBegin( GLcontext *ctx, GLenum mode ); + +void vbo_save_playback_vertex_list( GLcontext *ctx, void *data ); + +void vbo_save_api_init( struct vbo_save_context *save ); + +#endif diff --git a/src/mesa/vbo/vbo_save_api.c b/src/mesa/vbo/vbo_save_api.c new file mode 100644 index 0000000000..8ceba2b832 --- /dev/null +++ b/src/mesa/vbo/vbo_save_api.c @@ -0,0 +1,1160 @@ +/************************************************************************** + +Copyright 2002 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 +on 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 THEIR 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. + +**************************************************************************/ + +/* + * Authors: + * Keith Whitwell + */ + + + +/* Display list compiler attempts to store lists of vertices with the + * same vertex layout. Additionally it attempts to minimize the need + * for execute-time fixup of these vertex lists, allowing them to be + * cached on hardware. + * + * There are still some circumstances where this can be thwarted, for + * example by building a list that consists of one very long primitive + * (eg Begin(Triangles), 1000 vertices, End), and calling that list + * from inside a different begin/end object (Begin(Lines), CallList, + * End). + * + * In that case the code will have to replay the list as individual + * commands through the Exec dispatch table, or fix up the copied + * vertices at execute-time. + * + * The other case where fixup is required is when a vertex attribute + * is introduced in the middle of a primitive. Eg: + * Begin(Lines) + * TexCoord1f() Vertex2f() + * TexCoord1f() Color3f() Vertex2f() + * End() + * + * If the current value of Color isn't known at compile-time, this + * primitive will require fixup. + * + * + * The list compiler currently doesn't attempt to compile lists + * containing EvalCoord or EvalPoint commands. On encountering one of + * these, compilation falls back to opcodes. + * + * This could be improved to fallback only when a mix of EvalCoord and + * Vertex commands are issued within a single primitive. + */ + + +#include "glheader.h" +#include "context.h" +#include "dlist.h" +#include "enums.h" +#include "macros.h" +#include "api_validate.h" +#include "api_arrayelt.h" +#include "vtxfmt.h" +#include "dispatch.h" + +#include "vbo_context.h" + + + +/* + * NOTE: Old 'parity' issue is gone, but copying can still be + * wrong-footed on replay. + */ +static GLuint _save_copy_vertices( GLcontext *ctx, + const struct vbo_save_vertex_list *node, + const GLfloat *src_buffer) +{ + struct vbo_save_context *save = &vbo_context( ctx )->save; + const struct _mesa_prim *prim = &node->prim[node->prim_count-1]; + GLuint nr = prim->count; + GLuint sz = save->vertex_size; + const GLfloat *src = src_buffer + prim->start * sz; + GLfloat *dst = save->copied.buffer; + GLuint ovf, i; + + if (prim->end) + return 0; + + switch( prim->mode ) + { + case GL_POINTS: + return 0; + case GL_LINES: + ovf = nr&1; + for (i = 0 ; i < ovf ; i++) + _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz*sizeof(GLfloat) ); + return i; + case GL_TRIANGLES: + ovf = nr%3; + for (i = 0 ; i < ovf ; i++) + _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz*sizeof(GLfloat) ); + return i; + case GL_QUADS: + ovf = nr&3; + for (i = 0 ; i < ovf ; i++) + _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz*sizeof(GLfloat) ); + return i; + case GL_LINE_STRIP: + if (nr == 0) + return 0; + else { + _mesa_memcpy( dst, src+(nr-1)*sz, sz*sizeof(GLfloat) ); + return 1; + } + case GL_LINE_LOOP: + case GL_TRIANGLE_FAN: + case GL_POLYGON: + if (nr == 0) + return 0; + else if (nr == 1) { + _mesa_memcpy( dst, src+0, sz*sizeof(GLfloat) ); + return 1; + } else { + _mesa_memcpy( dst, src+0, sz*sizeof(GLfloat) ); + _mesa_memcpy( dst+sz, src+(nr-1)*sz, sz*sizeof(GLfloat) ); + return 2; + } + case GL_TRIANGLE_STRIP: + case GL_QUAD_STRIP: + switch (nr) { + case 0: ovf = 0; break; + case 1: ovf = 1; break; + default: ovf = 2 + (nr&1); break; + } + for (i = 0 ; i < ovf ; i++) + _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz*sizeof(GLfloat) ); + return i; + default: + assert(0); + return 0; + } +} + + +static struct vbo_save_vertex_store *alloc_vertex_store( GLcontext *ctx ) +{ + struct vbo_save_vertex_store *vertex_store = CALLOC_STRUCT(vbo_save_vertex_store); + + /* obj->Name needs to be non-zero, but won't ever be examined more + * closely than that. In particular these buffers won't be entered + * into the hash and can never be confused with ones visible to the + * user. Perhaps there could be a special number for internal + * buffers: + */ + vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, 1, GL_ARRAY_BUFFER_ARB); + + ctx->Driver.BufferData( ctx, + GL_ARRAY_BUFFER_ARB, + VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat), + NULL, + GL_STATIC_DRAW_ARB, + vertex_store->bufferobj); + + vertex_store->buffer = NULL; + vertex_store->used = 0; + vertex_store->refcount = 1; + + return vertex_store; +} + +static void free_vertex_store( GLcontext *ctx, struct vbo_save_vertex_store *vertex_store ) +{ + assert(!vertex_store->buffer); + + if (vertex_store->bufferobj) + ctx->Driver.DeleteBuffer( ctx, vertex_store->bufferobj ); + + FREE( vertex_store ); +} + +static GLfloat *map_vertex_store( GLcontext *ctx, struct vbo_save_vertex_store *vertex_store ) +{ + assert(vertex_store->bufferobj); + assert(!vertex_store->buffer); + vertex_store->buffer = (GLfloat *)ctx->Driver.MapBuffer(ctx, + GL_ARRAY_BUFFER_ARB, /* not used */ + GL_STATIC_DRAW_ARB, /* not used */ + vertex_store->bufferobj); + + assert(vertex_store->buffer); + return vertex_store->buffer + vertex_store->used; +} + +static void unmap_vertex_store( GLcontext *ctx, struct vbo_save_vertex_store *vertex_store ) +{ + ctx->Driver.UnmapBuffer( ctx, GL_ARRAY_BUFFER_ARB, vertex_store->bufferobj ); + vertex_store->buffer = NULL; +} + + +static struct vbo_save_primitive_store *alloc_prim_store( GLcontext *ctx ) +{ + struct vbo_save_primitive_store *store = CALLOC_STRUCT(vbo_save_primitive_store); + (void) ctx; + store->used = 0; + store->refcount = 1; + return store; +} + +static void _save_reset_counters( GLcontext *ctx ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + + save->prim = save->prim_store->buffer + save->prim_store->used; + save->buffer = (save->vertex_store->buffer + + save->vertex_store->used); + + assert(save->buffer == save->vbptr); + + if (save->vertex_size) + save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) / + save->vertex_size); + else + save->max_vert = 0; + + save->vert_count = 0; + save->prim_count = 0; + save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used; + save->dangling_attr_ref = 0; +} + + +/* Insert the active immediate struct onto the display list currently + * being built. + */ +static void _save_compile_vertex_list( GLcontext *ctx ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + struct vbo_save_vertex_list *node; + + /* Allocate space for this structure in the display list currently + * being compiled. + */ + node = (struct vbo_save_vertex_list *) + _mesa_alloc_instruction(ctx, save->opcode_vertex_list, sizeof(*node)); + + if (!node) + return; + + /* Duplicate our template, increment refcounts to the storage structs: + */ + _mesa_memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz)); + node->vertex_size = save->vertex_size; + node->buffer_offset = (save->buffer - save->vertex_store->buffer) * sizeof(GLfloat); + node->count = save->vert_count; + node->wrap_count = save->copied.nr; + node->dangling_attr_ref = save->dangling_attr_ref; + node->prim = save->prim; + node->prim_count = save->prim_count; + node->vertex_store = save->vertex_store; + node->prim_store = save->prim_store; + + node->vertex_store->refcount++; + node->prim_store->refcount++; + + assert(node->attrsz[VBO_ATTRIB_POS] != 0 || + node->count == 0); + + if (save->dangling_attr_ref) + ctx->ListState.CurrentList->flags |= MESA_DLIST_DANGLING_REFS; + + save->vertex_store->used += save->vertex_size * node->count; + save->prim_store->used += node->prim_count; + + + /* Copy duplicated vertices + */ + save->copied.nr = _save_copy_vertices( ctx, node, save->buffer ); + + + /* Deal with GL_COMPILE_AND_EXECUTE: + */ + if (ctx->ExecuteFlag) { + struct _glapi_table *dispatch = GET_DISPATCH(); + + _glapi_set_dispatch(ctx->Exec); + + vbo_loopback_vertex_list( ctx, + (const GLfloat *)((const char *)save->vertex_store->buffer + + node->buffer_offset), + node->attrsz, + node->prim, + node->prim_count, + node->wrap_count, + node->vertex_size); + + _glapi_set_dispatch(dispatch); + } + + + /* Decide whether the storage structs are full, or can be used for + * the next vertex lists as well. + */ + if (save->vertex_store->used > + VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) { + + /* Unmap old store: + */ + unmap_vertex_store( ctx, save->vertex_store ); + + /* Release old reference: + */ + save->vertex_store->refcount--; + assert(save->vertex_store->refcount != 0); + save->vertex_store = NULL; + + /* Allocate and map new store: + */ + save->vertex_store = alloc_vertex_store( ctx ); + save->vbptr = map_vertex_store( ctx, save->vertex_store ); + } + + if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) { + save->prim_store->refcount--; + assert(save->prim_store->refcount != 0); + save->prim_store = alloc_prim_store( ctx ); + } + + /* Reset our structures for the next run of vertices: + */ + _save_reset_counters( ctx ); +} + + +/* TODO -- If no new vertices have been stored, don't bother saving + * it. + */ +static void _save_wrap_buffers( GLcontext *ctx ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + GLint i = save->prim_count - 1; + GLenum mode; + GLboolean weak; + + assert(i < (GLint) save->prim_max); + assert(i >= 0); + + /* Close off in-progress primitive. + */ + save->prim[i].count = (save->vert_count - + save->prim[i].start); + mode = save->prim[i].mode; + weak = save->prim[i].weak; + + /* store the copied vertices, and allocate a new list. + */ + _save_compile_vertex_list( ctx ); + + /* Restart interrupted primitive + */ + save->prim[0].mode = mode; + save->prim[0].weak = weak; + save->prim[0].begin = 0; + save->prim[0].end = 0; + save->prim[0].pad = 0; + save->prim[0].start = 0; + save->prim[0].count = 0; + save->prim_count = 1; +} + + + +/* Called only when buffers are wrapped as the result of filling the + * vertex_store struct. + */ +static void _save_wrap_filled_vertex( GLcontext *ctx ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + GLfloat *data = save->copied.buffer; + GLuint i; + + /* Emit a glEnd to close off the last vertex list. + */ + _save_wrap_buffers( ctx ); + + /* Copy stored stored vertices to start of new list. + */ + assert(save->max_vert - save->vert_count > save->copied.nr); + + for (i = 0 ; i < save->copied.nr ; i++) { + _mesa_memcpy( save->vbptr, data, save->vertex_size * sizeof(GLfloat)); + data += save->vertex_size; + save->vbptr += save->vertex_size; + save->vert_count++; + } +} + + +static void _save_copy_to_current( GLcontext *ctx ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + GLuint i; + + for (i = VBO_ATTRIB_POS+1 ; i <= VBO_ATTRIB_INDEX ; i++) { + if (save->attrsz[i]) { + save->currentsz[i][0] = save->attrsz[i]; + COPY_CLEAN_4V(save->current[i], + save->attrsz[i], + save->attrptr[i]); + } + } + + /* Edgeflag requires special treatment: + * + * TODO: change edgeflag to GLfloat in Mesa. + */ + if (save->attrsz[VBO_ATTRIB_EDGEFLAG]) { + ctx->ListState.ActiveEdgeFlag = 1; + save->CurrentFloatEdgeFlag = + save->attrptr[VBO_ATTRIB_EDGEFLAG][0]; + ctx->ListState.CurrentEdgeFlag = + (save->CurrentFloatEdgeFlag == 1.0); + } +} + + +static void _save_copy_from_current( GLcontext *ctx ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + GLint i; + + for (i = VBO_ATTRIB_POS+1 ; i <= VBO_ATTRIB_INDEX ; i++) + switch (save->attrsz[i]) { + case 4: save->attrptr[i][3] = save->current[i][3]; + case 3: save->attrptr[i][2] = save->current[i][2]; + case 2: save->attrptr[i][1] = save->current[i][1]; + case 1: save->attrptr[i][0] = save->current[i][0]; + case 0: break; + } + + /* Edgeflag requires special treatment: + */ + if (save->attrsz[VBO_ATTRIB_EDGEFLAG]) { + save->CurrentFloatEdgeFlag = (GLfloat)ctx->ListState.CurrentEdgeFlag; + save->attrptr[VBO_ATTRIB_EDGEFLAG][0] = save->CurrentFloatEdgeFlag; + } +} + + + + +/* Flush existing data, set new attrib size, replay copied vertices. + */ +static void _save_upgrade_vertex( GLcontext *ctx, + GLuint attr, + GLuint newsz ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + GLuint oldsz; + GLuint i; + GLfloat *tmp; + + /* Store the current run of vertices, and emit a GL_END. Emit a + * BEGIN in the new buffer. + */ + if (save->vert_count) + _save_wrap_buffers( ctx ); + else + assert( save->copied.nr == 0 ); + + /* Do a COPY_TO_CURRENT to ensure back-copying works for the case + * when the attribute already exists in the vertex and is having + * its size increased. + */ + _save_copy_to_current( ctx ); + + /* Fix up sizes: + */ + oldsz = save->attrsz[attr]; + save->attrsz[attr] = newsz; + + save->vertex_size += newsz - oldsz; + save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) / + save->vertex_size); + save->vert_count = 0; + + /* Recalculate all the attrptr[] values: + */ + for (i = 0, tmp = save->vertex ; i < VBO_ATTRIB_MAX ; i++) { + if (save->attrsz[i]) { + save->attrptr[i] = tmp; + tmp += save->attrsz[i]; + } + else + save->attrptr[i] = NULL; /* will not be dereferenced. */ + } + + /* Copy from current to repopulate the vertex with correct values. + */ + _save_copy_from_current( ctx ); + + /* Replay stored vertices to translate them to new format here. + * + * If there are copied vertices and the new (upgraded) attribute + * has not been defined before, this list is somewhat degenerate, + * and will need fixup at runtime. + */ + if (save->copied.nr) + { + GLfloat *data = save->copied.buffer; + GLfloat *dest = save->buffer; + GLuint j; + + /* Need to note this and fix up at runtime (or loopback): + */ + if (save->currentsz[attr][0] == 0) { + assert(oldsz == 0); + save->dangling_attr_ref = GL_TRUE; + } + + for (i = 0 ; i < save->copied.nr ; i++) { + for (j = 0 ; j < VBO_ATTRIB_MAX ; j++) { + if (save->attrsz[j]) { + if (j == attr) { + if (oldsz) { + COPY_CLEAN_4V( dest, oldsz, data ); + data += oldsz; + dest += newsz; + } + else { + COPY_SZ_4V( dest, newsz, save->current[attr] ); + dest += newsz; + } + } + else { + GLint sz = save->attrsz[j]; + COPY_SZ_4V( dest, sz, data ); + data += sz; + dest += sz; + } + } + } + } + + save->vbptr = dest; + save->vert_count += save->copied.nr; + } +} + +static void save_fixup_vertex( GLcontext *ctx, GLuint attr, GLuint sz ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + + if (sz > save->attrsz[attr]) { + /* New size is larger. Need to flush existing vertices and get + * an enlarged vertex format. + */ + _save_upgrade_vertex( ctx, attr, sz ); + } + else if (sz < save->active_sz[attr]) { + static GLfloat id[4] = { 0, 0, 0, 1 }; + GLuint i; + + /* New size is equal or smaller - just need to fill in some + * zeros. + */ + for (i = sz ; i <= save->attrsz[attr] ; i++) + save->attrptr[attr][i-1] = id[i-1]; + } + + save->active_sz[attr] = sz; +} + +static void _save_reset_vertex( GLcontext *ctx ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + GLuint i; + + for (i = 0 ; i < VBO_ATTRIB_MAX ; i++) { + save->attrsz[i] = 0; + save->active_sz[i] = 0; + } + + save->vertex_size = 0; +} + + + +#define ERROR() _mesa_compile_error( ctx, GL_INVALID_ENUM, __FUNCTION__ ); + + +/* Only one size for each attribute may be active at once. Eg. if + * Color3f is installed/active, then Color4f may not be, even if the + * vertex actually contains 4 color coordinates. This is because the + * 3f version won't otherwise set color[3] to 1.0 -- this is the job + * of the chooser function when switching between Color4f and Color3f. + */ +#define ATTR( A, N, V0, V1, V2, V3 ) \ +do { \ + struct vbo_save_context *save = &vbo_context(ctx)->save; \ + \ + if (save->active_sz[A] != N) \ + save_fixup_vertex(ctx, A, N); \ + \ + { \ + GLfloat *dest = save->attrptr[A]; \ + if (N>0) dest[0] = V0; \ + if (N>1) dest[1] = V1; \ + if (N>2) dest[2] = V2; \ + if (N>3) dest[3] = V3; \ + } \ + \ + if ((A) == 0) { \ + GLuint i; \ + \ + for (i = 0; i < save->vertex_size; i++) \ + save->vbptr[i] = save->vertex[i]; \ + \ + save->vbptr += save->vertex_size; \ + \ + if (++save->vert_count >= save->max_vert) \ + _save_wrap_filled_vertex( ctx ); \ + } \ +} while (0) + +#define TAG(x) _save_##x + +#include "vbo_attrib_tmp.h" + + + + +/* Cope with EvalCoord/CallList called within a begin/end object: + * -- Flush current buffer + * -- Fallback to opcodes for the rest of the begin/end object. + */ +#define DO_FALLBACK(ctx) \ +do { \ + struct vbo_save_context *save = &vbo_context(ctx)->save; \ + \ + if (save->vert_count || save->prim_count) \ + _save_compile_vertex_list( ctx ); \ + \ + _save_copy_to_current( ctx ); \ + _save_reset_vertex( ctx ); \ + _save_reset_counters( ctx ); \ + _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt ); \ + ctx->Driver.SaveNeedFlush = 0; \ +} while (0) + +static void GLAPIENTRY _save_EvalCoord1f( GLfloat u ) +{ + GET_CURRENT_CONTEXT(ctx); + DO_FALLBACK(ctx); + ctx->Save->EvalCoord1f( u ); +} + +static void GLAPIENTRY _save_EvalCoord1fv( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT(ctx); + DO_FALLBACK(ctx); + ctx->Save->EvalCoord1fv( v ); +} + +static void GLAPIENTRY _save_EvalCoord2f( GLfloat u, GLfloat v ) +{ + GET_CURRENT_CONTEXT(ctx); + DO_FALLBACK(ctx); + ctx->Save->EvalCoord2f( u, v ); +} + +static void GLAPIENTRY _save_EvalCoord2fv( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT(ctx); + DO_FALLBACK(ctx); + ctx->Save->EvalCoord2fv( v ); +} + +static void GLAPIENTRY _save_EvalPoint1( GLint i ) +{ + GET_CURRENT_CONTEXT(ctx); + DO_FALLBACK(ctx); + ctx->Save->EvalPoint1( i ); +} + +static void GLAPIENTRY _save_EvalPoint2( GLint i, GLint j ) +{ + GET_CURRENT_CONTEXT(ctx); + DO_FALLBACK(ctx); + ctx->Save->EvalPoint2( i, j ); +} + +static void GLAPIENTRY _save_CallList( GLuint l ) +{ + GET_CURRENT_CONTEXT(ctx); + DO_FALLBACK(ctx); + ctx->Save->CallList( l ); +} + +static void GLAPIENTRY _save_CallLists( GLsizei n, GLenum type, const GLvoid *v ) +{ + GET_CURRENT_CONTEXT(ctx); + DO_FALLBACK(ctx); + ctx->Save->CallLists( n, type, v ); +} + + + + +/* This begin is hooked into ... Updating of + * ctx->Driver.CurrentSavePrimitive is already taken care of. + */ +GLboolean vbo_save_NotifyBegin( GLcontext *ctx, GLenum mode ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + + GLuint i = save->prim_count++; + + assert(i < save->prim_max); + save->prim[i].mode = mode & ~VBO_SAVE_PRIM_WEAK; + save->prim[i].begin = 1; + save->prim[i].end = 0; + save->prim[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0; + save->prim[i].pad = 0; + save->prim[i].start = save->vert_count; + save->prim[i].count = 0; + + _mesa_install_save_vtxfmt( ctx, &save->vtxfmt ); + ctx->Driver.SaveNeedFlush = 1; + return GL_TRUE; +} + + + +static void GLAPIENTRY _save_End( void ) +{ + GET_CURRENT_CONTEXT( ctx ); + struct vbo_save_context *save = &vbo_context(ctx)->save; + GLint i = save->prim_count - 1; + + ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END; + save->prim[i].end = 1; + save->prim[i].count = (save->vert_count - + save->prim[i].start); + + if (i == (GLint) save->prim_max - 1) { + _save_compile_vertex_list( ctx ); + assert(save->copied.nr == 0); + } + + /* Swap out this vertex format while outside begin/end. Any color, + * etc. received between here and the next begin will be compiled + * as opcodes. + */ + _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt ); +} + + +/* These are all errors as this vtxfmt is only installed inside + * begin/end pairs. + */ +static void GLAPIENTRY _save_DrawElements(GLenum mode, GLsizei count, GLenum type, + const GLvoid *indices) +{ + GET_CURRENT_CONTEXT(ctx); + (void) mode; (void) count; (void) type; (void) indices; + _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glDrawElements" ); +} + + +static void GLAPIENTRY _save_DrawRangeElements(GLenum mode, + GLuint start, GLuint end, + GLsizei count, GLenum type, + const GLvoid *indices) +{ + GET_CURRENT_CONTEXT(ctx); + (void) mode; (void) start; (void) end; (void) count; (void) type; (void) indices; + _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glDrawRangeElements" ); +} + +static void GLAPIENTRY _save_DrawArrays(GLenum mode, GLint start, GLsizei count) +{ + GET_CURRENT_CONTEXT(ctx); + (void) mode; (void) start; (void) count; + _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glDrawArrays" ); +} + +static void GLAPIENTRY _save_Rectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ) +{ + GET_CURRENT_CONTEXT(ctx); + (void) x1; (void) y1; (void) x2; (void) y2; + _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glRectf" ); +} + +static void GLAPIENTRY _save_EvalMesh1( GLenum mode, GLint i1, GLint i2 ) +{ + GET_CURRENT_CONTEXT(ctx); + (void) mode; (void) i1; (void) i2; + _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glEvalMesh1" ); +} + +static void GLAPIENTRY _save_EvalMesh2( GLenum mode, GLint i1, GLint i2, + GLint j1, GLint j2 ) +{ + GET_CURRENT_CONTEXT(ctx); + (void) mode; (void) i1; (void) i2; (void) j1; (void) j2; + _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glEvalMesh2" ); +} + +static void GLAPIENTRY _save_Begin( GLenum mode ) +{ + GET_CURRENT_CONTEXT( ctx ); + (void) mode; + _mesa_compile_error( ctx, GL_INVALID_OPERATION, "Recursive glBegin" ); +} + + +/* Unlike the functions above, these are to be hooked into the vtxfmt + * maintained in ctx->ListState, active when the list is known or + * suspected to be outside any begin/end primitive. + */ +static void GLAPIENTRY _save_OBE_Rectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ) +{ + GET_CURRENT_CONTEXT(ctx); + vbo_save_NotifyBegin( ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK ); + CALL_Vertex2f(GET_DISPATCH(), ( x1, y1 )); + CALL_Vertex2f(GET_DISPATCH(), ( x2, y1 )); + CALL_Vertex2f(GET_DISPATCH(), ( x2, y2 )); + CALL_Vertex2f(GET_DISPATCH(), ( x1, y2 )); + CALL_End(GET_DISPATCH(), ()); +} + + +static void GLAPIENTRY _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count) +{ + GET_CURRENT_CONTEXT(ctx); + GLint i; + + if (!_mesa_validate_DrawArrays( ctx, mode, start, count )) + return; + + vbo_save_NotifyBegin( ctx, mode | VBO_SAVE_PRIM_WEAK ); + for (i = 0; i < count; i++) + CALL_ArrayElement(GET_DISPATCH(), (start + i)); + CALL_End(GET_DISPATCH(), ()); +} + +/* Could do better by copying the arrays and element list intact and + * then emitting an indexed prim at runtime. + */ +static void GLAPIENTRY _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type, + const GLvoid *indices) +{ + GET_CURRENT_CONTEXT(ctx); + GLint i; + + if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices )) + return; + + vbo_save_NotifyBegin( ctx, mode | VBO_SAVE_PRIM_WEAK ); + + switch (type) { + case GL_UNSIGNED_BYTE: + for (i = 0 ; i < count ; i++) + CALL_ArrayElement(GET_DISPATCH(), ( ((GLubyte *)indices)[i] )); + break; + case GL_UNSIGNED_SHORT: + for (i = 0 ; i < count ; i++) + CALL_ArrayElement(GET_DISPATCH(), ( ((GLushort *)indices)[i] )); + break; + case GL_UNSIGNED_INT: + for (i = 0 ; i < count ; i++) + CALL_ArrayElement(GET_DISPATCH(), ( ((GLuint *)indices)[i] )); + break; + default: + _mesa_error( ctx, GL_INVALID_ENUM, "glDrawElements(type)" ); + break; + } + + CALL_End(GET_DISPATCH(), ()); +} + +static void GLAPIENTRY _save_OBE_DrawRangeElements(GLenum mode, + GLuint start, GLuint end, + GLsizei count, GLenum type, + const GLvoid *indices) +{ + GET_CURRENT_CONTEXT(ctx); + if (_mesa_validate_DrawRangeElements( ctx, mode, + start, end, + count, type, indices )) + _save_OBE_DrawElements( mode, count, type, indices ); +} + + + + + +static void _save_vtxfmt_init( GLcontext *ctx ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + GLvertexformat *vfmt = &save->vtxfmt; + + vfmt->ArrayElement = _ae_loopback_array_elt; /* generic helper */ + vfmt->Begin = _save_Begin; + vfmt->Color3f = _save_Color3f; + vfmt->Color3fv = _save_Color3fv; + vfmt->Color4f = _save_Color4f; + vfmt->Color4fv = _save_Color4fv; + vfmt->EdgeFlag = _save_EdgeFlag; + vfmt->End = _save_End; + vfmt->FogCoordfEXT = _save_FogCoordfEXT; + vfmt->FogCoordfvEXT = _save_FogCoordfvEXT; + vfmt->Indexf = _save_Indexf; + vfmt->Indexfv = _save_Indexfv; + vfmt->Materialfv = _save_Materialfv; + vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f; + vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv; + vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f; + vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv; + vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f; + vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv; + vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f; + vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv; + vfmt->Normal3f = _save_Normal3f; + vfmt->Normal3fv = _save_Normal3fv; + vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT; + vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT; + vfmt->TexCoord1f = _save_TexCoord1f; + vfmt->TexCoord1fv = _save_TexCoord1fv; + vfmt->TexCoord2f = _save_TexCoord2f; + vfmt->TexCoord2fv = _save_TexCoord2fv; + vfmt->TexCoord3f = _save_TexCoord3f; + vfmt->TexCoord3fv = _save_TexCoord3fv; + vfmt->TexCoord4f = _save_TexCoord4f; + vfmt->TexCoord4fv = _save_TexCoord4fv; + vfmt->Vertex2f = _save_Vertex2f; + vfmt->Vertex2fv = _save_Vertex2fv; + vfmt->Vertex3f = _save_Vertex3f; + vfmt->Vertex3fv = _save_Vertex3fv; + vfmt->Vertex4f = _save_Vertex4f; + vfmt->Vertex4fv = _save_Vertex4fv; + vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB; + vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB; + vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB; + vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB; + vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB; + vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB; + vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB; + vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB; + + vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV; + vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV; + vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV; + vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV; + vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV; + vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV; + vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV; + vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV; + + /* This will all require us to fallback to saving the list as opcodes: + */ + vfmt->CallList = _save_CallList; /* inside begin/end */ + vfmt->CallLists = _save_CallLists; /* inside begin/end */ + vfmt->EvalCoord1f = _save_EvalCoord1f; + vfmt->EvalCoord1fv = _save_EvalCoord1fv; + vfmt->EvalCoord2f = _save_EvalCoord2f; + vfmt->EvalCoord2fv = _save_EvalCoord2fv; + vfmt->EvalPoint1 = _save_EvalPoint1; + vfmt->EvalPoint2 = _save_EvalPoint2; + + /* These are all errors as we at least know we are in some sort of + * begin/end pair: + */ + vfmt->EvalMesh1 = _save_EvalMesh1; + vfmt->EvalMesh2 = _save_EvalMesh2; + vfmt->Begin = _save_Begin; + vfmt->Rectf = _save_Rectf; + vfmt->DrawArrays = _save_DrawArrays; + vfmt->DrawElements = _save_DrawElements; + vfmt->DrawRangeElements = _save_DrawRangeElements; + +} + + +void vbo_save_SaveFlushVertices( GLcontext *ctx ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + + /* Noop when we are actually active: + */ + if (ctx->Driver.CurrentSavePrimitive == PRIM_INSIDE_UNKNOWN_PRIM || + ctx->Driver.CurrentSavePrimitive <= GL_POLYGON) + return; + + if (save->vert_count || + save->prim_count) + _save_compile_vertex_list( ctx ); + + _save_copy_to_current( ctx ); + _save_reset_vertex( ctx ); + _save_reset_counters( ctx ); + ctx->Driver.SaveNeedFlush = 0; +} + +void vbo_save_NewList( GLcontext *ctx, GLuint list, GLenum mode ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + + (void) list; (void) mode; + + if (!save->prim_store) + save->prim_store = alloc_prim_store( ctx ); + + if (!save->vertex_store) + save->vertex_store = alloc_vertex_store( ctx ); + + save->vbptr = map_vertex_store( ctx, save->vertex_store ); + + _save_reset_vertex( ctx ); + _save_reset_counters( ctx ); + ctx->Driver.SaveNeedFlush = 0; +} + +void vbo_save_EndList( GLcontext *ctx ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + unmap_vertex_store( ctx, save->vertex_store ); + + assert(save->vertex_size == 0); +} + +void vbo_save_BeginCallList( GLcontext *ctx, struct mesa_display_list *dlist ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + save->replay_flags |= dlist->flags; +} + +void vbo_save_EndCallList( GLcontext *ctx ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + + if (ctx->ListState.CallDepth == 1) { + /* This is correct: want to keep only the VBO_SAVE_FALLBACK + * flag, if it is set: + */ + save->replay_flags &= VBO_SAVE_FALLBACK; + } +} + + +static void vbo_destroy_vertex_list( GLcontext *ctx, void *data ) +{ + struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *)data; + (void) ctx; + + if ( --node->vertex_store->refcount == 0 ) + free_vertex_store( ctx, node->vertex_store ); + + if ( --node->prim_store->refcount == 0 ) + FREE( node->prim_store ); +} + + +static void vbo_print_vertex_list( GLcontext *ctx, void *data ) +{ + struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *)data; + GLuint i; + (void) ctx; + + _mesa_debug(NULL, "VBO-VERTEX-LIST, %u vertices %d primitives, %d vertsize\n", + node->count, + node->prim_count, + node->vertex_size); + + for (i = 0 ; i < node->prim_count ; i++) { + struct _mesa_prim *prim = &node->prim[i]; + _mesa_debug(NULL, " prim %d: %s%s %d..%d %s %s\n", + i, + _mesa_lookup_enum_by_nr(prim->mode), + prim->weak ? " (weak)" : "", + prim->start, + prim->start + prim->count, + (prim->begin) ? "BEGIN" : "(wrap)", + (prim->end) ? "END" : "(wrap)"); + } +} + + +static void _save_current_init( GLcontext *ctx ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + GLint i; + + for (i = 0; i < VBO_ATTRIB_FIRST_MATERIAL; i++) { + save->currentsz[i] = &ctx->ListState.ActiveAttribSize[i]; + save->current[i] = ctx->ListState.CurrentAttrib[i]; + } + + for (i = VBO_ATTRIB_FIRST_MATERIAL; i < VBO_ATTRIB_INDEX; i++) { + const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL; + ASSERT(j < MAT_ATTRIB_MAX); + save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j]; + save->current[i] = ctx->ListState.CurrentMaterial[j]; + } + + save->currentsz[VBO_ATTRIB_INDEX] = &ctx->ListState.ActiveIndex; + save->current[VBO_ATTRIB_INDEX] = &ctx->ListState.CurrentIndex; + + save->currentsz[VBO_ATTRIB_EDGEFLAG] = &ctx->ListState.ActiveEdgeFlag; + save->current[VBO_ATTRIB_EDGEFLAG] = &save->CurrentFloatEdgeFlag; +} + +/** + * Initialize the display list compiler + */ +void vbo_save_api_init( struct vbo_save_context *save ) +{ + GLcontext *ctx = save->ctx; + GLuint i; + + save->opcode_vertex_list = + _mesa_alloc_opcode( ctx, + sizeof(struct vbo_save_vertex_list), + vbo_save_playback_vertex_list, + vbo_destroy_vertex_list, + vbo_print_vertex_list ); + + ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin; + + _save_vtxfmt_init( ctx ); + _save_current_init( ctx ); + + for (i = 0; i < VBO_ATTRIB_MAX; i++) + save->inputs[i] = &save->arrays[i]; + + /* Hook our array functions into the outside-begin-end vtxfmt in + * ctx->ListState. + */ + ctx->ListState.ListVtxfmt.Rectf = _save_OBE_Rectf; + ctx->ListState.ListVtxfmt.DrawArrays = _save_OBE_DrawArrays; + ctx->ListState.ListVtxfmt.DrawElements = _save_OBE_DrawElements; + ctx->ListState.ListVtxfmt.DrawRangeElements = _save_OBE_DrawRangeElements; + _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt ); +} + diff --git a/src/mesa/vbo/vbo_save_draw.c b/src/mesa/vbo/vbo_save_draw.c new file mode 100644 index 0000000000..44e0171233 --- /dev/null +++ b/src/mesa/vbo/vbo_save_draw.c @@ -0,0 +1,202 @@ +/* + * Mesa 3-D graphics library + * Version: 6.1 + * + * Copyright (C) 1999-2004 Brian Paul 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, sublicense, + * 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 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 NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL 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. + */ + +/* Author: + * Keith Whitwell + */ + +#include "glheader.h" +#include "context.h" +#include "imports.h" +#include "mtypes.h" +#include "macros.h" +#include "light.h" +#include "state.h" + +#include "vbo_context.h" + + + +static void _playback_copy_to_current( GLcontext *ctx, + const struct vbo_save_vertex_list *node ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + GLfloat vertex[VBO_ATTRIB_MAX * 4], *data = vertex; + GLuint i, offset; + + if (node->count) + offset = node->buffer_offset + (node->count-1) * node->vertex_size; + else + offset = node->buffer_offset; + + ctx->Driver.GetBufferSubData( ctx, 0, offset, node->vertex_size, + data, node->vertex_store->bufferobj ); + + for (i = VBO_ATTRIB_POS+1 ; i <= VBO_ATTRIB_INDEX ; i++) { + if (node->attrsz[i]) { + COPY_CLEAN_4V(save->current[i], node->attrsz[i], data); + data += node->attrsz[i]; + + if (i >= VBO_ATTRIB_MAT_FRONT_AMBIENT && + i <= VBO_ATTRIB_MAT_BACK_INDEXES) + ctx->NewState |= _NEW_LIGHT; + } + } + + /* Edgeflag requires special treatment: + */ + if (node->attrsz[VBO_ATTRIB_EDGEFLAG]) { + ctx->Current.EdgeFlag = (data[0] == 1.0); + } + + +#if 1 + /* Colormaterial -- this kindof sucks. + */ + if (ctx->Light.ColorMaterialEnabled) { + _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]); + } +#endif + + /* CurrentExecPrimitive + */ + if (node->prim_count) { + const struct _mesa_prim *prim = &node->prim[node->prim_count - 1]; + if (prim->end) + ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END; + else + ctx->Driver.CurrentExecPrimitive = prim->mode; + } +} + + + +/* Treat the vertex storage as a VBO, define vertex arrays pointing + * into it: + */ +static void vbo_bind_vertex_list( struct vbo_save_context *save, + const struct vbo_save_vertex_list *node ) +{ + struct gl_client_array *arrays = save->arrays; + GLuint data = node->buffer_offset; + GLuint attr; + + memset(arrays, 0, VBO_ATTRIB_MAX * sizeof(arrays[0])); + + for (attr = 0; attr <= VBO_ATTRIB_INDEX; attr++) { + if (node->attrsz[attr]) { + arrays[attr].Ptr = (const GLubyte *)data; + arrays[attr].Size = node->attrsz[attr]; + arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat); + arrays[attr].Stride = node->vertex_size * sizeof(GLfloat); + arrays[attr].Type = GL_FLOAT; + arrays[attr].Enabled = 1; + arrays[attr].BufferObj = node->vertex_store->bufferobj; + arrays[attr]._MaxElement = node->count; /* ??? */ + + assert(arrays[attr].BufferObj->Name); + + data += node->attrsz[attr] * sizeof(GLfloat); + } + } +} + +static void vbo_save_loopback_vertex_list( GLcontext *ctx, + const struct vbo_save_vertex_list *list ) +{ + const char *buffer = ctx->Driver.MapBuffer(ctx, + GL_ARRAY_BUFFER_ARB, + GL_DYNAMIC_READ_ARB, /* ? */ + list->vertex_store->bufferobj); + + vbo_loopback_vertex_list( ctx, + (const GLfloat *)(buffer + list->buffer_offset), + list->attrsz, + list->prim, + list->prim_count, + list->wrap_count, + list->vertex_size); + + ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB, + list->vertex_store->bufferobj); +} + + +/** + * Execute the buffer and save copied verts. + */ +void vbo_save_playback_vertex_list( GLcontext *ctx, void *data ) +{ + const struct vbo_save_vertex_list *node = (const struct vbo_save_vertex_list *) data; + struct vbo_save_context *save = &vbo_context(ctx)->save; + + FLUSH_CURRENT(ctx, 0); + + if (node->prim_count > 0 && node->count > 0) { + + if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END && + node->prim[0].begin) { + + /* Degenerate case: list is called inside begin/end pair and + * includes operations such as glBegin or glDrawArrays. + */ + if (0) + _mesa_printf("displaylist recursive begin"); + + vbo_save_loopback_vertex_list( ctx, node ); + return; + } + else if (save->replay_flags) { + /* Various degnerate cases: translate into immediate mode + * calls rather than trying to execute in place. + */ + vbo_save_loopback_vertex_list( ctx, node ); + return; + } + + if (ctx->NewState) + _mesa_update_state( ctx ); + + if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) || + (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glBegin (invalid vertex/fragment program)"); + return; + } + + vbo_bind_vertex_list( save, node ); + + vbo_context(ctx)->draw_prims( ctx, + save->inputs, + node->prim, + node->prim_count, + NULL, + 0, /* Node is a VBO, so this is ok */ + node->count ); + } + + /* Copy to current? + */ + _playback_copy_to_current( ctx, node ); +} diff --git a/src/mesa/vbo/vbo_save_loopback.c b/src/mesa/vbo/vbo_save_loopback.c new file mode 100644 index 0000000000..941c4beea9 --- /dev/null +++ b/src/mesa/vbo/vbo_save_loopback.c @@ -0,0 +1,327 @@ +/************************************************************************** + * + * 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 * ); + + +/* Wrapper functions in case glVertexAttrib*fvNV doesn't exist */ +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 +}; + +#if 0 +static void VertexAttrib1fvARB(GLcontext *ctx, GLint target, const GLfloat *v) +{ + CALL_VertexAttrib1fvARB(ctx->Exec, (target, v)); +} + +static void VertexAttrib2fvARB(GLcontext *ctx, GLint target, const GLfloat *v) +{ + CALL_VertexAttrib2fvARB(ctx->Exec, (target, v)); +} + +static void VertexAttrib3fvARB(GLcontext *ctx, GLint target, const GLfloat *v) +{ + CALL_VertexAttrib3fvARB(ctx->Exec, (target, v)); +} + +static void VertexAttrib4fvARB(GLcontext *ctx, GLint target, const GLfloat *v) +{ + CALL_VertexAttrib4fvARB(ctx->Exec, (target, v)); +} + + +static attr_func vert_attrfunc_arb[4] = { + VertexAttrib1fvARB, + VertexAttrib2fvARB, + VertexAttrib3fvARB, + VertexAttrib4fvARB +}; +#endif + + + + + + +static void mat_attr1fv( GLcontext *ctx, GLint target, const GLfloat *v ) +{ + switch (target) { + case VBO_ATTRIB_MAT_FRONT_SHININESS: + CALL_Materialfv(ctx->Exec, ( GL_FRONT, GL_SHININESS, v )); + break; + case VBO_ATTRIB_MAT_BACK_SHININESS: + CALL_Materialfv(ctx->Exec, ( GL_BACK, GL_SHININESS, v )); + break; + } +} + + +static void mat_attr3fv( GLcontext *ctx, GLint target, const GLfloat *v ) +{ + switch (target) { + case VBO_ATTRIB_MAT_FRONT_INDEXES: + CALL_Materialfv(ctx->Exec, ( GL_FRONT, GL_COLOR_INDEXES, v )); + break; + case VBO_ATTRIB_MAT_BACK_INDEXES: + CALL_Materialfv(ctx->Exec, ( GL_BACK, GL_COLOR_INDEXES, v )); + break; + } +} + + +static void mat_attr4fv( GLcontext *ctx, GLint target, const GLfloat *v ) +{ + switch (target) { + case VBO_ATTRIB_MAT_FRONT_EMISSION: + CALL_Materialfv(ctx->Exec, ( GL_FRONT, GL_EMISSION, v )); + break; + case VBO_ATTRIB_MAT_BACK_EMISSION: + CALL_Materialfv(ctx->Exec, ( GL_BACK, GL_EMISSION, v )); + break; + case VBO_ATTRIB_MAT_FRONT_AMBIENT: + CALL_Materialfv(ctx->Exec, ( GL_FRONT, GL_AMBIENT, v )); + break; + case VBO_ATTRIB_MAT_BACK_AMBIENT: + CALL_Materialfv(ctx->Exec, ( GL_BACK, GL_AMBIENT, v )); + break; + case VBO_ATTRIB_MAT_FRONT_DIFFUSE: + CALL_Materialfv(ctx->Exec, ( GL_FRONT, GL_DIFFUSE, v )); + break; + case VBO_ATTRIB_MAT_BACK_DIFFUSE: + CALL_Materialfv(ctx->Exec, ( GL_BACK, GL_DIFFUSE, v )); + break; + case VBO_ATTRIB_MAT_FRONT_SPECULAR: + CALL_Materialfv(ctx->Exec, ( GL_FRONT, GL_SPECULAR, v )); + break; + case VBO_ATTRIB_MAT_BACK_SPECULAR: + CALL_Materialfv(ctx->Exec, ( GL_BACK, GL_SPECULAR, v )); + break; + } +} + + +static attr_func mat_attrfunc[4] = { + mat_attr1fv, + NULL, + mat_attr3fv, + mat_attr4fv +}; + + +static void index_attr1fv(GLcontext *ctx, GLint target, const GLfloat *v) +{ + (void) target; + CALL_Indexf(ctx->Exec, (v[0])); +} + +static void edgeflag_attr1fv(GLcontext *ctx, GLint target, const GLfloat *v) +{ + (void) target; + CALL_EdgeFlag(ctx->Exec, ((GLboolean)(v[0] == 1.0))); +} + +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; + + for (i = 0 ; i <= VBO_ATTRIB_TEX7 ; i++) { + if (attrsz[i]) { + la[nr].target = i; + la[nr].sz = attrsz[i]; + la[nr].func = vert_attrfunc[attrsz[i]-1]; + nr++; + } + } + + for (i = VBO_ATTRIB_MAT_FRONT_AMBIENT ; + i <= VBO_ATTRIB_MAT_BACK_INDEXES ; + i++) { + if (attrsz[i]) { + la[nr].target = i; + la[nr].sz = attrsz[i]; + la[nr].func = mat_attrfunc[attrsz[i]-1]; + nr++; + } + } + + if (attrsz[VBO_ATTRIB_EDGEFLAG]) { + la[nr].target = VBO_ATTRIB_EDGEFLAG; + la[nr].sz = attrsz[VBO_ATTRIB_EDGEFLAG]; + la[nr].func = edgeflag_attr1fv; + nr++; + } + + if (attrsz[VBO_ATTRIB_INDEX]) { + la[nr].target = VBO_ATTRIB_INDEX; + la[nr].sz = attrsz[VBO_ATTRIB_INDEX]; + la[nr].func = index_attr1fv; + nr++; + } + + /* XXX ARB vertex attribs */ + + 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 ); + } + } +} -- cgit v1.2.3