* Each instruction in the display list is stored as a sequence of
* contiguous nodes in memory.
* Each node is the union of a variety of data types.
+ *
+ * Note, all of these members should be 4 bytes in size or less for the
+ * sake of compact display lists. We store 8-byte pointers in a pair of
+ * these nodes using the save/get_pointer() functions below.
*/
union gl_dlist_node
{
GLenum e;
GLfloat f;
GLsizei si;
- void *next; /* If prev node's opcode==OPCODE_CONTINUE */
};
unsigned i;
STATIC_ASSERT(POINTER_DWORDS == 1 || POINTER_DWORDS == 2);
- /* XXX enable this when work is done:
STATIC_ASSERT(sizeof(union gl_dlist_node) == 4);
- */
p.ptr = src;
/**
- * How many nodes to allocate at a time.
- *
- * \note Reduced now that we hold vertices etc. elsewhere.
+ * How many nodes to allocate at a time. Note that bulk vertex data
+ * from glBegin/glVertex/glEnd primitives will typically wind up in
+ * a VBO, and not directly in the display list itself.
*/
#define BLOCK_SIZE 256
void mesa_print_display_list(GLuint list);
-/**********************************************************************/
-/***** Private *****/
-/**********************************************************************/
-
-
/**
- * Make an empty display list. This is used by glGenLists() to
- * reserve display list IDs.
+ * Allocate a gl_display_list object with an initial block of storage.
+ * \param count how many display list nodes/tokes to allocate
*/
static struct gl_display_list *
make_list(GLuint name, GLuint count)
break;
case OPCODE_PIXEL_MAP:
free(get_pointer(&n[3]));
+ n += InstSize[n[0].opcode];
break;
case OPCODE_CONTINUE:
- n = (Node *) n[1].next;
+ n = (Node *) get_pointer(&n[1]);
free(block);
block = n;
break;
}
-
-
-/**********************************************************************/
-/***** Public *****/
-/**********************************************************************/
-
/**
* Wrapper for _mesa_unpack_image/bitmap() that handles pixel buffer objects.
* If width < 0 or height < 0 or format or type are invalid we'll just
map = (GLubyte *)
ctx->Driver.MapBufferRange(ctx, 0, unpack->BufferObj->Size,
- GL_MAP_READ_BIT, unpack->BufferObj);
+ GL_MAP_READ_BIT, unpack->BufferObj,
+ MAP_INTERNAL);
if (!map) {
/* unable to map src buffer! */
_mesa_error(ctx, GL_INVALID_OPERATION, "unable to map PBO");
image = _mesa_unpack_image(dimensions, width, height, depth,
format, type, src, unpack);
- ctx->Driver.UnmapBuffer(ctx, unpack->BufferObj);
+ ctx->Driver.UnmapBuffer(ctx, unpack->BufferObj, MAP_INTERNAL);
if (!image) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "display list construction");
dlist_alloc(struct gl_context *ctx, OpCode opcode, GLuint bytes)
{
const GLuint numNodes = 1 + (bytes + sizeof(Node) - 1) / sizeof(Node);
+ const GLuint contNodes = 1 + POINTER_DWORDS; /* size of continue info */
Node *n;
if (opcode < (GLuint) OPCODE_EXT_0) {
}
}
- if (ctx->ListState.CurrentPos + numNodes + 2 > BLOCK_SIZE) {
+ if (ctx->ListState.CurrentPos + numNodes + contNodes > BLOCK_SIZE) {
/* This block is full. Allocate a new block and chain to it */
Node *newblock;
n = ctx->ListState.CurrentBlock + ctx->ListState.CurrentPos;
_mesa_error(ctx, GL_OUT_OF_MEMORY, "Building display list");
return NULL;
}
- n[1].next = (Node *) newblock;
+ save_pointer(&n[1], newblock);
ctx->ListState.CurrentBlock = newblock;
ctx->ListState.CurrentPos = 0;
}
}
+/**
+ * Called by EndList to try to reduce memory used for the list.
+ */
+static void
+trim_list(struct gl_context *ctx)
+{
+ /* If the list we're ending only has one allocated block of nodes/tokens
+ * and its size isn't a full block size, realloc the block to use less
+ * memory. This is important for apps that create many small display
+ * lists and apps that use glXUseXFont (many lists each containing one
+ * glBitmap call).
+ * Note: we currently only trim display lists that allocated one block
+ * of tokens. That hits the short list case which is what we're mainly
+ * concerned with. Trimming longer lists would involve traversing the
+ * linked list of blocks.
+ */
+ struct gl_dlist_state *list = &ctx->ListState;
+
+ if ((list->CurrentList->Head == list->CurrentBlock) &&
+ (list->CurrentPos < BLOCK_SIZE)) {
+ /* There's only one block and it's not full, so realloc */
+ GLuint newSize = list->CurrentPos * sizeof(Node);
+ list->CurrentList->Head =
+ list->CurrentBlock = realloc(list->CurrentBlock, newSize);
+ if (!list->CurrentBlock) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glEndList");
+ }
+ }
+}
+
+
/*
* Display List compilation functions
break;
case OPCODE_CONTINUE:
- n = (Node *) n[1].next;
+ n = (Node *) get_pointer(&n[1]);
break;
case OPCODE_END_OF_LIST:
done = GL_TRUE;
/*
* Make this an atomic operation
*/
- _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+ mtx_lock(&ctx->Shared->Mutex);
base = _mesa_HashFindFreeKeyBlock(ctx->Shared->DisplayList, range);
if (base) {
}
}
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+ mtx_unlock(&ctx->Shared->Mutex);
return base;
}
(void) alloc_instruction(ctx, OPCODE_END_OF_LIST, 0);
+ trim_list(ctx);
+
/* Destroy old list, if any */
destroy_list(ctx, ctx->ListState.CurrentList->Name);
mesa_print_display_list(ctx->ListState.CurrentList->Name);
ctx->ListState.CurrentList = NULL;
+ ctx->ListState.CurrentBlock = NULL;
+ ctx->ListState.CurrentPos = 0;
ctx->ExecuteFlag = GL_TRUE;
ctx->CompileFlag = GL_FALSE;
break;
case OPCODE_CONTINUE:
printf("DISPLAY-LIST-CONTINUE\n");
- n = (Node *) n[1].next;
+ n = (Node *) get_pointer(&n[1]);
break;
case OPCODE_END_OF_LIST:
printf("END-LIST %u\n", list);