vbo: use the template for noop GLvertexformat initialization
[mesa.git] / src / mesa / vbo / vbo_save_api.c
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2
3 Copyright 2002-2008 VMware, Inc.
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27
28 /*
29 * Authors:
30 * Keith Whitwell <keithw@vmware.com>
31 */
32
33
34
35 /* Display list compiler attempts to store lists of vertices with the
36 * same vertex layout. Additionally it attempts to minimize the need
37 * for execute-time fixup of these vertex lists, allowing them to be
38 * cached on hardware.
39 *
40 * There are still some circumstances where this can be thwarted, for
41 * example by building a list that consists of one very long primitive
42 * (eg Begin(Triangles), 1000 vertices, End), and calling that list
43 * from inside a different begin/end object (Begin(Lines), CallList,
44 * End).
45 *
46 * In that case the code will have to replay the list as individual
47 * commands through the Exec dispatch table, or fix up the copied
48 * vertices at execute-time.
49 *
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
52 * Begin(Lines)
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
55 * End()
56 *
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
59 *
60 *
61 * The list compiler currently doesn't attempt to compile lists
62 * containing EvalCoord or EvalPoint commands. On encountering one of
63 * these, compilation falls back to opcodes.
64 *
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
67 */
68
69
70 #include "main/glheader.h"
71 #include "main/arrayobj.h"
72 #include "main/bufferobj.h"
73 #include "main/context.h"
74 #include "main/dlist.h"
75 #include "main/enums.h"
76 #include "main/eval.h"
77 #include "main/macros.h"
78 #include "main/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->Format.Type != tp)
454 return false;
455 if (attrib->Format.Size != size[vbo_attr])
456 return false;
457 assert(attrib->Format.Format == GL_RGBA);
458 assert(attrib->Format.Normalized == GL_FALSE);
459 assert(attrib->Format.Integer == vbo_attrtype_to_integer_flag(tp));
460 assert(attrib->Format.Doubles == vbo_attrtype_to_double_flag(tp));
461 assert(attrib->BufferBindingIndex == 0);
462 }
463
464 return true;
465 }
466
467
468 /* Create or reuse the vao for the vertex processing mode. */
469 static void
470 update_vao(struct gl_context *ctx,
471 gl_vertex_processing_mode mode,
472 struct gl_vertex_array_object **vao,
473 struct gl_buffer_object *bo, GLintptr buffer_offset,
474 GLuint stride, GLbitfield64 vbo_enabled,
475 const GLubyte size[VBO_ATTRIB_MAX],
476 const GLenum16 type[VBO_ATTRIB_MAX],
477 const GLuint offset[VBO_ATTRIB_MAX])
478 {
479 /* Compute the bitmasks of vao_enabled arrays */
480 GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
481
482 /*
483 * Check if we can possibly reuse the exisiting one.
484 * In the long term we should reset them when something changes.
485 */
486 if (compare_vao(mode, *vao, bo, buffer_offset, stride,
487 vao_enabled, size, type, offset))
488 return;
489
490 /* The initial refcount is 1 */
491 _mesa_reference_vao(ctx, vao, NULL);
492 *vao = _mesa_new_vao(ctx, ~((GLuint)0));
493
494 /*
495 * assert(stride <= ctx->Const.MaxVertexAttribStride);
496 * MaxVertexAttribStride is not set for drivers that does not
497 * expose GL 44 or GLES 31.
498 */
499
500 /* Bind the buffer object at binding point 0 */
501 _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride);
502
503 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
504 * Note that the position/generic0 aliasing is done in the VAO.
505 */
506 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
507 /* Now set the enable arrays */
508 GLbitfield mask = vao_enabled;
509 while (mask) {
510 const int vao_attr = u_bit_scan(&mask);
511 const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
512 assert(offset[vbo_attr] <= ctx->Const.MaxVertexAttribRelativeOffset);
513
514 _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
515 size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
516 _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0);
517 }
518 _mesa_enable_vertex_array_attribs(ctx, *vao, vao_enabled);
519 assert(vao_enabled == (*vao)->Enabled);
520 assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
521
522 /* Finalize and freeze the VAO */
523 _mesa_set_vao_immutable(ctx, *vao);
524 }
525
526
527 /**
528 * Insert the active immediate struct onto the display list currently
529 * being built.
530 */
531 static void
532 compile_vertex_list(struct gl_context *ctx)
533 {
534 struct vbo_save_context *save = &vbo_context(ctx)->save;
535 struct vbo_save_vertex_list *node;
536
537 /* Allocate space for this structure in the display list currently
538 * being compiled.
539 */
540 node = (struct vbo_save_vertex_list *)
541 _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node));
542
543 if (!node)
544 return;
545
546 /* Make sure the pointer is aligned to the size of a pointer */
547 assert((GLintptr) node % sizeof(void *) == 0);
548
549 /* Duplicate our template, increment refcounts to the storage structs:
550 */
551 GLintptr old_offset = 0;
552 if (save->VAO[0]) {
553 old_offset = save->VAO[0]->BufferBinding[0].Offset
554 + save->VAO[0]->VertexAttrib[VERT_ATTRIB_POS].RelativeOffset;
555 }
556 const GLsizei stride = save->vertex_size*sizeof(GLfloat);
557 GLintptr buffer_offset =
558 (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
559 assert(old_offset <= buffer_offset);
560 const GLintptr offset_diff = buffer_offset - old_offset;
561 GLuint start_offset = 0;
562 if (offset_diff > 0 && stride > 0 && offset_diff % stride == 0) {
563 /* The vertex size is an exact multiple of the buffer offset.
564 * This means that we can use zero-based vertex attribute pointers
565 * and specify the start of the primitive with the _mesa_prim::start
566 * field. This results in issuing several draw calls with identical
567 * vertex attribute information. This can result in fewer state
568 * changes in drivers. In particular, the Gallium CSO module will
569 * filter out redundant vertex buffer changes.
570 */
571 /* We cannot immediately update the primitives as some methods below
572 * still need the uncorrected start vertices
573 */
574 start_offset = offset_diff/stride;
575 assert(old_offset == buffer_offset - offset_diff);
576 buffer_offset = old_offset;
577 }
578 GLuint offsets[VBO_ATTRIB_MAX];
579 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
580 offsets[i] = offset;
581 offset += save->attrsz[i] * sizeof(GLfloat);
582 }
583 node->vertex_count = save->vert_count;
584 node->wrap_count = save->copied.nr;
585 node->prims = save->prims;
586 node->prim_count = save->prim_count;
587 node->prim_store = save->prim_store;
588
589 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
590 * Note that this may reuse the previous one of possible.
591 */
592 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
593 /* create or reuse the vao */
594 update_vao(ctx, vpm, &save->VAO[vpm],
595 save->vertex_store->bufferobj, buffer_offset, stride,
596 save->enabled, save->attrsz, save->attrtype, offsets);
597 /* Reference the vao in the dlist */
598 node->VAO[vpm] = NULL;
599 _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
600 }
601
602 node->prim_store->refcount++;
603
604 if (save->no_current_update) {
605 node->current_data = NULL;
606 }
607 else {
608 GLuint current_size = save->vertex_size - save->attrsz[0];
609 node->current_data = NULL;
610
611 if (current_size) {
612 node->current_data = malloc(current_size * sizeof(GLfloat));
613 if (node->current_data) {
614 const char *buffer = (const char *)save->buffer_map;
615 unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat);
616 unsigned vertex_offset = 0;
617
618 if (node->vertex_count)
619 vertex_offset = (node->vertex_count - 1) * stride;
620
621 memcpy(node->current_data, buffer + vertex_offset + attr_offset,
622 current_size * sizeof(GLfloat));
623 } else {
624 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
625 }
626 }
627 }
628
629 assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
630
631 if (save->dangling_attr_ref)
632 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
633
634 save->vertex_store->used += save->vertex_size * node->vertex_count;
635 save->prim_store->used += node->prim_count;
636
637 /* Copy duplicated vertices
638 */
639 save->copied.nr = copy_vertices(ctx, node, save->buffer_map);
640
641 if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) {
642 convert_line_loop_to_strip(save, node);
643 }
644
645 merge_prims(node->prims, &node->prim_count);
646
647 /* Correct the primitive starts, we can only do this here as copy_vertices
648 * and convert_line_loop_to_strip above consume the uncorrected starts.
649 * On the other hand the _vbo_loopback_vertex_list call below needs the
650 * primitves to be corrected already.
651 */
652 for (unsigned i = 0; i < node->prim_count; i++) {
653 node->prims[i].start += start_offset;
654 }
655
656 /* Deal with GL_COMPILE_AND_EXECUTE:
657 */
658 if (ctx->ExecuteFlag) {
659 struct _glapi_table *dispatch = GET_DISPATCH();
660
661 _glapi_set_dispatch(ctx->Exec);
662
663 /* Note that the range of referenced vertices must be mapped already */
664 _vbo_loopback_vertex_list(ctx, node);
665
666 _glapi_set_dispatch(dispatch);
667 }
668
669 /* Decide whether the storage structs are full, or can be used for
670 * the next vertex lists as well.
671 */
672 if (save->vertex_store->used >
673 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
674
675 /* Unmap old store:
676 */
677 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
678
679 /* Release old reference:
680 */
681 free_vertex_store(ctx, save->vertex_store);
682 save->vertex_store = NULL;
683 /* When we have a new vbo, we will for sure need a new vao */
684 for (gl_vertex_processing_mode vpm = 0; vpm < VP_MODE_MAX; ++vpm)
685 _mesa_reference_vao(ctx, &save->VAO[vpm], NULL);
686
687 /* Allocate and map new store:
688 */
689 save->vertex_store = alloc_vertex_store(ctx);
690 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
691 save->out_of_memory = save->buffer_ptr == NULL;
692 }
693 else {
694 /* update buffer_ptr for next vertex */
695 save->buffer_ptr = save->vertex_store->buffer_map
696 + save->vertex_store->used;
697 }
698
699 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
700 save->prim_store->refcount--;
701 assert(save->prim_store->refcount != 0);
702 save->prim_store = alloc_prim_store();
703 }
704
705 /* Reset our structures for the next run of vertices:
706 */
707 reset_counters(ctx);
708 }
709
710
711 /**
712 * This is called when we fill a vertex buffer before we hit a glEnd().
713 * We
714 * TODO -- If no new vertices have been stored, don't bother saving it.
715 */
716 static void
717 wrap_buffers(struct gl_context *ctx)
718 {
719 struct vbo_save_context *save = &vbo_context(ctx)->save;
720 GLint i = save->prim_count - 1;
721 GLenum mode;
722
723 assert(i < (GLint) save->prim_max);
724 assert(i >= 0);
725
726 /* Close off in-progress primitive.
727 */
728 save->prims[i].count = (save->vert_count - save->prims[i].start);
729 mode = save->prims[i].mode;
730
731 /* store the copied vertices, and allocate a new list.
732 */
733 compile_vertex_list(ctx);
734
735 /* Restart interrupted primitive
736 */
737 save->prims[0].mode = mode;
738 save->prims[0].begin = 0;
739 save->prims[0].end = 0;
740 save->prims[0].pad = 0;
741 save->prims[0].start = 0;
742 save->prims[0].count = 0;
743 save->prims[0].num_instances = 1;
744 save->prims[0].base_instance = 0;
745 save->prims[0].is_indirect = 0;
746 save->prim_count = 1;
747 }
748
749
750 /**
751 * Called only when buffers are wrapped as the result of filling the
752 * vertex_store struct.
753 */
754 static void
755 wrap_filled_vertex(struct gl_context *ctx)
756 {
757 struct vbo_save_context *save = &vbo_context(ctx)->save;
758 unsigned numComponents;
759
760 /* Emit a glEnd to close off the last vertex list.
761 */
762 wrap_buffers(ctx);
763
764 /* Copy stored stored vertices to start of new list.
765 */
766 assert(save->max_vert - save->vert_count > save->copied.nr);
767
768 numComponents = save->copied.nr * save->vertex_size;
769 memcpy(save->buffer_ptr,
770 save->copied.buffer,
771 numComponents * sizeof(fi_type));
772 save->buffer_ptr += numComponents;
773 save->vert_count += save->copied.nr;
774 }
775
776
777 static void
778 copy_to_current(struct gl_context *ctx)
779 {
780 struct vbo_save_context *save = &vbo_context(ctx)->save;
781 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
782
783 while (enabled) {
784 const int i = u_bit_scan64(&enabled);
785 assert(save->attrsz[i]);
786
787 if (save->attrtype[i] == GL_DOUBLE ||
788 save->attrtype[i] == GL_UNSIGNED_INT64_ARB)
789 memcpy(save->current[i], save->attrptr[i], save->attrsz[i] * sizeof(GLfloat));
790 else
791 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
792 save->attrptr[i], save->attrtype[i]);
793 }
794 }
795
796
797 static void
798 copy_from_current(struct gl_context *ctx)
799 {
800 struct vbo_save_context *save = &vbo_context(ctx)->save;
801 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
802
803 while (enabled) {
804 const int i = u_bit_scan64(&enabled);
805
806 switch (save->attrsz[i]) {
807 case 4:
808 save->attrptr[i][3] = save->current[i][3];
809 case 3:
810 save->attrptr[i][2] = save->current[i][2];
811 case 2:
812 save->attrptr[i][1] = save->current[i][1];
813 case 1:
814 save->attrptr[i][0] = save->current[i][0];
815 break;
816 case 0:
817 unreachable("Unexpected vertex attribute size");
818 }
819 }
820 }
821
822
823 /**
824 * Called when we increase the size of a vertex attribute. For example,
825 * if we've seen one or more glTexCoord2f() calls and now we get a
826 * glTexCoord3f() call.
827 * Flush existing data, set new attrib size, replay copied vertices.
828 */
829 static void
830 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
831 {
832 struct vbo_save_context *save = &vbo_context(ctx)->save;
833 GLuint oldsz;
834 GLuint i;
835 fi_type *tmp;
836
837 /* Store the current run of vertices, and emit a GL_END. Emit a
838 * BEGIN in the new buffer.
839 */
840 if (save->vert_count)
841 wrap_buffers(ctx);
842 else
843 assert(save->copied.nr == 0);
844
845 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
846 * when the attribute already exists in the vertex and is having
847 * its size increased.
848 */
849 copy_to_current(ctx);
850
851 /* Fix up sizes:
852 */
853 oldsz = save->attrsz[attr];
854 save->attrsz[attr] = newsz;
855 save->enabled |= BITFIELD64_BIT(attr);
856
857 save->vertex_size += newsz - oldsz;
858 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
859 save->vertex_size);
860 save->vert_count = 0;
861
862 /* Recalculate all the attrptr[] values:
863 */
864 tmp = save->vertex;
865 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
866 if (save->attrsz[i]) {
867 save->attrptr[i] = tmp;
868 tmp += save->attrsz[i];
869 }
870 else {
871 save->attrptr[i] = NULL; /* will not be dereferenced. */
872 }
873 }
874
875 /* Copy from current to repopulate the vertex with correct values.
876 */
877 copy_from_current(ctx);
878
879 /* Replay stored vertices to translate them to new format here.
880 *
881 * If there are copied vertices and the new (upgraded) attribute
882 * has not been defined before, this list is somewhat degenerate,
883 * and will need fixup at runtime.
884 */
885 if (save->copied.nr) {
886 const fi_type *data = save->copied.buffer;
887 fi_type *dest = save->buffer_map;
888
889 /* Need to note this and fix up at runtime (or loopback):
890 */
891 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
892 assert(oldsz == 0);
893 save->dangling_attr_ref = GL_TRUE;
894 }
895
896 for (i = 0; i < save->copied.nr; i++) {
897 GLbitfield64 enabled = save->enabled;
898 while (enabled) {
899 const int j = u_bit_scan64(&enabled);
900 assert(save->attrsz[j]);
901 if (j == attr) {
902 if (oldsz) {
903 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
904 save->attrtype[j]);
905 data += oldsz;
906 dest += newsz;
907 }
908 else {
909 COPY_SZ_4V(dest, newsz, save->current[attr]);
910 dest += newsz;
911 }
912 }
913 else {
914 GLint sz = save->attrsz[j];
915 COPY_SZ_4V(dest, sz, data);
916 data += sz;
917 dest += sz;
918 }
919 }
920 }
921
922 save->buffer_ptr = dest;
923 save->vert_count += save->copied.nr;
924 }
925 }
926
927
928 /**
929 * This is called when the size of a vertex attribute changes.
930 * For example, after seeing one or more glTexCoord2f() calls we
931 * get a glTexCoord4f() or glTexCoord1f() call.
932 */
933 static void
934 fixup_vertex(struct gl_context *ctx, GLuint attr,
935 GLuint sz, GLenum newType)
936 {
937 struct vbo_save_context *save = &vbo_context(ctx)->save;
938
939 if (sz > save->attrsz[attr] ||
940 newType != save->attrtype[attr]) {
941 /* New size is larger. Need to flush existing vertices and get
942 * an enlarged vertex format.
943 */
944 upgrade_vertex(ctx, attr, sz);
945 }
946 else if (sz < save->active_sz[attr]) {
947 GLuint i;
948 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
949
950 /* New size is equal or smaller - just need to fill in some
951 * zeros.
952 */
953 for (i = sz; i <= save->attrsz[attr]; i++)
954 save->attrptr[attr][i - 1] = id[i - 1];
955 }
956
957 save->active_sz[attr] = sz;
958 }
959
960
961 /**
962 * Reset the current size of all vertex attributes to the default
963 * value of 0. This signals that we haven't yet seen any per-vertex
964 * commands such as glNormal3f() or glTexCoord2f().
965 */
966 static void
967 reset_vertex(struct gl_context *ctx)
968 {
969 struct vbo_save_context *save = &vbo_context(ctx)->save;
970
971 while (save->enabled) {
972 const int i = u_bit_scan64(&save->enabled);
973 assert(save->attrsz[i]);
974 save->attrsz[i] = 0;
975 save->active_sz[i] = 0;
976 }
977
978 save->vertex_size = 0;
979 }
980
981
982 /**
983 * If index=0, does glVertexAttrib*() alias glVertex() to emit a vertex?
984 * It depends on a few things, including whether we're inside or outside
985 * of glBegin/glEnd.
986 */
987 static inline bool
988 is_vertex_position(const struct gl_context *ctx, GLuint index)
989 {
990 return (index == 0 &&
991 _mesa_attr_zero_aliases_vertex(ctx) &&
992 _mesa_inside_dlist_begin_end(ctx));
993 }
994
995
996
997 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
998
999
1000 /* Only one size for each attribute may be active at once. Eg. if
1001 * Color3f is installed/active, then Color4f may not be, even if the
1002 * vertex actually contains 4 color coordinates. This is because the
1003 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
1004 * of the chooser function when switching between Color4f and Color3f.
1005 */
1006 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
1007 do { \
1008 struct vbo_save_context *save = &vbo_context(ctx)->save; \
1009 int sz = (sizeof(C) / sizeof(GLfloat)); \
1010 \
1011 if (save->active_sz[A] != N) \
1012 fixup_vertex(ctx, A, N * sz, T); \
1013 \
1014 { \
1015 C *dest = (C *)save->attrptr[A]; \
1016 if (N>0) dest[0] = V0; \
1017 if (N>1) dest[1] = V1; \
1018 if (N>2) dest[2] = V2; \
1019 if (N>3) dest[3] = V3; \
1020 save->attrtype[A] = T; \
1021 } \
1022 \
1023 if ((A) == 0) { \
1024 GLuint i; \
1025 \
1026 for (i = 0; i < save->vertex_size; i++) \
1027 save->buffer_ptr[i] = save->vertex[i]; \
1028 \
1029 save->buffer_ptr += save->vertex_size; \
1030 \
1031 if (++save->vert_count >= save->max_vert) \
1032 wrap_filled_vertex(ctx); \
1033 } \
1034 } while (0)
1035
1036 #define TAG(x) _save_##x
1037
1038 #include "vbo_attrib_tmp.h"
1039
1040
1041
1042 #define MAT( ATTR, N, face, params ) \
1043 do { \
1044 if (face != GL_BACK) \
1045 MAT_ATTR( ATTR, N, params ); /* front */ \
1046 if (face != GL_FRONT) \
1047 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1048 } while (0)
1049
1050
1051 /**
1052 * Save a glMaterial call found between glBegin/End.
1053 * glMaterial calls outside Begin/End are handled in dlist.c.
1054 */
1055 static void GLAPIENTRY
1056 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1057 {
1058 GET_CURRENT_CONTEXT(ctx);
1059
1060 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1061 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1062 return;
1063 }
1064
1065 switch (pname) {
1066 case GL_EMISSION:
1067 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1068 break;
1069 case GL_AMBIENT:
1070 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1071 break;
1072 case GL_DIFFUSE:
1073 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1074 break;
1075 case GL_SPECULAR:
1076 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1077 break;
1078 case GL_SHININESS:
1079 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1080 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1081 }
1082 else {
1083 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1084 }
1085 break;
1086 case GL_COLOR_INDEXES:
1087 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1088 break;
1089 case GL_AMBIENT_AND_DIFFUSE:
1090 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1091 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1092 break;
1093 default:
1094 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1095 return;
1096 }
1097 }
1098
1099
1100 /* Cope with EvalCoord/CallList called within a begin/end object:
1101 * -- Flush current buffer
1102 * -- Fallback to opcodes for the rest of the begin/end object.
1103 */
1104 static void
1105 dlist_fallback(struct gl_context *ctx)
1106 {
1107 struct vbo_save_context *save = &vbo_context(ctx)->save;
1108
1109 if (save->vert_count || save->prim_count) {
1110 if (save->prim_count > 0) {
1111 /* Close off in-progress primitive. */
1112 GLint i = save->prim_count - 1;
1113 save->prims[i].count = save->vert_count - save->prims[i].start;
1114 }
1115
1116 /* Need to replay this display list with loopback,
1117 * unfortunately, otherwise this primitive won't be handled
1118 * properly:
1119 */
1120 save->dangling_attr_ref = GL_TRUE;
1121
1122 compile_vertex_list(ctx);
1123 }
1124
1125 copy_to_current(ctx);
1126 reset_vertex(ctx);
1127 reset_counters(ctx);
1128 if (save->out_of_memory) {
1129 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1130 }
1131 else {
1132 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1133 }
1134 ctx->Driver.SaveNeedFlush = GL_FALSE;
1135 }
1136
1137
1138 static void GLAPIENTRY
1139 _save_EvalCoord1f(GLfloat u)
1140 {
1141 GET_CURRENT_CONTEXT(ctx);
1142 dlist_fallback(ctx);
1143 CALL_EvalCoord1f(ctx->Save, (u));
1144 }
1145
1146 static void GLAPIENTRY
1147 _save_EvalCoord1fv(const GLfloat * v)
1148 {
1149 GET_CURRENT_CONTEXT(ctx);
1150 dlist_fallback(ctx);
1151 CALL_EvalCoord1fv(ctx->Save, (v));
1152 }
1153
1154 static void GLAPIENTRY
1155 _save_EvalCoord2f(GLfloat u, GLfloat v)
1156 {
1157 GET_CURRENT_CONTEXT(ctx);
1158 dlist_fallback(ctx);
1159 CALL_EvalCoord2f(ctx->Save, (u, v));
1160 }
1161
1162 static void GLAPIENTRY
1163 _save_EvalCoord2fv(const GLfloat * v)
1164 {
1165 GET_CURRENT_CONTEXT(ctx);
1166 dlist_fallback(ctx);
1167 CALL_EvalCoord2fv(ctx->Save, (v));
1168 }
1169
1170 static void GLAPIENTRY
1171 _save_EvalPoint1(GLint i)
1172 {
1173 GET_CURRENT_CONTEXT(ctx);
1174 dlist_fallback(ctx);
1175 CALL_EvalPoint1(ctx->Save, (i));
1176 }
1177
1178 static void GLAPIENTRY
1179 _save_EvalPoint2(GLint i, GLint j)
1180 {
1181 GET_CURRENT_CONTEXT(ctx);
1182 dlist_fallback(ctx);
1183 CALL_EvalPoint2(ctx->Save, (i, j));
1184 }
1185
1186 static void GLAPIENTRY
1187 _save_CallList(GLuint l)
1188 {
1189 GET_CURRENT_CONTEXT(ctx);
1190 dlist_fallback(ctx);
1191 CALL_CallList(ctx->Save, (l));
1192 }
1193
1194 static void GLAPIENTRY
1195 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1196 {
1197 GET_CURRENT_CONTEXT(ctx);
1198 dlist_fallback(ctx);
1199 CALL_CallLists(ctx->Save, (n, type, v));
1200 }
1201
1202
1203
1204 /**
1205 * Called when a glBegin is getting compiled into a display list.
1206 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1207 */
1208 void
1209 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode,
1210 bool no_current_update)
1211 {
1212 struct vbo_save_context *save = &vbo_context(ctx)->save;
1213 const GLuint i = save->prim_count++;
1214
1215 ctx->Driver.CurrentSavePrimitive = mode;
1216
1217 assert(i < save->prim_max);
1218 save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1219 save->prims[i].begin = 1;
1220 save->prims[i].end = 0;
1221 save->prims[i].pad = 0;
1222 save->prims[i].start = save->vert_count;
1223 save->prims[i].count = 0;
1224 save->prims[i].num_instances = 1;
1225 save->prims[i].base_instance = 0;
1226 save->prims[i].is_indirect = 0;
1227
1228 save->no_current_update = no_current_update;
1229
1230 if (save->out_of_memory) {
1231 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1232 }
1233 else {
1234 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1235 }
1236
1237 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1238 ctx->Driver.SaveNeedFlush = GL_TRUE;
1239 }
1240
1241
1242 static void GLAPIENTRY
1243 _save_End(void)
1244 {
1245 GET_CURRENT_CONTEXT(ctx);
1246 struct vbo_save_context *save = &vbo_context(ctx)->save;
1247 const GLint i = save->prim_count - 1;
1248
1249 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1250 save->prims[i].end = 1;
1251 save->prims[i].count = (save->vert_count - save->prims[i].start);
1252
1253 if (i == (GLint) save->prim_max - 1) {
1254 compile_vertex_list(ctx);
1255 assert(save->copied.nr == 0);
1256 }
1257
1258 /* Swap out this vertex format while outside begin/end. Any color,
1259 * etc. received between here and the next begin will be compiled
1260 * as opcodes.
1261 */
1262 if (save->out_of_memory) {
1263 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1264 }
1265 else {
1266 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1267 }
1268 }
1269
1270
1271 static void GLAPIENTRY
1272 _save_Begin(GLenum mode)
1273 {
1274 GET_CURRENT_CONTEXT(ctx);
1275 (void) mode;
1276 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1277 }
1278
1279
1280 static void GLAPIENTRY
1281 _save_PrimitiveRestartNV(void)
1282 {
1283 GET_CURRENT_CONTEXT(ctx);
1284 struct vbo_save_context *save = &vbo_context(ctx)->save;
1285
1286 if (save->prim_count == 0) {
1287 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1288 * is an error.
1289 */
1290 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1291 "glPrimitiveRestartNV called outside glBegin/End");
1292 } else {
1293 /* get current primitive mode */
1294 GLenum curPrim = save->prims[save->prim_count - 1].mode;
1295 bool no_current_update = save->no_current_update;
1296
1297 /* restart primitive */
1298 CALL_End(GET_DISPATCH(), ());
1299 vbo_save_NotifyBegin(ctx, curPrim, no_current_update);
1300 }
1301 }
1302
1303
1304 /* Unlike the functions above, these are to be hooked into the vtxfmt
1305 * maintained in ctx->ListState, active when the list is known or
1306 * suspected to be outside any begin/end primitive.
1307 * Note: OBE = Outside Begin/End
1308 */
1309 static void GLAPIENTRY
1310 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1311 {
1312 GET_CURRENT_CONTEXT(ctx);
1313 vbo_save_NotifyBegin(ctx, GL_QUADS, false);
1314 CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
1315 CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
1316 CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
1317 CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
1318 CALL_End(GET_DISPATCH(), ());
1319 }
1320
1321
1322 static void GLAPIENTRY
1323 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1324 {
1325 GET_CURRENT_CONTEXT(ctx);
1326 struct gl_vertex_array_object *vao = ctx->Array.VAO;
1327 struct vbo_save_context *save = &vbo_context(ctx)->save;
1328 GLint i;
1329
1330 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1331 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1332 return;
1333 }
1334 if (count < 0) {
1335 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1336 return;
1337 }
1338
1339 if (save->out_of_memory)
1340 return;
1341
1342 /* Make sure to process any VBO binding changes */
1343 _mesa_update_state(ctx);
1344
1345 _mesa_vao_map_arrays(ctx, vao, GL_MAP_READ_BIT);
1346
1347 vbo_save_NotifyBegin(ctx, mode, true);
1348
1349 for (i = 0; i < count; i++)
1350 _mesa_array_element(ctx, start + i);
1351 CALL_End(GET_DISPATCH(), ());
1352
1353 _mesa_vao_unmap_arrays(ctx, vao);
1354 }
1355
1356
1357 static void GLAPIENTRY
1358 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1359 const GLsizei *count, GLsizei primcount)
1360 {
1361 GET_CURRENT_CONTEXT(ctx);
1362 GLint i;
1363
1364 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1365 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1366 return;
1367 }
1368
1369 if (primcount < 0) {
1370 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1371 "glMultiDrawArrays(primcount<0)");
1372 return;
1373 }
1374
1375 for (i = 0; i < primcount; i++) {
1376 if (count[i] < 0) {
1377 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1378 "glMultiDrawArrays(count[i]<0)");
1379 return;
1380 }
1381 }
1382
1383 for (i = 0; i < primcount; i++) {
1384 if (count[i] > 0) {
1385 _save_OBE_DrawArrays(mode, first[i], count[i]);
1386 }
1387 }
1388 }
1389
1390
1391 static void
1392 array_element(struct gl_context *ctx,
1393 GLint basevertex, GLuint elt, unsigned index_size)
1394 {
1395 /* Section 10.3.5 Primitive Restart:
1396 * [...]
1397 * When one of the *BaseVertex drawing commands specified in section 10.5
1398 * is used, the primitive restart comparison occurs before the basevertex
1399 * offset is added to the array index.
1400 */
1401 /* If PrimitiveRestart is enabled and the index is the RestartIndex
1402 * then we call PrimitiveRestartNV and return.
1403 */
1404 if (ctx->Array._PrimitiveRestart &&
1405 elt == _mesa_primitive_restart_index(ctx, index_size)) {
1406 CALL_PrimitiveRestartNV(GET_DISPATCH(), ());
1407 return;
1408 }
1409
1410 _mesa_array_element(ctx, basevertex + elt);
1411 }
1412
1413
1414 /* Could do better by copying the arrays and element list intact and
1415 * then emitting an indexed prim at runtime.
1416 */
1417 static void GLAPIENTRY
1418 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1419 const GLvoid * indices, GLint basevertex)
1420 {
1421 GET_CURRENT_CONTEXT(ctx);
1422 struct vbo_save_context *save = &vbo_context(ctx)->save;
1423 struct gl_vertex_array_object *vao = ctx->Array.VAO;
1424 struct gl_buffer_object *indexbuf = vao->IndexBufferObj;
1425 GLint i;
1426
1427 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1428 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1429 return;
1430 }
1431 if (count < 0) {
1432 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1433 return;
1434 }
1435 if (type != GL_UNSIGNED_BYTE &&
1436 type != GL_UNSIGNED_SHORT &&
1437 type != GL_UNSIGNED_INT) {
1438 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1439 return;
1440 }
1441
1442 if (save->out_of_memory)
1443 return;
1444
1445 /* Make sure to process any VBO binding changes */
1446 _mesa_update_state(ctx);
1447
1448 _mesa_vao_map(ctx, vao, GL_MAP_READ_BIT);
1449
1450 if (_mesa_is_bufferobj(indexbuf))
1451 indices =
1452 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1453
1454 vbo_save_NotifyBegin(ctx, mode, true);
1455
1456 switch (type) {
1457 case GL_UNSIGNED_BYTE:
1458 for (i = 0; i < count; i++)
1459 array_element(ctx, basevertex, ((GLubyte *) indices)[i], 1);
1460 break;
1461 case GL_UNSIGNED_SHORT:
1462 for (i = 0; i < count; i++)
1463 array_element(ctx, basevertex, ((GLushort *) indices)[i], 2);
1464 break;
1465 case GL_UNSIGNED_INT:
1466 for (i = 0; i < count; i++)
1467 array_element(ctx, basevertex, ((GLuint *) indices)[i], 4);
1468 break;
1469 default:
1470 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1471 break;
1472 }
1473
1474 CALL_End(GET_DISPATCH(), ());
1475
1476 _mesa_vao_unmap(ctx, vao);
1477 }
1478
1479 static void GLAPIENTRY
1480 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1481 const GLvoid * indices)
1482 {
1483 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1484 }
1485
1486
1487 static void GLAPIENTRY
1488 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1489 GLsizei count, GLenum type,
1490 const GLvoid * indices)
1491 {
1492 GET_CURRENT_CONTEXT(ctx);
1493 struct vbo_save_context *save = &vbo_context(ctx)->save;
1494
1495 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1496 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1497 return;
1498 }
1499 if (count < 0) {
1500 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1501 "glDrawRangeElements(count<0)");
1502 return;
1503 }
1504 if (type != GL_UNSIGNED_BYTE &&
1505 type != GL_UNSIGNED_SHORT &&
1506 type != GL_UNSIGNED_INT) {
1507 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1508 return;
1509 }
1510 if (end < start) {
1511 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1512 "glDrawRangeElements(end < start)");
1513 return;
1514 }
1515
1516 if (save->out_of_memory)
1517 return;
1518
1519 _save_OBE_DrawElements(mode, count, type, indices);
1520 }
1521
1522
1523 static void GLAPIENTRY
1524 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1525 const GLvoid * const *indices, GLsizei primcount)
1526 {
1527 GLsizei i;
1528
1529 for (i = 0; i < primcount; i++) {
1530 if (count[i] > 0) {
1531 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1532 }
1533 }
1534 }
1535
1536
1537 static void GLAPIENTRY
1538 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1539 GLenum type,
1540 const GLvoid * const *indices,
1541 GLsizei primcount,
1542 const GLint *basevertex)
1543 {
1544 GLsizei i;
1545
1546 for (i = 0; i < primcount; i++) {
1547 if (count[i] > 0) {
1548 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1549 indices[i],
1550 basevertex[i]));
1551 }
1552 }
1553 }
1554
1555
1556 static void
1557 vtxfmt_init(struct gl_context *ctx)
1558 {
1559 struct vbo_save_context *save = &vbo_context(ctx)->save;
1560 GLvertexformat *vfmt = &save->vtxfmt;
1561
1562 vfmt->ArrayElement = _ae_ArrayElement;
1563
1564 vfmt->Color3f = _save_Color3f;
1565 vfmt->Color3fv = _save_Color3fv;
1566 vfmt->Color4f = _save_Color4f;
1567 vfmt->Color4fv = _save_Color4fv;
1568 vfmt->EdgeFlag = _save_EdgeFlag;
1569 vfmt->End = _save_End;
1570 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
1571 vfmt->FogCoordfEXT = _save_FogCoordfEXT;
1572 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
1573 vfmt->Indexf = _save_Indexf;
1574 vfmt->Indexfv = _save_Indexfv;
1575 vfmt->Materialfv = _save_Materialfv;
1576 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
1577 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
1578 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
1579 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
1580 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
1581 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
1582 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
1583 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
1584 vfmt->Normal3f = _save_Normal3f;
1585 vfmt->Normal3fv = _save_Normal3fv;
1586 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
1587 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
1588 vfmt->TexCoord1f = _save_TexCoord1f;
1589 vfmt->TexCoord1fv = _save_TexCoord1fv;
1590 vfmt->TexCoord2f = _save_TexCoord2f;
1591 vfmt->TexCoord2fv = _save_TexCoord2fv;
1592 vfmt->TexCoord3f = _save_TexCoord3f;
1593 vfmt->TexCoord3fv = _save_TexCoord3fv;
1594 vfmt->TexCoord4f = _save_TexCoord4f;
1595 vfmt->TexCoord4fv = _save_TexCoord4fv;
1596 vfmt->Vertex2f = _save_Vertex2f;
1597 vfmt->Vertex2fv = _save_Vertex2fv;
1598 vfmt->Vertex3f = _save_Vertex3f;
1599 vfmt->Vertex3fv = _save_Vertex3fv;
1600 vfmt->Vertex4f = _save_Vertex4f;
1601 vfmt->Vertex4fv = _save_Vertex4fv;
1602 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
1603 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
1604 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
1605 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
1606 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
1607 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
1608 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
1609 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
1610
1611 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
1612 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
1613 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
1614 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
1615 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
1616 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
1617 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
1618 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
1619
1620 /* integer-valued */
1621 vfmt->VertexAttribI1i = _save_VertexAttribI1i;
1622 vfmt->VertexAttribI2i = _save_VertexAttribI2i;
1623 vfmt->VertexAttribI3i = _save_VertexAttribI3i;
1624 vfmt->VertexAttribI4i = _save_VertexAttribI4i;
1625 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
1626 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
1627 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
1628
1629 /* unsigned integer-valued */
1630 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
1631 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
1632 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
1633 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
1634 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
1635 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
1636 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
1637
1638 vfmt->VertexP2ui = _save_VertexP2ui;
1639 vfmt->VertexP3ui = _save_VertexP3ui;
1640 vfmt->VertexP4ui = _save_VertexP4ui;
1641 vfmt->VertexP2uiv = _save_VertexP2uiv;
1642 vfmt->VertexP3uiv = _save_VertexP3uiv;
1643 vfmt->VertexP4uiv = _save_VertexP4uiv;
1644
1645 vfmt->TexCoordP1ui = _save_TexCoordP1ui;
1646 vfmt->TexCoordP2ui = _save_TexCoordP2ui;
1647 vfmt->TexCoordP3ui = _save_TexCoordP3ui;
1648 vfmt->TexCoordP4ui = _save_TexCoordP4ui;
1649 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv;
1650 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv;
1651 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv;
1652 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv;
1653
1654 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui;
1655 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui;
1656 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui;
1657 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui;
1658 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv;
1659 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv;
1660 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv;
1661 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv;
1662
1663 vfmt->NormalP3ui = _save_NormalP3ui;
1664 vfmt->NormalP3uiv = _save_NormalP3uiv;
1665
1666 vfmt->ColorP3ui = _save_ColorP3ui;
1667 vfmt->ColorP4ui = _save_ColorP4ui;
1668 vfmt->ColorP3uiv = _save_ColorP3uiv;
1669 vfmt->ColorP4uiv = _save_ColorP4uiv;
1670
1671 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
1672 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
1673
1674 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
1675 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
1676 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
1677 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
1678
1679 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
1680 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
1681 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
1682 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
1683
1684 vfmt->VertexAttribL1d = _save_VertexAttribL1d;
1685 vfmt->VertexAttribL2d = _save_VertexAttribL2d;
1686 vfmt->VertexAttribL3d = _save_VertexAttribL3d;
1687 vfmt->VertexAttribL4d = _save_VertexAttribL4d;
1688
1689 vfmt->VertexAttribL1dv = _save_VertexAttribL1dv;
1690 vfmt->VertexAttribL2dv = _save_VertexAttribL2dv;
1691 vfmt->VertexAttribL3dv = _save_VertexAttribL3dv;
1692 vfmt->VertexAttribL4dv = _save_VertexAttribL4dv;
1693
1694 vfmt->VertexAttribL1ui64ARB = _save_VertexAttribL1ui64ARB;
1695 vfmt->VertexAttribL1ui64vARB = _save_VertexAttribL1ui64vARB;
1696
1697 /* This will all require us to fallback to saving the list as opcodes:
1698 */
1699 vfmt->CallList = _save_CallList;
1700 vfmt->CallLists = _save_CallLists;
1701
1702 vfmt->EvalCoord1f = _save_EvalCoord1f;
1703 vfmt->EvalCoord1fv = _save_EvalCoord1fv;
1704 vfmt->EvalCoord2f = _save_EvalCoord2f;
1705 vfmt->EvalCoord2fv = _save_EvalCoord2fv;
1706 vfmt->EvalPoint1 = _save_EvalPoint1;
1707 vfmt->EvalPoint2 = _save_EvalPoint2;
1708
1709 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1710 * only used when we're inside a glBegin/End pair.
1711 */
1712 vfmt->Begin = _save_Begin;
1713 }
1714
1715
1716 /**
1717 * Initialize the dispatch table with the VBO functions for display
1718 * list compilation.
1719 */
1720 void
1721 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1722 struct _glapi_table *exec)
1723 {
1724 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1725 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1726 SET_DrawElements(exec, _save_OBE_DrawElements);
1727 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1728 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1729 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1730 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1731 SET_Rectf(exec, _save_OBE_Rectf);
1732 /* Note: other glDraw functins aren't compiled into display lists */
1733 }
1734
1735
1736
1737 void
1738 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1739 {
1740 struct vbo_save_context *save = &vbo_context(ctx)->save;
1741
1742 /* Noop when we are actually active:
1743 */
1744 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1745 return;
1746
1747 if (save->vert_count || save->prim_count)
1748 compile_vertex_list(ctx);
1749
1750 copy_to_current(ctx);
1751 reset_vertex(ctx);
1752 reset_counters(ctx);
1753 ctx->Driver.SaveNeedFlush = GL_FALSE;
1754 }
1755
1756
1757 /**
1758 * Called from glNewList when we're starting to compile a display list.
1759 */
1760 void
1761 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1762 {
1763 struct vbo_save_context *save = &vbo_context(ctx)->save;
1764
1765 (void) list;
1766 (void) mode;
1767
1768 if (!save->prim_store)
1769 save->prim_store = alloc_prim_store();
1770
1771 if (!save->vertex_store)
1772 save->vertex_store = alloc_vertex_store(ctx);
1773
1774 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1775
1776 reset_vertex(ctx);
1777 reset_counters(ctx);
1778 ctx->Driver.SaveNeedFlush = GL_FALSE;
1779 }
1780
1781
1782 /**
1783 * Called from glEndList when we're finished compiling a display list.
1784 */
1785 void
1786 vbo_save_EndList(struct gl_context *ctx)
1787 {
1788 struct vbo_save_context *save = &vbo_context(ctx)->save;
1789
1790 /* EndList called inside a (saved) Begin/End pair?
1791 */
1792 if (_mesa_inside_dlist_begin_end(ctx)) {
1793 if (save->prim_count > 0) {
1794 GLint i = save->prim_count - 1;
1795 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1796 save->prims[i].end = 0;
1797 save->prims[i].count = save->vert_count - save->prims[i].start;
1798 }
1799
1800 /* Make sure this vertex list gets replayed by the "loopback"
1801 * mechanism:
1802 */
1803 save->dangling_attr_ref = GL_TRUE;
1804 vbo_save_SaveFlushVertices(ctx);
1805
1806 /* Swap out this vertex format while outside begin/end. Any color,
1807 * etc. received between here and the next begin will be compiled
1808 * as opcodes.
1809 */
1810 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1811 }
1812
1813 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1814
1815 assert(save->vertex_size == 0);
1816 }
1817
1818
1819 /**
1820 * Called from the display list code when we're about to execute a
1821 * display list.
1822 */
1823 void
1824 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1825 {
1826 struct vbo_save_context *save = &vbo_context(ctx)->save;
1827 save->replay_flags |= dlist->Flags;
1828 }
1829
1830
1831 /**
1832 * Called from the display list code when we're finished executing a
1833 * display list.
1834 */
1835 void
1836 vbo_save_EndCallList(struct gl_context *ctx)
1837 {
1838 struct vbo_save_context *save = &vbo_context(ctx)->save;
1839
1840 if (ctx->ListState.CallDepth == 1)
1841 save->replay_flags = 0;
1842 }
1843
1844
1845 /**
1846 * Called by display list code when a display list is being deleted.
1847 */
1848 static void
1849 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1850 {
1851 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1852
1853 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
1854 _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
1855
1856 if (--node->prim_store->refcount == 0)
1857 free(node->prim_store);
1858
1859 free(node->current_data);
1860 node->current_data = NULL;
1861 }
1862
1863
1864 static void
1865 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1866 {
1867 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1868 GLuint i;
1869 struct gl_buffer_object *buffer = node->VAO[0]->BufferBinding[0].BufferObj;
1870 const GLuint vertex_size = _vbo_save_get_stride(node)/sizeof(GLfloat);
1871 (void) ctx;
1872
1873 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1874 "buffer %p\n",
1875 node->vertex_count, node->prim_count, vertex_size,
1876 buffer);
1877
1878 for (i = 0; i < node->prim_count; i++) {
1879 struct _mesa_prim *prim = &node->prims[i];
1880 fprintf(f, " prim %d: %s %d..%d %s %s\n",
1881 i,
1882 _mesa_lookup_prim_by_nr(prim->mode),
1883 prim->start,
1884 prim->start + prim->count,
1885 (prim->begin) ? "BEGIN" : "(wrap)",
1886 (prim->end) ? "END" : "(wrap)");
1887 }
1888 }
1889
1890
1891 /**
1892 * Called during context creation/init.
1893 */
1894 static void
1895 current_init(struct gl_context *ctx)
1896 {
1897 struct vbo_save_context *save = &vbo_context(ctx)->save;
1898 GLint i;
1899
1900 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1901 const GLuint j = i - VBO_ATTRIB_POS;
1902 assert(j < VERT_ATTRIB_MAX);
1903 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1904 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
1905 }
1906
1907 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1908 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1909 assert(j < MAT_ATTRIB_MAX);
1910 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1911 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
1912 }
1913 }
1914
1915
1916 /**
1917 * Initialize the display list compiler. Called during context creation.
1918 */
1919 void
1920 vbo_save_api_init(struct vbo_save_context *save)
1921 {
1922 struct gl_context *ctx = save->ctx;
1923
1924 save->opcode_vertex_list =
1925 _mesa_dlist_alloc_opcode(ctx,
1926 sizeof(struct vbo_save_vertex_list),
1927 vbo_save_playback_vertex_list,
1928 vbo_destroy_vertex_list,
1929 vbo_print_vertex_list);
1930
1931 vtxfmt_init(ctx);
1932 current_init(ctx);
1933 _mesa_noop_vtxfmt_init(ctx, &save->vtxfmt_noop);
1934 }