vbo: Move vbo_bind_arrays into a dd_driver_functions draw callback.
[mesa.git] / src / mesa / vbo / vbo_save_api.c
1 /**************************************************************************
2
3 Copyright 2002-2008 VMware, Inc.
4
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7 Permission is hereby granted, free of charge, to any person obtaining a
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14 The above copyright notice and this permission notice (including the next
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19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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27
28 /*
29 * Authors:
30 * Keith Whitwell <keithw@vmware.com>
31 */
32
33
34
35 /* Display list compiler attempts to store lists of vertices with the
36 * same vertex layout. Additionally it attempts to minimize the need
37 * for execute-time fixup of these vertex lists, allowing them to be
38 * cached on hardware.
39 *
40 * There are still some circumstances where this can be thwarted, for
41 * example by building a list that consists of one very long primitive
42 * (eg Begin(Triangles), 1000 vertices, End), and calling that list
43 * from inside a different begin/end object (Begin(Lines), CallList,
44 * End).
45 *
46 * In that case the code will have to replay the list as individual
47 * commands through the Exec dispatch table, or fix up the copied
48 * vertices at execute-time.
49 *
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
52 * Begin(Lines)
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
55 * End()
56 *
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
59 *
60 *
61 * The list compiler currently doesn't attempt to compile lists
62 * containing EvalCoord or EvalPoint commands. On encountering one of
63 * these, compilation falls back to opcodes.
64 *
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
67 */
68
69
70 #include "main/glheader.h"
71 #include "main/arrayobj.h"
72 #include "main/bufferobj.h"
73 #include "main/context.h"
74 #include "main/dlist.h"
75 #include "main/enums.h"
76 #include "main/eval.h"
77 #include "main/macros.h"
78 #include "main/api_validate.h"
79 #include "main/api_arrayelt.h"
80 #include "main/vtxfmt.h"
81 #include "main/dispatch.h"
82 #include "main/state.h"
83 #include "main/varray.h"
84 #include "util/bitscan.h"
85
86 #include "vbo_noop.h"
87 #include "vbo_private.h"
88
89
90 #ifdef ERROR
91 #undef ERROR
92 #endif
93
94 /**
95 * Display list flag only used by this VBO code.
96 */
97 #define DLIST_DANGLING_REFS 0x1
98
99
100 /* An interesting VBO number/name to help with debugging */
101 #define VBO_BUF_ID 12345
102
103
104 /*
105 * NOTE: Old 'parity' issue is gone, but copying can still be
106 * wrong-footed on replay.
107 */
108 static GLuint
109 copy_vertices(struct gl_context *ctx,
110 const struct vbo_save_vertex_list *node,
111 const fi_type * src_buffer)
112 {
113 struct vbo_save_context *save = &vbo_context(ctx)->save;
114 const struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
115 GLuint nr = prim->count;
116 GLuint sz = save->vertex_size;
117 const fi_type *src = src_buffer + prim->start * sz;
118 fi_type *dst = save->copied.buffer;
119 GLuint ovf, i;
120
121 if (prim->end)
122 return 0;
123
124 switch (prim->mode) {
125 case GL_POINTS:
126 return 0;
127 case GL_LINES:
128 ovf = nr & 1;
129 for (i = 0; i < ovf; i++)
130 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
131 sz * sizeof(GLfloat));
132 return i;
133 case GL_TRIANGLES:
134 ovf = nr % 3;
135 for (i = 0; i < ovf; i++)
136 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
137 sz * sizeof(GLfloat));
138 return i;
139 case GL_QUADS:
140 ovf = nr & 3;
141 for (i = 0; i < ovf; i++)
142 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
143 sz * sizeof(GLfloat));
144 return i;
145 case GL_LINE_STRIP:
146 if (nr == 0)
147 return 0;
148 else {
149 memcpy(dst, src + (nr - 1) * sz, sz * sizeof(GLfloat));
150 return 1;
151 }
152 case GL_LINE_LOOP:
153 case GL_TRIANGLE_FAN:
154 case GL_POLYGON:
155 if (nr == 0)
156 return 0;
157 else if (nr == 1) {
158 memcpy(dst, src + 0, sz * sizeof(GLfloat));
159 return 1;
160 }
161 else {
162 memcpy(dst, src + 0, sz * sizeof(GLfloat));
163 memcpy(dst + sz, src + (nr - 1) * sz, sz * sizeof(GLfloat));
164 return 2;
165 }
166 case GL_TRIANGLE_STRIP:
167 case GL_QUAD_STRIP:
168 switch (nr) {
169 case 0:
170 ovf = 0;
171 break;
172 case 1:
173 ovf = 1;
174 break;
175 default:
176 ovf = 2 + (nr & 1);
177 break;
178 }
179 for (i = 0; i < ovf; i++)
180 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
181 sz * sizeof(GLfloat));
182 return i;
183 default:
184 unreachable("Unexpected primitive type");
185 return 0;
186 }
187 }
188
189
190 static struct vbo_save_vertex_store *
191 alloc_vertex_store(struct gl_context *ctx)
192 {
193 struct vbo_save_context *save = &vbo_context(ctx)->save;
194 struct vbo_save_vertex_store *vertex_store =
195 CALLOC_STRUCT(vbo_save_vertex_store);
196
197 /* obj->Name needs to be non-zero, but won't ever be examined more
198 * closely than that. In particular these buffers won't be entered
199 * into the hash and can never be confused with ones visible to the
200 * user. Perhaps there could be a special number for internal
201 * buffers:
202 */
203 vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID);
204 if (vertex_store->bufferobj) {
205 save->out_of_memory =
206 !ctx->Driver.BufferData(ctx,
207 GL_ARRAY_BUFFER_ARB,
208 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
209 NULL, GL_STATIC_DRAW_ARB,
210 GL_MAP_WRITE_BIT |
211 GL_DYNAMIC_STORAGE_BIT,
212 vertex_store->bufferobj);
213 }
214 else {
215 save->out_of_memory = GL_TRUE;
216 }
217
218 if (save->out_of_memory) {
219 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation");
220 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
221 }
222
223 vertex_store->buffer_map = NULL;
224 vertex_store->used = 0;
225
226 return vertex_store;
227 }
228
229
230 static void
231 free_vertex_store(struct gl_context *ctx,
232 struct vbo_save_vertex_store *vertex_store)
233 {
234 assert(!vertex_store->buffer_map);
235
236 if (vertex_store->bufferobj) {
237 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
238 }
239
240 free(vertex_store);
241 }
242
243
244 fi_type *
245 vbo_save_map_vertex_store(struct gl_context *ctx,
246 struct vbo_save_vertex_store *vertex_store)
247 {
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);
252
253 assert(vertex_store->bufferobj);
254 assert(!vertex_store->buffer_map); /* the buffer should not be mapped */
255
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,
263 MAP_INTERNAL);
264 if (range) {
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);
268 return range;
269 }
270 else {
271 vertex_store->buffer_map = NULL;
272 return NULL;
273 }
274 }
275 else {
276 /* probably ran out of memory for buffers */
277 return NULL;
278 }
279 }
280
281
282 void
283 vbo_save_unmap_vertex_store(struct gl_context *ctx,
284 struct vbo_save_vertex_store *vertex_store)
285 {
286 if (vertex_store->bufferobj->Size > 0) {
287 GLintptr offset = 0;
288 GLsizeiptr length = vertex_store->used * sizeof(GLfloat)
289 - vertex_store->bufferobj->Mappings[MAP_INTERNAL].Offset;
290
291 /* Explicitly flush the region we wrote to */
292 ctx->Driver.FlushMappedBufferRange(ctx, offset, length,
293 vertex_store->bufferobj,
294 MAP_INTERNAL);
295
296 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj, MAP_INTERNAL);
297 }
298 vertex_store->buffer_map = NULL;
299 }
300
301
302 static struct vbo_save_primitive_store *
303 alloc_prim_store(void)
304 {
305 struct vbo_save_primitive_store *store =
306 CALLOC_STRUCT(vbo_save_primitive_store);
307 store->used = 0;
308 store->refcount = 1;
309 return store;
310 }
311
312
313 static void
314 reset_counters(struct gl_context *ctx)
315 {
316 struct vbo_save_context *save = &vbo_context(ctx)->save;
317
318 save->prims = save->prim_store->prims + save->prim_store->used;
319 save->buffer_map = save->vertex_store->buffer_map + save->vertex_store->used;
320
321 assert(save->buffer_map == save->buffer_ptr);
322
323 if (save->vertex_size)
324 save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
325 save->vertex_size;
326 else
327 save->max_vert = 0;
328
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;
333 }
334
335 /**
336 * For a list of prims, try merging prims that can just be extensions of the
337 * previous prim.
338 */
339 static void
340 merge_prims(struct _mesa_prim *prim_list,
341 GLuint *prim_count)
342 {
343 GLuint i;
344 struct _mesa_prim *prev_prim = prim_list;
345
346 for (i = 1; i < *prim_count; i++) {
347 struct _mesa_prim *this_prim = prim_list + i;
348
349 vbo_try_prim_conversion(this_prim);
350
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.
354 */
355 vbo_merge_prims(prev_prim, this_prim);
356 continue;
357 }
358
359 /* If any previous primitives have been dropped, then we need to copy
360 * this later one into the next available slot.
361 */
362 prev_prim++;
363 if (prev_prim != this_prim)
364 *prev_prim = *this_prim;
365 }
366
367 *prim_count = prev_prim - prim_list + 1;
368 }
369
370
371 /**
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
375 */
376 static void
377 convert_line_loop_to_strip(struct vbo_save_context *save,
378 struct vbo_save_vertex_list *node)
379 {
380 struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
381
382 assert(prim->mode == GL_LINE_LOOP);
383
384 if (prim->end) {
385 /* Copy the 0th vertex to end of the buffer and extend the
386 * vertex count by one to finish the line loop.
387 */
388 const GLuint sz = save->vertex_size;
389 /* 0th vertex: */
390 const fi_type *src = save->buffer_map + prim->start * sz;
391 /* end of buffer: */
392 fi_type *dst = save->buffer_map + (prim->start + prim->count) * sz;
393
394 memcpy(dst, src, sz * sizeof(float));
395
396 prim->count++;
397 node->vertex_count++;
398 save->vert_count++;
399 save->buffer_ptr += sz;
400 save->vertex_store->used += sz;
401 }
402
403 if (!prim->begin) {
404 /* Drawing the second or later section of a long line loop.
405 * Skip the 0th vertex.
406 */
407 prim->start++;
408 prim->count--;
409 }
410
411 prim->mode = GL_LINE_STRIP;
412 }
413
414
415 /* Compare the present vao if it has the same setup. */
416 static bool
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])
424 {
425 if (!vao)
426 return false;
427
428 /* If the enabled arrays are not the same we are not equal. */
429 if (vao_enabled != vao->_Enabled)
430 return false;
431
432 /* Check the buffer binding at 0 */
433 if (vao->BufferBinding[0].BufferObj != bo)
434 return false;
435 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
436 if (vao->BufferBinding[0].Stride != stride)
437 return false;
438 assert(vao->BufferBinding[0].InstanceDivisor == 0);
439
440 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
441 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
442
443 /* Now check the enabled arrays */
444 GLbitfield mask = vao_enabled;
445 while (mask) {
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)
452 return false;
453 if (attrib->Type != tp)
454 return false;
455 if (attrib->Size != size[vbo_attr])
456 return false;
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);
463 }
464
465 return true;
466 }
467
468
469 /* Create or reuse the vao for the vertex processing mode. */
470 static void
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])
479 {
480 /* Compute the bitmasks of vao_enabled arrays */
481 GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
482
483 /*
484 * Check if we can possibly reuse the exisiting one.
485 * In the long term we should reset them when something changes.
486 */
487 if (compare_vao(mode, *vao, bo, buffer_offset, stride,
488 vao_enabled, size, type, offset))
489 return;
490
491 /* The initial refcount is 1 */
492 _mesa_reference_vao(ctx, vao, NULL);
493 *vao = _mesa_new_vao(ctx, ~((GLuint)0));
494
495 /* Bind the buffer object at binding point 0 */
496 _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride, false);
497
498 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
499 * Note that the position/generic0 aliasing is done in the VAO.
500 */
501 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
502 /* Now set the enable arrays */
503 GLbitfield mask = vao_enabled;
504 while (mask) {
505 const int vao_attr = u_bit_scan(&mask);
506 const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
507
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);
512 }
513 assert(vao_enabled == (*vao)->_Enabled);
514 assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
515
516 /* Finalize and freeze the VAO */
517 _mesa_set_vao_immutable(ctx, *vao);
518 }
519
520
521 /**
522 * Insert the active immediate struct onto the display list currently
523 * being built.
524 */
525 static void
526 compile_vertex_list(struct gl_context *ctx)
527 {
528 struct vbo_save_context *save = &vbo_context(ctx)->save;
529 struct vbo_save_vertex_list *node;
530
531 /* Allocate space for this structure in the display list currently
532 * being compiled.
533 */
534 node = (struct vbo_save_vertex_list *)
535 _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node));
536
537 if (!node)
538 return;
539
540 /* Make sure the pointer is aligned to the size of a pointer */
541 assert((GLintptr) node % sizeof(void *) == 0);
542
543 /* Duplicate our template, increment refcounts to the storage structs:
544 */
545 GLintptr old_offset = 0;
546 if (save->VAO[0]) {
547 old_offset = save->VAO[0]->BufferBinding[0].Offset
548 + save->VAO[0]->VertexAttrib[VERT_ATTRIB_POS].RelativeOffset;
549 }
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.
564 */
565 /* We cannot immediately update the primitives as some methods below
566 * still need the uncorrected start vertices
567 */
568 start_offset = offset_diff/stride;
569 assert(old_offset == buffer_offset - offset_diff);
570 buffer_offset = old_offset;
571 }
572 GLuint offsets[VBO_ATTRIB_MAX];
573 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
574 offsets[i] = offset;
575 offset += save->attrsz[i] * sizeof(GLfloat);
576 }
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;
582
583 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
584 * Note that this may reuse the previous one of possible.
585 */
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]);
594 }
595
596 node->prim_store->refcount++;
597
598 if (node->prims[0].no_current_update) {
599 node->current_data = NULL;
600 }
601 else {
602 GLuint current_size = save->vertex_size - save->attrsz[0];
603 node->current_data = NULL;
604
605 if (current_size) {
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;
611
612 if (node->vertex_count)
613 vertex_offset = (node->vertex_count - 1) * stride;
614
615 memcpy(node->current_data, buffer + vertex_offset + attr_offset,
616 current_size * sizeof(GLfloat));
617 } else {
618 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
619 }
620 }
621 }
622
623 assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
624
625 if (save->dangling_attr_ref)
626 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
627
628 save->vertex_store->used += save->vertex_size * node->vertex_count;
629 save->prim_store->used += node->prim_count;
630
631 /* Copy duplicated vertices
632 */
633 save->copied.nr = copy_vertices(ctx, node, save->buffer_map);
634
635 if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) {
636 convert_line_loop_to_strip(save, node);
637 }
638
639 merge_prims(node->prims, &node->prim_count);
640
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.
645 */
646 for (unsigned i = 0; i < node->prim_count; i++) {
647 node->prims[i].start += start_offset;
648 }
649
650 /* Deal with GL_COMPILE_AND_EXECUTE:
651 */
652 if (ctx->ExecuteFlag) {
653 struct _glapi_table *dispatch = GET_DISPATCH();
654
655 _glapi_set_dispatch(ctx->Exec);
656
657 /* Note that the range of referenced vertices must be mapped already */
658 _vbo_loopback_vertex_list(ctx, node);
659
660 _glapi_set_dispatch(dispatch);
661 }
662
663 /* Decide whether the storage structs are full, or can be used for
664 * the next vertex lists as well.
665 */
666 if (save->vertex_store->used >
667 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
668
669 /* Unmap old store:
670 */
671 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
672
673 /* Release old reference:
674 */
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);
680
681 /* Allocate and map new store:
682 */
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;
686 }
687 else {
688 /* update buffer_ptr for next vertex */
689 save->buffer_ptr = save->vertex_store->buffer_map
690 + save->vertex_store->used;
691 }
692
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();
697 }
698
699 /* Reset our structures for the next run of vertices:
700 */
701 reset_counters(ctx);
702 }
703
704
705 /**
706 * This is called when we fill a vertex buffer before we hit a glEnd().
707 * We
708 * TODO -- If no new vertices have been stored, don't bother saving it.
709 */
710 static void
711 wrap_buffers(struct gl_context *ctx)
712 {
713 struct vbo_save_context *save = &vbo_context(ctx)->save;
714 GLint i = save->prim_count - 1;
715 GLenum mode;
716 GLboolean weak;
717 GLboolean no_current_update;
718
719 assert(i < (GLint) save->prim_max);
720 assert(i >= 0);
721
722 /* Close off in-progress primitive.
723 */
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;
728
729 /* store the copied vertices, and allocate a new list.
730 */
731 compile_vertex_list(ctx);
732
733 /* Restart interrupted primitive
734 */
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;
747 }
748
749
750 /**
751 * Called only when buffers are wrapped as the result of filling the
752 * vertex_store struct.
753 */
754 static void
755 wrap_filled_vertex(struct gl_context *ctx)
756 {
757 struct vbo_save_context *save = &vbo_context(ctx)->save;
758 unsigned numComponents;
759
760 /* Emit a glEnd to close off the last vertex list.
761 */
762 wrap_buffers(ctx);
763
764 /* Copy stored stored vertices to start of new list.
765 */
766 assert(save->max_vert - save->vert_count > save->copied.nr);
767
768 numComponents = save->copied.nr * save->vertex_size;
769 memcpy(save->buffer_ptr,
770 save->copied.buffer,
771 numComponents * sizeof(fi_type));
772 save->buffer_ptr += numComponents;
773 save->vert_count += save->copied.nr;
774 }
775
776
777 static void
778 copy_to_current(struct gl_context *ctx)
779 {
780 struct vbo_save_context *save = &vbo_context(ctx)->save;
781 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
782
783 while (enabled) {
784 const int i = u_bit_scan64(&enabled);
785 assert(save->attrsz[i]);
786
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]);
790 }
791 }
792
793
794 static void
795 copy_from_current(struct gl_context *ctx)
796 {
797 struct vbo_save_context *save = &vbo_context(ctx)->save;
798 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
799
800 while (enabled) {
801 const int i = u_bit_scan64(&enabled);
802
803 switch (save->attrsz[i]) {
804 case 4:
805 save->attrptr[i][3] = save->current[i][3];
806 case 3:
807 save->attrptr[i][2] = save->current[i][2];
808 case 2:
809 save->attrptr[i][1] = save->current[i][1];
810 case 1:
811 save->attrptr[i][0] = save->current[i][0];
812 break;
813 case 0:
814 unreachable("Unexpected vertex attribute size");
815 }
816 }
817 }
818
819
820 /**
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.
825 */
826 static void
827 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
828 {
829 struct vbo_save_context *save = &vbo_context(ctx)->save;
830 GLuint oldsz;
831 GLuint i;
832 fi_type *tmp;
833
834 /* Store the current run of vertices, and emit a GL_END. Emit a
835 * BEGIN in the new buffer.
836 */
837 if (save->vert_count)
838 wrap_buffers(ctx);
839 else
840 assert(save->copied.nr == 0);
841
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.
845 */
846 copy_to_current(ctx);
847
848 /* Fix up sizes:
849 */
850 oldsz = save->attrsz[attr];
851 save->attrsz[attr] = newsz;
852 save->enabled |= BITFIELD64_BIT(attr);
853
854 save->vertex_size += newsz - oldsz;
855 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
856 save->vertex_size);
857 save->vert_count = 0;
858
859 /* Recalculate all the attrptr[] values:
860 */
861 tmp = save->vertex;
862 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
863 if (save->attrsz[i]) {
864 save->attrptr[i] = tmp;
865 tmp += save->attrsz[i];
866 }
867 else {
868 save->attrptr[i] = NULL; /* will not be dereferenced. */
869 }
870 }
871
872 /* Copy from current to repopulate the vertex with correct values.
873 */
874 copy_from_current(ctx);
875
876 /* Replay stored vertices to translate them to new format here.
877 *
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.
881 */
882 if (save->copied.nr) {
883 const fi_type *data = save->copied.buffer;
884 fi_type *dest = save->buffer_map;
885
886 /* Need to note this and fix up at runtime (or loopback):
887 */
888 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
889 assert(oldsz == 0);
890 save->dangling_attr_ref = GL_TRUE;
891 }
892
893 for (i = 0; i < save->copied.nr; i++) {
894 GLbitfield64 enabled = save->enabled;
895 while (enabled) {
896 const int j = u_bit_scan64(&enabled);
897 assert(save->attrsz[j]);
898 if (j == attr) {
899 if (oldsz) {
900 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
901 save->attrtype[j]);
902 data += oldsz;
903 dest += newsz;
904 }
905 else {
906 COPY_SZ_4V(dest, newsz, save->current[attr]);
907 dest += newsz;
908 }
909 }
910 else {
911 GLint sz = save->attrsz[j];
912 COPY_SZ_4V(dest, sz, data);
913 data += sz;
914 dest += sz;
915 }
916 }
917 }
918
919 save->buffer_ptr = dest;
920 save->vert_count += save->copied.nr;
921 }
922 }
923
924
925 /**
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.
929 */
930 static void
931 fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
932 {
933 struct vbo_save_context *save = &vbo_context(ctx)->save;
934
935 if (sz > save->attrsz[attr]) {
936 /* New size is larger. Need to flush existing vertices and get
937 * an enlarged vertex format.
938 */
939 upgrade_vertex(ctx, attr, sz);
940 }
941 else if (sz < save->active_sz[attr]) {
942 GLuint i;
943 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
944
945 /* New size is equal or smaller - just need to fill in some
946 * zeros.
947 */
948 for (i = sz; i <= save->attrsz[attr]; i++)
949 save->attrptr[attr][i - 1] = id[i - 1];
950 }
951
952 save->active_sz[attr] = sz;
953 }
954
955
956 /**
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().
960 */
961 static void
962 reset_vertex(struct gl_context *ctx)
963 {
964 struct vbo_save_context *save = &vbo_context(ctx)->save;
965
966 while (save->enabled) {
967 const int i = u_bit_scan64(&save->enabled);
968 assert(save->attrsz[i]);
969 save->attrsz[i] = 0;
970 save->active_sz[i] = 0;
971 }
972
973 save->vertex_size = 0;
974 }
975
976
977
978 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
979
980
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.
986 */
987 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
988 do { \
989 struct vbo_save_context *save = &vbo_context(ctx)->save; \
990 \
991 if (save->active_sz[A] != N) \
992 fixup_vertex(ctx, A, N); \
993 \
994 { \
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; \
1001 } \
1002 \
1003 if ((A) == 0) { \
1004 GLuint i; \
1005 \
1006 for (i = 0; i < save->vertex_size; i++) \
1007 save->buffer_ptr[i] = save->vertex[i]; \
1008 \
1009 save->buffer_ptr += save->vertex_size; \
1010 \
1011 if (++save->vert_count >= save->max_vert) \
1012 wrap_filled_vertex(ctx); \
1013 } \
1014 } while (0)
1015
1016 #define TAG(x) _save_##x
1017
1018 #include "vbo_attrib_tmp.h"
1019
1020
1021
1022 #define MAT( ATTR, N, face, params ) \
1023 do { \
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 */ \
1028 } while (0)
1029
1030
1031 /**
1032 * Save a glMaterial call found between glBegin/End.
1033 * glMaterial calls outside Begin/End are handled in dlist.c.
1034 */
1035 static void GLAPIENTRY
1036 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1037 {
1038 GET_CURRENT_CONTEXT(ctx);
1039
1040 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1041 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1042 return;
1043 }
1044
1045 switch (pname) {
1046 case GL_EMISSION:
1047 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1048 break;
1049 case GL_AMBIENT:
1050 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1051 break;
1052 case GL_DIFFUSE:
1053 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1054 break;
1055 case GL_SPECULAR:
1056 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1057 break;
1058 case GL_SHININESS:
1059 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1060 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1061 }
1062 else {
1063 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1064 }
1065 break;
1066 case GL_COLOR_INDEXES:
1067 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1068 break;
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);
1072 break;
1073 default:
1074 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1075 return;
1076 }
1077 }
1078
1079
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.
1083 */
1084 static void
1085 dlist_fallback(struct gl_context *ctx)
1086 {
1087 struct vbo_save_context *save = &vbo_context(ctx)->save;
1088
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;
1094 }
1095
1096 /* Need to replay this display list with loopback,
1097 * unfortunately, otherwise this primitive won't be handled
1098 * properly:
1099 */
1100 save->dangling_attr_ref = GL_TRUE;
1101
1102 compile_vertex_list(ctx);
1103 }
1104
1105 copy_to_current(ctx);
1106 reset_vertex(ctx);
1107 reset_counters(ctx);
1108 if (save->out_of_memory) {
1109 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1110 }
1111 else {
1112 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1113 }
1114 ctx->Driver.SaveNeedFlush = GL_FALSE;
1115 }
1116
1117
1118 static void GLAPIENTRY
1119 _save_EvalCoord1f(GLfloat u)
1120 {
1121 GET_CURRENT_CONTEXT(ctx);
1122 dlist_fallback(ctx);
1123 CALL_EvalCoord1f(ctx->Save, (u));
1124 }
1125
1126 static void GLAPIENTRY
1127 _save_EvalCoord1fv(const GLfloat * v)
1128 {
1129 GET_CURRENT_CONTEXT(ctx);
1130 dlist_fallback(ctx);
1131 CALL_EvalCoord1fv(ctx->Save, (v));
1132 }
1133
1134 static void GLAPIENTRY
1135 _save_EvalCoord2f(GLfloat u, GLfloat v)
1136 {
1137 GET_CURRENT_CONTEXT(ctx);
1138 dlist_fallback(ctx);
1139 CALL_EvalCoord2f(ctx->Save, (u, v));
1140 }
1141
1142 static void GLAPIENTRY
1143 _save_EvalCoord2fv(const GLfloat * v)
1144 {
1145 GET_CURRENT_CONTEXT(ctx);
1146 dlist_fallback(ctx);
1147 CALL_EvalCoord2fv(ctx->Save, (v));
1148 }
1149
1150 static void GLAPIENTRY
1151 _save_EvalPoint1(GLint i)
1152 {
1153 GET_CURRENT_CONTEXT(ctx);
1154 dlist_fallback(ctx);
1155 CALL_EvalPoint1(ctx->Save, (i));
1156 }
1157
1158 static void GLAPIENTRY
1159 _save_EvalPoint2(GLint i, GLint j)
1160 {
1161 GET_CURRENT_CONTEXT(ctx);
1162 dlist_fallback(ctx);
1163 CALL_EvalPoint2(ctx->Save, (i, j));
1164 }
1165
1166 static void GLAPIENTRY
1167 _save_CallList(GLuint l)
1168 {
1169 GET_CURRENT_CONTEXT(ctx);
1170 dlist_fallback(ctx);
1171 CALL_CallList(ctx->Save, (l));
1172 }
1173
1174 static void GLAPIENTRY
1175 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1176 {
1177 GET_CURRENT_CONTEXT(ctx);
1178 dlist_fallback(ctx);
1179 CALL_CallLists(ctx->Save, (n, type, v));
1180 }
1181
1182
1183
1184 /**
1185 * Called when a glBegin is getting compiled into a display list.
1186 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1187 */
1188 void
1189 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
1190 {
1191 struct vbo_save_context *save = &vbo_context(ctx)->save;
1192 const GLuint i = save->prim_count++;
1193
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;
1207
1208 if (save->out_of_memory) {
1209 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1210 }
1211 else {
1212 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1213 }
1214
1215 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1216 ctx->Driver.SaveNeedFlush = GL_TRUE;
1217 }
1218
1219
1220 static void GLAPIENTRY
1221 _save_End(void)
1222 {
1223 GET_CURRENT_CONTEXT(ctx);
1224 struct vbo_save_context *save = &vbo_context(ctx)->save;
1225 const GLint i = save->prim_count - 1;
1226
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);
1230
1231 if (i == (GLint) save->prim_max - 1) {
1232 compile_vertex_list(ctx);
1233 assert(save->copied.nr == 0);
1234 }
1235
1236 /* Swap out this vertex format while outside begin/end. Any color,
1237 * etc. received between here and the next begin will be compiled
1238 * as opcodes.
1239 */
1240 if (save->out_of_memory) {
1241 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1242 }
1243 else {
1244 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1245 }
1246 }
1247
1248
1249 static void GLAPIENTRY
1250 _save_Begin(GLenum mode)
1251 {
1252 GET_CURRENT_CONTEXT(ctx);
1253 (void) mode;
1254 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1255 }
1256
1257
1258 static void GLAPIENTRY
1259 _save_PrimitiveRestartNV(void)
1260 {
1261 GET_CURRENT_CONTEXT(ctx);
1262 struct vbo_save_context *save = &vbo_context(ctx)->save;
1263
1264 if (save->prim_count == 0) {
1265 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1266 * is an error.
1267 */
1268 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1269 "glPrimitiveRestartNV called outside glBegin/End");
1270 } else {
1271 /* get current primitive mode */
1272 GLenum curPrim = save->prims[save->prim_count - 1].mode;
1273
1274 /* restart primitive */
1275 CALL_End(GET_DISPATCH(), ());
1276 vbo_save_NotifyBegin(ctx, curPrim);
1277 }
1278 }
1279
1280
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
1285 */
1286 static void GLAPIENTRY
1287 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1288 {
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(), ());
1296 }
1297
1298
1299 static void GLAPIENTRY
1300 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1301 {
1302 GET_CURRENT_CONTEXT(ctx);
1303 struct vbo_save_context *save = &vbo_context(ctx)->save;
1304 GLint i;
1305
1306 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1307 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1308 return;
1309 }
1310 if (count < 0) {
1311 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1312 return;
1313 }
1314
1315 if (save->out_of_memory)
1316 return;
1317
1318 /* Make sure to process any VBO binding changes */
1319 _mesa_update_state(ctx);
1320
1321 _ae_map_vbos(ctx);
1322
1323 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
1324 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1325
1326 for (i = 0; i < count; i++)
1327 CALL_ArrayElement(GET_DISPATCH(), (start + i));
1328 CALL_End(GET_DISPATCH(), ());
1329
1330 _ae_unmap_vbos(ctx);
1331 }
1332
1333
1334 static void GLAPIENTRY
1335 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1336 const GLsizei *count, GLsizei primcount)
1337 {
1338 GET_CURRENT_CONTEXT(ctx);
1339 GLint i;
1340
1341 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1342 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1343 return;
1344 }
1345
1346 if (primcount < 0) {
1347 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1348 "glMultiDrawArrays(primcount<0)");
1349 return;
1350 }
1351
1352 for (i = 0; i < primcount; i++) {
1353 if (count[i] < 0) {
1354 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1355 "glMultiDrawArrays(count[i]<0)");
1356 return;
1357 }
1358 }
1359
1360 for (i = 0; i < primcount; i++) {
1361 if (count[i] > 0) {
1362 _save_OBE_DrawArrays(mode, first[i], count[i]);
1363 }
1364 }
1365 }
1366
1367
1368 /* Could do better by copying the arrays and element list intact and
1369 * then emitting an indexed prim at runtime.
1370 */
1371 static void GLAPIENTRY
1372 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1373 const GLvoid * indices, GLint basevertex)
1374 {
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;
1378 GLint i;
1379
1380 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1381 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1382 return;
1383 }
1384 if (count < 0) {
1385 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1386 return;
1387 }
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)");
1392 return;
1393 }
1394
1395 if (save->out_of_memory)
1396 return;
1397
1398 /* Make sure to process any VBO binding changes */
1399 _mesa_update_state(ctx);
1400
1401 _ae_map_vbos(ctx);
1402
1403 if (_mesa_is_bufferobj(indexbuf))
1404 indices =
1405 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1406
1407 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
1408 VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1409
1410 switch (type) {
1411 case GL_UNSIGNED_BYTE:
1412 for (i = 0; i < count; i++)
1413 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLubyte *) indices)[i]));
1414 break;
1415 case GL_UNSIGNED_SHORT:
1416 for (i = 0; i < count; i++)
1417 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLushort *) indices)[i]));
1418 break;
1419 case GL_UNSIGNED_INT:
1420 for (i = 0; i < count; i++)
1421 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLuint *) indices)[i]));
1422 break;
1423 default:
1424 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1425 break;
1426 }
1427
1428 CALL_End(GET_DISPATCH(), ());
1429
1430 _ae_unmap_vbos(ctx);
1431 }
1432
1433 static void GLAPIENTRY
1434 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1435 const GLvoid * indices)
1436 {
1437 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1438 }
1439
1440
1441 static void GLAPIENTRY
1442 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1443 GLsizei count, GLenum type,
1444 const GLvoid * indices)
1445 {
1446 GET_CURRENT_CONTEXT(ctx);
1447 struct vbo_save_context *save = &vbo_context(ctx)->save;
1448
1449 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1450 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1451 return;
1452 }
1453 if (count < 0) {
1454 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1455 "glDrawRangeElements(count<0)");
1456 return;
1457 }
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)");
1462 return;
1463 }
1464 if (end < start) {
1465 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1466 "glDrawRangeElements(end < start)");
1467 return;
1468 }
1469
1470 if (save->out_of_memory)
1471 return;
1472
1473 _save_OBE_DrawElements(mode, count, type, indices);
1474 }
1475
1476
1477 static void GLAPIENTRY
1478 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1479 const GLvoid * const *indices, GLsizei primcount)
1480 {
1481 GLsizei i;
1482
1483 for (i = 0; i < primcount; i++) {
1484 if (count[i] > 0) {
1485 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1486 }
1487 }
1488 }
1489
1490
1491 static void GLAPIENTRY
1492 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1493 GLenum type,
1494 const GLvoid * const *indices,
1495 GLsizei primcount,
1496 const GLint *basevertex)
1497 {
1498 GLsizei i;
1499
1500 for (i = 0; i < primcount; i++) {
1501 if (count[i] > 0) {
1502 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1503 indices[i],
1504 basevertex[i]));
1505 }
1506 }
1507 }
1508
1509
1510 static void
1511 vtxfmt_init(struct gl_context *ctx)
1512 {
1513 struct vbo_save_context *save = &vbo_context(ctx)->save;
1514 GLvertexformat *vfmt = &save->vtxfmt;
1515
1516 vfmt->ArrayElement = _ae_ArrayElement;
1517
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;
1564
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;
1573
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;
1582
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;
1591
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;
1598
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;
1607
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;
1616
1617 vfmt->NormalP3ui = _save_NormalP3ui;
1618 vfmt->NormalP3uiv = _save_NormalP3uiv;
1619
1620 vfmt->ColorP3ui = _save_ColorP3ui;
1621 vfmt->ColorP4ui = _save_ColorP4ui;
1622 vfmt->ColorP3uiv = _save_ColorP3uiv;
1623 vfmt->ColorP4uiv = _save_ColorP4uiv;
1624
1625 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
1626 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
1627
1628 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
1629 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
1630 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
1631 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
1632
1633 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
1634 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
1635 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
1636 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
1637
1638 vfmt->VertexAttribL1d = _save_VertexAttribL1d;
1639 vfmt->VertexAttribL2d = _save_VertexAttribL2d;
1640 vfmt->VertexAttribL3d = _save_VertexAttribL3d;
1641 vfmt->VertexAttribL4d = _save_VertexAttribL4d;
1642
1643 vfmt->VertexAttribL1dv = _save_VertexAttribL1dv;
1644 vfmt->VertexAttribL2dv = _save_VertexAttribL2dv;
1645 vfmt->VertexAttribL3dv = _save_VertexAttribL3dv;
1646 vfmt->VertexAttribL4dv = _save_VertexAttribL4dv;
1647
1648 vfmt->VertexAttribL1ui64ARB = _save_VertexAttribL1ui64ARB;
1649 vfmt->VertexAttribL1ui64vARB = _save_VertexAttribL1ui64vARB;
1650
1651 /* This will all require us to fallback to saving the list as opcodes:
1652 */
1653 vfmt->CallList = _save_CallList;
1654 vfmt->CallLists = _save_CallLists;
1655
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;
1662
1663 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1664 * only used when we're inside a glBegin/End pair.
1665 */
1666 vfmt->Begin = _save_Begin;
1667 }
1668
1669
1670 /**
1671 * Initialize the dispatch table with the VBO functions for display
1672 * list compilation.
1673 */
1674 void
1675 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1676 struct _glapi_table *exec)
1677 {
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 */
1687 }
1688
1689
1690
1691 void
1692 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1693 {
1694 struct vbo_save_context *save = &vbo_context(ctx)->save;
1695
1696 /* Noop when we are actually active:
1697 */
1698 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1699 return;
1700
1701 if (save->vert_count || save->prim_count)
1702 compile_vertex_list(ctx);
1703
1704 copy_to_current(ctx);
1705 reset_vertex(ctx);
1706 reset_counters(ctx);
1707 ctx->Driver.SaveNeedFlush = GL_FALSE;
1708 }
1709
1710
1711 /**
1712 * Called from glNewList when we're starting to compile a display list.
1713 */
1714 void
1715 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1716 {
1717 struct vbo_save_context *save = &vbo_context(ctx)->save;
1718
1719 (void) list;
1720 (void) mode;
1721
1722 if (!save->prim_store)
1723 save->prim_store = alloc_prim_store();
1724
1725 if (!save->vertex_store)
1726 save->vertex_store = alloc_vertex_store(ctx);
1727
1728 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1729
1730 reset_vertex(ctx);
1731 reset_counters(ctx);
1732 ctx->Driver.SaveNeedFlush = GL_FALSE;
1733 }
1734
1735
1736 /**
1737 * Called from glEndList when we're finished compiling a display list.
1738 */
1739 void
1740 vbo_save_EndList(struct gl_context *ctx)
1741 {
1742 struct vbo_save_context *save = &vbo_context(ctx)->save;
1743
1744 /* EndList called inside a (saved) Begin/End pair?
1745 */
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;
1752 }
1753
1754 /* Make sure this vertex list gets replayed by the "loopback"
1755 * mechanism:
1756 */
1757 save->dangling_attr_ref = GL_TRUE;
1758 vbo_save_SaveFlushVertices(ctx);
1759
1760 /* Swap out this vertex format while outside begin/end. Any color,
1761 * etc. received between here and the next begin will be compiled
1762 * as opcodes.
1763 */
1764 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1765 }
1766
1767 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1768
1769 assert(save->vertex_size == 0);
1770 }
1771
1772
1773 /**
1774 * Called from the display list code when we're about to execute a
1775 * display list.
1776 */
1777 void
1778 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1779 {
1780 struct vbo_save_context *save = &vbo_context(ctx)->save;
1781 save->replay_flags |= dlist->Flags;
1782 }
1783
1784
1785 /**
1786 * Called from the display list code when we're finished executing a
1787 * display list.
1788 */
1789 void
1790 vbo_save_EndCallList(struct gl_context *ctx)
1791 {
1792 struct vbo_save_context *save = &vbo_context(ctx)->save;
1793
1794 if (ctx->ListState.CallDepth == 1) {
1795 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1796 * flag, if it is set:
1797 */
1798 save->replay_flags &= VBO_SAVE_FALLBACK;
1799 }
1800 }
1801
1802
1803 /**
1804 * Called by display list code when a display list is being deleted.
1805 */
1806 static void
1807 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1808 {
1809 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1810
1811 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
1812 _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
1813
1814 if (--node->prim_store->refcount == 0)
1815 free(node->prim_store);
1816
1817 free(node->current_data);
1818 node->current_data = NULL;
1819 }
1820
1821
1822 static void
1823 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1824 {
1825 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1826 GLuint i;
1827 struct gl_buffer_object *buffer = node->VAO[0]->BufferBinding[0].BufferObj;
1828 const GLuint vertex_size = _vbo_save_get_stride(node)/sizeof(GLfloat);
1829 (void) ctx;
1830
1831 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1832 "buffer %p\n",
1833 node->vertex_count, node->prim_count, vertex_size,
1834 buffer);
1835
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",
1839 i,
1840 _mesa_lookup_prim_by_nr(prim->mode),
1841 prim->weak ? " (weak)" : "",
1842 prim->start,
1843 prim->start + prim->count,
1844 (prim->begin) ? "BEGIN" : "(wrap)",
1845 (prim->end) ? "END" : "(wrap)");
1846 }
1847 }
1848
1849
1850 /**
1851 * Called during context creation/init.
1852 */
1853 static void
1854 current_init(struct gl_context *ctx)
1855 {
1856 struct vbo_save_context *save = &vbo_context(ctx)->save;
1857 GLint i;
1858
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];
1864 }
1865
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];
1871 }
1872 }
1873
1874
1875 /**
1876 * Initialize the display list compiler. Called during context creation.
1877 */
1878 void
1879 vbo_save_api_init(struct vbo_save_context *save)
1880 {
1881 struct gl_context *ctx = save->ctx;
1882
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);
1889
1890 vtxfmt_init(ctx);
1891 current_init(ctx);
1892 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
1893 }