mesa: move num_instances and base_instance out of _mesa_prim
[mesa.git] / src / mesa / vbo / vbo_save_api.c
1 /**************************************************************************
2
3 Copyright 2002-2008 VMware, Inc.
4
5 All Rights Reserved.
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7 Permission is hereby granted, free of charge, to any person obtaining a
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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].start = 0;
741 save->prims[0].count = 0;
742 save->prim_count = 1;
743 }
744
745
746 /**
747 * Called only when buffers are wrapped as the result of filling the
748 * vertex_store struct.
749 */
750 static void
751 wrap_filled_vertex(struct gl_context *ctx)
752 {
753 struct vbo_save_context *save = &vbo_context(ctx)->save;
754 unsigned numComponents;
755
756 /* Emit a glEnd to close off the last vertex list.
757 */
758 wrap_buffers(ctx);
759
760 /* Copy stored stored vertices to start of new list.
761 */
762 assert(save->max_vert - save->vert_count > save->copied.nr);
763
764 numComponents = save->copied.nr * save->vertex_size;
765 memcpy(save->buffer_ptr,
766 save->copied.buffer,
767 numComponents * sizeof(fi_type));
768 save->buffer_ptr += numComponents;
769 save->vert_count += save->copied.nr;
770 }
771
772
773 static void
774 copy_to_current(struct gl_context *ctx)
775 {
776 struct vbo_save_context *save = &vbo_context(ctx)->save;
777 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
778
779 while (enabled) {
780 const int i = u_bit_scan64(&enabled);
781 assert(save->attrsz[i]);
782
783 if (save->attrtype[i] == GL_DOUBLE ||
784 save->attrtype[i] == GL_UNSIGNED_INT64_ARB)
785 memcpy(save->current[i], save->attrptr[i], save->attrsz[i] * sizeof(GLfloat));
786 else
787 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
788 save->attrptr[i], save->attrtype[i]);
789 }
790 }
791
792
793 static void
794 copy_from_current(struct gl_context *ctx)
795 {
796 struct vbo_save_context *save = &vbo_context(ctx)->save;
797 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
798
799 while (enabled) {
800 const int i = u_bit_scan64(&enabled);
801
802 switch (save->attrsz[i]) {
803 case 4:
804 save->attrptr[i][3] = save->current[i][3];
805 case 3:
806 save->attrptr[i][2] = save->current[i][2];
807 case 2:
808 save->attrptr[i][1] = save->current[i][1];
809 case 1:
810 save->attrptr[i][0] = save->current[i][0];
811 break;
812 case 0:
813 unreachable("Unexpected vertex attribute size");
814 }
815 }
816 }
817
818
819 /**
820 * Called when we increase the size of a vertex attribute. For example,
821 * if we've seen one or more glTexCoord2f() calls and now we get a
822 * glTexCoord3f() call.
823 * Flush existing data, set new attrib size, replay copied vertices.
824 */
825 static void
826 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
827 {
828 struct vbo_save_context *save = &vbo_context(ctx)->save;
829 GLuint oldsz;
830 GLuint i;
831 fi_type *tmp;
832
833 /* Store the current run of vertices, and emit a GL_END. Emit a
834 * BEGIN in the new buffer.
835 */
836 if (save->vert_count)
837 wrap_buffers(ctx);
838 else
839 assert(save->copied.nr == 0);
840
841 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
842 * when the attribute already exists in the vertex and is having
843 * its size increased.
844 */
845 copy_to_current(ctx);
846
847 /* Fix up sizes:
848 */
849 oldsz = save->attrsz[attr];
850 save->attrsz[attr] = newsz;
851 save->enabled |= BITFIELD64_BIT(attr);
852
853 save->vertex_size += newsz - oldsz;
854 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
855 save->vertex_size);
856 save->vert_count = 0;
857
858 /* Recalculate all the attrptr[] values:
859 */
860 tmp = save->vertex;
861 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
862 if (save->attrsz[i]) {
863 save->attrptr[i] = tmp;
864 tmp += save->attrsz[i];
865 }
866 else {
867 save->attrptr[i] = NULL; /* will not be dereferenced. */
868 }
869 }
870
871 /* Copy from current to repopulate the vertex with correct values.
872 */
873 copy_from_current(ctx);
874
875 /* Replay stored vertices to translate them to new format here.
876 *
877 * If there are copied vertices and the new (upgraded) attribute
878 * has not been defined before, this list is somewhat degenerate,
879 * and will need fixup at runtime.
880 */
881 if (save->copied.nr) {
882 const fi_type *data = save->copied.buffer;
883 fi_type *dest = save->buffer_map;
884
885 /* Need to note this and fix up at runtime (or loopback):
886 */
887 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
888 assert(oldsz == 0);
889 save->dangling_attr_ref = GL_TRUE;
890 }
891
892 for (i = 0; i < save->copied.nr; i++) {
893 GLbitfield64 enabled = save->enabled;
894 while (enabled) {
895 const int j = u_bit_scan64(&enabled);
896 assert(save->attrsz[j]);
897 if (j == attr) {
898 if (oldsz) {
899 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
900 save->attrtype[j]);
901 data += oldsz;
902 dest += newsz;
903 }
904 else {
905 COPY_SZ_4V(dest, newsz, save->current[attr]);
906 dest += newsz;
907 }
908 }
909 else {
910 GLint sz = save->attrsz[j];
911 COPY_SZ_4V(dest, sz, data);
912 data += sz;
913 dest += sz;
914 }
915 }
916 }
917
918 save->buffer_ptr = dest;
919 save->vert_count += save->copied.nr;
920 }
921 }
922
923
924 /**
925 * This is called when the size of a vertex attribute changes.
926 * For example, after seeing one or more glTexCoord2f() calls we
927 * get a glTexCoord4f() or glTexCoord1f() call.
928 */
929 static void
930 fixup_vertex(struct gl_context *ctx, GLuint attr,
931 GLuint sz, GLenum newType)
932 {
933 struct vbo_save_context *save = &vbo_context(ctx)->save;
934
935 if (sz > save->attrsz[attr] ||
936 newType != save->attrtype[attr]) {
937 /* New size is larger. Need to flush existing vertices and get
938 * an enlarged vertex format.
939 */
940 upgrade_vertex(ctx, attr, sz);
941 }
942 else if (sz < save->active_sz[attr]) {
943 GLuint i;
944 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
945
946 /* New size is equal or smaller - just need to fill in some
947 * zeros.
948 */
949 for (i = sz; i <= save->attrsz[attr]; i++)
950 save->attrptr[attr][i - 1] = id[i - 1];
951 }
952
953 save->active_sz[attr] = sz;
954 }
955
956
957 /**
958 * Reset the current size of all vertex attributes to the default
959 * value of 0. This signals that we haven't yet seen any per-vertex
960 * commands such as glNormal3f() or glTexCoord2f().
961 */
962 static void
963 reset_vertex(struct gl_context *ctx)
964 {
965 struct vbo_save_context *save = &vbo_context(ctx)->save;
966
967 while (save->enabled) {
968 const int i = u_bit_scan64(&save->enabled);
969 assert(save->attrsz[i]);
970 save->attrsz[i] = 0;
971 save->active_sz[i] = 0;
972 }
973
974 save->vertex_size = 0;
975 }
976
977
978 /**
979 * If index=0, does glVertexAttrib*() alias glVertex() to emit a vertex?
980 * It depends on a few things, including whether we're inside or outside
981 * of glBegin/glEnd.
982 */
983 static inline bool
984 is_vertex_position(const struct gl_context *ctx, GLuint index)
985 {
986 return (index == 0 &&
987 _mesa_attr_zero_aliases_vertex(ctx) &&
988 _mesa_inside_dlist_begin_end(ctx));
989 }
990
991
992
993 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
994
995
996 /* Only one size for each attribute may be active at once. Eg. if
997 * Color3f is installed/active, then Color4f may not be, even if the
998 * vertex actually contains 4 color coordinates. This is because the
999 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
1000 * of the chooser function when switching between Color4f and Color3f.
1001 */
1002 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
1003 do { \
1004 struct vbo_save_context *save = &vbo_context(ctx)->save; \
1005 int sz = (sizeof(C) / sizeof(GLfloat)); \
1006 \
1007 if (save->active_sz[A] != N) \
1008 fixup_vertex(ctx, A, N * sz, T); \
1009 \
1010 { \
1011 C *dest = (C *)save->attrptr[A]; \
1012 if (N>0) dest[0] = V0; \
1013 if (N>1) dest[1] = V1; \
1014 if (N>2) dest[2] = V2; \
1015 if (N>3) dest[3] = V3; \
1016 save->attrtype[A] = T; \
1017 } \
1018 \
1019 if ((A) == 0) { \
1020 GLuint i; \
1021 \
1022 for (i = 0; i < save->vertex_size; i++) \
1023 save->buffer_ptr[i] = save->vertex[i]; \
1024 \
1025 save->buffer_ptr += save->vertex_size; \
1026 \
1027 if (++save->vert_count >= save->max_vert) \
1028 wrap_filled_vertex(ctx); \
1029 } \
1030 } while (0)
1031
1032 #define TAG(x) _save_##x
1033
1034 #include "vbo_attrib_tmp.h"
1035
1036
1037
1038 #define MAT( ATTR, N, face, params ) \
1039 do { \
1040 if (face != GL_BACK) \
1041 MAT_ATTR( ATTR, N, params ); /* front */ \
1042 if (face != GL_FRONT) \
1043 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1044 } while (0)
1045
1046
1047 /**
1048 * Save a glMaterial call found between glBegin/End.
1049 * glMaterial calls outside Begin/End are handled in dlist.c.
1050 */
1051 static void GLAPIENTRY
1052 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1053 {
1054 GET_CURRENT_CONTEXT(ctx);
1055
1056 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1057 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1058 return;
1059 }
1060
1061 switch (pname) {
1062 case GL_EMISSION:
1063 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1064 break;
1065 case GL_AMBIENT:
1066 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1067 break;
1068 case GL_DIFFUSE:
1069 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1070 break;
1071 case GL_SPECULAR:
1072 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1073 break;
1074 case GL_SHININESS:
1075 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1076 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1077 }
1078 else {
1079 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1080 }
1081 break;
1082 case GL_COLOR_INDEXES:
1083 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1084 break;
1085 case GL_AMBIENT_AND_DIFFUSE:
1086 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1087 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1088 break;
1089 default:
1090 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1091 return;
1092 }
1093 }
1094
1095
1096 /* Cope with EvalCoord/CallList called within a begin/end object:
1097 * -- Flush current buffer
1098 * -- Fallback to opcodes for the rest of the begin/end object.
1099 */
1100 static void
1101 dlist_fallback(struct gl_context *ctx)
1102 {
1103 struct vbo_save_context *save = &vbo_context(ctx)->save;
1104
1105 if (save->vert_count || save->prim_count) {
1106 if (save->prim_count > 0) {
1107 /* Close off in-progress primitive. */
1108 GLint i = save->prim_count - 1;
1109 save->prims[i].count = save->vert_count - save->prims[i].start;
1110 }
1111
1112 /* Need to replay this display list with loopback,
1113 * unfortunately, otherwise this primitive won't be handled
1114 * properly:
1115 */
1116 save->dangling_attr_ref = GL_TRUE;
1117
1118 compile_vertex_list(ctx);
1119 }
1120
1121 copy_to_current(ctx);
1122 reset_vertex(ctx);
1123 reset_counters(ctx);
1124 if (save->out_of_memory) {
1125 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1126 }
1127 else {
1128 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1129 }
1130 ctx->Driver.SaveNeedFlush = GL_FALSE;
1131 }
1132
1133
1134 static void GLAPIENTRY
1135 _save_EvalCoord1f(GLfloat u)
1136 {
1137 GET_CURRENT_CONTEXT(ctx);
1138 dlist_fallback(ctx);
1139 CALL_EvalCoord1f(ctx->Save, (u));
1140 }
1141
1142 static void GLAPIENTRY
1143 _save_EvalCoord1fv(const GLfloat * v)
1144 {
1145 GET_CURRENT_CONTEXT(ctx);
1146 dlist_fallback(ctx);
1147 CALL_EvalCoord1fv(ctx->Save, (v));
1148 }
1149
1150 static void GLAPIENTRY
1151 _save_EvalCoord2f(GLfloat u, GLfloat v)
1152 {
1153 GET_CURRENT_CONTEXT(ctx);
1154 dlist_fallback(ctx);
1155 CALL_EvalCoord2f(ctx->Save, (u, v));
1156 }
1157
1158 static void GLAPIENTRY
1159 _save_EvalCoord2fv(const GLfloat * v)
1160 {
1161 GET_CURRENT_CONTEXT(ctx);
1162 dlist_fallback(ctx);
1163 CALL_EvalCoord2fv(ctx->Save, (v));
1164 }
1165
1166 static void GLAPIENTRY
1167 _save_EvalPoint1(GLint i)
1168 {
1169 GET_CURRENT_CONTEXT(ctx);
1170 dlist_fallback(ctx);
1171 CALL_EvalPoint1(ctx->Save, (i));
1172 }
1173
1174 static void GLAPIENTRY
1175 _save_EvalPoint2(GLint i, GLint j)
1176 {
1177 GET_CURRENT_CONTEXT(ctx);
1178 dlist_fallback(ctx);
1179 CALL_EvalPoint2(ctx->Save, (i, j));
1180 }
1181
1182 static void GLAPIENTRY
1183 _save_CallList(GLuint l)
1184 {
1185 GET_CURRENT_CONTEXT(ctx);
1186 dlist_fallback(ctx);
1187 CALL_CallList(ctx->Save, (l));
1188 }
1189
1190 static void GLAPIENTRY
1191 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1192 {
1193 GET_CURRENT_CONTEXT(ctx);
1194 dlist_fallback(ctx);
1195 CALL_CallLists(ctx->Save, (n, type, v));
1196 }
1197
1198
1199
1200 /**
1201 * Called when a glBegin is getting compiled into a display list.
1202 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1203 */
1204 void
1205 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode,
1206 bool no_current_update)
1207 {
1208 struct vbo_save_context *save = &vbo_context(ctx)->save;
1209 const GLuint i = save->prim_count++;
1210
1211 ctx->Driver.CurrentSavePrimitive = mode;
1212
1213 assert(i < save->prim_max);
1214 save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1215 save->prims[i].begin = 1;
1216 save->prims[i].end = 0;
1217 save->prims[i].start = save->vert_count;
1218 save->prims[i].count = 0;
1219
1220 save->no_current_update = no_current_update;
1221
1222 if (save->out_of_memory) {
1223 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1224 }
1225 else {
1226 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1227 }
1228
1229 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1230 ctx->Driver.SaveNeedFlush = GL_TRUE;
1231 }
1232
1233
1234 static void GLAPIENTRY
1235 _save_End(void)
1236 {
1237 GET_CURRENT_CONTEXT(ctx);
1238 struct vbo_save_context *save = &vbo_context(ctx)->save;
1239 const GLint i = save->prim_count - 1;
1240
1241 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1242 save->prims[i].end = 1;
1243 save->prims[i].count = (save->vert_count - save->prims[i].start);
1244
1245 if (i == (GLint) save->prim_max - 1) {
1246 compile_vertex_list(ctx);
1247 assert(save->copied.nr == 0);
1248 }
1249
1250 /* Swap out this vertex format while outside begin/end. Any color,
1251 * etc. received between here and the next begin will be compiled
1252 * as opcodes.
1253 */
1254 if (save->out_of_memory) {
1255 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1256 }
1257 else {
1258 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1259 }
1260 }
1261
1262
1263 static void GLAPIENTRY
1264 _save_Begin(GLenum mode)
1265 {
1266 GET_CURRENT_CONTEXT(ctx);
1267 (void) mode;
1268 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1269 }
1270
1271
1272 static void GLAPIENTRY
1273 _save_PrimitiveRestartNV(void)
1274 {
1275 GET_CURRENT_CONTEXT(ctx);
1276 struct vbo_save_context *save = &vbo_context(ctx)->save;
1277
1278 if (save->prim_count == 0) {
1279 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1280 * is an error.
1281 */
1282 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1283 "glPrimitiveRestartNV called outside glBegin/End");
1284 } else {
1285 /* get current primitive mode */
1286 GLenum curPrim = save->prims[save->prim_count - 1].mode;
1287 bool no_current_update = save->no_current_update;
1288
1289 /* restart primitive */
1290 CALL_End(GET_DISPATCH(), ());
1291 vbo_save_NotifyBegin(ctx, curPrim, no_current_update);
1292 }
1293 }
1294
1295
1296 /* Unlike the functions above, these are to be hooked into the vtxfmt
1297 * maintained in ctx->ListState, active when the list is known or
1298 * suspected to be outside any begin/end primitive.
1299 * Note: OBE = Outside Begin/End
1300 */
1301 static void GLAPIENTRY
1302 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1303 {
1304 GET_CURRENT_CONTEXT(ctx);
1305 vbo_save_NotifyBegin(ctx, GL_QUADS, false);
1306 CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
1307 CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
1308 CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
1309 CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
1310 CALL_End(GET_DISPATCH(), ());
1311 }
1312
1313
1314 static void GLAPIENTRY
1315 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1316 {
1317 GET_CURRENT_CONTEXT(ctx);
1318 struct gl_vertex_array_object *vao = ctx->Array.VAO;
1319 struct vbo_save_context *save = &vbo_context(ctx)->save;
1320 GLint i;
1321
1322 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1323 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1324 return;
1325 }
1326 if (count < 0) {
1327 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1328 return;
1329 }
1330
1331 if (save->out_of_memory)
1332 return;
1333
1334 /* Make sure to process any VBO binding changes */
1335 _mesa_update_state(ctx);
1336
1337 _mesa_vao_map_arrays(ctx, vao, GL_MAP_READ_BIT);
1338
1339 vbo_save_NotifyBegin(ctx, mode, true);
1340
1341 for (i = 0; i < count; i++)
1342 _mesa_array_element(ctx, start + i);
1343 CALL_End(GET_DISPATCH(), ());
1344
1345 _mesa_vao_unmap_arrays(ctx, vao);
1346 }
1347
1348
1349 static void GLAPIENTRY
1350 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1351 const GLsizei *count, GLsizei primcount)
1352 {
1353 GET_CURRENT_CONTEXT(ctx);
1354 GLint i;
1355
1356 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1357 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1358 return;
1359 }
1360
1361 if (primcount < 0) {
1362 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1363 "glMultiDrawArrays(primcount<0)");
1364 return;
1365 }
1366
1367 for (i = 0; i < primcount; i++) {
1368 if (count[i] < 0) {
1369 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1370 "glMultiDrawArrays(count[i]<0)");
1371 return;
1372 }
1373 }
1374
1375 for (i = 0; i < primcount; i++) {
1376 if (count[i] > 0) {
1377 _save_OBE_DrawArrays(mode, first[i], count[i]);
1378 }
1379 }
1380 }
1381
1382
1383 static void
1384 array_element(struct gl_context *ctx,
1385 GLint basevertex, GLuint elt, unsigned index_size)
1386 {
1387 /* Section 10.3.5 Primitive Restart:
1388 * [...]
1389 * When one of the *BaseVertex drawing commands specified in section 10.5
1390 * is used, the primitive restart comparison occurs before the basevertex
1391 * offset is added to the array index.
1392 */
1393 /* If PrimitiveRestart is enabled and the index is the RestartIndex
1394 * then we call PrimitiveRestartNV and return.
1395 */
1396 if (ctx->Array._PrimitiveRestart &&
1397 elt == _mesa_primitive_restart_index(ctx, index_size)) {
1398 CALL_PrimitiveRestartNV(GET_DISPATCH(), ());
1399 return;
1400 }
1401
1402 _mesa_array_element(ctx, basevertex + elt);
1403 }
1404
1405
1406 /* Could do better by copying the arrays and element list intact and
1407 * then emitting an indexed prim at runtime.
1408 */
1409 static void GLAPIENTRY
1410 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1411 const GLvoid * indices, GLint basevertex)
1412 {
1413 GET_CURRENT_CONTEXT(ctx);
1414 struct vbo_save_context *save = &vbo_context(ctx)->save;
1415 struct gl_vertex_array_object *vao = ctx->Array.VAO;
1416 struct gl_buffer_object *indexbuf = vao->IndexBufferObj;
1417 GLint i;
1418
1419 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1420 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1421 return;
1422 }
1423 if (count < 0) {
1424 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1425 return;
1426 }
1427 if (type != GL_UNSIGNED_BYTE &&
1428 type != GL_UNSIGNED_SHORT &&
1429 type != GL_UNSIGNED_INT) {
1430 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1431 return;
1432 }
1433
1434 if (save->out_of_memory)
1435 return;
1436
1437 /* Make sure to process any VBO binding changes */
1438 _mesa_update_state(ctx);
1439
1440 _mesa_vao_map(ctx, vao, GL_MAP_READ_BIT);
1441
1442 if (_mesa_is_bufferobj(indexbuf))
1443 indices =
1444 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1445
1446 vbo_save_NotifyBegin(ctx, mode, true);
1447
1448 switch (type) {
1449 case GL_UNSIGNED_BYTE:
1450 for (i = 0; i < count; i++)
1451 array_element(ctx, basevertex, ((GLubyte *) indices)[i], 1);
1452 break;
1453 case GL_UNSIGNED_SHORT:
1454 for (i = 0; i < count; i++)
1455 array_element(ctx, basevertex, ((GLushort *) indices)[i], 2);
1456 break;
1457 case GL_UNSIGNED_INT:
1458 for (i = 0; i < count; i++)
1459 array_element(ctx, basevertex, ((GLuint *) indices)[i], 4);
1460 break;
1461 default:
1462 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1463 break;
1464 }
1465
1466 CALL_End(GET_DISPATCH(), ());
1467
1468 _mesa_vao_unmap(ctx, vao);
1469 }
1470
1471 static void GLAPIENTRY
1472 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1473 const GLvoid * indices)
1474 {
1475 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1476 }
1477
1478
1479 static void GLAPIENTRY
1480 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1481 GLsizei count, GLenum type,
1482 const GLvoid * indices)
1483 {
1484 GET_CURRENT_CONTEXT(ctx);
1485 struct vbo_save_context *save = &vbo_context(ctx)->save;
1486
1487 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1488 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1489 return;
1490 }
1491 if (count < 0) {
1492 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1493 "glDrawRangeElements(count<0)");
1494 return;
1495 }
1496 if (type != GL_UNSIGNED_BYTE &&
1497 type != GL_UNSIGNED_SHORT &&
1498 type != GL_UNSIGNED_INT) {
1499 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1500 return;
1501 }
1502 if (end < start) {
1503 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1504 "glDrawRangeElements(end < start)");
1505 return;
1506 }
1507
1508 if (save->out_of_memory)
1509 return;
1510
1511 _save_OBE_DrawElements(mode, count, type, indices);
1512 }
1513
1514
1515 static void GLAPIENTRY
1516 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1517 const GLvoid * const *indices, GLsizei primcount)
1518 {
1519 GLsizei i;
1520
1521 for (i = 0; i < primcount; i++) {
1522 if (count[i] > 0) {
1523 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1524 }
1525 }
1526 }
1527
1528
1529 static void GLAPIENTRY
1530 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1531 GLenum type,
1532 const GLvoid * const *indices,
1533 GLsizei primcount,
1534 const GLint *basevertex)
1535 {
1536 GLsizei i;
1537
1538 for (i = 0; i < primcount; i++) {
1539 if (count[i] > 0) {
1540 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1541 indices[i],
1542 basevertex[i]));
1543 }
1544 }
1545 }
1546
1547
1548 static void
1549 vtxfmt_init(struct gl_context *ctx)
1550 {
1551 struct vbo_save_context *save = &vbo_context(ctx)->save;
1552 GLvertexformat *vfmt = &save->vtxfmt;
1553
1554 #define NAME_AE(x) _ae_##x
1555 #define NAME_CALLLIST(x) _save_##x
1556 #define NAME(x) _save_##x
1557 #define NAME_ES(x) _save_##x##ARB
1558
1559 #include "vbo_init_tmp.h"
1560 }
1561
1562
1563 /**
1564 * Initialize the dispatch table with the VBO functions for display
1565 * list compilation.
1566 */
1567 void
1568 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1569 struct _glapi_table *exec)
1570 {
1571 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1572 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1573 SET_DrawElements(exec, _save_OBE_DrawElements);
1574 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1575 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1576 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1577 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1578 SET_Rectf(exec, _save_OBE_Rectf);
1579 /* Note: other glDraw functins aren't compiled into display lists */
1580 }
1581
1582
1583
1584 void
1585 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1586 {
1587 struct vbo_save_context *save = &vbo_context(ctx)->save;
1588
1589 /* Noop when we are actually active:
1590 */
1591 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1592 return;
1593
1594 if (save->vert_count || save->prim_count)
1595 compile_vertex_list(ctx);
1596
1597 copy_to_current(ctx);
1598 reset_vertex(ctx);
1599 reset_counters(ctx);
1600 ctx->Driver.SaveNeedFlush = GL_FALSE;
1601 }
1602
1603
1604 /**
1605 * Called from glNewList when we're starting to compile a display list.
1606 */
1607 void
1608 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1609 {
1610 struct vbo_save_context *save = &vbo_context(ctx)->save;
1611
1612 (void) list;
1613 (void) mode;
1614
1615 if (!save->prim_store)
1616 save->prim_store = alloc_prim_store();
1617
1618 if (!save->vertex_store)
1619 save->vertex_store = alloc_vertex_store(ctx);
1620
1621 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1622
1623 reset_vertex(ctx);
1624 reset_counters(ctx);
1625 ctx->Driver.SaveNeedFlush = GL_FALSE;
1626 }
1627
1628
1629 /**
1630 * Called from glEndList when we're finished compiling a display list.
1631 */
1632 void
1633 vbo_save_EndList(struct gl_context *ctx)
1634 {
1635 struct vbo_save_context *save = &vbo_context(ctx)->save;
1636
1637 /* EndList called inside a (saved) Begin/End pair?
1638 */
1639 if (_mesa_inside_dlist_begin_end(ctx)) {
1640 if (save->prim_count > 0) {
1641 GLint i = save->prim_count - 1;
1642 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1643 save->prims[i].end = 0;
1644 save->prims[i].count = save->vert_count - save->prims[i].start;
1645 }
1646
1647 /* Make sure this vertex list gets replayed by the "loopback"
1648 * mechanism:
1649 */
1650 save->dangling_attr_ref = GL_TRUE;
1651 vbo_save_SaveFlushVertices(ctx);
1652
1653 /* Swap out this vertex format while outside begin/end. Any color,
1654 * etc. received between here and the next begin will be compiled
1655 * as opcodes.
1656 */
1657 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1658 }
1659
1660 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1661
1662 assert(save->vertex_size == 0);
1663 }
1664
1665
1666 /**
1667 * Called from the display list code when we're about to execute a
1668 * display list.
1669 */
1670 void
1671 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1672 {
1673 struct vbo_save_context *save = &vbo_context(ctx)->save;
1674 save->replay_flags |= dlist->Flags;
1675 }
1676
1677
1678 /**
1679 * Called from the display list code when we're finished executing a
1680 * display list.
1681 */
1682 void
1683 vbo_save_EndCallList(struct gl_context *ctx)
1684 {
1685 struct vbo_save_context *save = &vbo_context(ctx)->save;
1686
1687 if (ctx->ListState.CallDepth == 1)
1688 save->replay_flags = 0;
1689 }
1690
1691
1692 /**
1693 * Called by display list code when a display list is being deleted.
1694 */
1695 static void
1696 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1697 {
1698 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1699
1700 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
1701 _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
1702
1703 if (--node->prim_store->refcount == 0)
1704 free(node->prim_store);
1705
1706 free(node->current_data);
1707 node->current_data = NULL;
1708 }
1709
1710
1711 static void
1712 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1713 {
1714 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1715 GLuint i;
1716 struct gl_buffer_object *buffer = node->VAO[0]->BufferBinding[0].BufferObj;
1717 const GLuint vertex_size = _vbo_save_get_stride(node)/sizeof(GLfloat);
1718 (void) ctx;
1719
1720 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1721 "buffer %p\n",
1722 node->vertex_count, node->prim_count, vertex_size,
1723 buffer);
1724
1725 for (i = 0; i < node->prim_count; i++) {
1726 struct _mesa_prim *prim = &node->prims[i];
1727 fprintf(f, " prim %d: %s %d..%d %s %s\n",
1728 i,
1729 _mesa_lookup_prim_by_nr(prim->mode),
1730 prim->start,
1731 prim->start + prim->count,
1732 (prim->begin) ? "BEGIN" : "(wrap)",
1733 (prim->end) ? "END" : "(wrap)");
1734 }
1735 }
1736
1737
1738 /**
1739 * Called during context creation/init.
1740 */
1741 static void
1742 current_init(struct gl_context *ctx)
1743 {
1744 struct vbo_save_context *save = &vbo_context(ctx)->save;
1745 GLint i;
1746
1747 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1748 const GLuint j = i - VBO_ATTRIB_POS;
1749 assert(j < VERT_ATTRIB_MAX);
1750 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1751 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
1752 }
1753
1754 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1755 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1756 assert(j < MAT_ATTRIB_MAX);
1757 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1758 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
1759 }
1760 }
1761
1762
1763 /**
1764 * Initialize the display list compiler. Called during context creation.
1765 */
1766 void
1767 vbo_save_api_init(struct vbo_save_context *save)
1768 {
1769 struct gl_context *ctx = save->ctx;
1770
1771 save->opcode_vertex_list =
1772 _mesa_dlist_alloc_opcode(ctx,
1773 sizeof(struct vbo_save_vertex_list),
1774 vbo_save_playback_vertex_list,
1775 vbo_destroy_vertex_list,
1776 vbo_print_vertex_list);
1777
1778 vtxfmt_init(ctx);
1779 current_init(ctx);
1780 _mesa_noop_vtxfmt_init(ctx, &save->vtxfmt_noop);
1781 }