#include "main/glheader.h"
+#include "main/arrayobj.h"
#include "main/bufferobj.h"
#include "main/context.h"
#include "main/dlist.h"
#include "main/enums.h"
#include "main/eval.h"
#include "main/macros.h"
-#include "main/api_validate.h"
+#include "main/draw_validate.h"
#include "main/api_arrayelt.h"
#include "main/vtxfmt.h"
#include "main/dispatch.h"
+#include "main/state.h"
+#include "main/varray.h"
+#include "util/bitscan.h"
-#include "vbo_context.h"
#include "vbo_noop.h"
+#include "vbo_private.h"
#ifdef ERROR
#undef ERROR
#endif
+/**
+ * Display list flag only used by this VBO code.
+ */
+#define DLIST_DANGLING_REFS 0x1
+
/* An interesting VBO number/name to help with debugging */
#define VBO_BUF_ID 12345
* wrong-footed on replay.
*/
static GLuint
-_save_copy_vertices(struct gl_context *ctx,
- const struct vbo_save_vertex_list *node,
- const GLfloat * src_buffer)
+copy_vertices(struct gl_context *ctx,
+ const struct vbo_save_vertex_list *node,
+ const fi_type * src_buffer)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
- const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
+ const struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
GLuint nr = prim->count;
GLuint sz = save->vertex_size;
- const GLfloat *src = src_buffer + prim->start * sz;
- GLfloat *dst = save->copied.buffer;
+ const fi_type *src = src_buffer + prim->start * sz;
+ fi_type *dst = save->copied.buffer;
GLuint ovf, i;
if (prim->end)
sz * sizeof(GLfloat));
return i;
default:
- assert(0);
+ unreachable("Unexpected primitive type");
return 0;
}
}
* user. Perhaps there could be a special number for internal
* buffers:
*/
- vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx,
- VBO_BUF_ID,
- GL_ARRAY_BUFFER_ARB);
+ vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID);
if (vertex_store->bufferobj) {
save->out_of_memory =
!ctx->Driver.BufferData(ctx,
GL_ARRAY_BUFFER_ARB,
VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
NULL, GL_STATIC_DRAW_ARB,
+ GL_MAP_WRITE_BIT |
+ GL_DYNAMIC_STORAGE_BIT,
vertex_store->bufferobj);
}
else {
_mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
}
- vertex_store->buffer = NULL;
+ vertex_store->buffer_map = NULL;
vertex_store->used = 0;
- vertex_store->refcount = 1;
return vertex_store;
}
free_vertex_store(struct gl_context *ctx,
struct vbo_save_vertex_store *vertex_store)
{
- assert(!vertex_store->buffer);
+ assert(!vertex_store->buffer_map);
if (vertex_store->bufferobj) {
_mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
}
-GLfloat *
+fi_type *
vbo_save_map_vertex_store(struct gl_context *ctx,
struct vbo_save_vertex_store *vertex_store)
{
GL_MAP_FLUSH_EXPLICIT_BIT);
assert(vertex_store->bufferobj);
- assert(!vertex_store->buffer); /* the buffer should not be mapped */
+ assert(!vertex_store->buffer_map); /* the buffer should not be mapped */
if (vertex_store->bufferobj->Size > 0) {
/* Map the remaining free space in the VBO */
GLintptr offset = vertex_store->used * sizeof(GLfloat);
GLsizeiptr size = vertex_store->bufferobj->Size - offset;
- GLfloat *range = (GLfloat *)
+ fi_type *range = (fi_type *)
ctx->Driver.MapBufferRange(ctx, offset, size, access,
- vertex_store->bufferobj);
+ vertex_store->bufferobj,
+ MAP_INTERNAL);
if (range) {
/* compute address of start of whole buffer (needed elsewhere) */
- vertex_store->buffer = range - vertex_store->used;
- assert(vertex_store->buffer);
+ vertex_store->buffer_map = range - vertex_store->used;
+ assert(vertex_store->buffer_map);
return range;
}
else {
- vertex_store->buffer = NULL;
+ vertex_store->buffer_map = NULL;
return NULL;
}
}
if (vertex_store->bufferobj->Size > 0) {
GLintptr offset = 0;
GLsizeiptr length = vertex_store->used * sizeof(GLfloat)
- - vertex_store->bufferobj->Offset;
+ - vertex_store->bufferobj->Mappings[MAP_INTERNAL].Offset;
/* Explicitly flush the region we wrote to */
ctx->Driver.FlushMappedBufferRange(ctx, offset, length,
- vertex_store->bufferobj);
+ vertex_store->bufferobj,
+ MAP_INTERNAL);
- ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj);
+ ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj, MAP_INTERNAL);
}
- vertex_store->buffer = NULL;
+ vertex_store->buffer_map = NULL;
}
static struct vbo_save_primitive_store *
-alloc_prim_store(struct gl_context *ctx)
+alloc_prim_store(void)
{
struct vbo_save_primitive_store *store =
CALLOC_STRUCT(vbo_save_primitive_store);
- (void) ctx;
store->used = 0;
store->refcount = 1;
return store;
static void
-_save_reset_counters(struct gl_context *ctx)
+reset_counters(struct gl_context *ctx)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
- save->prim = save->prim_store->buffer + save->prim_store->used;
- save->buffer = save->vertex_store->buffer + save->vertex_store->used;
+ save->prims = save->prim_store->prims + save->prim_store->used;
+ save->buffer_map = save->vertex_store->buffer_map + save->vertex_store->used;
- assert(save->buffer == save->buffer_ptr);
+ assert(save->buffer_map == save->buffer_ptr);
if (save->vertex_size)
save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
* previous prim.
*/
static void
-merge_prims(struct gl_context *ctx,
- struct _mesa_prim *prim_list,
+merge_prims(struct _mesa_prim *prim_list,
GLuint *prim_count)
{
GLuint i;
*prim_count = prev_prim - prim_list + 1;
}
+
+/**
+ * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
+ * don't have to worry about handling the _mesa_prim::begin/end flags.
+ * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
+ */
+static void
+convert_line_loop_to_strip(struct vbo_save_context *save,
+ struct vbo_save_vertex_list *node)
+{
+ struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
+
+ assert(prim->mode == GL_LINE_LOOP);
+
+ if (prim->end) {
+ /* Copy the 0th vertex to end of the buffer and extend the
+ * vertex count by one to finish the line loop.
+ */
+ const GLuint sz = save->vertex_size;
+ /* 0th vertex: */
+ const fi_type *src = save->buffer_map + prim->start * sz;
+ /* end of buffer: */
+ fi_type *dst = save->buffer_map + (prim->start + prim->count) * sz;
+
+ memcpy(dst, src, sz * sizeof(float));
+
+ prim->count++;
+ node->vertex_count++;
+ save->vert_count++;
+ save->buffer_ptr += sz;
+ save->vertex_store->used += sz;
+ }
+
+ if (!prim->begin) {
+ /* Drawing the second or later section of a long line loop.
+ * Skip the 0th vertex.
+ */
+ prim->start++;
+ prim->count--;
+ }
+
+ prim->mode = GL_LINE_STRIP;
+}
+
+
+/* Compare the present vao if it has the same setup. */
+static bool
+compare_vao(gl_vertex_processing_mode mode,
+ const struct gl_vertex_array_object *vao,
+ const struct gl_buffer_object *bo, GLintptr buffer_offset,
+ GLuint stride, GLbitfield64 vao_enabled,
+ const GLubyte size[VBO_ATTRIB_MAX],
+ const GLenum16 type[VBO_ATTRIB_MAX],
+ const GLuint offset[VBO_ATTRIB_MAX])
+{
+ if (!vao)
+ return false;
+
+ /* If the enabled arrays are not the same we are not equal. */
+ if (vao_enabled != vao->Enabled)
+ return false;
+
+ /* Check the buffer binding at 0 */
+ if (vao->BufferBinding[0].BufferObj != bo)
+ return false;
+ /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
+ if (vao->BufferBinding[0].Stride != stride)
+ return false;
+ assert(vao->BufferBinding[0].InstanceDivisor == 0);
+
+ /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
+ const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
+
+ /* Now check the enabled arrays */
+ GLbitfield mask = vao_enabled;
+ while (mask) {
+ const int attr = u_bit_scan(&mask);
+ const unsigned char vbo_attr = vao_to_vbo_map[attr];
+ const GLenum16 tp = type[vbo_attr];
+ const GLintptr off = offset[vbo_attr] + buffer_offset;
+ const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
+ if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
+ return false;
+ if (attrib->Format.Type != tp)
+ return false;
+ if (attrib->Format.Size != size[vbo_attr])
+ return false;
+ assert(attrib->Format.Format == GL_RGBA);
+ assert(attrib->Format.Normalized == GL_FALSE);
+ assert(attrib->Format.Integer == vbo_attrtype_to_integer_flag(tp));
+ assert(attrib->Format.Doubles == vbo_attrtype_to_double_flag(tp));
+ assert(attrib->BufferBindingIndex == 0);
+ }
+
+ return true;
+}
+
+
+/* Create or reuse the vao for the vertex processing mode. */
+static void
+update_vao(struct gl_context *ctx,
+ gl_vertex_processing_mode mode,
+ struct gl_vertex_array_object **vao,
+ struct gl_buffer_object *bo, GLintptr buffer_offset,
+ GLuint stride, GLbitfield64 vbo_enabled,
+ const GLubyte size[VBO_ATTRIB_MAX],
+ const GLenum16 type[VBO_ATTRIB_MAX],
+ const GLuint offset[VBO_ATTRIB_MAX])
+{
+ /* Compute the bitmasks of vao_enabled arrays */
+ GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
+
+ /*
+ * Check if we can possibly reuse the exisiting one.
+ * In the long term we should reset them when something changes.
+ */
+ if (compare_vao(mode, *vao, bo, buffer_offset, stride,
+ vao_enabled, size, type, offset))
+ return;
+
+ /* The initial refcount is 1 */
+ _mesa_reference_vao(ctx, vao, NULL);
+ *vao = _mesa_new_vao(ctx, ~((GLuint)0));
+
+ /*
+ * assert(stride <= ctx->Const.MaxVertexAttribStride);
+ * MaxVertexAttribStride is not set for drivers that does not
+ * expose GL 44 or GLES 31.
+ */
+
+ /* Bind the buffer object at binding point 0 */
+ _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride);
+
+ /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
+ * Note that the position/generic0 aliasing is done in the VAO.
+ */
+ const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
+ /* Now set the enable arrays */
+ GLbitfield mask = vao_enabled;
+ while (mask) {
+ const int vao_attr = u_bit_scan(&mask);
+ const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
+ assert(offset[vbo_attr] <= ctx->Const.MaxVertexAttribRelativeOffset);
+
+ _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
+ size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
+ _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0);
+ }
+ _mesa_enable_vertex_array_attribs(ctx, *vao, vao_enabled);
+ assert(vao_enabled == (*vao)->Enabled);
+ assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
+
+ /* Finalize and freeze the VAO */
+ _mesa_set_vao_immutable(ctx, *vao);
+}
+
+
/**
* Insert the active immediate struct onto the display list currently
* being built.
*/
static void
-_save_compile_vertex_list(struct gl_context *ctx)
+compile_vertex_list(struct gl_context *ctx)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
struct vbo_save_vertex_list *node;
* being compiled.
*/
node = (struct vbo_save_vertex_list *)
- _mesa_dlist_alloc(ctx, save->opcode_vertex_list, sizeof(*node));
+ _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node));
if (!node)
return;
+ /* Make sure the pointer is aligned to the size of a pointer */
+ assert((GLintptr) node % sizeof(void *) == 0);
+
/* Duplicate our template, increment refcounts to the storage structs:
*/
- memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz));
- memcpy(node->attrtype, save->attrtype, sizeof(node->attrtype));
- node->vertex_size = save->vertex_size;
- node->buffer_offset =
- (save->buffer - save->vertex_store->buffer) * sizeof(GLfloat);
- node->count = save->vert_count;
+ GLintptr old_offset = 0;
+ if (save->VAO[0]) {
+ old_offset = save->VAO[0]->BufferBinding[0].Offset
+ + save->VAO[0]->VertexAttrib[VERT_ATTRIB_POS].RelativeOffset;
+ }
+ const GLsizei stride = save->vertex_size*sizeof(GLfloat);
+ GLintptr buffer_offset =
+ (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
+ assert(old_offset <= buffer_offset);
+ const GLintptr offset_diff = buffer_offset - old_offset;
+ GLuint start_offset = 0;
+ if (offset_diff > 0 && stride > 0 && offset_diff % stride == 0) {
+ /* The vertex size is an exact multiple of the buffer offset.
+ * This means that we can use zero-based vertex attribute pointers
+ * and specify the start of the primitive with the _mesa_prim::start
+ * field. This results in issuing several draw calls with identical
+ * vertex attribute information. This can result in fewer state
+ * changes in drivers. In particular, the Gallium CSO module will
+ * filter out redundant vertex buffer changes.
+ */
+ /* We cannot immediately update the primitives as some methods below
+ * still need the uncorrected start vertices
+ */
+ start_offset = offset_diff/stride;
+ assert(old_offset == buffer_offset - offset_diff);
+ buffer_offset = old_offset;
+ }
+ GLuint offsets[VBO_ATTRIB_MAX];
+ for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
+ offsets[i] = offset;
+ offset += save->attrsz[i] * sizeof(GLfloat);
+ }
+ node->vertex_count = save->vert_count;
node->wrap_count = save->copied.nr;
- node->dangling_attr_ref = save->dangling_attr_ref;
- node->prim = save->prim;
+ node->prims = save->prims;
node->prim_count = save->prim_count;
- node->vertex_store = save->vertex_store;
node->prim_store = save->prim_store;
- node->vertex_store->refcount++;
+ /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
+ * Note that this may reuse the previous one of possible.
+ */
+ for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
+ /* create or reuse the vao */
+ update_vao(ctx, vpm, &save->VAO[vpm],
+ save->vertex_store->bufferobj, buffer_offset, stride,
+ save->enabled, save->attrsz, save->attrtype, offsets);
+ /* Reference the vao in the dlist */
+ node->VAO[vpm] = NULL;
+ _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
+ }
+
node->prim_store->refcount++;
- if (node->prim[0].no_current_update) {
- node->current_size = 0;
+ if (save->no_current_update) {
node->current_data = NULL;
}
else {
- node->current_size = node->vertex_size - node->attrsz[0];
+ GLuint current_size = save->vertex_size - save->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 (current_size) {
+ node->current_data = malloc(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);
+ const char *buffer = (const char *)save->buffer_map;
+ unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat);
unsigned vertex_offset = 0;
- if (node->count)
- vertex_offset =
- (node->count - 1) * node->vertex_size * sizeof(GLfloat);
+ if (node->vertex_count)
+ vertex_offset = (node->vertex_count - 1) * stride;
- memcpy(node->current_data,
- buffer + node->buffer_offset + vertex_offset + attr_offset,
- node->current_size * sizeof(GLfloat));
+ memcpy(node->current_data, buffer + vertex_offset + attr_offset,
+ current_size * sizeof(GLfloat));
+ } else {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
}
}
}
- assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->count == 0);
+ assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
if (save->dangling_attr_ref)
ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
- save->vertex_store->used += save->vertex_size * node->count;
+ save->vertex_store->used += save->vertex_size * node->vertex_count;
save->prim_store->used += node->prim_count;
/* Copy duplicated vertices
*/
- save->copied.nr = _save_copy_vertices(ctx, node, save->buffer);
+ save->copied.nr = copy_vertices(ctx, node, save->buffer_map);
- merge_prims(ctx, node->prim, &node->prim_count);
+ if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) {
+ convert_line_loop_to_strip(save, node);
+ }
+
+ merge_prims(node->prims, &node->prim_count);
+
+ /* Correct the primitive starts, we can only do this here as copy_vertices
+ * and convert_line_loop_to_strip above consume the uncorrected starts.
+ * On the other hand the _vbo_loopback_vertex_list call below needs the
+ * primitves to be corrected already.
+ */
+ for (unsigned i = 0; i < node->prim_count; i++) {
+ node->prims[i].start += start_offset;
+ }
/* Deal with GL_COMPILE_AND_EXECUTE:
*/
_glapi_set_dispatch(ctx->Exec);
- vbo_loopback_vertex_list(ctx,
- (const GLfloat *) ((const char *) save->
- vertex_store->buffer +
- node->buffer_offset),
- node->attrsz, node->prim, node->prim_count,
- node->wrap_count, node->vertex_size);
+ /* Note that the range of referenced vertices must be mapped already */
+ _vbo_loopback_vertex_list(ctx, node);
_glapi_set_dispatch(dispatch);
}
/* Release old reference:
*/
- save->vertex_store->refcount--;
- assert(save->vertex_store->refcount != 0);
+ free_vertex_store(ctx, save->vertex_store);
save->vertex_store = NULL;
+ /* When we have a new vbo, we will for sure need a new vao */
+ for (gl_vertex_processing_mode vpm = 0; vpm < VP_MODE_MAX; ++vpm)
+ _mesa_reference_vao(ctx, &save->VAO[vpm], NULL);
/* Allocate and map new store:
*/
save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
save->out_of_memory = save->buffer_ptr == NULL;
}
+ else {
+ /* update buffer_ptr for next vertex */
+ save->buffer_ptr = save->vertex_store->buffer_map
+ + save->vertex_store->used;
+ }
if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
save->prim_store->refcount--;
assert(save->prim_store->refcount != 0);
- save->prim_store = alloc_prim_store(ctx);
+ save->prim_store = alloc_prim_store();
}
/* Reset our structures for the next run of vertices:
*/
- _save_reset_counters(ctx);
+ reset_counters(ctx);
}
* TODO -- If no new vertices have been stored, don't bother saving it.
*/
static void
-_save_wrap_buffers(struct gl_context *ctx)
+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);
/* Close off in-progress primitive.
*/
- save->prim[i].count = (save->vert_count - save->prim[i].start);
- mode = save->prim[i].mode;
- weak = save->prim[i].weak;
- no_current_update = save->prim[i].no_current_update;
+ save->prims[i].count = (save->vert_count - save->prims[i].start);
+ mode = save->prims[i].mode;
/* store the copied vertices, and allocate a new list.
*/
- _save_compile_vertex_list(ctx);
+ compile_vertex_list(ctx);
/* Restart interrupted primitive
*/
- 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[0].base_instance = 0;
- save->prim[0].is_indirect = 0;
+ save->prims[0].mode = mode;
+ save->prims[0].begin = 0;
+ save->prims[0].end = 0;
+ save->prims[0].pad = 0;
+ save->prims[0].start = 0;
+ save->prims[0].count = 0;
+ save->prims[0].num_instances = 1;
+ save->prims[0].base_instance = 0;
+ save->prims[0].is_indirect = 0;
save->prim_count = 1;
}
* vertex_store struct.
*/
static void
-_save_wrap_filled_vertex(struct gl_context *ctx)
+wrap_filled_vertex(struct gl_context *ctx)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
- GLfloat *data = save->copied.buffer;
- GLuint i;
+ unsigned numComponents;
/* Emit a glEnd to close off the last vertex list.
*/
- _save_wrap_buffers(ctx);
+ wrap_buffers(ctx);
/* Copy stored stored vertices to start of new list.
*/
assert(save->max_vert - save->vert_count > save->copied.nr);
- for (i = 0; i < save->copied.nr; i++) {
- memcpy(save->buffer_ptr, data, save->vertex_size * sizeof(GLfloat));
- data += save->vertex_size;
- save->buffer_ptr += save->vertex_size;
- save->vert_count++;
- }
+ numComponents = save->copied.nr * save->vertex_size;
+ memcpy(save->buffer_ptr,
+ save->copied.buffer,
+ numComponents * sizeof(fi_type));
+ save->buffer_ptr += numComponents;
+ save->vert_count += save->copied.nr;
}
static void
-_save_copy_to_current(struct gl_context *ctx)
+copy_to_current(struct gl_context *ctx)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
- GLuint i;
+ GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
- for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
- if (save->attrsz[i]) {
- save->currentsz[i][0] = save->attrsz[i];
- COPY_CLEAN_4V_TYPE_AS_FLOAT(save->current[i], save->attrsz[i],
+ while (enabled) {
+ const int i = u_bit_scan64(&enabled);
+ assert(save->attrsz[i]);
+
+ if (save->attrtype[i] == GL_DOUBLE ||
+ save->attrtype[i] == GL_UNSIGNED_INT64_ARB)
+ memcpy(save->current[i], save->attrptr[i], save->attrsz[i] * sizeof(GLfloat));
+ else
+ COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
save->attrptr[i], save->attrtype[i]);
- }
}
}
static void
-_save_copy_from_current(struct gl_context *ctx)
+copy_from_current(struct gl_context *ctx)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
- GLint i;
+ GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
+
+ while (enabled) {
+ const int i = u_bit_scan64(&enabled);
- for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
switch (save->attrsz[i]) {
case 4:
save->attrptr[i][3] = save->current[i][3];
save->attrptr[i][1] = save->current[i][1];
case 1:
save->attrptr[i][0] = save->current[i][0];
- case 0:
break;
+ case 0:
+ unreachable("Unexpected vertex attribute size");
}
}
}
* Flush existing data, set new attrib size, replay copied vertices.
*/
static void
-_save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
+upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
GLuint oldsz;
GLuint i;
- GLfloat *tmp;
+ fi_type *tmp;
/* Store the current run of vertices, and emit a GL_END. Emit a
* BEGIN in the new buffer.
*/
if (save->vert_count)
- _save_wrap_buffers(ctx);
+ wrap_buffers(ctx);
else
assert(save->copied.nr == 0);
* when the attribute already exists in the vertex and is having
* its size increased.
*/
- _save_copy_to_current(ctx);
+ copy_to_current(ctx);
/* Fix up sizes:
*/
oldsz = save->attrsz[attr];
save->attrsz[attr] = newsz;
+ save->enabled |= BITFIELD64_BIT(attr);
save->vertex_size += newsz - oldsz;
save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
/* Recalculate all the attrptr[] values:
*/
- for (i = 0, tmp = save->vertex; i < VBO_ATTRIB_MAX; i++) {
+ tmp = save->vertex;
+ for (i = 0; i < VBO_ATTRIB_MAX; i++) {
if (save->attrsz[i]) {
save->attrptr[i] = tmp;
tmp += save->attrsz[i];
/* Copy from current to repopulate the vertex with correct values.
*/
- _save_copy_from_current(ctx);
+ copy_from_current(ctx);
/* Replay stored vertices to translate them to new format here.
*
* and will need fixup at runtime.
*/
if (save->copied.nr) {
- const GLfloat *data = save->copied.buffer;
- GLfloat *dest = save->buffer;
- GLuint j;
+ const fi_type *data = save->copied.buffer;
+ fi_type *dest = save->buffer_map;
/* Need to note this and fix up at runtime (or loopback):
*/
}
for (i = 0; i < save->copied.nr; i++) {
- for (j = 0; j < VBO_ATTRIB_MAX; j++) {
- if (save->attrsz[j]) {
- if (j == attr) {
- if (oldsz) {
- COPY_CLEAN_4V_TYPE_AS_FLOAT(dest, oldsz, data,
- save->attrtype[j]);
- data += oldsz;
- dest += newsz;
- }
- else {
- COPY_SZ_4V(dest, newsz, save->current[attr]);
- dest += newsz;
- }
+ GLbitfield64 enabled = save->enabled;
+ while (enabled) {
+ const int j = u_bit_scan64(&enabled);
+ assert(save->attrsz[j]);
+ if (j == attr) {
+ if (oldsz) {
+ COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
+ save->attrtype[j]);
+ data += oldsz;
+ dest += newsz;
}
else {
- GLint sz = save->attrsz[j];
- COPY_SZ_4V(dest, sz, data);
- data += sz;
- dest += sz;
+ COPY_SZ_4V(dest, newsz, save->current[attr]);
+ dest += newsz;
}
}
+ else {
+ GLint sz = save->attrsz[j];
+ COPY_SZ_4V(dest, sz, data);
+ data += sz;
+ dest += sz;
+ }
}
}
* get a glTexCoord4f() or glTexCoord1f() call.
*/
static void
-save_fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
+fixup_vertex(struct gl_context *ctx, GLuint attr,
+ GLuint sz, GLenum newType)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
- if (sz > save->attrsz[attr]) {
+ if (sz > save->attrsz[attr] ||
+ newType != save->attrtype[attr]) {
/* New size is larger. Need to flush existing vertices and get
* an enlarged vertex format.
*/
- _save_upgrade_vertex(ctx, attr, sz);
+ upgrade_vertex(ctx, attr, sz);
}
else if (sz < save->active_sz[attr]) {
GLuint i;
- const GLfloat *id = vbo_get_default_vals_as_float(save->attrtype[attr]);
+ const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
/* New size is equal or smaller - just need to fill in some
* zeros.
* commands such as glNormal3f() or glTexCoord2f().
*/
static void
-_save_reset_vertex(struct gl_context *ctx)
+reset_vertex(struct gl_context *ctx)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
- GLuint i;
- for (i = 0; i < VBO_ATTRIB_MAX; i++) {
+ while (save->enabled) {
+ const int i = u_bit_scan64(&save->enabled);
+ assert(save->attrsz[i]);
save->attrsz[i] = 0;
save->active_sz[i] = 0;
}
-#define ERROR(err) _mesa_compile_error(ctx, err, __FUNCTION__);
+#define ERROR(err) _mesa_compile_error(ctx, err, __func__);
/* Only one size for each attribute may be active at once. Eg. if
* 3f version won't otherwise set color[3] to 1.0 -- this is the job
* of the chooser function when switching between Color4f and Color3f.
*/
-#define ATTR(A, N, T, V0, V1, V2, V3) \
+#define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
do { \
struct vbo_save_context *save = &vbo_context(ctx)->save; \
+ int sz = (sizeof(C) / sizeof(GLfloat)); \
\
if (save->active_sz[A] != N) \
- save_fixup_vertex(ctx, A, N); \
+ fixup_vertex(ctx, A, N * sz, T); \
\
{ \
- GLfloat *dest = save->attrptr[A]; \
+ C *dest = (C *)save->attrptr[A]; \
if (N>0) dest[0] = V0; \
if (N>1) dest[1] = V1; \
if (N>2) dest[2] = V2; \
if (N>3) dest[3] = V3; \
- save->attrtype[A] = T; \
+ save->attrtype[A] = T; \
} \
\
if ((A) == 0) { \
save->buffer_ptr += save->vertex_size; \
\
if (++save->vert_count >= save->max_vert) \
- _save_wrap_filled_vertex(ctx); \
+ wrap_filled_vertex(ctx); \
} \
} while (0)
if (save->prim_count > 0) {
/* Close off in-progress primitive. */
GLint i = save->prim_count - 1;
- save->prim[i].count = save->vert_count - save->prim[i].start;
+ save->prims[i].count = save->vert_count - save->prims[i].start;
}
/* Need to replay this display list with loopback,
*/
save->dangling_attr_ref = GL_TRUE;
- _save_compile_vertex_list(ctx);
+ compile_vertex_list(ctx);
}
- _save_copy_to_current(ctx);
- _save_reset_vertex(ctx);
- _save_reset_counters(ctx);
+ copy_to_current(ctx);
+ reset_vertex(ctx);
+ reset_counters(ctx);
if (save->out_of_memory) {
_mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
}
/**
- * Called via ctx->Driver.NotifySaveBegin() when a glBegin is getting
- * compiled into a display list.
+ * Called when a glBegin is getting compiled into a display list.
* Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
*/
-GLboolean
-vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
+void
+vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode,
+ bool no_current_update)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
const GLuint i = save->prim_count++;
assert(i < save->prim_max);
- 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;
- save->prim[i].base_instance = 0;
- save->prim[i].is_indirect = 0;
+ save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
+ save->prims[i].begin = 1;
+ save->prims[i].end = 0;
+ save->prims[i].pad = 0;
+ save->prims[i].start = save->vert_count;
+ save->prims[i].count = 0;
+ save->prims[i].num_instances = 1;
+ save->prims[i].base_instance = 0;
+ save->prims[i].is_indirect = 0;
+
+ save->no_current_update = no_current_update;
if (save->out_of_memory) {
_mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
_mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
}
- /* We need to call SaveFlushVertices() if there's state change */
+ /* We need to call vbo_save_SaveFlushVertices() if there's state change */
ctx->Driver.SaveNeedFlush = GL_TRUE;
-
- /* GL_TRUE means we've handled this glBegin here; don't compile a BEGIN
- * opcode into the display list.
- */
- return GL_TRUE;
}
const GLint i = save->prim_count - 1;
ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
- save->prim[i].end = 1;
- save->prim[i].count = (save->vert_count - save->prim[i].start);
+ save->prims[i].end = 1;
+ save->prims[i].count = (save->vert_count - save->prims[i].start);
if (i == (GLint) save->prim_max - 1) {
- _save_compile_vertex_list(ctx);
+ compile_vertex_list(ctx);
assert(save->copied.nr == 0);
}
static void GLAPIENTRY
_save_PrimitiveRestartNV(void)
{
- GLenum curPrim;
GET_CURRENT_CONTEXT(ctx);
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
- curPrim = ctx->Driver.CurrentSavePrimitive;
-
- _save_End();
- _save_Begin(curPrim);
+ if (save->prim_count == 0) {
+ /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
+ * is an error.
+ */
+ _mesa_compile_error(ctx, GL_INVALID_OPERATION,
+ "glPrimitiveRestartNV called outside glBegin/End");
+ } else {
+ /* get current primitive mode */
+ GLenum curPrim = save->prims[save->prim_count - 1].mode;
+ bool no_current_update = save->no_current_update;
+
+ /* restart primitive */
+ CALL_End(GET_DISPATCH(), ());
+ vbo_save_NotifyBegin(ctx, curPrim, no_current_update);
+ }
}
_save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
{
GET_CURRENT_CONTEXT(ctx);
- vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
+ vbo_save_NotifyBegin(ctx, GL_QUADS, false);
CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
if (save->out_of_memory)
return;
+ /* Make sure to process any VBO binding changes */
+ _mesa_update_state(ctx);
+
_ae_map_vbos(ctx);
- vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
- | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
+ vbo_save_NotifyBegin(ctx, mode, true);
for (i = 0; i < count; i++)
- CALL_ArrayElement(GET_DISPATCH(), (start + i));
+ _mesa_array_element(ctx, GET_DISPATCH(), start + i);
CALL_End(GET_DISPATCH(), ());
_ae_unmap_vbos(ctx);
}
+static void GLAPIENTRY
+_save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
+ const GLsizei *count, GLsizei primcount)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint i;
+
+ if (!_mesa_is_valid_prim_mode(ctx, mode)) {
+ _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
+ return;
+ }
+
+ if (primcount < 0) {
+ _mesa_compile_error(ctx, GL_INVALID_VALUE,
+ "glMultiDrawArrays(primcount<0)");
+ return;
+ }
+
+ for (i = 0; i < primcount; i++) {
+ if (count[i] < 0) {
+ _mesa_compile_error(ctx, GL_INVALID_VALUE,
+ "glMultiDrawArrays(count[i]<0)");
+ return;
+ }
+ }
+
+ for (i = 0; i < primcount; i++) {
+ if (count[i] > 0) {
+ _save_OBE_DrawArrays(mode, first[i], count[i]);
+ }
+ }
+}
+
+
+static void
+array_element(struct gl_context *ctx, struct _glapi_table *disp, GLuint elt)
+{
+ /* If PrimitiveRestart is enabled and the index is the RestartIndex
+ * then we call PrimitiveRestartNV and return.
+ */
+ if (ctx->Array.PrimitiveRestart && elt == ctx->Array.RestartIndex) {
+ CALL_PrimitiveRestartNV(disp, ());
+ return;
+ }
+
+ _mesa_array_element(ctx, disp, elt);
+}
+
+
/* Could do better by copying the arrays and element list intact and
* then emitting an indexed prim at runtime.
*/
static void GLAPIENTRY
-_save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
- const GLvoid * indices)
+_save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
+ const GLvoid * indices, GLint basevertex)
{
GET_CURRENT_CONTEXT(ctx);
struct vbo_save_context *save = &vbo_context(ctx)->save;
+ struct gl_buffer_object *indexbuf = ctx->Array.VAO->IndexBufferObj;
GLint i;
if (!_mesa_is_valid_prim_mode(ctx, mode)) {
if (save->out_of_memory)
return;
+ /* Make sure to process any VBO binding changes */
+ _mesa_update_state(ctx);
+
_ae_map_vbos(ctx);
- if (_mesa_is_bufferobj(ctx->Array.VAO->ElementArrayBufferObj))
+ if (_mesa_is_bufferobj(indexbuf))
indices =
- ADD_POINTERS(ctx->Array.VAO->ElementArrayBufferObj->Pointer, indices);
+ ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
- vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
- VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
+ vbo_save_NotifyBegin(ctx, mode, true);
switch (type) {
case GL_UNSIGNED_BYTE:
for (i = 0; i < count; i++)
- CALL_ArrayElement(GET_DISPATCH(), (((GLubyte *) indices)[i]));
+ array_element(ctx, GET_DISPATCH(), (basevertex + ((GLubyte *) indices)[i]));
break;
case GL_UNSIGNED_SHORT:
for (i = 0; i < count; i++)
- CALL_ArrayElement(GET_DISPATCH(), (((GLushort *) indices)[i]));
+ array_element(ctx, GET_DISPATCH(), (basevertex + ((GLushort *) indices)[i]));
break;
case GL_UNSIGNED_INT:
for (i = 0; i < count; i++)
- CALL_ArrayElement(GET_DISPATCH(), (((GLuint *) indices)[i]));
+ array_element(ctx, GET_DISPATCH(), (basevertex + ((GLuint *) indices)[i]));
break;
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
_ae_unmap_vbos(ctx);
}
+static void GLAPIENTRY
+_save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
+ const GLvoid * indices)
+{
+ _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
+}
+
static void GLAPIENTRY
_save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
static void
-_save_vtxfmt_init(struct gl_context *ctx)
+vtxfmt_init(struct gl_context *ctx)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
GLvertexformat *vfmt = &save->vtxfmt;
vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
+ vfmt->VertexAttribL1d = _save_VertexAttribL1d;
+ vfmt->VertexAttribL2d = _save_VertexAttribL2d;
+ vfmt->VertexAttribL3d = _save_VertexAttribL3d;
+ vfmt->VertexAttribL4d = _save_VertexAttribL4d;
+
+ vfmt->VertexAttribL1dv = _save_VertexAttribL1dv;
+ vfmt->VertexAttribL2dv = _save_VertexAttribL2dv;
+ vfmt->VertexAttribL3dv = _save_VertexAttribL3dv;
+ vfmt->VertexAttribL4dv = _save_VertexAttribL4dv;
+
+ vfmt->VertexAttribL1ui64ARB = _save_VertexAttribL1ui64ARB;
+ vfmt->VertexAttribL1ui64vARB = _save_VertexAttribL1ui64vARB;
+
/* This will all require us to fallback to saving the list as opcodes:
*/
vfmt->CallList = _save_CallList;
struct _glapi_table *exec)
{
SET_DrawArrays(exec, _save_OBE_DrawArrays);
+ SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
SET_DrawElements(exec, _save_OBE_DrawElements);
+ SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
return;
if (save->vert_count || save->prim_count)
- _save_compile_vertex_list(ctx);
+ compile_vertex_list(ctx);
- _save_copy_to_current(ctx);
- _save_reset_vertex(ctx);
- _save_reset_counters(ctx);
+ copy_to_current(ctx);
+ reset_vertex(ctx);
+ reset_counters(ctx);
ctx->Driver.SaveNeedFlush = GL_FALSE;
}
+/**
+ * Called from glNewList when we're starting to compile a display list.
+ */
void
vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
{
(void) mode;
if (!save->prim_store)
- save->prim_store = alloc_prim_store(ctx);
+ save->prim_store = alloc_prim_store();
if (!save->vertex_store)
save->vertex_store = alloc_vertex_store(ctx);
save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
- _save_reset_vertex(ctx);
- _save_reset_counters(ctx);
+ reset_vertex(ctx);
+ reset_counters(ctx);
ctx->Driver.SaveNeedFlush = GL_FALSE;
}
+/**
+ * Called from glEndList when we're finished compiling a display list.
+ */
void
vbo_save_EndList(struct gl_context *ctx)
{
if (save->prim_count > 0) {
GLint i = save->prim_count - 1;
ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
- save->prim[i].end = 0;
- save->prim[i].count = save->vert_count - save->prim[i].start;
+ save->prims[i].end = 0;
+ save->prims[i].count = save->vert_count - save->prims[i].start;
}
/* Make sure this vertex list gets replayed by the "loopback"
}
+/**
+ * Called from the display list code when we're about to execute a
+ * display list.
+ */
void
vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
{
}
+/**
+ * Called from the display list code when we're finished executing a
+ * display list.
+ */
void
vbo_save_EndCallList(struct gl_context *ctx)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
- if (ctx->ListState.CallDepth == 1) {
- /* This is correct: want to keep only the VBO_SAVE_FALLBACK
- * flag, if it is set:
- */
- save->replay_flags &= VBO_SAVE_FALLBACK;
- }
+ if (ctx->ListState.CallDepth == 1)
+ save->replay_flags = 0;
}
+/**
+ * Called by display list code when a display list is being deleted.
+ */
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;
- if (--node->vertex_store->refcount == 0)
- free_vertex_store(ctx, node->vertex_store);
+ for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
+ _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
if (--node->prim_store->refcount == 0)
free(node->prim_store);
static void
-vbo_print_vertex_list(struct gl_context *ctx, void *data)
+vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
{
struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
GLuint i;
+ struct gl_buffer_object *buffer = node->VAO[0]->BufferBinding[0].BufferObj;
+ const GLuint vertex_size = _vbo_save_get_stride(node)/sizeof(GLfloat);
(void) ctx;
- printf("VBO-VERTEX-LIST, %u vertices %d primitives, %d vertsize\n",
- node->count, node->prim_count, node->vertex_size);
+ fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
+ "buffer %p\n",
+ node->vertex_count, node->prim_count, vertex_size,
+ buffer);
for (i = 0; i < node->prim_count; i++) {
- struct _mesa_prim *prim = &node->prim[i];
- printf(" prim %d: %s%s %d..%d %s %s\n",
+ struct _mesa_prim *prim = &node->prims[i];
+ fprintf(f, " prim %d: %s %d..%d %s %s\n",
i,
_mesa_lookup_prim_by_nr(prim->mode),
- prim->weak ? " (weak)" : "",
prim->start,
prim->start + prim->count,
(prim->begin) ? "BEGIN" : "(wrap)",
* Called during context creation/init.
*/
static void
-_save_current_init(struct gl_context *ctx)
+current_init(struct gl_context *ctx)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
GLint i;
for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
const GLuint j = i - VBO_ATTRIB_POS;
- ASSERT(j < VERT_ATTRIB_MAX);
+ assert(j < VERT_ATTRIB_MAX);
save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
- save->current[i] = ctx->ListState.CurrentAttrib[j];
+ save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
}
for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
- ASSERT(j < MAT_ATTRIB_MAX);
+ assert(j < MAT_ATTRIB_MAX);
save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
- save->current[i] = ctx->ListState.CurrentMaterial[j];
+ save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
}
}
vbo_save_api_init(struct vbo_save_context *save)
{
struct gl_context *ctx = save->ctx;
- GLuint i;
save->opcode_vertex_list =
_mesa_dlist_alloc_opcode(ctx,
vbo_destroy_vertex_list,
vbo_print_vertex_list);
- ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin;
-
- _save_vtxfmt_init(ctx);
- _save_current_init(ctx);
+ vtxfmt_init(ctx);
+ current_init(ctx);
_mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
-
- /* These will actually get set again when binding/drawing */
- for (i = 0; i < VBO_ATTRIB_MAX; i++)
- save->inputs[i] = &save->arrays[i];
}