vbo: Remove vbo_save_vertex_list::attrtype.
[mesa.git] / src / mesa / vbo / vbo_save_api.c
1 /**************************************************************************
2
3 Copyright 2002-2008 VMware, Inc.
4
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7 Permission is hereby granted, free of charge, to any person obtaining a
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14 The above copyright notice and this permission notice (including the next
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16 Software.
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19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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27
28 /*
29 * Authors:
30 * Keith Whitwell <keithw@vmware.com>
31 */
32
33
34
35 /* Display list compiler attempts to store lists of vertices with the
36 * same vertex layout. Additionally it attempts to minimize the need
37 * for execute-time fixup of these vertex lists, allowing them to be
38 * cached on hardware.
39 *
40 * There are still some circumstances where this can be thwarted, for
41 * example by building a list that consists of one very long primitive
42 * (eg Begin(Triangles), 1000 vertices, End), and calling that list
43 * from inside a different begin/end object (Begin(Lines), CallList,
44 * End).
45 *
46 * In that case the code will have to replay the list as individual
47 * commands through the Exec dispatch table, or fix up the copied
48 * vertices at execute-time.
49 *
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
52 * Begin(Lines)
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
55 * End()
56 *
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
59 *
60 *
61 * The list compiler currently doesn't attempt to compile lists
62 * containing EvalCoord or EvalPoint commands. On encountering one of
63 * these, compilation falls back to opcodes.
64 *
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
67 */
68
69
70 #include "main/glheader.h"
71 #include "main/arrayobj.h"
72 #include "main/bufferobj.h"
73 #include "main/context.h"
74 #include "main/dlist.h"
75 #include "main/enums.h"
76 #include "main/eval.h"
77 #include "main/macros.h"
78 #include "main/api_validate.h"
79 #include "main/api_arrayelt.h"
80 #include "main/vtxfmt.h"
81 #include "main/dispatch.h"
82 #include "main/state.h"
83 #include "main/varray.h"
84 #include "util/bitscan.h"
85
86 #include "vbo_noop.h"
87 #include "vbo_private.h"
88
89
90 #ifdef ERROR
91 #undef ERROR
92 #endif
93
94 /**
95 * Display list flag only used by this VBO code.
96 */
97 #define DLIST_DANGLING_REFS 0x1
98
99
100 /* An interesting VBO number/name to help with debugging */
101 #define VBO_BUF_ID 12345
102
103
104 /*
105 * NOTE: Old 'parity' issue is gone, but copying can still be
106 * wrong-footed on replay.
107 */
108 static GLuint
109 copy_vertices(struct gl_context *ctx,
110 const struct vbo_save_vertex_list *node,
111 const fi_type * src_buffer)
112 {
113 struct vbo_save_context *save = &vbo_context(ctx)->save;
114 const struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
115 GLuint nr = prim->count;
116 GLuint sz = save->vertex_size;
117 const fi_type *src = src_buffer + prim->start * sz;
118 fi_type *dst = save->copied.buffer;
119 GLuint ovf, i;
120
121 if (prim->end)
122 return 0;
123
124 switch (prim->mode) {
125 case GL_POINTS:
126 return 0;
127 case GL_LINES:
128 ovf = nr & 1;
129 for (i = 0; i < ovf; i++)
130 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
131 sz * sizeof(GLfloat));
132 return i;
133 case GL_TRIANGLES:
134 ovf = nr % 3;
135 for (i = 0; i < ovf; i++)
136 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
137 sz * sizeof(GLfloat));
138 return i;
139 case GL_QUADS:
140 ovf = nr & 3;
141 for (i = 0; i < ovf; i++)
142 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
143 sz * sizeof(GLfloat));
144 return i;
145 case GL_LINE_STRIP:
146 if (nr == 0)
147 return 0;
148 else {
149 memcpy(dst, src + (nr - 1) * sz, sz * sizeof(GLfloat));
150 return 1;
151 }
152 case GL_LINE_LOOP:
153 case GL_TRIANGLE_FAN:
154 case GL_POLYGON:
155 if (nr == 0)
156 return 0;
157 else if (nr == 1) {
158 memcpy(dst, src + 0, sz * sizeof(GLfloat));
159 return 1;
160 }
161 else {
162 memcpy(dst, src + 0, sz * sizeof(GLfloat));
163 memcpy(dst + sz, src + (nr - 1) * sz, sz * sizeof(GLfloat));
164 return 2;
165 }
166 case GL_TRIANGLE_STRIP:
167 case GL_QUAD_STRIP:
168 switch (nr) {
169 case 0:
170 ovf = 0;
171 break;
172 case 1:
173 ovf = 1;
174 break;
175 default:
176 ovf = 2 + (nr & 1);
177 break;
178 }
179 for (i = 0; i < ovf; i++)
180 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
181 sz * sizeof(GLfloat));
182 return i;
183 default:
184 unreachable("Unexpected primitive type");
185 return 0;
186 }
187 }
188
189
190 static struct vbo_save_vertex_store *
191 alloc_vertex_store(struct gl_context *ctx)
192 {
193 struct vbo_save_context *save = &vbo_context(ctx)->save;
194 struct vbo_save_vertex_store *vertex_store =
195 CALLOC_STRUCT(vbo_save_vertex_store);
196
197 /* obj->Name needs to be non-zero, but won't ever be examined more
198 * closely than that. In particular these buffers won't be entered
199 * into the hash and can never be confused with ones visible to the
200 * user. Perhaps there could be a special number for internal
201 * buffers:
202 */
203 vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID);
204 if (vertex_store->bufferobj) {
205 save->out_of_memory =
206 !ctx->Driver.BufferData(ctx,
207 GL_ARRAY_BUFFER_ARB,
208 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
209 NULL, GL_STATIC_DRAW_ARB,
210 GL_MAP_WRITE_BIT |
211 GL_DYNAMIC_STORAGE_BIT,
212 vertex_store->bufferobj);
213 }
214 else {
215 save->out_of_memory = GL_TRUE;
216 }
217
218 if (save->out_of_memory) {
219 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation");
220 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
221 }
222
223 vertex_store->buffer_map = NULL;
224 vertex_store->used = 0;
225
226 return vertex_store;
227 }
228
229
230 static void
231 free_vertex_store(struct gl_context *ctx,
232 struct vbo_save_vertex_store *vertex_store)
233 {
234 assert(!vertex_store->buffer_map);
235
236 if (vertex_store->bufferobj) {
237 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
238 }
239
240 free(vertex_store);
241 }
242
243
244 fi_type *
245 vbo_save_map_vertex_store(struct gl_context *ctx,
246 struct vbo_save_vertex_store *vertex_store)
247 {
248 const GLbitfield access = (GL_MAP_WRITE_BIT |
249 GL_MAP_INVALIDATE_RANGE_BIT |
250 GL_MAP_UNSYNCHRONIZED_BIT |
251 GL_MAP_FLUSH_EXPLICIT_BIT);
252
253 assert(vertex_store->bufferobj);
254 assert(!vertex_store->buffer_map); /* the buffer should not be mapped */
255
256 if (vertex_store->bufferobj->Size > 0) {
257 /* Map the remaining free space in the VBO */
258 GLintptr offset = vertex_store->used * sizeof(GLfloat);
259 GLsizeiptr size = vertex_store->bufferobj->Size - offset;
260 fi_type *range = (fi_type *)
261 ctx->Driver.MapBufferRange(ctx, offset, size, access,
262 vertex_store->bufferobj,
263 MAP_INTERNAL);
264 if (range) {
265 /* compute address of start of whole buffer (needed elsewhere) */
266 vertex_store->buffer_map = range - vertex_store->used;
267 assert(vertex_store->buffer_map);
268 return range;
269 }
270 else {
271 vertex_store->buffer_map = NULL;
272 return NULL;
273 }
274 }
275 else {
276 /* probably ran out of memory for buffers */
277 return NULL;
278 }
279 }
280
281
282 void
283 vbo_save_unmap_vertex_store(struct gl_context *ctx,
284 struct vbo_save_vertex_store *vertex_store)
285 {
286 if (vertex_store->bufferobj->Size > 0) {
287 GLintptr offset = 0;
288 GLsizeiptr length = vertex_store->used * sizeof(GLfloat)
289 - vertex_store->bufferobj->Mappings[MAP_INTERNAL].Offset;
290
291 /* Explicitly flush the region we wrote to */
292 ctx->Driver.FlushMappedBufferRange(ctx, offset, length,
293 vertex_store->bufferobj,
294 MAP_INTERNAL);
295
296 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj, MAP_INTERNAL);
297 }
298 vertex_store->buffer_map = NULL;
299 }
300
301
302 static struct vbo_save_primitive_store *
303 alloc_prim_store(void)
304 {
305 struct vbo_save_primitive_store *store =
306 CALLOC_STRUCT(vbo_save_primitive_store);
307 store->used = 0;
308 store->refcount = 1;
309 return store;
310 }
311
312
313 static void
314 reset_counters(struct gl_context *ctx)
315 {
316 struct vbo_save_context *save = &vbo_context(ctx)->save;
317
318 save->prims = save->prim_store->prims + save->prim_store->used;
319 save->buffer_map = save->vertex_store->buffer_map + save->vertex_store->used;
320
321 assert(save->buffer_map == save->buffer_ptr);
322
323 if (save->vertex_size)
324 save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
325 save->vertex_size;
326 else
327 save->max_vert = 0;
328
329 save->vert_count = 0;
330 save->prim_count = 0;
331 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
332 save->dangling_attr_ref = GL_FALSE;
333 }
334
335 /**
336 * For a list of prims, try merging prims that can just be extensions of the
337 * previous prim.
338 */
339 static void
340 merge_prims(struct _mesa_prim *prim_list,
341 GLuint *prim_count)
342 {
343 GLuint i;
344 struct _mesa_prim *prev_prim = prim_list;
345
346 for (i = 1; i < *prim_count; i++) {
347 struct _mesa_prim *this_prim = prim_list + i;
348
349 vbo_try_prim_conversion(this_prim);
350
351 if (vbo_can_merge_prims(prev_prim, this_prim)) {
352 /* We've found a prim that just extend the previous one. Tack it
353 * onto the previous one, and let this primitive struct get dropped.
354 */
355 vbo_merge_prims(prev_prim, this_prim);
356 continue;
357 }
358
359 /* If any previous primitives have been dropped, then we need to copy
360 * this later one into the next available slot.
361 */
362 prev_prim++;
363 if (prev_prim != this_prim)
364 *prev_prim = *this_prim;
365 }
366
367 *prim_count = prev_prim - prim_list + 1;
368 }
369
370
371 /**
372 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
373 * don't have to worry about handling the _mesa_prim::begin/end flags.
374 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
375 */
376 static void
377 convert_line_loop_to_strip(struct vbo_save_context *save,
378 struct vbo_save_vertex_list *node)
379 {
380 struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
381
382 assert(prim->mode == GL_LINE_LOOP);
383
384 if (prim->end) {
385 /* Copy the 0th vertex to end of the buffer and extend the
386 * vertex count by one to finish the line loop.
387 */
388 const GLuint sz = save->vertex_size;
389 /* 0th vertex: */
390 const fi_type *src = save->buffer_map + prim->start * sz;
391 /* end of buffer: */
392 fi_type *dst = save->buffer_map + (prim->start + prim->count) * sz;
393
394 memcpy(dst, src, sz * sizeof(float));
395
396 prim->count++;
397 node->vertex_count++;
398 save->vert_count++;
399 save->buffer_ptr += sz;
400 save->vertex_store->used += sz;
401 }
402
403 if (!prim->begin) {
404 /* Drawing the second or later section of a long line loop.
405 * Skip the 0th vertex.
406 */
407 prim->start++;
408 prim->count--;
409 }
410
411 prim->mode = GL_LINE_STRIP;
412 }
413
414
415 /* Compare the present vao if it has the same setup. */
416 static bool
417 compare_vao(gl_vertex_processing_mode mode,
418 const struct gl_vertex_array_object *vao,
419 const struct gl_buffer_object *bo, GLintptr buffer_offset,
420 GLuint stride, GLbitfield64 vao_enabled,
421 const GLubyte size[VBO_ATTRIB_MAX],
422 const GLenum16 type[VBO_ATTRIB_MAX],
423 const GLuint offset[VBO_ATTRIB_MAX])
424 {
425 if (!vao)
426 return false;
427
428 /* If the enabled arrays are not the same we are not equal. */
429 if (vao_enabled != vao->_Enabled)
430 return false;
431
432 /* Check the buffer binding at 0 */
433 if (vao->BufferBinding[0].BufferObj != bo)
434 return false;
435 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
436 if (vao->BufferBinding[0].Stride != stride)
437 return false;
438 assert(vao->BufferBinding[0].InstanceDivisor == 0);
439
440 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
441 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
442
443 /* Now check the enabled arrays */
444 GLbitfield mask = vao_enabled;
445 while (mask) {
446 const int attr = u_bit_scan(&mask);
447 const unsigned char vbo_attr = vao_to_vbo_map[attr];
448 const GLenum16 tp = type[vbo_attr];
449 const GLintptr off = offset[vbo_attr] + buffer_offset;
450 const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
451 if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
452 return false;
453 if (attrib->Type != tp)
454 return false;
455 if (attrib->Size != size[vbo_attr])
456 return false;
457 assert(attrib->Format == GL_RGBA);
458 assert(attrib->Enabled == GL_TRUE);
459 assert(attrib->Normalized == GL_FALSE);
460 assert(attrib->Integer == vbo_attrtype_to_integer_flag(tp));
461 assert(attrib->Doubles == vbo_attrtype_to_double_flag(tp));
462 assert(attrib->BufferBindingIndex == 0);
463 }
464
465 return true;
466 }
467
468
469 /* Create or reuse the vao for the vertex processing mode. */
470 static void
471 update_vao(struct gl_context *ctx,
472 gl_vertex_processing_mode mode,
473 struct gl_vertex_array_object **vao,
474 struct gl_buffer_object *bo, GLintptr buffer_offset,
475 GLuint stride, GLbitfield64 vbo_enabled,
476 const GLubyte size[VBO_ATTRIB_MAX],
477 const GLenum16 type[VBO_ATTRIB_MAX],
478 const GLuint offset[VBO_ATTRIB_MAX])
479 {
480 /* Compute the bitmasks of vao_enabled arrays */
481 GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
482
483 /*
484 * Check if we can possibly reuse the exisiting one.
485 * In the long term we should reset them when something changes.
486 */
487 if (compare_vao(mode, *vao, bo, buffer_offset, stride,
488 vao_enabled, size, type, offset))
489 return;
490
491 /* The initial refcount is 1 */
492 _mesa_reference_vao(ctx, vao, NULL);
493 *vao = _mesa_new_vao(ctx, ~((GLuint)0));
494
495 /* Bind the buffer object at binding point 0 */
496 _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride, false);
497
498 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
499 * Note that the position/generic0 aliasing is done in the VAO.
500 */
501 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
502 /* Now set the enable arrays */
503 GLbitfield mask = vao_enabled;
504 while (mask) {
505 const int vao_attr = u_bit_scan(&mask);
506 const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
507
508 _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
509 size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
510 _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0, false);
511 _mesa_enable_vertex_array_attrib(ctx, *vao, vao_attr, false);
512 }
513 assert(vao_enabled == (*vao)->_Enabled);
514 assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
515
516 /* Finalize and freeze the VAO */
517 _mesa_set_vao_immutable(ctx, *vao);
518 }
519
520
521 /**
522 * Insert the active immediate struct onto the display list currently
523 * being built.
524 */
525 static void
526 compile_vertex_list(struct gl_context *ctx)
527 {
528 struct vbo_save_context *save = &vbo_context(ctx)->save;
529 struct vbo_save_vertex_list *node;
530 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 node->vertex_size = save->vertex_size;
549 node->buffer_offset =
550 (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
551 if (aligned_vertex_buffer_offset(node)) {
552 /* The vertex size is an exact multiple of the buffer offset.
553 * This means that we can use zero-based vertex attribute pointers
554 * and specify the start of the primitive with the _mesa_prim::start
555 * field. This results in issuing several draw calls with identical
556 * vertex attribute information. This can result in fewer state
557 * changes in drivers. In particular, the Gallium CSO module will
558 * filter out redundant vertex buffer changes.
559 */
560 buffer_offset = 0;
561 } else {
562 buffer_offset = node->buffer_offset;
563 }
564 GLuint offsets[VBO_ATTRIB_MAX];
565 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
566 offsets[i] = offset;
567 offset += save->attrsz[i] * sizeof(GLfloat);
568 }
569 node->vertex_count = save->vert_count;
570 node->wrap_count = save->copied.nr;
571 node->prims = save->prims;
572 node->prim_count = save->prim_count;
573 node->prim_store = save->prim_store;
574
575 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
576 * Note that this may reuse the previous one of possible.
577 */
578 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
579 /* create or reuse the vao */
580 update_vao(ctx, vpm, &save->VAO[vpm],
581 save->vertex_store->bufferobj, buffer_offset,
582 node->vertex_size*sizeof(GLfloat), save->enabled,
583 node->attrsz, save->attrtype, offsets);
584 /* Reference the vao in the dlist */
585 node->VAO[vpm] = NULL;
586 _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
587 }
588
589 node->prim_store->refcount++;
590
591 if (node->prims[0].no_current_update) {
592 node->current_data = NULL;
593 }
594 else {
595 GLuint current_size = node->vertex_size - node->attrsz[0];
596 node->current_data = NULL;
597
598 if (current_size) {
599 node->current_data = malloc(current_size * sizeof(GLfloat));
600 if (node->current_data) {
601 const char *buffer = (const char *) save->vertex_store->buffer_map;
602 unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
603 unsigned vertex_offset = 0;
604
605 if (node->vertex_count)
606 vertex_offset =
607 (node->vertex_count - 1) * node->vertex_size * sizeof(GLfloat);
608
609 memcpy(node->current_data,
610 buffer + node->buffer_offset + vertex_offset + attr_offset,
611 current_size * sizeof(GLfloat));
612 } else {
613 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
614 }
615 }
616 }
617
618 assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
619
620 if (save->dangling_attr_ref)
621 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
622
623 save->vertex_store->used += save->vertex_size * node->vertex_count;
624 save->prim_store->used += node->prim_count;
625
626 /* Copy duplicated vertices
627 */
628 save->copied.nr = copy_vertices(ctx, node, save->buffer_map);
629
630 if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) {
631 convert_line_loop_to_strip(save, node);
632 }
633
634 merge_prims(node->prims, &node->prim_count);
635
636 /* Correct the primitive starts, we can only do this here as copy_vertices
637 * and convert_line_loop_to_strip above consume the uncorrected starts.
638 * On the other hand the _vbo_loopback_vertex_list call below needs the
639 * primitves to be corrected already.
640 */
641 if (aligned_vertex_buffer_offset(node)) {
642 const unsigned start_offset =
643 node->buffer_offset / (node->vertex_size * sizeof(GLfloat));
644 for (unsigned i = 0; i < node->prim_count; i++) {
645 node->prims[i].start += start_offset;
646 }
647 node->start_vertex = start_offset;
648 } else {
649 node->start_vertex = 0;
650 }
651
652 /* Deal with GL_COMPILE_AND_EXECUTE:
653 */
654 if (ctx->ExecuteFlag) {
655 struct _glapi_table *dispatch = GET_DISPATCH();
656
657 _glapi_set_dispatch(ctx->Exec);
658
659 /* Note that the range of referenced vertices must be mapped already */
660 _vbo_loopback_vertex_list(ctx, node);
661
662 _glapi_set_dispatch(dispatch);
663 }
664
665 /* Decide whether the storage structs are full, or can be used for
666 * the next vertex lists as well.
667 */
668 if (save->vertex_store->used >
669 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
670
671 /* Unmap old store:
672 */
673 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
674
675 /* Release old reference:
676 */
677 free_vertex_store(ctx, save->vertex_store);
678 save->vertex_store = NULL;
679
680 /* Allocate and map new store:
681 */
682 save->vertex_store = alloc_vertex_store(ctx);
683 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
684 save->out_of_memory = save->buffer_ptr == NULL;
685 }
686 else {
687 /* update buffer_ptr for next vertex */
688 save->buffer_ptr = save->vertex_store->buffer_map
689 + save->vertex_store->used;
690 }
691
692 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
693 save->prim_store->refcount--;
694 assert(save->prim_store->refcount != 0);
695 save->prim_store = alloc_prim_store();
696 }
697
698 /* Reset our structures for the next run of vertices:
699 */
700 reset_counters(ctx);
701 }
702
703
704 /**
705 * This is called when we fill a vertex buffer before we hit a glEnd().
706 * We
707 * TODO -- If no new vertices have been stored, don't bother saving it.
708 */
709 static void
710 wrap_buffers(struct gl_context *ctx)
711 {
712 struct vbo_save_context *save = &vbo_context(ctx)->save;
713 GLint i = save->prim_count - 1;
714 GLenum mode;
715 GLboolean weak;
716 GLboolean no_current_update;
717
718 assert(i < (GLint) save->prim_max);
719 assert(i >= 0);
720
721 /* Close off in-progress primitive.
722 */
723 save->prims[i].count = (save->vert_count - save->prims[i].start);
724 mode = save->prims[i].mode;
725 weak = save->prims[i].weak;
726 no_current_update = save->prims[i].no_current_update;
727
728 /* store the copied vertices, and allocate a new list.
729 */
730 compile_vertex_list(ctx);
731
732 /* Restart interrupted primitive
733 */
734 save->prims[0].mode = mode;
735 save->prims[0].weak = weak;
736 save->prims[0].no_current_update = no_current_update;
737 save->prims[0].begin = 0;
738 save->prims[0].end = 0;
739 save->prims[0].pad = 0;
740 save->prims[0].start = 0;
741 save->prims[0].count = 0;
742 save->prims[0].num_instances = 1;
743 save->prims[0].base_instance = 0;
744 save->prims[0].is_indirect = 0;
745 save->prim_count = 1;
746 }
747
748
749 /**
750 * Called only when buffers are wrapped as the result of filling the
751 * vertex_store struct.
752 */
753 static void
754 wrap_filled_vertex(struct gl_context *ctx)
755 {
756 struct vbo_save_context *save = &vbo_context(ctx)->save;
757 unsigned numComponents;
758
759 /* Emit a glEnd to close off the last vertex list.
760 */
761 wrap_buffers(ctx);
762
763 /* Copy stored stored vertices to start of new list.
764 */
765 assert(save->max_vert - save->vert_count > save->copied.nr);
766
767 numComponents = save->copied.nr * save->vertex_size;
768 memcpy(save->buffer_ptr,
769 save->copied.buffer,
770 numComponents * sizeof(fi_type));
771 save->buffer_ptr += numComponents;
772 save->vert_count += save->copied.nr;
773 }
774
775
776 static void
777 copy_to_current(struct gl_context *ctx)
778 {
779 struct vbo_save_context *save = &vbo_context(ctx)->save;
780 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
781
782 while (enabled) {
783 const int i = u_bit_scan64(&enabled);
784 assert(save->attrsz[i]);
785
786 save->currentsz[i][0] = save->attrsz[i];
787 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
788 save->attrptr[i], save->attrtype[i]);
789 }
790 }
791
792
793 static void
794 copy_from_current(struct gl_context *ctx)
795 {
796 struct vbo_save_context *save = &vbo_context(ctx)->save;
797 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
798
799 while (enabled) {
800 const int i = u_bit_scan64(&enabled);
801
802 switch (save->attrsz[i]) {
803 case 4:
804 save->attrptr[i][3] = save->current[i][3];
805 case 3:
806 save->attrptr[i][2] = save->current[i][2];
807 case 2:
808 save->attrptr[i][1] = save->current[i][1];
809 case 1:
810 save->attrptr[i][0] = save->current[i][0];
811 break;
812 case 0:
813 unreachable("Unexpected vertex attribute size");
814 }
815 }
816 }
817
818
819 /**
820 * Called when we increase the size of a vertex attribute. For example,
821 * if we've seen one or more glTexCoord2f() calls and now we get a
822 * glTexCoord3f() call.
823 * Flush existing data, set new attrib size, replay copied vertices.
824 */
825 static void
826 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
827 {
828 struct vbo_save_context *save = &vbo_context(ctx)->save;
829 GLuint oldsz;
830 GLuint i;
831 fi_type *tmp;
832
833 /* Store the current run of vertices, and emit a GL_END. Emit a
834 * BEGIN in the new buffer.
835 */
836 if (save->vert_count)
837 wrap_buffers(ctx);
838 else
839 assert(save->copied.nr == 0);
840
841 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
842 * when the attribute already exists in the vertex and is having
843 * its size increased.
844 */
845 copy_to_current(ctx);
846
847 /* Fix up sizes:
848 */
849 oldsz = save->attrsz[attr];
850 save->attrsz[attr] = newsz;
851 save->enabled |= BITFIELD64_BIT(attr);
852
853 save->vertex_size += newsz - oldsz;
854 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
855 save->vertex_size);
856 save->vert_count = 0;
857
858 /* Recalculate all the attrptr[] values:
859 */
860 tmp = save->vertex;
861 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
862 if (save->attrsz[i]) {
863 save->attrptr[i] = tmp;
864 tmp += save->attrsz[i];
865 }
866 else {
867 save->attrptr[i] = NULL; /* will not be dereferenced. */
868 }
869 }
870
871 /* Copy from current to repopulate the vertex with correct values.
872 */
873 copy_from_current(ctx);
874
875 /* Replay stored vertices to translate them to new format here.
876 *
877 * If there are copied vertices and the new (upgraded) attribute
878 * has not been defined before, this list is somewhat degenerate,
879 * and will need fixup at runtime.
880 */
881 if (save->copied.nr) {
882 const fi_type *data = save->copied.buffer;
883 fi_type *dest = save->buffer_map;
884
885 /* Need to note this and fix up at runtime (or loopback):
886 */
887 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
888 assert(oldsz == 0);
889 save->dangling_attr_ref = GL_TRUE;
890 }
891
892 for (i = 0; i < save->copied.nr; i++) {
893 GLbitfield64 enabled = save->enabled;
894 while (enabled) {
895 const int j = u_bit_scan64(&enabled);
896 assert(save->attrsz[j]);
897 if (j == attr) {
898 if (oldsz) {
899 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
900 save->attrtype[j]);
901 data += oldsz;
902 dest += newsz;
903 }
904 else {
905 COPY_SZ_4V(dest, newsz, save->current[attr]);
906 dest += newsz;
907 }
908 }
909 else {
910 GLint sz = save->attrsz[j];
911 COPY_SZ_4V(dest, sz, data);
912 data += sz;
913 dest += sz;
914 }
915 }
916 }
917
918 save->buffer_ptr = dest;
919 save->vert_count += save->copied.nr;
920 }
921 }
922
923
924 /**
925 * This is called when the size of a vertex attribute changes.
926 * For example, after seeing one or more glTexCoord2f() calls we
927 * get a glTexCoord4f() or glTexCoord1f() call.
928 */
929 static void
930 fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
931 {
932 struct vbo_save_context *save = &vbo_context(ctx)->save;
933
934 if (sz > save->attrsz[attr]) {
935 /* New size is larger. Need to flush existing vertices and get
936 * an enlarged vertex format.
937 */
938 upgrade_vertex(ctx, attr, sz);
939 }
940 else if (sz < save->active_sz[attr]) {
941 GLuint i;
942 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
943
944 /* New size is equal or smaller - just need to fill in some
945 * zeros.
946 */
947 for (i = sz; i <= save->attrsz[attr]; i++)
948 save->attrptr[attr][i - 1] = id[i - 1];
949 }
950
951 save->active_sz[attr] = sz;
952 }
953
954
955 /**
956 * Reset the current size of all vertex attributes to the default
957 * value of 0. This signals that we haven't yet seen any per-vertex
958 * commands such as glNormal3f() or glTexCoord2f().
959 */
960 static void
961 reset_vertex(struct gl_context *ctx)
962 {
963 struct vbo_save_context *save = &vbo_context(ctx)->save;
964
965 while (save->enabled) {
966 const int i = u_bit_scan64(&save->enabled);
967 assert(save->attrsz[i]);
968 save->attrsz[i] = 0;
969 save->active_sz[i] = 0;
970 }
971
972 save->vertex_size = 0;
973 }
974
975
976
977 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
978
979
980 /* Only one size for each attribute may be active at once. Eg. if
981 * Color3f is installed/active, then Color4f may not be, even if the
982 * vertex actually contains 4 color coordinates. This is because the
983 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
984 * of the chooser function when switching between Color4f and Color3f.
985 */
986 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
987 do { \
988 struct vbo_save_context *save = &vbo_context(ctx)->save; \
989 \
990 if (save->active_sz[A] != N) \
991 fixup_vertex(ctx, A, N); \
992 \
993 { \
994 C *dest = (C *)save->attrptr[A]; \
995 if (N>0) dest[0] = V0; \
996 if (N>1) dest[1] = V1; \
997 if (N>2) dest[2] = V2; \
998 if (N>3) dest[3] = V3; \
999 save->attrtype[A] = T; \
1000 } \
1001 \
1002 if ((A) == 0) { \
1003 GLuint i; \
1004 \
1005 for (i = 0; i < save->vertex_size; i++) \
1006 save->buffer_ptr[i] = save->vertex[i]; \
1007 \
1008 save->buffer_ptr += save->vertex_size; \
1009 \
1010 if (++save->vert_count >= save->max_vert) \
1011 wrap_filled_vertex(ctx); \
1012 } \
1013 } while (0)
1014
1015 #define TAG(x) _save_##x
1016
1017 #include "vbo_attrib_tmp.h"
1018
1019
1020
1021 #define MAT( ATTR, N, face, params ) \
1022 do { \
1023 if (face != GL_BACK) \
1024 MAT_ATTR( ATTR, N, params ); /* front */ \
1025 if (face != GL_FRONT) \
1026 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1027 } while (0)
1028
1029
1030 /**
1031 * Save a glMaterial call found between glBegin/End.
1032 * glMaterial calls outside Begin/End are handled in dlist.c.
1033 */
1034 static void GLAPIENTRY
1035 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1036 {
1037 GET_CURRENT_CONTEXT(ctx);
1038
1039 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1040 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1041 return;
1042 }
1043
1044 switch (pname) {
1045 case GL_EMISSION:
1046 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1047 break;
1048 case GL_AMBIENT:
1049 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1050 break;
1051 case GL_DIFFUSE:
1052 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1053 break;
1054 case GL_SPECULAR:
1055 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1056 break;
1057 case GL_SHININESS:
1058 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1059 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1060 }
1061 else {
1062 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1063 }
1064 break;
1065 case GL_COLOR_INDEXES:
1066 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1067 break;
1068 case GL_AMBIENT_AND_DIFFUSE:
1069 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1070 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1071 break;
1072 default:
1073 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1074 return;
1075 }
1076 }
1077
1078
1079 /* Cope with EvalCoord/CallList called within a begin/end object:
1080 * -- Flush current buffer
1081 * -- Fallback to opcodes for the rest of the begin/end object.
1082 */
1083 static void
1084 dlist_fallback(struct gl_context *ctx)
1085 {
1086 struct vbo_save_context *save = &vbo_context(ctx)->save;
1087
1088 if (save->vert_count || save->prim_count) {
1089 if (save->prim_count > 0) {
1090 /* Close off in-progress primitive. */
1091 GLint i = save->prim_count - 1;
1092 save->prims[i].count = save->vert_count - save->prims[i].start;
1093 }
1094
1095 /* Need to replay this display list with loopback,
1096 * unfortunately, otherwise this primitive won't be handled
1097 * properly:
1098 */
1099 save->dangling_attr_ref = GL_TRUE;
1100
1101 compile_vertex_list(ctx);
1102 }
1103
1104 copy_to_current(ctx);
1105 reset_vertex(ctx);
1106 reset_counters(ctx);
1107 if (save->out_of_memory) {
1108 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1109 }
1110 else {
1111 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1112 }
1113 ctx->Driver.SaveNeedFlush = GL_FALSE;
1114 }
1115
1116
1117 static void GLAPIENTRY
1118 _save_EvalCoord1f(GLfloat u)
1119 {
1120 GET_CURRENT_CONTEXT(ctx);
1121 dlist_fallback(ctx);
1122 CALL_EvalCoord1f(ctx->Save, (u));
1123 }
1124
1125 static void GLAPIENTRY
1126 _save_EvalCoord1fv(const GLfloat * v)
1127 {
1128 GET_CURRENT_CONTEXT(ctx);
1129 dlist_fallback(ctx);
1130 CALL_EvalCoord1fv(ctx->Save, (v));
1131 }
1132
1133 static void GLAPIENTRY
1134 _save_EvalCoord2f(GLfloat u, GLfloat v)
1135 {
1136 GET_CURRENT_CONTEXT(ctx);
1137 dlist_fallback(ctx);
1138 CALL_EvalCoord2f(ctx->Save, (u, v));
1139 }
1140
1141 static void GLAPIENTRY
1142 _save_EvalCoord2fv(const GLfloat * v)
1143 {
1144 GET_CURRENT_CONTEXT(ctx);
1145 dlist_fallback(ctx);
1146 CALL_EvalCoord2fv(ctx->Save, (v));
1147 }
1148
1149 static void GLAPIENTRY
1150 _save_EvalPoint1(GLint i)
1151 {
1152 GET_CURRENT_CONTEXT(ctx);
1153 dlist_fallback(ctx);
1154 CALL_EvalPoint1(ctx->Save, (i));
1155 }
1156
1157 static void GLAPIENTRY
1158 _save_EvalPoint2(GLint i, GLint j)
1159 {
1160 GET_CURRENT_CONTEXT(ctx);
1161 dlist_fallback(ctx);
1162 CALL_EvalPoint2(ctx->Save, (i, j));
1163 }
1164
1165 static void GLAPIENTRY
1166 _save_CallList(GLuint l)
1167 {
1168 GET_CURRENT_CONTEXT(ctx);
1169 dlist_fallback(ctx);
1170 CALL_CallList(ctx->Save, (l));
1171 }
1172
1173 static void GLAPIENTRY
1174 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1175 {
1176 GET_CURRENT_CONTEXT(ctx);
1177 dlist_fallback(ctx);
1178 CALL_CallLists(ctx->Save, (n, type, v));
1179 }
1180
1181
1182
1183 /**
1184 * Called when a glBegin is getting compiled into a display list.
1185 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1186 */
1187 void
1188 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
1189 {
1190 struct vbo_save_context *save = &vbo_context(ctx)->save;
1191 const GLuint i = save->prim_count++;
1192
1193 assert(i < save->prim_max);
1194 save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1195 save->prims[i].begin = 1;
1196 save->prims[i].end = 0;
1197 save->prims[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
1198 save->prims[i].no_current_update =
1199 (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
1200 save->prims[i].pad = 0;
1201 save->prims[i].start = save->vert_count;
1202 save->prims[i].count = 0;
1203 save->prims[i].num_instances = 1;
1204 save->prims[i].base_instance = 0;
1205 save->prims[i].is_indirect = 0;
1206
1207 if (save->out_of_memory) {
1208 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1209 }
1210 else {
1211 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1212 }
1213
1214 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1215 ctx->Driver.SaveNeedFlush = GL_TRUE;
1216 }
1217
1218
1219 static void GLAPIENTRY
1220 _save_End(void)
1221 {
1222 GET_CURRENT_CONTEXT(ctx);
1223 struct vbo_save_context *save = &vbo_context(ctx)->save;
1224 const GLint i = save->prim_count - 1;
1225
1226 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1227 save->prims[i].end = 1;
1228 save->prims[i].count = (save->vert_count - save->prims[i].start);
1229
1230 if (i == (GLint) save->prim_max - 1) {
1231 compile_vertex_list(ctx);
1232 assert(save->copied.nr == 0);
1233 }
1234
1235 /* Swap out this vertex format while outside begin/end. Any color,
1236 * etc. received between here and the next begin will be compiled
1237 * as opcodes.
1238 */
1239 if (save->out_of_memory) {
1240 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1241 }
1242 else {
1243 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1244 }
1245 }
1246
1247
1248 static void GLAPIENTRY
1249 _save_Begin(GLenum mode)
1250 {
1251 GET_CURRENT_CONTEXT(ctx);
1252 (void) mode;
1253 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1254 }
1255
1256
1257 static void GLAPIENTRY
1258 _save_PrimitiveRestartNV(void)
1259 {
1260 GET_CURRENT_CONTEXT(ctx);
1261 struct vbo_save_context *save = &vbo_context(ctx)->save;
1262
1263 if (save->prim_count == 0) {
1264 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1265 * is an error.
1266 */
1267 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1268 "glPrimitiveRestartNV called outside glBegin/End");
1269 } else {
1270 /* get current primitive mode */
1271 GLenum curPrim = save->prims[save->prim_count - 1].mode;
1272
1273 /* restart primitive */
1274 CALL_End(GET_DISPATCH(), ());
1275 vbo_save_NotifyBegin(ctx, curPrim);
1276 }
1277 }
1278
1279
1280 /* Unlike the functions above, these are to be hooked into the vtxfmt
1281 * maintained in ctx->ListState, active when the list is known or
1282 * suspected to be outside any begin/end primitive.
1283 * Note: OBE = Outside Begin/End
1284 */
1285 static void GLAPIENTRY
1286 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1287 {
1288 GET_CURRENT_CONTEXT(ctx);
1289 vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
1290 CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
1291 CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
1292 CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
1293 CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
1294 CALL_End(GET_DISPATCH(), ());
1295 }
1296
1297
1298 static void GLAPIENTRY
1299 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1300 {
1301 GET_CURRENT_CONTEXT(ctx);
1302 struct vbo_save_context *save = &vbo_context(ctx)->save;
1303 GLint i;
1304
1305 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1306 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1307 return;
1308 }
1309 if (count < 0) {
1310 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1311 return;
1312 }
1313
1314 if (save->out_of_memory)
1315 return;
1316
1317 /* Make sure to process any VBO binding changes */
1318 _mesa_update_state(ctx);
1319
1320 _ae_map_vbos(ctx);
1321
1322 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
1323 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1324
1325 for (i = 0; i < count; i++)
1326 CALL_ArrayElement(GET_DISPATCH(), (start + i));
1327 CALL_End(GET_DISPATCH(), ());
1328
1329 _ae_unmap_vbos(ctx);
1330 }
1331
1332
1333 static void GLAPIENTRY
1334 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1335 const GLsizei *count, GLsizei primcount)
1336 {
1337 GET_CURRENT_CONTEXT(ctx);
1338 GLint i;
1339
1340 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1341 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1342 return;
1343 }
1344
1345 if (primcount < 0) {
1346 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1347 "glMultiDrawArrays(primcount<0)");
1348 return;
1349 }
1350
1351 for (i = 0; i < primcount; i++) {
1352 if (count[i] < 0) {
1353 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1354 "glMultiDrawArrays(count[i]<0)");
1355 return;
1356 }
1357 }
1358
1359 for (i = 0; i < primcount; i++) {
1360 if (count[i] > 0) {
1361 _save_OBE_DrawArrays(mode, first[i], count[i]);
1362 }
1363 }
1364 }
1365
1366
1367 /* Could do better by copying the arrays and element list intact and
1368 * then emitting an indexed prim at runtime.
1369 */
1370 static void GLAPIENTRY
1371 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1372 const GLvoid * indices, GLint basevertex)
1373 {
1374 GET_CURRENT_CONTEXT(ctx);
1375 struct vbo_save_context *save = &vbo_context(ctx)->save;
1376 struct gl_buffer_object *indexbuf = ctx->Array.VAO->IndexBufferObj;
1377 GLint i;
1378
1379 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1380 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1381 return;
1382 }
1383 if (count < 0) {
1384 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1385 return;
1386 }
1387 if (type != GL_UNSIGNED_BYTE &&
1388 type != GL_UNSIGNED_SHORT &&
1389 type != GL_UNSIGNED_INT) {
1390 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1391 return;
1392 }
1393
1394 if (save->out_of_memory)
1395 return;
1396
1397 /* Make sure to process any VBO binding changes */
1398 _mesa_update_state(ctx);
1399
1400 _ae_map_vbos(ctx);
1401
1402 if (_mesa_is_bufferobj(indexbuf))
1403 indices =
1404 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1405
1406 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
1407 VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1408
1409 switch (type) {
1410 case GL_UNSIGNED_BYTE:
1411 for (i = 0; i < count; i++)
1412 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLubyte *) indices)[i]));
1413 break;
1414 case GL_UNSIGNED_SHORT:
1415 for (i = 0; i < count; i++)
1416 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLushort *) indices)[i]));
1417 break;
1418 case GL_UNSIGNED_INT:
1419 for (i = 0; i < count; i++)
1420 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLuint *) indices)[i]));
1421 break;
1422 default:
1423 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1424 break;
1425 }
1426
1427 CALL_End(GET_DISPATCH(), ());
1428
1429 _ae_unmap_vbos(ctx);
1430 }
1431
1432 static void GLAPIENTRY
1433 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1434 const GLvoid * indices)
1435 {
1436 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1437 }
1438
1439
1440 static void GLAPIENTRY
1441 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1442 GLsizei count, GLenum type,
1443 const GLvoid * indices)
1444 {
1445 GET_CURRENT_CONTEXT(ctx);
1446 struct vbo_save_context *save = &vbo_context(ctx)->save;
1447
1448 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1449 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1450 return;
1451 }
1452 if (count < 0) {
1453 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1454 "glDrawRangeElements(count<0)");
1455 return;
1456 }
1457 if (type != GL_UNSIGNED_BYTE &&
1458 type != GL_UNSIGNED_SHORT &&
1459 type != GL_UNSIGNED_INT) {
1460 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1461 return;
1462 }
1463 if (end < start) {
1464 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1465 "glDrawRangeElements(end < start)");
1466 return;
1467 }
1468
1469 if (save->out_of_memory)
1470 return;
1471
1472 _save_OBE_DrawElements(mode, count, type, indices);
1473 }
1474
1475
1476 static void GLAPIENTRY
1477 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1478 const GLvoid * const *indices, GLsizei primcount)
1479 {
1480 GLsizei i;
1481
1482 for (i = 0; i < primcount; i++) {
1483 if (count[i] > 0) {
1484 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1485 }
1486 }
1487 }
1488
1489
1490 static void GLAPIENTRY
1491 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1492 GLenum type,
1493 const GLvoid * const *indices,
1494 GLsizei primcount,
1495 const GLint *basevertex)
1496 {
1497 GLsizei i;
1498
1499 for (i = 0; i < primcount; i++) {
1500 if (count[i] > 0) {
1501 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1502 indices[i],
1503 basevertex[i]));
1504 }
1505 }
1506 }
1507
1508
1509 static void
1510 vtxfmt_init(struct gl_context *ctx)
1511 {
1512 struct vbo_save_context *save = &vbo_context(ctx)->save;
1513 GLvertexformat *vfmt = &save->vtxfmt;
1514
1515 vfmt->ArrayElement = _ae_ArrayElement;
1516
1517 vfmt->Color3f = _save_Color3f;
1518 vfmt->Color3fv = _save_Color3fv;
1519 vfmt->Color4f = _save_Color4f;
1520 vfmt->Color4fv = _save_Color4fv;
1521 vfmt->EdgeFlag = _save_EdgeFlag;
1522 vfmt->End = _save_End;
1523 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
1524 vfmt->FogCoordfEXT = _save_FogCoordfEXT;
1525 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
1526 vfmt->Indexf = _save_Indexf;
1527 vfmt->Indexfv = _save_Indexfv;
1528 vfmt->Materialfv = _save_Materialfv;
1529 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
1530 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
1531 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
1532 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
1533 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
1534 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
1535 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
1536 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
1537 vfmt->Normal3f = _save_Normal3f;
1538 vfmt->Normal3fv = _save_Normal3fv;
1539 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
1540 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
1541 vfmt->TexCoord1f = _save_TexCoord1f;
1542 vfmt->TexCoord1fv = _save_TexCoord1fv;
1543 vfmt->TexCoord2f = _save_TexCoord2f;
1544 vfmt->TexCoord2fv = _save_TexCoord2fv;
1545 vfmt->TexCoord3f = _save_TexCoord3f;
1546 vfmt->TexCoord3fv = _save_TexCoord3fv;
1547 vfmt->TexCoord4f = _save_TexCoord4f;
1548 vfmt->TexCoord4fv = _save_TexCoord4fv;
1549 vfmt->Vertex2f = _save_Vertex2f;
1550 vfmt->Vertex2fv = _save_Vertex2fv;
1551 vfmt->Vertex3f = _save_Vertex3f;
1552 vfmt->Vertex3fv = _save_Vertex3fv;
1553 vfmt->Vertex4f = _save_Vertex4f;
1554 vfmt->Vertex4fv = _save_Vertex4fv;
1555 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
1556 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
1557 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
1558 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
1559 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
1560 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
1561 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
1562 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
1563
1564 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
1565 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
1566 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
1567 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
1568 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
1569 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
1570 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
1571 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
1572
1573 /* integer-valued */
1574 vfmt->VertexAttribI1i = _save_VertexAttribI1i;
1575 vfmt->VertexAttribI2i = _save_VertexAttribI2i;
1576 vfmt->VertexAttribI3i = _save_VertexAttribI3i;
1577 vfmt->VertexAttribI4i = _save_VertexAttribI4i;
1578 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
1579 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
1580 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
1581
1582 /* unsigned integer-valued */
1583 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
1584 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
1585 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
1586 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
1587 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
1588 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
1589 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
1590
1591 vfmt->VertexP2ui = _save_VertexP2ui;
1592 vfmt->VertexP3ui = _save_VertexP3ui;
1593 vfmt->VertexP4ui = _save_VertexP4ui;
1594 vfmt->VertexP2uiv = _save_VertexP2uiv;
1595 vfmt->VertexP3uiv = _save_VertexP3uiv;
1596 vfmt->VertexP4uiv = _save_VertexP4uiv;
1597
1598 vfmt->TexCoordP1ui = _save_TexCoordP1ui;
1599 vfmt->TexCoordP2ui = _save_TexCoordP2ui;
1600 vfmt->TexCoordP3ui = _save_TexCoordP3ui;
1601 vfmt->TexCoordP4ui = _save_TexCoordP4ui;
1602 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv;
1603 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv;
1604 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv;
1605 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv;
1606
1607 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui;
1608 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui;
1609 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui;
1610 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui;
1611 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv;
1612 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv;
1613 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv;
1614 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv;
1615
1616 vfmt->NormalP3ui = _save_NormalP3ui;
1617 vfmt->NormalP3uiv = _save_NormalP3uiv;
1618
1619 vfmt->ColorP3ui = _save_ColorP3ui;
1620 vfmt->ColorP4ui = _save_ColorP4ui;
1621 vfmt->ColorP3uiv = _save_ColorP3uiv;
1622 vfmt->ColorP4uiv = _save_ColorP4uiv;
1623
1624 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
1625 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
1626
1627 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
1628 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
1629 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
1630 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
1631
1632 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
1633 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
1634 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
1635 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
1636
1637 vfmt->VertexAttribL1d = _save_VertexAttribL1d;
1638 vfmt->VertexAttribL2d = _save_VertexAttribL2d;
1639 vfmt->VertexAttribL3d = _save_VertexAttribL3d;
1640 vfmt->VertexAttribL4d = _save_VertexAttribL4d;
1641
1642 vfmt->VertexAttribL1dv = _save_VertexAttribL1dv;
1643 vfmt->VertexAttribL2dv = _save_VertexAttribL2dv;
1644 vfmt->VertexAttribL3dv = _save_VertexAttribL3dv;
1645 vfmt->VertexAttribL4dv = _save_VertexAttribL4dv;
1646
1647 vfmt->VertexAttribL1ui64ARB = _save_VertexAttribL1ui64ARB;
1648 vfmt->VertexAttribL1ui64vARB = _save_VertexAttribL1ui64vARB;
1649
1650 /* This will all require us to fallback to saving the list as opcodes:
1651 */
1652 vfmt->CallList = _save_CallList;
1653 vfmt->CallLists = _save_CallLists;
1654
1655 vfmt->EvalCoord1f = _save_EvalCoord1f;
1656 vfmt->EvalCoord1fv = _save_EvalCoord1fv;
1657 vfmt->EvalCoord2f = _save_EvalCoord2f;
1658 vfmt->EvalCoord2fv = _save_EvalCoord2fv;
1659 vfmt->EvalPoint1 = _save_EvalPoint1;
1660 vfmt->EvalPoint2 = _save_EvalPoint2;
1661
1662 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1663 * only used when we're inside a glBegin/End pair.
1664 */
1665 vfmt->Begin = _save_Begin;
1666 }
1667
1668
1669 /**
1670 * Initialize the dispatch table with the VBO functions for display
1671 * list compilation.
1672 */
1673 void
1674 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1675 struct _glapi_table *exec)
1676 {
1677 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1678 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1679 SET_DrawElements(exec, _save_OBE_DrawElements);
1680 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1681 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1682 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1683 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1684 SET_Rectf(exec, _save_OBE_Rectf);
1685 /* Note: other glDraw functins aren't compiled into display lists */
1686 }
1687
1688
1689
1690 void
1691 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1692 {
1693 struct vbo_save_context *save = &vbo_context(ctx)->save;
1694
1695 /* Noop when we are actually active:
1696 */
1697 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1698 return;
1699
1700 if (save->vert_count || save->prim_count)
1701 compile_vertex_list(ctx);
1702
1703 copy_to_current(ctx);
1704 reset_vertex(ctx);
1705 reset_counters(ctx);
1706 ctx->Driver.SaveNeedFlush = GL_FALSE;
1707 }
1708
1709
1710 /**
1711 * Called from glNewList when we're starting to compile a display list.
1712 */
1713 void
1714 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1715 {
1716 struct vbo_save_context *save = &vbo_context(ctx)->save;
1717
1718 (void) list;
1719 (void) mode;
1720
1721 if (!save->prim_store)
1722 save->prim_store = alloc_prim_store();
1723
1724 if (!save->vertex_store)
1725 save->vertex_store = alloc_vertex_store(ctx);
1726
1727 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1728
1729 reset_vertex(ctx);
1730 reset_counters(ctx);
1731 ctx->Driver.SaveNeedFlush = GL_FALSE;
1732 }
1733
1734
1735 /**
1736 * Called from glEndList when we're finished compiling a display list.
1737 */
1738 void
1739 vbo_save_EndList(struct gl_context *ctx)
1740 {
1741 struct vbo_save_context *save = &vbo_context(ctx)->save;
1742
1743 /* EndList called inside a (saved) Begin/End pair?
1744 */
1745 if (_mesa_inside_dlist_begin_end(ctx)) {
1746 if (save->prim_count > 0) {
1747 GLint i = save->prim_count - 1;
1748 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1749 save->prims[i].end = 0;
1750 save->prims[i].count = save->vert_count - save->prims[i].start;
1751 }
1752
1753 /* Make sure this vertex list gets replayed by the "loopback"
1754 * mechanism:
1755 */
1756 save->dangling_attr_ref = GL_TRUE;
1757 vbo_save_SaveFlushVertices(ctx);
1758
1759 /* Swap out this vertex format while outside begin/end. Any color,
1760 * etc. received between here and the next begin will be compiled
1761 * as opcodes.
1762 */
1763 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1764 }
1765
1766 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1767
1768 assert(save->vertex_size == 0);
1769 }
1770
1771
1772 /**
1773 * Called from the display list code when we're about to execute a
1774 * display list.
1775 */
1776 void
1777 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1778 {
1779 struct vbo_save_context *save = &vbo_context(ctx)->save;
1780 save->replay_flags |= dlist->Flags;
1781 }
1782
1783
1784 /**
1785 * Called from the display list code when we're finished executing a
1786 * display list.
1787 */
1788 void
1789 vbo_save_EndCallList(struct gl_context *ctx)
1790 {
1791 struct vbo_save_context *save = &vbo_context(ctx)->save;
1792
1793 if (ctx->ListState.CallDepth == 1) {
1794 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1795 * flag, if it is set:
1796 */
1797 save->replay_flags &= VBO_SAVE_FALLBACK;
1798 }
1799 }
1800
1801
1802 /**
1803 * Called by display list code when a display list is being deleted.
1804 */
1805 static void
1806 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1807 {
1808 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1809
1810 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
1811 _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
1812
1813 if (--node->prim_store->refcount == 0)
1814 free(node->prim_store);
1815
1816 free(node->current_data);
1817 node->current_data = NULL;
1818 }
1819
1820
1821 static void
1822 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1823 {
1824 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1825 GLuint i;
1826 struct gl_buffer_object *buffer = node->VAO[0]->BufferBinding[0].BufferObj;
1827 (void) ctx;
1828
1829 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1830 "buffer %p\n",
1831 node->vertex_count, node->prim_count, node->vertex_size,
1832 buffer);
1833
1834 for (i = 0; i < node->prim_count; i++) {
1835 struct _mesa_prim *prim = &node->prims[i];
1836 fprintf(f, " prim %d: %s%s %d..%d %s %s\n",
1837 i,
1838 _mesa_lookup_prim_by_nr(prim->mode),
1839 prim->weak ? " (weak)" : "",
1840 prim->start,
1841 prim->start + prim->count,
1842 (prim->begin) ? "BEGIN" : "(wrap)",
1843 (prim->end) ? "END" : "(wrap)");
1844 }
1845 }
1846
1847
1848 /**
1849 * Called during context creation/init.
1850 */
1851 static void
1852 current_init(struct gl_context *ctx)
1853 {
1854 struct vbo_save_context *save = &vbo_context(ctx)->save;
1855 GLint i;
1856
1857 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1858 const GLuint j = i - VBO_ATTRIB_POS;
1859 assert(j < VERT_ATTRIB_MAX);
1860 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1861 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
1862 }
1863
1864 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1865 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1866 assert(j < MAT_ATTRIB_MAX);
1867 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1868 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
1869 }
1870 }
1871
1872
1873 /**
1874 * Initialize the display list compiler. Called during context creation.
1875 */
1876 void
1877 vbo_save_api_init(struct vbo_save_context *save)
1878 {
1879 struct gl_context *ctx = save->ctx;
1880
1881 save->opcode_vertex_list =
1882 _mesa_dlist_alloc_opcode(ctx,
1883 sizeof(struct vbo_save_vertex_list),
1884 vbo_save_playback_vertex_list,
1885 vbo_destroy_vertex_list,
1886 vbo_print_vertex_list);
1887
1888 vtxfmt_init(ctx);
1889 current_init(ctx);
1890 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
1891 }