#include "main/enums.h"
#include "main/eval.h"
#include "main/macros.h"
+#include "main/mfeatures.h"
#include "main/api_noop.h"
#include "main/api_validate.h"
#include "main/api_arrayelt.h"
#include "vbo_context.h"
+#if FEATURE_dlist
+
+
#ifdef ERROR
#undef ERROR
#endif
* NOTE: Old 'parity' issue is gone, but copying can still be
* wrong-footed on replay.
*/
-static GLuint _save_copy_vertices( GLcontext *ctx,
+static GLuint _save_copy_vertices( struct gl_context *ctx,
const struct vbo_save_vertex_list *node,
const GLfloat *src_buffer)
{
}
-static struct vbo_save_vertex_store *alloc_vertex_store( GLcontext *ctx )
+static struct vbo_save_vertex_store *alloc_vertex_store( struct gl_context *ctx )
{
struct vbo_save_vertex_store *vertex_store = CALLOC_STRUCT(vbo_save_vertex_store);
return vertex_store;
}
-static void free_vertex_store( GLcontext *ctx, struct vbo_save_vertex_store *vertex_store )
+static void free_vertex_store( struct gl_context *ctx, struct vbo_save_vertex_store *vertex_store )
{
assert(!vertex_store->buffer);
FREE( vertex_store );
}
-static GLfloat *map_vertex_store( GLcontext *ctx, struct vbo_save_vertex_store *vertex_store )
+static GLfloat *map_vertex_store( struct gl_context *ctx, struct vbo_save_vertex_store *vertex_store )
{
assert(vertex_store->bufferobj);
assert(!vertex_store->buffer);
return vertex_store->buffer + vertex_store->used;
}
-static void unmap_vertex_store( GLcontext *ctx, struct vbo_save_vertex_store *vertex_store )
+static void unmap_vertex_store( struct gl_context *ctx, struct vbo_save_vertex_store *vertex_store )
{
ctx->Driver.UnmapBuffer( ctx, GL_ARRAY_BUFFER_ARB, vertex_store->bufferobj );
vertex_store->buffer = NULL;
}
-static struct vbo_save_primitive_store *alloc_prim_store( GLcontext *ctx )
+static struct vbo_save_primitive_store *alloc_prim_store( struct gl_context *ctx )
{
struct vbo_save_primitive_store *store = CALLOC_STRUCT(vbo_save_primitive_store);
(void) ctx;
return store;
}
-static void _save_reset_counters( GLcontext *ctx )
+static void _save_reset_counters( struct gl_context *ctx )
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
/* Insert the active immediate struct onto the display list currently
* being built.
*/
-static void _save_compile_vertex_list( GLcontext *ctx )
+static void _save_compile_vertex_list( struct gl_context *ctx )
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
struct vbo_save_vertex_list *node;
node->vertex_store->refcount++;
node->prim_store->refcount++;
-
- node->current_size = node->vertex_size - node->attrsz[0];
- node->current_data = NULL;
-
- if (node->current_size) {
- /* If the malloc fails, we just pull the data out of the VBO
- * later instead.
- */
- node->current_data = MALLOC( node->current_size * sizeof(GLfloat) );
- if (node->current_data) {
- const char *buffer = (const char *)save->vertex_store->buffer;
- unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
- unsigned vertex_offset = 0;
-
- if (node->count)
- vertex_offset = (node->count-1) * node->vertex_size * sizeof(GLfloat);
-
- memcpy( node->current_data,
- buffer + node->buffer_offset + vertex_offset + attr_offset,
- node->current_size * sizeof(GLfloat) );
+ if (node->prim[0].no_current_update) {
+ node->current_size = 0;
+ node->current_data = NULL;
+ } else {
+ node->current_size = node->vertex_size - node->attrsz[0];
+ node->current_data = NULL;
+
+ if (node->current_size) {
+ /* If the malloc fails, we just pull the data out of the VBO
+ * later instead.
+ */
+ node->current_data = MALLOC( node->current_size * sizeof(GLfloat) );
+ if (node->current_data) {
+ const char *buffer = (const char *)save->vertex_store->buffer;
+ unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
+ unsigned vertex_offset = 0;
+
+ if (node->count)
+ vertex_offset = (node->count-1) * node->vertex_size * sizeof(GLfloat);
+
+ memcpy( node->current_data,
+ buffer + node->buffer_offset + vertex_offset + attr_offset,
+ node->current_size * sizeof(GLfloat) );
+ }
}
}
/* TODO -- If no new vertices have been stored, don't bother saving
* it.
*/
-static void _save_wrap_buffers( GLcontext *ctx )
+static void _save_wrap_buffers( struct gl_context *ctx )
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
GLint i = save->prim_count - 1;
GLenum mode;
GLboolean weak;
+ GLboolean no_current_update;
assert(i < (GLint) save->prim_max);
assert(i >= 0);
save->prim[i].start);
mode = save->prim[i].mode;
weak = save->prim[i].weak;
+ no_current_update = save->prim[i].no_current_update;
/* store the copied vertices, and allocate a new list.
*/
*/
save->prim[0].mode = mode;
save->prim[0].weak = weak;
+ save->prim[0].no_current_update = no_current_update;
save->prim[0].begin = 0;
save->prim[0].end = 0;
save->prim[0].pad = 0;
save->prim[0].start = 0;
save->prim[0].count = 0;
+ save->prim[0].num_instances = 1;
save->prim_count = 1;
}
/* Called only when buffers are wrapped as the result of filling the
* vertex_store struct.
*/
-static void _save_wrap_filled_vertex( GLcontext *ctx )
+static void _save_wrap_filled_vertex( struct gl_context *ctx )
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
GLfloat *data = save->copied.buffer;
}
-static void _save_copy_to_current( GLcontext *ctx )
+static void _save_copy_to_current( struct gl_context *ctx )
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
GLuint i;
}
-static void _save_copy_from_current( GLcontext *ctx )
+static void _save_copy_from_current( struct gl_context *ctx )
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
GLint i;
/* Flush existing data, set new attrib size, replay copied vertices.
*/
-static void _save_upgrade_vertex( GLcontext *ctx,
+static void _save_upgrade_vertex( struct gl_context *ctx,
GLuint attr,
GLuint newsz )
{
}
}
-static void save_fixup_vertex( GLcontext *ctx, GLuint attr, GLuint sz )
+static void save_fixup_vertex( struct gl_context *ctx, GLuint attr, GLuint sz )
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
save->active_sz[attr] = sz;
}
-static void _save_reset_vertex( GLcontext *ctx )
+static void _save_reset_vertex( struct gl_context *ctx )
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
GLuint i;
do { \
struct vbo_save_context *save = &vbo_context(ctx)->save; \
\
- if (save->active_sz[A] != N) \
+ if (save->active_sz[A] != N) \
save_fixup_vertex(ctx, A, N); \
\
{ \
- GLfloat *dest = save->attrptr[A]; \
+ GLfloat *dest = save->attrptr[A]; \
if (N>0) dest[0] = V0; \
if (N>1) dest[1] = V1; \
if (N>2) dest[2] = V2; \
for (i = 0; i < save->vertex_size; i++) \
save->buffer_ptr[i] = save->vertex[i]; \
\
- save->buffer_ptr += save->vertex_size; \
+ save->buffer_ptr += save->vertex_size; \
\
if (++save->vert_count >= save->max_vert) \
_save_wrap_filled_vertex( ctx ); \
* -- Flush current buffer
* -- Fallback to opcodes for the rest of the begin/end object.
*/
-static void DO_FALLBACK( GLcontext *ctx )
+static void DO_FALLBACK( struct gl_context *ctx )
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
{
GET_CURRENT_CONTEXT(ctx);
DO_FALLBACK(ctx);
- ctx->Save->EvalCoord1f( u );
+ CALL_EvalCoord1f(ctx->Save, (u));
}
static void GLAPIENTRY _save_EvalCoord1fv( const GLfloat *v )
{
GET_CURRENT_CONTEXT(ctx);
DO_FALLBACK(ctx);
- ctx->Save->EvalCoord1fv( v );
+ CALL_EvalCoord1fv(ctx->Save, (v));
}
static void GLAPIENTRY _save_EvalCoord2f( GLfloat u, GLfloat v )
{
GET_CURRENT_CONTEXT(ctx);
DO_FALLBACK(ctx);
- ctx->Save->EvalCoord2f( u, v );
+ CALL_EvalCoord2f(ctx->Save, (u, v));
}
static void GLAPIENTRY _save_EvalCoord2fv( const GLfloat *v )
{
GET_CURRENT_CONTEXT(ctx);
DO_FALLBACK(ctx);
- ctx->Save->EvalCoord2fv( v );
+ CALL_EvalCoord2fv(ctx->Save, (v));
}
static void GLAPIENTRY _save_EvalPoint1( GLint i )
{
GET_CURRENT_CONTEXT(ctx);
DO_FALLBACK(ctx);
- ctx->Save->EvalPoint1( i );
+ CALL_EvalPoint1(ctx->Save, (i));
}
static void GLAPIENTRY _save_EvalPoint2( GLint i, GLint j )
{
GET_CURRENT_CONTEXT(ctx);
DO_FALLBACK(ctx);
- ctx->Save->EvalPoint2( i, j );
+ CALL_EvalPoint2(ctx->Save, (i, j));
}
static void GLAPIENTRY _save_CallList( GLuint l )
{
GET_CURRENT_CONTEXT(ctx);
DO_FALLBACK(ctx);
- ctx->Save->CallList( l );
+ CALL_CallList(ctx->Save, (l));
}
static void GLAPIENTRY _save_CallLists( GLsizei n, GLenum type, const GLvoid *v )
{
GET_CURRENT_CONTEXT(ctx);
DO_FALLBACK(ctx);
- ctx->Save->CallLists( n, type, v );
+ CALL_CallLists(ctx->Save, (n, type, v));
}
/* This begin is hooked into ... Updating of
* ctx->Driver.CurrentSavePrimitive is already taken care of.
*/
-GLboolean vbo_save_NotifyBegin( GLcontext *ctx, GLenum mode )
+GLboolean vbo_save_NotifyBegin( struct gl_context *ctx, GLenum mode )
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
GLuint i = save->prim_count++;
assert(i < save->prim_max);
- save->prim[i].mode = mode & ~VBO_SAVE_PRIM_WEAK;
+ save->prim[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
save->prim[i].begin = 1;
save->prim[i].end = 0;
save->prim[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
+ save->prim[i].no_current_update = (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
save->prim[i].pad = 0;
save->prim[i].start = save->vert_count;
save->prim[i].count = 0;
+ save->prim[i].num_instances = 1;
_mesa_install_save_vtxfmt( ctx, &save->vtxfmt );
ctx->Driver.SaveNeedFlush = 1;
}
+static void GLAPIENTRY _save_PrimitiveRestartNV( void )
+{
+ GLenum curPrim;
+ GET_CURRENT_CONTEXT( ctx );
+
+ curPrim = ctx->Driver.CurrentSavePrimitive;
+
+ _save_End();
+ _save_Begin(curPrim);
+}
+
+
/* Unlike the functions above, these are to be hooked into the vtxfmt
* maintained in ctx->ListState, active when the list is known or
* suspected to be outside any begin/end primitive.
_ae_map_vbos( ctx );
- vbo_save_NotifyBegin( ctx, mode | VBO_SAVE_PRIM_WEAK );
+ vbo_save_NotifyBegin( ctx, mode | VBO_SAVE_PRIM_WEAK | VBO_SAVE_PRIM_NO_CURRENT_UPDATE);
for (i = 0; i < count; i++)
CALL_ArrayElement(GET_DISPATCH(), (start + i));
if (_mesa_is_bufferobj(ctx->Array.ElementArrayBufferObj))
indices = ADD_POINTERS(ctx->Array.ElementArrayBufferObj->Pointer, indices);
- vbo_save_NotifyBegin( ctx, mode | VBO_SAVE_PRIM_WEAK );
+ vbo_save_NotifyBegin( ctx, mode | VBO_SAVE_PRIM_WEAK | VBO_SAVE_PRIM_NO_CURRENT_UPDATE );
switch (type) {
case GL_UNSIGNED_BYTE:
-static void _save_vtxfmt_init( GLcontext *ctx )
+static void _save_vtxfmt_init( struct gl_context *ctx )
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
GLvertexformat *vfmt = &save->vtxfmt;
vfmt->Color4fv = _save_Color4fv;
vfmt->EdgeFlag = _save_EdgeFlag;
vfmt->End = _save_End;
+ vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
vfmt->FogCoordfEXT = _save_FogCoordfEXT;
vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
vfmt->Indexf = _save_Indexf;
vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
+ /* integer-valued */
+ vfmt->VertexAttribI1i = _save_VertexAttribI1i;
+ vfmt->VertexAttribI2i = _save_VertexAttribI2i;
+ vfmt->VertexAttribI3i = _save_VertexAttribI3i;
+ vfmt->VertexAttribI4i = _save_VertexAttribI4i;
+ vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
+ vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
+ vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
+
+ /* unsigned integer-valued */
+ vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
+ vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
+ vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
+ vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
+ vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
+ vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
+ vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
+
/* This will all require us to fallback to saving the list as opcodes:
*/
_MESA_INIT_DLIST_VTXFMT(vfmt, _save_); /* inside begin/end */
}
-void vbo_save_SaveFlushVertices( GLcontext *ctx )
+void vbo_save_SaveFlushVertices( struct gl_context *ctx )
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
ctx->Driver.SaveNeedFlush = 0;
}
-void vbo_save_NewList( GLcontext *ctx, GLuint list, GLenum mode )
+void vbo_save_NewList( struct gl_context *ctx, GLuint list, GLenum mode )
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
ctx->Driver.SaveNeedFlush = 0;
}
-void vbo_save_EndList( GLcontext *ctx )
+void vbo_save_EndList( struct gl_context *ctx )
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
assert(save->vertex_size == 0);
}
-void vbo_save_BeginCallList( GLcontext *ctx, struct gl_display_list *dlist )
+void vbo_save_BeginCallList( struct gl_context *ctx, struct gl_display_list *dlist )
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
save->replay_flags |= dlist->Flags;
}
-void vbo_save_EndCallList( GLcontext *ctx )
+void vbo_save_EndCallList( struct gl_context *ctx )
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
}
-static void vbo_destroy_vertex_list( GLcontext *ctx, void *data )
+static void vbo_destroy_vertex_list( struct gl_context *ctx, void *data )
{
struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *)data;
(void) ctx;
}
-static void vbo_print_vertex_list( GLcontext *ctx, void *data )
+static void vbo_print_vertex_list( struct gl_context *ctx, void *data )
{
struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *)data;
GLuint i;
}
-static void _save_current_init( GLcontext *ctx )
+static void _save_current_init( struct gl_context *ctx )
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
GLint i;
*/
void vbo_save_api_init( struct vbo_save_context *save )
{
- GLcontext *ctx = save->ctx;
+ struct gl_context *ctx = save->ctx;
GLuint i;
save->opcode_vertex_list =
_mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
}
+
+#endif /* FEATURE_dlist */