
/*
 * Mesa 3-D graphics library
 * Version:  4.1
 *
 * Copyright (C) 1999-2002  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.
 */

/**
 * \file tnl/t_imm_exec.c
 * \brief Setup to execute immediate-mode vertex data.
 * \author Keith Whitwell
 */

#include "glheader.h"
#include "colormac.h"
#include "context.h"
#include "enums.h"
#include "dlist.h"
#include "macros.h"
#include "imports.h"
#include "mmath.h"
#include "light.h"
#include "state.h"
#include "mtypes.h"

#include "math/m_matrix.h"
#include "math/m_xform.h"

#include "t_context.h"
#include "t_array_import.h"
#include "t_imm_alloc.h"
#include "t_imm_api.h"
#include "t_imm_debug.h"
#include "t_imm_dlist.h"
#include "t_imm_eval.h"
#include "t_imm_elt.h"
#include "t_imm_exec.h"
#include "t_imm_fixup.h"
#include "t_pipeline.h"



static void reset_input( GLcontext *ctx,
			 GLuint start,
			 GLuint beginstate,
			 GLuint savedbeginstate )
{
   struct immediate *IM = TNL_CURRENT_IM(ctx);

   /* Clear the dirty part of the flag array.
    */
   if (start < IM->Count+2)
      MEMSET(IM->Flag + start, 0, sizeof(GLuint) * (IM->Count+2-start));

   if (MESA_VERBOSE & VERBOSE_IMMEDIATE)
      _mesa_debug(ctx, "reset_input: IM(%d) new %x\n", IM->id, beginstate);

   IM->Start = start;
   IM->Count = start;
   IM->LastMaterial = start;
   IM->BeginState = beginstate;
   IM->SavedBeginState = savedbeginstate;
   IM->TexSize = 0;
   IM->MaterialOrMask = 0;

   if (IM->MaterialMask) 
      IM->MaterialMask[IM->Start] = 0;

   IM->ArrayEltFlags = ~ctx->Array._Enabled;
   IM->ArrayEltIncr = ctx->Array.Vertex.Enabled ? 1 : 0;
   IM->ArrayEltFlush = ctx->Array.LockCount ? FLUSH_ELT_LAZY : FLUSH_ELT_EAGER;
}
  
void _tnl_reset_exec_input( GLcontext *ctx,
			    GLuint start,
			    GLuint beginstate,
			    GLuint savedbeginstate )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct immediate *IM = TNL_CURRENT_IM(ctx);

   reset_input( ctx, start, beginstate, savedbeginstate );

   IM->CopyStart = start - tnl->ExecCopyCount;

   IM->Primitive[IM->CopyStart] = ctx->Driver.CurrentExecPrimitive;
   if (tnl->ExecParity)
      IM->Primitive[IM->CopyStart] |= PRIM_PARITY;

   IM->LastPrimitive = IM->CopyStart;
}


void _tnl_reset_compile_input( GLcontext *ctx,
			    GLuint start,
			    GLuint beginstate,
			    GLuint savedbeginstate )
{
   struct immediate *IM = TNL_CURRENT_IM(ctx);

   reset_input( ctx, start, beginstate, savedbeginstate );
   IM->CopyStart = start;
   IM->LastPrimitive = IM->Start;
}
  

/**
 * Copy the last specified normal, color, texcoord, edge flag, etc
 * from the immediate struct into the ctx->Current attribute group.
 */
void _tnl_copy_to_current( GLcontext *ctx, struct immediate *IM,
			   GLuint flag, GLuint count )
{
   if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
      _tnl_print_vert_flags("copy to current", flag);

   /* XXX should be able to replace these conditions with a loop over
    * the 16 vertex attributes.
    */
   if (flag & VERT_BIT_NORMAL)
      COPY_4FV( ctx->Current.Attrib[VERT_ATTRIB_NORMAL],
                IM->Attrib[VERT_ATTRIB_NORMAL][count]);

   if (flag & VERT_BIT_COLOR0) {
      COPY_4FV(ctx->Current.Attrib[VERT_ATTRIB_COLOR0],
               IM->Attrib[VERT_ATTRIB_COLOR0][count]);
      if (ctx->Light.ColorMaterialEnabled) {
	 _mesa_update_color_material( ctx,
                                   ctx->Current.Attrib[VERT_ATTRIB_COLOR0] );
 	 TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
      }
   }

   if (flag & VERT_BIT_COLOR1)
      COPY_4FV(ctx->Current.Attrib[VERT_ATTRIB_COLOR1],
               IM->Attrib[VERT_ATTRIB_COLOR1][count]);

   if (flag & VERT_BIT_FOG)
      ctx->Current.Attrib[VERT_ATTRIB_FOG][0] = IM->Attrib[VERT_ATTRIB_FOG][count][0];

   if (flag & VERT_BIT_SIX)
      COPY_4FV(ctx->Current.Attrib[VERT_ATTRIB_SIX], IM->Attrib[VERT_ATTRIB_SIX][count]);

   if (flag & VERT_BIT_SEVEN)
      COPY_4FV(ctx->Current.Attrib[VERT_ATTRIB_SEVEN], IM->Attrib[VERT_ATTRIB_SEVEN][count]);

   if (flag & VERT_BITS_TEX_ANY) {
      GLuint i;
      for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) {
	 if (flag & VERT_BIT_TEX(i)) {
	    COPY_4FV( ctx->Current.Attrib[VERT_ATTRIB_TEX0 + i],
                      IM->Attrib[VERT_ATTRIB_TEX0 + i][count]);
	 }
      }
   }

   if (flag & VERT_BIT_INDEX)
      ctx->Current.Index = IM->Index[count];

   if (flag & VERT_BIT_EDGEFLAG)
      ctx->Current.EdgeFlag = IM->EdgeFlag[count];

   if (flag & VERT_BIT_MATERIAL) {
      _mesa_update_material( ctx,
			  IM->Material[IM->LastMaterial],
			  IM->MaterialOrMask );

      TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
   }
}



void _tnl_compute_orflag( struct immediate *IM, GLuint start )
{
   GLuint count = IM->Count;
   GLuint orflag = 0;
   GLuint andflag = ~0U;
   GLuint i;

   IM->LastData = count-1;


   /* Compute the flags for the whole buffer.
    */
   for (i = start ; i < count ; i++) {
      andflag &= IM->Flag[i];
      orflag |= IM->Flag[i];
   }

   /* It is possible there will be data in the buffer arising from
    * calls like 'glNormal', 'glMaterial' that occur after the final
    * glVertex, glEval, etc.  Additionally, a buffer can consist of
    * eg. a single glMaterial call, in which case IM->Start ==
    * IM->Count, but the buffer is definitely not empty.
    */
   if (IM->Flag[i] & VERT_BITS_DATA) {
      IM->LastData++;
      orflag |= IM->Flag[i];
   }

   IM->Flag[IM->LastData+1] |= VERT_BIT_END_VB;
   IM->CopyAndFlag = IM->AndFlag = andflag;
   IM->OrFlag = orflag;
   IM->CopyOrFlag = orflag;
   IM->Evaluated = 0;
}


/**
 * This is where the vertex data is transfered from the 'struct immediate
 * into the 'struct vertex_buffer'.
 *
 * Note: The 'start' member of the GLvector structs is now redundant
 * because we always re-transform copied vertices, and the vectors
 * below are set up so that the first copied vertex (if any) appears
 * at position zero.
 */
static void _tnl_vb_bind_immediate( GLcontext *ctx, struct immediate *IM )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct vertex_buffer *VB = &tnl->vb;
   struct vertex_arrays *tmp = &tnl->imm_inputs;
   GLuint inputs = tnl->pipeline.inputs; /* for copy-to-current */
   const GLuint start = IM->CopyStart;
   const GLuint count = IM->Count - start;

   /* TODO: optimize the case where nothing has changed.  (Just bind
    * tmp to vb).
    */

   /* Setup constant data in the VB.
    */
   VB->Count = count;
   VB->FirstClipped = IMM_MAXDATA - IM->CopyStart;
   VB->import_data = NULL;
   VB->importable_data = 0;

   /* Need an IM->FirstPrimitive?
    */
   VB->Primitive = IM->Primitive + IM->CopyStart;
   VB->PrimitiveLength = IM->PrimitiveLength + IM->CopyStart;
   VB->FirstPrimitive = 0;

   VB->Flag = IM->Flag + start;

   /* TexCoordPtr's are zeroed in loop below.
    */
   VB->NormalPtr = NULL;
   VB->NormalLengthPtr = NULL;
   VB->EdgeFlag = NULL;
   VB->IndexPtr[0] = NULL;
   VB->IndexPtr[1] = NULL;
   VB->ColorPtr[0] = NULL;
   VB->ColorPtr[1] = NULL;
   VB->SecondaryColorPtr[0] = NULL;
   VB->SecondaryColorPtr[1] = NULL;
   VB->Elts = NULL;
   VB->MaterialMask = NULL;
   VB->Material = NULL;

/*     _tnl_print_vert_flags("copy-orflag", IM->CopyOrFlag); */
/*     _tnl_print_vert_flags("orflag", IM->OrFlag); */
/*     _tnl_print_vert_flags("inputs", inputs); */

   /* Setup the initial values of array pointers in the vb.
    */
   if (inputs & VERT_BIT_POS) {
      tmp->Obj.data = IM->Attrib[VERT_ATTRIB_POS] + start;
      tmp->Obj.start = (GLfloat *)(IM->Attrib[VERT_ATTRIB_POS] + start);
      tmp->Obj.count = count;
      VB->ObjPtr = &tmp->Obj;
      if ((IM->CopyOrFlag & VERT_BITS_OBJ_234) == VERT_BITS_OBJ_234)
	 tmp->Obj.size = 4;
      else if ((IM->CopyOrFlag & VERT_BITS_OBJ_234) == VERT_BITS_OBJ_23)
	 tmp->Obj.size = 3;
      else
	 tmp->Obj.size = 2;
   }

   if (inputs & VERT_BIT_NORMAL) {
      tmp->Normal.data = IM->Attrib[VERT_ATTRIB_NORMAL] + start;
      tmp->Normal.start = (GLfloat *) (IM->Attrib[VERT_ATTRIB_NORMAL] + start);
      tmp->Normal.count = count;
      tmp->Normal.size = 3; /* just to be safe */
      VB->NormalPtr = &tmp->Normal;
      if (IM->NormalLengthPtr)
	 VB->NormalLengthPtr = IM->NormalLengthPtr + start;
   }

   if (inputs & VERT_BIT_INDEX) {
      tmp->Index.count = count;
      tmp->Index.data = IM->Index + start;
      tmp->Index.start = IM->Index + start;
      VB->IndexPtr[0] = &tmp->Index;
   }

   if (inputs & VERT_BIT_FOG) {
      tmp->FogCoord.data = IM->Attrib[VERT_ATTRIB_FOG] + start;
      tmp->FogCoord.start = (GLfloat *) (IM->Attrib[VERT_ATTRIB_FOG] + start);
      tmp->FogCoord.count = count;
      VB->FogCoordPtr = &tmp->FogCoord;
   }

   if (inputs & VERT_BIT_COLOR1) {
      tmp->SecondaryColor.Ptr = IM->Attrib[VERT_ATTRIB_COLOR1] + start;
      VB->SecondaryColorPtr[0] = &tmp->SecondaryColor;
   }

   if (inputs & VERT_BIT_EDGEFLAG) {
      VB->EdgeFlag = IM->EdgeFlag + start;
   }

   if (inputs & VERT_BIT_COLOR0) {
      if (IM->CopyOrFlag & VERT_BIT_COLOR0) {
	 tmp->Color.Ptr = IM->Attrib[VERT_ATTRIB_COLOR0] + start;
	 tmp->Color.StrideB = 4 * sizeof(GLfloat);
	 tmp->Color.Flags = 0;
      }
      else {
	 tmp->Color.Ptr = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
	 tmp->Color.StrideB = 0;
	 tmp->Color.Flags = CA_CLIENT_DATA; /* hack */
	 VB->import_source = IM;
	 VB->importable_data |= VERT_BIT_COLOR0;
	 VB->import_data = _tnl_upgrade_current_data;
      }
      VB->ColorPtr[0] = &tmp->Color;
   }

   if (inputs & VERT_BITS_TEX_ANY) {
      GLuint i;
      for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
	 VB->TexCoordPtr[i] = NULL;
	 if (inputs & VERT_BIT_TEX(i)) {
	    tmp->TexCoord[i].count = count;
	    tmp->TexCoord[i].data = IM->Attrib[VERT_ATTRIB_TEX0 + i] + start;
	    tmp->TexCoord[i].start = (GLfloat *)(IM->Attrib[VERT_ATTRIB_TEX0 + i] + start);
	    tmp->TexCoord[i].size = 2;
	    if (IM->TexSize & TEX_SIZE_3(i)) {
	       tmp->TexCoord[i].size = 3;
	       if (IM->TexSize & TEX_SIZE_4(i))
		  tmp->TexCoord[i].size = 4;
	    }
	    VB->TexCoordPtr[i] = &tmp->TexCoord[i];
	 }
      }
   }

   if ((inputs & IM->OrFlag & VERT_BIT_MATERIAL) && IM->Material) {
      VB->MaterialMask = IM->MaterialMask + start;
      VB->Material = IM->Material + start;
   }

   /* GL_NV_vertex_program */
   if (ctx->VertexProgram.Enabled) {
      GLuint attr;
      for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
         tmp->Attribs[attr].count = count;
         tmp->Attribs[attr].data = IM->Attrib[attr] + start;
         tmp->Attribs[attr].start = (GLfloat *) (IM->Attrib[attr] + start);
         tmp->Attribs[attr].size = 4;
         VB->AttribPtr[attr] = &(tmp->Attribs[attr]);
      }
   }
}




/**
 * Called by exec_vert_cassette, execute_compiled_cassette, but not
 * exec_elt_cassette.
 */
void _tnl_run_cassette( GLcontext *ctx, struct immediate *IM )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);

   _tnl_vb_bind_immediate( ctx, IM );

   if (IM->OrFlag & VERT_BITS_EVAL_ANY)
      _tnl_eval_immediate( ctx, IM );

   /* Invalidate all stored data before and after run:
    */
   tnl->pipeline.run_input_changes |= tnl->pipeline.inputs;
   tnl->Driver.RunPipeline( ctx );
   tnl->pipeline.run_input_changes |= tnl->pipeline.inputs;

   _tnl_copy_to_current( ctx, IM, IM->OrFlag, IM->LastData );
}


/**
 * Called for regular vertex cassettes.
 */
static void exec_vert_cassette( GLcontext *ctx, struct immediate *IM )
{
   if (IM->FlushElt) {
      /* Orflag is computed twice, but only reach this code if app is
       * using a mixture of glArrayElement() and glVertex() while
       * arrays are locked (else would be in exec_elt_cassette now).
       */
      ASSERT(ctx->Array.LockCount);
      ASSERT(IM->FlushElt == FLUSH_ELT_LAZY);
      _tnl_translate_array_elts( ctx, IM, IM->CopyStart, IM->Count );
      _tnl_compute_orflag( IM, IM->CopyStart ); 
   }

   _tnl_fixup_input( ctx, IM );
/*     _tnl_print_cassette( IM ); */
   _tnl_run_cassette( ctx, IM );
}


/* Called for pure, locked VERT_BIT_ELT cassettes instead of
 * _tnl_run_cassette.
 */
static void exec_elt_cassette( GLcontext *ctx, struct immediate *IM )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct vertex_buffer *VB = &tnl->vb;

   _tnl_vb_bind_arrays( ctx, ctx->Array.LockFirst, ctx->Array.LockCount );

   /* Take only elements and primitive information from the immediate:
    */
   VB->Elts = IM->Elt + IM->CopyStart;
   VB->Primitive = IM->Primitive + IM->CopyStart;
   VB->PrimitiveLength = IM->PrimitiveLength + IM->CopyStart;
   VB->FirstPrimitive = 0;

   /* Run the pipeline.  No input changes as a result of this action.
    */
   tnl->Driver.RunPipeline( ctx );

   /* Still need to update current values:  
    */
   if (ctx->Driver.CurrentExecPrimitive == GL_POLYGON+1) {
      _tnl_translate_array_elts( ctx, IM, IM->LastData, IM->LastData );
      _tnl_copy_to_current( ctx, IM, ctx->Array._Enabled, IM->LastData );
   }
}


static void
exec_empty_cassette( GLcontext *ctx, struct immediate *IM )
{
   if (IM->FlushElt)
      _tnl_translate_array_elts( ctx, IM, IM->CopyStart, IM->CopyStart );

   _tnl_copy_to_current( ctx, IM, IM->OrFlag, IM->LastData );
}



/**
 * Called for all cassettes when not compiling or playing a display
 * list.
 */
void _tnl_execute_cassette( GLcontext *ctx, struct immediate *IM )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);

   _tnl_compute_orflag( IM, IM->Start );
   _tnl_copy_immediate_vertices( ctx, IM ); 
   _tnl_get_exec_copy_verts( ctx, IM );

   if (tnl->pipeline.build_state_changes)
      _tnl_validate_pipeline( ctx );

   if (IM->CopyStart == IM->Count) {
      exec_empty_cassette( ctx, IM );
   }
   else if ((IM->CopyOrFlag & VERT_BITS_DATA) == VERT_BIT_ELT &&
	    ctx->Array.LockCount &&
	    ctx->Array.Vertex.Enabled) {
      exec_elt_cassette( ctx, IM );
   }
   else {
      exec_vert_cassette( ctx, IM );
   }

   /* Only reuse the immediate if there are no copied vertices living
    * inside it:
    */
   { 
      GLuint begin_state = IM->BeginState & (VERT_BEGIN_0|VERT_BEGIN_1);
      GLuint saved_begin_state = IM->SavedBeginState;

      if (--IM->ref_count != 0) {
	 IM = _tnl_alloc_immediate( ctx );
	 SET_IMMEDIATE( ctx, IM );
      }

      IM->ref_count++;
	 
      _tnl_reset_exec_input( ctx, IMM_MAX_COPIED_VERTS, 
			     begin_state, saved_begin_state );
   }

   /* Don't unset FLUSH_STORED_VERTICES flag here as the driver might
    * have other stored data of its own & be relying on the
    * FlushVertices notification to clear it.
    */
}




/**
 * Setup vector pointers that will be used to bind immediates to VB's.
 */
void _tnl_imm_init( GLcontext *ctx )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct vertex_arrays *tmp = &tnl->imm_inputs;
   GLuint i;
   static int firsttime = 1;

   if (firsttime) {
      firsttime = 0;
      _tnl_imm_elt_init();
   }

   ctx->swtnl_im = _tnl_alloc_immediate( ctx );
   TNL_CURRENT_IM(ctx)->ref_count++;

   tnl->ExecCopyTexSize = 0;
   tnl->ExecCopyCount = 0;
   tnl->ExecCopySource = 0;

   TNL_CURRENT_IM(ctx)->CopyStart = IMM_MAX_COPIED_VERTS;

   _mesa_vector4f_init( &tmp->Obj, 0, 0 );
   _mesa_vector4f_init( &tmp->Normal, 0, 0 );

   tmp->Color.Ptr = NULL;
   tmp->Color.Type = GL_FLOAT;
   tmp->Color.Size = 4;
   tmp->Color.Stride = 0;
   tmp->Color.StrideB = 4 * sizeof(GLfloat);
   tmp->Color.Flags = 0;

   tmp->SecondaryColor.Ptr = NULL;
   tmp->SecondaryColor.Type = GL_FLOAT;
   tmp->SecondaryColor.Size = 4;
   tmp->SecondaryColor.Stride = 0;
   tmp->SecondaryColor.StrideB = 4 * sizeof(GLfloat);
   tmp->SecondaryColor.Flags = 0;

   _mesa_vector4f_init( &tmp->FogCoord, 0, 0 );
   _mesa_vector1ui_init( &tmp->Index, 0, 0 );
   _mesa_vector1ub_init( &tmp->EdgeFlag, 0, 0 );

   for (i = 0; i < ctx->Const.MaxTextureUnits; i++)
      _mesa_vector4f_init( &tmp->TexCoord[i], 0, 0);

   /* Install the first immediate.  Intially outside begin/end.
    */
   _tnl_reset_exec_input( ctx, IMM_MAX_COPIED_VERTS, 0, 0 );
   tnl->ReplayHardBeginEnd = 0;

   _tnl_imm_vtxfmt_init( ctx );
}


/**
 * Deallocate the immediate-mode buffer for the given context, if
 * its reference count goes to zero.
 */
void _tnl_imm_destroy( GLcontext *ctx )
{
   if (TNL_CURRENT_IM(ctx)) {
      TNL_CURRENT_IM(ctx)->ref_count--;
      if (TNL_CURRENT_IM(ctx)->ref_count == 0)
	 _tnl_free_immediate( ctx, TNL_CURRENT_IM(ctx) );
      /* 
       * Don't use SET_IMMEDIATE here, or else we'll whack the
       * _tnl_CurrentInput pointer - not good when another 
       * context has already been made current.
       * So we just set the context's own tnl immediate pointer
       * to 0.
       */
      ctx->swtnl_im = NULL;
   }
}
