/* * 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 "brw_save.h" #include "brw_draw.h" #include "brw_fallback.h" static void _playback_copy_to_current( GLcontext *ctx, const struct brw_save_vertex_list *node ) { struct brw_save_context *save = IMM_CONTEXT(ctx)->save; GLfloat vertex[BRW_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 = BRW_ATTRIB_POS+1 ; i <= BRW_ATTRIB_INDEX ; i++) { if (node->attrsz[i]) { COPY_CLEAN_4V(save->current[i], node->attrsz[i], data); data += node->attrsz[i]; if (i >= BRW_ATTRIB_MAT_FRONT_AMBIENT && i <= BRW_ATTRIB_MAT_BACK_INDEXES) ctx->NewState |= _NEW_LIGHT; } } /* Edgeflag requires special treatment: */ if (node->attrsz[BRW_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[VERT_ATTRIB_COLOR0]); } #endif /* CurrentExecPrimitive */ if (node->prim_count) { const struct brw_draw_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 brw_bind_vertex_list( struct brw_save_context *save, const struct brw_save_vertex_list *node ) { struct gl_client_array *arrays = save->arrays; GLuint data = node->buffer_offset; GLuint attr; memset(arrays, 0, BRW_ATTRIB_MAX * sizeof(arrays[0])); for (attr = 0; attr <= BRW_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 brw_save_loopback_vertex_list( GLcontext *ctx, const struct brw_save_vertex_list *list ) { const char *buffer = ctx->Driver.MapBuffer(ctx, GL_ARRAY_BUFFER_ARB, GL_DYNAMIC_READ_ARB, /* ? */ list->vertex_store->bufferobj); brw_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 brw_save_playback_vertex_list( GLcontext *ctx, void *data ) { const struct brw_save_vertex_list *node = (const struct brw_save_vertex_list *) data; struct brw_save_context *save = IMM_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"); brw_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. */ brw_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; } brw_bind_vertex_list( save, node ); if (!brw_draw_prims( save->ctx, save->inputs, node->prim, node->prim_count, NULL, 0, /* Node is a VBO, so this is ok */ node->count, 0 )) { brw_fallback(ctx); brw_save_loopback_vertex_list( ctx, node ); brw_unfallback(ctx); return; } } /* Copy to current? */ _playback_copy_to_current( ctx, node ); }