vbo_save: add support for doubles to display list code
[mesa.git] / src / mesa / vbo / vbo_save_api.c
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2
3 Copyright 2002-2008 VMware, Inc.
4
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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/draw_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 /*
496 * assert(stride <= ctx->Const.MaxVertexAttribStride);
497 * MaxVertexAttribStride is not set for drivers that does not
498 * expose GL 44 or GLES 31.
499 */
500
501 /* Bind the buffer object at binding point 0 */
502 _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride);
503
504 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
505 * Note that the position/generic0 aliasing is done in the VAO.
506 */
507 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
508 /* Now set the enable arrays */
509 GLbitfield mask = vao_enabled;
510 while (mask) {
511 const int vao_attr = u_bit_scan(&mask);
512 const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
513 assert(offset[vbo_attr] <= ctx->Const.MaxVertexAttribRelativeOffset);
514
515 _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
516 size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
517 _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0);
518 _mesa_enable_vertex_array_attrib(ctx, *vao, vao_attr);
519 }
520 assert(vao_enabled == (*vao)->_Enabled);
521 assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
522
523 /* Finalize and freeze the VAO */
524 _mesa_set_vao_immutable(ctx, *vao);
525 }
526
527
528 /**
529 * Insert the active immediate struct onto the display list currently
530 * being built.
531 */
532 static void
533 compile_vertex_list(struct gl_context *ctx)
534 {
535 struct vbo_save_context *save = &vbo_context(ctx)->save;
536 struct vbo_save_vertex_list *node;
537
538 /* Allocate space for this structure in the display list currently
539 * being compiled.
540 */
541 node = (struct vbo_save_vertex_list *)
542 _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node));
543
544 if (!node)
545 return;
546
547 /* Make sure the pointer is aligned to the size of a pointer */
548 assert((GLintptr) node % sizeof(void *) == 0);
549
550 /* Duplicate our template, increment refcounts to the storage structs:
551 */
552 GLintptr old_offset = 0;
553 if (save->VAO[0]) {
554 old_offset = save->VAO[0]->BufferBinding[0].Offset
555 + save->VAO[0]->VertexAttrib[VERT_ATTRIB_POS].RelativeOffset;
556 }
557 const GLsizei stride = save->vertex_size*sizeof(GLfloat);
558 GLintptr buffer_offset =
559 (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
560 assert(old_offset <= buffer_offset);
561 const GLintptr offset_diff = buffer_offset - old_offset;
562 GLuint start_offset = 0;
563 if (offset_diff > 0 && stride > 0 && offset_diff % stride == 0) {
564 /* The vertex size is an exact multiple of the buffer offset.
565 * This means that we can use zero-based vertex attribute pointers
566 * and specify the start of the primitive with the _mesa_prim::start
567 * field. This results in issuing several draw calls with identical
568 * vertex attribute information. This can result in fewer state
569 * changes in drivers. In particular, the Gallium CSO module will
570 * filter out redundant vertex buffer changes.
571 */
572 /* We cannot immediately update the primitives as some methods below
573 * still need the uncorrected start vertices
574 */
575 start_offset = offset_diff/stride;
576 assert(old_offset == buffer_offset - offset_diff);
577 buffer_offset = old_offset;
578 }
579 GLuint offsets[VBO_ATTRIB_MAX];
580 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
581 offsets[i] = offset;
582 offset += save->attrsz[i] * sizeof(GLfloat);
583 }
584 node->vertex_count = save->vert_count;
585 node->wrap_count = save->copied.nr;
586 node->prims = save->prims;
587 node->prim_count = save->prim_count;
588 node->prim_store = save->prim_store;
589
590 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
591 * Note that this may reuse the previous one of possible.
592 */
593 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
594 /* create or reuse the vao */
595 update_vao(ctx, vpm, &save->VAO[vpm],
596 save->vertex_store->bufferobj, buffer_offset, stride,
597 save->enabled, save->attrsz, save->attrtype, offsets);
598 /* Reference the vao in the dlist */
599 node->VAO[vpm] = NULL;
600 _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
601 }
602
603 node->prim_store->refcount++;
604
605 if (node->prims[0].no_current_update) {
606 node->current_data = NULL;
607 }
608 else {
609 GLuint current_size = save->vertex_size - save->attrsz[0];
610 node->current_data = NULL;
611
612 if (current_size) {
613 node->current_data = malloc(current_size * sizeof(GLfloat));
614 if (node->current_data) {
615 const char *buffer = (const char *)save->buffer_map;
616 unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat);
617 unsigned vertex_offset = 0;
618
619 if (node->vertex_count)
620 vertex_offset = (node->vertex_count - 1) * stride;
621
622 memcpy(node->current_data, buffer + vertex_offset + attr_offset,
623 current_size * sizeof(GLfloat));
624 } else {
625 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
626 }
627 }
628 }
629
630 assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
631
632 if (save->dangling_attr_ref)
633 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
634
635 save->vertex_store->used += save->vertex_size * node->vertex_count;
636 save->prim_store->used += node->prim_count;
637
638 /* Copy duplicated vertices
639 */
640 save->copied.nr = copy_vertices(ctx, node, save->buffer_map);
641
642 if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) {
643 convert_line_loop_to_strip(save, node);
644 }
645
646 merge_prims(node->prims, &node->prim_count);
647
648 /* Correct the primitive starts, we can only do this here as copy_vertices
649 * and convert_line_loop_to_strip above consume the uncorrected starts.
650 * On the other hand the _vbo_loopback_vertex_list call below needs the
651 * primitves to be corrected already.
652 */
653 for (unsigned i = 0; i < node->prim_count; i++) {
654 node->prims[i].start += start_offset;
655 }
656
657 /* Deal with GL_COMPILE_AND_EXECUTE:
658 */
659 if (ctx->ExecuteFlag) {
660 struct _glapi_table *dispatch = GET_DISPATCH();
661
662 _glapi_set_dispatch(ctx->Exec);
663
664 /* Note that the range of referenced vertices must be mapped already */
665 _vbo_loopback_vertex_list(ctx, node);
666
667 _glapi_set_dispatch(dispatch);
668 }
669
670 /* Decide whether the storage structs are full, or can be used for
671 * the next vertex lists as well.
672 */
673 if (save->vertex_store->used >
674 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
675
676 /* Unmap old store:
677 */
678 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
679
680 /* Release old reference:
681 */
682 free_vertex_store(ctx, save->vertex_store);
683 save->vertex_store = NULL;
684 /* When we have a new vbo, we will for sure need a new vao */
685 for (gl_vertex_processing_mode vpm = 0; vpm < VP_MODE_MAX; ++vpm)
686 _mesa_reference_vao(ctx, &save->VAO[vpm], NULL);
687
688 /* Allocate and map new store:
689 */
690 save->vertex_store = alloc_vertex_store(ctx);
691 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
692 save->out_of_memory = save->buffer_ptr == NULL;
693 }
694 else {
695 /* update buffer_ptr for next vertex */
696 save->buffer_ptr = save->vertex_store->buffer_map
697 + save->vertex_store->used;
698 }
699
700 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
701 save->prim_store->refcount--;
702 assert(save->prim_store->refcount != 0);
703 save->prim_store = alloc_prim_store();
704 }
705
706 /* Reset our structures for the next run of vertices:
707 */
708 reset_counters(ctx);
709 }
710
711
712 /**
713 * This is called when we fill a vertex buffer before we hit a glEnd().
714 * We
715 * TODO -- If no new vertices have been stored, don't bother saving it.
716 */
717 static void
718 wrap_buffers(struct gl_context *ctx)
719 {
720 struct vbo_save_context *save = &vbo_context(ctx)->save;
721 GLint i = save->prim_count - 1;
722 GLenum mode;
723 GLboolean weak;
724 GLboolean no_current_update;
725
726 assert(i < (GLint) save->prim_max);
727 assert(i >= 0);
728
729 /* Close off in-progress primitive.
730 */
731 save->prims[i].count = (save->vert_count - save->prims[i].start);
732 mode = save->prims[i].mode;
733 weak = save->prims[i].weak;
734 no_current_update = save->prims[i].no_current_update;
735
736 /* store the copied vertices, and allocate a new list.
737 */
738 compile_vertex_list(ctx);
739
740 /* Restart interrupted primitive
741 */
742 save->prims[0].mode = mode;
743 save->prims[0].weak = weak;
744 save->prims[0].no_current_update = no_current_update;
745 save->prims[0].begin = 0;
746 save->prims[0].end = 0;
747 save->prims[0].pad = 0;
748 save->prims[0].start = 0;
749 save->prims[0].count = 0;
750 save->prims[0].num_instances = 1;
751 save->prims[0].base_instance = 0;
752 save->prims[0].is_indirect = 0;
753 save->prim_count = 1;
754 }
755
756
757 /**
758 * Called only when buffers are wrapped as the result of filling the
759 * vertex_store struct.
760 */
761 static void
762 wrap_filled_vertex(struct gl_context *ctx)
763 {
764 struct vbo_save_context *save = &vbo_context(ctx)->save;
765 unsigned numComponents;
766
767 /* Emit a glEnd to close off the last vertex list.
768 */
769 wrap_buffers(ctx);
770
771 /* Copy stored stored vertices to start of new list.
772 */
773 assert(save->max_vert - save->vert_count > save->copied.nr);
774
775 numComponents = save->copied.nr * save->vertex_size;
776 memcpy(save->buffer_ptr,
777 save->copied.buffer,
778 numComponents * sizeof(fi_type));
779 save->buffer_ptr += numComponents;
780 save->vert_count += save->copied.nr;
781 }
782
783
784 static void
785 copy_to_current(struct gl_context *ctx)
786 {
787 struct vbo_save_context *save = &vbo_context(ctx)->save;
788 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
789
790 while (enabled) {
791 const int i = u_bit_scan64(&enabled);
792 assert(save->attrsz[i]);
793
794 if (save->attrtype[i] == GL_DOUBLE ||
795 save->attrtype[i] == GL_UNSIGNED_INT64_ARB)
796 memcpy(save->current[i], save->attrptr[i], save->attrsz[i] * sizeof(GLfloat));
797 else
798 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
799 save->attrptr[i], save->attrtype[i]);
800 }
801 }
802
803
804 static void
805 copy_from_current(struct gl_context *ctx)
806 {
807 struct vbo_save_context *save = &vbo_context(ctx)->save;
808 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
809
810 while (enabled) {
811 const int i = u_bit_scan64(&enabled);
812
813 switch (save->attrsz[i]) {
814 case 4:
815 save->attrptr[i][3] = save->current[i][3];
816 case 3:
817 save->attrptr[i][2] = save->current[i][2];
818 case 2:
819 save->attrptr[i][1] = save->current[i][1];
820 case 1:
821 save->attrptr[i][0] = save->current[i][0];
822 break;
823 case 0:
824 unreachable("Unexpected vertex attribute size");
825 }
826 }
827 }
828
829
830 /**
831 * Called when we increase the size of a vertex attribute. For example,
832 * if we've seen one or more glTexCoord2f() calls and now we get a
833 * glTexCoord3f() call.
834 * Flush existing data, set new attrib size, replay copied vertices.
835 */
836 static void
837 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
838 {
839 struct vbo_save_context *save = &vbo_context(ctx)->save;
840 GLuint oldsz;
841 GLuint i;
842 fi_type *tmp;
843
844 /* Store the current run of vertices, and emit a GL_END. Emit a
845 * BEGIN in the new buffer.
846 */
847 if (save->vert_count)
848 wrap_buffers(ctx);
849 else
850 assert(save->copied.nr == 0);
851
852 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
853 * when the attribute already exists in the vertex and is having
854 * its size increased.
855 */
856 copy_to_current(ctx);
857
858 /* Fix up sizes:
859 */
860 oldsz = save->attrsz[attr];
861 save->attrsz[attr] = newsz;
862 save->enabled |= BITFIELD64_BIT(attr);
863
864 save->vertex_size += newsz - oldsz;
865 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
866 save->vertex_size);
867 save->vert_count = 0;
868
869 /* Recalculate all the attrptr[] values:
870 */
871 tmp = save->vertex;
872 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
873 if (save->attrsz[i]) {
874 save->attrptr[i] = tmp;
875 tmp += save->attrsz[i];
876 }
877 else {
878 save->attrptr[i] = NULL; /* will not be dereferenced. */
879 }
880 }
881
882 /* Copy from current to repopulate the vertex with correct values.
883 */
884 copy_from_current(ctx);
885
886 /* Replay stored vertices to translate them to new format here.
887 *
888 * If there are copied vertices and the new (upgraded) attribute
889 * has not been defined before, this list is somewhat degenerate,
890 * and will need fixup at runtime.
891 */
892 if (save->copied.nr) {
893 const fi_type *data = save->copied.buffer;
894 fi_type *dest = save->buffer_map;
895
896 /* Need to note this and fix up at runtime (or loopback):
897 */
898 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
899 assert(oldsz == 0);
900 save->dangling_attr_ref = GL_TRUE;
901 }
902
903 for (i = 0; i < save->copied.nr; i++) {
904 GLbitfield64 enabled = save->enabled;
905 while (enabled) {
906 const int j = u_bit_scan64(&enabled);
907 assert(save->attrsz[j]);
908 if (j == attr) {
909 if (oldsz) {
910 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
911 save->attrtype[j]);
912 data += oldsz;
913 dest += newsz;
914 }
915 else {
916 COPY_SZ_4V(dest, newsz, save->current[attr]);
917 dest += newsz;
918 }
919 }
920 else {
921 GLint sz = save->attrsz[j];
922 COPY_SZ_4V(dest, sz, data);
923 data += sz;
924 dest += sz;
925 }
926 }
927 }
928
929 save->buffer_ptr = dest;
930 save->vert_count += save->copied.nr;
931 }
932 }
933
934
935 /**
936 * This is called when the size of a vertex attribute changes.
937 * For example, after seeing one or more glTexCoord2f() calls we
938 * get a glTexCoord4f() or glTexCoord1f() call.
939 */
940 static void
941 fixup_vertex(struct gl_context *ctx, GLuint attr,
942 GLuint sz, GLenum newType)
943 {
944 struct vbo_save_context *save = &vbo_context(ctx)->save;
945
946 if (sz > save->attrsz[attr] ||
947 newType != save->attrtype[attr]) {
948 /* New size is larger. Need to flush existing vertices and get
949 * an enlarged vertex format.
950 */
951 upgrade_vertex(ctx, attr, sz);
952 }
953 else if (sz < save->active_sz[attr]) {
954 GLuint i;
955 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
956
957 /* New size is equal or smaller - just need to fill in some
958 * zeros.
959 */
960 for (i = sz; i <= save->attrsz[attr]; i++)
961 save->attrptr[attr][i - 1] = id[i - 1];
962 }
963
964 save->active_sz[attr] = sz;
965 }
966
967
968 /**
969 * Reset the current size of all vertex attributes to the default
970 * value of 0. This signals that we haven't yet seen any per-vertex
971 * commands such as glNormal3f() or glTexCoord2f().
972 */
973 static void
974 reset_vertex(struct gl_context *ctx)
975 {
976 struct vbo_save_context *save = &vbo_context(ctx)->save;
977
978 while (save->enabled) {
979 const int i = u_bit_scan64(&save->enabled);
980 assert(save->attrsz[i]);
981 save->attrsz[i] = 0;
982 save->active_sz[i] = 0;
983 }
984
985 save->vertex_size = 0;
986 }
987
988
989
990 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
991
992
993 /* Only one size for each attribute may be active at once. Eg. if
994 * Color3f is installed/active, then Color4f may not be, even if the
995 * vertex actually contains 4 color coordinates. This is because the
996 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
997 * of the chooser function when switching between Color4f and Color3f.
998 */
999 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
1000 do { \
1001 struct vbo_save_context *save = &vbo_context(ctx)->save; \
1002 int sz = (sizeof(C) / sizeof(GLfloat)); \
1003 \
1004 if (save->active_sz[A] != N) \
1005 fixup_vertex(ctx, A, N * sz, T); \
1006 \
1007 { \
1008 C *dest = (C *)save->attrptr[A]; \
1009 if (N>0) dest[0] = V0; \
1010 if (N>1) dest[1] = V1; \
1011 if (N>2) dest[2] = V2; \
1012 if (N>3) dest[3] = V3; \
1013 save->attrtype[A] = T; \
1014 } \
1015 \
1016 if ((A) == 0) { \
1017 GLuint i; \
1018 \
1019 for (i = 0; i < save->vertex_size; i++) \
1020 save->buffer_ptr[i] = save->vertex[i]; \
1021 \
1022 save->buffer_ptr += save->vertex_size; \
1023 \
1024 if (++save->vert_count >= save->max_vert) \
1025 wrap_filled_vertex(ctx); \
1026 } \
1027 } while (0)
1028
1029 #define TAG(x) _save_##x
1030
1031 #include "vbo_attrib_tmp.h"
1032
1033
1034
1035 #define MAT( ATTR, N, face, params ) \
1036 do { \
1037 if (face != GL_BACK) \
1038 MAT_ATTR( ATTR, N, params ); /* front */ \
1039 if (face != GL_FRONT) \
1040 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1041 } while (0)
1042
1043
1044 /**
1045 * Save a glMaterial call found between glBegin/End.
1046 * glMaterial calls outside Begin/End are handled in dlist.c.
1047 */
1048 static void GLAPIENTRY
1049 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1050 {
1051 GET_CURRENT_CONTEXT(ctx);
1052
1053 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1054 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1055 return;
1056 }
1057
1058 switch (pname) {
1059 case GL_EMISSION:
1060 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1061 break;
1062 case GL_AMBIENT:
1063 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1064 break;
1065 case GL_DIFFUSE:
1066 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1067 break;
1068 case GL_SPECULAR:
1069 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1070 break;
1071 case GL_SHININESS:
1072 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1073 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1074 }
1075 else {
1076 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1077 }
1078 break;
1079 case GL_COLOR_INDEXES:
1080 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1081 break;
1082 case GL_AMBIENT_AND_DIFFUSE:
1083 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1084 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1085 break;
1086 default:
1087 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1088 return;
1089 }
1090 }
1091
1092
1093 /* Cope with EvalCoord/CallList called within a begin/end object:
1094 * -- Flush current buffer
1095 * -- Fallback to opcodes for the rest of the begin/end object.
1096 */
1097 static void
1098 dlist_fallback(struct gl_context *ctx)
1099 {
1100 struct vbo_save_context *save = &vbo_context(ctx)->save;
1101
1102 if (save->vert_count || save->prim_count) {
1103 if (save->prim_count > 0) {
1104 /* Close off in-progress primitive. */
1105 GLint i = save->prim_count - 1;
1106 save->prims[i].count = save->vert_count - save->prims[i].start;
1107 }
1108
1109 /* Need to replay this display list with loopback,
1110 * unfortunately, otherwise this primitive won't be handled
1111 * properly:
1112 */
1113 save->dangling_attr_ref = GL_TRUE;
1114
1115 compile_vertex_list(ctx);
1116 }
1117
1118 copy_to_current(ctx);
1119 reset_vertex(ctx);
1120 reset_counters(ctx);
1121 if (save->out_of_memory) {
1122 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1123 }
1124 else {
1125 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1126 }
1127 ctx->Driver.SaveNeedFlush = GL_FALSE;
1128 }
1129
1130
1131 static void GLAPIENTRY
1132 _save_EvalCoord1f(GLfloat u)
1133 {
1134 GET_CURRENT_CONTEXT(ctx);
1135 dlist_fallback(ctx);
1136 CALL_EvalCoord1f(ctx->Save, (u));
1137 }
1138
1139 static void GLAPIENTRY
1140 _save_EvalCoord1fv(const GLfloat * v)
1141 {
1142 GET_CURRENT_CONTEXT(ctx);
1143 dlist_fallback(ctx);
1144 CALL_EvalCoord1fv(ctx->Save, (v));
1145 }
1146
1147 static void GLAPIENTRY
1148 _save_EvalCoord2f(GLfloat u, GLfloat v)
1149 {
1150 GET_CURRENT_CONTEXT(ctx);
1151 dlist_fallback(ctx);
1152 CALL_EvalCoord2f(ctx->Save, (u, v));
1153 }
1154
1155 static void GLAPIENTRY
1156 _save_EvalCoord2fv(const GLfloat * v)
1157 {
1158 GET_CURRENT_CONTEXT(ctx);
1159 dlist_fallback(ctx);
1160 CALL_EvalCoord2fv(ctx->Save, (v));
1161 }
1162
1163 static void GLAPIENTRY
1164 _save_EvalPoint1(GLint i)
1165 {
1166 GET_CURRENT_CONTEXT(ctx);
1167 dlist_fallback(ctx);
1168 CALL_EvalPoint1(ctx->Save, (i));
1169 }
1170
1171 static void GLAPIENTRY
1172 _save_EvalPoint2(GLint i, GLint j)
1173 {
1174 GET_CURRENT_CONTEXT(ctx);
1175 dlist_fallback(ctx);
1176 CALL_EvalPoint2(ctx->Save, (i, j));
1177 }
1178
1179 static void GLAPIENTRY
1180 _save_CallList(GLuint l)
1181 {
1182 GET_CURRENT_CONTEXT(ctx);
1183 dlist_fallback(ctx);
1184 CALL_CallList(ctx->Save, (l));
1185 }
1186
1187 static void GLAPIENTRY
1188 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1189 {
1190 GET_CURRENT_CONTEXT(ctx);
1191 dlist_fallback(ctx);
1192 CALL_CallLists(ctx->Save, (n, type, v));
1193 }
1194
1195
1196
1197 /**
1198 * Called when a glBegin is getting compiled into a display list.
1199 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1200 */
1201 void
1202 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
1203 {
1204 struct vbo_save_context *save = &vbo_context(ctx)->save;
1205 const GLuint i = save->prim_count++;
1206
1207 assert(i < save->prim_max);
1208 save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1209 save->prims[i].begin = 1;
1210 save->prims[i].end = 0;
1211 save->prims[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
1212 save->prims[i].no_current_update =
1213 (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
1214 save->prims[i].pad = 0;
1215 save->prims[i].start = save->vert_count;
1216 save->prims[i].count = 0;
1217 save->prims[i].num_instances = 1;
1218 save->prims[i].base_instance = 0;
1219 save->prims[i].is_indirect = 0;
1220
1221 if (save->out_of_memory) {
1222 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1223 }
1224 else {
1225 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1226 }
1227
1228 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1229 ctx->Driver.SaveNeedFlush = GL_TRUE;
1230 }
1231
1232
1233 static void GLAPIENTRY
1234 _save_End(void)
1235 {
1236 GET_CURRENT_CONTEXT(ctx);
1237 struct vbo_save_context *save = &vbo_context(ctx)->save;
1238 const GLint i = save->prim_count - 1;
1239
1240 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1241 save->prims[i].end = 1;
1242 save->prims[i].count = (save->vert_count - save->prims[i].start);
1243
1244 if (i == (GLint) save->prim_max - 1) {
1245 compile_vertex_list(ctx);
1246 assert(save->copied.nr == 0);
1247 }
1248
1249 /* Swap out this vertex format while outside begin/end. Any color,
1250 * etc. received between here and the next begin will be compiled
1251 * as opcodes.
1252 */
1253 if (save->out_of_memory) {
1254 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1255 }
1256 else {
1257 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1258 }
1259 }
1260
1261
1262 static void GLAPIENTRY
1263 _save_Begin(GLenum mode)
1264 {
1265 GET_CURRENT_CONTEXT(ctx);
1266 (void) mode;
1267 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1268 }
1269
1270
1271 static void GLAPIENTRY
1272 _save_PrimitiveRestartNV(void)
1273 {
1274 GET_CURRENT_CONTEXT(ctx);
1275 struct vbo_save_context *save = &vbo_context(ctx)->save;
1276
1277 if (save->prim_count == 0) {
1278 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1279 * is an error.
1280 */
1281 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1282 "glPrimitiveRestartNV called outside glBegin/End");
1283 } else {
1284 /* get current primitive mode */
1285 GLenum curPrim = save->prims[save->prim_count - 1].mode;
1286
1287 /* restart primitive */
1288 CALL_End(GET_DISPATCH(), ());
1289 vbo_save_NotifyBegin(ctx, curPrim);
1290 }
1291 }
1292
1293
1294 /* Unlike the functions above, these are to be hooked into the vtxfmt
1295 * maintained in ctx->ListState, active when the list is known or
1296 * suspected to be outside any begin/end primitive.
1297 * Note: OBE = Outside Begin/End
1298 */
1299 static void GLAPIENTRY
1300 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1301 {
1302 GET_CURRENT_CONTEXT(ctx);
1303 vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
1304 CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
1305 CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
1306 CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
1307 CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
1308 CALL_End(GET_DISPATCH(), ());
1309 }
1310
1311
1312 static void GLAPIENTRY
1313 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1314 {
1315 GET_CURRENT_CONTEXT(ctx);
1316 struct vbo_save_context *save = &vbo_context(ctx)->save;
1317 GLint i;
1318
1319 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1320 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1321 return;
1322 }
1323 if (count < 0) {
1324 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1325 return;
1326 }
1327
1328 if (save->out_of_memory)
1329 return;
1330
1331 /* Make sure to process any VBO binding changes */
1332 _mesa_update_state(ctx);
1333
1334 _ae_map_vbos(ctx);
1335
1336 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
1337 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1338
1339 for (i = 0; i < count; i++)
1340 CALL_ArrayElement(GET_DISPATCH(), (start + i));
1341 CALL_End(GET_DISPATCH(), ());
1342
1343 _ae_unmap_vbos(ctx);
1344 }
1345
1346
1347 static void GLAPIENTRY
1348 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1349 const GLsizei *count, GLsizei primcount)
1350 {
1351 GET_CURRENT_CONTEXT(ctx);
1352 GLint i;
1353
1354 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1355 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1356 return;
1357 }
1358
1359 if (primcount < 0) {
1360 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1361 "glMultiDrawArrays(primcount<0)");
1362 return;
1363 }
1364
1365 for (i = 0; i < primcount; i++) {
1366 if (count[i] < 0) {
1367 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1368 "glMultiDrawArrays(count[i]<0)");
1369 return;
1370 }
1371 }
1372
1373 for (i = 0; i < primcount; i++) {
1374 if (count[i] > 0) {
1375 _save_OBE_DrawArrays(mode, first[i], count[i]);
1376 }
1377 }
1378 }
1379
1380
1381 /* Could do better by copying the arrays and element list intact and
1382 * then emitting an indexed prim at runtime.
1383 */
1384 static void GLAPIENTRY
1385 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1386 const GLvoid * indices, GLint basevertex)
1387 {
1388 GET_CURRENT_CONTEXT(ctx);
1389 struct vbo_save_context *save = &vbo_context(ctx)->save;
1390 struct gl_buffer_object *indexbuf = ctx->Array.VAO->IndexBufferObj;
1391 GLint i;
1392
1393 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1394 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1395 return;
1396 }
1397 if (count < 0) {
1398 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1399 return;
1400 }
1401 if (type != GL_UNSIGNED_BYTE &&
1402 type != GL_UNSIGNED_SHORT &&
1403 type != GL_UNSIGNED_INT) {
1404 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1405 return;
1406 }
1407
1408 if (save->out_of_memory)
1409 return;
1410
1411 /* Make sure to process any VBO binding changes */
1412 _mesa_update_state(ctx);
1413
1414 _ae_map_vbos(ctx);
1415
1416 if (_mesa_is_bufferobj(indexbuf))
1417 indices =
1418 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1419
1420 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
1421 VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1422
1423 switch (type) {
1424 case GL_UNSIGNED_BYTE:
1425 for (i = 0; i < count; i++)
1426 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLubyte *) indices)[i]));
1427 break;
1428 case GL_UNSIGNED_SHORT:
1429 for (i = 0; i < count; i++)
1430 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLushort *) indices)[i]));
1431 break;
1432 case GL_UNSIGNED_INT:
1433 for (i = 0; i < count; i++)
1434 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLuint *) indices)[i]));
1435 break;
1436 default:
1437 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1438 break;
1439 }
1440
1441 CALL_End(GET_DISPATCH(), ());
1442
1443 _ae_unmap_vbos(ctx);
1444 }
1445
1446 static void GLAPIENTRY
1447 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1448 const GLvoid * indices)
1449 {
1450 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1451 }
1452
1453
1454 static void GLAPIENTRY
1455 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1456 GLsizei count, GLenum type,
1457 const GLvoid * indices)
1458 {
1459 GET_CURRENT_CONTEXT(ctx);
1460 struct vbo_save_context *save = &vbo_context(ctx)->save;
1461
1462 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1463 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1464 return;
1465 }
1466 if (count < 0) {
1467 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1468 "glDrawRangeElements(count<0)");
1469 return;
1470 }
1471 if (type != GL_UNSIGNED_BYTE &&
1472 type != GL_UNSIGNED_SHORT &&
1473 type != GL_UNSIGNED_INT) {
1474 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1475 return;
1476 }
1477 if (end < start) {
1478 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1479 "glDrawRangeElements(end < start)");
1480 return;
1481 }
1482
1483 if (save->out_of_memory)
1484 return;
1485
1486 _save_OBE_DrawElements(mode, count, type, indices);
1487 }
1488
1489
1490 static void GLAPIENTRY
1491 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1492 const GLvoid * const *indices, GLsizei primcount)
1493 {
1494 GLsizei i;
1495
1496 for (i = 0; i < primcount; i++) {
1497 if (count[i] > 0) {
1498 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1499 }
1500 }
1501 }
1502
1503
1504 static void GLAPIENTRY
1505 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1506 GLenum type,
1507 const GLvoid * const *indices,
1508 GLsizei primcount,
1509 const GLint *basevertex)
1510 {
1511 GLsizei i;
1512
1513 for (i = 0; i < primcount; i++) {
1514 if (count[i] > 0) {
1515 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1516 indices[i],
1517 basevertex[i]));
1518 }
1519 }
1520 }
1521
1522
1523 static void
1524 vtxfmt_init(struct gl_context *ctx)
1525 {
1526 struct vbo_save_context *save = &vbo_context(ctx)->save;
1527 GLvertexformat *vfmt = &save->vtxfmt;
1528
1529 vfmt->ArrayElement = _ae_ArrayElement;
1530
1531 vfmt->Color3f = _save_Color3f;
1532 vfmt->Color3fv = _save_Color3fv;
1533 vfmt->Color4f = _save_Color4f;
1534 vfmt->Color4fv = _save_Color4fv;
1535 vfmt->EdgeFlag = _save_EdgeFlag;
1536 vfmt->End = _save_End;
1537 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
1538 vfmt->FogCoordfEXT = _save_FogCoordfEXT;
1539 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
1540 vfmt->Indexf = _save_Indexf;
1541 vfmt->Indexfv = _save_Indexfv;
1542 vfmt->Materialfv = _save_Materialfv;
1543 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
1544 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
1545 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
1546 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
1547 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
1548 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
1549 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
1550 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
1551 vfmt->Normal3f = _save_Normal3f;
1552 vfmt->Normal3fv = _save_Normal3fv;
1553 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
1554 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
1555 vfmt->TexCoord1f = _save_TexCoord1f;
1556 vfmt->TexCoord1fv = _save_TexCoord1fv;
1557 vfmt->TexCoord2f = _save_TexCoord2f;
1558 vfmt->TexCoord2fv = _save_TexCoord2fv;
1559 vfmt->TexCoord3f = _save_TexCoord3f;
1560 vfmt->TexCoord3fv = _save_TexCoord3fv;
1561 vfmt->TexCoord4f = _save_TexCoord4f;
1562 vfmt->TexCoord4fv = _save_TexCoord4fv;
1563 vfmt->Vertex2f = _save_Vertex2f;
1564 vfmt->Vertex2fv = _save_Vertex2fv;
1565 vfmt->Vertex3f = _save_Vertex3f;
1566 vfmt->Vertex3fv = _save_Vertex3fv;
1567 vfmt->Vertex4f = _save_Vertex4f;
1568 vfmt->Vertex4fv = _save_Vertex4fv;
1569 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
1570 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
1571 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
1572 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
1573 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
1574 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
1575 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
1576 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
1577
1578 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
1579 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
1580 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
1581 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
1582 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
1583 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
1584 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
1585 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
1586
1587 /* integer-valued */
1588 vfmt->VertexAttribI1i = _save_VertexAttribI1i;
1589 vfmt->VertexAttribI2i = _save_VertexAttribI2i;
1590 vfmt->VertexAttribI3i = _save_VertexAttribI3i;
1591 vfmt->VertexAttribI4i = _save_VertexAttribI4i;
1592 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
1593 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
1594 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
1595
1596 /* unsigned integer-valued */
1597 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
1598 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
1599 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
1600 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
1601 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
1602 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
1603 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
1604
1605 vfmt->VertexP2ui = _save_VertexP2ui;
1606 vfmt->VertexP3ui = _save_VertexP3ui;
1607 vfmt->VertexP4ui = _save_VertexP4ui;
1608 vfmt->VertexP2uiv = _save_VertexP2uiv;
1609 vfmt->VertexP3uiv = _save_VertexP3uiv;
1610 vfmt->VertexP4uiv = _save_VertexP4uiv;
1611
1612 vfmt->TexCoordP1ui = _save_TexCoordP1ui;
1613 vfmt->TexCoordP2ui = _save_TexCoordP2ui;
1614 vfmt->TexCoordP3ui = _save_TexCoordP3ui;
1615 vfmt->TexCoordP4ui = _save_TexCoordP4ui;
1616 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv;
1617 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv;
1618 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv;
1619 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv;
1620
1621 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui;
1622 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui;
1623 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui;
1624 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui;
1625 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv;
1626 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv;
1627 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv;
1628 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv;
1629
1630 vfmt->NormalP3ui = _save_NormalP3ui;
1631 vfmt->NormalP3uiv = _save_NormalP3uiv;
1632
1633 vfmt->ColorP3ui = _save_ColorP3ui;
1634 vfmt->ColorP4ui = _save_ColorP4ui;
1635 vfmt->ColorP3uiv = _save_ColorP3uiv;
1636 vfmt->ColorP4uiv = _save_ColorP4uiv;
1637
1638 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
1639 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
1640
1641 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
1642 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
1643 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
1644 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
1645
1646 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
1647 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
1648 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
1649 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
1650
1651 vfmt->VertexAttribL1d = _save_VertexAttribL1d;
1652 vfmt->VertexAttribL2d = _save_VertexAttribL2d;
1653 vfmt->VertexAttribL3d = _save_VertexAttribL3d;
1654 vfmt->VertexAttribL4d = _save_VertexAttribL4d;
1655
1656 vfmt->VertexAttribL1dv = _save_VertexAttribL1dv;
1657 vfmt->VertexAttribL2dv = _save_VertexAttribL2dv;
1658 vfmt->VertexAttribL3dv = _save_VertexAttribL3dv;
1659 vfmt->VertexAttribL4dv = _save_VertexAttribL4dv;
1660
1661 vfmt->VertexAttribL1ui64ARB = _save_VertexAttribL1ui64ARB;
1662 vfmt->VertexAttribL1ui64vARB = _save_VertexAttribL1ui64vARB;
1663
1664 /* This will all require us to fallback to saving the list as opcodes:
1665 */
1666 vfmt->CallList = _save_CallList;
1667 vfmt->CallLists = _save_CallLists;
1668
1669 vfmt->EvalCoord1f = _save_EvalCoord1f;
1670 vfmt->EvalCoord1fv = _save_EvalCoord1fv;
1671 vfmt->EvalCoord2f = _save_EvalCoord2f;
1672 vfmt->EvalCoord2fv = _save_EvalCoord2fv;
1673 vfmt->EvalPoint1 = _save_EvalPoint1;
1674 vfmt->EvalPoint2 = _save_EvalPoint2;
1675
1676 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1677 * only used when we're inside a glBegin/End pair.
1678 */
1679 vfmt->Begin = _save_Begin;
1680 }
1681
1682
1683 /**
1684 * Initialize the dispatch table with the VBO functions for display
1685 * list compilation.
1686 */
1687 void
1688 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1689 struct _glapi_table *exec)
1690 {
1691 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1692 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1693 SET_DrawElements(exec, _save_OBE_DrawElements);
1694 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1695 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1696 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1697 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1698 SET_Rectf(exec, _save_OBE_Rectf);
1699 /* Note: other glDraw functins aren't compiled into display lists */
1700 }
1701
1702
1703
1704 void
1705 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1706 {
1707 struct vbo_save_context *save = &vbo_context(ctx)->save;
1708
1709 /* Noop when we are actually active:
1710 */
1711 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1712 return;
1713
1714 if (save->vert_count || save->prim_count)
1715 compile_vertex_list(ctx);
1716
1717 copy_to_current(ctx);
1718 reset_vertex(ctx);
1719 reset_counters(ctx);
1720 ctx->Driver.SaveNeedFlush = GL_FALSE;
1721 }
1722
1723
1724 /**
1725 * Called from glNewList when we're starting to compile a display list.
1726 */
1727 void
1728 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1729 {
1730 struct vbo_save_context *save = &vbo_context(ctx)->save;
1731
1732 (void) list;
1733 (void) mode;
1734
1735 if (!save->prim_store)
1736 save->prim_store = alloc_prim_store();
1737
1738 if (!save->vertex_store)
1739 save->vertex_store = alloc_vertex_store(ctx);
1740
1741 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1742
1743 reset_vertex(ctx);
1744 reset_counters(ctx);
1745 ctx->Driver.SaveNeedFlush = GL_FALSE;
1746 }
1747
1748
1749 /**
1750 * Called from glEndList when we're finished compiling a display list.
1751 */
1752 void
1753 vbo_save_EndList(struct gl_context *ctx)
1754 {
1755 struct vbo_save_context *save = &vbo_context(ctx)->save;
1756
1757 /* EndList called inside a (saved) Begin/End pair?
1758 */
1759 if (_mesa_inside_dlist_begin_end(ctx)) {
1760 if (save->prim_count > 0) {
1761 GLint i = save->prim_count - 1;
1762 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1763 save->prims[i].end = 0;
1764 save->prims[i].count = save->vert_count - save->prims[i].start;
1765 }
1766
1767 /* Make sure this vertex list gets replayed by the "loopback"
1768 * mechanism:
1769 */
1770 save->dangling_attr_ref = GL_TRUE;
1771 vbo_save_SaveFlushVertices(ctx);
1772
1773 /* Swap out this vertex format while outside begin/end. Any color,
1774 * etc. received between here and the next begin will be compiled
1775 * as opcodes.
1776 */
1777 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1778 }
1779
1780 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1781
1782 assert(save->vertex_size == 0);
1783 }
1784
1785
1786 /**
1787 * Called from the display list code when we're about to execute a
1788 * display list.
1789 */
1790 void
1791 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1792 {
1793 struct vbo_save_context *save = &vbo_context(ctx)->save;
1794 save->replay_flags |= dlist->Flags;
1795 }
1796
1797
1798 /**
1799 * Called from the display list code when we're finished executing a
1800 * display list.
1801 */
1802 void
1803 vbo_save_EndCallList(struct gl_context *ctx)
1804 {
1805 struct vbo_save_context *save = &vbo_context(ctx)->save;
1806
1807 if (ctx->ListState.CallDepth == 1) {
1808 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1809 * flag, if it is set:
1810 */
1811 save->replay_flags &= VBO_SAVE_FALLBACK;
1812 }
1813 }
1814
1815
1816 /**
1817 * Called by display list code when a display list is being deleted.
1818 */
1819 static void
1820 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1821 {
1822 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1823
1824 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
1825 _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
1826
1827 if (--node->prim_store->refcount == 0)
1828 free(node->prim_store);
1829
1830 free(node->current_data);
1831 node->current_data = NULL;
1832 }
1833
1834
1835 static void
1836 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1837 {
1838 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1839 GLuint i;
1840 struct gl_buffer_object *buffer = node->VAO[0]->BufferBinding[0].BufferObj;
1841 const GLuint vertex_size = _vbo_save_get_stride(node)/sizeof(GLfloat);
1842 (void) ctx;
1843
1844 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1845 "buffer %p\n",
1846 node->vertex_count, node->prim_count, vertex_size,
1847 buffer);
1848
1849 for (i = 0; i < node->prim_count; i++) {
1850 struct _mesa_prim *prim = &node->prims[i];
1851 fprintf(f, " prim %d: %s%s %d..%d %s %s\n",
1852 i,
1853 _mesa_lookup_prim_by_nr(prim->mode),
1854 prim->weak ? " (weak)" : "",
1855 prim->start,
1856 prim->start + prim->count,
1857 (prim->begin) ? "BEGIN" : "(wrap)",
1858 (prim->end) ? "END" : "(wrap)");
1859 }
1860 }
1861
1862
1863 /**
1864 * Called during context creation/init.
1865 */
1866 static void
1867 current_init(struct gl_context *ctx)
1868 {
1869 struct vbo_save_context *save = &vbo_context(ctx)->save;
1870 GLint i;
1871
1872 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1873 const GLuint j = i - VBO_ATTRIB_POS;
1874 assert(j < VERT_ATTRIB_MAX);
1875 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1876 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
1877 }
1878
1879 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1880 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1881 assert(j < MAT_ATTRIB_MAX);
1882 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1883 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
1884 }
1885 }
1886
1887
1888 /**
1889 * Initialize the display list compiler. Called during context creation.
1890 */
1891 void
1892 vbo_save_api_init(struct vbo_save_context *save)
1893 {
1894 struct gl_context *ctx = save->ctx;
1895
1896 save->opcode_vertex_list =
1897 _mesa_dlist_alloc_opcode(ctx,
1898 sizeof(struct vbo_save_vertex_list),
1899 vbo_save_playback_vertex_list,
1900 vbo_destroy_vertex_list,
1901 vbo_print_vertex_list);
1902
1903 vtxfmt_init(ctx);
1904 current_init(ctx);
1905 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
1906 }