1 /**************************************************************************
3 Copyright 2002-2008 Tungsten Graphics Inc., Cedar Park, Texas.
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 TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
22 DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23 OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24 USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
30 * Keith Whitwell <keith@tungstengraphics.com>
35 /* Display list compiler attempts to store lists of vertices with the
36 * same vertex layout. Additionally it attempts to minimize the need
37 * for execute-time fixup of these vertex lists, allowing them to be
40 * There are still some circumstances where this can be thwarted, for
41 * example by building a list that consists of one very long primitive
42 * (eg Begin(Triangles), 1000 vertices, End), and calling that list
43 * from inside a different begin/end object (Begin(Lines), CallList,
46 * In that case the code will have to replay the list as individual
47 * commands through the Exec dispatch table, or fix up the copied
48 * vertices at execute-time.
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
61 * The list compiler currently doesn't attempt to compile lists
62 * containing EvalCoord or EvalPoint commands. On encountering one of
63 * these, compilation falls back to opcodes.
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
70 #include "main/glheader.h"
71 #include "main/bufferobj.h"
72 #include "main/context.h"
73 #include "main/dlist.h"
74 #include "main/enums.h"
75 #include "main/eval.h"
76 #include "main/macros.h"
77 #include "main/api_validate.h"
78 #include "main/api_arrayelt.h"
79 #include "main/vtxfmt.h"
80 #include "main/dispatch.h"
82 #include "vbo_context.h"
91 /* An interesting VBO number/name to help with debugging */
92 #define VBO_BUF_ID 12345
96 * NOTE: Old 'parity' issue is gone, but copying can still be
97 * wrong-footed on replay.
100 _save_copy_vertices(struct gl_context
*ctx
,
101 const struct vbo_save_vertex_list
*node
,
102 const GLfloat
* src_buffer
)
104 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
105 const struct _mesa_prim
*prim
= &node
->prim
[node
->prim_count
- 1];
106 GLuint nr
= prim
->count
;
107 GLuint sz
= save
->vertex_size
;
108 const GLfloat
*src
= src_buffer
+ prim
->start
* sz
;
109 GLfloat
*dst
= save
->copied
.buffer
;
115 switch (prim
->mode
) {
120 for (i
= 0; i
< ovf
; i
++)
121 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
122 sz
* sizeof(GLfloat
));
126 for (i
= 0; i
< ovf
; i
++)
127 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
128 sz
* sizeof(GLfloat
));
132 for (i
= 0; i
< ovf
; i
++)
133 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
134 sz
* sizeof(GLfloat
));
140 memcpy(dst
, src
+ (nr
- 1) * sz
, sz
* sizeof(GLfloat
));
144 case GL_TRIANGLE_FAN
:
149 memcpy(dst
, src
+ 0, sz
* sizeof(GLfloat
));
153 memcpy(dst
, src
+ 0, sz
* sizeof(GLfloat
));
154 memcpy(dst
+ sz
, src
+ (nr
- 1) * sz
, sz
* sizeof(GLfloat
));
157 case GL_TRIANGLE_STRIP
:
170 for (i
= 0; i
< ovf
; i
++)
171 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
172 sz
* sizeof(GLfloat
));
181 static struct vbo_save_vertex_store
*
182 alloc_vertex_store(struct gl_context
*ctx
)
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
);
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
194 vertex_store
->bufferobj
= ctx
->Driver
.NewBufferObject(ctx
,
196 GL_ARRAY_BUFFER_ARB
);
197 if (vertex_store
->bufferobj
) {
198 save
->out_of_memory
=
199 !ctx
->Driver
.BufferData(ctx
,
201 VBO_SAVE_BUFFER_SIZE
* sizeof(GLfloat
),
202 NULL
, GL_STATIC_DRAW_ARB
,
203 vertex_store
->bufferobj
);
206 save
->out_of_memory
= GL_TRUE
;
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
);
214 vertex_store
->buffer
= NULL
;
215 vertex_store
->used
= 0;
216 vertex_store
->refcount
= 1;
223 free_vertex_store(struct gl_context
*ctx
,
224 struct vbo_save_vertex_store
*vertex_store
)
226 assert(!vertex_store
->buffer
);
228 if (vertex_store
->bufferobj
) {
229 _mesa_reference_buffer_object(ctx
, &vertex_store
->bufferobj
, NULL
);
237 vbo_save_map_vertex_store(struct gl_context
*ctx
,
238 struct vbo_save_vertex_store
*vertex_store
)
240 assert(vertex_store
->bufferobj
);
241 assert(!vertex_store
->buffer
);
242 if (vertex_store
->bufferobj
->Size
> 0) {
243 vertex_store
->buffer
=
244 (GLfloat
*) ctx
->Driver
.MapBufferRange(ctx
, 0,
245 vertex_store
->bufferobj
->Size
,
246 GL_MAP_WRITE_BIT
, /* not used */
247 vertex_store
->bufferobj
);
248 assert(vertex_store
->buffer
);
249 return vertex_store
->buffer
+ vertex_store
->used
;
252 /* probably ran out of memory for buffers */
259 vbo_save_unmap_vertex_store(struct gl_context
*ctx
,
260 struct vbo_save_vertex_store
*vertex_store
)
262 if (vertex_store
->bufferobj
->Size
> 0) {
263 ctx
->Driver
.UnmapBuffer(ctx
, vertex_store
->bufferobj
);
265 vertex_store
->buffer
= NULL
;
269 static struct vbo_save_primitive_store
*
270 alloc_prim_store(struct gl_context
*ctx
)
272 struct vbo_save_primitive_store
*store
=
273 CALLOC_STRUCT(vbo_save_primitive_store
);
282 _save_reset_counters(struct gl_context
*ctx
)
284 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
286 save
->prim
= save
->prim_store
->buffer
+ save
->prim_store
->used
;
287 save
->buffer
= save
->vertex_store
->buffer
+ save
->vertex_store
->used
;
289 assert(save
->buffer
== save
->buffer_ptr
);
291 if (save
->vertex_size
)
292 save
->max_vert
= ((VBO_SAVE_BUFFER_SIZE
- save
->vertex_store
->used
) /
297 save
->vert_count
= 0;
298 save
->prim_count
= 0;
299 save
->prim_max
= VBO_SAVE_PRIM_SIZE
- save
->prim_store
->used
;
300 save
->dangling_attr_ref
= 0;
304 * For a list of prims, try merging prims that can just be extensions of the
308 vbo_merge_prims(struct gl_context
*ctx
,
309 struct _mesa_prim
*prim_list
,
313 struct _mesa_prim
*prev_prim
= prim_list
;
315 for (i
= 1; i
< *prim_count
; i
++) {
316 struct _mesa_prim
*this_prim
= prim_list
+ i
;
318 if (this_prim
->mode
== prev_prim
->mode
&&
319 this_prim
->mode
== GL_QUADS
&&
320 this_prim
->count
% 4 == 0 &&
321 prev_prim
->count
% 4 == 0 &&
322 this_prim
->start
== prev_prim
->start
+ prev_prim
->count
&&
323 this_prim
->basevertex
== prev_prim
->basevertex
&&
324 this_prim
->num_instances
== prev_prim
->num_instances
&&
325 this_prim
->base_instance
== prev_prim
->base_instance
) {
326 /* We've found a prim that just extend the previous one. Tack it
327 * onto the previous one, and let this primitive struct get dropped.
329 prev_prim
->count
+= this_prim
->count
;
330 prev_prim
->end
= this_prim
->end
;
334 /* If any previous primitives have been dropped, then we need to copy
335 * this later one into the next available slot.
338 if (prev_prim
!= this_prim
)
339 *prev_prim
= *this_prim
;
342 *prim_count
= prev_prim
- prim_list
+ 1;
346 * Insert the active immediate struct onto the display list currently
350 _save_compile_vertex_list(struct gl_context
*ctx
)
352 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
353 struct vbo_save_vertex_list
*node
;
355 /* Allocate space for this structure in the display list currently
358 node
= (struct vbo_save_vertex_list
*)
359 _mesa_dlist_alloc(ctx
, save
->opcode_vertex_list
, sizeof(*node
));
364 /* Duplicate our template, increment refcounts to the storage structs:
366 memcpy(node
->attrsz
, save
->attrsz
, sizeof(node
->attrsz
));
367 memcpy(node
->attrtype
, save
->attrtype
, sizeof(node
->attrtype
));
368 node
->vertex_size
= save
->vertex_size
;
369 node
->buffer_offset
=
370 (save
->buffer
- save
->vertex_store
->buffer
) * sizeof(GLfloat
);
371 node
->count
= save
->vert_count
;
372 node
->wrap_count
= save
->copied
.nr
;
373 node
->dangling_attr_ref
= save
->dangling_attr_ref
;
374 node
->prim
= save
->prim
;
375 node
->prim_count
= save
->prim_count
;
376 node
->vertex_store
= save
->vertex_store
;
377 node
->prim_store
= save
->prim_store
;
379 node
->vertex_store
->refcount
++;
380 node
->prim_store
->refcount
++;
382 if (node
->prim
[0].no_current_update
) {
383 node
->current_size
= 0;
384 node
->current_data
= NULL
;
387 node
->current_size
= node
->vertex_size
- node
->attrsz
[0];
388 node
->current_data
= NULL
;
390 if (node
->current_size
) {
391 /* If the malloc fails, we just pull the data out of the VBO
394 node
->current_data
= malloc(node
->current_size
* sizeof(GLfloat
));
395 if (node
->current_data
) {
396 const char *buffer
= (const char *) save
->vertex_store
->buffer
;
397 unsigned attr_offset
= node
->attrsz
[0] * sizeof(GLfloat
);
398 unsigned vertex_offset
= 0;
402 (node
->count
- 1) * node
->vertex_size
* sizeof(GLfloat
);
404 memcpy(node
->current_data
,
405 buffer
+ node
->buffer_offset
+ vertex_offset
+ attr_offset
,
406 node
->current_size
* sizeof(GLfloat
));
411 assert(node
->attrsz
[VBO_ATTRIB_POS
] != 0 || node
->count
== 0);
413 if (save
->dangling_attr_ref
)
414 ctx
->ListState
.CurrentList
->Flags
|= DLIST_DANGLING_REFS
;
416 save
->vertex_store
->used
+= save
->vertex_size
* node
->count
;
417 save
->prim_store
->used
+= node
->prim_count
;
419 /* Copy duplicated vertices
421 save
->copied
.nr
= _save_copy_vertices(ctx
, node
, save
->buffer
);
423 vbo_merge_prims(ctx
, node
->prim
, &node
->prim_count
);
425 /* Deal with GL_COMPILE_AND_EXECUTE:
427 if (ctx
->ExecuteFlag
) {
428 struct _glapi_table
*dispatch
= GET_DISPATCH();
430 _glapi_set_dispatch(ctx
->Exec
);
432 vbo_loopback_vertex_list(ctx
,
433 (const GLfloat
*) ((const char *) save
->
434 vertex_store
->buffer
+
435 node
->buffer_offset
),
436 node
->attrsz
, node
->prim
, node
->prim_count
,
437 node
->wrap_count
, node
->vertex_size
);
439 _glapi_set_dispatch(dispatch
);
442 /* Decide whether the storage structs are full, or can be used for
443 * the next vertex lists as well.
445 if (save
->vertex_store
->used
>
446 VBO_SAVE_BUFFER_SIZE
- 16 * (save
->vertex_size
+ 4)) {
450 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
452 /* Release old reference:
454 save
->vertex_store
->refcount
--;
455 assert(save
->vertex_store
->refcount
!= 0);
456 save
->vertex_store
= NULL
;
458 /* Allocate and map new store:
460 save
->vertex_store
= alloc_vertex_store(ctx
);
461 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);
462 save
->out_of_memory
= save
->buffer_ptr
== NULL
;
465 if (save
->prim_store
->used
> VBO_SAVE_PRIM_SIZE
- 6) {
466 save
->prim_store
->refcount
--;
467 assert(save
->prim_store
->refcount
!= 0);
468 save
->prim_store
= alloc_prim_store(ctx
);
471 /* Reset our structures for the next run of vertices:
473 _save_reset_counters(ctx
);
478 * TODO -- If no new vertices have been stored, don't bother saving it.
481 _save_wrap_buffers(struct gl_context
*ctx
)
483 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
484 GLint i
= save
->prim_count
- 1;
487 GLboolean no_current_update
;
489 assert(i
< (GLint
) save
->prim_max
);
492 /* Close off in-progress primitive.
494 save
->prim
[i
].count
= (save
->vert_count
- save
->prim
[i
].start
);
495 mode
= save
->prim
[i
].mode
;
496 weak
= save
->prim
[i
].weak
;
497 no_current_update
= save
->prim
[i
].no_current_update
;
499 /* store the copied vertices, and allocate a new list.
501 _save_compile_vertex_list(ctx
);
503 /* Restart interrupted primitive
505 save
->prim
[0].mode
= mode
;
506 save
->prim
[0].weak
= weak
;
507 save
->prim
[0].no_current_update
= no_current_update
;
508 save
->prim
[0].begin
= 0;
509 save
->prim
[0].end
= 0;
510 save
->prim
[0].pad
= 0;
511 save
->prim
[0].start
= 0;
512 save
->prim
[0].count
= 0;
513 save
->prim
[0].num_instances
= 1;
514 save
->prim
[0].base_instance
= 0;
515 save
->prim_count
= 1;
520 * Called only when buffers are wrapped as the result of filling the
521 * vertex_store struct.
524 _save_wrap_filled_vertex(struct gl_context
*ctx
)
526 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
527 GLfloat
*data
= save
->copied
.buffer
;
530 /* Emit a glEnd to close off the last vertex list.
532 _save_wrap_buffers(ctx
);
534 /* Copy stored stored vertices to start of new list.
536 assert(save
->max_vert
- save
->vert_count
> save
->copied
.nr
);
538 for (i
= 0; i
< save
->copied
.nr
; i
++) {
539 memcpy(save
->buffer_ptr
, data
, save
->vertex_size
* sizeof(GLfloat
));
540 data
+= save
->vertex_size
;
541 save
->buffer_ptr
+= save
->vertex_size
;
548 _save_copy_to_current(struct gl_context
*ctx
)
550 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
553 for (i
= VBO_ATTRIB_POS
+ 1; i
< VBO_ATTRIB_MAX
; i
++) {
554 if (save
->attrsz
[i
]) {
555 save
->currentsz
[i
][0] = save
->attrsz
[i
];
556 COPY_CLEAN_4V_TYPE_AS_FLOAT(save
->current
[i
], save
->attrsz
[i
],
557 save
->attrptr
[i
], save
->attrtype
[i
]);
564 _save_copy_from_current(struct gl_context
*ctx
)
566 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
569 for (i
= VBO_ATTRIB_POS
+ 1; i
< VBO_ATTRIB_MAX
; i
++) {
570 switch (save
->attrsz
[i
]) {
572 save
->attrptr
[i
][3] = save
->current
[i
][3];
574 save
->attrptr
[i
][2] = save
->current
[i
][2];
576 save
->attrptr
[i
][1] = save
->current
[i
][1];
578 save
->attrptr
[i
][0] = save
->current
[i
][0];
586 /* Flush existing data, set new attrib size, replay copied vertices.
589 _save_upgrade_vertex(struct gl_context
*ctx
, GLuint attr
, GLuint newsz
)
591 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
596 /* Store the current run of vertices, and emit a GL_END. Emit a
597 * BEGIN in the new buffer.
599 if (save
->vert_count
)
600 _save_wrap_buffers(ctx
);
602 assert(save
->copied
.nr
== 0);
604 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
605 * when the attribute already exists in the vertex and is having
606 * its size increased.
608 _save_copy_to_current(ctx
);
612 oldsz
= save
->attrsz
[attr
];
613 save
->attrsz
[attr
] = newsz
;
615 save
->vertex_size
+= newsz
- oldsz
;
616 save
->max_vert
= ((VBO_SAVE_BUFFER_SIZE
- save
->vertex_store
->used
) /
618 save
->vert_count
= 0;
620 /* Recalculate all the attrptr[] values:
622 for (i
= 0, tmp
= save
->vertex
; i
< VBO_ATTRIB_MAX
; i
++) {
623 if (save
->attrsz
[i
]) {
624 save
->attrptr
[i
] = tmp
;
625 tmp
+= save
->attrsz
[i
];
628 save
->attrptr
[i
] = NULL
; /* will not be dereferenced. */
632 /* Copy from current to repopulate the vertex with correct values.
634 _save_copy_from_current(ctx
);
636 /* Replay stored vertices to translate them to new format here.
638 * If there are copied vertices and the new (upgraded) attribute
639 * has not been defined before, this list is somewhat degenerate,
640 * and will need fixup at runtime.
642 if (save
->copied
.nr
) {
643 GLfloat
*data
= save
->copied
.buffer
;
644 GLfloat
*dest
= save
->buffer
;
647 /* Need to note this and fix up at runtime (or loopback):
649 if (attr
!= VBO_ATTRIB_POS
&& save
->currentsz
[attr
][0] == 0) {
651 save
->dangling_attr_ref
= GL_TRUE
;
654 for (i
= 0; i
< save
->copied
.nr
; i
++) {
655 for (j
= 0; j
< VBO_ATTRIB_MAX
; j
++) {
656 if (save
->attrsz
[j
]) {
659 COPY_CLEAN_4V_TYPE_AS_FLOAT(dest
, oldsz
, data
,
665 COPY_SZ_4V(dest
, newsz
, save
->current
[attr
]);
670 GLint sz
= save
->attrsz
[j
];
671 COPY_SZ_4V(dest
, sz
, data
);
679 save
->buffer_ptr
= dest
;
680 save
->vert_count
+= save
->copied
.nr
;
686 save_fixup_vertex(struct gl_context
*ctx
, GLuint attr
, GLuint sz
)
688 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
690 if (sz
> save
->attrsz
[attr
]) {
691 /* New size is larger. Need to flush existing vertices and get
692 * an enlarged vertex format.
694 _save_upgrade_vertex(ctx
, attr
, sz
);
696 else if (sz
< save
->active_sz
[attr
]) {
698 const GLfloat
*id
= vbo_get_default_vals_as_float(save
->attrtype
[attr
]);
700 /* New size is equal or smaller - just need to fill in some
703 for (i
= sz
; i
<= save
->attrsz
[attr
]; i
++)
704 save
->attrptr
[attr
][i
- 1] = id
[i
- 1];
707 save
->active_sz
[attr
] = sz
;
712 _save_reset_vertex(struct gl_context
*ctx
)
714 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
717 for (i
= 0; i
< VBO_ATTRIB_MAX
; i
++) {
719 save
->active_sz
[i
] = 0;
722 save
->vertex_size
= 0;
727 #define ERROR(err) _mesa_compile_error(ctx, err, __FUNCTION__);
730 /* Only one size for each attribute may be active at once. Eg. if
731 * Color3f is installed/active, then Color4f may not be, even if the
732 * vertex actually contains 4 color coordinates. This is because the
733 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
734 * of the chooser function when switching between Color4f and Color3f.
736 #define ATTR(A, N, T, V0, V1, V2, V3) \
738 struct vbo_save_context *save = &vbo_context(ctx)->save; \
740 if (save->active_sz[A] != N) \
741 save_fixup_vertex(ctx, A, N); \
744 GLfloat *dest = save->attrptr[A]; \
745 if (N>0) dest[0] = V0; \
746 if (N>1) dest[1] = V1; \
747 if (N>2) dest[2] = V2; \
748 if (N>3) dest[3] = V3; \
749 save->attrtype[A] = T; \
755 for (i = 0; i < save->vertex_size; i++) \
756 save->buffer_ptr[i] = save->vertex[i]; \
758 save->buffer_ptr += save->vertex_size; \
760 if (++save->vert_count >= save->max_vert) \
761 _save_wrap_filled_vertex(ctx); \
765 #define TAG(x) _save_##x
767 #include "vbo_attrib_tmp.h"
771 #define MAT( ATTR, N, face, params ) \
773 if (face != GL_BACK) \
774 MAT_ATTR( ATTR, N, params ); /* front */ \
775 if (face != GL_FRONT) \
776 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
781 * Save a glMaterial call found between glBegin/End.
782 * glMaterial calls outside Begin/End are handled in dlist.c.
784 static void GLAPIENTRY
785 _save_Materialfv(GLenum face
, GLenum pname
, const GLfloat
*params
)
787 GET_CURRENT_CONTEXT(ctx
);
789 if (face
!= GL_FRONT
&& face
!= GL_BACK
&& face
!= GL_FRONT_AND_BACK
) {
790 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMaterial(face)");
796 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION
, 4, face
, params
);
799 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT
, 4, face
, params
);
802 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE
, 4, face
, params
);
805 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR
, 4, face
, params
);
808 if (*params
< 0 || *params
> ctx
->Const
.MaxShininess
) {
809 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glMaterial(shininess)");
812 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS
, 1, face
, params
);
815 case GL_COLOR_INDEXES
:
816 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES
, 3, face
, params
);
818 case GL_AMBIENT_AND_DIFFUSE
:
819 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT
, 4, face
, params
);
820 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE
, 4, face
, params
);
823 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMaterial(pname)");
829 /* Cope with EvalCoord/CallList called within a begin/end object:
830 * -- Flush current buffer
831 * -- Fallback to opcodes for the rest of the begin/end object.
834 dlist_fallback(struct gl_context
*ctx
)
836 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
838 if (save
->vert_count
|| save
->prim_count
) {
839 if (save
->prim_count
> 0) {
840 /* Close off in-progress primitive. */
841 GLint i
= save
->prim_count
- 1;
842 save
->prim
[i
].count
= save
->vert_count
- save
->prim
[i
].start
;
845 /* Need to replay this display list with loopback,
846 * unfortunately, otherwise this primitive won't be handled
849 save
->dangling_attr_ref
= 1;
851 _save_compile_vertex_list(ctx
);
854 _save_copy_to_current(ctx
);
855 _save_reset_vertex(ctx
);
856 _save_reset_counters(ctx
);
857 if (save
->out_of_memory
) {
858 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
861 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
863 ctx
->Driver
.SaveNeedFlush
= 0;
867 static void GLAPIENTRY
868 _save_EvalCoord1f(GLfloat u
)
870 GET_CURRENT_CONTEXT(ctx
);
872 CALL_EvalCoord1f(ctx
->Save
, (u
));
875 static void GLAPIENTRY
876 _save_EvalCoord1fv(const GLfloat
* v
)
878 GET_CURRENT_CONTEXT(ctx
);
880 CALL_EvalCoord1fv(ctx
->Save
, (v
));
883 static void GLAPIENTRY
884 _save_EvalCoord2f(GLfloat u
, GLfloat v
)
886 GET_CURRENT_CONTEXT(ctx
);
888 CALL_EvalCoord2f(ctx
->Save
, (u
, v
));
891 static void GLAPIENTRY
892 _save_EvalCoord2fv(const GLfloat
* v
)
894 GET_CURRENT_CONTEXT(ctx
);
896 CALL_EvalCoord2fv(ctx
->Save
, (v
));
899 static void GLAPIENTRY
900 _save_EvalPoint1(GLint i
)
902 GET_CURRENT_CONTEXT(ctx
);
904 CALL_EvalPoint1(ctx
->Save
, (i
));
907 static void GLAPIENTRY
908 _save_EvalPoint2(GLint i
, GLint j
)
910 GET_CURRENT_CONTEXT(ctx
);
912 CALL_EvalPoint2(ctx
->Save
, (i
, j
));
915 static void GLAPIENTRY
916 _save_CallList(GLuint l
)
918 GET_CURRENT_CONTEXT(ctx
);
920 CALL_CallList(ctx
->Save
, (l
));
923 static void GLAPIENTRY
924 _save_CallLists(GLsizei n
, GLenum type
, const GLvoid
* v
)
926 GET_CURRENT_CONTEXT(ctx
);
928 CALL_CallLists(ctx
->Save
, (n
, type
, v
));
933 /* This begin is hooked into ... Updating of
934 * ctx->Driver.CurrentSavePrimitive is already taken care of.
937 vbo_save_NotifyBegin(struct gl_context
*ctx
, GLenum mode
)
939 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
941 GLuint i
= save
->prim_count
++;
943 assert(i
< save
->prim_max
);
944 save
->prim
[i
].mode
= mode
& VBO_SAVE_PRIM_MODE_MASK
;
945 save
->prim
[i
].begin
= 1;
946 save
->prim
[i
].end
= 0;
947 save
->prim
[i
].weak
= (mode
& VBO_SAVE_PRIM_WEAK
) ? 1 : 0;
948 save
->prim
[i
].no_current_update
=
949 (mode
& VBO_SAVE_PRIM_NO_CURRENT_UPDATE
) ? 1 : 0;
950 save
->prim
[i
].pad
= 0;
951 save
->prim
[i
].start
= save
->vert_count
;
952 save
->prim
[i
].count
= 0;
953 save
->prim
[i
].num_instances
= 1;
954 save
->prim
[i
].base_instance
= 0;
956 if (save
->out_of_memory
) {
957 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
960 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt
);
962 ctx
->Driver
.SaveNeedFlush
= 1;
967 static void GLAPIENTRY
970 GET_CURRENT_CONTEXT(ctx
);
971 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
972 GLint i
= save
->prim_count
- 1;
974 ctx
->Driver
.CurrentSavePrimitive
= PRIM_OUTSIDE_BEGIN_END
;
975 save
->prim
[i
].end
= 1;
976 save
->prim
[i
].count
= (save
->vert_count
- save
->prim
[i
].start
);
978 if (i
== (GLint
) save
->prim_max
- 1) {
979 _save_compile_vertex_list(ctx
);
980 assert(save
->copied
.nr
== 0);
983 /* Swap out this vertex format while outside begin/end. Any color,
984 * etc. received between here and the next begin will be compiled
987 if (save
->out_of_memory
) {
988 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
991 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
996 /* These are all errors as this vtxfmt is only installed inside
999 static void GLAPIENTRY
1000 _save_DrawElements(GLenum mode
, GLsizei count
, GLenum type
,
1001 const GLvoid
* indices
)
1003 GET_CURRENT_CONTEXT(ctx
);
1008 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
, "glDrawElements");
1012 static void GLAPIENTRY
1013 _save_DrawRangeElements(GLenum mode
, GLuint start
, GLuint end
,
1014 GLsizei count
, GLenum type
, const GLvoid
* indices
)
1016 GET_CURRENT_CONTEXT(ctx
);
1023 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
, "glDrawRangeElements");
1027 static void GLAPIENTRY
1028 _save_DrawElementsBaseVertex(GLenum mode
, GLsizei count
, GLenum type
,
1029 const GLvoid
* indices
, GLint basevertex
)
1031 GET_CURRENT_CONTEXT(ctx
);
1037 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
, "glDrawElements");
1041 static void GLAPIENTRY
1042 _save_DrawRangeElementsBaseVertex(GLenum mode
,
1047 const GLvoid
* indices
, GLint basevertex
)
1049 GET_CURRENT_CONTEXT(ctx
);
1057 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
, "glDrawRangeElements");
1061 static void GLAPIENTRY
1062 _save_DrawArrays(GLenum mode
, GLint start
, GLsizei count
)
1064 GET_CURRENT_CONTEXT(ctx
);
1068 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
, "glDrawArrays");
1072 static void GLAPIENTRY
1073 _save_MultiDrawElements(GLenum mode
, const GLsizei
*count
, GLenum type
,
1074 const GLvoid
**indices
, GLsizei primcount
)
1076 GET_CURRENT_CONTEXT(ctx
);
1082 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
, "glMultiDrawElements");
1086 static void GLAPIENTRY
1087 _save_MultiDrawElementsBaseVertex(GLenum mode
, const GLsizei
*count
,
1088 GLenum type
, const GLvoid
* const *indices
,
1089 GLsizei primcount
, const GLint
*basevertex
)
1091 GET_CURRENT_CONTEXT(ctx
);
1098 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
,
1099 "glMultiDrawElementsBaseVertex");
1103 static void GLAPIENTRY
1104 _save_DrawTransformFeedback(GLenum mode
, GLuint name
)
1106 GET_CURRENT_CONTEXT(ctx
);
1109 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
, "glDrawTransformFeedback");
1113 static void GLAPIENTRY
1114 _save_DrawTransformFeedbackStream(GLenum mode
, GLuint name
, GLuint stream
)
1116 GET_CURRENT_CONTEXT(ctx
);
1120 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
,
1121 "glDrawTransformFeedbackStream");
1125 static void GLAPIENTRY
1126 _save_DrawTransformFeedbackInstanced(GLenum mode
, GLuint name
,
1129 GET_CURRENT_CONTEXT(ctx
);
1133 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
,
1134 "glDrawTransformFeedbackInstanced");
1138 static void GLAPIENTRY
1139 _save_DrawTransformFeedbackStreamInstanced(GLenum mode
, GLuint name
,
1140 GLuint stream
, GLsizei primcount
)
1142 GET_CURRENT_CONTEXT(ctx
);
1147 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
,
1148 "glDrawTransformFeedbackStreamInstanced");
1152 static void GLAPIENTRY
1153 _save_Rectf(GLfloat x1
, GLfloat y1
, GLfloat x2
, GLfloat y2
)
1155 GET_CURRENT_CONTEXT(ctx
);
1160 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
, "glRectf");
1164 static void GLAPIENTRY
1165 _save_EvalMesh1(GLenum mode
, GLint i1
, GLint i2
)
1167 GET_CURRENT_CONTEXT(ctx
);
1171 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
, "glEvalMesh1");
1175 static void GLAPIENTRY
1176 _save_EvalMesh2(GLenum mode
, GLint i1
, GLint i2
, GLint j1
, GLint j2
)
1178 GET_CURRENT_CONTEXT(ctx
);
1184 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
, "glEvalMesh2");
1188 static void GLAPIENTRY
1189 _save_Begin(GLenum mode
)
1191 GET_CURRENT_CONTEXT(ctx
);
1193 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
, "Recursive glBegin");
1197 static void GLAPIENTRY
1198 _save_PrimitiveRestartNV(void)
1201 GET_CURRENT_CONTEXT(ctx
);
1203 curPrim
= ctx
->Driver
.CurrentSavePrimitive
;
1206 _save_Begin(curPrim
);
1210 /* Unlike the functions above, these are to be hooked into the vtxfmt
1211 * maintained in ctx->ListState, active when the list is known or
1212 * suspected to be outside any begin/end primitive.
1213 * Note: OBE = Outside Begin/End
1215 static void GLAPIENTRY
1216 _save_OBE_Rectf(GLfloat x1
, GLfloat y1
, GLfloat x2
, GLfloat y2
)
1218 GET_CURRENT_CONTEXT(ctx
);
1219 vbo_save_NotifyBegin(ctx
, GL_QUADS
| VBO_SAVE_PRIM_WEAK
);
1220 CALL_Vertex2f(GET_DISPATCH(), (x1
, y1
));
1221 CALL_Vertex2f(GET_DISPATCH(), (x2
, y1
));
1222 CALL_Vertex2f(GET_DISPATCH(), (x2
, y2
));
1223 CALL_Vertex2f(GET_DISPATCH(), (x1
, y2
));
1224 CALL_End(GET_DISPATCH(), ());
1228 static void GLAPIENTRY
1229 _save_OBE_DrawArrays(GLenum mode
, GLint start
, GLsizei count
)
1231 GET_CURRENT_CONTEXT(ctx
);
1232 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1235 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1236 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawArrays(mode)");
1240 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawArrays(count<0)");
1244 if (save
->out_of_memory
)
1249 vbo_save_NotifyBegin(ctx
, (mode
| VBO_SAVE_PRIM_WEAK
1250 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE
));
1252 for (i
= 0; i
< count
; i
++)
1253 CALL_ArrayElement(GET_DISPATCH(), (start
+ i
));
1254 CALL_End(GET_DISPATCH(), ());
1256 _ae_unmap_vbos(ctx
);
1260 /* Could do better by copying the arrays and element list intact and
1261 * then emitting an indexed prim at runtime.
1263 static void GLAPIENTRY
1264 _save_OBE_DrawElements(GLenum mode
, GLsizei count
, GLenum type
,
1265 const GLvoid
* indices
)
1267 GET_CURRENT_CONTEXT(ctx
);
1268 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1271 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1272 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawElements(mode)");
1276 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawElements(count<0)");
1279 if (type
!= GL_UNSIGNED_BYTE
&&
1280 type
!= GL_UNSIGNED_SHORT
&&
1281 type
!= GL_UNSIGNED_INT
) {
1282 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawElements(count<0)");
1286 if (save
->out_of_memory
)
1291 if (_mesa_is_bufferobj(ctx
->Array
.ArrayObj
->ElementArrayBufferObj
))
1293 ADD_POINTERS(ctx
->Array
.ArrayObj
->ElementArrayBufferObj
->Pointer
, indices
);
1295 vbo_save_NotifyBegin(ctx
, (mode
| VBO_SAVE_PRIM_WEAK
|
1296 VBO_SAVE_PRIM_NO_CURRENT_UPDATE
));
1299 case GL_UNSIGNED_BYTE
:
1300 for (i
= 0; i
< count
; i
++)
1301 CALL_ArrayElement(GET_DISPATCH(), (((GLubyte
*) indices
)[i
]));
1303 case GL_UNSIGNED_SHORT
:
1304 for (i
= 0; i
< count
; i
++)
1305 CALL_ArrayElement(GET_DISPATCH(), (((GLushort
*) indices
)[i
]));
1307 case GL_UNSIGNED_INT
:
1308 for (i
= 0; i
< count
; i
++)
1309 CALL_ArrayElement(GET_DISPATCH(), (((GLuint
*) indices
)[i
]));
1312 _mesa_error(ctx
, GL_INVALID_ENUM
, "glDrawElements(type)");
1316 CALL_End(GET_DISPATCH(), ());
1318 _ae_unmap_vbos(ctx
);
1322 static void GLAPIENTRY
1323 _save_OBE_DrawRangeElements(GLenum mode
, GLuint start
, GLuint end
,
1324 GLsizei count
, GLenum type
,
1325 const GLvoid
* indices
)
1327 GET_CURRENT_CONTEXT(ctx
);
1328 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1330 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1331 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawRangeElements(mode)");
1335 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1336 "glDrawRangeElements(count<0)");
1339 if (type
!= GL_UNSIGNED_BYTE
&&
1340 type
!= GL_UNSIGNED_SHORT
&&
1341 type
!= GL_UNSIGNED_INT
) {
1342 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawRangeElements(type)");
1346 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1347 "glDrawRangeElements(end < start)");
1351 if (save
->out_of_memory
)
1354 _save_OBE_DrawElements(mode
, count
, type
, indices
);
1358 static void GLAPIENTRY
1359 _save_OBE_MultiDrawElements(GLenum mode
, const GLsizei
*count
, GLenum type
,
1360 const GLvoid
**indices
, GLsizei primcount
)
1364 for (i
= 0; i
< primcount
; i
++) {
1366 CALL_DrawElements(GET_DISPATCH(), (mode
, count
[i
], type
, indices
[i
]));
1372 static void GLAPIENTRY
1373 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode
, const GLsizei
*count
,
1375 const GLvoid
* const *indices
,
1377 const GLint
*basevertex
)
1381 for (i
= 0; i
< primcount
; i
++) {
1383 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode
, count
[i
], type
,
1392 _save_vtxfmt_init(struct gl_context
*ctx
)
1394 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1395 GLvertexformat
*vfmt
= &save
->vtxfmt
;
1397 _MESA_INIT_ARRAYELT_VTXFMT(vfmt
, _ae_
);
1399 vfmt
->Color3f
= _save_Color3f
;
1400 vfmt
->Color3fv
= _save_Color3fv
;
1401 vfmt
->Color4f
= _save_Color4f
;
1402 vfmt
->Color4fv
= _save_Color4fv
;
1403 vfmt
->EdgeFlag
= _save_EdgeFlag
;
1404 vfmt
->End
= _save_End
;
1405 vfmt
->PrimitiveRestartNV
= _save_PrimitiveRestartNV
;
1406 vfmt
->FogCoordfEXT
= _save_FogCoordfEXT
;
1407 vfmt
->FogCoordfvEXT
= _save_FogCoordfvEXT
;
1408 vfmt
->Indexf
= _save_Indexf
;
1409 vfmt
->Indexfv
= _save_Indexfv
;
1410 vfmt
->Materialfv
= _save_Materialfv
;
1411 vfmt
->MultiTexCoord1fARB
= _save_MultiTexCoord1f
;
1412 vfmt
->MultiTexCoord1fvARB
= _save_MultiTexCoord1fv
;
1413 vfmt
->MultiTexCoord2fARB
= _save_MultiTexCoord2f
;
1414 vfmt
->MultiTexCoord2fvARB
= _save_MultiTexCoord2fv
;
1415 vfmt
->MultiTexCoord3fARB
= _save_MultiTexCoord3f
;
1416 vfmt
->MultiTexCoord3fvARB
= _save_MultiTexCoord3fv
;
1417 vfmt
->MultiTexCoord4fARB
= _save_MultiTexCoord4f
;
1418 vfmt
->MultiTexCoord4fvARB
= _save_MultiTexCoord4fv
;
1419 vfmt
->Normal3f
= _save_Normal3f
;
1420 vfmt
->Normal3fv
= _save_Normal3fv
;
1421 vfmt
->SecondaryColor3fEXT
= _save_SecondaryColor3fEXT
;
1422 vfmt
->SecondaryColor3fvEXT
= _save_SecondaryColor3fvEXT
;
1423 vfmt
->TexCoord1f
= _save_TexCoord1f
;
1424 vfmt
->TexCoord1fv
= _save_TexCoord1fv
;
1425 vfmt
->TexCoord2f
= _save_TexCoord2f
;
1426 vfmt
->TexCoord2fv
= _save_TexCoord2fv
;
1427 vfmt
->TexCoord3f
= _save_TexCoord3f
;
1428 vfmt
->TexCoord3fv
= _save_TexCoord3fv
;
1429 vfmt
->TexCoord4f
= _save_TexCoord4f
;
1430 vfmt
->TexCoord4fv
= _save_TexCoord4fv
;
1431 vfmt
->Vertex2f
= _save_Vertex2f
;
1432 vfmt
->Vertex2fv
= _save_Vertex2fv
;
1433 vfmt
->Vertex3f
= _save_Vertex3f
;
1434 vfmt
->Vertex3fv
= _save_Vertex3fv
;
1435 vfmt
->Vertex4f
= _save_Vertex4f
;
1436 vfmt
->Vertex4fv
= _save_Vertex4fv
;
1437 vfmt
->VertexAttrib1fARB
= _save_VertexAttrib1fARB
;
1438 vfmt
->VertexAttrib1fvARB
= _save_VertexAttrib1fvARB
;
1439 vfmt
->VertexAttrib2fARB
= _save_VertexAttrib2fARB
;
1440 vfmt
->VertexAttrib2fvARB
= _save_VertexAttrib2fvARB
;
1441 vfmt
->VertexAttrib3fARB
= _save_VertexAttrib3fARB
;
1442 vfmt
->VertexAttrib3fvARB
= _save_VertexAttrib3fvARB
;
1443 vfmt
->VertexAttrib4fARB
= _save_VertexAttrib4fARB
;
1444 vfmt
->VertexAttrib4fvARB
= _save_VertexAttrib4fvARB
;
1446 vfmt
->VertexAttrib1fNV
= _save_VertexAttrib1fNV
;
1447 vfmt
->VertexAttrib1fvNV
= _save_VertexAttrib1fvNV
;
1448 vfmt
->VertexAttrib2fNV
= _save_VertexAttrib2fNV
;
1449 vfmt
->VertexAttrib2fvNV
= _save_VertexAttrib2fvNV
;
1450 vfmt
->VertexAttrib3fNV
= _save_VertexAttrib3fNV
;
1451 vfmt
->VertexAttrib3fvNV
= _save_VertexAttrib3fvNV
;
1452 vfmt
->VertexAttrib4fNV
= _save_VertexAttrib4fNV
;
1453 vfmt
->VertexAttrib4fvNV
= _save_VertexAttrib4fvNV
;
1455 /* integer-valued */
1456 vfmt
->VertexAttribI1i
= _save_VertexAttribI1i
;
1457 vfmt
->VertexAttribI2i
= _save_VertexAttribI2i
;
1458 vfmt
->VertexAttribI3i
= _save_VertexAttribI3i
;
1459 vfmt
->VertexAttribI4i
= _save_VertexAttribI4i
;
1460 vfmt
->VertexAttribI2iv
= _save_VertexAttribI2iv
;
1461 vfmt
->VertexAttribI3iv
= _save_VertexAttribI3iv
;
1462 vfmt
->VertexAttribI4iv
= _save_VertexAttribI4iv
;
1464 /* unsigned integer-valued */
1465 vfmt
->VertexAttribI1ui
= _save_VertexAttribI1ui
;
1466 vfmt
->VertexAttribI2ui
= _save_VertexAttribI2ui
;
1467 vfmt
->VertexAttribI3ui
= _save_VertexAttribI3ui
;
1468 vfmt
->VertexAttribI4ui
= _save_VertexAttribI4ui
;
1469 vfmt
->VertexAttribI2uiv
= _save_VertexAttribI2uiv
;
1470 vfmt
->VertexAttribI3uiv
= _save_VertexAttribI3uiv
;
1471 vfmt
->VertexAttribI4uiv
= _save_VertexAttribI4uiv
;
1473 vfmt
->VertexP2ui
= _save_VertexP2ui
;
1474 vfmt
->VertexP3ui
= _save_VertexP3ui
;
1475 vfmt
->VertexP4ui
= _save_VertexP4ui
;
1476 vfmt
->VertexP2uiv
= _save_VertexP2uiv
;
1477 vfmt
->VertexP3uiv
= _save_VertexP3uiv
;
1478 vfmt
->VertexP4uiv
= _save_VertexP4uiv
;
1480 vfmt
->TexCoordP1ui
= _save_TexCoordP1ui
;
1481 vfmt
->TexCoordP2ui
= _save_TexCoordP2ui
;
1482 vfmt
->TexCoordP3ui
= _save_TexCoordP3ui
;
1483 vfmt
->TexCoordP4ui
= _save_TexCoordP4ui
;
1484 vfmt
->TexCoordP1uiv
= _save_TexCoordP1uiv
;
1485 vfmt
->TexCoordP2uiv
= _save_TexCoordP2uiv
;
1486 vfmt
->TexCoordP3uiv
= _save_TexCoordP3uiv
;
1487 vfmt
->TexCoordP4uiv
= _save_TexCoordP4uiv
;
1489 vfmt
->MultiTexCoordP1ui
= _save_MultiTexCoordP1ui
;
1490 vfmt
->MultiTexCoordP2ui
= _save_MultiTexCoordP2ui
;
1491 vfmt
->MultiTexCoordP3ui
= _save_MultiTexCoordP3ui
;
1492 vfmt
->MultiTexCoordP4ui
= _save_MultiTexCoordP4ui
;
1493 vfmt
->MultiTexCoordP1uiv
= _save_MultiTexCoordP1uiv
;
1494 vfmt
->MultiTexCoordP2uiv
= _save_MultiTexCoordP2uiv
;
1495 vfmt
->MultiTexCoordP3uiv
= _save_MultiTexCoordP3uiv
;
1496 vfmt
->MultiTexCoordP4uiv
= _save_MultiTexCoordP4uiv
;
1498 vfmt
->NormalP3ui
= _save_NormalP3ui
;
1499 vfmt
->NormalP3uiv
= _save_NormalP3uiv
;
1501 vfmt
->ColorP3ui
= _save_ColorP3ui
;
1502 vfmt
->ColorP4ui
= _save_ColorP4ui
;
1503 vfmt
->ColorP3uiv
= _save_ColorP3uiv
;
1504 vfmt
->ColorP4uiv
= _save_ColorP4uiv
;
1506 vfmt
->SecondaryColorP3ui
= _save_SecondaryColorP3ui
;
1507 vfmt
->SecondaryColorP3uiv
= _save_SecondaryColorP3uiv
;
1509 vfmt
->VertexAttribP1ui
= _save_VertexAttribP1ui
;
1510 vfmt
->VertexAttribP2ui
= _save_VertexAttribP2ui
;
1511 vfmt
->VertexAttribP3ui
= _save_VertexAttribP3ui
;
1512 vfmt
->VertexAttribP4ui
= _save_VertexAttribP4ui
;
1514 vfmt
->VertexAttribP1uiv
= _save_VertexAttribP1uiv
;
1515 vfmt
->VertexAttribP2uiv
= _save_VertexAttribP2uiv
;
1516 vfmt
->VertexAttribP3uiv
= _save_VertexAttribP3uiv
;
1517 vfmt
->VertexAttribP4uiv
= _save_VertexAttribP4uiv
;
1519 /* This will all require us to fallback to saving the list as opcodes:
1521 _MESA_INIT_DLIST_VTXFMT(vfmt
, _save_
); /* inside begin/end */
1523 _MESA_INIT_EVAL_VTXFMT(vfmt
, _save_
);
1525 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1526 * only used when we're inside a glBegin/End pair.
1528 vfmt
->Begin
= _save_Begin
;
1529 vfmt
->Rectf
= _save_Rectf
;
1530 vfmt
->DrawArrays
= _save_DrawArrays
;
1531 vfmt
->DrawElements
= _save_DrawElements
;
1532 vfmt
->DrawRangeElements
= _save_DrawRangeElements
;
1533 vfmt
->DrawElementsBaseVertex
= _save_DrawElementsBaseVertex
;
1534 vfmt
->DrawRangeElementsBaseVertex
= _save_DrawRangeElementsBaseVertex
;
1535 vfmt
->MultiDrawElementsEXT
= _save_MultiDrawElements
;
1536 vfmt
->MultiDrawElementsBaseVertex
= _save_MultiDrawElementsBaseVertex
;
1537 vfmt
->DrawTransformFeedback
= _save_DrawTransformFeedback
;
1538 vfmt
->DrawTransformFeedbackStream
= _save_DrawTransformFeedbackStream
;
1539 vfmt
->DrawTransformFeedbackInstanced
= _save_DrawTransformFeedbackInstanced
;
1540 vfmt
->DrawTransformFeedbackStreamInstanced
=
1541 _save_DrawTransformFeedbackStreamInstanced
;
1546 vbo_save_SaveFlushVertices(struct gl_context
*ctx
)
1548 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1550 /* Noop when we are actually active:
1552 if (ctx
->Driver
.CurrentSavePrimitive
<= PRIM_MAX
)
1555 if (save
->vert_count
|| save
->prim_count
)
1556 _save_compile_vertex_list(ctx
);
1558 _save_copy_to_current(ctx
);
1559 _save_reset_vertex(ctx
);
1560 _save_reset_counters(ctx
);
1561 ctx
->Driver
.SaveNeedFlush
= 0;
1566 vbo_save_NewList(struct gl_context
*ctx
, GLuint list
, GLenum mode
)
1568 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1573 if (!save
->prim_store
)
1574 save
->prim_store
= alloc_prim_store(ctx
);
1576 if (!save
->vertex_store
)
1577 save
->vertex_store
= alloc_vertex_store(ctx
);
1579 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);
1581 _save_reset_vertex(ctx
);
1582 _save_reset_counters(ctx
);
1583 ctx
->Driver
.SaveNeedFlush
= 0;
1588 vbo_save_EndList(struct gl_context
*ctx
)
1590 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1592 /* EndList called inside a (saved) Begin/End pair?
1594 if (_mesa_inside_dlist_begin_end(ctx
)) {
1595 if (save
->prim_count
> 0) {
1596 GLint i
= save
->prim_count
- 1;
1597 ctx
->Driver
.CurrentSavePrimitive
= PRIM_OUTSIDE_BEGIN_END
;
1598 save
->prim
[i
].end
= 0;
1599 save
->prim
[i
].count
= (save
->vert_count
- save
->prim
[i
].start
);
1602 /* Make sure this vertex list gets replayed by the "loopback"
1605 save
->dangling_attr_ref
= 1;
1606 vbo_save_SaveFlushVertices(ctx
);
1608 /* Swap out this vertex format while outside begin/end. Any color,
1609 * etc. received between here and the next begin will be compiled
1612 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1615 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
1617 assert(save
->vertex_size
== 0);
1622 vbo_save_BeginCallList(struct gl_context
*ctx
, struct gl_display_list
*dlist
)
1624 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1625 save
->replay_flags
|= dlist
->Flags
;
1630 vbo_save_EndCallList(struct gl_context
*ctx
)
1632 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1634 if (ctx
->ListState
.CallDepth
== 1) {
1635 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1636 * flag, if it is set:
1638 save
->replay_flags
&= VBO_SAVE_FALLBACK
;
1644 vbo_destroy_vertex_list(struct gl_context
*ctx
, void *data
)
1646 struct vbo_save_vertex_list
*node
= (struct vbo_save_vertex_list
*) data
;
1649 if (--node
->vertex_store
->refcount
== 0)
1650 free_vertex_store(ctx
, node
->vertex_store
);
1652 if (--node
->prim_store
->refcount
== 0)
1653 free(node
->prim_store
);
1655 free(node
->current_data
);
1656 node
->current_data
= NULL
;
1661 vbo_print_vertex_list(struct gl_context
*ctx
, void *data
)
1663 struct vbo_save_vertex_list
*node
= (struct vbo_save_vertex_list
*) data
;
1667 printf("VBO-VERTEX-LIST, %u vertices %d primitives, %d vertsize\n",
1668 node
->count
, node
->prim_count
, node
->vertex_size
);
1670 for (i
= 0; i
< node
->prim_count
; i
++) {
1671 struct _mesa_prim
*prim
= &node
->prim
[i
];
1672 printf(" prim %d: %s%s %d..%d %s %s\n",
1674 _mesa_lookup_prim_by_nr(prim
->mode
),
1675 prim
->weak
? " (weak)" : "",
1677 prim
->start
+ prim
->count
,
1678 (prim
->begin
) ? "BEGIN" : "(wrap)",
1679 (prim
->end
) ? "END" : "(wrap)");
1685 * Called during context creation/init.
1688 _save_current_init(struct gl_context
*ctx
)
1690 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1693 for (i
= VBO_ATTRIB_POS
; i
<= VBO_ATTRIB_GENERIC15
; i
++) {
1694 const GLuint j
= i
- VBO_ATTRIB_POS
;
1695 ASSERT(j
< VERT_ATTRIB_MAX
);
1696 save
->currentsz
[i
] = &ctx
->ListState
.ActiveAttribSize
[j
];
1697 save
->current
[i
] = ctx
->ListState
.CurrentAttrib
[j
];
1700 for (i
= VBO_ATTRIB_FIRST_MATERIAL
; i
<= VBO_ATTRIB_LAST_MATERIAL
; i
++) {
1701 const GLuint j
= i
- VBO_ATTRIB_FIRST_MATERIAL
;
1702 ASSERT(j
< MAT_ATTRIB_MAX
);
1703 save
->currentsz
[i
] = &ctx
->ListState
.ActiveMaterialSize
[j
];
1704 save
->current
[i
] = ctx
->ListState
.CurrentMaterial
[j
];
1710 * Initialize the display list compiler. Called during context creation.
1713 vbo_save_api_init(struct vbo_save_context
*save
)
1715 struct gl_context
*ctx
= save
->ctx
;
1718 save
->opcode_vertex_list
=
1719 _mesa_dlist_alloc_opcode(ctx
,
1720 sizeof(struct vbo_save_vertex_list
),
1721 vbo_save_playback_vertex_list
,
1722 vbo_destroy_vertex_list
,
1723 vbo_print_vertex_list
);
1725 ctx
->Driver
.NotifySaveBegin
= vbo_save_NotifyBegin
;
1727 _save_vtxfmt_init(ctx
);
1728 _save_current_init(ctx
);
1729 _mesa_noop_vtxfmt_init(&save
->vtxfmt_noop
);
1731 /* These will actually get set again when binding/drawing */
1732 for (i
= 0; i
< VBO_ATTRIB_MAX
; i
++)
1733 save
->inputs
[i
] = &save
->arrays
[i
];
1735 /* Hook our array functions into the outside-begin-end vtxfmt in
1738 ctx
->ListState
.ListVtxfmt
.Rectf
= _save_OBE_Rectf
;
1739 ctx
->ListState
.ListVtxfmt
.DrawArrays
= _save_OBE_DrawArrays
;
1740 ctx
->ListState
.ListVtxfmt
.DrawElements
= _save_OBE_DrawElements
;
1741 ctx
->ListState
.ListVtxfmt
.DrawRangeElements
= _save_OBE_DrawRangeElements
;
1742 ctx
->ListState
.ListVtxfmt
.MultiDrawElementsEXT
= _save_OBE_MultiDrawElements
;
1743 ctx
->ListState
.ListVtxfmt
.MultiDrawElementsBaseVertex
= _save_OBE_MultiDrawElementsBaseVertex
;