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