1 /**************************************************************************
3 Copyright 2002-2008 VMware, Inc.
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:
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
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.
26 **************************************************************************/
30 * Keith Whitwell <keithw@vmware.com>
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
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,
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.
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
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.
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
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/api_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"
87 #include "vbo_private.h"
95 * Display list flag only used by this VBO code.
97 #define DLIST_DANGLING_REFS 0x1
100 /* An interesting VBO number/name to help with debugging */
101 #define VBO_BUF_ID 12345
105 * NOTE: Old 'parity' issue is gone, but copying can still be
106 * wrong-footed on replay.
109 copy_vertices(struct gl_context
*ctx
,
110 const struct vbo_save_vertex_list
*node
,
111 const fi_type
* src_buffer
)
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
;
124 switch (prim
->mode
) {
129 for (i
= 0; i
< ovf
; i
++)
130 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
131 sz
* sizeof(GLfloat
));
135 for (i
= 0; i
< ovf
; i
++)
136 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
137 sz
* sizeof(GLfloat
));
141 for (i
= 0; i
< ovf
; i
++)
142 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
143 sz
* sizeof(GLfloat
));
149 memcpy(dst
, src
+ (nr
- 1) * sz
, sz
* sizeof(GLfloat
));
153 case GL_TRIANGLE_FAN
:
158 memcpy(dst
, src
+ 0, sz
* sizeof(GLfloat
));
162 memcpy(dst
, src
+ 0, sz
* sizeof(GLfloat
));
163 memcpy(dst
+ sz
, src
+ (nr
- 1) * sz
, sz
* sizeof(GLfloat
));
166 case GL_TRIANGLE_STRIP
:
179 for (i
= 0; i
< ovf
; i
++)
180 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
181 sz
* sizeof(GLfloat
));
184 unreachable("Unexpected primitive type");
190 static struct vbo_save_vertex_store
*
191 alloc_vertex_store(struct gl_context
*ctx
)
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
);
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
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
,
208 VBO_SAVE_BUFFER_SIZE
* sizeof(GLfloat
),
209 NULL
, GL_STATIC_DRAW_ARB
,
211 GL_DYNAMIC_STORAGE_BIT
,
212 vertex_store
->bufferobj
);
215 save
->out_of_memory
= GL_TRUE
;
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
);
223 vertex_store
->buffer_map
= NULL
;
224 vertex_store
->used
= 0;
231 free_vertex_store(struct gl_context
*ctx
,
232 struct vbo_save_vertex_store
*vertex_store
)
234 assert(!vertex_store
->buffer_map
);
236 if (vertex_store
->bufferobj
) {
237 _mesa_reference_buffer_object(ctx
, &vertex_store
->bufferobj
, NULL
);
245 vbo_save_map_vertex_store(struct gl_context
*ctx
,
246 struct vbo_save_vertex_store
*vertex_store
)
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
);
253 assert(vertex_store
->bufferobj
);
254 assert(!vertex_store
->buffer_map
); /* the buffer should not be mapped */
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
,
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
);
271 vertex_store
->buffer_map
= NULL
;
276 /* probably ran out of memory for buffers */
283 vbo_save_unmap_vertex_store(struct gl_context
*ctx
,
284 struct vbo_save_vertex_store
*vertex_store
)
286 if (vertex_store
->bufferobj
->Size
> 0) {
288 GLsizeiptr length
= vertex_store
->used
* sizeof(GLfloat
)
289 - vertex_store
->bufferobj
->Mappings
[MAP_INTERNAL
].Offset
;
291 /* Explicitly flush the region we wrote to */
292 ctx
->Driver
.FlushMappedBufferRange(ctx
, offset
, length
,
293 vertex_store
->bufferobj
,
296 ctx
->Driver
.UnmapBuffer(ctx
, vertex_store
->bufferobj
, MAP_INTERNAL
);
298 vertex_store
->buffer_map
= NULL
;
302 static struct vbo_save_primitive_store
*
303 alloc_prim_store(void)
305 struct vbo_save_primitive_store
*store
=
306 CALLOC_STRUCT(vbo_save_primitive_store
);
314 reset_counters(struct gl_context
*ctx
)
316 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
318 save
->prims
= save
->prim_store
->prims
+ save
->prim_store
->used
;
319 save
->buffer_map
= save
->vertex_store
->buffer_map
+ save
->vertex_store
->used
;
321 assert(save
->buffer_map
== save
->buffer_ptr
);
323 if (save
->vertex_size
)
324 save
->max_vert
= (VBO_SAVE_BUFFER_SIZE
- save
->vertex_store
->used
) /
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
;
336 * For a list of prims, try merging prims that can just be extensions of the
340 merge_prims(struct _mesa_prim
*prim_list
,
344 struct _mesa_prim
*prev_prim
= prim_list
;
346 for (i
= 1; i
< *prim_count
; i
++) {
347 struct _mesa_prim
*this_prim
= prim_list
+ i
;
349 vbo_try_prim_conversion(this_prim
);
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.
355 vbo_merge_prims(prev_prim
, this_prim
);
359 /* If any previous primitives have been dropped, then we need to copy
360 * this later one into the next available slot.
363 if (prev_prim
!= this_prim
)
364 *prev_prim
= *this_prim
;
367 *prim_count
= prev_prim
- prim_list
+ 1;
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
377 convert_line_loop_to_strip(struct vbo_save_context
*save
,
378 struct vbo_save_vertex_list
*node
)
380 struct _mesa_prim
*prim
= &node
->prims
[node
->prim_count
- 1];
382 assert(prim
->mode
== GL_LINE_LOOP
);
385 /* Copy the 0th vertex to end of the buffer and extend the
386 * vertex count by one to finish the line loop.
388 const GLuint sz
= save
->vertex_size
;
390 const fi_type
*src
= save
->buffer_map
+ prim
->start
* sz
;
392 fi_type
*dst
= save
->buffer_map
+ (prim
->start
+ prim
->count
) * sz
;
394 memcpy(dst
, src
, sz
* sizeof(float));
397 node
->vertex_count
++;
399 save
->buffer_ptr
+= sz
;
400 save
->vertex_store
->used
+= sz
;
404 /* Drawing the second or later section of a long line loop.
405 * Skip the 0th vertex.
411 prim
->mode
= GL_LINE_STRIP
;
415 /* Compare the present vao if it has the same setup. */
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
])
428 /* If the enabled arrays are not the same we are not equal. */
429 if (vao_enabled
!= vao
->_Enabled
)
432 /* Check the buffer binding at 0 */
433 if (vao
->BufferBinding
[0].BufferObj
!= bo
)
435 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
436 if (vao
->BufferBinding
[0].Stride
!= stride
)
438 assert(vao
->BufferBinding
[0].InstanceDivisor
== 0);
440 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
441 const GLubyte
*const vao_to_vbo_map
= _vbo_attribute_alias_map
[mode
];
443 /* Now check the enabled arrays */
444 GLbitfield mask
= vao_enabled
;
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
)
453 if (attrib
->Type
!= tp
)
455 if (attrib
->Size
!= size
[vbo_attr
])
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);
469 /* Create or reuse the vao for the vertex processing mode. */
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
])
480 /* Compute the bitmasks of vao_enabled arrays */
481 GLbitfield vao_enabled
= _vbo_get_vao_enabled_from_vbo(mode
, vbo_enabled
);
484 * Check if we can possibly reuse the exisiting one.
485 * In the long term we should reset them when something changes.
487 if (compare_vao(mode
, *vao
, bo
, buffer_offset
, stride
,
488 vao_enabled
, size
, type
, offset
))
491 /* The initial refcount is 1 */
492 _mesa_reference_vao(ctx
, vao
, NULL
);
493 *vao
= _mesa_new_vao(ctx
, ~((GLuint
)0));
495 /* Bind the buffer object at binding point 0 */
496 assert(stride
<= ctx
->Const
.MaxVertexAttribStride
);
497 _mesa_bind_vertex_buffer(ctx
, *vao
, 0, bo
, buffer_offset
, stride
, false);
499 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
500 * Note that the position/generic0 aliasing is done in the VAO.
502 const GLubyte
*const vao_to_vbo_map
= _vbo_attribute_alias_map
[mode
];
503 /* Now set the enable arrays */
504 GLbitfield mask
= vao_enabled
;
506 const int vao_attr
= u_bit_scan(&mask
);
507 const GLubyte vbo_attr
= vao_to_vbo_map
[vao_attr
];
508 assert(offset
[vbo_attr
] <= ctx
->Const
.MaxVertexAttribRelativeOffset
);
510 _vbo_set_attrib_format(ctx
, *vao
, vao_attr
, buffer_offset
,
511 size
[vbo_attr
], type
[vbo_attr
], offset
[vbo_attr
]);
512 _mesa_vertex_attrib_binding(ctx
, *vao
, vao_attr
, 0, false);
513 _mesa_enable_vertex_array_attrib(ctx
, *vao
, vao_attr
, false);
515 assert(vao_enabled
== (*vao
)->_Enabled
);
516 assert((vao_enabled
& ~(*vao
)->VertexAttribBufferMask
) == 0);
518 /* Finalize and freeze the VAO */
519 _mesa_set_vao_immutable(ctx
, *vao
);
524 * Insert the active immediate struct onto the display list currently
528 compile_vertex_list(struct gl_context
*ctx
)
530 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
531 struct vbo_save_vertex_list
*node
;
533 /* Allocate space for this structure in the display list currently
536 node
= (struct vbo_save_vertex_list
*)
537 _mesa_dlist_alloc_aligned(ctx
, save
->opcode_vertex_list
, sizeof(*node
));
542 /* Make sure the pointer is aligned to the size of a pointer */
543 assert((GLintptr
) node
% sizeof(void *) == 0);
545 /* Duplicate our template, increment refcounts to the storage structs:
547 GLintptr old_offset
= 0;
549 old_offset
= save
->VAO
[0]->BufferBinding
[0].Offset
550 + save
->VAO
[0]->VertexAttrib
[VERT_ATTRIB_POS
].RelativeOffset
;
552 const GLsizei stride
= save
->vertex_size
*sizeof(GLfloat
);
553 GLintptr buffer_offset
=
554 (save
->buffer_map
- save
->vertex_store
->buffer_map
) * sizeof(GLfloat
);
555 assert(old_offset
<= buffer_offset
);
556 const GLintptr offset_diff
= buffer_offset
- old_offset
;
557 GLuint start_offset
= 0;
558 if (offset_diff
> 0 && stride
> 0 && offset_diff
% stride
== 0) {
559 /* The vertex size is an exact multiple of the buffer offset.
560 * This means that we can use zero-based vertex attribute pointers
561 * and specify the start of the primitive with the _mesa_prim::start
562 * field. This results in issuing several draw calls with identical
563 * vertex attribute information. This can result in fewer state
564 * changes in drivers. In particular, the Gallium CSO module will
565 * filter out redundant vertex buffer changes.
567 /* We cannot immediately update the primitives as some methods below
568 * still need the uncorrected start vertices
570 start_offset
= offset_diff
/stride
;
571 assert(old_offset
== buffer_offset
- offset_diff
);
572 buffer_offset
= old_offset
;
574 GLuint offsets
[VBO_ATTRIB_MAX
];
575 for (unsigned i
= 0, offset
= 0; i
< VBO_ATTRIB_MAX
; ++i
) {
577 offset
+= save
->attrsz
[i
] * sizeof(GLfloat
);
579 node
->vertex_count
= save
->vert_count
;
580 node
->wrap_count
= save
->copied
.nr
;
581 node
->prims
= save
->prims
;
582 node
->prim_count
= save
->prim_count
;
583 node
->prim_store
= save
->prim_store
;
585 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
586 * Note that this may reuse the previous one of possible.
588 for (gl_vertex_processing_mode vpm
= VP_MODE_FF
; vpm
< VP_MODE_MAX
; ++vpm
) {
589 /* create or reuse the vao */
590 update_vao(ctx
, vpm
, &save
->VAO
[vpm
],
591 save
->vertex_store
->bufferobj
, buffer_offset
, stride
,
592 save
->enabled
, save
->attrsz
, save
->attrtype
, offsets
);
593 /* Reference the vao in the dlist */
594 node
->VAO
[vpm
] = NULL
;
595 _mesa_reference_vao(ctx
, &node
->VAO
[vpm
], save
->VAO
[vpm
]);
598 node
->prim_store
->refcount
++;
600 if (node
->prims
[0].no_current_update
) {
601 node
->current_data
= NULL
;
604 GLuint current_size
= save
->vertex_size
- save
->attrsz
[0];
605 node
->current_data
= NULL
;
608 node
->current_data
= malloc(current_size
* sizeof(GLfloat
));
609 if (node
->current_data
) {
610 const char *buffer
= (const char *)save
->buffer_map
;
611 unsigned attr_offset
= save
->attrsz
[0] * sizeof(GLfloat
);
612 unsigned vertex_offset
= 0;
614 if (node
->vertex_count
)
615 vertex_offset
= (node
->vertex_count
- 1) * stride
;
617 memcpy(node
->current_data
, buffer
+ vertex_offset
+ attr_offset
,
618 current_size
* sizeof(GLfloat
));
620 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "Current value allocation");
625 assert(save
->attrsz
[VBO_ATTRIB_POS
] != 0 || node
->vertex_count
== 0);
627 if (save
->dangling_attr_ref
)
628 ctx
->ListState
.CurrentList
->Flags
|= DLIST_DANGLING_REFS
;
630 save
->vertex_store
->used
+= save
->vertex_size
* node
->vertex_count
;
631 save
->prim_store
->used
+= node
->prim_count
;
633 /* Copy duplicated vertices
635 save
->copied
.nr
= copy_vertices(ctx
, node
, save
->buffer_map
);
637 if (node
->prims
[node
->prim_count
- 1].mode
== GL_LINE_LOOP
) {
638 convert_line_loop_to_strip(save
, node
);
641 merge_prims(node
->prims
, &node
->prim_count
);
643 /* Correct the primitive starts, we can only do this here as copy_vertices
644 * and convert_line_loop_to_strip above consume the uncorrected starts.
645 * On the other hand the _vbo_loopback_vertex_list call below needs the
646 * primitves to be corrected already.
648 for (unsigned i
= 0; i
< node
->prim_count
; i
++) {
649 node
->prims
[i
].start
+= start_offset
;
652 /* Deal with GL_COMPILE_AND_EXECUTE:
654 if (ctx
->ExecuteFlag
) {
655 struct _glapi_table
*dispatch
= GET_DISPATCH();
657 _glapi_set_dispatch(ctx
->Exec
);
659 /* Note that the range of referenced vertices must be mapped already */
660 _vbo_loopback_vertex_list(ctx
, node
);
662 _glapi_set_dispatch(dispatch
);
665 /* Decide whether the storage structs are full, or can be used for
666 * the next vertex lists as well.
668 if (save
->vertex_store
->used
>
669 VBO_SAVE_BUFFER_SIZE
- 16 * (save
->vertex_size
+ 4)) {
673 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
675 /* Release old reference:
677 free_vertex_store(ctx
, save
->vertex_store
);
678 save
->vertex_store
= NULL
;
679 /* When we have a new vbo, we will for sure need a new vao */
680 for (gl_vertex_processing_mode vpm
= 0; vpm
< VP_MODE_MAX
; ++vpm
)
681 _mesa_reference_vao(ctx
, &save
->VAO
[vpm
], NULL
);
683 /* Allocate and map new store:
685 save
->vertex_store
= alloc_vertex_store(ctx
);
686 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);
687 save
->out_of_memory
= save
->buffer_ptr
== NULL
;
690 /* update buffer_ptr for next vertex */
691 save
->buffer_ptr
= save
->vertex_store
->buffer_map
692 + save
->vertex_store
->used
;
695 if (save
->prim_store
->used
> VBO_SAVE_PRIM_SIZE
- 6) {
696 save
->prim_store
->refcount
--;
697 assert(save
->prim_store
->refcount
!= 0);
698 save
->prim_store
= alloc_prim_store();
701 /* Reset our structures for the next run of vertices:
708 * This is called when we fill a vertex buffer before we hit a glEnd().
710 * TODO -- If no new vertices have been stored, don't bother saving it.
713 wrap_buffers(struct gl_context
*ctx
)
715 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
716 GLint i
= save
->prim_count
- 1;
719 GLboolean no_current_update
;
721 assert(i
< (GLint
) save
->prim_max
);
724 /* Close off in-progress primitive.
726 save
->prims
[i
].count
= (save
->vert_count
- save
->prims
[i
].start
);
727 mode
= save
->prims
[i
].mode
;
728 weak
= save
->prims
[i
].weak
;
729 no_current_update
= save
->prims
[i
].no_current_update
;
731 /* store the copied vertices, and allocate a new list.
733 compile_vertex_list(ctx
);
735 /* Restart interrupted primitive
737 save
->prims
[0].mode
= mode
;
738 save
->prims
[0].weak
= weak
;
739 save
->prims
[0].no_current_update
= no_current_update
;
740 save
->prims
[0].begin
= 0;
741 save
->prims
[0].end
= 0;
742 save
->prims
[0].pad
= 0;
743 save
->prims
[0].start
= 0;
744 save
->prims
[0].count
= 0;
745 save
->prims
[0].num_instances
= 1;
746 save
->prims
[0].base_instance
= 0;
747 save
->prims
[0].is_indirect
= 0;
748 save
->prim_count
= 1;
753 * Called only when buffers are wrapped as the result of filling the
754 * vertex_store struct.
757 wrap_filled_vertex(struct gl_context
*ctx
)
759 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
760 unsigned numComponents
;
762 /* Emit a glEnd to close off the last vertex list.
766 /* Copy stored stored vertices to start of new list.
768 assert(save
->max_vert
- save
->vert_count
> save
->copied
.nr
);
770 numComponents
= save
->copied
.nr
* save
->vertex_size
;
771 memcpy(save
->buffer_ptr
,
773 numComponents
* sizeof(fi_type
));
774 save
->buffer_ptr
+= numComponents
;
775 save
->vert_count
+= save
->copied
.nr
;
780 copy_to_current(struct gl_context
*ctx
)
782 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
783 GLbitfield64 enabled
= save
->enabled
& (~BITFIELD64_BIT(VBO_ATTRIB_POS
));
786 const int i
= u_bit_scan64(&enabled
);
787 assert(save
->attrsz
[i
]);
789 save
->currentsz
[i
][0] = save
->attrsz
[i
];
790 COPY_CLEAN_4V_TYPE_AS_UNION(save
->current
[i
], save
->attrsz
[i
],
791 save
->attrptr
[i
], save
->attrtype
[i
]);
797 copy_from_current(struct gl_context
*ctx
)
799 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
800 GLbitfield64 enabled
= save
->enabled
& (~BITFIELD64_BIT(VBO_ATTRIB_POS
));
803 const int i
= u_bit_scan64(&enabled
);
805 switch (save
->attrsz
[i
]) {
807 save
->attrptr
[i
][3] = save
->current
[i
][3];
809 save
->attrptr
[i
][2] = save
->current
[i
][2];
811 save
->attrptr
[i
][1] = save
->current
[i
][1];
813 save
->attrptr
[i
][0] = save
->current
[i
][0];
816 unreachable("Unexpected vertex attribute size");
823 * Called when we increase the size of a vertex attribute. For example,
824 * if we've seen one or more glTexCoord2f() calls and now we get a
825 * glTexCoord3f() call.
826 * Flush existing data, set new attrib size, replay copied vertices.
829 upgrade_vertex(struct gl_context
*ctx
, GLuint attr
, GLuint newsz
)
831 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
836 /* Store the current run of vertices, and emit a GL_END. Emit a
837 * BEGIN in the new buffer.
839 if (save
->vert_count
)
842 assert(save
->copied
.nr
== 0);
844 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
845 * when the attribute already exists in the vertex and is having
846 * its size increased.
848 copy_to_current(ctx
);
852 oldsz
= save
->attrsz
[attr
];
853 save
->attrsz
[attr
] = newsz
;
854 save
->enabled
|= BITFIELD64_BIT(attr
);
856 save
->vertex_size
+= newsz
- oldsz
;
857 save
->max_vert
= ((VBO_SAVE_BUFFER_SIZE
- save
->vertex_store
->used
) /
859 save
->vert_count
= 0;
861 /* Recalculate all the attrptr[] values:
864 for (i
= 0; i
< VBO_ATTRIB_MAX
; i
++) {
865 if (save
->attrsz
[i
]) {
866 save
->attrptr
[i
] = tmp
;
867 tmp
+= save
->attrsz
[i
];
870 save
->attrptr
[i
] = NULL
; /* will not be dereferenced. */
874 /* Copy from current to repopulate the vertex with correct values.
876 copy_from_current(ctx
);
878 /* Replay stored vertices to translate them to new format here.
880 * If there are copied vertices and the new (upgraded) attribute
881 * has not been defined before, this list is somewhat degenerate,
882 * and will need fixup at runtime.
884 if (save
->copied
.nr
) {
885 const fi_type
*data
= save
->copied
.buffer
;
886 fi_type
*dest
= save
->buffer_map
;
888 /* Need to note this and fix up at runtime (or loopback):
890 if (attr
!= VBO_ATTRIB_POS
&& save
->currentsz
[attr
][0] == 0) {
892 save
->dangling_attr_ref
= GL_TRUE
;
895 for (i
= 0; i
< save
->copied
.nr
; i
++) {
896 GLbitfield64 enabled
= save
->enabled
;
898 const int j
= u_bit_scan64(&enabled
);
899 assert(save
->attrsz
[j
]);
902 COPY_CLEAN_4V_TYPE_AS_UNION(dest
, oldsz
, data
,
908 COPY_SZ_4V(dest
, newsz
, save
->current
[attr
]);
913 GLint sz
= save
->attrsz
[j
];
914 COPY_SZ_4V(dest
, sz
, data
);
921 save
->buffer_ptr
= dest
;
922 save
->vert_count
+= save
->copied
.nr
;
928 * This is called when the size of a vertex attribute changes.
929 * For example, after seeing one or more glTexCoord2f() calls we
930 * get a glTexCoord4f() or glTexCoord1f() call.
933 fixup_vertex(struct gl_context
*ctx
, GLuint attr
, GLuint sz
)
935 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
937 if (sz
> save
->attrsz
[attr
]) {
938 /* New size is larger. Need to flush existing vertices and get
939 * an enlarged vertex format.
941 upgrade_vertex(ctx
, attr
, sz
);
943 else if (sz
< save
->active_sz
[attr
]) {
945 const fi_type
*id
= vbo_get_default_vals_as_union(save
->attrtype
[attr
]);
947 /* New size is equal or smaller - just need to fill in some
950 for (i
= sz
; i
<= save
->attrsz
[attr
]; i
++)
951 save
->attrptr
[attr
][i
- 1] = id
[i
- 1];
954 save
->active_sz
[attr
] = sz
;
959 * Reset the current size of all vertex attributes to the default
960 * value of 0. This signals that we haven't yet seen any per-vertex
961 * commands such as glNormal3f() or glTexCoord2f().
964 reset_vertex(struct gl_context
*ctx
)
966 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
968 while (save
->enabled
) {
969 const int i
= u_bit_scan64(&save
->enabled
);
970 assert(save
->attrsz
[i
]);
972 save
->active_sz
[i
] = 0;
975 save
->vertex_size
= 0;
980 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
983 /* Only one size for each attribute may be active at once. Eg. if
984 * Color3f is installed/active, then Color4f may not be, even if the
985 * vertex actually contains 4 color coordinates. This is because the
986 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
987 * of the chooser function when switching between Color4f and Color3f.
989 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
991 struct vbo_save_context *save = &vbo_context(ctx)->save; \
993 if (save->active_sz[A] != N) \
994 fixup_vertex(ctx, A, N); \
997 C *dest = (C *)save->attrptr[A]; \
998 if (N>0) dest[0] = V0; \
999 if (N>1) dest[1] = V1; \
1000 if (N>2) dest[2] = V2; \
1001 if (N>3) dest[3] = V3; \
1002 save->attrtype[A] = T; \
1008 for (i = 0; i < save->vertex_size; i++) \
1009 save->buffer_ptr[i] = save->vertex[i]; \
1011 save->buffer_ptr += save->vertex_size; \
1013 if (++save->vert_count >= save->max_vert) \
1014 wrap_filled_vertex(ctx); \
1018 #define TAG(x) _save_##x
1020 #include "vbo_attrib_tmp.h"
1024 #define MAT( ATTR, N, face, params ) \
1026 if (face != GL_BACK) \
1027 MAT_ATTR( ATTR, N, params ); /* front */ \
1028 if (face != GL_FRONT) \
1029 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1034 * Save a glMaterial call found between glBegin/End.
1035 * glMaterial calls outside Begin/End are handled in dlist.c.
1037 static void GLAPIENTRY
1038 _save_Materialfv(GLenum face
, GLenum pname
, const GLfloat
*params
)
1040 GET_CURRENT_CONTEXT(ctx
);
1042 if (face
!= GL_FRONT
&& face
!= GL_BACK
&& face
!= GL_FRONT_AND_BACK
) {
1043 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMaterial(face)");
1049 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION
, 4, face
, params
);
1052 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT
, 4, face
, params
);
1055 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE
, 4, face
, params
);
1058 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR
, 4, face
, params
);
1061 if (*params
< 0 || *params
> ctx
->Const
.MaxShininess
) {
1062 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glMaterial(shininess)");
1065 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS
, 1, face
, params
);
1068 case GL_COLOR_INDEXES
:
1069 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES
, 3, face
, params
);
1071 case GL_AMBIENT_AND_DIFFUSE
:
1072 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT
, 4, face
, params
);
1073 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE
, 4, face
, params
);
1076 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMaterial(pname)");
1082 /* Cope with EvalCoord/CallList called within a begin/end object:
1083 * -- Flush current buffer
1084 * -- Fallback to opcodes for the rest of the begin/end object.
1087 dlist_fallback(struct gl_context
*ctx
)
1089 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1091 if (save
->vert_count
|| save
->prim_count
) {
1092 if (save
->prim_count
> 0) {
1093 /* Close off in-progress primitive. */
1094 GLint i
= save
->prim_count
- 1;
1095 save
->prims
[i
].count
= save
->vert_count
- save
->prims
[i
].start
;
1098 /* Need to replay this display list with loopback,
1099 * unfortunately, otherwise this primitive won't be handled
1102 save
->dangling_attr_ref
= GL_TRUE
;
1104 compile_vertex_list(ctx
);
1107 copy_to_current(ctx
);
1109 reset_counters(ctx
);
1110 if (save
->out_of_memory
) {
1111 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1114 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1116 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1120 static void GLAPIENTRY
1121 _save_EvalCoord1f(GLfloat u
)
1123 GET_CURRENT_CONTEXT(ctx
);
1124 dlist_fallback(ctx
);
1125 CALL_EvalCoord1f(ctx
->Save
, (u
));
1128 static void GLAPIENTRY
1129 _save_EvalCoord1fv(const GLfloat
* v
)
1131 GET_CURRENT_CONTEXT(ctx
);
1132 dlist_fallback(ctx
);
1133 CALL_EvalCoord1fv(ctx
->Save
, (v
));
1136 static void GLAPIENTRY
1137 _save_EvalCoord2f(GLfloat u
, GLfloat v
)
1139 GET_CURRENT_CONTEXT(ctx
);
1140 dlist_fallback(ctx
);
1141 CALL_EvalCoord2f(ctx
->Save
, (u
, v
));
1144 static void GLAPIENTRY
1145 _save_EvalCoord2fv(const GLfloat
* v
)
1147 GET_CURRENT_CONTEXT(ctx
);
1148 dlist_fallback(ctx
);
1149 CALL_EvalCoord2fv(ctx
->Save
, (v
));
1152 static void GLAPIENTRY
1153 _save_EvalPoint1(GLint i
)
1155 GET_CURRENT_CONTEXT(ctx
);
1156 dlist_fallback(ctx
);
1157 CALL_EvalPoint1(ctx
->Save
, (i
));
1160 static void GLAPIENTRY
1161 _save_EvalPoint2(GLint i
, GLint j
)
1163 GET_CURRENT_CONTEXT(ctx
);
1164 dlist_fallback(ctx
);
1165 CALL_EvalPoint2(ctx
->Save
, (i
, j
));
1168 static void GLAPIENTRY
1169 _save_CallList(GLuint l
)
1171 GET_CURRENT_CONTEXT(ctx
);
1172 dlist_fallback(ctx
);
1173 CALL_CallList(ctx
->Save
, (l
));
1176 static void GLAPIENTRY
1177 _save_CallLists(GLsizei n
, GLenum type
, const GLvoid
* v
)
1179 GET_CURRENT_CONTEXT(ctx
);
1180 dlist_fallback(ctx
);
1181 CALL_CallLists(ctx
->Save
, (n
, type
, v
));
1187 * Called when a glBegin is getting compiled into a display list.
1188 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1191 vbo_save_NotifyBegin(struct gl_context
*ctx
, GLenum mode
)
1193 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1194 const GLuint i
= save
->prim_count
++;
1196 assert(i
< save
->prim_max
);
1197 save
->prims
[i
].mode
= mode
& VBO_SAVE_PRIM_MODE_MASK
;
1198 save
->prims
[i
].begin
= 1;
1199 save
->prims
[i
].end
= 0;
1200 save
->prims
[i
].weak
= (mode
& VBO_SAVE_PRIM_WEAK
) ? 1 : 0;
1201 save
->prims
[i
].no_current_update
=
1202 (mode
& VBO_SAVE_PRIM_NO_CURRENT_UPDATE
) ? 1 : 0;
1203 save
->prims
[i
].pad
= 0;
1204 save
->prims
[i
].start
= save
->vert_count
;
1205 save
->prims
[i
].count
= 0;
1206 save
->prims
[i
].num_instances
= 1;
1207 save
->prims
[i
].base_instance
= 0;
1208 save
->prims
[i
].is_indirect
= 0;
1210 if (save
->out_of_memory
) {
1211 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1214 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt
);
1217 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1218 ctx
->Driver
.SaveNeedFlush
= GL_TRUE
;
1222 static void GLAPIENTRY
1225 GET_CURRENT_CONTEXT(ctx
);
1226 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1227 const GLint i
= save
->prim_count
- 1;
1229 ctx
->Driver
.CurrentSavePrimitive
= PRIM_OUTSIDE_BEGIN_END
;
1230 save
->prims
[i
].end
= 1;
1231 save
->prims
[i
].count
= (save
->vert_count
- save
->prims
[i
].start
);
1233 if (i
== (GLint
) save
->prim_max
- 1) {
1234 compile_vertex_list(ctx
);
1235 assert(save
->copied
.nr
== 0);
1238 /* Swap out this vertex format while outside begin/end. Any color,
1239 * etc. received between here and the next begin will be compiled
1242 if (save
->out_of_memory
) {
1243 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1246 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1251 static void GLAPIENTRY
1252 _save_Begin(GLenum mode
)
1254 GET_CURRENT_CONTEXT(ctx
);
1256 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
, "Recursive glBegin");
1260 static void GLAPIENTRY
1261 _save_PrimitiveRestartNV(void)
1263 GET_CURRENT_CONTEXT(ctx
);
1264 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1266 if (save
->prim_count
== 0) {
1267 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1270 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
,
1271 "glPrimitiveRestartNV called outside glBegin/End");
1273 /* get current primitive mode */
1274 GLenum curPrim
= save
->prims
[save
->prim_count
- 1].mode
;
1276 /* restart primitive */
1277 CALL_End(GET_DISPATCH(), ());
1278 vbo_save_NotifyBegin(ctx
, curPrim
);
1283 /* Unlike the functions above, these are to be hooked into the vtxfmt
1284 * maintained in ctx->ListState, active when the list is known or
1285 * suspected to be outside any begin/end primitive.
1286 * Note: OBE = Outside Begin/End
1288 static void GLAPIENTRY
1289 _save_OBE_Rectf(GLfloat x1
, GLfloat y1
, GLfloat x2
, GLfloat y2
)
1291 GET_CURRENT_CONTEXT(ctx
);
1292 vbo_save_NotifyBegin(ctx
, GL_QUADS
| VBO_SAVE_PRIM_WEAK
);
1293 CALL_Vertex2f(GET_DISPATCH(), (x1
, y1
));
1294 CALL_Vertex2f(GET_DISPATCH(), (x2
, y1
));
1295 CALL_Vertex2f(GET_DISPATCH(), (x2
, y2
));
1296 CALL_Vertex2f(GET_DISPATCH(), (x1
, y2
));
1297 CALL_End(GET_DISPATCH(), ());
1301 static void GLAPIENTRY
1302 _save_OBE_DrawArrays(GLenum mode
, GLint start
, GLsizei count
)
1304 GET_CURRENT_CONTEXT(ctx
);
1305 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1308 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1309 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawArrays(mode)");
1313 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawArrays(count<0)");
1317 if (save
->out_of_memory
)
1320 /* Make sure to process any VBO binding changes */
1321 _mesa_update_state(ctx
);
1325 vbo_save_NotifyBegin(ctx
, (mode
| VBO_SAVE_PRIM_WEAK
1326 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE
));
1328 for (i
= 0; i
< count
; i
++)
1329 CALL_ArrayElement(GET_DISPATCH(), (start
+ i
));
1330 CALL_End(GET_DISPATCH(), ());
1332 _ae_unmap_vbos(ctx
);
1336 static void GLAPIENTRY
1337 _save_OBE_MultiDrawArrays(GLenum mode
, const GLint
*first
,
1338 const GLsizei
*count
, GLsizei primcount
)
1340 GET_CURRENT_CONTEXT(ctx
);
1343 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1344 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMultiDrawArrays(mode)");
1348 if (primcount
< 0) {
1349 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1350 "glMultiDrawArrays(primcount<0)");
1354 for (i
= 0; i
< primcount
; i
++) {
1356 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1357 "glMultiDrawArrays(count[i]<0)");
1362 for (i
= 0; i
< primcount
; i
++) {
1364 _save_OBE_DrawArrays(mode
, first
[i
], count
[i
]);
1370 /* Could do better by copying the arrays and element list intact and
1371 * then emitting an indexed prim at runtime.
1373 static void GLAPIENTRY
1374 _save_OBE_DrawElementsBaseVertex(GLenum mode
, GLsizei count
, GLenum type
,
1375 const GLvoid
* indices
, GLint basevertex
)
1377 GET_CURRENT_CONTEXT(ctx
);
1378 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1379 struct gl_buffer_object
*indexbuf
= ctx
->Array
.VAO
->IndexBufferObj
;
1382 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1383 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawElements(mode)");
1387 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawElements(count<0)");
1390 if (type
!= GL_UNSIGNED_BYTE
&&
1391 type
!= GL_UNSIGNED_SHORT
&&
1392 type
!= GL_UNSIGNED_INT
) {
1393 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawElements(count<0)");
1397 if (save
->out_of_memory
)
1400 /* Make sure to process any VBO binding changes */
1401 _mesa_update_state(ctx
);
1405 if (_mesa_is_bufferobj(indexbuf
))
1407 ADD_POINTERS(indexbuf
->Mappings
[MAP_INTERNAL
].Pointer
, indices
);
1409 vbo_save_NotifyBegin(ctx
, (mode
| VBO_SAVE_PRIM_WEAK
|
1410 VBO_SAVE_PRIM_NO_CURRENT_UPDATE
));
1413 case GL_UNSIGNED_BYTE
:
1414 for (i
= 0; i
< count
; i
++)
1415 CALL_ArrayElement(GET_DISPATCH(), (basevertex
+ ((GLubyte
*) indices
)[i
]));
1417 case GL_UNSIGNED_SHORT
:
1418 for (i
= 0; i
< count
; i
++)
1419 CALL_ArrayElement(GET_DISPATCH(), (basevertex
+ ((GLushort
*) indices
)[i
]));
1421 case GL_UNSIGNED_INT
:
1422 for (i
= 0; i
< count
; i
++)
1423 CALL_ArrayElement(GET_DISPATCH(), (basevertex
+ ((GLuint
*) indices
)[i
]));
1426 _mesa_error(ctx
, GL_INVALID_ENUM
, "glDrawElements(type)");
1430 CALL_End(GET_DISPATCH(), ());
1432 _ae_unmap_vbos(ctx
);
1435 static void GLAPIENTRY
1436 _save_OBE_DrawElements(GLenum mode
, GLsizei count
, GLenum type
,
1437 const GLvoid
* indices
)
1439 _save_OBE_DrawElementsBaseVertex(mode
, count
, type
, indices
, 0);
1443 static void GLAPIENTRY
1444 _save_OBE_DrawRangeElements(GLenum mode
, GLuint start
, GLuint end
,
1445 GLsizei count
, GLenum type
,
1446 const GLvoid
* indices
)
1448 GET_CURRENT_CONTEXT(ctx
);
1449 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1451 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1452 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawRangeElements(mode)");
1456 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1457 "glDrawRangeElements(count<0)");
1460 if (type
!= GL_UNSIGNED_BYTE
&&
1461 type
!= GL_UNSIGNED_SHORT
&&
1462 type
!= GL_UNSIGNED_INT
) {
1463 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawRangeElements(type)");
1467 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1468 "glDrawRangeElements(end < start)");
1472 if (save
->out_of_memory
)
1475 _save_OBE_DrawElements(mode
, count
, type
, indices
);
1479 static void GLAPIENTRY
1480 _save_OBE_MultiDrawElements(GLenum mode
, const GLsizei
*count
, GLenum type
,
1481 const GLvoid
* const *indices
, GLsizei primcount
)
1485 for (i
= 0; i
< primcount
; i
++) {
1487 CALL_DrawElements(GET_DISPATCH(), (mode
, count
[i
], type
, indices
[i
]));
1493 static void GLAPIENTRY
1494 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode
, const GLsizei
*count
,
1496 const GLvoid
* const *indices
,
1498 const GLint
*basevertex
)
1502 for (i
= 0; i
< primcount
; i
++) {
1504 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode
, count
[i
], type
,
1513 vtxfmt_init(struct gl_context
*ctx
)
1515 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1516 GLvertexformat
*vfmt
= &save
->vtxfmt
;
1518 vfmt
->ArrayElement
= _ae_ArrayElement
;
1520 vfmt
->Color3f
= _save_Color3f
;
1521 vfmt
->Color3fv
= _save_Color3fv
;
1522 vfmt
->Color4f
= _save_Color4f
;
1523 vfmt
->Color4fv
= _save_Color4fv
;
1524 vfmt
->EdgeFlag
= _save_EdgeFlag
;
1525 vfmt
->End
= _save_End
;
1526 vfmt
->PrimitiveRestartNV
= _save_PrimitiveRestartNV
;
1527 vfmt
->FogCoordfEXT
= _save_FogCoordfEXT
;
1528 vfmt
->FogCoordfvEXT
= _save_FogCoordfvEXT
;
1529 vfmt
->Indexf
= _save_Indexf
;
1530 vfmt
->Indexfv
= _save_Indexfv
;
1531 vfmt
->Materialfv
= _save_Materialfv
;
1532 vfmt
->MultiTexCoord1fARB
= _save_MultiTexCoord1f
;
1533 vfmt
->MultiTexCoord1fvARB
= _save_MultiTexCoord1fv
;
1534 vfmt
->MultiTexCoord2fARB
= _save_MultiTexCoord2f
;
1535 vfmt
->MultiTexCoord2fvARB
= _save_MultiTexCoord2fv
;
1536 vfmt
->MultiTexCoord3fARB
= _save_MultiTexCoord3f
;
1537 vfmt
->MultiTexCoord3fvARB
= _save_MultiTexCoord3fv
;
1538 vfmt
->MultiTexCoord4fARB
= _save_MultiTexCoord4f
;
1539 vfmt
->MultiTexCoord4fvARB
= _save_MultiTexCoord4fv
;
1540 vfmt
->Normal3f
= _save_Normal3f
;
1541 vfmt
->Normal3fv
= _save_Normal3fv
;
1542 vfmt
->SecondaryColor3fEXT
= _save_SecondaryColor3fEXT
;
1543 vfmt
->SecondaryColor3fvEXT
= _save_SecondaryColor3fvEXT
;
1544 vfmt
->TexCoord1f
= _save_TexCoord1f
;
1545 vfmt
->TexCoord1fv
= _save_TexCoord1fv
;
1546 vfmt
->TexCoord2f
= _save_TexCoord2f
;
1547 vfmt
->TexCoord2fv
= _save_TexCoord2fv
;
1548 vfmt
->TexCoord3f
= _save_TexCoord3f
;
1549 vfmt
->TexCoord3fv
= _save_TexCoord3fv
;
1550 vfmt
->TexCoord4f
= _save_TexCoord4f
;
1551 vfmt
->TexCoord4fv
= _save_TexCoord4fv
;
1552 vfmt
->Vertex2f
= _save_Vertex2f
;
1553 vfmt
->Vertex2fv
= _save_Vertex2fv
;
1554 vfmt
->Vertex3f
= _save_Vertex3f
;
1555 vfmt
->Vertex3fv
= _save_Vertex3fv
;
1556 vfmt
->Vertex4f
= _save_Vertex4f
;
1557 vfmt
->Vertex4fv
= _save_Vertex4fv
;
1558 vfmt
->VertexAttrib1fARB
= _save_VertexAttrib1fARB
;
1559 vfmt
->VertexAttrib1fvARB
= _save_VertexAttrib1fvARB
;
1560 vfmt
->VertexAttrib2fARB
= _save_VertexAttrib2fARB
;
1561 vfmt
->VertexAttrib2fvARB
= _save_VertexAttrib2fvARB
;
1562 vfmt
->VertexAttrib3fARB
= _save_VertexAttrib3fARB
;
1563 vfmt
->VertexAttrib3fvARB
= _save_VertexAttrib3fvARB
;
1564 vfmt
->VertexAttrib4fARB
= _save_VertexAttrib4fARB
;
1565 vfmt
->VertexAttrib4fvARB
= _save_VertexAttrib4fvARB
;
1567 vfmt
->VertexAttrib1fNV
= _save_VertexAttrib1fNV
;
1568 vfmt
->VertexAttrib1fvNV
= _save_VertexAttrib1fvNV
;
1569 vfmt
->VertexAttrib2fNV
= _save_VertexAttrib2fNV
;
1570 vfmt
->VertexAttrib2fvNV
= _save_VertexAttrib2fvNV
;
1571 vfmt
->VertexAttrib3fNV
= _save_VertexAttrib3fNV
;
1572 vfmt
->VertexAttrib3fvNV
= _save_VertexAttrib3fvNV
;
1573 vfmt
->VertexAttrib4fNV
= _save_VertexAttrib4fNV
;
1574 vfmt
->VertexAttrib4fvNV
= _save_VertexAttrib4fvNV
;
1576 /* integer-valued */
1577 vfmt
->VertexAttribI1i
= _save_VertexAttribI1i
;
1578 vfmt
->VertexAttribI2i
= _save_VertexAttribI2i
;
1579 vfmt
->VertexAttribI3i
= _save_VertexAttribI3i
;
1580 vfmt
->VertexAttribI4i
= _save_VertexAttribI4i
;
1581 vfmt
->VertexAttribI2iv
= _save_VertexAttribI2iv
;
1582 vfmt
->VertexAttribI3iv
= _save_VertexAttribI3iv
;
1583 vfmt
->VertexAttribI4iv
= _save_VertexAttribI4iv
;
1585 /* unsigned integer-valued */
1586 vfmt
->VertexAttribI1ui
= _save_VertexAttribI1ui
;
1587 vfmt
->VertexAttribI2ui
= _save_VertexAttribI2ui
;
1588 vfmt
->VertexAttribI3ui
= _save_VertexAttribI3ui
;
1589 vfmt
->VertexAttribI4ui
= _save_VertexAttribI4ui
;
1590 vfmt
->VertexAttribI2uiv
= _save_VertexAttribI2uiv
;
1591 vfmt
->VertexAttribI3uiv
= _save_VertexAttribI3uiv
;
1592 vfmt
->VertexAttribI4uiv
= _save_VertexAttribI4uiv
;
1594 vfmt
->VertexP2ui
= _save_VertexP2ui
;
1595 vfmt
->VertexP3ui
= _save_VertexP3ui
;
1596 vfmt
->VertexP4ui
= _save_VertexP4ui
;
1597 vfmt
->VertexP2uiv
= _save_VertexP2uiv
;
1598 vfmt
->VertexP3uiv
= _save_VertexP3uiv
;
1599 vfmt
->VertexP4uiv
= _save_VertexP4uiv
;
1601 vfmt
->TexCoordP1ui
= _save_TexCoordP1ui
;
1602 vfmt
->TexCoordP2ui
= _save_TexCoordP2ui
;
1603 vfmt
->TexCoordP3ui
= _save_TexCoordP3ui
;
1604 vfmt
->TexCoordP4ui
= _save_TexCoordP4ui
;
1605 vfmt
->TexCoordP1uiv
= _save_TexCoordP1uiv
;
1606 vfmt
->TexCoordP2uiv
= _save_TexCoordP2uiv
;
1607 vfmt
->TexCoordP3uiv
= _save_TexCoordP3uiv
;
1608 vfmt
->TexCoordP4uiv
= _save_TexCoordP4uiv
;
1610 vfmt
->MultiTexCoordP1ui
= _save_MultiTexCoordP1ui
;
1611 vfmt
->MultiTexCoordP2ui
= _save_MultiTexCoordP2ui
;
1612 vfmt
->MultiTexCoordP3ui
= _save_MultiTexCoordP3ui
;
1613 vfmt
->MultiTexCoordP4ui
= _save_MultiTexCoordP4ui
;
1614 vfmt
->MultiTexCoordP1uiv
= _save_MultiTexCoordP1uiv
;
1615 vfmt
->MultiTexCoordP2uiv
= _save_MultiTexCoordP2uiv
;
1616 vfmt
->MultiTexCoordP3uiv
= _save_MultiTexCoordP3uiv
;
1617 vfmt
->MultiTexCoordP4uiv
= _save_MultiTexCoordP4uiv
;
1619 vfmt
->NormalP3ui
= _save_NormalP3ui
;
1620 vfmt
->NormalP3uiv
= _save_NormalP3uiv
;
1622 vfmt
->ColorP3ui
= _save_ColorP3ui
;
1623 vfmt
->ColorP4ui
= _save_ColorP4ui
;
1624 vfmt
->ColorP3uiv
= _save_ColorP3uiv
;
1625 vfmt
->ColorP4uiv
= _save_ColorP4uiv
;
1627 vfmt
->SecondaryColorP3ui
= _save_SecondaryColorP3ui
;
1628 vfmt
->SecondaryColorP3uiv
= _save_SecondaryColorP3uiv
;
1630 vfmt
->VertexAttribP1ui
= _save_VertexAttribP1ui
;
1631 vfmt
->VertexAttribP2ui
= _save_VertexAttribP2ui
;
1632 vfmt
->VertexAttribP3ui
= _save_VertexAttribP3ui
;
1633 vfmt
->VertexAttribP4ui
= _save_VertexAttribP4ui
;
1635 vfmt
->VertexAttribP1uiv
= _save_VertexAttribP1uiv
;
1636 vfmt
->VertexAttribP2uiv
= _save_VertexAttribP2uiv
;
1637 vfmt
->VertexAttribP3uiv
= _save_VertexAttribP3uiv
;
1638 vfmt
->VertexAttribP4uiv
= _save_VertexAttribP4uiv
;
1640 vfmt
->VertexAttribL1d
= _save_VertexAttribL1d
;
1641 vfmt
->VertexAttribL2d
= _save_VertexAttribL2d
;
1642 vfmt
->VertexAttribL3d
= _save_VertexAttribL3d
;
1643 vfmt
->VertexAttribL4d
= _save_VertexAttribL4d
;
1645 vfmt
->VertexAttribL1dv
= _save_VertexAttribL1dv
;
1646 vfmt
->VertexAttribL2dv
= _save_VertexAttribL2dv
;
1647 vfmt
->VertexAttribL3dv
= _save_VertexAttribL3dv
;
1648 vfmt
->VertexAttribL4dv
= _save_VertexAttribL4dv
;
1650 vfmt
->VertexAttribL1ui64ARB
= _save_VertexAttribL1ui64ARB
;
1651 vfmt
->VertexAttribL1ui64vARB
= _save_VertexAttribL1ui64vARB
;
1653 /* This will all require us to fallback to saving the list as opcodes:
1655 vfmt
->CallList
= _save_CallList
;
1656 vfmt
->CallLists
= _save_CallLists
;
1658 vfmt
->EvalCoord1f
= _save_EvalCoord1f
;
1659 vfmt
->EvalCoord1fv
= _save_EvalCoord1fv
;
1660 vfmt
->EvalCoord2f
= _save_EvalCoord2f
;
1661 vfmt
->EvalCoord2fv
= _save_EvalCoord2fv
;
1662 vfmt
->EvalPoint1
= _save_EvalPoint1
;
1663 vfmt
->EvalPoint2
= _save_EvalPoint2
;
1665 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1666 * only used when we're inside a glBegin/End pair.
1668 vfmt
->Begin
= _save_Begin
;
1673 * Initialize the dispatch table with the VBO functions for display
1677 vbo_initialize_save_dispatch(const struct gl_context
*ctx
,
1678 struct _glapi_table
*exec
)
1680 SET_DrawArrays(exec
, _save_OBE_DrawArrays
);
1681 SET_MultiDrawArrays(exec
, _save_OBE_MultiDrawArrays
);
1682 SET_DrawElements(exec
, _save_OBE_DrawElements
);
1683 SET_DrawElementsBaseVertex(exec
, _save_OBE_DrawElementsBaseVertex
);
1684 SET_DrawRangeElements(exec
, _save_OBE_DrawRangeElements
);
1685 SET_MultiDrawElementsEXT(exec
, _save_OBE_MultiDrawElements
);
1686 SET_MultiDrawElementsBaseVertex(exec
, _save_OBE_MultiDrawElementsBaseVertex
);
1687 SET_Rectf(exec
, _save_OBE_Rectf
);
1688 /* Note: other glDraw functins aren't compiled into display lists */
1694 vbo_save_SaveFlushVertices(struct gl_context
*ctx
)
1696 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1698 /* Noop when we are actually active:
1700 if (ctx
->Driver
.CurrentSavePrimitive
<= PRIM_MAX
)
1703 if (save
->vert_count
|| save
->prim_count
)
1704 compile_vertex_list(ctx
);
1706 copy_to_current(ctx
);
1708 reset_counters(ctx
);
1709 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1714 * Called from glNewList when we're starting to compile a display list.
1717 vbo_save_NewList(struct gl_context
*ctx
, GLuint list
, GLenum mode
)
1719 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1724 if (!save
->prim_store
)
1725 save
->prim_store
= alloc_prim_store();
1727 if (!save
->vertex_store
)
1728 save
->vertex_store
= alloc_vertex_store(ctx
);
1730 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);
1733 reset_counters(ctx
);
1734 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1739 * Called from glEndList when we're finished compiling a display list.
1742 vbo_save_EndList(struct gl_context
*ctx
)
1744 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1746 /* EndList called inside a (saved) Begin/End pair?
1748 if (_mesa_inside_dlist_begin_end(ctx
)) {
1749 if (save
->prim_count
> 0) {
1750 GLint i
= save
->prim_count
- 1;
1751 ctx
->Driver
.CurrentSavePrimitive
= PRIM_OUTSIDE_BEGIN_END
;
1752 save
->prims
[i
].end
= 0;
1753 save
->prims
[i
].count
= save
->vert_count
- save
->prims
[i
].start
;
1756 /* Make sure this vertex list gets replayed by the "loopback"
1759 save
->dangling_attr_ref
= GL_TRUE
;
1760 vbo_save_SaveFlushVertices(ctx
);
1762 /* Swap out this vertex format while outside begin/end. Any color,
1763 * etc. received between here and the next begin will be compiled
1766 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1769 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
1771 assert(save
->vertex_size
== 0);
1776 * Called from the display list code when we're about to execute a
1780 vbo_save_BeginCallList(struct gl_context
*ctx
, struct gl_display_list
*dlist
)
1782 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1783 save
->replay_flags
|= dlist
->Flags
;
1788 * Called from the display list code when we're finished executing a
1792 vbo_save_EndCallList(struct gl_context
*ctx
)
1794 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1796 if (ctx
->ListState
.CallDepth
== 1) {
1797 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1798 * flag, if it is set:
1800 save
->replay_flags
&= VBO_SAVE_FALLBACK
;
1806 * Called by display list code when a display list is being deleted.
1809 vbo_destroy_vertex_list(struct gl_context
*ctx
, void *data
)
1811 struct vbo_save_vertex_list
*node
= (struct vbo_save_vertex_list
*) data
;
1813 for (gl_vertex_processing_mode vpm
= VP_MODE_FF
; vpm
< VP_MODE_MAX
; ++vpm
)
1814 _mesa_reference_vao(ctx
, &node
->VAO
[vpm
], NULL
);
1816 if (--node
->prim_store
->refcount
== 0)
1817 free(node
->prim_store
);
1819 free(node
->current_data
);
1820 node
->current_data
= NULL
;
1825 vbo_print_vertex_list(struct gl_context
*ctx
, void *data
, FILE *f
)
1827 struct vbo_save_vertex_list
*node
= (struct vbo_save_vertex_list
*) data
;
1829 struct gl_buffer_object
*buffer
= node
->VAO
[0]->BufferBinding
[0].BufferObj
;
1830 const GLuint vertex_size
= _vbo_save_get_stride(node
)/sizeof(GLfloat
);
1833 fprintf(f
, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1835 node
->vertex_count
, node
->prim_count
, vertex_size
,
1838 for (i
= 0; i
< node
->prim_count
; i
++) {
1839 struct _mesa_prim
*prim
= &node
->prims
[i
];
1840 fprintf(f
, " prim %d: %s%s %d..%d %s %s\n",
1842 _mesa_lookup_prim_by_nr(prim
->mode
),
1843 prim
->weak
? " (weak)" : "",
1845 prim
->start
+ prim
->count
,
1846 (prim
->begin
) ? "BEGIN" : "(wrap)",
1847 (prim
->end
) ? "END" : "(wrap)");
1853 * Called during context creation/init.
1856 current_init(struct gl_context
*ctx
)
1858 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1861 for (i
= VBO_ATTRIB_POS
; i
<= VBO_ATTRIB_GENERIC15
; i
++) {
1862 const GLuint j
= i
- VBO_ATTRIB_POS
;
1863 assert(j
< VERT_ATTRIB_MAX
);
1864 save
->currentsz
[i
] = &ctx
->ListState
.ActiveAttribSize
[j
];
1865 save
->current
[i
] = (fi_type
*) ctx
->ListState
.CurrentAttrib
[j
];
1868 for (i
= VBO_ATTRIB_FIRST_MATERIAL
; i
<= VBO_ATTRIB_LAST_MATERIAL
; i
++) {
1869 const GLuint j
= i
- VBO_ATTRIB_FIRST_MATERIAL
;
1870 assert(j
< MAT_ATTRIB_MAX
);
1871 save
->currentsz
[i
] = &ctx
->ListState
.ActiveMaterialSize
[j
];
1872 save
->current
[i
] = (fi_type
*) ctx
->ListState
.CurrentMaterial
[j
];
1878 * Initialize the display list compiler. Called during context creation.
1881 vbo_save_api_init(struct vbo_save_context
*save
)
1883 struct gl_context
*ctx
= save
->ctx
;
1885 save
->opcode_vertex_list
=
1886 _mesa_dlist_alloc_opcode(ctx
,
1887 sizeof(struct vbo_save_vertex_list
),
1888 vbo_save_playback_vertex_list
,
1889 vbo_destroy_vertex_list
,
1890 vbo_print_vertex_list
);
1894 _mesa_noop_vtxfmt_init(&save
->vtxfmt_noop
);