vbo: Remove vbo_save_vertex_list::enabled.
[mesa.git] / src / mesa / vbo / vbo_save_api.c
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2
3 Copyright 2002-2008 VMware, Inc.
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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 GLintptr buffer_offset = 0;
531
532 /* Allocate space for this structure in the display list currently
533 * being compiled.
534 */
535 node = (struct vbo_save_vertex_list *)
536 _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node));
537
538 if (!node)
539 return;
540
541 /* Make sure the pointer is aligned to the size of a pointer */
542 assert((GLintptr) node % sizeof(void *) == 0);
543
544 /* Duplicate our template, increment refcounts to the storage structs:
545 */
546 STATIC_ASSERT(sizeof(node->attrsz) == sizeof(save->attrsz));
547 memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz));
548 STATIC_ASSERT(sizeof(node->attrtype) == sizeof(save->attrtype));
549 memcpy(node->attrtype, save->attrtype, sizeof(node->attrtype));
550 node->vertex_size = save->vertex_size;
551 node->buffer_offset =
552 (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
553 if (aligned_vertex_buffer_offset(node)) {
554 /* The vertex size is an exact multiple of the buffer offset.
555 * This means that we can use zero-based vertex attribute pointers
556 * and specify the start of the primitive with the _mesa_prim::start
557 * field. This results in issuing several draw calls with identical
558 * vertex attribute information. This can result in fewer state
559 * changes in drivers. In particular, the Gallium CSO module will
560 * filter out redundant vertex buffer changes.
561 */
562 buffer_offset = 0;
563 } else {
564 buffer_offset = node->buffer_offset;
565 }
566 GLuint offsets[VBO_ATTRIB_MAX];
567 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
568 offsets[i] = offset;
569 offset += save->attrsz[i] * sizeof(GLfloat);
570 }
571 node->vertex_count = save->vert_count;
572 node->wrap_count = save->copied.nr;
573 node->prims = save->prims;
574 node->prim_count = save->prim_count;
575 node->prim_store = save->prim_store;
576
577 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
578 * Note that this may reuse the previous one of possible.
579 */
580 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
581 /* create or reuse the vao */
582 update_vao(ctx, vpm, &save->VAO[vpm],
583 save->vertex_store->bufferobj, buffer_offset,
584 node->vertex_size*sizeof(GLfloat), save->enabled,
585 node->attrsz, node->attrtype, offsets);
586 /* Reference the vao in the dlist */
587 node->VAO[vpm] = NULL;
588 _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
589 }
590
591 node->prim_store->refcount++;
592
593 if (node->prims[0].no_current_update) {
594 node->current_data = NULL;
595 }
596 else {
597 GLuint current_size = node->vertex_size - node->attrsz[0];
598 node->current_data = NULL;
599
600 if (current_size) {
601 node->current_data = malloc(current_size * sizeof(GLfloat));
602 if (node->current_data) {
603 const char *buffer = (const char *) save->vertex_store->buffer_map;
604 unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
605 unsigned vertex_offset = 0;
606
607 if (node->vertex_count)
608 vertex_offset =
609 (node->vertex_count - 1) * node->vertex_size * sizeof(GLfloat);
610
611 memcpy(node->current_data,
612 buffer + node->buffer_offset + vertex_offset + attr_offset,
613 current_size * sizeof(GLfloat));
614 } else {
615 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
616 }
617 }
618 }
619
620 assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
621
622 if (save->dangling_attr_ref)
623 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
624
625 save->vertex_store->used += save->vertex_size * node->vertex_count;
626 save->prim_store->used += node->prim_count;
627
628 /* Copy duplicated vertices
629 */
630 save->copied.nr = copy_vertices(ctx, node, save->buffer_map);
631
632 if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) {
633 convert_line_loop_to_strip(save, node);
634 }
635
636 merge_prims(node->prims, &node->prim_count);
637
638 /* Correct the primitive starts, we can only do this here as copy_vertices
639 * and convert_line_loop_to_strip above consume the uncorrected starts.
640 * On the other hand the _vbo_loopback_vertex_list call below needs the
641 * primitves to be corrected already.
642 */
643 if (aligned_vertex_buffer_offset(node)) {
644 const unsigned start_offset =
645 node->buffer_offset / (node->vertex_size * sizeof(GLfloat));
646 for (unsigned i = 0; i < node->prim_count; i++) {
647 node->prims[i].start += start_offset;
648 }
649 node->start_vertex = start_offset;
650 } else {
651 node->start_vertex = 0;
652 }
653
654 /* Deal with GL_COMPILE_AND_EXECUTE:
655 */
656 if (ctx->ExecuteFlag) {
657 struct _glapi_table *dispatch = GET_DISPATCH();
658
659 _glapi_set_dispatch(ctx->Exec);
660
661 /* Note that the range of referenced vertices must be mapped already */
662 _vbo_loopback_vertex_list(ctx, node);
663
664 _glapi_set_dispatch(dispatch);
665 }
666
667 /* Decide whether the storage structs are full, or can be used for
668 * the next vertex lists as well.
669 */
670 if (save->vertex_store->used >
671 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
672
673 /* Unmap old store:
674 */
675 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
676
677 /* Release old reference:
678 */
679 free_vertex_store(ctx, save->vertex_store);
680 save->vertex_store = NULL;
681
682 /* Allocate and map new store:
683 */
684 save->vertex_store = alloc_vertex_store(ctx);
685 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
686 save->out_of_memory = save->buffer_ptr == NULL;
687 }
688 else {
689 /* update buffer_ptr for next vertex */
690 save->buffer_ptr = save->vertex_store->buffer_map
691 + save->vertex_store->used;
692 }
693
694 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
695 save->prim_store->refcount--;
696 assert(save->prim_store->refcount != 0);
697 save->prim_store = alloc_prim_store();
698 }
699
700 /* Reset our structures for the next run of vertices:
701 */
702 reset_counters(ctx);
703 }
704
705
706 /**
707 * This is called when we fill a vertex buffer before we hit a glEnd().
708 * We
709 * TODO -- If no new vertices have been stored, don't bother saving it.
710 */
711 static void
712 wrap_buffers(struct gl_context *ctx)
713 {
714 struct vbo_save_context *save = &vbo_context(ctx)->save;
715 GLint i = save->prim_count - 1;
716 GLenum mode;
717 GLboolean weak;
718 GLboolean no_current_update;
719
720 assert(i < (GLint) save->prim_max);
721 assert(i >= 0);
722
723 /* Close off in-progress primitive.
724 */
725 save->prims[i].count = (save->vert_count - save->prims[i].start);
726 mode = save->prims[i].mode;
727 weak = save->prims[i].weak;
728 no_current_update = save->prims[i].no_current_update;
729
730 /* store the copied vertices, and allocate a new list.
731 */
732 compile_vertex_list(ctx);
733
734 /* Restart interrupted primitive
735 */
736 save->prims[0].mode = mode;
737 save->prims[0].weak = weak;
738 save->prims[0].no_current_update = no_current_update;
739 save->prims[0].begin = 0;
740 save->prims[0].end = 0;
741 save->prims[0].pad = 0;
742 save->prims[0].start = 0;
743 save->prims[0].count = 0;
744 save->prims[0].num_instances = 1;
745 save->prims[0].base_instance = 0;
746 save->prims[0].is_indirect = 0;
747 save->prim_count = 1;
748 }
749
750
751 /**
752 * Called only when buffers are wrapped as the result of filling the
753 * vertex_store struct.
754 */
755 static void
756 wrap_filled_vertex(struct gl_context *ctx)
757 {
758 struct vbo_save_context *save = &vbo_context(ctx)->save;
759 unsigned numComponents;
760
761 /* Emit a glEnd to close off the last vertex list.
762 */
763 wrap_buffers(ctx);
764
765 /* Copy stored stored vertices to start of new list.
766 */
767 assert(save->max_vert - save->vert_count > save->copied.nr);
768
769 numComponents = save->copied.nr * save->vertex_size;
770 memcpy(save->buffer_ptr,
771 save->copied.buffer,
772 numComponents * sizeof(fi_type));
773 save->buffer_ptr += numComponents;
774 save->vert_count += save->copied.nr;
775 }
776
777
778 static void
779 copy_to_current(struct gl_context *ctx)
780 {
781 struct vbo_save_context *save = &vbo_context(ctx)->save;
782 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
783
784 while (enabled) {
785 const int i = u_bit_scan64(&enabled);
786 assert(save->attrsz[i]);
787
788 save->currentsz[i][0] = save->attrsz[i];
789 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
790 save->attrptr[i], save->attrtype[i]);
791 }
792 }
793
794
795 static void
796 copy_from_current(struct gl_context *ctx)
797 {
798 struct vbo_save_context *save = &vbo_context(ctx)->save;
799 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
800
801 while (enabled) {
802 const int i = u_bit_scan64(&enabled);
803
804 switch (save->attrsz[i]) {
805 case 4:
806 save->attrptr[i][3] = save->current[i][3];
807 case 3:
808 save->attrptr[i][2] = save->current[i][2];
809 case 2:
810 save->attrptr[i][1] = save->current[i][1];
811 case 1:
812 save->attrptr[i][0] = save->current[i][0];
813 break;
814 case 0:
815 unreachable("Unexpected vertex attribute size");
816 }
817 }
818 }
819
820
821 /**
822 * Called when we increase the size of a vertex attribute. For example,
823 * if we've seen one or more glTexCoord2f() calls and now we get a
824 * glTexCoord3f() call.
825 * Flush existing data, set new attrib size, replay copied vertices.
826 */
827 static void
828 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
829 {
830 struct vbo_save_context *save = &vbo_context(ctx)->save;
831 GLuint oldsz;
832 GLuint i;
833 fi_type *tmp;
834
835 /* Store the current run of vertices, and emit a GL_END. Emit a
836 * BEGIN in the new buffer.
837 */
838 if (save->vert_count)
839 wrap_buffers(ctx);
840 else
841 assert(save->copied.nr == 0);
842
843 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
844 * when the attribute already exists in the vertex and is having
845 * its size increased.
846 */
847 copy_to_current(ctx);
848
849 /* Fix up sizes:
850 */
851 oldsz = save->attrsz[attr];
852 save->attrsz[attr] = newsz;
853 save->enabled |= BITFIELD64_BIT(attr);
854
855 save->vertex_size += newsz - oldsz;
856 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
857 save->vertex_size);
858 save->vert_count = 0;
859
860 /* Recalculate all the attrptr[] values:
861 */
862 tmp = save->vertex;
863 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
864 if (save->attrsz[i]) {
865 save->attrptr[i] = tmp;
866 tmp += save->attrsz[i];
867 }
868 else {
869 save->attrptr[i] = NULL; /* will not be dereferenced. */
870 }
871 }
872
873 /* Copy from current to repopulate the vertex with correct values.
874 */
875 copy_from_current(ctx);
876
877 /* Replay stored vertices to translate them to new format here.
878 *
879 * If there are copied vertices and the new (upgraded) attribute
880 * has not been defined before, this list is somewhat degenerate,
881 * and will need fixup at runtime.
882 */
883 if (save->copied.nr) {
884 const fi_type *data = save->copied.buffer;
885 fi_type *dest = save->buffer_map;
886
887 /* Need to note this and fix up at runtime (or loopback):
888 */
889 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
890 assert(oldsz == 0);
891 save->dangling_attr_ref = GL_TRUE;
892 }
893
894 for (i = 0; i < save->copied.nr; i++) {
895 GLbitfield64 enabled = save->enabled;
896 while (enabled) {
897 const int j = u_bit_scan64(&enabled);
898 assert(save->attrsz[j]);
899 if (j == attr) {
900 if (oldsz) {
901 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
902 save->attrtype[j]);
903 data += oldsz;
904 dest += newsz;
905 }
906 else {
907 COPY_SZ_4V(dest, newsz, save->current[attr]);
908 dest += newsz;
909 }
910 }
911 else {
912 GLint sz = save->attrsz[j];
913 COPY_SZ_4V(dest, sz, data);
914 data += sz;
915 dest += sz;
916 }
917 }
918 }
919
920 save->buffer_ptr = dest;
921 save->vert_count += save->copied.nr;
922 }
923 }
924
925
926 /**
927 * This is called when the size of a vertex attribute changes.
928 * For example, after seeing one or more glTexCoord2f() calls we
929 * get a glTexCoord4f() or glTexCoord1f() call.
930 */
931 static void
932 fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
933 {
934 struct vbo_save_context *save = &vbo_context(ctx)->save;
935
936 if (sz > save->attrsz[attr]) {
937 /* New size is larger. Need to flush existing vertices and get
938 * an enlarged vertex format.
939 */
940 upgrade_vertex(ctx, attr, sz);
941 }
942 else if (sz < save->active_sz[attr]) {
943 GLuint i;
944 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
945
946 /* New size is equal or smaller - just need to fill in some
947 * zeros.
948 */
949 for (i = sz; i <= save->attrsz[attr]; i++)
950 save->attrptr[attr][i - 1] = id[i - 1];
951 }
952
953 save->active_sz[attr] = sz;
954 }
955
956
957 /**
958 * Reset the current size of all vertex attributes to the default
959 * value of 0. This signals that we haven't yet seen any per-vertex
960 * commands such as glNormal3f() or glTexCoord2f().
961 */
962 static void
963 reset_vertex(struct gl_context *ctx)
964 {
965 struct vbo_save_context *save = &vbo_context(ctx)->save;
966
967 while (save->enabled) {
968 const int i = u_bit_scan64(&save->enabled);
969 assert(save->attrsz[i]);
970 save->attrsz[i] = 0;
971 save->active_sz[i] = 0;
972 }
973
974 save->vertex_size = 0;
975 }
976
977
978
979 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
980
981
982 /* Only one size for each attribute may be active at once. Eg. if
983 * Color3f is installed/active, then Color4f may not be, even if the
984 * vertex actually contains 4 color coordinates. This is because the
985 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
986 * of the chooser function when switching between Color4f and Color3f.
987 */
988 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
989 do { \
990 struct vbo_save_context *save = &vbo_context(ctx)->save; \
991 \
992 if (save->active_sz[A] != N) \
993 fixup_vertex(ctx, A, N); \
994 \
995 { \
996 C *dest = (C *)save->attrptr[A]; \
997 if (N>0) dest[0] = V0; \
998 if (N>1) dest[1] = V1; \
999 if (N>2) dest[2] = V2; \
1000 if (N>3) dest[3] = V3; \
1001 save->attrtype[A] = T; \
1002 } \
1003 \
1004 if ((A) == 0) { \
1005 GLuint i; \
1006 \
1007 for (i = 0; i < save->vertex_size; i++) \
1008 save->buffer_ptr[i] = save->vertex[i]; \
1009 \
1010 save->buffer_ptr += save->vertex_size; \
1011 \
1012 if (++save->vert_count >= save->max_vert) \
1013 wrap_filled_vertex(ctx); \
1014 } \
1015 } while (0)
1016
1017 #define TAG(x) _save_##x
1018
1019 #include "vbo_attrib_tmp.h"
1020
1021
1022
1023 #define MAT( ATTR, N, face, params ) \
1024 do { \
1025 if (face != GL_BACK) \
1026 MAT_ATTR( ATTR, N, params ); /* front */ \
1027 if (face != GL_FRONT) \
1028 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1029 } while (0)
1030
1031
1032 /**
1033 * Save a glMaterial call found between glBegin/End.
1034 * glMaterial calls outside Begin/End are handled in dlist.c.
1035 */
1036 static void GLAPIENTRY
1037 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1038 {
1039 GET_CURRENT_CONTEXT(ctx);
1040
1041 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1042 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1043 return;
1044 }
1045
1046 switch (pname) {
1047 case GL_EMISSION:
1048 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1049 break;
1050 case GL_AMBIENT:
1051 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1052 break;
1053 case GL_DIFFUSE:
1054 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1055 break;
1056 case GL_SPECULAR:
1057 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1058 break;
1059 case GL_SHININESS:
1060 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1061 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1062 }
1063 else {
1064 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1065 }
1066 break;
1067 case GL_COLOR_INDEXES:
1068 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1069 break;
1070 case GL_AMBIENT_AND_DIFFUSE:
1071 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1072 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1073 break;
1074 default:
1075 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1076 return;
1077 }
1078 }
1079
1080
1081 /* Cope with EvalCoord/CallList called within a begin/end object:
1082 * -- Flush current buffer
1083 * -- Fallback to opcodes for the rest of the begin/end object.
1084 */
1085 static void
1086 dlist_fallback(struct gl_context *ctx)
1087 {
1088 struct vbo_save_context *save = &vbo_context(ctx)->save;
1089
1090 if (save->vert_count || save->prim_count) {
1091 if (save->prim_count > 0) {
1092 /* Close off in-progress primitive. */
1093 GLint i = save->prim_count - 1;
1094 save->prims[i].count = save->vert_count - save->prims[i].start;
1095 }
1096
1097 /* Need to replay this display list with loopback,
1098 * unfortunately, otherwise this primitive won't be handled
1099 * properly:
1100 */
1101 save->dangling_attr_ref = GL_TRUE;
1102
1103 compile_vertex_list(ctx);
1104 }
1105
1106 copy_to_current(ctx);
1107 reset_vertex(ctx);
1108 reset_counters(ctx);
1109 if (save->out_of_memory) {
1110 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1111 }
1112 else {
1113 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1114 }
1115 ctx->Driver.SaveNeedFlush = GL_FALSE;
1116 }
1117
1118
1119 static void GLAPIENTRY
1120 _save_EvalCoord1f(GLfloat u)
1121 {
1122 GET_CURRENT_CONTEXT(ctx);
1123 dlist_fallback(ctx);
1124 CALL_EvalCoord1f(ctx->Save, (u));
1125 }
1126
1127 static void GLAPIENTRY
1128 _save_EvalCoord1fv(const GLfloat * v)
1129 {
1130 GET_CURRENT_CONTEXT(ctx);
1131 dlist_fallback(ctx);
1132 CALL_EvalCoord1fv(ctx->Save, (v));
1133 }
1134
1135 static void GLAPIENTRY
1136 _save_EvalCoord2f(GLfloat u, GLfloat v)
1137 {
1138 GET_CURRENT_CONTEXT(ctx);
1139 dlist_fallback(ctx);
1140 CALL_EvalCoord2f(ctx->Save, (u, v));
1141 }
1142
1143 static void GLAPIENTRY
1144 _save_EvalCoord2fv(const GLfloat * v)
1145 {
1146 GET_CURRENT_CONTEXT(ctx);
1147 dlist_fallback(ctx);
1148 CALL_EvalCoord2fv(ctx->Save, (v));
1149 }
1150
1151 static void GLAPIENTRY
1152 _save_EvalPoint1(GLint i)
1153 {
1154 GET_CURRENT_CONTEXT(ctx);
1155 dlist_fallback(ctx);
1156 CALL_EvalPoint1(ctx->Save, (i));
1157 }
1158
1159 static void GLAPIENTRY
1160 _save_EvalPoint2(GLint i, GLint j)
1161 {
1162 GET_CURRENT_CONTEXT(ctx);
1163 dlist_fallback(ctx);
1164 CALL_EvalPoint2(ctx->Save, (i, j));
1165 }
1166
1167 static void GLAPIENTRY
1168 _save_CallList(GLuint l)
1169 {
1170 GET_CURRENT_CONTEXT(ctx);
1171 dlist_fallback(ctx);
1172 CALL_CallList(ctx->Save, (l));
1173 }
1174
1175 static void GLAPIENTRY
1176 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1177 {
1178 GET_CURRENT_CONTEXT(ctx);
1179 dlist_fallback(ctx);
1180 CALL_CallLists(ctx->Save, (n, type, v));
1181 }
1182
1183
1184
1185 /**
1186 * Called when a glBegin is getting compiled into a display list.
1187 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1188 */
1189 void
1190 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
1191 {
1192 struct vbo_save_context *save = &vbo_context(ctx)->save;
1193 const GLuint i = save->prim_count++;
1194
1195 assert(i < save->prim_max);
1196 save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1197 save->prims[i].begin = 1;
1198 save->prims[i].end = 0;
1199 save->prims[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
1200 save->prims[i].no_current_update =
1201 (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
1202 save->prims[i].pad = 0;
1203 save->prims[i].start = save->vert_count;
1204 save->prims[i].count = 0;
1205 save->prims[i].num_instances = 1;
1206 save->prims[i].base_instance = 0;
1207 save->prims[i].is_indirect = 0;
1208
1209 if (save->out_of_memory) {
1210 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1211 }
1212 else {
1213 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1214 }
1215
1216 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1217 ctx->Driver.SaveNeedFlush = GL_TRUE;
1218 }
1219
1220
1221 static void GLAPIENTRY
1222 _save_End(void)
1223 {
1224 GET_CURRENT_CONTEXT(ctx);
1225 struct vbo_save_context *save = &vbo_context(ctx)->save;
1226 const GLint i = save->prim_count - 1;
1227
1228 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1229 save->prims[i].end = 1;
1230 save->prims[i].count = (save->vert_count - save->prims[i].start);
1231
1232 if (i == (GLint) save->prim_max - 1) {
1233 compile_vertex_list(ctx);
1234 assert(save->copied.nr == 0);
1235 }
1236
1237 /* Swap out this vertex format while outside begin/end. Any color,
1238 * etc. received between here and the next begin will be compiled
1239 * as opcodes.
1240 */
1241 if (save->out_of_memory) {
1242 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1243 }
1244 else {
1245 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1246 }
1247 }
1248
1249
1250 static void GLAPIENTRY
1251 _save_Begin(GLenum mode)
1252 {
1253 GET_CURRENT_CONTEXT(ctx);
1254 (void) mode;
1255 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1256 }
1257
1258
1259 static void GLAPIENTRY
1260 _save_PrimitiveRestartNV(void)
1261 {
1262 GET_CURRENT_CONTEXT(ctx);
1263 struct vbo_save_context *save = &vbo_context(ctx)->save;
1264
1265 if (save->prim_count == 0) {
1266 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1267 * is an error.
1268 */
1269 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1270 "glPrimitiveRestartNV called outside glBegin/End");
1271 } else {
1272 /* get current primitive mode */
1273 GLenum curPrim = save->prims[save->prim_count - 1].mode;
1274
1275 /* restart primitive */
1276 CALL_End(GET_DISPATCH(), ());
1277 vbo_save_NotifyBegin(ctx, curPrim);
1278 }
1279 }
1280
1281
1282 /* Unlike the functions above, these are to be hooked into the vtxfmt
1283 * maintained in ctx->ListState, active when the list is known or
1284 * suspected to be outside any begin/end primitive.
1285 * Note: OBE = Outside Begin/End
1286 */
1287 static void GLAPIENTRY
1288 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1289 {
1290 GET_CURRENT_CONTEXT(ctx);
1291 vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
1292 CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
1293 CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
1294 CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
1295 CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
1296 CALL_End(GET_DISPATCH(), ());
1297 }
1298
1299
1300 static void GLAPIENTRY
1301 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1302 {
1303 GET_CURRENT_CONTEXT(ctx);
1304 struct vbo_save_context *save = &vbo_context(ctx)->save;
1305 GLint i;
1306
1307 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1308 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1309 return;
1310 }
1311 if (count < 0) {
1312 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1313 return;
1314 }
1315
1316 if (save->out_of_memory)
1317 return;
1318
1319 /* Make sure to process any VBO binding changes */
1320 _mesa_update_state(ctx);
1321
1322 _ae_map_vbos(ctx);
1323
1324 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
1325 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1326
1327 for (i = 0; i < count; i++)
1328 CALL_ArrayElement(GET_DISPATCH(), (start + i));
1329 CALL_End(GET_DISPATCH(), ());
1330
1331 _ae_unmap_vbos(ctx);
1332 }
1333
1334
1335 static void GLAPIENTRY
1336 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1337 const GLsizei *count, GLsizei primcount)
1338 {
1339 GET_CURRENT_CONTEXT(ctx);
1340 GLint i;
1341
1342 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1343 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1344 return;
1345 }
1346
1347 if (primcount < 0) {
1348 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1349 "glMultiDrawArrays(primcount<0)");
1350 return;
1351 }
1352
1353 for (i = 0; i < primcount; i++) {
1354 if (count[i] < 0) {
1355 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1356 "glMultiDrawArrays(count[i]<0)");
1357 return;
1358 }
1359 }
1360
1361 for (i = 0; i < primcount; i++) {
1362 if (count[i] > 0) {
1363 _save_OBE_DrawArrays(mode, first[i], count[i]);
1364 }
1365 }
1366 }
1367
1368
1369 /* Could do better by copying the arrays and element list intact and
1370 * then emitting an indexed prim at runtime.
1371 */
1372 static void GLAPIENTRY
1373 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1374 const GLvoid * indices, GLint basevertex)
1375 {
1376 GET_CURRENT_CONTEXT(ctx);
1377 struct vbo_save_context *save = &vbo_context(ctx)->save;
1378 struct gl_buffer_object *indexbuf = ctx->Array.VAO->IndexBufferObj;
1379 GLint i;
1380
1381 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1382 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1383 return;
1384 }
1385 if (count < 0) {
1386 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1387 return;
1388 }
1389 if (type != GL_UNSIGNED_BYTE &&
1390 type != GL_UNSIGNED_SHORT &&
1391 type != GL_UNSIGNED_INT) {
1392 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1393 return;
1394 }
1395
1396 if (save->out_of_memory)
1397 return;
1398
1399 /* Make sure to process any VBO binding changes */
1400 _mesa_update_state(ctx);
1401
1402 _ae_map_vbos(ctx);
1403
1404 if (_mesa_is_bufferobj(indexbuf))
1405 indices =
1406 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1407
1408 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
1409 VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1410
1411 switch (type) {
1412 case GL_UNSIGNED_BYTE:
1413 for (i = 0; i < count; i++)
1414 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLubyte *) indices)[i]));
1415 break;
1416 case GL_UNSIGNED_SHORT:
1417 for (i = 0; i < count; i++)
1418 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLushort *) indices)[i]));
1419 break;
1420 case GL_UNSIGNED_INT:
1421 for (i = 0; i < count; i++)
1422 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLuint *) indices)[i]));
1423 break;
1424 default:
1425 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1426 break;
1427 }
1428
1429 CALL_End(GET_DISPATCH(), ());
1430
1431 _ae_unmap_vbos(ctx);
1432 }
1433
1434 static void GLAPIENTRY
1435 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1436 const GLvoid * indices)
1437 {
1438 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1439 }
1440
1441
1442 static void GLAPIENTRY
1443 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1444 GLsizei count, GLenum type,
1445 const GLvoid * indices)
1446 {
1447 GET_CURRENT_CONTEXT(ctx);
1448 struct vbo_save_context *save = &vbo_context(ctx)->save;
1449
1450 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1451 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1452 return;
1453 }
1454 if (count < 0) {
1455 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1456 "glDrawRangeElements(count<0)");
1457 return;
1458 }
1459 if (type != GL_UNSIGNED_BYTE &&
1460 type != GL_UNSIGNED_SHORT &&
1461 type != GL_UNSIGNED_INT) {
1462 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1463 return;
1464 }
1465 if (end < start) {
1466 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1467 "glDrawRangeElements(end < start)");
1468 return;
1469 }
1470
1471 if (save->out_of_memory)
1472 return;
1473
1474 _save_OBE_DrawElements(mode, count, type, indices);
1475 }
1476
1477
1478 static void GLAPIENTRY
1479 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1480 const GLvoid * const *indices, GLsizei primcount)
1481 {
1482 GLsizei i;
1483
1484 for (i = 0; i < primcount; i++) {
1485 if (count[i] > 0) {
1486 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1487 }
1488 }
1489 }
1490
1491
1492 static void GLAPIENTRY
1493 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1494 GLenum type,
1495 const GLvoid * const *indices,
1496 GLsizei primcount,
1497 const GLint *basevertex)
1498 {
1499 GLsizei i;
1500
1501 for (i = 0; i < primcount; i++) {
1502 if (count[i] > 0) {
1503 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1504 indices[i],
1505 basevertex[i]));
1506 }
1507 }
1508 }
1509
1510
1511 static void
1512 vtxfmt_init(struct gl_context *ctx)
1513 {
1514 struct vbo_save_context *save = &vbo_context(ctx)->save;
1515 GLvertexformat *vfmt = &save->vtxfmt;
1516
1517 vfmt->ArrayElement = _ae_ArrayElement;
1518
1519 vfmt->Color3f = _save_Color3f;
1520 vfmt->Color3fv = _save_Color3fv;
1521 vfmt->Color4f = _save_Color4f;
1522 vfmt->Color4fv = _save_Color4fv;
1523 vfmt->EdgeFlag = _save_EdgeFlag;
1524 vfmt->End = _save_End;
1525 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
1526 vfmt->FogCoordfEXT = _save_FogCoordfEXT;
1527 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
1528 vfmt->Indexf = _save_Indexf;
1529 vfmt->Indexfv = _save_Indexfv;
1530 vfmt->Materialfv = _save_Materialfv;
1531 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
1532 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
1533 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
1534 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
1535 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
1536 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
1537 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
1538 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
1539 vfmt->Normal3f = _save_Normal3f;
1540 vfmt->Normal3fv = _save_Normal3fv;
1541 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
1542 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
1543 vfmt->TexCoord1f = _save_TexCoord1f;
1544 vfmt->TexCoord1fv = _save_TexCoord1fv;
1545 vfmt->TexCoord2f = _save_TexCoord2f;
1546 vfmt->TexCoord2fv = _save_TexCoord2fv;
1547 vfmt->TexCoord3f = _save_TexCoord3f;
1548 vfmt->TexCoord3fv = _save_TexCoord3fv;
1549 vfmt->TexCoord4f = _save_TexCoord4f;
1550 vfmt->TexCoord4fv = _save_TexCoord4fv;
1551 vfmt->Vertex2f = _save_Vertex2f;
1552 vfmt->Vertex2fv = _save_Vertex2fv;
1553 vfmt->Vertex3f = _save_Vertex3f;
1554 vfmt->Vertex3fv = _save_Vertex3fv;
1555 vfmt->Vertex4f = _save_Vertex4f;
1556 vfmt->Vertex4fv = _save_Vertex4fv;
1557 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
1558 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
1559 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
1560 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
1561 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
1562 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
1563 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
1564 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
1565
1566 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
1567 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
1568 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
1569 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
1570 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
1571 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
1572 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
1573 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
1574
1575 /* integer-valued */
1576 vfmt->VertexAttribI1i = _save_VertexAttribI1i;
1577 vfmt->VertexAttribI2i = _save_VertexAttribI2i;
1578 vfmt->VertexAttribI3i = _save_VertexAttribI3i;
1579 vfmt->VertexAttribI4i = _save_VertexAttribI4i;
1580 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
1581 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
1582 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
1583
1584 /* unsigned integer-valued */
1585 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
1586 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
1587 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
1588 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
1589 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
1590 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
1591 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
1592
1593 vfmt->VertexP2ui = _save_VertexP2ui;
1594 vfmt->VertexP3ui = _save_VertexP3ui;
1595 vfmt->VertexP4ui = _save_VertexP4ui;
1596 vfmt->VertexP2uiv = _save_VertexP2uiv;
1597 vfmt->VertexP3uiv = _save_VertexP3uiv;
1598 vfmt->VertexP4uiv = _save_VertexP4uiv;
1599
1600 vfmt->TexCoordP1ui = _save_TexCoordP1ui;
1601 vfmt->TexCoordP2ui = _save_TexCoordP2ui;
1602 vfmt->TexCoordP3ui = _save_TexCoordP3ui;
1603 vfmt->TexCoordP4ui = _save_TexCoordP4ui;
1604 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv;
1605 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv;
1606 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv;
1607 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv;
1608
1609 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui;
1610 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui;
1611 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui;
1612 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui;
1613 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv;
1614 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv;
1615 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv;
1616 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv;
1617
1618 vfmt->NormalP3ui = _save_NormalP3ui;
1619 vfmt->NormalP3uiv = _save_NormalP3uiv;
1620
1621 vfmt->ColorP3ui = _save_ColorP3ui;
1622 vfmt->ColorP4ui = _save_ColorP4ui;
1623 vfmt->ColorP3uiv = _save_ColorP3uiv;
1624 vfmt->ColorP4uiv = _save_ColorP4uiv;
1625
1626 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
1627 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
1628
1629 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
1630 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
1631 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
1632 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
1633
1634 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
1635 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
1636 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
1637 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
1638
1639 vfmt->VertexAttribL1d = _save_VertexAttribL1d;
1640 vfmt->VertexAttribL2d = _save_VertexAttribL2d;
1641 vfmt->VertexAttribL3d = _save_VertexAttribL3d;
1642 vfmt->VertexAttribL4d = _save_VertexAttribL4d;
1643
1644 vfmt->VertexAttribL1dv = _save_VertexAttribL1dv;
1645 vfmt->VertexAttribL2dv = _save_VertexAttribL2dv;
1646 vfmt->VertexAttribL3dv = _save_VertexAttribL3dv;
1647 vfmt->VertexAttribL4dv = _save_VertexAttribL4dv;
1648
1649 vfmt->VertexAttribL1ui64ARB = _save_VertexAttribL1ui64ARB;
1650 vfmt->VertexAttribL1ui64vARB = _save_VertexAttribL1ui64vARB;
1651
1652 /* This will all require us to fallback to saving the list as opcodes:
1653 */
1654 vfmt->CallList = _save_CallList;
1655 vfmt->CallLists = _save_CallLists;
1656
1657 vfmt->EvalCoord1f = _save_EvalCoord1f;
1658 vfmt->EvalCoord1fv = _save_EvalCoord1fv;
1659 vfmt->EvalCoord2f = _save_EvalCoord2f;
1660 vfmt->EvalCoord2fv = _save_EvalCoord2fv;
1661 vfmt->EvalPoint1 = _save_EvalPoint1;
1662 vfmt->EvalPoint2 = _save_EvalPoint2;
1663
1664 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1665 * only used when we're inside a glBegin/End pair.
1666 */
1667 vfmt->Begin = _save_Begin;
1668 }
1669
1670
1671 /**
1672 * Initialize the dispatch table with the VBO functions for display
1673 * list compilation.
1674 */
1675 void
1676 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1677 struct _glapi_table *exec)
1678 {
1679 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1680 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1681 SET_DrawElements(exec, _save_OBE_DrawElements);
1682 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1683 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1684 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1685 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1686 SET_Rectf(exec, _save_OBE_Rectf);
1687 /* Note: other glDraw functins aren't compiled into display lists */
1688 }
1689
1690
1691
1692 void
1693 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1694 {
1695 struct vbo_save_context *save = &vbo_context(ctx)->save;
1696
1697 /* Noop when we are actually active:
1698 */
1699 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1700 return;
1701
1702 if (save->vert_count || save->prim_count)
1703 compile_vertex_list(ctx);
1704
1705 copy_to_current(ctx);
1706 reset_vertex(ctx);
1707 reset_counters(ctx);
1708 ctx->Driver.SaveNeedFlush = GL_FALSE;
1709 }
1710
1711
1712 /**
1713 * Called from glNewList when we're starting to compile a display list.
1714 */
1715 void
1716 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1717 {
1718 struct vbo_save_context *save = &vbo_context(ctx)->save;
1719
1720 (void) list;
1721 (void) mode;
1722
1723 if (!save->prim_store)
1724 save->prim_store = alloc_prim_store();
1725
1726 if (!save->vertex_store)
1727 save->vertex_store = alloc_vertex_store(ctx);
1728
1729 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1730
1731 reset_vertex(ctx);
1732 reset_counters(ctx);
1733 ctx->Driver.SaveNeedFlush = GL_FALSE;
1734 }
1735
1736
1737 /**
1738 * Called from glEndList when we're finished compiling a display list.
1739 */
1740 void
1741 vbo_save_EndList(struct gl_context *ctx)
1742 {
1743 struct vbo_save_context *save = &vbo_context(ctx)->save;
1744
1745 /* EndList called inside a (saved) Begin/End pair?
1746 */
1747 if (_mesa_inside_dlist_begin_end(ctx)) {
1748 if (save->prim_count > 0) {
1749 GLint i = save->prim_count - 1;
1750 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1751 save->prims[i].end = 0;
1752 save->prims[i].count = save->vert_count - save->prims[i].start;
1753 }
1754
1755 /* Make sure this vertex list gets replayed by the "loopback"
1756 * mechanism:
1757 */
1758 save->dangling_attr_ref = GL_TRUE;
1759 vbo_save_SaveFlushVertices(ctx);
1760
1761 /* Swap out this vertex format while outside begin/end. Any color,
1762 * etc. received between here and the next begin will be compiled
1763 * as opcodes.
1764 */
1765 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1766 }
1767
1768 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1769
1770 assert(save->vertex_size == 0);
1771 }
1772
1773
1774 /**
1775 * Called from the display list code when we're about to execute a
1776 * display list.
1777 */
1778 void
1779 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1780 {
1781 struct vbo_save_context *save = &vbo_context(ctx)->save;
1782 save->replay_flags |= dlist->Flags;
1783 }
1784
1785
1786 /**
1787 * Called from the display list code when we're finished executing a
1788 * display list.
1789 */
1790 void
1791 vbo_save_EndCallList(struct gl_context *ctx)
1792 {
1793 struct vbo_save_context *save = &vbo_context(ctx)->save;
1794
1795 if (ctx->ListState.CallDepth == 1) {
1796 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1797 * flag, if it is set:
1798 */
1799 save->replay_flags &= VBO_SAVE_FALLBACK;
1800 }
1801 }
1802
1803
1804 /**
1805 * Called by display list code when a display list is being deleted.
1806 */
1807 static void
1808 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1809 {
1810 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1811
1812 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
1813 _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
1814
1815 if (--node->prim_store->refcount == 0)
1816 free(node->prim_store);
1817
1818 free(node->current_data);
1819 node->current_data = NULL;
1820 }
1821
1822
1823 static void
1824 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1825 {
1826 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1827 GLuint i;
1828 struct gl_buffer_object *buffer = node->VAO[0]->BufferBinding[0].BufferObj;
1829 (void) ctx;
1830
1831 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1832 "buffer %p\n",
1833 node->vertex_count, node->prim_count, node->vertex_size,
1834 buffer);
1835
1836 for (i = 0; i < node->prim_count; i++) {
1837 struct _mesa_prim *prim = &node->prims[i];
1838 fprintf(f, " prim %d: %s%s %d..%d %s %s\n",
1839 i,
1840 _mesa_lookup_prim_by_nr(prim->mode),
1841 prim->weak ? " (weak)" : "",
1842 prim->start,
1843 prim->start + prim->count,
1844 (prim->begin) ? "BEGIN" : "(wrap)",
1845 (prim->end) ? "END" : "(wrap)");
1846 }
1847 }
1848
1849
1850 /**
1851 * Called during context creation/init.
1852 */
1853 static void
1854 current_init(struct gl_context *ctx)
1855 {
1856 struct vbo_save_context *save = &vbo_context(ctx)->save;
1857 GLint i;
1858
1859 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1860 const GLuint j = i - VBO_ATTRIB_POS;
1861 assert(j < VERT_ATTRIB_MAX);
1862 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1863 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
1864 }
1865
1866 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1867 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1868 assert(j < MAT_ATTRIB_MAX);
1869 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1870 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
1871 }
1872 }
1873
1874
1875 /**
1876 * Initialize the display list compiler. Called during context creation.
1877 */
1878 void
1879 vbo_save_api_init(struct vbo_save_context *save)
1880 {
1881 struct gl_context *ctx = save->ctx;
1882
1883 save->opcode_vertex_list =
1884 _mesa_dlist_alloc_opcode(ctx,
1885 sizeof(struct vbo_save_vertex_list),
1886 vbo_save_playback_vertex_list,
1887 vbo_destroy_vertex_list,
1888 vbo_print_vertex_list);
1889
1890 vtxfmt_init(ctx);
1891 current_init(ctx);
1892 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
1893 }