mesa: Use _mesa_array_element in dlist save.
[mesa.git] / src / mesa / vbo / vbo_save_api.c
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2
3 Copyright 2002-2008 VMware, Inc.
4
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27
28 /*
29 * Authors:
30 * Keith Whitwell <keithw@vmware.com>
31 */
32
33
34
35 /* Display list compiler attempts to store lists of vertices with the
36 * same vertex layout. Additionally it attempts to minimize the need
37 * for execute-time fixup of these vertex lists, allowing them to be
38 * cached on hardware.
39 *
40 * There are still some circumstances where this can be thwarted, for
41 * example by building a list that consists of one very long primitive
42 * (eg Begin(Triangles), 1000 vertices, End), and calling that list
43 * from inside a different begin/end object (Begin(Lines), CallList,
44 * End).
45 *
46 * In that case the code will have to replay the list as individual
47 * commands through the Exec dispatch table, or fix up the copied
48 * vertices at execute-time.
49 *
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
52 * Begin(Lines)
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
55 * End()
56 *
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
59 *
60 *
61 * The list compiler currently doesn't attempt to compile lists
62 * containing EvalCoord or EvalPoint commands. On encountering one of
63 * these, compilation falls back to opcodes.
64 *
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
67 */
68
69
70 #include "main/glheader.h"
71 #include "main/arrayobj.h"
72 #include "main/bufferobj.h"
73 #include "main/context.h"
74 #include "main/dlist.h"
75 #include "main/enums.h"
76 #include "main/eval.h"
77 #include "main/macros.h"
78 #include "main/draw_validate.h"
79 #include "main/api_arrayelt.h"
80 #include "main/vtxfmt.h"
81 #include "main/dispatch.h"
82 #include "main/state.h"
83 #include "main/varray.h"
84 #include "util/bitscan.h"
85
86 #include "vbo_noop.h"
87 #include "vbo_private.h"
88
89
90 #ifdef ERROR
91 #undef ERROR
92 #endif
93
94 /**
95 * Display list flag only used by this VBO code.
96 */
97 #define DLIST_DANGLING_REFS 0x1
98
99
100 /* An interesting VBO number/name to help with debugging */
101 #define VBO_BUF_ID 12345
102
103
104 /*
105 * NOTE: Old 'parity' issue is gone, but copying can still be
106 * wrong-footed on replay.
107 */
108 static GLuint
109 copy_vertices(struct gl_context *ctx,
110 const struct vbo_save_vertex_list *node,
111 const fi_type * src_buffer)
112 {
113 struct vbo_save_context *save = &vbo_context(ctx)->save;
114 const struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
115 GLuint nr = prim->count;
116 GLuint sz = save->vertex_size;
117 const fi_type *src = src_buffer + prim->start * sz;
118 fi_type *dst = save->copied.buffer;
119 GLuint ovf, i;
120
121 if (prim->end)
122 return 0;
123
124 switch (prim->mode) {
125 case GL_POINTS:
126 return 0;
127 case GL_LINES:
128 ovf = nr & 1;
129 for (i = 0; i < ovf; i++)
130 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
131 sz * sizeof(GLfloat));
132 return i;
133 case GL_TRIANGLES:
134 ovf = nr % 3;
135 for (i = 0; i < ovf; i++)
136 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
137 sz * sizeof(GLfloat));
138 return i;
139 case GL_QUADS:
140 ovf = nr & 3;
141 for (i = 0; i < ovf; i++)
142 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
143 sz * sizeof(GLfloat));
144 return i;
145 case GL_LINE_STRIP:
146 if (nr == 0)
147 return 0;
148 else {
149 memcpy(dst, src + (nr - 1) * sz, sz * sizeof(GLfloat));
150 return 1;
151 }
152 case GL_LINE_LOOP:
153 case GL_TRIANGLE_FAN:
154 case GL_POLYGON:
155 if (nr == 0)
156 return 0;
157 else if (nr == 1) {
158 memcpy(dst, src + 0, sz * sizeof(GLfloat));
159 return 1;
160 }
161 else {
162 memcpy(dst, src + 0, sz * sizeof(GLfloat));
163 memcpy(dst + sz, src + (nr - 1) * sz, sz * sizeof(GLfloat));
164 return 2;
165 }
166 case GL_TRIANGLE_STRIP:
167 case GL_QUAD_STRIP:
168 switch (nr) {
169 case 0:
170 ovf = 0;
171 break;
172 case 1:
173 ovf = 1;
174 break;
175 default:
176 ovf = 2 + (nr & 1);
177 break;
178 }
179 for (i = 0; i < ovf; i++)
180 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
181 sz * sizeof(GLfloat));
182 return i;
183 default:
184 unreachable("Unexpected primitive type");
185 return 0;
186 }
187 }
188
189
190 static struct vbo_save_vertex_store *
191 alloc_vertex_store(struct gl_context *ctx)
192 {
193 struct vbo_save_context *save = &vbo_context(ctx)->save;
194 struct vbo_save_vertex_store *vertex_store =
195 CALLOC_STRUCT(vbo_save_vertex_store);
196
197 /* obj->Name needs to be non-zero, but won't ever be examined more
198 * closely than that. In particular these buffers won't be entered
199 * into the hash and can never be confused with ones visible to the
200 * user. Perhaps there could be a special number for internal
201 * buffers:
202 */
203 vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID);
204 if (vertex_store->bufferobj) {
205 save->out_of_memory =
206 !ctx->Driver.BufferData(ctx,
207 GL_ARRAY_BUFFER_ARB,
208 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
209 NULL, GL_STATIC_DRAW_ARB,
210 GL_MAP_WRITE_BIT |
211 GL_DYNAMIC_STORAGE_BIT,
212 vertex_store->bufferobj);
213 }
214 else {
215 save->out_of_memory = GL_TRUE;
216 }
217
218 if (save->out_of_memory) {
219 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation");
220 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
221 }
222
223 vertex_store->buffer_map = NULL;
224 vertex_store->used = 0;
225
226 return vertex_store;
227 }
228
229
230 static void
231 free_vertex_store(struct gl_context *ctx,
232 struct vbo_save_vertex_store *vertex_store)
233 {
234 assert(!vertex_store->buffer_map);
235
236 if (vertex_store->bufferobj) {
237 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
238 }
239
240 free(vertex_store);
241 }
242
243
244 fi_type *
245 vbo_save_map_vertex_store(struct gl_context *ctx,
246 struct vbo_save_vertex_store *vertex_store)
247 {
248 const GLbitfield access = (GL_MAP_WRITE_BIT |
249 GL_MAP_INVALIDATE_RANGE_BIT |
250 GL_MAP_UNSYNCHRONIZED_BIT |
251 GL_MAP_FLUSH_EXPLICIT_BIT);
252
253 assert(vertex_store->bufferobj);
254 assert(!vertex_store->buffer_map); /* the buffer should not be mapped */
255
256 if (vertex_store->bufferobj->Size > 0) {
257 /* Map the remaining free space in the VBO */
258 GLintptr offset = vertex_store->used * sizeof(GLfloat);
259 GLsizeiptr size = vertex_store->bufferobj->Size - offset;
260 fi_type *range = (fi_type *)
261 ctx->Driver.MapBufferRange(ctx, offset, size, access,
262 vertex_store->bufferobj,
263 MAP_INTERNAL);
264 if (range) {
265 /* compute address of start of whole buffer (needed elsewhere) */
266 vertex_store->buffer_map = range - vertex_store->used;
267 assert(vertex_store->buffer_map);
268 return range;
269 }
270 else {
271 vertex_store->buffer_map = NULL;
272 return NULL;
273 }
274 }
275 else {
276 /* probably ran out of memory for buffers */
277 return NULL;
278 }
279 }
280
281
282 void
283 vbo_save_unmap_vertex_store(struct gl_context *ctx,
284 struct vbo_save_vertex_store *vertex_store)
285 {
286 if (vertex_store->bufferobj->Size > 0) {
287 GLintptr offset = 0;
288 GLsizeiptr length = vertex_store->used * sizeof(GLfloat)
289 - vertex_store->bufferobj->Mappings[MAP_INTERNAL].Offset;
290
291 /* Explicitly flush the region we wrote to */
292 ctx->Driver.FlushMappedBufferRange(ctx, offset, length,
293 vertex_store->bufferobj,
294 MAP_INTERNAL);
295
296 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj, MAP_INTERNAL);
297 }
298 vertex_store->buffer_map = NULL;
299 }
300
301
302 static struct vbo_save_primitive_store *
303 alloc_prim_store(void)
304 {
305 struct vbo_save_primitive_store *store =
306 CALLOC_STRUCT(vbo_save_primitive_store);
307 store->used = 0;
308 store->refcount = 1;
309 return store;
310 }
311
312
313 static void
314 reset_counters(struct gl_context *ctx)
315 {
316 struct vbo_save_context *save = &vbo_context(ctx)->save;
317
318 save->prims = save->prim_store->prims + save->prim_store->used;
319 save->buffer_map = save->vertex_store->buffer_map + save->vertex_store->used;
320
321 assert(save->buffer_map == save->buffer_ptr);
322
323 if (save->vertex_size)
324 save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
325 save->vertex_size;
326 else
327 save->max_vert = 0;
328
329 save->vert_count = 0;
330 save->prim_count = 0;
331 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
332 save->dangling_attr_ref = GL_FALSE;
333 }
334
335 /**
336 * For a list of prims, try merging prims that can just be extensions of the
337 * previous prim.
338 */
339 static void
340 merge_prims(struct _mesa_prim *prim_list,
341 GLuint *prim_count)
342 {
343 GLuint i;
344 struct _mesa_prim *prev_prim = prim_list;
345
346 for (i = 1; i < *prim_count; i++) {
347 struct _mesa_prim *this_prim = prim_list + i;
348
349 vbo_try_prim_conversion(this_prim);
350
351 if (vbo_can_merge_prims(prev_prim, this_prim)) {
352 /* We've found a prim that just extend the previous one. Tack it
353 * onto the previous one, and let this primitive struct get dropped.
354 */
355 vbo_merge_prims(prev_prim, this_prim);
356 continue;
357 }
358
359 /* If any previous primitives have been dropped, then we need to copy
360 * this later one into the next available slot.
361 */
362 prev_prim++;
363 if (prev_prim != this_prim)
364 *prev_prim = *this_prim;
365 }
366
367 *prim_count = prev_prim - prim_list + 1;
368 }
369
370
371 /**
372 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
373 * don't have to worry about handling the _mesa_prim::begin/end flags.
374 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
375 */
376 static void
377 convert_line_loop_to_strip(struct vbo_save_context *save,
378 struct vbo_save_vertex_list *node)
379 {
380 struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
381
382 assert(prim->mode == GL_LINE_LOOP);
383
384 if (prim->end) {
385 /* Copy the 0th vertex to end of the buffer and extend the
386 * vertex count by one to finish the line loop.
387 */
388 const GLuint sz = save->vertex_size;
389 /* 0th vertex: */
390 const fi_type *src = save->buffer_map + prim->start * sz;
391 /* end of buffer: */
392 fi_type *dst = save->buffer_map + (prim->start + prim->count) * sz;
393
394 memcpy(dst, src, sz * sizeof(float));
395
396 prim->count++;
397 node->vertex_count++;
398 save->vert_count++;
399 save->buffer_ptr += sz;
400 save->vertex_store->used += sz;
401 }
402
403 if (!prim->begin) {
404 /* Drawing the second or later section of a long line loop.
405 * Skip the 0th vertex.
406 */
407 prim->start++;
408 prim->count--;
409 }
410
411 prim->mode = GL_LINE_STRIP;
412 }
413
414
415 /* Compare the present vao if it has the same setup. */
416 static bool
417 compare_vao(gl_vertex_processing_mode mode,
418 const struct gl_vertex_array_object *vao,
419 const struct gl_buffer_object *bo, GLintptr buffer_offset,
420 GLuint stride, GLbitfield64 vao_enabled,
421 const GLubyte size[VBO_ATTRIB_MAX],
422 const GLenum16 type[VBO_ATTRIB_MAX],
423 const GLuint offset[VBO_ATTRIB_MAX])
424 {
425 if (!vao)
426 return false;
427
428 /* If the enabled arrays are not the same we are not equal. */
429 if (vao_enabled != vao->Enabled)
430 return false;
431
432 /* Check the buffer binding at 0 */
433 if (vao->BufferBinding[0].BufferObj != bo)
434 return false;
435 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
436 if (vao->BufferBinding[0].Stride != stride)
437 return false;
438 assert(vao->BufferBinding[0].InstanceDivisor == 0);
439
440 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
441 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
442
443 /* Now check the enabled arrays */
444 GLbitfield mask = vao_enabled;
445 while (mask) {
446 const int attr = u_bit_scan(&mask);
447 const unsigned char vbo_attr = vao_to_vbo_map[attr];
448 const GLenum16 tp = type[vbo_attr];
449 const GLintptr off = offset[vbo_attr] + buffer_offset;
450 const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
451 if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
452 return false;
453 if (attrib->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 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
984
985
986 /* Only one size for each attribute may be active at once. Eg. if
987 * Color3f is installed/active, then Color4f may not be, even if the
988 * vertex actually contains 4 color coordinates. This is because the
989 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
990 * of the chooser function when switching between Color4f and Color3f.
991 */
992 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
993 do { \
994 struct vbo_save_context *save = &vbo_context(ctx)->save; \
995 int sz = (sizeof(C) / sizeof(GLfloat)); \
996 \
997 if (save->active_sz[A] != N) \
998 fixup_vertex(ctx, A, N * sz, T); \
999 \
1000 { \
1001 C *dest = (C *)save->attrptr[A]; \
1002 if (N>0) dest[0] = V0; \
1003 if (N>1) dest[1] = V1; \
1004 if (N>2) dest[2] = V2; \
1005 if (N>3) dest[3] = V3; \
1006 save->attrtype[A] = T; \
1007 } \
1008 \
1009 if ((A) == 0) { \
1010 GLuint i; \
1011 \
1012 for (i = 0; i < save->vertex_size; i++) \
1013 save->buffer_ptr[i] = save->vertex[i]; \
1014 \
1015 save->buffer_ptr += save->vertex_size; \
1016 \
1017 if (++save->vert_count >= save->max_vert) \
1018 wrap_filled_vertex(ctx); \
1019 } \
1020 } while (0)
1021
1022 #define TAG(x) _save_##x
1023
1024 #include "vbo_attrib_tmp.h"
1025
1026
1027
1028 #define MAT( ATTR, N, face, params ) \
1029 do { \
1030 if (face != GL_BACK) \
1031 MAT_ATTR( ATTR, N, params ); /* front */ \
1032 if (face != GL_FRONT) \
1033 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1034 } while (0)
1035
1036
1037 /**
1038 * Save a glMaterial call found between glBegin/End.
1039 * glMaterial calls outside Begin/End are handled in dlist.c.
1040 */
1041 static void GLAPIENTRY
1042 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1043 {
1044 GET_CURRENT_CONTEXT(ctx);
1045
1046 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1047 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1048 return;
1049 }
1050
1051 switch (pname) {
1052 case GL_EMISSION:
1053 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1054 break;
1055 case GL_AMBIENT:
1056 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1057 break;
1058 case GL_DIFFUSE:
1059 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1060 break;
1061 case GL_SPECULAR:
1062 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1063 break;
1064 case GL_SHININESS:
1065 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1066 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1067 }
1068 else {
1069 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1070 }
1071 break;
1072 case GL_COLOR_INDEXES:
1073 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1074 break;
1075 case GL_AMBIENT_AND_DIFFUSE:
1076 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1077 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1078 break;
1079 default:
1080 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1081 return;
1082 }
1083 }
1084
1085
1086 /* Cope with EvalCoord/CallList called within a begin/end object:
1087 * -- Flush current buffer
1088 * -- Fallback to opcodes for the rest of the begin/end object.
1089 */
1090 static void
1091 dlist_fallback(struct gl_context *ctx)
1092 {
1093 struct vbo_save_context *save = &vbo_context(ctx)->save;
1094
1095 if (save->vert_count || save->prim_count) {
1096 if (save->prim_count > 0) {
1097 /* Close off in-progress primitive. */
1098 GLint i = save->prim_count - 1;
1099 save->prims[i].count = save->vert_count - save->prims[i].start;
1100 }
1101
1102 /* Need to replay this display list with loopback,
1103 * unfortunately, otherwise this primitive won't be handled
1104 * properly:
1105 */
1106 save->dangling_attr_ref = GL_TRUE;
1107
1108 compile_vertex_list(ctx);
1109 }
1110
1111 copy_to_current(ctx);
1112 reset_vertex(ctx);
1113 reset_counters(ctx);
1114 if (save->out_of_memory) {
1115 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1116 }
1117 else {
1118 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1119 }
1120 ctx->Driver.SaveNeedFlush = GL_FALSE;
1121 }
1122
1123
1124 static void GLAPIENTRY
1125 _save_EvalCoord1f(GLfloat u)
1126 {
1127 GET_CURRENT_CONTEXT(ctx);
1128 dlist_fallback(ctx);
1129 CALL_EvalCoord1f(ctx->Save, (u));
1130 }
1131
1132 static void GLAPIENTRY
1133 _save_EvalCoord1fv(const GLfloat * v)
1134 {
1135 GET_CURRENT_CONTEXT(ctx);
1136 dlist_fallback(ctx);
1137 CALL_EvalCoord1fv(ctx->Save, (v));
1138 }
1139
1140 static void GLAPIENTRY
1141 _save_EvalCoord2f(GLfloat u, GLfloat v)
1142 {
1143 GET_CURRENT_CONTEXT(ctx);
1144 dlist_fallback(ctx);
1145 CALL_EvalCoord2f(ctx->Save, (u, v));
1146 }
1147
1148 static void GLAPIENTRY
1149 _save_EvalCoord2fv(const GLfloat * v)
1150 {
1151 GET_CURRENT_CONTEXT(ctx);
1152 dlist_fallback(ctx);
1153 CALL_EvalCoord2fv(ctx->Save, (v));
1154 }
1155
1156 static void GLAPIENTRY
1157 _save_EvalPoint1(GLint i)
1158 {
1159 GET_CURRENT_CONTEXT(ctx);
1160 dlist_fallback(ctx);
1161 CALL_EvalPoint1(ctx->Save, (i));
1162 }
1163
1164 static void GLAPIENTRY
1165 _save_EvalPoint2(GLint i, GLint j)
1166 {
1167 GET_CURRENT_CONTEXT(ctx);
1168 dlist_fallback(ctx);
1169 CALL_EvalPoint2(ctx->Save, (i, j));
1170 }
1171
1172 static void GLAPIENTRY
1173 _save_CallList(GLuint l)
1174 {
1175 GET_CURRENT_CONTEXT(ctx);
1176 dlist_fallback(ctx);
1177 CALL_CallList(ctx->Save, (l));
1178 }
1179
1180 static void GLAPIENTRY
1181 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1182 {
1183 GET_CURRENT_CONTEXT(ctx);
1184 dlist_fallback(ctx);
1185 CALL_CallLists(ctx->Save, (n, type, v));
1186 }
1187
1188
1189
1190 /**
1191 * Called when a glBegin is getting compiled into a display list.
1192 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1193 */
1194 void
1195 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode,
1196 bool no_current_update)
1197 {
1198 struct vbo_save_context *save = &vbo_context(ctx)->save;
1199 const GLuint i = save->prim_count++;
1200
1201 assert(i < save->prim_max);
1202 save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1203 save->prims[i].begin = 1;
1204 save->prims[i].end = 0;
1205 save->prims[i].pad = 0;
1206 save->prims[i].start = save->vert_count;
1207 save->prims[i].count = 0;
1208 save->prims[i].num_instances = 1;
1209 save->prims[i].base_instance = 0;
1210 save->prims[i].is_indirect = 0;
1211
1212 save->no_current_update = no_current_update;
1213
1214 if (save->out_of_memory) {
1215 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1216 }
1217 else {
1218 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1219 }
1220
1221 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1222 ctx->Driver.SaveNeedFlush = GL_TRUE;
1223 }
1224
1225
1226 static void GLAPIENTRY
1227 _save_End(void)
1228 {
1229 GET_CURRENT_CONTEXT(ctx);
1230 struct vbo_save_context *save = &vbo_context(ctx)->save;
1231 const GLint i = save->prim_count - 1;
1232
1233 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1234 save->prims[i].end = 1;
1235 save->prims[i].count = (save->vert_count - save->prims[i].start);
1236
1237 if (i == (GLint) save->prim_max - 1) {
1238 compile_vertex_list(ctx);
1239 assert(save->copied.nr == 0);
1240 }
1241
1242 /* Swap out this vertex format while outside begin/end. Any color,
1243 * etc. received between here and the next begin will be compiled
1244 * as opcodes.
1245 */
1246 if (save->out_of_memory) {
1247 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1248 }
1249 else {
1250 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1251 }
1252 }
1253
1254
1255 static void GLAPIENTRY
1256 _save_Begin(GLenum mode)
1257 {
1258 GET_CURRENT_CONTEXT(ctx);
1259 (void) mode;
1260 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1261 }
1262
1263
1264 static void GLAPIENTRY
1265 _save_PrimitiveRestartNV(void)
1266 {
1267 GET_CURRENT_CONTEXT(ctx);
1268 struct vbo_save_context *save = &vbo_context(ctx)->save;
1269
1270 if (save->prim_count == 0) {
1271 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1272 * is an error.
1273 */
1274 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1275 "glPrimitiveRestartNV called outside glBegin/End");
1276 } else {
1277 /* get current primitive mode */
1278 GLenum curPrim = save->prims[save->prim_count - 1].mode;
1279 bool no_current_update = save->no_current_update;
1280
1281 /* restart primitive */
1282 CALL_End(GET_DISPATCH(), ());
1283 vbo_save_NotifyBegin(ctx, curPrim, no_current_update);
1284 }
1285 }
1286
1287
1288 /* Unlike the functions above, these are to be hooked into the vtxfmt
1289 * maintained in ctx->ListState, active when the list is known or
1290 * suspected to be outside any begin/end primitive.
1291 * Note: OBE = Outside Begin/End
1292 */
1293 static void GLAPIENTRY
1294 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1295 {
1296 GET_CURRENT_CONTEXT(ctx);
1297 vbo_save_NotifyBegin(ctx, GL_QUADS, false);
1298 CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
1299 CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
1300 CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
1301 CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
1302 CALL_End(GET_DISPATCH(), ());
1303 }
1304
1305
1306 static void GLAPIENTRY
1307 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1308 {
1309 GET_CURRENT_CONTEXT(ctx);
1310 struct vbo_save_context *save = &vbo_context(ctx)->save;
1311 GLint i;
1312
1313 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1314 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1315 return;
1316 }
1317 if (count < 0) {
1318 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1319 return;
1320 }
1321
1322 if (save->out_of_memory)
1323 return;
1324
1325 /* Make sure to process any VBO binding changes */
1326 _mesa_update_state(ctx);
1327
1328 _ae_map_vbos(ctx);
1329
1330 vbo_save_NotifyBegin(ctx, mode, true);
1331
1332 for (i = 0; i < count; i++)
1333 _mesa_array_element(ctx, GET_DISPATCH(), start + i);
1334 CALL_End(GET_DISPATCH(), ());
1335
1336 _ae_unmap_vbos(ctx);
1337 }
1338
1339
1340 static void GLAPIENTRY
1341 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1342 const GLsizei *count, GLsizei primcount)
1343 {
1344 GET_CURRENT_CONTEXT(ctx);
1345 GLint i;
1346
1347 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1348 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1349 return;
1350 }
1351
1352 if (primcount < 0) {
1353 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1354 "glMultiDrawArrays(primcount<0)");
1355 return;
1356 }
1357
1358 for (i = 0; i < primcount; i++) {
1359 if (count[i] < 0) {
1360 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1361 "glMultiDrawArrays(count[i]<0)");
1362 return;
1363 }
1364 }
1365
1366 for (i = 0; i < primcount; i++) {
1367 if (count[i] > 0) {
1368 _save_OBE_DrawArrays(mode, first[i], count[i]);
1369 }
1370 }
1371 }
1372
1373
1374 static void
1375 array_element(struct gl_context *ctx, struct _glapi_table *disp, GLuint elt)
1376 {
1377 /* If PrimitiveRestart is enabled and the index is the RestartIndex
1378 * then we call PrimitiveRestartNV and return.
1379 */
1380 if (ctx->Array.PrimitiveRestart && elt == ctx->Array.RestartIndex) {
1381 CALL_PrimitiveRestartNV(disp, ());
1382 return;
1383 }
1384
1385 _mesa_array_element(ctx, disp, elt);
1386 }
1387
1388
1389 /* Could do better by copying the arrays and element list intact and
1390 * then emitting an indexed prim at runtime.
1391 */
1392 static void GLAPIENTRY
1393 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1394 const GLvoid * indices, GLint basevertex)
1395 {
1396 GET_CURRENT_CONTEXT(ctx);
1397 struct vbo_save_context *save = &vbo_context(ctx)->save;
1398 struct gl_buffer_object *indexbuf = ctx->Array.VAO->IndexBufferObj;
1399 GLint i;
1400
1401 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1402 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1403 return;
1404 }
1405 if (count < 0) {
1406 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1407 return;
1408 }
1409 if (type != GL_UNSIGNED_BYTE &&
1410 type != GL_UNSIGNED_SHORT &&
1411 type != GL_UNSIGNED_INT) {
1412 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1413 return;
1414 }
1415
1416 if (save->out_of_memory)
1417 return;
1418
1419 /* Make sure to process any VBO binding changes */
1420 _mesa_update_state(ctx);
1421
1422 _ae_map_vbos(ctx);
1423
1424 if (_mesa_is_bufferobj(indexbuf))
1425 indices =
1426 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1427
1428 vbo_save_NotifyBegin(ctx, mode, true);
1429
1430 switch (type) {
1431 case GL_UNSIGNED_BYTE:
1432 for (i = 0; i < count; i++)
1433 array_element(ctx, GET_DISPATCH(), (basevertex + ((GLubyte *) indices)[i]));
1434 break;
1435 case GL_UNSIGNED_SHORT:
1436 for (i = 0; i < count; i++)
1437 array_element(ctx, GET_DISPATCH(), (basevertex + ((GLushort *) indices)[i]));
1438 break;
1439 case GL_UNSIGNED_INT:
1440 for (i = 0; i < count; i++)
1441 array_element(ctx, GET_DISPATCH(), (basevertex + ((GLuint *) indices)[i]));
1442 break;
1443 default:
1444 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1445 break;
1446 }
1447
1448 CALL_End(GET_DISPATCH(), ());
1449
1450 _ae_unmap_vbos(ctx);
1451 }
1452
1453 static void GLAPIENTRY
1454 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1455 const GLvoid * indices)
1456 {
1457 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1458 }
1459
1460
1461 static void GLAPIENTRY
1462 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1463 GLsizei count, GLenum type,
1464 const GLvoid * indices)
1465 {
1466 GET_CURRENT_CONTEXT(ctx);
1467 struct vbo_save_context *save = &vbo_context(ctx)->save;
1468
1469 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1470 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1471 return;
1472 }
1473 if (count < 0) {
1474 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1475 "glDrawRangeElements(count<0)");
1476 return;
1477 }
1478 if (type != GL_UNSIGNED_BYTE &&
1479 type != GL_UNSIGNED_SHORT &&
1480 type != GL_UNSIGNED_INT) {
1481 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1482 return;
1483 }
1484 if (end < start) {
1485 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1486 "glDrawRangeElements(end < start)");
1487 return;
1488 }
1489
1490 if (save->out_of_memory)
1491 return;
1492
1493 _save_OBE_DrawElements(mode, count, type, indices);
1494 }
1495
1496
1497 static void GLAPIENTRY
1498 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1499 const GLvoid * const *indices, GLsizei primcount)
1500 {
1501 GLsizei i;
1502
1503 for (i = 0; i < primcount; i++) {
1504 if (count[i] > 0) {
1505 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1506 }
1507 }
1508 }
1509
1510
1511 static void GLAPIENTRY
1512 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1513 GLenum type,
1514 const GLvoid * const *indices,
1515 GLsizei primcount,
1516 const GLint *basevertex)
1517 {
1518 GLsizei i;
1519
1520 for (i = 0; i < primcount; i++) {
1521 if (count[i] > 0) {
1522 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1523 indices[i],
1524 basevertex[i]));
1525 }
1526 }
1527 }
1528
1529
1530 static void
1531 vtxfmt_init(struct gl_context *ctx)
1532 {
1533 struct vbo_save_context *save = &vbo_context(ctx)->save;
1534 GLvertexformat *vfmt = &save->vtxfmt;
1535
1536 vfmt->ArrayElement = _ae_ArrayElement;
1537
1538 vfmt->Color3f = _save_Color3f;
1539 vfmt->Color3fv = _save_Color3fv;
1540 vfmt->Color4f = _save_Color4f;
1541 vfmt->Color4fv = _save_Color4fv;
1542 vfmt->EdgeFlag = _save_EdgeFlag;
1543 vfmt->End = _save_End;
1544 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
1545 vfmt->FogCoordfEXT = _save_FogCoordfEXT;
1546 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
1547 vfmt->Indexf = _save_Indexf;
1548 vfmt->Indexfv = _save_Indexfv;
1549 vfmt->Materialfv = _save_Materialfv;
1550 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
1551 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
1552 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
1553 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
1554 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
1555 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
1556 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
1557 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
1558 vfmt->Normal3f = _save_Normal3f;
1559 vfmt->Normal3fv = _save_Normal3fv;
1560 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
1561 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
1562 vfmt->TexCoord1f = _save_TexCoord1f;
1563 vfmt->TexCoord1fv = _save_TexCoord1fv;
1564 vfmt->TexCoord2f = _save_TexCoord2f;
1565 vfmt->TexCoord2fv = _save_TexCoord2fv;
1566 vfmt->TexCoord3f = _save_TexCoord3f;
1567 vfmt->TexCoord3fv = _save_TexCoord3fv;
1568 vfmt->TexCoord4f = _save_TexCoord4f;
1569 vfmt->TexCoord4fv = _save_TexCoord4fv;
1570 vfmt->Vertex2f = _save_Vertex2f;
1571 vfmt->Vertex2fv = _save_Vertex2fv;
1572 vfmt->Vertex3f = _save_Vertex3f;
1573 vfmt->Vertex3fv = _save_Vertex3fv;
1574 vfmt->Vertex4f = _save_Vertex4f;
1575 vfmt->Vertex4fv = _save_Vertex4fv;
1576 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
1577 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
1578 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
1579 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
1580 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
1581 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
1582 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
1583 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
1584
1585 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
1586 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
1587 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
1588 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
1589 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
1590 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
1591 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
1592 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
1593
1594 /* integer-valued */
1595 vfmt->VertexAttribI1i = _save_VertexAttribI1i;
1596 vfmt->VertexAttribI2i = _save_VertexAttribI2i;
1597 vfmt->VertexAttribI3i = _save_VertexAttribI3i;
1598 vfmt->VertexAttribI4i = _save_VertexAttribI4i;
1599 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
1600 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
1601 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
1602
1603 /* unsigned integer-valued */
1604 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
1605 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
1606 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
1607 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
1608 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
1609 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
1610 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
1611
1612 vfmt->VertexP2ui = _save_VertexP2ui;
1613 vfmt->VertexP3ui = _save_VertexP3ui;
1614 vfmt->VertexP4ui = _save_VertexP4ui;
1615 vfmt->VertexP2uiv = _save_VertexP2uiv;
1616 vfmt->VertexP3uiv = _save_VertexP3uiv;
1617 vfmt->VertexP4uiv = _save_VertexP4uiv;
1618
1619 vfmt->TexCoordP1ui = _save_TexCoordP1ui;
1620 vfmt->TexCoordP2ui = _save_TexCoordP2ui;
1621 vfmt->TexCoordP3ui = _save_TexCoordP3ui;
1622 vfmt->TexCoordP4ui = _save_TexCoordP4ui;
1623 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv;
1624 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv;
1625 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv;
1626 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv;
1627
1628 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui;
1629 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui;
1630 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui;
1631 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui;
1632 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv;
1633 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv;
1634 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv;
1635 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv;
1636
1637 vfmt->NormalP3ui = _save_NormalP3ui;
1638 vfmt->NormalP3uiv = _save_NormalP3uiv;
1639
1640 vfmt->ColorP3ui = _save_ColorP3ui;
1641 vfmt->ColorP4ui = _save_ColorP4ui;
1642 vfmt->ColorP3uiv = _save_ColorP3uiv;
1643 vfmt->ColorP4uiv = _save_ColorP4uiv;
1644
1645 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
1646 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
1647
1648 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
1649 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
1650 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
1651 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
1652
1653 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
1654 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
1655 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
1656 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
1657
1658 vfmt->VertexAttribL1d = _save_VertexAttribL1d;
1659 vfmt->VertexAttribL2d = _save_VertexAttribL2d;
1660 vfmt->VertexAttribL3d = _save_VertexAttribL3d;
1661 vfmt->VertexAttribL4d = _save_VertexAttribL4d;
1662
1663 vfmt->VertexAttribL1dv = _save_VertexAttribL1dv;
1664 vfmt->VertexAttribL2dv = _save_VertexAttribL2dv;
1665 vfmt->VertexAttribL3dv = _save_VertexAttribL3dv;
1666 vfmt->VertexAttribL4dv = _save_VertexAttribL4dv;
1667
1668 vfmt->VertexAttribL1ui64ARB = _save_VertexAttribL1ui64ARB;
1669 vfmt->VertexAttribL1ui64vARB = _save_VertexAttribL1ui64vARB;
1670
1671 /* This will all require us to fallback to saving the list as opcodes:
1672 */
1673 vfmt->CallList = _save_CallList;
1674 vfmt->CallLists = _save_CallLists;
1675
1676 vfmt->EvalCoord1f = _save_EvalCoord1f;
1677 vfmt->EvalCoord1fv = _save_EvalCoord1fv;
1678 vfmt->EvalCoord2f = _save_EvalCoord2f;
1679 vfmt->EvalCoord2fv = _save_EvalCoord2fv;
1680 vfmt->EvalPoint1 = _save_EvalPoint1;
1681 vfmt->EvalPoint2 = _save_EvalPoint2;
1682
1683 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1684 * only used when we're inside a glBegin/End pair.
1685 */
1686 vfmt->Begin = _save_Begin;
1687 }
1688
1689
1690 /**
1691 * Initialize the dispatch table with the VBO functions for display
1692 * list compilation.
1693 */
1694 void
1695 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1696 struct _glapi_table *exec)
1697 {
1698 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1699 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1700 SET_DrawElements(exec, _save_OBE_DrawElements);
1701 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1702 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1703 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1704 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1705 SET_Rectf(exec, _save_OBE_Rectf);
1706 /* Note: other glDraw functins aren't compiled into display lists */
1707 }
1708
1709
1710
1711 void
1712 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1713 {
1714 struct vbo_save_context *save = &vbo_context(ctx)->save;
1715
1716 /* Noop when we are actually active:
1717 */
1718 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1719 return;
1720
1721 if (save->vert_count || save->prim_count)
1722 compile_vertex_list(ctx);
1723
1724 copy_to_current(ctx);
1725 reset_vertex(ctx);
1726 reset_counters(ctx);
1727 ctx->Driver.SaveNeedFlush = GL_FALSE;
1728 }
1729
1730
1731 /**
1732 * Called from glNewList when we're starting to compile a display list.
1733 */
1734 void
1735 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1736 {
1737 struct vbo_save_context *save = &vbo_context(ctx)->save;
1738
1739 (void) list;
1740 (void) mode;
1741
1742 if (!save->prim_store)
1743 save->prim_store = alloc_prim_store();
1744
1745 if (!save->vertex_store)
1746 save->vertex_store = alloc_vertex_store(ctx);
1747
1748 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1749
1750 reset_vertex(ctx);
1751 reset_counters(ctx);
1752 ctx->Driver.SaveNeedFlush = GL_FALSE;
1753 }
1754
1755
1756 /**
1757 * Called from glEndList when we're finished compiling a display list.
1758 */
1759 void
1760 vbo_save_EndList(struct gl_context *ctx)
1761 {
1762 struct vbo_save_context *save = &vbo_context(ctx)->save;
1763
1764 /* EndList called inside a (saved) Begin/End pair?
1765 */
1766 if (_mesa_inside_dlist_begin_end(ctx)) {
1767 if (save->prim_count > 0) {
1768 GLint i = save->prim_count - 1;
1769 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1770 save->prims[i].end = 0;
1771 save->prims[i].count = save->vert_count - save->prims[i].start;
1772 }
1773
1774 /* Make sure this vertex list gets replayed by the "loopback"
1775 * mechanism:
1776 */
1777 save->dangling_attr_ref = GL_TRUE;
1778 vbo_save_SaveFlushVertices(ctx);
1779
1780 /* Swap out this vertex format while outside begin/end. Any color,
1781 * etc. received between here and the next begin will be compiled
1782 * as opcodes.
1783 */
1784 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1785 }
1786
1787 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1788
1789 assert(save->vertex_size == 0);
1790 }
1791
1792
1793 /**
1794 * Called from the display list code when we're about to execute a
1795 * display list.
1796 */
1797 void
1798 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1799 {
1800 struct vbo_save_context *save = &vbo_context(ctx)->save;
1801 save->replay_flags |= dlist->Flags;
1802 }
1803
1804
1805 /**
1806 * Called from the display list code when we're finished executing a
1807 * display list.
1808 */
1809 void
1810 vbo_save_EndCallList(struct gl_context *ctx)
1811 {
1812 struct vbo_save_context *save = &vbo_context(ctx)->save;
1813
1814 if (ctx->ListState.CallDepth == 1)
1815 save->replay_flags = 0;
1816 }
1817
1818
1819 /**
1820 * Called by display list code when a display list is being deleted.
1821 */
1822 static void
1823 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1824 {
1825 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1826
1827 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
1828 _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
1829
1830 if (--node->prim_store->refcount == 0)
1831 free(node->prim_store);
1832
1833 free(node->current_data);
1834 node->current_data = NULL;
1835 }
1836
1837
1838 static void
1839 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1840 {
1841 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1842 GLuint i;
1843 struct gl_buffer_object *buffer = node->VAO[0]->BufferBinding[0].BufferObj;
1844 const GLuint vertex_size = _vbo_save_get_stride(node)/sizeof(GLfloat);
1845 (void) ctx;
1846
1847 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1848 "buffer %p\n",
1849 node->vertex_count, node->prim_count, vertex_size,
1850 buffer);
1851
1852 for (i = 0; i < node->prim_count; i++) {
1853 struct _mesa_prim *prim = &node->prims[i];
1854 fprintf(f, " prim %d: %s %d..%d %s %s\n",
1855 i,
1856 _mesa_lookup_prim_by_nr(prim->mode),
1857 prim->start,
1858 prim->start + prim->count,
1859 (prim->begin) ? "BEGIN" : "(wrap)",
1860 (prim->end) ? "END" : "(wrap)");
1861 }
1862 }
1863
1864
1865 /**
1866 * Called during context creation/init.
1867 */
1868 static void
1869 current_init(struct gl_context *ctx)
1870 {
1871 struct vbo_save_context *save = &vbo_context(ctx)->save;
1872 GLint i;
1873
1874 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1875 const GLuint j = i - VBO_ATTRIB_POS;
1876 assert(j < VERT_ATTRIB_MAX);
1877 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1878 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
1879 }
1880
1881 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1882 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1883 assert(j < MAT_ATTRIB_MAX);
1884 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1885 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
1886 }
1887 }
1888
1889
1890 /**
1891 * Initialize the display list compiler. Called during context creation.
1892 */
1893 void
1894 vbo_save_api_init(struct vbo_save_context *save)
1895 {
1896 struct gl_context *ctx = save->ctx;
1897
1898 save->opcode_vertex_list =
1899 _mesa_dlist_alloc_opcode(ctx,
1900 sizeof(struct vbo_save_vertex_list),
1901 vbo_save_playback_vertex_list,
1902 vbo_destroy_vertex_list,
1903 vbo_print_vertex_list);
1904
1905 vtxfmt_init(ctx);
1906 current_init(ctx);
1907 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
1908 }