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/arrayobj.h"
72 #include "main/bufferobj.h"
73 #include "main/context.h"
74 #include "main/dlist.h"
75 #include "main/enums.h"
76 #include "main/eval.h"
77 #include "main/macros.h"
78 #include "main/draw_validate.h"
79 #include "main/api_arrayelt.h"
80 #include "main/vtxfmt.h"
81 #include "main/dispatch.h"
82 #include "main/state.h"
83 #include "main/varray.h"
84 #include "util/bitscan.h"
87 #include "vbo_private.h"
95 * Display list flag only used by this VBO code.
97 #define DLIST_DANGLING_REFS 0x1
100 /* An interesting VBO number/name to help with debugging */
101 #define VBO_BUF_ID 12345
105 * NOTE: Old 'parity' issue is gone, but copying can still be
106 * wrong-footed on replay.
109 copy_vertices(struct gl_context
*ctx
,
110 const struct vbo_save_vertex_list
*node
,
111 const fi_type
* src_buffer
)
113 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
114 const struct _mesa_prim
*prim
= &node
->prims
[node
->prim_count
- 1];
115 GLuint nr
= prim
->count
;
116 GLuint sz
= save
->vertex_size
;
117 const fi_type
*src
= src_buffer
+ prim
->start
* sz
;
118 fi_type
*dst
= save
->copied
.buffer
;
124 switch (prim
->mode
) {
129 for (i
= 0; i
< ovf
; i
++)
130 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
131 sz
* sizeof(GLfloat
));
135 for (i
= 0; i
< ovf
; i
++)
136 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
137 sz
* sizeof(GLfloat
));
141 for (i
= 0; i
< ovf
; i
++)
142 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
143 sz
* sizeof(GLfloat
));
149 memcpy(dst
, src
+ (nr
- 1) * sz
, sz
* sizeof(GLfloat
));
153 case GL_TRIANGLE_FAN
:
158 memcpy(dst
, src
+ 0, sz
* sizeof(GLfloat
));
162 memcpy(dst
, src
+ 0, sz
* sizeof(GLfloat
));
163 memcpy(dst
+ sz
, src
+ (nr
- 1) * sz
, sz
* sizeof(GLfloat
));
166 case GL_TRIANGLE_STRIP
:
179 for (i
= 0; i
< ovf
; i
++)
180 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
181 sz
* sizeof(GLfloat
));
184 unreachable("Unexpected primitive type");
190 static struct vbo_save_vertex_store
*
191 alloc_vertex_store(struct gl_context
*ctx
)
193 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
194 struct vbo_save_vertex_store
*vertex_store
=
195 CALLOC_STRUCT(vbo_save_vertex_store
);
197 /* obj->Name needs to be non-zero, but won't ever be examined more
198 * closely than that. In particular these buffers won't be entered
199 * into the hash and can never be confused with ones visible to the
200 * user. Perhaps there could be a special number for internal
203 vertex_store
->bufferobj
= ctx
->Driver
.NewBufferObject(ctx
, VBO_BUF_ID
);
204 if (vertex_store
->bufferobj
) {
205 save
->out_of_memory
=
206 !ctx
->Driver
.BufferData(ctx
,
208 VBO_SAVE_BUFFER_SIZE
* sizeof(GLfloat
),
209 NULL
, GL_STATIC_DRAW_ARB
,
211 GL_DYNAMIC_STORAGE_BIT
,
212 vertex_store
->bufferobj
);
215 save
->out_of_memory
= GL_TRUE
;
218 if (save
->out_of_memory
) {
219 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "internal VBO allocation");
220 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
223 vertex_store
->buffer_map
= NULL
;
224 vertex_store
->used
= 0;
231 free_vertex_store(struct gl_context
*ctx
,
232 struct vbo_save_vertex_store
*vertex_store
)
234 assert(!vertex_store
->buffer_map
);
236 if (vertex_store
->bufferobj
) {
237 _mesa_reference_buffer_object(ctx
, &vertex_store
->bufferobj
, NULL
);
245 vbo_save_map_vertex_store(struct gl_context
*ctx
,
246 struct vbo_save_vertex_store
*vertex_store
)
248 const GLbitfield access
= (GL_MAP_WRITE_BIT
|
249 GL_MAP_INVALIDATE_RANGE_BIT
|
250 GL_MAP_UNSYNCHRONIZED_BIT
|
251 GL_MAP_FLUSH_EXPLICIT_BIT
);
253 assert(vertex_store
->bufferobj
);
254 assert(!vertex_store
->buffer_map
); /* the buffer should not be mapped */
256 if (vertex_store
->bufferobj
->Size
> 0) {
257 /* Map the remaining free space in the VBO */
258 GLintptr offset
= vertex_store
->used
* sizeof(GLfloat
);
259 GLsizeiptr size
= vertex_store
->bufferobj
->Size
- offset
;
260 fi_type
*range
= (fi_type
*)
261 ctx
->Driver
.MapBufferRange(ctx
, offset
, size
, access
,
262 vertex_store
->bufferobj
,
265 /* compute address of start of whole buffer (needed elsewhere) */
266 vertex_store
->buffer_map
= range
- vertex_store
->used
;
267 assert(vertex_store
->buffer_map
);
271 vertex_store
->buffer_map
= NULL
;
276 /* probably ran out of memory for buffers */
283 vbo_save_unmap_vertex_store(struct gl_context
*ctx
,
284 struct vbo_save_vertex_store
*vertex_store
)
286 if (vertex_store
->bufferobj
->Size
> 0) {
288 GLsizeiptr length
= vertex_store
->used
* sizeof(GLfloat
)
289 - vertex_store
->bufferobj
->Mappings
[MAP_INTERNAL
].Offset
;
291 /* Explicitly flush the region we wrote to */
292 ctx
->Driver
.FlushMappedBufferRange(ctx
, offset
, length
,
293 vertex_store
->bufferobj
,
296 ctx
->Driver
.UnmapBuffer(ctx
, vertex_store
->bufferobj
, MAP_INTERNAL
);
298 vertex_store
->buffer_map
= NULL
;
302 static struct vbo_save_primitive_store
*
303 alloc_prim_store(void)
305 struct vbo_save_primitive_store
*store
=
306 CALLOC_STRUCT(vbo_save_primitive_store
);
314 reset_counters(struct gl_context
*ctx
)
316 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
318 save
->prims
= save
->prim_store
->prims
+ save
->prim_store
->used
;
319 save
->buffer_map
= save
->vertex_store
->buffer_map
+ save
->vertex_store
->used
;
321 assert(save
->buffer_map
== save
->buffer_ptr
);
323 if (save
->vertex_size
)
324 save
->max_vert
= (VBO_SAVE_BUFFER_SIZE
- save
->vertex_store
->used
) /
329 save
->vert_count
= 0;
330 save
->prim_count
= 0;
331 save
->prim_max
= VBO_SAVE_PRIM_SIZE
- save
->prim_store
->used
;
332 save
->dangling_attr_ref
= GL_FALSE
;
336 * For a list of prims, try merging prims that can just be extensions of the
340 merge_prims(struct _mesa_prim
*prim_list
,
344 struct _mesa_prim
*prev_prim
= prim_list
;
346 for (i
= 1; i
< *prim_count
; i
++) {
347 struct _mesa_prim
*this_prim
= prim_list
+ i
;
349 vbo_try_prim_conversion(this_prim
);
351 if (vbo_can_merge_prims(prev_prim
, this_prim
)) {
352 /* We've found a prim that just extend the previous one. Tack it
353 * onto the previous one, and let this primitive struct get dropped.
355 vbo_merge_prims(prev_prim
, this_prim
);
359 /* If any previous primitives have been dropped, then we need to copy
360 * this later one into the next available slot.
363 if (prev_prim
!= this_prim
)
364 *prev_prim
= *this_prim
;
367 *prim_count
= prev_prim
- prim_list
+ 1;
372 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
373 * don't have to worry about handling the _mesa_prim::begin/end flags.
374 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
377 convert_line_loop_to_strip(struct vbo_save_context
*save
,
378 struct vbo_save_vertex_list
*node
)
380 struct _mesa_prim
*prim
= &node
->prims
[node
->prim_count
- 1];
382 assert(prim
->mode
== GL_LINE_LOOP
);
385 /* Copy the 0th vertex to end of the buffer and extend the
386 * vertex count by one to finish the line loop.
388 const GLuint sz
= save
->vertex_size
;
390 const fi_type
*src
= save
->buffer_map
+ prim
->start
* sz
;
392 fi_type
*dst
= save
->buffer_map
+ (prim
->start
+ prim
->count
) * sz
;
394 memcpy(dst
, src
, sz
* sizeof(float));
397 node
->vertex_count
++;
399 save
->buffer_ptr
+= sz
;
400 save
->vertex_store
->used
+= sz
;
404 /* Drawing the second or later section of a long line loop.
405 * Skip the 0th vertex.
411 prim
->mode
= GL_LINE_STRIP
;
415 /* Compare the present vao if it has the same setup. */
417 compare_vao(gl_vertex_processing_mode mode
,
418 const struct gl_vertex_array_object
*vao
,
419 const struct gl_buffer_object
*bo
, GLintptr buffer_offset
,
420 GLuint stride
, GLbitfield64 vao_enabled
,
421 const GLubyte size
[VBO_ATTRIB_MAX
],
422 const GLenum16 type
[VBO_ATTRIB_MAX
],
423 const GLuint offset
[VBO_ATTRIB_MAX
])
428 /* If the enabled arrays are not the same we are not equal. */
429 if (vao_enabled
!= vao
->_Enabled
)
432 /* Check the buffer binding at 0 */
433 if (vao
->BufferBinding
[0].BufferObj
!= bo
)
435 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
436 if (vao
->BufferBinding
[0].Stride
!= stride
)
438 assert(vao
->BufferBinding
[0].InstanceDivisor
== 0);
440 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
441 const GLubyte
*const vao_to_vbo_map
= _vbo_attribute_alias_map
[mode
];
443 /* Now check the enabled arrays */
444 GLbitfield mask
= vao_enabled
;
446 const int attr
= u_bit_scan(&mask
);
447 const unsigned char vbo_attr
= vao_to_vbo_map
[attr
];
448 const GLenum16 tp
= type
[vbo_attr
];
449 const GLintptr off
= offset
[vbo_attr
] + buffer_offset
;
450 const struct gl_array_attributes
*attrib
= &vao
->VertexAttrib
[attr
];
451 if (attrib
->RelativeOffset
+ vao
->BufferBinding
[0].Offset
!= off
)
453 if (attrib
->Type
!= tp
)
455 if (attrib
->Size
!= size
[vbo_attr
])
457 assert(attrib
->Format
== GL_RGBA
);
458 assert(attrib
->Enabled
== GL_TRUE
);
459 assert(attrib
->Normalized
== GL_FALSE
);
460 assert(attrib
->Integer
== vbo_attrtype_to_integer_flag(tp
));
461 assert(attrib
->Doubles
== vbo_attrtype_to_double_flag(tp
));
462 assert(attrib
->BufferBindingIndex
== 0);
469 /* Create or reuse the vao for the vertex processing mode. */
471 update_vao(struct gl_context
*ctx
,
472 gl_vertex_processing_mode mode
,
473 struct gl_vertex_array_object
**vao
,
474 struct gl_buffer_object
*bo
, GLintptr buffer_offset
,
475 GLuint stride
, GLbitfield64 vbo_enabled
,
476 const GLubyte size
[VBO_ATTRIB_MAX
],
477 const GLenum16 type
[VBO_ATTRIB_MAX
],
478 const GLuint offset
[VBO_ATTRIB_MAX
])
480 /* Compute the bitmasks of vao_enabled arrays */
481 GLbitfield vao_enabled
= _vbo_get_vao_enabled_from_vbo(mode
, vbo_enabled
);
484 * Check if we can possibly reuse the exisiting one.
485 * In the long term we should reset them when something changes.
487 if (compare_vao(mode
, *vao
, bo
, buffer_offset
, stride
,
488 vao_enabled
, size
, type
, offset
))
491 /* The initial refcount is 1 */
492 _mesa_reference_vao(ctx
, vao
, NULL
);
493 *vao
= _mesa_new_vao(ctx
, ~((GLuint
)0));
496 * assert(stride <= ctx->Const.MaxVertexAttribStride);
497 * MaxVertexAttribStride is not set for drivers that does not
498 * expose GL 44 or GLES 31.
501 /* Bind the buffer object at binding point 0 */
502 _mesa_bind_vertex_buffer(ctx
, *vao
, 0, bo
, buffer_offset
, stride
);
504 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
505 * Note that the position/generic0 aliasing is done in the VAO.
507 const GLubyte
*const vao_to_vbo_map
= _vbo_attribute_alias_map
[mode
];
508 /* Now set the enable arrays */
509 GLbitfield mask
= vao_enabled
;
511 const int vao_attr
= u_bit_scan(&mask
);
512 const GLubyte vbo_attr
= vao_to_vbo_map
[vao_attr
];
513 assert(offset
[vbo_attr
] <= ctx
->Const
.MaxVertexAttribRelativeOffset
);
515 _vbo_set_attrib_format(ctx
, *vao
, vao_attr
, buffer_offset
,
516 size
[vbo_attr
], type
[vbo_attr
], offset
[vbo_attr
]);
517 _mesa_vertex_attrib_binding(ctx
, *vao
, vao_attr
, 0);
518 _mesa_enable_vertex_array_attrib(ctx
, *vao
, vao_attr
);
520 assert(vao_enabled
== (*vao
)->_Enabled
);
521 assert((vao_enabled
& ~(*vao
)->VertexAttribBufferMask
) == 0);
523 /* Finalize and freeze the VAO */
524 _mesa_set_vao_immutable(ctx
, *vao
);
529 * Insert the active immediate struct onto the display list currently
533 compile_vertex_list(struct gl_context
*ctx
)
535 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
536 struct vbo_save_vertex_list
*node
;
538 /* Allocate space for this structure in the display list currently
541 node
= (struct vbo_save_vertex_list
*)
542 _mesa_dlist_alloc_aligned(ctx
, save
->opcode_vertex_list
, sizeof(*node
));
547 /* Make sure the pointer is aligned to the size of a pointer */
548 assert((GLintptr
) node
% sizeof(void *) == 0);
550 /* Duplicate our template, increment refcounts to the storage structs:
552 GLintptr old_offset
= 0;
554 old_offset
= save
->VAO
[0]->BufferBinding
[0].Offset
555 + save
->VAO
[0]->VertexAttrib
[VERT_ATTRIB_POS
].RelativeOffset
;
557 const GLsizei stride
= save
->vertex_size
*sizeof(GLfloat
);
558 GLintptr buffer_offset
=
559 (save
->buffer_map
- save
->vertex_store
->buffer_map
) * sizeof(GLfloat
);
560 assert(old_offset
<= buffer_offset
);
561 const GLintptr offset_diff
= buffer_offset
- old_offset
;
562 GLuint start_offset
= 0;
563 if (offset_diff
> 0 && stride
> 0 && offset_diff
% stride
== 0) {
564 /* The vertex size is an exact multiple of the buffer offset.
565 * This means that we can use zero-based vertex attribute pointers
566 * and specify the start of the primitive with the _mesa_prim::start
567 * field. This results in issuing several draw calls with identical
568 * vertex attribute information. This can result in fewer state
569 * changes in drivers. In particular, the Gallium CSO module will
570 * filter out redundant vertex buffer changes.
572 /* We cannot immediately update the primitives as some methods below
573 * still need the uncorrected start vertices
575 start_offset
= offset_diff
/stride
;
576 assert(old_offset
== buffer_offset
- offset_diff
);
577 buffer_offset
= old_offset
;
579 GLuint offsets
[VBO_ATTRIB_MAX
];
580 for (unsigned i
= 0, offset
= 0; i
< VBO_ATTRIB_MAX
; ++i
) {
582 offset
+= save
->attrsz
[i
] * sizeof(GLfloat
);
584 node
->vertex_count
= save
->vert_count
;
585 node
->wrap_count
= save
->copied
.nr
;
586 node
->prims
= save
->prims
;
587 node
->prim_count
= save
->prim_count
;
588 node
->prim_store
= save
->prim_store
;
590 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
591 * Note that this may reuse the previous one of possible.
593 for (gl_vertex_processing_mode vpm
= VP_MODE_FF
; vpm
< VP_MODE_MAX
; ++vpm
) {
594 /* create or reuse the vao */
595 update_vao(ctx
, vpm
, &save
->VAO
[vpm
],
596 save
->vertex_store
->bufferobj
, buffer_offset
, stride
,
597 save
->enabled
, save
->attrsz
, save
->attrtype
, offsets
);
598 /* Reference the vao in the dlist */
599 node
->VAO
[vpm
] = NULL
;
600 _mesa_reference_vao(ctx
, &node
->VAO
[vpm
], save
->VAO
[vpm
]);
603 node
->prim_store
->refcount
++;
605 if (node
->prims
[0].no_current_update
) {
606 node
->current_data
= NULL
;
609 GLuint current_size
= save
->vertex_size
- save
->attrsz
[0];
610 node
->current_data
= NULL
;
613 node
->current_data
= malloc(current_size
* sizeof(GLfloat
));
614 if (node
->current_data
) {
615 const char *buffer
= (const char *)save
->buffer_map
;
616 unsigned attr_offset
= save
->attrsz
[0] * sizeof(GLfloat
);
617 unsigned vertex_offset
= 0;
619 if (node
->vertex_count
)
620 vertex_offset
= (node
->vertex_count
- 1) * stride
;
622 memcpy(node
->current_data
, buffer
+ vertex_offset
+ attr_offset
,
623 current_size
* sizeof(GLfloat
));
625 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "Current value allocation");
630 assert(save
->attrsz
[VBO_ATTRIB_POS
] != 0 || node
->vertex_count
== 0);
632 if (save
->dangling_attr_ref
)
633 ctx
->ListState
.CurrentList
->Flags
|= DLIST_DANGLING_REFS
;
635 save
->vertex_store
->used
+= save
->vertex_size
* node
->vertex_count
;
636 save
->prim_store
->used
+= node
->prim_count
;
638 /* Copy duplicated vertices
640 save
->copied
.nr
= copy_vertices(ctx
, node
, save
->buffer_map
);
642 if (node
->prims
[node
->prim_count
- 1].mode
== GL_LINE_LOOP
) {
643 convert_line_loop_to_strip(save
, node
);
646 merge_prims(node
->prims
, &node
->prim_count
);
648 /* Correct the primitive starts, we can only do this here as copy_vertices
649 * and convert_line_loop_to_strip above consume the uncorrected starts.
650 * On the other hand the _vbo_loopback_vertex_list call below needs the
651 * primitves to be corrected already.
653 for (unsigned i
= 0; i
< node
->prim_count
; i
++) {
654 node
->prims
[i
].start
+= start_offset
;
657 /* Deal with GL_COMPILE_AND_EXECUTE:
659 if (ctx
->ExecuteFlag
) {
660 struct _glapi_table
*dispatch
= GET_DISPATCH();
662 _glapi_set_dispatch(ctx
->Exec
);
664 /* Note that the range of referenced vertices must be mapped already */
665 _vbo_loopback_vertex_list(ctx
, node
);
667 _glapi_set_dispatch(dispatch
);
670 /* Decide whether the storage structs are full, or can be used for
671 * the next vertex lists as well.
673 if (save
->vertex_store
->used
>
674 VBO_SAVE_BUFFER_SIZE
- 16 * (save
->vertex_size
+ 4)) {
678 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
680 /* Release old reference:
682 free_vertex_store(ctx
, save
->vertex_store
);
683 save
->vertex_store
= NULL
;
684 /* When we have a new vbo, we will for sure need a new vao */
685 for (gl_vertex_processing_mode vpm
= 0; vpm
< VP_MODE_MAX
; ++vpm
)
686 _mesa_reference_vao(ctx
, &save
->VAO
[vpm
], NULL
);
688 /* Allocate and map new store:
690 save
->vertex_store
= alloc_vertex_store(ctx
);
691 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);
692 save
->out_of_memory
= save
->buffer_ptr
== NULL
;
695 /* update buffer_ptr for next vertex */
696 save
->buffer_ptr
= save
->vertex_store
->buffer_map
697 + save
->vertex_store
->used
;
700 if (save
->prim_store
->used
> VBO_SAVE_PRIM_SIZE
- 6) {
701 save
->prim_store
->refcount
--;
702 assert(save
->prim_store
->refcount
!= 0);
703 save
->prim_store
= alloc_prim_store();
706 /* Reset our structures for the next run of vertices:
713 * This is called when we fill a vertex buffer before we hit a glEnd().
715 * TODO -- If no new vertices have been stored, don't bother saving it.
718 wrap_buffers(struct gl_context
*ctx
)
720 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
721 GLint i
= save
->prim_count
- 1;
724 GLboolean no_current_update
;
726 assert(i
< (GLint
) save
->prim_max
);
729 /* Close off in-progress primitive.
731 save
->prims
[i
].count
= (save
->vert_count
- save
->prims
[i
].start
);
732 mode
= save
->prims
[i
].mode
;
733 weak
= save
->prims
[i
].weak
;
734 no_current_update
= save
->prims
[i
].no_current_update
;
736 /* store the copied vertices, and allocate a new list.
738 compile_vertex_list(ctx
);
740 /* Restart interrupted primitive
742 save
->prims
[0].mode
= mode
;
743 save
->prims
[0].weak
= weak
;
744 save
->prims
[0].no_current_update
= no_current_update
;
745 save
->prims
[0].begin
= 0;
746 save
->prims
[0].end
= 0;
747 save
->prims
[0].pad
= 0;
748 save
->prims
[0].start
= 0;
749 save
->prims
[0].count
= 0;
750 save
->prims
[0].num_instances
= 1;
751 save
->prims
[0].base_instance
= 0;
752 save
->prims
[0].is_indirect
= 0;
753 save
->prim_count
= 1;
758 * Called only when buffers are wrapped as the result of filling the
759 * vertex_store struct.
762 wrap_filled_vertex(struct gl_context
*ctx
)
764 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
765 unsigned numComponents
;
767 /* Emit a glEnd to close off the last vertex list.
771 /* Copy stored stored vertices to start of new list.
773 assert(save
->max_vert
- save
->vert_count
> save
->copied
.nr
);
775 numComponents
= save
->copied
.nr
* save
->vertex_size
;
776 memcpy(save
->buffer_ptr
,
778 numComponents
* sizeof(fi_type
));
779 save
->buffer_ptr
+= numComponents
;
780 save
->vert_count
+= save
->copied
.nr
;
785 copy_to_current(struct gl_context
*ctx
)
787 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
788 GLbitfield64 enabled
= save
->enabled
& (~BITFIELD64_BIT(VBO_ATTRIB_POS
));
791 const int i
= u_bit_scan64(&enabled
);
792 assert(save
->attrsz
[i
]);
794 if (save
->attrtype
[i
] == GL_DOUBLE
||
795 save
->attrtype
[i
] == GL_UNSIGNED_INT64_ARB
)
796 memcpy(save
->current
[i
], save
->attrptr
[i
], save
->attrsz
[i
] * sizeof(GLfloat
));
798 COPY_CLEAN_4V_TYPE_AS_UNION(save
->current
[i
], save
->attrsz
[i
],
799 save
->attrptr
[i
], save
->attrtype
[i
]);
805 copy_from_current(struct gl_context
*ctx
)
807 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
808 GLbitfield64 enabled
= save
->enabled
& (~BITFIELD64_BIT(VBO_ATTRIB_POS
));
811 const int i
= u_bit_scan64(&enabled
);
813 switch (save
->attrsz
[i
]) {
815 save
->attrptr
[i
][3] = save
->current
[i
][3];
817 save
->attrptr
[i
][2] = save
->current
[i
][2];
819 save
->attrptr
[i
][1] = save
->current
[i
][1];
821 save
->attrptr
[i
][0] = save
->current
[i
][0];
824 unreachable("Unexpected vertex attribute size");
831 * Called when we increase the size of a vertex attribute. For example,
832 * if we've seen one or more glTexCoord2f() calls and now we get a
833 * glTexCoord3f() call.
834 * Flush existing data, set new attrib size, replay copied vertices.
837 upgrade_vertex(struct gl_context
*ctx
, GLuint attr
, GLuint newsz
)
839 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
844 /* Store the current run of vertices, and emit a GL_END. Emit a
845 * BEGIN in the new buffer.
847 if (save
->vert_count
)
850 assert(save
->copied
.nr
== 0);
852 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
853 * when the attribute already exists in the vertex and is having
854 * its size increased.
856 copy_to_current(ctx
);
860 oldsz
= save
->attrsz
[attr
];
861 save
->attrsz
[attr
] = newsz
;
862 save
->enabled
|= BITFIELD64_BIT(attr
);
864 save
->vertex_size
+= newsz
- oldsz
;
865 save
->max_vert
= ((VBO_SAVE_BUFFER_SIZE
- save
->vertex_store
->used
) /
867 save
->vert_count
= 0;
869 /* Recalculate all the attrptr[] values:
872 for (i
= 0; i
< VBO_ATTRIB_MAX
; i
++) {
873 if (save
->attrsz
[i
]) {
874 save
->attrptr
[i
] = tmp
;
875 tmp
+= save
->attrsz
[i
];
878 save
->attrptr
[i
] = NULL
; /* will not be dereferenced. */
882 /* Copy from current to repopulate the vertex with correct values.
884 copy_from_current(ctx
);
886 /* Replay stored vertices to translate them to new format here.
888 * If there are copied vertices and the new (upgraded) attribute
889 * has not been defined before, this list is somewhat degenerate,
890 * and will need fixup at runtime.
892 if (save
->copied
.nr
) {
893 const fi_type
*data
= save
->copied
.buffer
;
894 fi_type
*dest
= save
->buffer_map
;
896 /* Need to note this and fix up at runtime (or loopback):
898 if (attr
!= VBO_ATTRIB_POS
&& save
->currentsz
[attr
][0] == 0) {
900 save
->dangling_attr_ref
= GL_TRUE
;
903 for (i
= 0; i
< save
->copied
.nr
; i
++) {
904 GLbitfield64 enabled
= save
->enabled
;
906 const int j
= u_bit_scan64(&enabled
);
907 assert(save
->attrsz
[j
]);
910 COPY_CLEAN_4V_TYPE_AS_UNION(dest
, oldsz
, data
,
916 COPY_SZ_4V(dest
, newsz
, save
->current
[attr
]);
921 GLint sz
= save
->attrsz
[j
];
922 COPY_SZ_4V(dest
, sz
, data
);
929 save
->buffer_ptr
= dest
;
930 save
->vert_count
+= save
->copied
.nr
;
936 * This is called when the size of a vertex attribute changes.
937 * For example, after seeing one or more glTexCoord2f() calls we
938 * get a glTexCoord4f() or glTexCoord1f() call.
941 fixup_vertex(struct gl_context
*ctx
, GLuint attr
,
942 GLuint sz
, GLenum newType
)
944 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
946 if (sz
> save
->attrsz
[attr
] ||
947 newType
!= save
->attrtype
[attr
]) {
948 /* New size is larger. Need to flush existing vertices and get
949 * an enlarged vertex format.
951 upgrade_vertex(ctx
, attr
, sz
);
953 else if (sz
< save
->active_sz
[attr
]) {
955 const fi_type
*id
= vbo_get_default_vals_as_union(save
->attrtype
[attr
]);
957 /* New size is equal or smaller - just need to fill in some
960 for (i
= sz
; i
<= save
->attrsz
[attr
]; i
++)
961 save
->attrptr
[attr
][i
- 1] = id
[i
- 1];
964 save
->active_sz
[attr
] = sz
;
969 * Reset the current size of all vertex attributes to the default
970 * value of 0. This signals that we haven't yet seen any per-vertex
971 * commands such as glNormal3f() or glTexCoord2f().
974 reset_vertex(struct gl_context
*ctx
)
976 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
978 while (save
->enabled
) {
979 const int i
= u_bit_scan64(&save
->enabled
);
980 assert(save
->attrsz
[i
]);
982 save
->active_sz
[i
] = 0;
985 save
->vertex_size
= 0;
990 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
993 /* Only one size for each attribute may be active at once. Eg. if
994 * Color3f is installed/active, then Color4f may not be, even if the
995 * vertex actually contains 4 color coordinates. This is because the
996 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
997 * of the chooser function when switching between Color4f and Color3f.
999 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
1001 struct vbo_save_context *save = &vbo_context(ctx)->save; \
1002 int sz = (sizeof(C) / sizeof(GLfloat)); \
1004 if (save->active_sz[A] != N) \
1005 fixup_vertex(ctx, A, N * sz, T); \
1008 C *dest = (C *)save->attrptr[A]; \
1009 if (N>0) dest[0] = V0; \
1010 if (N>1) dest[1] = V1; \
1011 if (N>2) dest[2] = V2; \
1012 if (N>3) dest[3] = V3; \
1013 save->attrtype[A] = T; \
1019 for (i = 0; i < save->vertex_size; i++) \
1020 save->buffer_ptr[i] = save->vertex[i]; \
1022 save->buffer_ptr += save->vertex_size; \
1024 if (++save->vert_count >= save->max_vert) \
1025 wrap_filled_vertex(ctx); \
1029 #define TAG(x) _save_##x
1031 #include "vbo_attrib_tmp.h"
1035 #define MAT( ATTR, N, face, params ) \
1037 if (face != GL_BACK) \
1038 MAT_ATTR( ATTR, N, params ); /* front */ \
1039 if (face != GL_FRONT) \
1040 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1045 * Save a glMaterial call found between glBegin/End.
1046 * glMaterial calls outside Begin/End are handled in dlist.c.
1048 static void GLAPIENTRY
1049 _save_Materialfv(GLenum face
, GLenum pname
, const GLfloat
*params
)
1051 GET_CURRENT_CONTEXT(ctx
);
1053 if (face
!= GL_FRONT
&& face
!= GL_BACK
&& face
!= GL_FRONT_AND_BACK
) {
1054 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMaterial(face)");
1060 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION
, 4, face
, params
);
1063 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT
, 4, face
, params
);
1066 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE
, 4, face
, params
);
1069 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR
, 4, face
, params
);
1072 if (*params
< 0 || *params
> ctx
->Const
.MaxShininess
) {
1073 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glMaterial(shininess)");
1076 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS
, 1, face
, params
);
1079 case GL_COLOR_INDEXES
:
1080 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES
, 3, face
, params
);
1082 case GL_AMBIENT_AND_DIFFUSE
:
1083 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT
, 4, face
, params
);
1084 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE
, 4, face
, params
);
1087 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMaterial(pname)");
1093 /* Cope with EvalCoord/CallList called within a begin/end object:
1094 * -- Flush current buffer
1095 * -- Fallback to opcodes for the rest of the begin/end object.
1098 dlist_fallback(struct gl_context
*ctx
)
1100 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1102 if (save
->vert_count
|| save
->prim_count
) {
1103 if (save
->prim_count
> 0) {
1104 /* Close off in-progress primitive. */
1105 GLint i
= save
->prim_count
- 1;
1106 save
->prims
[i
].count
= save
->vert_count
- save
->prims
[i
].start
;
1109 /* Need to replay this display list with loopback,
1110 * unfortunately, otherwise this primitive won't be handled
1113 save
->dangling_attr_ref
= GL_TRUE
;
1115 compile_vertex_list(ctx
);
1118 copy_to_current(ctx
);
1120 reset_counters(ctx
);
1121 if (save
->out_of_memory
) {
1122 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1125 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1127 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1131 static void GLAPIENTRY
1132 _save_EvalCoord1f(GLfloat u
)
1134 GET_CURRENT_CONTEXT(ctx
);
1135 dlist_fallback(ctx
);
1136 CALL_EvalCoord1f(ctx
->Save
, (u
));
1139 static void GLAPIENTRY
1140 _save_EvalCoord1fv(const GLfloat
* v
)
1142 GET_CURRENT_CONTEXT(ctx
);
1143 dlist_fallback(ctx
);
1144 CALL_EvalCoord1fv(ctx
->Save
, (v
));
1147 static void GLAPIENTRY
1148 _save_EvalCoord2f(GLfloat u
, GLfloat v
)
1150 GET_CURRENT_CONTEXT(ctx
);
1151 dlist_fallback(ctx
);
1152 CALL_EvalCoord2f(ctx
->Save
, (u
, v
));
1155 static void GLAPIENTRY
1156 _save_EvalCoord2fv(const GLfloat
* v
)
1158 GET_CURRENT_CONTEXT(ctx
);
1159 dlist_fallback(ctx
);
1160 CALL_EvalCoord2fv(ctx
->Save
, (v
));
1163 static void GLAPIENTRY
1164 _save_EvalPoint1(GLint i
)
1166 GET_CURRENT_CONTEXT(ctx
);
1167 dlist_fallback(ctx
);
1168 CALL_EvalPoint1(ctx
->Save
, (i
));
1171 static void GLAPIENTRY
1172 _save_EvalPoint2(GLint i
, GLint j
)
1174 GET_CURRENT_CONTEXT(ctx
);
1175 dlist_fallback(ctx
);
1176 CALL_EvalPoint2(ctx
->Save
, (i
, j
));
1179 static void GLAPIENTRY
1180 _save_CallList(GLuint l
)
1182 GET_CURRENT_CONTEXT(ctx
);
1183 dlist_fallback(ctx
);
1184 CALL_CallList(ctx
->Save
, (l
));
1187 static void GLAPIENTRY
1188 _save_CallLists(GLsizei n
, GLenum type
, const GLvoid
* v
)
1190 GET_CURRENT_CONTEXT(ctx
);
1191 dlist_fallback(ctx
);
1192 CALL_CallLists(ctx
->Save
, (n
, type
, v
));
1198 * Called when a glBegin is getting compiled into a display list.
1199 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1202 vbo_save_NotifyBegin(struct gl_context
*ctx
, GLenum mode
)
1204 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1205 const GLuint i
= save
->prim_count
++;
1207 assert(i
< save
->prim_max
);
1208 save
->prims
[i
].mode
= mode
& VBO_SAVE_PRIM_MODE_MASK
;
1209 save
->prims
[i
].begin
= 1;
1210 save
->prims
[i
].end
= 0;
1211 save
->prims
[i
].weak
= (mode
& VBO_SAVE_PRIM_WEAK
) ? 1 : 0;
1212 save
->prims
[i
].no_current_update
=
1213 (mode
& VBO_SAVE_PRIM_NO_CURRENT_UPDATE
) ? 1 : 0;
1214 save
->prims
[i
].pad
= 0;
1215 save
->prims
[i
].start
= save
->vert_count
;
1216 save
->prims
[i
].count
= 0;
1217 save
->prims
[i
].num_instances
= 1;
1218 save
->prims
[i
].base_instance
= 0;
1219 save
->prims
[i
].is_indirect
= 0;
1221 if (save
->out_of_memory
) {
1222 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1225 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt
);
1228 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1229 ctx
->Driver
.SaveNeedFlush
= GL_TRUE
;
1233 static void GLAPIENTRY
1236 GET_CURRENT_CONTEXT(ctx
);
1237 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1238 const GLint i
= save
->prim_count
- 1;
1240 ctx
->Driver
.CurrentSavePrimitive
= PRIM_OUTSIDE_BEGIN_END
;
1241 save
->prims
[i
].end
= 1;
1242 save
->prims
[i
].count
= (save
->vert_count
- save
->prims
[i
].start
);
1244 if (i
== (GLint
) save
->prim_max
- 1) {
1245 compile_vertex_list(ctx
);
1246 assert(save
->copied
.nr
== 0);
1249 /* Swap out this vertex format while outside begin/end. Any color,
1250 * etc. received between here and the next begin will be compiled
1253 if (save
->out_of_memory
) {
1254 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1257 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1262 static void GLAPIENTRY
1263 _save_Begin(GLenum mode
)
1265 GET_CURRENT_CONTEXT(ctx
);
1267 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
, "Recursive glBegin");
1271 static void GLAPIENTRY
1272 _save_PrimitiveRestartNV(void)
1274 GET_CURRENT_CONTEXT(ctx
);
1275 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1277 if (save
->prim_count
== 0) {
1278 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1281 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
,
1282 "glPrimitiveRestartNV called outside glBegin/End");
1284 /* get current primitive mode */
1285 GLenum curPrim
= save
->prims
[save
->prim_count
- 1].mode
;
1287 /* restart primitive */
1288 CALL_End(GET_DISPATCH(), ());
1289 vbo_save_NotifyBegin(ctx
, curPrim
);
1294 /* Unlike the functions above, these are to be hooked into the vtxfmt
1295 * maintained in ctx->ListState, active when the list is known or
1296 * suspected to be outside any begin/end primitive.
1297 * Note: OBE = Outside Begin/End
1299 static void GLAPIENTRY
1300 _save_OBE_Rectf(GLfloat x1
, GLfloat y1
, GLfloat x2
, GLfloat y2
)
1302 GET_CURRENT_CONTEXT(ctx
);
1303 vbo_save_NotifyBegin(ctx
, GL_QUADS
| VBO_SAVE_PRIM_WEAK
);
1304 CALL_Vertex2f(GET_DISPATCH(), (x1
, y1
));
1305 CALL_Vertex2f(GET_DISPATCH(), (x2
, y1
));
1306 CALL_Vertex2f(GET_DISPATCH(), (x2
, y2
));
1307 CALL_Vertex2f(GET_DISPATCH(), (x1
, y2
));
1308 CALL_End(GET_DISPATCH(), ());
1312 static void GLAPIENTRY
1313 _save_OBE_DrawArrays(GLenum mode
, GLint start
, GLsizei count
)
1315 GET_CURRENT_CONTEXT(ctx
);
1316 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1319 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1320 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawArrays(mode)");
1324 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawArrays(count<0)");
1328 if (save
->out_of_memory
)
1331 /* Make sure to process any VBO binding changes */
1332 _mesa_update_state(ctx
);
1336 vbo_save_NotifyBegin(ctx
, (mode
| VBO_SAVE_PRIM_WEAK
1337 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE
));
1339 for (i
= 0; i
< count
; i
++)
1340 CALL_ArrayElement(GET_DISPATCH(), (start
+ i
));
1341 CALL_End(GET_DISPATCH(), ());
1343 _ae_unmap_vbos(ctx
);
1347 static void GLAPIENTRY
1348 _save_OBE_MultiDrawArrays(GLenum mode
, const GLint
*first
,
1349 const GLsizei
*count
, GLsizei primcount
)
1351 GET_CURRENT_CONTEXT(ctx
);
1354 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1355 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMultiDrawArrays(mode)");
1359 if (primcount
< 0) {
1360 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1361 "glMultiDrawArrays(primcount<0)");
1365 for (i
= 0; i
< primcount
; i
++) {
1367 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1368 "glMultiDrawArrays(count[i]<0)");
1373 for (i
= 0; i
< primcount
; i
++) {
1375 _save_OBE_DrawArrays(mode
, first
[i
], count
[i
]);
1381 /* Could do better by copying the arrays and element list intact and
1382 * then emitting an indexed prim at runtime.
1384 static void GLAPIENTRY
1385 _save_OBE_DrawElementsBaseVertex(GLenum mode
, GLsizei count
, GLenum type
,
1386 const GLvoid
* indices
, GLint basevertex
)
1388 GET_CURRENT_CONTEXT(ctx
);
1389 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1390 struct gl_buffer_object
*indexbuf
= ctx
->Array
.VAO
->IndexBufferObj
;
1393 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1394 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawElements(mode)");
1398 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawElements(count<0)");
1401 if (type
!= GL_UNSIGNED_BYTE
&&
1402 type
!= GL_UNSIGNED_SHORT
&&
1403 type
!= GL_UNSIGNED_INT
) {
1404 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawElements(count<0)");
1408 if (save
->out_of_memory
)
1411 /* Make sure to process any VBO binding changes */
1412 _mesa_update_state(ctx
);
1416 if (_mesa_is_bufferobj(indexbuf
))
1418 ADD_POINTERS(indexbuf
->Mappings
[MAP_INTERNAL
].Pointer
, indices
);
1420 vbo_save_NotifyBegin(ctx
, (mode
| VBO_SAVE_PRIM_WEAK
|
1421 VBO_SAVE_PRIM_NO_CURRENT_UPDATE
));
1424 case GL_UNSIGNED_BYTE
:
1425 for (i
= 0; i
< count
; i
++)
1426 CALL_ArrayElement(GET_DISPATCH(), (basevertex
+ ((GLubyte
*) indices
)[i
]));
1428 case GL_UNSIGNED_SHORT
:
1429 for (i
= 0; i
< count
; i
++)
1430 CALL_ArrayElement(GET_DISPATCH(), (basevertex
+ ((GLushort
*) indices
)[i
]));
1432 case GL_UNSIGNED_INT
:
1433 for (i
= 0; i
< count
; i
++)
1434 CALL_ArrayElement(GET_DISPATCH(), (basevertex
+ ((GLuint
*) indices
)[i
]));
1437 _mesa_error(ctx
, GL_INVALID_ENUM
, "glDrawElements(type)");
1441 CALL_End(GET_DISPATCH(), ());
1443 _ae_unmap_vbos(ctx
);
1446 static void GLAPIENTRY
1447 _save_OBE_DrawElements(GLenum mode
, GLsizei count
, GLenum type
,
1448 const GLvoid
* indices
)
1450 _save_OBE_DrawElementsBaseVertex(mode
, count
, type
, indices
, 0);
1454 static void GLAPIENTRY
1455 _save_OBE_DrawRangeElements(GLenum mode
, GLuint start
, GLuint end
,
1456 GLsizei count
, GLenum type
,
1457 const GLvoid
* indices
)
1459 GET_CURRENT_CONTEXT(ctx
);
1460 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1462 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1463 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawRangeElements(mode)");
1467 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1468 "glDrawRangeElements(count<0)");
1471 if (type
!= GL_UNSIGNED_BYTE
&&
1472 type
!= GL_UNSIGNED_SHORT
&&
1473 type
!= GL_UNSIGNED_INT
) {
1474 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawRangeElements(type)");
1478 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1479 "glDrawRangeElements(end < start)");
1483 if (save
->out_of_memory
)
1486 _save_OBE_DrawElements(mode
, count
, type
, indices
);
1490 static void GLAPIENTRY
1491 _save_OBE_MultiDrawElements(GLenum mode
, const GLsizei
*count
, GLenum type
,
1492 const GLvoid
* const *indices
, GLsizei primcount
)
1496 for (i
= 0; i
< primcount
; i
++) {
1498 CALL_DrawElements(GET_DISPATCH(), (mode
, count
[i
], type
, indices
[i
]));
1504 static void GLAPIENTRY
1505 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode
, const GLsizei
*count
,
1507 const GLvoid
* const *indices
,
1509 const GLint
*basevertex
)
1513 for (i
= 0; i
< primcount
; i
++) {
1515 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode
, count
[i
], type
,
1524 vtxfmt_init(struct gl_context
*ctx
)
1526 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1527 GLvertexformat
*vfmt
= &save
->vtxfmt
;
1529 vfmt
->ArrayElement
= _ae_ArrayElement
;
1531 vfmt
->Color3f
= _save_Color3f
;
1532 vfmt
->Color3fv
= _save_Color3fv
;
1533 vfmt
->Color4f
= _save_Color4f
;
1534 vfmt
->Color4fv
= _save_Color4fv
;
1535 vfmt
->EdgeFlag
= _save_EdgeFlag
;
1536 vfmt
->End
= _save_End
;
1537 vfmt
->PrimitiveRestartNV
= _save_PrimitiveRestartNV
;
1538 vfmt
->FogCoordfEXT
= _save_FogCoordfEXT
;
1539 vfmt
->FogCoordfvEXT
= _save_FogCoordfvEXT
;
1540 vfmt
->Indexf
= _save_Indexf
;
1541 vfmt
->Indexfv
= _save_Indexfv
;
1542 vfmt
->Materialfv
= _save_Materialfv
;
1543 vfmt
->MultiTexCoord1fARB
= _save_MultiTexCoord1f
;
1544 vfmt
->MultiTexCoord1fvARB
= _save_MultiTexCoord1fv
;
1545 vfmt
->MultiTexCoord2fARB
= _save_MultiTexCoord2f
;
1546 vfmt
->MultiTexCoord2fvARB
= _save_MultiTexCoord2fv
;
1547 vfmt
->MultiTexCoord3fARB
= _save_MultiTexCoord3f
;
1548 vfmt
->MultiTexCoord3fvARB
= _save_MultiTexCoord3fv
;
1549 vfmt
->MultiTexCoord4fARB
= _save_MultiTexCoord4f
;
1550 vfmt
->MultiTexCoord4fvARB
= _save_MultiTexCoord4fv
;
1551 vfmt
->Normal3f
= _save_Normal3f
;
1552 vfmt
->Normal3fv
= _save_Normal3fv
;
1553 vfmt
->SecondaryColor3fEXT
= _save_SecondaryColor3fEXT
;
1554 vfmt
->SecondaryColor3fvEXT
= _save_SecondaryColor3fvEXT
;
1555 vfmt
->TexCoord1f
= _save_TexCoord1f
;
1556 vfmt
->TexCoord1fv
= _save_TexCoord1fv
;
1557 vfmt
->TexCoord2f
= _save_TexCoord2f
;
1558 vfmt
->TexCoord2fv
= _save_TexCoord2fv
;
1559 vfmt
->TexCoord3f
= _save_TexCoord3f
;
1560 vfmt
->TexCoord3fv
= _save_TexCoord3fv
;
1561 vfmt
->TexCoord4f
= _save_TexCoord4f
;
1562 vfmt
->TexCoord4fv
= _save_TexCoord4fv
;
1563 vfmt
->Vertex2f
= _save_Vertex2f
;
1564 vfmt
->Vertex2fv
= _save_Vertex2fv
;
1565 vfmt
->Vertex3f
= _save_Vertex3f
;
1566 vfmt
->Vertex3fv
= _save_Vertex3fv
;
1567 vfmt
->Vertex4f
= _save_Vertex4f
;
1568 vfmt
->Vertex4fv
= _save_Vertex4fv
;
1569 vfmt
->VertexAttrib1fARB
= _save_VertexAttrib1fARB
;
1570 vfmt
->VertexAttrib1fvARB
= _save_VertexAttrib1fvARB
;
1571 vfmt
->VertexAttrib2fARB
= _save_VertexAttrib2fARB
;
1572 vfmt
->VertexAttrib2fvARB
= _save_VertexAttrib2fvARB
;
1573 vfmt
->VertexAttrib3fARB
= _save_VertexAttrib3fARB
;
1574 vfmt
->VertexAttrib3fvARB
= _save_VertexAttrib3fvARB
;
1575 vfmt
->VertexAttrib4fARB
= _save_VertexAttrib4fARB
;
1576 vfmt
->VertexAttrib4fvARB
= _save_VertexAttrib4fvARB
;
1578 vfmt
->VertexAttrib1fNV
= _save_VertexAttrib1fNV
;
1579 vfmt
->VertexAttrib1fvNV
= _save_VertexAttrib1fvNV
;
1580 vfmt
->VertexAttrib2fNV
= _save_VertexAttrib2fNV
;
1581 vfmt
->VertexAttrib2fvNV
= _save_VertexAttrib2fvNV
;
1582 vfmt
->VertexAttrib3fNV
= _save_VertexAttrib3fNV
;
1583 vfmt
->VertexAttrib3fvNV
= _save_VertexAttrib3fvNV
;
1584 vfmt
->VertexAttrib4fNV
= _save_VertexAttrib4fNV
;
1585 vfmt
->VertexAttrib4fvNV
= _save_VertexAttrib4fvNV
;
1587 /* integer-valued */
1588 vfmt
->VertexAttribI1i
= _save_VertexAttribI1i
;
1589 vfmt
->VertexAttribI2i
= _save_VertexAttribI2i
;
1590 vfmt
->VertexAttribI3i
= _save_VertexAttribI3i
;
1591 vfmt
->VertexAttribI4i
= _save_VertexAttribI4i
;
1592 vfmt
->VertexAttribI2iv
= _save_VertexAttribI2iv
;
1593 vfmt
->VertexAttribI3iv
= _save_VertexAttribI3iv
;
1594 vfmt
->VertexAttribI4iv
= _save_VertexAttribI4iv
;
1596 /* unsigned integer-valued */
1597 vfmt
->VertexAttribI1ui
= _save_VertexAttribI1ui
;
1598 vfmt
->VertexAttribI2ui
= _save_VertexAttribI2ui
;
1599 vfmt
->VertexAttribI3ui
= _save_VertexAttribI3ui
;
1600 vfmt
->VertexAttribI4ui
= _save_VertexAttribI4ui
;
1601 vfmt
->VertexAttribI2uiv
= _save_VertexAttribI2uiv
;
1602 vfmt
->VertexAttribI3uiv
= _save_VertexAttribI3uiv
;
1603 vfmt
->VertexAttribI4uiv
= _save_VertexAttribI4uiv
;
1605 vfmt
->VertexP2ui
= _save_VertexP2ui
;
1606 vfmt
->VertexP3ui
= _save_VertexP3ui
;
1607 vfmt
->VertexP4ui
= _save_VertexP4ui
;
1608 vfmt
->VertexP2uiv
= _save_VertexP2uiv
;
1609 vfmt
->VertexP3uiv
= _save_VertexP3uiv
;
1610 vfmt
->VertexP4uiv
= _save_VertexP4uiv
;
1612 vfmt
->TexCoordP1ui
= _save_TexCoordP1ui
;
1613 vfmt
->TexCoordP2ui
= _save_TexCoordP2ui
;
1614 vfmt
->TexCoordP3ui
= _save_TexCoordP3ui
;
1615 vfmt
->TexCoordP4ui
= _save_TexCoordP4ui
;
1616 vfmt
->TexCoordP1uiv
= _save_TexCoordP1uiv
;
1617 vfmt
->TexCoordP2uiv
= _save_TexCoordP2uiv
;
1618 vfmt
->TexCoordP3uiv
= _save_TexCoordP3uiv
;
1619 vfmt
->TexCoordP4uiv
= _save_TexCoordP4uiv
;
1621 vfmt
->MultiTexCoordP1ui
= _save_MultiTexCoordP1ui
;
1622 vfmt
->MultiTexCoordP2ui
= _save_MultiTexCoordP2ui
;
1623 vfmt
->MultiTexCoordP3ui
= _save_MultiTexCoordP3ui
;
1624 vfmt
->MultiTexCoordP4ui
= _save_MultiTexCoordP4ui
;
1625 vfmt
->MultiTexCoordP1uiv
= _save_MultiTexCoordP1uiv
;
1626 vfmt
->MultiTexCoordP2uiv
= _save_MultiTexCoordP2uiv
;
1627 vfmt
->MultiTexCoordP3uiv
= _save_MultiTexCoordP3uiv
;
1628 vfmt
->MultiTexCoordP4uiv
= _save_MultiTexCoordP4uiv
;
1630 vfmt
->NormalP3ui
= _save_NormalP3ui
;
1631 vfmt
->NormalP3uiv
= _save_NormalP3uiv
;
1633 vfmt
->ColorP3ui
= _save_ColorP3ui
;
1634 vfmt
->ColorP4ui
= _save_ColorP4ui
;
1635 vfmt
->ColorP3uiv
= _save_ColorP3uiv
;
1636 vfmt
->ColorP4uiv
= _save_ColorP4uiv
;
1638 vfmt
->SecondaryColorP3ui
= _save_SecondaryColorP3ui
;
1639 vfmt
->SecondaryColorP3uiv
= _save_SecondaryColorP3uiv
;
1641 vfmt
->VertexAttribP1ui
= _save_VertexAttribP1ui
;
1642 vfmt
->VertexAttribP2ui
= _save_VertexAttribP2ui
;
1643 vfmt
->VertexAttribP3ui
= _save_VertexAttribP3ui
;
1644 vfmt
->VertexAttribP4ui
= _save_VertexAttribP4ui
;
1646 vfmt
->VertexAttribP1uiv
= _save_VertexAttribP1uiv
;
1647 vfmt
->VertexAttribP2uiv
= _save_VertexAttribP2uiv
;
1648 vfmt
->VertexAttribP3uiv
= _save_VertexAttribP3uiv
;
1649 vfmt
->VertexAttribP4uiv
= _save_VertexAttribP4uiv
;
1651 vfmt
->VertexAttribL1d
= _save_VertexAttribL1d
;
1652 vfmt
->VertexAttribL2d
= _save_VertexAttribL2d
;
1653 vfmt
->VertexAttribL3d
= _save_VertexAttribL3d
;
1654 vfmt
->VertexAttribL4d
= _save_VertexAttribL4d
;
1656 vfmt
->VertexAttribL1dv
= _save_VertexAttribL1dv
;
1657 vfmt
->VertexAttribL2dv
= _save_VertexAttribL2dv
;
1658 vfmt
->VertexAttribL3dv
= _save_VertexAttribL3dv
;
1659 vfmt
->VertexAttribL4dv
= _save_VertexAttribL4dv
;
1661 vfmt
->VertexAttribL1ui64ARB
= _save_VertexAttribL1ui64ARB
;
1662 vfmt
->VertexAttribL1ui64vARB
= _save_VertexAttribL1ui64vARB
;
1664 /* This will all require us to fallback to saving the list as opcodes:
1666 vfmt
->CallList
= _save_CallList
;
1667 vfmt
->CallLists
= _save_CallLists
;
1669 vfmt
->EvalCoord1f
= _save_EvalCoord1f
;
1670 vfmt
->EvalCoord1fv
= _save_EvalCoord1fv
;
1671 vfmt
->EvalCoord2f
= _save_EvalCoord2f
;
1672 vfmt
->EvalCoord2fv
= _save_EvalCoord2fv
;
1673 vfmt
->EvalPoint1
= _save_EvalPoint1
;
1674 vfmt
->EvalPoint2
= _save_EvalPoint2
;
1676 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1677 * only used when we're inside a glBegin/End pair.
1679 vfmt
->Begin
= _save_Begin
;
1684 * Initialize the dispatch table with the VBO functions for display
1688 vbo_initialize_save_dispatch(const struct gl_context
*ctx
,
1689 struct _glapi_table
*exec
)
1691 SET_DrawArrays(exec
, _save_OBE_DrawArrays
);
1692 SET_MultiDrawArrays(exec
, _save_OBE_MultiDrawArrays
);
1693 SET_DrawElements(exec
, _save_OBE_DrawElements
);
1694 SET_DrawElementsBaseVertex(exec
, _save_OBE_DrawElementsBaseVertex
);
1695 SET_DrawRangeElements(exec
, _save_OBE_DrawRangeElements
);
1696 SET_MultiDrawElementsEXT(exec
, _save_OBE_MultiDrawElements
);
1697 SET_MultiDrawElementsBaseVertex(exec
, _save_OBE_MultiDrawElementsBaseVertex
);
1698 SET_Rectf(exec
, _save_OBE_Rectf
);
1699 /* Note: other glDraw functins aren't compiled into display lists */
1705 vbo_save_SaveFlushVertices(struct gl_context
*ctx
)
1707 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1709 /* Noop when we are actually active:
1711 if (ctx
->Driver
.CurrentSavePrimitive
<= PRIM_MAX
)
1714 if (save
->vert_count
|| save
->prim_count
)
1715 compile_vertex_list(ctx
);
1717 copy_to_current(ctx
);
1719 reset_counters(ctx
);
1720 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1725 * Called from glNewList when we're starting to compile a display list.
1728 vbo_save_NewList(struct gl_context
*ctx
, GLuint list
, GLenum mode
)
1730 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1735 if (!save
->prim_store
)
1736 save
->prim_store
= alloc_prim_store();
1738 if (!save
->vertex_store
)
1739 save
->vertex_store
= alloc_vertex_store(ctx
);
1741 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);
1744 reset_counters(ctx
);
1745 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1750 * Called from glEndList when we're finished compiling a display list.
1753 vbo_save_EndList(struct gl_context
*ctx
)
1755 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1757 /* EndList called inside a (saved) Begin/End pair?
1759 if (_mesa_inside_dlist_begin_end(ctx
)) {
1760 if (save
->prim_count
> 0) {
1761 GLint i
= save
->prim_count
- 1;
1762 ctx
->Driver
.CurrentSavePrimitive
= PRIM_OUTSIDE_BEGIN_END
;
1763 save
->prims
[i
].end
= 0;
1764 save
->prims
[i
].count
= save
->vert_count
- save
->prims
[i
].start
;
1767 /* Make sure this vertex list gets replayed by the "loopback"
1770 save
->dangling_attr_ref
= GL_TRUE
;
1771 vbo_save_SaveFlushVertices(ctx
);
1773 /* Swap out this vertex format while outside begin/end. Any color,
1774 * etc. received between here and the next begin will be compiled
1777 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1780 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
1782 assert(save
->vertex_size
== 0);
1787 * Called from the display list code when we're about to execute a
1791 vbo_save_BeginCallList(struct gl_context
*ctx
, struct gl_display_list
*dlist
)
1793 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1794 save
->replay_flags
|= dlist
->Flags
;
1799 * Called from the display list code when we're finished executing a
1803 vbo_save_EndCallList(struct gl_context
*ctx
)
1805 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1807 if (ctx
->ListState
.CallDepth
== 1) {
1808 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1809 * flag, if it is set:
1811 save
->replay_flags
&= VBO_SAVE_FALLBACK
;
1817 * Called by display list code when a display list is being deleted.
1820 vbo_destroy_vertex_list(struct gl_context
*ctx
, void *data
)
1822 struct vbo_save_vertex_list
*node
= (struct vbo_save_vertex_list
*) data
;
1824 for (gl_vertex_processing_mode vpm
= VP_MODE_FF
; vpm
< VP_MODE_MAX
; ++vpm
)
1825 _mesa_reference_vao(ctx
, &node
->VAO
[vpm
], NULL
);
1827 if (--node
->prim_store
->refcount
== 0)
1828 free(node
->prim_store
);
1830 free(node
->current_data
);
1831 node
->current_data
= NULL
;
1836 vbo_print_vertex_list(struct gl_context
*ctx
, void *data
, FILE *f
)
1838 struct vbo_save_vertex_list
*node
= (struct vbo_save_vertex_list
*) data
;
1840 struct gl_buffer_object
*buffer
= node
->VAO
[0]->BufferBinding
[0].BufferObj
;
1841 const GLuint vertex_size
= _vbo_save_get_stride(node
)/sizeof(GLfloat
);
1844 fprintf(f
, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1846 node
->vertex_count
, node
->prim_count
, vertex_size
,
1849 for (i
= 0; i
< node
->prim_count
; i
++) {
1850 struct _mesa_prim
*prim
= &node
->prims
[i
];
1851 fprintf(f
, " prim %d: %s%s %d..%d %s %s\n",
1853 _mesa_lookup_prim_by_nr(prim
->mode
),
1854 prim
->weak
? " (weak)" : "",
1856 prim
->start
+ prim
->count
,
1857 (prim
->begin
) ? "BEGIN" : "(wrap)",
1858 (prim
->end
) ? "END" : "(wrap)");
1864 * Called during context creation/init.
1867 current_init(struct gl_context
*ctx
)
1869 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1872 for (i
= VBO_ATTRIB_POS
; i
<= VBO_ATTRIB_GENERIC15
; i
++) {
1873 const GLuint j
= i
- VBO_ATTRIB_POS
;
1874 assert(j
< VERT_ATTRIB_MAX
);
1875 save
->currentsz
[i
] = &ctx
->ListState
.ActiveAttribSize
[j
];
1876 save
->current
[i
] = (fi_type
*) ctx
->ListState
.CurrentAttrib
[j
];
1879 for (i
= VBO_ATTRIB_FIRST_MATERIAL
; i
<= VBO_ATTRIB_LAST_MATERIAL
; i
++) {
1880 const GLuint j
= i
- VBO_ATTRIB_FIRST_MATERIAL
;
1881 assert(j
< MAT_ATTRIB_MAX
);
1882 save
->currentsz
[i
] = &ctx
->ListState
.ActiveMaterialSize
[j
];
1883 save
->current
[i
] = (fi_type
*) ctx
->ListState
.CurrentMaterial
[j
];
1889 * Initialize the display list compiler. Called during context creation.
1892 vbo_save_api_init(struct vbo_save_context
*save
)
1894 struct gl_context
*ctx
= save
->ctx
;
1896 save
->opcode_vertex_list
=
1897 _mesa_dlist_alloc_opcode(ctx
,
1898 sizeof(struct vbo_save_vertex_list
),
1899 vbo_save_playback_vertex_list
,
1900 vbo_destroy_vertex_list
,
1901 vbo_print_vertex_list
);
1905 _mesa_noop_vtxfmt_init(&save
->vtxfmt_noop
);