vbo: merge more primitive types for glBegin/End (v2)
[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 struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
115 GLuint sz = save->vertex_size;
116 const fi_type *src = src_buffer + prim->start * sz;
117 fi_type *dst = save->copied.buffer;
118
119 if (prim->end)
120 return 0;
121
122 return vbo_copy_vertices(ctx, prim->mode, prim, sz, true, dst, src);
123 }
124
125
126 static struct vbo_save_vertex_store *
127 alloc_vertex_store(struct gl_context *ctx)
128 {
129 struct vbo_save_context *save = &vbo_context(ctx)->save;
130 struct vbo_save_vertex_store *vertex_store =
131 CALLOC_STRUCT(vbo_save_vertex_store);
132
133 /* obj->Name needs to be non-zero, but won't ever be examined more
134 * closely than that. In particular these buffers won't be entered
135 * into the hash and can never be confused with ones visible to the
136 * user. Perhaps there could be a special number for internal
137 * buffers:
138 */
139 vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID);
140 if (vertex_store->bufferobj) {
141 save->out_of_memory =
142 !ctx->Driver.BufferData(ctx,
143 GL_ARRAY_BUFFER_ARB,
144 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
145 NULL, GL_STATIC_DRAW_ARB,
146 GL_MAP_WRITE_BIT |
147 GL_DYNAMIC_STORAGE_BIT,
148 vertex_store->bufferobj);
149 }
150 else {
151 save->out_of_memory = GL_TRUE;
152 }
153
154 if (save->out_of_memory) {
155 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation");
156 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
157 }
158
159 vertex_store->buffer_map = NULL;
160 vertex_store->used = 0;
161
162 return vertex_store;
163 }
164
165
166 static void
167 free_vertex_store(struct gl_context *ctx,
168 struct vbo_save_vertex_store *vertex_store)
169 {
170 assert(!vertex_store->buffer_map);
171
172 if (vertex_store->bufferobj) {
173 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
174 }
175
176 free(vertex_store);
177 }
178
179
180 fi_type *
181 vbo_save_map_vertex_store(struct gl_context *ctx,
182 struct vbo_save_vertex_store *vertex_store)
183 {
184 const GLbitfield access = (GL_MAP_WRITE_BIT |
185 GL_MAP_INVALIDATE_RANGE_BIT |
186 GL_MAP_UNSYNCHRONIZED_BIT |
187 GL_MAP_FLUSH_EXPLICIT_BIT);
188
189 assert(vertex_store->bufferobj);
190 assert(!vertex_store->buffer_map); /* the buffer should not be mapped */
191
192 if (vertex_store->bufferobj->Size > 0) {
193 /* Map the remaining free space in the VBO */
194 GLintptr offset = vertex_store->used * sizeof(GLfloat);
195 GLsizeiptr size = vertex_store->bufferobj->Size - offset;
196 fi_type *range = (fi_type *)
197 ctx->Driver.MapBufferRange(ctx, offset, size, access,
198 vertex_store->bufferobj,
199 MAP_INTERNAL);
200 if (range) {
201 /* compute address of start of whole buffer (needed elsewhere) */
202 vertex_store->buffer_map = range - vertex_store->used;
203 assert(vertex_store->buffer_map);
204 return range;
205 }
206 else {
207 vertex_store->buffer_map = NULL;
208 return NULL;
209 }
210 }
211 else {
212 /* probably ran out of memory for buffers */
213 return NULL;
214 }
215 }
216
217
218 void
219 vbo_save_unmap_vertex_store(struct gl_context *ctx,
220 struct vbo_save_vertex_store *vertex_store)
221 {
222 if (vertex_store->bufferobj->Size > 0) {
223 GLintptr offset = 0;
224 GLsizeiptr length = vertex_store->used * sizeof(GLfloat)
225 - vertex_store->bufferobj->Mappings[MAP_INTERNAL].Offset;
226
227 /* Explicitly flush the region we wrote to */
228 ctx->Driver.FlushMappedBufferRange(ctx, offset, length,
229 vertex_store->bufferobj,
230 MAP_INTERNAL);
231
232 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj, MAP_INTERNAL);
233 }
234 vertex_store->buffer_map = NULL;
235 }
236
237
238 static struct vbo_save_primitive_store *
239 alloc_prim_store(void)
240 {
241 struct vbo_save_primitive_store *store =
242 CALLOC_STRUCT(vbo_save_primitive_store);
243 store->used = 0;
244 store->refcount = 1;
245 return store;
246 }
247
248
249 static void
250 reset_counters(struct gl_context *ctx)
251 {
252 struct vbo_save_context *save = &vbo_context(ctx)->save;
253
254 save->prims = save->prim_store->prims + save->prim_store->used;
255 save->buffer_map = save->vertex_store->buffer_map + save->vertex_store->used;
256
257 assert(save->buffer_map == save->buffer_ptr);
258
259 if (save->vertex_size)
260 save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
261 save->vertex_size;
262 else
263 save->max_vert = 0;
264
265 save->vert_count = 0;
266 save->prim_count = 0;
267 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
268 save->dangling_attr_ref = GL_FALSE;
269 }
270
271 /**
272 * For a list of prims, try merging prims that can just be extensions of the
273 * previous prim.
274 */
275 static void
276 merge_prims(struct gl_context *ctx, struct _mesa_prim *prim_list,
277 GLuint *prim_count)
278 {
279 GLuint i;
280 struct _mesa_prim *prev_prim = prim_list;
281
282 for (i = 1; i < *prim_count; i++) {
283 struct _mesa_prim *this_prim = prim_list + i;
284
285 vbo_try_prim_conversion(this_prim);
286
287 if (vbo_merge_draws(ctx, true, prev_prim, this_prim)) {
288 /* We've found a prim that just extend the previous one. Tack it
289 * onto the previous one, and let this primitive struct get dropped.
290 */
291 continue;
292 }
293
294 /* If any previous primitives have been dropped, then we need to copy
295 * this later one into the next available slot.
296 */
297 prev_prim++;
298 if (prev_prim != this_prim)
299 *prev_prim = *this_prim;
300 }
301
302 *prim_count = prev_prim - prim_list + 1;
303 }
304
305
306 /**
307 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
308 * don't have to worry about handling the _mesa_prim::begin/end flags.
309 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
310 */
311 static void
312 convert_line_loop_to_strip(struct vbo_save_context *save,
313 struct vbo_save_vertex_list *node)
314 {
315 struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
316
317 assert(prim->mode == GL_LINE_LOOP);
318
319 if (prim->end) {
320 /* Copy the 0th vertex to end of the buffer and extend the
321 * vertex count by one to finish the line loop.
322 */
323 const GLuint sz = save->vertex_size;
324 /* 0th vertex: */
325 const fi_type *src = save->buffer_map + prim->start * sz;
326 /* end of buffer: */
327 fi_type *dst = save->buffer_map + (prim->start + prim->count) * sz;
328
329 memcpy(dst, src, sz * sizeof(float));
330
331 prim->count++;
332 node->vertex_count++;
333 save->vert_count++;
334 save->buffer_ptr += sz;
335 save->vertex_store->used += sz;
336 }
337
338 if (!prim->begin) {
339 /* Drawing the second or later section of a long line loop.
340 * Skip the 0th vertex.
341 */
342 prim->start++;
343 prim->count--;
344 }
345
346 prim->mode = GL_LINE_STRIP;
347 }
348
349
350 /* Compare the present vao if it has the same setup. */
351 static bool
352 compare_vao(gl_vertex_processing_mode mode,
353 const struct gl_vertex_array_object *vao,
354 const struct gl_buffer_object *bo, GLintptr buffer_offset,
355 GLuint stride, GLbitfield64 vao_enabled,
356 const GLubyte size[VBO_ATTRIB_MAX],
357 const GLenum16 type[VBO_ATTRIB_MAX],
358 const GLuint offset[VBO_ATTRIB_MAX])
359 {
360 if (!vao)
361 return false;
362
363 /* If the enabled arrays are not the same we are not equal. */
364 if (vao_enabled != vao->Enabled)
365 return false;
366
367 /* Check the buffer binding at 0 */
368 if (vao->BufferBinding[0].BufferObj != bo)
369 return false;
370 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
371 if (vao->BufferBinding[0].Stride != stride)
372 return false;
373 assert(vao->BufferBinding[0].InstanceDivisor == 0);
374
375 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
376 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
377
378 /* Now check the enabled arrays */
379 GLbitfield mask = vao_enabled;
380 while (mask) {
381 const int attr = u_bit_scan(&mask);
382 const unsigned char vbo_attr = vao_to_vbo_map[attr];
383 const GLenum16 tp = type[vbo_attr];
384 const GLintptr off = offset[vbo_attr] + buffer_offset;
385 const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
386 if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
387 return false;
388 if (attrib->Format.Type != tp)
389 return false;
390 if (attrib->Format.Size != size[vbo_attr])
391 return false;
392 assert(attrib->Format.Format == GL_RGBA);
393 assert(attrib->Format.Normalized == GL_FALSE);
394 assert(attrib->Format.Integer == vbo_attrtype_to_integer_flag(tp));
395 assert(attrib->Format.Doubles == vbo_attrtype_to_double_flag(tp));
396 assert(attrib->BufferBindingIndex == 0);
397 }
398
399 return true;
400 }
401
402
403 /* Create or reuse the vao for the vertex processing mode. */
404 static void
405 update_vao(struct gl_context *ctx,
406 gl_vertex_processing_mode mode,
407 struct gl_vertex_array_object **vao,
408 struct gl_buffer_object *bo, GLintptr buffer_offset,
409 GLuint stride, GLbitfield64 vbo_enabled,
410 const GLubyte size[VBO_ATTRIB_MAX],
411 const GLenum16 type[VBO_ATTRIB_MAX],
412 const GLuint offset[VBO_ATTRIB_MAX])
413 {
414 /* Compute the bitmasks of vao_enabled arrays */
415 GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
416
417 /*
418 * Check if we can possibly reuse the exisiting one.
419 * In the long term we should reset them when something changes.
420 */
421 if (compare_vao(mode, *vao, bo, buffer_offset, stride,
422 vao_enabled, size, type, offset))
423 return;
424
425 /* The initial refcount is 1 */
426 _mesa_reference_vao(ctx, vao, NULL);
427 *vao = _mesa_new_vao(ctx, ~((GLuint)0));
428
429 /*
430 * assert(stride <= ctx->Const.MaxVertexAttribStride);
431 * MaxVertexAttribStride is not set for drivers that does not
432 * expose GL 44 or GLES 31.
433 */
434
435 /* Bind the buffer object at binding point 0 */
436 _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride);
437
438 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
439 * Note that the position/generic0 aliasing is done in the VAO.
440 */
441 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
442 /* Now set the enable arrays */
443 GLbitfield mask = vao_enabled;
444 while (mask) {
445 const int vao_attr = u_bit_scan(&mask);
446 const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
447 assert(offset[vbo_attr] <= ctx->Const.MaxVertexAttribRelativeOffset);
448
449 _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
450 size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
451 _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0);
452 }
453 _mesa_enable_vertex_array_attribs(ctx, *vao, vao_enabled);
454 assert(vao_enabled == (*vao)->Enabled);
455 assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
456
457 /* Finalize and freeze the VAO */
458 _mesa_set_vao_immutable(ctx, *vao);
459 }
460
461
462 /**
463 * Insert the active immediate struct onto the display list currently
464 * being built.
465 */
466 static void
467 compile_vertex_list(struct gl_context *ctx)
468 {
469 struct vbo_save_context *save = &vbo_context(ctx)->save;
470 struct vbo_save_vertex_list *node;
471
472 /* Allocate space for this structure in the display list currently
473 * being compiled.
474 */
475 node = (struct vbo_save_vertex_list *)
476 _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node));
477
478 if (!node)
479 return;
480
481 /* Make sure the pointer is aligned to the size of a pointer */
482 assert((GLintptr) node % sizeof(void *) == 0);
483
484 /* Duplicate our template, increment refcounts to the storage structs:
485 */
486 GLintptr old_offset = 0;
487 if (save->VAO[0]) {
488 old_offset = save->VAO[0]->BufferBinding[0].Offset
489 + save->VAO[0]->VertexAttrib[VERT_ATTRIB_POS].RelativeOffset;
490 }
491 const GLsizei stride = save->vertex_size*sizeof(GLfloat);
492 GLintptr buffer_offset =
493 (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
494 assert(old_offset <= buffer_offset);
495 const GLintptr offset_diff = buffer_offset - old_offset;
496 GLuint start_offset = 0;
497 if (offset_diff > 0 && stride > 0 && offset_diff % stride == 0) {
498 /* The vertex size is an exact multiple of the buffer offset.
499 * This means that we can use zero-based vertex attribute pointers
500 * and specify the start of the primitive with the _mesa_prim::start
501 * field. This results in issuing several draw calls with identical
502 * vertex attribute information. This can result in fewer state
503 * changes in drivers. In particular, the Gallium CSO module will
504 * filter out redundant vertex buffer changes.
505 */
506 /* We cannot immediately update the primitives as some methods below
507 * still need the uncorrected start vertices
508 */
509 start_offset = offset_diff/stride;
510 assert(old_offset == buffer_offset - offset_diff);
511 buffer_offset = old_offset;
512 }
513 GLuint offsets[VBO_ATTRIB_MAX];
514 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
515 offsets[i] = offset;
516 offset += save->attrsz[i] * sizeof(GLfloat);
517 }
518 node->vertex_count = save->vert_count;
519 node->wrap_count = save->copied.nr;
520 node->prims = save->prims;
521 node->prim_count = save->prim_count;
522 node->prim_store = save->prim_store;
523
524 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
525 * Note that this may reuse the previous one of possible.
526 */
527 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
528 /* create or reuse the vao */
529 update_vao(ctx, vpm, &save->VAO[vpm],
530 save->vertex_store->bufferobj, buffer_offset, stride,
531 save->enabled, save->attrsz, save->attrtype, offsets);
532 /* Reference the vao in the dlist */
533 node->VAO[vpm] = NULL;
534 _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
535 }
536
537 node->prim_store->refcount++;
538
539 if (save->no_current_update) {
540 node->current_data = NULL;
541 }
542 else {
543 GLuint current_size = save->vertex_size - save->attrsz[0];
544 node->current_data = NULL;
545
546 if (current_size) {
547 node->current_data = malloc(current_size * sizeof(GLfloat));
548 if (node->current_data) {
549 const char *buffer = (const char *)save->buffer_map;
550 unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat);
551 unsigned vertex_offset = 0;
552
553 if (node->vertex_count)
554 vertex_offset = (node->vertex_count - 1) * stride;
555
556 memcpy(node->current_data, buffer + vertex_offset + attr_offset,
557 current_size * sizeof(GLfloat));
558 } else {
559 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
560 }
561 }
562 }
563
564 assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
565
566 if (save->dangling_attr_ref)
567 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
568
569 save->vertex_store->used += save->vertex_size * node->vertex_count;
570 save->prim_store->used += node->prim_count;
571
572 /* Copy duplicated vertices
573 */
574 save->copied.nr = copy_vertices(ctx, node, save->buffer_map);
575
576 if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) {
577 convert_line_loop_to_strip(save, node);
578 }
579
580 merge_prims(ctx, node->prims, &node->prim_count);
581
582 /* Correct the primitive starts, we can only do this here as copy_vertices
583 * and convert_line_loop_to_strip above consume the uncorrected starts.
584 * On the other hand the _vbo_loopback_vertex_list call below needs the
585 * primitves to be corrected already.
586 */
587 for (unsigned i = 0; i < node->prim_count; i++) {
588 node->prims[i].start += start_offset;
589 }
590
591 /* Deal with GL_COMPILE_AND_EXECUTE:
592 */
593 if (ctx->ExecuteFlag) {
594 struct _glapi_table *dispatch = GET_DISPATCH();
595
596 _glapi_set_dispatch(ctx->Exec);
597
598 /* Note that the range of referenced vertices must be mapped already */
599 _vbo_loopback_vertex_list(ctx, node);
600
601 _glapi_set_dispatch(dispatch);
602 }
603
604 /* Decide whether the storage structs are full, or can be used for
605 * the next vertex lists as well.
606 */
607 if (save->vertex_store->used >
608 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
609
610 /* Unmap old store:
611 */
612 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
613
614 /* Release old reference:
615 */
616 free_vertex_store(ctx, save->vertex_store);
617 save->vertex_store = NULL;
618 /* When we have a new vbo, we will for sure need a new vao */
619 for (gl_vertex_processing_mode vpm = 0; vpm < VP_MODE_MAX; ++vpm)
620 _mesa_reference_vao(ctx, &save->VAO[vpm], NULL);
621
622 /* Allocate and map new store:
623 */
624 save->vertex_store = alloc_vertex_store(ctx);
625 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
626 save->out_of_memory = save->buffer_ptr == NULL;
627 }
628 else {
629 /* update buffer_ptr for next vertex */
630 save->buffer_ptr = save->vertex_store->buffer_map
631 + save->vertex_store->used;
632 }
633
634 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
635 save->prim_store->refcount--;
636 assert(save->prim_store->refcount != 0);
637 save->prim_store = alloc_prim_store();
638 }
639
640 /* Reset our structures for the next run of vertices:
641 */
642 reset_counters(ctx);
643 }
644
645
646 /**
647 * This is called when we fill a vertex buffer before we hit a glEnd().
648 * We
649 * TODO -- If no new vertices have been stored, don't bother saving it.
650 */
651 static void
652 wrap_buffers(struct gl_context *ctx)
653 {
654 struct vbo_save_context *save = &vbo_context(ctx)->save;
655 GLint i = save->prim_count - 1;
656 GLenum mode;
657
658 assert(i < (GLint) save->prim_max);
659 assert(i >= 0);
660
661 /* Close off in-progress primitive.
662 */
663 save->prims[i].count = (save->vert_count - save->prims[i].start);
664 mode = save->prims[i].mode;
665
666 /* store the copied vertices, and allocate a new list.
667 */
668 compile_vertex_list(ctx);
669
670 /* Restart interrupted primitive
671 */
672 save->prims[0].mode = mode;
673 save->prims[0].begin = 0;
674 save->prims[0].end = 0;
675 save->prims[0].start = 0;
676 save->prims[0].count = 0;
677 save->prim_count = 1;
678 }
679
680
681 /**
682 * Called only when buffers are wrapped as the result of filling the
683 * vertex_store struct.
684 */
685 static void
686 wrap_filled_vertex(struct gl_context *ctx)
687 {
688 struct vbo_save_context *save = &vbo_context(ctx)->save;
689 unsigned numComponents;
690
691 /* Emit a glEnd to close off the last vertex list.
692 */
693 wrap_buffers(ctx);
694
695 /* Copy stored stored vertices to start of new list.
696 */
697 assert(save->max_vert - save->vert_count > save->copied.nr);
698
699 numComponents = save->copied.nr * save->vertex_size;
700 memcpy(save->buffer_ptr,
701 save->copied.buffer,
702 numComponents * sizeof(fi_type));
703 save->buffer_ptr += numComponents;
704 save->vert_count += save->copied.nr;
705 }
706
707
708 static void
709 copy_to_current(struct gl_context *ctx)
710 {
711 struct vbo_save_context *save = &vbo_context(ctx)->save;
712 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
713
714 while (enabled) {
715 const int i = u_bit_scan64(&enabled);
716 assert(save->attrsz[i]);
717
718 if (save->attrtype[i] == GL_DOUBLE ||
719 save->attrtype[i] == GL_UNSIGNED_INT64_ARB)
720 memcpy(save->current[i], save->attrptr[i], save->attrsz[i] * sizeof(GLfloat));
721 else
722 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
723 save->attrptr[i], save->attrtype[i]);
724 }
725 }
726
727
728 static void
729 copy_from_current(struct gl_context *ctx)
730 {
731 struct vbo_save_context *save = &vbo_context(ctx)->save;
732 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
733
734 while (enabled) {
735 const int i = u_bit_scan64(&enabled);
736
737 switch (save->attrsz[i]) {
738 case 4:
739 save->attrptr[i][3] = save->current[i][3];
740 case 3:
741 save->attrptr[i][2] = save->current[i][2];
742 case 2:
743 save->attrptr[i][1] = save->current[i][1];
744 case 1:
745 save->attrptr[i][0] = save->current[i][0];
746 break;
747 case 0:
748 unreachable("Unexpected vertex attribute size");
749 }
750 }
751 }
752
753
754 /**
755 * Called when we increase the size of a vertex attribute. For example,
756 * if we've seen one or more glTexCoord2f() calls and now we get a
757 * glTexCoord3f() call.
758 * Flush existing data, set new attrib size, replay copied vertices.
759 */
760 static void
761 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
762 {
763 struct vbo_save_context *save = &vbo_context(ctx)->save;
764 GLuint oldsz;
765 GLuint i;
766 fi_type *tmp;
767
768 /* Store the current run of vertices, and emit a GL_END. Emit a
769 * BEGIN in the new buffer.
770 */
771 if (save->vert_count)
772 wrap_buffers(ctx);
773 else
774 assert(save->copied.nr == 0);
775
776 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
777 * when the attribute already exists in the vertex and is having
778 * its size increased.
779 */
780 copy_to_current(ctx);
781
782 /* Fix up sizes:
783 */
784 oldsz = save->attrsz[attr];
785 save->attrsz[attr] = newsz;
786 save->enabled |= BITFIELD64_BIT(attr);
787
788 save->vertex_size += newsz - oldsz;
789 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
790 save->vertex_size);
791 save->vert_count = 0;
792
793 /* Recalculate all the attrptr[] values:
794 */
795 tmp = save->vertex;
796 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
797 if (save->attrsz[i]) {
798 save->attrptr[i] = tmp;
799 tmp += save->attrsz[i];
800 }
801 else {
802 save->attrptr[i] = NULL; /* will not be dereferenced. */
803 }
804 }
805
806 /* Copy from current to repopulate the vertex with correct values.
807 */
808 copy_from_current(ctx);
809
810 /* Replay stored vertices to translate them to new format here.
811 *
812 * If there are copied vertices and the new (upgraded) attribute
813 * has not been defined before, this list is somewhat degenerate,
814 * and will need fixup at runtime.
815 */
816 if (save->copied.nr) {
817 const fi_type *data = save->copied.buffer;
818 fi_type *dest = save->buffer_map;
819
820 /* Need to note this and fix up at runtime (or loopback):
821 */
822 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
823 assert(oldsz == 0);
824 save->dangling_attr_ref = GL_TRUE;
825 }
826
827 for (i = 0; i < save->copied.nr; i++) {
828 GLbitfield64 enabled = save->enabled;
829 while (enabled) {
830 const int j = u_bit_scan64(&enabled);
831 assert(save->attrsz[j]);
832 if (j == attr) {
833 if (oldsz) {
834 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
835 save->attrtype[j]);
836 data += oldsz;
837 dest += newsz;
838 }
839 else {
840 COPY_SZ_4V(dest, newsz, save->current[attr]);
841 dest += newsz;
842 }
843 }
844 else {
845 GLint sz = save->attrsz[j];
846 COPY_SZ_4V(dest, sz, data);
847 data += sz;
848 dest += sz;
849 }
850 }
851 }
852
853 save->buffer_ptr = dest;
854 save->vert_count += save->copied.nr;
855 }
856 }
857
858
859 /**
860 * This is called when the size of a vertex attribute changes.
861 * For example, after seeing one or more glTexCoord2f() calls we
862 * get a glTexCoord4f() or glTexCoord1f() call.
863 */
864 static void
865 fixup_vertex(struct gl_context *ctx, GLuint attr,
866 GLuint sz, GLenum newType)
867 {
868 struct vbo_save_context *save = &vbo_context(ctx)->save;
869
870 if (sz > save->attrsz[attr] ||
871 newType != save->attrtype[attr]) {
872 /* New size is larger. Need to flush existing vertices and get
873 * an enlarged vertex format.
874 */
875 upgrade_vertex(ctx, attr, sz);
876 }
877 else if (sz < save->active_sz[attr]) {
878 GLuint i;
879 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
880
881 /* New size is equal or smaller - just need to fill in some
882 * zeros.
883 */
884 for (i = sz; i <= save->attrsz[attr]; i++)
885 save->attrptr[attr][i - 1] = id[i - 1];
886 }
887
888 save->active_sz[attr] = sz;
889 }
890
891
892 /**
893 * Reset the current size of all vertex attributes to the default
894 * value of 0. This signals that we haven't yet seen any per-vertex
895 * commands such as glNormal3f() or glTexCoord2f().
896 */
897 static void
898 reset_vertex(struct gl_context *ctx)
899 {
900 struct vbo_save_context *save = &vbo_context(ctx)->save;
901
902 while (save->enabled) {
903 const int i = u_bit_scan64(&save->enabled);
904 assert(save->attrsz[i]);
905 save->attrsz[i] = 0;
906 save->active_sz[i] = 0;
907 }
908
909 save->vertex_size = 0;
910 }
911
912
913 /**
914 * If index=0, does glVertexAttrib*() alias glVertex() to emit a vertex?
915 * It depends on a few things, including whether we're inside or outside
916 * of glBegin/glEnd.
917 */
918 static inline bool
919 is_vertex_position(const struct gl_context *ctx, GLuint index)
920 {
921 return (index == 0 &&
922 _mesa_attr_zero_aliases_vertex(ctx) &&
923 _mesa_inside_dlist_begin_end(ctx));
924 }
925
926
927
928 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
929
930
931 /* Only one size for each attribute may be active at once. Eg. if
932 * Color3f is installed/active, then Color4f may not be, even if the
933 * vertex actually contains 4 color coordinates. This is because the
934 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
935 * of the chooser function when switching between Color4f and Color3f.
936 */
937 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
938 do { \
939 struct vbo_save_context *save = &vbo_context(ctx)->save; \
940 int sz = (sizeof(C) / sizeof(GLfloat)); \
941 \
942 if (save->active_sz[A] != N) \
943 fixup_vertex(ctx, A, N * sz, T); \
944 \
945 { \
946 C *dest = (C *)save->attrptr[A]; \
947 if (N>0) dest[0] = V0; \
948 if (N>1) dest[1] = V1; \
949 if (N>2) dest[2] = V2; \
950 if (N>3) dest[3] = V3; \
951 save->attrtype[A] = T; \
952 } \
953 \
954 if ((A) == 0) { \
955 GLuint i; \
956 \
957 for (i = 0; i < save->vertex_size; i++) \
958 save->buffer_ptr[i] = save->vertex[i]; \
959 \
960 save->buffer_ptr += save->vertex_size; \
961 \
962 if (++save->vert_count >= save->max_vert) \
963 wrap_filled_vertex(ctx); \
964 } \
965 } while (0)
966
967 #define TAG(x) _save_##x
968
969 #include "vbo_attrib_tmp.h"
970
971
972
973 #define MAT( ATTR, N, face, params ) \
974 do { \
975 if (face != GL_BACK) \
976 MAT_ATTR( ATTR, N, params ); /* front */ \
977 if (face != GL_FRONT) \
978 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
979 } while (0)
980
981
982 /**
983 * Save a glMaterial call found between glBegin/End.
984 * glMaterial calls outside Begin/End are handled in dlist.c.
985 */
986 static void GLAPIENTRY
987 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
988 {
989 GET_CURRENT_CONTEXT(ctx);
990
991 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
992 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
993 return;
994 }
995
996 switch (pname) {
997 case GL_EMISSION:
998 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
999 break;
1000 case GL_AMBIENT:
1001 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1002 break;
1003 case GL_DIFFUSE:
1004 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1005 break;
1006 case GL_SPECULAR:
1007 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1008 break;
1009 case GL_SHININESS:
1010 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1011 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1012 }
1013 else {
1014 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1015 }
1016 break;
1017 case GL_COLOR_INDEXES:
1018 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1019 break;
1020 case GL_AMBIENT_AND_DIFFUSE:
1021 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1022 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1023 break;
1024 default:
1025 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1026 return;
1027 }
1028 }
1029
1030
1031 /* Cope with EvalCoord/CallList called within a begin/end object:
1032 * -- Flush current buffer
1033 * -- Fallback to opcodes for the rest of the begin/end object.
1034 */
1035 static void
1036 dlist_fallback(struct gl_context *ctx)
1037 {
1038 struct vbo_save_context *save = &vbo_context(ctx)->save;
1039
1040 if (save->vert_count || save->prim_count) {
1041 if (save->prim_count > 0) {
1042 /* Close off in-progress primitive. */
1043 GLint i = save->prim_count - 1;
1044 save->prims[i].count = save->vert_count - save->prims[i].start;
1045 }
1046
1047 /* Need to replay this display list with loopback,
1048 * unfortunately, otherwise this primitive won't be handled
1049 * properly:
1050 */
1051 save->dangling_attr_ref = GL_TRUE;
1052
1053 compile_vertex_list(ctx);
1054 }
1055
1056 copy_to_current(ctx);
1057 reset_vertex(ctx);
1058 reset_counters(ctx);
1059 if (save->out_of_memory) {
1060 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1061 }
1062 else {
1063 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1064 }
1065 ctx->Driver.SaveNeedFlush = GL_FALSE;
1066 }
1067
1068
1069 static void GLAPIENTRY
1070 _save_EvalCoord1f(GLfloat u)
1071 {
1072 GET_CURRENT_CONTEXT(ctx);
1073 dlist_fallback(ctx);
1074 CALL_EvalCoord1f(ctx->Save, (u));
1075 }
1076
1077 static void GLAPIENTRY
1078 _save_EvalCoord1fv(const GLfloat * v)
1079 {
1080 GET_CURRENT_CONTEXT(ctx);
1081 dlist_fallback(ctx);
1082 CALL_EvalCoord1fv(ctx->Save, (v));
1083 }
1084
1085 static void GLAPIENTRY
1086 _save_EvalCoord2f(GLfloat u, GLfloat v)
1087 {
1088 GET_CURRENT_CONTEXT(ctx);
1089 dlist_fallback(ctx);
1090 CALL_EvalCoord2f(ctx->Save, (u, v));
1091 }
1092
1093 static void GLAPIENTRY
1094 _save_EvalCoord2fv(const GLfloat * v)
1095 {
1096 GET_CURRENT_CONTEXT(ctx);
1097 dlist_fallback(ctx);
1098 CALL_EvalCoord2fv(ctx->Save, (v));
1099 }
1100
1101 static void GLAPIENTRY
1102 _save_EvalPoint1(GLint i)
1103 {
1104 GET_CURRENT_CONTEXT(ctx);
1105 dlist_fallback(ctx);
1106 CALL_EvalPoint1(ctx->Save, (i));
1107 }
1108
1109 static void GLAPIENTRY
1110 _save_EvalPoint2(GLint i, GLint j)
1111 {
1112 GET_CURRENT_CONTEXT(ctx);
1113 dlist_fallback(ctx);
1114 CALL_EvalPoint2(ctx->Save, (i, j));
1115 }
1116
1117 static void GLAPIENTRY
1118 _save_CallList(GLuint l)
1119 {
1120 GET_CURRENT_CONTEXT(ctx);
1121 dlist_fallback(ctx);
1122 CALL_CallList(ctx->Save, (l));
1123 }
1124
1125 static void GLAPIENTRY
1126 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1127 {
1128 GET_CURRENT_CONTEXT(ctx);
1129 dlist_fallback(ctx);
1130 CALL_CallLists(ctx->Save, (n, type, v));
1131 }
1132
1133
1134
1135 /**
1136 * Called when a glBegin is getting compiled into a display list.
1137 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1138 */
1139 void
1140 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode,
1141 bool no_current_update)
1142 {
1143 struct vbo_save_context *save = &vbo_context(ctx)->save;
1144 const GLuint i = save->prim_count++;
1145
1146 ctx->Driver.CurrentSavePrimitive = mode;
1147
1148 assert(i < save->prim_max);
1149 save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1150 save->prims[i].begin = 1;
1151 save->prims[i].end = 0;
1152 save->prims[i].start = save->vert_count;
1153 save->prims[i].count = 0;
1154
1155 save->no_current_update = no_current_update;
1156
1157 if (save->out_of_memory) {
1158 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1159 }
1160 else {
1161 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1162 }
1163
1164 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1165 ctx->Driver.SaveNeedFlush = GL_TRUE;
1166 }
1167
1168
1169 static void GLAPIENTRY
1170 _save_End(void)
1171 {
1172 GET_CURRENT_CONTEXT(ctx);
1173 struct vbo_save_context *save = &vbo_context(ctx)->save;
1174 const GLint i = save->prim_count - 1;
1175
1176 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1177 save->prims[i].end = 1;
1178 save->prims[i].count = (save->vert_count - save->prims[i].start);
1179
1180 if (i == (GLint) save->prim_max - 1) {
1181 compile_vertex_list(ctx);
1182 assert(save->copied.nr == 0);
1183 }
1184
1185 /* Swap out this vertex format while outside begin/end. Any color,
1186 * etc. received between here and the next begin will be compiled
1187 * as opcodes.
1188 */
1189 if (save->out_of_memory) {
1190 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1191 }
1192 else {
1193 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1194 }
1195 }
1196
1197
1198 static void GLAPIENTRY
1199 _save_Begin(GLenum mode)
1200 {
1201 GET_CURRENT_CONTEXT(ctx);
1202 (void) mode;
1203 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1204 }
1205
1206
1207 static void GLAPIENTRY
1208 _save_PrimitiveRestartNV(void)
1209 {
1210 GET_CURRENT_CONTEXT(ctx);
1211 struct vbo_save_context *save = &vbo_context(ctx)->save;
1212
1213 if (save->prim_count == 0) {
1214 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1215 * is an error.
1216 */
1217 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1218 "glPrimitiveRestartNV called outside glBegin/End");
1219 } else {
1220 /* get current primitive mode */
1221 GLenum curPrim = save->prims[save->prim_count - 1].mode;
1222 bool no_current_update = save->no_current_update;
1223
1224 /* restart primitive */
1225 CALL_End(GET_DISPATCH(), ());
1226 vbo_save_NotifyBegin(ctx, curPrim, no_current_update);
1227 }
1228 }
1229
1230
1231 /* Unlike the functions above, these are to be hooked into the vtxfmt
1232 * maintained in ctx->ListState, active when the list is known or
1233 * suspected to be outside any begin/end primitive.
1234 * Note: OBE = Outside Begin/End
1235 */
1236 static void GLAPIENTRY
1237 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1238 {
1239 GET_CURRENT_CONTEXT(ctx);
1240 vbo_save_NotifyBegin(ctx, GL_QUADS, false);
1241 CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
1242 CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
1243 CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
1244 CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
1245 CALL_End(GET_DISPATCH(), ());
1246 }
1247
1248
1249 static void GLAPIENTRY
1250 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1251 {
1252 GET_CURRENT_CONTEXT(ctx);
1253 struct gl_vertex_array_object *vao = ctx->Array.VAO;
1254 struct vbo_save_context *save = &vbo_context(ctx)->save;
1255 GLint i;
1256
1257 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1258 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1259 return;
1260 }
1261 if (count < 0) {
1262 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1263 return;
1264 }
1265
1266 if (save->out_of_memory)
1267 return;
1268
1269 /* Make sure to process any VBO binding changes */
1270 _mesa_update_state(ctx);
1271
1272 _mesa_vao_map_arrays(ctx, vao, GL_MAP_READ_BIT);
1273
1274 vbo_save_NotifyBegin(ctx, mode, true);
1275
1276 for (i = 0; i < count; i++)
1277 _mesa_array_element(ctx, start + i);
1278 CALL_End(GET_DISPATCH(), ());
1279
1280 _mesa_vao_unmap_arrays(ctx, vao);
1281 }
1282
1283
1284 static void GLAPIENTRY
1285 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1286 const GLsizei *count, GLsizei primcount)
1287 {
1288 GET_CURRENT_CONTEXT(ctx);
1289 GLint i;
1290
1291 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1292 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1293 return;
1294 }
1295
1296 if (primcount < 0) {
1297 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1298 "glMultiDrawArrays(primcount<0)");
1299 return;
1300 }
1301
1302 for (i = 0; i < primcount; i++) {
1303 if (count[i] < 0) {
1304 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1305 "glMultiDrawArrays(count[i]<0)");
1306 return;
1307 }
1308 }
1309
1310 for (i = 0; i < primcount; i++) {
1311 if (count[i] > 0) {
1312 _save_OBE_DrawArrays(mode, first[i], count[i]);
1313 }
1314 }
1315 }
1316
1317
1318 static void
1319 array_element(struct gl_context *ctx,
1320 GLint basevertex, GLuint elt, unsigned index_size)
1321 {
1322 /* Section 10.3.5 Primitive Restart:
1323 * [...]
1324 * When one of the *BaseVertex drawing commands specified in section 10.5
1325 * is used, the primitive restart comparison occurs before the basevertex
1326 * offset is added to the array index.
1327 */
1328 /* If PrimitiveRestart is enabled and the index is the RestartIndex
1329 * then we call PrimitiveRestartNV and return.
1330 */
1331 if (ctx->Array._PrimitiveRestart &&
1332 elt == _mesa_primitive_restart_index(ctx, index_size)) {
1333 CALL_PrimitiveRestartNV(GET_DISPATCH(), ());
1334 return;
1335 }
1336
1337 _mesa_array_element(ctx, basevertex + elt);
1338 }
1339
1340
1341 /* Could do better by copying the arrays and element list intact and
1342 * then emitting an indexed prim at runtime.
1343 */
1344 static void GLAPIENTRY
1345 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1346 const GLvoid * indices, GLint basevertex)
1347 {
1348 GET_CURRENT_CONTEXT(ctx);
1349 struct vbo_save_context *save = &vbo_context(ctx)->save;
1350 struct gl_vertex_array_object *vao = ctx->Array.VAO;
1351 struct gl_buffer_object *indexbuf = vao->IndexBufferObj;
1352 GLint i;
1353
1354 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1355 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1356 return;
1357 }
1358 if (count < 0) {
1359 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1360 return;
1361 }
1362 if (type != GL_UNSIGNED_BYTE &&
1363 type != GL_UNSIGNED_SHORT &&
1364 type != GL_UNSIGNED_INT) {
1365 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1366 return;
1367 }
1368
1369 if (save->out_of_memory)
1370 return;
1371
1372 /* Make sure to process any VBO binding changes */
1373 _mesa_update_state(ctx);
1374
1375 _mesa_vao_map(ctx, vao, GL_MAP_READ_BIT);
1376
1377 if (_mesa_is_bufferobj(indexbuf))
1378 indices =
1379 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1380
1381 vbo_save_NotifyBegin(ctx, mode, true);
1382
1383 switch (type) {
1384 case GL_UNSIGNED_BYTE:
1385 for (i = 0; i < count; i++)
1386 array_element(ctx, basevertex, ((GLubyte *) indices)[i], 1);
1387 break;
1388 case GL_UNSIGNED_SHORT:
1389 for (i = 0; i < count; i++)
1390 array_element(ctx, basevertex, ((GLushort *) indices)[i], 2);
1391 break;
1392 case GL_UNSIGNED_INT:
1393 for (i = 0; i < count; i++)
1394 array_element(ctx, basevertex, ((GLuint *) indices)[i], 4);
1395 break;
1396 default:
1397 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1398 break;
1399 }
1400
1401 CALL_End(GET_DISPATCH(), ());
1402
1403 _mesa_vao_unmap(ctx, vao);
1404 }
1405
1406 static void GLAPIENTRY
1407 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1408 const GLvoid * indices)
1409 {
1410 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1411 }
1412
1413
1414 static void GLAPIENTRY
1415 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1416 GLsizei count, GLenum type,
1417 const GLvoid * indices)
1418 {
1419 GET_CURRENT_CONTEXT(ctx);
1420 struct vbo_save_context *save = &vbo_context(ctx)->save;
1421
1422 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1423 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1424 return;
1425 }
1426 if (count < 0) {
1427 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1428 "glDrawRangeElements(count<0)");
1429 return;
1430 }
1431 if (type != GL_UNSIGNED_BYTE &&
1432 type != GL_UNSIGNED_SHORT &&
1433 type != GL_UNSIGNED_INT) {
1434 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1435 return;
1436 }
1437 if (end < start) {
1438 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1439 "glDrawRangeElements(end < start)");
1440 return;
1441 }
1442
1443 if (save->out_of_memory)
1444 return;
1445
1446 _save_OBE_DrawElements(mode, count, type, indices);
1447 }
1448
1449
1450 static void GLAPIENTRY
1451 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1452 const GLvoid * const *indices, GLsizei primcount)
1453 {
1454 GLsizei i;
1455
1456 for (i = 0; i < primcount; i++) {
1457 if (count[i] > 0) {
1458 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1459 }
1460 }
1461 }
1462
1463
1464 static void GLAPIENTRY
1465 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1466 GLenum type,
1467 const GLvoid * const *indices,
1468 GLsizei primcount,
1469 const GLint *basevertex)
1470 {
1471 GLsizei i;
1472
1473 for (i = 0; i < primcount; i++) {
1474 if (count[i] > 0) {
1475 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1476 indices[i],
1477 basevertex[i]));
1478 }
1479 }
1480 }
1481
1482
1483 static void
1484 vtxfmt_init(struct gl_context *ctx)
1485 {
1486 struct vbo_save_context *save = &vbo_context(ctx)->save;
1487 GLvertexformat *vfmt = &save->vtxfmt;
1488
1489 #define NAME_AE(x) _ae_##x
1490 #define NAME_CALLLIST(x) _save_##x
1491 #define NAME(x) _save_##x
1492 #define NAME_ES(x) _save_##x##ARB
1493
1494 #include "vbo_init_tmp.h"
1495 }
1496
1497
1498 /**
1499 * Initialize the dispatch table with the VBO functions for display
1500 * list compilation.
1501 */
1502 void
1503 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1504 struct _glapi_table *exec)
1505 {
1506 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1507 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1508 SET_DrawElements(exec, _save_OBE_DrawElements);
1509 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1510 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1511 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1512 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1513 SET_Rectf(exec, _save_OBE_Rectf);
1514 /* Note: other glDraw functins aren't compiled into display lists */
1515 }
1516
1517
1518
1519 void
1520 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1521 {
1522 struct vbo_save_context *save = &vbo_context(ctx)->save;
1523
1524 /* Noop when we are actually active:
1525 */
1526 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1527 return;
1528
1529 if (save->vert_count || save->prim_count)
1530 compile_vertex_list(ctx);
1531
1532 copy_to_current(ctx);
1533 reset_vertex(ctx);
1534 reset_counters(ctx);
1535 ctx->Driver.SaveNeedFlush = GL_FALSE;
1536 }
1537
1538
1539 /**
1540 * Called from glNewList when we're starting to compile a display list.
1541 */
1542 void
1543 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1544 {
1545 struct vbo_save_context *save = &vbo_context(ctx)->save;
1546
1547 (void) list;
1548 (void) mode;
1549
1550 if (!save->prim_store)
1551 save->prim_store = alloc_prim_store();
1552
1553 if (!save->vertex_store)
1554 save->vertex_store = alloc_vertex_store(ctx);
1555
1556 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1557
1558 reset_vertex(ctx);
1559 reset_counters(ctx);
1560 ctx->Driver.SaveNeedFlush = GL_FALSE;
1561 }
1562
1563
1564 /**
1565 * Called from glEndList when we're finished compiling a display list.
1566 */
1567 void
1568 vbo_save_EndList(struct gl_context *ctx)
1569 {
1570 struct vbo_save_context *save = &vbo_context(ctx)->save;
1571
1572 /* EndList called inside a (saved) Begin/End pair?
1573 */
1574 if (_mesa_inside_dlist_begin_end(ctx)) {
1575 if (save->prim_count > 0) {
1576 GLint i = save->prim_count - 1;
1577 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1578 save->prims[i].end = 0;
1579 save->prims[i].count = save->vert_count - save->prims[i].start;
1580 }
1581
1582 /* Make sure this vertex list gets replayed by the "loopback"
1583 * mechanism:
1584 */
1585 save->dangling_attr_ref = GL_TRUE;
1586 vbo_save_SaveFlushVertices(ctx);
1587
1588 /* Swap out this vertex format while outside begin/end. Any color,
1589 * etc. received between here and the next begin will be compiled
1590 * as opcodes.
1591 */
1592 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1593 }
1594
1595 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1596
1597 assert(save->vertex_size == 0);
1598 }
1599
1600
1601 /**
1602 * Called from the display list code when we're about to execute a
1603 * display list.
1604 */
1605 void
1606 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1607 {
1608 struct vbo_save_context *save = &vbo_context(ctx)->save;
1609 save->replay_flags |= dlist->Flags;
1610 }
1611
1612
1613 /**
1614 * Called from the display list code when we're finished executing a
1615 * display list.
1616 */
1617 void
1618 vbo_save_EndCallList(struct gl_context *ctx)
1619 {
1620 struct vbo_save_context *save = &vbo_context(ctx)->save;
1621
1622 if (ctx->ListState.CallDepth == 1)
1623 save->replay_flags = 0;
1624 }
1625
1626
1627 /**
1628 * Called by display list code when a display list is being deleted.
1629 */
1630 static void
1631 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1632 {
1633 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1634
1635 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
1636 _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
1637
1638 if (--node->prim_store->refcount == 0)
1639 free(node->prim_store);
1640
1641 free(node->current_data);
1642 node->current_data = NULL;
1643 }
1644
1645
1646 static void
1647 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1648 {
1649 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1650 GLuint i;
1651 struct gl_buffer_object *buffer = node->VAO[0]->BufferBinding[0].BufferObj;
1652 const GLuint vertex_size = _vbo_save_get_stride(node)/sizeof(GLfloat);
1653 (void) ctx;
1654
1655 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1656 "buffer %p\n",
1657 node->vertex_count, node->prim_count, vertex_size,
1658 buffer);
1659
1660 for (i = 0; i < node->prim_count; i++) {
1661 struct _mesa_prim *prim = &node->prims[i];
1662 fprintf(f, " prim %d: %s %d..%d %s %s\n",
1663 i,
1664 _mesa_lookup_prim_by_nr(prim->mode),
1665 prim->start,
1666 prim->start + prim->count,
1667 (prim->begin) ? "BEGIN" : "(wrap)",
1668 (prim->end) ? "END" : "(wrap)");
1669 }
1670 }
1671
1672
1673 /**
1674 * Called during context creation/init.
1675 */
1676 static void
1677 current_init(struct gl_context *ctx)
1678 {
1679 struct vbo_save_context *save = &vbo_context(ctx)->save;
1680 GLint i;
1681
1682 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1683 const GLuint j = i - VBO_ATTRIB_POS;
1684 assert(j < VERT_ATTRIB_MAX);
1685 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1686 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
1687 }
1688
1689 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1690 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1691 assert(j < MAT_ATTRIB_MAX);
1692 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1693 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
1694 }
1695 }
1696
1697
1698 /**
1699 * Initialize the display list compiler. Called during context creation.
1700 */
1701 void
1702 vbo_save_api_init(struct vbo_save_context *save)
1703 {
1704 struct gl_context *ctx = save->ctx;
1705
1706 save->opcode_vertex_list =
1707 _mesa_dlist_alloc_opcode(ctx,
1708 sizeof(struct vbo_save_vertex_list),
1709 vbo_save_playback_vertex_list,
1710 vbo_destroy_vertex_list,
1711 vbo_print_vertex_list);
1712
1713 vtxfmt_init(ctx);
1714 current_init(ctx);
1715 _mesa_noop_vtxfmt_init(ctx, &save->vtxfmt_noop);
1716 }