/**************************************************************************
*
* Copyright 2005 VMware, Inc.
* 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 VMWARE 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 <stdio.h>
#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)(struct gl_context *ctx, GLint index, 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(struct gl_context *ctx, GLint index, const GLfloat *v)
{
CALL_VertexAttrib1fvNV(ctx->Exec, (index, v));
}
static void
VertexAttrib2fvNV(struct gl_context *ctx, GLint index, const GLfloat *v)
{
CALL_VertexAttrib2fvNV(ctx->Exec, (index, v));
}
static void
VertexAttrib3fvNV(struct gl_context *ctx, GLint index, const GLfloat *v)
{
CALL_VertexAttrib3fvNV(ctx->Exec, (index, v));
}
static void
VertexAttrib4fvNV(struct gl_context *ctx, GLint index, const GLfloat *v)
{
CALL_VertexAttrib4fvNV(ctx->Exec, (index, v));
}
static attr_func vert_attrfunc[4] = {
VertexAttrib1fvNV,
VertexAttrib2fvNV,
VertexAttrib3fvNV,
VertexAttrib4fvNV
};
struct loopback_attr {
GLint index;
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(struct gl_context *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 vsize %d\n",
_mesa_lookup_prim_by_nr(prim->mode),
prim->begin ? "begin" : "..",
prim->end ? "end" : "..",
start, end,
vertex_size);
if (prim->begin) {
CALL_Begin(GET_DISPATCH(), (prim->mode));
}
else {
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].index, 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(struct gl_context *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(struct gl_context *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].index = 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) &&
_mesa_inside_begin_end(ctx)) {
loopback_weak_prim(ctx, &prim[i]);
} else {
loopback_prim(ctx, buffer, &prim[i], wrap_count, vertex_size, la, nr);
}
}
}