vbo: access VBO memory more efficiently when building display lists
[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_validate.h"
78 #include "main/api_arrayelt.h"
79 #include "main/vtxfmt.h"
80 #include "main/dispatch.h"
81
82 #include "vbo_context.h"
83 #include "vbo_noop.h"
84
85
86 #ifdef ERROR
87 #undef ERROR
88 #endif
89
90
91 /* An interesting VBO number/name to help with debugging */
92 #define VBO_BUF_ID 12345
93
94
95 /*
96 * NOTE: Old 'parity' issue is gone, but copying can still be
97 * wrong-footed on replay.
98 */
99 static GLuint
100 _save_copy_vertices(struct gl_context *ctx,
101 const struct vbo_save_vertex_list *node,
102 const GLfloat * src_buffer)
103 {
104 struct vbo_save_context *save = &vbo_context(ctx)->save;
105 const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
106 GLuint nr = prim->count;
107 GLuint sz = save->vertex_size;
108 const GLfloat *src = src_buffer + prim->start * sz;
109 GLfloat *dst = save->copied.buffer;
110 GLuint ovf, i;
111
112 if (prim->end)
113 return 0;
114
115 switch (prim->mode) {
116 case GL_POINTS:
117 return 0;
118 case GL_LINES:
119 ovf = nr & 1;
120 for (i = 0; i < ovf; i++)
121 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
122 sz * sizeof(GLfloat));
123 return i;
124 case GL_TRIANGLES:
125 ovf = nr % 3;
126 for (i = 0; i < ovf; i++)
127 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
128 sz * sizeof(GLfloat));
129 return i;
130 case GL_QUADS:
131 ovf = nr & 3;
132 for (i = 0; i < ovf; i++)
133 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
134 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 }
152 else {
153 memcpy(dst, src + 0, sz * sizeof(GLfloat));
154 memcpy(dst + sz, src + (nr - 1) * sz, sz * sizeof(GLfloat));
155 return 2;
156 }
157 case GL_TRIANGLE_STRIP:
158 case GL_QUAD_STRIP:
159 switch (nr) {
160 case 0:
161 ovf = 0;
162 break;
163 case 1:
164 ovf = 1;
165 break;
166 default:
167 ovf = 2 + (nr & 1);
168 break;
169 }
170 for (i = 0; i < ovf; i++)
171 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
172 sz * sizeof(GLfloat));
173 return i;
174 default:
175 assert(0);
176 return 0;
177 }
178 }
179
180
181 static struct vbo_save_vertex_store *
182 alloc_vertex_store(struct gl_context *ctx)
183 {
184 struct vbo_save_context *save = &vbo_context(ctx)->save;
185 struct vbo_save_vertex_store *vertex_store =
186 CALLOC_STRUCT(vbo_save_vertex_store);
187
188 /* obj->Name needs to be non-zero, but won't ever be examined more
189 * closely than that. In particular these buffers won't be entered
190 * into the hash and can never be confused with ones visible to the
191 * user. Perhaps there could be a special number for internal
192 * buffers:
193 */
194 vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx,
195 VBO_BUF_ID,
196 GL_ARRAY_BUFFER_ARB);
197 if (vertex_store->bufferobj) {
198 save->out_of_memory =
199 !ctx->Driver.BufferData(ctx,
200 GL_ARRAY_BUFFER_ARB,
201 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
202 NULL, GL_STATIC_DRAW_ARB,
203 vertex_store->bufferobj);
204 }
205 else {
206 save->out_of_memory = GL_TRUE;
207 }
208
209 if (save->out_of_memory) {
210 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation");
211 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
212 }
213
214 vertex_store->buffer = NULL;
215 vertex_store->used = 0;
216 vertex_store->refcount = 1;
217
218 return vertex_store;
219 }
220
221
222 static void
223 free_vertex_store(struct gl_context *ctx,
224 struct vbo_save_vertex_store *vertex_store)
225 {
226 assert(!vertex_store->buffer);
227
228 if (vertex_store->bufferobj) {
229 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
230 }
231
232 free(vertex_store);
233 }
234
235
236 GLfloat *
237 vbo_save_map_vertex_store(struct gl_context *ctx,
238 struct vbo_save_vertex_store *vertex_store)
239 {
240 const GLbitfield access = (GL_MAP_WRITE_BIT |
241 GL_MAP_INVALIDATE_RANGE_BIT |
242 GL_MAP_UNSYNCHRONIZED_BIT |
243 GL_MAP_FLUSH_EXPLICIT_BIT);
244
245 assert(vertex_store->bufferobj);
246 assert(!vertex_store->buffer); /* the buffer should not be mapped */
247
248 if (vertex_store->bufferobj->Size > 0) {
249 /* Map the remaining free space in the VBO */
250 GLintptr offset = vertex_store->used * sizeof(GLfloat);
251 GLsizeiptr size = vertex_store->bufferobj->Size - offset;
252 GLfloat *range = (GLfloat *)
253 ctx->Driver.MapBufferRange(ctx, offset, size, access,
254 vertex_store->bufferobj);
255 if (range) {
256 /* compute address of start of whole buffer (needed elsewhere) */
257 vertex_store->buffer = range - vertex_store->used;
258 assert(vertex_store->buffer);
259 return range;
260 }
261 else {
262 vertex_store->buffer = NULL;
263 return NULL;
264 }
265 }
266 else {
267 /* probably ran out of memory for buffers */
268 return NULL;
269 }
270 }
271
272
273 void
274 vbo_save_unmap_vertex_store(struct gl_context *ctx,
275 struct vbo_save_vertex_store *vertex_store)
276 {
277 if (vertex_store->bufferobj->Size > 0) {
278 GLintptr offset = 0;
279 GLsizeiptr length = vertex_store->used * sizeof(GLfloat)
280 - vertex_store->bufferobj->Offset;
281
282 /* Explicitly flush the region we wrote to */
283 ctx->Driver.FlushMappedBufferRange(ctx, offset, length,
284 vertex_store->bufferobj);
285
286 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj);
287 }
288 vertex_store->buffer = NULL;
289 }
290
291
292 static struct vbo_save_primitive_store *
293 alloc_prim_store(struct gl_context *ctx)
294 {
295 struct vbo_save_primitive_store *store =
296 CALLOC_STRUCT(vbo_save_primitive_store);
297 (void) ctx;
298 store->used = 0;
299 store->refcount = 1;
300 return store;
301 }
302
303
304 static void
305 _save_reset_counters(struct gl_context *ctx)
306 {
307 struct vbo_save_context *save = &vbo_context(ctx)->save;
308
309 save->prim = save->prim_store->buffer + save->prim_store->used;
310 save->buffer = save->vertex_store->buffer + save->vertex_store->used;
311
312 assert(save->buffer == save->buffer_ptr);
313
314 if (save->vertex_size)
315 save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
316 save->vertex_size;
317 else
318 save->max_vert = 0;
319
320 save->vert_count = 0;
321 save->prim_count = 0;
322 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
323 save->dangling_attr_ref = GL_FALSE;
324 }
325
326 /**
327 * For a list of prims, try merging prims that can just be extensions of the
328 * previous prim.
329 */
330 static void
331 merge_prims(struct gl_context *ctx,
332 struct _mesa_prim *prim_list,
333 GLuint *prim_count)
334 {
335 GLuint i;
336 struct _mesa_prim *prev_prim = prim_list;
337
338 for (i = 1; i < *prim_count; i++) {
339 struct _mesa_prim *this_prim = prim_list + i;
340
341 vbo_try_prim_conversion(this_prim);
342
343 if (vbo_can_merge_prims(prev_prim, this_prim)) {
344 /* We've found a prim that just extend the previous one. Tack it
345 * onto the previous one, and let this primitive struct get dropped.
346 */
347 vbo_merge_prims(prev_prim, this_prim);
348 continue;
349 }
350
351 /* If any previous primitives have been dropped, then we need to copy
352 * this later one into the next available slot.
353 */
354 prev_prim++;
355 if (prev_prim != this_prim)
356 *prev_prim = *this_prim;
357 }
358
359 *prim_count = prev_prim - prim_list + 1;
360 }
361
362 /**
363 * Insert the active immediate struct onto the display list currently
364 * being built.
365 */
366 static void
367 _save_compile_vertex_list(struct gl_context *ctx)
368 {
369 struct vbo_save_context *save = &vbo_context(ctx)->save;
370 struct vbo_save_vertex_list *node;
371
372 /* Allocate space for this structure in the display list currently
373 * being compiled.
374 */
375 node = (struct vbo_save_vertex_list *)
376 _mesa_dlist_alloc(ctx, save->opcode_vertex_list, sizeof(*node));
377
378 if (!node)
379 return;
380
381 /* Duplicate our template, increment refcounts to the storage structs:
382 */
383 memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz));
384 memcpy(node->attrtype, save->attrtype, sizeof(node->attrtype));
385 node->vertex_size = save->vertex_size;
386 node->buffer_offset =
387 (save->buffer - save->vertex_store->buffer) * sizeof(GLfloat);
388 node->count = save->vert_count;
389 node->wrap_count = save->copied.nr;
390 node->dangling_attr_ref = save->dangling_attr_ref;
391 node->prim = save->prim;
392 node->prim_count = save->prim_count;
393 node->vertex_store = save->vertex_store;
394 node->prim_store = save->prim_store;
395
396 node->vertex_store->refcount++;
397 node->prim_store->refcount++;
398
399 if (node->prim[0].no_current_update) {
400 node->current_size = 0;
401 node->current_data = NULL;
402 }
403 else {
404 node->current_size = node->vertex_size - node->attrsz[0];
405 node->current_data = NULL;
406
407 if (node->current_size) {
408 /* If the malloc fails, we just pull the data out of the VBO
409 * later instead.
410 */
411 node->current_data = malloc(node->current_size * sizeof(GLfloat));
412 if (node->current_data) {
413 const char *buffer = (const char *) save->vertex_store->buffer;
414 unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
415 unsigned vertex_offset = 0;
416
417 if (node->count)
418 vertex_offset =
419 (node->count - 1) * node->vertex_size * sizeof(GLfloat);
420
421 memcpy(node->current_data,
422 buffer + node->buffer_offset + vertex_offset + attr_offset,
423 node->current_size * sizeof(GLfloat));
424 }
425 }
426 }
427
428 assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->count == 0);
429
430 if (save->dangling_attr_ref)
431 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
432
433 save->vertex_store->used += save->vertex_size * node->count;
434 save->prim_store->used += node->prim_count;
435
436 /* Copy duplicated vertices
437 */
438 save->copied.nr = _save_copy_vertices(ctx, node, save->buffer);
439
440 merge_prims(ctx, node->prim, &node->prim_count);
441
442 /* Deal with GL_COMPILE_AND_EXECUTE:
443 */
444 if (ctx->ExecuteFlag) {
445 struct _glapi_table *dispatch = GET_DISPATCH();
446
447 _glapi_set_dispatch(ctx->Exec);
448
449 vbo_loopback_vertex_list(ctx,
450 (const GLfloat *) ((const char *) save->
451 vertex_store->buffer +
452 node->buffer_offset),
453 node->attrsz, node->prim, node->prim_count,
454 node->wrap_count, node->vertex_size);
455
456 _glapi_set_dispatch(dispatch);
457 }
458
459 /* Decide whether the storage structs are full, or can be used for
460 * the next vertex lists as well.
461 */
462 if (save->vertex_store->used >
463 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
464
465 /* Unmap old store:
466 */
467 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
468
469 /* Release old reference:
470 */
471 save->vertex_store->refcount--;
472 assert(save->vertex_store->refcount != 0);
473 save->vertex_store = NULL;
474
475 /* Allocate and map new store:
476 */
477 save->vertex_store = alloc_vertex_store(ctx);
478 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
479 save->out_of_memory = save->buffer_ptr == NULL;
480 }
481
482 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
483 save->prim_store->refcount--;
484 assert(save->prim_store->refcount != 0);
485 save->prim_store = alloc_prim_store(ctx);
486 }
487
488 /* Reset our structures for the next run of vertices:
489 */
490 _save_reset_counters(ctx);
491 }
492
493
494 /**
495 * This is called when we fill a vertex buffer before we hit a glEnd().
496 * We
497 * TODO -- If no new vertices have been stored, don't bother saving it.
498 */
499 static void
500 _save_wrap_buffers(struct gl_context *ctx)
501 {
502 struct vbo_save_context *save = &vbo_context(ctx)->save;
503 GLint i = save->prim_count - 1;
504 GLenum mode;
505 GLboolean weak;
506 GLboolean no_current_update;
507
508 assert(i < (GLint) save->prim_max);
509 assert(i >= 0);
510
511 /* Close off in-progress primitive.
512 */
513 save->prim[i].count = (save->vert_count - save->prim[i].start);
514 mode = save->prim[i].mode;
515 weak = save->prim[i].weak;
516 no_current_update = save->prim[i].no_current_update;
517
518 /* store the copied vertices, and allocate a new list.
519 */
520 _save_compile_vertex_list(ctx);
521
522 /* Restart interrupted primitive
523 */
524 save->prim[0].mode = mode;
525 save->prim[0].weak = weak;
526 save->prim[0].no_current_update = no_current_update;
527 save->prim[0].begin = 0;
528 save->prim[0].end = 0;
529 save->prim[0].pad = 0;
530 save->prim[0].start = 0;
531 save->prim[0].count = 0;
532 save->prim[0].num_instances = 1;
533 save->prim[0].base_instance = 0;
534 save->prim_count = 1;
535 }
536
537
538 /**
539 * Called only when buffers are wrapped as the result of filling the
540 * vertex_store struct.
541 */
542 static void
543 _save_wrap_filled_vertex(struct gl_context *ctx)
544 {
545 struct vbo_save_context *save = &vbo_context(ctx)->save;
546 GLfloat *data = save->copied.buffer;
547 GLuint i;
548
549 /* Emit a glEnd to close off the last vertex list.
550 */
551 _save_wrap_buffers(ctx);
552
553 /* Copy stored stored vertices to start of new list.
554 */
555 assert(save->max_vert - save->vert_count > save->copied.nr);
556
557 for (i = 0; i < save->copied.nr; i++) {
558 memcpy(save->buffer_ptr, data, save->vertex_size * sizeof(GLfloat));
559 data += save->vertex_size;
560 save->buffer_ptr += save->vertex_size;
561 save->vert_count++;
562 }
563 }
564
565
566 static void
567 _save_copy_to_current(struct gl_context *ctx)
568 {
569 struct vbo_save_context *save = &vbo_context(ctx)->save;
570 GLuint i;
571
572 for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
573 if (save->attrsz[i]) {
574 save->currentsz[i][0] = save->attrsz[i];
575 COPY_CLEAN_4V_TYPE_AS_FLOAT(save->current[i], save->attrsz[i],
576 save->attrptr[i], save->attrtype[i]);
577 }
578 }
579 }
580
581
582 static void
583 _save_copy_from_current(struct gl_context *ctx)
584 {
585 struct vbo_save_context *save = &vbo_context(ctx)->save;
586 GLint i;
587
588 for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
589 switch (save->attrsz[i]) {
590 case 4:
591 save->attrptr[i][3] = save->current[i][3];
592 case 3:
593 save->attrptr[i][2] = save->current[i][2];
594 case 2:
595 save->attrptr[i][1] = save->current[i][1];
596 case 1:
597 save->attrptr[i][0] = save->current[i][0];
598 case 0:
599 break;
600 }
601 }
602 }
603
604
605 /**
606 * Called when we increase the size of a vertex attribute. For example,
607 * if we've seen one or more glTexCoord2f() calls and now we get a
608 * glTexCoord3f() call.
609 * Flush existing data, set new attrib size, replay copied vertices.
610 */
611 static void
612 _save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
613 {
614 struct vbo_save_context *save = &vbo_context(ctx)->save;
615 GLuint oldsz;
616 GLuint i;
617 GLfloat *tmp;
618
619 /* Store the current run of vertices, and emit a GL_END. Emit a
620 * BEGIN in the new buffer.
621 */
622 if (save->vert_count)
623 _save_wrap_buffers(ctx);
624 else
625 assert(save->copied.nr == 0);
626
627 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
628 * when the attribute already exists in the vertex and is having
629 * its size increased.
630 */
631 _save_copy_to_current(ctx);
632
633 /* Fix up sizes:
634 */
635 oldsz = save->attrsz[attr];
636 save->attrsz[attr] = newsz;
637
638 save->vertex_size += newsz - oldsz;
639 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
640 save->vertex_size);
641 save->vert_count = 0;
642
643 /* Recalculate all the attrptr[] values:
644 */
645 for (i = 0, tmp = save->vertex; i < VBO_ATTRIB_MAX; i++) {
646 if (save->attrsz[i]) {
647 save->attrptr[i] = tmp;
648 tmp += save->attrsz[i];
649 }
650 else {
651 save->attrptr[i] = NULL; /* will not be dereferenced. */
652 }
653 }
654
655 /* Copy from current to repopulate the vertex with correct values.
656 */
657 _save_copy_from_current(ctx);
658
659 /* Replay stored vertices to translate them to new format here.
660 *
661 * If there are copied vertices and the new (upgraded) attribute
662 * has not been defined before, this list is somewhat degenerate,
663 * and will need fixup at runtime.
664 */
665 if (save->copied.nr) {
666 const GLfloat *data = save->copied.buffer;
667 GLfloat *dest = save->buffer;
668 GLuint j;
669
670 /* Need to note this and fix up at runtime (or loopback):
671 */
672 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
673 assert(oldsz == 0);
674 save->dangling_attr_ref = GL_TRUE;
675 }
676
677 for (i = 0; i < save->copied.nr; i++) {
678 for (j = 0; j < VBO_ATTRIB_MAX; j++) {
679 if (save->attrsz[j]) {
680 if (j == attr) {
681 if (oldsz) {
682 COPY_CLEAN_4V_TYPE_AS_FLOAT(dest, oldsz, data,
683 save->attrtype[j]);
684 data += oldsz;
685 dest += newsz;
686 }
687 else {
688 COPY_SZ_4V(dest, newsz, save->current[attr]);
689 dest += newsz;
690 }
691 }
692 else {
693 GLint sz = save->attrsz[j];
694 COPY_SZ_4V(dest, sz, data);
695 data += sz;
696 dest += sz;
697 }
698 }
699 }
700 }
701
702 save->buffer_ptr = dest;
703 save->vert_count += save->copied.nr;
704 }
705 }
706
707
708 /**
709 * This is called when the size of a vertex attribute changes.
710 * For example, after seeing one or more glTexCoord2f() calls we
711 * get a glTexCoord4f() or glTexCoord1f() call.
712 */
713 static void
714 save_fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
715 {
716 struct vbo_save_context *save = &vbo_context(ctx)->save;
717
718 if (sz > save->attrsz[attr]) {
719 /* New size is larger. Need to flush existing vertices and get
720 * an enlarged vertex format.
721 */
722 _save_upgrade_vertex(ctx, attr, sz);
723 }
724 else if (sz < save->active_sz[attr]) {
725 GLuint i;
726 const GLfloat *id = vbo_get_default_vals_as_float(save->attrtype[attr]);
727
728 /* New size is equal or smaller - just need to fill in some
729 * zeros.
730 */
731 for (i = sz; i <= save->attrsz[attr]; i++)
732 save->attrptr[attr][i - 1] = id[i - 1];
733 }
734
735 save->active_sz[attr] = sz;
736 }
737
738
739 /**
740 * Reset the current size of all vertex attributes to the default
741 * value of 0. This signals that we haven't yet seen any per-vertex
742 * commands such as glNormal3f() or glTexCoord2f().
743 */
744 static void
745 _save_reset_vertex(struct gl_context *ctx)
746 {
747 struct vbo_save_context *save = &vbo_context(ctx)->save;
748 GLuint i;
749
750 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
751 save->attrsz[i] = 0;
752 save->active_sz[i] = 0;
753 }
754
755 save->vertex_size = 0;
756 }
757
758
759
760 #define ERROR(err) _mesa_compile_error(ctx, err, __FUNCTION__);
761
762
763 /* Only one size for each attribute may be active at once. Eg. if
764 * Color3f is installed/active, then Color4f may not be, even if the
765 * vertex actually contains 4 color coordinates. This is because the
766 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
767 * of the chooser function when switching between Color4f and Color3f.
768 */
769 #define ATTR(A, N, T, V0, V1, V2, V3) \
770 do { \
771 struct vbo_save_context *save = &vbo_context(ctx)->save; \
772 \
773 if (save->active_sz[A] != N) \
774 save_fixup_vertex(ctx, A, N); \
775 \
776 { \
777 GLfloat *dest = save->attrptr[A]; \
778 if (N>0) dest[0] = V0; \
779 if (N>1) dest[1] = V1; \
780 if (N>2) dest[2] = V2; \
781 if (N>3) dest[3] = V3; \
782 save->attrtype[A] = T; \
783 } \
784 \
785 if ((A) == 0) { \
786 GLuint i; \
787 \
788 for (i = 0; i < save->vertex_size; i++) \
789 save->buffer_ptr[i] = save->vertex[i]; \
790 \
791 save->buffer_ptr += save->vertex_size; \
792 \
793 if (++save->vert_count >= save->max_vert) \
794 _save_wrap_filled_vertex(ctx); \
795 } \
796 } while (0)
797
798 #define TAG(x) _save_##x
799
800 #include "vbo_attrib_tmp.h"
801
802
803
804 #define MAT( ATTR, N, face, params ) \
805 do { \
806 if (face != GL_BACK) \
807 MAT_ATTR( ATTR, N, params ); /* front */ \
808 if (face != GL_FRONT) \
809 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
810 } while (0)
811
812
813 /**
814 * Save a glMaterial call found between glBegin/End.
815 * glMaterial calls outside Begin/End are handled in dlist.c.
816 */
817 static void GLAPIENTRY
818 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
819 {
820 GET_CURRENT_CONTEXT(ctx);
821
822 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
823 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
824 return;
825 }
826
827 switch (pname) {
828 case GL_EMISSION:
829 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
830 break;
831 case GL_AMBIENT:
832 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
833 break;
834 case GL_DIFFUSE:
835 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
836 break;
837 case GL_SPECULAR:
838 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
839 break;
840 case GL_SHININESS:
841 if (*params < 0 || *params > ctx->Const.MaxShininess) {
842 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
843 }
844 else {
845 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
846 }
847 break;
848 case GL_COLOR_INDEXES:
849 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
850 break;
851 case GL_AMBIENT_AND_DIFFUSE:
852 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
853 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
854 break;
855 default:
856 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
857 return;
858 }
859 }
860
861
862 /* Cope with EvalCoord/CallList called within a begin/end object:
863 * -- Flush current buffer
864 * -- Fallback to opcodes for the rest of the begin/end object.
865 */
866 static void
867 dlist_fallback(struct gl_context *ctx)
868 {
869 struct vbo_save_context *save = &vbo_context(ctx)->save;
870
871 if (save->vert_count || save->prim_count) {
872 if (save->prim_count > 0) {
873 /* Close off in-progress primitive. */
874 GLint i = save->prim_count - 1;
875 save->prim[i].count = save->vert_count - save->prim[i].start;
876 }
877
878 /* Need to replay this display list with loopback,
879 * unfortunately, otherwise this primitive won't be handled
880 * properly:
881 */
882 save->dangling_attr_ref = GL_TRUE;
883
884 _save_compile_vertex_list(ctx);
885 }
886
887 _save_copy_to_current(ctx);
888 _save_reset_vertex(ctx);
889 _save_reset_counters(ctx);
890 if (save->out_of_memory) {
891 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
892 }
893 else {
894 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
895 }
896 ctx->Driver.SaveNeedFlush = GL_FALSE;
897 }
898
899
900 static void GLAPIENTRY
901 _save_EvalCoord1f(GLfloat u)
902 {
903 GET_CURRENT_CONTEXT(ctx);
904 dlist_fallback(ctx);
905 CALL_EvalCoord1f(ctx->Save, (u));
906 }
907
908 static void GLAPIENTRY
909 _save_EvalCoord1fv(const GLfloat * v)
910 {
911 GET_CURRENT_CONTEXT(ctx);
912 dlist_fallback(ctx);
913 CALL_EvalCoord1fv(ctx->Save, (v));
914 }
915
916 static void GLAPIENTRY
917 _save_EvalCoord2f(GLfloat u, GLfloat v)
918 {
919 GET_CURRENT_CONTEXT(ctx);
920 dlist_fallback(ctx);
921 CALL_EvalCoord2f(ctx->Save, (u, v));
922 }
923
924 static void GLAPIENTRY
925 _save_EvalCoord2fv(const GLfloat * v)
926 {
927 GET_CURRENT_CONTEXT(ctx);
928 dlist_fallback(ctx);
929 CALL_EvalCoord2fv(ctx->Save, (v));
930 }
931
932 static void GLAPIENTRY
933 _save_EvalPoint1(GLint i)
934 {
935 GET_CURRENT_CONTEXT(ctx);
936 dlist_fallback(ctx);
937 CALL_EvalPoint1(ctx->Save, (i));
938 }
939
940 static void GLAPIENTRY
941 _save_EvalPoint2(GLint i, GLint j)
942 {
943 GET_CURRENT_CONTEXT(ctx);
944 dlist_fallback(ctx);
945 CALL_EvalPoint2(ctx->Save, (i, j));
946 }
947
948 static void GLAPIENTRY
949 _save_CallList(GLuint l)
950 {
951 GET_CURRENT_CONTEXT(ctx);
952 dlist_fallback(ctx);
953 CALL_CallList(ctx->Save, (l));
954 }
955
956 static void GLAPIENTRY
957 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
958 {
959 GET_CURRENT_CONTEXT(ctx);
960 dlist_fallback(ctx);
961 CALL_CallLists(ctx->Save, (n, type, v));
962 }
963
964
965
966 /**
967 * Called via ctx->Driver.NotifySaveBegin() when a glBegin is getting
968 * compiled into a display list.
969 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
970 */
971 GLboolean
972 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
973 {
974 struct vbo_save_context *save = &vbo_context(ctx)->save;
975 const GLuint i = save->prim_count++;
976
977 assert(i < save->prim_max);
978 save->prim[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
979 save->prim[i].begin = 1;
980 save->prim[i].end = 0;
981 save->prim[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
982 save->prim[i].no_current_update =
983 (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
984 save->prim[i].pad = 0;
985 save->prim[i].start = save->vert_count;
986 save->prim[i].count = 0;
987 save->prim[i].num_instances = 1;
988 save->prim[i].base_instance = 0;
989
990 if (save->out_of_memory) {
991 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
992 }
993 else {
994 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
995 }
996
997 /* We need to call SaveFlushVertices() if there's state change */
998 ctx->Driver.SaveNeedFlush = GL_TRUE;
999
1000 /* GL_TRUE means we've handled this glBegin here; don't compile a BEGIN
1001 * opcode into the display list.
1002 */
1003 return GL_TRUE;
1004 }
1005
1006
1007 static void GLAPIENTRY
1008 _save_End(void)
1009 {
1010 GET_CURRENT_CONTEXT(ctx);
1011 struct vbo_save_context *save = &vbo_context(ctx)->save;
1012 const GLint i = save->prim_count - 1;
1013
1014 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1015 save->prim[i].end = 1;
1016 save->prim[i].count = (save->vert_count - save->prim[i].start);
1017
1018 if (i == (GLint) save->prim_max - 1) {
1019 _save_compile_vertex_list(ctx);
1020 assert(save->copied.nr == 0);
1021 }
1022
1023 /* Swap out this vertex format while outside begin/end. Any color,
1024 * etc. received between here and the next begin will be compiled
1025 * as opcodes.
1026 */
1027 if (save->out_of_memory) {
1028 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1029 }
1030 else {
1031 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1032 }
1033 }
1034
1035
1036 static void GLAPIENTRY
1037 _save_Begin(GLenum mode)
1038 {
1039 GET_CURRENT_CONTEXT(ctx);
1040 (void) mode;
1041 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1042 }
1043
1044
1045 static void GLAPIENTRY
1046 _save_PrimitiveRestartNV(void)
1047 {
1048 GLenum curPrim;
1049 GET_CURRENT_CONTEXT(ctx);
1050
1051 curPrim = ctx->Driver.CurrentSavePrimitive;
1052
1053 _save_End();
1054 _save_Begin(curPrim);
1055 }
1056
1057
1058 /* Unlike the functions above, these are to be hooked into the vtxfmt
1059 * maintained in ctx->ListState, active when the list is known or
1060 * suspected to be outside any begin/end primitive.
1061 * Note: OBE = Outside Begin/End
1062 */
1063 static void GLAPIENTRY
1064 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1065 {
1066 GET_CURRENT_CONTEXT(ctx);
1067 vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
1068 CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
1069 CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
1070 CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
1071 CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
1072 CALL_End(GET_DISPATCH(), ());
1073 }
1074
1075
1076 static void GLAPIENTRY
1077 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1078 {
1079 GET_CURRENT_CONTEXT(ctx);
1080 struct vbo_save_context *save = &vbo_context(ctx)->save;
1081 GLint i;
1082
1083 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1084 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1085 return;
1086 }
1087 if (count < 0) {
1088 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1089 return;
1090 }
1091
1092 if (save->out_of_memory)
1093 return;
1094
1095 _ae_map_vbos(ctx);
1096
1097 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
1098 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1099
1100 for (i = 0; i < count; i++)
1101 CALL_ArrayElement(GET_DISPATCH(), (start + i));
1102 CALL_End(GET_DISPATCH(), ());
1103
1104 _ae_unmap_vbos(ctx);
1105 }
1106
1107
1108 /* Could do better by copying the arrays and element list intact and
1109 * then emitting an indexed prim at runtime.
1110 */
1111 static void GLAPIENTRY
1112 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1113 const GLvoid * indices)
1114 {
1115 GET_CURRENT_CONTEXT(ctx);
1116 struct vbo_save_context *save = &vbo_context(ctx)->save;
1117 GLint i;
1118
1119 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1120 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1121 return;
1122 }
1123 if (count < 0) {
1124 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1125 return;
1126 }
1127 if (type != GL_UNSIGNED_BYTE &&
1128 type != GL_UNSIGNED_SHORT &&
1129 type != GL_UNSIGNED_INT) {
1130 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1131 return;
1132 }
1133
1134 if (save->out_of_memory)
1135 return;
1136
1137 _ae_map_vbos(ctx);
1138
1139 if (_mesa_is_bufferobj(ctx->Array.ArrayObj->ElementArrayBufferObj))
1140 indices =
1141 ADD_POINTERS(ctx->Array.ArrayObj->ElementArrayBufferObj->Pointer, indices);
1142
1143 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
1144 VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1145
1146 switch (type) {
1147 case GL_UNSIGNED_BYTE:
1148 for (i = 0; i < count; i++)
1149 CALL_ArrayElement(GET_DISPATCH(), (((GLubyte *) indices)[i]));
1150 break;
1151 case GL_UNSIGNED_SHORT:
1152 for (i = 0; i < count; i++)
1153 CALL_ArrayElement(GET_DISPATCH(), (((GLushort *) indices)[i]));
1154 break;
1155 case GL_UNSIGNED_INT:
1156 for (i = 0; i < count; i++)
1157 CALL_ArrayElement(GET_DISPATCH(), (((GLuint *) indices)[i]));
1158 break;
1159 default:
1160 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1161 break;
1162 }
1163
1164 CALL_End(GET_DISPATCH(), ());
1165
1166 _ae_unmap_vbos(ctx);
1167 }
1168
1169
1170 static void GLAPIENTRY
1171 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1172 GLsizei count, GLenum type,
1173 const GLvoid * indices)
1174 {
1175 GET_CURRENT_CONTEXT(ctx);
1176 struct vbo_save_context *save = &vbo_context(ctx)->save;
1177
1178 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1179 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1180 return;
1181 }
1182 if (count < 0) {
1183 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1184 "glDrawRangeElements(count<0)");
1185 return;
1186 }
1187 if (type != GL_UNSIGNED_BYTE &&
1188 type != GL_UNSIGNED_SHORT &&
1189 type != GL_UNSIGNED_INT) {
1190 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1191 return;
1192 }
1193 if (end < start) {
1194 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1195 "glDrawRangeElements(end < start)");
1196 return;
1197 }
1198
1199 if (save->out_of_memory)
1200 return;
1201
1202 _save_OBE_DrawElements(mode, count, type, indices);
1203 }
1204
1205
1206 static void GLAPIENTRY
1207 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1208 const GLvoid * const *indices, GLsizei primcount)
1209 {
1210 GLsizei i;
1211
1212 for (i = 0; i < primcount; i++) {
1213 if (count[i] > 0) {
1214 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1215 }
1216 }
1217 }
1218
1219
1220 static void GLAPIENTRY
1221 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1222 GLenum type,
1223 const GLvoid * const *indices,
1224 GLsizei primcount,
1225 const GLint *basevertex)
1226 {
1227 GLsizei i;
1228
1229 for (i = 0; i < primcount; i++) {
1230 if (count[i] > 0) {
1231 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1232 indices[i],
1233 basevertex[i]));
1234 }
1235 }
1236 }
1237
1238
1239 static void
1240 _save_vtxfmt_init(struct gl_context *ctx)
1241 {
1242 struct vbo_save_context *save = &vbo_context(ctx)->save;
1243 GLvertexformat *vfmt = &save->vtxfmt;
1244
1245 vfmt->ArrayElement = _ae_ArrayElement;
1246
1247 vfmt->Color3f = _save_Color3f;
1248 vfmt->Color3fv = _save_Color3fv;
1249 vfmt->Color4f = _save_Color4f;
1250 vfmt->Color4fv = _save_Color4fv;
1251 vfmt->EdgeFlag = _save_EdgeFlag;
1252 vfmt->End = _save_End;
1253 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
1254 vfmt->FogCoordfEXT = _save_FogCoordfEXT;
1255 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
1256 vfmt->Indexf = _save_Indexf;
1257 vfmt->Indexfv = _save_Indexfv;
1258 vfmt->Materialfv = _save_Materialfv;
1259 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
1260 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
1261 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
1262 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
1263 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
1264 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
1265 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
1266 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
1267 vfmt->Normal3f = _save_Normal3f;
1268 vfmt->Normal3fv = _save_Normal3fv;
1269 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
1270 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
1271 vfmt->TexCoord1f = _save_TexCoord1f;
1272 vfmt->TexCoord1fv = _save_TexCoord1fv;
1273 vfmt->TexCoord2f = _save_TexCoord2f;
1274 vfmt->TexCoord2fv = _save_TexCoord2fv;
1275 vfmt->TexCoord3f = _save_TexCoord3f;
1276 vfmt->TexCoord3fv = _save_TexCoord3fv;
1277 vfmt->TexCoord4f = _save_TexCoord4f;
1278 vfmt->TexCoord4fv = _save_TexCoord4fv;
1279 vfmt->Vertex2f = _save_Vertex2f;
1280 vfmt->Vertex2fv = _save_Vertex2fv;
1281 vfmt->Vertex3f = _save_Vertex3f;
1282 vfmt->Vertex3fv = _save_Vertex3fv;
1283 vfmt->Vertex4f = _save_Vertex4f;
1284 vfmt->Vertex4fv = _save_Vertex4fv;
1285 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
1286 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
1287 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
1288 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
1289 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
1290 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
1291 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
1292 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
1293
1294 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
1295 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
1296 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
1297 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
1298 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
1299 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
1300 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
1301 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
1302
1303 /* integer-valued */
1304 vfmt->VertexAttribI1i = _save_VertexAttribI1i;
1305 vfmt->VertexAttribI2i = _save_VertexAttribI2i;
1306 vfmt->VertexAttribI3i = _save_VertexAttribI3i;
1307 vfmt->VertexAttribI4i = _save_VertexAttribI4i;
1308 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
1309 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
1310 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
1311
1312 /* unsigned integer-valued */
1313 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
1314 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
1315 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
1316 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
1317 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
1318 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
1319 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
1320
1321 vfmt->VertexP2ui = _save_VertexP2ui;
1322 vfmt->VertexP3ui = _save_VertexP3ui;
1323 vfmt->VertexP4ui = _save_VertexP4ui;
1324 vfmt->VertexP2uiv = _save_VertexP2uiv;
1325 vfmt->VertexP3uiv = _save_VertexP3uiv;
1326 vfmt->VertexP4uiv = _save_VertexP4uiv;
1327
1328 vfmt->TexCoordP1ui = _save_TexCoordP1ui;
1329 vfmt->TexCoordP2ui = _save_TexCoordP2ui;
1330 vfmt->TexCoordP3ui = _save_TexCoordP3ui;
1331 vfmt->TexCoordP4ui = _save_TexCoordP4ui;
1332 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv;
1333 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv;
1334 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv;
1335 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv;
1336
1337 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui;
1338 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui;
1339 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui;
1340 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui;
1341 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv;
1342 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv;
1343 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv;
1344 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv;
1345
1346 vfmt->NormalP3ui = _save_NormalP3ui;
1347 vfmt->NormalP3uiv = _save_NormalP3uiv;
1348
1349 vfmt->ColorP3ui = _save_ColorP3ui;
1350 vfmt->ColorP4ui = _save_ColorP4ui;
1351 vfmt->ColorP3uiv = _save_ColorP3uiv;
1352 vfmt->ColorP4uiv = _save_ColorP4uiv;
1353
1354 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
1355 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
1356
1357 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
1358 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
1359 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
1360 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
1361
1362 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
1363 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
1364 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
1365 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
1366
1367 /* This will all require us to fallback to saving the list as opcodes:
1368 */
1369 vfmt->CallList = _save_CallList;
1370 vfmt->CallLists = _save_CallLists;
1371
1372 vfmt->EvalCoord1f = _save_EvalCoord1f;
1373 vfmt->EvalCoord1fv = _save_EvalCoord1fv;
1374 vfmt->EvalCoord2f = _save_EvalCoord2f;
1375 vfmt->EvalCoord2fv = _save_EvalCoord2fv;
1376 vfmt->EvalPoint1 = _save_EvalPoint1;
1377 vfmt->EvalPoint2 = _save_EvalPoint2;
1378
1379 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1380 * only used when we're inside a glBegin/End pair.
1381 */
1382 vfmt->Begin = _save_Begin;
1383 }
1384
1385
1386 /**
1387 * Initialize the dispatch table with the VBO functions for display
1388 * list compilation.
1389 */
1390 void
1391 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1392 struct _glapi_table *exec)
1393 {
1394 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1395 SET_DrawElements(exec, _save_OBE_DrawElements);
1396 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1397 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1398 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1399 SET_Rectf(exec, _save_OBE_Rectf);
1400 /* Note: other glDraw functins aren't compiled into display lists */
1401 }
1402
1403
1404
1405 void
1406 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1407 {
1408 struct vbo_save_context *save = &vbo_context(ctx)->save;
1409
1410 /* Noop when we are actually active:
1411 */
1412 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1413 return;
1414
1415 if (save->vert_count || save->prim_count)
1416 _save_compile_vertex_list(ctx);
1417
1418 _save_copy_to_current(ctx);
1419 _save_reset_vertex(ctx);
1420 _save_reset_counters(ctx);
1421 ctx->Driver.SaveNeedFlush = GL_FALSE;
1422 }
1423
1424
1425 void
1426 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1427 {
1428 struct vbo_save_context *save = &vbo_context(ctx)->save;
1429
1430 (void) list;
1431 (void) mode;
1432
1433 if (!save->prim_store)
1434 save->prim_store = alloc_prim_store(ctx);
1435
1436 if (!save->vertex_store)
1437 save->vertex_store = alloc_vertex_store(ctx);
1438
1439 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1440
1441 _save_reset_vertex(ctx);
1442 _save_reset_counters(ctx);
1443 ctx->Driver.SaveNeedFlush = GL_FALSE;
1444 }
1445
1446
1447 void
1448 vbo_save_EndList(struct gl_context *ctx)
1449 {
1450 struct vbo_save_context *save = &vbo_context(ctx)->save;
1451
1452 /* EndList called inside a (saved) Begin/End pair?
1453 */
1454 if (_mesa_inside_dlist_begin_end(ctx)) {
1455 if (save->prim_count > 0) {
1456 GLint i = save->prim_count - 1;
1457 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1458 save->prim[i].end = 0;
1459 save->prim[i].count = save->vert_count - save->prim[i].start;
1460 }
1461
1462 /* Make sure this vertex list gets replayed by the "loopback"
1463 * mechanism:
1464 */
1465 save->dangling_attr_ref = GL_TRUE;
1466 vbo_save_SaveFlushVertices(ctx);
1467
1468 /* Swap out this vertex format while outside begin/end. Any color,
1469 * etc. received between here and the next begin will be compiled
1470 * as opcodes.
1471 */
1472 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1473 }
1474
1475 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1476
1477 assert(save->vertex_size == 0);
1478 }
1479
1480
1481 void
1482 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1483 {
1484 struct vbo_save_context *save = &vbo_context(ctx)->save;
1485 save->replay_flags |= dlist->Flags;
1486 }
1487
1488
1489 void
1490 vbo_save_EndCallList(struct gl_context *ctx)
1491 {
1492 struct vbo_save_context *save = &vbo_context(ctx)->save;
1493
1494 if (ctx->ListState.CallDepth == 1) {
1495 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1496 * flag, if it is set:
1497 */
1498 save->replay_flags &= VBO_SAVE_FALLBACK;
1499 }
1500 }
1501
1502
1503 static void
1504 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1505 {
1506 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1507 (void) ctx;
1508
1509 if (--node->vertex_store->refcount == 0)
1510 free_vertex_store(ctx, node->vertex_store);
1511
1512 if (--node->prim_store->refcount == 0)
1513 free(node->prim_store);
1514
1515 free(node->current_data);
1516 node->current_data = NULL;
1517 }
1518
1519
1520 static void
1521 vbo_print_vertex_list(struct gl_context *ctx, void *data)
1522 {
1523 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1524 GLuint i;
1525 (void) ctx;
1526
1527 printf("VBO-VERTEX-LIST, %u vertices %d primitives, %d vertsize\n",
1528 node->count, node->prim_count, node->vertex_size);
1529
1530 for (i = 0; i < node->prim_count; i++) {
1531 struct _mesa_prim *prim = &node->prim[i];
1532 printf(" prim %d: %s%s %d..%d %s %s\n",
1533 i,
1534 _mesa_lookup_prim_by_nr(prim->mode),
1535 prim->weak ? " (weak)" : "",
1536 prim->start,
1537 prim->start + prim->count,
1538 (prim->begin) ? "BEGIN" : "(wrap)",
1539 (prim->end) ? "END" : "(wrap)");
1540 }
1541 }
1542
1543
1544 /**
1545 * Called during context creation/init.
1546 */
1547 static void
1548 _save_current_init(struct gl_context *ctx)
1549 {
1550 struct vbo_save_context *save = &vbo_context(ctx)->save;
1551 GLint i;
1552
1553 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1554 const GLuint j = i - VBO_ATTRIB_POS;
1555 ASSERT(j < VERT_ATTRIB_MAX);
1556 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1557 save->current[i] = ctx->ListState.CurrentAttrib[j];
1558 }
1559
1560 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1561 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1562 ASSERT(j < MAT_ATTRIB_MAX);
1563 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1564 save->current[i] = ctx->ListState.CurrentMaterial[j];
1565 }
1566 }
1567
1568
1569 /**
1570 * Initialize the display list compiler. Called during context creation.
1571 */
1572 void
1573 vbo_save_api_init(struct vbo_save_context *save)
1574 {
1575 struct gl_context *ctx = save->ctx;
1576 GLuint i;
1577
1578 save->opcode_vertex_list =
1579 _mesa_dlist_alloc_opcode(ctx,
1580 sizeof(struct vbo_save_vertex_list),
1581 vbo_save_playback_vertex_list,
1582 vbo_destroy_vertex_list,
1583 vbo_print_vertex_list);
1584
1585 ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin;
1586
1587 _save_vtxfmt_init(ctx);
1588 _save_current_init(ctx);
1589 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
1590
1591 /* These will actually get set again when binding/drawing */
1592 for (i = 0; i < VBO_ATTRIB_MAX; i++)
1593 save->inputs[i] = &save->arrays[i];
1594 }