945a0c8bff572272f9f50a6d4707b4bbf3621646
[mesa.git] / src / mesa / vbo / vbo_save_api.c
1 /**************************************************************************
2
3 Copyright 2002-2008 VMware, Inc.
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 VMWARE 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 <keithw@vmware.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/arrayobj.h"
72 #include "main/bufferobj.h"
73 #include "main/context.h"
74 #include "main/dlist.h"
75 #include "main/enums.h"
76 #include "main/eval.h"
77 #include "main/macros.h"
78 #include "main/draw_validate.h"
79 #include "main/api_arrayelt.h"
80 #include "main/vtxfmt.h"
81 #include "main/dispatch.h"
82 #include "main/state.h"
83 #include "main/varray.h"
84 #include "util/bitscan.h"
85
86 #include "vbo_noop.h"
87 #include "vbo_private.h"
88
89
90 #ifdef ERROR
91 #undef ERROR
92 #endif
93
94 /**
95 * Display list flag only used by this VBO code.
96 */
97 #define DLIST_DANGLING_REFS 0x1
98
99
100 /* An interesting VBO number/name to help with debugging */
101 #define VBO_BUF_ID 12345
102
103
104 /*
105 * NOTE: Old 'parity' issue is gone, but copying can still be
106 * wrong-footed on replay.
107 */
108 static GLuint
109 copy_vertices(struct gl_context *ctx,
110 const struct vbo_save_vertex_list *node,
111 const fi_type * src_buffer)
112 {
113 struct vbo_save_context *save = &vbo_context(ctx)->save;
114 const struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
115 GLuint nr = prim->count;
116 GLuint sz = save->vertex_size;
117 const fi_type *src = src_buffer + prim->start * sz;
118 fi_type *dst = save->copied.buffer;
119 GLuint ovf, i;
120
121 if (prim->end)
122 return 0;
123
124 switch (prim->mode) {
125 case GL_POINTS:
126 return 0;
127 case GL_LINES:
128 ovf = nr & 1;
129 for (i = 0; i < ovf; i++)
130 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
131 sz * sizeof(GLfloat));
132 return i;
133 case GL_TRIANGLES:
134 ovf = nr % 3;
135 for (i = 0; i < ovf; i++)
136 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
137 sz * sizeof(GLfloat));
138 return i;
139 case GL_QUADS:
140 ovf = nr & 3;
141 for (i = 0; i < ovf; i++)
142 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
143 sz * sizeof(GLfloat));
144 return i;
145 case GL_LINE_STRIP:
146 if (nr == 0)
147 return 0;
148 else {
149 memcpy(dst, src + (nr - 1) * sz, sz * sizeof(GLfloat));
150 return 1;
151 }
152 case GL_LINE_LOOP:
153 case GL_TRIANGLE_FAN:
154 case GL_POLYGON:
155 if (nr == 0)
156 return 0;
157 else if (nr == 1) {
158 memcpy(dst, src + 0, sz * sizeof(GLfloat));
159 return 1;
160 }
161 else {
162 memcpy(dst, src + 0, sz * sizeof(GLfloat));
163 memcpy(dst + sz, src + (nr - 1) * sz, sz * sizeof(GLfloat));
164 return 2;
165 }
166 case GL_TRIANGLE_STRIP:
167 case GL_QUAD_STRIP:
168 switch (nr) {
169 case 0:
170 ovf = 0;
171 break;
172 case 1:
173 ovf = 1;
174 break;
175 default:
176 ovf = 2 + (nr & 1);
177 break;
178 }
179 for (i = 0; i < ovf; i++)
180 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
181 sz * sizeof(GLfloat));
182 return i;
183 default:
184 unreachable("Unexpected primitive type");
185 return 0;
186 }
187 }
188
189
190 static struct vbo_save_vertex_store *
191 alloc_vertex_store(struct gl_context *ctx)
192 {
193 struct vbo_save_context *save = &vbo_context(ctx)->save;
194 struct vbo_save_vertex_store *vertex_store =
195 CALLOC_STRUCT(vbo_save_vertex_store);
196
197 /* obj->Name needs to be non-zero, but won't ever be examined more
198 * closely than that. In particular these buffers won't be entered
199 * into the hash and can never be confused with ones visible to the
200 * user. Perhaps there could be a special number for internal
201 * buffers:
202 */
203 vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID);
204 if (vertex_store->bufferobj) {
205 save->out_of_memory =
206 !ctx->Driver.BufferData(ctx,
207 GL_ARRAY_BUFFER_ARB,
208 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
209 NULL, GL_STATIC_DRAW_ARB,
210 GL_MAP_WRITE_BIT |
211 GL_DYNAMIC_STORAGE_BIT,
212 vertex_store->bufferobj);
213 }
214 else {
215 save->out_of_memory = GL_TRUE;
216 }
217
218 if (save->out_of_memory) {
219 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation");
220 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
221 }
222
223 vertex_store->buffer_map = NULL;
224 vertex_store->used = 0;
225
226 return vertex_store;
227 }
228
229
230 static void
231 free_vertex_store(struct gl_context *ctx,
232 struct vbo_save_vertex_store *vertex_store)
233 {
234 assert(!vertex_store->buffer_map);
235
236 if (vertex_store->bufferobj) {
237 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
238 }
239
240 free(vertex_store);
241 }
242
243
244 fi_type *
245 vbo_save_map_vertex_store(struct gl_context *ctx,
246 struct vbo_save_vertex_store *vertex_store)
247 {
248 const GLbitfield access = (GL_MAP_WRITE_BIT |
249 GL_MAP_INVALIDATE_RANGE_BIT |
250 GL_MAP_UNSYNCHRONIZED_BIT |
251 GL_MAP_FLUSH_EXPLICIT_BIT);
252
253 assert(vertex_store->bufferobj);
254 assert(!vertex_store->buffer_map); /* the buffer should not be mapped */
255
256 if (vertex_store->bufferobj->Size > 0) {
257 /* Map the remaining free space in the VBO */
258 GLintptr offset = vertex_store->used * sizeof(GLfloat);
259 GLsizeiptr size = vertex_store->bufferobj->Size - offset;
260 fi_type *range = (fi_type *)
261 ctx->Driver.MapBufferRange(ctx, offset, size, access,
262 vertex_store->bufferobj,
263 MAP_INTERNAL);
264 if (range) {
265 /* compute address of start of whole buffer (needed elsewhere) */
266 vertex_store->buffer_map = range - vertex_store->used;
267 assert(vertex_store->buffer_map);
268 return range;
269 }
270 else {
271 vertex_store->buffer_map = NULL;
272 return NULL;
273 }
274 }
275 else {
276 /* probably ran out of memory for buffers */
277 return NULL;
278 }
279 }
280
281
282 void
283 vbo_save_unmap_vertex_store(struct gl_context *ctx,
284 struct vbo_save_vertex_store *vertex_store)
285 {
286 if (vertex_store->bufferobj->Size > 0) {
287 GLintptr offset = 0;
288 GLsizeiptr length = vertex_store->used * sizeof(GLfloat)
289 - vertex_store->bufferobj->Mappings[MAP_INTERNAL].Offset;
290
291 /* Explicitly flush the region we wrote to */
292 ctx->Driver.FlushMappedBufferRange(ctx, offset, length,
293 vertex_store->bufferobj,
294 MAP_INTERNAL);
295
296 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj, MAP_INTERNAL);
297 }
298 vertex_store->buffer_map = NULL;
299 }
300
301
302 static struct vbo_save_primitive_store *
303 alloc_prim_store(void)
304 {
305 struct vbo_save_primitive_store *store =
306 CALLOC_STRUCT(vbo_save_primitive_store);
307 store->used = 0;
308 store->refcount = 1;
309 return store;
310 }
311
312
313 static void
314 reset_counters(struct gl_context *ctx)
315 {
316 struct vbo_save_context *save = &vbo_context(ctx)->save;
317
318 save->prims = save->prim_store->prims + save->prim_store->used;
319 save->buffer_map = save->vertex_store->buffer_map + save->vertex_store->used;
320
321 assert(save->buffer_map == save->buffer_ptr);
322
323 if (save->vertex_size)
324 save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
325 save->vertex_size;
326 else
327 save->max_vert = 0;
328
329 save->vert_count = 0;
330 save->prim_count = 0;
331 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
332 save->dangling_attr_ref = GL_FALSE;
333 }
334
335 /**
336 * For a list of prims, try merging prims that can just be extensions of the
337 * previous prim.
338 */
339 static void
340 merge_prims(struct _mesa_prim *prim_list,
341 GLuint *prim_count)
342 {
343 GLuint i;
344 struct _mesa_prim *prev_prim = prim_list;
345
346 for (i = 1; i < *prim_count; i++) {
347 struct _mesa_prim *this_prim = prim_list + i;
348
349 vbo_try_prim_conversion(this_prim);
350
351 if (vbo_can_merge_prims(prev_prim, this_prim)) {
352 /* We've found a prim that just extend the previous one. Tack it
353 * onto the previous one, and let this primitive struct get dropped.
354 */
355 vbo_merge_prims(prev_prim, this_prim);
356 continue;
357 }
358
359 /* If any previous primitives have been dropped, then we need to copy
360 * this later one into the next available slot.
361 */
362 prev_prim++;
363 if (prev_prim != this_prim)
364 *prev_prim = *this_prim;
365 }
366
367 *prim_count = prev_prim - prim_list + 1;
368 }
369
370
371 /**
372 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
373 * don't have to worry about handling the _mesa_prim::begin/end flags.
374 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
375 */
376 static void
377 convert_line_loop_to_strip(struct vbo_save_context *save,
378 struct vbo_save_vertex_list *node)
379 {
380 struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
381
382 assert(prim->mode == GL_LINE_LOOP);
383
384 if (prim->end) {
385 /* Copy the 0th vertex to end of the buffer and extend the
386 * vertex count by one to finish the line loop.
387 */
388 const GLuint sz = save->vertex_size;
389 /* 0th vertex: */
390 const fi_type *src = save->buffer_map + prim->start * sz;
391 /* end of buffer: */
392 fi_type *dst = save->buffer_map + (prim->start + prim->count) * sz;
393
394 memcpy(dst, src, sz * sizeof(float));
395
396 prim->count++;
397 node->vertex_count++;
398 save->vert_count++;
399 save->buffer_ptr += sz;
400 save->vertex_store->used += sz;
401 }
402
403 if (!prim->begin) {
404 /* Drawing the second or later section of a long line loop.
405 * Skip the 0th vertex.
406 */
407 prim->start++;
408 prim->count--;
409 }
410
411 prim->mode = GL_LINE_STRIP;
412 }
413
414
415 /* Compare the present vao if it has the same setup. */
416 static bool
417 compare_vao(gl_vertex_processing_mode mode,
418 const struct gl_vertex_array_object *vao,
419 const struct gl_buffer_object *bo, GLintptr buffer_offset,
420 GLuint stride, GLbitfield64 vao_enabled,
421 const GLubyte size[VBO_ATTRIB_MAX],
422 const GLenum16 type[VBO_ATTRIB_MAX],
423 const GLuint offset[VBO_ATTRIB_MAX])
424 {
425 if (!vao)
426 return false;
427
428 /* If the enabled arrays are not the same we are not equal. */
429 if (vao_enabled != vao->_Enabled)
430 return false;
431
432 /* Check the buffer binding at 0 */
433 if (vao->BufferBinding[0].BufferObj != bo)
434 return false;
435 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
436 if (vao->BufferBinding[0].Stride != stride)
437 return false;
438 assert(vao->BufferBinding[0].InstanceDivisor == 0);
439
440 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
441 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
442
443 /* Now check the enabled arrays */
444 GLbitfield mask = vao_enabled;
445 while (mask) {
446 const int attr = u_bit_scan(&mask);
447 const unsigned char vbo_attr = vao_to_vbo_map[attr];
448 const GLenum16 tp = type[vbo_attr];
449 const GLintptr off = offset[vbo_attr] + buffer_offset;
450 const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
451 if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
452 return false;
453 if (attrib->Type != tp)
454 return false;
455 if (attrib->Size != size[vbo_attr])
456 return false;
457 assert(attrib->Format == GL_RGBA);
458 assert(attrib->Enabled == GL_TRUE);
459 assert(attrib->Normalized == GL_FALSE);
460 assert(attrib->Integer == vbo_attrtype_to_integer_flag(tp));
461 assert(attrib->Doubles == vbo_attrtype_to_double_flag(tp));
462 assert(attrib->BufferBindingIndex == 0);
463 }
464
465 return true;
466 }
467
468
469 /* Create or reuse the vao for the vertex processing mode. */
470 static void
471 update_vao(struct gl_context *ctx,
472 gl_vertex_processing_mode mode,
473 struct gl_vertex_array_object **vao,
474 struct gl_buffer_object *bo, GLintptr buffer_offset,
475 GLuint stride, GLbitfield64 vbo_enabled,
476 const GLubyte size[VBO_ATTRIB_MAX],
477 const GLenum16 type[VBO_ATTRIB_MAX],
478 const GLuint offset[VBO_ATTRIB_MAX])
479 {
480 /* Compute the bitmasks of vao_enabled arrays */
481 GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
482
483 /*
484 * Check if we can possibly reuse the exisiting one.
485 * In the long term we should reset them when something changes.
486 */
487 if (compare_vao(mode, *vao, bo, buffer_offset, stride,
488 vao_enabled, size, type, offset))
489 return;
490
491 /* The initial refcount is 1 */
492 _mesa_reference_vao(ctx, vao, NULL);
493 *vao = _mesa_new_vao(ctx, ~((GLuint)0));
494
495 /*
496 * assert(stride <= ctx->Const.MaxVertexAttribStride);
497 * MaxVertexAttribStride is not set for drivers that does not
498 * expose GL 44 or GLES 31.
499 */
500
501 /* Bind the buffer object at binding point 0 */
502 _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride);
503
504 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
505 * Note that the position/generic0 aliasing is done in the VAO.
506 */
507 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
508 /* Now set the enable arrays */
509 GLbitfield mask = vao_enabled;
510 while (mask) {
511 const int vao_attr = u_bit_scan(&mask);
512 const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
513 assert(offset[vbo_attr] <= ctx->Const.MaxVertexAttribRelativeOffset);
514
515 _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
516 size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
517 _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0);
518 _mesa_enable_vertex_array_attrib(ctx, *vao, vao_attr);
519 }
520 assert(vao_enabled == (*vao)->_Enabled);
521 assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
522
523 /* Finalize and freeze the VAO */
524 _mesa_set_vao_immutable(ctx, *vao);
525 }
526
527
528 /**
529 * Insert the active immediate struct onto the display list currently
530 * being built.
531 */
532 static void
533 compile_vertex_list(struct gl_context *ctx)
534 {
535 struct vbo_save_context *save = &vbo_context(ctx)->save;
536 struct vbo_save_vertex_list *node;
537
538 /* Allocate space for this structure in the display list currently
539 * being compiled.
540 */
541 node = (struct vbo_save_vertex_list *)
542 _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node));
543
544 if (!node)
545 return;
546
547 /* Make sure the pointer is aligned to the size of a pointer */
548 assert((GLintptr) node % sizeof(void *) == 0);
549
550 /* Duplicate our template, increment refcounts to the storage structs:
551 */
552 GLintptr old_offset = 0;
553 if (save->VAO[0]) {
554 old_offset = save->VAO[0]->BufferBinding[0].Offset
555 + save->VAO[0]->VertexAttrib[VERT_ATTRIB_POS].RelativeOffset;
556 }
557 const GLsizei stride = save->vertex_size*sizeof(GLfloat);
558 GLintptr buffer_offset =
559 (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
560 assert(old_offset <= buffer_offset);
561 const GLintptr offset_diff = buffer_offset - old_offset;
562 GLuint start_offset = 0;
563 if (offset_diff > 0 && stride > 0 && offset_diff % stride == 0) {
564 /* The vertex size is an exact multiple of the buffer offset.
565 * This means that we can use zero-based vertex attribute pointers
566 * and specify the start of the primitive with the _mesa_prim::start
567 * field. This results in issuing several draw calls with identical
568 * vertex attribute information. This can result in fewer state
569 * changes in drivers. In particular, the Gallium CSO module will
570 * filter out redundant vertex buffer changes.
571 */
572 /* We cannot immediately update the primitives as some methods below
573 * still need the uncorrected start vertices
574 */
575 start_offset = offset_diff/stride;
576 assert(old_offset == buffer_offset - offset_diff);
577 buffer_offset = old_offset;
578 }
579 GLuint offsets[VBO_ATTRIB_MAX];
580 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
581 offsets[i] = offset;
582 offset += save->attrsz[i] * sizeof(GLfloat);
583 }
584 node->vertex_count = save->vert_count;
585 node->wrap_count = save->copied.nr;
586 node->prims = save->prims;
587 node->prim_count = save->prim_count;
588 node->prim_store = save->prim_store;
589
590 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
591 * Note that this may reuse the previous one of possible.
592 */
593 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
594 /* create or reuse the vao */
595 update_vao(ctx, vpm, &save->VAO[vpm],
596 save->vertex_store->bufferobj, buffer_offset, stride,
597 save->enabled, save->attrsz, save->attrtype, offsets);
598 /* Reference the vao in the dlist */
599 node->VAO[vpm] = NULL;
600 _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
601 }
602
603 node->prim_store->refcount++;
604
605 if (node->prims[0].no_current_update) {
606 node->current_data = NULL;
607 }
608 else {
609 GLuint current_size = save->vertex_size - save->attrsz[0];
610 node->current_data = NULL;
611
612 if (current_size) {
613 node->current_data = malloc(current_size * sizeof(GLfloat));
614 if (node->current_data) {
615 const char *buffer = (const char *)save->buffer_map;
616 unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat);
617 unsigned vertex_offset = 0;
618
619 if (node->vertex_count)
620 vertex_offset = (node->vertex_count - 1) * stride;
621
622 memcpy(node->current_data, buffer + vertex_offset + attr_offset,
623 current_size * sizeof(GLfloat));
624 } else {
625 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
626 }
627 }
628 }
629
630 assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
631
632 if (save->dangling_attr_ref)
633 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
634
635 save->vertex_store->used += save->vertex_size * node->vertex_count;
636 save->prim_store->used += node->prim_count;
637
638 /* Copy duplicated vertices
639 */
640 save->copied.nr = copy_vertices(ctx, node, save->buffer_map);
641
642 if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) {
643 convert_line_loop_to_strip(save, node);
644 }
645
646 merge_prims(node->prims, &node->prim_count);
647
648 /* Correct the primitive starts, we can only do this here as copy_vertices
649 * and convert_line_loop_to_strip above consume the uncorrected starts.
650 * On the other hand the _vbo_loopback_vertex_list call below needs the
651 * primitves to be corrected already.
652 */
653 for (unsigned i = 0; i < node->prim_count; i++) {
654 node->prims[i].start += start_offset;
655 }
656
657 /* Deal with GL_COMPILE_AND_EXECUTE:
658 */
659 if (ctx->ExecuteFlag) {
660 struct _glapi_table *dispatch = GET_DISPATCH();
661
662 _glapi_set_dispatch(ctx->Exec);
663
664 /* Note that the range of referenced vertices must be mapped already */
665 _vbo_loopback_vertex_list(ctx, node);
666
667 _glapi_set_dispatch(dispatch);
668 }
669
670 /* Decide whether the storage structs are full, or can be used for
671 * the next vertex lists as well.
672 */
673 if (save->vertex_store->used >
674 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
675
676 /* Unmap old store:
677 */
678 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
679
680 /* Release old reference:
681 */
682 free_vertex_store(ctx, save->vertex_store);
683 save->vertex_store = NULL;
684 /* When we have a new vbo, we will for sure need a new vao */
685 for (gl_vertex_processing_mode vpm = 0; vpm < VP_MODE_MAX; ++vpm)
686 _mesa_reference_vao(ctx, &save->VAO[vpm], NULL);
687
688 /* Allocate and map new store:
689 */
690 save->vertex_store = alloc_vertex_store(ctx);
691 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
692 save->out_of_memory = save->buffer_ptr == NULL;
693 }
694 else {
695 /* update buffer_ptr for next vertex */
696 save->buffer_ptr = save->vertex_store->buffer_map
697 + save->vertex_store->used;
698 }
699
700 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
701 save->prim_store->refcount--;
702 assert(save->prim_store->refcount != 0);
703 save->prim_store = alloc_prim_store();
704 }
705
706 /* Reset our structures for the next run of vertices:
707 */
708 reset_counters(ctx);
709 }
710
711
712 /**
713 * This is called when we fill a vertex buffer before we hit a glEnd().
714 * We
715 * TODO -- If no new vertices have been stored, don't bother saving it.
716 */
717 static void
718 wrap_buffers(struct gl_context *ctx)
719 {
720 struct vbo_save_context *save = &vbo_context(ctx)->save;
721 GLint i = save->prim_count - 1;
722 GLenum mode;
723 GLboolean weak;
724 GLboolean no_current_update;
725
726 assert(i < (GLint) save->prim_max);
727 assert(i >= 0);
728
729 /* Close off in-progress primitive.
730 */
731 save->prims[i].count = (save->vert_count - save->prims[i].start);
732 mode = save->prims[i].mode;
733 weak = save->prims[i].weak;
734 no_current_update = save->prims[i].no_current_update;
735
736 /* store the copied vertices, and allocate a new list.
737 */
738 compile_vertex_list(ctx);
739
740 /* Restart interrupted primitive
741 */
742 save->prims[0].mode = mode;
743 save->prims[0].weak = weak;
744 save->prims[0].no_current_update = no_current_update;
745 save->prims[0].begin = 0;
746 save->prims[0].end = 0;
747 save->prims[0].pad = 0;
748 save->prims[0].start = 0;
749 save->prims[0].count = 0;
750 save->prims[0].num_instances = 1;
751 save->prims[0].base_instance = 0;
752 save->prims[0].is_indirect = 0;
753 save->prim_count = 1;
754 }
755
756
757 /**
758 * Called only when buffers are wrapped as the result of filling the
759 * vertex_store struct.
760 */
761 static void
762 wrap_filled_vertex(struct gl_context *ctx)
763 {
764 struct vbo_save_context *save = &vbo_context(ctx)->save;
765 unsigned numComponents;
766
767 /* Emit a glEnd to close off the last vertex list.
768 */
769 wrap_buffers(ctx);
770
771 /* Copy stored stored vertices to start of new list.
772 */
773 assert(save->max_vert - save->vert_count > save->copied.nr);
774
775 numComponents = save->copied.nr * save->vertex_size;
776 memcpy(save->buffer_ptr,
777 save->copied.buffer,
778 numComponents * sizeof(fi_type));
779 save->buffer_ptr += numComponents;
780 save->vert_count += save->copied.nr;
781 }
782
783
784 static void
785 copy_to_current(struct gl_context *ctx)
786 {
787 struct vbo_save_context *save = &vbo_context(ctx)->save;
788 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
789
790 while (enabled) {
791 const int i = u_bit_scan64(&enabled);
792 assert(save->attrsz[i]);
793
794 save->currentsz[i][0] = save->attrsz[i];
795 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
796 save->attrptr[i], save->attrtype[i]);
797 }
798 }
799
800
801 static void
802 copy_from_current(struct gl_context *ctx)
803 {
804 struct vbo_save_context *save = &vbo_context(ctx)->save;
805 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
806
807 while (enabled) {
808 const int i = u_bit_scan64(&enabled);
809
810 switch (save->attrsz[i]) {
811 case 4:
812 save->attrptr[i][3] = save->current[i][3];
813 case 3:
814 save->attrptr[i][2] = save->current[i][2];
815 case 2:
816 save->attrptr[i][1] = save->current[i][1];
817 case 1:
818 save->attrptr[i][0] = save->current[i][0];
819 break;
820 case 0:
821 unreachable("Unexpected vertex attribute size");
822 }
823 }
824 }
825
826
827 /**
828 * Called when we increase the size of a vertex attribute. For example,
829 * if we've seen one or more glTexCoord2f() calls and now we get a
830 * glTexCoord3f() call.
831 * Flush existing data, set new attrib size, replay copied vertices.
832 */
833 static void
834 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
835 {
836 struct vbo_save_context *save = &vbo_context(ctx)->save;
837 GLuint oldsz;
838 GLuint i;
839 fi_type *tmp;
840
841 /* Store the current run of vertices, and emit a GL_END. Emit a
842 * BEGIN in the new buffer.
843 */
844 if (save->vert_count)
845 wrap_buffers(ctx);
846 else
847 assert(save->copied.nr == 0);
848
849 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
850 * when the attribute already exists in the vertex and is having
851 * its size increased.
852 */
853 copy_to_current(ctx);
854
855 /* Fix up sizes:
856 */
857 oldsz = save->attrsz[attr];
858 save->attrsz[attr] = newsz;
859 save->enabled |= BITFIELD64_BIT(attr);
860
861 save->vertex_size += newsz - oldsz;
862 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
863 save->vertex_size);
864 save->vert_count = 0;
865
866 /* Recalculate all the attrptr[] values:
867 */
868 tmp = save->vertex;
869 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
870 if (save->attrsz[i]) {
871 save->attrptr[i] = tmp;
872 tmp += save->attrsz[i];
873 }
874 else {
875 save->attrptr[i] = NULL; /* will not be dereferenced. */
876 }
877 }
878
879 /* Copy from current to repopulate the vertex with correct values.
880 */
881 copy_from_current(ctx);
882
883 /* Replay stored vertices to translate them to new format here.
884 *
885 * If there are copied vertices and the new (upgraded) attribute
886 * has not been defined before, this list is somewhat degenerate,
887 * and will need fixup at runtime.
888 */
889 if (save->copied.nr) {
890 const fi_type *data = save->copied.buffer;
891 fi_type *dest = save->buffer_map;
892
893 /* Need to note this and fix up at runtime (or loopback):
894 */
895 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
896 assert(oldsz == 0);
897 save->dangling_attr_ref = GL_TRUE;
898 }
899
900 for (i = 0; i < save->copied.nr; i++) {
901 GLbitfield64 enabled = save->enabled;
902 while (enabled) {
903 const int j = u_bit_scan64(&enabled);
904 assert(save->attrsz[j]);
905 if (j == attr) {
906 if (oldsz) {
907 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
908 save->attrtype[j]);
909 data += oldsz;
910 dest += newsz;
911 }
912 else {
913 COPY_SZ_4V(dest, newsz, save->current[attr]);
914 dest += newsz;
915 }
916 }
917 else {
918 GLint sz = save->attrsz[j];
919 COPY_SZ_4V(dest, sz, data);
920 data += sz;
921 dest += sz;
922 }
923 }
924 }
925
926 save->buffer_ptr = dest;
927 save->vert_count += save->copied.nr;
928 }
929 }
930
931
932 /**
933 * This is called when the size of a vertex attribute changes.
934 * For example, after seeing one or more glTexCoord2f() calls we
935 * get a glTexCoord4f() or glTexCoord1f() call.
936 */
937 static void
938 fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
939 {
940 struct vbo_save_context *save = &vbo_context(ctx)->save;
941
942 if (sz > save->attrsz[attr]) {
943 /* New size is larger. Need to flush existing vertices and get
944 * an enlarged vertex format.
945 */
946 upgrade_vertex(ctx, attr, sz);
947 }
948 else if (sz < save->active_sz[attr]) {
949 GLuint i;
950 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
951
952 /* New size is equal or smaller - just need to fill in some
953 * zeros.
954 */
955 for (i = sz; i <= save->attrsz[attr]; i++)
956 save->attrptr[attr][i - 1] = id[i - 1];
957 }
958
959 save->active_sz[attr] = sz;
960 }
961
962
963 /**
964 * Reset the current size of all vertex attributes to the default
965 * value of 0. This signals that we haven't yet seen any per-vertex
966 * commands such as glNormal3f() or glTexCoord2f().
967 */
968 static void
969 reset_vertex(struct gl_context *ctx)
970 {
971 struct vbo_save_context *save = &vbo_context(ctx)->save;
972
973 while (save->enabled) {
974 const int i = u_bit_scan64(&save->enabled);
975 assert(save->attrsz[i]);
976 save->attrsz[i] = 0;
977 save->active_sz[i] = 0;
978 }
979
980 save->vertex_size = 0;
981 }
982
983
984
985 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
986
987
988 /* Only one size for each attribute may be active at once. Eg. if
989 * Color3f is installed/active, then Color4f may not be, even if the
990 * vertex actually contains 4 color coordinates. This is because the
991 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
992 * of the chooser function when switching between Color4f and Color3f.
993 */
994 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
995 do { \
996 struct vbo_save_context *save = &vbo_context(ctx)->save; \
997 \
998 if (save->active_sz[A] != N) \
999 fixup_vertex(ctx, A, N); \
1000 \
1001 { \
1002 C *dest = (C *)save->attrptr[A]; \
1003 if (N>0) dest[0] = V0; \
1004 if (N>1) dest[1] = V1; \
1005 if (N>2) dest[2] = V2; \
1006 if (N>3) dest[3] = V3; \
1007 save->attrtype[A] = T; \
1008 } \
1009 \
1010 if ((A) == 0) { \
1011 GLuint i; \
1012 \
1013 for (i = 0; i < save->vertex_size; i++) \
1014 save->buffer_ptr[i] = save->vertex[i]; \
1015 \
1016 save->buffer_ptr += save->vertex_size; \
1017 \
1018 if (++save->vert_count >= save->max_vert) \
1019 wrap_filled_vertex(ctx); \
1020 } \
1021 } while (0)
1022
1023 #define TAG(x) _save_##x
1024
1025 #include "vbo_attrib_tmp.h"
1026
1027
1028
1029 #define MAT( ATTR, N, face, params ) \
1030 do { \
1031 if (face != GL_BACK) \
1032 MAT_ATTR( ATTR, N, params ); /* front */ \
1033 if (face != GL_FRONT) \
1034 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1035 } while (0)
1036
1037
1038 /**
1039 * Save a glMaterial call found between glBegin/End.
1040 * glMaterial calls outside Begin/End are handled in dlist.c.
1041 */
1042 static void GLAPIENTRY
1043 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1044 {
1045 GET_CURRENT_CONTEXT(ctx);
1046
1047 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1048 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1049 return;
1050 }
1051
1052 switch (pname) {
1053 case GL_EMISSION:
1054 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1055 break;
1056 case GL_AMBIENT:
1057 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1058 break;
1059 case GL_DIFFUSE:
1060 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1061 break;
1062 case GL_SPECULAR:
1063 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1064 break;
1065 case GL_SHININESS:
1066 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1067 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1068 }
1069 else {
1070 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1071 }
1072 break;
1073 case GL_COLOR_INDEXES:
1074 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1075 break;
1076 case GL_AMBIENT_AND_DIFFUSE:
1077 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1078 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1079 break;
1080 default:
1081 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1082 return;
1083 }
1084 }
1085
1086
1087 /* Cope with EvalCoord/CallList called within a begin/end object:
1088 * -- Flush current buffer
1089 * -- Fallback to opcodes for the rest of the begin/end object.
1090 */
1091 static void
1092 dlist_fallback(struct gl_context *ctx)
1093 {
1094 struct vbo_save_context *save = &vbo_context(ctx)->save;
1095
1096 if (save->vert_count || save->prim_count) {
1097 if (save->prim_count > 0) {
1098 /* Close off in-progress primitive. */
1099 GLint i = save->prim_count - 1;
1100 save->prims[i].count = save->vert_count - save->prims[i].start;
1101 }
1102
1103 /* Need to replay this display list with loopback,
1104 * unfortunately, otherwise this primitive won't be handled
1105 * properly:
1106 */
1107 save->dangling_attr_ref = GL_TRUE;
1108
1109 compile_vertex_list(ctx);
1110 }
1111
1112 copy_to_current(ctx);
1113 reset_vertex(ctx);
1114 reset_counters(ctx);
1115 if (save->out_of_memory) {
1116 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1117 }
1118 else {
1119 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1120 }
1121 ctx->Driver.SaveNeedFlush = GL_FALSE;
1122 }
1123
1124
1125 static void GLAPIENTRY
1126 _save_EvalCoord1f(GLfloat u)
1127 {
1128 GET_CURRENT_CONTEXT(ctx);
1129 dlist_fallback(ctx);
1130 CALL_EvalCoord1f(ctx->Save, (u));
1131 }
1132
1133 static void GLAPIENTRY
1134 _save_EvalCoord1fv(const GLfloat * v)
1135 {
1136 GET_CURRENT_CONTEXT(ctx);
1137 dlist_fallback(ctx);
1138 CALL_EvalCoord1fv(ctx->Save, (v));
1139 }
1140
1141 static void GLAPIENTRY
1142 _save_EvalCoord2f(GLfloat u, GLfloat v)
1143 {
1144 GET_CURRENT_CONTEXT(ctx);
1145 dlist_fallback(ctx);
1146 CALL_EvalCoord2f(ctx->Save, (u, v));
1147 }
1148
1149 static void GLAPIENTRY
1150 _save_EvalCoord2fv(const GLfloat * v)
1151 {
1152 GET_CURRENT_CONTEXT(ctx);
1153 dlist_fallback(ctx);
1154 CALL_EvalCoord2fv(ctx->Save, (v));
1155 }
1156
1157 static void GLAPIENTRY
1158 _save_EvalPoint1(GLint i)
1159 {
1160 GET_CURRENT_CONTEXT(ctx);
1161 dlist_fallback(ctx);
1162 CALL_EvalPoint1(ctx->Save, (i));
1163 }
1164
1165 static void GLAPIENTRY
1166 _save_EvalPoint2(GLint i, GLint j)
1167 {
1168 GET_CURRENT_CONTEXT(ctx);
1169 dlist_fallback(ctx);
1170 CALL_EvalPoint2(ctx->Save, (i, j));
1171 }
1172
1173 static void GLAPIENTRY
1174 _save_CallList(GLuint l)
1175 {
1176 GET_CURRENT_CONTEXT(ctx);
1177 dlist_fallback(ctx);
1178 CALL_CallList(ctx->Save, (l));
1179 }
1180
1181 static void GLAPIENTRY
1182 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1183 {
1184 GET_CURRENT_CONTEXT(ctx);
1185 dlist_fallback(ctx);
1186 CALL_CallLists(ctx->Save, (n, type, v));
1187 }
1188
1189
1190
1191 /**
1192 * Called when a glBegin is getting compiled into a display list.
1193 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1194 */
1195 void
1196 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
1197 {
1198 struct vbo_save_context *save = &vbo_context(ctx)->save;
1199 const GLuint i = save->prim_count++;
1200
1201 assert(i < save->prim_max);
1202 save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1203 save->prims[i].begin = 1;
1204 save->prims[i].end = 0;
1205 save->prims[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
1206 save->prims[i].no_current_update =
1207 (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
1208 save->prims[i].pad = 0;
1209 save->prims[i].start = save->vert_count;
1210 save->prims[i].count = 0;
1211 save->prims[i].num_instances = 1;
1212 save->prims[i].base_instance = 0;
1213 save->prims[i].is_indirect = 0;
1214
1215 if (save->out_of_memory) {
1216 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1217 }
1218 else {
1219 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1220 }
1221
1222 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1223 ctx->Driver.SaveNeedFlush = GL_TRUE;
1224 }
1225
1226
1227 static void GLAPIENTRY
1228 _save_End(void)
1229 {
1230 GET_CURRENT_CONTEXT(ctx);
1231 struct vbo_save_context *save = &vbo_context(ctx)->save;
1232 const GLint i = save->prim_count - 1;
1233
1234 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1235 save->prims[i].end = 1;
1236 save->prims[i].count = (save->vert_count - save->prims[i].start);
1237
1238 if (i == (GLint) save->prim_max - 1) {
1239 compile_vertex_list(ctx);
1240 assert(save->copied.nr == 0);
1241 }
1242
1243 /* Swap out this vertex format while outside begin/end. Any color,
1244 * etc. received between here and the next begin will be compiled
1245 * as opcodes.
1246 */
1247 if (save->out_of_memory) {
1248 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1249 }
1250 else {
1251 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1252 }
1253 }
1254
1255
1256 static void GLAPIENTRY
1257 _save_Begin(GLenum mode)
1258 {
1259 GET_CURRENT_CONTEXT(ctx);
1260 (void) mode;
1261 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1262 }
1263
1264
1265 static void GLAPIENTRY
1266 _save_PrimitiveRestartNV(void)
1267 {
1268 GET_CURRENT_CONTEXT(ctx);
1269 struct vbo_save_context *save = &vbo_context(ctx)->save;
1270
1271 if (save->prim_count == 0) {
1272 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1273 * is an error.
1274 */
1275 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1276 "glPrimitiveRestartNV called outside glBegin/End");
1277 } else {
1278 /* get current primitive mode */
1279 GLenum curPrim = save->prims[save->prim_count - 1].mode;
1280
1281 /* restart primitive */
1282 CALL_End(GET_DISPATCH(), ());
1283 vbo_save_NotifyBegin(ctx, curPrim);
1284 }
1285 }
1286
1287
1288 /* Unlike the functions above, these are to be hooked into the vtxfmt
1289 * maintained in ctx->ListState, active when the list is known or
1290 * suspected to be outside any begin/end primitive.
1291 * Note: OBE = Outside Begin/End
1292 */
1293 static void GLAPIENTRY
1294 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1295 {
1296 GET_CURRENT_CONTEXT(ctx);
1297 vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
1298 CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
1299 CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
1300 CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
1301 CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
1302 CALL_End(GET_DISPATCH(), ());
1303 }
1304
1305
1306 static void GLAPIENTRY
1307 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1308 {
1309 GET_CURRENT_CONTEXT(ctx);
1310 struct vbo_save_context *save = &vbo_context(ctx)->save;
1311 GLint i;
1312
1313 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1314 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1315 return;
1316 }
1317 if (count < 0) {
1318 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1319 return;
1320 }
1321
1322 if (save->out_of_memory)
1323 return;
1324
1325 /* Make sure to process any VBO binding changes */
1326 _mesa_update_state(ctx);
1327
1328 _ae_map_vbos(ctx);
1329
1330 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
1331 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1332
1333 for (i = 0; i < count; i++)
1334 CALL_ArrayElement(GET_DISPATCH(), (start + i));
1335 CALL_End(GET_DISPATCH(), ());
1336
1337 _ae_unmap_vbos(ctx);
1338 }
1339
1340
1341 static void GLAPIENTRY
1342 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1343 const GLsizei *count, GLsizei primcount)
1344 {
1345 GET_CURRENT_CONTEXT(ctx);
1346 GLint i;
1347
1348 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1349 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1350 return;
1351 }
1352
1353 if (primcount < 0) {
1354 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1355 "glMultiDrawArrays(primcount<0)");
1356 return;
1357 }
1358
1359 for (i = 0; i < primcount; i++) {
1360 if (count[i] < 0) {
1361 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1362 "glMultiDrawArrays(count[i]<0)");
1363 return;
1364 }
1365 }
1366
1367 for (i = 0; i < primcount; i++) {
1368 if (count[i] > 0) {
1369 _save_OBE_DrawArrays(mode, first[i], count[i]);
1370 }
1371 }
1372 }
1373
1374
1375 /* Could do better by copying the arrays and element list intact and
1376 * then emitting an indexed prim at runtime.
1377 */
1378 static void GLAPIENTRY
1379 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1380 const GLvoid * indices, GLint basevertex)
1381 {
1382 GET_CURRENT_CONTEXT(ctx);
1383 struct vbo_save_context *save = &vbo_context(ctx)->save;
1384 struct gl_buffer_object *indexbuf = ctx->Array.VAO->IndexBufferObj;
1385 GLint i;
1386
1387 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1388 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1389 return;
1390 }
1391 if (count < 0) {
1392 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1393 return;
1394 }
1395 if (type != GL_UNSIGNED_BYTE &&
1396 type != GL_UNSIGNED_SHORT &&
1397 type != GL_UNSIGNED_INT) {
1398 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1399 return;
1400 }
1401
1402 if (save->out_of_memory)
1403 return;
1404
1405 /* Make sure to process any VBO binding changes */
1406 _mesa_update_state(ctx);
1407
1408 _ae_map_vbos(ctx);
1409
1410 if (_mesa_is_bufferobj(indexbuf))
1411 indices =
1412 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1413
1414 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
1415 VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1416
1417 switch (type) {
1418 case GL_UNSIGNED_BYTE:
1419 for (i = 0; i < count; i++)
1420 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLubyte *) indices)[i]));
1421 break;
1422 case GL_UNSIGNED_SHORT:
1423 for (i = 0; i < count; i++)
1424 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLushort *) indices)[i]));
1425 break;
1426 case GL_UNSIGNED_INT:
1427 for (i = 0; i < count; i++)
1428 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLuint *) indices)[i]));
1429 break;
1430 default:
1431 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1432 break;
1433 }
1434
1435 CALL_End(GET_DISPATCH(), ());
1436
1437 _ae_unmap_vbos(ctx);
1438 }
1439
1440 static void GLAPIENTRY
1441 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1442 const GLvoid * indices)
1443 {
1444 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1445 }
1446
1447
1448 static void GLAPIENTRY
1449 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1450 GLsizei count, GLenum type,
1451 const GLvoid * indices)
1452 {
1453 GET_CURRENT_CONTEXT(ctx);
1454 struct vbo_save_context *save = &vbo_context(ctx)->save;
1455
1456 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1457 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1458 return;
1459 }
1460 if (count < 0) {
1461 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1462 "glDrawRangeElements(count<0)");
1463 return;
1464 }
1465 if (type != GL_UNSIGNED_BYTE &&
1466 type != GL_UNSIGNED_SHORT &&
1467 type != GL_UNSIGNED_INT) {
1468 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1469 return;
1470 }
1471 if (end < start) {
1472 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1473 "glDrawRangeElements(end < start)");
1474 return;
1475 }
1476
1477 if (save->out_of_memory)
1478 return;
1479
1480 _save_OBE_DrawElements(mode, count, type, indices);
1481 }
1482
1483
1484 static void GLAPIENTRY
1485 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1486 const GLvoid * const *indices, GLsizei primcount)
1487 {
1488 GLsizei i;
1489
1490 for (i = 0; i < primcount; i++) {
1491 if (count[i] > 0) {
1492 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1493 }
1494 }
1495 }
1496
1497
1498 static void GLAPIENTRY
1499 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1500 GLenum type,
1501 const GLvoid * const *indices,
1502 GLsizei primcount,
1503 const GLint *basevertex)
1504 {
1505 GLsizei i;
1506
1507 for (i = 0; i < primcount; i++) {
1508 if (count[i] > 0) {
1509 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1510 indices[i],
1511 basevertex[i]));
1512 }
1513 }
1514 }
1515
1516
1517 static void
1518 vtxfmt_init(struct gl_context *ctx)
1519 {
1520 struct vbo_save_context *save = &vbo_context(ctx)->save;
1521 GLvertexformat *vfmt = &save->vtxfmt;
1522
1523 vfmt->ArrayElement = _ae_ArrayElement;
1524
1525 vfmt->Color3f = _save_Color3f;
1526 vfmt->Color3fv = _save_Color3fv;
1527 vfmt->Color4f = _save_Color4f;
1528 vfmt->Color4fv = _save_Color4fv;
1529 vfmt->EdgeFlag = _save_EdgeFlag;
1530 vfmt->End = _save_End;
1531 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
1532 vfmt->FogCoordfEXT = _save_FogCoordfEXT;
1533 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
1534 vfmt->Indexf = _save_Indexf;
1535 vfmt->Indexfv = _save_Indexfv;
1536 vfmt->Materialfv = _save_Materialfv;
1537 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
1538 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
1539 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
1540 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
1541 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
1542 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
1543 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
1544 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
1545 vfmt->Normal3f = _save_Normal3f;
1546 vfmt->Normal3fv = _save_Normal3fv;
1547 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
1548 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
1549 vfmt->TexCoord1f = _save_TexCoord1f;
1550 vfmt->TexCoord1fv = _save_TexCoord1fv;
1551 vfmt->TexCoord2f = _save_TexCoord2f;
1552 vfmt->TexCoord2fv = _save_TexCoord2fv;
1553 vfmt->TexCoord3f = _save_TexCoord3f;
1554 vfmt->TexCoord3fv = _save_TexCoord3fv;
1555 vfmt->TexCoord4f = _save_TexCoord4f;
1556 vfmt->TexCoord4fv = _save_TexCoord4fv;
1557 vfmt->Vertex2f = _save_Vertex2f;
1558 vfmt->Vertex2fv = _save_Vertex2fv;
1559 vfmt->Vertex3f = _save_Vertex3f;
1560 vfmt->Vertex3fv = _save_Vertex3fv;
1561 vfmt->Vertex4f = _save_Vertex4f;
1562 vfmt->Vertex4fv = _save_Vertex4fv;
1563 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
1564 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
1565 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
1566 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
1567 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
1568 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
1569 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
1570 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
1571
1572 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
1573 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
1574 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
1575 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
1576 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
1577 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
1578 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
1579 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
1580
1581 /* integer-valued */
1582 vfmt->VertexAttribI1i = _save_VertexAttribI1i;
1583 vfmt->VertexAttribI2i = _save_VertexAttribI2i;
1584 vfmt->VertexAttribI3i = _save_VertexAttribI3i;
1585 vfmt->VertexAttribI4i = _save_VertexAttribI4i;
1586 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
1587 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
1588 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
1589
1590 /* unsigned integer-valued */
1591 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
1592 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
1593 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
1594 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
1595 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
1596 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
1597 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
1598
1599 vfmt->VertexP2ui = _save_VertexP2ui;
1600 vfmt->VertexP3ui = _save_VertexP3ui;
1601 vfmt->VertexP4ui = _save_VertexP4ui;
1602 vfmt->VertexP2uiv = _save_VertexP2uiv;
1603 vfmt->VertexP3uiv = _save_VertexP3uiv;
1604 vfmt->VertexP4uiv = _save_VertexP4uiv;
1605
1606 vfmt->TexCoordP1ui = _save_TexCoordP1ui;
1607 vfmt->TexCoordP2ui = _save_TexCoordP2ui;
1608 vfmt->TexCoordP3ui = _save_TexCoordP3ui;
1609 vfmt->TexCoordP4ui = _save_TexCoordP4ui;
1610 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv;
1611 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv;
1612 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv;
1613 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv;
1614
1615 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui;
1616 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui;
1617 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui;
1618 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui;
1619 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv;
1620 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv;
1621 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv;
1622 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv;
1623
1624 vfmt->NormalP3ui = _save_NormalP3ui;
1625 vfmt->NormalP3uiv = _save_NormalP3uiv;
1626
1627 vfmt->ColorP3ui = _save_ColorP3ui;
1628 vfmt->ColorP4ui = _save_ColorP4ui;
1629 vfmt->ColorP3uiv = _save_ColorP3uiv;
1630 vfmt->ColorP4uiv = _save_ColorP4uiv;
1631
1632 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
1633 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
1634
1635 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
1636 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
1637 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
1638 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
1639
1640 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
1641 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
1642 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
1643 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
1644
1645 vfmt->VertexAttribL1d = _save_VertexAttribL1d;
1646 vfmt->VertexAttribL2d = _save_VertexAttribL2d;
1647 vfmt->VertexAttribL3d = _save_VertexAttribL3d;
1648 vfmt->VertexAttribL4d = _save_VertexAttribL4d;
1649
1650 vfmt->VertexAttribL1dv = _save_VertexAttribL1dv;
1651 vfmt->VertexAttribL2dv = _save_VertexAttribL2dv;
1652 vfmt->VertexAttribL3dv = _save_VertexAttribL3dv;
1653 vfmt->VertexAttribL4dv = _save_VertexAttribL4dv;
1654
1655 vfmt->VertexAttribL1ui64ARB = _save_VertexAttribL1ui64ARB;
1656 vfmt->VertexAttribL1ui64vARB = _save_VertexAttribL1ui64vARB;
1657
1658 /* This will all require us to fallback to saving the list as opcodes:
1659 */
1660 vfmt->CallList = _save_CallList;
1661 vfmt->CallLists = _save_CallLists;
1662
1663 vfmt->EvalCoord1f = _save_EvalCoord1f;
1664 vfmt->EvalCoord1fv = _save_EvalCoord1fv;
1665 vfmt->EvalCoord2f = _save_EvalCoord2f;
1666 vfmt->EvalCoord2fv = _save_EvalCoord2fv;
1667 vfmt->EvalPoint1 = _save_EvalPoint1;
1668 vfmt->EvalPoint2 = _save_EvalPoint2;
1669
1670 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1671 * only used when we're inside a glBegin/End pair.
1672 */
1673 vfmt->Begin = _save_Begin;
1674 }
1675
1676
1677 /**
1678 * Initialize the dispatch table with the VBO functions for display
1679 * list compilation.
1680 */
1681 void
1682 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1683 struct _glapi_table *exec)
1684 {
1685 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1686 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1687 SET_DrawElements(exec, _save_OBE_DrawElements);
1688 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1689 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1690 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1691 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1692 SET_Rectf(exec, _save_OBE_Rectf);
1693 /* Note: other glDraw functins aren't compiled into display lists */
1694 }
1695
1696
1697
1698 void
1699 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1700 {
1701 struct vbo_save_context *save = &vbo_context(ctx)->save;
1702
1703 /* Noop when we are actually active:
1704 */
1705 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1706 return;
1707
1708 if (save->vert_count || save->prim_count)
1709 compile_vertex_list(ctx);
1710
1711 copy_to_current(ctx);
1712 reset_vertex(ctx);
1713 reset_counters(ctx);
1714 ctx->Driver.SaveNeedFlush = GL_FALSE;
1715 }
1716
1717
1718 /**
1719 * Called from glNewList when we're starting to compile a display list.
1720 */
1721 void
1722 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1723 {
1724 struct vbo_save_context *save = &vbo_context(ctx)->save;
1725
1726 (void) list;
1727 (void) mode;
1728
1729 if (!save->prim_store)
1730 save->prim_store = alloc_prim_store();
1731
1732 if (!save->vertex_store)
1733 save->vertex_store = alloc_vertex_store(ctx);
1734
1735 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1736
1737 reset_vertex(ctx);
1738 reset_counters(ctx);
1739 ctx->Driver.SaveNeedFlush = GL_FALSE;
1740 }
1741
1742
1743 /**
1744 * Called from glEndList when we're finished compiling a display list.
1745 */
1746 void
1747 vbo_save_EndList(struct gl_context *ctx)
1748 {
1749 struct vbo_save_context *save = &vbo_context(ctx)->save;
1750
1751 /* EndList called inside a (saved) Begin/End pair?
1752 */
1753 if (_mesa_inside_dlist_begin_end(ctx)) {
1754 if (save->prim_count > 0) {
1755 GLint i = save->prim_count - 1;
1756 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1757 save->prims[i].end = 0;
1758 save->prims[i].count = save->vert_count - save->prims[i].start;
1759 }
1760
1761 /* Make sure this vertex list gets replayed by the "loopback"
1762 * mechanism:
1763 */
1764 save->dangling_attr_ref = GL_TRUE;
1765 vbo_save_SaveFlushVertices(ctx);
1766
1767 /* Swap out this vertex format while outside begin/end. Any color,
1768 * etc. received between here and the next begin will be compiled
1769 * as opcodes.
1770 */
1771 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1772 }
1773
1774 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1775
1776 assert(save->vertex_size == 0);
1777 }
1778
1779
1780 /**
1781 * Called from the display list code when we're about to execute a
1782 * display list.
1783 */
1784 void
1785 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1786 {
1787 struct vbo_save_context *save = &vbo_context(ctx)->save;
1788 save->replay_flags |= dlist->Flags;
1789 }
1790
1791
1792 /**
1793 * Called from the display list code when we're finished executing a
1794 * display list.
1795 */
1796 void
1797 vbo_save_EndCallList(struct gl_context *ctx)
1798 {
1799 struct vbo_save_context *save = &vbo_context(ctx)->save;
1800
1801 if (ctx->ListState.CallDepth == 1) {
1802 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1803 * flag, if it is set:
1804 */
1805 save->replay_flags &= VBO_SAVE_FALLBACK;
1806 }
1807 }
1808
1809
1810 /**
1811 * Called by display list code when a display list is being deleted.
1812 */
1813 static void
1814 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1815 {
1816 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1817
1818 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
1819 _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
1820
1821 if (--node->prim_store->refcount == 0)
1822 free(node->prim_store);
1823
1824 free(node->current_data);
1825 node->current_data = NULL;
1826 }
1827
1828
1829 static void
1830 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1831 {
1832 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1833 GLuint i;
1834 struct gl_buffer_object *buffer = node->VAO[0]->BufferBinding[0].BufferObj;
1835 const GLuint vertex_size = _vbo_save_get_stride(node)/sizeof(GLfloat);
1836 (void) ctx;
1837
1838 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1839 "buffer %p\n",
1840 node->vertex_count, node->prim_count, vertex_size,
1841 buffer);
1842
1843 for (i = 0; i < node->prim_count; i++) {
1844 struct _mesa_prim *prim = &node->prims[i];
1845 fprintf(f, " prim %d: %s%s %d..%d %s %s\n",
1846 i,
1847 _mesa_lookup_prim_by_nr(prim->mode),
1848 prim->weak ? " (weak)" : "",
1849 prim->start,
1850 prim->start + prim->count,
1851 (prim->begin) ? "BEGIN" : "(wrap)",
1852 (prim->end) ? "END" : "(wrap)");
1853 }
1854 }
1855
1856
1857 /**
1858 * Called during context creation/init.
1859 */
1860 static void
1861 current_init(struct gl_context *ctx)
1862 {
1863 struct vbo_save_context *save = &vbo_context(ctx)->save;
1864 GLint i;
1865
1866 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1867 const GLuint j = i - VBO_ATTRIB_POS;
1868 assert(j < VERT_ATTRIB_MAX);
1869 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1870 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
1871 }
1872
1873 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1874 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1875 assert(j < MAT_ATTRIB_MAX);
1876 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1877 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
1878 }
1879 }
1880
1881
1882 /**
1883 * Initialize the display list compiler. Called during context creation.
1884 */
1885 void
1886 vbo_save_api_init(struct vbo_save_context *save)
1887 {
1888 struct gl_context *ctx = save->ctx;
1889
1890 save->opcode_vertex_list =
1891 _mesa_dlist_alloc_opcode(ctx,
1892 sizeof(struct vbo_save_vertex_list),
1893 vbo_save_playback_vertex_list,
1894 vbo_destroy_vertex_list,
1895 vbo_print_vertex_list);
1896
1897 vtxfmt_init(ctx);
1898 current_init(ctx);
1899 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
1900 }