mesa: some improvements for print_list()
[mesa.git] / src / mesa / vbo / vbo_save_api.c
1 /**************************************************************************
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
82 #include "vbo_context.h"
83 #include "vbo_noop.h"
84
85
86 #ifdef ERROR
87 #undef ERROR
88 #endif
89
90
91 /* An interesting VBO number/name to help with debugging */
92 #define VBO_BUF_ID 12345
93
94
95 /*
96 * NOTE: Old 'parity' issue is gone, but copying can still be
97 * wrong-footed on replay.
98 */
99 static GLuint
100 _save_copy_vertices(struct gl_context *ctx,
101 const struct vbo_save_vertex_list *node,
102 const GLfloat * src_buffer)
103 {
104 struct vbo_save_context *save = &vbo_context(ctx)->save;
105 const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
106 GLuint nr = prim->count;
107 GLuint sz = save->vertex_size;
108 const GLfloat *src = src_buffer + prim->start * sz;
109 GLfloat *dst = save->copied.buffer;
110 GLuint ovf, i;
111
112 if (prim->end)
113 return 0;
114
115 switch (prim->mode) {
116 case GL_POINTS:
117 return 0;
118 case GL_LINES:
119 ovf = nr & 1;
120 for (i = 0; i < ovf; i++)
121 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
122 sz * sizeof(GLfloat));
123 return i;
124 case GL_TRIANGLES:
125 ovf = nr % 3;
126 for (i = 0; i < ovf; i++)
127 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
128 sz * sizeof(GLfloat));
129 return i;
130 case GL_QUADS:
131 ovf = nr & 3;
132 for (i = 0; i < ovf; i++)
133 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
134 sz * sizeof(GLfloat));
135 return i;
136 case GL_LINE_STRIP:
137 if (nr == 0)
138 return 0;
139 else {
140 memcpy(dst, src + (nr - 1) * sz, sz * sizeof(GLfloat));
141 return 1;
142 }
143 case GL_LINE_LOOP:
144 case GL_TRIANGLE_FAN:
145 case GL_POLYGON:
146 if (nr == 0)
147 return 0;
148 else if (nr == 1) {
149 memcpy(dst, src + 0, sz * sizeof(GLfloat));
150 return 1;
151 }
152 else {
153 memcpy(dst, src + 0, sz * sizeof(GLfloat));
154 memcpy(dst + sz, src + (nr - 1) * sz, sz * sizeof(GLfloat));
155 return 2;
156 }
157 case GL_TRIANGLE_STRIP:
158 case GL_QUAD_STRIP:
159 switch (nr) {
160 case 0:
161 ovf = 0;
162 break;
163 case 1:
164 ovf = 1;
165 break;
166 default:
167 ovf = 2 + (nr & 1);
168 break;
169 }
170 for (i = 0; i < ovf; i++)
171 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
172 sz * sizeof(GLfloat));
173 return i;
174 default:
175 assert(0);
176 return 0;
177 }
178 }
179
180
181 static struct vbo_save_vertex_store *
182 alloc_vertex_store(struct gl_context *ctx)
183 {
184 struct vbo_save_context *save = &vbo_context(ctx)->save;
185 struct vbo_save_vertex_store *vertex_store =
186 CALLOC_STRUCT(vbo_save_vertex_store);
187
188 /* obj->Name needs to be non-zero, but won't ever be examined more
189 * closely than that. In particular these buffers won't be entered
190 * into the hash and can never be confused with ones visible to the
191 * user. Perhaps there could be a special number for internal
192 * buffers:
193 */
194 vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID);
195 if (vertex_store->bufferobj) {
196 save->out_of_memory =
197 !ctx->Driver.BufferData(ctx,
198 GL_ARRAY_BUFFER_ARB,
199 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
200 NULL, GL_STATIC_DRAW_ARB,
201 GL_MAP_WRITE_BIT |
202 GL_DYNAMIC_STORAGE_BIT,
203 vertex_store->bufferobj);
204 }
205 else {
206 save->out_of_memory = GL_TRUE;
207 }
208
209 if (save->out_of_memory) {
210 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation");
211 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
212 }
213
214 vertex_store->buffer = NULL;
215 vertex_store->used = 0;
216 vertex_store->refcount = 1;
217
218 return vertex_store;
219 }
220
221
222 static void
223 free_vertex_store(struct gl_context *ctx,
224 struct vbo_save_vertex_store *vertex_store)
225 {
226 assert(!vertex_store->buffer);
227
228 if (vertex_store->bufferobj) {
229 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
230 }
231
232 free(vertex_store);
233 }
234
235
236 GLfloat *
237 vbo_save_map_vertex_store(struct gl_context *ctx,
238 struct vbo_save_vertex_store *vertex_store)
239 {
240 const GLbitfield access = (GL_MAP_WRITE_BIT |
241 GL_MAP_INVALIDATE_RANGE_BIT |
242 GL_MAP_UNSYNCHRONIZED_BIT |
243 GL_MAP_FLUSH_EXPLICIT_BIT);
244
245 assert(vertex_store->bufferobj);
246 assert(!vertex_store->buffer); /* the buffer should not be mapped */
247
248 if (vertex_store->bufferobj->Size > 0) {
249 /* Map the remaining free space in the VBO */
250 GLintptr offset = vertex_store->used * sizeof(GLfloat);
251 GLsizeiptr size = vertex_store->bufferobj->Size - offset;
252 GLfloat *range = (GLfloat *)
253 ctx->Driver.MapBufferRange(ctx, offset, size, access,
254 vertex_store->bufferobj,
255 MAP_INTERNAL);
256 if (range) {
257 /* compute address of start of whole buffer (needed elsewhere) */
258 vertex_store->buffer = range - vertex_store->used;
259 assert(vertex_store->buffer);
260 return range;
261 }
262 else {
263 vertex_store->buffer = NULL;
264 return NULL;
265 }
266 }
267 else {
268 /* probably ran out of memory for buffers */
269 return NULL;
270 }
271 }
272
273
274 void
275 vbo_save_unmap_vertex_store(struct gl_context *ctx,
276 struct vbo_save_vertex_store *vertex_store)
277 {
278 if (vertex_store->bufferobj->Size > 0) {
279 GLintptr offset = 0;
280 GLsizeiptr length = vertex_store->used * sizeof(GLfloat)
281 - vertex_store->bufferobj->Mappings[MAP_INTERNAL].Offset;
282
283 /* Explicitly flush the region we wrote to */
284 ctx->Driver.FlushMappedBufferRange(ctx, offset, length,
285 vertex_store->bufferobj,
286 MAP_INTERNAL);
287
288 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj, MAP_INTERNAL);
289 }
290 vertex_store->buffer = NULL;
291 }
292
293
294 static struct vbo_save_primitive_store *
295 alloc_prim_store(struct gl_context *ctx)
296 {
297 struct vbo_save_primitive_store *store =
298 CALLOC_STRUCT(vbo_save_primitive_store);
299 (void) ctx;
300 store->used = 0;
301 store->refcount = 1;
302 return store;
303 }
304
305
306 static void
307 _save_reset_counters(struct gl_context *ctx)
308 {
309 struct vbo_save_context *save = &vbo_context(ctx)->save;
310
311 save->prim = save->prim_store->buffer + save->prim_store->used;
312 save->buffer = save->vertex_store->buffer + save->vertex_store->used;
313
314 assert(save->buffer == save->buffer_ptr);
315
316 if (save->vertex_size)
317 save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
318 save->vertex_size;
319 else
320 save->max_vert = 0;
321
322 save->vert_count = 0;
323 save->prim_count = 0;
324 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
325 save->dangling_attr_ref = GL_FALSE;
326 }
327
328 /**
329 * For a list of prims, try merging prims that can just be extensions of the
330 * previous prim.
331 */
332 static void
333 merge_prims(struct gl_context *ctx,
334 struct _mesa_prim *prim_list,
335 GLuint *prim_count)
336 {
337 GLuint i;
338 struct _mesa_prim *prev_prim = prim_list;
339
340 for (i = 1; i < *prim_count; i++) {
341 struct _mesa_prim *this_prim = prim_list + i;
342
343 vbo_try_prim_conversion(this_prim);
344
345 if (vbo_can_merge_prims(prev_prim, this_prim)) {
346 /* We've found a prim that just extend the previous one. Tack it
347 * onto the previous one, and let this primitive struct get dropped.
348 */
349 vbo_merge_prims(prev_prim, this_prim);
350 continue;
351 }
352
353 /* If any previous primitives have been dropped, then we need to copy
354 * this later one into the next available slot.
355 */
356 prev_prim++;
357 if (prev_prim != this_prim)
358 *prev_prim = *this_prim;
359 }
360
361 *prim_count = prev_prim - prim_list + 1;
362 }
363
364 /**
365 * Insert the active immediate struct onto the display list currently
366 * being built.
367 */
368 static void
369 _save_compile_vertex_list(struct gl_context *ctx)
370 {
371 struct vbo_save_context *save = &vbo_context(ctx)->save;
372 struct vbo_save_vertex_list *node;
373
374 /* Allocate space for this structure in the display list currently
375 * being compiled.
376 */
377 node = (struct vbo_save_vertex_list *)
378 _mesa_dlist_alloc(ctx, save->opcode_vertex_list, sizeof(*node));
379
380 if (!node)
381 return;
382
383 /* Duplicate our template, increment refcounts to the storage structs:
384 */
385 memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz));
386 memcpy(node->attrtype, save->attrtype, sizeof(node->attrtype));
387 node->vertex_size = save->vertex_size;
388 node->buffer_offset =
389 (save->buffer - save->vertex_store->buffer) * sizeof(GLfloat);
390 node->count = save->vert_count;
391 node->wrap_count = save->copied.nr;
392 node->dangling_attr_ref = save->dangling_attr_ref;
393 node->prim = save->prim;
394 node->prim_count = save->prim_count;
395 node->vertex_store = save->vertex_store;
396 node->prim_store = save->prim_store;
397
398 node->vertex_store->refcount++;
399 node->prim_store->refcount++;
400
401 if (node->prim[0].no_current_update) {
402 node->current_size = 0;
403 node->current_data = NULL;
404 }
405 else {
406 node->current_size = node->vertex_size - node->attrsz[0];
407 node->current_data = NULL;
408
409 if (node->current_size) {
410 /* If the malloc fails, we just pull the data out of the VBO
411 * later instead.
412 */
413 node->current_data = malloc(node->current_size * sizeof(GLfloat));
414 if (node->current_data) {
415 const char *buffer = (const char *) save->vertex_store->buffer;
416 unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
417 unsigned vertex_offset = 0;
418
419 if (node->count)
420 vertex_offset =
421 (node->count - 1) * node->vertex_size * sizeof(GLfloat);
422
423 memcpy(node->current_data,
424 buffer + node->buffer_offset + vertex_offset + attr_offset,
425 node->current_size * sizeof(GLfloat));
426 }
427 }
428 }
429
430 assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->count == 0);
431
432 if (save->dangling_attr_ref)
433 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
434
435 save->vertex_store->used += save->vertex_size * node->count;
436 save->prim_store->used += node->prim_count;
437
438 /* Copy duplicated vertices
439 */
440 save->copied.nr = _save_copy_vertices(ctx, node, save->buffer);
441
442 merge_prims(ctx, node->prim, &node->prim_count);
443
444 /* Deal with GL_COMPILE_AND_EXECUTE:
445 */
446 if (ctx->ExecuteFlag) {
447 struct _glapi_table *dispatch = GET_DISPATCH();
448
449 _glapi_set_dispatch(ctx->Exec);
450
451 vbo_loopback_vertex_list(ctx,
452 (const GLfloat *) ((const char *) save->
453 vertex_store->buffer +
454 node->buffer_offset),
455 node->attrsz, node->prim, node->prim_count,
456 node->wrap_count, node->vertex_size);
457
458 _glapi_set_dispatch(dispatch);
459 }
460
461 /* Decide whether the storage structs are full, or can be used for
462 * the next vertex lists as well.
463 */
464 if (save->vertex_store->used >
465 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
466
467 /* Unmap old store:
468 */
469 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
470
471 /* Release old reference:
472 */
473 save->vertex_store->refcount--;
474 assert(save->vertex_store->refcount != 0);
475 save->vertex_store = NULL;
476
477 /* Allocate and map new store:
478 */
479 save->vertex_store = alloc_vertex_store(ctx);
480 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
481 save->out_of_memory = save->buffer_ptr == NULL;
482 }
483
484 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
485 save->prim_store->refcount--;
486 assert(save->prim_store->refcount != 0);
487 save->prim_store = alloc_prim_store(ctx);
488 }
489
490 /* Reset our structures for the next run of vertices:
491 */
492 _save_reset_counters(ctx);
493 }
494
495
496 /**
497 * This is called when we fill a vertex buffer before we hit a glEnd().
498 * We
499 * TODO -- If no new vertices have been stored, don't bother saving it.
500 */
501 static void
502 _save_wrap_buffers(struct gl_context *ctx)
503 {
504 struct vbo_save_context *save = &vbo_context(ctx)->save;
505 GLint i = save->prim_count - 1;
506 GLenum mode;
507 GLboolean weak;
508 GLboolean no_current_update;
509
510 assert(i < (GLint) save->prim_max);
511 assert(i >= 0);
512
513 /* Close off in-progress primitive.
514 */
515 save->prim[i].count = (save->vert_count - save->prim[i].start);
516 mode = save->prim[i].mode;
517 weak = save->prim[i].weak;
518 no_current_update = save->prim[i].no_current_update;
519
520 /* store the copied vertices, and allocate a new list.
521 */
522 _save_compile_vertex_list(ctx);
523
524 /* Restart interrupted primitive
525 */
526 save->prim[0].mode = mode;
527 save->prim[0].weak = weak;
528 save->prim[0].no_current_update = no_current_update;
529 save->prim[0].begin = 0;
530 save->prim[0].end = 0;
531 save->prim[0].pad = 0;
532 save->prim[0].start = 0;
533 save->prim[0].count = 0;
534 save->prim[0].num_instances = 1;
535 save->prim[0].base_instance = 0;
536 save->prim[0].is_indirect = 0;
537 save->prim_count = 1;
538 }
539
540
541 /**
542 * Called only when buffers are wrapped as the result of filling the
543 * vertex_store struct.
544 */
545 static void
546 _save_wrap_filled_vertex(struct gl_context *ctx)
547 {
548 struct vbo_save_context *save = &vbo_context(ctx)->save;
549 GLfloat *data = save->copied.buffer;
550 GLuint i;
551
552 /* Emit a glEnd to close off the last vertex list.
553 */
554 _save_wrap_buffers(ctx);
555
556 /* Copy stored stored vertices to start of new list.
557 */
558 assert(save->max_vert - save->vert_count > save->copied.nr);
559
560 for (i = 0; i < save->copied.nr; i++) {
561 memcpy(save->buffer_ptr, data, save->vertex_size * sizeof(GLfloat));
562 data += save->vertex_size;
563 save->buffer_ptr += save->vertex_size;
564 save->vert_count++;
565 }
566 }
567
568
569 static void
570 _save_copy_to_current(struct gl_context *ctx)
571 {
572 struct vbo_save_context *save = &vbo_context(ctx)->save;
573 GLuint i;
574
575 for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
576 if (save->attrsz[i]) {
577 save->currentsz[i][0] = save->attrsz[i];
578 COPY_CLEAN_4V_TYPE_AS_FLOAT(save->current[i], save->attrsz[i],
579 save->attrptr[i], save->attrtype[i]);
580 }
581 }
582 }
583
584
585 static void
586 _save_copy_from_current(struct gl_context *ctx)
587 {
588 struct vbo_save_context *save = &vbo_context(ctx)->save;
589 GLint i;
590
591 for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
592 switch (save->attrsz[i]) {
593 case 4:
594 save->attrptr[i][3] = save->current[i][3];
595 case 3:
596 save->attrptr[i][2] = save->current[i][2];
597 case 2:
598 save->attrptr[i][1] = save->current[i][1];
599 case 1:
600 save->attrptr[i][0] = save->current[i][0];
601 case 0:
602 break;
603 }
604 }
605 }
606
607
608 /**
609 * Called when we increase the size of a vertex attribute. For example,
610 * if we've seen one or more glTexCoord2f() calls and now we get a
611 * glTexCoord3f() call.
612 * Flush existing data, set new attrib size, replay copied vertices.
613 */
614 static void
615 _save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
616 {
617 struct vbo_save_context *save = &vbo_context(ctx)->save;
618 GLuint oldsz;
619 GLuint i;
620 GLfloat *tmp;
621
622 /* Store the current run of vertices, and emit a GL_END. Emit a
623 * BEGIN in the new buffer.
624 */
625 if (save->vert_count)
626 _save_wrap_buffers(ctx);
627 else
628 assert(save->copied.nr == 0);
629
630 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
631 * when the attribute already exists in the vertex and is having
632 * its size increased.
633 */
634 _save_copy_to_current(ctx);
635
636 /* Fix up sizes:
637 */
638 oldsz = save->attrsz[attr];
639 save->attrsz[attr] = newsz;
640
641 save->vertex_size += newsz - oldsz;
642 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
643 save->vertex_size);
644 save->vert_count = 0;
645
646 /* Recalculate all the attrptr[] values:
647 */
648 for (i = 0, tmp = save->vertex; i < VBO_ATTRIB_MAX; i++) {
649 if (save->attrsz[i]) {
650 save->attrptr[i] = tmp;
651 tmp += save->attrsz[i];
652 }
653 else {
654 save->attrptr[i] = NULL; /* will not be dereferenced. */
655 }
656 }
657
658 /* Copy from current to repopulate the vertex with correct values.
659 */
660 _save_copy_from_current(ctx);
661
662 /* Replay stored vertices to translate them to new format here.
663 *
664 * If there are copied vertices and the new (upgraded) attribute
665 * has not been defined before, this list is somewhat degenerate,
666 * and will need fixup at runtime.
667 */
668 if (save->copied.nr) {
669 const GLfloat *data = save->copied.buffer;
670 GLfloat *dest = save->buffer;
671 GLuint j;
672
673 /* Need to note this and fix up at runtime (or loopback):
674 */
675 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
676 assert(oldsz == 0);
677 save->dangling_attr_ref = GL_TRUE;
678 }
679
680 for (i = 0; i < save->copied.nr; i++) {
681 for (j = 0; j < VBO_ATTRIB_MAX; j++) {
682 if (save->attrsz[j]) {
683 if (j == attr) {
684 if (oldsz) {
685 COPY_CLEAN_4V_TYPE_AS_FLOAT(dest, oldsz, data,
686 save->attrtype[j]);
687 data += oldsz;
688 dest += newsz;
689 }
690 else {
691 COPY_SZ_4V(dest, newsz, save->current[attr]);
692 dest += newsz;
693 }
694 }
695 else {
696 GLint sz = save->attrsz[j];
697 COPY_SZ_4V(dest, sz, data);
698 data += sz;
699 dest += sz;
700 }
701 }
702 }
703 }
704
705 save->buffer_ptr = dest;
706 save->vert_count += save->copied.nr;
707 }
708 }
709
710
711 /**
712 * This is called when the size of a vertex attribute changes.
713 * For example, after seeing one or more glTexCoord2f() calls we
714 * get a glTexCoord4f() or glTexCoord1f() call.
715 */
716 static void
717 save_fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
718 {
719 struct vbo_save_context *save = &vbo_context(ctx)->save;
720
721 if (sz > save->attrsz[attr]) {
722 /* New size is larger. Need to flush existing vertices and get
723 * an enlarged vertex format.
724 */
725 _save_upgrade_vertex(ctx, attr, sz);
726 }
727 else if (sz < save->active_sz[attr]) {
728 GLuint i;
729 const GLfloat *id = vbo_get_default_vals_as_float(save->attrtype[attr]);
730
731 /* New size is equal or smaller - just need to fill in some
732 * zeros.
733 */
734 for (i = sz; i <= save->attrsz[attr]; i++)
735 save->attrptr[attr][i - 1] = id[i - 1];
736 }
737
738 save->active_sz[attr] = sz;
739 }
740
741
742 /**
743 * Reset the current size of all vertex attributes to the default
744 * value of 0. This signals that we haven't yet seen any per-vertex
745 * commands such as glNormal3f() or glTexCoord2f().
746 */
747 static void
748 _save_reset_vertex(struct gl_context *ctx)
749 {
750 struct vbo_save_context *save = &vbo_context(ctx)->save;
751 GLuint i;
752
753 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
754 save->attrsz[i] = 0;
755 save->active_sz[i] = 0;
756 }
757
758 save->vertex_size = 0;
759 }
760
761
762
763 #define ERROR(err) _mesa_compile_error(ctx, err, __FUNCTION__);
764
765
766 /* Only one size for each attribute may be active at once. Eg. if
767 * Color3f is installed/active, then Color4f may not be, even if the
768 * vertex actually contains 4 color coordinates. This is because the
769 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
770 * of the chooser function when switching between Color4f and Color3f.
771 */
772 #define ATTR(A, N, T, V0, V1, V2, V3) \
773 do { \
774 struct vbo_save_context *save = &vbo_context(ctx)->save; \
775 \
776 if (save->active_sz[A] != N) \
777 save_fixup_vertex(ctx, A, N); \
778 \
779 { \
780 GLfloat *dest = save->attrptr[A]; \
781 if (N>0) dest[0] = V0; \
782 if (N>1) dest[1] = V1; \
783 if (N>2) dest[2] = V2; \
784 if (N>3) dest[3] = V3; \
785 save->attrtype[A] = T; \
786 } \
787 \
788 if ((A) == 0) { \
789 GLuint i; \
790 \
791 for (i = 0; i < save->vertex_size; i++) \
792 save->buffer_ptr[i] = save->vertex[i]; \
793 \
794 save->buffer_ptr += save->vertex_size; \
795 \
796 if (++save->vert_count >= save->max_vert) \
797 _save_wrap_filled_vertex(ctx); \
798 } \
799 } while (0)
800
801 #define TAG(x) _save_##x
802
803 #include "vbo_attrib_tmp.h"
804
805
806
807 #define MAT( ATTR, N, face, params ) \
808 do { \
809 if (face != GL_BACK) \
810 MAT_ATTR( ATTR, N, params ); /* front */ \
811 if (face != GL_FRONT) \
812 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
813 } while (0)
814
815
816 /**
817 * Save a glMaterial call found between glBegin/End.
818 * glMaterial calls outside Begin/End are handled in dlist.c.
819 */
820 static void GLAPIENTRY
821 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
822 {
823 GET_CURRENT_CONTEXT(ctx);
824
825 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
826 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
827 return;
828 }
829
830 switch (pname) {
831 case GL_EMISSION:
832 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
833 break;
834 case GL_AMBIENT:
835 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
836 break;
837 case GL_DIFFUSE:
838 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
839 break;
840 case GL_SPECULAR:
841 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
842 break;
843 case GL_SHININESS:
844 if (*params < 0 || *params > ctx->Const.MaxShininess) {
845 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
846 }
847 else {
848 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
849 }
850 break;
851 case GL_COLOR_INDEXES:
852 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
853 break;
854 case GL_AMBIENT_AND_DIFFUSE:
855 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
856 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
857 break;
858 default:
859 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
860 return;
861 }
862 }
863
864
865 /* Cope with EvalCoord/CallList called within a begin/end object:
866 * -- Flush current buffer
867 * -- Fallback to opcodes for the rest of the begin/end object.
868 */
869 static void
870 dlist_fallback(struct gl_context *ctx)
871 {
872 struct vbo_save_context *save = &vbo_context(ctx)->save;
873
874 if (save->vert_count || save->prim_count) {
875 if (save->prim_count > 0) {
876 /* Close off in-progress primitive. */
877 GLint i = save->prim_count - 1;
878 save->prim[i].count = save->vert_count - save->prim[i].start;
879 }
880
881 /* Need to replay this display list with loopback,
882 * unfortunately, otherwise this primitive won't be handled
883 * properly:
884 */
885 save->dangling_attr_ref = GL_TRUE;
886
887 _save_compile_vertex_list(ctx);
888 }
889
890 _save_copy_to_current(ctx);
891 _save_reset_vertex(ctx);
892 _save_reset_counters(ctx);
893 if (save->out_of_memory) {
894 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
895 }
896 else {
897 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
898 }
899 ctx->Driver.SaveNeedFlush = GL_FALSE;
900 }
901
902
903 static void GLAPIENTRY
904 _save_EvalCoord1f(GLfloat u)
905 {
906 GET_CURRENT_CONTEXT(ctx);
907 dlist_fallback(ctx);
908 CALL_EvalCoord1f(ctx->Save, (u));
909 }
910
911 static void GLAPIENTRY
912 _save_EvalCoord1fv(const GLfloat * v)
913 {
914 GET_CURRENT_CONTEXT(ctx);
915 dlist_fallback(ctx);
916 CALL_EvalCoord1fv(ctx->Save, (v));
917 }
918
919 static void GLAPIENTRY
920 _save_EvalCoord2f(GLfloat u, GLfloat v)
921 {
922 GET_CURRENT_CONTEXT(ctx);
923 dlist_fallback(ctx);
924 CALL_EvalCoord2f(ctx->Save, (u, v));
925 }
926
927 static void GLAPIENTRY
928 _save_EvalCoord2fv(const GLfloat * v)
929 {
930 GET_CURRENT_CONTEXT(ctx);
931 dlist_fallback(ctx);
932 CALL_EvalCoord2fv(ctx->Save, (v));
933 }
934
935 static void GLAPIENTRY
936 _save_EvalPoint1(GLint i)
937 {
938 GET_CURRENT_CONTEXT(ctx);
939 dlist_fallback(ctx);
940 CALL_EvalPoint1(ctx->Save, (i));
941 }
942
943 static void GLAPIENTRY
944 _save_EvalPoint2(GLint i, GLint j)
945 {
946 GET_CURRENT_CONTEXT(ctx);
947 dlist_fallback(ctx);
948 CALL_EvalPoint2(ctx->Save, (i, j));
949 }
950
951 static void GLAPIENTRY
952 _save_CallList(GLuint l)
953 {
954 GET_CURRENT_CONTEXT(ctx);
955 dlist_fallback(ctx);
956 CALL_CallList(ctx->Save, (l));
957 }
958
959 static void GLAPIENTRY
960 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
961 {
962 GET_CURRENT_CONTEXT(ctx);
963 dlist_fallback(ctx);
964 CALL_CallLists(ctx->Save, (n, type, v));
965 }
966
967
968
969 /**
970 * Called via ctx->Driver.NotifySaveBegin() when a glBegin is getting
971 * compiled into a display list.
972 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
973 */
974 GLboolean
975 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
976 {
977 struct vbo_save_context *save = &vbo_context(ctx)->save;
978 const GLuint i = save->prim_count++;
979
980 assert(i < save->prim_max);
981 save->prim[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
982 save->prim[i].begin = 1;
983 save->prim[i].end = 0;
984 save->prim[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
985 save->prim[i].no_current_update =
986 (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
987 save->prim[i].pad = 0;
988 save->prim[i].start = save->vert_count;
989 save->prim[i].count = 0;
990 save->prim[i].num_instances = 1;
991 save->prim[i].base_instance = 0;
992 save->prim[i].is_indirect = 0;
993
994 if (save->out_of_memory) {
995 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
996 }
997 else {
998 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
999 }
1000
1001 /* We need to call SaveFlushVertices() if there's state change */
1002 ctx->Driver.SaveNeedFlush = GL_TRUE;
1003
1004 /* GL_TRUE means we've handled this glBegin here; don't compile a BEGIN
1005 * opcode into the display list.
1006 */
1007 return GL_TRUE;
1008 }
1009
1010
1011 static void GLAPIENTRY
1012 _save_End(void)
1013 {
1014 GET_CURRENT_CONTEXT(ctx);
1015 struct vbo_save_context *save = &vbo_context(ctx)->save;
1016 const GLint i = save->prim_count - 1;
1017
1018 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1019 save->prim[i].end = 1;
1020 save->prim[i].count = (save->vert_count - save->prim[i].start);
1021
1022 if (i == (GLint) save->prim_max - 1) {
1023 _save_compile_vertex_list(ctx);
1024 assert(save->copied.nr == 0);
1025 }
1026
1027 /* Swap out this vertex format while outside begin/end. Any color,
1028 * etc. received between here and the next begin will be compiled
1029 * as opcodes.
1030 */
1031 if (save->out_of_memory) {
1032 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1033 }
1034 else {
1035 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1036 }
1037 }
1038
1039
1040 static void GLAPIENTRY
1041 _save_Begin(GLenum mode)
1042 {
1043 GET_CURRENT_CONTEXT(ctx);
1044 (void) mode;
1045 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1046 }
1047
1048
1049 static void GLAPIENTRY
1050 _save_PrimitiveRestartNV(void)
1051 {
1052 GLenum curPrim;
1053 GET_CURRENT_CONTEXT(ctx);
1054
1055 curPrim = ctx->Driver.CurrentSavePrimitive;
1056
1057 _save_End();
1058 _save_Begin(curPrim);
1059 }
1060
1061
1062 /* Unlike the functions above, these are to be hooked into the vtxfmt
1063 * maintained in ctx->ListState, active when the list is known or
1064 * suspected to be outside any begin/end primitive.
1065 * Note: OBE = Outside Begin/End
1066 */
1067 static void GLAPIENTRY
1068 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1069 {
1070 GET_CURRENT_CONTEXT(ctx);
1071 vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
1072 CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
1073 CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
1074 CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
1075 CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
1076 CALL_End(GET_DISPATCH(), ());
1077 }
1078
1079
1080 static void GLAPIENTRY
1081 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1082 {
1083 GET_CURRENT_CONTEXT(ctx);
1084 struct vbo_save_context *save = &vbo_context(ctx)->save;
1085 GLint i;
1086
1087 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1088 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1089 return;
1090 }
1091 if (count < 0) {
1092 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1093 return;
1094 }
1095
1096 if (save->out_of_memory)
1097 return;
1098
1099 _ae_map_vbos(ctx);
1100
1101 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
1102 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1103
1104 for (i = 0; i < count; i++)
1105 CALL_ArrayElement(GET_DISPATCH(), (start + i));
1106 CALL_End(GET_DISPATCH(), ());
1107
1108 _ae_unmap_vbos(ctx);
1109 }
1110
1111
1112 /* Could do better by copying the arrays and element list intact and
1113 * then emitting an indexed prim at runtime.
1114 */
1115 static void GLAPIENTRY
1116 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1117 const GLvoid * indices)
1118 {
1119 GET_CURRENT_CONTEXT(ctx);
1120 struct vbo_save_context *save = &vbo_context(ctx)->save;
1121 struct gl_buffer_object *indexbuf = ctx->Array.VAO->IndexBufferObj;
1122 GLint i;
1123
1124 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1125 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1126 return;
1127 }
1128 if (count < 0) {
1129 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1130 return;
1131 }
1132 if (type != GL_UNSIGNED_BYTE &&
1133 type != GL_UNSIGNED_SHORT &&
1134 type != GL_UNSIGNED_INT) {
1135 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1136 return;
1137 }
1138
1139 if (save->out_of_memory)
1140 return;
1141
1142 _ae_map_vbos(ctx);
1143
1144 if (_mesa_is_bufferobj(indexbuf))
1145 indices =
1146 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1147
1148 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
1149 VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1150
1151 switch (type) {
1152 case GL_UNSIGNED_BYTE:
1153 for (i = 0; i < count; i++)
1154 CALL_ArrayElement(GET_DISPATCH(), (((GLubyte *) indices)[i]));
1155 break;
1156 case GL_UNSIGNED_SHORT:
1157 for (i = 0; i < count; i++)
1158 CALL_ArrayElement(GET_DISPATCH(), (((GLushort *) indices)[i]));
1159 break;
1160 case GL_UNSIGNED_INT:
1161 for (i = 0; i < count; i++)
1162 CALL_ArrayElement(GET_DISPATCH(), (((GLuint *) indices)[i]));
1163 break;
1164 default:
1165 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1166 break;
1167 }
1168
1169 CALL_End(GET_DISPATCH(), ());
1170
1171 _ae_unmap_vbos(ctx);
1172 }
1173
1174
1175 static void GLAPIENTRY
1176 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1177 GLsizei count, GLenum type,
1178 const GLvoid * indices)
1179 {
1180 GET_CURRENT_CONTEXT(ctx);
1181 struct vbo_save_context *save = &vbo_context(ctx)->save;
1182
1183 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1184 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1185 return;
1186 }
1187 if (count < 0) {
1188 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1189 "glDrawRangeElements(count<0)");
1190 return;
1191 }
1192 if (type != GL_UNSIGNED_BYTE &&
1193 type != GL_UNSIGNED_SHORT &&
1194 type != GL_UNSIGNED_INT) {
1195 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1196 return;
1197 }
1198 if (end < start) {
1199 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1200 "glDrawRangeElements(end < start)");
1201 return;
1202 }
1203
1204 if (save->out_of_memory)
1205 return;
1206
1207 _save_OBE_DrawElements(mode, count, type, indices);
1208 }
1209
1210
1211 static void GLAPIENTRY
1212 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1213 const GLvoid * const *indices, GLsizei primcount)
1214 {
1215 GLsizei i;
1216
1217 for (i = 0; i < primcount; i++) {
1218 if (count[i] > 0) {
1219 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1220 }
1221 }
1222 }
1223
1224
1225 static void GLAPIENTRY
1226 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1227 GLenum type,
1228 const GLvoid * const *indices,
1229 GLsizei primcount,
1230 const GLint *basevertex)
1231 {
1232 GLsizei i;
1233
1234 for (i = 0; i < primcount; i++) {
1235 if (count[i] > 0) {
1236 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1237 indices[i],
1238 basevertex[i]));
1239 }
1240 }
1241 }
1242
1243
1244 static void
1245 _save_vtxfmt_init(struct gl_context *ctx)
1246 {
1247 struct vbo_save_context *save = &vbo_context(ctx)->save;
1248 GLvertexformat *vfmt = &save->vtxfmt;
1249
1250 vfmt->ArrayElement = _ae_ArrayElement;
1251
1252 vfmt->Color3f = _save_Color3f;
1253 vfmt->Color3fv = _save_Color3fv;
1254 vfmt->Color4f = _save_Color4f;
1255 vfmt->Color4fv = _save_Color4fv;
1256 vfmt->EdgeFlag = _save_EdgeFlag;
1257 vfmt->End = _save_End;
1258 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
1259 vfmt->FogCoordfEXT = _save_FogCoordfEXT;
1260 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
1261 vfmt->Indexf = _save_Indexf;
1262 vfmt->Indexfv = _save_Indexfv;
1263 vfmt->Materialfv = _save_Materialfv;
1264 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
1265 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
1266 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
1267 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
1268 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
1269 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
1270 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
1271 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
1272 vfmt->Normal3f = _save_Normal3f;
1273 vfmt->Normal3fv = _save_Normal3fv;
1274 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
1275 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
1276 vfmt->TexCoord1f = _save_TexCoord1f;
1277 vfmt->TexCoord1fv = _save_TexCoord1fv;
1278 vfmt->TexCoord2f = _save_TexCoord2f;
1279 vfmt->TexCoord2fv = _save_TexCoord2fv;
1280 vfmt->TexCoord3f = _save_TexCoord3f;
1281 vfmt->TexCoord3fv = _save_TexCoord3fv;
1282 vfmt->TexCoord4f = _save_TexCoord4f;
1283 vfmt->TexCoord4fv = _save_TexCoord4fv;
1284 vfmt->Vertex2f = _save_Vertex2f;
1285 vfmt->Vertex2fv = _save_Vertex2fv;
1286 vfmt->Vertex3f = _save_Vertex3f;
1287 vfmt->Vertex3fv = _save_Vertex3fv;
1288 vfmt->Vertex4f = _save_Vertex4f;
1289 vfmt->Vertex4fv = _save_Vertex4fv;
1290 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
1291 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
1292 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
1293 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
1294 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
1295 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
1296 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
1297 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
1298
1299 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
1300 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
1301 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
1302 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
1303 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
1304 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
1305 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
1306 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
1307
1308 /* integer-valued */
1309 vfmt->VertexAttribI1i = _save_VertexAttribI1i;
1310 vfmt->VertexAttribI2i = _save_VertexAttribI2i;
1311 vfmt->VertexAttribI3i = _save_VertexAttribI3i;
1312 vfmt->VertexAttribI4i = _save_VertexAttribI4i;
1313 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
1314 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
1315 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
1316
1317 /* unsigned integer-valued */
1318 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
1319 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
1320 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
1321 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
1322 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
1323 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
1324 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
1325
1326 vfmt->VertexP2ui = _save_VertexP2ui;
1327 vfmt->VertexP3ui = _save_VertexP3ui;
1328 vfmt->VertexP4ui = _save_VertexP4ui;
1329 vfmt->VertexP2uiv = _save_VertexP2uiv;
1330 vfmt->VertexP3uiv = _save_VertexP3uiv;
1331 vfmt->VertexP4uiv = _save_VertexP4uiv;
1332
1333 vfmt->TexCoordP1ui = _save_TexCoordP1ui;
1334 vfmt->TexCoordP2ui = _save_TexCoordP2ui;
1335 vfmt->TexCoordP3ui = _save_TexCoordP3ui;
1336 vfmt->TexCoordP4ui = _save_TexCoordP4ui;
1337 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv;
1338 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv;
1339 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv;
1340 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv;
1341
1342 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui;
1343 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui;
1344 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui;
1345 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui;
1346 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv;
1347 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv;
1348 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv;
1349 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv;
1350
1351 vfmt->NormalP3ui = _save_NormalP3ui;
1352 vfmt->NormalP3uiv = _save_NormalP3uiv;
1353
1354 vfmt->ColorP3ui = _save_ColorP3ui;
1355 vfmt->ColorP4ui = _save_ColorP4ui;
1356 vfmt->ColorP3uiv = _save_ColorP3uiv;
1357 vfmt->ColorP4uiv = _save_ColorP4uiv;
1358
1359 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
1360 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
1361
1362 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
1363 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
1364 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
1365 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
1366
1367 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
1368 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
1369 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
1370 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
1371
1372 /* This will all require us to fallback to saving the list as opcodes:
1373 */
1374 vfmt->CallList = _save_CallList;
1375 vfmt->CallLists = _save_CallLists;
1376
1377 vfmt->EvalCoord1f = _save_EvalCoord1f;
1378 vfmt->EvalCoord1fv = _save_EvalCoord1fv;
1379 vfmt->EvalCoord2f = _save_EvalCoord2f;
1380 vfmt->EvalCoord2fv = _save_EvalCoord2fv;
1381 vfmt->EvalPoint1 = _save_EvalPoint1;
1382 vfmt->EvalPoint2 = _save_EvalPoint2;
1383
1384 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1385 * only used when we're inside a glBegin/End pair.
1386 */
1387 vfmt->Begin = _save_Begin;
1388 }
1389
1390
1391 /**
1392 * Initialize the dispatch table with the VBO functions for display
1393 * list compilation.
1394 */
1395 void
1396 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1397 struct _glapi_table *exec)
1398 {
1399 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1400 SET_DrawElements(exec, _save_OBE_DrawElements);
1401 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1402 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1403 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1404 SET_Rectf(exec, _save_OBE_Rectf);
1405 /* Note: other glDraw functins aren't compiled into display lists */
1406 }
1407
1408
1409
1410 void
1411 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1412 {
1413 struct vbo_save_context *save = &vbo_context(ctx)->save;
1414
1415 /* Noop when we are actually active:
1416 */
1417 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1418 return;
1419
1420 if (save->vert_count || save->prim_count)
1421 _save_compile_vertex_list(ctx);
1422
1423 _save_copy_to_current(ctx);
1424 _save_reset_vertex(ctx);
1425 _save_reset_counters(ctx);
1426 ctx->Driver.SaveNeedFlush = GL_FALSE;
1427 }
1428
1429
1430 void
1431 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1432 {
1433 struct vbo_save_context *save = &vbo_context(ctx)->save;
1434
1435 (void) list;
1436 (void) mode;
1437
1438 if (!save->prim_store)
1439 save->prim_store = alloc_prim_store(ctx);
1440
1441 if (!save->vertex_store)
1442 save->vertex_store = alloc_vertex_store(ctx);
1443
1444 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1445
1446 _save_reset_vertex(ctx);
1447 _save_reset_counters(ctx);
1448 ctx->Driver.SaveNeedFlush = GL_FALSE;
1449 }
1450
1451
1452 void
1453 vbo_save_EndList(struct gl_context *ctx)
1454 {
1455 struct vbo_save_context *save = &vbo_context(ctx)->save;
1456
1457 /* EndList called inside a (saved) Begin/End pair?
1458 */
1459 if (_mesa_inside_dlist_begin_end(ctx)) {
1460 if (save->prim_count > 0) {
1461 GLint i = save->prim_count - 1;
1462 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1463 save->prim[i].end = 0;
1464 save->prim[i].count = save->vert_count - save->prim[i].start;
1465 }
1466
1467 /* Make sure this vertex list gets replayed by the "loopback"
1468 * mechanism:
1469 */
1470 save->dangling_attr_ref = GL_TRUE;
1471 vbo_save_SaveFlushVertices(ctx);
1472
1473 /* Swap out this vertex format while outside begin/end. Any color,
1474 * etc. received between here and the next begin will be compiled
1475 * as opcodes.
1476 */
1477 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1478 }
1479
1480 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1481
1482 assert(save->vertex_size == 0);
1483 }
1484
1485
1486 void
1487 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1488 {
1489 struct vbo_save_context *save = &vbo_context(ctx)->save;
1490 save->replay_flags |= dlist->Flags;
1491 }
1492
1493
1494 void
1495 vbo_save_EndCallList(struct gl_context *ctx)
1496 {
1497 struct vbo_save_context *save = &vbo_context(ctx)->save;
1498
1499 if (ctx->ListState.CallDepth == 1) {
1500 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1501 * flag, if it is set:
1502 */
1503 save->replay_flags &= VBO_SAVE_FALLBACK;
1504 }
1505 }
1506
1507
1508 static void
1509 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1510 {
1511 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1512 (void) ctx;
1513
1514 if (--node->vertex_store->refcount == 0)
1515 free_vertex_store(ctx, node->vertex_store);
1516
1517 if (--node->prim_store->refcount == 0)
1518 free(node->prim_store);
1519
1520 free(node->current_data);
1521 node->current_data = NULL;
1522 }
1523
1524
1525 static void
1526 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1527 {
1528 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1529 GLuint i;
1530 (void) ctx;
1531
1532 fprintf(f, "VBO-VERTEX-LIST, %u vertices %d primitives, %d vertsize\n",
1533 node->count, node->prim_count, node->vertex_size);
1534
1535 for (i = 0; i < node->prim_count; i++) {
1536 struct _mesa_prim *prim = &node->prim[i];
1537 fprintf(f, " prim %d: %s%s %d..%d %s %s\n",
1538 i,
1539 _mesa_lookup_prim_by_nr(prim->mode),
1540 prim->weak ? " (weak)" : "",
1541 prim->start,
1542 prim->start + prim->count,
1543 (prim->begin) ? "BEGIN" : "(wrap)",
1544 (prim->end) ? "END" : "(wrap)");
1545 }
1546 }
1547
1548
1549 /**
1550 * Called during context creation/init.
1551 */
1552 static void
1553 _save_current_init(struct gl_context *ctx)
1554 {
1555 struct vbo_save_context *save = &vbo_context(ctx)->save;
1556 GLint i;
1557
1558 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1559 const GLuint j = i - VBO_ATTRIB_POS;
1560 ASSERT(j < VERT_ATTRIB_MAX);
1561 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1562 save->current[i] = ctx->ListState.CurrentAttrib[j];
1563 }
1564
1565 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1566 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1567 ASSERT(j < MAT_ATTRIB_MAX);
1568 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1569 save->current[i] = ctx->ListState.CurrentMaterial[j];
1570 }
1571 }
1572
1573
1574 /**
1575 * Initialize the display list compiler. Called during context creation.
1576 */
1577 void
1578 vbo_save_api_init(struct vbo_save_context *save)
1579 {
1580 struct gl_context *ctx = save->ctx;
1581 GLuint i;
1582
1583 save->opcode_vertex_list =
1584 _mesa_dlist_alloc_opcode(ctx,
1585 sizeof(struct vbo_save_vertex_list),
1586 vbo_save_playback_vertex_list,
1587 vbo_destroy_vertex_list,
1588 vbo_print_vertex_list);
1589
1590 ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin;
1591
1592 _save_vtxfmt_init(ctx);
1593 _save_current_init(ctx);
1594 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
1595
1596 /* These will actually get set again when binding/drawing */
1597 for (i = 0; i < VBO_ATTRIB_MAX; i++)
1598 save->inputs[i] = &save->arrays[i];
1599 }