1 /**************************************************************************
3 Copyright 2002-2008 Tungsten Graphics Inc., Cedar Park, Texas.
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:
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
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 TUNGSTEN GRAPHICS 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.
26 **************************************************************************/
30 * Keith Whitwell <keith@tungstengraphics.com>
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
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,
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.
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
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.
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
70 #include "main/glheader.h"
71 #include "main/bufferobj.h"
72 #include "main/context.h"
73 #include "main/dlist.h"
74 #include "main/enums.h"
75 #include "main/eval.h"
76 #include "main/macros.h"
77 #include "main/api_validate.h"
78 #include "main/api_arrayelt.h"
79 #include "main/vtxfmt.h"
80 #include "main/dispatch.h"
82 #include "vbo_context.h"
91 /* An interesting VBO number/name to help with debugging */
92 #define VBO_BUF_ID 12345
96 * NOTE: Old 'parity' issue is gone, but copying can still be
97 * wrong-footed on replay.
100 _save_copy_vertices(struct gl_context
*ctx
,
101 const struct vbo_save_vertex_list
*node
,
102 const GLfloat
* src_buffer
)
104 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
105 const struct _mesa_prim
*prim
= &node
->prim
[node
->prim_count
- 1];
106 GLuint nr
= prim
->count
;
107 GLuint sz
= save
->vertex_size
;
108 const GLfloat
*src
= src_buffer
+ prim
->start
* sz
;
109 GLfloat
*dst
= save
->copied
.buffer
;
115 switch (prim
->mode
) {
120 for (i
= 0; i
< ovf
; i
++)
121 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
122 sz
* sizeof(GLfloat
));
126 for (i
= 0; i
< ovf
; i
++)
127 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
128 sz
* sizeof(GLfloat
));
132 for (i
= 0; i
< ovf
; i
++)
133 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
134 sz
* sizeof(GLfloat
));
140 memcpy(dst
, src
+ (nr
- 1) * sz
, sz
* sizeof(GLfloat
));
144 case GL_TRIANGLE_FAN
:
149 memcpy(dst
, src
+ 0, sz
* sizeof(GLfloat
));
153 memcpy(dst
, src
+ 0, sz
* sizeof(GLfloat
));
154 memcpy(dst
+ sz
, src
+ (nr
- 1) * sz
, sz
* sizeof(GLfloat
));
157 case GL_TRIANGLE_STRIP
:
170 for (i
= 0; i
< ovf
; i
++)
171 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
172 sz
* sizeof(GLfloat
));
181 static struct vbo_save_vertex_store
*
182 alloc_vertex_store(struct gl_context
*ctx
)
184 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
185 struct vbo_save_vertex_store
*vertex_store
=
186 CALLOC_STRUCT(vbo_save_vertex_store
);
188 /* obj->Name needs to be non-zero, but won't ever be examined more
189 * closely than that. In particular these buffers won't be entered
190 * into the hash and can never be confused with ones visible to the
191 * user. Perhaps there could be a special number for internal
194 vertex_store
->bufferobj
= ctx
->Driver
.NewBufferObject(ctx
,
196 GL_ARRAY_BUFFER_ARB
);
197 if (vertex_store
->bufferobj
) {
198 save
->out_of_memory
=
199 !ctx
->Driver
.BufferData(ctx
,
201 VBO_SAVE_BUFFER_SIZE
* sizeof(GLfloat
),
202 NULL
, GL_STATIC_DRAW_ARB
,
203 vertex_store
->bufferobj
);
206 save
->out_of_memory
= GL_TRUE
;
209 if (save
->out_of_memory
) {
210 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "internal VBO allocation");
211 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
214 vertex_store
->buffer
= NULL
;
215 vertex_store
->used
= 0;
216 vertex_store
->refcount
= 1;
223 free_vertex_store(struct gl_context
*ctx
,
224 struct vbo_save_vertex_store
*vertex_store
)
226 assert(!vertex_store
->buffer
);
228 if (vertex_store
->bufferobj
) {
229 _mesa_reference_buffer_object(ctx
, &vertex_store
->bufferobj
, NULL
);
237 vbo_save_map_vertex_store(struct gl_context
*ctx
,
238 struct vbo_save_vertex_store
*vertex_store
)
240 const GLbitfield access
= (GL_MAP_WRITE_BIT
|
241 GL_MAP_INVALIDATE_RANGE_BIT
|
242 GL_MAP_UNSYNCHRONIZED_BIT
|
243 GL_MAP_FLUSH_EXPLICIT_BIT
);
245 assert(vertex_store
->bufferobj
);
246 assert(!vertex_store
->buffer
); /* the buffer should not be mapped */
248 if (vertex_store
->bufferobj
->Size
> 0) {
249 /* Map the remaining free space in the VBO */
250 GLintptr offset
= vertex_store
->used
* sizeof(GLfloat
);
251 GLsizeiptr size
= vertex_store
->bufferobj
->Size
- offset
;
252 GLfloat
*range
= (GLfloat
*)
253 ctx
->Driver
.MapBufferRange(ctx
, offset
, size
, access
,
254 vertex_store
->bufferobj
);
256 /* compute address of start of whole buffer (needed elsewhere) */
257 vertex_store
->buffer
= range
- vertex_store
->used
;
258 assert(vertex_store
->buffer
);
262 vertex_store
->buffer
= NULL
;
267 /* probably ran out of memory for buffers */
274 vbo_save_unmap_vertex_store(struct gl_context
*ctx
,
275 struct vbo_save_vertex_store
*vertex_store
)
277 if (vertex_store
->bufferobj
->Size
> 0) {
279 GLsizeiptr length
= vertex_store
->used
* sizeof(GLfloat
)
280 - vertex_store
->bufferobj
->Offset
;
282 /* Explicitly flush the region we wrote to */
283 ctx
->Driver
.FlushMappedBufferRange(ctx
, offset
, length
,
284 vertex_store
->bufferobj
);
286 ctx
->Driver
.UnmapBuffer(ctx
, vertex_store
->bufferobj
);
288 vertex_store
->buffer
= NULL
;
292 static struct vbo_save_primitive_store
*
293 alloc_prim_store(struct gl_context
*ctx
)
295 struct vbo_save_primitive_store
*store
=
296 CALLOC_STRUCT(vbo_save_primitive_store
);
305 _save_reset_counters(struct gl_context
*ctx
)
307 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
309 save
->prim
= save
->prim_store
->buffer
+ save
->prim_store
->used
;
310 save
->buffer
= save
->vertex_store
->buffer
+ save
->vertex_store
->used
;
312 assert(save
->buffer
== save
->buffer_ptr
);
314 if (save
->vertex_size
)
315 save
->max_vert
= (VBO_SAVE_BUFFER_SIZE
- save
->vertex_store
->used
) /
320 save
->vert_count
= 0;
321 save
->prim_count
= 0;
322 save
->prim_max
= VBO_SAVE_PRIM_SIZE
- save
->prim_store
->used
;
323 save
->dangling_attr_ref
= GL_FALSE
;
327 * For a list of prims, try merging prims that can just be extensions of the
331 merge_prims(struct gl_context
*ctx
,
332 struct _mesa_prim
*prim_list
,
336 struct _mesa_prim
*prev_prim
= prim_list
;
338 for (i
= 1; i
< *prim_count
; i
++) {
339 struct _mesa_prim
*this_prim
= prim_list
+ i
;
341 vbo_try_prim_conversion(this_prim
);
343 if (vbo_can_merge_prims(prev_prim
, this_prim
)) {
344 /* We've found a prim that just extend the previous one. Tack it
345 * onto the previous one, and let this primitive struct get dropped.
347 vbo_merge_prims(prev_prim
, this_prim
);
351 /* If any previous primitives have been dropped, then we need to copy
352 * this later one into the next available slot.
355 if (prev_prim
!= this_prim
)
356 *prev_prim
= *this_prim
;
359 *prim_count
= prev_prim
- prim_list
+ 1;
363 * Insert the active immediate struct onto the display list currently
367 _save_compile_vertex_list(struct gl_context
*ctx
)
369 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
370 struct vbo_save_vertex_list
*node
;
372 /* Allocate space for this structure in the display list currently
375 node
= (struct vbo_save_vertex_list
*)
376 _mesa_dlist_alloc(ctx
, save
->opcode_vertex_list
, sizeof(*node
));
381 /* Duplicate our template, increment refcounts to the storage structs:
383 memcpy(node
->attrsz
, save
->attrsz
, sizeof(node
->attrsz
));
384 memcpy(node
->attrtype
, save
->attrtype
, sizeof(node
->attrtype
));
385 node
->vertex_size
= save
->vertex_size
;
386 node
->buffer_offset
=
387 (save
->buffer
- save
->vertex_store
->buffer
) * sizeof(GLfloat
);
388 node
->count
= save
->vert_count
;
389 node
->wrap_count
= save
->copied
.nr
;
390 node
->dangling_attr_ref
= save
->dangling_attr_ref
;
391 node
->prim
= save
->prim
;
392 node
->prim_count
= save
->prim_count
;
393 node
->vertex_store
= save
->vertex_store
;
394 node
->prim_store
= save
->prim_store
;
396 node
->vertex_store
->refcount
++;
397 node
->prim_store
->refcount
++;
399 if (node
->prim
[0].no_current_update
) {
400 node
->current_size
= 0;
401 node
->current_data
= NULL
;
404 node
->current_size
= node
->vertex_size
- node
->attrsz
[0];
405 node
->current_data
= NULL
;
407 if (node
->current_size
) {
408 /* If the malloc fails, we just pull the data out of the VBO
411 node
->current_data
= malloc(node
->current_size
* sizeof(GLfloat
));
412 if (node
->current_data
) {
413 const char *buffer
= (const char *) save
->vertex_store
->buffer
;
414 unsigned attr_offset
= node
->attrsz
[0] * sizeof(GLfloat
);
415 unsigned vertex_offset
= 0;
419 (node
->count
- 1) * node
->vertex_size
* sizeof(GLfloat
);
421 memcpy(node
->current_data
,
422 buffer
+ node
->buffer_offset
+ vertex_offset
+ attr_offset
,
423 node
->current_size
* sizeof(GLfloat
));
428 assert(node
->attrsz
[VBO_ATTRIB_POS
] != 0 || node
->count
== 0);
430 if (save
->dangling_attr_ref
)
431 ctx
->ListState
.CurrentList
->Flags
|= DLIST_DANGLING_REFS
;
433 save
->vertex_store
->used
+= save
->vertex_size
* node
->count
;
434 save
->prim_store
->used
+= node
->prim_count
;
436 /* Copy duplicated vertices
438 save
->copied
.nr
= _save_copy_vertices(ctx
, node
, save
->buffer
);
440 merge_prims(ctx
, node
->prim
, &node
->prim_count
);
442 /* Deal with GL_COMPILE_AND_EXECUTE:
444 if (ctx
->ExecuteFlag
) {
445 struct _glapi_table
*dispatch
= GET_DISPATCH();
447 _glapi_set_dispatch(ctx
->Exec
);
449 vbo_loopback_vertex_list(ctx
,
450 (const GLfloat
*) ((const char *) save
->
451 vertex_store
->buffer
+
452 node
->buffer_offset
),
453 node
->attrsz
, node
->prim
, node
->prim_count
,
454 node
->wrap_count
, node
->vertex_size
);
456 _glapi_set_dispatch(dispatch
);
459 /* Decide whether the storage structs are full, or can be used for
460 * the next vertex lists as well.
462 if (save
->vertex_store
->used
>
463 VBO_SAVE_BUFFER_SIZE
- 16 * (save
->vertex_size
+ 4)) {
467 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
469 /* Release old reference:
471 save
->vertex_store
->refcount
--;
472 assert(save
->vertex_store
->refcount
!= 0);
473 save
->vertex_store
= NULL
;
475 /* Allocate and map new store:
477 save
->vertex_store
= alloc_vertex_store(ctx
);
478 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);
479 save
->out_of_memory
= save
->buffer_ptr
== NULL
;
482 if (save
->prim_store
->used
> VBO_SAVE_PRIM_SIZE
- 6) {
483 save
->prim_store
->refcount
--;
484 assert(save
->prim_store
->refcount
!= 0);
485 save
->prim_store
= alloc_prim_store(ctx
);
488 /* Reset our structures for the next run of vertices:
490 _save_reset_counters(ctx
);
495 * This is called when we fill a vertex buffer before we hit a glEnd().
497 * TODO -- If no new vertices have been stored, don't bother saving it.
500 _save_wrap_buffers(struct gl_context
*ctx
)
502 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
503 GLint i
= save
->prim_count
- 1;
506 GLboolean no_current_update
;
508 assert(i
< (GLint
) save
->prim_max
);
511 /* Close off in-progress primitive.
513 save
->prim
[i
].count
= (save
->vert_count
- save
->prim
[i
].start
);
514 mode
= save
->prim
[i
].mode
;
515 weak
= save
->prim
[i
].weak
;
516 no_current_update
= save
->prim
[i
].no_current_update
;
518 /* store the copied vertices, and allocate a new list.
520 _save_compile_vertex_list(ctx
);
522 /* Restart interrupted primitive
524 save
->prim
[0].mode
= mode
;
525 save
->prim
[0].weak
= weak
;
526 save
->prim
[0].no_current_update
= no_current_update
;
527 save
->prim
[0].begin
= 0;
528 save
->prim
[0].end
= 0;
529 save
->prim
[0].pad
= 0;
530 save
->prim
[0].start
= 0;
531 save
->prim
[0].count
= 0;
532 save
->prim
[0].num_instances
= 1;
533 save
->prim
[0].base_instance
= 0;
534 save
->prim_count
= 1;
539 * Called only when buffers are wrapped as the result of filling the
540 * vertex_store struct.
543 _save_wrap_filled_vertex(struct gl_context
*ctx
)
545 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
546 GLfloat
*data
= save
->copied
.buffer
;
549 /* Emit a glEnd to close off the last vertex list.
551 _save_wrap_buffers(ctx
);
553 /* Copy stored stored vertices to start of new list.
555 assert(save
->max_vert
- save
->vert_count
> save
->copied
.nr
);
557 for (i
= 0; i
< save
->copied
.nr
; i
++) {
558 memcpy(save
->buffer_ptr
, data
, save
->vertex_size
* sizeof(GLfloat
));
559 data
+= save
->vertex_size
;
560 save
->buffer_ptr
+= save
->vertex_size
;
567 _save_copy_to_current(struct gl_context
*ctx
)
569 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
572 for (i
= VBO_ATTRIB_POS
+ 1; i
< VBO_ATTRIB_MAX
; i
++) {
573 if (save
->attrsz
[i
]) {
574 save
->currentsz
[i
][0] = save
->attrsz
[i
];
575 COPY_CLEAN_4V_TYPE_AS_FLOAT(save
->current
[i
], save
->attrsz
[i
],
576 save
->attrptr
[i
], save
->attrtype
[i
]);
583 _save_copy_from_current(struct gl_context
*ctx
)
585 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
588 for (i
= VBO_ATTRIB_POS
+ 1; i
< VBO_ATTRIB_MAX
; i
++) {
589 switch (save
->attrsz
[i
]) {
591 save
->attrptr
[i
][3] = save
->current
[i
][3];
593 save
->attrptr
[i
][2] = save
->current
[i
][2];
595 save
->attrptr
[i
][1] = save
->current
[i
][1];
597 save
->attrptr
[i
][0] = save
->current
[i
][0];
606 * Called when we increase the size of a vertex attribute. For example,
607 * if we've seen one or more glTexCoord2f() calls and now we get a
608 * glTexCoord3f() call.
609 * Flush existing data, set new attrib size, replay copied vertices.
612 _save_upgrade_vertex(struct gl_context
*ctx
, GLuint attr
, GLuint newsz
)
614 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
619 /* Store the current run of vertices, and emit a GL_END. Emit a
620 * BEGIN in the new buffer.
622 if (save
->vert_count
)
623 _save_wrap_buffers(ctx
);
625 assert(save
->copied
.nr
== 0);
627 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
628 * when the attribute already exists in the vertex and is having
629 * its size increased.
631 _save_copy_to_current(ctx
);
635 oldsz
= save
->attrsz
[attr
];
636 save
->attrsz
[attr
] = newsz
;
638 save
->vertex_size
+= newsz
- oldsz
;
639 save
->max_vert
= ((VBO_SAVE_BUFFER_SIZE
- save
->vertex_store
->used
) /
641 save
->vert_count
= 0;
643 /* Recalculate all the attrptr[] values:
645 for (i
= 0, tmp
= save
->vertex
; i
< VBO_ATTRIB_MAX
; i
++) {
646 if (save
->attrsz
[i
]) {
647 save
->attrptr
[i
] = tmp
;
648 tmp
+= save
->attrsz
[i
];
651 save
->attrptr
[i
] = NULL
; /* will not be dereferenced. */
655 /* Copy from current to repopulate the vertex with correct values.
657 _save_copy_from_current(ctx
);
659 /* Replay stored vertices to translate them to new format here.
661 * If there are copied vertices and the new (upgraded) attribute
662 * has not been defined before, this list is somewhat degenerate,
663 * and will need fixup at runtime.
665 if (save
->copied
.nr
) {
666 const GLfloat
*data
= save
->copied
.buffer
;
667 GLfloat
*dest
= save
->buffer
;
670 /* Need to note this and fix up at runtime (or loopback):
672 if (attr
!= VBO_ATTRIB_POS
&& save
->currentsz
[attr
][0] == 0) {
674 save
->dangling_attr_ref
= GL_TRUE
;
677 for (i
= 0; i
< save
->copied
.nr
; i
++) {
678 for (j
= 0; j
< VBO_ATTRIB_MAX
; j
++) {
679 if (save
->attrsz
[j
]) {
682 COPY_CLEAN_4V_TYPE_AS_FLOAT(dest
, oldsz
, data
,
688 COPY_SZ_4V(dest
, newsz
, save
->current
[attr
]);
693 GLint sz
= save
->attrsz
[j
];
694 COPY_SZ_4V(dest
, sz
, data
);
702 save
->buffer_ptr
= dest
;
703 save
->vert_count
+= save
->copied
.nr
;
709 * This is called when the size of a vertex attribute changes.
710 * For example, after seeing one or more glTexCoord2f() calls we
711 * get a glTexCoord4f() or glTexCoord1f() call.
714 save_fixup_vertex(struct gl_context
*ctx
, GLuint attr
, GLuint sz
)
716 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
718 if (sz
> save
->attrsz
[attr
]) {
719 /* New size is larger. Need to flush existing vertices and get
720 * an enlarged vertex format.
722 _save_upgrade_vertex(ctx
, attr
, sz
);
724 else if (sz
< save
->active_sz
[attr
]) {
726 const GLfloat
*id
= vbo_get_default_vals_as_float(save
->attrtype
[attr
]);
728 /* New size is equal or smaller - just need to fill in some
731 for (i
= sz
; i
<= save
->attrsz
[attr
]; i
++)
732 save
->attrptr
[attr
][i
- 1] = id
[i
- 1];
735 save
->active_sz
[attr
] = sz
;
740 * Reset the current size of all vertex attributes to the default
741 * value of 0. This signals that we haven't yet seen any per-vertex
742 * commands such as glNormal3f() or glTexCoord2f().
745 _save_reset_vertex(struct gl_context
*ctx
)
747 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
750 for (i
= 0; i
< VBO_ATTRIB_MAX
; i
++) {
752 save
->active_sz
[i
] = 0;
755 save
->vertex_size
= 0;
760 #define ERROR(err) _mesa_compile_error(ctx, err, __FUNCTION__);
763 /* Only one size for each attribute may be active at once. Eg. if
764 * Color3f is installed/active, then Color4f may not be, even if the
765 * vertex actually contains 4 color coordinates. This is because the
766 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
767 * of the chooser function when switching between Color4f and Color3f.
769 #define ATTR(A, N, T, V0, V1, V2, V3) \
771 struct vbo_save_context *save = &vbo_context(ctx)->save; \
773 if (save->active_sz[A] != N) \
774 save_fixup_vertex(ctx, A, N); \
777 GLfloat *dest = save->attrptr[A]; \
778 if (N>0) dest[0] = V0; \
779 if (N>1) dest[1] = V1; \
780 if (N>2) dest[2] = V2; \
781 if (N>3) dest[3] = V3; \
782 save->attrtype[A] = T; \
788 for (i = 0; i < save->vertex_size; i++) \
789 save->buffer_ptr[i] = save->vertex[i]; \
791 save->buffer_ptr += save->vertex_size; \
793 if (++save->vert_count >= save->max_vert) \
794 _save_wrap_filled_vertex(ctx); \
798 #define TAG(x) _save_##x
800 #include "vbo_attrib_tmp.h"
804 #define MAT( ATTR, N, face, params ) \
806 if (face != GL_BACK) \
807 MAT_ATTR( ATTR, N, params ); /* front */ \
808 if (face != GL_FRONT) \
809 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
814 * Save a glMaterial call found between glBegin/End.
815 * glMaterial calls outside Begin/End are handled in dlist.c.
817 static void GLAPIENTRY
818 _save_Materialfv(GLenum face
, GLenum pname
, const GLfloat
*params
)
820 GET_CURRENT_CONTEXT(ctx
);
822 if (face
!= GL_FRONT
&& face
!= GL_BACK
&& face
!= GL_FRONT_AND_BACK
) {
823 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMaterial(face)");
829 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION
, 4, face
, params
);
832 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT
, 4, face
, params
);
835 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE
, 4, face
, params
);
838 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR
, 4, face
, params
);
841 if (*params
< 0 || *params
> ctx
->Const
.MaxShininess
) {
842 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glMaterial(shininess)");
845 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS
, 1, face
, params
);
848 case GL_COLOR_INDEXES
:
849 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES
, 3, face
, params
);
851 case GL_AMBIENT_AND_DIFFUSE
:
852 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT
, 4, face
, params
);
853 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE
, 4, face
, params
);
856 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMaterial(pname)");
862 /* Cope with EvalCoord/CallList called within a begin/end object:
863 * -- Flush current buffer
864 * -- Fallback to opcodes for the rest of the begin/end object.
867 dlist_fallback(struct gl_context
*ctx
)
869 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
871 if (save
->vert_count
|| save
->prim_count
) {
872 if (save
->prim_count
> 0) {
873 /* Close off in-progress primitive. */
874 GLint i
= save
->prim_count
- 1;
875 save
->prim
[i
].count
= save
->vert_count
- save
->prim
[i
].start
;
878 /* Need to replay this display list with loopback,
879 * unfortunately, otherwise this primitive won't be handled
882 save
->dangling_attr_ref
= GL_TRUE
;
884 _save_compile_vertex_list(ctx
);
887 _save_copy_to_current(ctx
);
888 _save_reset_vertex(ctx
);
889 _save_reset_counters(ctx
);
890 if (save
->out_of_memory
) {
891 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
894 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
896 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
900 static void GLAPIENTRY
901 _save_EvalCoord1f(GLfloat u
)
903 GET_CURRENT_CONTEXT(ctx
);
905 CALL_EvalCoord1f(ctx
->Save
, (u
));
908 static void GLAPIENTRY
909 _save_EvalCoord1fv(const GLfloat
* v
)
911 GET_CURRENT_CONTEXT(ctx
);
913 CALL_EvalCoord1fv(ctx
->Save
, (v
));
916 static void GLAPIENTRY
917 _save_EvalCoord2f(GLfloat u
, GLfloat v
)
919 GET_CURRENT_CONTEXT(ctx
);
921 CALL_EvalCoord2f(ctx
->Save
, (u
, v
));
924 static void GLAPIENTRY
925 _save_EvalCoord2fv(const GLfloat
* v
)
927 GET_CURRENT_CONTEXT(ctx
);
929 CALL_EvalCoord2fv(ctx
->Save
, (v
));
932 static void GLAPIENTRY
933 _save_EvalPoint1(GLint i
)
935 GET_CURRENT_CONTEXT(ctx
);
937 CALL_EvalPoint1(ctx
->Save
, (i
));
940 static void GLAPIENTRY
941 _save_EvalPoint2(GLint i
, GLint j
)
943 GET_CURRENT_CONTEXT(ctx
);
945 CALL_EvalPoint2(ctx
->Save
, (i
, j
));
948 static void GLAPIENTRY
949 _save_CallList(GLuint l
)
951 GET_CURRENT_CONTEXT(ctx
);
953 CALL_CallList(ctx
->Save
, (l
));
956 static void GLAPIENTRY
957 _save_CallLists(GLsizei n
, GLenum type
, const GLvoid
* v
)
959 GET_CURRENT_CONTEXT(ctx
);
961 CALL_CallLists(ctx
->Save
, (n
, type
, v
));
967 * Called via ctx->Driver.NotifySaveBegin() when a glBegin is getting
968 * compiled into a display list.
969 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
972 vbo_save_NotifyBegin(struct gl_context
*ctx
, GLenum mode
)
974 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
975 const GLuint i
= save
->prim_count
++;
977 assert(i
< save
->prim_max
);
978 save
->prim
[i
].mode
= mode
& VBO_SAVE_PRIM_MODE_MASK
;
979 save
->prim
[i
].begin
= 1;
980 save
->prim
[i
].end
= 0;
981 save
->prim
[i
].weak
= (mode
& VBO_SAVE_PRIM_WEAK
) ? 1 : 0;
982 save
->prim
[i
].no_current_update
=
983 (mode
& VBO_SAVE_PRIM_NO_CURRENT_UPDATE
) ? 1 : 0;
984 save
->prim
[i
].pad
= 0;
985 save
->prim
[i
].start
= save
->vert_count
;
986 save
->prim
[i
].count
= 0;
987 save
->prim
[i
].num_instances
= 1;
988 save
->prim
[i
].base_instance
= 0;
990 if (save
->out_of_memory
) {
991 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
994 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt
);
997 /* We need to call SaveFlushVertices() if there's state change */
998 ctx
->Driver
.SaveNeedFlush
= GL_TRUE
;
1000 /* GL_TRUE means we've handled this glBegin here; don't compile a BEGIN
1001 * opcode into the display list.
1007 static void GLAPIENTRY
1010 GET_CURRENT_CONTEXT(ctx
);
1011 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1012 const GLint i
= save
->prim_count
- 1;
1014 ctx
->Driver
.CurrentSavePrimitive
= PRIM_OUTSIDE_BEGIN_END
;
1015 save
->prim
[i
].end
= 1;
1016 save
->prim
[i
].count
= (save
->vert_count
- save
->prim
[i
].start
);
1018 if (i
== (GLint
) save
->prim_max
- 1) {
1019 _save_compile_vertex_list(ctx
);
1020 assert(save
->copied
.nr
== 0);
1023 /* Swap out this vertex format while outside begin/end. Any color,
1024 * etc. received between here and the next begin will be compiled
1027 if (save
->out_of_memory
) {
1028 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1031 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1036 static void GLAPIENTRY
1037 _save_Begin(GLenum mode
)
1039 GET_CURRENT_CONTEXT(ctx
);
1041 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
, "Recursive glBegin");
1045 static void GLAPIENTRY
1046 _save_PrimitiveRestartNV(void)
1049 GET_CURRENT_CONTEXT(ctx
);
1051 curPrim
= ctx
->Driver
.CurrentSavePrimitive
;
1054 _save_Begin(curPrim
);
1058 /* Unlike the functions above, these are to be hooked into the vtxfmt
1059 * maintained in ctx->ListState, active when the list is known or
1060 * suspected to be outside any begin/end primitive.
1061 * Note: OBE = Outside Begin/End
1063 static void GLAPIENTRY
1064 _save_OBE_Rectf(GLfloat x1
, GLfloat y1
, GLfloat x2
, GLfloat y2
)
1066 GET_CURRENT_CONTEXT(ctx
);
1067 vbo_save_NotifyBegin(ctx
, GL_QUADS
| VBO_SAVE_PRIM_WEAK
);
1068 CALL_Vertex2f(GET_DISPATCH(), (x1
, y1
));
1069 CALL_Vertex2f(GET_DISPATCH(), (x2
, y1
));
1070 CALL_Vertex2f(GET_DISPATCH(), (x2
, y2
));
1071 CALL_Vertex2f(GET_DISPATCH(), (x1
, y2
));
1072 CALL_End(GET_DISPATCH(), ());
1076 static void GLAPIENTRY
1077 _save_OBE_DrawArrays(GLenum mode
, GLint start
, GLsizei count
)
1079 GET_CURRENT_CONTEXT(ctx
);
1080 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1083 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1084 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawArrays(mode)");
1088 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawArrays(count<0)");
1092 if (save
->out_of_memory
)
1097 vbo_save_NotifyBegin(ctx
, (mode
| VBO_SAVE_PRIM_WEAK
1098 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE
));
1100 for (i
= 0; i
< count
; i
++)
1101 CALL_ArrayElement(GET_DISPATCH(), (start
+ i
));
1102 CALL_End(GET_DISPATCH(), ());
1104 _ae_unmap_vbos(ctx
);
1108 /* Could do better by copying the arrays and element list intact and
1109 * then emitting an indexed prim at runtime.
1111 static void GLAPIENTRY
1112 _save_OBE_DrawElements(GLenum mode
, GLsizei count
, GLenum type
,
1113 const GLvoid
* indices
)
1115 GET_CURRENT_CONTEXT(ctx
);
1116 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1119 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1120 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawElements(mode)");
1124 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawElements(count<0)");
1127 if (type
!= GL_UNSIGNED_BYTE
&&
1128 type
!= GL_UNSIGNED_SHORT
&&
1129 type
!= GL_UNSIGNED_INT
) {
1130 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawElements(count<0)");
1134 if (save
->out_of_memory
)
1139 if (_mesa_is_bufferobj(ctx
->Array
.ArrayObj
->ElementArrayBufferObj
))
1141 ADD_POINTERS(ctx
->Array
.ArrayObj
->ElementArrayBufferObj
->Pointer
, indices
);
1143 vbo_save_NotifyBegin(ctx
, (mode
| VBO_SAVE_PRIM_WEAK
|
1144 VBO_SAVE_PRIM_NO_CURRENT_UPDATE
));
1147 case GL_UNSIGNED_BYTE
:
1148 for (i
= 0; i
< count
; i
++)
1149 CALL_ArrayElement(GET_DISPATCH(), (((GLubyte
*) indices
)[i
]));
1151 case GL_UNSIGNED_SHORT
:
1152 for (i
= 0; i
< count
; i
++)
1153 CALL_ArrayElement(GET_DISPATCH(), (((GLushort
*) indices
)[i
]));
1155 case GL_UNSIGNED_INT
:
1156 for (i
= 0; i
< count
; i
++)
1157 CALL_ArrayElement(GET_DISPATCH(), (((GLuint
*) indices
)[i
]));
1160 _mesa_error(ctx
, GL_INVALID_ENUM
, "glDrawElements(type)");
1164 CALL_End(GET_DISPATCH(), ());
1166 _ae_unmap_vbos(ctx
);
1170 static void GLAPIENTRY
1171 _save_OBE_DrawRangeElements(GLenum mode
, GLuint start
, GLuint end
,
1172 GLsizei count
, GLenum type
,
1173 const GLvoid
* indices
)
1175 GET_CURRENT_CONTEXT(ctx
);
1176 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1178 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1179 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawRangeElements(mode)");
1183 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1184 "glDrawRangeElements(count<0)");
1187 if (type
!= GL_UNSIGNED_BYTE
&&
1188 type
!= GL_UNSIGNED_SHORT
&&
1189 type
!= GL_UNSIGNED_INT
) {
1190 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawRangeElements(type)");
1194 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1195 "glDrawRangeElements(end < start)");
1199 if (save
->out_of_memory
)
1202 _save_OBE_DrawElements(mode
, count
, type
, indices
);
1206 static void GLAPIENTRY
1207 _save_OBE_MultiDrawElements(GLenum mode
, const GLsizei
*count
, GLenum type
,
1208 const GLvoid
* const *indices
, GLsizei primcount
)
1212 for (i
= 0; i
< primcount
; i
++) {
1214 CALL_DrawElements(GET_DISPATCH(), (mode
, count
[i
], type
, indices
[i
]));
1220 static void GLAPIENTRY
1221 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode
, const GLsizei
*count
,
1223 const GLvoid
* const *indices
,
1225 const GLint
*basevertex
)
1229 for (i
= 0; i
< primcount
; i
++) {
1231 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode
, count
[i
], type
,
1240 _save_vtxfmt_init(struct gl_context
*ctx
)
1242 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1243 GLvertexformat
*vfmt
= &save
->vtxfmt
;
1245 vfmt
->ArrayElement
= _ae_ArrayElement
;
1247 vfmt
->Color3f
= _save_Color3f
;
1248 vfmt
->Color3fv
= _save_Color3fv
;
1249 vfmt
->Color4f
= _save_Color4f
;
1250 vfmt
->Color4fv
= _save_Color4fv
;
1251 vfmt
->EdgeFlag
= _save_EdgeFlag
;
1252 vfmt
->End
= _save_End
;
1253 vfmt
->PrimitiveRestartNV
= _save_PrimitiveRestartNV
;
1254 vfmt
->FogCoordfEXT
= _save_FogCoordfEXT
;
1255 vfmt
->FogCoordfvEXT
= _save_FogCoordfvEXT
;
1256 vfmt
->Indexf
= _save_Indexf
;
1257 vfmt
->Indexfv
= _save_Indexfv
;
1258 vfmt
->Materialfv
= _save_Materialfv
;
1259 vfmt
->MultiTexCoord1fARB
= _save_MultiTexCoord1f
;
1260 vfmt
->MultiTexCoord1fvARB
= _save_MultiTexCoord1fv
;
1261 vfmt
->MultiTexCoord2fARB
= _save_MultiTexCoord2f
;
1262 vfmt
->MultiTexCoord2fvARB
= _save_MultiTexCoord2fv
;
1263 vfmt
->MultiTexCoord3fARB
= _save_MultiTexCoord3f
;
1264 vfmt
->MultiTexCoord3fvARB
= _save_MultiTexCoord3fv
;
1265 vfmt
->MultiTexCoord4fARB
= _save_MultiTexCoord4f
;
1266 vfmt
->MultiTexCoord4fvARB
= _save_MultiTexCoord4fv
;
1267 vfmt
->Normal3f
= _save_Normal3f
;
1268 vfmt
->Normal3fv
= _save_Normal3fv
;
1269 vfmt
->SecondaryColor3fEXT
= _save_SecondaryColor3fEXT
;
1270 vfmt
->SecondaryColor3fvEXT
= _save_SecondaryColor3fvEXT
;
1271 vfmt
->TexCoord1f
= _save_TexCoord1f
;
1272 vfmt
->TexCoord1fv
= _save_TexCoord1fv
;
1273 vfmt
->TexCoord2f
= _save_TexCoord2f
;
1274 vfmt
->TexCoord2fv
= _save_TexCoord2fv
;
1275 vfmt
->TexCoord3f
= _save_TexCoord3f
;
1276 vfmt
->TexCoord3fv
= _save_TexCoord3fv
;
1277 vfmt
->TexCoord4f
= _save_TexCoord4f
;
1278 vfmt
->TexCoord4fv
= _save_TexCoord4fv
;
1279 vfmt
->Vertex2f
= _save_Vertex2f
;
1280 vfmt
->Vertex2fv
= _save_Vertex2fv
;
1281 vfmt
->Vertex3f
= _save_Vertex3f
;
1282 vfmt
->Vertex3fv
= _save_Vertex3fv
;
1283 vfmt
->Vertex4f
= _save_Vertex4f
;
1284 vfmt
->Vertex4fv
= _save_Vertex4fv
;
1285 vfmt
->VertexAttrib1fARB
= _save_VertexAttrib1fARB
;
1286 vfmt
->VertexAttrib1fvARB
= _save_VertexAttrib1fvARB
;
1287 vfmt
->VertexAttrib2fARB
= _save_VertexAttrib2fARB
;
1288 vfmt
->VertexAttrib2fvARB
= _save_VertexAttrib2fvARB
;
1289 vfmt
->VertexAttrib3fARB
= _save_VertexAttrib3fARB
;
1290 vfmt
->VertexAttrib3fvARB
= _save_VertexAttrib3fvARB
;
1291 vfmt
->VertexAttrib4fARB
= _save_VertexAttrib4fARB
;
1292 vfmt
->VertexAttrib4fvARB
= _save_VertexAttrib4fvARB
;
1294 vfmt
->VertexAttrib1fNV
= _save_VertexAttrib1fNV
;
1295 vfmt
->VertexAttrib1fvNV
= _save_VertexAttrib1fvNV
;
1296 vfmt
->VertexAttrib2fNV
= _save_VertexAttrib2fNV
;
1297 vfmt
->VertexAttrib2fvNV
= _save_VertexAttrib2fvNV
;
1298 vfmt
->VertexAttrib3fNV
= _save_VertexAttrib3fNV
;
1299 vfmt
->VertexAttrib3fvNV
= _save_VertexAttrib3fvNV
;
1300 vfmt
->VertexAttrib4fNV
= _save_VertexAttrib4fNV
;
1301 vfmt
->VertexAttrib4fvNV
= _save_VertexAttrib4fvNV
;
1303 /* integer-valued */
1304 vfmt
->VertexAttribI1i
= _save_VertexAttribI1i
;
1305 vfmt
->VertexAttribI2i
= _save_VertexAttribI2i
;
1306 vfmt
->VertexAttribI3i
= _save_VertexAttribI3i
;
1307 vfmt
->VertexAttribI4i
= _save_VertexAttribI4i
;
1308 vfmt
->VertexAttribI2iv
= _save_VertexAttribI2iv
;
1309 vfmt
->VertexAttribI3iv
= _save_VertexAttribI3iv
;
1310 vfmt
->VertexAttribI4iv
= _save_VertexAttribI4iv
;
1312 /* unsigned integer-valued */
1313 vfmt
->VertexAttribI1ui
= _save_VertexAttribI1ui
;
1314 vfmt
->VertexAttribI2ui
= _save_VertexAttribI2ui
;
1315 vfmt
->VertexAttribI3ui
= _save_VertexAttribI3ui
;
1316 vfmt
->VertexAttribI4ui
= _save_VertexAttribI4ui
;
1317 vfmt
->VertexAttribI2uiv
= _save_VertexAttribI2uiv
;
1318 vfmt
->VertexAttribI3uiv
= _save_VertexAttribI3uiv
;
1319 vfmt
->VertexAttribI4uiv
= _save_VertexAttribI4uiv
;
1321 vfmt
->VertexP2ui
= _save_VertexP2ui
;
1322 vfmt
->VertexP3ui
= _save_VertexP3ui
;
1323 vfmt
->VertexP4ui
= _save_VertexP4ui
;
1324 vfmt
->VertexP2uiv
= _save_VertexP2uiv
;
1325 vfmt
->VertexP3uiv
= _save_VertexP3uiv
;
1326 vfmt
->VertexP4uiv
= _save_VertexP4uiv
;
1328 vfmt
->TexCoordP1ui
= _save_TexCoordP1ui
;
1329 vfmt
->TexCoordP2ui
= _save_TexCoordP2ui
;
1330 vfmt
->TexCoordP3ui
= _save_TexCoordP3ui
;
1331 vfmt
->TexCoordP4ui
= _save_TexCoordP4ui
;
1332 vfmt
->TexCoordP1uiv
= _save_TexCoordP1uiv
;
1333 vfmt
->TexCoordP2uiv
= _save_TexCoordP2uiv
;
1334 vfmt
->TexCoordP3uiv
= _save_TexCoordP3uiv
;
1335 vfmt
->TexCoordP4uiv
= _save_TexCoordP4uiv
;
1337 vfmt
->MultiTexCoordP1ui
= _save_MultiTexCoordP1ui
;
1338 vfmt
->MultiTexCoordP2ui
= _save_MultiTexCoordP2ui
;
1339 vfmt
->MultiTexCoordP3ui
= _save_MultiTexCoordP3ui
;
1340 vfmt
->MultiTexCoordP4ui
= _save_MultiTexCoordP4ui
;
1341 vfmt
->MultiTexCoordP1uiv
= _save_MultiTexCoordP1uiv
;
1342 vfmt
->MultiTexCoordP2uiv
= _save_MultiTexCoordP2uiv
;
1343 vfmt
->MultiTexCoordP3uiv
= _save_MultiTexCoordP3uiv
;
1344 vfmt
->MultiTexCoordP4uiv
= _save_MultiTexCoordP4uiv
;
1346 vfmt
->NormalP3ui
= _save_NormalP3ui
;
1347 vfmt
->NormalP3uiv
= _save_NormalP3uiv
;
1349 vfmt
->ColorP3ui
= _save_ColorP3ui
;
1350 vfmt
->ColorP4ui
= _save_ColorP4ui
;
1351 vfmt
->ColorP3uiv
= _save_ColorP3uiv
;
1352 vfmt
->ColorP4uiv
= _save_ColorP4uiv
;
1354 vfmt
->SecondaryColorP3ui
= _save_SecondaryColorP3ui
;
1355 vfmt
->SecondaryColorP3uiv
= _save_SecondaryColorP3uiv
;
1357 vfmt
->VertexAttribP1ui
= _save_VertexAttribP1ui
;
1358 vfmt
->VertexAttribP2ui
= _save_VertexAttribP2ui
;
1359 vfmt
->VertexAttribP3ui
= _save_VertexAttribP3ui
;
1360 vfmt
->VertexAttribP4ui
= _save_VertexAttribP4ui
;
1362 vfmt
->VertexAttribP1uiv
= _save_VertexAttribP1uiv
;
1363 vfmt
->VertexAttribP2uiv
= _save_VertexAttribP2uiv
;
1364 vfmt
->VertexAttribP3uiv
= _save_VertexAttribP3uiv
;
1365 vfmt
->VertexAttribP4uiv
= _save_VertexAttribP4uiv
;
1367 /* This will all require us to fallback to saving the list as opcodes:
1369 vfmt
->CallList
= _save_CallList
;
1370 vfmt
->CallLists
= _save_CallLists
;
1372 vfmt
->EvalCoord1f
= _save_EvalCoord1f
;
1373 vfmt
->EvalCoord1fv
= _save_EvalCoord1fv
;
1374 vfmt
->EvalCoord2f
= _save_EvalCoord2f
;
1375 vfmt
->EvalCoord2fv
= _save_EvalCoord2fv
;
1376 vfmt
->EvalPoint1
= _save_EvalPoint1
;
1377 vfmt
->EvalPoint2
= _save_EvalPoint2
;
1379 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1380 * only used when we're inside a glBegin/End pair.
1382 vfmt
->Begin
= _save_Begin
;
1387 * Initialize the dispatch table with the VBO functions for display
1391 vbo_initialize_save_dispatch(const struct gl_context
*ctx
,
1392 struct _glapi_table
*exec
)
1394 SET_DrawArrays(exec
, _save_OBE_DrawArrays
);
1395 SET_DrawElements(exec
, _save_OBE_DrawElements
);
1396 SET_DrawRangeElements(exec
, _save_OBE_DrawRangeElements
);
1397 SET_MultiDrawElementsEXT(exec
, _save_OBE_MultiDrawElements
);
1398 SET_MultiDrawElementsBaseVertex(exec
, _save_OBE_MultiDrawElementsBaseVertex
);
1399 SET_Rectf(exec
, _save_OBE_Rectf
);
1400 /* Note: other glDraw functins aren't compiled into display lists */
1406 vbo_save_SaveFlushVertices(struct gl_context
*ctx
)
1408 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1410 /* Noop when we are actually active:
1412 if (ctx
->Driver
.CurrentSavePrimitive
<= PRIM_MAX
)
1415 if (save
->vert_count
|| save
->prim_count
)
1416 _save_compile_vertex_list(ctx
);
1418 _save_copy_to_current(ctx
);
1419 _save_reset_vertex(ctx
);
1420 _save_reset_counters(ctx
);
1421 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1426 vbo_save_NewList(struct gl_context
*ctx
, GLuint list
, GLenum mode
)
1428 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1433 if (!save
->prim_store
)
1434 save
->prim_store
= alloc_prim_store(ctx
);
1436 if (!save
->vertex_store
)
1437 save
->vertex_store
= alloc_vertex_store(ctx
);
1439 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);
1441 _save_reset_vertex(ctx
);
1442 _save_reset_counters(ctx
);
1443 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1448 vbo_save_EndList(struct gl_context
*ctx
)
1450 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1452 /* EndList called inside a (saved) Begin/End pair?
1454 if (_mesa_inside_dlist_begin_end(ctx
)) {
1455 if (save
->prim_count
> 0) {
1456 GLint i
= save
->prim_count
- 1;
1457 ctx
->Driver
.CurrentSavePrimitive
= PRIM_OUTSIDE_BEGIN_END
;
1458 save
->prim
[i
].end
= 0;
1459 save
->prim
[i
].count
= save
->vert_count
- save
->prim
[i
].start
;
1462 /* Make sure this vertex list gets replayed by the "loopback"
1465 save
->dangling_attr_ref
= GL_TRUE
;
1466 vbo_save_SaveFlushVertices(ctx
);
1468 /* Swap out this vertex format while outside begin/end. Any color,
1469 * etc. received between here and the next begin will be compiled
1472 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1475 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
1477 assert(save
->vertex_size
== 0);
1482 vbo_save_BeginCallList(struct gl_context
*ctx
, struct gl_display_list
*dlist
)
1484 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1485 save
->replay_flags
|= dlist
->Flags
;
1490 vbo_save_EndCallList(struct gl_context
*ctx
)
1492 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1494 if (ctx
->ListState
.CallDepth
== 1) {
1495 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1496 * flag, if it is set:
1498 save
->replay_flags
&= VBO_SAVE_FALLBACK
;
1504 vbo_destroy_vertex_list(struct gl_context
*ctx
, void *data
)
1506 struct vbo_save_vertex_list
*node
= (struct vbo_save_vertex_list
*) data
;
1509 if (--node
->vertex_store
->refcount
== 0)
1510 free_vertex_store(ctx
, node
->vertex_store
);
1512 if (--node
->prim_store
->refcount
== 0)
1513 free(node
->prim_store
);
1515 free(node
->current_data
);
1516 node
->current_data
= NULL
;
1521 vbo_print_vertex_list(struct gl_context
*ctx
, void *data
)
1523 struct vbo_save_vertex_list
*node
= (struct vbo_save_vertex_list
*) data
;
1527 printf("VBO-VERTEX-LIST, %u vertices %d primitives, %d vertsize\n",
1528 node
->count
, node
->prim_count
, node
->vertex_size
);
1530 for (i
= 0; i
< node
->prim_count
; i
++) {
1531 struct _mesa_prim
*prim
= &node
->prim
[i
];
1532 printf(" prim %d: %s%s %d..%d %s %s\n",
1534 _mesa_lookup_prim_by_nr(prim
->mode
),
1535 prim
->weak
? " (weak)" : "",
1537 prim
->start
+ prim
->count
,
1538 (prim
->begin
) ? "BEGIN" : "(wrap)",
1539 (prim
->end
) ? "END" : "(wrap)");
1545 * Called during context creation/init.
1548 _save_current_init(struct gl_context
*ctx
)
1550 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1553 for (i
= VBO_ATTRIB_POS
; i
<= VBO_ATTRIB_GENERIC15
; i
++) {
1554 const GLuint j
= i
- VBO_ATTRIB_POS
;
1555 ASSERT(j
< VERT_ATTRIB_MAX
);
1556 save
->currentsz
[i
] = &ctx
->ListState
.ActiveAttribSize
[j
];
1557 save
->current
[i
] = ctx
->ListState
.CurrentAttrib
[j
];
1560 for (i
= VBO_ATTRIB_FIRST_MATERIAL
; i
<= VBO_ATTRIB_LAST_MATERIAL
; i
++) {
1561 const GLuint j
= i
- VBO_ATTRIB_FIRST_MATERIAL
;
1562 ASSERT(j
< MAT_ATTRIB_MAX
);
1563 save
->currentsz
[i
] = &ctx
->ListState
.ActiveMaterialSize
[j
];
1564 save
->current
[i
] = ctx
->ListState
.CurrentMaterial
[j
];
1570 * Initialize the display list compiler. Called during context creation.
1573 vbo_save_api_init(struct vbo_save_context
*save
)
1575 struct gl_context
*ctx
= save
->ctx
;
1578 save
->opcode_vertex_list
=
1579 _mesa_dlist_alloc_opcode(ctx
,
1580 sizeof(struct vbo_save_vertex_list
),
1581 vbo_save_playback_vertex_list
,
1582 vbo_destroy_vertex_list
,
1583 vbo_print_vertex_list
);
1585 ctx
->Driver
.NotifySaveBegin
= vbo_save_NotifyBegin
;
1587 _save_vtxfmt_init(ctx
);
1588 _save_current_init(ctx
);
1589 _mesa_noop_vtxfmt_init(&save
->vtxfmt_noop
);
1591 /* These will actually get set again when binding/drawing */
1592 for (i
= 0; i
< VBO_ATTRIB_MAX
; i
++)
1593 save
->inputs
[i
] = &save
->arrays
[i
];