vbo: Move no_current_update out of _mesa_prim.
[mesa.git] / src / mesa / vbo / vbo_save_api.c
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2
3 Copyright 2002-2008 VMware, Inc.
4
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27
28 /*
29 * Authors:
30 * Keith Whitwell <keithw@vmware.com>
31 */
32
33
34
35 /* Display list compiler attempts to store lists of vertices with the
36 * same vertex layout. Additionally it attempts to minimize the need
37 * for execute-time fixup of these vertex lists, allowing them to be
38 * cached on hardware.
39 *
40 * There are still some circumstances where this can be thwarted, for
41 * example by building a list that consists of one very long primitive
42 * (eg Begin(Triangles), 1000 vertices, End), and calling that list
43 * from inside a different begin/end object (Begin(Lines), CallList,
44 * End).
45 *
46 * In that case the code will have to replay the list as individual
47 * commands through the Exec dispatch table, or fix up the copied
48 * vertices at execute-time.
49 *
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
52 * Begin(Lines)
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
55 * End()
56 *
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
59 *
60 *
61 * The list compiler currently doesn't attempt to compile lists
62 * containing EvalCoord or EvalPoint commands. On encountering one of
63 * these, compilation falls back to opcodes.
64 *
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
67 */
68
69
70 #include "main/glheader.h"
71 #include "main/arrayobj.h"
72 #include "main/bufferobj.h"
73 #include "main/context.h"
74 #include "main/dlist.h"
75 #include "main/enums.h"
76 #include "main/eval.h"
77 #include "main/macros.h"
78 #include "main/draw_validate.h"
79 #include "main/api_arrayelt.h"
80 #include "main/vtxfmt.h"
81 #include "main/dispatch.h"
82 #include "main/state.h"
83 #include "main/varray.h"
84 #include "util/bitscan.h"
85
86 #include "vbo_noop.h"
87 #include "vbo_private.h"
88
89
90 #ifdef ERROR
91 #undef ERROR
92 #endif
93
94 /**
95 * Display list flag only used by this VBO code.
96 */
97 #define DLIST_DANGLING_REFS 0x1
98
99
100 /* An interesting VBO number/name to help with debugging */
101 #define VBO_BUF_ID 12345
102
103
104 /*
105 * NOTE: Old 'parity' issue is gone, but copying can still be
106 * wrong-footed on replay.
107 */
108 static GLuint
109 copy_vertices(struct gl_context *ctx,
110 const struct vbo_save_vertex_list *node,
111 const fi_type * src_buffer)
112 {
113 struct vbo_save_context *save = &vbo_context(ctx)->save;
114 const struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
115 GLuint nr = prim->count;
116 GLuint sz = save->vertex_size;
117 const fi_type *src = src_buffer + prim->start * sz;
118 fi_type *dst = save->copied.buffer;
119 GLuint ovf, i;
120
121 if (prim->end)
122 return 0;
123
124 switch (prim->mode) {
125 case GL_POINTS:
126 return 0;
127 case GL_LINES:
128 ovf = nr & 1;
129 for (i = 0; i < ovf; i++)
130 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
131 sz * sizeof(GLfloat));
132 return i;
133 case GL_TRIANGLES:
134 ovf = nr % 3;
135 for (i = 0; i < ovf; i++)
136 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
137 sz * sizeof(GLfloat));
138 return i;
139 case GL_QUADS:
140 ovf = nr & 3;
141 for (i = 0; i < ovf; i++)
142 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
143 sz * sizeof(GLfloat));
144 return i;
145 case GL_LINE_STRIP:
146 if (nr == 0)
147 return 0;
148 else {
149 memcpy(dst, src + (nr - 1) * sz, sz * sizeof(GLfloat));
150 return 1;
151 }
152 case GL_LINE_LOOP:
153 case GL_TRIANGLE_FAN:
154 case GL_POLYGON:
155 if (nr == 0)
156 return 0;
157 else if (nr == 1) {
158 memcpy(dst, src + 0, sz * sizeof(GLfloat));
159 return 1;
160 }
161 else {
162 memcpy(dst, src + 0, sz * sizeof(GLfloat));
163 memcpy(dst + sz, src + (nr - 1) * sz, sz * sizeof(GLfloat));
164 return 2;
165 }
166 case GL_TRIANGLE_STRIP:
167 case GL_QUAD_STRIP:
168 switch (nr) {
169 case 0:
170 ovf = 0;
171 break;
172 case 1:
173 ovf = 1;
174 break;
175 default:
176 ovf = 2 + (nr & 1);
177 break;
178 }
179 for (i = 0; i < ovf; i++)
180 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
181 sz * sizeof(GLfloat));
182 return i;
183 default:
184 unreachable("Unexpected primitive type");
185 return 0;
186 }
187 }
188
189
190 static struct vbo_save_vertex_store *
191 alloc_vertex_store(struct gl_context *ctx)
192 {
193 struct vbo_save_context *save = &vbo_context(ctx)->save;
194 struct vbo_save_vertex_store *vertex_store =
195 CALLOC_STRUCT(vbo_save_vertex_store);
196
197 /* obj->Name needs to be non-zero, but won't ever be examined more
198 * closely than that. In particular these buffers won't be entered
199 * into the hash and can never be confused with ones visible to the
200 * user. Perhaps there could be a special number for internal
201 * buffers:
202 */
203 vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID);
204 if (vertex_store->bufferobj) {
205 save->out_of_memory =
206 !ctx->Driver.BufferData(ctx,
207 GL_ARRAY_BUFFER_ARB,
208 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
209 NULL, GL_STATIC_DRAW_ARB,
210 GL_MAP_WRITE_BIT |
211 GL_DYNAMIC_STORAGE_BIT,
212 vertex_store->bufferobj);
213 }
214 else {
215 save->out_of_memory = GL_TRUE;
216 }
217
218 if (save->out_of_memory) {
219 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation");
220 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
221 }
222
223 vertex_store->buffer_map = NULL;
224 vertex_store->used = 0;
225
226 return vertex_store;
227 }
228
229
230 static void
231 free_vertex_store(struct gl_context *ctx,
232 struct vbo_save_vertex_store *vertex_store)
233 {
234 assert(!vertex_store->buffer_map);
235
236 if (vertex_store->bufferobj) {
237 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
238 }
239
240 free(vertex_store);
241 }
242
243
244 fi_type *
245 vbo_save_map_vertex_store(struct gl_context *ctx,
246 struct vbo_save_vertex_store *vertex_store)
247 {
248 const GLbitfield access = (GL_MAP_WRITE_BIT |
249 GL_MAP_INVALIDATE_RANGE_BIT |
250 GL_MAP_UNSYNCHRONIZED_BIT |
251 GL_MAP_FLUSH_EXPLICIT_BIT);
252
253 assert(vertex_store->bufferobj);
254 assert(!vertex_store->buffer_map); /* the buffer should not be mapped */
255
256 if (vertex_store->bufferobj->Size > 0) {
257 /* Map the remaining free space in the VBO */
258 GLintptr offset = vertex_store->used * sizeof(GLfloat);
259 GLsizeiptr size = vertex_store->bufferobj->Size - offset;
260 fi_type *range = (fi_type *)
261 ctx->Driver.MapBufferRange(ctx, offset, size, access,
262 vertex_store->bufferobj,
263 MAP_INTERNAL);
264 if (range) {
265 /* compute address of start of whole buffer (needed elsewhere) */
266 vertex_store->buffer_map = range - vertex_store->used;
267 assert(vertex_store->buffer_map);
268 return range;
269 }
270 else {
271 vertex_store->buffer_map = NULL;
272 return NULL;
273 }
274 }
275 else {
276 /* probably ran out of memory for buffers */
277 return NULL;
278 }
279 }
280
281
282 void
283 vbo_save_unmap_vertex_store(struct gl_context *ctx,
284 struct vbo_save_vertex_store *vertex_store)
285 {
286 if (vertex_store->bufferobj->Size > 0) {
287 GLintptr offset = 0;
288 GLsizeiptr length = vertex_store->used * sizeof(GLfloat)
289 - vertex_store->bufferobj->Mappings[MAP_INTERNAL].Offset;
290
291 /* Explicitly flush the region we wrote to */
292 ctx->Driver.FlushMappedBufferRange(ctx, offset, length,
293 vertex_store->bufferobj,
294 MAP_INTERNAL);
295
296 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj, MAP_INTERNAL);
297 }
298 vertex_store->buffer_map = NULL;
299 }
300
301
302 static struct vbo_save_primitive_store *
303 alloc_prim_store(void)
304 {
305 struct vbo_save_primitive_store *store =
306 CALLOC_STRUCT(vbo_save_primitive_store);
307 store->used = 0;
308 store->refcount = 1;
309 return store;
310 }
311
312
313 static void
314 reset_counters(struct gl_context *ctx)
315 {
316 struct vbo_save_context *save = &vbo_context(ctx)->save;
317
318 save->prims = save->prim_store->prims + save->prim_store->used;
319 save->buffer_map = save->vertex_store->buffer_map + save->vertex_store->used;
320
321 assert(save->buffer_map == save->buffer_ptr);
322
323 if (save->vertex_size)
324 save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
325 save->vertex_size;
326 else
327 save->max_vert = 0;
328
329 save->vert_count = 0;
330 save->prim_count = 0;
331 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
332 save->dangling_attr_ref = GL_FALSE;
333 }
334
335 /**
336 * For a list of prims, try merging prims that can just be extensions of the
337 * previous prim.
338 */
339 static void
340 merge_prims(struct _mesa_prim *prim_list,
341 GLuint *prim_count)
342 {
343 GLuint i;
344 struct _mesa_prim *prev_prim = prim_list;
345
346 for (i = 1; i < *prim_count; i++) {
347 struct _mesa_prim *this_prim = prim_list + i;
348
349 vbo_try_prim_conversion(this_prim);
350
351 if (vbo_can_merge_prims(prev_prim, this_prim)) {
352 /* We've found a prim that just extend the previous one. Tack it
353 * onto the previous one, and let this primitive struct get dropped.
354 */
355 vbo_merge_prims(prev_prim, this_prim);
356 continue;
357 }
358
359 /* If any previous primitives have been dropped, then we need to copy
360 * this later one into the next available slot.
361 */
362 prev_prim++;
363 if (prev_prim != this_prim)
364 *prev_prim = *this_prim;
365 }
366
367 *prim_count = prev_prim - prim_list + 1;
368 }
369
370
371 /**
372 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
373 * don't have to worry about handling the _mesa_prim::begin/end flags.
374 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
375 */
376 static void
377 convert_line_loop_to_strip(struct vbo_save_context *save,
378 struct vbo_save_vertex_list *node)
379 {
380 struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
381
382 assert(prim->mode == GL_LINE_LOOP);
383
384 if (prim->end) {
385 /* Copy the 0th vertex to end of the buffer and extend the
386 * vertex count by one to finish the line loop.
387 */
388 const GLuint sz = save->vertex_size;
389 /* 0th vertex: */
390 const fi_type *src = save->buffer_map + prim->start * sz;
391 /* end of buffer: */
392 fi_type *dst = save->buffer_map + (prim->start + prim->count) * sz;
393
394 memcpy(dst, src, sz * sizeof(float));
395
396 prim->count++;
397 node->vertex_count++;
398 save->vert_count++;
399 save->buffer_ptr += sz;
400 save->vertex_store->used += sz;
401 }
402
403 if (!prim->begin) {
404 /* Drawing the second or later section of a long line loop.
405 * Skip the 0th vertex.
406 */
407 prim->start++;
408 prim->count--;
409 }
410
411 prim->mode = GL_LINE_STRIP;
412 }
413
414
415 /* Compare the present vao if it has the same setup. */
416 static bool
417 compare_vao(gl_vertex_processing_mode mode,
418 const struct gl_vertex_array_object *vao,
419 const struct gl_buffer_object *bo, GLintptr buffer_offset,
420 GLuint stride, GLbitfield64 vao_enabled,
421 const GLubyte size[VBO_ATTRIB_MAX],
422 const GLenum16 type[VBO_ATTRIB_MAX],
423 const GLuint offset[VBO_ATTRIB_MAX])
424 {
425 if (!vao)
426 return false;
427
428 /* If the enabled arrays are not the same we are not equal. */
429 if (vao_enabled != vao->_Enabled)
430 return false;
431
432 /* Check the buffer binding at 0 */
433 if (vao->BufferBinding[0].BufferObj != bo)
434 return false;
435 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
436 if (vao->BufferBinding[0].Stride != stride)
437 return false;
438 assert(vao->BufferBinding[0].InstanceDivisor == 0);
439
440 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
441 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
442
443 /* Now check the enabled arrays */
444 GLbitfield mask = vao_enabled;
445 while (mask) {
446 const int attr = u_bit_scan(&mask);
447 const unsigned char vbo_attr = vao_to_vbo_map[attr];
448 const GLenum16 tp = type[vbo_attr];
449 const GLintptr off = offset[vbo_attr] + buffer_offset;
450 const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
451 if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
452 return false;
453 if (attrib->Type != tp)
454 return false;
455 if (attrib->Size != size[vbo_attr])
456 return false;
457 assert(attrib->Format == GL_RGBA);
458 assert(attrib->Enabled == GL_TRUE);
459 assert(attrib->Normalized == GL_FALSE);
460 assert(attrib->Integer == vbo_attrtype_to_integer_flag(tp));
461 assert(attrib->Doubles == vbo_attrtype_to_double_flag(tp));
462 assert(attrib->BufferBindingIndex == 0);
463 }
464
465 return true;
466 }
467
468
469 /* Create or reuse the vao for the vertex processing mode. */
470 static void
471 update_vao(struct gl_context *ctx,
472 gl_vertex_processing_mode mode,
473 struct gl_vertex_array_object **vao,
474 struct gl_buffer_object *bo, GLintptr buffer_offset,
475 GLuint stride, GLbitfield64 vbo_enabled,
476 const GLubyte size[VBO_ATTRIB_MAX],
477 const GLenum16 type[VBO_ATTRIB_MAX],
478 const GLuint offset[VBO_ATTRIB_MAX])
479 {
480 /* Compute the bitmasks of vao_enabled arrays */
481 GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
482
483 /*
484 * Check if we can possibly reuse the exisiting one.
485 * In the long term we should reset them when something changes.
486 */
487 if (compare_vao(mode, *vao, bo, buffer_offset, stride,
488 vao_enabled, size, type, offset))
489 return;
490
491 /* The initial refcount is 1 */
492 _mesa_reference_vao(ctx, vao, NULL);
493 *vao = _mesa_new_vao(ctx, ~((GLuint)0));
494
495 /*
496 * assert(stride <= ctx->Const.MaxVertexAttribStride);
497 * MaxVertexAttribStride is not set for drivers that does not
498 * expose GL 44 or GLES 31.
499 */
500
501 /* Bind the buffer object at binding point 0 */
502 _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride);
503
504 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
505 * Note that the position/generic0 aliasing is done in the VAO.
506 */
507 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
508 /* Now set the enable arrays */
509 GLbitfield mask = vao_enabled;
510 while (mask) {
511 const int vao_attr = u_bit_scan(&mask);
512 const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
513 assert(offset[vbo_attr] <= ctx->Const.MaxVertexAttribRelativeOffset);
514
515 _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
516 size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
517 _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0);
518 _mesa_enable_vertex_array_attrib(ctx, *vao, vao_attr);
519 }
520 assert(vao_enabled == (*vao)->_Enabled);
521 assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
522
523 /* Finalize and freeze the VAO */
524 _mesa_set_vao_immutable(ctx, *vao);
525 }
526
527
528 /**
529 * Insert the active immediate struct onto the display list currently
530 * being built.
531 */
532 static void
533 compile_vertex_list(struct gl_context *ctx)
534 {
535 struct vbo_save_context *save = &vbo_context(ctx)->save;
536 struct vbo_save_vertex_list *node;
537
538 /* Allocate space for this structure in the display list currently
539 * being compiled.
540 */
541 node = (struct vbo_save_vertex_list *)
542 _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node));
543
544 if (!node)
545 return;
546
547 /* Make sure the pointer is aligned to the size of a pointer */
548 assert((GLintptr) node % sizeof(void *) == 0);
549
550 /* Duplicate our template, increment refcounts to the storage structs:
551 */
552 GLintptr old_offset = 0;
553 if (save->VAO[0]) {
554 old_offset = save->VAO[0]->BufferBinding[0].Offset
555 + save->VAO[0]->VertexAttrib[VERT_ATTRIB_POS].RelativeOffset;
556 }
557 const GLsizei stride = save->vertex_size*sizeof(GLfloat);
558 GLintptr buffer_offset =
559 (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
560 assert(old_offset <= buffer_offset);
561 const GLintptr offset_diff = buffer_offset - old_offset;
562 GLuint start_offset = 0;
563 if (offset_diff > 0 && stride > 0 && offset_diff % stride == 0) {
564 /* The vertex size is an exact multiple of the buffer offset.
565 * This means that we can use zero-based vertex attribute pointers
566 * and specify the start of the primitive with the _mesa_prim::start
567 * field. This results in issuing several draw calls with identical
568 * vertex attribute information. This can result in fewer state
569 * changes in drivers. In particular, the Gallium CSO module will
570 * filter out redundant vertex buffer changes.
571 */
572 /* We cannot immediately update the primitives as some methods below
573 * still need the uncorrected start vertices
574 */
575 start_offset = offset_diff/stride;
576 assert(old_offset == buffer_offset - offset_diff);
577 buffer_offset = old_offset;
578 }
579 GLuint offsets[VBO_ATTRIB_MAX];
580 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
581 offsets[i] = offset;
582 offset += save->attrsz[i] * sizeof(GLfloat);
583 }
584 node->vertex_count = save->vert_count;
585 node->wrap_count = save->copied.nr;
586 node->prims = save->prims;
587 node->prim_count = save->prim_count;
588 node->prim_store = save->prim_store;
589
590 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
591 * Note that this may reuse the previous one of possible.
592 */
593 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
594 /* create or reuse the vao */
595 update_vao(ctx, vpm, &save->VAO[vpm],
596 save->vertex_store->bufferobj, buffer_offset, stride,
597 save->enabled, save->attrsz, save->attrtype, offsets);
598 /* Reference the vao in the dlist */
599 node->VAO[vpm] = NULL;
600 _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
601 }
602
603 node->prim_store->refcount++;
604
605 if (save->no_current_update) {
606 node->current_data = NULL;
607 }
608 else {
609 GLuint current_size = save->vertex_size - save->attrsz[0];
610 node->current_data = NULL;
611
612 if (current_size) {
613 node->current_data = malloc(current_size * sizeof(GLfloat));
614 if (node->current_data) {
615 const char *buffer = (const char *)save->buffer_map;
616 unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat);
617 unsigned vertex_offset = 0;
618
619 if (node->vertex_count)
620 vertex_offset = (node->vertex_count - 1) * stride;
621
622 memcpy(node->current_data, buffer + vertex_offset + attr_offset,
623 current_size * sizeof(GLfloat));
624 } else {
625 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
626 }
627 }
628 }
629
630 assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
631
632 if (save->dangling_attr_ref)
633 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
634
635 save->vertex_store->used += save->vertex_size * node->vertex_count;
636 save->prim_store->used += node->prim_count;
637
638 /* Copy duplicated vertices
639 */
640 save->copied.nr = copy_vertices(ctx, node, save->buffer_map);
641
642 if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) {
643 convert_line_loop_to_strip(save, node);
644 }
645
646 merge_prims(node->prims, &node->prim_count);
647
648 /* Correct the primitive starts, we can only do this here as copy_vertices
649 * and convert_line_loop_to_strip above consume the uncorrected starts.
650 * On the other hand the _vbo_loopback_vertex_list call below needs the
651 * primitves to be corrected already.
652 */
653 for (unsigned i = 0; i < node->prim_count; i++) {
654 node->prims[i].start += start_offset;
655 }
656
657 /* Deal with GL_COMPILE_AND_EXECUTE:
658 */
659 if (ctx->ExecuteFlag) {
660 struct _glapi_table *dispatch = GET_DISPATCH();
661
662 _glapi_set_dispatch(ctx->Exec);
663
664 /* Note that the range of referenced vertices must be mapped already */
665 _vbo_loopback_vertex_list(ctx, node);
666
667 _glapi_set_dispatch(dispatch);
668 }
669
670 /* Decide whether the storage structs are full, or can be used for
671 * the next vertex lists as well.
672 */
673 if (save->vertex_store->used >
674 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
675
676 /* Unmap old store:
677 */
678 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
679
680 /* Release old reference:
681 */
682 free_vertex_store(ctx, save->vertex_store);
683 save->vertex_store = NULL;
684 /* When we have a new vbo, we will for sure need a new vao */
685 for (gl_vertex_processing_mode vpm = 0; vpm < VP_MODE_MAX; ++vpm)
686 _mesa_reference_vao(ctx, &save->VAO[vpm], NULL);
687
688 /* Allocate and map new store:
689 */
690 save->vertex_store = alloc_vertex_store(ctx);
691 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
692 save->out_of_memory = save->buffer_ptr == NULL;
693 }
694 else {
695 /* update buffer_ptr for next vertex */
696 save->buffer_ptr = save->vertex_store->buffer_map
697 + save->vertex_store->used;
698 }
699
700 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
701 save->prim_store->refcount--;
702 assert(save->prim_store->refcount != 0);
703 save->prim_store = alloc_prim_store();
704 }
705
706 /* Reset our structures for the next run of vertices:
707 */
708 reset_counters(ctx);
709 }
710
711
712 /**
713 * This is called when we fill a vertex buffer before we hit a glEnd().
714 * We
715 * TODO -- If no new vertices have been stored, don't bother saving it.
716 */
717 static void
718 wrap_buffers(struct gl_context *ctx)
719 {
720 struct vbo_save_context *save = &vbo_context(ctx)->save;
721 GLint i = save->prim_count - 1;
722 GLenum mode;
723
724 assert(i < (GLint) save->prim_max);
725 assert(i >= 0);
726
727 /* Close off in-progress primitive.
728 */
729 save->prims[i].count = (save->vert_count - save->prims[i].start);
730 mode = save->prims[i].mode;
731
732 /* store the copied vertices, and allocate a new list.
733 */
734 compile_vertex_list(ctx);
735
736 /* Restart interrupted primitive
737 */
738 save->prims[0].mode = mode;
739 save->prims[0].begin = 0;
740 save->prims[0].end = 0;
741 save->prims[0].pad = 0;
742 save->prims[0].start = 0;
743 save->prims[0].count = 0;
744 save->prims[0].num_instances = 1;
745 save->prims[0].base_instance = 0;
746 save->prims[0].is_indirect = 0;
747 save->prim_count = 1;
748 }
749
750
751 /**
752 * Called only when buffers are wrapped as the result of filling the
753 * vertex_store struct.
754 */
755 static void
756 wrap_filled_vertex(struct gl_context *ctx)
757 {
758 struct vbo_save_context *save = &vbo_context(ctx)->save;
759 unsigned numComponents;
760
761 /* Emit a glEnd to close off the last vertex list.
762 */
763 wrap_buffers(ctx);
764
765 /* Copy stored stored vertices to start of new list.
766 */
767 assert(save->max_vert - save->vert_count > save->copied.nr);
768
769 numComponents = save->copied.nr * save->vertex_size;
770 memcpy(save->buffer_ptr,
771 save->copied.buffer,
772 numComponents * sizeof(fi_type));
773 save->buffer_ptr += numComponents;
774 save->vert_count += save->copied.nr;
775 }
776
777
778 static void
779 copy_to_current(struct gl_context *ctx)
780 {
781 struct vbo_save_context *save = &vbo_context(ctx)->save;
782 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
783
784 while (enabled) {
785 const int i = u_bit_scan64(&enabled);
786 assert(save->attrsz[i]);
787
788 if (save->attrtype[i] == GL_DOUBLE ||
789 save->attrtype[i] == GL_UNSIGNED_INT64_ARB)
790 memcpy(save->current[i], save->attrptr[i], save->attrsz[i] * sizeof(GLfloat));
791 else
792 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
793 save->attrptr[i], save->attrtype[i]);
794 }
795 }
796
797
798 static void
799 copy_from_current(struct gl_context *ctx)
800 {
801 struct vbo_save_context *save = &vbo_context(ctx)->save;
802 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
803
804 while (enabled) {
805 const int i = u_bit_scan64(&enabled);
806
807 switch (save->attrsz[i]) {
808 case 4:
809 save->attrptr[i][3] = save->current[i][3];
810 case 3:
811 save->attrptr[i][2] = save->current[i][2];
812 case 2:
813 save->attrptr[i][1] = save->current[i][1];
814 case 1:
815 save->attrptr[i][0] = save->current[i][0];
816 break;
817 case 0:
818 unreachable("Unexpected vertex attribute size");
819 }
820 }
821 }
822
823
824 /**
825 * Called when we increase the size of a vertex attribute. For example,
826 * if we've seen one or more glTexCoord2f() calls and now we get a
827 * glTexCoord3f() call.
828 * Flush existing data, set new attrib size, replay copied vertices.
829 */
830 static void
831 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
832 {
833 struct vbo_save_context *save = &vbo_context(ctx)->save;
834 GLuint oldsz;
835 GLuint i;
836 fi_type *tmp;
837
838 /* Store the current run of vertices, and emit a GL_END. Emit a
839 * BEGIN in the new buffer.
840 */
841 if (save->vert_count)
842 wrap_buffers(ctx);
843 else
844 assert(save->copied.nr == 0);
845
846 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
847 * when the attribute already exists in the vertex and is having
848 * its size increased.
849 */
850 copy_to_current(ctx);
851
852 /* Fix up sizes:
853 */
854 oldsz = save->attrsz[attr];
855 save->attrsz[attr] = newsz;
856 save->enabled |= BITFIELD64_BIT(attr);
857
858 save->vertex_size += newsz - oldsz;
859 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
860 save->vertex_size);
861 save->vert_count = 0;
862
863 /* Recalculate all the attrptr[] values:
864 */
865 tmp = save->vertex;
866 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
867 if (save->attrsz[i]) {
868 save->attrptr[i] = tmp;
869 tmp += save->attrsz[i];
870 }
871 else {
872 save->attrptr[i] = NULL; /* will not be dereferenced. */
873 }
874 }
875
876 /* Copy from current to repopulate the vertex with correct values.
877 */
878 copy_from_current(ctx);
879
880 /* Replay stored vertices to translate them to new format here.
881 *
882 * If there are copied vertices and the new (upgraded) attribute
883 * has not been defined before, this list is somewhat degenerate,
884 * and will need fixup at runtime.
885 */
886 if (save->copied.nr) {
887 const fi_type *data = save->copied.buffer;
888 fi_type *dest = save->buffer_map;
889
890 /* Need to note this and fix up at runtime (or loopback):
891 */
892 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
893 assert(oldsz == 0);
894 save->dangling_attr_ref = GL_TRUE;
895 }
896
897 for (i = 0; i < save->copied.nr; i++) {
898 GLbitfield64 enabled = save->enabled;
899 while (enabled) {
900 const int j = u_bit_scan64(&enabled);
901 assert(save->attrsz[j]);
902 if (j == attr) {
903 if (oldsz) {
904 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
905 save->attrtype[j]);
906 data += oldsz;
907 dest += newsz;
908 }
909 else {
910 COPY_SZ_4V(dest, newsz, save->current[attr]);
911 dest += newsz;
912 }
913 }
914 else {
915 GLint sz = save->attrsz[j];
916 COPY_SZ_4V(dest, sz, data);
917 data += sz;
918 dest += sz;
919 }
920 }
921 }
922
923 save->buffer_ptr = dest;
924 save->vert_count += save->copied.nr;
925 }
926 }
927
928
929 /**
930 * This is called when the size of a vertex attribute changes.
931 * For example, after seeing one or more glTexCoord2f() calls we
932 * get a glTexCoord4f() or glTexCoord1f() call.
933 */
934 static void
935 fixup_vertex(struct gl_context *ctx, GLuint attr,
936 GLuint sz, GLenum newType)
937 {
938 struct vbo_save_context *save = &vbo_context(ctx)->save;
939
940 if (sz > save->attrsz[attr] ||
941 newType != save->attrtype[attr]) {
942 /* New size is larger. Need to flush existing vertices and get
943 * an enlarged vertex format.
944 */
945 upgrade_vertex(ctx, attr, sz);
946 }
947 else if (sz < save->active_sz[attr]) {
948 GLuint i;
949 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
950
951 /* New size is equal or smaller - just need to fill in some
952 * zeros.
953 */
954 for (i = sz; i <= save->attrsz[attr]; i++)
955 save->attrptr[attr][i - 1] = id[i - 1];
956 }
957
958 save->active_sz[attr] = sz;
959 }
960
961
962 /**
963 * Reset the current size of all vertex attributes to the default
964 * value of 0. This signals that we haven't yet seen any per-vertex
965 * commands such as glNormal3f() or glTexCoord2f().
966 */
967 static void
968 reset_vertex(struct gl_context *ctx)
969 {
970 struct vbo_save_context *save = &vbo_context(ctx)->save;
971
972 while (save->enabled) {
973 const int i = u_bit_scan64(&save->enabled);
974 assert(save->attrsz[i]);
975 save->attrsz[i] = 0;
976 save->active_sz[i] = 0;
977 }
978
979 save->vertex_size = 0;
980 }
981
982
983
984 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
985
986
987 /* Only one size for each attribute may be active at once. Eg. if
988 * Color3f is installed/active, then Color4f may not be, even if the
989 * vertex actually contains 4 color coordinates. This is because the
990 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
991 * of the chooser function when switching between Color4f and Color3f.
992 */
993 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
994 do { \
995 struct vbo_save_context *save = &vbo_context(ctx)->save; \
996 int sz = (sizeof(C) / sizeof(GLfloat)); \
997 \
998 if (save->active_sz[A] != N) \
999 fixup_vertex(ctx, A, N * sz, T); \
1000 \
1001 { \
1002 C *dest = (C *)save->attrptr[A]; \
1003 if (N>0) dest[0] = V0; \
1004 if (N>1) dest[1] = V1; \
1005 if (N>2) dest[2] = V2; \
1006 if (N>3) dest[3] = V3; \
1007 save->attrtype[A] = T; \
1008 } \
1009 \
1010 if ((A) == 0) { \
1011 GLuint i; \
1012 \
1013 for (i = 0; i < save->vertex_size; i++) \
1014 save->buffer_ptr[i] = save->vertex[i]; \
1015 \
1016 save->buffer_ptr += save->vertex_size; \
1017 \
1018 if (++save->vert_count >= save->max_vert) \
1019 wrap_filled_vertex(ctx); \
1020 } \
1021 } while (0)
1022
1023 #define TAG(x) _save_##x
1024
1025 #include "vbo_attrib_tmp.h"
1026
1027
1028
1029 #define MAT( ATTR, N, face, params ) \
1030 do { \
1031 if (face != GL_BACK) \
1032 MAT_ATTR( ATTR, N, params ); /* front */ \
1033 if (face != GL_FRONT) \
1034 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1035 } while (0)
1036
1037
1038 /**
1039 * Save a glMaterial call found between glBegin/End.
1040 * glMaterial calls outside Begin/End are handled in dlist.c.
1041 */
1042 static void GLAPIENTRY
1043 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1044 {
1045 GET_CURRENT_CONTEXT(ctx);
1046
1047 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1048 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1049 return;
1050 }
1051
1052 switch (pname) {
1053 case GL_EMISSION:
1054 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1055 break;
1056 case GL_AMBIENT:
1057 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1058 break;
1059 case GL_DIFFUSE:
1060 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1061 break;
1062 case GL_SPECULAR:
1063 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1064 break;
1065 case GL_SHININESS:
1066 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1067 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1068 }
1069 else {
1070 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1071 }
1072 break;
1073 case GL_COLOR_INDEXES:
1074 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1075 break;
1076 case GL_AMBIENT_AND_DIFFUSE:
1077 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1078 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1079 break;
1080 default:
1081 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1082 return;
1083 }
1084 }
1085
1086
1087 /* Cope with EvalCoord/CallList called within a begin/end object:
1088 * -- Flush current buffer
1089 * -- Fallback to opcodes for the rest of the begin/end object.
1090 */
1091 static void
1092 dlist_fallback(struct gl_context *ctx)
1093 {
1094 struct vbo_save_context *save = &vbo_context(ctx)->save;
1095
1096 if (save->vert_count || save->prim_count) {
1097 if (save->prim_count > 0) {
1098 /* Close off in-progress primitive. */
1099 GLint i = save->prim_count - 1;
1100 save->prims[i].count = save->vert_count - save->prims[i].start;
1101 }
1102
1103 /* Need to replay this display list with loopback,
1104 * unfortunately, otherwise this primitive won't be handled
1105 * properly:
1106 */
1107 save->dangling_attr_ref = GL_TRUE;
1108
1109 compile_vertex_list(ctx);
1110 }
1111
1112 copy_to_current(ctx);
1113 reset_vertex(ctx);
1114 reset_counters(ctx);
1115 if (save->out_of_memory) {
1116 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1117 }
1118 else {
1119 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1120 }
1121 ctx->Driver.SaveNeedFlush = GL_FALSE;
1122 }
1123
1124
1125 static void GLAPIENTRY
1126 _save_EvalCoord1f(GLfloat u)
1127 {
1128 GET_CURRENT_CONTEXT(ctx);
1129 dlist_fallback(ctx);
1130 CALL_EvalCoord1f(ctx->Save, (u));
1131 }
1132
1133 static void GLAPIENTRY
1134 _save_EvalCoord1fv(const GLfloat * v)
1135 {
1136 GET_CURRENT_CONTEXT(ctx);
1137 dlist_fallback(ctx);
1138 CALL_EvalCoord1fv(ctx->Save, (v));
1139 }
1140
1141 static void GLAPIENTRY
1142 _save_EvalCoord2f(GLfloat u, GLfloat v)
1143 {
1144 GET_CURRENT_CONTEXT(ctx);
1145 dlist_fallback(ctx);
1146 CALL_EvalCoord2f(ctx->Save, (u, v));
1147 }
1148
1149 static void GLAPIENTRY
1150 _save_EvalCoord2fv(const GLfloat * v)
1151 {
1152 GET_CURRENT_CONTEXT(ctx);
1153 dlist_fallback(ctx);
1154 CALL_EvalCoord2fv(ctx->Save, (v));
1155 }
1156
1157 static void GLAPIENTRY
1158 _save_EvalPoint1(GLint i)
1159 {
1160 GET_CURRENT_CONTEXT(ctx);
1161 dlist_fallback(ctx);
1162 CALL_EvalPoint1(ctx->Save, (i));
1163 }
1164
1165 static void GLAPIENTRY
1166 _save_EvalPoint2(GLint i, GLint j)
1167 {
1168 GET_CURRENT_CONTEXT(ctx);
1169 dlist_fallback(ctx);
1170 CALL_EvalPoint2(ctx->Save, (i, j));
1171 }
1172
1173 static void GLAPIENTRY
1174 _save_CallList(GLuint l)
1175 {
1176 GET_CURRENT_CONTEXT(ctx);
1177 dlist_fallback(ctx);
1178 CALL_CallList(ctx->Save, (l));
1179 }
1180
1181 static void GLAPIENTRY
1182 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1183 {
1184 GET_CURRENT_CONTEXT(ctx);
1185 dlist_fallback(ctx);
1186 CALL_CallLists(ctx->Save, (n, type, v));
1187 }
1188
1189
1190
1191 /**
1192 * Called when a glBegin is getting compiled into a display list.
1193 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1194 */
1195 void
1196 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
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 =
1213 (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
1214
1215 if (save->out_of_memory) {
1216 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1217 }
1218 else {
1219 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1220 }
1221
1222 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1223 ctx->Driver.SaveNeedFlush = GL_TRUE;
1224 }
1225
1226
1227 static void GLAPIENTRY
1228 _save_End(void)
1229 {
1230 GET_CURRENT_CONTEXT(ctx);
1231 struct vbo_save_context *save = &vbo_context(ctx)->save;
1232 const GLint i = save->prim_count - 1;
1233
1234 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1235 save->prims[i].end = 1;
1236 save->prims[i].count = (save->vert_count - save->prims[i].start);
1237
1238 if (i == (GLint) save->prim_max - 1) {
1239 compile_vertex_list(ctx);
1240 assert(save->copied.nr == 0);
1241 }
1242
1243 /* Swap out this vertex format while outside begin/end. Any color,
1244 * etc. received between here and the next begin will be compiled
1245 * as opcodes.
1246 */
1247 if (save->out_of_memory) {
1248 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1249 }
1250 else {
1251 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1252 }
1253 }
1254
1255
1256 static void GLAPIENTRY
1257 _save_Begin(GLenum mode)
1258 {
1259 GET_CURRENT_CONTEXT(ctx);
1260 (void) mode;
1261 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1262 }
1263
1264
1265 static void GLAPIENTRY
1266 _save_PrimitiveRestartNV(void)
1267 {
1268 GET_CURRENT_CONTEXT(ctx);
1269 struct vbo_save_context *save = &vbo_context(ctx)->save;
1270
1271 if (save->prim_count == 0) {
1272 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1273 * is an error.
1274 */
1275 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1276 "glPrimitiveRestartNV called outside glBegin/End");
1277 } else {
1278 /* get current primitive mode */
1279 GLenum curPrim = save->prims[save->prim_count - 1].mode;
1280
1281 /* restart primitive */
1282 CALL_End(GET_DISPATCH(), ());
1283 vbo_save_NotifyBegin(ctx, curPrim);
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);
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 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1331
1332 for (i = 0; i < count; i++)
1333 CALL_ArrayElement(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 /* Could do better by copying the arrays and element list intact and
1375 * then emitting an indexed prim at runtime.
1376 */
1377 static void GLAPIENTRY
1378 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1379 const GLvoid * indices, GLint basevertex)
1380 {
1381 GET_CURRENT_CONTEXT(ctx);
1382 struct vbo_save_context *save = &vbo_context(ctx)->save;
1383 struct gl_buffer_object *indexbuf = ctx->Array.VAO->IndexBufferObj;
1384 GLint i;
1385
1386 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1387 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1388 return;
1389 }
1390 if (count < 0) {
1391 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1392 return;
1393 }
1394 if (type != GL_UNSIGNED_BYTE &&
1395 type != GL_UNSIGNED_SHORT &&
1396 type != GL_UNSIGNED_INT) {
1397 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1398 return;
1399 }
1400
1401 if (save->out_of_memory)
1402 return;
1403
1404 /* Make sure to process any VBO binding changes */
1405 _mesa_update_state(ctx);
1406
1407 _ae_map_vbos(ctx);
1408
1409 if (_mesa_is_bufferobj(indexbuf))
1410 indices =
1411 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1412
1413 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1414
1415 switch (type) {
1416 case GL_UNSIGNED_BYTE:
1417 for (i = 0; i < count; i++)
1418 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLubyte *) indices)[i]));
1419 break;
1420 case GL_UNSIGNED_SHORT:
1421 for (i = 0; i < count; i++)
1422 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLushort *) indices)[i]));
1423 break;
1424 case GL_UNSIGNED_INT:
1425 for (i = 0; i < count; i++)
1426 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLuint *) indices)[i]));
1427 break;
1428 default:
1429 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1430 break;
1431 }
1432
1433 CALL_End(GET_DISPATCH(), ());
1434
1435 _ae_unmap_vbos(ctx);
1436 }
1437
1438 static void GLAPIENTRY
1439 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1440 const GLvoid * indices)
1441 {
1442 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1443 }
1444
1445
1446 static void GLAPIENTRY
1447 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1448 GLsizei count, GLenum type,
1449 const GLvoid * indices)
1450 {
1451 GET_CURRENT_CONTEXT(ctx);
1452 struct vbo_save_context *save = &vbo_context(ctx)->save;
1453
1454 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1455 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1456 return;
1457 }
1458 if (count < 0) {
1459 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1460 "glDrawRangeElements(count<0)");
1461 return;
1462 }
1463 if (type != GL_UNSIGNED_BYTE &&
1464 type != GL_UNSIGNED_SHORT &&
1465 type != GL_UNSIGNED_INT) {
1466 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1467 return;
1468 }
1469 if (end < start) {
1470 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1471 "glDrawRangeElements(end < start)");
1472 return;
1473 }
1474
1475 if (save->out_of_memory)
1476 return;
1477
1478 _save_OBE_DrawElements(mode, count, type, indices);
1479 }
1480
1481
1482 static void GLAPIENTRY
1483 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1484 const GLvoid * const *indices, GLsizei primcount)
1485 {
1486 GLsizei i;
1487
1488 for (i = 0; i < primcount; i++) {
1489 if (count[i] > 0) {
1490 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1491 }
1492 }
1493 }
1494
1495
1496 static void GLAPIENTRY
1497 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1498 GLenum type,
1499 const GLvoid * const *indices,
1500 GLsizei primcount,
1501 const GLint *basevertex)
1502 {
1503 GLsizei i;
1504
1505 for (i = 0; i < primcount; i++) {
1506 if (count[i] > 0) {
1507 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1508 indices[i],
1509 basevertex[i]));
1510 }
1511 }
1512 }
1513
1514
1515 static void
1516 vtxfmt_init(struct gl_context *ctx)
1517 {
1518 struct vbo_save_context *save = &vbo_context(ctx)->save;
1519 GLvertexformat *vfmt = &save->vtxfmt;
1520
1521 vfmt->ArrayElement = _ae_ArrayElement;
1522
1523 vfmt->Color3f = _save_Color3f;
1524 vfmt->Color3fv = _save_Color3fv;
1525 vfmt->Color4f = _save_Color4f;
1526 vfmt->Color4fv = _save_Color4fv;
1527 vfmt->EdgeFlag = _save_EdgeFlag;
1528 vfmt->End = _save_End;
1529 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
1530 vfmt->FogCoordfEXT = _save_FogCoordfEXT;
1531 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
1532 vfmt->Indexf = _save_Indexf;
1533 vfmt->Indexfv = _save_Indexfv;
1534 vfmt->Materialfv = _save_Materialfv;
1535 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
1536 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
1537 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
1538 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
1539 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
1540 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
1541 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
1542 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
1543 vfmt->Normal3f = _save_Normal3f;
1544 vfmt->Normal3fv = _save_Normal3fv;
1545 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
1546 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
1547 vfmt->TexCoord1f = _save_TexCoord1f;
1548 vfmt->TexCoord1fv = _save_TexCoord1fv;
1549 vfmt->TexCoord2f = _save_TexCoord2f;
1550 vfmt->TexCoord2fv = _save_TexCoord2fv;
1551 vfmt->TexCoord3f = _save_TexCoord3f;
1552 vfmt->TexCoord3fv = _save_TexCoord3fv;
1553 vfmt->TexCoord4f = _save_TexCoord4f;
1554 vfmt->TexCoord4fv = _save_TexCoord4fv;
1555 vfmt->Vertex2f = _save_Vertex2f;
1556 vfmt->Vertex2fv = _save_Vertex2fv;
1557 vfmt->Vertex3f = _save_Vertex3f;
1558 vfmt->Vertex3fv = _save_Vertex3fv;
1559 vfmt->Vertex4f = _save_Vertex4f;
1560 vfmt->Vertex4fv = _save_Vertex4fv;
1561 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
1562 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
1563 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
1564 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
1565 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
1566 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
1567 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
1568 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
1569
1570 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
1571 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
1572 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
1573 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
1574 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
1575 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
1576 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
1577 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
1578
1579 /* integer-valued */
1580 vfmt->VertexAttribI1i = _save_VertexAttribI1i;
1581 vfmt->VertexAttribI2i = _save_VertexAttribI2i;
1582 vfmt->VertexAttribI3i = _save_VertexAttribI3i;
1583 vfmt->VertexAttribI4i = _save_VertexAttribI4i;
1584 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
1585 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
1586 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
1587
1588 /* unsigned integer-valued */
1589 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
1590 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
1591 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
1592 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
1593 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
1594 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
1595 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
1596
1597 vfmt->VertexP2ui = _save_VertexP2ui;
1598 vfmt->VertexP3ui = _save_VertexP3ui;
1599 vfmt->VertexP4ui = _save_VertexP4ui;
1600 vfmt->VertexP2uiv = _save_VertexP2uiv;
1601 vfmt->VertexP3uiv = _save_VertexP3uiv;
1602 vfmt->VertexP4uiv = _save_VertexP4uiv;
1603
1604 vfmt->TexCoordP1ui = _save_TexCoordP1ui;
1605 vfmt->TexCoordP2ui = _save_TexCoordP2ui;
1606 vfmt->TexCoordP3ui = _save_TexCoordP3ui;
1607 vfmt->TexCoordP4ui = _save_TexCoordP4ui;
1608 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv;
1609 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv;
1610 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv;
1611 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv;
1612
1613 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui;
1614 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui;
1615 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui;
1616 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui;
1617 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv;
1618 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv;
1619 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv;
1620 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv;
1621
1622 vfmt->NormalP3ui = _save_NormalP3ui;
1623 vfmt->NormalP3uiv = _save_NormalP3uiv;
1624
1625 vfmt->ColorP3ui = _save_ColorP3ui;
1626 vfmt->ColorP4ui = _save_ColorP4ui;
1627 vfmt->ColorP3uiv = _save_ColorP3uiv;
1628 vfmt->ColorP4uiv = _save_ColorP4uiv;
1629
1630 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
1631 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
1632
1633 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
1634 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
1635 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
1636 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
1637
1638 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
1639 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
1640 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
1641 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
1642
1643 vfmt->VertexAttribL1d = _save_VertexAttribL1d;
1644 vfmt->VertexAttribL2d = _save_VertexAttribL2d;
1645 vfmt->VertexAttribL3d = _save_VertexAttribL3d;
1646 vfmt->VertexAttribL4d = _save_VertexAttribL4d;
1647
1648 vfmt->VertexAttribL1dv = _save_VertexAttribL1dv;
1649 vfmt->VertexAttribL2dv = _save_VertexAttribL2dv;
1650 vfmt->VertexAttribL3dv = _save_VertexAttribL3dv;
1651 vfmt->VertexAttribL4dv = _save_VertexAttribL4dv;
1652
1653 vfmt->VertexAttribL1ui64ARB = _save_VertexAttribL1ui64ARB;
1654 vfmt->VertexAttribL1ui64vARB = _save_VertexAttribL1ui64vARB;
1655
1656 /* This will all require us to fallback to saving the list as opcodes:
1657 */
1658 vfmt->CallList = _save_CallList;
1659 vfmt->CallLists = _save_CallLists;
1660
1661 vfmt->EvalCoord1f = _save_EvalCoord1f;
1662 vfmt->EvalCoord1fv = _save_EvalCoord1fv;
1663 vfmt->EvalCoord2f = _save_EvalCoord2f;
1664 vfmt->EvalCoord2fv = _save_EvalCoord2fv;
1665 vfmt->EvalPoint1 = _save_EvalPoint1;
1666 vfmt->EvalPoint2 = _save_EvalPoint2;
1667
1668 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1669 * only used when we're inside a glBegin/End pair.
1670 */
1671 vfmt->Begin = _save_Begin;
1672 }
1673
1674
1675 /**
1676 * Initialize the dispatch table with the VBO functions for display
1677 * list compilation.
1678 */
1679 void
1680 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1681 struct _glapi_table *exec)
1682 {
1683 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1684 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1685 SET_DrawElements(exec, _save_OBE_DrawElements);
1686 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1687 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1688 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1689 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1690 SET_Rectf(exec, _save_OBE_Rectf);
1691 /* Note: other glDraw functins aren't compiled into display lists */
1692 }
1693
1694
1695
1696 void
1697 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1698 {
1699 struct vbo_save_context *save = &vbo_context(ctx)->save;
1700
1701 /* Noop when we are actually active:
1702 */
1703 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1704 return;
1705
1706 if (save->vert_count || save->prim_count)
1707 compile_vertex_list(ctx);
1708
1709 copy_to_current(ctx);
1710 reset_vertex(ctx);
1711 reset_counters(ctx);
1712 ctx->Driver.SaveNeedFlush = GL_FALSE;
1713 }
1714
1715
1716 /**
1717 * Called from glNewList when we're starting to compile a display list.
1718 */
1719 void
1720 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1721 {
1722 struct vbo_save_context *save = &vbo_context(ctx)->save;
1723
1724 (void) list;
1725 (void) mode;
1726
1727 if (!save->prim_store)
1728 save->prim_store = alloc_prim_store();
1729
1730 if (!save->vertex_store)
1731 save->vertex_store = alloc_vertex_store(ctx);
1732
1733 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1734
1735 reset_vertex(ctx);
1736 reset_counters(ctx);
1737 ctx->Driver.SaveNeedFlush = GL_FALSE;
1738 }
1739
1740
1741 /**
1742 * Called from glEndList when we're finished compiling a display list.
1743 */
1744 void
1745 vbo_save_EndList(struct gl_context *ctx)
1746 {
1747 struct vbo_save_context *save = &vbo_context(ctx)->save;
1748
1749 /* EndList called inside a (saved) Begin/End pair?
1750 */
1751 if (_mesa_inside_dlist_begin_end(ctx)) {
1752 if (save->prim_count > 0) {
1753 GLint i = save->prim_count - 1;
1754 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1755 save->prims[i].end = 0;
1756 save->prims[i].count = save->vert_count - save->prims[i].start;
1757 }
1758
1759 /* Make sure this vertex list gets replayed by the "loopback"
1760 * mechanism:
1761 */
1762 save->dangling_attr_ref = GL_TRUE;
1763 vbo_save_SaveFlushVertices(ctx);
1764
1765 /* Swap out this vertex format while outside begin/end. Any color,
1766 * etc. received between here and the next begin will be compiled
1767 * as opcodes.
1768 */
1769 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1770 }
1771
1772 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1773
1774 assert(save->vertex_size == 0);
1775 }
1776
1777
1778 /**
1779 * Called from the display list code when we're about to execute a
1780 * display list.
1781 */
1782 void
1783 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1784 {
1785 struct vbo_save_context *save = &vbo_context(ctx)->save;
1786 save->replay_flags |= dlist->Flags;
1787 }
1788
1789
1790 /**
1791 * Called from the display list code when we're finished executing a
1792 * display list.
1793 */
1794 void
1795 vbo_save_EndCallList(struct gl_context *ctx)
1796 {
1797 struct vbo_save_context *save = &vbo_context(ctx)->save;
1798
1799 if (ctx->ListState.CallDepth == 1)
1800 save->replay_flags = 0;
1801 }
1802
1803
1804 /**
1805 * Called by display list code when a display list is being deleted.
1806 */
1807 static void
1808 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1809 {
1810 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1811
1812 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
1813 _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
1814
1815 if (--node->prim_store->refcount == 0)
1816 free(node->prim_store);
1817
1818 free(node->current_data);
1819 node->current_data = NULL;
1820 }
1821
1822
1823 static void
1824 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1825 {
1826 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1827 GLuint i;
1828 struct gl_buffer_object *buffer = node->VAO[0]->BufferBinding[0].BufferObj;
1829 const GLuint vertex_size = _vbo_save_get_stride(node)/sizeof(GLfloat);
1830 (void) ctx;
1831
1832 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1833 "buffer %p\n",
1834 node->vertex_count, node->prim_count, vertex_size,
1835 buffer);
1836
1837 for (i = 0; i < node->prim_count; i++) {
1838 struct _mesa_prim *prim = &node->prims[i];
1839 fprintf(f, " prim %d: %s %d..%d %s %s\n",
1840 i,
1841 _mesa_lookup_prim_by_nr(prim->mode),
1842 prim->start,
1843 prim->start + prim->count,
1844 (prim->begin) ? "BEGIN" : "(wrap)",
1845 (prim->end) ? "END" : "(wrap)");
1846 }
1847 }
1848
1849
1850 /**
1851 * Called during context creation/init.
1852 */
1853 static void
1854 current_init(struct gl_context *ctx)
1855 {
1856 struct vbo_save_context *save = &vbo_context(ctx)->save;
1857 GLint i;
1858
1859 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1860 const GLuint j = i - VBO_ATTRIB_POS;
1861 assert(j < VERT_ATTRIB_MAX);
1862 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1863 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
1864 }
1865
1866 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1867 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1868 assert(j < MAT_ATTRIB_MAX);
1869 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1870 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
1871 }
1872 }
1873
1874
1875 /**
1876 * Initialize the display list compiler. Called during context creation.
1877 */
1878 void
1879 vbo_save_api_init(struct vbo_save_context *save)
1880 {
1881 struct gl_context *ctx = save->ctx;
1882
1883 save->opcode_vertex_list =
1884 _mesa_dlist_alloc_opcode(ctx,
1885 sizeof(struct vbo_save_vertex_list),
1886 vbo_save_playback_vertex_list,
1887 vbo_destroy_vertex_list,
1888 vbo_print_vertex_list);
1889
1890 vtxfmt_init(ctx);
1891 current_init(ctx);
1892 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
1893 }