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