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/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"
87 #include "vbo_private.h"
95 * Display list flag only used by this VBO code.
97 #define DLIST_DANGLING_REFS 0x1
100 /* An interesting VBO number/name to help with debugging */
101 #define VBO_BUF_ID 12345
105 * NOTE: Old 'parity' issue is gone, but copying can still be
106 * wrong-footed on replay.
109 copy_vertices(struct gl_context
*ctx
,
110 const struct vbo_save_vertex_list
*node
,
111 const fi_type
* src_buffer
)
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
;
124 switch (prim
->mode
) {
129 for (i
= 0; i
< ovf
; i
++)
130 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
131 sz
* sizeof(GLfloat
));
135 for (i
= 0; i
< ovf
; i
++)
136 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
137 sz
* sizeof(GLfloat
));
141 for (i
= 0; i
< ovf
; i
++)
142 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
143 sz
* sizeof(GLfloat
));
149 memcpy(dst
, src
+ (nr
- 1) * sz
, sz
* sizeof(GLfloat
));
153 case GL_TRIANGLE_FAN
:
158 memcpy(dst
, src
+ 0, sz
* sizeof(GLfloat
));
162 memcpy(dst
, src
+ 0, sz
* sizeof(GLfloat
));
163 memcpy(dst
+ sz
, src
+ (nr
- 1) * sz
, sz
* sizeof(GLfloat
));
166 case GL_TRIANGLE_STRIP
:
179 for (i
= 0; i
< ovf
; i
++)
180 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
181 sz
* sizeof(GLfloat
));
184 unreachable("Unexpected primitive type");
190 static struct vbo_save_vertex_store
*
191 alloc_vertex_store(struct gl_context
*ctx
)
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
);
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
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
,
208 VBO_SAVE_BUFFER_SIZE
* sizeof(GLfloat
),
209 NULL
, GL_STATIC_DRAW_ARB
,
211 GL_DYNAMIC_STORAGE_BIT
,
212 vertex_store
->bufferobj
);
215 save
->out_of_memory
= GL_TRUE
;
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
);
223 vertex_store
->buffer_map
= NULL
;
224 vertex_store
->used
= 0;
231 free_vertex_store(struct gl_context
*ctx
,
232 struct vbo_save_vertex_store
*vertex_store
)
234 assert(!vertex_store
->buffer_map
);
236 if (vertex_store
->bufferobj
) {
237 _mesa_reference_buffer_object(ctx
, &vertex_store
->bufferobj
, NULL
);
245 vbo_save_map_vertex_store(struct gl_context
*ctx
,
246 struct vbo_save_vertex_store
*vertex_store
)
248 const GLbitfield access
= (GL_MAP_WRITE_BIT
|
249 GL_MAP_INVALIDATE_RANGE_BIT
|
250 GL_MAP_UNSYNCHRONIZED_BIT
|
251 GL_MAP_FLUSH_EXPLICIT_BIT
);
253 assert(vertex_store
->bufferobj
);
254 assert(!vertex_store
->buffer_map
); /* the buffer should not be mapped */
256 if (vertex_store
->bufferobj
->Size
> 0) {
257 /* Map the remaining free space in the VBO */
258 GLintptr offset
= vertex_store
->used
* sizeof(GLfloat
);
259 GLsizeiptr size
= vertex_store
->bufferobj
->Size
- offset
;
260 fi_type
*range
= (fi_type
*)
261 ctx
->Driver
.MapBufferRange(ctx
, offset
, size
, access
,
262 vertex_store
->bufferobj
,
265 /* compute address of start of whole buffer (needed elsewhere) */
266 vertex_store
->buffer_map
= range
- vertex_store
->used
;
267 assert(vertex_store
->buffer_map
);
271 vertex_store
->buffer_map
= NULL
;
276 /* probably ran out of memory for buffers */
283 vbo_save_unmap_vertex_store(struct gl_context
*ctx
,
284 struct vbo_save_vertex_store
*vertex_store
)
286 if (vertex_store
->bufferobj
->Size
> 0) {
288 GLsizeiptr length
= vertex_store
->used
* sizeof(GLfloat
)
289 - vertex_store
->bufferobj
->Mappings
[MAP_INTERNAL
].Offset
;
291 /* Explicitly flush the region we wrote to */
292 ctx
->Driver
.FlushMappedBufferRange(ctx
, offset
, length
,
293 vertex_store
->bufferobj
,
296 ctx
->Driver
.UnmapBuffer(ctx
, vertex_store
->bufferobj
, MAP_INTERNAL
);
298 vertex_store
->buffer_map
= NULL
;
302 static struct vbo_save_primitive_store
*
303 alloc_prim_store(void)
305 struct vbo_save_primitive_store
*store
=
306 CALLOC_STRUCT(vbo_save_primitive_store
);
314 reset_counters(struct gl_context
*ctx
)
316 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
318 save
->prims
= save
->prim_store
->prims
+ save
->prim_store
->used
;
319 save
->buffer_map
= save
->vertex_store
->buffer_map
+ save
->vertex_store
->used
;
321 assert(save
->buffer_map
== save
->buffer_ptr
);
323 if (save
->vertex_size
)
324 save
->max_vert
= (VBO_SAVE_BUFFER_SIZE
- save
->vertex_store
->used
) /
329 save
->vert_count
= 0;
330 save
->prim_count
= 0;
331 save
->prim_max
= VBO_SAVE_PRIM_SIZE
- save
->prim_store
->used
;
332 save
->dangling_attr_ref
= GL_FALSE
;
336 * For a list of prims, try merging prims that can just be extensions of the
340 merge_prims(struct _mesa_prim
*prim_list
,
344 struct _mesa_prim
*prev_prim
= prim_list
;
346 for (i
= 1; i
< *prim_count
; i
++) {
347 struct _mesa_prim
*this_prim
= prim_list
+ i
;
349 vbo_try_prim_conversion(this_prim
);
351 if (vbo_can_merge_prims(prev_prim
, this_prim
)) {
352 /* We've found a prim that just extend the previous one. Tack it
353 * onto the previous one, and let this primitive struct get dropped.
355 vbo_merge_prims(prev_prim
, this_prim
);
359 /* If any previous primitives have been dropped, then we need to copy
360 * this later one into the next available slot.
363 if (prev_prim
!= this_prim
)
364 *prev_prim
= *this_prim
;
367 *prim_count
= prev_prim
- prim_list
+ 1;
372 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
373 * don't have to worry about handling the _mesa_prim::begin/end flags.
374 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
377 convert_line_loop_to_strip(struct vbo_save_context
*save
,
378 struct vbo_save_vertex_list
*node
)
380 struct _mesa_prim
*prim
= &node
->prims
[node
->prim_count
- 1];
382 assert(prim
->mode
== GL_LINE_LOOP
);
385 /* Copy the 0th vertex to end of the buffer and extend the
386 * vertex count by one to finish the line loop.
388 const GLuint sz
= save
->vertex_size
;
390 const fi_type
*src
= save
->buffer_map
+ prim
->start
* sz
;
392 fi_type
*dst
= save
->buffer_map
+ (prim
->start
+ prim
->count
) * sz
;
394 memcpy(dst
, src
, sz
* sizeof(float));
397 node
->vertex_count
++;
399 save
->buffer_ptr
+= sz
;
400 save
->vertex_store
->used
+= sz
;
404 /* Drawing the second or later section of a long line loop.
405 * Skip the 0th vertex.
411 prim
->mode
= GL_LINE_STRIP
;
415 /* Compare the present vao if it has the same setup. */
417 compare_vao(gl_vertex_processing_mode mode
,
418 const struct gl_vertex_array_object
*vao
,
419 const struct gl_buffer_object
*bo
, GLintptr buffer_offset
,
420 GLuint stride
, GLbitfield64 vao_enabled
,
421 const GLubyte size
[VBO_ATTRIB_MAX
],
422 const GLenum16 type
[VBO_ATTRIB_MAX
],
423 const GLuint offset
[VBO_ATTRIB_MAX
])
428 /* If the enabled arrays are not the same we are not equal. */
429 if (vao_enabled
!= vao
->_Enabled
)
432 /* Check the buffer binding at 0 */
433 if (vao
->BufferBinding
[0].BufferObj
!= bo
)
435 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
436 if (vao
->BufferBinding
[0].Stride
!= stride
)
438 assert(vao
->BufferBinding
[0].InstanceDivisor
== 0);
440 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
441 const GLubyte
*const vao_to_vbo_map
= _vbo_attribute_alias_map
[mode
];
443 /* Now check the enabled arrays */
444 GLbitfield mask
= vao_enabled
;
446 const int attr
= u_bit_scan(&mask
);
447 const unsigned char vbo_attr
= vao_to_vbo_map
[attr
];
448 const GLenum16 tp
= type
[vbo_attr
];
449 const GLintptr off
= offset
[vbo_attr
] + buffer_offset
;
450 const struct gl_array_attributes
*attrib
= &vao
->VertexAttrib
[attr
];
451 if (attrib
->RelativeOffset
+ vao
->BufferBinding
[0].Offset
!= off
)
453 if (attrib
->Type
!= tp
)
455 if (attrib
->Size
!= size
[vbo_attr
])
457 assert(attrib
->Format
== GL_RGBA
);
458 assert(attrib
->Enabled
== GL_TRUE
);
459 assert(attrib
->Normalized
== GL_FALSE
);
460 assert(attrib
->Integer
== vbo_attrtype_to_integer_flag(tp
));
461 assert(attrib
->Doubles
== vbo_attrtype_to_double_flag(tp
));
462 assert(attrib
->BufferBindingIndex
== 0);
469 /* Create or reuse the vao for the vertex processing mode. */
471 update_vao(struct gl_context
*ctx
,
472 gl_vertex_processing_mode mode
,
473 struct gl_vertex_array_object
**vao
,
474 struct gl_buffer_object
*bo
, GLintptr buffer_offset
,
475 GLuint stride
, GLbitfield64 vbo_enabled
,
476 const GLubyte size
[VBO_ATTRIB_MAX
],
477 const GLenum16 type
[VBO_ATTRIB_MAX
],
478 const GLuint offset
[VBO_ATTRIB_MAX
])
480 /* Compute the bitmasks of vao_enabled arrays */
481 GLbitfield vao_enabled
= _vbo_get_vao_enabled_from_vbo(mode
, vbo_enabled
);
484 * Check if we can possibly reuse the exisiting one.
485 * In the long term we should reset them when something changes.
487 if (compare_vao(mode
, *vao
, bo
, buffer_offset
, stride
,
488 vao_enabled
, size
, type
, offset
))
491 /* The initial refcount is 1 */
492 _mesa_reference_vao(ctx
, vao
, NULL
);
493 *vao
= _mesa_new_vao(ctx
, ~((GLuint
)0));
495 /* Bind the buffer object at binding point 0 */
496 _mesa_bind_vertex_buffer(ctx
, *vao
, 0, bo
, buffer_offset
, stride
, false);
498 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
499 * Note that the position/generic0 aliasing is done in the VAO.
501 const GLubyte
*const vao_to_vbo_map
= _vbo_attribute_alias_map
[mode
];
502 /* Now set the enable arrays */
503 GLbitfield mask
= vao_enabled
;
505 const int vao_attr
= u_bit_scan(&mask
);
506 const GLubyte vbo_attr
= vao_to_vbo_map
[vao_attr
];
508 _vbo_set_attrib_format(ctx
, *vao
, vao_attr
, buffer_offset
,
509 size
[vbo_attr
], type
[vbo_attr
], offset
[vbo_attr
]);
510 _mesa_vertex_attrib_binding(ctx
, *vao
, vao_attr
, 0, false);
511 _mesa_enable_vertex_array_attrib(ctx
, *vao
, vao_attr
, false);
513 assert(vao_enabled
== (*vao
)->_Enabled
);
514 assert((vao_enabled
& ~(*vao
)->VertexAttribBufferMask
) == 0);
516 /* Finalize and freeze the VAO */
517 _mesa_set_vao_immutable(ctx
, *vao
);
522 * Insert the active immediate struct onto the display list currently
526 compile_vertex_list(struct gl_context
*ctx
)
528 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
529 struct vbo_save_vertex_list
*node
;
531 /* Allocate space for this structure in the display list currently
534 node
= (struct vbo_save_vertex_list
*)
535 _mesa_dlist_alloc_aligned(ctx
, save
->opcode_vertex_list
, sizeof(*node
));
540 /* Make sure the pointer is aligned to the size of a pointer */
541 assert((GLintptr
) node
% sizeof(void *) == 0);
543 /* Duplicate our template, increment refcounts to the storage structs:
545 GLintptr old_offset
= 0;
547 old_offset
= save
->VAO
[0]->BufferBinding
[0].Offset
548 + save
->VAO
[0]->VertexAttrib
[VERT_ATTRIB_POS
].RelativeOffset
;
550 const GLsizei stride
= save
->vertex_size
*sizeof(GLfloat
);
551 GLintptr buffer_offset
=
552 (save
->buffer_map
- save
->vertex_store
->buffer_map
) * sizeof(GLfloat
);
553 assert(old_offset
<= buffer_offset
);
554 const GLintptr offset_diff
= buffer_offset
- old_offset
;
555 GLuint start_offset
= 0;
556 if (offset_diff
> 0 && stride
> 0 && offset_diff
% stride
== 0) {
557 /* The vertex size is an exact multiple of the buffer offset.
558 * This means that we can use zero-based vertex attribute pointers
559 * and specify the start of the primitive with the _mesa_prim::start
560 * field. This results in issuing several draw calls with identical
561 * vertex attribute information. This can result in fewer state
562 * changes in drivers. In particular, the Gallium CSO module will
563 * filter out redundant vertex buffer changes.
565 /* We cannot immediately update the primitives as some methods below
566 * still need the uncorrected start vertices
568 start_offset
= offset_diff
/stride
;
569 assert(old_offset
== buffer_offset
- offset_diff
);
570 buffer_offset
= old_offset
;
572 GLuint offsets
[VBO_ATTRIB_MAX
];
573 for (unsigned i
= 0, offset
= 0; i
< VBO_ATTRIB_MAX
; ++i
) {
575 offset
+= save
->attrsz
[i
] * sizeof(GLfloat
);
577 node
->vertex_count
= save
->vert_count
;
578 node
->wrap_count
= save
->copied
.nr
;
579 node
->prims
= save
->prims
;
580 node
->prim_count
= save
->prim_count
;
581 node
->prim_store
= save
->prim_store
;
583 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
584 * Note that this may reuse the previous one of possible.
586 for (gl_vertex_processing_mode vpm
= VP_MODE_FF
; vpm
< VP_MODE_MAX
; ++vpm
) {
587 /* create or reuse the vao */
588 update_vao(ctx
, vpm
, &save
->VAO
[vpm
],
589 save
->vertex_store
->bufferobj
, buffer_offset
, stride
,
590 save
->enabled
, save
->attrsz
, save
->attrtype
, offsets
);
591 /* Reference the vao in the dlist */
592 node
->VAO
[vpm
] = NULL
;
593 _mesa_reference_vao(ctx
, &node
->VAO
[vpm
], save
->VAO
[vpm
]);
596 node
->prim_store
->refcount
++;
598 if (node
->prims
[0].no_current_update
) {
599 node
->current_data
= NULL
;
602 GLuint current_size
= save
->vertex_size
- save
->attrsz
[0];
603 node
->current_data
= NULL
;
606 node
->current_data
= malloc(current_size
* sizeof(GLfloat
));
607 if (node
->current_data
) {
608 const char *buffer
= (const char *)save
->buffer_map
;
609 unsigned attr_offset
= save
->attrsz
[0] * sizeof(GLfloat
);
610 unsigned vertex_offset
= 0;
612 if (node
->vertex_count
)
613 vertex_offset
= (node
->vertex_count
- 1) * stride
;
615 memcpy(node
->current_data
, buffer
+ vertex_offset
+ attr_offset
,
616 current_size
* sizeof(GLfloat
));
618 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "Current value allocation");
623 assert(save
->attrsz
[VBO_ATTRIB_POS
] != 0 || node
->vertex_count
== 0);
625 if (save
->dangling_attr_ref
)
626 ctx
->ListState
.CurrentList
->Flags
|= DLIST_DANGLING_REFS
;
628 save
->vertex_store
->used
+= save
->vertex_size
* node
->vertex_count
;
629 save
->prim_store
->used
+= node
->prim_count
;
631 /* Copy duplicated vertices
633 save
->copied
.nr
= copy_vertices(ctx
, node
, save
->buffer_map
);
635 if (node
->prims
[node
->prim_count
- 1].mode
== GL_LINE_LOOP
) {
636 convert_line_loop_to_strip(save
, node
);
639 merge_prims(node
->prims
, &node
->prim_count
);
641 /* Correct the primitive starts, we can only do this here as copy_vertices
642 * and convert_line_loop_to_strip above consume the uncorrected starts.
643 * On the other hand the _vbo_loopback_vertex_list call below needs the
644 * primitves to be corrected already.
646 for (unsigned i
= 0; i
< node
->prim_count
; i
++) {
647 node
->prims
[i
].start
+= start_offset
;
650 /* Deal with GL_COMPILE_AND_EXECUTE:
652 if (ctx
->ExecuteFlag
) {
653 struct _glapi_table
*dispatch
= GET_DISPATCH();
655 _glapi_set_dispatch(ctx
->Exec
);
657 /* Note that the range of referenced vertices must be mapped already */
658 _vbo_loopback_vertex_list(ctx
, node
);
660 _glapi_set_dispatch(dispatch
);
663 /* Decide whether the storage structs are full, or can be used for
664 * the next vertex lists as well.
666 if (save
->vertex_store
->used
>
667 VBO_SAVE_BUFFER_SIZE
- 16 * (save
->vertex_size
+ 4)) {
671 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
673 /* Release old reference:
675 free_vertex_store(ctx
, save
->vertex_store
);
676 save
->vertex_store
= NULL
;
677 /* When we have a new vbo, we will for sure need a new vao */
678 for (gl_vertex_processing_mode vpm
= 0; vpm
< VP_MODE_MAX
; ++vpm
)
679 _mesa_reference_vao(ctx
, &save
->VAO
[vpm
], NULL
);
681 /* Allocate and map new store:
683 save
->vertex_store
= alloc_vertex_store(ctx
);
684 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);
685 save
->out_of_memory
= save
->buffer_ptr
== NULL
;
688 /* update buffer_ptr for next vertex */
689 save
->buffer_ptr
= save
->vertex_store
->buffer_map
690 + save
->vertex_store
->used
;
693 if (save
->prim_store
->used
> VBO_SAVE_PRIM_SIZE
- 6) {
694 save
->prim_store
->refcount
--;
695 assert(save
->prim_store
->refcount
!= 0);
696 save
->prim_store
= alloc_prim_store();
699 /* Reset our structures for the next run of vertices:
706 * This is called when we fill a vertex buffer before we hit a glEnd().
708 * TODO -- If no new vertices have been stored, don't bother saving it.
711 wrap_buffers(struct gl_context
*ctx
)
713 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
714 GLint i
= save
->prim_count
- 1;
717 GLboolean no_current_update
;
719 assert(i
< (GLint
) save
->prim_max
);
722 /* Close off in-progress primitive.
724 save
->prims
[i
].count
= (save
->vert_count
- save
->prims
[i
].start
);
725 mode
= save
->prims
[i
].mode
;
726 weak
= save
->prims
[i
].weak
;
727 no_current_update
= save
->prims
[i
].no_current_update
;
729 /* store the copied vertices, and allocate a new list.
731 compile_vertex_list(ctx
);
733 /* Restart interrupted primitive
735 save
->prims
[0].mode
= mode
;
736 save
->prims
[0].weak
= weak
;
737 save
->prims
[0].no_current_update
= no_current_update
;
738 save
->prims
[0].begin
= 0;
739 save
->prims
[0].end
= 0;
740 save
->prims
[0].pad
= 0;
741 save
->prims
[0].start
= 0;
742 save
->prims
[0].count
= 0;
743 save
->prims
[0].num_instances
= 1;
744 save
->prims
[0].base_instance
= 0;
745 save
->prims
[0].is_indirect
= 0;
746 save
->prim_count
= 1;
751 * Called only when buffers are wrapped as the result of filling the
752 * vertex_store struct.
755 wrap_filled_vertex(struct gl_context
*ctx
)
757 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
758 unsigned numComponents
;
760 /* Emit a glEnd to close off the last vertex list.
764 /* Copy stored stored vertices to start of new list.
766 assert(save
->max_vert
- save
->vert_count
> save
->copied
.nr
);
768 numComponents
= save
->copied
.nr
* save
->vertex_size
;
769 memcpy(save
->buffer_ptr
,
771 numComponents
* sizeof(fi_type
));
772 save
->buffer_ptr
+= numComponents
;
773 save
->vert_count
+= save
->copied
.nr
;
778 copy_to_current(struct gl_context
*ctx
)
780 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
781 GLbitfield64 enabled
= save
->enabled
& (~BITFIELD64_BIT(VBO_ATTRIB_POS
));
784 const int i
= u_bit_scan64(&enabled
);
785 assert(save
->attrsz
[i
]);
787 save
->currentsz
[i
][0] = save
->attrsz
[i
];
788 COPY_CLEAN_4V_TYPE_AS_UNION(save
->current
[i
], save
->attrsz
[i
],
789 save
->attrptr
[i
], save
->attrtype
[i
]);
795 copy_from_current(struct gl_context
*ctx
)
797 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
798 GLbitfield64 enabled
= save
->enabled
& (~BITFIELD64_BIT(VBO_ATTRIB_POS
));
801 const int i
= u_bit_scan64(&enabled
);
803 switch (save
->attrsz
[i
]) {
805 save
->attrptr
[i
][3] = save
->current
[i
][3];
807 save
->attrptr
[i
][2] = save
->current
[i
][2];
809 save
->attrptr
[i
][1] = save
->current
[i
][1];
811 save
->attrptr
[i
][0] = save
->current
[i
][0];
814 unreachable("Unexpected vertex attribute size");
821 * Called when we increase the size of a vertex attribute. For example,
822 * if we've seen one or more glTexCoord2f() calls and now we get a
823 * glTexCoord3f() call.
824 * Flush existing data, set new attrib size, replay copied vertices.
827 upgrade_vertex(struct gl_context
*ctx
, GLuint attr
, GLuint newsz
)
829 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
834 /* Store the current run of vertices, and emit a GL_END. Emit a
835 * BEGIN in the new buffer.
837 if (save
->vert_count
)
840 assert(save
->copied
.nr
== 0);
842 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
843 * when the attribute already exists in the vertex and is having
844 * its size increased.
846 copy_to_current(ctx
);
850 oldsz
= save
->attrsz
[attr
];
851 save
->attrsz
[attr
] = newsz
;
852 save
->enabled
|= BITFIELD64_BIT(attr
);
854 save
->vertex_size
+= newsz
- oldsz
;
855 save
->max_vert
= ((VBO_SAVE_BUFFER_SIZE
- save
->vertex_store
->used
) /
857 save
->vert_count
= 0;
859 /* Recalculate all the attrptr[] values:
862 for (i
= 0; i
< VBO_ATTRIB_MAX
; i
++) {
863 if (save
->attrsz
[i
]) {
864 save
->attrptr
[i
] = tmp
;
865 tmp
+= save
->attrsz
[i
];
868 save
->attrptr
[i
] = NULL
; /* will not be dereferenced. */
872 /* Copy from current to repopulate the vertex with correct values.
874 copy_from_current(ctx
);
876 /* Replay stored vertices to translate them to new format here.
878 * If there are copied vertices and the new (upgraded) attribute
879 * has not been defined before, this list is somewhat degenerate,
880 * and will need fixup at runtime.
882 if (save
->copied
.nr
) {
883 const fi_type
*data
= save
->copied
.buffer
;
884 fi_type
*dest
= save
->buffer_map
;
886 /* Need to note this and fix up at runtime (or loopback):
888 if (attr
!= VBO_ATTRIB_POS
&& save
->currentsz
[attr
][0] == 0) {
890 save
->dangling_attr_ref
= GL_TRUE
;
893 for (i
= 0; i
< save
->copied
.nr
; i
++) {
894 GLbitfield64 enabled
= save
->enabled
;
896 const int j
= u_bit_scan64(&enabled
);
897 assert(save
->attrsz
[j
]);
900 COPY_CLEAN_4V_TYPE_AS_UNION(dest
, oldsz
, data
,
906 COPY_SZ_4V(dest
, newsz
, save
->current
[attr
]);
911 GLint sz
= save
->attrsz
[j
];
912 COPY_SZ_4V(dest
, sz
, data
);
919 save
->buffer_ptr
= dest
;
920 save
->vert_count
+= save
->copied
.nr
;
926 * This is called when the size of a vertex attribute changes.
927 * For example, after seeing one or more glTexCoord2f() calls we
928 * get a glTexCoord4f() or glTexCoord1f() call.
931 fixup_vertex(struct gl_context
*ctx
, GLuint attr
, GLuint sz
)
933 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
935 if (sz
> save
->attrsz
[attr
]) {
936 /* New size is larger. Need to flush existing vertices and get
937 * an enlarged vertex format.
939 upgrade_vertex(ctx
, attr
, sz
);
941 else if (sz
< save
->active_sz
[attr
]) {
943 const fi_type
*id
= vbo_get_default_vals_as_union(save
->attrtype
[attr
]);
945 /* New size is equal or smaller - just need to fill in some
948 for (i
= sz
; i
<= save
->attrsz
[attr
]; i
++)
949 save
->attrptr
[attr
][i
- 1] = id
[i
- 1];
952 save
->active_sz
[attr
] = sz
;
957 * Reset the current size of all vertex attributes to the default
958 * value of 0. This signals that we haven't yet seen any per-vertex
959 * commands such as glNormal3f() or glTexCoord2f().
962 reset_vertex(struct gl_context
*ctx
)
964 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
966 while (save
->enabled
) {
967 const int i
= u_bit_scan64(&save
->enabled
);
968 assert(save
->attrsz
[i
]);
970 save
->active_sz
[i
] = 0;
973 save
->vertex_size
= 0;
978 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
981 /* Only one size for each attribute may be active at once. Eg. if
982 * Color3f is installed/active, then Color4f may not be, even if the
983 * vertex actually contains 4 color coordinates. This is because the
984 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
985 * of the chooser function when switching between Color4f and Color3f.
987 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
989 struct vbo_save_context *save = &vbo_context(ctx)->save; \
991 if (save->active_sz[A] != N) \
992 fixup_vertex(ctx, A, N); \
995 C *dest = (C *)save->attrptr[A]; \
996 if (N>0) dest[0] = V0; \
997 if (N>1) dest[1] = V1; \
998 if (N>2) dest[2] = V2; \
999 if (N>3) dest[3] = V3; \
1000 save->attrtype[A] = T; \
1006 for (i = 0; i < save->vertex_size; i++) \
1007 save->buffer_ptr[i] = save->vertex[i]; \
1009 save->buffer_ptr += save->vertex_size; \
1011 if (++save->vert_count >= save->max_vert) \
1012 wrap_filled_vertex(ctx); \
1016 #define TAG(x) _save_##x
1018 #include "vbo_attrib_tmp.h"
1022 #define MAT( ATTR, N, face, params ) \
1024 if (face != GL_BACK) \
1025 MAT_ATTR( ATTR, N, params ); /* front */ \
1026 if (face != GL_FRONT) \
1027 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1032 * Save a glMaterial call found between glBegin/End.
1033 * glMaterial calls outside Begin/End are handled in dlist.c.
1035 static void GLAPIENTRY
1036 _save_Materialfv(GLenum face
, GLenum pname
, const GLfloat
*params
)
1038 GET_CURRENT_CONTEXT(ctx
);
1040 if (face
!= GL_FRONT
&& face
!= GL_BACK
&& face
!= GL_FRONT_AND_BACK
) {
1041 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMaterial(face)");
1047 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION
, 4, face
, params
);
1050 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT
, 4, face
, params
);
1053 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE
, 4, face
, params
);
1056 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR
, 4, face
, params
);
1059 if (*params
< 0 || *params
> ctx
->Const
.MaxShininess
) {
1060 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glMaterial(shininess)");
1063 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS
, 1, face
, params
);
1066 case GL_COLOR_INDEXES
:
1067 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES
, 3, face
, params
);
1069 case GL_AMBIENT_AND_DIFFUSE
:
1070 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT
, 4, face
, params
);
1071 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE
, 4, face
, params
);
1074 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMaterial(pname)");
1080 /* Cope with EvalCoord/CallList called within a begin/end object:
1081 * -- Flush current buffer
1082 * -- Fallback to opcodes for the rest of the begin/end object.
1085 dlist_fallback(struct gl_context
*ctx
)
1087 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1089 if (save
->vert_count
|| save
->prim_count
) {
1090 if (save
->prim_count
> 0) {
1091 /* Close off in-progress primitive. */
1092 GLint i
= save
->prim_count
- 1;
1093 save
->prims
[i
].count
= save
->vert_count
- save
->prims
[i
].start
;
1096 /* Need to replay this display list with loopback,
1097 * unfortunately, otherwise this primitive won't be handled
1100 save
->dangling_attr_ref
= GL_TRUE
;
1102 compile_vertex_list(ctx
);
1105 copy_to_current(ctx
);
1107 reset_counters(ctx
);
1108 if (save
->out_of_memory
) {
1109 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1112 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1114 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1118 static void GLAPIENTRY
1119 _save_EvalCoord1f(GLfloat u
)
1121 GET_CURRENT_CONTEXT(ctx
);
1122 dlist_fallback(ctx
);
1123 CALL_EvalCoord1f(ctx
->Save
, (u
));
1126 static void GLAPIENTRY
1127 _save_EvalCoord1fv(const GLfloat
* v
)
1129 GET_CURRENT_CONTEXT(ctx
);
1130 dlist_fallback(ctx
);
1131 CALL_EvalCoord1fv(ctx
->Save
, (v
));
1134 static void GLAPIENTRY
1135 _save_EvalCoord2f(GLfloat u
, GLfloat v
)
1137 GET_CURRENT_CONTEXT(ctx
);
1138 dlist_fallback(ctx
);
1139 CALL_EvalCoord2f(ctx
->Save
, (u
, v
));
1142 static void GLAPIENTRY
1143 _save_EvalCoord2fv(const GLfloat
* v
)
1145 GET_CURRENT_CONTEXT(ctx
);
1146 dlist_fallback(ctx
);
1147 CALL_EvalCoord2fv(ctx
->Save
, (v
));
1150 static void GLAPIENTRY
1151 _save_EvalPoint1(GLint i
)
1153 GET_CURRENT_CONTEXT(ctx
);
1154 dlist_fallback(ctx
);
1155 CALL_EvalPoint1(ctx
->Save
, (i
));
1158 static void GLAPIENTRY
1159 _save_EvalPoint2(GLint i
, GLint j
)
1161 GET_CURRENT_CONTEXT(ctx
);
1162 dlist_fallback(ctx
);
1163 CALL_EvalPoint2(ctx
->Save
, (i
, j
));
1166 static void GLAPIENTRY
1167 _save_CallList(GLuint l
)
1169 GET_CURRENT_CONTEXT(ctx
);
1170 dlist_fallback(ctx
);
1171 CALL_CallList(ctx
->Save
, (l
));
1174 static void GLAPIENTRY
1175 _save_CallLists(GLsizei n
, GLenum type
, const GLvoid
* v
)
1177 GET_CURRENT_CONTEXT(ctx
);
1178 dlist_fallback(ctx
);
1179 CALL_CallLists(ctx
->Save
, (n
, type
, v
));
1185 * Called when a glBegin is getting compiled into a display list.
1186 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1189 vbo_save_NotifyBegin(struct gl_context
*ctx
, GLenum mode
)
1191 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1192 const GLuint i
= save
->prim_count
++;
1194 assert(i
< save
->prim_max
);
1195 save
->prims
[i
].mode
= mode
& VBO_SAVE_PRIM_MODE_MASK
;
1196 save
->prims
[i
].begin
= 1;
1197 save
->prims
[i
].end
= 0;
1198 save
->prims
[i
].weak
= (mode
& VBO_SAVE_PRIM_WEAK
) ? 1 : 0;
1199 save
->prims
[i
].no_current_update
=
1200 (mode
& VBO_SAVE_PRIM_NO_CURRENT_UPDATE
) ? 1 : 0;
1201 save
->prims
[i
].pad
= 0;
1202 save
->prims
[i
].start
= save
->vert_count
;
1203 save
->prims
[i
].count
= 0;
1204 save
->prims
[i
].num_instances
= 1;
1205 save
->prims
[i
].base_instance
= 0;
1206 save
->prims
[i
].is_indirect
= 0;
1208 if (save
->out_of_memory
) {
1209 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1212 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt
);
1215 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1216 ctx
->Driver
.SaveNeedFlush
= GL_TRUE
;
1220 static void GLAPIENTRY
1223 GET_CURRENT_CONTEXT(ctx
);
1224 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1225 const GLint i
= save
->prim_count
- 1;
1227 ctx
->Driver
.CurrentSavePrimitive
= PRIM_OUTSIDE_BEGIN_END
;
1228 save
->prims
[i
].end
= 1;
1229 save
->prims
[i
].count
= (save
->vert_count
- save
->prims
[i
].start
);
1231 if (i
== (GLint
) save
->prim_max
- 1) {
1232 compile_vertex_list(ctx
);
1233 assert(save
->copied
.nr
== 0);
1236 /* Swap out this vertex format while outside begin/end. Any color,
1237 * etc. received between here and the next begin will be compiled
1240 if (save
->out_of_memory
) {
1241 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1244 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1249 static void GLAPIENTRY
1250 _save_Begin(GLenum mode
)
1252 GET_CURRENT_CONTEXT(ctx
);
1254 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
, "Recursive glBegin");
1258 static void GLAPIENTRY
1259 _save_PrimitiveRestartNV(void)
1261 GET_CURRENT_CONTEXT(ctx
);
1262 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1264 if (save
->prim_count
== 0) {
1265 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1268 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
,
1269 "glPrimitiveRestartNV called outside glBegin/End");
1271 /* get current primitive mode */
1272 GLenum curPrim
= save
->prims
[save
->prim_count
- 1].mode
;
1274 /* restart primitive */
1275 CALL_End(GET_DISPATCH(), ());
1276 vbo_save_NotifyBegin(ctx
, curPrim
);
1281 /* Unlike the functions above, these are to be hooked into the vtxfmt
1282 * maintained in ctx->ListState, active when the list is known or
1283 * suspected to be outside any begin/end primitive.
1284 * Note: OBE = Outside Begin/End
1286 static void GLAPIENTRY
1287 _save_OBE_Rectf(GLfloat x1
, GLfloat y1
, GLfloat x2
, GLfloat y2
)
1289 GET_CURRENT_CONTEXT(ctx
);
1290 vbo_save_NotifyBegin(ctx
, GL_QUADS
| VBO_SAVE_PRIM_WEAK
);
1291 CALL_Vertex2f(GET_DISPATCH(), (x1
, y1
));
1292 CALL_Vertex2f(GET_DISPATCH(), (x2
, y1
));
1293 CALL_Vertex2f(GET_DISPATCH(), (x2
, y2
));
1294 CALL_Vertex2f(GET_DISPATCH(), (x1
, y2
));
1295 CALL_End(GET_DISPATCH(), ());
1299 static void GLAPIENTRY
1300 _save_OBE_DrawArrays(GLenum mode
, GLint start
, GLsizei count
)
1302 GET_CURRENT_CONTEXT(ctx
);
1303 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1306 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1307 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawArrays(mode)");
1311 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawArrays(count<0)");
1315 if (save
->out_of_memory
)
1318 /* Make sure to process any VBO binding changes */
1319 _mesa_update_state(ctx
);
1323 vbo_save_NotifyBegin(ctx
, (mode
| VBO_SAVE_PRIM_WEAK
1324 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE
));
1326 for (i
= 0; i
< count
; i
++)
1327 CALL_ArrayElement(GET_DISPATCH(), (start
+ i
));
1328 CALL_End(GET_DISPATCH(), ());
1330 _ae_unmap_vbos(ctx
);
1334 static void GLAPIENTRY
1335 _save_OBE_MultiDrawArrays(GLenum mode
, const GLint
*first
,
1336 const GLsizei
*count
, GLsizei primcount
)
1338 GET_CURRENT_CONTEXT(ctx
);
1341 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1342 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMultiDrawArrays(mode)");
1346 if (primcount
< 0) {
1347 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1348 "glMultiDrawArrays(primcount<0)");
1352 for (i
= 0; i
< primcount
; i
++) {
1354 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1355 "glMultiDrawArrays(count[i]<0)");
1360 for (i
= 0; i
< primcount
; i
++) {
1362 _save_OBE_DrawArrays(mode
, first
[i
], count
[i
]);
1368 /* Could do better by copying the arrays and element list intact and
1369 * then emitting an indexed prim at runtime.
1371 static void GLAPIENTRY
1372 _save_OBE_DrawElementsBaseVertex(GLenum mode
, GLsizei count
, GLenum type
,
1373 const GLvoid
* indices
, GLint basevertex
)
1375 GET_CURRENT_CONTEXT(ctx
);
1376 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1377 struct gl_buffer_object
*indexbuf
= ctx
->Array
.VAO
->IndexBufferObj
;
1380 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1381 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawElements(mode)");
1385 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawElements(count<0)");
1388 if (type
!= GL_UNSIGNED_BYTE
&&
1389 type
!= GL_UNSIGNED_SHORT
&&
1390 type
!= GL_UNSIGNED_INT
) {
1391 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawElements(count<0)");
1395 if (save
->out_of_memory
)
1398 /* Make sure to process any VBO binding changes */
1399 _mesa_update_state(ctx
);
1403 if (_mesa_is_bufferobj(indexbuf
))
1405 ADD_POINTERS(indexbuf
->Mappings
[MAP_INTERNAL
].Pointer
, indices
);
1407 vbo_save_NotifyBegin(ctx
, (mode
| VBO_SAVE_PRIM_WEAK
|
1408 VBO_SAVE_PRIM_NO_CURRENT_UPDATE
));
1411 case GL_UNSIGNED_BYTE
:
1412 for (i
= 0; i
< count
; i
++)
1413 CALL_ArrayElement(GET_DISPATCH(), (basevertex
+ ((GLubyte
*) indices
)[i
]));
1415 case GL_UNSIGNED_SHORT
:
1416 for (i
= 0; i
< count
; i
++)
1417 CALL_ArrayElement(GET_DISPATCH(), (basevertex
+ ((GLushort
*) indices
)[i
]));
1419 case GL_UNSIGNED_INT
:
1420 for (i
= 0; i
< count
; i
++)
1421 CALL_ArrayElement(GET_DISPATCH(), (basevertex
+ ((GLuint
*) indices
)[i
]));
1424 _mesa_error(ctx
, GL_INVALID_ENUM
, "glDrawElements(type)");
1428 CALL_End(GET_DISPATCH(), ());
1430 _ae_unmap_vbos(ctx
);
1433 static void GLAPIENTRY
1434 _save_OBE_DrawElements(GLenum mode
, GLsizei count
, GLenum type
,
1435 const GLvoid
* indices
)
1437 _save_OBE_DrawElementsBaseVertex(mode
, count
, type
, indices
, 0);
1441 static void GLAPIENTRY
1442 _save_OBE_DrawRangeElements(GLenum mode
, GLuint start
, GLuint end
,
1443 GLsizei count
, GLenum type
,
1444 const GLvoid
* indices
)
1446 GET_CURRENT_CONTEXT(ctx
);
1447 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1449 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1450 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawRangeElements(mode)");
1454 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1455 "glDrawRangeElements(count<0)");
1458 if (type
!= GL_UNSIGNED_BYTE
&&
1459 type
!= GL_UNSIGNED_SHORT
&&
1460 type
!= GL_UNSIGNED_INT
) {
1461 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawRangeElements(type)");
1465 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1466 "glDrawRangeElements(end < start)");
1470 if (save
->out_of_memory
)
1473 _save_OBE_DrawElements(mode
, count
, type
, indices
);
1477 static void GLAPIENTRY
1478 _save_OBE_MultiDrawElements(GLenum mode
, const GLsizei
*count
, GLenum type
,
1479 const GLvoid
* const *indices
, GLsizei primcount
)
1483 for (i
= 0; i
< primcount
; i
++) {
1485 CALL_DrawElements(GET_DISPATCH(), (mode
, count
[i
], type
, indices
[i
]));
1491 static void GLAPIENTRY
1492 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode
, const GLsizei
*count
,
1494 const GLvoid
* const *indices
,
1496 const GLint
*basevertex
)
1500 for (i
= 0; i
< primcount
; i
++) {
1502 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode
, count
[i
], type
,
1511 vtxfmt_init(struct gl_context
*ctx
)
1513 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1514 GLvertexformat
*vfmt
= &save
->vtxfmt
;
1516 vfmt
->ArrayElement
= _ae_ArrayElement
;
1518 vfmt
->Color3f
= _save_Color3f
;
1519 vfmt
->Color3fv
= _save_Color3fv
;
1520 vfmt
->Color4f
= _save_Color4f
;
1521 vfmt
->Color4fv
= _save_Color4fv
;
1522 vfmt
->EdgeFlag
= _save_EdgeFlag
;
1523 vfmt
->End
= _save_End
;
1524 vfmt
->PrimitiveRestartNV
= _save_PrimitiveRestartNV
;
1525 vfmt
->FogCoordfEXT
= _save_FogCoordfEXT
;
1526 vfmt
->FogCoordfvEXT
= _save_FogCoordfvEXT
;
1527 vfmt
->Indexf
= _save_Indexf
;
1528 vfmt
->Indexfv
= _save_Indexfv
;
1529 vfmt
->Materialfv
= _save_Materialfv
;
1530 vfmt
->MultiTexCoord1fARB
= _save_MultiTexCoord1f
;
1531 vfmt
->MultiTexCoord1fvARB
= _save_MultiTexCoord1fv
;
1532 vfmt
->MultiTexCoord2fARB
= _save_MultiTexCoord2f
;
1533 vfmt
->MultiTexCoord2fvARB
= _save_MultiTexCoord2fv
;
1534 vfmt
->MultiTexCoord3fARB
= _save_MultiTexCoord3f
;
1535 vfmt
->MultiTexCoord3fvARB
= _save_MultiTexCoord3fv
;
1536 vfmt
->MultiTexCoord4fARB
= _save_MultiTexCoord4f
;
1537 vfmt
->MultiTexCoord4fvARB
= _save_MultiTexCoord4fv
;
1538 vfmt
->Normal3f
= _save_Normal3f
;
1539 vfmt
->Normal3fv
= _save_Normal3fv
;
1540 vfmt
->SecondaryColor3fEXT
= _save_SecondaryColor3fEXT
;
1541 vfmt
->SecondaryColor3fvEXT
= _save_SecondaryColor3fvEXT
;
1542 vfmt
->TexCoord1f
= _save_TexCoord1f
;
1543 vfmt
->TexCoord1fv
= _save_TexCoord1fv
;
1544 vfmt
->TexCoord2f
= _save_TexCoord2f
;
1545 vfmt
->TexCoord2fv
= _save_TexCoord2fv
;
1546 vfmt
->TexCoord3f
= _save_TexCoord3f
;
1547 vfmt
->TexCoord3fv
= _save_TexCoord3fv
;
1548 vfmt
->TexCoord4f
= _save_TexCoord4f
;
1549 vfmt
->TexCoord4fv
= _save_TexCoord4fv
;
1550 vfmt
->Vertex2f
= _save_Vertex2f
;
1551 vfmt
->Vertex2fv
= _save_Vertex2fv
;
1552 vfmt
->Vertex3f
= _save_Vertex3f
;
1553 vfmt
->Vertex3fv
= _save_Vertex3fv
;
1554 vfmt
->Vertex4f
= _save_Vertex4f
;
1555 vfmt
->Vertex4fv
= _save_Vertex4fv
;
1556 vfmt
->VertexAttrib1fARB
= _save_VertexAttrib1fARB
;
1557 vfmt
->VertexAttrib1fvARB
= _save_VertexAttrib1fvARB
;
1558 vfmt
->VertexAttrib2fARB
= _save_VertexAttrib2fARB
;
1559 vfmt
->VertexAttrib2fvARB
= _save_VertexAttrib2fvARB
;
1560 vfmt
->VertexAttrib3fARB
= _save_VertexAttrib3fARB
;
1561 vfmt
->VertexAttrib3fvARB
= _save_VertexAttrib3fvARB
;
1562 vfmt
->VertexAttrib4fARB
= _save_VertexAttrib4fARB
;
1563 vfmt
->VertexAttrib4fvARB
= _save_VertexAttrib4fvARB
;
1565 vfmt
->VertexAttrib1fNV
= _save_VertexAttrib1fNV
;
1566 vfmt
->VertexAttrib1fvNV
= _save_VertexAttrib1fvNV
;
1567 vfmt
->VertexAttrib2fNV
= _save_VertexAttrib2fNV
;
1568 vfmt
->VertexAttrib2fvNV
= _save_VertexAttrib2fvNV
;
1569 vfmt
->VertexAttrib3fNV
= _save_VertexAttrib3fNV
;
1570 vfmt
->VertexAttrib3fvNV
= _save_VertexAttrib3fvNV
;
1571 vfmt
->VertexAttrib4fNV
= _save_VertexAttrib4fNV
;
1572 vfmt
->VertexAttrib4fvNV
= _save_VertexAttrib4fvNV
;
1574 /* integer-valued */
1575 vfmt
->VertexAttribI1i
= _save_VertexAttribI1i
;
1576 vfmt
->VertexAttribI2i
= _save_VertexAttribI2i
;
1577 vfmt
->VertexAttribI3i
= _save_VertexAttribI3i
;
1578 vfmt
->VertexAttribI4i
= _save_VertexAttribI4i
;
1579 vfmt
->VertexAttribI2iv
= _save_VertexAttribI2iv
;
1580 vfmt
->VertexAttribI3iv
= _save_VertexAttribI3iv
;
1581 vfmt
->VertexAttribI4iv
= _save_VertexAttribI4iv
;
1583 /* unsigned integer-valued */
1584 vfmt
->VertexAttribI1ui
= _save_VertexAttribI1ui
;
1585 vfmt
->VertexAttribI2ui
= _save_VertexAttribI2ui
;
1586 vfmt
->VertexAttribI3ui
= _save_VertexAttribI3ui
;
1587 vfmt
->VertexAttribI4ui
= _save_VertexAttribI4ui
;
1588 vfmt
->VertexAttribI2uiv
= _save_VertexAttribI2uiv
;
1589 vfmt
->VertexAttribI3uiv
= _save_VertexAttribI3uiv
;
1590 vfmt
->VertexAttribI4uiv
= _save_VertexAttribI4uiv
;
1592 vfmt
->VertexP2ui
= _save_VertexP2ui
;
1593 vfmt
->VertexP3ui
= _save_VertexP3ui
;
1594 vfmt
->VertexP4ui
= _save_VertexP4ui
;
1595 vfmt
->VertexP2uiv
= _save_VertexP2uiv
;
1596 vfmt
->VertexP3uiv
= _save_VertexP3uiv
;
1597 vfmt
->VertexP4uiv
= _save_VertexP4uiv
;
1599 vfmt
->TexCoordP1ui
= _save_TexCoordP1ui
;
1600 vfmt
->TexCoordP2ui
= _save_TexCoordP2ui
;
1601 vfmt
->TexCoordP3ui
= _save_TexCoordP3ui
;
1602 vfmt
->TexCoordP4ui
= _save_TexCoordP4ui
;
1603 vfmt
->TexCoordP1uiv
= _save_TexCoordP1uiv
;
1604 vfmt
->TexCoordP2uiv
= _save_TexCoordP2uiv
;
1605 vfmt
->TexCoordP3uiv
= _save_TexCoordP3uiv
;
1606 vfmt
->TexCoordP4uiv
= _save_TexCoordP4uiv
;
1608 vfmt
->MultiTexCoordP1ui
= _save_MultiTexCoordP1ui
;
1609 vfmt
->MultiTexCoordP2ui
= _save_MultiTexCoordP2ui
;
1610 vfmt
->MultiTexCoordP3ui
= _save_MultiTexCoordP3ui
;
1611 vfmt
->MultiTexCoordP4ui
= _save_MultiTexCoordP4ui
;
1612 vfmt
->MultiTexCoordP1uiv
= _save_MultiTexCoordP1uiv
;
1613 vfmt
->MultiTexCoordP2uiv
= _save_MultiTexCoordP2uiv
;
1614 vfmt
->MultiTexCoordP3uiv
= _save_MultiTexCoordP3uiv
;
1615 vfmt
->MultiTexCoordP4uiv
= _save_MultiTexCoordP4uiv
;
1617 vfmt
->NormalP3ui
= _save_NormalP3ui
;
1618 vfmt
->NormalP3uiv
= _save_NormalP3uiv
;
1620 vfmt
->ColorP3ui
= _save_ColorP3ui
;
1621 vfmt
->ColorP4ui
= _save_ColorP4ui
;
1622 vfmt
->ColorP3uiv
= _save_ColorP3uiv
;
1623 vfmt
->ColorP4uiv
= _save_ColorP4uiv
;
1625 vfmt
->SecondaryColorP3ui
= _save_SecondaryColorP3ui
;
1626 vfmt
->SecondaryColorP3uiv
= _save_SecondaryColorP3uiv
;
1628 vfmt
->VertexAttribP1ui
= _save_VertexAttribP1ui
;
1629 vfmt
->VertexAttribP2ui
= _save_VertexAttribP2ui
;
1630 vfmt
->VertexAttribP3ui
= _save_VertexAttribP3ui
;
1631 vfmt
->VertexAttribP4ui
= _save_VertexAttribP4ui
;
1633 vfmt
->VertexAttribP1uiv
= _save_VertexAttribP1uiv
;
1634 vfmt
->VertexAttribP2uiv
= _save_VertexAttribP2uiv
;
1635 vfmt
->VertexAttribP3uiv
= _save_VertexAttribP3uiv
;
1636 vfmt
->VertexAttribP4uiv
= _save_VertexAttribP4uiv
;
1638 vfmt
->VertexAttribL1d
= _save_VertexAttribL1d
;
1639 vfmt
->VertexAttribL2d
= _save_VertexAttribL2d
;
1640 vfmt
->VertexAttribL3d
= _save_VertexAttribL3d
;
1641 vfmt
->VertexAttribL4d
= _save_VertexAttribL4d
;
1643 vfmt
->VertexAttribL1dv
= _save_VertexAttribL1dv
;
1644 vfmt
->VertexAttribL2dv
= _save_VertexAttribL2dv
;
1645 vfmt
->VertexAttribL3dv
= _save_VertexAttribL3dv
;
1646 vfmt
->VertexAttribL4dv
= _save_VertexAttribL4dv
;
1648 vfmt
->VertexAttribL1ui64ARB
= _save_VertexAttribL1ui64ARB
;
1649 vfmt
->VertexAttribL1ui64vARB
= _save_VertexAttribL1ui64vARB
;
1651 /* This will all require us to fallback to saving the list as opcodes:
1653 vfmt
->CallList
= _save_CallList
;
1654 vfmt
->CallLists
= _save_CallLists
;
1656 vfmt
->EvalCoord1f
= _save_EvalCoord1f
;
1657 vfmt
->EvalCoord1fv
= _save_EvalCoord1fv
;
1658 vfmt
->EvalCoord2f
= _save_EvalCoord2f
;
1659 vfmt
->EvalCoord2fv
= _save_EvalCoord2fv
;
1660 vfmt
->EvalPoint1
= _save_EvalPoint1
;
1661 vfmt
->EvalPoint2
= _save_EvalPoint2
;
1663 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1664 * only used when we're inside a glBegin/End pair.
1666 vfmt
->Begin
= _save_Begin
;
1671 * Initialize the dispatch table with the VBO functions for display
1675 vbo_initialize_save_dispatch(const struct gl_context
*ctx
,
1676 struct _glapi_table
*exec
)
1678 SET_DrawArrays(exec
, _save_OBE_DrawArrays
);
1679 SET_MultiDrawArrays(exec
, _save_OBE_MultiDrawArrays
);
1680 SET_DrawElements(exec
, _save_OBE_DrawElements
);
1681 SET_DrawElementsBaseVertex(exec
, _save_OBE_DrawElementsBaseVertex
);
1682 SET_DrawRangeElements(exec
, _save_OBE_DrawRangeElements
);
1683 SET_MultiDrawElementsEXT(exec
, _save_OBE_MultiDrawElements
);
1684 SET_MultiDrawElementsBaseVertex(exec
, _save_OBE_MultiDrawElementsBaseVertex
);
1685 SET_Rectf(exec
, _save_OBE_Rectf
);
1686 /* Note: other glDraw functins aren't compiled into display lists */
1692 vbo_save_SaveFlushVertices(struct gl_context
*ctx
)
1694 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1696 /* Noop when we are actually active:
1698 if (ctx
->Driver
.CurrentSavePrimitive
<= PRIM_MAX
)
1701 if (save
->vert_count
|| save
->prim_count
)
1702 compile_vertex_list(ctx
);
1704 copy_to_current(ctx
);
1706 reset_counters(ctx
);
1707 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1712 * Called from glNewList when we're starting to compile a display list.
1715 vbo_save_NewList(struct gl_context
*ctx
, GLuint list
, GLenum mode
)
1717 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1722 if (!save
->prim_store
)
1723 save
->prim_store
= alloc_prim_store();
1725 if (!save
->vertex_store
)
1726 save
->vertex_store
= alloc_vertex_store(ctx
);
1728 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);
1731 reset_counters(ctx
);
1732 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1737 * Called from glEndList when we're finished compiling a display list.
1740 vbo_save_EndList(struct gl_context
*ctx
)
1742 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1744 /* EndList called inside a (saved) Begin/End pair?
1746 if (_mesa_inside_dlist_begin_end(ctx
)) {
1747 if (save
->prim_count
> 0) {
1748 GLint i
= save
->prim_count
- 1;
1749 ctx
->Driver
.CurrentSavePrimitive
= PRIM_OUTSIDE_BEGIN_END
;
1750 save
->prims
[i
].end
= 0;
1751 save
->prims
[i
].count
= save
->vert_count
- save
->prims
[i
].start
;
1754 /* Make sure this vertex list gets replayed by the "loopback"
1757 save
->dangling_attr_ref
= GL_TRUE
;
1758 vbo_save_SaveFlushVertices(ctx
);
1760 /* Swap out this vertex format while outside begin/end. Any color,
1761 * etc. received between here and the next begin will be compiled
1764 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1767 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
1769 assert(save
->vertex_size
== 0);
1774 * Called from the display list code when we're about to execute a
1778 vbo_save_BeginCallList(struct gl_context
*ctx
, struct gl_display_list
*dlist
)
1780 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1781 save
->replay_flags
|= dlist
->Flags
;
1786 * Called from the display list code when we're finished executing a
1790 vbo_save_EndCallList(struct gl_context
*ctx
)
1792 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1794 if (ctx
->ListState
.CallDepth
== 1) {
1795 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1796 * flag, if it is set:
1798 save
->replay_flags
&= VBO_SAVE_FALLBACK
;
1804 * Called by display list code when a display list is being deleted.
1807 vbo_destroy_vertex_list(struct gl_context
*ctx
, void *data
)
1809 struct vbo_save_vertex_list
*node
= (struct vbo_save_vertex_list
*) data
;
1811 for (gl_vertex_processing_mode vpm
= VP_MODE_FF
; vpm
< VP_MODE_MAX
; ++vpm
)
1812 _mesa_reference_vao(ctx
, &node
->VAO
[vpm
], NULL
);
1814 if (--node
->prim_store
->refcount
== 0)
1815 free(node
->prim_store
);
1817 free(node
->current_data
);
1818 node
->current_data
= NULL
;
1823 vbo_print_vertex_list(struct gl_context
*ctx
, void *data
, FILE *f
)
1825 struct vbo_save_vertex_list
*node
= (struct vbo_save_vertex_list
*) data
;
1827 struct gl_buffer_object
*buffer
= node
->VAO
[0]->BufferBinding
[0].BufferObj
;
1828 const GLuint vertex_size
= _vbo_save_get_stride(node
)/sizeof(GLfloat
);
1831 fprintf(f
, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1833 node
->vertex_count
, node
->prim_count
, vertex_size
,
1836 for (i
= 0; i
< node
->prim_count
; i
++) {
1837 struct _mesa_prim
*prim
= &node
->prims
[i
];
1838 fprintf(f
, " prim %d: %s%s %d..%d %s %s\n",
1840 _mesa_lookup_prim_by_nr(prim
->mode
),
1841 prim
->weak
? " (weak)" : "",
1843 prim
->start
+ prim
->count
,
1844 (prim
->begin
) ? "BEGIN" : "(wrap)",
1845 (prim
->end
) ? "END" : "(wrap)");
1851 * Called during context creation/init.
1854 current_init(struct gl_context
*ctx
)
1856 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1859 for (i
= VBO_ATTRIB_POS
; i
<= VBO_ATTRIB_GENERIC15
; i
++) {
1860 const GLuint j
= i
- VBO_ATTRIB_POS
;
1861 assert(j
< VERT_ATTRIB_MAX
);
1862 save
->currentsz
[i
] = &ctx
->ListState
.ActiveAttribSize
[j
];
1863 save
->current
[i
] = (fi_type
*) ctx
->ListState
.CurrentAttrib
[j
];
1866 for (i
= VBO_ATTRIB_FIRST_MATERIAL
; i
<= VBO_ATTRIB_LAST_MATERIAL
; i
++) {
1867 const GLuint j
= i
- VBO_ATTRIB_FIRST_MATERIAL
;
1868 assert(j
< MAT_ATTRIB_MAX
);
1869 save
->currentsz
[i
] = &ctx
->ListState
.ActiveMaterialSize
[j
];
1870 save
->current
[i
] = (fi_type
*) ctx
->ListState
.CurrentMaterial
[j
];
1876 * Initialize the display list compiler. Called during context creation.
1879 vbo_save_api_init(struct vbo_save_context
*save
)
1881 struct gl_context
*ctx
= save
->ctx
;
1883 save
->opcode_vertex_list
=
1884 _mesa_dlist_alloc_opcode(ctx
,
1885 sizeof(struct vbo_save_vertex_list
),
1886 vbo_save_playback_vertex_list
,
1887 vbo_destroy_vertex_list
,
1888 vbo_print_vertex_list
);
1892 _mesa_noop_vtxfmt_init(&save
->vtxfmt_noop
);