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