e21315120dce9c00c12119f5df37e8af653026ac
[mesa.git] / src / mesa / vbo / vbo_save_api.c
1 /**************************************************************************
2
3 Copyright 2002-2008 VMware, Inc.
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 VMWARE AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
22 DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23 OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24 USE OR OTHER DEALINGS IN THE SOFTWARE.
25
26 **************************************************************************/
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 GLintptr buffer_offset = 0;
531
532 /* Allocate space for this structure in the display list currently
533 * being compiled.
534 */
535 node = (struct vbo_save_vertex_list *)
536 _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node));
537
538 if (!node)
539 return;
540
541 /* Make sure the pointer is aligned to the size of a pointer */
542 assert((GLintptr) node % sizeof(void *) == 0);
543
544 /* Duplicate our template, increment refcounts to the storage structs:
545 */
546 node->vertex_size = save->vertex_size;
547 node->buffer_offset =
548 (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
549 if (aligned_vertex_buffer_offset(node)) {
550 /* The vertex size is an exact multiple of the buffer offset.
551 * This means that we can use zero-based vertex attribute pointers
552 * and specify the start of the primitive with the _mesa_prim::start
553 * field. This results in issuing several draw calls with identical
554 * vertex attribute information. This can result in fewer state
555 * changes in drivers. In particular, the Gallium CSO module will
556 * filter out redundant vertex buffer changes.
557 */
558 buffer_offset = 0;
559 } else {
560 buffer_offset = node->buffer_offset;
561 }
562 GLuint offsets[VBO_ATTRIB_MAX];
563 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
564 offsets[i] = offset;
565 offset += save->attrsz[i] * sizeof(GLfloat);
566 }
567 node->vertex_count = save->vert_count;
568 node->wrap_count = save->copied.nr;
569 node->prims = save->prims;
570 node->prim_count = save->prim_count;
571 node->prim_store = save->prim_store;
572
573 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
574 * Note that this may reuse the previous one of possible.
575 */
576 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
577 /* create or reuse the vao */
578 update_vao(ctx, vpm, &save->VAO[vpm],
579 save->vertex_store->bufferobj, buffer_offset,
580 node->vertex_size*sizeof(GLfloat), save->enabled,
581 save->attrsz, save->attrtype, offsets);
582 /* Reference the vao in the dlist */
583 node->VAO[vpm] = NULL;
584 _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
585 }
586
587 node->prim_store->refcount++;
588
589 if (node->prims[0].no_current_update) {
590 node->current_data = NULL;
591 }
592 else {
593 GLuint current_size = node->vertex_size - save->attrsz[0];
594 node->current_data = NULL;
595
596 if (current_size) {
597 node->current_data = malloc(current_size * sizeof(GLfloat));
598 if (node->current_data) {
599 const char *buffer = (const char *) save->vertex_store->buffer_map;
600 unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat);
601 unsigned vertex_offset = 0;
602
603 if (node->vertex_count)
604 vertex_offset =
605 (node->vertex_count - 1) * node->vertex_size * sizeof(GLfloat);
606
607 memcpy(node->current_data,
608 buffer + node->buffer_offset + vertex_offset + attr_offset,
609 current_size * sizeof(GLfloat));
610 } else {
611 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
612 }
613 }
614 }
615
616 assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
617
618 if (save->dangling_attr_ref)
619 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
620
621 save->vertex_store->used += save->vertex_size * node->vertex_count;
622 save->prim_store->used += node->prim_count;
623
624 /* Copy duplicated vertices
625 */
626 save->copied.nr = copy_vertices(ctx, node, save->buffer_map);
627
628 if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) {
629 convert_line_loop_to_strip(save, node);
630 }
631
632 merge_prims(node->prims, &node->prim_count);
633
634 /* Correct the primitive starts, we can only do this here as copy_vertices
635 * and convert_line_loop_to_strip above consume the uncorrected starts.
636 * On the other hand the _vbo_loopback_vertex_list call below needs the
637 * primitves to be corrected already.
638 */
639 if (aligned_vertex_buffer_offset(node)) {
640 const unsigned start_offset =
641 node->buffer_offset / (node->vertex_size * sizeof(GLfloat));
642 for (unsigned i = 0; i < node->prim_count; i++) {
643 node->prims[i].start += start_offset;
644 }
645 node->start_vertex = start_offset;
646 } else {
647 node->start_vertex = 0;
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
678 /* Allocate and map new store:
679 */
680 save->vertex_store = alloc_vertex_store(ctx);
681 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
682 save->out_of_memory = save->buffer_ptr == NULL;
683 }
684 else {
685 /* update buffer_ptr for next vertex */
686 save->buffer_ptr = save->vertex_store->buffer_map
687 + save->vertex_store->used;
688 }
689
690 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
691 save->prim_store->refcount--;
692 assert(save->prim_store->refcount != 0);
693 save->prim_store = alloc_prim_store();
694 }
695
696 /* Reset our structures for the next run of vertices:
697 */
698 reset_counters(ctx);
699 }
700
701
702 /**
703 * This is called when we fill a vertex buffer before we hit a glEnd().
704 * We
705 * TODO -- If no new vertices have been stored, don't bother saving it.
706 */
707 static void
708 wrap_buffers(struct gl_context *ctx)
709 {
710 struct vbo_save_context *save = &vbo_context(ctx)->save;
711 GLint i = save->prim_count - 1;
712 GLenum mode;
713 GLboolean weak;
714 GLboolean no_current_update;
715
716 assert(i < (GLint) save->prim_max);
717 assert(i >= 0);
718
719 /* Close off in-progress primitive.
720 */
721 save->prims[i].count = (save->vert_count - save->prims[i].start);
722 mode = save->prims[i].mode;
723 weak = save->prims[i].weak;
724 no_current_update = save->prims[i].no_current_update;
725
726 /* store the copied vertices, and allocate a new list.
727 */
728 compile_vertex_list(ctx);
729
730 /* Restart interrupted primitive
731 */
732 save->prims[0].mode = mode;
733 save->prims[0].weak = weak;
734 save->prims[0].no_current_update = no_current_update;
735 save->prims[0].begin = 0;
736 save->prims[0].end = 0;
737 save->prims[0].pad = 0;
738 save->prims[0].start = 0;
739 save->prims[0].count = 0;
740 save->prims[0].num_instances = 1;
741 save->prims[0].base_instance = 0;
742 save->prims[0].is_indirect = 0;
743 save->prim_count = 1;
744 }
745
746
747 /**
748 * Called only when buffers are wrapped as the result of filling the
749 * vertex_store struct.
750 */
751 static void
752 wrap_filled_vertex(struct gl_context *ctx)
753 {
754 struct vbo_save_context *save = &vbo_context(ctx)->save;
755 unsigned numComponents;
756
757 /* Emit a glEnd to close off the last vertex list.
758 */
759 wrap_buffers(ctx);
760
761 /* Copy stored stored vertices to start of new list.
762 */
763 assert(save->max_vert - save->vert_count > save->copied.nr);
764
765 numComponents = save->copied.nr * save->vertex_size;
766 memcpy(save->buffer_ptr,
767 save->copied.buffer,
768 numComponents * sizeof(fi_type));
769 save->buffer_ptr += numComponents;
770 save->vert_count += save->copied.nr;
771 }
772
773
774 static void
775 copy_to_current(struct gl_context *ctx)
776 {
777 struct vbo_save_context *save = &vbo_context(ctx)->save;
778 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
779
780 while (enabled) {
781 const int i = u_bit_scan64(&enabled);
782 assert(save->attrsz[i]);
783
784 save->currentsz[i][0] = save->attrsz[i];
785 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
786 save->attrptr[i], save->attrtype[i]);
787 }
788 }
789
790
791 static void
792 copy_from_current(struct gl_context *ctx)
793 {
794 struct vbo_save_context *save = &vbo_context(ctx)->save;
795 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
796
797 while (enabled) {
798 const int i = u_bit_scan64(&enabled);
799
800 switch (save->attrsz[i]) {
801 case 4:
802 save->attrptr[i][3] = save->current[i][3];
803 case 3:
804 save->attrptr[i][2] = save->current[i][2];
805 case 2:
806 save->attrptr[i][1] = save->current[i][1];
807 case 1:
808 save->attrptr[i][0] = save->current[i][0];
809 break;
810 case 0:
811 unreachable("Unexpected vertex attribute size");
812 }
813 }
814 }
815
816
817 /**
818 * Called when we increase the size of a vertex attribute. For example,
819 * if we've seen one or more glTexCoord2f() calls and now we get a
820 * glTexCoord3f() call.
821 * Flush existing data, set new attrib size, replay copied vertices.
822 */
823 static void
824 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
825 {
826 struct vbo_save_context *save = &vbo_context(ctx)->save;
827 GLuint oldsz;
828 GLuint i;
829 fi_type *tmp;
830
831 /* Store the current run of vertices, and emit a GL_END. Emit a
832 * BEGIN in the new buffer.
833 */
834 if (save->vert_count)
835 wrap_buffers(ctx);
836 else
837 assert(save->copied.nr == 0);
838
839 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
840 * when the attribute already exists in the vertex and is having
841 * its size increased.
842 */
843 copy_to_current(ctx);
844
845 /* Fix up sizes:
846 */
847 oldsz = save->attrsz[attr];
848 save->attrsz[attr] = newsz;
849 save->enabled |= BITFIELD64_BIT(attr);
850
851 save->vertex_size += newsz - oldsz;
852 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
853 save->vertex_size);
854 save->vert_count = 0;
855
856 /* Recalculate all the attrptr[] values:
857 */
858 tmp = save->vertex;
859 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
860 if (save->attrsz[i]) {
861 save->attrptr[i] = tmp;
862 tmp += save->attrsz[i];
863 }
864 else {
865 save->attrptr[i] = NULL; /* will not be dereferenced. */
866 }
867 }
868
869 /* Copy from current to repopulate the vertex with correct values.
870 */
871 copy_from_current(ctx);
872
873 /* Replay stored vertices to translate them to new format here.
874 *
875 * If there are copied vertices and the new (upgraded) attribute
876 * has not been defined before, this list is somewhat degenerate,
877 * and will need fixup at runtime.
878 */
879 if (save->copied.nr) {
880 const fi_type *data = save->copied.buffer;
881 fi_type *dest = save->buffer_map;
882
883 /* Need to note this and fix up at runtime (or loopback):
884 */
885 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
886 assert(oldsz == 0);
887 save->dangling_attr_ref = GL_TRUE;
888 }
889
890 for (i = 0; i < save->copied.nr; i++) {
891 GLbitfield64 enabled = save->enabled;
892 while (enabled) {
893 const int j = u_bit_scan64(&enabled);
894 assert(save->attrsz[j]);
895 if (j == attr) {
896 if (oldsz) {
897 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
898 save->attrtype[j]);
899 data += oldsz;
900 dest += newsz;
901 }
902 else {
903 COPY_SZ_4V(dest, newsz, save->current[attr]);
904 dest += newsz;
905 }
906 }
907 else {
908 GLint sz = save->attrsz[j];
909 COPY_SZ_4V(dest, sz, data);
910 data += sz;
911 dest += sz;
912 }
913 }
914 }
915
916 save->buffer_ptr = dest;
917 save->vert_count += save->copied.nr;
918 }
919 }
920
921
922 /**
923 * This is called when the size of a vertex attribute changes.
924 * For example, after seeing one or more glTexCoord2f() calls we
925 * get a glTexCoord4f() or glTexCoord1f() call.
926 */
927 static void
928 fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
929 {
930 struct vbo_save_context *save = &vbo_context(ctx)->save;
931
932 if (sz > save->attrsz[attr]) {
933 /* New size is larger. Need to flush existing vertices and get
934 * an enlarged vertex format.
935 */
936 upgrade_vertex(ctx, attr, sz);
937 }
938 else if (sz < save->active_sz[attr]) {
939 GLuint i;
940 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
941
942 /* New size is equal or smaller - just need to fill in some
943 * zeros.
944 */
945 for (i = sz; i <= save->attrsz[attr]; i++)
946 save->attrptr[attr][i - 1] = id[i - 1];
947 }
948
949 save->active_sz[attr] = sz;
950 }
951
952
953 /**
954 * Reset the current size of all vertex attributes to the default
955 * value of 0. This signals that we haven't yet seen any per-vertex
956 * commands such as glNormal3f() or glTexCoord2f().
957 */
958 static void
959 reset_vertex(struct gl_context *ctx)
960 {
961 struct vbo_save_context *save = &vbo_context(ctx)->save;
962
963 while (save->enabled) {
964 const int i = u_bit_scan64(&save->enabled);
965 assert(save->attrsz[i]);
966 save->attrsz[i] = 0;
967 save->active_sz[i] = 0;
968 }
969
970 save->vertex_size = 0;
971 }
972
973
974
975 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
976
977
978 /* Only one size for each attribute may be active at once. Eg. if
979 * Color3f is installed/active, then Color4f may not be, even if the
980 * vertex actually contains 4 color coordinates. This is because the
981 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
982 * of the chooser function when switching between Color4f and Color3f.
983 */
984 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
985 do { \
986 struct vbo_save_context *save = &vbo_context(ctx)->save; \
987 \
988 if (save->active_sz[A] != N) \
989 fixup_vertex(ctx, A, N); \
990 \
991 { \
992 C *dest = (C *)save->attrptr[A]; \
993 if (N>0) dest[0] = V0; \
994 if (N>1) dest[1] = V1; \
995 if (N>2) dest[2] = V2; \
996 if (N>3) dest[3] = V3; \
997 save->attrtype[A] = T; \
998 } \
999 \
1000 if ((A) == 0) { \
1001 GLuint i; \
1002 \
1003 for (i = 0; i < save->vertex_size; i++) \
1004 save->buffer_ptr[i] = save->vertex[i]; \
1005 \
1006 save->buffer_ptr += save->vertex_size; \
1007 \
1008 if (++save->vert_count >= save->max_vert) \
1009 wrap_filled_vertex(ctx); \
1010 } \
1011 } while (0)
1012
1013 #define TAG(x) _save_##x
1014
1015 #include "vbo_attrib_tmp.h"
1016
1017
1018
1019 #define MAT( ATTR, N, face, params ) \
1020 do { \
1021 if (face != GL_BACK) \
1022 MAT_ATTR( ATTR, N, params ); /* front */ \
1023 if (face != GL_FRONT) \
1024 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1025 } while (0)
1026
1027
1028 /**
1029 * Save a glMaterial call found between glBegin/End.
1030 * glMaterial calls outside Begin/End are handled in dlist.c.
1031 */
1032 static void GLAPIENTRY
1033 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1034 {
1035 GET_CURRENT_CONTEXT(ctx);
1036
1037 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1038 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1039 return;
1040 }
1041
1042 switch (pname) {
1043 case GL_EMISSION:
1044 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1045 break;
1046 case GL_AMBIENT:
1047 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1048 break;
1049 case GL_DIFFUSE:
1050 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1051 break;
1052 case GL_SPECULAR:
1053 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1054 break;
1055 case GL_SHININESS:
1056 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1057 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1058 }
1059 else {
1060 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1061 }
1062 break;
1063 case GL_COLOR_INDEXES:
1064 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1065 break;
1066 case GL_AMBIENT_AND_DIFFUSE:
1067 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1068 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1069 break;
1070 default:
1071 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1072 return;
1073 }
1074 }
1075
1076
1077 /* Cope with EvalCoord/CallList called within a begin/end object:
1078 * -- Flush current buffer
1079 * -- Fallback to opcodes for the rest of the begin/end object.
1080 */
1081 static void
1082 dlist_fallback(struct gl_context *ctx)
1083 {
1084 struct vbo_save_context *save = &vbo_context(ctx)->save;
1085
1086 if (save->vert_count || save->prim_count) {
1087 if (save->prim_count > 0) {
1088 /* Close off in-progress primitive. */
1089 GLint i = save->prim_count - 1;
1090 save->prims[i].count = save->vert_count - save->prims[i].start;
1091 }
1092
1093 /* Need to replay this display list with loopback,
1094 * unfortunately, otherwise this primitive won't be handled
1095 * properly:
1096 */
1097 save->dangling_attr_ref = GL_TRUE;
1098
1099 compile_vertex_list(ctx);
1100 }
1101
1102 copy_to_current(ctx);
1103 reset_vertex(ctx);
1104 reset_counters(ctx);
1105 if (save->out_of_memory) {
1106 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1107 }
1108 else {
1109 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1110 }
1111 ctx->Driver.SaveNeedFlush = GL_FALSE;
1112 }
1113
1114
1115 static void GLAPIENTRY
1116 _save_EvalCoord1f(GLfloat u)
1117 {
1118 GET_CURRENT_CONTEXT(ctx);
1119 dlist_fallback(ctx);
1120 CALL_EvalCoord1f(ctx->Save, (u));
1121 }
1122
1123 static void GLAPIENTRY
1124 _save_EvalCoord1fv(const GLfloat * v)
1125 {
1126 GET_CURRENT_CONTEXT(ctx);
1127 dlist_fallback(ctx);
1128 CALL_EvalCoord1fv(ctx->Save, (v));
1129 }
1130
1131 static void GLAPIENTRY
1132 _save_EvalCoord2f(GLfloat u, GLfloat v)
1133 {
1134 GET_CURRENT_CONTEXT(ctx);
1135 dlist_fallback(ctx);
1136 CALL_EvalCoord2f(ctx->Save, (u, v));
1137 }
1138
1139 static void GLAPIENTRY
1140 _save_EvalCoord2fv(const GLfloat * v)
1141 {
1142 GET_CURRENT_CONTEXT(ctx);
1143 dlist_fallback(ctx);
1144 CALL_EvalCoord2fv(ctx->Save, (v));
1145 }
1146
1147 static void GLAPIENTRY
1148 _save_EvalPoint1(GLint i)
1149 {
1150 GET_CURRENT_CONTEXT(ctx);
1151 dlist_fallback(ctx);
1152 CALL_EvalPoint1(ctx->Save, (i));
1153 }
1154
1155 static void GLAPIENTRY
1156 _save_EvalPoint2(GLint i, GLint j)
1157 {
1158 GET_CURRENT_CONTEXT(ctx);
1159 dlist_fallback(ctx);
1160 CALL_EvalPoint2(ctx->Save, (i, j));
1161 }
1162
1163 static void GLAPIENTRY
1164 _save_CallList(GLuint l)
1165 {
1166 GET_CURRENT_CONTEXT(ctx);
1167 dlist_fallback(ctx);
1168 CALL_CallList(ctx->Save, (l));
1169 }
1170
1171 static void GLAPIENTRY
1172 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1173 {
1174 GET_CURRENT_CONTEXT(ctx);
1175 dlist_fallback(ctx);
1176 CALL_CallLists(ctx->Save, (n, type, v));
1177 }
1178
1179
1180
1181 /**
1182 * Called when a glBegin is getting compiled into a display list.
1183 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1184 */
1185 void
1186 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
1187 {
1188 struct vbo_save_context *save = &vbo_context(ctx)->save;
1189 const GLuint i = save->prim_count++;
1190
1191 assert(i < save->prim_max);
1192 save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1193 save->prims[i].begin = 1;
1194 save->prims[i].end = 0;
1195 save->prims[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
1196 save->prims[i].no_current_update =
1197 (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
1198 save->prims[i].pad = 0;
1199 save->prims[i].start = save->vert_count;
1200 save->prims[i].count = 0;
1201 save->prims[i].num_instances = 1;
1202 save->prims[i].base_instance = 0;
1203 save->prims[i].is_indirect = 0;
1204
1205 if (save->out_of_memory) {
1206 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1207 }
1208 else {
1209 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1210 }
1211
1212 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1213 ctx->Driver.SaveNeedFlush = GL_TRUE;
1214 }
1215
1216
1217 static void GLAPIENTRY
1218 _save_End(void)
1219 {
1220 GET_CURRENT_CONTEXT(ctx);
1221 struct vbo_save_context *save = &vbo_context(ctx)->save;
1222 const GLint i = save->prim_count - 1;
1223
1224 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1225 save->prims[i].end = 1;
1226 save->prims[i].count = (save->vert_count - save->prims[i].start);
1227
1228 if (i == (GLint) save->prim_max - 1) {
1229 compile_vertex_list(ctx);
1230 assert(save->copied.nr == 0);
1231 }
1232
1233 /* Swap out this vertex format while outside begin/end. Any color,
1234 * etc. received between here and the next begin will be compiled
1235 * as opcodes.
1236 */
1237 if (save->out_of_memory) {
1238 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1239 }
1240 else {
1241 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1242 }
1243 }
1244
1245
1246 static void GLAPIENTRY
1247 _save_Begin(GLenum mode)
1248 {
1249 GET_CURRENT_CONTEXT(ctx);
1250 (void) mode;
1251 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1252 }
1253
1254
1255 static void GLAPIENTRY
1256 _save_PrimitiveRestartNV(void)
1257 {
1258 GET_CURRENT_CONTEXT(ctx);
1259 struct vbo_save_context *save = &vbo_context(ctx)->save;
1260
1261 if (save->prim_count == 0) {
1262 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1263 * is an error.
1264 */
1265 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1266 "glPrimitiveRestartNV called outside glBegin/End");
1267 } else {
1268 /* get current primitive mode */
1269 GLenum curPrim = save->prims[save->prim_count - 1].mode;
1270
1271 /* restart primitive */
1272 CALL_End(GET_DISPATCH(), ());
1273 vbo_save_NotifyBegin(ctx, curPrim);
1274 }
1275 }
1276
1277
1278 /* Unlike the functions above, these are to be hooked into the vtxfmt
1279 * maintained in ctx->ListState, active when the list is known or
1280 * suspected to be outside any begin/end primitive.
1281 * Note: OBE = Outside Begin/End
1282 */
1283 static void GLAPIENTRY
1284 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1285 {
1286 GET_CURRENT_CONTEXT(ctx);
1287 vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
1288 CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
1289 CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
1290 CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
1291 CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
1292 CALL_End(GET_DISPATCH(), ());
1293 }
1294
1295
1296 static void GLAPIENTRY
1297 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1298 {
1299 GET_CURRENT_CONTEXT(ctx);
1300 struct vbo_save_context *save = &vbo_context(ctx)->save;
1301 GLint i;
1302
1303 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1304 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1305 return;
1306 }
1307 if (count < 0) {
1308 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1309 return;
1310 }
1311
1312 if (save->out_of_memory)
1313 return;
1314
1315 /* Make sure to process any VBO binding changes */
1316 _mesa_update_state(ctx);
1317
1318 _ae_map_vbos(ctx);
1319
1320 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
1321 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1322
1323 for (i = 0; i < count; i++)
1324 CALL_ArrayElement(GET_DISPATCH(), (start + i));
1325 CALL_End(GET_DISPATCH(), ());
1326
1327 _ae_unmap_vbos(ctx);
1328 }
1329
1330
1331 static void GLAPIENTRY
1332 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1333 const GLsizei *count, GLsizei primcount)
1334 {
1335 GET_CURRENT_CONTEXT(ctx);
1336 GLint i;
1337
1338 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1339 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1340 return;
1341 }
1342
1343 if (primcount < 0) {
1344 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1345 "glMultiDrawArrays(primcount<0)");
1346 return;
1347 }
1348
1349 for (i = 0; i < primcount; i++) {
1350 if (count[i] < 0) {
1351 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1352 "glMultiDrawArrays(count[i]<0)");
1353 return;
1354 }
1355 }
1356
1357 for (i = 0; i < primcount; i++) {
1358 if (count[i] > 0) {
1359 _save_OBE_DrawArrays(mode, first[i], count[i]);
1360 }
1361 }
1362 }
1363
1364
1365 /* Could do better by copying the arrays and element list intact and
1366 * then emitting an indexed prim at runtime.
1367 */
1368 static void GLAPIENTRY
1369 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1370 const GLvoid * indices, GLint basevertex)
1371 {
1372 GET_CURRENT_CONTEXT(ctx);
1373 struct vbo_save_context *save = &vbo_context(ctx)->save;
1374 struct gl_buffer_object *indexbuf = ctx->Array.VAO->IndexBufferObj;
1375 GLint i;
1376
1377 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1378 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1379 return;
1380 }
1381 if (count < 0) {
1382 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1383 return;
1384 }
1385 if (type != GL_UNSIGNED_BYTE &&
1386 type != GL_UNSIGNED_SHORT &&
1387 type != GL_UNSIGNED_INT) {
1388 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1389 return;
1390 }
1391
1392 if (save->out_of_memory)
1393 return;
1394
1395 /* Make sure to process any VBO binding changes */
1396 _mesa_update_state(ctx);
1397
1398 _ae_map_vbos(ctx);
1399
1400 if (_mesa_is_bufferobj(indexbuf))
1401 indices =
1402 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1403
1404 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
1405 VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1406
1407 switch (type) {
1408 case GL_UNSIGNED_BYTE:
1409 for (i = 0; i < count; i++)
1410 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLubyte *) indices)[i]));
1411 break;
1412 case GL_UNSIGNED_SHORT:
1413 for (i = 0; i < count; i++)
1414 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLushort *) indices)[i]));
1415 break;
1416 case GL_UNSIGNED_INT:
1417 for (i = 0; i < count; i++)
1418 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLuint *) indices)[i]));
1419 break;
1420 default:
1421 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1422 break;
1423 }
1424
1425 CALL_End(GET_DISPATCH(), ());
1426
1427 _ae_unmap_vbos(ctx);
1428 }
1429
1430 static void GLAPIENTRY
1431 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1432 const GLvoid * indices)
1433 {
1434 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1435 }
1436
1437
1438 static void GLAPIENTRY
1439 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1440 GLsizei count, GLenum type,
1441 const GLvoid * indices)
1442 {
1443 GET_CURRENT_CONTEXT(ctx);
1444 struct vbo_save_context *save = &vbo_context(ctx)->save;
1445
1446 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1447 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1448 return;
1449 }
1450 if (count < 0) {
1451 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1452 "glDrawRangeElements(count<0)");
1453 return;
1454 }
1455 if (type != GL_UNSIGNED_BYTE &&
1456 type != GL_UNSIGNED_SHORT &&
1457 type != GL_UNSIGNED_INT) {
1458 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1459 return;
1460 }
1461 if (end < start) {
1462 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1463 "glDrawRangeElements(end < start)");
1464 return;
1465 }
1466
1467 if (save->out_of_memory)
1468 return;
1469
1470 _save_OBE_DrawElements(mode, count, type, indices);
1471 }
1472
1473
1474 static void GLAPIENTRY
1475 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1476 const GLvoid * const *indices, GLsizei primcount)
1477 {
1478 GLsizei i;
1479
1480 for (i = 0; i < primcount; i++) {
1481 if (count[i] > 0) {
1482 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1483 }
1484 }
1485 }
1486
1487
1488 static void GLAPIENTRY
1489 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1490 GLenum type,
1491 const GLvoid * const *indices,
1492 GLsizei primcount,
1493 const GLint *basevertex)
1494 {
1495 GLsizei i;
1496
1497 for (i = 0; i < primcount; i++) {
1498 if (count[i] > 0) {
1499 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1500 indices[i],
1501 basevertex[i]));
1502 }
1503 }
1504 }
1505
1506
1507 static void
1508 vtxfmt_init(struct gl_context *ctx)
1509 {
1510 struct vbo_save_context *save = &vbo_context(ctx)->save;
1511 GLvertexformat *vfmt = &save->vtxfmt;
1512
1513 vfmt->ArrayElement = _ae_ArrayElement;
1514
1515 vfmt->Color3f = _save_Color3f;
1516 vfmt->Color3fv = _save_Color3fv;
1517 vfmt->Color4f = _save_Color4f;
1518 vfmt->Color4fv = _save_Color4fv;
1519 vfmt->EdgeFlag = _save_EdgeFlag;
1520 vfmt->End = _save_End;
1521 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
1522 vfmt->FogCoordfEXT = _save_FogCoordfEXT;
1523 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
1524 vfmt->Indexf = _save_Indexf;
1525 vfmt->Indexfv = _save_Indexfv;
1526 vfmt->Materialfv = _save_Materialfv;
1527 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
1528 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
1529 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
1530 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
1531 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
1532 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
1533 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
1534 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
1535 vfmt->Normal3f = _save_Normal3f;
1536 vfmt->Normal3fv = _save_Normal3fv;
1537 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
1538 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
1539 vfmt->TexCoord1f = _save_TexCoord1f;
1540 vfmt->TexCoord1fv = _save_TexCoord1fv;
1541 vfmt->TexCoord2f = _save_TexCoord2f;
1542 vfmt->TexCoord2fv = _save_TexCoord2fv;
1543 vfmt->TexCoord3f = _save_TexCoord3f;
1544 vfmt->TexCoord3fv = _save_TexCoord3fv;
1545 vfmt->TexCoord4f = _save_TexCoord4f;
1546 vfmt->TexCoord4fv = _save_TexCoord4fv;
1547 vfmt->Vertex2f = _save_Vertex2f;
1548 vfmt->Vertex2fv = _save_Vertex2fv;
1549 vfmt->Vertex3f = _save_Vertex3f;
1550 vfmt->Vertex3fv = _save_Vertex3fv;
1551 vfmt->Vertex4f = _save_Vertex4f;
1552 vfmt->Vertex4fv = _save_Vertex4fv;
1553 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
1554 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
1555 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
1556 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
1557 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
1558 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
1559 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
1560 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
1561
1562 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
1563 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
1564 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
1565 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
1566 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
1567 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
1568 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
1569 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
1570
1571 /* integer-valued */
1572 vfmt->VertexAttribI1i = _save_VertexAttribI1i;
1573 vfmt->VertexAttribI2i = _save_VertexAttribI2i;
1574 vfmt->VertexAttribI3i = _save_VertexAttribI3i;
1575 vfmt->VertexAttribI4i = _save_VertexAttribI4i;
1576 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
1577 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
1578 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
1579
1580 /* unsigned integer-valued */
1581 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
1582 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
1583 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
1584 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
1585 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
1586 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
1587 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
1588
1589 vfmt->VertexP2ui = _save_VertexP2ui;
1590 vfmt->VertexP3ui = _save_VertexP3ui;
1591 vfmt->VertexP4ui = _save_VertexP4ui;
1592 vfmt->VertexP2uiv = _save_VertexP2uiv;
1593 vfmt->VertexP3uiv = _save_VertexP3uiv;
1594 vfmt->VertexP4uiv = _save_VertexP4uiv;
1595
1596 vfmt->TexCoordP1ui = _save_TexCoordP1ui;
1597 vfmt->TexCoordP2ui = _save_TexCoordP2ui;
1598 vfmt->TexCoordP3ui = _save_TexCoordP3ui;
1599 vfmt->TexCoordP4ui = _save_TexCoordP4ui;
1600 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv;
1601 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv;
1602 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv;
1603 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv;
1604
1605 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui;
1606 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui;
1607 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui;
1608 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui;
1609 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv;
1610 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv;
1611 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv;
1612 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv;
1613
1614 vfmt->NormalP3ui = _save_NormalP3ui;
1615 vfmt->NormalP3uiv = _save_NormalP3uiv;
1616
1617 vfmt->ColorP3ui = _save_ColorP3ui;
1618 vfmt->ColorP4ui = _save_ColorP4ui;
1619 vfmt->ColorP3uiv = _save_ColorP3uiv;
1620 vfmt->ColorP4uiv = _save_ColorP4uiv;
1621
1622 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
1623 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
1624
1625 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
1626 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
1627 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
1628 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
1629
1630 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
1631 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
1632 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
1633 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
1634
1635 vfmt->VertexAttribL1d = _save_VertexAttribL1d;
1636 vfmt->VertexAttribL2d = _save_VertexAttribL2d;
1637 vfmt->VertexAttribL3d = _save_VertexAttribL3d;
1638 vfmt->VertexAttribL4d = _save_VertexAttribL4d;
1639
1640 vfmt->VertexAttribL1dv = _save_VertexAttribL1dv;
1641 vfmt->VertexAttribL2dv = _save_VertexAttribL2dv;
1642 vfmt->VertexAttribL3dv = _save_VertexAttribL3dv;
1643 vfmt->VertexAttribL4dv = _save_VertexAttribL4dv;
1644
1645 vfmt->VertexAttribL1ui64ARB = _save_VertexAttribL1ui64ARB;
1646 vfmt->VertexAttribL1ui64vARB = _save_VertexAttribL1ui64vARB;
1647
1648 /* This will all require us to fallback to saving the list as opcodes:
1649 */
1650 vfmt->CallList = _save_CallList;
1651 vfmt->CallLists = _save_CallLists;
1652
1653 vfmt->EvalCoord1f = _save_EvalCoord1f;
1654 vfmt->EvalCoord1fv = _save_EvalCoord1fv;
1655 vfmt->EvalCoord2f = _save_EvalCoord2f;
1656 vfmt->EvalCoord2fv = _save_EvalCoord2fv;
1657 vfmt->EvalPoint1 = _save_EvalPoint1;
1658 vfmt->EvalPoint2 = _save_EvalPoint2;
1659
1660 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1661 * only used when we're inside a glBegin/End pair.
1662 */
1663 vfmt->Begin = _save_Begin;
1664 }
1665
1666
1667 /**
1668 * Initialize the dispatch table with the VBO functions for display
1669 * list compilation.
1670 */
1671 void
1672 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1673 struct _glapi_table *exec)
1674 {
1675 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1676 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1677 SET_DrawElements(exec, _save_OBE_DrawElements);
1678 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1679 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1680 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1681 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1682 SET_Rectf(exec, _save_OBE_Rectf);
1683 /* Note: other glDraw functins aren't compiled into display lists */
1684 }
1685
1686
1687
1688 void
1689 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1690 {
1691 struct vbo_save_context *save = &vbo_context(ctx)->save;
1692
1693 /* Noop when we are actually active:
1694 */
1695 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1696 return;
1697
1698 if (save->vert_count || save->prim_count)
1699 compile_vertex_list(ctx);
1700
1701 copy_to_current(ctx);
1702 reset_vertex(ctx);
1703 reset_counters(ctx);
1704 ctx->Driver.SaveNeedFlush = GL_FALSE;
1705 }
1706
1707
1708 /**
1709 * Called from glNewList when we're starting to compile a display list.
1710 */
1711 void
1712 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1713 {
1714 struct vbo_save_context *save = &vbo_context(ctx)->save;
1715
1716 (void) list;
1717 (void) mode;
1718
1719 if (!save->prim_store)
1720 save->prim_store = alloc_prim_store();
1721
1722 if (!save->vertex_store)
1723 save->vertex_store = alloc_vertex_store(ctx);
1724
1725 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1726
1727 reset_vertex(ctx);
1728 reset_counters(ctx);
1729 ctx->Driver.SaveNeedFlush = GL_FALSE;
1730 }
1731
1732
1733 /**
1734 * Called from glEndList when we're finished compiling a display list.
1735 */
1736 void
1737 vbo_save_EndList(struct gl_context *ctx)
1738 {
1739 struct vbo_save_context *save = &vbo_context(ctx)->save;
1740
1741 /* EndList called inside a (saved) Begin/End pair?
1742 */
1743 if (_mesa_inside_dlist_begin_end(ctx)) {
1744 if (save->prim_count > 0) {
1745 GLint i = save->prim_count - 1;
1746 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1747 save->prims[i].end = 0;
1748 save->prims[i].count = save->vert_count - save->prims[i].start;
1749 }
1750
1751 /* Make sure this vertex list gets replayed by the "loopback"
1752 * mechanism:
1753 */
1754 save->dangling_attr_ref = GL_TRUE;
1755 vbo_save_SaveFlushVertices(ctx);
1756
1757 /* Swap out this vertex format while outside begin/end. Any color,
1758 * etc. received between here and the next begin will be compiled
1759 * as opcodes.
1760 */
1761 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1762 }
1763
1764 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1765
1766 assert(save->vertex_size == 0);
1767 }
1768
1769
1770 /**
1771 * Called from the display list code when we're about to execute a
1772 * display list.
1773 */
1774 void
1775 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1776 {
1777 struct vbo_save_context *save = &vbo_context(ctx)->save;
1778 save->replay_flags |= dlist->Flags;
1779 }
1780
1781
1782 /**
1783 * Called from the display list code when we're finished executing a
1784 * display list.
1785 */
1786 void
1787 vbo_save_EndCallList(struct gl_context *ctx)
1788 {
1789 struct vbo_save_context *save = &vbo_context(ctx)->save;
1790
1791 if (ctx->ListState.CallDepth == 1) {
1792 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1793 * flag, if it is set:
1794 */
1795 save->replay_flags &= VBO_SAVE_FALLBACK;
1796 }
1797 }
1798
1799
1800 /**
1801 * Called by display list code when a display list is being deleted.
1802 */
1803 static void
1804 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1805 {
1806 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1807
1808 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
1809 _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
1810
1811 if (--node->prim_store->refcount == 0)
1812 free(node->prim_store);
1813
1814 free(node->current_data);
1815 node->current_data = NULL;
1816 }
1817
1818
1819 static void
1820 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1821 {
1822 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1823 GLuint i;
1824 struct gl_buffer_object *buffer = node->VAO[0]->BufferBinding[0].BufferObj;
1825 (void) ctx;
1826
1827 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1828 "buffer %p\n",
1829 node->vertex_count, node->prim_count, node->vertex_size,
1830 buffer);
1831
1832 for (i = 0; i < node->prim_count; i++) {
1833 struct _mesa_prim *prim = &node->prims[i];
1834 fprintf(f, " prim %d: %s%s %d..%d %s %s\n",
1835 i,
1836 _mesa_lookup_prim_by_nr(prim->mode),
1837 prim->weak ? " (weak)" : "",
1838 prim->start,
1839 prim->start + prim->count,
1840 (prim->begin) ? "BEGIN" : "(wrap)",
1841 (prim->end) ? "END" : "(wrap)");
1842 }
1843 }
1844
1845
1846 /**
1847 * Called during context creation/init.
1848 */
1849 static void
1850 current_init(struct gl_context *ctx)
1851 {
1852 struct vbo_save_context *save = &vbo_context(ctx)->save;
1853 GLint i;
1854
1855 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1856 const GLuint j = i - VBO_ATTRIB_POS;
1857 assert(j < VERT_ATTRIB_MAX);
1858 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1859 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
1860 }
1861
1862 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1863 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1864 assert(j < MAT_ATTRIB_MAX);
1865 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1866 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
1867 }
1868 }
1869
1870
1871 /**
1872 * Initialize the display list compiler. Called during context creation.
1873 */
1874 void
1875 vbo_save_api_init(struct vbo_save_context *save)
1876 {
1877 struct gl_context *ctx = save->ctx;
1878
1879 save->opcode_vertex_list =
1880 _mesa_dlist_alloc_opcode(ctx,
1881 sizeof(struct vbo_save_vertex_list),
1882 vbo_save_playback_vertex_list,
1883 vbo_destroy_vertex_list,
1884 vbo_print_vertex_list);
1885
1886 vtxfmt_init(ctx);
1887 current_init(ctx);
1888 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
1889 }