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