Merge branch 'lp-offset-twoside'
[mesa.git] / src / mesa / vbo / vbo_save_api.c
1 /**************************************************************************
2
3 Copyright 2002-2008 Tungsten Graphics Inc., Cedar Park, Texas.
4
5 All Rights Reserved.
6
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:
13
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
16 Software.
17
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.
25
26 **************************************************************************/
27
28 /*
29 * Authors:
30 * Keith Whitwell <keith@tungstengraphics.com>
31 */
32
33
34
35 /* Display list compiler attempts to store lists of vertices with the
36 * same vertex layout. Additionally it attempts to minimize the need
37 * for execute-time fixup of these vertex lists, allowing them to be
38 * cached on hardware.
39 *
40 * There are still some circumstances where this can be thwarted, for
41 * example by building a list that consists of one very long primitive
42 * (eg Begin(Triangles), 1000 vertices, End), and calling that list
43 * from inside a different begin/end object (Begin(Lines), CallList,
44 * End).
45 *
46 * In that case the code will have to replay the list as individual
47 * commands through the Exec dispatch table, or fix up the copied
48 * vertices at execute-time.
49 *
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
52 * Begin(Lines)
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
55 * End()
56 *
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
59 *
60 *
61 * The list compiler currently doesn't attempt to compile lists
62 * containing EvalCoord or EvalPoint commands. On encountering one of
63 * these, compilation falls back to opcodes.
64 *
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
67 */
68
69
70 #include "main/glheader.h"
71 #include "main/bufferobj.h"
72 #include "main/context.h"
73 #include "main/dlist.h"
74 #include "main/enums.h"
75 #include "main/eval.h"
76 #include "main/macros.h"
77 #include "main/api_noop.h"
78 #include "main/api_validate.h"
79 #include "main/api_arrayelt.h"
80 #include "main/vtxfmt.h"
81 #include "main/dispatch.h"
82
83 #include "vbo_context.h"
84
85
86 #if FEATURE_dlist
87
88
89 #ifdef ERROR
90 #undef ERROR
91 #endif
92
93
94 /* An interesting VBO number/name to help with debugging */
95 #define VBO_BUF_ID 12345
96
97
98 /*
99 * NOTE: Old 'parity' issue is gone, but copying can still be
100 * wrong-footed on replay.
101 */
102 static GLuint _save_copy_vertices( struct gl_context *ctx,
103 const struct vbo_save_vertex_list *node,
104 const GLfloat *src_buffer)
105 {
106 struct vbo_save_context *save = &vbo_context( ctx )->save;
107 const struct _mesa_prim *prim = &node->prim[node->prim_count-1];
108 GLuint nr = prim->count;
109 GLuint sz = save->vertex_size;
110 const GLfloat *src = src_buffer + prim->start * sz;
111 GLfloat *dst = save->copied.buffer;
112 GLuint ovf, i;
113
114 if (prim->end)
115 return 0;
116
117 switch( prim->mode )
118 {
119 case GL_POINTS:
120 return 0;
121 case GL_LINES:
122 ovf = nr&1;
123 for (i = 0 ; i < ovf ; i++)
124 memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz*sizeof(GLfloat) );
125 return i;
126 case GL_TRIANGLES:
127 ovf = nr%3;
128 for (i = 0 ; i < ovf ; i++)
129 memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz*sizeof(GLfloat) );
130 return i;
131 case GL_QUADS:
132 ovf = nr&3;
133 for (i = 0 ; i < ovf ; i++)
134 memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz*sizeof(GLfloat) );
135 return i;
136 case GL_LINE_STRIP:
137 if (nr == 0)
138 return 0;
139 else {
140 memcpy( dst, src+(nr-1)*sz, sz*sizeof(GLfloat) );
141 return 1;
142 }
143 case GL_LINE_LOOP:
144 case GL_TRIANGLE_FAN:
145 case GL_POLYGON:
146 if (nr == 0)
147 return 0;
148 else if (nr == 1) {
149 memcpy( dst, src+0, sz*sizeof(GLfloat) );
150 return 1;
151 } else {
152 memcpy( dst, src+0, sz*sizeof(GLfloat) );
153 memcpy( dst+sz, src+(nr-1)*sz, sz*sizeof(GLfloat) );
154 return 2;
155 }
156 case GL_TRIANGLE_STRIP:
157 case GL_QUAD_STRIP:
158 switch (nr) {
159 case 0: ovf = 0; break;
160 case 1: ovf = 1; break;
161 default: ovf = 2 + (nr&1); break;
162 }
163 for (i = 0 ; i < ovf ; i++)
164 memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz*sizeof(GLfloat) );
165 return i;
166 default:
167 assert(0);
168 return 0;
169 }
170 }
171
172
173 static struct vbo_save_vertex_store *alloc_vertex_store( struct gl_context *ctx )
174 {
175 struct vbo_save_vertex_store *vertex_store = CALLOC_STRUCT(vbo_save_vertex_store);
176
177 /* obj->Name needs to be non-zero, but won't ever be examined more
178 * closely than that. In particular these buffers won't be entered
179 * into the hash and can never be confused with ones visible to the
180 * user. Perhaps there could be a special number for internal
181 * buffers:
182 */
183 vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx,
184 VBO_BUF_ID,
185 GL_ARRAY_BUFFER_ARB);
186
187 ctx->Driver.BufferData( ctx,
188 GL_ARRAY_BUFFER_ARB,
189 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
190 NULL,
191 GL_STATIC_DRAW_ARB,
192 vertex_store->bufferobj);
193
194 vertex_store->buffer = NULL;
195 vertex_store->used = 0;
196 vertex_store->refcount = 1;
197
198 return vertex_store;
199 }
200
201 static void free_vertex_store( struct gl_context *ctx, struct vbo_save_vertex_store *vertex_store )
202 {
203 assert(!vertex_store->buffer);
204
205 if (vertex_store->bufferobj) {
206 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
207 }
208
209 FREE( vertex_store );
210 }
211
212 static GLfloat *map_vertex_store( struct gl_context *ctx, struct vbo_save_vertex_store *vertex_store )
213 {
214 assert(vertex_store->bufferobj);
215 assert(!vertex_store->buffer);
216 vertex_store->buffer = (GLfloat *)ctx->Driver.MapBuffer(ctx,
217 GL_ARRAY_BUFFER_ARB, /* not used */
218 GL_WRITE_ONLY, /* not used */
219 vertex_store->bufferobj);
220
221 assert(vertex_store->buffer);
222 return vertex_store->buffer + vertex_store->used;
223 }
224
225 static void unmap_vertex_store( struct gl_context *ctx, struct vbo_save_vertex_store *vertex_store )
226 {
227 ctx->Driver.UnmapBuffer( ctx, GL_ARRAY_BUFFER_ARB, vertex_store->bufferobj );
228 vertex_store->buffer = NULL;
229 }
230
231
232 static struct vbo_save_primitive_store *alloc_prim_store( struct gl_context *ctx )
233 {
234 struct vbo_save_primitive_store *store = CALLOC_STRUCT(vbo_save_primitive_store);
235 (void) ctx;
236 store->used = 0;
237 store->refcount = 1;
238 return store;
239 }
240
241 static void _save_reset_counters( struct gl_context *ctx )
242 {
243 struct vbo_save_context *save = &vbo_context(ctx)->save;
244
245 save->prim = save->prim_store->buffer + save->prim_store->used;
246 save->buffer = (save->vertex_store->buffer +
247 save->vertex_store->used);
248
249 assert(save->buffer == save->buffer_ptr);
250
251 if (save->vertex_size)
252 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
253 save->vertex_size);
254 else
255 save->max_vert = 0;
256
257 save->vert_count = 0;
258 save->prim_count = 0;
259 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
260 save->dangling_attr_ref = 0;
261 }
262
263
264 /* Insert the active immediate struct onto the display list currently
265 * being built.
266 */
267 static void _save_compile_vertex_list( struct gl_context *ctx )
268 {
269 struct vbo_save_context *save = &vbo_context(ctx)->save;
270 struct vbo_save_vertex_list *node;
271
272 /* Allocate space for this structure in the display list currently
273 * being compiled.
274 */
275 node = (struct vbo_save_vertex_list *)
276 _mesa_dlist_alloc(ctx, save->opcode_vertex_list, sizeof(*node));
277
278 if (!node)
279 return;
280
281 /* Duplicate our template, increment refcounts to the storage structs:
282 */
283 memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz));
284 node->vertex_size = save->vertex_size;
285 node->buffer_offset = (save->buffer - save->vertex_store->buffer) * sizeof(GLfloat);
286 node->count = save->vert_count;
287 node->wrap_count = save->copied.nr;
288 node->dangling_attr_ref = save->dangling_attr_ref;
289 node->prim = save->prim;
290 node->prim_count = save->prim_count;
291 node->vertex_store = save->vertex_store;
292 node->prim_store = save->prim_store;
293
294 node->vertex_store->refcount++;
295 node->prim_store->refcount++;
296
297
298 node->current_size = node->vertex_size - node->attrsz[0];
299 node->current_data = NULL;
300
301 if (node->current_size) {
302 /* If the malloc fails, we just pull the data out of the VBO
303 * later instead.
304 */
305 node->current_data = MALLOC( node->current_size * sizeof(GLfloat) );
306 if (node->current_data) {
307 const char *buffer = (const char *)save->vertex_store->buffer;
308 unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
309 unsigned vertex_offset = 0;
310
311 if (node->count)
312 vertex_offset = (node->count-1) * node->vertex_size * sizeof(GLfloat);
313
314 memcpy( node->current_data,
315 buffer + node->buffer_offset + vertex_offset + attr_offset,
316 node->current_size * sizeof(GLfloat) );
317 }
318 }
319
320
321
322 assert(node->attrsz[VBO_ATTRIB_POS] != 0 ||
323 node->count == 0);
324
325 if (save->dangling_attr_ref)
326 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
327
328 save->vertex_store->used += save->vertex_size * node->count;
329 save->prim_store->used += node->prim_count;
330
331
332 /* Copy duplicated vertices
333 */
334 save->copied.nr = _save_copy_vertices( ctx, node, save->buffer );
335
336
337 /* Deal with GL_COMPILE_AND_EXECUTE:
338 */
339 if (ctx->ExecuteFlag) {
340 struct _glapi_table *dispatch = GET_DISPATCH();
341
342 _glapi_set_dispatch(ctx->Exec);
343
344 vbo_loopback_vertex_list( ctx,
345 (const GLfloat *)((const char *)save->vertex_store->buffer +
346 node->buffer_offset),
347 node->attrsz,
348 node->prim,
349 node->prim_count,
350 node->wrap_count,
351 node->vertex_size);
352
353 _glapi_set_dispatch(dispatch);
354 }
355
356
357 /* Decide whether the storage structs are full, or can be used for
358 * the next vertex lists as well.
359 */
360 if (save->vertex_store->used >
361 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
362
363 /* Unmap old store:
364 */
365 unmap_vertex_store( ctx, save->vertex_store );
366
367 /* Release old reference:
368 */
369 save->vertex_store->refcount--;
370 assert(save->vertex_store->refcount != 0);
371 save->vertex_store = NULL;
372
373 /* Allocate and map new store:
374 */
375 save->vertex_store = alloc_vertex_store( ctx );
376 save->buffer_ptr = map_vertex_store( ctx, save->vertex_store );
377 }
378
379 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
380 save->prim_store->refcount--;
381 assert(save->prim_store->refcount != 0);
382 save->prim_store = alloc_prim_store( ctx );
383 }
384
385 /* Reset our structures for the next run of vertices:
386 */
387 _save_reset_counters( ctx );
388 }
389
390
391 /* TODO -- If no new vertices have been stored, don't bother saving
392 * it.
393 */
394 static void _save_wrap_buffers( struct gl_context *ctx )
395 {
396 struct vbo_save_context *save = &vbo_context(ctx)->save;
397 GLint i = save->prim_count - 1;
398 GLenum mode;
399 GLboolean weak;
400
401 assert(i < (GLint) save->prim_max);
402 assert(i >= 0);
403
404 /* Close off in-progress primitive.
405 */
406 save->prim[i].count = (save->vert_count -
407 save->prim[i].start);
408 mode = save->prim[i].mode;
409 weak = save->prim[i].weak;
410
411 /* store the copied vertices, and allocate a new list.
412 */
413 _save_compile_vertex_list( ctx );
414
415 /* Restart interrupted primitive
416 */
417 save->prim[0].mode = mode;
418 save->prim[0].weak = weak;
419 save->prim[0].begin = 0;
420 save->prim[0].end = 0;
421 save->prim[0].pad = 0;
422 save->prim[0].start = 0;
423 save->prim[0].count = 0;
424 save->prim[0].num_instances = 1;
425 save->prim_count = 1;
426 }
427
428
429
430 /* Called only when buffers are wrapped as the result of filling the
431 * vertex_store struct.
432 */
433 static void _save_wrap_filled_vertex( struct gl_context *ctx )
434 {
435 struct vbo_save_context *save = &vbo_context(ctx)->save;
436 GLfloat *data = save->copied.buffer;
437 GLuint i;
438
439 /* Emit a glEnd to close off the last vertex list.
440 */
441 _save_wrap_buffers( ctx );
442
443 /* Copy stored stored vertices to start of new list.
444 */
445 assert(save->max_vert - save->vert_count > save->copied.nr);
446
447 for (i = 0 ; i < save->copied.nr ; i++) {
448 memcpy( save->buffer_ptr, data, save->vertex_size * sizeof(GLfloat));
449 data += save->vertex_size;
450 save->buffer_ptr += save->vertex_size;
451 save->vert_count++;
452 }
453 }
454
455
456 static void _save_copy_to_current( struct gl_context *ctx )
457 {
458 struct vbo_save_context *save = &vbo_context(ctx)->save;
459 GLuint i;
460
461 for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
462 if (save->attrsz[i]) {
463 save->currentsz[i][0] = save->attrsz[i];
464 COPY_CLEAN_4V(save->current[i],
465 save->attrsz[i],
466 save->attrptr[i]);
467 }
468 }
469 }
470
471
472 static void _save_copy_from_current( struct gl_context *ctx )
473 {
474 struct vbo_save_context *save = &vbo_context(ctx)->save;
475 GLint i;
476
477 for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
478 switch (save->attrsz[i]) {
479 case 4: save->attrptr[i][3] = save->current[i][3];
480 case 3: save->attrptr[i][2] = save->current[i][2];
481 case 2: save->attrptr[i][1] = save->current[i][1];
482 case 1: save->attrptr[i][0] = save->current[i][0];
483 case 0: break;
484 }
485 }
486 }
487
488
489
490
491 /* Flush existing data, set new attrib size, replay copied vertices.
492 */
493 static void _save_upgrade_vertex( struct gl_context *ctx,
494 GLuint attr,
495 GLuint newsz )
496 {
497 struct vbo_save_context *save = &vbo_context(ctx)->save;
498 GLuint oldsz;
499 GLuint i;
500 GLfloat *tmp;
501
502 /* Store the current run of vertices, and emit a GL_END. Emit a
503 * BEGIN in the new buffer.
504 */
505 if (save->vert_count)
506 _save_wrap_buffers( ctx );
507 else
508 assert( save->copied.nr == 0 );
509
510 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
511 * when the attribute already exists in the vertex and is having
512 * its size increased.
513 */
514 _save_copy_to_current( ctx );
515
516 /* Fix up sizes:
517 */
518 oldsz = save->attrsz[attr];
519 save->attrsz[attr] = newsz;
520
521 save->vertex_size += newsz - oldsz;
522 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
523 save->vertex_size);
524 save->vert_count = 0;
525
526 /* Recalculate all the attrptr[] values:
527 */
528 for (i = 0, tmp = save->vertex ; i < VBO_ATTRIB_MAX ; i++) {
529 if (save->attrsz[i]) {
530 save->attrptr[i] = tmp;
531 tmp += save->attrsz[i];
532 }
533 else
534 save->attrptr[i] = NULL; /* will not be dereferenced. */
535 }
536
537 /* Copy from current to repopulate the vertex with correct values.
538 */
539 _save_copy_from_current( ctx );
540
541 /* Replay stored vertices to translate them to new format here.
542 *
543 * If there are copied vertices and the new (upgraded) attribute
544 * has not been defined before, this list is somewhat degenerate,
545 * and will need fixup at runtime.
546 */
547 if (save->copied.nr)
548 {
549 GLfloat *data = save->copied.buffer;
550 GLfloat *dest = save->buffer;
551 GLuint j;
552
553 /* Need to note this and fix up at runtime (or loopback):
554 */
555 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
556 assert(oldsz == 0);
557 save->dangling_attr_ref = GL_TRUE;
558 }
559
560 for (i = 0 ; i < save->copied.nr ; i++) {
561 for (j = 0 ; j < VBO_ATTRIB_MAX ; j++) {
562 if (save->attrsz[j]) {
563 if (j == attr) {
564 if (oldsz) {
565 COPY_CLEAN_4V( dest, oldsz, data );
566 data += oldsz;
567 dest += newsz;
568 }
569 else {
570 COPY_SZ_4V( dest, newsz, save->current[attr] );
571 dest += newsz;
572 }
573 }
574 else {
575 GLint sz = save->attrsz[j];
576 COPY_SZ_4V( dest, sz, data );
577 data += sz;
578 dest += sz;
579 }
580 }
581 }
582 }
583
584 save->buffer_ptr = dest;
585 save->vert_count += save->copied.nr;
586 }
587 }
588
589 static void save_fixup_vertex( struct gl_context *ctx, GLuint attr, GLuint sz )
590 {
591 struct vbo_save_context *save = &vbo_context(ctx)->save;
592
593 if (sz > save->attrsz[attr]) {
594 /* New size is larger. Need to flush existing vertices and get
595 * an enlarged vertex format.
596 */
597 _save_upgrade_vertex( ctx, attr, sz );
598 }
599 else if (sz < save->active_sz[attr]) {
600 static GLfloat id[4] = { 0, 0, 0, 1 };
601 GLuint i;
602
603 /* New size is equal or smaller - just need to fill in some
604 * zeros.
605 */
606 for (i = sz ; i <= save->attrsz[attr] ; i++)
607 save->attrptr[attr][i-1] = id[i-1];
608 }
609
610 save->active_sz[attr] = sz;
611 }
612
613 static void _save_reset_vertex( struct gl_context *ctx )
614 {
615 struct vbo_save_context *save = &vbo_context(ctx)->save;
616 GLuint i;
617
618 for (i = 0 ; i < VBO_ATTRIB_MAX ; i++) {
619 save->attrsz[i] = 0;
620 save->active_sz[i] = 0;
621 }
622
623 save->vertex_size = 0;
624 }
625
626
627
628 #define ERROR() _mesa_compile_error( ctx, GL_INVALID_ENUM, __FUNCTION__ );
629
630
631 /* Only one size for each attribute may be active at once. Eg. if
632 * Color3f is installed/active, then Color4f may not be, even if the
633 * vertex actually contains 4 color coordinates. This is because the
634 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
635 * of the chooser function when switching between Color4f and Color3f.
636 */
637 #define ATTR( A, N, V0, V1, V2, V3 ) \
638 do { \
639 struct vbo_save_context *save = &vbo_context(ctx)->save; \
640 \
641 if (save->active_sz[A] != N) \
642 save_fixup_vertex(ctx, A, N); \
643 \
644 { \
645 GLfloat *dest = save->attrptr[A]; \
646 if (N>0) dest[0] = V0; \
647 if (N>1) dest[1] = V1; \
648 if (N>2) dest[2] = V2; \
649 if (N>3) dest[3] = V3; \
650 } \
651 \
652 if ((A) == 0) { \
653 GLuint i; \
654 \
655 for (i = 0; i < save->vertex_size; i++) \
656 save->buffer_ptr[i] = save->vertex[i]; \
657 \
658 save->buffer_ptr += save->vertex_size; \
659 \
660 if (++save->vert_count >= save->max_vert) \
661 _save_wrap_filled_vertex( ctx ); \
662 } \
663 } while (0)
664
665 #define TAG(x) _save_##x
666
667 #include "vbo_attrib_tmp.h"
668
669
670
671
672 /* Cope with EvalCoord/CallList called within a begin/end object:
673 * -- Flush current buffer
674 * -- Fallback to opcodes for the rest of the begin/end object.
675 */
676 static void DO_FALLBACK( struct gl_context *ctx )
677 {
678 struct vbo_save_context *save = &vbo_context(ctx)->save;
679
680 if (save->vert_count || save->prim_count) {
681 GLint i = save->prim_count - 1;
682
683 /* Close off in-progress primitive.
684 */
685 save->prim[i].count = (save->vert_count -
686 save->prim[i].start);
687
688 /* Need to replay this display list with loopback,
689 * unfortunately, otherwise this primitive won't be handled
690 * properly:
691 */
692 save->dangling_attr_ref = 1;
693
694 _save_compile_vertex_list( ctx );
695 }
696
697 _save_copy_to_current( ctx );
698 _save_reset_vertex( ctx );
699 _save_reset_counters( ctx );
700 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
701 ctx->Driver.SaveNeedFlush = 0;
702 }
703
704 static void GLAPIENTRY _save_EvalCoord1f( GLfloat u )
705 {
706 GET_CURRENT_CONTEXT(ctx);
707 DO_FALLBACK(ctx);
708 CALL_EvalCoord1f(ctx->Save, (u));
709 }
710
711 static void GLAPIENTRY _save_EvalCoord1fv( const GLfloat *v )
712 {
713 GET_CURRENT_CONTEXT(ctx);
714 DO_FALLBACK(ctx);
715 CALL_EvalCoord1fv(ctx->Save, (v));
716 }
717
718 static void GLAPIENTRY _save_EvalCoord2f( GLfloat u, GLfloat v )
719 {
720 GET_CURRENT_CONTEXT(ctx);
721 DO_FALLBACK(ctx);
722 CALL_EvalCoord2f(ctx->Save, (u, v));
723 }
724
725 static void GLAPIENTRY _save_EvalCoord2fv( const GLfloat *v )
726 {
727 GET_CURRENT_CONTEXT(ctx);
728 DO_FALLBACK(ctx);
729 CALL_EvalCoord2fv(ctx->Save, (v));
730 }
731
732 static void GLAPIENTRY _save_EvalPoint1( GLint i )
733 {
734 GET_CURRENT_CONTEXT(ctx);
735 DO_FALLBACK(ctx);
736 CALL_EvalPoint1(ctx->Save, (i));
737 }
738
739 static void GLAPIENTRY _save_EvalPoint2( GLint i, GLint j )
740 {
741 GET_CURRENT_CONTEXT(ctx);
742 DO_FALLBACK(ctx);
743 CALL_EvalPoint2(ctx->Save, (i, j));
744 }
745
746 static void GLAPIENTRY _save_CallList( GLuint l )
747 {
748 GET_CURRENT_CONTEXT(ctx);
749 DO_FALLBACK(ctx);
750 CALL_CallList(ctx->Save, (l));
751 }
752
753 static void GLAPIENTRY _save_CallLists( GLsizei n, GLenum type, const GLvoid *v )
754 {
755 GET_CURRENT_CONTEXT(ctx);
756 DO_FALLBACK(ctx);
757 CALL_CallLists(ctx->Save, (n, type, v));
758 }
759
760
761
762
763 /* This begin is hooked into ... Updating of
764 * ctx->Driver.CurrentSavePrimitive is already taken care of.
765 */
766 GLboolean vbo_save_NotifyBegin( struct gl_context *ctx, GLenum mode )
767 {
768 struct vbo_save_context *save = &vbo_context(ctx)->save;
769
770 GLuint i = save->prim_count++;
771
772 assert(i < save->prim_max);
773 save->prim[i].mode = mode & ~VBO_SAVE_PRIM_WEAK;
774 save->prim[i].begin = 1;
775 save->prim[i].end = 0;
776 save->prim[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
777 save->prim[i].pad = 0;
778 save->prim[i].start = save->vert_count;
779 save->prim[i].count = 0;
780 save->prim[i].num_instances = 1;
781
782 _mesa_install_save_vtxfmt( ctx, &save->vtxfmt );
783 ctx->Driver.SaveNeedFlush = 1;
784 return GL_TRUE;
785 }
786
787
788
789 static void GLAPIENTRY _save_End( void )
790 {
791 GET_CURRENT_CONTEXT( ctx );
792 struct vbo_save_context *save = &vbo_context(ctx)->save;
793 GLint i = save->prim_count - 1;
794
795 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
796 save->prim[i].end = 1;
797 save->prim[i].count = (save->vert_count -
798 save->prim[i].start);
799
800 if (i == (GLint) save->prim_max - 1) {
801 _save_compile_vertex_list( ctx );
802 assert(save->copied.nr == 0);
803 }
804
805 /* Swap out this vertex format while outside begin/end. Any color,
806 * etc. received between here and the next begin will be compiled
807 * as opcodes.
808 */
809 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
810 }
811
812
813 /* These are all errors as this vtxfmt is only installed inside
814 * begin/end pairs.
815 */
816 static void GLAPIENTRY _save_DrawElements(GLenum mode, GLsizei count, GLenum type,
817 const GLvoid *indices)
818 {
819 GET_CURRENT_CONTEXT(ctx);
820 (void) mode; (void) count; (void) type; (void) indices;
821 _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glDrawElements" );
822 }
823
824
825 static void GLAPIENTRY _save_DrawRangeElements(GLenum mode,
826 GLuint start, GLuint end,
827 GLsizei count, GLenum type,
828 const GLvoid *indices)
829 {
830 GET_CURRENT_CONTEXT(ctx);
831 (void) mode; (void) start; (void) end; (void) count; (void) type; (void) indices;
832 _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glDrawRangeElements" );
833 }
834
835 static void GLAPIENTRY _save_DrawElementsBaseVertex(GLenum mode,
836 GLsizei count,
837 GLenum type,
838 const GLvoid *indices,
839 GLint basevertex)
840 {
841 GET_CURRENT_CONTEXT(ctx);
842 (void) mode; (void) count; (void) type; (void) indices; (void)basevertex;
843
844 _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glDrawElements" );
845 }
846
847 static void GLAPIENTRY _save_DrawRangeElementsBaseVertex(GLenum mode,
848 GLuint start,
849 GLuint end,
850 GLsizei count,
851 GLenum type,
852 const GLvoid *indices,
853 GLint basevertex)
854 {
855 GET_CURRENT_CONTEXT(ctx);
856 (void) mode; (void) start; (void) end; (void) count; (void) type;
857 (void) indices; (void)basevertex;
858
859 _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glDrawRangeElements" );
860 }
861
862 static void GLAPIENTRY _save_DrawArrays(GLenum mode, GLint start, GLsizei count)
863 {
864 GET_CURRENT_CONTEXT(ctx);
865 (void) mode; (void) start; (void) count;
866 _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glDrawArrays" );
867 }
868
869 static void GLAPIENTRY _save_Rectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 )
870 {
871 GET_CURRENT_CONTEXT(ctx);
872 (void) x1; (void) y1; (void) x2; (void) y2;
873 _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glRectf" );
874 }
875
876 static void GLAPIENTRY _save_EvalMesh1( GLenum mode, GLint i1, GLint i2 )
877 {
878 GET_CURRENT_CONTEXT(ctx);
879 (void) mode; (void) i1; (void) i2;
880 _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glEvalMesh1" );
881 }
882
883 static void GLAPIENTRY _save_EvalMesh2( GLenum mode, GLint i1, GLint i2,
884 GLint j1, GLint j2 )
885 {
886 GET_CURRENT_CONTEXT(ctx);
887 (void) mode; (void) i1; (void) i2; (void) j1; (void) j2;
888 _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glEvalMesh2" );
889 }
890
891 static void GLAPIENTRY _save_Begin( GLenum mode )
892 {
893 GET_CURRENT_CONTEXT( ctx );
894 (void) mode;
895 _mesa_compile_error( ctx, GL_INVALID_OPERATION, "Recursive glBegin" );
896 }
897
898
899 static void GLAPIENTRY _save_PrimitiveRestartNV( void )
900 {
901 GLenum curPrim;
902 GET_CURRENT_CONTEXT( ctx );
903
904 curPrim = ctx->Driver.CurrentSavePrimitive;
905
906 _save_End();
907 _save_Begin(curPrim);
908 }
909
910
911 /* Unlike the functions above, these are to be hooked into the vtxfmt
912 * maintained in ctx->ListState, active when the list is known or
913 * suspected to be outside any begin/end primitive.
914 */
915 static void GLAPIENTRY _save_OBE_Rectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 )
916 {
917 GET_CURRENT_CONTEXT(ctx);
918 vbo_save_NotifyBegin( ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK );
919 CALL_Vertex2f(GET_DISPATCH(), ( x1, y1 ));
920 CALL_Vertex2f(GET_DISPATCH(), ( x2, y1 ));
921 CALL_Vertex2f(GET_DISPATCH(), ( x2, y2 ));
922 CALL_Vertex2f(GET_DISPATCH(), ( x1, y2 ));
923 CALL_End(GET_DISPATCH(), ());
924 }
925
926
927 static void GLAPIENTRY _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
928 {
929 GET_CURRENT_CONTEXT(ctx);
930 GLint i;
931
932 if (!_mesa_validate_DrawArrays( ctx, mode, start, count ))
933 return;
934
935 _ae_map_vbos( ctx );
936
937 vbo_save_NotifyBegin( ctx, mode | VBO_SAVE_PRIM_WEAK );
938
939 for (i = 0; i < count; i++)
940 CALL_ArrayElement(GET_DISPATCH(), (start + i));
941 CALL_End(GET_DISPATCH(), ());
942
943 _ae_unmap_vbos( ctx );
944 }
945
946 /* Could do better by copying the arrays and element list intact and
947 * then emitting an indexed prim at runtime.
948 */
949 static void GLAPIENTRY _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
950 const GLvoid *indices)
951 {
952 GET_CURRENT_CONTEXT(ctx);
953 GLint i;
954
955 if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices, 0 ))
956 return;
957
958 _ae_map_vbos( ctx );
959
960 if (_mesa_is_bufferobj(ctx->Array.ElementArrayBufferObj))
961 indices = ADD_POINTERS(ctx->Array.ElementArrayBufferObj->Pointer, indices);
962
963 vbo_save_NotifyBegin( ctx, mode | VBO_SAVE_PRIM_WEAK );
964
965 switch (type) {
966 case GL_UNSIGNED_BYTE:
967 for (i = 0 ; i < count ; i++)
968 CALL_ArrayElement(GET_DISPATCH(), ( ((GLubyte *)indices)[i] ));
969 break;
970 case GL_UNSIGNED_SHORT:
971 for (i = 0 ; i < count ; i++)
972 CALL_ArrayElement(GET_DISPATCH(), ( ((GLushort *)indices)[i] ));
973 break;
974 case GL_UNSIGNED_INT:
975 for (i = 0 ; i < count ; i++)
976 CALL_ArrayElement(GET_DISPATCH(), ( ((GLuint *)indices)[i] ));
977 break;
978 default:
979 _mesa_error( ctx, GL_INVALID_ENUM, "glDrawElements(type)" );
980 break;
981 }
982
983 CALL_End(GET_DISPATCH(), ());
984
985 _ae_unmap_vbos( ctx );
986 }
987
988 static void GLAPIENTRY _save_OBE_DrawRangeElements(GLenum mode,
989 GLuint start, GLuint end,
990 GLsizei count, GLenum type,
991 const GLvoid *indices)
992 {
993 GET_CURRENT_CONTEXT(ctx);
994 if (_mesa_validate_DrawRangeElements( ctx, mode,
995 start, end,
996 count, type, indices, 0 ))
997 _save_OBE_DrawElements( mode, count, type, indices );
998 }
999
1000
1001
1002
1003
1004 static void _save_vtxfmt_init( struct gl_context *ctx )
1005 {
1006 struct vbo_save_context *save = &vbo_context(ctx)->save;
1007 GLvertexformat *vfmt = &save->vtxfmt;
1008
1009 _MESA_INIT_ARRAYELT_VTXFMT(vfmt, _ae_);
1010
1011 vfmt->Begin = _save_Begin;
1012 vfmt->Color3f = _save_Color3f;
1013 vfmt->Color3fv = _save_Color3fv;
1014 vfmt->Color4f = _save_Color4f;
1015 vfmt->Color4fv = _save_Color4fv;
1016 vfmt->EdgeFlag = _save_EdgeFlag;
1017 vfmt->End = _save_End;
1018 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
1019 vfmt->FogCoordfEXT = _save_FogCoordfEXT;
1020 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
1021 vfmt->Indexf = _save_Indexf;
1022 vfmt->Indexfv = _save_Indexfv;
1023 vfmt->Materialfv = _save_Materialfv;
1024 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
1025 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
1026 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
1027 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
1028 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
1029 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
1030 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
1031 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
1032 vfmt->Normal3f = _save_Normal3f;
1033 vfmt->Normal3fv = _save_Normal3fv;
1034 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
1035 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
1036 vfmt->TexCoord1f = _save_TexCoord1f;
1037 vfmt->TexCoord1fv = _save_TexCoord1fv;
1038 vfmt->TexCoord2f = _save_TexCoord2f;
1039 vfmt->TexCoord2fv = _save_TexCoord2fv;
1040 vfmt->TexCoord3f = _save_TexCoord3f;
1041 vfmt->TexCoord3fv = _save_TexCoord3fv;
1042 vfmt->TexCoord4f = _save_TexCoord4f;
1043 vfmt->TexCoord4fv = _save_TexCoord4fv;
1044 vfmt->Vertex2f = _save_Vertex2f;
1045 vfmt->Vertex2fv = _save_Vertex2fv;
1046 vfmt->Vertex3f = _save_Vertex3f;
1047 vfmt->Vertex3fv = _save_Vertex3fv;
1048 vfmt->Vertex4f = _save_Vertex4f;
1049 vfmt->Vertex4fv = _save_Vertex4fv;
1050 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
1051 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
1052 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
1053 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
1054 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
1055 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
1056 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
1057 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
1058
1059 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
1060 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
1061 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
1062 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
1063 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
1064 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
1065 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
1066 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
1067
1068 /* integer-valued */
1069 vfmt->VertexAttribI1i = _save_VertexAttribI1i;
1070 vfmt->VertexAttribI2i = _save_VertexAttribI2i;
1071 vfmt->VertexAttribI3i = _save_VertexAttribI3i;
1072 vfmt->VertexAttribI4i = _save_VertexAttribI4i;
1073 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
1074 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
1075 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
1076
1077 /* unsigned integer-valued */
1078 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
1079 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
1080 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
1081 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
1082 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
1083 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
1084 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
1085
1086 /* This will all require us to fallback to saving the list as opcodes:
1087 */
1088 _MESA_INIT_DLIST_VTXFMT(vfmt, _save_); /* inside begin/end */
1089
1090 _MESA_INIT_EVAL_VTXFMT(vfmt, _save_);
1091
1092 /* These are all errors as we at least know we are in some sort of
1093 * begin/end pair:
1094 */
1095 vfmt->Begin = _save_Begin;
1096 vfmt->Rectf = _save_Rectf;
1097 vfmt->DrawArrays = _save_DrawArrays;
1098 vfmt->DrawElements = _save_DrawElements;
1099 vfmt->DrawRangeElements = _save_DrawRangeElements;
1100 vfmt->DrawElementsBaseVertex = _save_DrawElementsBaseVertex;
1101 vfmt->DrawRangeElementsBaseVertex = _save_DrawRangeElementsBaseVertex;
1102 /* Loops back into vfmt->DrawElements */
1103 vfmt->MultiDrawElementsEXT = _mesa_noop_MultiDrawElements;
1104 vfmt->MultiDrawElementsBaseVertex = _mesa_noop_MultiDrawElementsBaseVertex;
1105 }
1106
1107
1108 void vbo_save_SaveFlushVertices( struct gl_context *ctx )
1109 {
1110 struct vbo_save_context *save = &vbo_context(ctx)->save;
1111
1112 /* Noop when we are actually active:
1113 */
1114 if (ctx->Driver.CurrentSavePrimitive == PRIM_INSIDE_UNKNOWN_PRIM ||
1115 ctx->Driver.CurrentSavePrimitive <= GL_POLYGON)
1116 return;
1117
1118 if (save->vert_count ||
1119 save->prim_count)
1120 _save_compile_vertex_list( ctx );
1121
1122 _save_copy_to_current( ctx );
1123 _save_reset_vertex( ctx );
1124 _save_reset_counters( ctx );
1125 ctx->Driver.SaveNeedFlush = 0;
1126 }
1127
1128 void vbo_save_NewList( struct gl_context *ctx, GLuint list, GLenum mode )
1129 {
1130 struct vbo_save_context *save = &vbo_context(ctx)->save;
1131
1132 (void) list; (void) mode;
1133
1134 if (!save->prim_store)
1135 save->prim_store = alloc_prim_store( ctx );
1136
1137 if (!save->vertex_store)
1138 save->vertex_store = alloc_vertex_store( ctx );
1139
1140 save->buffer_ptr = map_vertex_store( ctx, save->vertex_store );
1141
1142 _save_reset_vertex( ctx );
1143 _save_reset_counters( ctx );
1144 ctx->Driver.SaveNeedFlush = 0;
1145 }
1146
1147 void vbo_save_EndList( struct gl_context *ctx )
1148 {
1149 struct vbo_save_context *save = &vbo_context(ctx)->save;
1150
1151 /* EndList called inside a (saved) Begin/End pair?
1152 */
1153 if (ctx->Driver.CurrentSavePrimitive != PRIM_OUTSIDE_BEGIN_END) {
1154
1155 if (save->prim_count > 0) {
1156 GLint i = save->prim_count - 1;
1157 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1158 save->prim[i].end = 0;
1159 save->prim[i].count = (save->vert_count -
1160 save->prim[i].start);
1161 }
1162
1163 /* Make sure this vertex list gets replayed by the "loopback"
1164 * mechanism:
1165 */
1166 save->dangling_attr_ref = 1;
1167 vbo_save_SaveFlushVertices( ctx );
1168
1169 /* Swap out this vertex format while outside begin/end. Any color,
1170 * etc. received between here and the next begin will be compiled
1171 * as opcodes.
1172 */
1173 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1174 }
1175
1176 unmap_vertex_store( ctx, save->vertex_store );
1177
1178 assert(save->vertex_size == 0);
1179 }
1180
1181 void vbo_save_BeginCallList( struct gl_context *ctx, struct gl_display_list *dlist )
1182 {
1183 struct vbo_save_context *save = &vbo_context(ctx)->save;
1184 save->replay_flags |= dlist->Flags;
1185 }
1186
1187 void vbo_save_EndCallList( struct gl_context *ctx )
1188 {
1189 struct vbo_save_context *save = &vbo_context(ctx)->save;
1190
1191 if (ctx->ListState.CallDepth == 1) {
1192 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1193 * flag, if it is set:
1194 */
1195 save->replay_flags &= VBO_SAVE_FALLBACK;
1196 }
1197 }
1198
1199
1200 static void vbo_destroy_vertex_list( struct gl_context *ctx, void *data )
1201 {
1202 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *)data;
1203 (void) ctx;
1204
1205 if ( --node->vertex_store->refcount == 0 )
1206 free_vertex_store( ctx, node->vertex_store );
1207
1208 if ( --node->prim_store->refcount == 0 )
1209 FREE( node->prim_store );
1210
1211 if (node->current_data) {
1212 FREE(node->current_data);
1213 node->current_data = NULL;
1214 }
1215 }
1216
1217
1218 static void vbo_print_vertex_list( struct gl_context *ctx, void *data )
1219 {
1220 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *)data;
1221 GLuint i;
1222 (void) ctx;
1223
1224 printf("VBO-VERTEX-LIST, %u vertices %d primitives, %d vertsize\n",
1225 node->count,
1226 node->prim_count,
1227 node->vertex_size);
1228
1229 for (i = 0 ; i < node->prim_count ; i++) {
1230 struct _mesa_prim *prim = &node->prim[i];
1231 _mesa_debug(NULL, " prim %d: %s%s %d..%d %s %s\n",
1232 i,
1233 _mesa_lookup_prim_by_nr(prim->mode),
1234 prim->weak ? " (weak)" : "",
1235 prim->start,
1236 prim->start + prim->count,
1237 (prim->begin) ? "BEGIN" : "(wrap)",
1238 (prim->end) ? "END" : "(wrap)");
1239 }
1240 }
1241
1242
1243 static void _save_current_init( struct gl_context *ctx )
1244 {
1245 struct vbo_save_context *save = &vbo_context(ctx)->save;
1246 GLint i;
1247
1248 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1249 const GLuint j = i - VBO_ATTRIB_POS;
1250 ASSERT(j < VERT_ATTRIB_MAX);
1251 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1252 save->current[i] = ctx->ListState.CurrentAttrib[j];
1253 }
1254
1255 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1256 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1257 ASSERT(j < MAT_ATTRIB_MAX);
1258 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1259 save->current[i] = ctx->ListState.CurrentMaterial[j];
1260 }
1261 }
1262
1263 /**
1264 * Initialize the display list compiler
1265 */
1266 void vbo_save_api_init( struct vbo_save_context *save )
1267 {
1268 struct gl_context *ctx = save->ctx;
1269 GLuint i;
1270
1271 save->opcode_vertex_list =
1272 _mesa_dlist_alloc_opcode( ctx,
1273 sizeof(struct vbo_save_vertex_list),
1274 vbo_save_playback_vertex_list,
1275 vbo_destroy_vertex_list,
1276 vbo_print_vertex_list );
1277
1278 ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin;
1279
1280 _save_vtxfmt_init( ctx );
1281 _save_current_init( ctx );
1282
1283 /* These will actually get set again when binding/drawing */
1284 for (i = 0; i < VBO_ATTRIB_MAX; i++)
1285 save->inputs[i] = &save->arrays[i];
1286
1287 /* Hook our array functions into the outside-begin-end vtxfmt in
1288 * ctx->ListState.
1289 */
1290 ctx->ListState.ListVtxfmt.Rectf = _save_OBE_Rectf;
1291 ctx->ListState.ListVtxfmt.DrawArrays = _save_OBE_DrawArrays;
1292 ctx->ListState.ListVtxfmt.DrawElements = _save_OBE_DrawElements;
1293 ctx->ListState.ListVtxfmt.DrawRangeElements = _save_OBE_DrawRangeElements;
1294 /* loops back into _save_OBE_DrawElements */
1295 ctx->ListState.ListVtxfmt.MultiDrawElementsEXT = _mesa_noop_MultiDrawElements;
1296 ctx->ListState.ListVtxfmt.MultiDrawElementsBaseVertex = _mesa_noop_MultiDrawElementsBaseVertex;
1297 _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
1298 }
1299
1300
1301 #endif /* FEATURE_dlist */