1edf7b9dfa94dcc84512ee0e3dcaeaf0a259cd52
[mesa.git] / src / mesa / vbo / vbo_save_api.c
1 /**************************************************************************
2
3 Copyright 2002-2008 VMware, Inc.
4
5 All Rights Reserved.
6
7 Permission is hereby granted, free of charge, to any person obtaining a
8 copy of this software and associated documentation files (the "Software"),
9 to deal in the Software without restriction, including without limitation
10 on the rights to use, copy, modify, merge, publish, distribute, sub
11 license, and/or sell copies of the Software, and to permit persons to whom
12 the Software is furnished to do so, subject to the following conditions:
13
14 The above copyright notice and this permission notice (including the next
15 paragraph) shall be included in all copies or substantial portions of the
16 Software.
17
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21 VMWARE AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
22 DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23 OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24 USE OR OTHER DEALINGS IN THE SOFTWARE.
25
26 **************************************************************************/
27
28 /*
29 * Authors:
30 * Keith Whitwell <keithw@vmware.com>
31 */
32
33
34
35 /* Display list compiler attempts to store lists of vertices with the
36 * same vertex layout. Additionally it attempts to minimize the need
37 * for execute-time fixup of these vertex lists, allowing them to be
38 * cached on hardware.
39 *
40 * There are still some circumstances where this can be thwarted, for
41 * example by building a list that consists of one very long primitive
42 * (eg Begin(Triangles), 1000 vertices, End), and calling that list
43 * from inside a different begin/end object (Begin(Lines), CallList,
44 * End).
45 *
46 * In that case the code will have to replay the list as individual
47 * commands through the Exec dispatch table, or fix up the copied
48 * vertices at execute-time.
49 *
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
52 * Begin(Lines)
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
55 * End()
56 *
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
59 *
60 *
61 * The list compiler currently doesn't attempt to compile lists
62 * containing EvalCoord or EvalPoint commands. On encountering one of
63 * these, compilation falls back to opcodes.
64 *
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
67 */
68
69
70 #include "main/glheader.h"
71 #include "main/arrayobj.h"
72 #include "main/bufferobj.h"
73 #include "main/context.h"
74 #include "main/dlist.h"
75 #include "main/enums.h"
76 #include "main/eval.h"
77 #include "main/macros.h"
78 #include "main/api_validate.h"
79 #include "main/api_arrayelt.h"
80 #include "main/vtxfmt.h"
81 #include "main/dispatch.h"
82 #include "main/state.h"
83 #include "main/varray.h"
84 #include "util/bitscan.h"
85
86 #include "vbo_noop.h"
87 #include "vbo_private.h"
88
89
90 #ifdef ERROR
91 #undef ERROR
92 #endif
93
94 /**
95 * Display list flag only used by this VBO code.
96 */
97 #define DLIST_DANGLING_REFS 0x1
98
99
100 /* An interesting VBO number/name to help with debugging */
101 #define VBO_BUF_ID 12345
102
103
104 /*
105 * NOTE: Old 'parity' issue is gone, but copying can still be
106 * wrong-footed on replay.
107 */
108 static GLuint
109 copy_vertices(struct gl_context *ctx,
110 const struct vbo_save_vertex_list *node,
111 const fi_type * src_buffer)
112 {
113 struct vbo_save_context *save = &vbo_context(ctx)->save;
114 const struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
115 GLuint nr = prim->count;
116 GLuint sz = save->vertex_size;
117 const fi_type *src = src_buffer + prim->start * sz;
118 fi_type *dst = save->copied.buffer;
119 GLuint ovf, i;
120
121 if (prim->end)
122 return 0;
123
124 switch (prim->mode) {
125 case GL_POINTS:
126 return 0;
127 case GL_LINES:
128 ovf = nr & 1;
129 for (i = 0; i < ovf; i++)
130 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
131 sz * sizeof(GLfloat));
132 return i;
133 case GL_TRIANGLES:
134 ovf = nr % 3;
135 for (i = 0; i < ovf; i++)
136 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
137 sz * sizeof(GLfloat));
138 return i;
139 case GL_QUADS:
140 ovf = nr & 3;
141 for (i = 0; i < ovf; i++)
142 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
143 sz * sizeof(GLfloat));
144 return i;
145 case GL_LINE_STRIP:
146 if (nr == 0)
147 return 0;
148 else {
149 memcpy(dst, src + (nr - 1) * sz, sz * sizeof(GLfloat));
150 return 1;
151 }
152 case GL_LINE_LOOP:
153 case GL_TRIANGLE_FAN:
154 case GL_POLYGON:
155 if (nr == 0)
156 return 0;
157 else if (nr == 1) {
158 memcpy(dst, src + 0, sz * sizeof(GLfloat));
159 return 1;
160 }
161 else {
162 memcpy(dst, src + 0, sz * sizeof(GLfloat));
163 memcpy(dst + sz, src + (nr - 1) * sz, sz * sizeof(GLfloat));
164 return 2;
165 }
166 case GL_TRIANGLE_STRIP:
167 case GL_QUAD_STRIP:
168 switch (nr) {
169 case 0:
170 ovf = 0;
171 break;
172 case 1:
173 ovf = 1;
174 break;
175 default:
176 ovf = 2 + (nr & 1);
177 break;
178 }
179 for (i = 0; i < ovf; i++)
180 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
181 sz * sizeof(GLfloat));
182 return i;
183 default:
184 unreachable("Unexpected primitive type");
185 return 0;
186 }
187 }
188
189
190 static struct vbo_save_vertex_store *
191 alloc_vertex_store(struct gl_context *ctx)
192 {
193 struct vbo_save_context *save = &vbo_context(ctx)->save;
194 struct vbo_save_vertex_store *vertex_store =
195 CALLOC_STRUCT(vbo_save_vertex_store);
196
197 /* obj->Name needs to be non-zero, but won't ever be examined more
198 * closely than that. In particular these buffers won't be entered
199 * into the hash and can never be confused with ones visible to the
200 * user. Perhaps there could be a special number for internal
201 * buffers:
202 */
203 vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID);
204 if (vertex_store->bufferobj) {
205 save->out_of_memory =
206 !ctx->Driver.BufferData(ctx,
207 GL_ARRAY_BUFFER_ARB,
208 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
209 NULL, GL_STATIC_DRAW_ARB,
210 GL_MAP_WRITE_BIT |
211 GL_DYNAMIC_STORAGE_BIT,
212 vertex_store->bufferobj);
213 }
214 else {
215 save->out_of_memory = GL_TRUE;
216 }
217
218 if (save->out_of_memory) {
219 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation");
220 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
221 }
222
223 vertex_store->buffer_map = NULL;
224 vertex_store->used = 0;
225 vertex_store->refcount = 1;
226
227 return vertex_store;
228 }
229
230
231 static void
232 free_vertex_store(struct gl_context *ctx,
233 struct vbo_save_vertex_store *vertex_store)
234 {
235 assert(!vertex_store->buffer_map);
236
237 if (vertex_store->bufferobj) {
238 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
239 }
240
241 free(vertex_store);
242 }
243
244
245 fi_type *
246 vbo_save_map_vertex_store(struct gl_context *ctx,
247 struct vbo_save_vertex_store *vertex_store)
248 {
249 const GLbitfield access = (GL_MAP_WRITE_BIT |
250 GL_MAP_INVALIDATE_RANGE_BIT |
251 GL_MAP_UNSYNCHRONIZED_BIT |
252 GL_MAP_FLUSH_EXPLICIT_BIT);
253
254 assert(vertex_store->bufferobj);
255 assert(!vertex_store->buffer_map); /* the buffer should not be mapped */
256
257 if (vertex_store->bufferobj->Size > 0) {
258 /* Map the remaining free space in the VBO */
259 GLintptr offset = vertex_store->used * sizeof(GLfloat);
260 GLsizeiptr size = vertex_store->bufferobj->Size - offset;
261 fi_type *range = (fi_type *)
262 ctx->Driver.MapBufferRange(ctx, offset, size, access,
263 vertex_store->bufferobj,
264 MAP_INTERNAL);
265 if (range) {
266 /* compute address of start of whole buffer (needed elsewhere) */
267 vertex_store->buffer_map = range - vertex_store->used;
268 assert(vertex_store->buffer_map);
269 return range;
270 }
271 else {
272 vertex_store->buffer_map = NULL;
273 return NULL;
274 }
275 }
276 else {
277 /* probably ran out of memory for buffers */
278 return NULL;
279 }
280 }
281
282
283 void
284 vbo_save_unmap_vertex_store(struct gl_context *ctx,
285 struct vbo_save_vertex_store *vertex_store)
286 {
287 if (vertex_store->bufferobj->Size > 0) {
288 GLintptr offset = 0;
289 GLsizeiptr length = vertex_store->used * sizeof(GLfloat)
290 - vertex_store->bufferobj->Mappings[MAP_INTERNAL].Offset;
291
292 /* Explicitly flush the region we wrote to */
293 ctx->Driver.FlushMappedBufferRange(ctx, offset, length,
294 vertex_store->bufferobj,
295 MAP_INTERNAL);
296
297 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj, MAP_INTERNAL);
298 }
299 vertex_store->buffer_map = NULL;
300 }
301
302
303 static struct vbo_save_primitive_store *
304 alloc_prim_store(void)
305 {
306 struct vbo_save_primitive_store *store =
307 CALLOC_STRUCT(vbo_save_primitive_store);
308 store->used = 0;
309 store->refcount = 1;
310 return store;
311 }
312
313
314 static void
315 reset_counters(struct gl_context *ctx)
316 {
317 struct vbo_save_context *save = &vbo_context(ctx)->save;
318
319 save->prims = save->prim_store->prims + save->prim_store->used;
320 save->buffer_map = save->vertex_store->buffer_map + save->vertex_store->used;
321
322 assert(save->buffer_map == save->buffer_ptr);
323
324 if (save->vertex_size)
325 save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
326 save->vertex_size;
327 else
328 save->max_vert = 0;
329
330 save->vert_count = 0;
331 save->prim_count = 0;
332 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
333 save->dangling_attr_ref = GL_FALSE;
334 }
335
336 /**
337 * For a list of prims, try merging prims that can just be extensions of the
338 * previous prim.
339 */
340 static void
341 merge_prims(struct _mesa_prim *prim_list,
342 GLuint *prim_count)
343 {
344 GLuint i;
345 struct _mesa_prim *prev_prim = prim_list;
346
347 for (i = 1; i < *prim_count; i++) {
348 struct _mesa_prim *this_prim = prim_list + i;
349
350 vbo_try_prim_conversion(this_prim);
351
352 if (vbo_can_merge_prims(prev_prim, this_prim)) {
353 /* We've found a prim that just extend the previous one. Tack it
354 * onto the previous one, and let this primitive struct get dropped.
355 */
356 vbo_merge_prims(prev_prim, this_prim);
357 continue;
358 }
359
360 /* If any previous primitives have been dropped, then we need to copy
361 * this later one into the next available slot.
362 */
363 prev_prim++;
364 if (prev_prim != this_prim)
365 *prev_prim = *this_prim;
366 }
367
368 *prim_count = prev_prim - prim_list + 1;
369 }
370
371
372 /**
373 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
374 * don't have to worry about handling the _mesa_prim::begin/end flags.
375 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
376 */
377 static void
378 convert_line_loop_to_strip(struct vbo_save_context *save,
379 struct vbo_save_vertex_list *node)
380 {
381 struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
382
383 assert(prim->mode == GL_LINE_LOOP);
384
385 if (prim->end) {
386 /* Copy the 0th vertex to end of the buffer and extend the
387 * vertex count by one to finish the line loop.
388 */
389 const GLuint sz = save->vertex_size;
390 /* 0th vertex: */
391 const fi_type *src = save->buffer_map + prim->start * sz;
392 /* end of buffer: */
393 fi_type *dst = save->buffer_map + (prim->start + prim->count) * sz;
394
395 memcpy(dst, src, sz * sizeof(float));
396
397 prim->count++;
398 node->vertex_count++;
399 save->vert_count++;
400 save->buffer_ptr += sz;
401 save->vertex_store->used += sz;
402 }
403
404 if (!prim->begin) {
405 /* Drawing the second or later section of a long line loop.
406 * Skip the 0th vertex.
407 */
408 prim->start++;
409 prim->count--;
410 }
411
412 prim->mode = GL_LINE_STRIP;
413 }
414
415
416 /* Compare the present vao if it has the same setup. */
417 static bool
418 compare_vao(gl_vertex_processing_mode mode,
419 const struct gl_vertex_array_object *vao,
420 const struct gl_buffer_object *bo, GLintptr buffer_offset,
421 GLuint stride, GLbitfield64 vao_enabled,
422 const GLubyte size[VBO_ATTRIB_MAX],
423 const GLenum16 type[VBO_ATTRIB_MAX],
424 const GLuint offset[VBO_ATTRIB_MAX])
425 {
426 if (!vao)
427 return false;
428
429 /* If the enabled arrays are not the same we are not equal. */
430 if (vao_enabled != vao->_Enabled)
431 return false;
432
433 /* Check the buffer binding at 0 */
434 if (vao->BufferBinding[0].BufferObj != bo)
435 return false;
436 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
437 if (vao->BufferBinding[0].Stride != stride)
438 return false;
439 assert(vao->BufferBinding[0].InstanceDivisor == 0);
440
441 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
442 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
443
444 /* Now check the enabled arrays */
445 GLbitfield mask = vao_enabled;
446 while (mask) {
447 const int attr = u_bit_scan(&mask);
448 const unsigned char vbo_attr = vao_to_vbo_map[attr];
449 const GLenum16 tp = type[vbo_attr];
450 const GLintptr off = offset[vbo_attr] + buffer_offset;
451 const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
452 if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
453 return false;
454 if (attrib->Type != tp)
455 return false;
456 if (attrib->Size != size[vbo_attr])
457 return false;
458 assert(attrib->Format == GL_RGBA);
459 assert(attrib->Enabled == GL_TRUE);
460 assert(attrib->Normalized == GL_FALSE);
461 assert(attrib->Integer == vbo_attrtype_to_integer_flag(tp));
462 assert(attrib->Doubles == vbo_attrtype_to_double_flag(tp));
463 assert(attrib->BufferBindingIndex == 0);
464 }
465
466 return true;
467 }
468
469
470 /* Create or reuse the vao for the vertex processing mode. */
471 static void
472 update_vao(struct gl_context *ctx,
473 gl_vertex_processing_mode mode,
474 struct gl_vertex_array_object **vao,
475 struct gl_buffer_object *bo, GLintptr buffer_offset,
476 GLuint stride, GLbitfield64 vbo_enabled,
477 const GLubyte size[VBO_ATTRIB_MAX],
478 const GLenum16 type[VBO_ATTRIB_MAX],
479 const GLuint offset[VBO_ATTRIB_MAX])
480 {
481 /* Compute the bitmasks of vao_enabled arrays */
482 GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
483
484 /*
485 * Check if we can possibly reuse the exisiting one.
486 * In the long term we should reset them when something changes.
487 */
488 if (compare_vao(mode, *vao, bo, buffer_offset, stride,
489 vao_enabled, size, type, offset))
490 return;
491
492 /* The initial refcount is 1 */
493 _mesa_reference_vao(ctx, vao, NULL);
494 *vao = _mesa_new_vao(ctx, ~((GLuint)0));
495
496 /* Bind the buffer object at binding point 0 */
497 _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride, false);
498
499 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
500 * Note that the position/generic0 aliasing is done in the VAO.
501 */
502 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
503 /* Now set the enable arrays */
504 GLbitfield mask = vao_enabled;
505 while (mask) {
506 const int vao_attr = u_bit_scan(&mask);
507 const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
508
509 _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
510 size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
511 _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0, false);
512 _mesa_enable_vertex_array_attrib(ctx, *vao, vao_attr, false);
513 }
514 assert(vao_enabled == (*vao)->_Enabled);
515 assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
516
517 /* Finalize and freeze the VAO */
518 _mesa_set_vao_immutable(ctx, *vao);
519 }
520
521
522 /**
523 * Insert the active immediate struct onto the display list currently
524 * being built.
525 */
526 static void
527 compile_vertex_list(struct gl_context *ctx)
528 {
529 struct vbo_save_context *save = &vbo_context(ctx)->save;
530 struct vbo_save_vertex_list *node;
531 GLintptr buffer_offset = 0;
532 GLuint offset;
533 unsigned i;
534
535 /* Allocate space for this structure in the display list currently
536 * being compiled.
537 */
538 node = (struct vbo_save_vertex_list *)
539 _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node));
540
541 if (!node)
542 return;
543
544 /* Make sure the pointer is aligned to the size of a pointer */
545 assert((GLintptr) node % sizeof(void *) == 0);
546
547 /* Duplicate our template, increment refcounts to the storage structs:
548 */
549 node->enabled = save->enabled;
550 STATIC_ASSERT(sizeof(node->attrsz) == sizeof(save->attrsz));
551 memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz));
552 STATIC_ASSERT(sizeof(node->attrtype) == sizeof(save->attrtype));
553 memcpy(node->attrtype, save->attrtype, sizeof(node->attrtype));
554 node->vertex_size = save->vertex_size;
555 node->buffer_offset =
556 (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
557 if (aligned_vertex_buffer_offset(node)) {
558 /* The vertex size is an exact multiple of the buffer offset.
559 * This means that we can use zero-based vertex attribute pointers
560 * and specify the start of the primitive with the _mesa_prim::start
561 * field. This results in issuing several draw calls with identical
562 * vertex attribute information. This can result in fewer state
563 * changes in drivers. In particular, the Gallium CSO module will
564 * filter out redundant vertex buffer changes.
565 */
566 offset = 0;
567 } else {
568 offset = node->buffer_offset;
569 }
570 for (i = 0; i < VBO_ATTRIB_MAX; ++i) {
571 node->offsets[i] = offset;
572 offset += node->attrsz[i] * sizeof(GLfloat);
573 }
574 node->vertex_count = save->vert_count;
575 node->wrap_count = save->copied.nr;
576 node->dangling_attr_ref = save->dangling_attr_ref;
577 node->prims = save->prims;
578 node->prim_count = save->prim_count;
579 node->vertex_store = save->vertex_store;
580 node->prim_store = save->prim_store;
581
582 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
583 * Note that this may reuse the previous one of possible.
584 */
585 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
586 /* create or reuse the vao */
587 update_vao(ctx, vpm, &save->VAO[vpm],
588 node->vertex_store->bufferobj, buffer_offset,
589 node->vertex_size*sizeof(GLfloat), node->enabled,
590 node->attrsz, node->attrtype, node->offsets);
591 /* Reference the vao in the dlist */
592 node->VAO[vpm] = NULL;
593 _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
594 }
595
596 node->vertex_store->refcount++;
597 node->prim_store->refcount++;
598
599 if (node->prims[0].no_current_update) {
600 node->current_size = 0;
601 node->current_data = NULL;
602 }
603 else {
604 node->current_size = node->vertex_size - node->attrsz[0];
605 node->current_data = NULL;
606
607 if (node->current_size) {
608 /* If the malloc fails, we just pull the data out of the VBO
609 * later instead.
610 */
611 node->current_data = malloc(node->current_size * sizeof(GLfloat));
612 if (node->current_data) {
613 const char *buffer = (const char *) save->vertex_store->buffer_map;
614 unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
615 unsigned vertex_offset = 0;
616
617 if (node->vertex_count)
618 vertex_offset =
619 (node->vertex_count - 1) * node->vertex_size * sizeof(GLfloat);
620
621 memcpy(node->current_data,
622 buffer + node->buffer_offset + vertex_offset + attr_offset,
623 node->current_size * sizeof(GLfloat));
624 }
625 }
626 }
627
628 assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
629
630 if (save->dangling_attr_ref)
631 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
632
633 save->vertex_store->used += save->vertex_size * node->vertex_count;
634 save->prim_store->used += node->prim_count;
635
636 /* Copy duplicated vertices
637 */
638 save->copied.nr = copy_vertices(ctx, node, save->buffer_map);
639
640 if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) {
641 convert_line_loop_to_strip(save, node);
642 }
643
644 merge_prims(node->prims, &node->prim_count);
645
646 /* Deal with GL_COMPILE_AND_EXECUTE:
647 */
648 if (ctx->ExecuteFlag) {
649 struct _glapi_table *dispatch = GET_DISPATCH();
650
651 _glapi_set_dispatch(ctx->Exec);
652
653 const GLfloat *buffer = (const GLfloat *)
654 ((const char *) save->vertex_store->buffer_map +
655 node->buffer_offset);
656
657 vbo_loopback_vertex_list(ctx, buffer,
658 node->attrsz, node->prims, node->prim_count,
659 node->wrap_count, node->vertex_size);
660
661 _glapi_set_dispatch(dispatch);
662 }
663
664 /* Decide whether the storage structs are full, or can be used for
665 * the next vertex lists as well.
666 */
667 if (save->vertex_store->used >
668 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
669
670 /* Unmap old store:
671 */
672 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
673
674 /* Release old reference:
675 */
676 save->vertex_store->refcount--;
677 assert(save->vertex_store->refcount != 0);
678 save->vertex_store = NULL;
679
680 /* Allocate and map new store:
681 */
682 save->vertex_store = alloc_vertex_store(ctx);
683 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
684 save->out_of_memory = save->buffer_ptr == NULL;
685 }
686 else {
687 /* update buffer_ptr for next vertex */
688 save->buffer_ptr = save->vertex_store->buffer_map
689 + save->vertex_store->used;
690 }
691
692 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
693 save->prim_store->refcount--;
694 assert(save->prim_store->refcount != 0);
695 save->prim_store = alloc_prim_store();
696 }
697
698 /*
699 * If the vertex buffer offset is a multiple of the vertex size,
700 * we can use the _mesa_prim::start value to indicate where the
701 * vertices starts, instead of the buffer offset. Also see the
702 * bind_vertex_list() function.
703 */
704 if (aligned_vertex_buffer_offset(node)) {
705 const unsigned start_offset =
706 node->buffer_offset / (node->vertex_size * sizeof(GLfloat));
707 for (unsigned i = 0; i < save->prim_count; i++) {
708 save->prims[i].start += start_offset;
709 }
710 node->start_vertex = start_offset;
711 } else {
712 node->start_vertex = 0;
713 }
714
715 /* Reset our structures for the next run of vertices:
716 */
717 reset_counters(ctx);
718 }
719
720
721 /**
722 * This is called when we fill a vertex buffer before we hit a glEnd().
723 * We
724 * TODO -- If no new vertices have been stored, don't bother saving it.
725 */
726 static void
727 wrap_buffers(struct gl_context *ctx)
728 {
729 struct vbo_save_context *save = &vbo_context(ctx)->save;
730 GLint i = save->prim_count - 1;
731 GLenum mode;
732 GLboolean weak;
733 GLboolean no_current_update;
734
735 assert(i < (GLint) save->prim_max);
736 assert(i >= 0);
737
738 /* Close off in-progress primitive.
739 */
740 save->prims[i].count = (save->vert_count - save->prims[i].start);
741 mode = save->prims[i].mode;
742 weak = save->prims[i].weak;
743 no_current_update = save->prims[i].no_current_update;
744
745 /* store the copied vertices, and allocate a new list.
746 */
747 compile_vertex_list(ctx);
748
749 /* Restart interrupted primitive
750 */
751 save->prims[0].mode = mode;
752 save->prims[0].weak = weak;
753 save->prims[0].no_current_update = no_current_update;
754 save->prims[0].begin = 0;
755 save->prims[0].end = 0;
756 save->prims[0].pad = 0;
757 save->prims[0].start = 0;
758 save->prims[0].count = 0;
759 save->prims[0].num_instances = 1;
760 save->prims[0].base_instance = 0;
761 save->prims[0].is_indirect = 0;
762 save->prim_count = 1;
763 }
764
765
766 /**
767 * Called only when buffers are wrapped as the result of filling the
768 * vertex_store struct.
769 */
770 static void
771 wrap_filled_vertex(struct gl_context *ctx)
772 {
773 struct vbo_save_context *save = &vbo_context(ctx)->save;
774 unsigned numComponents;
775
776 /* Emit a glEnd to close off the last vertex list.
777 */
778 wrap_buffers(ctx);
779
780 /* Copy stored stored vertices to start of new list.
781 */
782 assert(save->max_vert - save->vert_count > save->copied.nr);
783
784 numComponents = save->copied.nr * save->vertex_size;
785 memcpy(save->buffer_ptr,
786 save->copied.buffer,
787 numComponents * sizeof(fi_type));
788 save->buffer_ptr += numComponents;
789 save->vert_count += save->copied.nr;
790 }
791
792
793 static void
794 copy_to_current(struct gl_context *ctx)
795 {
796 struct vbo_save_context *save = &vbo_context(ctx)->save;
797 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
798
799 while (enabled) {
800 const int i = u_bit_scan64(&enabled);
801 assert(save->attrsz[i]);
802
803 save->currentsz[i][0] = save->attrsz[i];
804 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
805 save->attrptr[i], save->attrtype[i]);
806 }
807 }
808
809
810 static void
811 copy_from_current(struct gl_context *ctx)
812 {
813 struct vbo_save_context *save = &vbo_context(ctx)->save;
814 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
815
816 while (enabled) {
817 const int i = u_bit_scan64(&enabled);
818
819 switch (save->attrsz[i]) {
820 case 4:
821 save->attrptr[i][3] = save->current[i][3];
822 case 3:
823 save->attrptr[i][2] = save->current[i][2];
824 case 2:
825 save->attrptr[i][1] = save->current[i][1];
826 case 1:
827 save->attrptr[i][0] = save->current[i][0];
828 break;
829 case 0:
830 unreachable("Unexpected vertex attribute size");
831 }
832 }
833 }
834
835
836 /**
837 * Called when we increase the size of a vertex attribute. For example,
838 * if we've seen one or more glTexCoord2f() calls and now we get a
839 * glTexCoord3f() call.
840 * Flush existing data, set new attrib size, replay copied vertices.
841 */
842 static void
843 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
844 {
845 struct vbo_save_context *save = &vbo_context(ctx)->save;
846 GLuint oldsz;
847 GLuint i;
848 fi_type *tmp;
849
850 /* Store the current run of vertices, and emit a GL_END. Emit a
851 * BEGIN in the new buffer.
852 */
853 if (save->vert_count)
854 wrap_buffers(ctx);
855 else
856 assert(save->copied.nr == 0);
857
858 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
859 * when the attribute already exists in the vertex and is having
860 * its size increased.
861 */
862 copy_to_current(ctx);
863
864 /* Fix up sizes:
865 */
866 oldsz = save->attrsz[attr];
867 save->attrsz[attr] = newsz;
868 save->enabled |= BITFIELD64_BIT(attr);
869
870 save->vertex_size += newsz - oldsz;
871 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
872 save->vertex_size);
873 save->vert_count = 0;
874
875 /* Recalculate all the attrptr[] values:
876 */
877 tmp = save->vertex;
878 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
879 if (save->attrsz[i]) {
880 save->attrptr[i] = tmp;
881 tmp += save->attrsz[i];
882 }
883 else {
884 save->attrptr[i] = NULL; /* will not be dereferenced. */
885 }
886 }
887
888 /* Copy from current to repopulate the vertex with correct values.
889 */
890 copy_from_current(ctx);
891
892 /* Replay stored vertices to translate them to new format here.
893 *
894 * If there are copied vertices and the new (upgraded) attribute
895 * has not been defined before, this list is somewhat degenerate,
896 * and will need fixup at runtime.
897 */
898 if (save->copied.nr) {
899 const fi_type *data = save->copied.buffer;
900 fi_type *dest = save->buffer_map;
901
902 /* Need to note this and fix up at runtime (or loopback):
903 */
904 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
905 assert(oldsz == 0);
906 save->dangling_attr_ref = GL_TRUE;
907 }
908
909 for (i = 0; i < save->copied.nr; i++) {
910 GLbitfield64 enabled = save->enabled;
911 while (enabled) {
912 const int j = u_bit_scan64(&enabled);
913 assert(save->attrsz[j]);
914 if (j == attr) {
915 if (oldsz) {
916 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
917 save->attrtype[j]);
918 data += oldsz;
919 dest += newsz;
920 }
921 else {
922 COPY_SZ_4V(dest, newsz, save->current[attr]);
923 dest += newsz;
924 }
925 }
926 else {
927 GLint sz = save->attrsz[j];
928 COPY_SZ_4V(dest, sz, data);
929 data += sz;
930 dest += sz;
931 }
932 }
933 }
934
935 save->buffer_ptr = dest;
936 save->vert_count += save->copied.nr;
937 }
938 }
939
940
941 /**
942 * This is called when the size of a vertex attribute changes.
943 * For example, after seeing one or more glTexCoord2f() calls we
944 * get a glTexCoord4f() or glTexCoord1f() call.
945 */
946 static void
947 fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
948 {
949 struct vbo_save_context *save = &vbo_context(ctx)->save;
950
951 if (sz > save->attrsz[attr]) {
952 /* New size is larger. Need to flush existing vertices and get
953 * an enlarged vertex format.
954 */
955 upgrade_vertex(ctx, attr, sz);
956 }
957 else if (sz < save->active_sz[attr]) {
958 GLuint i;
959 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
960
961 /* New size is equal or smaller - just need to fill in some
962 * zeros.
963 */
964 for (i = sz; i <= save->attrsz[attr]; i++)
965 save->attrptr[attr][i - 1] = id[i - 1];
966 }
967
968 save->active_sz[attr] = sz;
969 }
970
971
972 /**
973 * Reset the current size of all vertex attributes to the default
974 * value of 0. This signals that we haven't yet seen any per-vertex
975 * commands such as glNormal3f() or glTexCoord2f().
976 */
977 static void
978 reset_vertex(struct gl_context *ctx)
979 {
980 struct vbo_save_context *save = &vbo_context(ctx)->save;
981
982 while (save->enabled) {
983 const int i = u_bit_scan64(&save->enabled);
984 assert(save->attrsz[i]);
985 save->attrsz[i] = 0;
986 save->active_sz[i] = 0;
987 }
988
989 save->vertex_size = 0;
990 }
991
992
993
994 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
995
996
997 /* Only one size for each attribute may be active at once. Eg. if
998 * Color3f is installed/active, then Color4f may not be, even if the
999 * vertex actually contains 4 color coordinates. This is because the
1000 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
1001 * of the chooser function when switching between Color4f and Color3f.
1002 */
1003 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
1004 do { \
1005 struct vbo_save_context *save = &vbo_context(ctx)->save; \
1006 \
1007 if (save->active_sz[A] != N) \
1008 fixup_vertex(ctx, A, N); \
1009 \
1010 { \
1011 C *dest = (C *)save->attrptr[A]; \
1012 if (N>0) dest[0] = V0; \
1013 if (N>1) dest[1] = V1; \
1014 if (N>2) dest[2] = V2; \
1015 if (N>3) dest[3] = V3; \
1016 save->attrtype[A] = T; \
1017 } \
1018 \
1019 if ((A) == 0) { \
1020 GLuint i; \
1021 \
1022 for (i = 0; i < save->vertex_size; i++) \
1023 save->buffer_ptr[i] = save->vertex[i]; \
1024 \
1025 save->buffer_ptr += save->vertex_size; \
1026 \
1027 if (++save->vert_count >= save->max_vert) \
1028 wrap_filled_vertex(ctx); \
1029 } \
1030 } while (0)
1031
1032 #define TAG(x) _save_##x
1033
1034 #include "vbo_attrib_tmp.h"
1035
1036
1037
1038 #define MAT( ATTR, N, face, params ) \
1039 do { \
1040 if (face != GL_BACK) \
1041 MAT_ATTR( ATTR, N, params ); /* front */ \
1042 if (face != GL_FRONT) \
1043 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1044 } while (0)
1045
1046
1047 /**
1048 * Save a glMaterial call found between glBegin/End.
1049 * glMaterial calls outside Begin/End are handled in dlist.c.
1050 */
1051 static void GLAPIENTRY
1052 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1053 {
1054 GET_CURRENT_CONTEXT(ctx);
1055
1056 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1057 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1058 return;
1059 }
1060
1061 switch (pname) {
1062 case GL_EMISSION:
1063 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1064 break;
1065 case GL_AMBIENT:
1066 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1067 break;
1068 case GL_DIFFUSE:
1069 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1070 break;
1071 case GL_SPECULAR:
1072 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1073 break;
1074 case GL_SHININESS:
1075 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1076 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1077 }
1078 else {
1079 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1080 }
1081 break;
1082 case GL_COLOR_INDEXES:
1083 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1084 break;
1085 case GL_AMBIENT_AND_DIFFUSE:
1086 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1087 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1088 break;
1089 default:
1090 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1091 return;
1092 }
1093 }
1094
1095
1096 /* Cope with EvalCoord/CallList called within a begin/end object:
1097 * -- Flush current buffer
1098 * -- Fallback to opcodes for the rest of the begin/end object.
1099 */
1100 static void
1101 dlist_fallback(struct gl_context *ctx)
1102 {
1103 struct vbo_save_context *save = &vbo_context(ctx)->save;
1104
1105 if (save->vert_count || save->prim_count) {
1106 if (save->prim_count > 0) {
1107 /* Close off in-progress primitive. */
1108 GLint i = save->prim_count - 1;
1109 save->prims[i].count = save->vert_count - save->prims[i].start;
1110 }
1111
1112 /* Need to replay this display list with loopback,
1113 * unfortunately, otherwise this primitive won't be handled
1114 * properly:
1115 */
1116 save->dangling_attr_ref = GL_TRUE;
1117
1118 compile_vertex_list(ctx);
1119 }
1120
1121 copy_to_current(ctx);
1122 reset_vertex(ctx);
1123 reset_counters(ctx);
1124 if (save->out_of_memory) {
1125 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1126 }
1127 else {
1128 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1129 }
1130 ctx->Driver.SaveNeedFlush = GL_FALSE;
1131 }
1132
1133
1134 static void GLAPIENTRY
1135 _save_EvalCoord1f(GLfloat u)
1136 {
1137 GET_CURRENT_CONTEXT(ctx);
1138 dlist_fallback(ctx);
1139 CALL_EvalCoord1f(ctx->Save, (u));
1140 }
1141
1142 static void GLAPIENTRY
1143 _save_EvalCoord1fv(const GLfloat * v)
1144 {
1145 GET_CURRENT_CONTEXT(ctx);
1146 dlist_fallback(ctx);
1147 CALL_EvalCoord1fv(ctx->Save, (v));
1148 }
1149
1150 static void GLAPIENTRY
1151 _save_EvalCoord2f(GLfloat u, GLfloat v)
1152 {
1153 GET_CURRENT_CONTEXT(ctx);
1154 dlist_fallback(ctx);
1155 CALL_EvalCoord2f(ctx->Save, (u, v));
1156 }
1157
1158 static void GLAPIENTRY
1159 _save_EvalCoord2fv(const GLfloat * v)
1160 {
1161 GET_CURRENT_CONTEXT(ctx);
1162 dlist_fallback(ctx);
1163 CALL_EvalCoord2fv(ctx->Save, (v));
1164 }
1165
1166 static void GLAPIENTRY
1167 _save_EvalPoint1(GLint i)
1168 {
1169 GET_CURRENT_CONTEXT(ctx);
1170 dlist_fallback(ctx);
1171 CALL_EvalPoint1(ctx->Save, (i));
1172 }
1173
1174 static void GLAPIENTRY
1175 _save_EvalPoint2(GLint i, GLint j)
1176 {
1177 GET_CURRENT_CONTEXT(ctx);
1178 dlist_fallback(ctx);
1179 CALL_EvalPoint2(ctx->Save, (i, j));
1180 }
1181
1182 static void GLAPIENTRY
1183 _save_CallList(GLuint l)
1184 {
1185 GET_CURRENT_CONTEXT(ctx);
1186 dlist_fallback(ctx);
1187 CALL_CallList(ctx->Save, (l));
1188 }
1189
1190 static void GLAPIENTRY
1191 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1192 {
1193 GET_CURRENT_CONTEXT(ctx);
1194 dlist_fallback(ctx);
1195 CALL_CallLists(ctx->Save, (n, type, v));
1196 }
1197
1198
1199
1200 /**
1201 * Called when a glBegin is getting compiled into a display list.
1202 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1203 */
1204 void
1205 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
1206 {
1207 struct vbo_save_context *save = &vbo_context(ctx)->save;
1208 const GLuint i = save->prim_count++;
1209
1210 assert(i < save->prim_max);
1211 save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1212 save->prims[i].begin = 1;
1213 save->prims[i].end = 0;
1214 save->prims[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
1215 save->prims[i].no_current_update =
1216 (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
1217 save->prims[i].pad = 0;
1218 save->prims[i].start = save->vert_count;
1219 save->prims[i].count = 0;
1220 save->prims[i].num_instances = 1;
1221 save->prims[i].base_instance = 0;
1222 save->prims[i].is_indirect = 0;
1223
1224 if (save->out_of_memory) {
1225 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1226 }
1227 else {
1228 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1229 }
1230
1231 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1232 ctx->Driver.SaveNeedFlush = GL_TRUE;
1233 }
1234
1235
1236 static void GLAPIENTRY
1237 _save_End(void)
1238 {
1239 GET_CURRENT_CONTEXT(ctx);
1240 struct vbo_save_context *save = &vbo_context(ctx)->save;
1241 const GLint i = save->prim_count - 1;
1242
1243 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1244 save->prims[i].end = 1;
1245 save->prims[i].count = (save->vert_count - save->prims[i].start);
1246
1247 if (i == (GLint) save->prim_max - 1) {
1248 compile_vertex_list(ctx);
1249 assert(save->copied.nr == 0);
1250 }
1251
1252 /* Swap out this vertex format while outside begin/end. Any color,
1253 * etc. received between here and the next begin will be compiled
1254 * as opcodes.
1255 */
1256 if (save->out_of_memory) {
1257 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1258 }
1259 else {
1260 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1261 }
1262 }
1263
1264
1265 static void GLAPIENTRY
1266 _save_Begin(GLenum mode)
1267 {
1268 GET_CURRENT_CONTEXT(ctx);
1269 (void) mode;
1270 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1271 }
1272
1273
1274 static void GLAPIENTRY
1275 _save_PrimitiveRestartNV(void)
1276 {
1277 GET_CURRENT_CONTEXT(ctx);
1278 struct vbo_save_context *save = &vbo_context(ctx)->save;
1279
1280 if (save->prim_count == 0) {
1281 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1282 * is an error.
1283 */
1284 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1285 "glPrimitiveRestartNV called outside glBegin/End");
1286 } else {
1287 /* get current primitive mode */
1288 GLenum curPrim = save->prims[save->prim_count - 1].mode;
1289
1290 /* restart primitive */
1291 CALL_End(GET_DISPATCH(), ());
1292 vbo_save_NotifyBegin(ctx, curPrim);
1293 }
1294 }
1295
1296
1297 /* Unlike the functions above, these are to be hooked into the vtxfmt
1298 * maintained in ctx->ListState, active when the list is known or
1299 * suspected to be outside any begin/end primitive.
1300 * Note: OBE = Outside Begin/End
1301 */
1302 static void GLAPIENTRY
1303 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1304 {
1305 GET_CURRENT_CONTEXT(ctx);
1306 vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
1307 CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
1308 CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
1309 CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
1310 CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
1311 CALL_End(GET_DISPATCH(), ());
1312 }
1313
1314
1315 static void GLAPIENTRY
1316 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1317 {
1318 GET_CURRENT_CONTEXT(ctx);
1319 struct vbo_save_context *save = &vbo_context(ctx)->save;
1320 GLint i;
1321
1322 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1323 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1324 return;
1325 }
1326 if (count < 0) {
1327 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1328 return;
1329 }
1330
1331 if (save->out_of_memory)
1332 return;
1333
1334 /* Make sure to process any VBO binding changes */
1335 _mesa_update_state(ctx);
1336
1337 _ae_map_vbos(ctx);
1338
1339 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
1340 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1341
1342 for (i = 0; i < count; i++)
1343 CALL_ArrayElement(GET_DISPATCH(), (start + i));
1344 CALL_End(GET_DISPATCH(), ());
1345
1346 _ae_unmap_vbos(ctx);
1347 }
1348
1349
1350 static void GLAPIENTRY
1351 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1352 const GLsizei *count, GLsizei primcount)
1353 {
1354 GET_CURRENT_CONTEXT(ctx);
1355 GLint i;
1356
1357 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1358 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1359 return;
1360 }
1361
1362 if (primcount < 0) {
1363 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1364 "glMultiDrawArrays(primcount<0)");
1365 return;
1366 }
1367
1368 for (i = 0; i < primcount; i++) {
1369 if (count[i] < 0) {
1370 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1371 "glMultiDrawArrays(count[i]<0)");
1372 return;
1373 }
1374 }
1375
1376 for (i = 0; i < primcount; i++) {
1377 if (count[i] > 0) {
1378 _save_OBE_DrawArrays(mode, first[i], count[i]);
1379 }
1380 }
1381 }
1382
1383
1384 /* Could do better by copying the arrays and element list intact and
1385 * then emitting an indexed prim at runtime.
1386 */
1387 static void GLAPIENTRY
1388 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1389 const GLvoid * indices, GLint basevertex)
1390 {
1391 GET_CURRENT_CONTEXT(ctx);
1392 struct vbo_save_context *save = &vbo_context(ctx)->save;
1393 struct gl_buffer_object *indexbuf = ctx->Array.VAO->IndexBufferObj;
1394 GLint i;
1395
1396 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1397 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1398 return;
1399 }
1400 if (count < 0) {
1401 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1402 return;
1403 }
1404 if (type != GL_UNSIGNED_BYTE &&
1405 type != GL_UNSIGNED_SHORT &&
1406 type != GL_UNSIGNED_INT) {
1407 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1408 return;
1409 }
1410
1411 if (save->out_of_memory)
1412 return;
1413
1414 /* Make sure to process any VBO binding changes */
1415 _mesa_update_state(ctx);
1416
1417 _ae_map_vbos(ctx);
1418
1419 if (_mesa_is_bufferobj(indexbuf))
1420 indices =
1421 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1422
1423 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
1424 VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1425
1426 switch (type) {
1427 case GL_UNSIGNED_BYTE:
1428 for (i = 0; i < count; i++)
1429 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLubyte *) indices)[i]));
1430 break;
1431 case GL_UNSIGNED_SHORT:
1432 for (i = 0; i < count; i++)
1433 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLushort *) indices)[i]));
1434 break;
1435 case GL_UNSIGNED_INT:
1436 for (i = 0; i < count; i++)
1437 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLuint *) indices)[i]));
1438 break;
1439 default:
1440 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1441 break;
1442 }
1443
1444 CALL_End(GET_DISPATCH(), ());
1445
1446 _ae_unmap_vbos(ctx);
1447 }
1448
1449 static void GLAPIENTRY
1450 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1451 const GLvoid * indices)
1452 {
1453 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1454 }
1455
1456
1457 static void GLAPIENTRY
1458 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1459 GLsizei count, GLenum type,
1460 const GLvoid * indices)
1461 {
1462 GET_CURRENT_CONTEXT(ctx);
1463 struct vbo_save_context *save = &vbo_context(ctx)->save;
1464
1465 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1466 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1467 return;
1468 }
1469 if (count < 0) {
1470 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1471 "glDrawRangeElements(count<0)");
1472 return;
1473 }
1474 if (type != GL_UNSIGNED_BYTE &&
1475 type != GL_UNSIGNED_SHORT &&
1476 type != GL_UNSIGNED_INT) {
1477 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1478 return;
1479 }
1480 if (end < start) {
1481 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1482 "glDrawRangeElements(end < start)");
1483 return;
1484 }
1485
1486 if (save->out_of_memory)
1487 return;
1488
1489 _save_OBE_DrawElements(mode, count, type, indices);
1490 }
1491
1492
1493 static void GLAPIENTRY
1494 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1495 const GLvoid * const *indices, GLsizei primcount)
1496 {
1497 GLsizei i;
1498
1499 for (i = 0; i < primcount; i++) {
1500 if (count[i] > 0) {
1501 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1502 }
1503 }
1504 }
1505
1506
1507 static void GLAPIENTRY
1508 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1509 GLenum type,
1510 const GLvoid * const *indices,
1511 GLsizei primcount,
1512 const GLint *basevertex)
1513 {
1514 GLsizei i;
1515
1516 for (i = 0; i < primcount; i++) {
1517 if (count[i] > 0) {
1518 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1519 indices[i],
1520 basevertex[i]));
1521 }
1522 }
1523 }
1524
1525
1526 static void
1527 vtxfmt_init(struct gl_context *ctx)
1528 {
1529 struct vbo_save_context *save = &vbo_context(ctx)->save;
1530 GLvertexformat *vfmt = &save->vtxfmt;
1531
1532 vfmt->ArrayElement = _ae_ArrayElement;
1533
1534 vfmt->Color3f = _save_Color3f;
1535 vfmt->Color3fv = _save_Color3fv;
1536 vfmt->Color4f = _save_Color4f;
1537 vfmt->Color4fv = _save_Color4fv;
1538 vfmt->EdgeFlag = _save_EdgeFlag;
1539 vfmt->End = _save_End;
1540 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
1541 vfmt->FogCoordfEXT = _save_FogCoordfEXT;
1542 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
1543 vfmt->Indexf = _save_Indexf;
1544 vfmt->Indexfv = _save_Indexfv;
1545 vfmt->Materialfv = _save_Materialfv;
1546 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
1547 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
1548 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
1549 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
1550 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
1551 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
1552 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
1553 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
1554 vfmt->Normal3f = _save_Normal3f;
1555 vfmt->Normal3fv = _save_Normal3fv;
1556 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
1557 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
1558 vfmt->TexCoord1f = _save_TexCoord1f;
1559 vfmt->TexCoord1fv = _save_TexCoord1fv;
1560 vfmt->TexCoord2f = _save_TexCoord2f;
1561 vfmt->TexCoord2fv = _save_TexCoord2fv;
1562 vfmt->TexCoord3f = _save_TexCoord3f;
1563 vfmt->TexCoord3fv = _save_TexCoord3fv;
1564 vfmt->TexCoord4f = _save_TexCoord4f;
1565 vfmt->TexCoord4fv = _save_TexCoord4fv;
1566 vfmt->Vertex2f = _save_Vertex2f;
1567 vfmt->Vertex2fv = _save_Vertex2fv;
1568 vfmt->Vertex3f = _save_Vertex3f;
1569 vfmt->Vertex3fv = _save_Vertex3fv;
1570 vfmt->Vertex4f = _save_Vertex4f;
1571 vfmt->Vertex4fv = _save_Vertex4fv;
1572 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
1573 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
1574 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
1575 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
1576 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
1577 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
1578 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
1579 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
1580
1581 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
1582 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
1583 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
1584 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
1585 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
1586 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
1587 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
1588 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
1589
1590 /* integer-valued */
1591 vfmt->VertexAttribI1i = _save_VertexAttribI1i;
1592 vfmt->VertexAttribI2i = _save_VertexAttribI2i;
1593 vfmt->VertexAttribI3i = _save_VertexAttribI3i;
1594 vfmt->VertexAttribI4i = _save_VertexAttribI4i;
1595 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
1596 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
1597 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
1598
1599 /* unsigned integer-valued */
1600 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
1601 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
1602 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
1603 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
1604 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
1605 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
1606 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
1607
1608 vfmt->VertexP2ui = _save_VertexP2ui;
1609 vfmt->VertexP3ui = _save_VertexP3ui;
1610 vfmt->VertexP4ui = _save_VertexP4ui;
1611 vfmt->VertexP2uiv = _save_VertexP2uiv;
1612 vfmt->VertexP3uiv = _save_VertexP3uiv;
1613 vfmt->VertexP4uiv = _save_VertexP4uiv;
1614
1615 vfmt->TexCoordP1ui = _save_TexCoordP1ui;
1616 vfmt->TexCoordP2ui = _save_TexCoordP2ui;
1617 vfmt->TexCoordP3ui = _save_TexCoordP3ui;
1618 vfmt->TexCoordP4ui = _save_TexCoordP4ui;
1619 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv;
1620 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv;
1621 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv;
1622 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv;
1623
1624 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui;
1625 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui;
1626 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui;
1627 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui;
1628 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv;
1629 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv;
1630 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv;
1631 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv;
1632
1633 vfmt->NormalP3ui = _save_NormalP3ui;
1634 vfmt->NormalP3uiv = _save_NormalP3uiv;
1635
1636 vfmt->ColorP3ui = _save_ColorP3ui;
1637 vfmt->ColorP4ui = _save_ColorP4ui;
1638 vfmt->ColorP3uiv = _save_ColorP3uiv;
1639 vfmt->ColorP4uiv = _save_ColorP4uiv;
1640
1641 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
1642 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
1643
1644 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
1645 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
1646 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
1647 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
1648
1649 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
1650 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
1651 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
1652 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
1653
1654 vfmt->VertexAttribL1d = _save_VertexAttribL1d;
1655 vfmt->VertexAttribL2d = _save_VertexAttribL2d;
1656 vfmt->VertexAttribL3d = _save_VertexAttribL3d;
1657 vfmt->VertexAttribL4d = _save_VertexAttribL4d;
1658
1659 vfmt->VertexAttribL1dv = _save_VertexAttribL1dv;
1660 vfmt->VertexAttribL2dv = _save_VertexAttribL2dv;
1661 vfmt->VertexAttribL3dv = _save_VertexAttribL3dv;
1662 vfmt->VertexAttribL4dv = _save_VertexAttribL4dv;
1663
1664 vfmt->VertexAttribL1ui64ARB = _save_VertexAttribL1ui64ARB;
1665 vfmt->VertexAttribL1ui64vARB = _save_VertexAttribL1ui64vARB;
1666
1667 /* This will all require us to fallback to saving the list as opcodes:
1668 */
1669 vfmt->CallList = _save_CallList;
1670 vfmt->CallLists = _save_CallLists;
1671
1672 vfmt->EvalCoord1f = _save_EvalCoord1f;
1673 vfmt->EvalCoord1fv = _save_EvalCoord1fv;
1674 vfmt->EvalCoord2f = _save_EvalCoord2f;
1675 vfmt->EvalCoord2fv = _save_EvalCoord2fv;
1676 vfmt->EvalPoint1 = _save_EvalPoint1;
1677 vfmt->EvalPoint2 = _save_EvalPoint2;
1678
1679 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1680 * only used when we're inside a glBegin/End pair.
1681 */
1682 vfmt->Begin = _save_Begin;
1683 }
1684
1685
1686 /**
1687 * Initialize the dispatch table with the VBO functions for display
1688 * list compilation.
1689 */
1690 void
1691 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1692 struct _glapi_table *exec)
1693 {
1694 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1695 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1696 SET_DrawElements(exec, _save_OBE_DrawElements);
1697 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1698 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1699 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1700 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1701 SET_Rectf(exec, _save_OBE_Rectf);
1702 /* Note: other glDraw functins aren't compiled into display lists */
1703 }
1704
1705
1706
1707 void
1708 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1709 {
1710 struct vbo_save_context *save = &vbo_context(ctx)->save;
1711
1712 /* Noop when we are actually active:
1713 */
1714 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1715 return;
1716
1717 if (save->vert_count || save->prim_count)
1718 compile_vertex_list(ctx);
1719
1720 copy_to_current(ctx);
1721 reset_vertex(ctx);
1722 reset_counters(ctx);
1723 ctx->Driver.SaveNeedFlush = GL_FALSE;
1724 }
1725
1726
1727 /**
1728 * Called from glNewList when we're starting to compile a display list.
1729 */
1730 void
1731 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1732 {
1733 struct vbo_save_context *save = &vbo_context(ctx)->save;
1734
1735 (void) list;
1736 (void) mode;
1737
1738 if (!save->prim_store)
1739 save->prim_store = alloc_prim_store();
1740
1741 if (!save->vertex_store)
1742 save->vertex_store = alloc_vertex_store(ctx);
1743
1744 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1745
1746 reset_vertex(ctx);
1747 reset_counters(ctx);
1748 ctx->Driver.SaveNeedFlush = GL_FALSE;
1749 }
1750
1751
1752 /**
1753 * Called from glEndList when we're finished compiling a display list.
1754 */
1755 void
1756 vbo_save_EndList(struct gl_context *ctx)
1757 {
1758 struct vbo_save_context *save = &vbo_context(ctx)->save;
1759
1760 /* EndList called inside a (saved) Begin/End pair?
1761 */
1762 if (_mesa_inside_dlist_begin_end(ctx)) {
1763 if (save->prim_count > 0) {
1764 GLint i = save->prim_count - 1;
1765 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1766 save->prims[i].end = 0;
1767 save->prims[i].count = save->vert_count - save->prims[i].start;
1768 }
1769
1770 /* Make sure this vertex list gets replayed by the "loopback"
1771 * mechanism:
1772 */
1773 save->dangling_attr_ref = GL_TRUE;
1774 vbo_save_SaveFlushVertices(ctx);
1775
1776 /* Swap out this vertex format while outside begin/end. Any color,
1777 * etc. received between here and the next begin will be compiled
1778 * as opcodes.
1779 */
1780 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1781 }
1782
1783 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1784
1785 assert(save->vertex_size == 0);
1786 }
1787
1788
1789 /**
1790 * Called from the display list code when we're about to execute a
1791 * display list.
1792 */
1793 void
1794 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1795 {
1796 struct vbo_save_context *save = &vbo_context(ctx)->save;
1797 save->replay_flags |= dlist->Flags;
1798 }
1799
1800
1801 /**
1802 * Called from the display list code when we're finished executing a
1803 * display list.
1804 */
1805 void
1806 vbo_save_EndCallList(struct gl_context *ctx)
1807 {
1808 struct vbo_save_context *save = &vbo_context(ctx)->save;
1809
1810 if (ctx->ListState.CallDepth == 1) {
1811 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1812 * flag, if it is set:
1813 */
1814 save->replay_flags &= VBO_SAVE_FALLBACK;
1815 }
1816 }
1817
1818
1819 /**
1820 * Called by display list code when a display list is being deleted.
1821 */
1822 static void
1823 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1824 {
1825 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1826
1827 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
1828 _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
1829
1830 if (--node->vertex_store->refcount == 0)
1831 free_vertex_store(ctx, node->vertex_store);
1832
1833 if (--node->prim_store->refcount == 0)
1834 free(node->prim_store);
1835
1836 free(node->current_data);
1837 node->current_data = NULL;
1838 }
1839
1840
1841 static void
1842 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1843 {
1844 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1845 GLuint i;
1846 struct gl_buffer_object *buffer = node->vertex_store ?
1847 node->vertex_store->bufferobj : NULL;
1848 (void) ctx;
1849
1850 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1851 "buffer %p\n",
1852 node->vertex_count, node->prim_count, node->vertex_size,
1853 buffer);
1854
1855 for (i = 0; i < node->prim_count; i++) {
1856 struct _mesa_prim *prim = &node->prims[i];
1857 fprintf(f, " prim %d: %s%s %d..%d %s %s\n",
1858 i,
1859 _mesa_lookup_prim_by_nr(prim->mode),
1860 prim->weak ? " (weak)" : "",
1861 prim->start,
1862 prim->start + prim->count,
1863 (prim->begin) ? "BEGIN" : "(wrap)",
1864 (prim->end) ? "END" : "(wrap)");
1865 }
1866 }
1867
1868
1869 /**
1870 * Called during context creation/init.
1871 */
1872 static void
1873 current_init(struct gl_context *ctx)
1874 {
1875 struct vbo_save_context *save = &vbo_context(ctx)->save;
1876 GLint i;
1877
1878 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1879 const GLuint j = i - VBO_ATTRIB_POS;
1880 assert(j < VERT_ATTRIB_MAX);
1881 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1882 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
1883 }
1884
1885 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1886 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1887 assert(j < MAT_ATTRIB_MAX);
1888 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1889 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
1890 }
1891 }
1892
1893
1894 /**
1895 * Initialize the display list compiler. Called during context creation.
1896 */
1897 void
1898 vbo_save_api_init(struct vbo_save_context *save)
1899 {
1900 struct gl_context *ctx = save->ctx;
1901
1902 save->opcode_vertex_list =
1903 _mesa_dlist_alloc_opcode(ctx,
1904 sizeof(struct vbo_save_vertex_list),
1905 vbo_save_playback_vertex_list,
1906 vbo_destroy_vertex_list,
1907 vbo_print_vertex_list);
1908
1909 vtxfmt_init(ctx);
1910 current_init(ctx);
1911 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
1912 }