b2c9dd5f027b6f9a03898422effe9b4b9ee06503
[mesa.git] / src / mesa / vbo / vbo_save_api.c
1 /**************************************************************************
2
3 Copyright 2002-2008 Tungsten Graphics Inc., Cedar Park, Texas.
4
5 All Rights Reserved.
6
7 Permission is hereby granted, free of charge, to any person obtaining a
8 copy of this software and associated documentation files (the "Software"),
9 to deal in the Software without restriction, including without limitation
10 on the rights to use, copy, modify, merge, publish, distribute, sub
11 license, and/or sell copies of the Software, and to permit persons to whom
12 the Software is furnished to do so, subject to the following conditions:
13
14 The above copyright notice and this permission notice (including the next
15 paragraph) shall be included in all copies or substantial portions of the
16 Software.
17
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21 TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
22 DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23 OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24 USE OR OTHER DEALINGS IN THE SOFTWARE.
25
26 **************************************************************************/
27
28 /*
29 * Authors:
30 * Keith Whitwell <keith@tungstengraphics.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/bufferobj.h"
72 #include "main/context.h"
73 #include "main/dlist.h"
74 #include "main/enums.h"
75 #include "main/eval.h"
76 #include "main/macros.h"
77 #include "main/mfeatures.h"
78 #include "main/api_validate.h"
79 #include "main/api_arrayelt.h"
80 #include "main/vtxfmt.h"
81 #include "main/dispatch.h"
82
83 #include "vbo_context.h"
84 #include "vbo_noop.h"
85
86
87 #if FEATURE_dlist
88
89
90 #ifdef ERROR
91 #undef ERROR
92 #endif
93
94
95 /* An interesting VBO number/name to help with debugging */
96 #define VBO_BUF_ID 12345
97
98
99 /*
100 * NOTE: Old 'parity' issue is gone, but copying can still be
101 * wrong-footed on replay.
102 */
103 static GLuint
104 _save_copy_vertices(struct gl_context *ctx,
105 const struct vbo_save_vertex_list *node,
106 const GLfloat * src_buffer)
107 {
108 struct vbo_save_context *save = &vbo_context(ctx)->save;
109 const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
110 GLuint nr = prim->count;
111 GLuint sz = save->vertex_size;
112 const GLfloat *src = src_buffer + prim->start * sz;
113 GLfloat *dst = save->copied.buffer;
114 GLuint ovf, i;
115
116 if (prim->end)
117 return 0;
118
119 switch (prim->mode) {
120 case GL_POINTS:
121 return 0;
122 case GL_LINES:
123 ovf = nr & 1;
124 for (i = 0; i < ovf; i++)
125 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
126 sz * sizeof(GLfloat));
127 return i;
128 case GL_TRIANGLES:
129 ovf = nr % 3;
130 for (i = 0; i < ovf; i++)
131 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
132 sz * sizeof(GLfloat));
133 return i;
134 case GL_QUADS:
135 ovf = nr & 3;
136 for (i = 0; i < ovf; i++)
137 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
138 sz * sizeof(GLfloat));
139 return i;
140 case GL_LINE_STRIP:
141 if (nr == 0)
142 return 0;
143 else {
144 memcpy(dst, src + (nr - 1) * sz, sz * sizeof(GLfloat));
145 return 1;
146 }
147 case GL_LINE_LOOP:
148 case GL_TRIANGLE_FAN:
149 case GL_POLYGON:
150 if (nr == 0)
151 return 0;
152 else if (nr == 1) {
153 memcpy(dst, src + 0, sz * sizeof(GLfloat));
154 return 1;
155 }
156 else {
157 memcpy(dst, src + 0, sz * sizeof(GLfloat));
158 memcpy(dst + sz, src + (nr - 1) * sz, sz * sizeof(GLfloat));
159 return 2;
160 }
161 case GL_TRIANGLE_STRIP:
162 case GL_QUAD_STRIP:
163 switch (nr) {
164 case 0:
165 ovf = 0;
166 break;
167 case 1:
168 ovf = 1;
169 break;
170 default:
171 ovf = 2 + (nr & 1);
172 break;
173 }
174 for (i = 0; i < ovf; i++)
175 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
176 sz * sizeof(GLfloat));
177 return i;
178 default:
179 assert(0);
180 return 0;
181 }
182 }
183
184
185 static struct vbo_save_vertex_store *
186 alloc_vertex_store(struct gl_context *ctx)
187 {
188 struct vbo_save_context *save = &vbo_context(ctx)->save;
189 struct vbo_save_vertex_store *vertex_store =
190 CALLOC_STRUCT(vbo_save_vertex_store);
191
192 /* obj->Name needs to be non-zero, but won't ever be examined more
193 * closely than that. In particular these buffers won't be entered
194 * into the hash and can never be confused with ones visible to the
195 * user. Perhaps there could be a special number for internal
196 * buffers:
197 */
198 vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx,
199 VBO_BUF_ID,
200 GL_ARRAY_BUFFER_ARB);
201 if (vertex_store->bufferobj) {
202 save->out_of_memory =
203 !ctx->Driver.BufferData(ctx,
204 GL_ARRAY_BUFFER_ARB,
205 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
206 NULL, GL_STATIC_DRAW_ARB,
207 vertex_store->bufferobj);
208 }
209 else {
210 save->out_of_memory = GL_TRUE;
211 }
212
213 if (save->out_of_memory) {
214 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation");
215 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
216 }
217
218 vertex_store->buffer = NULL;
219 vertex_store->used = 0;
220 vertex_store->refcount = 1;
221
222 return vertex_store;
223 }
224
225
226 static void
227 free_vertex_store(struct gl_context *ctx,
228 struct vbo_save_vertex_store *vertex_store)
229 {
230 assert(!vertex_store->buffer);
231
232 if (vertex_store->bufferobj) {
233 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
234 }
235
236 FREE(vertex_store);
237 }
238
239
240 GLfloat *
241 vbo_save_map_vertex_store(struct gl_context *ctx,
242 struct vbo_save_vertex_store *vertex_store)
243 {
244 assert(vertex_store->bufferobj);
245 assert(!vertex_store->buffer);
246 if (vertex_store->bufferobj->Size > 0) {
247 vertex_store->buffer =
248 (GLfloat *) ctx->Driver.MapBufferRange(ctx, 0,
249 vertex_store->bufferobj->Size,
250 GL_MAP_WRITE_BIT, /* not used */
251 vertex_store->bufferobj);
252 assert(vertex_store->buffer);
253 return vertex_store->buffer + vertex_store->used;
254 }
255 else {
256 /* probably ran out of memory for buffers */
257 return NULL;
258 }
259 }
260
261
262 void
263 vbo_save_unmap_vertex_store(struct gl_context *ctx,
264 struct vbo_save_vertex_store *vertex_store)
265 {
266 if (vertex_store->bufferobj->Size > 0) {
267 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj);
268 }
269 vertex_store->buffer = NULL;
270 }
271
272
273 static struct vbo_save_primitive_store *
274 alloc_prim_store(struct gl_context *ctx)
275 {
276 struct vbo_save_primitive_store *store =
277 CALLOC_STRUCT(vbo_save_primitive_store);
278 (void) ctx;
279 store->used = 0;
280 store->refcount = 1;
281 return store;
282 }
283
284
285 static void
286 _save_reset_counters(struct gl_context *ctx)
287 {
288 struct vbo_save_context *save = &vbo_context(ctx)->save;
289
290 save->prim = save->prim_store->buffer + save->prim_store->used;
291 save->buffer = save->vertex_store->buffer + save->vertex_store->used;
292
293 assert(save->buffer == save->buffer_ptr);
294
295 if (save->vertex_size)
296 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
297 save->vertex_size);
298 else
299 save->max_vert = 0;
300
301 save->vert_count = 0;
302 save->prim_count = 0;
303 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
304 save->dangling_attr_ref = 0;
305 }
306
307
308 /**
309 * Insert the active immediate struct onto the display list currently
310 * being built.
311 */
312 static void
313 _save_compile_vertex_list(struct gl_context *ctx)
314 {
315 struct vbo_save_context *save = &vbo_context(ctx)->save;
316 struct vbo_save_vertex_list *node;
317
318 /* Allocate space for this structure in the display list currently
319 * being compiled.
320 */
321 node = (struct vbo_save_vertex_list *)
322 _mesa_dlist_alloc(ctx, save->opcode_vertex_list, sizeof(*node));
323
324 if (!node)
325 return;
326
327 /* Duplicate our template, increment refcounts to the storage structs:
328 */
329 memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz));
330 node->vertex_size = save->vertex_size;
331 node->buffer_offset =
332 (save->buffer - save->vertex_store->buffer) * sizeof(GLfloat);
333 node->count = save->vert_count;
334 node->wrap_count = save->copied.nr;
335 node->dangling_attr_ref = save->dangling_attr_ref;
336 node->prim = save->prim;
337 node->prim_count = save->prim_count;
338 node->vertex_store = save->vertex_store;
339 node->prim_store = save->prim_store;
340
341 node->vertex_store->refcount++;
342 node->prim_store->refcount++;
343
344 if (node->prim[0].no_current_update) {
345 node->current_size = 0;
346 node->current_data = NULL;
347 }
348 else {
349 node->current_size = node->vertex_size - node->attrsz[0];
350 node->current_data = NULL;
351
352 if (node->current_size) {
353 /* If the malloc fails, we just pull the data out of the VBO
354 * later instead.
355 */
356 node->current_data = MALLOC(node->current_size * sizeof(GLfloat));
357 if (node->current_data) {
358 const char *buffer = (const char *) save->vertex_store->buffer;
359 unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
360 unsigned vertex_offset = 0;
361
362 if (node->count)
363 vertex_offset =
364 (node->count - 1) * node->vertex_size * sizeof(GLfloat);
365
366 memcpy(node->current_data,
367 buffer + node->buffer_offset + vertex_offset + attr_offset,
368 node->current_size * sizeof(GLfloat));
369 }
370 }
371 }
372
373 assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->count == 0);
374
375 if (save->dangling_attr_ref)
376 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
377
378 save->vertex_store->used += save->vertex_size * node->count;
379 save->prim_store->used += node->prim_count;
380
381 /* Copy duplicated vertices
382 */
383 save->copied.nr = _save_copy_vertices(ctx, node, save->buffer);
384
385 /* Deal with GL_COMPILE_AND_EXECUTE:
386 */
387 if (ctx->ExecuteFlag) {
388 struct _glapi_table *dispatch = GET_DISPATCH();
389
390 _glapi_set_dispatch(ctx->Exec);
391
392 vbo_loopback_vertex_list(ctx,
393 (const GLfloat *) ((const char *) save->
394 vertex_store->buffer +
395 node->buffer_offset),
396 node->attrsz, node->prim, node->prim_count,
397 node->wrap_count, node->vertex_size);
398
399 _glapi_set_dispatch(dispatch);
400 }
401
402 /* Decide whether the storage structs are full, or can be used for
403 * the next vertex lists as well.
404 */
405 if (save->vertex_store->used >
406 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
407
408 /* Unmap old store:
409 */
410 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
411
412 /* Release old reference:
413 */
414 save->vertex_store->refcount--;
415 assert(save->vertex_store->refcount != 0);
416 save->vertex_store = NULL;
417
418 /* Allocate and map new store:
419 */
420 save->vertex_store = alloc_vertex_store(ctx);
421 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
422 save->out_of_memory = save->buffer_ptr == NULL;
423 }
424
425 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
426 save->prim_store->refcount--;
427 assert(save->prim_store->refcount != 0);
428 save->prim_store = alloc_prim_store(ctx);
429 }
430
431 /* Reset our structures for the next run of vertices:
432 */
433 _save_reset_counters(ctx);
434 }
435
436
437 /**
438 * TODO -- If no new vertices have been stored, don't bother saving it.
439 */
440 static void
441 _save_wrap_buffers(struct gl_context *ctx)
442 {
443 struct vbo_save_context *save = &vbo_context(ctx)->save;
444 GLint i = save->prim_count - 1;
445 GLenum mode;
446 GLboolean weak;
447 GLboolean no_current_update;
448
449 assert(i < (GLint) save->prim_max);
450 assert(i >= 0);
451
452 /* Close off in-progress primitive.
453 */
454 save->prim[i].count = (save->vert_count - save->prim[i].start);
455 mode = save->prim[i].mode;
456 weak = save->prim[i].weak;
457 no_current_update = save->prim[i].no_current_update;
458
459 /* store the copied vertices, and allocate a new list.
460 */
461 _save_compile_vertex_list(ctx);
462
463 /* Restart interrupted primitive
464 */
465 save->prim[0].mode = mode;
466 save->prim[0].weak = weak;
467 save->prim[0].no_current_update = no_current_update;
468 save->prim[0].begin = 0;
469 save->prim[0].end = 0;
470 save->prim[0].pad = 0;
471 save->prim[0].start = 0;
472 save->prim[0].count = 0;
473 save->prim[0].num_instances = 1;
474 save->prim[0].base_instance = 0;
475 save->prim_count = 1;
476 }
477
478
479 /**
480 * Called only when buffers are wrapped as the result of filling the
481 * vertex_store struct.
482 */
483 static void
484 _save_wrap_filled_vertex(struct gl_context *ctx)
485 {
486 struct vbo_save_context *save = &vbo_context(ctx)->save;
487 GLfloat *data = save->copied.buffer;
488 GLuint i;
489
490 /* Emit a glEnd to close off the last vertex list.
491 */
492 _save_wrap_buffers(ctx);
493
494 /* Copy stored stored vertices to start of new list.
495 */
496 assert(save->max_vert - save->vert_count > save->copied.nr);
497
498 for (i = 0; i < save->copied.nr; i++) {
499 memcpy(save->buffer_ptr, data, save->vertex_size * sizeof(GLfloat));
500 data += save->vertex_size;
501 save->buffer_ptr += save->vertex_size;
502 save->vert_count++;
503 }
504 }
505
506
507 static void
508 _save_copy_to_current(struct gl_context *ctx)
509 {
510 struct vbo_save_context *save = &vbo_context(ctx)->save;
511 GLuint i;
512
513 for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
514 if (save->attrsz[i]) {
515 save->currentsz[i][0] = save->attrsz[i];
516 COPY_CLEAN_4V(save->current[i], save->attrsz[i], save->attrptr[i]);
517 }
518 }
519 }
520
521
522 static void
523 _save_copy_from_current(struct gl_context *ctx)
524 {
525 struct vbo_save_context *save = &vbo_context(ctx)->save;
526 GLint i;
527
528 for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
529 switch (save->attrsz[i]) {
530 case 4:
531 save->attrptr[i][3] = save->current[i][3];
532 case 3:
533 save->attrptr[i][2] = save->current[i][2];
534 case 2:
535 save->attrptr[i][1] = save->current[i][1];
536 case 1:
537 save->attrptr[i][0] = save->current[i][0];
538 case 0:
539 break;
540 }
541 }
542 }
543
544
545 /* Flush existing data, set new attrib size, replay copied vertices.
546 */
547 static void
548 _save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
549 {
550 struct vbo_save_context *save = &vbo_context(ctx)->save;
551 GLuint oldsz;
552 GLuint i;
553 GLfloat *tmp;
554
555 /* Store the current run of vertices, and emit a GL_END. Emit a
556 * BEGIN in the new buffer.
557 */
558 if (save->vert_count)
559 _save_wrap_buffers(ctx);
560 else
561 assert(save->copied.nr == 0);
562
563 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
564 * when the attribute already exists in the vertex and is having
565 * its size increased.
566 */
567 _save_copy_to_current(ctx);
568
569 /* Fix up sizes:
570 */
571 oldsz = save->attrsz[attr];
572 save->attrsz[attr] = newsz;
573
574 save->vertex_size += newsz - oldsz;
575 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
576 save->vertex_size);
577 save->vert_count = 0;
578
579 /* Recalculate all the attrptr[] values:
580 */
581 for (i = 0, tmp = save->vertex; i < VBO_ATTRIB_MAX; i++) {
582 if (save->attrsz[i]) {
583 save->attrptr[i] = tmp;
584 tmp += save->attrsz[i];
585 }
586 else {
587 save->attrptr[i] = NULL; /* will not be dereferenced. */
588 }
589 }
590
591 /* Copy from current to repopulate the vertex with correct values.
592 */
593 _save_copy_from_current(ctx);
594
595 /* Replay stored vertices to translate them to new format here.
596 *
597 * If there are copied vertices and the new (upgraded) attribute
598 * has not been defined before, this list is somewhat degenerate,
599 * and will need fixup at runtime.
600 */
601 if (save->copied.nr) {
602 GLfloat *data = save->copied.buffer;
603 GLfloat *dest = save->buffer;
604 GLuint j;
605
606 /* Need to note this and fix up at runtime (or loopback):
607 */
608 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
609 assert(oldsz == 0);
610 save->dangling_attr_ref = GL_TRUE;
611 }
612
613 for (i = 0; i < save->copied.nr; i++) {
614 for (j = 0; j < VBO_ATTRIB_MAX; j++) {
615 if (save->attrsz[j]) {
616 if (j == attr) {
617 if (oldsz) {
618 COPY_CLEAN_4V(dest, oldsz, data);
619 data += oldsz;
620 dest += newsz;
621 }
622 else {
623 COPY_SZ_4V(dest, newsz, save->current[attr]);
624 dest += newsz;
625 }
626 }
627 else {
628 GLint sz = save->attrsz[j];
629 COPY_SZ_4V(dest, sz, data);
630 data += sz;
631 dest += sz;
632 }
633 }
634 }
635 }
636
637 save->buffer_ptr = dest;
638 save->vert_count += save->copied.nr;
639 }
640 }
641
642
643 static void
644 save_fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
645 {
646 struct vbo_save_context *save = &vbo_context(ctx)->save;
647
648 if (sz > save->attrsz[attr]) {
649 /* New size is larger. Need to flush existing vertices and get
650 * an enlarged vertex format.
651 */
652 _save_upgrade_vertex(ctx, attr, sz);
653 }
654 else if (sz < save->active_sz[attr]) {
655 static GLfloat id[4] = { 0, 0, 0, 1 };
656 GLuint i;
657
658 /* New size is equal or smaller - just need to fill in some
659 * zeros.
660 */
661 for (i = sz; i <= save->attrsz[attr]; i++)
662 save->attrptr[attr][i - 1] = id[i - 1];
663 }
664
665 save->active_sz[attr] = sz;
666 }
667
668
669 static void
670 _save_reset_vertex(struct gl_context *ctx)
671 {
672 struct vbo_save_context *save = &vbo_context(ctx)->save;
673 GLuint i;
674
675 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
676 save->attrsz[i] = 0;
677 save->active_sz[i] = 0;
678 }
679
680 save->vertex_size = 0;
681 }
682
683
684
685 #define ERROR(err) _mesa_compile_error(ctx, err, __FUNCTION__);
686
687
688 /* Only one size for each attribute may be active at once. Eg. if
689 * Color3f is installed/active, then Color4f may not be, even if the
690 * vertex actually contains 4 color coordinates. This is because the
691 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
692 * of the chooser function when switching between Color4f and Color3f.
693 */
694 #define ATTR(A, N, V0, V1, V2, V3) \
695 do { \
696 struct vbo_save_context *save = &vbo_context(ctx)->save; \
697 \
698 if (save->active_sz[A] != N) \
699 save_fixup_vertex(ctx, A, N); \
700 \
701 { \
702 GLfloat *dest = save->attrptr[A]; \
703 if (N>0) dest[0] = V0; \
704 if (N>1) dest[1] = V1; \
705 if (N>2) dest[2] = V2; \
706 if (N>3) dest[3] = V3; \
707 } \
708 \
709 if ((A) == 0) { \
710 GLuint i; \
711 \
712 for (i = 0; i < save->vertex_size; i++) \
713 save->buffer_ptr[i] = save->vertex[i]; \
714 \
715 save->buffer_ptr += save->vertex_size; \
716 \
717 if (++save->vert_count >= save->max_vert) \
718 _save_wrap_filled_vertex(ctx); \
719 } \
720 } while (0)
721
722 #define TAG(x) _save_##x
723
724 #include "vbo_attrib_tmp.h"
725
726
727
728 #define MAT( ATTR, N, face, params ) \
729 do { \
730 if (face != GL_BACK) \
731 MAT_ATTR( ATTR, N, params ); /* front */ \
732 if (face != GL_FRONT) \
733 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
734 } while (0)
735
736
737 /**
738 * Save a glMaterial call found between glBegin/End.
739 * glMaterial calls outside Begin/End are handled in dlist.c.
740 */
741 static void GLAPIENTRY
742 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
743 {
744 GET_CURRENT_CONTEXT(ctx);
745
746 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
747 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
748 return;
749 }
750
751 switch (pname) {
752 case GL_EMISSION:
753 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
754 break;
755 case GL_AMBIENT:
756 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
757 break;
758 case GL_DIFFUSE:
759 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
760 break;
761 case GL_SPECULAR:
762 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
763 break;
764 case GL_SHININESS:
765 if (*params < 0 || *params > ctx->Const.MaxShininess) {
766 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
767 }
768 else {
769 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
770 }
771 break;
772 case GL_COLOR_INDEXES:
773 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
774 break;
775 case GL_AMBIENT_AND_DIFFUSE:
776 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
777 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
778 break;
779 default:
780 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
781 return;
782 }
783 }
784
785
786 /* Cope with EvalCoord/CallList called within a begin/end object:
787 * -- Flush current buffer
788 * -- Fallback to opcodes for the rest of the begin/end object.
789 */
790 static void
791 dlist_fallback(struct gl_context *ctx)
792 {
793 struct vbo_save_context *save = &vbo_context(ctx)->save;
794
795 if (save->vert_count || save->prim_count) {
796 if (save->prim_count > 0) {
797 /* Close off in-progress primitive. */
798 GLint i = save->prim_count - 1;
799 save->prim[i].count = save->vert_count - save->prim[i].start;
800 }
801
802 /* Need to replay this display list with loopback,
803 * unfortunately, otherwise this primitive won't be handled
804 * properly:
805 */
806 save->dangling_attr_ref = 1;
807
808 _save_compile_vertex_list(ctx);
809 }
810
811 _save_copy_to_current(ctx);
812 _save_reset_vertex(ctx);
813 _save_reset_counters(ctx);
814 if (save->out_of_memory) {
815 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
816 }
817 else {
818 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
819 }
820 ctx->Driver.SaveNeedFlush = 0;
821 }
822
823
824 static void GLAPIENTRY
825 _save_EvalCoord1f(GLfloat u)
826 {
827 GET_CURRENT_CONTEXT(ctx);
828 dlist_fallback(ctx);
829 CALL_EvalCoord1f(ctx->Save, (u));
830 }
831
832 static void GLAPIENTRY
833 _save_EvalCoord1fv(const GLfloat * v)
834 {
835 GET_CURRENT_CONTEXT(ctx);
836 dlist_fallback(ctx);
837 CALL_EvalCoord1fv(ctx->Save, (v));
838 }
839
840 static void GLAPIENTRY
841 _save_EvalCoord2f(GLfloat u, GLfloat v)
842 {
843 GET_CURRENT_CONTEXT(ctx);
844 dlist_fallback(ctx);
845 CALL_EvalCoord2f(ctx->Save, (u, v));
846 }
847
848 static void GLAPIENTRY
849 _save_EvalCoord2fv(const GLfloat * v)
850 {
851 GET_CURRENT_CONTEXT(ctx);
852 dlist_fallback(ctx);
853 CALL_EvalCoord2fv(ctx->Save, (v));
854 }
855
856 static void GLAPIENTRY
857 _save_EvalPoint1(GLint i)
858 {
859 GET_CURRENT_CONTEXT(ctx);
860 dlist_fallback(ctx);
861 CALL_EvalPoint1(ctx->Save, (i));
862 }
863
864 static void GLAPIENTRY
865 _save_EvalPoint2(GLint i, GLint j)
866 {
867 GET_CURRENT_CONTEXT(ctx);
868 dlist_fallback(ctx);
869 CALL_EvalPoint2(ctx->Save, (i, j));
870 }
871
872 static void GLAPIENTRY
873 _save_CallList(GLuint l)
874 {
875 GET_CURRENT_CONTEXT(ctx);
876 dlist_fallback(ctx);
877 CALL_CallList(ctx->Save, (l));
878 }
879
880 static void GLAPIENTRY
881 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
882 {
883 GET_CURRENT_CONTEXT(ctx);
884 dlist_fallback(ctx);
885 CALL_CallLists(ctx->Save, (n, type, v));
886 }
887
888
889
890 /* This begin is hooked into ... Updating of
891 * ctx->Driver.CurrentSavePrimitive is already taken care of.
892 */
893 GLboolean
894 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
895 {
896 struct vbo_save_context *save = &vbo_context(ctx)->save;
897
898 GLuint i = save->prim_count++;
899
900 assert(i < save->prim_max);
901 save->prim[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
902 save->prim[i].begin = 1;
903 save->prim[i].end = 0;
904 save->prim[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
905 save->prim[i].no_current_update =
906 (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
907 save->prim[i].pad = 0;
908 save->prim[i].start = save->vert_count;
909 save->prim[i].count = 0;
910 save->prim[i].num_instances = 1;
911 save->prim[i].base_instance = 0;
912
913 if (save->out_of_memory) {
914 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
915 }
916 else {
917 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
918 }
919 ctx->Driver.SaveNeedFlush = 1;
920 return GL_TRUE;
921 }
922
923
924 static void GLAPIENTRY
925 _save_End(void)
926 {
927 GET_CURRENT_CONTEXT(ctx);
928 struct vbo_save_context *save = &vbo_context(ctx)->save;
929 GLint i = save->prim_count - 1;
930
931 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
932 save->prim[i].end = 1;
933 save->prim[i].count = (save->vert_count - save->prim[i].start);
934
935 if (i == (GLint) save->prim_max - 1) {
936 _save_compile_vertex_list(ctx);
937 assert(save->copied.nr == 0);
938 }
939
940 /* Swap out this vertex format while outside begin/end. Any color,
941 * etc. received between here and the next begin will be compiled
942 * as opcodes.
943 */
944 if (save->out_of_memory) {
945 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
946 }
947 else {
948 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
949 }
950 }
951
952
953 /* These are all errors as this vtxfmt is only installed inside
954 * begin/end pairs.
955 */
956 static void GLAPIENTRY
957 _save_DrawElements(GLenum mode, GLsizei count, GLenum type,
958 const GLvoid * indices)
959 {
960 GET_CURRENT_CONTEXT(ctx);
961 (void) mode;
962 (void) count;
963 (void) type;
964 (void) indices;
965 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawElements");
966 }
967
968
969 static void GLAPIENTRY
970 _save_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
971 GLsizei count, GLenum type, const GLvoid * indices)
972 {
973 GET_CURRENT_CONTEXT(ctx);
974 (void) mode;
975 (void) start;
976 (void) end;
977 (void) count;
978 (void) type;
979 (void) indices;
980 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements");
981 }
982
983
984 static void GLAPIENTRY
985 _save_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
986 const GLvoid * indices, GLint basevertex)
987 {
988 GET_CURRENT_CONTEXT(ctx);
989 (void) mode;
990 (void) count;
991 (void) type;
992 (void) indices;
993 (void) basevertex;
994 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawElements");
995 }
996
997
998 static void GLAPIENTRY
999 _save_DrawRangeElementsBaseVertex(GLenum mode,
1000 GLuint start,
1001 GLuint end,
1002 GLsizei count,
1003 GLenum type,
1004 const GLvoid * indices, GLint basevertex)
1005 {
1006 GET_CURRENT_CONTEXT(ctx);
1007 (void) mode;
1008 (void) start;
1009 (void) end;
1010 (void) count;
1011 (void) type;
1012 (void) indices;
1013 (void) basevertex;
1014 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements");
1015 }
1016
1017
1018 static void GLAPIENTRY
1019 _save_DrawArrays(GLenum mode, GLint start, GLsizei count)
1020 {
1021 GET_CURRENT_CONTEXT(ctx);
1022 (void) mode;
1023 (void) start;
1024 (void) count;
1025 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawArrays");
1026 }
1027
1028
1029 static void GLAPIENTRY
1030 _save_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1031 const GLvoid **indices, GLsizei primcount)
1032 {
1033 GET_CURRENT_CONTEXT(ctx);
1034 (void) mode;
1035 (void) count;
1036 (void) type;
1037 (void) indices;
1038 (void) primcount;
1039 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glMultiDrawElements");
1040 }
1041
1042
1043 static void GLAPIENTRY
1044 _save_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1045 GLenum type, const GLvoid **indices,
1046 GLsizei primcount, const GLint *basevertex)
1047 {
1048 GET_CURRENT_CONTEXT(ctx);
1049 (void) mode;
1050 (void) count;
1051 (void) type;
1052 (void) indices;
1053 (void) primcount;
1054 (void) basevertex;
1055 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1056 "glMultiDrawElementsBaseVertex");
1057 }
1058
1059
1060 static void GLAPIENTRY
1061 _save_DrawTransformFeedback(GLenum mode, GLuint name)
1062 {
1063 GET_CURRENT_CONTEXT(ctx);
1064 (void) mode;
1065 (void) name;
1066 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawTransformFeedback");
1067 }
1068
1069
1070 static void GLAPIENTRY
1071 _save_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1072 {
1073 GET_CURRENT_CONTEXT(ctx);
1074 (void) x1;
1075 (void) y1;
1076 (void) x2;
1077 (void) y2;
1078 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glRectf");
1079 }
1080
1081
1082 static void GLAPIENTRY
1083 _save_EvalMesh1(GLenum mode, GLint i1, GLint i2)
1084 {
1085 GET_CURRENT_CONTEXT(ctx);
1086 (void) mode;
1087 (void) i1;
1088 (void) i2;
1089 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glEvalMesh1");
1090 }
1091
1092
1093 static void GLAPIENTRY
1094 _save_EvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
1095 {
1096 GET_CURRENT_CONTEXT(ctx);
1097 (void) mode;
1098 (void) i1;
1099 (void) i2;
1100 (void) j1;
1101 (void) j2;
1102 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glEvalMesh2");
1103 }
1104
1105
1106 static void GLAPIENTRY
1107 _save_Begin(GLenum mode)
1108 {
1109 GET_CURRENT_CONTEXT(ctx);
1110 (void) mode;
1111 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1112 }
1113
1114
1115 static void GLAPIENTRY
1116 _save_PrimitiveRestartNV(void)
1117 {
1118 GLenum curPrim;
1119 GET_CURRENT_CONTEXT(ctx);
1120
1121 curPrim = ctx->Driver.CurrentSavePrimitive;
1122
1123 _save_End();
1124 _save_Begin(curPrim);
1125 }
1126
1127
1128 /* Unlike the functions above, these are to be hooked into the vtxfmt
1129 * maintained in ctx->ListState, active when the list is known or
1130 * suspected to be outside any begin/end primitive.
1131 * Note: OBE = Outside Begin/End
1132 */
1133 static void GLAPIENTRY
1134 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1135 {
1136 GET_CURRENT_CONTEXT(ctx);
1137 vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
1138 CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
1139 CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
1140 CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
1141 CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
1142 CALL_End(GET_DISPATCH(), ());
1143 }
1144
1145
1146 static void GLAPIENTRY
1147 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1148 {
1149 GET_CURRENT_CONTEXT(ctx);
1150 struct vbo_save_context *save = &vbo_context(ctx)->save;
1151 GLint i;
1152
1153 if (!_mesa_validate_DrawArrays(ctx, mode, start, count))
1154 return;
1155
1156 if (save->out_of_memory)
1157 return;
1158
1159 _ae_map_vbos(ctx);
1160
1161 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
1162 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1163
1164 for (i = 0; i < count; i++)
1165 CALL_ArrayElement(GET_DISPATCH(), (start + i));
1166 CALL_End(GET_DISPATCH(), ());
1167
1168 _ae_unmap_vbos(ctx);
1169 }
1170
1171
1172 /* Could do better by copying the arrays and element list intact and
1173 * then emitting an indexed prim at runtime.
1174 */
1175 static void GLAPIENTRY
1176 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1177 const GLvoid * indices)
1178 {
1179 GET_CURRENT_CONTEXT(ctx);
1180 struct vbo_save_context *save = &vbo_context(ctx)->save;
1181 GLint i;
1182
1183 if (!_mesa_validate_DrawElements(ctx, mode, count, type, indices, 0))
1184 return;
1185
1186 if (save->out_of_memory)
1187 return;
1188
1189 _ae_map_vbos(ctx);
1190
1191 if (_mesa_is_bufferobj(ctx->Array.ArrayObj->ElementArrayBufferObj))
1192 indices =
1193 ADD_POINTERS(ctx->Array.ArrayObj->ElementArrayBufferObj->Pointer, indices);
1194
1195 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
1196 VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1197
1198 switch (type) {
1199 case GL_UNSIGNED_BYTE:
1200 for (i = 0; i < count; i++)
1201 CALL_ArrayElement(GET_DISPATCH(), (((GLubyte *) indices)[i]));
1202 break;
1203 case GL_UNSIGNED_SHORT:
1204 for (i = 0; i < count; i++)
1205 CALL_ArrayElement(GET_DISPATCH(), (((GLushort *) indices)[i]));
1206 break;
1207 case GL_UNSIGNED_INT:
1208 for (i = 0; i < count; i++)
1209 CALL_ArrayElement(GET_DISPATCH(), (((GLuint *) indices)[i]));
1210 break;
1211 default:
1212 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1213 break;
1214 }
1215
1216 CALL_End(GET_DISPATCH(), ());
1217
1218 _ae_unmap_vbos(ctx);
1219 }
1220
1221
1222 static void GLAPIENTRY
1223 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1224 GLsizei count, GLenum type,
1225 const GLvoid * indices)
1226 {
1227 GET_CURRENT_CONTEXT(ctx);
1228 struct vbo_save_context *save = &vbo_context(ctx)->save;
1229
1230 if (!_mesa_validate_DrawRangeElements(ctx, mode,
1231 start, end, count, type, indices, 0))
1232 return;
1233
1234 if (save->out_of_memory)
1235 return;
1236
1237 _save_OBE_DrawElements(mode, count, type, indices);
1238 }
1239
1240
1241 static void GLAPIENTRY
1242 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1243 const GLvoid **indices, GLsizei primcount)
1244 {
1245 GLsizei i;
1246
1247 for (i = 0; i < primcount; i++) {
1248 if (count[i] > 0) {
1249 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1250 }
1251 }
1252 }
1253
1254
1255 static void GLAPIENTRY
1256 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1257 GLenum type,
1258 const GLvoid **indices,
1259 GLsizei primcount,
1260 const GLint *basevertex)
1261 {
1262 GLsizei i;
1263
1264 for (i = 0; i < primcount; i++) {
1265 if (count[i] > 0) {
1266 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1267 indices[i],
1268 basevertex[i]));
1269 }
1270 }
1271 }
1272
1273
1274 static void
1275 _save_vtxfmt_init(struct gl_context *ctx)
1276 {
1277 struct vbo_save_context *save = &vbo_context(ctx)->save;
1278 GLvertexformat *vfmt = &save->vtxfmt;
1279
1280 _MESA_INIT_ARRAYELT_VTXFMT(vfmt, _ae_);
1281
1282 vfmt->Begin = _save_Begin;
1283 vfmt->Color3f = _save_Color3f;
1284 vfmt->Color3fv = _save_Color3fv;
1285 vfmt->Color4f = _save_Color4f;
1286 vfmt->Color4fv = _save_Color4fv;
1287 vfmt->EdgeFlag = _save_EdgeFlag;
1288 vfmt->End = _save_End;
1289 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
1290 vfmt->FogCoordfEXT = _save_FogCoordfEXT;
1291 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
1292 vfmt->Indexf = _save_Indexf;
1293 vfmt->Indexfv = _save_Indexfv;
1294 vfmt->Materialfv = _save_Materialfv;
1295 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
1296 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
1297 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
1298 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
1299 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
1300 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
1301 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
1302 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
1303 vfmt->Normal3f = _save_Normal3f;
1304 vfmt->Normal3fv = _save_Normal3fv;
1305 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
1306 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
1307 vfmt->TexCoord1f = _save_TexCoord1f;
1308 vfmt->TexCoord1fv = _save_TexCoord1fv;
1309 vfmt->TexCoord2f = _save_TexCoord2f;
1310 vfmt->TexCoord2fv = _save_TexCoord2fv;
1311 vfmt->TexCoord3f = _save_TexCoord3f;
1312 vfmt->TexCoord3fv = _save_TexCoord3fv;
1313 vfmt->TexCoord4f = _save_TexCoord4f;
1314 vfmt->TexCoord4fv = _save_TexCoord4fv;
1315 vfmt->Vertex2f = _save_Vertex2f;
1316 vfmt->Vertex2fv = _save_Vertex2fv;
1317 vfmt->Vertex3f = _save_Vertex3f;
1318 vfmt->Vertex3fv = _save_Vertex3fv;
1319 vfmt->Vertex4f = _save_Vertex4f;
1320 vfmt->Vertex4fv = _save_Vertex4fv;
1321 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
1322 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
1323 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
1324 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
1325 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
1326 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
1327 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
1328 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
1329
1330 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
1331 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
1332 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
1333 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
1334 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
1335 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
1336 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
1337 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
1338
1339 /* integer-valued */
1340 vfmt->VertexAttribI1i = _save_VertexAttribI1i;
1341 vfmt->VertexAttribI2i = _save_VertexAttribI2i;
1342 vfmt->VertexAttribI3i = _save_VertexAttribI3i;
1343 vfmt->VertexAttribI4i = _save_VertexAttribI4i;
1344 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
1345 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
1346 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
1347
1348 /* unsigned integer-valued */
1349 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
1350 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
1351 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
1352 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
1353 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
1354 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
1355 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
1356
1357 vfmt->VertexP2ui = _save_VertexP2ui;
1358 vfmt->VertexP3ui = _save_VertexP3ui;
1359 vfmt->VertexP4ui = _save_VertexP4ui;
1360 vfmt->VertexP2uiv = _save_VertexP2uiv;
1361 vfmt->VertexP3uiv = _save_VertexP3uiv;
1362 vfmt->VertexP4uiv = _save_VertexP4uiv;
1363
1364 vfmt->TexCoordP1ui = _save_TexCoordP1ui;
1365 vfmt->TexCoordP2ui = _save_TexCoordP2ui;
1366 vfmt->TexCoordP3ui = _save_TexCoordP3ui;
1367 vfmt->TexCoordP4ui = _save_TexCoordP4ui;
1368 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv;
1369 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv;
1370 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv;
1371 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv;
1372
1373 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui;
1374 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui;
1375 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui;
1376 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui;
1377 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv;
1378 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv;
1379 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv;
1380 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv;
1381
1382 vfmt->NormalP3ui = _save_NormalP3ui;
1383 vfmt->NormalP3uiv = _save_NormalP3uiv;
1384
1385 vfmt->ColorP3ui = _save_ColorP3ui;
1386 vfmt->ColorP4ui = _save_ColorP4ui;
1387 vfmt->ColorP3uiv = _save_ColorP3uiv;
1388 vfmt->ColorP4uiv = _save_ColorP4uiv;
1389
1390 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
1391 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
1392
1393 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
1394 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
1395 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
1396 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
1397
1398 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
1399 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
1400 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
1401 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
1402
1403 /* This will all require us to fallback to saving the list as opcodes:
1404 */
1405 _MESA_INIT_DLIST_VTXFMT(vfmt, _save_); /* inside begin/end */
1406
1407 _MESA_INIT_EVAL_VTXFMT(vfmt, _save_);
1408
1409 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1410 * only used when we're inside a glBegin/End pair.
1411 */
1412 vfmt->Begin = _save_Begin;
1413 vfmt->Rectf = _save_Rectf;
1414 vfmt->DrawArrays = _save_DrawArrays;
1415 vfmt->DrawElements = _save_DrawElements;
1416 vfmt->DrawRangeElements = _save_DrawRangeElements;
1417 vfmt->DrawElementsBaseVertex = _save_DrawElementsBaseVertex;
1418 vfmt->DrawRangeElementsBaseVertex = _save_DrawRangeElementsBaseVertex;
1419 vfmt->DrawTransformFeedback = _save_DrawTransformFeedback;
1420 vfmt->MultiDrawElementsEXT = _save_MultiDrawElements;
1421 vfmt->MultiDrawElementsBaseVertex = _save_MultiDrawElementsBaseVertex;
1422 }
1423
1424
1425 void
1426 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1427 {
1428 struct vbo_save_context *save = &vbo_context(ctx)->save;
1429
1430 /* Noop when we are actually active:
1431 */
1432 if (ctx->Driver.CurrentSavePrimitive == PRIM_INSIDE_UNKNOWN_PRIM ||
1433 ctx->Driver.CurrentSavePrimitive <= GL_POLYGON)
1434 return;
1435
1436 if (save->vert_count || save->prim_count)
1437 _save_compile_vertex_list(ctx);
1438
1439 _save_copy_to_current(ctx);
1440 _save_reset_vertex(ctx);
1441 _save_reset_counters(ctx);
1442 ctx->Driver.SaveNeedFlush = 0;
1443 }
1444
1445
1446 void
1447 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1448 {
1449 struct vbo_save_context *save = &vbo_context(ctx)->save;
1450
1451 (void) list;
1452 (void) mode;
1453
1454 if (!save->prim_store)
1455 save->prim_store = alloc_prim_store(ctx);
1456
1457 if (!save->vertex_store)
1458 save->vertex_store = alloc_vertex_store(ctx);
1459
1460 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1461
1462 _save_reset_vertex(ctx);
1463 _save_reset_counters(ctx);
1464 ctx->Driver.SaveNeedFlush = 0;
1465 }
1466
1467
1468 void
1469 vbo_save_EndList(struct gl_context *ctx)
1470 {
1471 struct vbo_save_context *save = &vbo_context(ctx)->save;
1472
1473 /* EndList called inside a (saved) Begin/End pair?
1474 */
1475 if (ctx->Driver.CurrentSavePrimitive != PRIM_OUTSIDE_BEGIN_END) {
1476
1477 if (save->prim_count > 0) {
1478 GLint i = save->prim_count - 1;
1479 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1480 save->prim[i].end = 0;
1481 save->prim[i].count = (save->vert_count - save->prim[i].start);
1482 }
1483
1484 /* Make sure this vertex list gets replayed by the "loopback"
1485 * mechanism:
1486 */
1487 save->dangling_attr_ref = 1;
1488 vbo_save_SaveFlushVertices(ctx);
1489
1490 /* Swap out this vertex format while outside begin/end. Any color,
1491 * etc. received between here and the next begin will be compiled
1492 * as opcodes.
1493 */
1494 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1495 }
1496
1497 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1498
1499 assert(save->vertex_size == 0);
1500 }
1501
1502
1503 void
1504 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1505 {
1506 struct vbo_save_context *save = &vbo_context(ctx)->save;
1507 save->replay_flags |= dlist->Flags;
1508 }
1509
1510
1511 void
1512 vbo_save_EndCallList(struct gl_context *ctx)
1513 {
1514 struct vbo_save_context *save = &vbo_context(ctx)->save;
1515
1516 if (ctx->ListState.CallDepth == 1) {
1517 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1518 * flag, if it is set:
1519 */
1520 save->replay_flags &= VBO_SAVE_FALLBACK;
1521 }
1522 }
1523
1524
1525 static void
1526 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1527 {
1528 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1529 (void) ctx;
1530
1531 if (--node->vertex_store->refcount == 0)
1532 free_vertex_store(ctx, node->vertex_store);
1533
1534 if (--node->prim_store->refcount == 0)
1535 FREE(node->prim_store);
1536
1537 if (node->current_data) {
1538 FREE(node->current_data);
1539 node->current_data = NULL;
1540 }
1541 }
1542
1543
1544 static void
1545 vbo_print_vertex_list(struct gl_context *ctx, void *data)
1546 {
1547 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1548 GLuint i;
1549 (void) ctx;
1550
1551 printf("VBO-VERTEX-LIST, %u vertices %d primitives, %d vertsize\n",
1552 node->count, node->prim_count, node->vertex_size);
1553
1554 for (i = 0; i < node->prim_count; i++) {
1555 struct _mesa_prim *prim = &node->prim[i];
1556 _mesa_debug(NULL, " prim %d: %s%s %d..%d %s %s\n",
1557 i,
1558 _mesa_lookup_prim_by_nr(prim->mode),
1559 prim->weak ? " (weak)" : "",
1560 prim->start,
1561 prim->start + prim->count,
1562 (prim->begin) ? "BEGIN" : "(wrap)",
1563 (prim->end) ? "END" : "(wrap)");
1564 }
1565 }
1566
1567
1568 /**
1569 * Called during context creation/init.
1570 */
1571 static void
1572 _save_current_init(struct gl_context *ctx)
1573 {
1574 struct vbo_save_context *save = &vbo_context(ctx)->save;
1575 GLint i;
1576
1577 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1578 const GLuint j = i - VBO_ATTRIB_POS;
1579 ASSERT(j < VERT_ATTRIB_MAX);
1580 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1581 save->current[i] = ctx->ListState.CurrentAttrib[j];
1582 }
1583
1584 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1585 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1586 ASSERT(j < MAT_ATTRIB_MAX);
1587 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1588 save->current[i] = ctx->ListState.CurrentMaterial[j];
1589 }
1590 }
1591
1592
1593 /**
1594 * Initialize the display list compiler. Called during context creation.
1595 */
1596 void
1597 vbo_save_api_init(struct vbo_save_context *save)
1598 {
1599 struct gl_context *ctx = save->ctx;
1600 GLuint i;
1601
1602 save->opcode_vertex_list =
1603 _mesa_dlist_alloc_opcode(ctx,
1604 sizeof(struct vbo_save_vertex_list),
1605 vbo_save_playback_vertex_list,
1606 vbo_destroy_vertex_list,
1607 vbo_print_vertex_list);
1608
1609 ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin;
1610
1611 _save_vtxfmt_init(ctx);
1612 _save_current_init(ctx);
1613 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
1614
1615 /* These will actually get set again when binding/drawing */
1616 for (i = 0; i < VBO_ATTRIB_MAX; i++)
1617 save->inputs[i] = &save->arrays[i];
1618
1619 /* Hook our array functions into the outside-begin-end vtxfmt in
1620 * ctx->ListState.
1621 */
1622 ctx->ListState.ListVtxfmt.Rectf = _save_OBE_Rectf;
1623 ctx->ListState.ListVtxfmt.DrawArrays = _save_OBE_DrawArrays;
1624 ctx->ListState.ListVtxfmt.DrawElements = _save_OBE_DrawElements;
1625 ctx->ListState.ListVtxfmt.DrawRangeElements = _save_OBE_DrawRangeElements;
1626 ctx->ListState.ListVtxfmt.MultiDrawElementsEXT = _save_OBE_MultiDrawElements;
1627 ctx->ListState.ListVtxfmt.MultiDrawElementsBaseVertex = _save_OBE_MultiDrawElementsBaseVertex;
1628 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1629 }
1630
1631
1632 #endif /* FEATURE_dlist */