mesa: remove GLvertexformat::EvalMesh1(), EvalMesh2()
[mesa.git] / src / mesa / vbo / vbo_save_api.c
1 /**************************************************************************
2
3 Copyright 2002-2008 Tungsten Graphics Inc., Cedar Park, Texas.
4
5 All Rights Reserved.
6
7 Permission is hereby granted, free of charge, to any person obtaining a
8 copy of this software and associated documentation files (the "Software"),
9 to deal in the Software without restriction, including without limitation
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12 the Software is furnished to do so, subject to the following conditions:
13
14 The above copyright notice and this permission notice (including the next
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16 Software.
17
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21 TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
22 DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23 OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24 USE OR OTHER DEALINGS IN THE SOFTWARE.
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26 **************************************************************************/
27
28 /*
29 * Authors:
30 * Keith Whitwell <keith@tungstengraphics.com>
31 */
32
33
34
35 /* Display list compiler attempts to store lists of vertices with the
36 * same vertex layout. Additionally it attempts to minimize the need
37 * for execute-time fixup of these vertex lists, allowing them to be
38 * cached on hardware.
39 *
40 * There are still some circumstances where this can be thwarted, for
41 * example by building a list that consists of one very long primitive
42 * (eg Begin(Triangles), 1000 vertices, End), and calling that list
43 * from inside a different begin/end object (Begin(Lines), CallList,
44 * End).
45 *
46 * In that case the code will have to replay the list as individual
47 * commands through the Exec dispatch table, or fix up the copied
48 * vertices at execute-time.
49 *
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
52 * Begin(Lines)
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
55 * End()
56 *
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
59 *
60 *
61 * The list compiler currently doesn't attempt to compile lists
62 * containing EvalCoord or EvalPoint commands. On encountering one of
63 * these, compilation falls back to opcodes.
64 *
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
67 */
68
69
70 #include "main/glheader.h"
71 #include "main/bufferobj.h"
72 #include "main/context.h"
73 #include "main/dlist.h"
74 #include "main/enums.h"
75 #include "main/eval.h"
76 #include "main/macros.h"
77 #include "main/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,
195 VBO_BUF_ID,
196 GL_ARRAY_BUFFER_ARB);
197 if (vertex_store->bufferobj) {
198 save->out_of_memory =
199 !ctx->Driver.BufferData(ctx,
200 GL_ARRAY_BUFFER_ARB,
201 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
202 NULL, GL_STATIC_DRAW_ARB,
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 assert(vertex_store->bufferobj);
241 assert(!vertex_store->buffer);
242 if (vertex_store->bufferobj->Size > 0) {
243 vertex_store->buffer =
244 (GLfloat *) ctx->Driver.MapBufferRange(ctx, 0,
245 vertex_store->bufferobj->Size,
246 GL_MAP_WRITE_BIT, /* not used */
247 vertex_store->bufferobj);
248 assert(vertex_store->buffer);
249 return vertex_store->buffer + vertex_store->used;
250 }
251 else {
252 /* probably ran out of memory for buffers */
253 return NULL;
254 }
255 }
256
257
258 void
259 vbo_save_unmap_vertex_store(struct gl_context *ctx,
260 struct vbo_save_vertex_store *vertex_store)
261 {
262 if (vertex_store->bufferobj->Size > 0) {
263 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj);
264 }
265 vertex_store->buffer = NULL;
266 }
267
268
269 static struct vbo_save_primitive_store *
270 alloc_prim_store(struct gl_context *ctx)
271 {
272 struct vbo_save_primitive_store *store =
273 CALLOC_STRUCT(vbo_save_primitive_store);
274 (void) ctx;
275 store->used = 0;
276 store->refcount = 1;
277 return store;
278 }
279
280
281 static void
282 _save_reset_counters(struct gl_context *ctx)
283 {
284 struct vbo_save_context *save = &vbo_context(ctx)->save;
285
286 save->prim = save->prim_store->buffer + save->prim_store->used;
287 save->buffer = save->vertex_store->buffer + save->vertex_store->used;
288
289 assert(save->buffer == save->buffer_ptr);
290
291 if (save->vertex_size)
292 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
293 save->vertex_size);
294 else
295 save->max_vert = 0;
296
297 save->vert_count = 0;
298 save->prim_count = 0;
299 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
300 save->dangling_attr_ref = 0;
301 }
302
303 /**
304 * For a list of prims, try merging prims that can just be extensions of the
305 * previous prim.
306 */
307 static void
308 vbo_merge_prims(struct gl_context *ctx,
309 struct _mesa_prim *prim_list,
310 GLuint *prim_count)
311 {
312 GLuint i;
313 struct _mesa_prim *prev_prim = prim_list;
314
315 for (i = 1; i < *prim_count; i++) {
316 struct _mesa_prim *this_prim = prim_list + i;
317
318 if (this_prim->mode == prev_prim->mode &&
319 this_prim->mode == GL_QUADS &&
320 this_prim->count % 4 == 0 &&
321 prev_prim->count % 4 == 0 &&
322 this_prim->start == prev_prim->start + prev_prim->count &&
323 this_prim->basevertex == prev_prim->basevertex &&
324 this_prim->num_instances == prev_prim->num_instances &&
325 this_prim->base_instance == prev_prim->base_instance) {
326 /* We've found a prim that just extend the previous one. Tack it
327 * onto the previous one, and let this primitive struct get dropped.
328 */
329 prev_prim->count += this_prim->count;
330 prev_prim->end = this_prim->end;
331 continue;
332 }
333
334 /* If any previous primitives have been dropped, then we need to copy
335 * this later one into the next available slot.
336 */
337 prev_prim++;
338 if (prev_prim != this_prim)
339 *prev_prim = *this_prim;
340 }
341
342 *prim_count = prev_prim - prim_list + 1;
343 }
344
345 /**
346 * Insert the active immediate struct onto the display list currently
347 * being built.
348 */
349 static void
350 _save_compile_vertex_list(struct gl_context *ctx)
351 {
352 struct vbo_save_context *save = &vbo_context(ctx)->save;
353 struct vbo_save_vertex_list *node;
354
355 /* Allocate space for this structure in the display list currently
356 * being compiled.
357 */
358 node = (struct vbo_save_vertex_list *)
359 _mesa_dlist_alloc(ctx, save->opcode_vertex_list, sizeof(*node));
360
361 if (!node)
362 return;
363
364 /* Duplicate our template, increment refcounts to the storage structs:
365 */
366 memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz));
367 memcpy(node->attrtype, save->attrtype, sizeof(node->attrtype));
368 node->vertex_size = save->vertex_size;
369 node->buffer_offset =
370 (save->buffer - save->vertex_store->buffer) * sizeof(GLfloat);
371 node->count = save->vert_count;
372 node->wrap_count = save->copied.nr;
373 node->dangling_attr_ref = save->dangling_attr_ref;
374 node->prim = save->prim;
375 node->prim_count = save->prim_count;
376 node->vertex_store = save->vertex_store;
377 node->prim_store = save->prim_store;
378
379 node->vertex_store->refcount++;
380 node->prim_store->refcount++;
381
382 if (node->prim[0].no_current_update) {
383 node->current_size = 0;
384 node->current_data = NULL;
385 }
386 else {
387 node->current_size = node->vertex_size - node->attrsz[0];
388 node->current_data = NULL;
389
390 if (node->current_size) {
391 /* If the malloc fails, we just pull the data out of the VBO
392 * later instead.
393 */
394 node->current_data = malloc(node->current_size * sizeof(GLfloat));
395 if (node->current_data) {
396 const char *buffer = (const char *) save->vertex_store->buffer;
397 unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
398 unsigned vertex_offset = 0;
399
400 if (node->count)
401 vertex_offset =
402 (node->count - 1) * node->vertex_size * sizeof(GLfloat);
403
404 memcpy(node->current_data,
405 buffer + node->buffer_offset + vertex_offset + attr_offset,
406 node->current_size * sizeof(GLfloat));
407 }
408 }
409 }
410
411 assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->count == 0);
412
413 if (save->dangling_attr_ref)
414 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
415
416 save->vertex_store->used += save->vertex_size * node->count;
417 save->prim_store->used += node->prim_count;
418
419 /* Copy duplicated vertices
420 */
421 save->copied.nr = _save_copy_vertices(ctx, node, save->buffer);
422
423 vbo_merge_prims(ctx, node->prim, &node->prim_count);
424
425 /* Deal with GL_COMPILE_AND_EXECUTE:
426 */
427 if (ctx->ExecuteFlag) {
428 struct _glapi_table *dispatch = GET_DISPATCH();
429
430 _glapi_set_dispatch(ctx->Exec);
431
432 vbo_loopback_vertex_list(ctx,
433 (const GLfloat *) ((const char *) save->
434 vertex_store->buffer +
435 node->buffer_offset),
436 node->attrsz, node->prim, node->prim_count,
437 node->wrap_count, node->vertex_size);
438
439 _glapi_set_dispatch(dispatch);
440 }
441
442 /* Decide whether the storage structs are full, or can be used for
443 * the next vertex lists as well.
444 */
445 if (save->vertex_store->used >
446 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
447
448 /* Unmap old store:
449 */
450 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
451
452 /* Release old reference:
453 */
454 save->vertex_store->refcount--;
455 assert(save->vertex_store->refcount != 0);
456 save->vertex_store = NULL;
457
458 /* Allocate and map new store:
459 */
460 save->vertex_store = alloc_vertex_store(ctx);
461 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
462 save->out_of_memory = save->buffer_ptr == NULL;
463 }
464
465 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
466 save->prim_store->refcount--;
467 assert(save->prim_store->refcount != 0);
468 save->prim_store = alloc_prim_store(ctx);
469 }
470
471 /* Reset our structures for the next run of vertices:
472 */
473 _save_reset_counters(ctx);
474 }
475
476
477 /**
478 * TODO -- If no new vertices have been stored, don't bother saving it.
479 */
480 static void
481 _save_wrap_buffers(struct gl_context *ctx)
482 {
483 struct vbo_save_context *save = &vbo_context(ctx)->save;
484 GLint i = save->prim_count - 1;
485 GLenum mode;
486 GLboolean weak;
487 GLboolean no_current_update;
488
489 assert(i < (GLint) save->prim_max);
490 assert(i >= 0);
491
492 /* Close off in-progress primitive.
493 */
494 save->prim[i].count = (save->vert_count - save->prim[i].start);
495 mode = save->prim[i].mode;
496 weak = save->prim[i].weak;
497 no_current_update = save->prim[i].no_current_update;
498
499 /* store the copied vertices, and allocate a new list.
500 */
501 _save_compile_vertex_list(ctx);
502
503 /* Restart interrupted primitive
504 */
505 save->prim[0].mode = mode;
506 save->prim[0].weak = weak;
507 save->prim[0].no_current_update = no_current_update;
508 save->prim[0].begin = 0;
509 save->prim[0].end = 0;
510 save->prim[0].pad = 0;
511 save->prim[0].start = 0;
512 save->prim[0].count = 0;
513 save->prim[0].num_instances = 1;
514 save->prim[0].base_instance = 0;
515 save->prim_count = 1;
516 }
517
518
519 /**
520 * Called only when buffers are wrapped as the result of filling the
521 * vertex_store struct.
522 */
523 static void
524 _save_wrap_filled_vertex(struct gl_context *ctx)
525 {
526 struct vbo_save_context *save = &vbo_context(ctx)->save;
527 GLfloat *data = save->copied.buffer;
528 GLuint i;
529
530 /* Emit a glEnd to close off the last vertex list.
531 */
532 _save_wrap_buffers(ctx);
533
534 /* Copy stored stored vertices to start of new list.
535 */
536 assert(save->max_vert - save->vert_count > save->copied.nr);
537
538 for (i = 0; i < save->copied.nr; i++) {
539 memcpy(save->buffer_ptr, data, save->vertex_size * sizeof(GLfloat));
540 data += save->vertex_size;
541 save->buffer_ptr += save->vertex_size;
542 save->vert_count++;
543 }
544 }
545
546
547 static void
548 _save_copy_to_current(struct gl_context *ctx)
549 {
550 struct vbo_save_context *save = &vbo_context(ctx)->save;
551 GLuint i;
552
553 for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
554 if (save->attrsz[i]) {
555 save->currentsz[i][0] = save->attrsz[i];
556 COPY_CLEAN_4V_TYPE_AS_FLOAT(save->current[i], save->attrsz[i],
557 save->attrptr[i], save->attrtype[i]);
558 }
559 }
560 }
561
562
563 static void
564 _save_copy_from_current(struct gl_context *ctx)
565 {
566 struct vbo_save_context *save = &vbo_context(ctx)->save;
567 GLint i;
568
569 for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
570 switch (save->attrsz[i]) {
571 case 4:
572 save->attrptr[i][3] = save->current[i][3];
573 case 3:
574 save->attrptr[i][2] = save->current[i][2];
575 case 2:
576 save->attrptr[i][1] = save->current[i][1];
577 case 1:
578 save->attrptr[i][0] = save->current[i][0];
579 case 0:
580 break;
581 }
582 }
583 }
584
585
586 /* Flush existing data, set new attrib size, replay copied vertices.
587 */
588 static void
589 _save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
590 {
591 struct vbo_save_context *save = &vbo_context(ctx)->save;
592 GLuint oldsz;
593 GLuint i;
594 GLfloat *tmp;
595
596 /* Store the current run of vertices, and emit a GL_END. Emit a
597 * BEGIN in the new buffer.
598 */
599 if (save->vert_count)
600 _save_wrap_buffers(ctx);
601 else
602 assert(save->copied.nr == 0);
603
604 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
605 * when the attribute already exists in the vertex and is having
606 * its size increased.
607 */
608 _save_copy_to_current(ctx);
609
610 /* Fix up sizes:
611 */
612 oldsz = save->attrsz[attr];
613 save->attrsz[attr] = newsz;
614
615 save->vertex_size += newsz - oldsz;
616 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
617 save->vertex_size);
618 save->vert_count = 0;
619
620 /* Recalculate all the attrptr[] values:
621 */
622 for (i = 0, tmp = save->vertex; i < VBO_ATTRIB_MAX; i++) {
623 if (save->attrsz[i]) {
624 save->attrptr[i] = tmp;
625 tmp += save->attrsz[i];
626 }
627 else {
628 save->attrptr[i] = NULL; /* will not be dereferenced. */
629 }
630 }
631
632 /* Copy from current to repopulate the vertex with correct values.
633 */
634 _save_copy_from_current(ctx);
635
636 /* Replay stored vertices to translate them to new format here.
637 *
638 * If there are copied vertices and the new (upgraded) attribute
639 * has not been defined before, this list is somewhat degenerate,
640 * and will need fixup at runtime.
641 */
642 if (save->copied.nr) {
643 GLfloat *data = save->copied.buffer;
644 GLfloat *dest = save->buffer;
645 GLuint j;
646
647 /* Need to note this and fix up at runtime (or loopback):
648 */
649 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
650 assert(oldsz == 0);
651 save->dangling_attr_ref = GL_TRUE;
652 }
653
654 for (i = 0; i < save->copied.nr; i++) {
655 for (j = 0; j < VBO_ATTRIB_MAX; j++) {
656 if (save->attrsz[j]) {
657 if (j == attr) {
658 if (oldsz) {
659 COPY_CLEAN_4V_TYPE_AS_FLOAT(dest, oldsz, data,
660 save->attrtype[j]);
661 data += oldsz;
662 dest += newsz;
663 }
664 else {
665 COPY_SZ_4V(dest, newsz, save->current[attr]);
666 dest += newsz;
667 }
668 }
669 else {
670 GLint sz = save->attrsz[j];
671 COPY_SZ_4V(dest, sz, data);
672 data += sz;
673 dest += sz;
674 }
675 }
676 }
677 }
678
679 save->buffer_ptr = dest;
680 save->vert_count += save->copied.nr;
681 }
682 }
683
684
685 static void
686 save_fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
687 {
688 struct vbo_save_context *save = &vbo_context(ctx)->save;
689
690 if (sz > save->attrsz[attr]) {
691 /* New size is larger. Need to flush existing vertices and get
692 * an enlarged vertex format.
693 */
694 _save_upgrade_vertex(ctx, attr, sz);
695 }
696 else if (sz < save->active_sz[attr]) {
697 GLuint i;
698 const GLfloat *id = vbo_get_default_vals_as_float(save->attrtype[attr]);
699
700 /* New size is equal or smaller - just need to fill in some
701 * zeros.
702 */
703 for (i = sz; i <= save->attrsz[attr]; i++)
704 save->attrptr[attr][i - 1] = id[i - 1];
705 }
706
707 save->active_sz[attr] = sz;
708 }
709
710
711 static void
712 _save_reset_vertex(struct gl_context *ctx)
713 {
714 struct vbo_save_context *save = &vbo_context(ctx)->save;
715 GLuint i;
716
717 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
718 save->attrsz[i] = 0;
719 save->active_sz[i] = 0;
720 }
721
722 save->vertex_size = 0;
723 }
724
725
726
727 #define ERROR(err) _mesa_compile_error(ctx, err, __FUNCTION__);
728
729
730 /* Only one size for each attribute may be active at once. Eg. if
731 * Color3f is installed/active, then Color4f may not be, even if the
732 * vertex actually contains 4 color coordinates. This is because the
733 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
734 * of the chooser function when switching between Color4f and Color3f.
735 */
736 #define ATTR(A, N, T, V0, V1, V2, V3) \
737 do { \
738 struct vbo_save_context *save = &vbo_context(ctx)->save; \
739 \
740 if (save->active_sz[A] != N) \
741 save_fixup_vertex(ctx, A, N); \
742 \
743 { \
744 GLfloat *dest = save->attrptr[A]; \
745 if (N>0) dest[0] = V0; \
746 if (N>1) dest[1] = V1; \
747 if (N>2) dest[2] = V2; \
748 if (N>3) dest[3] = V3; \
749 save->attrtype[A] = T; \
750 } \
751 \
752 if ((A) == 0) { \
753 GLuint i; \
754 \
755 for (i = 0; i < save->vertex_size; i++) \
756 save->buffer_ptr[i] = save->vertex[i]; \
757 \
758 save->buffer_ptr += save->vertex_size; \
759 \
760 if (++save->vert_count >= save->max_vert) \
761 _save_wrap_filled_vertex(ctx); \
762 } \
763 } while (0)
764
765 #define TAG(x) _save_##x
766
767 #include "vbo_attrib_tmp.h"
768
769
770
771 #define MAT( ATTR, N, face, params ) \
772 do { \
773 if (face != GL_BACK) \
774 MAT_ATTR( ATTR, N, params ); /* front */ \
775 if (face != GL_FRONT) \
776 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
777 } while (0)
778
779
780 /**
781 * Save a glMaterial call found between glBegin/End.
782 * glMaterial calls outside Begin/End are handled in dlist.c.
783 */
784 static void GLAPIENTRY
785 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
786 {
787 GET_CURRENT_CONTEXT(ctx);
788
789 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
790 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
791 return;
792 }
793
794 switch (pname) {
795 case GL_EMISSION:
796 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
797 break;
798 case GL_AMBIENT:
799 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
800 break;
801 case GL_DIFFUSE:
802 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
803 break;
804 case GL_SPECULAR:
805 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
806 break;
807 case GL_SHININESS:
808 if (*params < 0 || *params > ctx->Const.MaxShininess) {
809 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
810 }
811 else {
812 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
813 }
814 break;
815 case GL_COLOR_INDEXES:
816 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
817 break;
818 case GL_AMBIENT_AND_DIFFUSE:
819 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
820 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
821 break;
822 default:
823 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
824 return;
825 }
826 }
827
828
829 /* Cope with EvalCoord/CallList called within a begin/end object:
830 * -- Flush current buffer
831 * -- Fallback to opcodes for the rest of the begin/end object.
832 */
833 static void
834 dlist_fallback(struct gl_context *ctx)
835 {
836 struct vbo_save_context *save = &vbo_context(ctx)->save;
837
838 if (save->vert_count || save->prim_count) {
839 if (save->prim_count > 0) {
840 /* Close off in-progress primitive. */
841 GLint i = save->prim_count - 1;
842 save->prim[i].count = save->vert_count - save->prim[i].start;
843 }
844
845 /* Need to replay this display list with loopback,
846 * unfortunately, otherwise this primitive won't be handled
847 * properly:
848 */
849 save->dangling_attr_ref = 1;
850
851 _save_compile_vertex_list(ctx);
852 }
853
854 _save_copy_to_current(ctx);
855 _save_reset_vertex(ctx);
856 _save_reset_counters(ctx);
857 if (save->out_of_memory) {
858 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
859 }
860 else {
861 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
862 }
863 ctx->Driver.SaveNeedFlush = 0;
864 }
865
866
867 static void GLAPIENTRY
868 _save_EvalCoord1f(GLfloat u)
869 {
870 GET_CURRENT_CONTEXT(ctx);
871 dlist_fallback(ctx);
872 CALL_EvalCoord1f(ctx->Save, (u));
873 }
874
875 static void GLAPIENTRY
876 _save_EvalCoord1fv(const GLfloat * v)
877 {
878 GET_CURRENT_CONTEXT(ctx);
879 dlist_fallback(ctx);
880 CALL_EvalCoord1fv(ctx->Save, (v));
881 }
882
883 static void GLAPIENTRY
884 _save_EvalCoord2f(GLfloat u, GLfloat v)
885 {
886 GET_CURRENT_CONTEXT(ctx);
887 dlist_fallback(ctx);
888 CALL_EvalCoord2f(ctx->Save, (u, v));
889 }
890
891 static void GLAPIENTRY
892 _save_EvalCoord2fv(const GLfloat * v)
893 {
894 GET_CURRENT_CONTEXT(ctx);
895 dlist_fallback(ctx);
896 CALL_EvalCoord2fv(ctx->Save, (v));
897 }
898
899 static void GLAPIENTRY
900 _save_EvalPoint1(GLint i)
901 {
902 GET_CURRENT_CONTEXT(ctx);
903 dlist_fallback(ctx);
904 CALL_EvalPoint1(ctx->Save, (i));
905 }
906
907 static void GLAPIENTRY
908 _save_EvalPoint2(GLint i, GLint j)
909 {
910 GET_CURRENT_CONTEXT(ctx);
911 dlist_fallback(ctx);
912 CALL_EvalPoint2(ctx->Save, (i, j));
913 }
914
915 static void GLAPIENTRY
916 _save_CallList(GLuint l)
917 {
918 GET_CURRENT_CONTEXT(ctx);
919 dlist_fallback(ctx);
920 CALL_CallList(ctx->Save, (l));
921 }
922
923 static void GLAPIENTRY
924 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
925 {
926 GET_CURRENT_CONTEXT(ctx);
927 dlist_fallback(ctx);
928 CALL_CallLists(ctx->Save, (n, type, v));
929 }
930
931
932
933 /* This begin is hooked into ... Updating of
934 * ctx->Driver.CurrentSavePrimitive is already taken care of.
935 */
936 GLboolean
937 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
938 {
939 struct vbo_save_context *save = &vbo_context(ctx)->save;
940
941 GLuint i = save->prim_count++;
942
943 assert(i < save->prim_max);
944 save->prim[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
945 save->prim[i].begin = 1;
946 save->prim[i].end = 0;
947 save->prim[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
948 save->prim[i].no_current_update =
949 (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
950 save->prim[i].pad = 0;
951 save->prim[i].start = save->vert_count;
952 save->prim[i].count = 0;
953 save->prim[i].num_instances = 1;
954 save->prim[i].base_instance = 0;
955
956 if (save->out_of_memory) {
957 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
958 }
959 else {
960 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
961 }
962 ctx->Driver.SaveNeedFlush = 1;
963 return GL_TRUE;
964 }
965
966
967 static void GLAPIENTRY
968 _save_End(void)
969 {
970 GET_CURRENT_CONTEXT(ctx);
971 struct vbo_save_context *save = &vbo_context(ctx)->save;
972 GLint i = save->prim_count - 1;
973
974 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
975 save->prim[i].end = 1;
976 save->prim[i].count = (save->vert_count - save->prim[i].start);
977
978 if (i == (GLint) save->prim_max - 1) {
979 _save_compile_vertex_list(ctx);
980 assert(save->copied.nr == 0);
981 }
982
983 /* Swap out this vertex format while outside begin/end. Any color,
984 * etc. received between here and the next begin will be compiled
985 * as opcodes.
986 */
987 if (save->out_of_memory) {
988 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
989 }
990 else {
991 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
992 }
993 }
994
995
996 static void GLAPIENTRY
997 _save_Begin(GLenum mode)
998 {
999 GET_CURRENT_CONTEXT(ctx);
1000 (void) mode;
1001 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1002 }
1003
1004
1005 static void GLAPIENTRY
1006 _save_PrimitiveRestartNV(void)
1007 {
1008 GLenum curPrim;
1009 GET_CURRENT_CONTEXT(ctx);
1010
1011 curPrim = ctx->Driver.CurrentSavePrimitive;
1012
1013 _save_End();
1014 _save_Begin(curPrim);
1015 }
1016
1017
1018 /* Unlike the functions above, these are to be hooked into the vtxfmt
1019 * maintained in ctx->ListState, active when the list is known or
1020 * suspected to be outside any begin/end primitive.
1021 * Note: OBE = Outside Begin/End
1022 */
1023 static void GLAPIENTRY
1024 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1025 {
1026 GET_CURRENT_CONTEXT(ctx);
1027 vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
1028 CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
1029 CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
1030 CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
1031 CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
1032 CALL_End(GET_DISPATCH(), ());
1033 }
1034
1035
1036 static void GLAPIENTRY
1037 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1038 {
1039 GET_CURRENT_CONTEXT(ctx);
1040 struct vbo_save_context *save = &vbo_context(ctx)->save;
1041 GLint i;
1042
1043 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1044 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1045 return;
1046 }
1047 if (count < 0) {
1048 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1049 return;
1050 }
1051
1052 if (save->out_of_memory)
1053 return;
1054
1055 _ae_map_vbos(ctx);
1056
1057 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
1058 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1059
1060 for (i = 0; i < count; i++)
1061 CALL_ArrayElement(GET_DISPATCH(), (start + i));
1062 CALL_End(GET_DISPATCH(), ());
1063
1064 _ae_unmap_vbos(ctx);
1065 }
1066
1067
1068 /* Could do better by copying the arrays and element list intact and
1069 * then emitting an indexed prim at runtime.
1070 */
1071 static void GLAPIENTRY
1072 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1073 const GLvoid * indices)
1074 {
1075 GET_CURRENT_CONTEXT(ctx);
1076 struct vbo_save_context *save = &vbo_context(ctx)->save;
1077 GLint i;
1078
1079 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1080 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1081 return;
1082 }
1083 if (count < 0) {
1084 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1085 return;
1086 }
1087 if (type != GL_UNSIGNED_BYTE &&
1088 type != GL_UNSIGNED_SHORT &&
1089 type != GL_UNSIGNED_INT) {
1090 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1091 return;
1092 }
1093
1094 if (save->out_of_memory)
1095 return;
1096
1097 _ae_map_vbos(ctx);
1098
1099 if (_mesa_is_bufferobj(ctx->Array.ArrayObj->ElementArrayBufferObj))
1100 indices =
1101 ADD_POINTERS(ctx->Array.ArrayObj->ElementArrayBufferObj->Pointer, indices);
1102
1103 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
1104 VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1105
1106 switch (type) {
1107 case GL_UNSIGNED_BYTE:
1108 for (i = 0; i < count; i++)
1109 CALL_ArrayElement(GET_DISPATCH(), (((GLubyte *) indices)[i]));
1110 break;
1111 case GL_UNSIGNED_SHORT:
1112 for (i = 0; i < count; i++)
1113 CALL_ArrayElement(GET_DISPATCH(), (((GLushort *) indices)[i]));
1114 break;
1115 case GL_UNSIGNED_INT:
1116 for (i = 0; i < count; i++)
1117 CALL_ArrayElement(GET_DISPATCH(), (((GLuint *) indices)[i]));
1118 break;
1119 default:
1120 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1121 break;
1122 }
1123
1124 CALL_End(GET_DISPATCH(), ());
1125
1126 _ae_unmap_vbos(ctx);
1127 }
1128
1129
1130 static void GLAPIENTRY
1131 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1132 GLsizei count, GLenum type,
1133 const GLvoid * indices)
1134 {
1135 GET_CURRENT_CONTEXT(ctx);
1136 struct vbo_save_context *save = &vbo_context(ctx)->save;
1137
1138 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1139 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1140 return;
1141 }
1142 if (count < 0) {
1143 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1144 "glDrawRangeElements(count<0)");
1145 return;
1146 }
1147 if (type != GL_UNSIGNED_BYTE &&
1148 type != GL_UNSIGNED_SHORT &&
1149 type != GL_UNSIGNED_INT) {
1150 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1151 return;
1152 }
1153 if (end < start) {
1154 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1155 "glDrawRangeElements(end < start)");
1156 return;
1157 }
1158
1159 if (save->out_of_memory)
1160 return;
1161
1162 _save_OBE_DrawElements(mode, count, type, indices);
1163 }
1164
1165
1166 static void GLAPIENTRY
1167 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1168 const GLvoid **indices, GLsizei primcount)
1169 {
1170 GLsizei i;
1171
1172 for (i = 0; i < primcount; i++) {
1173 if (count[i] > 0) {
1174 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1175 }
1176 }
1177 }
1178
1179
1180 static void GLAPIENTRY
1181 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1182 GLenum type,
1183 const GLvoid * const *indices,
1184 GLsizei primcount,
1185 const GLint *basevertex)
1186 {
1187 GLsizei i;
1188
1189 for (i = 0; i < primcount; i++) {
1190 if (count[i] > 0) {
1191 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1192 indices[i],
1193 basevertex[i]));
1194 }
1195 }
1196 }
1197
1198
1199 static void
1200 _save_vtxfmt_init(struct gl_context *ctx)
1201 {
1202 struct vbo_save_context *save = &vbo_context(ctx)->save;
1203 GLvertexformat *vfmt = &save->vtxfmt;
1204
1205 vfmt->ArrayElement = _ae_ArrayElement;
1206
1207 vfmt->Color3f = _save_Color3f;
1208 vfmt->Color3fv = _save_Color3fv;
1209 vfmt->Color4f = _save_Color4f;
1210 vfmt->Color4fv = _save_Color4fv;
1211 vfmt->EdgeFlag = _save_EdgeFlag;
1212 vfmt->End = _save_End;
1213 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
1214 vfmt->FogCoordfEXT = _save_FogCoordfEXT;
1215 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
1216 vfmt->Indexf = _save_Indexf;
1217 vfmt->Indexfv = _save_Indexfv;
1218 vfmt->Materialfv = _save_Materialfv;
1219 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
1220 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
1221 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
1222 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
1223 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
1224 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
1225 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
1226 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
1227 vfmt->Normal3f = _save_Normal3f;
1228 vfmt->Normal3fv = _save_Normal3fv;
1229 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
1230 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
1231 vfmt->TexCoord1f = _save_TexCoord1f;
1232 vfmt->TexCoord1fv = _save_TexCoord1fv;
1233 vfmt->TexCoord2f = _save_TexCoord2f;
1234 vfmt->TexCoord2fv = _save_TexCoord2fv;
1235 vfmt->TexCoord3f = _save_TexCoord3f;
1236 vfmt->TexCoord3fv = _save_TexCoord3fv;
1237 vfmt->TexCoord4f = _save_TexCoord4f;
1238 vfmt->TexCoord4fv = _save_TexCoord4fv;
1239 vfmt->Vertex2f = _save_Vertex2f;
1240 vfmt->Vertex2fv = _save_Vertex2fv;
1241 vfmt->Vertex3f = _save_Vertex3f;
1242 vfmt->Vertex3fv = _save_Vertex3fv;
1243 vfmt->Vertex4f = _save_Vertex4f;
1244 vfmt->Vertex4fv = _save_Vertex4fv;
1245 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
1246 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
1247 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
1248 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
1249 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
1250 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
1251 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
1252 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
1253
1254 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
1255 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
1256 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
1257 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
1258 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
1259 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
1260 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
1261 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
1262
1263 /* integer-valued */
1264 vfmt->VertexAttribI1i = _save_VertexAttribI1i;
1265 vfmt->VertexAttribI2i = _save_VertexAttribI2i;
1266 vfmt->VertexAttribI3i = _save_VertexAttribI3i;
1267 vfmt->VertexAttribI4i = _save_VertexAttribI4i;
1268 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
1269 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
1270 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
1271
1272 /* unsigned integer-valued */
1273 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
1274 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
1275 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
1276 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
1277 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
1278 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
1279 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
1280
1281 vfmt->VertexP2ui = _save_VertexP2ui;
1282 vfmt->VertexP3ui = _save_VertexP3ui;
1283 vfmt->VertexP4ui = _save_VertexP4ui;
1284 vfmt->VertexP2uiv = _save_VertexP2uiv;
1285 vfmt->VertexP3uiv = _save_VertexP3uiv;
1286 vfmt->VertexP4uiv = _save_VertexP4uiv;
1287
1288 vfmt->TexCoordP1ui = _save_TexCoordP1ui;
1289 vfmt->TexCoordP2ui = _save_TexCoordP2ui;
1290 vfmt->TexCoordP3ui = _save_TexCoordP3ui;
1291 vfmt->TexCoordP4ui = _save_TexCoordP4ui;
1292 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv;
1293 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv;
1294 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv;
1295 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv;
1296
1297 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui;
1298 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui;
1299 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui;
1300 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui;
1301 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv;
1302 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv;
1303 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv;
1304 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv;
1305
1306 vfmt->NormalP3ui = _save_NormalP3ui;
1307 vfmt->NormalP3uiv = _save_NormalP3uiv;
1308
1309 vfmt->ColorP3ui = _save_ColorP3ui;
1310 vfmt->ColorP4ui = _save_ColorP4ui;
1311 vfmt->ColorP3uiv = _save_ColorP3uiv;
1312 vfmt->ColorP4uiv = _save_ColorP4uiv;
1313
1314 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
1315 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
1316
1317 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
1318 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
1319 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
1320 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
1321
1322 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
1323 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
1324 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
1325 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
1326
1327 /* This will all require us to fallback to saving the list as opcodes:
1328 */
1329 vfmt->CallList = _save_CallList;
1330 vfmt->CallLists = _save_CallLists;
1331
1332 vfmt->EvalCoord1f = _save_EvalCoord1f;
1333 vfmt->EvalCoord1fv = _save_EvalCoord1fv;
1334 vfmt->EvalCoord2f = _save_EvalCoord2f;
1335 vfmt->EvalCoord2fv = _save_EvalCoord2fv;
1336 vfmt->EvalPoint1 = _save_EvalPoint1;
1337 vfmt->EvalPoint2 = _save_EvalPoint2;
1338
1339 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1340 * only used when we're inside a glBegin/End pair.
1341 */
1342 vfmt->Begin = _save_Begin;
1343 }
1344
1345
1346 /**
1347 * Initialize the dispatch table with the VBO functions for display
1348 * list compilation.
1349 */
1350 void
1351 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1352 struct _glapi_table *exec)
1353 {
1354 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1355 SET_DrawElements(exec, _save_OBE_DrawElements);
1356 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1357 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1358 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1359 SET_Rectf(exec, _save_OBE_Rectf);
1360 /* Note: other glDraw functins aren't compiled into display lists */
1361 }
1362
1363
1364
1365 void
1366 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1367 {
1368 struct vbo_save_context *save = &vbo_context(ctx)->save;
1369
1370 /* Noop when we are actually active:
1371 */
1372 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1373 return;
1374
1375 if (save->vert_count || save->prim_count)
1376 _save_compile_vertex_list(ctx);
1377
1378 _save_copy_to_current(ctx);
1379 _save_reset_vertex(ctx);
1380 _save_reset_counters(ctx);
1381 ctx->Driver.SaveNeedFlush = 0;
1382 }
1383
1384
1385 void
1386 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1387 {
1388 struct vbo_save_context *save = &vbo_context(ctx)->save;
1389
1390 (void) list;
1391 (void) mode;
1392
1393 if (!save->prim_store)
1394 save->prim_store = alloc_prim_store(ctx);
1395
1396 if (!save->vertex_store)
1397 save->vertex_store = alloc_vertex_store(ctx);
1398
1399 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1400
1401 _save_reset_vertex(ctx);
1402 _save_reset_counters(ctx);
1403 ctx->Driver.SaveNeedFlush = 0;
1404 }
1405
1406
1407 void
1408 vbo_save_EndList(struct gl_context *ctx)
1409 {
1410 struct vbo_save_context *save = &vbo_context(ctx)->save;
1411
1412 /* EndList called inside a (saved) Begin/End pair?
1413 */
1414 if (_mesa_inside_dlist_begin_end(ctx)) {
1415 if (save->prim_count > 0) {
1416 GLint i = save->prim_count - 1;
1417 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1418 save->prim[i].end = 0;
1419 save->prim[i].count = (save->vert_count - save->prim[i].start);
1420 }
1421
1422 /* Make sure this vertex list gets replayed by the "loopback"
1423 * mechanism:
1424 */
1425 save->dangling_attr_ref = 1;
1426 vbo_save_SaveFlushVertices(ctx);
1427
1428 /* Swap out this vertex format while outside begin/end. Any color,
1429 * etc. received between here and the next begin will be compiled
1430 * as opcodes.
1431 */
1432 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1433 }
1434
1435 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1436
1437 assert(save->vertex_size == 0);
1438 }
1439
1440
1441 void
1442 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1443 {
1444 struct vbo_save_context *save = &vbo_context(ctx)->save;
1445 save->replay_flags |= dlist->Flags;
1446 }
1447
1448
1449 void
1450 vbo_save_EndCallList(struct gl_context *ctx)
1451 {
1452 struct vbo_save_context *save = &vbo_context(ctx)->save;
1453
1454 if (ctx->ListState.CallDepth == 1) {
1455 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1456 * flag, if it is set:
1457 */
1458 save->replay_flags &= VBO_SAVE_FALLBACK;
1459 }
1460 }
1461
1462
1463 static void
1464 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1465 {
1466 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1467 (void) ctx;
1468
1469 if (--node->vertex_store->refcount == 0)
1470 free_vertex_store(ctx, node->vertex_store);
1471
1472 if (--node->prim_store->refcount == 0)
1473 free(node->prim_store);
1474
1475 free(node->current_data);
1476 node->current_data = NULL;
1477 }
1478
1479
1480 static void
1481 vbo_print_vertex_list(struct gl_context *ctx, void *data)
1482 {
1483 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1484 GLuint i;
1485 (void) ctx;
1486
1487 printf("VBO-VERTEX-LIST, %u vertices %d primitives, %d vertsize\n",
1488 node->count, node->prim_count, node->vertex_size);
1489
1490 for (i = 0; i < node->prim_count; i++) {
1491 struct _mesa_prim *prim = &node->prim[i];
1492 printf(" prim %d: %s%s %d..%d %s %s\n",
1493 i,
1494 _mesa_lookup_prim_by_nr(prim->mode),
1495 prim->weak ? " (weak)" : "",
1496 prim->start,
1497 prim->start + prim->count,
1498 (prim->begin) ? "BEGIN" : "(wrap)",
1499 (prim->end) ? "END" : "(wrap)");
1500 }
1501 }
1502
1503
1504 /**
1505 * Called during context creation/init.
1506 */
1507 static void
1508 _save_current_init(struct gl_context *ctx)
1509 {
1510 struct vbo_save_context *save = &vbo_context(ctx)->save;
1511 GLint i;
1512
1513 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1514 const GLuint j = i - VBO_ATTRIB_POS;
1515 ASSERT(j < VERT_ATTRIB_MAX);
1516 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1517 save->current[i] = ctx->ListState.CurrentAttrib[j];
1518 }
1519
1520 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1521 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1522 ASSERT(j < MAT_ATTRIB_MAX);
1523 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1524 save->current[i] = ctx->ListState.CurrentMaterial[j];
1525 }
1526 }
1527
1528
1529 /**
1530 * Initialize the display list compiler. Called during context creation.
1531 */
1532 void
1533 vbo_save_api_init(struct vbo_save_context *save)
1534 {
1535 struct gl_context *ctx = save->ctx;
1536 GLuint i;
1537
1538 save->opcode_vertex_list =
1539 _mesa_dlist_alloc_opcode(ctx,
1540 sizeof(struct vbo_save_vertex_list),
1541 vbo_save_playback_vertex_list,
1542 vbo_destroy_vertex_list,
1543 vbo_print_vertex_list);
1544
1545 ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin;
1546
1547 _save_vtxfmt_init(ctx);
1548 _save_current_init(ctx);
1549 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
1550
1551 /* These will actually get set again when binding/drawing */
1552 for (i = 0; i < VBO_ATTRIB_MAX; i++)
1553 save->inputs[i] = &save->arrays[i];
1554 }