vbo: Correctly handle attribute offsets in dlist draw.
[mesa.git] / src / mesa / vbo / vbo_save_api.c
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2
3 Copyright 2002-2008 VMware, Inc.
4
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27
28 /*
29 * Authors:
30 * Keith Whitwell <keithw@vmware.com>
31 */
32
33
34
35 /* Display list compiler attempts to store lists of vertices with the
36 * same vertex layout. Additionally it attempts to minimize the need
37 * for execute-time fixup of these vertex lists, allowing them to be
38 * cached on hardware.
39 *
40 * There are still some circumstances where this can be thwarted, for
41 * example by building a list that consists of one very long primitive
42 * (eg Begin(Triangles), 1000 vertices, End), and calling that list
43 * from inside a different begin/end object (Begin(Lines), CallList,
44 * End).
45 *
46 * In that case the code will have to replay the list as individual
47 * commands through the Exec dispatch table, or fix up the copied
48 * vertices at execute-time.
49 *
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
52 * Begin(Lines)
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
55 * End()
56 *
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
59 *
60 *
61 * The list compiler currently doesn't attempt to compile lists
62 * containing EvalCoord or EvalPoint commands. On encountering one of
63 * these, compilation falls back to opcodes.
64 *
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
67 */
68
69
70 #include "main/glheader.h"
71 #include "main/bufferobj.h"
72 #include "main/context.h"
73 #include "main/dlist.h"
74 #include "main/enums.h"
75 #include "main/eval.h"
76 #include "main/macros.h"
77 #include "main/api_validate.h"
78 #include "main/api_arrayelt.h"
79 #include "main/vtxfmt.h"
80 #include "main/dispatch.h"
81 #include "main/state.h"
82 #include "util/bitscan.h"
83
84 #include "vbo_noop.h"
85 #include "vbo_private.h"
86
87
88 #ifdef ERROR
89 #undef ERROR
90 #endif
91
92 /**
93 * Display list flag only used by this VBO code.
94 */
95 #define DLIST_DANGLING_REFS 0x1
96
97
98 /* An interesting VBO number/name to help with debugging */
99 #define VBO_BUF_ID 12345
100
101
102 /*
103 * NOTE: Old 'parity' issue is gone, but copying can still be
104 * wrong-footed on replay.
105 */
106 static GLuint
107 copy_vertices(struct gl_context *ctx,
108 const struct vbo_save_vertex_list *node,
109 const fi_type * src_buffer)
110 {
111 struct vbo_save_context *save = &vbo_context(ctx)->save;
112 const struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
113 GLuint nr = prim->count;
114 GLuint sz = save->vertex_size;
115 const fi_type *src = src_buffer + prim->start * sz;
116 fi_type *dst = save->copied.buffer;
117 GLuint ovf, i;
118
119 if (prim->end)
120 return 0;
121
122 switch (prim->mode) {
123 case GL_POINTS:
124 return 0;
125 case GL_LINES:
126 ovf = nr & 1;
127 for (i = 0; i < ovf; i++)
128 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
129 sz * sizeof(GLfloat));
130 return i;
131 case GL_TRIANGLES:
132 ovf = nr % 3;
133 for (i = 0; i < ovf; i++)
134 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
135 sz * sizeof(GLfloat));
136 return i;
137 case GL_QUADS:
138 ovf = nr & 3;
139 for (i = 0; i < ovf; i++)
140 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
141 sz * sizeof(GLfloat));
142 return i;
143 case GL_LINE_STRIP:
144 if (nr == 0)
145 return 0;
146 else {
147 memcpy(dst, src + (nr - 1) * sz, sz * sizeof(GLfloat));
148 return 1;
149 }
150 case GL_LINE_LOOP:
151 case GL_TRIANGLE_FAN:
152 case GL_POLYGON:
153 if (nr == 0)
154 return 0;
155 else if (nr == 1) {
156 memcpy(dst, src + 0, sz * sizeof(GLfloat));
157 return 1;
158 }
159 else {
160 memcpy(dst, src + 0, sz * sizeof(GLfloat));
161 memcpy(dst + sz, src + (nr - 1) * sz, sz * sizeof(GLfloat));
162 return 2;
163 }
164 case GL_TRIANGLE_STRIP:
165 case GL_QUAD_STRIP:
166 switch (nr) {
167 case 0:
168 ovf = 0;
169 break;
170 case 1:
171 ovf = 1;
172 break;
173 default:
174 ovf = 2 + (nr & 1);
175 break;
176 }
177 for (i = 0; i < ovf; i++)
178 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
179 sz * sizeof(GLfloat));
180 return i;
181 default:
182 unreachable("Unexpected primitive type");
183 return 0;
184 }
185 }
186
187
188 static struct vbo_save_vertex_store *
189 alloc_vertex_store(struct gl_context *ctx)
190 {
191 struct vbo_save_context *save = &vbo_context(ctx)->save;
192 struct vbo_save_vertex_store *vertex_store =
193 CALLOC_STRUCT(vbo_save_vertex_store);
194
195 /* obj->Name needs to be non-zero, but won't ever be examined more
196 * closely than that. In particular these buffers won't be entered
197 * into the hash and can never be confused with ones visible to the
198 * user. Perhaps there could be a special number for internal
199 * buffers:
200 */
201 vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID);
202 if (vertex_store->bufferobj) {
203 save->out_of_memory =
204 !ctx->Driver.BufferData(ctx,
205 GL_ARRAY_BUFFER_ARB,
206 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
207 NULL, GL_STATIC_DRAW_ARB,
208 GL_MAP_WRITE_BIT |
209 GL_DYNAMIC_STORAGE_BIT,
210 vertex_store->bufferobj);
211 }
212 else {
213 save->out_of_memory = GL_TRUE;
214 }
215
216 if (save->out_of_memory) {
217 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation");
218 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
219 }
220
221 vertex_store->buffer_map = NULL;
222 vertex_store->used = 0;
223 vertex_store->refcount = 1;
224
225 return vertex_store;
226 }
227
228
229 static void
230 free_vertex_store(struct gl_context *ctx,
231 struct vbo_save_vertex_store *vertex_store)
232 {
233 assert(!vertex_store->buffer_map);
234
235 if (vertex_store->bufferobj) {
236 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
237 }
238
239 free(vertex_store);
240 }
241
242
243 fi_type *
244 vbo_save_map_vertex_store(struct gl_context *ctx,
245 struct vbo_save_vertex_store *vertex_store)
246 {
247 const GLbitfield access = (GL_MAP_WRITE_BIT |
248 GL_MAP_INVALIDATE_RANGE_BIT |
249 GL_MAP_UNSYNCHRONIZED_BIT |
250 GL_MAP_FLUSH_EXPLICIT_BIT);
251
252 assert(vertex_store->bufferobj);
253 assert(!vertex_store->buffer_map); /* the buffer should not be mapped */
254
255 if (vertex_store->bufferobj->Size > 0) {
256 /* Map the remaining free space in the VBO */
257 GLintptr offset = vertex_store->used * sizeof(GLfloat);
258 GLsizeiptr size = vertex_store->bufferobj->Size - offset;
259 fi_type *range = (fi_type *)
260 ctx->Driver.MapBufferRange(ctx, offset, size, access,
261 vertex_store->bufferobj,
262 MAP_INTERNAL);
263 if (range) {
264 /* compute address of start of whole buffer (needed elsewhere) */
265 vertex_store->buffer_map = range - vertex_store->used;
266 assert(vertex_store->buffer_map);
267 return range;
268 }
269 else {
270 vertex_store->buffer_map = NULL;
271 return NULL;
272 }
273 }
274 else {
275 /* probably ran out of memory for buffers */
276 return NULL;
277 }
278 }
279
280
281 void
282 vbo_save_unmap_vertex_store(struct gl_context *ctx,
283 struct vbo_save_vertex_store *vertex_store)
284 {
285 if (vertex_store->bufferobj->Size > 0) {
286 GLintptr offset = 0;
287 GLsizeiptr length = vertex_store->used * sizeof(GLfloat)
288 - vertex_store->bufferobj->Mappings[MAP_INTERNAL].Offset;
289
290 /* Explicitly flush the region we wrote to */
291 ctx->Driver.FlushMappedBufferRange(ctx, offset, length,
292 vertex_store->bufferobj,
293 MAP_INTERNAL);
294
295 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj, MAP_INTERNAL);
296 }
297 vertex_store->buffer_map = NULL;
298 }
299
300
301 static struct vbo_save_primitive_store *
302 alloc_prim_store(void)
303 {
304 struct vbo_save_primitive_store *store =
305 CALLOC_STRUCT(vbo_save_primitive_store);
306 store->used = 0;
307 store->refcount = 1;
308 return store;
309 }
310
311
312 static void
313 reset_counters(struct gl_context *ctx)
314 {
315 struct vbo_save_context *save = &vbo_context(ctx)->save;
316
317 save->prims = save->prim_store->prims + save->prim_store->used;
318 save->buffer_map = save->vertex_store->buffer_map + save->vertex_store->used;
319
320 assert(save->buffer_map == save->buffer_ptr);
321
322 if (save->vertex_size)
323 save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
324 save->vertex_size;
325 else
326 save->max_vert = 0;
327
328 save->vert_count = 0;
329 save->prim_count = 0;
330 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
331 save->dangling_attr_ref = GL_FALSE;
332 }
333
334 /**
335 * For a list of prims, try merging prims that can just be extensions of the
336 * previous prim.
337 */
338 static void
339 merge_prims(struct _mesa_prim *prim_list,
340 GLuint *prim_count)
341 {
342 GLuint i;
343 struct _mesa_prim *prev_prim = prim_list;
344
345 for (i = 1; i < *prim_count; i++) {
346 struct _mesa_prim *this_prim = prim_list + i;
347
348 vbo_try_prim_conversion(this_prim);
349
350 if (vbo_can_merge_prims(prev_prim, this_prim)) {
351 /* We've found a prim that just extend the previous one. Tack it
352 * onto the previous one, and let this primitive struct get dropped.
353 */
354 vbo_merge_prims(prev_prim, this_prim);
355 continue;
356 }
357
358 /* If any previous primitives have been dropped, then we need to copy
359 * this later one into the next available slot.
360 */
361 prev_prim++;
362 if (prev_prim != this_prim)
363 *prev_prim = *this_prim;
364 }
365
366 *prim_count = prev_prim - prim_list + 1;
367 }
368
369
370 /**
371 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
372 * don't have to worry about handling the _mesa_prim::begin/end flags.
373 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
374 */
375 static void
376 convert_line_loop_to_strip(struct vbo_save_context *save,
377 struct vbo_save_vertex_list *node)
378 {
379 struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
380
381 assert(prim->mode == GL_LINE_LOOP);
382
383 if (prim->end) {
384 /* Copy the 0th vertex to end of the buffer and extend the
385 * vertex count by one to finish the line loop.
386 */
387 const GLuint sz = save->vertex_size;
388 /* 0th vertex: */
389 const fi_type *src = save->buffer_map + prim->start * sz;
390 /* end of buffer: */
391 fi_type *dst = save->buffer_map + (prim->start + prim->count) * sz;
392
393 memcpy(dst, src, sz * sizeof(float));
394
395 prim->count++;
396 node->vertex_count++;
397 save->vert_count++;
398 save->buffer_ptr += sz;
399 save->vertex_store->used += sz;
400 }
401
402 if (!prim->begin) {
403 /* Drawing the second or later section of a long line loop.
404 * Skip the 0th vertex.
405 */
406 prim->start++;
407 prim->count--;
408 }
409
410 prim->mode = GL_LINE_STRIP;
411 }
412
413
414 /**
415 * Insert the active immediate struct onto the display list currently
416 * being built.
417 */
418 static void
419 compile_vertex_list(struct gl_context *ctx)
420 {
421 struct vbo_save_context *save = &vbo_context(ctx)->save;
422 struct vbo_save_vertex_list *node;
423 GLuint offset;
424 unsigned i;
425
426 /* Allocate space for this structure in the display list currently
427 * being compiled.
428 */
429 node = (struct vbo_save_vertex_list *)
430 _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node));
431
432 if (!node)
433 return;
434
435 /* Make sure the pointer is aligned to the size of a pointer */
436 assert((GLintptr) node % sizeof(void *) == 0);
437
438 /* Duplicate our template, increment refcounts to the storage structs:
439 */
440 node->enabled = save->enabled;
441 STATIC_ASSERT(sizeof(node->attrsz) == sizeof(save->attrsz));
442 memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz));
443 STATIC_ASSERT(sizeof(node->attrtype) == sizeof(save->attrtype));
444 memcpy(node->attrtype, save->attrtype, sizeof(node->attrtype));
445 node->vertex_size = save->vertex_size;
446 node->buffer_offset =
447 (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
448 if (aligned_vertex_buffer_offset(node)) {
449 /* The vertex size is an exact multiple of the buffer offset.
450 * This means that we can use zero-based vertex attribute pointers
451 * and specify the start of the primitive with the _mesa_prim::start
452 * field. This results in issuing several draw calls with identical
453 * vertex attribute information. This can result in fewer state
454 * changes in drivers. In particular, the Gallium CSO module will
455 * filter out redundant vertex buffer changes.
456 */
457 offset = 0;
458 } else {
459 offset = node->buffer_offset;
460 }
461 for (i = 0; i < VBO_ATTRIB_MAX; ++i) {
462 node->offsets[i] = offset;
463 offset += node->attrsz[i] * sizeof(GLfloat);
464 }
465 node->vertex_count = save->vert_count;
466 node->wrap_count = save->copied.nr;
467 node->dangling_attr_ref = save->dangling_attr_ref;
468 node->prims = save->prims;
469 node->prim_count = save->prim_count;
470 node->vertex_store = save->vertex_store;
471 node->prim_store = save->prim_store;
472
473 node->vertex_store->refcount++;
474 node->prim_store->refcount++;
475
476 if (node->prims[0].no_current_update) {
477 node->current_size = 0;
478 node->current_data = NULL;
479 }
480 else {
481 node->current_size = node->vertex_size - node->attrsz[0];
482 node->current_data = NULL;
483
484 if (node->current_size) {
485 /* If the malloc fails, we just pull the data out of the VBO
486 * later instead.
487 */
488 node->current_data = malloc(node->current_size * sizeof(GLfloat));
489 if (node->current_data) {
490 const char *buffer = (const char *) save->vertex_store->buffer_map;
491 unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
492 unsigned vertex_offset = 0;
493
494 if (node->vertex_count)
495 vertex_offset =
496 (node->vertex_count - 1) * node->vertex_size * sizeof(GLfloat);
497
498 memcpy(node->current_data,
499 buffer + node->buffer_offset + vertex_offset + attr_offset,
500 node->current_size * sizeof(GLfloat));
501 }
502 }
503 }
504
505 assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
506
507 if (save->dangling_attr_ref)
508 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
509
510 save->vertex_store->used += save->vertex_size * node->vertex_count;
511 save->prim_store->used += node->prim_count;
512
513 /* Copy duplicated vertices
514 */
515 save->copied.nr = copy_vertices(ctx, node, save->buffer_map);
516
517 if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) {
518 convert_line_loop_to_strip(save, node);
519 }
520
521 merge_prims(node->prims, &node->prim_count);
522
523 /* Deal with GL_COMPILE_AND_EXECUTE:
524 */
525 if (ctx->ExecuteFlag) {
526 struct _glapi_table *dispatch = GET_DISPATCH();
527
528 _glapi_set_dispatch(ctx->Exec);
529
530 const GLfloat *buffer = (const GLfloat *)
531 ((const char *) save->vertex_store->buffer_map +
532 node->buffer_offset);
533
534 vbo_loopback_vertex_list(ctx, buffer,
535 node->attrsz, node->prims, node->prim_count,
536 node->wrap_count, node->vertex_size);
537
538 _glapi_set_dispatch(dispatch);
539 }
540
541 /* Decide whether the storage structs are full, or can be used for
542 * the next vertex lists as well.
543 */
544 if (save->vertex_store->used >
545 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
546
547 /* Unmap old store:
548 */
549 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
550
551 /* Release old reference:
552 */
553 save->vertex_store->refcount--;
554 assert(save->vertex_store->refcount != 0);
555 save->vertex_store = NULL;
556
557 /* Allocate and map new store:
558 */
559 save->vertex_store = alloc_vertex_store(ctx);
560 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
561 save->out_of_memory = save->buffer_ptr == NULL;
562 }
563 else {
564 /* update buffer_ptr for next vertex */
565 save->buffer_ptr = save->vertex_store->buffer_map
566 + save->vertex_store->used;
567 }
568
569 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
570 save->prim_store->refcount--;
571 assert(save->prim_store->refcount != 0);
572 save->prim_store = alloc_prim_store();
573 }
574
575 /*
576 * If the vertex buffer offset is a multiple of the vertex size,
577 * we can use the _mesa_prim::start value to indicate where the
578 * vertices starts, instead of the buffer offset. Also see the
579 * bind_vertex_list() function.
580 */
581 if (aligned_vertex_buffer_offset(node)) {
582 const unsigned start_offset =
583 node->buffer_offset / (node->vertex_size * sizeof(GLfloat));
584 for (unsigned i = 0; i < save->prim_count; i++) {
585 save->prims[i].start += start_offset;
586 }
587 node->start_vertex = start_offset;
588 } else {
589 node->start_vertex = 0;
590 }
591
592 /* Reset our structures for the next run of vertices:
593 */
594 reset_counters(ctx);
595 }
596
597
598 /**
599 * This is called when we fill a vertex buffer before we hit a glEnd().
600 * We
601 * TODO -- If no new vertices have been stored, don't bother saving it.
602 */
603 static void
604 wrap_buffers(struct gl_context *ctx)
605 {
606 struct vbo_save_context *save = &vbo_context(ctx)->save;
607 GLint i = save->prim_count - 1;
608 GLenum mode;
609 GLboolean weak;
610 GLboolean no_current_update;
611
612 assert(i < (GLint) save->prim_max);
613 assert(i >= 0);
614
615 /* Close off in-progress primitive.
616 */
617 save->prims[i].count = (save->vert_count - save->prims[i].start);
618 mode = save->prims[i].mode;
619 weak = save->prims[i].weak;
620 no_current_update = save->prims[i].no_current_update;
621
622 /* store the copied vertices, and allocate a new list.
623 */
624 compile_vertex_list(ctx);
625
626 /* Restart interrupted primitive
627 */
628 save->prims[0].mode = mode;
629 save->prims[0].weak = weak;
630 save->prims[0].no_current_update = no_current_update;
631 save->prims[0].begin = 0;
632 save->prims[0].end = 0;
633 save->prims[0].pad = 0;
634 save->prims[0].start = 0;
635 save->prims[0].count = 0;
636 save->prims[0].num_instances = 1;
637 save->prims[0].base_instance = 0;
638 save->prims[0].is_indirect = 0;
639 save->prim_count = 1;
640 }
641
642
643 /**
644 * Called only when buffers are wrapped as the result of filling the
645 * vertex_store struct.
646 */
647 static void
648 wrap_filled_vertex(struct gl_context *ctx)
649 {
650 struct vbo_save_context *save = &vbo_context(ctx)->save;
651 unsigned numComponents;
652
653 /* Emit a glEnd to close off the last vertex list.
654 */
655 wrap_buffers(ctx);
656
657 /* Copy stored stored vertices to start of new list.
658 */
659 assert(save->max_vert - save->vert_count > save->copied.nr);
660
661 numComponents = save->copied.nr * save->vertex_size;
662 memcpy(save->buffer_ptr,
663 save->copied.buffer,
664 numComponents * sizeof(fi_type));
665 save->buffer_ptr += numComponents;
666 save->vert_count += save->copied.nr;
667 }
668
669
670 static void
671 copy_to_current(struct gl_context *ctx)
672 {
673 struct vbo_save_context *save = &vbo_context(ctx)->save;
674 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
675
676 while (enabled) {
677 const int i = u_bit_scan64(&enabled);
678 assert(save->attrsz[i]);
679
680 save->currentsz[i][0] = save->attrsz[i];
681 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
682 save->attrptr[i], save->attrtype[i]);
683 }
684 }
685
686
687 static void
688 copy_from_current(struct gl_context *ctx)
689 {
690 struct vbo_save_context *save = &vbo_context(ctx)->save;
691 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
692
693 while (enabled) {
694 const int i = u_bit_scan64(&enabled);
695
696 switch (save->attrsz[i]) {
697 case 4:
698 save->attrptr[i][3] = save->current[i][3];
699 case 3:
700 save->attrptr[i][2] = save->current[i][2];
701 case 2:
702 save->attrptr[i][1] = save->current[i][1];
703 case 1:
704 save->attrptr[i][0] = save->current[i][0];
705 break;
706 case 0:
707 unreachable("Unexpected vertex attribute size");
708 }
709 }
710 }
711
712
713 /**
714 * Called when we increase the size of a vertex attribute. For example,
715 * if we've seen one or more glTexCoord2f() calls and now we get a
716 * glTexCoord3f() call.
717 * Flush existing data, set new attrib size, replay copied vertices.
718 */
719 static void
720 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
721 {
722 struct vbo_save_context *save = &vbo_context(ctx)->save;
723 GLuint oldsz;
724 GLuint i;
725 fi_type *tmp;
726
727 /* Store the current run of vertices, and emit a GL_END. Emit a
728 * BEGIN in the new buffer.
729 */
730 if (save->vert_count)
731 wrap_buffers(ctx);
732 else
733 assert(save->copied.nr == 0);
734
735 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
736 * when the attribute already exists in the vertex and is having
737 * its size increased.
738 */
739 copy_to_current(ctx);
740
741 /* Fix up sizes:
742 */
743 oldsz = save->attrsz[attr];
744 save->attrsz[attr] = newsz;
745 save->enabled |= BITFIELD64_BIT(attr);
746
747 save->vertex_size += newsz - oldsz;
748 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
749 save->vertex_size);
750 save->vert_count = 0;
751
752 /* Recalculate all the attrptr[] values:
753 */
754 tmp = save->vertex;
755 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
756 if (save->attrsz[i]) {
757 save->attrptr[i] = tmp;
758 tmp += save->attrsz[i];
759 }
760 else {
761 save->attrptr[i] = NULL; /* will not be dereferenced. */
762 }
763 }
764
765 /* Copy from current to repopulate the vertex with correct values.
766 */
767 copy_from_current(ctx);
768
769 /* Replay stored vertices to translate them to new format here.
770 *
771 * If there are copied vertices and the new (upgraded) attribute
772 * has not been defined before, this list is somewhat degenerate,
773 * and will need fixup at runtime.
774 */
775 if (save->copied.nr) {
776 const fi_type *data = save->copied.buffer;
777 fi_type *dest = save->buffer_map;
778
779 /* Need to note this and fix up at runtime (or loopback):
780 */
781 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
782 assert(oldsz == 0);
783 save->dangling_attr_ref = GL_TRUE;
784 }
785
786 for (i = 0; i < save->copied.nr; i++) {
787 GLbitfield64 enabled = save->enabled;
788 while (enabled) {
789 const int j = u_bit_scan64(&enabled);
790 assert(save->attrsz[j]);
791 if (j == attr) {
792 if (oldsz) {
793 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
794 save->attrtype[j]);
795 data += oldsz;
796 dest += newsz;
797 }
798 else {
799 COPY_SZ_4V(dest, newsz, save->current[attr]);
800 dest += newsz;
801 }
802 }
803 else {
804 GLint sz = save->attrsz[j];
805 COPY_SZ_4V(dest, sz, data);
806 data += sz;
807 dest += sz;
808 }
809 }
810 }
811
812 save->buffer_ptr = dest;
813 save->vert_count += save->copied.nr;
814 }
815 }
816
817
818 /**
819 * This is called when the size of a vertex attribute changes.
820 * For example, after seeing one or more glTexCoord2f() calls we
821 * get a glTexCoord4f() or glTexCoord1f() call.
822 */
823 static void
824 fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
825 {
826 struct vbo_save_context *save = &vbo_context(ctx)->save;
827
828 if (sz > save->attrsz[attr]) {
829 /* New size is larger. Need to flush existing vertices and get
830 * an enlarged vertex format.
831 */
832 upgrade_vertex(ctx, attr, sz);
833 }
834 else if (sz < save->active_sz[attr]) {
835 GLuint i;
836 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
837
838 /* New size is equal or smaller - just need to fill in some
839 * zeros.
840 */
841 for (i = sz; i <= save->attrsz[attr]; i++)
842 save->attrptr[attr][i - 1] = id[i - 1];
843 }
844
845 save->active_sz[attr] = sz;
846 }
847
848
849 /**
850 * Reset the current size of all vertex attributes to the default
851 * value of 0. This signals that we haven't yet seen any per-vertex
852 * commands such as glNormal3f() or glTexCoord2f().
853 */
854 static void
855 reset_vertex(struct gl_context *ctx)
856 {
857 struct vbo_save_context *save = &vbo_context(ctx)->save;
858
859 while (save->enabled) {
860 const int i = u_bit_scan64(&save->enabled);
861 assert(save->attrsz[i]);
862 save->attrsz[i] = 0;
863 save->active_sz[i] = 0;
864 }
865
866 save->vertex_size = 0;
867 }
868
869
870
871 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
872
873
874 /* Only one size for each attribute may be active at once. Eg. if
875 * Color3f is installed/active, then Color4f may not be, even if the
876 * vertex actually contains 4 color coordinates. This is because the
877 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
878 * of the chooser function when switching between Color4f and Color3f.
879 */
880 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
881 do { \
882 struct vbo_save_context *save = &vbo_context(ctx)->save; \
883 \
884 if (save->active_sz[A] != N) \
885 fixup_vertex(ctx, A, N); \
886 \
887 { \
888 C *dest = (C *)save->attrptr[A]; \
889 if (N>0) dest[0] = V0; \
890 if (N>1) dest[1] = V1; \
891 if (N>2) dest[2] = V2; \
892 if (N>3) dest[3] = V3; \
893 save->attrtype[A] = T; \
894 } \
895 \
896 if ((A) == 0) { \
897 GLuint i; \
898 \
899 for (i = 0; i < save->vertex_size; i++) \
900 save->buffer_ptr[i] = save->vertex[i]; \
901 \
902 save->buffer_ptr += save->vertex_size; \
903 \
904 if (++save->vert_count >= save->max_vert) \
905 wrap_filled_vertex(ctx); \
906 } \
907 } while (0)
908
909 #define TAG(x) _save_##x
910
911 #include "vbo_attrib_tmp.h"
912
913
914
915 #define MAT( ATTR, N, face, params ) \
916 do { \
917 if (face != GL_BACK) \
918 MAT_ATTR( ATTR, N, params ); /* front */ \
919 if (face != GL_FRONT) \
920 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
921 } while (0)
922
923
924 /**
925 * Save a glMaterial call found between glBegin/End.
926 * glMaterial calls outside Begin/End are handled in dlist.c.
927 */
928 static void GLAPIENTRY
929 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
930 {
931 GET_CURRENT_CONTEXT(ctx);
932
933 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
934 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
935 return;
936 }
937
938 switch (pname) {
939 case GL_EMISSION:
940 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
941 break;
942 case GL_AMBIENT:
943 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
944 break;
945 case GL_DIFFUSE:
946 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
947 break;
948 case GL_SPECULAR:
949 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
950 break;
951 case GL_SHININESS:
952 if (*params < 0 || *params > ctx->Const.MaxShininess) {
953 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
954 }
955 else {
956 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
957 }
958 break;
959 case GL_COLOR_INDEXES:
960 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
961 break;
962 case GL_AMBIENT_AND_DIFFUSE:
963 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
964 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
965 break;
966 default:
967 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
968 return;
969 }
970 }
971
972
973 /* Cope with EvalCoord/CallList called within a begin/end object:
974 * -- Flush current buffer
975 * -- Fallback to opcodes for the rest of the begin/end object.
976 */
977 static void
978 dlist_fallback(struct gl_context *ctx)
979 {
980 struct vbo_save_context *save = &vbo_context(ctx)->save;
981
982 if (save->vert_count || save->prim_count) {
983 if (save->prim_count > 0) {
984 /* Close off in-progress primitive. */
985 GLint i = save->prim_count - 1;
986 save->prims[i].count = save->vert_count - save->prims[i].start;
987 }
988
989 /* Need to replay this display list with loopback,
990 * unfortunately, otherwise this primitive won't be handled
991 * properly:
992 */
993 save->dangling_attr_ref = GL_TRUE;
994
995 compile_vertex_list(ctx);
996 }
997
998 copy_to_current(ctx);
999 reset_vertex(ctx);
1000 reset_counters(ctx);
1001 if (save->out_of_memory) {
1002 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1003 }
1004 else {
1005 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1006 }
1007 ctx->Driver.SaveNeedFlush = GL_FALSE;
1008 }
1009
1010
1011 static void GLAPIENTRY
1012 _save_EvalCoord1f(GLfloat u)
1013 {
1014 GET_CURRENT_CONTEXT(ctx);
1015 dlist_fallback(ctx);
1016 CALL_EvalCoord1f(ctx->Save, (u));
1017 }
1018
1019 static void GLAPIENTRY
1020 _save_EvalCoord1fv(const GLfloat * v)
1021 {
1022 GET_CURRENT_CONTEXT(ctx);
1023 dlist_fallback(ctx);
1024 CALL_EvalCoord1fv(ctx->Save, (v));
1025 }
1026
1027 static void GLAPIENTRY
1028 _save_EvalCoord2f(GLfloat u, GLfloat v)
1029 {
1030 GET_CURRENT_CONTEXT(ctx);
1031 dlist_fallback(ctx);
1032 CALL_EvalCoord2f(ctx->Save, (u, v));
1033 }
1034
1035 static void GLAPIENTRY
1036 _save_EvalCoord2fv(const GLfloat * v)
1037 {
1038 GET_CURRENT_CONTEXT(ctx);
1039 dlist_fallback(ctx);
1040 CALL_EvalCoord2fv(ctx->Save, (v));
1041 }
1042
1043 static void GLAPIENTRY
1044 _save_EvalPoint1(GLint i)
1045 {
1046 GET_CURRENT_CONTEXT(ctx);
1047 dlist_fallback(ctx);
1048 CALL_EvalPoint1(ctx->Save, (i));
1049 }
1050
1051 static void GLAPIENTRY
1052 _save_EvalPoint2(GLint i, GLint j)
1053 {
1054 GET_CURRENT_CONTEXT(ctx);
1055 dlist_fallback(ctx);
1056 CALL_EvalPoint2(ctx->Save, (i, j));
1057 }
1058
1059 static void GLAPIENTRY
1060 _save_CallList(GLuint l)
1061 {
1062 GET_CURRENT_CONTEXT(ctx);
1063 dlist_fallback(ctx);
1064 CALL_CallList(ctx->Save, (l));
1065 }
1066
1067 static void GLAPIENTRY
1068 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1069 {
1070 GET_CURRENT_CONTEXT(ctx);
1071 dlist_fallback(ctx);
1072 CALL_CallLists(ctx->Save, (n, type, v));
1073 }
1074
1075
1076
1077 /**
1078 * Called when a glBegin is getting compiled into a display list.
1079 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1080 */
1081 void
1082 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
1083 {
1084 struct vbo_save_context *save = &vbo_context(ctx)->save;
1085 const GLuint i = save->prim_count++;
1086
1087 assert(i < save->prim_max);
1088 save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1089 save->prims[i].begin = 1;
1090 save->prims[i].end = 0;
1091 save->prims[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
1092 save->prims[i].no_current_update =
1093 (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
1094 save->prims[i].pad = 0;
1095 save->prims[i].start = save->vert_count;
1096 save->prims[i].count = 0;
1097 save->prims[i].num_instances = 1;
1098 save->prims[i].base_instance = 0;
1099 save->prims[i].is_indirect = 0;
1100
1101 if (save->out_of_memory) {
1102 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1103 }
1104 else {
1105 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1106 }
1107
1108 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1109 ctx->Driver.SaveNeedFlush = GL_TRUE;
1110 }
1111
1112
1113 static void GLAPIENTRY
1114 _save_End(void)
1115 {
1116 GET_CURRENT_CONTEXT(ctx);
1117 struct vbo_save_context *save = &vbo_context(ctx)->save;
1118 const GLint i = save->prim_count - 1;
1119
1120 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1121 save->prims[i].end = 1;
1122 save->prims[i].count = (save->vert_count - save->prims[i].start);
1123
1124 if (i == (GLint) save->prim_max - 1) {
1125 compile_vertex_list(ctx);
1126 assert(save->copied.nr == 0);
1127 }
1128
1129 /* Swap out this vertex format while outside begin/end. Any color,
1130 * etc. received between here and the next begin will be compiled
1131 * as opcodes.
1132 */
1133 if (save->out_of_memory) {
1134 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1135 }
1136 else {
1137 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1138 }
1139 }
1140
1141
1142 static void GLAPIENTRY
1143 _save_Begin(GLenum mode)
1144 {
1145 GET_CURRENT_CONTEXT(ctx);
1146 (void) mode;
1147 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1148 }
1149
1150
1151 static void GLAPIENTRY
1152 _save_PrimitiveRestartNV(void)
1153 {
1154 GET_CURRENT_CONTEXT(ctx);
1155 struct vbo_save_context *save = &vbo_context(ctx)->save;
1156
1157 if (save->prim_count == 0) {
1158 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1159 * is an error.
1160 */
1161 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1162 "glPrimitiveRestartNV called outside glBegin/End");
1163 } else {
1164 /* get current primitive mode */
1165 GLenum curPrim = save->prims[save->prim_count - 1].mode;
1166
1167 /* restart primitive */
1168 CALL_End(GET_DISPATCH(), ());
1169 vbo_save_NotifyBegin(ctx, curPrim);
1170 }
1171 }
1172
1173
1174 /* Unlike the functions above, these are to be hooked into the vtxfmt
1175 * maintained in ctx->ListState, active when the list is known or
1176 * suspected to be outside any begin/end primitive.
1177 * Note: OBE = Outside Begin/End
1178 */
1179 static void GLAPIENTRY
1180 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1181 {
1182 GET_CURRENT_CONTEXT(ctx);
1183 vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
1184 CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
1185 CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
1186 CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
1187 CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
1188 CALL_End(GET_DISPATCH(), ());
1189 }
1190
1191
1192 static void GLAPIENTRY
1193 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1194 {
1195 GET_CURRENT_CONTEXT(ctx);
1196 struct vbo_save_context *save = &vbo_context(ctx)->save;
1197 GLint i;
1198
1199 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1200 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1201 return;
1202 }
1203 if (count < 0) {
1204 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1205 return;
1206 }
1207
1208 if (save->out_of_memory)
1209 return;
1210
1211 /* Make sure to process any VBO binding changes */
1212 _mesa_update_state(ctx);
1213
1214 _ae_map_vbos(ctx);
1215
1216 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
1217 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1218
1219 for (i = 0; i < count; i++)
1220 CALL_ArrayElement(GET_DISPATCH(), (start + i));
1221 CALL_End(GET_DISPATCH(), ());
1222
1223 _ae_unmap_vbos(ctx);
1224 }
1225
1226
1227 static void GLAPIENTRY
1228 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1229 const GLsizei *count, GLsizei primcount)
1230 {
1231 GET_CURRENT_CONTEXT(ctx);
1232 GLint i;
1233
1234 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1235 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1236 return;
1237 }
1238
1239 if (primcount < 0) {
1240 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1241 "glMultiDrawArrays(primcount<0)");
1242 return;
1243 }
1244
1245 for (i = 0; i < primcount; i++) {
1246 if (count[i] < 0) {
1247 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1248 "glMultiDrawArrays(count[i]<0)");
1249 return;
1250 }
1251 }
1252
1253 for (i = 0; i < primcount; i++) {
1254 if (count[i] > 0) {
1255 _save_OBE_DrawArrays(mode, first[i], count[i]);
1256 }
1257 }
1258 }
1259
1260
1261 /* Could do better by copying the arrays and element list intact and
1262 * then emitting an indexed prim at runtime.
1263 */
1264 static void GLAPIENTRY
1265 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1266 const GLvoid * indices, GLint basevertex)
1267 {
1268 GET_CURRENT_CONTEXT(ctx);
1269 struct vbo_save_context *save = &vbo_context(ctx)->save;
1270 struct gl_buffer_object *indexbuf = ctx->Array.VAO->IndexBufferObj;
1271 GLint i;
1272
1273 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1274 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1275 return;
1276 }
1277 if (count < 0) {
1278 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1279 return;
1280 }
1281 if (type != GL_UNSIGNED_BYTE &&
1282 type != GL_UNSIGNED_SHORT &&
1283 type != GL_UNSIGNED_INT) {
1284 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1285 return;
1286 }
1287
1288 if (save->out_of_memory)
1289 return;
1290
1291 /* Make sure to process any VBO binding changes */
1292 _mesa_update_state(ctx);
1293
1294 _ae_map_vbos(ctx);
1295
1296 if (_mesa_is_bufferobj(indexbuf))
1297 indices =
1298 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1299
1300 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
1301 VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1302
1303 switch (type) {
1304 case GL_UNSIGNED_BYTE:
1305 for (i = 0; i < count; i++)
1306 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLubyte *) indices)[i]));
1307 break;
1308 case GL_UNSIGNED_SHORT:
1309 for (i = 0; i < count; i++)
1310 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLushort *) indices)[i]));
1311 break;
1312 case GL_UNSIGNED_INT:
1313 for (i = 0; i < count; i++)
1314 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLuint *) indices)[i]));
1315 break;
1316 default:
1317 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1318 break;
1319 }
1320
1321 CALL_End(GET_DISPATCH(), ());
1322
1323 _ae_unmap_vbos(ctx);
1324 }
1325
1326 static void GLAPIENTRY
1327 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1328 const GLvoid * indices)
1329 {
1330 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1331 }
1332
1333
1334 static void GLAPIENTRY
1335 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1336 GLsizei count, GLenum type,
1337 const GLvoid * indices)
1338 {
1339 GET_CURRENT_CONTEXT(ctx);
1340 struct vbo_save_context *save = &vbo_context(ctx)->save;
1341
1342 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1343 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1344 return;
1345 }
1346 if (count < 0) {
1347 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1348 "glDrawRangeElements(count<0)");
1349 return;
1350 }
1351 if (type != GL_UNSIGNED_BYTE &&
1352 type != GL_UNSIGNED_SHORT &&
1353 type != GL_UNSIGNED_INT) {
1354 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1355 return;
1356 }
1357 if (end < start) {
1358 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1359 "glDrawRangeElements(end < start)");
1360 return;
1361 }
1362
1363 if (save->out_of_memory)
1364 return;
1365
1366 _save_OBE_DrawElements(mode, count, type, indices);
1367 }
1368
1369
1370 static void GLAPIENTRY
1371 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1372 const GLvoid * const *indices, GLsizei primcount)
1373 {
1374 GLsizei i;
1375
1376 for (i = 0; i < primcount; i++) {
1377 if (count[i] > 0) {
1378 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1379 }
1380 }
1381 }
1382
1383
1384 static void GLAPIENTRY
1385 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1386 GLenum type,
1387 const GLvoid * const *indices,
1388 GLsizei primcount,
1389 const GLint *basevertex)
1390 {
1391 GLsizei i;
1392
1393 for (i = 0; i < primcount; i++) {
1394 if (count[i] > 0) {
1395 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1396 indices[i],
1397 basevertex[i]));
1398 }
1399 }
1400 }
1401
1402
1403 static void
1404 vtxfmt_init(struct gl_context *ctx)
1405 {
1406 struct vbo_save_context *save = &vbo_context(ctx)->save;
1407 GLvertexformat *vfmt = &save->vtxfmt;
1408
1409 vfmt->ArrayElement = _ae_ArrayElement;
1410
1411 vfmt->Color3f = _save_Color3f;
1412 vfmt->Color3fv = _save_Color3fv;
1413 vfmt->Color4f = _save_Color4f;
1414 vfmt->Color4fv = _save_Color4fv;
1415 vfmt->EdgeFlag = _save_EdgeFlag;
1416 vfmt->End = _save_End;
1417 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
1418 vfmt->FogCoordfEXT = _save_FogCoordfEXT;
1419 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
1420 vfmt->Indexf = _save_Indexf;
1421 vfmt->Indexfv = _save_Indexfv;
1422 vfmt->Materialfv = _save_Materialfv;
1423 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
1424 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
1425 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
1426 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
1427 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
1428 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
1429 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
1430 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
1431 vfmt->Normal3f = _save_Normal3f;
1432 vfmt->Normal3fv = _save_Normal3fv;
1433 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
1434 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
1435 vfmt->TexCoord1f = _save_TexCoord1f;
1436 vfmt->TexCoord1fv = _save_TexCoord1fv;
1437 vfmt->TexCoord2f = _save_TexCoord2f;
1438 vfmt->TexCoord2fv = _save_TexCoord2fv;
1439 vfmt->TexCoord3f = _save_TexCoord3f;
1440 vfmt->TexCoord3fv = _save_TexCoord3fv;
1441 vfmt->TexCoord4f = _save_TexCoord4f;
1442 vfmt->TexCoord4fv = _save_TexCoord4fv;
1443 vfmt->Vertex2f = _save_Vertex2f;
1444 vfmt->Vertex2fv = _save_Vertex2fv;
1445 vfmt->Vertex3f = _save_Vertex3f;
1446 vfmt->Vertex3fv = _save_Vertex3fv;
1447 vfmt->Vertex4f = _save_Vertex4f;
1448 vfmt->Vertex4fv = _save_Vertex4fv;
1449 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
1450 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
1451 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
1452 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
1453 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
1454 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
1455 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
1456 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
1457
1458 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
1459 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
1460 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
1461 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
1462 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
1463 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
1464 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
1465 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
1466
1467 /* integer-valued */
1468 vfmt->VertexAttribI1i = _save_VertexAttribI1i;
1469 vfmt->VertexAttribI2i = _save_VertexAttribI2i;
1470 vfmt->VertexAttribI3i = _save_VertexAttribI3i;
1471 vfmt->VertexAttribI4i = _save_VertexAttribI4i;
1472 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
1473 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
1474 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
1475
1476 /* unsigned integer-valued */
1477 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
1478 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
1479 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
1480 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
1481 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
1482 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
1483 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
1484
1485 vfmt->VertexP2ui = _save_VertexP2ui;
1486 vfmt->VertexP3ui = _save_VertexP3ui;
1487 vfmt->VertexP4ui = _save_VertexP4ui;
1488 vfmt->VertexP2uiv = _save_VertexP2uiv;
1489 vfmt->VertexP3uiv = _save_VertexP3uiv;
1490 vfmt->VertexP4uiv = _save_VertexP4uiv;
1491
1492 vfmt->TexCoordP1ui = _save_TexCoordP1ui;
1493 vfmt->TexCoordP2ui = _save_TexCoordP2ui;
1494 vfmt->TexCoordP3ui = _save_TexCoordP3ui;
1495 vfmt->TexCoordP4ui = _save_TexCoordP4ui;
1496 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv;
1497 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv;
1498 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv;
1499 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv;
1500
1501 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui;
1502 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui;
1503 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui;
1504 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui;
1505 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv;
1506 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv;
1507 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv;
1508 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv;
1509
1510 vfmt->NormalP3ui = _save_NormalP3ui;
1511 vfmt->NormalP3uiv = _save_NormalP3uiv;
1512
1513 vfmt->ColorP3ui = _save_ColorP3ui;
1514 vfmt->ColorP4ui = _save_ColorP4ui;
1515 vfmt->ColorP3uiv = _save_ColorP3uiv;
1516 vfmt->ColorP4uiv = _save_ColorP4uiv;
1517
1518 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
1519 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
1520
1521 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
1522 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
1523 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
1524 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
1525
1526 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
1527 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
1528 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
1529 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
1530
1531 vfmt->VertexAttribL1d = _save_VertexAttribL1d;
1532 vfmt->VertexAttribL2d = _save_VertexAttribL2d;
1533 vfmt->VertexAttribL3d = _save_VertexAttribL3d;
1534 vfmt->VertexAttribL4d = _save_VertexAttribL4d;
1535
1536 vfmt->VertexAttribL1dv = _save_VertexAttribL1dv;
1537 vfmt->VertexAttribL2dv = _save_VertexAttribL2dv;
1538 vfmt->VertexAttribL3dv = _save_VertexAttribL3dv;
1539 vfmt->VertexAttribL4dv = _save_VertexAttribL4dv;
1540
1541 vfmt->VertexAttribL1ui64ARB = _save_VertexAttribL1ui64ARB;
1542 vfmt->VertexAttribL1ui64vARB = _save_VertexAttribL1ui64vARB;
1543
1544 /* This will all require us to fallback to saving the list as opcodes:
1545 */
1546 vfmt->CallList = _save_CallList;
1547 vfmt->CallLists = _save_CallLists;
1548
1549 vfmt->EvalCoord1f = _save_EvalCoord1f;
1550 vfmt->EvalCoord1fv = _save_EvalCoord1fv;
1551 vfmt->EvalCoord2f = _save_EvalCoord2f;
1552 vfmt->EvalCoord2fv = _save_EvalCoord2fv;
1553 vfmt->EvalPoint1 = _save_EvalPoint1;
1554 vfmt->EvalPoint2 = _save_EvalPoint2;
1555
1556 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1557 * only used when we're inside a glBegin/End pair.
1558 */
1559 vfmt->Begin = _save_Begin;
1560 }
1561
1562
1563 /**
1564 * Initialize the dispatch table with the VBO functions for display
1565 * list compilation.
1566 */
1567 void
1568 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1569 struct _glapi_table *exec)
1570 {
1571 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1572 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1573 SET_DrawElements(exec, _save_OBE_DrawElements);
1574 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1575 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1576 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1577 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1578 SET_Rectf(exec, _save_OBE_Rectf);
1579 /* Note: other glDraw functins aren't compiled into display lists */
1580 }
1581
1582
1583
1584 void
1585 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1586 {
1587 struct vbo_save_context *save = &vbo_context(ctx)->save;
1588
1589 /* Noop when we are actually active:
1590 */
1591 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1592 return;
1593
1594 if (save->vert_count || save->prim_count)
1595 compile_vertex_list(ctx);
1596
1597 copy_to_current(ctx);
1598 reset_vertex(ctx);
1599 reset_counters(ctx);
1600 ctx->Driver.SaveNeedFlush = GL_FALSE;
1601 }
1602
1603
1604 /**
1605 * Called from glNewList when we're starting to compile a display list.
1606 */
1607 void
1608 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1609 {
1610 struct vbo_save_context *save = &vbo_context(ctx)->save;
1611
1612 (void) list;
1613 (void) mode;
1614
1615 if (!save->prim_store)
1616 save->prim_store = alloc_prim_store();
1617
1618 if (!save->vertex_store)
1619 save->vertex_store = alloc_vertex_store(ctx);
1620
1621 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1622
1623 reset_vertex(ctx);
1624 reset_counters(ctx);
1625 ctx->Driver.SaveNeedFlush = GL_FALSE;
1626 }
1627
1628
1629 /**
1630 * Called from glEndList when we're finished compiling a display list.
1631 */
1632 void
1633 vbo_save_EndList(struct gl_context *ctx)
1634 {
1635 struct vbo_save_context *save = &vbo_context(ctx)->save;
1636
1637 /* EndList called inside a (saved) Begin/End pair?
1638 */
1639 if (_mesa_inside_dlist_begin_end(ctx)) {
1640 if (save->prim_count > 0) {
1641 GLint i = save->prim_count - 1;
1642 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1643 save->prims[i].end = 0;
1644 save->prims[i].count = save->vert_count - save->prims[i].start;
1645 }
1646
1647 /* Make sure this vertex list gets replayed by the "loopback"
1648 * mechanism:
1649 */
1650 save->dangling_attr_ref = GL_TRUE;
1651 vbo_save_SaveFlushVertices(ctx);
1652
1653 /* Swap out this vertex format while outside begin/end. Any color,
1654 * etc. received between here and the next begin will be compiled
1655 * as opcodes.
1656 */
1657 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1658 }
1659
1660 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1661
1662 assert(save->vertex_size == 0);
1663 }
1664
1665
1666 /**
1667 * Called from the display list code when we're about to execute a
1668 * display list.
1669 */
1670 void
1671 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1672 {
1673 struct vbo_save_context *save = &vbo_context(ctx)->save;
1674 save->replay_flags |= dlist->Flags;
1675 }
1676
1677
1678 /**
1679 * Called from the display list code when we're finished executing a
1680 * display list.
1681 */
1682 void
1683 vbo_save_EndCallList(struct gl_context *ctx)
1684 {
1685 struct vbo_save_context *save = &vbo_context(ctx)->save;
1686
1687 if (ctx->ListState.CallDepth == 1) {
1688 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1689 * flag, if it is set:
1690 */
1691 save->replay_flags &= VBO_SAVE_FALLBACK;
1692 }
1693 }
1694
1695
1696 /**
1697 * Called by display list code when a display list is being deleted.
1698 */
1699 static void
1700 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1701 {
1702 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1703 (void) ctx;
1704
1705 if (--node->vertex_store->refcount == 0)
1706 free_vertex_store(ctx, node->vertex_store);
1707
1708 if (--node->prim_store->refcount == 0)
1709 free(node->prim_store);
1710
1711 free(node->current_data);
1712 node->current_data = NULL;
1713 }
1714
1715
1716 static void
1717 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1718 {
1719 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1720 GLuint i;
1721 struct gl_buffer_object *buffer = node->vertex_store ?
1722 node->vertex_store->bufferobj : NULL;
1723 (void) ctx;
1724
1725 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1726 "buffer %p\n",
1727 node->vertex_count, node->prim_count, node->vertex_size,
1728 buffer);
1729
1730 for (i = 0; i < node->prim_count; i++) {
1731 struct _mesa_prim *prim = &node->prims[i];
1732 fprintf(f, " prim %d: %s%s %d..%d %s %s\n",
1733 i,
1734 _mesa_lookup_prim_by_nr(prim->mode),
1735 prim->weak ? " (weak)" : "",
1736 prim->start,
1737 prim->start + prim->count,
1738 (prim->begin) ? "BEGIN" : "(wrap)",
1739 (prim->end) ? "END" : "(wrap)");
1740 }
1741 }
1742
1743
1744 /**
1745 * Called during context creation/init.
1746 */
1747 static void
1748 current_init(struct gl_context *ctx)
1749 {
1750 struct vbo_save_context *save = &vbo_context(ctx)->save;
1751 GLint i;
1752
1753 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1754 const GLuint j = i - VBO_ATTRIB_POS;
1755 assert(j < VERT_ATTRIB_MAX);
1756 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1757 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
1758 }
1759
1760 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1761 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1762 assert(j < MAT_ATTRIB_MAX);
1763 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1764 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
1765 }
1766 }
1767
1768
1769 /**
1770 * Initialize the display list compiler. Called during context creation.
1771 */
1772 void
1773 vbo_save_api_init(struct vbo_save_context *save)
1774 {
1775 struct gl_context *ctx = save->ctx;
1776 GLuint i;
1777
1778 save->opcode_vertex_list =
1779 _mesa_dlist_alloc_opcode(ctx,
1780 sizeof(struct vbo_save_vertex_list),
1781 vbo_save_playback_vertex_list,
1782 vbo_destroy_vertex_list,
1783 vbo_print_vertex_list);
1784
1785 vtxfmt_init(ctx);
1786 current_init(ctx);
1787 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
1788
1789 /* These will actually get set again when binding/drawing */
1790 for (i = 0; i < VBO_ATTRIB_MAX; i++)
1791 save->inputs[i] = &save->arrays[i];
1792 }