1 /**************************************************************************
3 Copyright 2002-2008 VMware, Inc.
7 Permission is hereby granted, free of charge, to any person obtaining a
8 copy of this software and associated documentation files (the "Software"),
9 to deal in the Software without restriction, including without limitation
10 on the rights to use, copy, modify, merge, publish, distribute, sub
11 license, and/or sell copies of the Software, and to permit persons to whom
12 the Software is furnished to do so, subject to the following conditions:
14 The above copyright notice and this permission notice (including the next
15 paragraph) shall be included in all copies or substantial portions of the
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21 VMWARE AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
22 DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23 OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24 USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
30 * Keith Whitwell <keithw@vmware.com>
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
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,
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.
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
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.
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
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"
82 #include "vbo_context.h"
91 /* An interesting VBO number/name to help with debugging */
92 #define VBO_BUF_ID 12345
96 * NOTE: Old 'parity' issue is gone, but copying can still be
97 * wrong-footed on replay.
100 _save_copy_vertices(struct gl_context
*ctx
,
101 const struct vbo_save_vertex_list
*node
,
102 const fi_type
* src_buffer
)
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
;
115 switch (prim
->mode
) {
120 for (i
= 0; i
< ovf
; i
++)
121 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
122 sz
* sizeof(GLfloat
));
126 for (i
= 0; i
< ovf
; i
++)
127 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
128 sz
* sizeof(GLfloat
));
132 for (i
= 0; i
< ovf
; i
++)
133 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
134 sz
* sizeof(GLfloat
));
140 memcpy(dst
, src
+ (nr
- 1) * sz
, sz
* sizeof(GLfloat
));
144 case GL_TRIANGLE_FAN
:
149 memcpy(dst
, src
+ 0, sz
* sizeof(GLfloat
));
153 memcpy(dst
, src
+ 0, sz
* sizeof(GLfloat
));
154 memcpy(dst
+ sz
, src
+ (nr
- 1) * sz
, sz
* sizeof(GLfloat
));
157 case GL_TRIANGLE_STRIP
:
170 for (i
= 0; i
< ovf
; i
++)
171 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
172 sz
* sizeof(GLfloat
));
181 static struct vbo_save_vertex_store
*
182 alloc_vertex_store(struct gl_context
*ctx
)
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
);
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
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
,
199 VBO_SAVE_BUFFER_SIZE
* sizeof(GLfloat
),
200 NULL
, GL_STATIC_DRAW_ARB
,
202 GL_DYNAMIC_STORAGE_BIT
,
203 vertex_store
->bufferobj
);
206 save
->out_of_memory
= GL_TRUE
;
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
);
214 vertex_store
->buffer
= NULL
;
215 vertex_store
->used
= 0;
216 vertex_store
->refcount
= 1;
223 free_vertex_store(struct gl_context
*ctx
,
224 struct vbo_save_vertex_store
*vertex_store
)
226 assert(!vertex_store
->buffer
);
228 if (vertex_store
->bufferobj
) {
229 _mesa_reference_buffer_object(ctx
, &vertex_store
->bufferobj
, NULL
);
237 vbo_save_map_vertex_store(struct gl_context
*ctx
,
238 struct vbo_save_vertex_store
*vertex_store
)
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
);
245 assert(vertex_store
->bufferobj
);
246 assert(!vertex_store
->buffer
); /* the buffer should not be mapped */
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
,
257 /* compute address of start of whole buffer (needed elsewhere) */
258 vertex_store
->buffer
= range
- vertex_store
->used
;
259 assert(vertex_store
->buffer
);
263 vertex_store
->buffer
= NULL
;
268 /* probably ran out of memory for buffers */
275 vbo_save_unmap_vertex_store(struct gl_context
*ctx
,
276 struct vbo_save_vertex_store
*vertex_store
)
278 if (vertex_store
->bufferobj
->Size
> 0) {
280 GLsizeiptr length
= vertex_store
->used
* sizeof(GLfloat
)
281 - vertex_store
->bufferobj
->Mappings
[MAP_INTERNAL
].Offset
;
283 /* Explicitly flush the region we wrote to */
284 ctx
->Driver
.FlushMappedBufferRange(ctx
, offset
, length
,
285 vertex_store
->bufferobj
,
288 ctx
->Driver
.UnmapBuffer(ctx
, vertex_store
->bufferobj
, MAP_INTERNAL
);
290 vertex_store
->buffer
= NULL
;
294 static struct vbo_save_primitive_store
*
295 alloc_prim_store(struct gl_context
*ctx
)
297 struct vbo_save_primitive_store
*store
=
298 CALLOC_STRUCT(vbo_save_primitive_store
);
307 _save_reset_counters(struct gl_context
*ctx
)
309 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
311 save
->prim
= save
->prim_store
->buffer
+ save
->prim_store
->used
;
312 save
->buffer
= save
->vertex_store
->buffer
+ save
->vertex_store
->used
;
314 assert(save
->buffer
== save
->buffer_ptr
);
316 if (save
->vertex_size
)
317 save
->max_vert
= (VBO_SAVE_BUFFER_SIZE
- save
->vertex_store
->used
) /
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
;
329 * For a list of prims, try merging prims that can just be extensions of the
333 merge_prims(struct _mesa_prim
*prim_list
,
337 struct _mesa_prim
*prev_prim
= prim_list
;
339 for (i
= 1; i
< *prim_count
; i
++) {
340 struct _mesa_prim
*this_prim
= prim_list
+ i
;
342 vbo_try_prim_conversion(this_prim
);
344 if (vbo_can_merge_prims(prev_prim
, this_prim
)) {
345 /* We've found a prim that just extend the previous one. Tack it
346 * onto the previous one, and let this primitive struct get dropped.
348 vbo_merge_prims(prev_prim
, this_prim
);
352 /* If any previous primitives have been dropped, then we need to copy
353 * this later one into the next available slot.
356 if (prev_prim
!= this_prim
)
357 *prev_prim
= *this_prim
;
360 *prim_count
= prev_prim
- prim_list
+ 1;
364 * Insert the active immediate struct onto the display list currently
368 _save_compile_vertex_list(struct gl_context
*ctx
)
370 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
371 struct vbo_save_vertex_list
*node
;
373 /* Allocate space for this structure in the display list currently
376 node
= (struct vbo_save_vertex_list
*)
377 _mesa_dlist_alloc_aligned(ctx
, save
->opcode_vertex_list
, sizeof(*node
));
382 /* Make sure the pointer is aligned to the size of a pointer */
383 assert((GLintptr
) node
% sizeof(void *) == 0);
385 /* Duplicate our template, increment refcounts to the storage structs:
387 memcpy(node
->attrsz
, save
->attrsz
, sizeof(node
->attrsz
));
388 memcpy(node
->attrtype
, save
->attrtype
, sizeof(node
->attrtype
));
389 node
->vertex_size
= save
->vertex_size
;
390 node
->buffer_offset
=
391 (save
->buffer
- save
->vertex_store
->buffer
) * sizeof(GLfloat
);
392 node
->count
= save
->vert_count
;
393 node
->wrap_count
= save
->copied
.nr
;
394 node
->dangling_attr_ref
= save
->dangling_attr_ref
;
395 node
->prim
= save
->prim
;
396 node
->prim_count
= save
->prim_count
;
397 node
->vertex_store
= save
->vertex_store
;
398 node
->prim_store
= save
->prim_store
;
400 node
->vertex_store
->refcount
++;
401 node
->prim_store
->refcount
++;
403 if (node
->prim
[0].no_current_update
) {
404 node
->current_size
= 0;
405 node
->current_data
= NULL
;
408 node
->current_size
= node
->vertex_size
- node
->attrsz
[0];
409 node
->current_data
= NULL
;
411 if (node
->current_size
) {
412 /* If the malloc fails, we just pull the data out of the VBO
415 node
->current_data
= malloc(node
->current_size
* sizeof(GLfloat
));
416 if (node
->current_data
) {
417 const char *buffer
= (const char *) save
->vertex_store
->buffer
;
418 unsigned attr_offset
= node
->attrsz
[0] * sizeof(GLfloat
);
419 unsigned vertex_offset
= 0;
423 (node
->count
- 1) * node
->vertex_size
* sizeof(GLfloat
);
425 memcpy(node
->current_data
,
426 buffer
+ node
->buffer_offset
+ vertex_offset
+ attr_offset
,
427 node
->current_size
* sizeof(GLfloat
));
432 assert(node
->attrsz
[VBO_ATTRIB_POS
] != 0 || node
->count
== 0);
434 if (save
->dangling_attr_ref
)
435 ctx
->ListState
.CurrentList
->Flags
|= DLIST_DANGLING_REFS
;
437 save
->vertex_store
->used
+= save
->vertex_size
* node
->count
;
438 save
->prim_store
->used
+= node
->prim_count
;
440 /* Copy duplicated vertices
442 save
->copied
.nr
= _save_copy_vertices(ctx
, node
, save
->buffer
);
444 merge_prims(node
->prim
, &node
->prim_count
);
446 /* Deal with GL_COMPILE_AND_EXECUTE:
448 if (ctx
->ExecuteFlag
) {
449 struct _glapi_table
*dispatch
= GET_DISPATCH();
451 _glapi_set_dispatch(ctx
->Exec
);
453 vbo_loopback_vertex_list(ctx
,
454 (const GLfloat
*) ((const char *) save
->
455 vertex_store
->buffer
+
456 node
->buffer_offset
),
457 node
->attrsz
, node
->prim
, node
->prim_count
,
458 node
->wrap_count
, node
->vertex_size
);
460 _glapi_set_dispatch(dispatch
);
463 /* Decide whether the storage structs are full, or can be used for
464 * the next vertex lists as well.
466 if (save
->vertex_store
->used
>
467 VBO_SAVE_BUFFER_SIZE
- 16 * (save
->vertex_size
+ 4)) {
471 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
473 /* Release old reference:
475 save
->vertex_store
->refcount
--;
476 assert(save
->vertex_store
->refcount
!= 0);
477 save
->vertex_store
= NULL
;
479 /* Allocate and map new store:
481 save
->vertex_store
= alloc_vertex_store(ctx
);
482 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);
483 save
->out_of_memory
= save
->buffer_ptr
== NULL
;
486 if (save
->prim_store
->used
> VBO_SAVE_PRIM_SIZE
- 6) {
487 save
->prim_store
->refcount
--;
488 assert(save
->prim_store
->refcount
!= 0);
489 save
->prim_store
= alloc_prim_store(ctx
);
492 /* Reset our structures for the next run of vertices:
494 _save_reset_counters(ctx
);
499 * This is called when we fill a vertex buffer before we hit a glEnd().
501 * TODO -- If no new vertices have been stored, don't bother saving it.
504 _save_wrap_buffers(struct gl_context
*ctx
)
506 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
507 GLint i
= save
->prim_count
- 1;
510 GLboolean no_current_update
;
512 assert(i
< (GLint
) save
->prim_max
);
515 /* Close off in-progress primitive.
517 save
->prim
[i
].count
= (save
->vert_count
- save
->prim
[i
].start
);
518 mode
= save
->prim
[i
].mode
;
519 weak
= save
->prim
[i
].weak
;
520 no_current_update
= save
->prim
[i
].no_current_update
;
522 /* store the copied vertices, and allocate a new list.
524 _save_compile_vertex_list(ctx
);
526 /* Restart interrupted primitive
528 save
->prim
[0].mode
= mode
;
529 save
->prim
[0].weak
= weak
;
530 save
->prim
[0].no_current_update
= no_current_update
;
531 save
->prim
[0].begin
= 0;
532 save
->prim
[0].end
= 0;
533 save
->prim
[0].pad
= 0;
534 save
->prim
[0].start
= 0;
535 save
->prim
[0].count
= 0;
536 save
->prim
[0].num_instances
= 1;
537 save
->prim
[0].base_instance
= 0;
538 save
->prim
[0].is_indirect
= 0;
539 save
->prim_count
= 1;
544 * Called only when buffers are wrapped as the result of filling the
545 * vertex_store struct.
548 _save_wrap_filled_vertex(struct gl_context
*ctx
)
550 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
551 fi_type
*data
= save
->copied
.buffer
;
554 /* Emit a glEnd to close off the last vertex list.
556 _save_wrap_buffers(ctx
);
558 /* Copy stored stored vertices to start of new list.
560 assert(save
->max_vert
- save
->vert_count
> save
->copied
.nr
);
562 for (i
= 0; i
< save
->copied
.nr
; i
++) {
563 memcpy(save
->buffer_ptr
, data
, save
->vertex_size
* sizeof(GLfloat
));
564 data
+= save
->vertex_size
;
565 save
->buffer_ptr
+= save
->vertex_size
;
572 _save_copy_to_current(struct gl_context
*ctx
)
574 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
577 for (i
= VBO_ATTRIB_POS
+ 1; i
< VBO_ATTRIB_MAX
; i
++) {
578 if (save
->attrsz
[i
]) {
579 save
->currentsz
[i
][0] = save
->attrsz
[i
];
580 COPY_CLEAN_4V_TYPE_AS_UNION(save
->current
[i
], save
->attrsz
[i
],
581 save
->attrptr
[i
], save
->attrtype
[i
]);
588 _save_copy_from_current(struct gl_context
*ctx
)
590 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
593 for (i
= VBO_ATTRIB_POS
+ 1; i
< VBO_ATTRIB_MAX
; i
++) {
594 switch (save
->attrsz
[i
]) {
596 save
->attrptr
[i
][3] = save
->current
[i
][3];
598 save
->attrptr
[i
][2] = save
->current
[i
][2];
600 save
->attrptr
[i
][1] = save
->current
[i
][1];
602 save
->attrptr
[i
][0] = save
->current
[i
][0];
611 * Called when we increase the size of a vertex attribute. For example,
612 * if we've seen one or more glTexCoord2f() calls and now we get a
613 * glTexCoord3f() call.
614 * Flush existing data, set new attrib size, replay copied vertices.
617 _save_upgrade_vertex(struct gl_context
*ctx
, GLuint attr
, GLuint newsz
)
619 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
624 /* Store the current run of vertices, and emit a GL_END. Emit a
625 * BEGIN in the new buffer.
627 if (save
->vert_count
)
628 _save_wrap_buffers(ctx
);
630 assert(save
->copied
.nr
== 0);
632 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
633 * when the attribute already exists in the vertex and is having
634 * its size increased.
636 _save_copy_to_current(ctx
);
640 oldsz
= save
->attrsz
[attr
];
641 save
->attrsz
[attr
] = newsz
;
643 save
->vertex_size
+= newsz
- oldsz
;
644 save
->max_vert
= ((VBO_SAVE_BUFFER_SIZE
- save
->vertex_store
->used
) /
646 save
->vert_count
= 0;
648 /* Recalculate all the attrptr[] values:
651 for (i
= 0; i
< VBO_ATTRIB_MAX
; i
++) {
652 if (save
->attrsz
[i
]) {
653 save
->attrptr
[i
] = tmp
;
654 tmp
+= save
->attrsz
[i
];
657 save
->attrptr
[i
] = NULL
; /* will not be dereferenced. */
661 /* Copy from current to repopulate the vertex with correct values.
663 _save_copy_from_current(ctx
);
665 /* Replay stored vertices to translate them to new format here.
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.
671 if (save
->copied
.nr
) {
672 const fi_type
*data
= save
->copied
.buffer
;
673 fi_type
*dest
= save
->buffer
;
676 /* Need to note this and fix up at runtime (or loopback):
678 if (attr
!= VBO_ATTRIB_POS
&& save
->currentsz
[attr
][0] == 0) {
680 save
->dangling_attr_ref
= GL_TRUE
;
683 for (i
= 0; i
< save
->copied
.nr
; i
++) {
684 for (j
= 0; j
< VBO_ATTRIB_MAX
; j
++) {
685 if (save
->attrsz
[j
]) {
688 COPY_CLEAN_4V_TYPE_AS_UNION(dest
, oldsz
, data
,
694 COPY_SZ_4V(dest
, newsz
, save
->current
[attr
]);
699 GLint sz
= save
->attrsz
[j
];
700 COPY_SZ_4V(dest
, sz
, data
);
708 save
->buffer_ptr
= dest
;
709 save
->vert_count
+= save
->copied
.nr
;
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.
720 save_fixup_vertex(struct gl_context
*ctx
, GLuint attr
, GLuint sz
)
722 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
724 if (sz
> save
->attrsz
[attr
]) {
725 /* New size is larger. Need to flush existing vertices and get
726 * an enlarged vertex format.
728 _save_upgrade_vertex(ctx
, attr
, sz
);
730 else if (sz
< save
->active_sz
[attr
]) {
732 const fi_type
*id
= vbo_get_default_vals_as_union(save
->attrtype
[attr
]);
734 /* New size is equal or smaller - just need to fill in some
737 for (i
= sz
; i
<= save
->attrsz
[attr
]; i
++)
738 save
->attrptr
[attr
][i
- 1] = id
[i
- 1];
741 save
->active_sz
[attr
] = sz
;
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().
751 _save_reset_vertex(struct gl_context
*ctx
)
753 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
756 for (i
= 0; i
< VBO_ATTRIB_MAX
; i
++) {
758 save
->active_sz
[i
] = 0;
761 save
->vertex_size
= 0;
766 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
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.
775 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
777 struct vbo_save_context *save = &vbo_context(ctx)->save; \
779 if (save->active_sz[A] != N) \
780 save_fixup_vertex(ctx, A, N); \
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; \
794 for (i = 0; i < save->vertex_size; i++) \
795 save->buffer_ptr[i] = save->vertex[i]; \
797 save->buffer_ptr += save->vertex_size; \
799 if (++save->vert_count >= save->max_vert) \
800 _save_wrap_filled_vertex(ctx); \
804 #define TAG(x) _save_##x
806 #include "vbo_attrib_tmp.h"
810 #define MAT( ATTR, N, face, params ) \
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 */ \
820 * Save a glMaterial call found between glBegin/End.
821 * glMaterial calls outside Begin/End are handled in dlist.c.
823 static void GLAPIENTRY
824 _save_Materialfv(GLenum face
, GLenum pname
, const GLfloat
*params
)
826 GET_CURRENT_CONTEXT(ctx
);
828 if (face
!= GL_FRONT
&& face
!= GL_BACK
&& face
!= GL_FRONT_AND_BACK
) {
829 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMaterial(face)");
835 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION
, 4, face
, params
);
838 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT
, 4, face
, params
);
841 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE
, 4, face
, params
);
844 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR
, 4, face
, params
);
847 if (*params
< 0 || *params
> ctx
->Const
.MaxShininess
) {
848 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glMaterial(shininess)");
851 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS
, 1, face
, params
);
854 case GL_COLOR_INDEXES
:
855 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES
, 3, face
, params
);
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
);
862 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMaterial(pname)");
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.
873 dlist_fallback(struct gl_context
*ctx
)
875 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
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
;
884 /* Need to replay this display list with loopback,
885 * unfortunately, otherwise this primitive won't be handled
888 save
->dangling_attr_ref
= GL_TRUE
;
890 _save_compile_vertex_list(ctx
);
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
);
900 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
902 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
906 static void GLAPIENTRY
907 _save_EvalCoord1f(GLfloat u
)
909 GET_CURRENT_CONTEXT(ctx
);
911 CALL_EvalCoord1f(ctx
->Save
, (u
));
914 static void GLAPIENTRY
915 _save_EvalCoord1fv(const GLfloat
* v
)
917 GET_CURRENT_CONTEXT(ctx
);
919 CALL_EvalCoord1fv(ctx
->Save
, (v
));
922 static void GLAPIENTRY
923 _save_EvalCoord2f(GLfloat u
, GLfloat v
)
925 GET_CURRENT_CONTEXT(ctx
);
927 CALL_EvalCoord2f(ctx
->Save
, (u
, v
));
930 static void GLAPIENTRY
931 _save_EvalCoord2fv(const GLfloat
* v
)
933 GET_CURRENT_CONTEXT(ctx
);
935 CALL_EvalCoord2fv(ctx
->Save
, (v
));
938 static void GLAPIENTRY
939 _save_EvalPoint1(GLint i
)
941 GET_CURRENT_CONTEXT(ctx
);
943 CALL_EvalPoint1(ctx
->Save
, (i
));
946 static void GLAPIENTRY
947 _save_EvalPoint2(GLint i
, GLint j
)
949 GET_CURRENT_CONTEXT(ctx
);
951 CALL_EvalPoint2(ctx
->Save
, (i
, j
));
954 static void GLAPIENTRY
955 _save_CallList(GLuint l
)
957 GET_CURRENT_CONTEXT(ctx
);
959 CALL_CallList(ctx
->Save
, (l
));
962 static void GLAPIENTRY
963 _save_CallLists(GLsizei n
, GLenum type
, const GLvoid
* v
)
965 GET_CURRENT_CONTEXT(ctx
);
967 CALL_CallLists(ctx
->Save
, (n
, type
, v
));
973 * Called when a glBegin is getting compiled into a display list.
974 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
977 vbo_save_NotifyBegin(struct gl_context
*ctx
, GLenum mode
)
979 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
980 const GLuint i
= save
->prim_count
++;
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;
996 if (save
->out_of_memory
) {
997 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1000 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt
);
1003 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1004 ctx
->Driver
.SaveNeedFlush
= GL_TRUE
;
1006 /* GL_TRUE means we've handled this glBegin here; don't compile a BEGIN
1007 * opcode into the display list.
1013 static void GLAPIENTRY
1016 GET_CURRENT_CONTEXT(ctx
);
1017 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1018 const GLint i
= save
->prim_count
- 1;
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
);
1024 if (i
== (GLint
) save
->prim_max
- 1) {
1025 _save_compile_vertex_list(ctx
);
1026 assert(save
->copied
.nr
== 0);
1029 /* Swap out this vertex format while outside begin/end. Any color,
1030 * etc. received between here and the next begin will be compiled
1033 if (save
->out_of_memory
) {
1034 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1037 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1042 static void GLAPIENTRY
1043 _save_Begin(GLenum mode
)
1045 GET_CURRENT_CONTEXT(ctx
);
1047 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
, "Recursive glBegin");
1051 static void GLAPIENTRY
1052 _save_PrimitiveRestartNV(void)
1055 GET_CURRENT_CONTEXT(ctx
);
1057 curPrim
= ctx
->Driver
.CurrentSavePrimitive
;
1060 _save_Begin(curPrim
);
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
1069 static void GLAPIENTRY
1070 _save_OBE_Rectf(GLfloat x1
, GLfloat y1
, GLfloat x2
, GLfloat y2
)
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(), ());
1082 static void GLAPIENTRY
1083 _save_OBE_DrawArrays(GLenum mode
, GLint start
, GLsizei count
)
1085 GET_CURRENT_CONTEXT(ctx
);
1086 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1089 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1090 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawArrays(mode)");
1094 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawArrays(count<0)");
1098 if (save
->out_of_memory
)
1103 vbo_save_NotifyBegin(ctx
, (mode
| VBO_SAVE_PRIM_WEAK
1104 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE
));
1106 for (i
= 0; i
< count
; i
++)
1107 CALL_ArrayElement(GET_DISPATCH(), (start
+ i
));
1108 CALL_End(GET_DISPATCH(), ());
1110 _ae_unmap_vbos(ctx
);
1114 /* Could do better by copying the arrays and element list intact and
1115 * then emitting an indexed prim at runtime.
1117 static void GLAPIENTRY
1118 _save_OBE_DrawElements(GLenum mode
, GLsizei count
, GLenum type
,
1119 const GLvoid
* indices
)
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
;
1126 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1127 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawElements(mode)");
1131 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawElements(count<0)");
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)");
1141 if (save
->out_of_memory
)
1146 if (_mesa_is_bufferobj(indexbuf
))
1148 ADD_POINTERS(indexbuf
->Mappings
[MAP_INTERNAL
].Pointer
, indices
);
1150 vbo_save_NotifyBegin(ctx
, (mode
| VBO_SAVE_PRIM_WEAK
|
1151 VBO_SAVE_PRIM_NO_CURRENT_UPDATE
));
1154 case GL_UNSIGNED_BYTE
:
1155 for (i
= 0; i
< count
; i
++)
1156 CALL_ArrayElement(GET_DISPATCH(), (((GLubyte
*) indices
)[i
]));
1158 case GL_UNSIGNED_SHORT
:
1159 for (i
= 0; i
< count
; i
++)
1160 CALL_ArrayElement(GET_DISPATCH(), (((GLushort
*) indices
)[i
]));
1162 case GL_UNSIGNED_INT
:
1163 for (i
= 0; i
< count
; i
++)
1164 CALL_ArrayElement(GET_DISPATCH(), (((GLuint
*) indices
)[i
]));
1167 _mesa_error(ctx
, GL_INVALID_ENUM
, "glDrawElements(type)");
1171 CALL_End(GET_DISPATCH(), ());
1173 _ae_unmap_vbos(ctx
);
1177 static void GLAPIENTRY
1178 _save_OBE_DrawRangeElements(GLenum mode
, GLuint start
, GLuint end
,
1179 GLsizei count
, GLenum type
,
1180 const GLvoid
* indices
)
1182 GET_CURRENT_CONTEXT(ctx
);
1183 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1185 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1186 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawRangeElements(mode)");
1190 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1191 "glDrawRangeElements(count<0)");
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)");
1201 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1202 "glDrawRangeElements(end < start)");
1206 if (save
->out_of_memory
)
1209 _save_OBE_DrawElements(mode
, count
, type
, indices
);
1213 static void GLAPIENTRY
1214 _save_OBE_MultiDrawElements(GLenum mode
, const GLsizei
*count
, GLenum type
,
1215 const GLvoid
* const *indices
, GLsizei primcount
)
1219 for (i
= 0; i
< primcount
; i
++) {
1221 CALL_DrawElements(GET_DISPATCH(), (mode
, count
[i
], type
, indices
[i
]));
1227 static void GLAPIENTRY
1228 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode
, const GLsizei
*count
,
1230 const GLvoid
* const *indices
,
1232 const GLint
*basevertex
)
1236 for (i
= 0; i
< primcount
; i
++) {
1238 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode
, count
[i
], type
,
1247 _save_vtxfmt_init(struct gl_context
*ctx
)
1249 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1250 GLvertexformat
*vfmt
= &save
->vtxfmt
;
1252 vfmt
->ArrayElement
= _ae_ArrayElement
;
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
;
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
;
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
;
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
;
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
;
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
;
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
;
1353 vfmt
->NormalP3ui
= _save_NormalP3ui
;
1354 vfmt
->NormalP3uiv
= _save_NormalP3uiv
;
1356 vfmt
->ColorP3ui
= _save_ColorP3ui
;
1357 vfmt
->ColorP4ui
= _save_ColorP4ui
;
1358 vfmt
->ColorP3uiv
= _save_ColorP3uiv
;
1359 vfmt
->ColorP4uiv
= _save_ColorP4uiv
;
1361 vfmt
->SecondaryColorP3ui
= _save_SecondaryColorP3ui
;
1362 vfmt
->SecondaryColorP3uiv
= _save_SecondaryColorP3uiv
;
1364 vfmt
->VertexAttribP1ui
= _save_VertexAttribP1ui
;
1365 vfmt
->VertexAttribP2ui
= _save_VertexAttribP2ui
;
1366 vfmt
->VertexAttribP3ui
= _save_VertexAttribP3ui
;
1367 vfmt
->VertexAttribP4ui
= _save_VertexAttribP4ui
;
1369 vfmt
->VertexAttribP1uiv
= _save_VertexAttribP1uiv
;
1370 vfmt
->VertexAttribP2uiv
= _save_VertexAttribP2uiv
;
1371 vfmt
->VertexAttribP3uiv
= _save_VertexAttribP3uiv
;
1372 vfmt
->VertexAttribP4uiv
= _save_VertexAttribP4uiv
;
1374 vfmt
->VertexAttribL1d
= _save_VertexAttribL1d
;
1375 vfmt
->VertexAttribL2d
= _save_VertexAttribL2d
;
1376 vfmt
->VertexAttribL3d
= _save_VertexAttribL3d
;
1377 vfmt
->VertexAttribL4d
= _save_VertexAttribL4d
;
1379 vfmt
->VertexAttribL1dv
= _save_VertexAttribL1dv
;
1380 vfmt
->VertexAttribL2dv
= _save_VertexAttribL2dv
;
1381 vfmt
->VertexAttribL3dv
= _save_VertexAttribL3dv
;
1382 vfmt
->VertexAttribL4dv
= _save_VertexAttribL4dv
;
1384 /* This will all require us to fallback to saving the list as opcodes:
1386 vfmt
->CallList
= _save_CallList
;
1387 vfmt
->CallLists
= _save_CallLists
;
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
;
1396 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1397 * only used when we're inside a glBegin/End pair.
1399 vfmt
->Begin
= _save_Begin
;
1404 * Initialize the dispatch table with the VBO functions for display
1408 vbo_initialize_save_dispatch(const struct gl_context
*ctx
,
1409 struct _glapi_table
*exec
)
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 */
1423 vbo_save_SaveFlushVertices(struct gl_context
*ctx
)
1425 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1427 /* Noop when we are actually active:
1429 if (ctx
->Driver
.CurrentSavePrimitive
<= PRIM_MAX
)
1432 if (save
->vert_count
|| save
->prim_count
)
1433 _save_compile_vertex_list(ctx
);
1435 _save_copy_to_current(ctx
);
1436 _save_reset_vertex(ctx
);
1437 _save_reset_counters(ctx
);
1438 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1443 vbo_save_NewList(struct gl_context
*ctx
, GLuint list
, GLenum mode
)
1445 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1450 if (!save
->prim_store
)
1451 save
->prim_store
= alloc_prim_store(ctx
);
1453 if (!save
->vertex_store
)
1454 save
->vertex_store
= alloc_vertex_store(ctx
);
1456 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);
1458 _save_reset_vertex(ctx
);
1459 _save_reset_counters(ctx
);
1460 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1465 vbo_save_EndList(struct gl_context
*ctx
)
1467 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1469 /* EndList called inside a (saved) Begin/End pair?
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
;
1479 /* Make sure this vertex list gets replayed by the "loopback"
1482 save
->dangling_attr_ref
= GL_TRUE
;
1483 vbo_save_SaveFlushVertices(ctx
);
1485 /* Swap out this vertex format while outside begin/end. Any color,
1486 * etc. received between here and the next begin will be compiled
1489 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1492 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
1494 assert(save
->vertex_size
== 0);
1499 vbo_save_BeginCallList(struct gl_context
*ctx
, struct gl_display_list
*dlist
)
1501 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1502 save
->replay_flags
|= dlist
->Flags
;
1507 vbo_save_EndCallList(struct gl_context
*ctx
)
1509 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1511 if (ctx
->ListState
.CallDepth
== 1) {
1512 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1513 * flag, if it is set:
1515 save
->replay_flags
&= VBO_SAVE_FALLBACK
;
1521 vbo_destroy_vertex_list(struct gl_context
*ctx
, void *data
)
1523 struct vbo_save_vertex_list
*node
= (struct vbo_save_vertex_list
*) data
;
1526 if (--node
->vertex_store
->refcount
== 0)
1527 free_vertex_store(ctx
, node
->vertex_store
);
1529 if (--node
->prim_store
->refcount
== 0)
1530 free(node
->prim_store
);
1532 free(node
->current_data
);
1533 node
->current_data
= NULL
;
1538 vbo_print_vertex_list(struct gl_context
*ctx
, void *data
, FILE *f
)
1540 struct vbo_save_vertex_list
*node
= (struct vbo_save_vertex_list
*) data
;
1542 struct gl_buffer_object
*buffer
= node
->vertex_store
?
1543 node
->vertex_store
->bufferobj
: NULL
;
1546 fprintf(f
, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1548 node
->count
, node
->prim_count
, node
->vertex_size
,
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",
1555 _mesa_lookup_prim_by_nr(prim
->mode
),
1556 prim
->weak
? " (weak)" : "",
1558 prim
->start
+ prim
->count
,
1559 (prim
->begin
) ? "BEGIN" : "(wrap)",
1560 (prim
->end
) ? "END" : "(wrap)");
1566 * Called during context creation/init.
1569 _save_current_init(struct gl_context
*ctx
)
1571 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
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
];
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
];
1591 * Initialize the display list compiler. Called during context creation.
1594 vbo_save_api_init(struct vbo_save_context
*save
)
1596 struct gl_context
*ctx
= save
->ctx
;
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
);
1606 _save_vtxfmt_init(ctx
);
1607 _save_current_init(ctx
);
1608 _mesa_noop_vtxfmt_init(&save
->vtxfmt_noop
);
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
];