1 /**************************************************************************
3 Copyright 2002-2008 VMware, Inc.
7 Permission is hereby granted, free of charge, to any person obtaining a
8 copy of this software and associated documentation files (the "Software"),
9 to deal in the Software without restriction, including without limitation
10 on the rights to use, copy, modify, merge, publish, distribute, sub
11 license, and/or sell copies of the Software, and to permit persons to whom
12 the Software is furnished to do so, subject to the following conditions:
14 The above copyright notice and this permission notice (including the next
15 paragraph) shall be included in all copies or substantial portions of the
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21 VMWARE AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
22 DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23 OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24 USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
30 * Keith Whitwell <keithw@vmware.com>
35 /* Display list compiler attempts to store lists of vertices with the
36 * same vertex layout. Additionally it attempts to minimize the need
37 * for execute-time fixup of these vertex lists, allowing them to be
40 * There are still some circumstances where this can be thwarted, for
41 * example by building a list that consists of one very long primitive
42 * (eg Begin(Triangles), 1000 vertices, End), and calling that list
43 * from inside a different begin/end object (Begin(Lines), CallList,
46 * In that case the code will have to replay the list as individual
47 * commands through the Exec dispatch table, or fix up the copied
48 * vertices at execute-time.
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
61 * The list compiler currently doesn't attempt to compile lists
62 * containing EvalCoord or EvalPoint commands. On encountering one of
63 * these, compilation falls back to opcodes.
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
70 #include "main/glheader.h"
71 #include "main/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"
85 #include "vbo_private.h"
93 * Display list flag only used by this VBO code.
95 #define DLIST_DANGLING_REFS 0x1
98 /* An interesting VBO number/name to help with debugging */
99 #define VBO_BUF_ID 12345
103 * NOTE: Old 'parity' issue is gone, but copying can still be
104 * wrong-footed on replay.
107 copy_vertices(struct gl_context
*ctx
,
108 const struct vbo_save_vertex_list
*node
,
109 const fi_type
* src_buffer
)
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
;
122 switch (prim
->mode
) {
127 for (i
= 0; i
< ovf
; i
++)
128 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
129 sz
* sizeof(GLfloat
));
133 for (i
= 0; i
< ovf
; i
++)
134 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
135 sz
* sizeof(GLfloat
));
139 for (i
= 0; i
< ovf
; i
++)
140 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
141 sz
* sizeof(GLfloat
));
147 memcpy(dst
, src
+ (nr
- 1) * sz
, sz
* sizeof(GLfloat
));
151 case GL_TRIANGLE_FAN
:
156 memcpy(dst
, src
+ 0, sz
* sizeof(GLfloat
));
160 memcpy(dst
, src
+ 0, sz
* sizeof(GLfloat
));
161 memcpy(dst
+ sz
, src
+ (nr
- 1) * sz
, sz
* sizeof(GLfloat
));
164 case GL_TRIANGLE_STRIP
:
177 for (i
= 0; i
< ovf
; i
++)
178 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
179 sz
* sizeof(GLfloat
));
182 unreachable("Unexpected primitive type");
188 static struct vbo_save_vertex_store
*
189 alloc_vertex_store(struct gl_context
*ctx
)
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
);
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
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
,
206 VBO_SAVE_BUFFER_SIZE
* sizeof(GLfloat
),
207 NULL
, GL_STATIC_DRAW_ARB
,
209 GL_DYNAMIC_STORAGE_BIT
,
210 vertex_store
->bufferobj
);
213 save
->out_of_memory
= GL_TRUE
;
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
);
221 vertex_store
->buffer_map
= NULL
;
222 vertex_store
->used
= 0;
223 vertex_store
->refcount
= 1;
230 free_vertex_store(struct gl_context
*ctx
,
231 struct vbo_save_vertex_store
*vertex_store
)
233 assert(!vertex_store
->buffer_map
);
235 if (vertex_store
->bufferobj
) {
236 _mesa_reference_buffer_object(ctx
, &vertex_store
->bufferobj
, NULL
);
244 vbo_save_map_vertex_store(struct gl_context
*ctx
,
245 struct vbo_save_vertex_store
*vertex_store
)
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
);
252 assert(vertex_store
->bufferobj
);
253 assert(!vertex_store
->buffer_map
); /* the buffer should not be mapped */
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
,
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
);
270 vertex_store
->buffer_map
= NULL
;
275 /* probably ran out of memory for buffers */
282 vbo_save_unmap_vertex_store(struct gl_context
*ctx
,
283 struct vbo_save_vertex_store
*vertex_store
)
285 if (vertex_store
->bufferobj
->Size
> 0) {
287 GLsizeiptr length
= vertex_store
->used
* sizeof(GLfloat
)
288 - vertex_store
->bufferobj
->Mappings
[MAP_INTERNAL
].Offset
;
290 /* Explicitly flush the region we wrote to */
291 ctx
->Driver
.FlushMappedBufferRange(ctx
, offset
, length
,
292 vertex_store
->bufferobj
,
295 ctx
->Driver
.UnmapBuffer(ctx
, vertex_store
->bufferobj
, MAP_INTERNAL
);
297 vertex_store
->buffer_map
= NULL
;
301 static struct vbo_save_primitive_store
*
302 alloc_prim_store(void)
304 struct vbo_save_primitive_store
*store
=
305 CALLOC_STRUCT(vbo_save_primitive_store
);
313 reset_counters(struct gl_context
*ctx
)
315 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
317 save
->prims
= save
->prim_store
->prims
+ save
->prim_store
->used
;
318 save
->buffer_map
= save
->vertex_store
->buffer_map
+ save
->vertex_store
->used
;
320 assert(save
->buffer_map
== save
->buffer_ptr
);
322 if (save
->vertex_size
)
323 save
->max_vert
= (VBO_SAVE_BUFFER_SIZE
- save
->vertex_store
->used
) /
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
;
335 * For a list of prims, try merging prims that can just be extensions of the
339 merge_prims(struct _mesa_prim
*prim_list
,
343 struct _mesa_prim
*prev_prim
= prim_list
;
345 for (i
= 1; i
< *prim_count
; i
++) {
346 struct _mesa_prim
*this_prim
= prim_list
+ i
;
348 vbo_try_prim_conversion(this_prim
);
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.
354 vbo_merge_prims(prev_prim
, this_prim
);
358 /* If any previous primitives have been dropped, then we need to copy
359 * this later one into the next available slot.
362 if (prev_prim
!= this_prim
)
363 *prev_prim
= *this_prim
;
366 *prim_count
= prev_prim
- prim_list
+ 1;
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
376 convert_line_loop_to_strip(struct vbo_save_context
*save
,
377 struct vbo_save_vertex_list
*node
)
379 struct _mesa_prim
*prim
= &node
->prims
[node
->prim_count
- 1];
381 assert(prim
->mode
== GL_LINE_LOOP
);
384 /* Copy the 0th vertex to end of the buffer and extend the
385 * vertex count by one to finish the line loop.
387 const GLuint sz
= save
->vertex_size
;
389 const fi_type
*src
= save
->buffer_map
+ prim
->start
* sz
;
391 fi_type
*dst
= save
->buffer_map
+ (prim
->start
+ prim
->count
) * sz
;
393 memcpy(dst
, src
, sz
* sizeof(float));
396 node
->vertex_count
++;
398 save
->buffer_ptr
+= sz
;
399 save
->vertex_store
->used
+= sz
;
403 /* Drawing the second or later section of a long line loop.
404 * Skip the 0th vertex.
410 prim
->mode
= GL_LINE_STRIP
;
415 * Insert the active immediate struct onto the display list currently
419 compile_vertex_list(struct gl_context
*ctx
)
421 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
422 struct vbo_save_vertex_list
*node
;
426 /* Allocate space for this structure in the display list currently
429 node
= (struct vbo_save_vertex_list
*)
430 _mesa_dlist_alloc_aligned(ctx
, save
->opcode_vertex_list
, sizeof(*node
));
435 /* Make sure the pointer is aligned to the size of a pointer */
436 assert((GLintptr
) node
% sizeof(void *) == 0);
438 /* Duplicate our template, increment refcounts to the storage structs:
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.
459 offset
= node
->buffer_offset
;
461 for (i
= 0; i
< VBO_ATTRIB_MAX
; ++i
) {
462 node
->offsets
[i
] = offset
;
463 offset
+= node
->attrsz
[i
] * sizeof(GLfloat
);
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
;
473 node
->vertex_store
->refcount
++;
474 node
->prim_store
->refcount
++;
476 if (node
->prims
[0].no_current_update
) {
477 node
->current_size
= 0;
478 node
->current_data
= NULL
;
481 node
->current_size
= node
->vertex_size
- node
->attrsz
[0];
482 node
->current_data
= NULL
;
484 if (node
->current_size
) {
485 /* If the malloc fails, we just pull the data out of the VBO
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;
494 if (node
->vertex_count
)
496 (node
->vertex_count
- 1) * node
->vertex_size
* sizeof(GLfloat
);
498 memcpy(node
->current_data
,
499 buffer
+ node
->buffer_offset
+ vertex_offset
+ attr_offset
,
500 node
->current_size
* sizeof(GLfloat
));
505 assert(node
->attrsz
[VBO_ATTRIB_POS
] != 0 || node
->vertex_count
== 0);
507 if (save
->dangling_attr_ref
)
508 ctx
->ListState
.CurrentList
->Flags
|= DLIST_DANGLING_REFS
;
510 save
->vertex_store
->used
+= save
->vertex_size
* node
->vertex_count
;
511 save
->prim_store
->used
+= node
->prim_count
;
513 /* Copy duplicated vertices
515 save
->copied
.nr
= copy_vertices(ctx
, node
, save
->buffer_map
);
517 if (node
->prims
[node
->prim_count
- 1].mode
== GL_LINE_LOOP
) {
518 convert_line_loop_to_strip(save
, node
);
521 merge_prims(node
->prims
, &node
->prim_count
);
523 /* Deal with GL_COMPILE_AND_EXECUTE:
525 if (ctx
->ExecuteFlag
) {
526 struct _glapi_table
*dispatch
= GET_DISPATCH();
528 _glapi_set_dispatch(ctx
->Exec
);
530 const GLfloat
*buffer
= (const GLfloat
*)
531 ((const char *) save
->vertex_store
->buffer_map
+
532 node
->buffer_offset
);
534 vbo_loopback_vertex_list(ctx
, buffer
,
535 node
->attrsz
, node
->prims
, node
->prim_count
,
536 node
->wrap_count
, node
->vertex_size
);
538 _glapi_set_dispatch(dispatch
);
541 /* Decide whether the storage structs are full, or can be used for
542 * the next vertex lists as well.
544 if (save
->vertex_store
->used
>
545 VBO_SAVE_BUFFER_SIZE
- 16 * (save
->vertex_size
+ 4)) {
549 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
551 /* Release old reference:
553 save
->vertex_store
->refcount
--;
554 assert(save
->vertex_store
->refcount
!= 0);
555 save
->vertex_store
= NULL
;
557 /* Allocate and map new store:
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
;
564 /* update buffer_ptr for next vertex */
565 save
->buffer_ptr
= save
->vertex_store
->buffer_map
566 + save
->vertex_store
->used
;
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();
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.
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
;
587 node
->start_vertex
= start_offset
;
589 node
->start_vertex
= 0;
592 /* Reset our structures for the next run of vertices:
599 * This is called when we fill a vertex buffer before we hit a glEnd().
601 * TODO -- If no new vertices have been stored, don't bother saving it.
604 wrap_buffers(struct gl_context
*ctx
)
606 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
607 GLint i
= save
->prim_count
- 1;
610 GLboolean no_current_update
;
612 assert(i
< (GLint
) save
->prim_max
);
615 /* Close off in-progress primitive.
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
;
622 /* store the copied vertices, and allocate a new list.
624 compile_vertex_list(ctx
);
626 /* Restart interrupted primitive
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;
644 * Called only when buffers are wrapped as the result of filling the
645 * vertex_store struct.
648 wrap_filled_vertex(struct gl_context
*ctx
)
650 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
651 unsigned numComponents
;
653 /* Emit a glEnd to close off the last vertex list.
657 /* Copy stored stored vertices to start of new list.
659 assert(save
->max_vert
- save
->vert_count
> save
->copied
.nr
);
661 numComponents
= save
->copied
.nr
* save
->vertex_size
;
662 memcpy(save
->buffer_ptr
,
664 numComponents
* sizeof(fi_type
));
665 save
->buffer_ptr
+= numComponents
;
666 save
->vert_count
+= save
->copied
.nr
;
671 copy_to_current(struct gl_context
*ctx
)
673 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
674 GLbitfield64 enabled
= save
->enabled
& (~BITFIELD64_BIT(VBO_ATTRIB_POS
));
677 const int i
= u_bit_scan64(&enabled
);
678 assert(save
->attrsz
[i
]);
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
]);
688 copy_from_current(struct gl_context
*ctx
)
690 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
691 GLbitfield64 enabled
= save
->enabled
& (~BITFIELD64_BIT(VBO_ATTRIB_POS
));
694 const int i
= u_bit_scan64(&enabled
);
696 switch (save
->attrsz
[i
]) {
698 save
->attrptr
[i
][3] = save
->current
[i
][3];
700 save
->attrptr
[i
][2] = save
->current
[i
][2];
702 save
->attrptr
[i
][1] = save
->current
[i
][1];
704 save
->attrptr
[i
][0] = save
->current
[i
][0];
707 unreachable("Unexpected vertex attribute size");
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.
720 upgrade_vertex(struct gl_context
*ctx
, GLuint attr
, GLuint newsz
)
722 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
727 /* Store the current run of vertices, and emit a GL_END. Emit a
728 * BEGIN in the new buffer.
730 if (save
->vert_count
)
733 assert(save
->copied
.nr
== 0);
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.
739 copy_to_current(ctx
);
743 oldsz
= save
->attrsz
[attr
];
744 save
->attrsz
[attr
] = newsz
;
745 save
->enabled
|= BITFIELD64_BIT(attr
);
747 save
->vertex_size
+= newsz
- oldsz
;
748 save
->max_vert
= ((VBO_SAVE_BUFFER_SIZE
- save
->vertex_store
->used
) /
750 save
->vert_count
= 0;
752 /* Recalculate all the attrptr[] values:
755 for (i
= 0; i
< VBO_ATTRIB_MAX
; i
++) {
756 if (save
->attrsz
[i
]) {
757 save
->attrptr
[i
] = tmp
;
758 tmp
+= save
->attrsz
[i
];
761 save
->attrptr
[i
] = NULL
; /* will not be dereferenced. */
765 /* Copy from current to repopulate the vertex with correct values.
767 copy_from_current(ctx
);
769 /* Replay stored vertices to translate them to new format here.
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.
775 if (save
->copied
.nr
) {
776 const fi_type
*data
= save
->copied
.buffer
;
777 fi_type
*dest
= save
->buffer_map
;
779 /* Need to note this and fix up at runtime (or loopback):
781 if (attr
!= VBO_ATTRIB_POS
&& save
->currentsz
[attr
][0] == 0) {
783 save
->dangling_attr_ref
= GL_TRUE
;
786 for (i
= 0; i
< save
->copied
.nr
; i
++) {
787 GLbitfield64 enabled
= save
->enabled
;
789 const int j
= u_bit_scan64(&enabled
);
790 assert(save
->attrsz
[j
]);
793 COPY_CLEAN_4V_TYPE_AS_UNION(dest
, oldsz
, data
,
799 COPY_SZ_4V(dest
, newsz
, save
->current
[attr
]);
804 GLint sz
= save
->attrsz
[j
];
805 COPY_SZ_4V(dest
, sz
, data
);
812 save
->buffer_ptr
= dest
;
813 save
->vert_count
+= save
->copied
.nr
;
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.
824 fixup_vertex(struct gl_context
*ctx
, GLuint attr
, GLuint sz
)
826 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
828 if (sz
> save
->attrsz
[attr
]) {
829 /* New size is larger. Need to flush existing vertices and get
830 * an enlarged vertex format.
832 upgrade_vertex(ctx
, attr
, sz
);
834 else if (sz
< save
->active_sz
[attr
]) {
836 const fi_type
*id
= vbo_get_default_vals_as_union(save
->attrtype
[attr
]);
838 /* New size is equal or smaller - just need to fill in some
841 for (i
= sz
; i
<= save
->attrsz
[attr
]; i
++)
842 save
->attrptr
[attr
][i
- 1] = id
[i
- 1];
845 save
->active_sz
[attr
] = sz
;
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().
855 reset_vertex(struct gl_context
*ctx
)
857 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
859 while (save
->enabled
) {
860 const int i
= u_bit_scan64(&save
->enabled
);
861 assert(save
->attrsz
[i
]);
863 save
->active_sz
[i
] = 0;
866 save
->vertex_size
= 0;
871 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
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.
880 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
882 struct vbo_save_context *save = &vbo_context(ctx)->save; \
884 if (save->active_sz[A] != N) \
885 fixup_vertex(ctx, A, N); \
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; \
899 for (i = 0; i < save->vertex_size; i++) \
900 save->buffer_ptr[i] = save->vertex[i]; \
902 save->buffer_ptr += save->vertex_size; \
904 if (++save->vert_count >= save->max_vert) \
905 wrap_filled_vertex(ctx); \
909 #define TAG(x) _save_##x
911 #include "vbo_attrib_tmp.h"
915 #define MAT( ATTR, N, face, params ) \
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 */ \
925 * Save a glMaterial call found between glBegin/End.
926 * glMaterial calls outside Begin/End are handled in dlist.c.
928 static void GLAPIENTRY
929 _save_Materialfv(GLenum face
, GLenum pname
, const GLfloat
*params
)
931 GET_CURRENT_CONTEXT(ctx
);
933 if (face
!= GL_FRONT
&& face
!= GL_BACK
&& face
!= GL_FRONT_AND_BACK
) {
934 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMaterial(face)");
940 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION
, 4, face
, params
);
943 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT
, 4, face
, params
);
946 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE
, 4, face
, params
);
949 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR
, 4, face
, params
);
952 if (*params
< 0 || *params
> ctx
->Const
.MaxShininess
) {
953 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glMaterial(shininess)");
956 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS
, 1, face
, params
);
959 case GL_COLOR_INDEXES
:
960 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES
, 3, face
, params
);
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
);
967 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMaterial(pname)");
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.
978 dlist_fallback(struct gl_context
*ctx
)
980 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
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
;
989 /* Need to replay this display list with loopback,
990 * unfortunately, otherwise this primitive won't be handled
993 save
->dangling_attr_ref
= GL_TRUE
;
995 compile_vertex_list(ctx
);
998 copy_to_current(ctx
);
1000 reset_counters(ctx
);
1001 if (save
->out_of_memory
) {
1002 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1005 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1007 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1011 static void GLAPIENTRY
1012 _save_EvalCoord1f(GLfloat u
)
1014 GET_CURRENT_CONTEXT(ctx
);
1015 dlist_fallback(ctx
);
1016 CALL_EvalCoord1f(ctx
->Save
, (u
));
1019 static void GLAPIENTRY
1020 _save_EvalCoord1fv(const GLfloat
* v
)
1022 GET_CURRENT_CONTEXT(ctx
);
1023 dlist_fallback(ctx
);
1024 CALL_EvalCoord1fv(ctx
->Save
, (v
));
1027 static void GLAPIENTRY
1028 _save_EvalCoord2f(GLfloat u
, GLfloat v
)
1030 GET_CURRENT_CONTEXT(ctx
);
1031 dlist_fallback(ctx
);
1032 CALL_EvalCoord2f(ctx
->Save
, (u
, v
));
1035 static void GLAPIENTRY
1036 _save_EvalCoord2fv(const GLfloat
* v
)
1038 GET_CURRENT_CONTEXT(ctx
);
1039 dlist_fallback(ctx
);
1040 CALL_EvalCoord2fv(ctx
->Save
, (v
));
1043 static void GLAPIENTRY
1044 _save_EvalPoint1(GLint i
)
1046 GET_CURRENT_CONTEXT(ctx
);
1047 dlist_fallback(ctx
);
1048 CALL_EvalPoint1(ctx
->Save
, (i
));
1051 static void GLAPIENTRY
1052 _save_EvalPoint2(GLint i
, GLint j
)
1054 GET_CURRENT_CONTEXT(ctx
);
1055 dlist_fallback(ctx
);
1056 CALL_EvalPoint2(ctx
->Save
, (i
, j
));
1059 static void GLAPIENTRY
1060 _save_CallList(GLuint l
)
1062 GET_CURRENT_CONTEXT(ctx
);
1063 dlist_fallback(ctx
);
1064 CALL_CallList(ctx
->Save
, (l
));
1067 static void GLAPIENTRY
1068 _save_CallLists(GLsizei n
, GLenum type
, const GLvoid
* v
)
1070 GET_CURRENT_CONTEXT(ctx
);
1071 dlist_fallback(ctx
);
1072 CALL_CallLists(ctx
->Save
, (n
, type
, v
));
1078 * Called when a glBegin is getting compiled into a display list.
1079 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1082 vbo_save_NotifyBegin(struct gl_context
*ctx
, GLenum mode
)
1084 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1085 const GLuint i
= save
->prim_count
++;
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;
1101 if (save
->out_of_memory
) {
1102 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1105 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt
);
1108 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1109 ctx
->Driver
.SaveNeedFlush
= GL_TRUE
;
1113 static void GLAPIENTRY
1116 GET_CURRENT_CONTEXT(ctx
);
1117 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1118 const GLint i
= save
->prim_count
- 1;
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
);
1124 if (i
== (GLint
) save
->prim_max
- 1) {
1125 compile_vertex_list(ctx
);
1126 assert(save
->copied
.nr
== 0);
1129 /* Swap out this vertex format while outside begin/end. Any color,
1130 * etc. received between here and the next begin will be compiled
1133 if (save
->out_of_memory
) {
1134 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1137 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1142 static void GLAPIENTRY
1143 _save_Begin(GLenum mode
)
1145 GET_CURRENT_CONTEXT(ctx
);
1147 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
, "Recursive glBegin");
1151 static void GLAPIENTRY
1152 _save_PrimitiveRestartNV(void)
1154 GET_CURRENT_CONTEXT(ctx
);
1155 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1157 if (save
->prim_count
== 0) {
1158 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1161 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
,
1162 "glPrimitiveRestartNV called outside glBegin/End");
1164 /* get current primitive mode */
1165 GLenum curPrim
= save
->prims
[save
->prim_count
- 1].mode
;
1167 /* restart primitive */
1168 CALL_End(GET_DISPATCH(), ());
1169 vbo_save_NotifyBegin(ctx
, curPrim
);
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
1179 static void GLAPIENTRY
1180 _save_OBE_Rectf(GLfloat x1
, GLfloat y1
, GLfloat x2
, GLfloat y2
)
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(), ());
1192 static void GLAPIENTRY
1193 _save_OBE_DrawArrays(GLenum mode
, GLint start
, GLsizei count
)
1195 GET_CURRENT_CONTEXT(ctx
);
1196 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1199 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1200 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawArrays(mode)");
1204 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawArrays(count<0)");
1208 if (save
->out_of_memory
)
1211 /* Make sure to process any VBO binding changes */
1212 _mesa_update_state(ctx
);
1216 vbo_save_NotifyBegin(ctx
, (mode
| VBO_SAVE_PRIM_WEAK
1217 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE
));
1219 for (i
= 0; i
< count
; i
++)
1220 CALL_ArrayElement(GET_DISPATCH(), (start
+ i
));
1221 CALL_End(GET_DISPATCH(), ());
1223 _ae_unmap_vbos(ctx
);
1227 static void GLAPIENTRY
1228 _save_OBE_MultiDrawArrays(GLenum mode
, const GLint
*first
,
1229 const GLsizei
*count
, GLsizei primcount
)
1231 GET_CURRENT_CONTEXT(ctx
);
1234 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1235 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMultiDrawArrays(mode)");
1239 if (primcount
< 0) {
1240 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1241 "glMultiDrawArrays(primcount<0)");
1245 for (i
= 0; i
< primcount
; i
++) {
1247 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1248 "glMultiDrawArrays(count[i]<0)");
1253 for (i
= 0; i
< primcount
; i
++) {
1255 _save_OBE_DrawArrays(mode
, first
[i
], count
[i
]);
1261 /* Could do better by copying the arrays and element list intact and
1262 * then emitting an indexed prim at runtime.
1264 static void GLAPIENTRY
1265 _save_OBE_DrawElementsBaseVertex(GLenum mode
, GLsizei count
, GLenum type
,
1266 const GLvoid
* indices
, GLint basevertex
)
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
;
1273 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1274 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawElements(mode)");
1278 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawElements(count<0)");
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)");
1288 if (save
->out_of_memory
)
1291 /* Make sure to process any VBO binding changes */
1292 _mesa_update_state(ctx
);
1296 if (_mesa_is_bufferobj(indexbuf
))
1298 ADD_POINTERS(indexbuf
->Mappings
[MAP_INTERNAL
].Pointer
, indices
);
1300 vbo_save_NotifyBegin(ctx
, (mode
| VBO_SAVE_PRIM_WEAK
|
1301 VBO_SAVE_PRIM_NO_CURRENT_UPDATE
));
1304 case GL_UNSIGNED_BYTE
:
1305 for (i
= 0; i
< count
; i
++)
1306 CALL_ArrayElement(GET_DISPATCH(), (basevertex
+ ((GLubyte
*) indices
)[i
]));
1308 case GL_UNSIGNED_SHORT
:
1309 for (i
= 0; i
< count
; i
++)
1310 CALL_ArrayElement(GET_DISPATCH(), (basevertex
+ ((GLushort
*) indices
)[i
]));
1312 case GL_UNSIGNED_INT
:
1313 for (i
= 0; i
< count
; i
++)
1314 CALL_ArrayElement(GET_DISPATCH(), (basevertex
+ ((GLuint
*) indices
)[i
]));
1317 _mesa_error(ctx
, GL_INVALID_ENUM
, "glDrawElements(type)");
1321 CALL_End(GET_DISPATCH(), ());
1323 _ae_unmap_vbos(ctx
);
1326 static void GLAPIENTRY
1327 _save_OBE_DrawElements(GLenum mode
, GLsizei count
, GLenum type
,
1328 const GLvoid
* indices
)
1330 _save_OBE_DrawElementsBaseVertex(mode
, count
, type
, indices
, 0);
1334 static void GLAPIENTRY
1335 _save_OBE_DrawRangeElements(GLenum mode
, GLuint start
, GLuint end
,
1336 GLsizei count
, GLenum type
,
1337 const GLvoid
* indices
)
1339 GET_CURRENT_CONTEXT(ctx
);
1340 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1342 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1343 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawRangeElements(mode)");
1347 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1348 "glDrawRangeElements(count<0)");
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)");
1358 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1359 "glDrawRangeElements(end < start)");
1363 if (save
->out_of_memory
)
1366 _save_OBE_DrawElements(mode
, count
, type
, indices
);
1370 static void GLAPIENTRY
1371 _save_OBE_MultiDrawElements(GLenum mode
, const GLsizei
*count
, GLenum type
,
1372 const GLvoid
* const *indices
, GLsizei primcount
)
1376 for (i
= 0; i
< primcount
; i
++) {
1378 CALL_DrawElements(GET_DISPATCH(), (mode
, count
[i
], type
, indices
[i
]));
1384 static void GLAPIENTRY
1385 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode
, const GLsizei
*count
,
1387 const GLvoid
* const *indices
,
1389 const GLint
*basevertex
)
1393 for (i
= 0; i
< primcount
; i
++) {
1395 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode
, count
[i
], type
,
1404 vtxfmt_init(struct gl_context
*ctx
)
1406 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1407 GLvertexformat
*vfmt
= &save
->vtxfmt
;
1409 vfmt
->ArrayElement
= _ae_ArrayElement
;
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
;
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
;
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
;
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
;
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
;
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
;
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
;
1510 vfmt
->NormalP3ui
= _save_NormalP3ui
;
1511 vfmt
->NormalP3uiv
= _save_NormalP3uiv
;
1513 vfmt
->ColorP3ui
= _save_ColorP3ui
;
1514 vfmt
->ColorP4ui
= _save_ColorP4ui
;
1515 vfmt
->ColorP3uiv
= _save_ColorP3uiv
;
1516 vfmt
->ColorP4uiv
= _save_ColorP4uiv
;
1518 vfmt
->SecondaryColorP3ui
= _save_SecondaryColorP3ui
;
1519 vfmt
->SecondaryColorP3uiv
= _save_SecondaryColorP3uiv
;
1521 vfmt
->VertexAttribP1ui
= _save_VertexAttribP1ui
;
1522 vfmt
->VertexAttribP2ui
= _save_VertexAttribP2ui
;
1523 vfmt
->VertexAttribP3ui
= _save_VertexAttribP3ui
;
1524 vfmt
->VertexAttribP4ui
= _save_VertexAttribP4ui
;
1526 vfmt
->VertexAttribP1uiv
= _save_VertexAttribP1uiv
;
1527 vfmt
->VertexAttribP2uiv
= _save_VertexAttribP2uiv
;
1528 vfmt
->VertexAttribP3uiv
= _save_VertexAttribP3uiv
;
1529 vfmt
->VertexAttribP4uiv
= _save_VertexAttribP4uiv
;
1531 vfmt
->VertexAttribL1d
= _save_VertexAttribL1d
;
1532 vfmt
->VertexAttribL2d
= _save_VertexAttribL2d
;
1533 vfmt
->VertexAttribL3d
= _save_VertexAttribL3d
;
1534 vfmt
->VertexAttribL4d
= _save_VertexAttribL4d
;
1536 vfmt
->VertexAttribL1dv
= _save_VertexAttribL1dv
;
1537 vfmt
->VertexAttribL2dv
= _save_VertexAttribL2dv
;
1538 vfmt
->VertexAttribL3dv
= _save_VertexAttribL3dv
;
1539 vfmt
->VertexAttribL4dv
= _save_VertexAttribL4dv
;
1541 vfmt
->VertexAttribL1ui64ARB
= _save_VertexAttribL1ui64ARB
;
1542 vfmt
->VertexAttribL1ui64vARB
= _save_VertexAttribL1ui64vARB
;
1544 /* This will all require us to fallback to saving the list as opcodes:
1546 vfmt
->CallList
= _save_CallList
;
1547 vfmt
->CallLists
= _save_CallLists
;
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
;
1556 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1557 * only used when we're inside a glBegin/End pair.
1559 vfmt
->Begin
= _save_Begin
;
1564 * Initialize the dispatch table with the VBO functions for display
1568 vbo_initialize_save_dispatch(const struct gl_context
*ctx
,
1569 struct _glapi_table
*exec
)
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 */
1585 vbo_save_SaveFlushVertices(struct gl_context
*ctx
)
1587 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1589 /* Noop when we are actually active:
1591 if (ctx
->Driver
.CurrentSavePrimitive
<= PRIM_MAX
)
1594 if (save
->vert_count
|| save
->prim_count
)
1595 compile_vertex_list(ctx
);
1597 copy_to_current(ctx
);
1599 reset_counters(ctx
);
1600 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1605 * Called from glNewList when we're starting to compile a display list.
1608 vbo_save_NewList(struct gl_context
*ctx
, GLuint list
, GLenum mode
)
1610 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1615 if (!save
->prim_store
)
1616 save
->prim_store
= alloc_prim_store();
1618 if (!save
->vertex_store
)
1619 save
->vertex_store
= alloc_vertex_store(ctx
);
1621 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);
1624 reset_counters(ctx
);
1625 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1630 * Called from glEndList when we're finished compiling a display list.
1633 vbo_save_EndList(struct gl_context
*ctx
)
1635 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1637 /* EndList called inside a (saved) Begin/End pair?
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
;
1647 /* Make sure this vertex list gets replayed by the "loopback"
1650 save
->dangling_attr_ref
= GL_TRUE
;
1651 vbo_save_SaveFlushVertices(ctx
);
1653 /* Swap out this vertex format while outside begin/end. Any color,
1654 * etc. received between here and the next begin will be compiled
1657 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1660 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
1662 assert(save
->vertex_size
== 0);
1667 * Called from the display list code when we're about to execute a
1671 vbo_save_BeginCallList(struct gl_context
*ctx
, struct gl_display_list
*dlist
)
1673 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1674 save
->replay_flags
|= dlist
->Flags
;
1679 * Called from the display list code when we're finished executing a
1683 vbo_save_EndCallList(struct gl_context
*ctx
)
1685 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1687 if (ctx
->ListState
.CallDepth
== 1) {
1688 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1689 * flag, if it is set:
1691 save
->replay_flags
&= VBO_SAVE_FALLBACK
;
1697 * Called by display list code when a display list is being deleted.
1700 vbo_destroy_vertex_list(struct gl_context
*ctx
, void *data
)
1702 struct vbo_save_vertex_list
*node
= (struct vbo_save_vertex_list
*) data
;
1705 if (--node
->vertex_store
->refcount
== 0)
1706 free_vertex_store(ctx
, node
->vertex_store
);
1708 if (--node
->prim_store
->refcount
== 0)
1709 free(node
->prim_store
);
1711 free(node
->current_data
);
1712 node
->current_data
= NULL
;
1717 vbo_print_vertex_list(struct gl_context
*ctx
, void *data
, FILE *f
)
1719 struct vbo_save_vertex_list
*node
= (struct vbo_save_vertex_list
*) data
;
1721 struct gl_buffer_object
*buffer
= node
->vertex_store
?
1722 node
->vertex_store
->bufferobj
: NULL
;
1725 fprintf(f
, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1727 node
->vertex_count
, node
->prim_count
, node
->vertex_size
,
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",
1734 _mesa_lookup_prim_by_nr(prim
->mode
),
1735 prim
->weak
? " (weak)" : "",
1737 prim
->start
+ prim
->count
,
1738 (prim
->begin
) ? "BEGIN" : "(wrap)",
1739 (prim
->end
) ? "END" : "(wrap)");
1745 * Called during context creation/init.
1748 current_init(struct gl_context
*ctx
)
1750 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
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
];
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
];
1770 * Initialize the display list compiler. Called during context creation.
1773 vbo_save_api_init(struct vbo_save_context
*save
)
1775 struct gl_context
*ctx
= save
->ctx
;
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
);
1787 _mesa_noop_vtxfmt_init(&save
->vtxfmt_noop
);
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
];