1 /**************************************************************************
3 Copyright 2002-2008 VMware, Inc.
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 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.
26 **************************************************************************/
30 * Keith Whitwell <keithw@vmware.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 fi_type
* 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 fi_type
*src
= src_buffer
+ prim
->start
* sz
;
109 fi_type
*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
, VBO_BUF_ID
);
195 if (vertex_store
->bufferobj
) {
196 save
->out_of_memory
=
197 !ctx
->Driver
.BufferData(ctx
,
199 VBO_SAVE_BUFFER_SIZE
* sizeof(GLfloat
),
200 NULL
, GL_STATIC_DRAW_ARB
,
202 GL_DYNAMIC_STORAGE_BIT
,
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 fi_type
*range
= (fi_type
*)
253 ctx
->Driver
.MapBufferRange(ctx
, offset
, size
, access
,
254 vertex_store
->bufferobj
,
257 /* compute address of start of whole buffer (needed elsewhere) */
258 vertex_store
->buffer
= range
- vertex_store
->used
;
259 assert(vertex_store
->buffer
);
263 vertex_store
->buffer
= NULL
;
268 /* probably ran out of memory for buffers */
275 vbo_save_unmap_vertex_store(struct gl_context
*ctx
,
276 struct vbo_save_vertex_store
*vertex_store
)
278 if (vertex_store
->bufferobj
->Size
> 0) {
280 GLsizeiptr length
= vertex_store
->used
* sizeof(GLfloat
)
281 - vertex_store
->bufferobj
->Mappings
[MAP_INTERNAL
].Offset
;
283 /* Explicitly flush the region we wrote to */
284 ctx
->Driver
.FlushMappedBufferRange(ctx
, offset
, length
,
285 vertex_store
->bufferobj
,
288 ctx
->Driver
.UnmapBuffer(ctx
, vertex_store
->bufferobj
, MAP_INTERNAL
);
290 vertex_store
->buffer
= NULL
;
294 static struct vbo_save_primitive_store
*
295 alloc_prim_store(struct gl_context
*ctx
)
297 struct vbo_save_primitive_store
*store
=
298 CALLOC_STRUCT(vbo_save_primitive_store
);
307 _save_reset_counters(struct gl_context
*ctx
)
309 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
311 save
->prim
= save
->prim_store
->buffer
+ save
->prim_store
->used
;
312 save
->buffer
= save
->vertex_store
->buffer
+ save
->vertex_store
->used
;
314 assert(save
->buffer
== save
->buffer_ptr
);
316 if (save
->vertex_size
)
317 save
->max_vert
= (VBO_SAVE_BUFFER_SIZE
- save
->vertex_store
->used
) /
322 save
->vert_count
= 0;
323 save
->prim_count
= 0;
324 save
->prim_max
= VBO_SAVE_PRIM_SIZE
- save
->prim_store
->used
;
325 save
->dangling_attr_ref
= GL_FALSE
;
329 * For a list of prims, try merging prims that can just be extensions of the
333 merge_prims(struct gl_context
*ctx
,
334 struct _mesa_prim
*prim_list
,
338 struct _mesa_prim
*prev_prim
= prim_list
;
340 for (i
= 1; i
< *prim_count
; i
++) {
341 struct _mesa_prim
*this_prim
= prim_list
+ i
;
343 vbo_try_prim_conversion(this_prim
);
345 if (vbo_can_merge_prims(prev_prim
, this_prim
)) {
346 /* We've found a prim that just extend the previous one. Tack it
347 * onto the previous one, and let this primitive struct get dropped.
349 vbo_merge_prims(prev_prim
, this_prim
);
353 /* If any previous primitives have been dropped, then we need to copy
354 * this later one into the next available slot.
357 if (prev_prim
!= this_prim
)
358 *prev_prim
= *this_prim
;
361 *prim_count
= prev_prim
- prim_list
+ 1;
365 * Insert the active immediate struct onto the display list currently
369 _save_compile_vertex_list(struct gl_context
*ctx
)
371 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
372 struct vbo_save_vertex_list
*node
;
374 /* Allocate space for this structure in the display list currently
377 node
= (struct vbo_save_vertex_list
*)
378 _mesa_dlist_alloc_aligned(ctx
, save
->opcode_vertex_list
, sizeof(*node
));
383 /* Make sure the pointer is aligned to the size of a pointer */
384 assert((GLintptr
) node
% sizeof(void *) == 0);
386 /* Duplicate our template, increment refcounts to the storage structs:
388 memcpy(node
->attrsz
, save
->attrsz
, sizeof(node
->attrsz
));
389 memcpy(node
->attrtype
, save
->attrtype
, sizeof(node
->attrtype
));
390 node
->vertex_size
= save
->vertex_size
;
391 node
->buffer_offset
=
392 (save
->buffer
- save
->vertex_store
->buffer
) * sizeof(GLfloat
);
393 node
->count
= save
->vert_count
;
394 node
->wrap_count
= save
->copied
.nr
;
395 node
->dangling_attr_ref
= save
->dangling_attr_ref
;
396 node
->prim
= save
->prim
;
397 node
->prim_count
= save
->prim_count
;
398 node
->vertex_store
= save
->vertex_store
;
399 node
->prim_store
= save
->prim_store
;
401 node
->vertex_store
->refcount
++;
402 node
->prim_store
->refcount
++;
404 if (node
->prim
[0].no_current_update
) {
405 node
->current_size
= 0;
406 node
->current_data
= NULL
;
409 node
->current_size
= node
->vertex_size
- node
->attrsz
[0];
410 node
->current_data
= NULL
;
412 if (node
->current_size
) {
413 /* If the malloc fails, we just pull the data out of the VBO
416 node
->current_data
= malloc(node
->current_size
* sizeof(GLfloat
));
417 if (node
->current_data
) {
418 const char *buffer
= (const char *) save
->vertex_store
->buffer
;
419 unsigned attr_offset
= node
->attrsz
[0] * sizeof(GLfloat
);
420 unsigned vertex_offset
= 0;
424 (node
->count
- 1) * node
->vertex_size
* sizeof(GLfloat
);
426 memcpy(node
->current_data
,
427 buffer
+ node
->buffer_offset
+ vertex_offset
+ attr_offset
,
428 node
->current_size
* sizeof(GLfloat
));
433 assert(node
->attrsz
[VBO_ATTRIB_POS
] != 0 || node
->count
== 0);
435 if (save
->dangling_attr_ref
)
436 ctx
->ListState
.CurrentList
->Flags
|= DLIST_DANGLING_REFS
;
438 save
->vertex_store
->used
+= save
->vertex_size
* node
->count
;
439 save
->prim_store
->used
+= node
->prim_count
;
441 /* Copy duplicated vertices
443 save
->copied
.nr
= _save_copy_vertices(ctx
, node
, save
->buffer
);
445 merge_prims(ctx
, node
->prim
, &node
->prim_count
);
447 /* Deal with GL_COMPILE_AND_EXECUTE:
449 if (ctx
->ExecuteFlag
) {
450 struct _glapi_table
*dispatch
= GET_DISPATCH();
452 _glapi_set_dispatch(ctx
->Exec
);
454 vbo_loopback_vertex_list(ctx
,
455 (const GLfloat
*) ((const char *) save
->
456 vertex_store
->buffer
+
457 node
->buffer_offset
),
458 node
->attrsz
, node
->prim
, node
->prim_count
,
459 node
->wrap_count
, node
->vertex_size
);
461 _glapi_set_dispatch(dispatch
);
464 /* Decide whether the storage structs are full, or can be used for
465 * the next vertex lists as well.
467 if (save
->vertex_store
->used
>
468 VBO_SAVE_BUFFER_SIZE
- 16 * (save
->vertex_size
+ 4)) {
472 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
474 /* Release old reference:
476 save
->vertex_store
->refcount
--;
477 assert(save
->vertex_store
->refcount
!= 0);
478 save
->vertex_store
= NULL
;
480 /* Allocate and map new store:
482 save
->vertex_store
= alloc_vertex_store(ctx
);
483 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);
484 save
->out_of_memory
= save
->buffer_ptr
== NULL
;
487 if (save
->prim_store
->used
> VBO_SAVE_PRIM_SIZE
- 6) {
488 save
->prim_store
->refcount
--;
489 assert(save
->prim_store
->refcount
!= 0);
490 save
->prim_store
= alloc_prim_store(ctx
);
493 /* Reset our structures for the next run of vertices:
495 _save_reset_counters(ctx
);
500 * This is called when we fill a vertex buffer before we hit a glEnd().
502 * TODO -- If no new vertices have been stored, don't bother saving it.
505 _save_wrap_buffers(struct gl_context
*ctx
)
507 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
508 GLint i
= save
->prim_count
- 1;
511 GLboolean no_current_update
;
513 assert(i
< (GLint
) save
->prim_max
);
516 /* Close off in-progress primitive.
518 save
->prim
[i
].count
= (save
->vert_count
- save
->prim
[i
].start
);
519 mode
= save
->prim
[i
].mode
;
520 weak
= save
->prim
[i
].weak
;
521 no_current_update
= save
->prim
[i
].no_current_update
;
523 /* store the copied vertices, and allocate a new list.
525 _save_compile_vertex_list(ctx
);
527 /* Restart interrupted primitive
529 save
->prim
[0].mode
= mode
;
530 save
->prim
[0].weak
= weak
;
531 save
->prim
[0].no_current_update
= no_current_update
;
532 save
->prim
[0].begin
= 0;
533 save
->prim
[0].end
= 0;
534 save
->prim
[0].pad
= 0;
535 save
->prim
[0].start
= 0;
536 save
->prim
[0].count
= 0;
537 save
->prim
[0].num_instances
= 1;
538 save
->prim
[0].base_instance
= 0;
539 save
->prim
[0].is_indirect
= 0;
540 save
->prim_count
= 1;
545 * Called only when buffers are wrapped as the result of filling the
546 * vertex_store struct.
549 _save_wrap_filled_vertex(struct gl_context
*ctx
)
551 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
552 fi_type
*data
= save
->copied
.buffer
;
555 /* Emit a glEnd to close off the last vertex list.
557 _save_wrap_buffers(ctx
);
559 /* Copy stored stored vertices to start of new list.
561 assert(save
->max_vert
- save
->vert_count
> save
->copied
.nr
);
563 for (i
= 0; i
< save
->copied
.nr
; i
++) {
564 memcpy(save
->buffer_ptr
, data
, save
->vertex_size
* sizeof(GLfloat
));
565 data
+= save
->vertex_size
;
566 save
->buffer_ptr
+= save
->vertex_size
;
573 _save_copy_to_current(struct gl_context
*ctx
)
575 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
578 for (i
= VBO_ATTRIB_POS
+ 1; i
< VBO_ATTRIB_MAX
; i
++) {
579 if (save
->attrsz
[i
]) {
580 save
->currentsz
[i
][0] = save
->attrsz
[i
];
581 COPY_CLEAN_4V_TYPE_AS_UNION(save
->current
[i
], save
->attrsz
[i
],
582 save
->attrptr
[i
], save
->attrtype
[i
]);
589 _save_copy_from_current(struct gl_context
*ctx
)
591 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
594 for (i
= VBO_ATTRIB_POS
+ 1; i
< VBO_ATTRIB_MAX
; i
++) {
595 switch (save
->attrsz
[i
]) {
597 save
->attrptr
[i
][3] = save
->current
[i
][3];
599 save
->attrptr
[i
][2] = save
->current
[i
][2];
601 save
->attrptr
[i
][1] = save
->current
[i
][1];
603 save
->attrptr
[i
][0] = save
->current
[i
][0];
612 * Called when we increase the size of a vertex attribute. For example,
613 * if we've seen one or more glTexCoord2f() calls and now we get a
614 * glTexCoord3f() call.
615 * Flush existing data, set new attrib size, replay copied vertices.
618 _save_upgrade_vertex(struct gl_context
*ctx
, GLuint attr
, GLuint newsz
)
620 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
625 /* Store the current run of vertices, and emit a GL_END. Emit a
626 * BEGIN in the new buffer.
628 if (save
->vert_count
)
629 _save_wrap_buffers(ctx
);
631 assert(save
->copied
.nr
== 0);
633 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
634 * when the attribute already exists in the vertex and is having
635 * its size increased.
637 _save_copy_to_current(ctx
);
641 oldsz
= save
->attrsz
[attr
];
642 save
->attrsz
[attr
] = newsz
;
644 save
->vertex_size
+= newsz
- oldsz
;
645 save
->max_vert
= ((VBO_SAVE_BUFFER_SIZE
- save
->vertex_store
->used
) /
647 save
->vert_count
= 0;
649 /* Recalculate all the attrptr[] values:
651 for (i
= 0, tmp
= save
->vertex
; i
< VBO_ATTRIB_MAX
; i
++) {
652 if (save
->attrsz
[i
]) {
653 save
->attrptr
[i
] = tmp
;
654 tmp
+= save
->attrsz
[i
];
657 save
->attrptr
[i
] = NULL
; /* will not be dereferenced. */
661 /* Copy from current to repopulate the vertex with correct values.
663 _save_copy_from_current(ctx
);
665 /* Replay stored vertices to translate them to new format here.
667 * If there are copied vertices and the new (upgraded) attribute
668 * has not been defined before, this list is somewhat degenerate,
669 * and will need fixup at runtime.
671 if (save
->copied
.nr
) {
672 const fi_type
*data
= save
->copied
.buffer
;
673 fi_type
*dest
= save
->buffer
;
676 /* Need to note this and fix up at runtime (or loopback):
678 if (attr
!= VBO_ATTRIB_POS
&& save
->currentsz
[attr
][0] == 0) {
680 save
->dangling_attr_ref
= GL_TRUE
;
683 for (i
= 0; i
< save
->copied
.nr
; i
++) {
684 for (j
= 0; j
< VBO_ATTRIB_MAX
; j
++) {
685 if (save
->attrsz
[j
]) {
688 COPY_CLEAN_4V_TYPE_AS_UNION(dest
, oldsz
, data
,
694 COPY_SZ_4V(dest
, newsz
, save
->current
[attr
]);
699 GLint sz
= save
->attrsz
[j
];
700 COPY_SZ_4V(dest
, sz
, data
);
708 save
->buffer_ptr
= dest
;
709 save
->vert_count
+= save
->copied
.nr
;
715 * This is called when the size of a vertex attribute changes.
716 * For example, after seeing one or more glTexCoord2f() calls we
717 * get a glTexCoord4f() or glTexCoord1f() call.
720 save_fixup_vertex(struct gl_context
*ctx
, GLuint attr
, GLuint sz
)
722 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
724 if (sz
> save
->attrsz
[attr
]) {
725 /* New size is larger. Need to flush existing vertices and get
726 * an enlarged vertex format.
728 _save_upgrade_vertex(ctx
, attr
, sz
);
730 else if (sz
< save
->active_sz
[attr
]) {
732 const fi_type
*id
= vbo_get_default_vals_as_union(save
->attrtype
[attr
]);
734 /* New size is equal or smaller - just need to fill in some
737 for (i
= sz
; i
<= save
->attrsz
[attr
]; i
++)
738 save
->attrptr
[attr
][i
- 1] = id
[i
- 1];
741 save
->active_sz
[attr
] = sz
;
746 * Reset the current size of all vertex attributes to the default
747 * value of 0. This signals that we haven't yet seen any per-vertex
748 * commands such as glNormal3f() or glTexCoord2f().
751 _save_reset_vertex(struct gl_context
*ctx
)
753 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
756 for (i
= 0; i
< VBO_ATTRIB_MAX
; i
++) {
758 save
->active_sz
[i
] = 0;
761 save
->vertex_size
= 0;
766 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
769 /* Only one size for each attribute may be active at once. Eg. if
770 * Color3f is installed/active, then Color4f may not be, even if the
771 * vertex actually contains 4 color coordinates. This is because the
772 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
773 * of the chooser function when switching between Color4f and Color3f.
775 #define ATTR_UNION(A, N, T, V0, V1, V2, V3) \
777 struct vbo_save_context *save = &vbo_context(ctx)->save; \
779 if (save->active_sz[A] != N) \
780 save_fixup_vertex(ctx, A, N); \
783 fi_type *dest = save->attrptr[A]; \
784 if (N>0) dest[0] = V0; \
785 if (N>1) dest[1] = V1; \
786 if (N>2) dest[2] = V2; \
787 if (N>3) dest[3] = V3; \
788 save->attrtype[A] = T; \
794 for (i = 0; i < save->vertex_size; i++) \
795 save->buffer_ptr[i] = save->vertex[i]; \
797 save->buffer_ptr += save->vertex_size; \
799 if (++save->vert_count >= save->max_vert) \
800 _save_wrap_filled_vertex(ctx); \
804 #define TAG(x) _save_##x
806 #include "vbo_attrib_tmp.h"
810 #define MAT( ATTR, N, face, params ) \
812 if (face != GL_BACK) \
813 MAT_ATTR( ATTR, N, params ); /* front */ \
814 if (face != GL_FRONT) \
815 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
820 * Save a glMaterial call found between glBegin/End.
821 * glMaterial calls outside Begin/End are handled in dlist.c.
823 static void GLAPIENTRY
824 _save_Materialfv(GLenum face
, GLenum pname
, const GLfloat
*params
)
826 GET_CURRENT_CONTEXT(ctx
);
828 if (face
!= GL_FRONT
&& face
!= GL_BACK
&& face
!= GL_FRONT_AND_BACK
) {
829 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMaterial(face)");
835 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION
, 4, face
, params
);
838 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT
, 4, face
, params
);
841 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE
, 4, face
, params
);
844 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR
, 4, face
, params
);
847 if (*params
< 0 || *params
> ctx
->Const
.MaxShininess
) {
848 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glMaterial(shininess)");
851 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS
, 1, face
, params
);
854 case GL_COLOR_INDEXES
:
855 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES
, 3, face
, params
);
857 case GL_AMBIENT_AND_DIFFUSE
:
858 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT
, 4, face
, params
);
859 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE
, 4, face
, params
);
862 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMaterial(pname)");
868 /* Cope with EvalCoord/CallList called within a begin/end object:
869 * -- Flush current buffer
870 * -- Fallback to opcodes for the rest of the begin/end object.
873 dlist_fallback(struct gl_context
*ctx
)
875 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
877 if (save
->vert_count
|| save
->prim_count
) {
878 if (save
->prim_count
> 0) {
879 /* Close off in-progress primitive. */
880 GLint i
= save
->prim_count
- 1;
881 save
->prim
[i
].count
= save
->vert_count
- save
->prim
[i
].start
;
884 /* Need to replay this display list with loopback,
885 * unfortunately, otherwise this primitive won't be handled
888 save
->dangling_attr_ref
= GL_TRUE
;
890 _save_compile_vertex_list(ctx
);
893 _save_copy_to_current(ctx
);
894 _save_reset_vertex(ctx
);
895 _save_reset_counters(ctx
);
896 if (save
->out_of_memory
) {
897 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
900 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
902 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
906 static void GLAPIENTRY
907 _save_EvalCoord1f(GLfloat u
)
909 GET_CURRENT_CONTEXT(ctx
);
911 CALL_EvalCoord1f(ctx
->Save
, (u
));
914 static void GLAPIENTRY
915 _save_EvalCoord1fv(const GLfloat
* v
)
917 GET_CURRENT_CONTEXT(ctx
);
919 CALL_EvalCoord1fv(ctx
->Save
, (v
));
922 static void GLAPIENTRY
923 _save_EvalCoord2f(GLfloat u
, GLfloat v
)
925 GET_CURRENT_CONTEXT(ctx
);
927 CALL_EvalCoord2f(ctx
->Save
, (u
, v
));
930 static void GLAPIENTRY
931 _save_EvalCoord2fv(const GLfloat
* v
)
933 GET_CURRENT_CONTEXT(ctx
);
935 CALL_EvalCoord2fv(ctx
->Save
, (v
));
938 static void GLAPIENTRY
939 _save_EvalPoint1(GLint i
)
941 GET_CURRENT_CONTEXT(ctx
);
943 CALL_EvalPoint1(ctx
->Save
, (i
));
946 static void GLAPIENTRY
947 _save_EvalPoint2(GLint i
, GLint j
)
949 GET_CURRENT_CONTEXT(ctx
);
951 CALL_EvalPoint2(ctx
->Save
, (i
, j
));
954 static void GLAPIENTRY
955 _save_CallList(GLuint l
)
957 GET_CURRENT_CONTEXT(ctx
);
959 CALL_CallList(ctx
->Save
, (l
));
962 static void GLAPIENTRY
963 _save_CallLists(GLsizei n
, GLenum type
, const GLvoid
* v
)
965 GET_CURRENT_CONTEXT(ctx
);
967 CALL_CallLists(ctx
->Save
, (n
, type
, v
));
973 * Called via ctx->Driver.NotifySaveBegin() when a glBegin is getting
974 * compiled into a display list.
975 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
978 vbo_save_NotifyBegin(struct gl_context
*ctx
, GLenum mode
)
980 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
981 const GLuint i
= save
->prim_count
++;
983 assert(i
< save
->prim_max
);
984 save
->prim
[i
].mode
= mode
& VBO_SAVE_PRIM_MODE_MASK
;
985 save
->prim
[i
].begin
= 1;
986 save
->prim
[i
].end
= 0;
987 save
->prim
[i
].weak
= (mode
& VBO_SAVE_PRIM_WEAK
) ? 1 : 0;
988 save
->prim
[i
].no_current_update
=
989 (mode
& VBO_SAVE_PRIM_NO_CURRENT_UPDATE
) ? 1 : 0;
990 save
->prim
[i
].pad
= 0;
991 save
->prim
[i
].start
= save
->vert_count
;
992 save
->prim
[i
].count
= 0;
993 save
->prim
[i
].num_instances
= 1;
994 save
->prim
[i
].base_instance
= 0;
995 save
->prim
[i
].is_indirect
= 0;
997 if (save
->out_of_memory
) {
998 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1001 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt
);
1004 /* We need to call SaveFlushVertices() if there's state change */
1005 ctx
->Driver
.SaveNeedFlush
= GL_TRUE
;
1007 /* GL_TRUE means we've handled this glBegin here; don't compile a BEGIN
1008 * opcode into the display list.
1014 static void GLAPIENTRY
1017 GET_CURRENT_CONTEXT(ctx
);
1018 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1019 const GLint i
= save
->prim_count
- 1;
1021 ctx
->Driver
.CurrentSavePrimitive
= PRIM_OUTSIDE_BEGIN_END
;
1022 save
->prim
[i
].end
= 1;
1023 save
->prim
[i
].count
= (save
->vert_count
- save
->prim
[i
].start
);
1025 if (i
== (GLint
) save
->prim_max
- 1) {
1026 _save_compile_vertex_list(ctx
);
1027 assert(save
->copied
.nr
== 0);
1030 /* Swap out this vertex format while outside begin/end. Any color,
1031 * etc. received between here and the next begin will be compiled
1034 if (save
->out_of_memory
) {
1035 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1038 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1043 static void GLAPIENTRY
1044 _save_Begin(GLenum mode
)
1046 GET_CURRENT_CONTEXT(ctx
);
1048 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
, "Recursive glBegin");
1052 static void GLAPIENTRY
1053 _save_PrimitiveRestartNV(void)
1056 GET_CURRENT_CONTEXT(ctx
);
1058 curPrim
= ctx
->Driver
.CurrentSavePrimitive
;
1061 _save_Begin(curPrim
);
1065 /* Unlike the functions above, these are to be hooked into the vtxfmt
1066 * maintained in ctx->ListState, active when the list is known or
1067 * suspected to be outside any begin/end primitive.
1068 * Note: OBE = Outside Begin/End
1070 static void GLAPIENTRY
1071 _save_OBE_Rectf(GLfloat x1
, GLfloat y1
, GLfloat x2
, GLfloat y2
)
1073 GET_CURRENT_CONTEXT(ctx
);
1074 vbo_save_NotifyBegin(ctx
, GL_QUADS
| VBO_SAVE_PRIM_WEAK
);
1075 CALL_Vertex2f(GET_DISPATCH(), (x1
, y1
));
1076 CALL_Vertex2f(GET_DISPATCH(), (x2
, y1
));
1077 CALL_Vertex2f(GET_DISPATCH(), (x2
, y2
));
1078 CALL_Vertex2f(GET_DISPATCH(), (x1
, y2
));
1079 CALL_End(GET_DISPATCH(), ());
1083 static void GLAPIENTRY
1084 _save_OBE_DrawArrays(GLenum mode
, GLint start
, GLsizei count
)
1086 GET_CURRENT_CONTEXT(ctx
);
1087 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1090 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1091 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawArrays(mode)");
1095 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawArrays(count<0)");
1099 if (save
->out_of_memory
)
1104 vbo_save_NotifyBegin(ctx
, (mode
| VBO_SAVE_PRIM_WEAK
1105 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE
));
1107 for (i
= 0; i
< count
; i
++)
1108 CALL_ArrayElement(GET_DISPATCH(), (start
+ i
));
1109 CALL_End(GET_DISPATCH(), ());
1111 _ae_unmap_vbos(ctx
);
1115 /* Could do better by copying the arrays and element list intact and
1116 * then emitting an indexed prim at runtime.
1118 static void GLAPIENTRY
1119 _save_OBE_DrawElements(GLenum mode
, GLsizei count
, GLenum type
,
1120 const GLvoid
* indices
)
1122 GET_CURRENT_CONTEXT(ctx
);
1123 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1124 struct gl_buffer_object
*indexbuf
= ctx
->Array
.VAO
->IndexBufferObj
;
1127 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1128 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawElements(mode)");
1132 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawElements(count<0)");
1135 if (type
!= GL_UNSIGNED_BYTE
&&
1136 type
!= GL_UNSIGNED_SHORT
&&
1137 type
!= GL_UNSIGNED_INT
) {
1138 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawElements(count<0)");
1142 if (save
->out_of_memory
)
1147 if (_mesa_is_bufferobj(indexbuf
))
1149 ADD_POINTERS(indexbuf
->Mappings
[MAP_INTERNAL
].Pointer
, indices
);
1151 vbo_save_NotifyBegin(ctx
, (mode
| VBO_SAVE_PRIM_WEAK
|
1152 VBO_SAVE_PRIM_NO_CURRENT_UPDATE
));
1155 case GL_UNSIGNED_BYTE
:
1156 for (i
= 0; i
< count
; i
++)
1157 CALL_ArrayElement(GET_DISPATCH(), (((GLubyte
*) indices
)[i
]));
1159 case GL_UNSIGNED_SHORT
:
1160 for (i
= 0; i
< count
; i
++)
1161 CALL_ArrayElement(GET_DISPATCH(), (((GLushort
*) indices
)[i
]));
1163 case GL_UNSIGNED_INT
:
1164 for (i
= 0; i
< count
; i
++)
1165 CALL_ArrayElement(GET_DISPATCH(), (((GLuint
*) indices
)[i
]));
1168 _mesa_error(ctx
, GL_INVALID_ENUM
, "glDrawElements(type)");
1172 CALL_End(GET_DISPATCH(), ());
1174 _ae_unmap_vbos(ctx
);
1178 static void GLAPIENTRY
1179 _save_OBE_DrawRangeElements(GLenum mode
, GLuint start
, GLuint end
,
1180 GLsizei count
, GLenum type
,
1181 const GLvoid
* indices
)
1183 GET_CURRENT_CONTEXT(ctx
);
1184 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1186 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1187 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawRangeElements(mode)");
1191 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1192 "glDrawRangeElements(count<0)");
1195 if (type
!= GL_UNSIGNED_BYTE
&&
1196 type
!= GL_UNSIGNED_SHORT
&&
1197 type
!= GL_UNSIGNED_INT
) {
1198 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawRangeElements(type)");
1202 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1203 "glDrawRangeElements(end < start)");
1207 if (save
->out_of_memory
)
1210 _save_OBE_DrawElements(mode
, count
, type
, indices
);
1214 static void GLAPIENTRY
1215 _save_OBE_MultiDrawElements(GLenum mode
, const GLsizei
*count
, GLenum type
,
1216 const GLvoid
* const *indices
, GLsizei primcount
)
1220 for (i
= 0; i
< primcount
; i
++) {
1222 CALL_DrawElements(GET_DISPATCH(), (mode
, count
[i
], type
, indices
[i
]));
1228 static void GLAPIENTRY
1229 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode
, const GLsizei
*count
,
1231 const GLvoid
* const *indices
,
1233 const GLint
*basevertex
)
1237 for (i
= 0; i
< primcount
; i
++) {
1239 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode
, count
[i
], type
,
1248 _save_vtxfmt_init(struct gl_context
*ctx
)
1250 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1251 GLvertexformat
*vfmt
= &save
->vtxfmt
;
1253 vfmt
->ArrayElement
= _ae_ArrayElement
;
1255 vfmt
->Color3f
= _save_Color3f
;
1256 vfmt
->Color3fv
= _save_Color3fv
;
1257 vfmt
->Color4f
= _save_Color4f
;
1258 vfmt
->Color4fv
= _save_Color4fv
;
1259 vfmt
->EdgeFlag
= _save_EdgeFlag
;
1260 vfmt
->End
= _save_End
;
1261 vfmt
->PrimitiveRestartNV
= _save_PrimitiveRestartNV
;
1262 vfmt
->FogCoordfEXT
= _save_FogCoordfEXT
;
1263 vfmt
->FogCoordfvEXT
= _save_FogCoordfvEXT
;
1264 vfmt
->Indexf
= _save_Indexf
;
1265 vfmt
->Indexfv
= _save_Indexfv
;
1266 vfmt
->Materialfv
= _save_Materialfv
;
1267 vfmt
->MultiTexCoord1fARB
= _save_MultiTexCoord1f
;
1268 vfmt
->MultiTexCoord1fvARB
= _save_MultiTexCoord1fv
;
1269 vfmt
->MultiTexCoord2fARB
= _save_MultiTexCoord2f
;
1270 vfmt
->MultiTexCoord2fvARB
= _save_MultiTexCoord2fv
;
1271 vfmt
->MultiTexCoord3fARB
= _save_MultiTexCoord3f
;
1272 vfmt
->MultiTexCoord3fvARB
= _save_MultiTexCoord3fv
;
1273 vfmt
->MultiTexCoord4fARB
= _save_MultiTexCoord4f
;
1274 vfmt
->MultiTexCoord4fvARB
= _save_MultiTexCoord4fv
;
1275 vfmt
->Normal3f
= _save_Normal3f
;
1276 vfmt
->Normal3fv
= _save_Normal3fv
;
1277 vfmt
->SecondaryColor3fEXT
= _save_SecondaryColor3fEXT
;
1278 vfmt
->SecondaryColor3fvEXT
= _save_SecondaryColor3fvEXT
;
1279 vfmt
->TexCoord1f
= _save_TexCoord1f
;
1280 vfmt
->TexCoord1fv
= _save_TexCoord1fv
;
1281 vfmt
->TexCoord2f
= _save_TexCoord2f
;
1282 vfmt
->TexCoord2fv
= _save_TexCoord2fv
;
1283 vfmt
->TexCoord3f
= _save_TexCoord3f
;
1284 vfmt
->TexCoord3fv
= _save_TexCoord3fv
;
1285 vfmt
->TexCoord4f
= _save_TexCoord4f
;
1286 vfmt
->TexCoord4fv
= _save_TexCoord4fv
;
1287 vfmt
->Vertex2f
= _save_Vertex2f
;
1288 vfmt
->Vertex2fv
= _save_Vertex2fv
;
1289 vfmt
->Vertex3f
= _save_Vertex3f
;
1290 vfmt
->Vertex3fv
= _save_Vertex3fv
;
1291 vfmt
->Vertex4f
= _save_Vertex4f
;
1292 vfmt
->Vertex4fv
= _save_Vertex4fv
;
1293 vfmt
->VertexAttrib1fARB
= _save_VertexAttrib1fARB
;
1294 vfmt
->VertexAttrib1fvARB
= _save_VertexAttrib1fvARB
;
1295 vfmt
->VertexAttrib2fARB
= _save_VertexAttrib2fARB
;
1296 vfmt
->VertexAttrib2fvARB
= _save_VertexAttrib2fvARB
;
1297 vfmt
->VertexAttrib3fARB
= _save_VertexAttrib3fARB
;
1298 vfmt
->VertexAttrib3fvARB
= _save_VertexAttrib3fvARB
;
1299 vfmt
->VertexAttrib4fARB
= _save_VertexAttrib4fARB
;
1300 vfmt
->VertexAttrib4fvARB
= _save_VertexAttrib4fvARB
;
1302 vfmt
->VertexAttrib1fNV
= _save_VertexAttrib1fNV
;
1303 vfmt
->VertexAttrib1fvNV
= _save_VertexAttrib1fvNV
;
1304 vfmt
->VertexAttrib2fNV
= _save_VertexAttrib2fNV
;
1305 vfmt
->VertexAttrib2fvNV
= _save_VertexAttrib2fvNV
;
1306 vfmt
->VertexAttrib3fNV
= _save_VertexAttrib3fNV
;
1307 vfmt
->VertexAttrib3fvNV
= _save_VertexAttrib3fvNV
;
1308 vfmt
->VertexAttrib4fNV
= _save_VertexAttrib4fNV
;
1309 vfmt
->VertexAttrib4fvNV
= _save_VertexAttrib4fvNV
;
1311 /* integer-valued */
1312 vfmt
->VertexAttribI1i
= _save_VertexAttribI1i
;
1313 vfmt
->VertexAttribI2i
= _save_VertexAttribI2i
;
1314 vfmt
->VertexAttribI3i
= _save_VertexAttribI3i
;
1315 vfmt
->VertexAttribI4i
= _save_VertexAttribI4i
;
1316 vfmt
->VertexAttribI2iv
= _save_VertexAttribI2iv
;
1317 vfmt
->VertexAttribI3iv
= _save_VertexAttribI3iv
;
1318 vfmt
->VertexAttribI4iv
= _save_VertexAttribI4iv
;
1320 /* unsigned integer-valued */
1321 vfmt
->VertexAttribI1ui
= _save_VertexAttribI1ui
;
1322 vfmt
->VertexAttribI2ui
= _save_VertexAttribI2ui
;
1323 vfmt
->VertexAttribI3ui
= _save_VertexAttribI3ui
;
1324 vfmt
->VertexAttribI4ui
= _save_VertexAttribI4ui
;
1325 vfmt
->VertexAttribI2uiv
= _save_VertexAttribI2uiv
;
1326 vfmt
->VertexAttribI3uiv
= _save_VertexAttribI3uiv
;
1327 vfmt
->VertexAttribI4uiv
= _save_VertexAttribI4uiv
;
1329 vfmt
->VertexP2ui
= _save_VertexP2ui
;
1330 vfmt
->VertexP3ui
= _save_VertexP3ui
;
1331 vfmt
->VertexP4ui
= _save_VertexP4ui
;
1332 vfmt
->VertexP2uiv
= _save_VertexP2uiv
;
1333 vfmt
->VertexP3uiv
= _save_VertexP3uiv
;
1334 vfmt
->VertexP4uiv
= _save_VertexP4uiv
;
1336 vfmt
->TexCoordP1ui
= _save_TexCoordP1ui
;
1337 vfmt
->TexCoordP2ui
= _save_TexCoordP2ui
;
1338 vfmt
->TexCoordP3ui
= _save_TexCoordP3ui
;
1339 vfmt
->TexCoordP4ui
= _save_TexCoordP4ui
;
1340 vfmt
->TexCoordP1uiv
= _save_TexCoordP1uiv
;
1341 vfmt
->TexCoordP2uiv
= _save_TexCoordP2uiv
;
1342 vfmt
->TexCoordP3uiv
= _save_TexCoordP3uiv
;
1343 vfmt
->TexCoordP4uiv
= _save_TexCoordP4uiv
;
1345 vfmt
->MultiTexCoordP1ui
= _save_MultiTexCoordP1ui
;
1346 vfmt
->MultiTexCoordP2ui
= _save_MultiTexCoordP2ui
;
1347 vfmt
->MultiTexCoordP3ui
= _save_MultiTexCoordP3ui
;
1348 vfmt
->MultiTexCoordP4ui
= _save_MultiTexCoordP4ui
;
1349 vfmt
->MultiTexCoordP1uiv
= _save_MultiTexCoordP1uiv
;
1350 vfmt
->MultiTexCoordP2uiv
= _save_MultiTexCoordP2uiv
;
1351 vfmt
->MultiTexCoordP3uiv
= _save_MultiTexCoordP3uiv
;
1352 vfmt
->MultiTexCoordP4uiv
= _save_MultiTexCoordP4uiv
;
1354 vfmt
->NormalP3ui
= _save_NormalP3ui
;
1355 vfmt
->NormalP3uiv
= _save_NormalP3uiv
;
1357 vfmt
->ColorP3ui
= _save_ColorP3ui
;
1358 vfmt
->ColorP4ui
= _save_ColorP4ui
;
1359 vfmt
->ColorP3uiv
= _save_ColorP3uiv
;
1360 vfmt
->ColorP4uiv
= _save_ColorP4uiv
;
1362 vfmt
->SecondaryColorP3ui
= _save_SecondaryColorP3ui
;
1363 vfmt
->SecondaryColorP3uiv
= _save_SecondaryColorP3uiv
;
1365 vfmt
->VertexAttribP1ui
= _save_VertexAttribP1ui
;
1366 vfmt
->VertexAttribP2ui
= _save_VertexAttribP2ui
;
1367 vfmt
->VertexAttribP3ui
= _save_VertexAttribP3ui
;
1368 vfmt
->VertexAttribP4ui
= _save_VertexAttribP4ui
;
1370 vfmt
->VertexAttribP1uiv
= _save_VertexAttribP1uiv
;
1371 vfmt
->VertexAttribP2uiv
= _save_VertexAttribP2uiv
;
1372 vfmt
->VertexAttribP3uiv
= _save_VertexAttribP3uiv
;
1373 vfmt
->VertexAttribP4uiv
= _save_VertexAttribP4uiv
;
1375 /* This will all require us to fallback to saving the list as opcodes:
1377 vfmt
->CallList
= _save_CallList
;
1378 vfmt
->CallLists
= _save_CallLists
;
1380 vfmt
->EvalCoord1f
= _save_EvalCoord1f
;
1381 vfmt
->EvalCoord1fv
= _save_EvalCoord1fv
;
1382 vfmt
->EvalCoord2f
= _save_EvalCoord2f
;
1383 vfmt
->EvalCoord2fv
= _save_EvalCoord2fv
;
1384 vfmt
->EvalPoint1
= _save_EvalPoint1
;
1385 vfmt
->EvalPoint2
= _save_EvalPoint2
;
1387 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1388 * only used when we're inside a glBegin/End pair.
1390 vfmt
->Begin
= _save_Begin
;
1395 * Initialize the dispatch table with the VBO functions for display
1399 vbo_initialize_save_dispatch(const struct gl_context
*ctx
,
1400 struct _glapi_table
*exec
)
1402 SET_DrawArrays(exec
, _save_OBE_DrawArrays
);
1403 SET_DrawElements(exec
, _save_OBE_DrawElements
);
1404 SET_DrawRangeElements(exec
, _save_OBE_DrawRangeElements
);
1405 SET_MultiDrawElementsEXT(exec
, _save_OBE_MultiDrawElements
);
1406 SET_MultiDrawElementsBaseVertex(exec
, _save_OBE_MultiDrawElementsBaseVertex
);
1407 SET_Rectf(exec
, _save_OBE_Rectf
);
1408 /* Note: other glDraw functins aren't compiled into display lists */
1414 vbo_save_SaveFlushVertices(struct gl_context
*ctx
)
1416 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1418 /* Noop when we are actually active:
1420 if (ctx
->Driver
.CurrentSavePrimitive
<= PRIM_MAX
)
1423 if (save
->vert_count
|| save
->prim_count
)
1424 _save_compile_vertex_list(ctx
);
1426 _save_copy_to_current(ctx
);
1427 _save_reset_vertex(ctx
);
1428 _save_reset_counters(ctx
);
1429 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1434 vbo_save_NewList(struct gl_context
*ctx
, GLuint list
, GLenum mode
)
1436 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1441 if (!save
->prim_store
)
1442 save
->prim_store
= alloc_prim_store(ctx
);
1444 if (!save
->vertex_store
)
1445 save
->vertex_store
= alloc_vertex_store(ctx
);
1447 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);
1449 _save_reset_vertex(ctx
);
1450 _save_reset_counters(ctx
);
1451 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1456 vbo_save_EndList(struct gl_context
*ctx
)
1458 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1460 /* EndList called inside a (saved) Begin/End pair?
1462 if (_mesa_inside_dlist_begin_end(ctx
)) {
1463 if (save
->prim_count
> 0) {
1464 GLint i
= save
->prim_count
- 1;
1465 ctx
->Driver
.CurrentSavePrimitive
= PRIM_OUTSIDE_BEGIN_END
;
1466 save
->prim
[i
].end
= 0;
1467 save
->prim
[i
].count
= save
->vert_count
- save
->prim
[i
].start
;
1470 /* Make sure this vertex list gets replayed by the "loopback"
1473 save
->dangling_attr_ref
= GL_TRUE
;
1474 vbo_save_SaveFlushVertices(ctx
);
1476 /* Swap out this vertex format while outside begin/end. Any color,
1477 * etc. received between here and the next begin will be compiled
1480 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1483 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
1485 assert(save
->vertex_size
== 0);
1490 vbo_save_BeginCallList(struct gl_context
*ctx
, struct gl_display_list
*dlist
)
1492 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1493 save
->replay_flags
|= dlist
->Flags
;
1498 vbo_save_EndCallList(struct gl_context
*ctx
)
1500 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1502 if (ctx
->ListState
.CallDepth
== 1) {
1503 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1504 * flag, if it is set:
1506 save
->replay_flags
&= VBO_SAVE_FALLBACK
;
1512 vbo_destroy_vertex_list(struct gl_context
*ctx
, void *data
)
1514 struct vbo_save_vertex_list
*node
= (struct vbo_save_vertex_list
*) data
;
1517 if (--node
->vertex_store
->refcount
== 0)
1518 free_vertex_store(ctx
, node
->vertex_store
);
1520 if (--node
->prim_store
->refcount
== 0)
1521 free(node
->prim_store
);
1523 free(node
->current_data
);
1524 node
->current_data
= NULL
;
1529 vbo_print_vertex_list(struct gl_context
*ctx
, void *data
, FILE *f
)
1531 struct vbo_save_vertex_list
*node
= (struct vbo_save_vertex_list
*) data
;
1533 struct gl_buffer_object
*buffer
= node
->vertex_store
?
1534 node
->vertex_store
->bufferobj
: NULL
;
1537 fprintf(f
, "VBO-VERTEX-LIST, %u vertices %d primitives, %d vertsize "
1539 node
->count
, node
->prim_count
, node
->vertex_size
,
1542 for (i
= 0; i
< node
->prim_count
; i
++) {
1543 struct _mesa_prim
*prim
= &node
->prim
[i
];
1544 fprintf(f
, " prim %d: %s%s %d..%d %s %s\n",
1546 _mesa_lookup_prim_by_nr(prim
->mode
),
1547 prim
->weak
? " (weak)" : "",
1549 prim
->start
+ prim
->count
,
1550 (prim
->begin
) ? "BEGIN" : "(wrap)",
1551 (prim
->end
) ? "END" : "(wrap)");
1557 * Called during context creation/init.
1560 _save_current_init(struct gl_context
*ctx
)
1562 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1565 for (i
= VBO_ATTRIB_POS
; i
<= VBO_ATTRIB_GENERIC15
; i
++) {
1566 const GLuint j
= i
- VBO_ATTRIB_POS
;
1567 assert(j
< VERT_ATTRIB_MAX
);
1568 save
->currentsz
[i
] = &ctx
->ListState
.ActiveAttribSize
[j
];
1569 save
->current
[i
] = (fi_type
*) ctx
->ListState
.CurrentAttrib
[j
];
1572 for (i
= VBO_ATTRIB_FIRST_MATERIAL
; i
<= VBO_ATTRIB_LAST_MATERIAL
; i
++) {
1573 const GLuint j
= i
- VBO_ATTRIB_FIRST_MATERIAL
;
1574 assert(j
< MAT_ATTRIB_MAX
);
1575 save
->currentsz
[i
] = &ctx
->ListState
.ActiveMaterialSize
[j
];
1576 save
->current
[i
] = (fi_type
*) ctx
->ListState
.CurrentMaterial
[j
];
1582 * Initialize the display list compiler. Called during context creation.
1585 vbo_save_api_init(struct vbo_save_context
*save
)
1587 struct gl_context
*ctx
= save
->ctx
;
1590 save
->opcode_vertex_list
=
1591 _mesa_dlist_alloc_opcode(ctx
,
1592 sizeof(struct vbo_save_vertex_list
),
1593 vbo_save_playback_vertex_list
,
1594 vbo_destroy_vertex_list
,
1595 vbo_print_vertex_list
);
1597 ctx
->Driver
.NotifySaveBegin
= vbo_save_NotifyBegin
;
1599 _save_vtxfmt_init(ctx
);
1600 _save_current_init(ctx
);
1601 _mesa_noop_vtxfmt_init(&save
->vtxfmt_noop
);
1603 /* These will actually get set again when binding/drawing */
1604 for (i
= 0; i
< VBO_ATTRIB_MAX
; i
++)
1605 save
->inputs
[i
] = &save
->arrays
[i
];