vbo: Remove vbo_save_vertex_list::vertex_size.
[mesa.git] / src / mesa / vbo / vbo_save_api.c
1 /**************************************************************************
2
3 Copyright 2002-2008 VMware, Inc.
4
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14 The above copyright notice and this permission notice (including the next
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16 Software.
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19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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27
28 /*
29 * Authors:
30 * Keith Whitwell <keithw@vmware.com>
31 */
32
33
34
35 /* Display list compiler attempts to store lists of vertices with the
36 * same vertex layout. Additionally it attempts to minimize the need
37 * for execute-time fixup of these vertex lists, allowing them to be
38 * cached on hardware.
39 *
40 * There are still some circumstances where this can be thwarted, for
41 * example by building a list that consists of one very long primitive
42 * (eg Begin(Triangles), 1000 vertices, End), and calling that list
43 * from inside a different begin/end object (Begin(Lines), CallList,
44 * End).
45 *
46 * In that case the code will have to replay the list as individual
47 * commands through the Exec dispatch table, or fix up the copied
48 * vertices at execute-time.
49 *
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
52 * Begin(Lines)
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
55 * End()
56 *
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
59 *
60 *
61 * The list compiler currently doesn't attempt to compile lists
62 * containing EvalCoord or EvalPoint commands. On encountering one of
63 * these, compilation falls back to opcodes.
64 *
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
67 */
68
69
70 #include "main/glheader.h"
71 #include "main/arrayobj.h"
72 #include "main/bufferobj.h"
73 #include "main/context.h"
74 #include "main/dlist.h"
75 #include "main/enums.h"
76 #include "main/eval.h"
77 #include "main/macros.h"
78 #include "main/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"
85
86 #include "vbo_noop.h"
87 #include "vbo_private.h"
88
89
90 #ifdef ERROR
91 #undef ERROR
92 #endif
93
94 /**
95 * Display list flag only used by this VBO code.
96 */
97 #define DLIST_DANGLING_REFS 0x1
98
99
100 /* An interesting VBO number/name to help with debugging */
101 #define VBO_BUF_ID 12345
102
103
104 /*
105 * NOTE: Old 'parity' issue is gone, but copying can still be
106 * wrong-footed on replay.
107 */
108 static GLuint
109 copy_vertices(struct gl_context *ctx,
110 const struct vbo_save_vertex_list *node,
111 const fi_type * src_buffer)
112 {
113 struct vbo_save_context *save = &vbo_context(ctx)->save;
114 const struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
115 GLuint nr = prim->count;
116 GLuint sz = save->vertex_size;
117 const fi_type *src = src_buffer + prim->start * sz;
118 fi_type *dst = save->copied.buffer;
119 GLuint ovf, i;
120
121 if (prim->end)
122 return 0;
123
124 switch (prim->mode) {
125 case GL_POINTS:
126 return 0;
127 case GL_LINES:
128 ovf = nr & 1;
129 for (i = 0; i < ovf; i++)
130 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
131 sz * sizeof(GLfloat));
132 return i;
133 case GL_TRIANGLES:
134 ovf = nr % 3;
135 for (i = 0; i < ovf; i++)
136 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
137 sz * sizeof(GLfloat));
138 return i;
139 case GL_QUADS:
140 ovf = nr & 3;
141 for (i = 0; i < ovf; i++)
142 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
143 sz * sizeof(GLfloat));
144 return i;
145 case GL_LINE_STRIP:
146 if (nr == 0)
147 return 0;
148 else {
149 memcpy(dst, src + (nr - 1) * sz, sz * sizeof(GLfloat));
150 return 1;
151 }
152 case GL_LINE_LOOP:
153 case GL_TRIANGLE_FAN:
154 case GL_POLYGON:
155 if (nr == 0)
156 return 0;
157 else if (nr == 1) {
158 memcpy(dst, src + 0, sz * sizeof(GLfloat));
159 return 1;
160 }
161 else {
162 memcpy(dst, src + 0, sz * sizeof(GLfloat));
163 memcpy(dst + sz, src + (nr - 1) * sz, sz * sizeof(GLfloat));
164 return 2;
165 }
166 case GL_TRIANGLE_STRIP:
167 case GL_QUAD_STRIP:
168 switch (nr) {
169 case 0:
170 ovf = 0;
171 break;
172 case 1:
173 ovf = 1;
174 break;
175 default:
176 ovf = 2 + (nr & 1);
177 break;
178 }
179 for (i = 0; i < ovf; i++)
180 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
181 sz * sizeof(GLfloat));
182 return i;
183 default:
184 unreachable("Unexpected primitive type");
185 return 0;
186 }
187 }
188
189
190 static struct vbo_save_vertex_store *
191 alloc_vertex_store(struct gl_context *ctx)
192 {
193 struct vbo_save_context *save = &vbo_context(ctx)->save;
194 struct vbo_save_vertex_store *vertex_store =
195 CALLOC_STRUCT(vbo_save_vertex_store);
196
197 /* obj->Name needs to be non-zero, but won't ever be examined more
198 * closely than that. In particular these buffers won't be entered
199 * into the hash and can never be confused with ones visible to the
200 * user. Perhaps there could be a special number for internal
201 * buffers:
202 */
203 vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID);
204 if (vertex_store->bufferobj) {
205 save->out_of_memory =
206 !ctx->Driver.BufferData(ctx,
207 GL_ARRAY_BUFFER_ARB,
208 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
209 NULL, GL_STATIC_DRAW_ARB,
210 GL_MAP_WRITE_BIT |
211 GL_DYNAMIC_STORAGE_BIT,
212 vertex_store->bufferobj);
213 }
214 else {
215 save->out_of_memory = GL_TRUE;
216 }
217
218 if (save->out_of_memory) {
219 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation");
220 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
221 }
222
223 vertex_store->buffer_map = NULL;
224 vertex_store->used = 0;
225
226 return vertex_store;
227 }
228
229
230 static void
231 free_vertex_store(struct gl_context *ctx,
232 struct vbo_save_vertex_store *vertex_store)
233 {
234 assert(!vertex_store->buffer_map);
235
236 if (vertex_store->bufferobj) {
237 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
238 }
239
240 free(vertex_store);
241 }
242
243
244 fi_type *
245 vbo_save_map_vertex_store(struct gl_context *ctx,
246 struct vbo_save_vertex_store *vertex_store)
247 {
248 const GLbitfield access = (GL_MAP_WRITE_BIT |
249 GL_MAP_INVALIDATE_RANGE_BIT |
250 GL_MAP_UNSYNCHRONIZED_BIT |
251 GL_MAP_FLUSH_EXPLICIT_BIT);
252
253 assert(vertex_store->bufferobj);
254 assert(!vertex_store->buffer_map); /* the buffer should not be mapped */
255
256 if (vertex_store->bufferobj->Size > 0) {
257 /* Map the remaining free space in the VBO */
258 GLintptr offset = vertex_store->used * sizeof(GLfloat);
259 GLsizeiptr size = vertex_store->bufferobj->Size - offset;
260 fi_type *range = (fi_type *)
261 ctx->Driver.MapBufferRange(ctx, offset, size, access,
262 vertex_store->bufferobj,
263 MAP_INTERNAL);
264 if (range) {
265 /* compute address of start of whole buffer (needed elsewhere) */
266 vertex_store->buffer_map = range - vertex_store->used;
267 assert(vertex_store->buffer_map);
268 return range;
269 }
270 else {
271 vertex_store->buffer_map = NULL;
272 return NULL;
273 }
274 }
275 else {
276 /* probably ran out of memory for buffers */
277 return NULL;
278 }
279 }
280
281
282 void
283 vbo_save_unmap_vertex_store(struct gl_context *ctx,
284 struct vbo_save_vertex_store *vertex_store)
285 {
286 if (vertex_store->bufferobj->Size > 0) {
287 GLintptr offset = 0;
288 GLsizeiptr length = vertex_store->used * sizeof(GLfloat)
289 - vertex_store->bufferobj->Mappings[MAP_INTERNAL].Offset;
290
291 /* Explicitly flush the region we wrote to */
292 ctx->Driver.FlushMappedBufferRange(ctx, offset, length,
293 vertex_store->bufferobj,
294 MAP_INTERNAL);
295
296 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj, MAP_INTERNAL);
297 }
298 vertex_store->buffer_map = NULL;
299 }
300
301
302 static struct vbo_save_primitive_store *
303 alloc_prim_store(void)
304 {
305 struct vbo_save_primitive_store *store =
306 CALLOC_STRUCT(vbo_save_primitive_store);
307 store->used = 0;
308 store->refcount = 1;
309 return store;
310 }
311
312
313 static void
314 reset_counters(struct gl_context *ctx)
315 {
316 struct vbo_save_context *save = &vbo_context(ctx)->save;
317
318 save->prims = save->prim_store->prims + save->prim_store->used;
319 save->buffer_map = save->vertex_store->buffer_map + save->vertex_store->used;
320
321 assert(save->buffer_map == save->buffer_ptr);
322
323 if (save->vertex_size)
324 save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
325 save->vertex_size;
326 else
327 save->max_vert = 0;
328
329 save->vert_count = 0;
330 save->prim_count = 0;
331 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
332 save->dangling_attr_ref = GL_FALSE;
333 }
334
335 /**
336 * For a list of prims, try merging prims that can just be extensions of the
337 * previous prim.
338 */
339 static void
340 merge_prims(struct _mesa_prim *prim_list,
341 GLuint *prim_count)
342 {
343 GLuint i;
344 struct _mesa_prim *prev_prim = prim_list;
345
346 for (i = 1; i < *prim_count; i++) {
347 struct _mesa_prim *this_prim = prim_list + i;
348
349 vbo_try_prim_conversion(this_prim);
350
351 if (vbo_can_merge_prims(prev_prim, this_prim)) {
352 /* We've found a prim that just extend the previous one. Tack it
353 * onto the previous one, and let this primitive struct get dropped.
354 */
355 vbo_merge_prims(prev_prim, this_prim);
356 continue;
357 }
358
359 /* If any previous primitives have been dropped, then we need to copy
360 * this later one into the next available slot.
361 */
362 prev_prim++;
363 if (prev_prim != this_prim)
364 *prev_prim = *this_prim;
365 }
366
367 *prim_count = prev_prim - prim_list + 1;
368 }
369
370
371 /**
372 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
373 * don't have to worry about handling the _mesa_prim::begin/end flags.
374 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
375 */
376 static void
377 convert_line_loop_to_strip(struct vbo_save_context *save,
378 struct vbo_save_vertex_list *node)
379 {
380 struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
381
382 assert(prim->mode == GL_LINE_LOOP);
383
384 if (prim->end) {
385 /* Copy the 0th vertex to end of the buffer and extend the
386 * vertex count by one to finish the line loop.
387 */
388 const GLuint sz = save->vertex_size;
389 /* 0th vertex: */
390 const fi_type *src = save->buffer_map + prim->start * sz;
391 /* end of buffer: */
392 fi_type *dst = save->buffer_map + (prim->start + prim->count) * sz;
393
394 memcpy(dst, src, sz * sizeof(float));
395
396 prim->count++;
397 node->vertex_count++;
398 save->vert_count++;
399 save->buffer_ptr += sz;
400 save->vertex_store->used += sz;
401 }
402
403 if (!prim->begin) {
404 /* Drawing the second or later section of a long line loop.
405 * Skip the 0th vertex.
406 */
407 prim->start++;
408 prim->count--;
409 }
410
411 prim->mode = GL_LINE_STRIP;
412 }
413
414
415 /* Compare the present vao if it has the same setup. */
416 static bool
417 compare_vao(gl_vertex_processing_mode mode,
418 const struct gl_vertex_array_object *vao,
419 const struct gl_buffer_object *bo, GLintptr buffer_offset,
420 GLuint stride, GLbitfield64 vao_enabled,
421 const GLubyte size[VBO_ATTRIB_MAX],
422 const GLenum16 type[VBO_ATTRIB_MAX],
423 const GLuint offset[VBO_ATTRIB_MAX])
424 {
425 if (!vao)
426 return false;
427
428 /* If the enabled arrays are not the same we are not equal. */
429 if (vao_enabled != vao->_Enabled)
430 return false;
431
432 /* Check the buffer binding at 0 */
433 if (vao->BufferBinding[0].BufferObj != bo)
434 return false;
435 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
436 if (vao->BufferBinding[0].Stride != stride)
437 return false;
438 assert(vao->BufferBinding[0].InstanceDivisor == 0);
439
440 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
441 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
442
443 /* Now check the enabled arrays */
444 GLbitfield mask = vao_enabled;
445 while (mask) {
446 const int attr = u_bit_scan(&mask);
447 const unsigned char vbo_attr = vao_to_vbo_map[attr];
448 const GLenum16 tp = type[vbo_attr];
449 const GLintptr off = offset[vbo_attr] + buffer_offset;
450 const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
451 if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
452 return false;
453 if (attrib->Type != tp)
454 return false;
455 if (attrib->Size != size[vbo_attr])
456 return false;
457 assert(attrib->Format == GL_RGBA);
458 assert(attrib->Enabled == GL_TRUE);
459 assert(attrib->Normalized == GL_FALSE);
460 assert(attrib->Integer == vbo_attrtype_to_integer_flag(tp));
461 assert(attrib->Doubles == vbo_attrtype_to_double_flag(tp));
462 assert(attrib->BufferBindingIndex == 0);
463 }
464
465 return true;
466 }
467
468
469 /* Create or reuse the vao for the vertex processing mode. */
470 static void
471 update_vao(struct gl_context *ctx,
472 gl_vertex_processing_mode mode,
473 struct gl_vertex_array_object **vao,
474 struct gl_buffer_object *bo, GLintptr buffer_offset,
475 GLuint stride, GLbitfield64 vbo_enabled,
476 const GLubyte size[VBO_ATTRIB_MAX],
477 const GLenum16 type[VBO_ATTRIB_MAX],
478 const GLuint offset[VBO_ATTRIB_MAX])
479 {
480 /* Compute the bitmasks of vao_enabled arrays */
481 GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
482
483 /*
484 * Check if we can possibly reuse the exisiting one.
485 * In the long term we should reset them when something changes.
486 */
487 if (compare_vao(mode, *vao, bo, buffer_offset, stride,
488 vao_enabled, size, type, offset))
489 return;
490
491 /* The initial refcount is 1 */
492 _mesa_reference_vao(ctx, vao, NULL);
493 *vao = _mesa_new_vao(ctx, ~((GLuint)0));
494
495 /* Bind the buffer object at binding point 0 */
496 _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride, false);
497
498 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
499 * Note that the position/generic0 aliasing is done in the VAO.
500 */
501 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
502 /* Now set the enable arrays */
503 GLbitfield mask = vao_enabled;
504 while (mask) {
505 const int vao_attr = u_bit_scan(&mask);
506 const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
507
508 _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
509 size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
510 _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0, false);
511 _mesa_enable_vertex_array_attrib(ctx, *vao, vao_attr, false);
512 }
513 assert(vao_enabled == (*vao)->_Enabled);
514 assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
515
516 /* Finalize and freeze the VAO */
517 _mesa_set_vao_immutable(ctx, *vao);
518 }
519
520
521 /**
522 * Insert the active immediate struct onto the display list currently
523 * being built.
524 */
525 static void
526 compile_vertex_list(struct gl_context *ctx)
527 {
528 struct vbo_save_context *save = &vbo_context(ctx)->save;
529 struct vbo_save_vertex_list *node;
530
531 /* Allocate space for this structure in the display list currently
532 * being compiled.
533 */
534 node = (struct vbo_save_vertex_list *)
535 _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node));
536
537 if (!node)
538 return;
539
540 /* Make sure the pointer is aligned to the size of a pointer */
541 assert((GLintptr) node % sizeof(void *) == 0);
542
543 /* Duplicate our template, increment refcounts to the storage structs:
544 */
545 const GLsizei stride = save->vertex_size*sizeof(GLfloat);
546 GLintptr buffer_offset =
547 (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
548 GLuint start_offset = 0;
549 if (0 < buffer_offset && 0 < stride && buffer_offset % stride == 0) {
550 /* The vertex size is an exact multiple of the buffer offset.
551 * This means that we can use zero-based vertex attribute pointers
552 * and specify the start of the primitive with the _mesa_prim::start
553 * field. This results in issuing several draw calls with identical
554 * vertex attribute information. This can result in fewer state
555 * changes in drivers. In particular, the Gallium CSO module will
556 * filter out redundant vertex buffer changes.
557 */
558 /* We cannot immediately update the primitives as some methods below
559 * still need the uncorrected start vertices
560 */
561 start_offset = buffer_offset/stride;
562 buffer_offset = 0;
563 }
564 GLuint offsets[VBO_ATTRIB_MAX];
565 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
566 offsets[i] = offset;
567 offset += save->attrsz[i] * sizeof(GLfloat);
568 }
569 node->vertex_count = save->vert_count;
570 node->wrap_count = save->copied.nr;
571 node->prims = save->prims;
572 node->prim_count = save->prim_count;
573 node->prim_store = save->prim_store;
574
575 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
576 * Note that this may reuse the previous one of possible.
577 */
578 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
579 /* create or reuse the vao */
580 update_vao(ctx, vpm, &save->VAO[vpm],
581 save->vertex_store->bufferobj, buffer_offset, stride,
582 save->enabled, save->attrsz, save->attrtype, offsets);
583 /* Reference the vao in the dlist */
584 node->VAO[vpm] = NULL;
585 _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
586 }
587
588 node->prim_store->refcount++;
589
590 if (node->prims[0].no_current_update) {
591 node->current_data = NULL;
592 }
593 else {
594 GLuint current_size = save->vertex_size - save->attrsz[0];
595 node->current_data = NULL;
596
597 if (current_size) {
598 node->current_data = malloc(current_size * sizeof(GLfloat));
599 if (node->current_data) {
600 const char *buffer = (const char *)save->buffer_map;
601 unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat);
602 unsigned vertex_offset = 0;
603
604 if (node->vertex_count)
605 vertex_offset = (node->vertex_count - 1) * stride;
606
607 memcpy(node->current_data, buffer + vertex_offset + attr_offset,
608 current_size * sizeof(GLfloat));
609 } else {
610 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
611 }
612 }
613 }
614
615 assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
616
617 if (save->dangling_attr_ref)
618 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
619
620 save->vertex_store->used += save->vertex_size * node->vertex_count;
621 save->prim_store->used += node->prim_count;
622
623 /* Copy duplicated vertices
624 */
625 save->copied.nr = copy_vertices(ctx, node, save->buffer_map);
626
627 if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) {
628 convert_line_loop_to_strip(save, node);
629 }
630
631 merge_prims(node->prims, &node->prim_count);
632
633 /* Correct the primitive starts, we can only do this here as copy_vertices
634 * and convert_line_loop_to_strip above consume the uncorrected starts.
635 * On the other hand the _vbo_loopback_vertex_list call below needs the
636 * primitves to be corrected already.
637 */
638 for (unsigned i = 0; i < node->prim_count; i++) {
639 node->prims[i].start += start_offset;
640 }
641
642 /* Deal with GL_COMPILE_AND_EXECUTE:
643 */
644 if (ctx->ExecuteFlag) {
645 struct _glapi_table *dispatch = GET_DISPATCH();
646
647 _glapi_set_dispatch(ctx->Exec);
648
649 /* Note that the range of referenced vertices must be mapped already */
650 _vbo_loopback_vertex_list(ctx, node);
651
652 _glapi_set_dispatch(dispatch);
653 }
654
655 /* Decide whether the storage structs are full, or can be used for
656 * the next vertex lists as well.
657 */
658 if (save->vertex_store->used >
659 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
660
661 /* Unmap old store:
662 */
663 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
664
665 /* Release old reference:
666 */
667 free_vertex_store(ctx, save->vertex_store);
668 save->vertex_store = NULL;
669
670 /* Allocate and map new store:
671 */
672 save->vertex_store = alloc_vertex_store(ctx);
673 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
674 save->out_of_memory = save->buffer_ptr == NULL;
675 }
676 else {
677 /* update buffer_ptr for next vertex */
678 save->buffer_ptr = save->vertex_store->buffer_map
679 + save->vertex_store->used;
680 }
681
682 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
683 save->prim_store->refcount--;
684 assert(save->prim_store->refcount != 0);
685 save->prim_store = alloc_prim_store();
686 }
687
688 /* Reset our structures for the next run of vertices:
689 */
690 reset_counters(ctx);
691 }
692
693
694 /**
695 * This is called when we fill a vertex buffer before we hit a glEnd().
696 * We
697 * TODO -- If no new vertices have been stored, don't bother saving it.
698 */
699 static void
700 wrap_buffers(struct gl_context *ctx)
701 {
702 struct vbo_save_context *save = &vbo_context(ctx)->save;
703 GLint i = save->prim_count - 1;
704 GLenum mode;
705 GLboolean weak;
706 GLboolean no_current_update;
707
708 assert(i < (GLint) save->prim_max);
709 assert(i >= 0);
710
711 /* Close off in-progress primitive.
712 */
713 save->prims[i].count = (save->vert_count - save->prims[i].start);
714 mode = save->prims[i].mode;
715 weak = save->prims[i].weak;
716 no_current_update = save->prims[i].no_current_update;
717
718 /* store the copied vertices, and allocate a new list.
719 */
720 compile_vertex_list(ctx);
721
722 /* Restart interrupted primitive
723 */
724 save->prims[0].mode = mode;
725 save->prims[0].weak = weak;
726 save->prims[0].no_current_update = no_current_update;
727 save->prims[0].begin = 0;
728 save->prims[0].end = 0;
729 save->prims[0].pad = 0;
730 save->prims[0].start = 0;
731 save->prims[0].count = 0;
732 save->prims[0].num_instances = 1;
733 save->prims[0].base_instance = 0;
734 save->prims[0].is_indirect = 0;
735 save->prim_count = 1;
736 }
737
738
739 /**
740 * Called only when buffers are wrapped as the result of filling the
741 * vertex_store struct.
742 */
743 static void
744 wrap_filled_vertex(struct gl_context *ctx)
745 {
746 struct vbo_save_context *save = &vbo_context(ctx)->save;
747 unsigned numComponents;
748
749 /* Emit a glEnd to close off the last vertex list.
750 */
751 wrap_buffers(ctx);
752
753 /* Copy stored stored vertices to start of new list.
754 */
755 assert(save->max_vert - save->vert_count > save->copied.nr);
756
757 numComponents = save->copied.nr * save->vertex_size;
758 memcpy(save->buffer_ptr,
759 save->copied.buffer,
760 numComponents * sizeof(fi_type));
761 save->buffer_ptr += numComponents;
762 save->vert_count += save->copied.nr;
763 }
764
765
766 static void
767 copy_to_current(struct gl_context *ctx)
768 {
769 struct vbo_save_context *save = &vbo_context(ctx)->save;
770 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
771
772 while (enabled) {
773 const int i = u_bit_scan64(&enabled);
774 assert(save->attrsz[i]);
775
776 save->currentsz[i][0] = save->attrsz[i];
777 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
778 save->attrptr[i], save->attrtype[i]);
779 }
780 }
781
782
783 static void
784 copy_from_current(struct gl_context *ctx)
785 {
786 struct vbo_save_context *save = &vbo_context(ctx)->save;
787 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
788
789 while (enabled) {
790 const int i = u_bit_scan64(&enabled);
791
792 switch (save->attrsz[i]) {
793 case 4:
794 save->attrptr[i][3] = save->current[i][3];
795 case 3:
796 save->attrptr[i][2] = save->current[i][2];
797 case 2:
798 save->attrptr[i][1] = save->current[i][1];
799 case 1:
800 save->attrptr[i][0] = save->current[i][0];
801 break;
802 case 0:
803 unreachable("Unexpected vertex attribute size");
804 }
805 }
806 }
807
808
809 /**
810 * Called when we increase the size of a vertex attribute. For example,
811 * if we've seen one or more glTexCoord2f() calls and now we get a
812 * glTexCoord3f() call.
813 * Flush existing data, set new attrib size, replay copied vertices.
814 */
815 static void
816 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
817 {
818 struct vbo_save_context *save = &vbo_context(ctx)->save;
819 GLuint oldsz;
820 GLuint i;
821 fi_type *tmp;
822
823 /* Store the current run of vertices, and emit a GL_END. Emit a
824 * BEGIN in the new buffer.
825 */
826 if (save->vert_count)
827 wrap_buffers(ctx);
828 else
829 assert(save->copied.nr == 0);
830
831 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
832 * when the attribute already exists in the vertex and is having
833 * its size increased.
834 */
835 copy_to_current(ctx);
836
837 /* Fix up sizes:
838 */
839 oldsz = save->attrsz[attr];
840 save->attrsz[attr] = newsz;
841 save->enabled |= BITFIELD64_BIT(attr);
842
843 save->vertex_size += newsz - oldsz;
844 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
845 save->vertex_size);
846 save->vert_count = 0;
847
848 /* Recalculate all the attrptr[] values:
849 */
850 tmp = save->vertex;
851 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
852 if (save->attrsz[i]) {
853 save->attrptr[i] = tmp;
854 tmp += save->attrsz[i];
855 }
856 else {
857 save->attrptr[i] = NULL; /* will not be dereferenced. */
858 }
859 }
860
861 /* Copy from current to repopulate the vertex with correct values.
862 */
863 copy_from_current(ctx);
864
865 /* Replay stored vertices to translate them to new format here.
866 *
867 * If there are copied vertices and the new (upgraded) attribute
868 * has not been defined before, this list is somewhat degenerate,
869 * and will need fixup at runtime.
870 */
871 if (save->copied.nr) {
872 const fi_type *data = save->copied.buffer;
873 fi_type *dest = save->buffer_map;
874
875 /* Need to note this and fix up at runtime (or loopback):
876 */
877 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
878 assert(oldsz == 0);
879 save->dangling_attr_ref = GL_TRUE;
880 }
881
882 for (i = 0; i < save->copied.nr; i++) {
883 GLbitfield64 enabled = save->enabled;
884 while (enabled) {
885 const int j = u_bit_scan64(&enabled);
886 assert(save->attrsz[j]);
887 if (j == attr) {
888 if (oldsz) {
889 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
890 save->attrtype[j]);
891 data += oldsz;
892 dest += newsz;
893 }
894 else {
895 COPY_SZ_4V(dest, newsz, save->current[attr]);
896 dest += newsz;
897 }
898 }
899 else {
900 GLint sz = save->attrsz[j];
901 COPY_SZ_4V(dest, sz, data);
902 data += sz;
903 dest += sz;
904 }
905 }
906 }
907
908 save->buffer_ptr = dest;
909 save->vert_count += save->copied.nr;
910 }
911 }
912
913
914 /**
915 * This is called when the size of a vertex attribute changes.
916 * For example, after seeing one or more glTexCoord2f() calls we
917 * get a glTexCoord4f() or glTexCoord1f() call.
918 */
919 static void
920 fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
921 {
922 struct vbo_save_context *save = &vbo_context(ctx)->save;
923
924 if (sz > save->attrsz[attr]) {
925 /* New size is larger. Need to flush existing vertices and get
926 * an enlarged vertex format.
927 */
928 upgrade_vertex(ctx, attr, sz);
929 }
930 else if (sz < save->active_sz[attr]) {
931 GLuint i;
932 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
933
934 /* New size is equal or smaller - just need to fill in some
935 * zeros.
936 */
937 for (i = sz; i <= save->attrsz[attr]; i++)
938 save->attrptr[attr][i - 1] = id[i - 1];
939 }
940
941 save->active_sz[attr] = sz;
942 }
943
944
945 /**
946 * Reset the current size of all vertex attributes to the default
947 * value of 0. This signals that we haven't yet seen any per-vertex
948 * commands such as glNormal3f() or glTexCoord2f().
949 */
950 static void
951 reset_vertex(struct gl_context *ctx)
952 {
953 struct vbo_save_context *save = &vbo_context(ctx)->save;
954
955 while (save->enabled) {
956 const int i = u_bit_scan64(&save->enabled);
957 assert(save->attrsz[i]);
958 save->attrsz[i] = 0;
959 save->active_sz[i] = 0;
960 }
961
962 save->vertex_size = 0;
963 }
964
965
966
967 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
968
969
970 /* Only one size for each attribute may be active at once. Eg. if
971 * Color3f is installed/active, then Color4f may not be, even if the
972 * vertex actually contains 4 color coordinates. This is because the
973 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
974 * of the chooser function when switching between Color4f and Color3f.
975 */
976 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
977 do { \
978 struct vbo_save_context *save = &vbo_context(ctx)->save; \
979 \
980 if (save->active_sz[A] != N) \
981 fixup_vertex(ctx, A, N); \
982 \
983 { \
984 C *dest = (C *)save->attrptr[A]; \
985 if (N>0) dest[0] = V0; \
986 if (N>1) dest[1] = V1; \
987 if (N>2) dest[2] = V2; \
988 if (N>3) dest[3] = V3; \
989 save->attrtype[A] = T; \
990 } \
991 \
992 if ((A) == 0) { \
993 GLuint i; \
994 \
995 for (i = 0; i < save->vertex_size; i++) \
996 save->buffer_ptr[i] = save->vertex[i]; \
997 \
998 save->buffer_ptr += save->vertex_size; \
999 \
1000 if (++save->vert_count >= save->max_vert) \
1001 wrap_filled_vertex(ctx); \
1002 } \
1003 } while (0)
1004
1005 #define TAG(x) _save_##x
1006
1007 #include "vbo_attrib_tmp.h"
1008
1009
1010
1011 #define MAT( ATTR, N, face, params ) \
1012 do { \
1013 if (face != GL_BACK) \
1014 MAT_ATTR( ATTR, N, params ); /* front */ \
1015 if (face != GL_FRONT) \
1016 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1017 } while (0)
1018
1019
1020 /**
1021 * Save a glMaterial call found between glBegin/End.
1022 * glMaterial calls outside Begin/End are handled in dlist.c.
1023 */
1024 static void GLAPIENTRY
1025 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1026 {
1027 GET_CURRENT_CONTEXT(ctx);
1028
1029 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1030 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1031 return;
1032 }
1033
1034 switch (pname) {
1035 case GL_EMISSION:
1036 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1037 break;
1038 case GL_AMBIENT:
1039 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1040 break;
1041 case GL_DIFFUSE:
1042 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1043 break;
1044 case GL_SPECULAR:
1045 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1046 break;
1047 case GL_SHININESS:
1048 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1049 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1050 }
1051 else {
1052 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1053 }
1054 break;
1055 case GL_COLOR_INDEXES:
1056 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1057 break;
1058 case GL_AMBIENT_AND_DIFFUSE:
1059 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1060 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1061 break;
1062 default:
1063 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1064 return;
1065 }
1066 }
1067
1068
1069 /* Cope with EvalCoord/CallList called within a begin/end object:
1070 * -- Flush current buffer
1071 * -- Fallback to opcodes for the rest of the begin/end object.
1072 */
1073 static void
1074 dlist_fallback(struct gl_context *ctx)
1075 {
1076 struct vbo_save_context *save = &vbo_context(ctx)->save;
1077
1078 if (save->vert_count || save->prim_count) {
1079 if (save->prim_count > 0) {
1080 /* Close off in-progress primitive. */
1081 GLint i = save->prim_count - 1;
1082 save->prims[i].count = save->vert_count - save->prims[i].start;
1083 }
1084
1085 /* Need to replay this display list with loopback,
1086 * unfortunately, otherwise this primitive won't be handled
1087 * properly:
1088 */
1089 save->dangling_attr_ref = GL_TRUE;
1090
1091 compile_vertex_list(ctx);
1092 }
1093
1094 copy_to_current(ctx);
1095 reset_vertex(ctx);
1096 reset_counters(ctx);
1097 if (save->out_of_memory) {
1098 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1099 }
1100 else {
1101 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1102 }
1103 ctx->Driver.SaveNeedFlush = GL_FALSE;
1104 }
1105
1106
1107 static void GLAPIENTRY
1108 _save_EvalCoord1f(GLfloat u)
1109 {
1110 GET_CURRENT_CONTEXT(ctx);
1111 dlist_fallback(ctx);
1112 CALL_EvalCoord1f(ctx->Save, (u));
1113 }
1114
1115 static void GLAPIENTRY
1116 _save_EvalCoord1fv(const GLfloat * v)
1117 {
1118 GET_CURRENT_CONTEXT(ctx);
1119 dlist_fallback(ctx);
1120 CALL_EvalCoord1fv(ctx->Save, (v));
1121 }
1122
1123 static void GLAPIENTRY
1124 _save_EvalCoord2f(GLfloat u, GLfloat v)
1125 {
1126 GET_CURRENT_CONTEXT(ctx);
1127 dlist_fallback(ctx);
1128 CALL_EvalCoord2f(ctx->Save, (u, v));
1129 }
1130
1131 static void GLAPIENTRY
1132 _save_EvalCoord2fv(const GLfloat * v)
1133 {
1134 GET_CURRENT_CONTEXT(ctx);
1135 dlist_fallback(ctx);
1136 CALL_EvalCoord2fv(ctx->Save, (v));
1137 }
1138
1139 static void GLAPIENTRY
1140 _save_EvalPoint1(GLint i)
1141 {
1142 GET_CURRENT_CONTEXT(ctx);
1143 dlist_fallback(ctx);
1144 CALL_EvalPoint1(ctx->Save, (i));
1145 }
1146
1147 static void GLAPIENTRY
1148 _save_EvalPoint2(GLint i, GLint j)
1149 {
1150 GET_CURRENT_CONTEXT(ctx);
1151 dlist_fallback(ctx);
1152 CALL_EvalPoint2(ctx->Save, (i, j));
1153 }
1154
1155 static void GLAPIENTRY
1156 _save_CallList(GLuint l)
1157 {
1158 GET_CURRENT_CONTEXT(ctx);
1159 dlist_fallback(ctx);
1160 CALL_CallList(ctx->Save, (l));
1161 }
1162
1163 static void GLAPIENTRY
1164 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1165 {
1166 GET_CURRENT_CONTEXT(ctx);
1167 dlist_fallback(ctx);
1168 CALL_CallLists(ctx->Save, (n, type, v));
1169 }
1170
1171
1172
1173 /**
1174 * Called when a glBegin is getting compiled into a display list.
1175 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1176 */
1177 void
1178 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
1179 {
1180 struct vbo_save_context *save = &vbo_context(ctx)->save;
1181 const GLuint i = save->prim_count++;
1182
1183 assert(i < save->prim_max);
1184 save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1185 save->prims[i].begin = 1;
1186 save->prims[i].end = 0;
1187 save->prims[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
1188 save->prims[i].no_current_update =
1189 (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
1190 save->prims[i].pad = 0;
1191 save->prims[i].start = save->vert_count;
1192 save->prims[i].count = 0;
1193 save->prims[i].num_instances = 1;
1194 save->prims[i].base_instance = 0;
1195 save->prims[i].is_indirect = 0;
1196
1197 if (save->out_of_memory) {
1198 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1199 }
1200 else {
1201 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1202 }
1203
1204 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1205 ctx->Driver.SaveNeedFlush = GL_TRUE;
1206 }
1207
1208
1209 static void GLAPIENTRY
1210 _save_End(void)
1211 {
1212 GET_CURRENT_CONTEXT(ctx);
1213 struct vbo_save_context *save = &vbo_context(ctx)->save;
1214 const GLint i = save->prim_count - 1;
1215
1216 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1217 save->prims[i].end = 1;
1218 save->prims[i].count = (save->vert_count - save->prims[i].start);
1219
1220 if (i == (GLint) save->prim_max - 1) {
1221 compile_vertex_list(ctx);
1222 assert(save->copied.nr == 0);
1223 }
1224
1225 /* Swap out this vertex format while outside begin/end. Any color,
1226 * etc. received between here and the next begin will be compiled
1227 * as opcodes.
1228 */
1229 if (save->out_of_memory) {
1230 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1231 }
1232 else {
1233 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1234 }
1235 }
1236
1237
1238 static void GLAPIENTRY
1239 _save_Begin(GLenum mode)
1240 {
1241 GET_CURRENT_CONTEXT(ctx);
1242 (void) mode;
1243 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1244 }
1245
1246
1247 static void GLAPIENTRY
1248 _save_PrimitiveRestartNV(void)
1249 {
1250 GET_CURRENT_CONTEXT(ctx);
1251 struct vbo_save_context *save = &vbo_context(ctx)->save;
1252
1253 if (save->prim_count == 0) {
1254 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1255 * is an error.
1256 */
1257 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1258 "glPrimitiveRestartNV called outside glBegin/End");
1259 } else {
1260 /* get current primitive mode */
1261 GLenum curPrim = save->prims[save->prim_count - 1].mode;
1262
1263 /* restart primitive */
1264 CALL_End(GET_DISPATCH(), ());
1265 vbo_save_NotifyBegin(ctx, curPrim);
1266 }
1267 }
1268
1269
1270 /* Unlike the functions above, these are to be hooked into the vtxfmt
1271 * maintained in ctx->ListState, active when the list is known or
1272 * suspected to be outside any begin/end primitive.
1273 * Note: OBE = Outside Begin/End
1274 */
1275 static void GLAPIENTRY
1276 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1277 {
1278 GET_CURRENT_CONTEXT(ctx);
1279 vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
1280 CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
1281 CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
1282 CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
1283 CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
1284 CALL_End(GET_DISPATCH(), ());
1285 }
1286
1287
1288 static void GLAPIENTRY
1289 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1290 {
1291 GET_CURRENT_CONTEXT(ctx);
1292 struct vbo_save_context *save = &vbo_context(ctx)->save;
1293 GLint i;
1294
1295 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1296 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1297 return;
1298 }
1299 if (count < 0) {
1300 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1301 return;
1302 }
1303
1304 if (save->out_of_memory)
1305 return;
1306
1307 /* Make sure to process any VBO binding changes */
1308 _mesa_update_state(ctx);
1309
1310 _ae_map_vbos(ctx);
1311
1312 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
1313 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1314
1315 for (i = 0; i < count; i++)
1316 CALL_ArrayElement(GET_DISPATCH(), (start + i));
1317 CALL_End(GET_DISPATCH(), ());
1318
1319 _ae_unmap_vbos(ctx);
1320 }
1321
1322
1323 static void GLAPIENTRY
1324 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1325 const GLsizei *count, GLsizei primcount)
1326 {
1327 GET_CURRENT_CONTEXT(ctx);
1328 GLint i;
1329
1330 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1331 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1332 return;
1333 }
1334
1335 if (primcount < 0) {
1336 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1337 "glMultiDrawArrays(primcount<0)");
1338 return;
1339 }
1340
1341 for (i = 0; i < primcount; i++) {
1342 if (count[i] < 0) {
1343 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1344 "glMultiDrawArrays(count[i]<0)");
1345 return;
1346 }
1347 }
1348
1349 for (i = 0; i < primcount; i++) {
1350 if (count[i] > 0) {
1351 _save_OBE_DrawArrays(mode, first[i], count[i]);
1352 }
1353 }
1354 }
1355
1356
1357 /* Could do better by copying the arrays and element list intact and
1358 * then emitting an indexed prim at runtime.
1359 */
1360 static void GLAPIENTRY
1361 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1362 const GLvoid * indices, GLint basevertex)
1363 {
1364 GET_CURRENT_CONTEXT(ctx);
1365 struct vbo_save_context *save = &vbo_context(ctx)->save;
1366 struct gl_buffer_object *indexbuf = ctx->Array.VAO->IndexBufferObj;
1367 GLint i;
1368
1369 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1370 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1371 return;
1372 }
1373 if (count < 0) {
1374 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1375 return;
1376 }
1377 if (type != GL_UNSIGNED_BYTE &&
1378 type != GL_UNSIGNED_SHORT &&
1379 type != GL_UNSIGNED_INT) {
1380 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1381 return;
1382 }
1383
1384 if (save->out_of_memory)
1385 return;
1386
1387 /* Make sure to process any VBO binding changes */
1388 _mesa_update_state(ctx);
1389
1390 _ae_map_vbos(ctx);
1391
1392 if (_mesa_is_bufferobj(indexbuf))
1393 indices =
1394 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1395
1396 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
1397 VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1398
1399 switch (type) {
1400 case GL_UNSIGNED_BYTE:
1401 for (i = 0; i < count; i++)
1402 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLubyte *) indices)[i]));
1403 break;
1404 case GL_UNSIGNED_SHORT:
1405 for (i = 0; i < count; i++)
1406 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLushort *) indices)[i]));
1407 break;
1408 case GL_UNSIGNED_INT:
1409 for (i = 0; i < count; i++)
1410 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLuint *) indices)[i]));
1411 break;
1412 default:
1413 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1414 break;
1415 }
1416
1417 CALL_End(GET_DISPATCH(), ());
1418
1419 _ae_unmap_vbos(ctx);
1420 }
1421
1422 static void GLAPIENTRY
1423 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1424 const GLvoid * indices)
1425 {
1426 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1427 }
1428
1429
1430 static void GLAPIENTRY
1431 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1432 GLsizei count, GLenum type,
1433 const GLvoid * indices)
1434 {
1435 GET_CURRENT_CONTEXT(ctx);
1436 struct vbo_save_context *save = &vbo_context(ctx)->save;
1437
1438 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1439 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1440 return;
1441 }
1442 if (count < 0) {
1443 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1444 "glDrawRangeElements(count<0)");
1445 return;
1446 }
1447 if (type != GL_UNSIGNED_BYTE &&
1448 type != GL_UNSIGNED_SHORT &&
1449 type != GL_UNSIGNED_INT) {
1450 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1451 return;
1452 }
1453 if (end < start) {
1454 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1455 "glDrawRangeElements(end < start)");
1456 return;
1457 }
1458
1459 if (save->out_of_memory)
1460 return;
1461
1462 _save_OBE_DrawElements(mode, count, type, indices);
1463 }
1464
1465
1466 static void GLAPIENTRY
1467 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1468 const GLvoid * const *indices, GLsizei primcount)
1469 {
1470 GLsizei i;
1471
1472 for (i = 0; i < primcount; i++) {
1473 if (count[i] > 0) {
1474 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1475 }
1476 }
1477 }
1478
1479
1480 static void GLAPIENTRY
1481 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1482 GLenum type,
1483 const GLvoid * const *indices,
1484 GLsizei primcount,
1485 const GLint *basevertex)
1486 {
1487 GLsizei i;
1488
1489 for (i = 0; i < primcount; i++) {
1490 if (count[i] > 0) {
1491 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1492 indices[i],
1493 basevertex[i]));
1494 }
1495 }
1496 }
1497
1498
1499 static void
1500 vtxfmt_init(struct gl_context *ctx)
1501 {
1502 struct vbo_save_context *save = &vbo_context(ctx)->save;
1503 GLvertexformat *vfmt = &save->vtxfmt;
1504
1505 vfmt->ArrayElement = _ae_ArrayElement;
1506
1507 vfmt->Color3f = _save_Color3f;
1508 vfmt->Color3fv = _save_Color3fv;
1509 vfmt->Color4f = _save_Color4f;
1510 vfmt->Color4fv = _save_Color4fv;
1511 vfmt->EdgeFlag = _save_EdgeFlag;
1512 vfmt->End = _save_End;
1513 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
1514 vfmt->FogCoordfEXT = _save_FogCoordfEXT;
1515 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
1516 vfmt->Indexf = _save_Indexf;
1517 vfmt->Indexfv = _save_Indexfv;
1518 vfmt->Materialfv = _save_Materialfv;
1519 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
1520 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
1521 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
1522 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
1523 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
1524 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
1525 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
1526 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
1527 vfmt->Normal3f = _save_Normal3f;
1528 vfmt->Normal3fv = _save_Normal3fv;
1529 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
1530 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
1531 vfmt->TexCoord1f = _save_TexCoord1f;
1532 vfmt->TexCoord1fv = _save_TexCoord1fv;
1533 vfmt->TexCoord2f = _save_TexCoord2f;
1534 vfmt->TexCoord2fv = _save_TexCoord2fv;
1535 vfmt->TexCoord3f = _save_TexCoord3f;
1536 vfmt->TexCoord3fv = _save_TexCoord3fv;
1537 vfmt->TexCoord4f = _save_TexCoord4f;
1538 vfmt->TexCoord4fv = _save_TexCoord4fv;
1539 vfmt->Vertex2f = _save_Vertex2f;
1540 vfmt->Vertex2fv = _save_Vertex2fv;
1541 vfmt->Vertex3f = _save_Vertex3f;
1542 vfmt->Vertex3fv = _save_Vertex3fv;
1543 vfmt->Vertex4f = _save_Vertex4f;
1544 vfmt->Vertex4fv = _save_Vertex4fv;
1545 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
1546 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
1547 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
1548 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
1549 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
1550 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
1551 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
1552 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
1553
1554 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
1555 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
1556 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
1557 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
1558 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
1559 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
1560 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
1561 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
1562
1563 /* integer-valued */
1564 vfmt->VertexAttribI1i = _save_VertexAttribI1i;
1565 vfmt->VertexAttribI2i = _save_VertexAttribI2i;
1566 vfmt->VertexAttribI3i = _save_VertexAttribI3i;
1567 vfmt->VertexAttribI4i = _save_VertexAttribI4i;
1568 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
1569 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
1570 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
1571
1572 /* unsigned integer-valued */
1573 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
1574 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
1575 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
1576 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
1577 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
1578 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
1579 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
1580
1581 vfmt->VertexP2ui = _save_VertexP2ui;
1582 vfmt->VertexP3ui = _save_VertexP3ui;
1583 vfmt->VertexP4ui = _save_VertexP4ui;
1584 vfmt->VertexP2uiv = _save_VertexP2uiv;
1585 vfmt->VertexP3uiv = _save_VertexP3uiv;
1586 vfmt->VertexP4uiv = _save_VertexP4uiv;
1587
1588 vfmt->TexCoordP1ui = _save_TexCoordP1ui;
1589 vfmt->TexCoordP2ui = _save_TexCoordP2ui;
1590 vfmt->TexCoordP3ui = _save_TexCoordP3ui;
1591 vfmt->TexCoordP4ui = _save_TexCoordP4ui;
1592 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv;
1593 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv;
1594 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv;
1595 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv;
1596
1597 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui;
1598 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui;
1599 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui;
1600 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui;
1601 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv;
1602 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv;
1603 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv;
1604 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv;
1605
1606 vfmt->NormalP3ui = _save_NormalP3ui;
1607 vfmt->NormalP3uiv = _save_NormalP3uiv;
1608
1609 vfmt->ColorP3ui = _save_ColorP3ui;
1610 vfmt->ColorP4ui = _save_ColorP4ui;
1611 vfmt->ColorP3uiv = _save_ColorP3uiv;
1612 vfmt->ColorP4uiv = _save_ColorP4uiv;
1613
1614 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
1615 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
1616
1617 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
1618 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
1619 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
1620 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
1621
1622 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
1623 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
1624 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
1625 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
1626
1627 vfmt->VertexAttribL1d = _save_VertexAttribL1d;
1628 vfmt->VertexAttribL2d = _save_VertexAttribL2d;
1629 vfmt->VertexAttribL3d = _save_VertexAttribL3d;
1630 vfmt->VertexAttribL4d = _save_VertexAttribL4d;
1631
1632 vfmt->VertexAttribL1dv = _save_VertexAttribL1dv;
1633 vfmt->VertexAttribL2dv = _save_VertexAttribL2dv;
1634 vfmt->VertexAttribL3dv = _save_VertexAttribL3dv;
1635 vfmt->VertexAttribL4dv = _save_VertexAttribL4dv;
1636
1637 vfmt->VertexAttribL1ui64ARB = _save_VertexAttribL1ui64ARB;
1638 vfmt->VertexAttribL1ui64vARB = _save_VertexAttribL1ui64vARB;
1639
1640 /* This will all require us to fallback to saving the list as opcodes:
1641 */
1642 vfmt->CallList = _save_CallList;
1643 vfmt->CallLists = _save_CallLists;
1644
1645 vfmt->EvalCoord1f = _save_EvalCoord1f;
1646 vfmt->EvalCoord1fv = _save_EvalCoord1fv;
1647 vfmt->EvalCoord2f = _save_EvalCoord2f;
1648 vfmt->EvalCoord2fv = _save_EvalCoord2fv;
1649 vfmt->EvalPoint1 = _save_EvalPoint1;
1650 vfmt->EvalPoint2 = _save_EvalPoint2;
1651
1652 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1653 * only used when we're inside a glBegin/End pair.
1654 */
1655 vfmt->Begin = _save_Begin;
1656 }
1657
1658
1659 /**
1660 * Initialize the dispatch table with the VBO functions for display
1661 * list compilation.
1662 */
1663 void
1664 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1665 struct _glapi_table *exec)
1666 {
1667 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1668 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1669 SET_DrawElements(exec, _save_OBE_DrawElements);
1670 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1671 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1672 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1673 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1674 SET_Rectf(exec, _save_OBE_Rectf);
1675 /* Note: other glDraw functins aren't compiled into display lists */
1676 }
1677
1678
1679
1680 void
1681 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1682 {
1683 struct vbo_save_context *save = &vbo_context(ctx)->save;
1684
1685 /* Noop when we are actually active:
1686 */
1687 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1688 return;
1689
1690 if (save->vert_count || save->prim_count)
1691 compile_vertex_list(ctx);
1692
1693 copy_to_current(ctx);
1694 reset_vertex(ctx);
1695 reset_counters(ctx);
1696 ctx->Driver.SaveNeedFlush = GL_FALSE;
1697 }
1698
1699
1700 /**
1701 * Called from glNewList when we're starting to compile a display list.
1702 */
1703 void
1704 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1705 {
1706 struct vbo_save_context *save = &vbo_context(ctx)->save;
1707
1708 (void) list;
1709 (void) mode;
1710
1711 if (!save->prim_store)
1712 save->prim_store = alloc_prim_store();
1713
1714 if (!save->vertex_store)
1715 save->vertex_store = alloc_vertex_store(ctx);
1716
1717 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1718
1719 reset_vertex(ctx);
1720 reset_counters(ctx);
1721 ctx->Driver.SaveNeedFlush = GL_FALSE;
1722 }
1723
1724
1725 /**
1726 * Called from glEndList when we're finished compiling a display list.
1727 */
1728 void
1729 vbo_save_EndList(struct gl_context *ctx)
1730 {
1731 struct vbo_save_context *save = &vbo_context(ctx)->save;
1732
1733 /* EndList called inside a (saved) Begin/End pair?
1734 */
1735 if (_mesa_inside_dlist_begin_end(ctx)) {
1736 if (save->prim_count > 0) {
1737 GLint i = save->prim_count - 1;
1738 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1739 save->prims[i].end = 0;
1740 save->prims[i].count = save->vert_count - save->prims[i].start;
1741 }
1742
1743 /* Make sure this vertex list gets replayed by the "loopback"
1744 * mechanism:
1745 */
1746 save->dangling_attr_ref = GL_TRUE;
1747 vbo_save_SaveFlushVertices(ctx);
1748
1749 /* Swap out this vertex format while outside begin/end. Any color,
1750 * etc. received between here and the next begin will be compiled
1751 * as opcodes.
1752 */
1753 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1754 }
1755
1756 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1757
1758 assert(save->vertex_size == 0);
1759 }
1760
1761
1762 /**
1763 * Called from the display list code when we're about to execute a
1764 * display list.
1765 */
1766 void
1767 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1768 {
1769 struct vbo_save_context *save = &vbo_context(ctx)->save;
1770 save->replay_flags |= dlist->Flags;
1771 }
1772
1773
1774 /**
1775 * Called from the display list code when we're finished executing a
1776 * display list.
1777 */
1778 void
1779 vbo_save_EndCallList(struct gl_context *ctx)
1780 {
1781 struct vbo_save_context *save = &vbo_context(ctx)->save;
1782
1783 if (ctx->ListState.CallDepth == 1) {
1784 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1785 * flag, if it is set:
1786 */
1787 save->replay_flags &= VBO_SAVE_FALLBACK;
1788 }
1789 }
1790
1791
1792 /**
1793 * Called by display list code when a display list is being deleted.
1794 */
1795 static void
1796 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1797 {
1798 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1799
1800 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
1801 _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
1802
1803 if (--node->prim_store->refcount == 0)
1804 free(node->prim_store);
1805
1806 free(node->current_data);
1807 node->current_data = NULL;
1808 }
1809
1810
1811 static void
1812 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1813 {
1814 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1815 GLuint i;
1816 struct gl_buffer_object *buffer = node->VAO[0]->BufferBinding[0].BufferObj;
1817 const GLuint vertex_size = _vbo_save_get_stride(node)/sizeof(GLfloat);
1818 (void) ctx;
1819
1820 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1821 "buffer %p\n",
1822 node->vertex_count, node->prim_count, vertex_size,
1823 buffer);
1824
1825 for (i = 0; i < node->prim_count; i++) {
1826 struct _mesa_prim *prim = &node->prims[i];
1827 fprintf(f, " prim %d: %s%s %d..%d %s %s\n",
1828 i,
1829 _mesa_lookup_prim_by_nr(prim->mode),
1830 prim->weak ? " (weak)" : "",
1831 prim->start,
1832 prim->start + prim->count,
1833 (prim->begin) ? "BEGIN" : "(wrap)",
1834 (prim->end) ? "END" : "(wrap)");
1835 }
1836 }
1837
1838
1839 /**
1840 * Called during context creation/init.
1841 */
1842 static void
1843 current_init(struct gl_context *ctx)
1844 {
1845 struct vbo_save_context *save = &vbo_context(ctx)->save;
1846 GLint i;
1847
1848 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1849 const GLuint j = i - VBO_ATTRIB_POS;
1850 assert(j < VERT_ATTRIB_MAX);
1851 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1852 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
1853 }
1854
1855 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1856 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1857 assert(j < MAT_ATTRIB_MAX);
1858 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1859 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
1860 }
1861 }
1862
1863
1864 /**
1865 * Initialize the display list compiler. Called during context creation.
1866 */
1867 void
1868 vbo_save_api_init(struct vbo_save_context *save)
1869 {
1870 struct gl_context *ctx = save->ctx;
1871
1872 save->opcode_vertex_list =
1873 _mesa_dlist_alloc_opcode(ctx,
1874 sizeof(struct vbo_save_vertex_list),
1875 vbo_save_playback_vertex_list,
1876 vbo_destroy_vertex_list,
1877 vbo_print_vertex_list);
1878
1879 vtxfmt_init(ctx);
1880 current_init(ctx);
1881 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
1882 }