1 /**************************************************************************
3 * Copyright 2005 Tungsten Graphics, Inc., Cedar Park, Texas.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
33 typedef void (*attr_func
)( struct gl_context
*ctx
, GLint target
, const GLfloat
* );
36 /* This file makes heavy use of the aliasing of NV vertex attributes
37 * with the legacy attributes, and also with ARB and Material
38 * attributes as currently implemented.
40 static void VertexAttrib1fvNV(struct gl_context
*ctx
, GLint target
, const GLfloat
*v
)
42 CALL_VertexAttrib1fvNV(ctx
->Exec
, (target
, v
));
45 static void VertexAttrib2fvNV(struct gl_context
*ctx
, GLint target
, const GLfloat
*v
)
47 CALL_VertexAttrib2fvNV(ctx
->Exec
, (target
, v
));
50 static void VertexAttrib3fvNV(struct gl_context
*ctx
, GLint target
, const GLfloat
*v
)
52 CALL_VertexAttrib3fvNV(ctx
->Exec
, (target
, v
));
55 static void VertexAttrib4fvNV(struct gl_context
*ctx
, GLint target
, const GLfloat
*v
)
57 CALL_VertexAttrib4fvNV(ctx
->Exec
, (target
, v
));
60 static attr_func vert_attrfunc
[4] = {
67 struct loopback_attr
{
73 /* Don't emit ends and begins on wrapped primitives. Don't replay
74 * wrapped vertices. If we get here, it's probably because the
75 * precalculated wrapping is wrong.
77 static void loopback_prim( struct gl_context
*ctx
,
78 const GLfloat
*buffer
,
79 const struct _mesa_prim
*prim
,
82 const struct loopback_attr
*la
, GLuint nr
)
84 GLint start
= prim
->start
;
85 GLint end
= start
+ prim
->count
;
91 printf("loopback prim %s(%s,%s) verts %d..%d\n",
92 _mesa_lookup_prim_by_nr(prim
->mode
),
93 prim
->begin
? "begin" : "..",
94 prim
->end
? "end" : "..",
99 CALL_Begin(GET_DISPATCH(), ( prim
->mode
));
106 data
= buffer
+ start
* vertex_size
;
108 for (j
= start
; j
< end
; j
++) {
109 const GLfloat
*tmp
= data
+ la
[0].sz
;
111 for (k
= 1 ; k
< nr
; k
++) {
112 la
[k
].func( ctx
, la
[k
].target
, tmp
);
118 la
[0].func( ctx
, VBO_ATTRIB_POS
, data
);
123 CALL_End(GET_DISPATCH(), ());
127 /* Primitives generated by DrawArrays/DrawElements/Rectf may be
128 * caught here. If there is no primitive in progress, execute them
129 * normally, otherwise need to track and discard the generated
132 static void loopback_weak_prim( struct gl_context
*ctx
,
133 const struct _mesa_prim
*prim
)
135 /* Use the prim_weak flag to ensure that if this primitive
136 * wraps, we don't mistake future vertex_lists for part of the
137 * surrounding primitive.
139 * While this flag is set, we are simply disposing of data
140 * generated by an operation now known to be a noop.
143 ctx
->Driver
.CurrentExecPrimitive
|= VBO_SAVE_PRIM_WEAK
;
145 ctx
->Driver
.CurrentExecPrimitive
&= ~VBO_SAVE_PRIM_WEAK
;
149 void vbo_loopback_vertex_list( struct gl_context
*ctx
,
150 const GLfloat
*buffer
,
151 const GLubyte
*attrsz
,
152 const struct _mesa_prim
*prim
,
157 struct loopback_attr la
[VBO_ATTRIB_MAX
];
160 /* All Legacy, NV, ARB and Material attributes are routed through
161 * the NV attributes entrypoints:
163 for (i
= 0 ; i
< VBO_ATTRIB_MAX
; i
++) {
166 la
[nr
].sz
= attrsz
[i
];
167 la
[nr
].func
= vert_attrfunc
[attrsz
[i
]-1];
172 for (i
= 0 ; i
< prim_count
; i
++) {
173 if ((prim
[i
].mode
& VBO_SAVE_PRIM_WEAK
) &&
174 (ctx
->Driver
.CurrentExecPrimitive
!= PRIM_OUTSIDE_BEGIN_END
))
176 loopback_weak_prim( ctx
, &prim
[i
] );
180 loopback_prim( ctx
, buffer
, &prim
[i
], wrap_count
, vertex_size
, la
, nr
);
186 #endif /* FEATURE_dlist */