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