/** * Copy the active vertex's values to the ctx->Current fields. */ static void vbo_exec_copy_to_current( struct vbo_exec_context *exec ) { struct gl_context *ctx = exec->ctx; struct vbo_context *vbo = vbo_context(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. */ GLfloat *current = (GLfloat *)vbo->currval[i].Ptr; GLfloat tmp[4]; COPY_CLEAN_4V_TYPE_AS_FLOAT(tmp, exec->vtx.attrsz[i], exec->vtx.attrptr[i], exec->vtx.attrtype[i]); if (exec->vtx.attrtype[i] != vbo->currval[i].Type || memcmp(current, tmp, sizeof(tmp)) != 0) { memcpy(current, tmp, sizeof(tmp)); /* Given that we explicitly state size here, there is no need * for the COPY_CLEAN above, could just copy 16 bytes and be * done. The only problem is when Mesa accesses ctx->Current * directly. */ vbo->currval[i].Size = exec->vtx.attrsz[i]; vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat); vbo->currval[i].Type = exec->vtx.attrtype[i]; vbo->currval[i].Integer = vbo_attrtype_to_integer_flag(exec->vtx.attrtype[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; ctx->NewState |= _NEW_CURRENT_ATTRIB; } } } /* 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]); } }
/** * Copy the active vertex's values to the ctx->Current fields. */ static void vbo_exec_copy_to_current( struct vbo_exec_context *exec ) { struct gl_context *ctx = exec->ctx; struct vbo_context *vbo = vbo_context(ctx); GLbitfield64 enabled = exec->vtx.enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS)); while (enabled) { const int i = u_bit_scan64(&enabled); /* Note: the exec->vtx.current[i] pointers point into the * ctx->Current.Attrib and ctx->Light.Material.Attrib arrays. */ GLfloat *current = (GLfloat *)vbo->currval[i].Ptr; fi_type tmp[8]; /* space for doubles */ int dmul = exec->vtx.attrtype[i] == GL_DOUBLE ? 2 : 1; assert(exec->vtx.attrsz[i]); if (exec->vtx.attrtype[i] == GL_DOUBLE) { memset(tmp, 0, sizeof(tmp)); memcpy(tmp, exec->vtx.attrptr[i], exec->vtx.attrsz[i] * sizeof(GLfloat)); } else { COPY_CLEAN_4V_TYPE_AS_UNION(tmp, exec->vtx.attrsz[i], exec->vtx.attrptr[i], exec->vtx.attrtype[i]); } if (exec->vtx.attrtype[i] != vbo->currval[i].Type || memcmp(current, tmp, 4 * sizeof(GLfloat) * dmul) != 0) { memcpy(current, tmp, 4 * sizeof(GLfloat) * dmul); /* Given that we explicitly state size here, there is no need * for the COPY_CLEAN above, could just copy 16 bytes and be * done. The only problem is when Mesa accesses ctx->Current * directly. */ /* Size here is in components - not bytes */ vbo->currval[i].Size = exec->vtx.attrsz[i] / dmul; vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat) * dmul; vbo->currval[i].Type = exec->vtx.attrtype[i]; vbo->currval[i].Integer = vbo_attrtype_to_integer_flag(exec->vtx.attrtype[i]); vbo->currval[i].Doubles = vbo_attrtype_to_double_flag(exec->vtx.attrtype[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; ctx->NewState |= _NEW_CURRENT_ATTRIB; } } /* 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]); } }
/** * After playback, copy everything but the position from the * last vertex to the saved state */ static void _playback_copy_to_current(struct gl_context *ctx, const struct vbo_save_vertex_list *node) { struct vbo_context *vbo = vbo_context(ctx); fi_type vertex[VBO_ATTRIB_MAX * 4]; fi_type *data; GLbitfield64 mask; GLuint offset; if (node->current_size == 0) return; if (node->current_data) { data = node->current_data; } else { data = vertex; if (node->count) offset = (node->buffer_offset + (node->count-1) * node->vertex_size * sizeof(GLfloat)); else offset = node->buffer_offset; ctx->Driver.GetBufferSubData( ctx, offset, node->vertex_size * sizeof(GLfloat), data, node->vertex_store->bufferobj ); data += node->attrsz[0]; /* skip vertex position */ } mask = node->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS)); while (mask) { const int i = u_bit_scan64(&mask); fi_type *current = (fi_type *)vbo->currval[i].Ptr; fi_type tmp[4]; assert(node->attrsz[i]); COPY_CLEAN_4V_TYPE_AS_UNION(tmp, node->attrsz[i], data, node->attrtype[i]); if (node->attrtype[i] != vbo->currval[i].Type || memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) { memcpy(current, tmp, 4 * sizeof(GLfloat)); vbo->currval[i].Size = node->attrsz[i]; vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat); vbo->currval[i].Type = node->attrtype[i]; vbo->currval[i].Integer = vbo_attrtype_to_integer_flag(node->attrtype[i]); if (i >= VBO_ATTRIB_FIRST_MATERIAL && i <= VBO_ATTRIB_LAST_MATERIAL) ctx->NewState |= _NEW_LIGHT; ctx->NewState |= _NEW_CURRENT_ATTRIB; } data += node->attrsz[i]; } /* Colormaterial -- this kindof sucks. */ if (ctx->Light.ColorMaterialEnabled) { _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]); } /* 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 gl_context *ctx, const struct vbo_save_vertex_list *node) { struct vbo_context *vbo = vbo_context(ctx); struct vbo_save_context *save = &vbo->save; struct gl_client_array *arrays = save->arrays; GLuint buffer_offset = node->buffer_offset; const GLuint *map; GLuint attr; GLubyte node_attrsz[VBO_ATTRIB_MAX]; /* copy of node->attrsz[] */ GLenum node_attrtype[VBO_ATTRIB_MAX]; /* copy of node->attrtype[] */ GLbitfield64 varying_inputs = 0x0; memcpy(node_attrsz, node->attrsz, sizeof(node->attrsz)); memcpy(node_attrtype, node->attrtype, sizeof(node->attrtype)); /* Install the default (ie Current) attributes first, then overlay * all active ones. */ switch (get_program_mode(ctx)) { case VP_NONE: for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) { save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr]; } for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) { save->inputs[VERT_ATTRIB_GENERIC(attr)] = &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr]; } map = vbo->map_vp_none; break; case VP_ARB: for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) { save->inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr]; } for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) { save->inputs[VERT_ATTRIB_GENERIC(attr)] = &vbo->currval[VBO_ATTRIB_GENERIC0+attr]; } map = vbo->map_vp_arb; /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read. * In that case we effectively need to route the data from * glVertexAttrib(0, val) calls to feed into the GENERIC0 input. */ if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 && (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) { save->inputs[VERT_ATTRIB_GENERIC0] = save->inputs[0]; node_attrsz[VERT_ATTRIB_GENERIC0] = node_attrsz[0]; node_attrtype[VERT_ATTRIB_GENERIC0] = node_attrtype[0]; node_attrsz[0] = 0; } break; default: assert(0); } for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) { const GLuint src = map[attr]; if (node_attrsz[src]) { /* override the default array set above */ save->inputs[attr] = &arrays[attr]; arrays[attr].Ptr = (const GLubyte *) NULL + buffer_offset; arrays[attr].Size = node_attrsz[src]; arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat); arrays[attr].Type = node_attrtype[src]; arrays[attr].Integer = vbo_attrtype_to_integer_flag(node_attrtype[src]); arrays[attr].Format = GL_RGBA; arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat); _mesa_reference_buffer_object(ctx, &arrays[attr].BufferObj, node->vertex_store->bufferobj); assert(arrays[attr].BufferObj->Name); buffer_offset += node_attrsz[src] * sizeof(GLfloat); varying_inputs |= VERT_BIT(attr); } } _mesa_set_varying_vp_inputs( ctx, varying_inputs ); ctx->NewDriverState |= ctx->DriverFlags.NewArray; }
/* TODO: populate these as the vertex is defined: */ static void vbo_exec_bind_arrays( struct gl_context *ctx ) { struct vbo_context *vbo = vbo_context(ctx); struct vbo_exec_context *exec = &vbo->exec; struct gl_client_array *arrays = exec->vtx.arrays; const GLuint *map; GLuint attr; GLbitfield64 varying_inputs = 0x0; /* Install the default (ie Current) attributes first, then overlay * all active ones. */ switch (get_program_mode(exec->ctx)) { case VP_NONE: for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) { exec->vtx.inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr]; } for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) { ASSERT(VERT_ATTRIB_GENERIC(attr) < Elements(exec->vtx.inputs)); exec->vtx.inputs[VERT_ATTRIB_GENERIC(attr)] = &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+attr]; } map = vbo->map_vp_none; break; case VP_ARB: for (attr = 0; attr < VERT_ATTRIB_FF_MAX; attr++) { exec->vtx.inputs[attr] = &vbo->currval[VBO_ATTRIB_POS+attr]; } for (attr = 0; attr < VERT_ATTRIB_GENERIC_MAX; attr++) { ASSERT(VERT_ATTRIB_GENERIC(attr) < Elements(exec->vtx.inputs)); exec->vtx.inputs[VERT_ATTRIB_GENERIC(attr)] = &vbo->currval[VBO_ATTRIB_GENERIC0+attr]; } map = vbo->map_vp_arb; /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read. * In that case we effectively need to route the data from * glVertexAttrib(0, val) calls to feed into the GENERIC0 input. */ if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 && (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) { exec->vtx.inputs[VERT_ATTRIB_GENERIC0] = exec->vtx.inputs[0]; exec->vtx.attrsz[VERT_ATTRIB_GENERIC0] = exec->vtx.attrsz[0]; exec->vtx.attrptr[VERT_ATTRIB_GENERIC0] = exec->vtx.attrptr[0]; exec->vtx.attrsz[0] = 0; } break; default: assert(0); } for (attr = 0; attr < VERT_ATTRIB_MAX ; attr++) { const GLuint src = map[attr]; if (exec->vtx.attrsz[src]) { GLsizeiptr offset = (GLbyte *)exec->vtx.attrptr[src] - (GLbyte *)exec->vtx.vertex; /* override the default array set above */ ASSERT(attr < Elements(exec->vtx.inputs)); ASSERT(attr < Elements(exec->vtx.arrays)); /* arrays[] */ exec->vtx.inputs[attr] = &arrays[attr]; if (_mesa_is_bufferobj(exec->vtx.bufferobj)) { /* a real buffer obj: Ptr is an offset, not a pointer*/ assert(exec->vtx.bufferobj->Mappings[MAP_INTERNAL].Pointer); assert(offset >= 0); arrays[attr].Ptr = (GLubyte *) exec->vtx.bufferobj->Mappings[MAP_INTERNAL].Offset + offset; } else { /* Ptr into ordinary app memory */ arrays[attr].Ptr = (GLubyte *)exec->vtx.buffer_map + offset; } arrays[attr].Size = exec->vtx.attrsz[src]; arrays[attr].StrideB = exec->vtx.vertex_size * sizeof(GLfloat); arrays[attr].Stride = exec->vtx.vertex_size * sizeof(GLfloat); arrays[attr].Type = exec->vtx.attrtype[src]; arrays[attr].Integer = vbo_attrtype_to_integer_flag(exec->vtx.attrtype[src]); arrays[attr].Format = GL_RGBA; arrays[attr].Enabled = 1; arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat); _mesa_reference_buffer_object(ctx, &arrays[attr].BufferObj, exec->vtx.bufferobj); varying_inputs |= VERT_BIT(attr); } } _mesa_set_varying_vp_inputs( ctx, varying_inputs ); ctx->NewDriverState |= ctx->DriverFlags.NewArray; }