vbo: Use a local variable for the dlist offsets.
[mesa.git] / src / mesa / vbo / vbo_save_api.c
1 /**************************************************************************
2
3 Copyright 2002-2008 VMware, Inc.
4
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7 Permission is hereby granted, free of charge, to any person obtaining a
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14 The above copyright notice and this permission notice (including the next
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16 Software.
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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 vertex_store->refcount = 1;
226
227 return vertex_store;
228 }
229
230
231 static void
232 free_vertex_store(struct gl_context *ctx,
233 struct vbo_save_vertex_store *vertex_store)
234 {
235 assert(!vertex_store->buffer_map);
236
237 if (vertex_store->bufferobj) {
238 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
239 }
240
241 free(vertex_store);
242 }
243
244
245 fi_type *
246 vbo_save_map_vertex_store(struct gl_context *ctx,
247 struct vbo_save_vertex_store *vertex_store)
248 {
249 const GLbitfield access = (GL_MAP_WRITE_BIT |
250 GL_MAP_INVALIDATE_RANGE_BIT |
251 GL_MAP_UNSYNCHRONIZED_BIT |
252 GL_MAP_FLUSH_EXPLICIT_BIT);
253
254 assert(vertex_store->bufferobj);
255 assert(!vertex_store->buffer_map); /* the buffer should not be mapped */
256
257 if (vertex_store->bufferobj->Size > 0) {
258 /* Map the remaining free space in the VBO */
259 GLintptr offset = vertex_store->used * sizeof(GLfloat);
260 GLsizeiptr size = vertex_store->bufferobj->Size - offset;
261 fi_type *range = (fi_type *)
262 ctx->Driver.MapBufferRange(ctx, offset, size, access,
263 vertex_store->bufferobj,
264 MAP_INTERNAL);
265 if (range) {
266 /* compute address of start of whole buffer (needed elsewhere) */
267 vertex_store->buffer_map = range - vertex_store->used;
268 assert(vertex_store->buffer_map);
269 return range;
270 }
271 else {
272 vertex_store->buffer_map = NULL;
273 return NULL;
274 }
275 }
276 else {
277 /* probably ran out of memory for buffers */
278 return NULL;
279 }
280 }
281
282
283 void
284 vbo_save_unmap_vertex_store(struct gl_context *ctx,
285 struct vbo_save_vertex_store *vertex_store)
286 {
287 if (vertex_store->bufferobj->Size > 0) {
288 GLintptr offset = 0;
289 GLsizeiptr length = vertex_store->used * sizeof(GLfloat)
290 - vertex_store->bufferobj->Mappings[MAP_INTERNAL].Offset;
291
292 /* Explicitly flush the region we wrote to */
293 ctx->Driver.FlushMappedBufferRange(ctx, offset, length,
294 vertex_store->bufferobj,
295 MAP_INTERNAL);
296
297 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj, MAP_INTERNAL);
298 }
299 vertex_store->buffer_map = NULL;
300 }
301
302
303 static struct vbo_save_primitive_store *
304 alloc_prim_store(void)
305 {
306 struct vbo_save_primitive_store *store =
307 CALLOC_STRUCT(vbo_save_primitive_store);
308 store->used = 0;
309 store->refcount = 1;
310 return store;
311 }
312
313
314 static void
315 reset_counters(struct gl_context *ctx)
316 {
317 struct vbo_save_context *save = &vbo_context(ctx)->save;
318
319 save->prims = save->prim_store->prims + save->prim_store->used;
320 save->buffer_map = save->vertex_store->buffer_map + save->vertex_store->used;
321
322 assert(save->buffer_map == save->buffer_ptr);
323
324 if (save->vertex_size)
325 save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
326 save->vertex_size;
327 else
328 save->max_vert = 0;
329
330 save->vert_count = 0;
331 save->prim_count = 0;
332 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
333 save->dangling_attr_ref = GL_FALSE;
334 }
335
336 /**
337 * For a list of prims, try merging prims that can just be extensions of the
338 * previous prim.
339 */
340 static void
341 merge_prims(struct _mesa_prim *prim_list,
342 GLuint *prim_count)
343 {
344 GLuint i;
345 struct _mesa_prim *prev_prim = prim_list;
346
347 for (i = 1; i < *prim_count; i++) {
348 struct _mesa_prim *this_prim = prim_list + i;
349
350 vbo_try_prim_conversion(this_prim);
351
352 if (vbo_can_merge_prims(prev_prim, this_prim)) {
353 /* We've found a prim that just extend the previous one. Tack it
354 * onto the previous one, and let this primitive struct get dropped.
355 */
356 vbo_merge_prims(prev_prim, this_prim);
357 continue;
358 }
359
360 /* If any previous primitives have been dropped, then we need to copy
361 * this later one into the next available slot.
362 */
363 prev_prim++;
364 if (prev_prim != this_prim)
365 *prev_prim = *this_prim;
366 }
367
368 *prim_count = prev_prim - prim_list + 1;
369 }
370
371
372 /**
373 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
374 * don't have to worry about handling the _mesa_prim::begin/end flags.
375 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
376 */
377 static void
378 convert_line_loop_to_strip(struct vbo_save_context *save,
379 struct vbo_save_vertex_list *node)
380 {
381 struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
382
383 assert(prim->mode == GL_LINE_LOOP);
384
385 if (prim->end) {
386 /* Copy the 0th vertex to end of the buffer and extend the
387 * vertex count by one to finish the line loop.
388 */
389 const GLuint sz = save->vertex_size;
390 /* 0th vertex: */
391 const fi_type *src = save->buffer_map + prim->start * sz;
392 /* end of buffer: */
393 fi_type *dst = save->buffer_map + (prim->start + prim->count) * sz;
394
395 memcpy(dst, src, sz * sizeof(float));
396
397 prim->count++;
398 node->vertex_count++;
399 save->vert_count++;
400 save->buffer_ptr += sz;
401 save->vertex_store->used += sz;
402 }
403
404 if (!prim->begin) {
405 /* Drawing the second or later section of a long line loop.
406 * Skip the 0th vertex.
407 */
408 prim->start++;
409 prim->count--;
410 }
411
412 prim->mode = GL_LINE_STRIP;
413 }
414
415
416 /* Compare the present vao if it has the same setup. */
417 static bool
418 compare_vao(gl_vertex_processing_mode mode,
419 const struct gl_vertex_array_object *vao,
420 const struct gl_buffer_object *bo, GLintptr buffer_offset,
421 GLuint stride, GLbitfield64 vao_enabled,
422 const GLubyte size[VBO_ATTRIB_MAX],
423 const GLenum16 type[VBO_ATTRIB_MAX],
424 const GLuint offset[VBO_ATTRIB_MAX])
425 {
426 if (!vao)
427 return false;
428
429 /* If the enabled arrays are not the same we are not equal. */
430 if (vao_enabled != vao->_Enabled)
431 return false;
432
433 /* Check the buffer binding at 0 */
434 if (vao->BufferBinding[0].BufferObj != bo)
435 return false;
436 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
437 if (vao->BufferBinding[0].Stride != stride)
438 return false;
439 assert(vao->BufferBinding[0].InstanceDivisor == 0);
440
441 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
442 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
443
444 /* Now check the enabled arrays */
445 GLbitfield mask = vao_enabled;
446 while (mask) {
447 const int attr = u_bit_scan(&mask);
448 const unsigned char vbo_attr = vao_to_vbo_map[attr];
449 const GLenum16 tp = type[vbo_attr];
450 const GLintptr off = offset[vbo_attr] + buffer_offset;
451 const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
452 if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
453 return false;
454 if (attrib->Type != tp)
455 return false;
456 if (attrib->Size != size[vbo_attr])
457 return false;
458 assert(attrib->Format == GL_RGBA);
459 assert(attrib->Enabled == GL_TRUE);
460 assert(attrib->Normalized == GL_FALSE);
461 assert(attrib->Integer == vbo_attrtype_to_integer_flag(tp));
462 assert(attrib->Doubles == vbo_attrtype_to_double_flag(tp));
463 assert(attrib->BufferBindingIndex == 0);
464 }
465
466 return true;
467 }
468
469
470 /* Create or reuse the vao for the vertex processing mode. */
471 static void
472 update_vao(struct gl_context *ctx,
473 gl_vertex_processing_mode mode,
474 struct gl_vertex_array_object **vao,
475 struct gl_buffer_object *bo, GLintptr buffer_offset,
476 GLuint stride, GLbitfield64 vbo_enabled,
477 const GLubyte size[VBO_ATTRIB_MAX],
478 const GLenum16 type[VBO_ATTRIB_MAX],
479 const GLuint offset[VBO_ATTRIB_MAX])
480 {
481 /* Compute the bitmasks of vao_enabled arrays */
482 GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
483
484 /*
485 * Check if we can possibly reuse the exisiting one.
486 * In the long term we should reset them when something changes.
487 */
488 if (compare_vao(mode, *vao, bo, buffer_offset, stride,
489 vao_enabled, size, type, offset))
490 return;
491
492 /* The initial refcount is 1 */
493 _mesa_reference_vao(ctx, vao, NULL);
494 *vao = _mesa_new_vao(ctx, ~((GLuint)0));
495
496 /* Bind the buffer object at binding point 0 */
497 _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride, false);
498
499 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
500 * Note that the position/generic0 aliasing is done in the VAO.
501 */
502 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
503 /* Now set the enable arrays */
504 GLbitfield mask = vao_enabled;
505 while (mask) {
506 const int vao_attr = u_bit_scan(&mask);
507 const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
508
509 _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
510 size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
511 _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0, false);
512 _mesa_enable_vertex_array_attrib(ctx, *vao, vao_attr, false);
513 }
514 assert(vao_enabled == (*vao)->_Enabled);
515 assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
516
517 /* Finalize and freeze the VAO */
518 _mesa_set_vao_immutable(ctx, *vao);
519 }
520
521
522 /**
523 * Insert the active immediate struct onto the display list currently
524 * being built.
525 */
526 static void
527 compile_vertex_list(struct gl_context *ctx)
528 {
529 struct vbo_save_context *save = &vbo_context(ctx)->save;
530 struct vbo_save_vertex_list *node;
531 GLintptr buffer_offset = 0;
532
533 /* Allocate space for this structure in the display list currently
534 * being compiled.
535 */
536 node = (struct vbo_save_vertex_list *)
537 _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node));
538
539 if (!node)
540 return;
541
542 /* Make sure the pointer is aligned to the size of a pointer */
543 assert((GLintptr) node % sizeof(void *) == 0);
544
545 /* Duplicate our template, increment refcounts to the storage structs:
546 */
547 node->enabled = save->enabled;
548 STATIC_ASSERT(sizeof(node->attrsz) == sizeof(save->attrsz));
549 memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz));
550 STATIC_ASSERT(sizeof(node->attrtype) == sizeof(save->attrtype));
551 memcpy(node->attrtype, save->attrtype, sizeof(node->attrtype));
552 node->vertex_size = save->vertex_size;
553 node->buffer_offset =
554 (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
555 if (aligned_vertex_buffer_offset(node)) {
556 /* The vertex size is an exact multiple of the buffer offset.
557 * This means that we can use zero-based vertex attribute pointers
558 * and specify the start of the primitive with the _mesa_prim::start
559 * field. This results in issuing several draw calls with identical
560 * vertex attribute information. This can result in fewer state
561 * changes in drivers. In particular, the Gallium CSO module will
562 * filter out redundant vertex buffer changes.
563 */
564 buffer_offset = 0;
565 } else {
566 buffer_offset = node->buffer_offset;
567 }
568 GLuint offsets[VBO_ATTRIB_MAX];
569 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
570 offsets[i] = offset;
571 offset += save->attrsz[i] * sizeof(GLfloat);
572 }
573 node->vertex_count = save->vert_count;
574 node->wrap_count = save->copied.nr;
575 node->prims = save->prims;
576 node->prim_count = save->prim_count;
577 node->vertex_store = save->vertex_store;
578 node->prim_store = save->prim_store;
579
580 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
581 * Note that this may reuse the previous one of possible.
582 */
583 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
584 /* create or reuse the vao */
585 update_vao(ctx, vpm, &save->VAO[vpm],
586 node->vertex_store->bufferobj, buffer_offset,
587 node->vertex_size*sizeof(GLfloat), node->enabled,
588 node->attrsz, node->attrtype, offsets);
589 /* Reference the vao in the dlist */
590 node->VAO[vpm] = NULL;
591 _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
592 }
593
594 node->vertex_store->refcount++;
595 node->prim_store->refcount++;
596
597 if (node->prims[0].no_current_update) {
598 node->current_size = 0;
599 node->current_data = NULL;
600 }
601 else {
602 node->current_size = node->vertex_size - node->attrsz[0];
603 node->current_data = NULL;
604
605 if (node->current_size) {
606 /* If the malloc fails, we just pull the data out of the VBO
607 * later instead.
608 */
609 node->current_data = malloc(node->current_size * sizeof(GLfloat));
610 if (node->current_data) {
611 const char *buffer = (const char *) save->vertex_store->buffer_map;
612 unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
613 unsigned vertex_offset = 0;
614
615 if (node->vertex_count)
616 vertex_offset =
617 (node->vertex_count - 1) * node->vertex_size * sizeof(GLfloat);
618
619 memcpy(node->current_data,
620 buffer + node->buffer_offset + vertex_offset + attr_offset,
621 node->current_size * sizeof(GLfloat));
622 }
623 }
624 }
625
626 assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
627
628 if (save->dangling_attr_ref)
629 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
630
631 save->vertex_store->used += save->vertex_size * node->vertex_count;
632 save->prim_store->used += node->prim_count;
633
634 /* Copy duplicated vertices
635 */
636 save->copied.nr = copy_vertices(ctx, node, save->buffer_map);
637
638 if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) {
639 convert_line_loop_to_strip(save, node);
640 }
641
642 merge_prims(node->prims, &node->prim_count);
643
644 /* Deal with GL_COMPILE_AND_EXECUTE:
645 */
646 if (ctx->ExecuteFlag) {
647 struct _glapi_table *dispatch = GET_DISPATCH();
648
649 _glapi_set_dispatch(ctx->Exec);
650
651 const GLfloat *buffer = (const GLfloat *)
652 ((const char *) save->vertex_store->buffer_map +
653 node->buffer_offset);
654
655 vbo_loopback_vertex_list(ctx, buffer,
656 node->attrsz, node->prims, node->prim_count,
657 node->wrap_count, node->vertex_size);
658
659 _glapi_set_dispatch(dispatch);
660 }
661
662 /* Decide whether the storage structs are full, or can be used for
663 * the next vertex lists as well.
664 */
665 if (save->vertex_store->used >
666 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
667
668 /* Unmap old store:
669 */
670 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
671
672 /* Release old reference:
673 */
674 save->vertex_store->refcount--;
675 assert(save->vertex_store->refcount != 0);
676 save->vertex_store = NULL;
677
678 /* Allocate and map new store:
679 */
680 save->vertex_store = alloc_vertex_store(ctx);
681 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
682 save->out_of_memory = save->buffer_ptr == NULL;
683 }
684 else {
685 /* update buffer_ptr for next vertex */
686 save->buffer_ptr = save->vertex_store->buffer_map
687 + save->vertex_store->used;
688 }
689
690 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
691 save->prim_store->refcount--;
692 assert(save->prim_store->refcount != 0);
693 save->prim_store = alloc_prim_store();
694 }
695
696 /*
697 * If the vertex buffer offset is a multiple of the vertex size,
698 * we can use the _mesa_prim::start value to indicate where the
699 * vertices starts, instead of the buffer offset. Also see the
700 * bind_vertex_list() function.
701 */
702 if (aligned_vertex_buffer_offset(node)) {
703 const unsigned start_offset =
704 node->buffer_offset / (node->vertex_size * sizeof(GLfloat));
705 for (unsigned i = 0; i < save->prim_count; i++) {
706 save->prims[i].start += start_offset;
707 }
708 node->start_vertex = start_offset;
709 } else {
710 node->start_vertex = 0;
711 }
712
713 /* Reset our structures for the next run of vertices:
714 */
715 reset_counters(ctx);
716 }
717
718
719 /**
720 * This is called when we fill a vertex buffer before we hit a glEnd().
721 * We
722 * TODO -- If no new vertices have been stored, don't bother saving it.
723 */
724 static void
725 wrap_buffers(struct gl_context *ctx)
726 {
727 struct vbo_save_context *save = &vbo_context(ctx)->save;
728 GLint i = save->prim_count - 1;
729 GLenum mode;
730 GLboolean weak;
731 GLboolean no_current_update;
732
733 assert(i < (GLint) save->prim_max);
734 assert(i >= 0);
735
736 /* Close off in-progress primitive.
737 */
738 save->prims[i].count = (save->vert_count - save->prims[i].start);
739 mode = save->prims[i].mode;
740 weak = save->prims[i].weak;
741 no_current_update = save->prims[i].no_current_update;
742
743 /* store the copied vertices, and allocate a new list.
744 */
745 compile_vertex_list(ctx);
746
747 /* Restart interrupted primitive
748 */
749 save->prims[0].mode = mode;
750 save->prims[0].weak = weak;
751 save->prims[0].no_current_update = no_current_update;
752 save->prims[0].begin = 0;
753 save->prims[0].end = 0;
754 save->prims[0].pad = 0;
755 save->prims[0].start = 0;
756 save->prims[0].count = 0;
757 save->prims[0].num_instances = 1;
758 save->prims[0].base_instance = 0;
759 save->prims[0].is_indirect = 0;
760 save->prim_count = 1;
761 }
762
763
764 /**
765 * Called only when buffers are wrapped as the result of filling the
766 * vertex_store struct.
767 */
768 static void
769 wrap_filled_vertex(struct gl_context *ctx)
770 {
771 struct vbo_save_context *save = &vbo_context(ctx)->save;
772 unsigned numComponents;
773
774 /* Emit a glEnd to close off the last vertex list.
775 */
776 wrap_buffers(ctx);
777
778 /* Copy stored stored vertices to start of new list.
779 */
780 assert(save->max_vert - save->vert_count > save->copied.nr);
781
782 numComponents = save->copied.nr * save->vertex_size;
783 memcpy(save->buffer_ptr,
784 save->copied.buffer,
785 numComponents * sizeof(fi_type));
786 save->buffer_ptr += numComponents;
787 save->vert_count += save->copied.nr;
788 }
789
790
791 static void
792 copy_to_current(struct gl_context *ctx)
793 {
794 struct vbo_save_context *save = &vbo_context(ctx)->save;
795 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
796
797 while (enabled) {
798 const int i = u_bit_scan64(&enabled);
799 assert(save->attrsz[i]);
800
801 save->currentsz[i][0] = save->attrsz[i];
802 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
803 save->attrptr[i], save->attrtype[i]);
804 }
805 }
806
807
808 static void
809 copy_from_current(struct gl_context *ctx)
810 {
811 struct vbo_save_context *save = &vbo_context(ctx)->save;
812 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
813
814 while (enabled) {
815 const int i = u_bit_scan64(&enabled);
816
817 switch (save->attrsz[i]) {
818 case 4:
819 save->attrptr[i][3] = save->current[i][3];
820 case 3:
821 save->attrptr[i][2] = save->current[i][2];
822 case 2:
823 save->attrptr[i][1] = save->current[i][1];
824 case 1:
825 save->attrptr[i][0] = save->current[i][0];
826 break;
827 case 0:
828 unreachable("Unexpected vertex attribute size");
829 }
830 }
831 }
832
833
834 /**
835 * Called when we increase the size of a vertex attribute. For example,
836 * if we've seen one or more glTexCoord2f() calls and now we get a
837 * glTexCoord3f() call.
838 * Flush existing data, set new attrib size, replay copied vertices.
839 */
840 static void
841 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
842 {
843 struct vbo_save_context *save = &vbo_context(ctx)->save;
844 GLuint oldsz;
845 GLuint i;
846 fi_type *tmp;
847
848 /* Store the current run of vertices, and emit a GL_END. Emit a
849 * BEGIN in the new buffer.
850 */
851 if (save->vert_count)
852 wrap_buffers(ctx);
853 else
854 assert(save->copied.nr == 0);
855
856 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
857 * when the attribute already exists in the vertex and is having
858 * its size increased.
859 */
860 copy_to_current(ctx);
861
862 /* Fix up sizes:
863 */
864 oldsz = save->attrsz[attr];
865 save->attrsz[attr] = newsz;
866 save->enabled |= BITFIELD64_BIT(attr);
867
868 save->vertex_size += newsz - oldsz;
869 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
870 save->vertex_size);
871 save->vert_count = 0;
872
873 /* Recalculate all the attrptr[] values:
874 */
875 tmp = save->vertex;
876 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
877 if (save->attrsz[i]) {
878 save->attrptr[i] = tmp;
879 tmp += save->attrsz[i];
880 }
881 else {
882 save->attrptr[i] = NULL; /* will not be dereferenced. */
883 }
884 }
885
886 /* Copy from current to repopulate the vertex with correct values.
887 */
888 copy_from_current(ctx);
889
890 /* Replay stored vertices to translate them to new format here.
891 *
892 * If there are copied vertices and the new (upgraded) attribute
893 * has not been defined before, this list is somewhat degenerate,
894 * and will need fixup at runtime.
895 */
896 if (save->copied.nr) {
897 const fi_type *data = save->copied.buffer;
898 fi_type *dest = save->buffer_map;
899
900 /* Need to note this and fix up at runtime (or loopback):
901 */
902 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
903 assert(oldsz == 0);
904 save->dangling_attr_ref = GL_TRUE;
905 }
906
907 for (i = 0; i < save->copied.nr; i++) {
908 GLbitfield64 enabled = save->enabled;
909 while (enabled) {
910 const int j = u_bit_scan64(&enabled);
911 assert(save->attrsz[j]);
912 if (j == attr) {
913 if (oldsz) {
914 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
915 save->attrtype[j]);
916 data += oldsz;
917 dest += newsz;
918 }
919 else {
920 COPY_SZ_4V(dest, newsz, save->current[attr]);
921 dest += newsz;
922 }
923 }
924 else {
925 GLint sz = save->attrsz[j];
926 COPY_SZ_4V(dest, sz, data);
927 data += sz;
928 dest += sz;
929 }
930 }
931 }
932
933 save->buffer_ptr = dest;
934 save->vert_count += save->copied.nr;
935 }
936 }
937
938
939 /**
940 * This is called when the size of a vertex attribute changes.
941 * For example, after seeing one or more glTexCoord2f() calls we
942 * get a glTexCoord4f() or glTexCoord1f() call.
943 */
944 static void
945 fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
946 {
947 struct vbo_save_context *save = &vbo_context(ctx)->save;
948
949 if (sz > save->attrsz[attr]) {
950 /* New size is larger. Need to flush existing vertices and get
951 * an enlarged vertex format.
952 */
953 upgrade_vertex(ctx, attr, sz);
954 }
955 else if (sz < save->active_sz[attr]) {
956 GLuint i;
957 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
958
959 /* New size is equal or smaller - just need to fill in some
960 * zeros.
961 */
962 for (i = sz; i <= save->attrsz[attr]; i++)
963 save->attrptr[attr][i - 1] = id[i - 1];
964 }
965
966 save->active_sz[attr] = sz;
967 }
968
969
970 /**
971 * Reset the current size of all vertex attributes to the default
972 * value of 0. This signals that we haven't yet seen any per-vertex
973 * commands such as glNormal3f() or glTexCoord2f().
974 */
975 static void
976 reset_vertex(struct gl_context *ctx)
977 {
978 struct vbo_save_context *save = &vbo_context(ctx)->save;
979
980 while (save->enabled) {
981 const int i = u_bit_scan64(&save->enabled);
982 assert(save->attrsz[i]);
983 save->attrsz[i] = 0;
984 save->active_sz[i] = 0;
985 }
986
987 save->vertex_size = 0;
988 }
989
990
991
992 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
993
994
995 /* Only one size for each attribute may be active at once. Eg. if
996 * Color3f is installed/active, then Color4f may not be, even if the
997 * vertex actually contains 4 color coordinates. This is because the
998 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
999 * of the chooser function when switching between Color4f and Color3f.
1000 */
1001 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
1002 do { \
1003 struct vbo_save_context *save = &vbo_context(ctx)->save; \
1004 \
1005 if (save->active_sz[A] != N) \
1006 fixup_vertex(ctx, A, N); \
1007 \
1008 { \
1009 C *dest = (C *)save->attrptr[A]; \
1010 if (N>0) dest[0] = V0; \
1011 if (N>1) dest[1] = V1; \
1012 if (N>2) dest[2] = V2; \
1013 if (N>3) dest[3] = V3; \
1014 save->attrtype[A] = T; \
1015 } \
1016 \
1017 if ((A) == 0) { \
1018 GLuint i; \
1019 \
1020 for (i = 0; i < save->vertex_size; i++) \
1021 save->buffer_ptr[i] = save->vertex[i]; \
1022 \
1023 save->buffer_ptr += save->vertex_size; \
1024 \
1025 if (++save->vert_count >= save->max_vert) \
1026 wrap_filled_vertex(ctx); \
1027 } \
1028 } while (0)
1029
1030 #define TAG(x) _save_##x
1031
1032 #include "vbo_attrib_tmp.h"
1033
1034
1035
1036 #define MAT( ATTR, N, face, params ) \
1037 do { \
1038 if (face != GL_BACK) \
1039 MAT_ATTR( ATTR, N, params ); /* front */ \
1040 if (face != GL_FRONT) \
1041 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1042 } while (0)
1043
1044
1045 /**
1046 * Save a glMaterial call found between glBegin/End.
1047 * glMaterial calls outside Begin/End are handled in dlist.c.
1048 */
1049 static void GLAPIENTRY
1050 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1051 {
1052 GET_CURRENT_CONTEXT(ctx);
1053
1054 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1055 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1056 return;
1057 }
1058
1059 switch (pname) {
1060 case GL_EMISSION:
1061 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1062 break;
1063 case GL_AMBIENT:
1064 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1065 break;
1066 case GL_DIFFUSE:
1067 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1068 break;
1069 case GL_SPECULAR:
1070 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1071 break;
1072 case GL_SHININESS:
1073 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1074 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1075 }
1076 else {
1077 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1078 }
1079 break;
1080 case GL_COLOR_INDEXES:
1081 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1082 break;
1083 case GL_AMBIENT_AND_DIFFUSE:
1084 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1085 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1086 break;
1087 default:
1088 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1089 return;
1090 }
1091 }
1092
1093
1094 /* Cope with EvalCoord/CallList called within a begin/end object:
1095 * -- Flush current buffer
1096 * -- Fallback to opcodes for the rest of the begin/end object.
1097 */
1098 static void
1099 dlist_fallback(struct gl_context *ctx)
1100 {
1101 struct vbo_save_context *save = &vbo_context(ctx)->save;
1102
1103 if (save->vert_count || save->prim_count) {
1104 if (save->prim_count > 0) {
1105 /* Close off in-progress primitive. */
1106 GLint i = save->prim_count - 1;
1107 save->prims[i].count = save->vert_count - save->prims[i].start;
1108 }
1109
1110 /* Need to replay this display list with loopback,
1111 * unfortunately, otherwise this primitive won't be handled
1112 * properly:
1113 */
1114 save->dangling_attr_ref = GL_TRUE;
1115
1116 compile_vertex_list(ctx);
1117 }
1118
1119 copy_to_current(ctx);
1120 reset_vertex(ctx);
1121 reset_counters(ctx);
1122 if (save->out_of_memory) {
1123 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1124 }
1125 else {
1126 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1127 }
1128 ctx->Driver.SaveNeedFlush = GL_FALSE;
1129 }
1130
1131
1132 static void GLAPIENTRY
1133 _save_EvalCoord1f(GLfloat u)
1134 {
1135 GET_CURRENT_CONTEXT(ctx);
1136 dlist_fallback(ctx);
1137 CALL_EvalCoord1f(ctx->Save, (u));
1138 }
1139
1140 static void GLAPIENTRY
1141 _save_EvalCoord1fv(const GLfloat * v)
1142 {
1143 GET_CURRENT_CONTEXT(ctx);
1144 dlist_fallback(ctx);
1145 CALL_EvalCoord1fv(ctx->Save, (v));
1146 }
1147
1148 static void GLAPIENTRY
1149 _save_EvalCoord2f(GLfloat u, GLfloat v)
1150 {
1151 GET_CURRENT_CONTEXT(ctx);
1152 dlist_fallback(ctx);
1153 CALL_EvalCoord2f(ctx->Save, (u, v));
1154 }
1155
1156 static void GLAPIENTRY
1157 _save_EvalCoord2fv(const GLfloat * v)
1158 {
1159 GET_CURRENT_CONTEXT(ctx);
1160 dlist_fallback(ctx);
1161 CALL_EvalCoord2fv(ctx->Save, (v));
1162 }
1163
1164 static void GLAPIENTRY
1165 _save_EvalPoint1(GLint i)
1166 {
1167 GET_CURRENT_CONTEXT(ctx);
1168 dlist_fallback(ctx);
1169 CALL_EvalPoint1(ctx->Save, (i));
1170 }
1171
1172 static void GLAPIENTRY
1173 _save_EvalPoint2(GLint i, GLint j)
1174 {
1175 GET_CURRENT_CONTEXT(ctx);
1176 dlist_fallback(ctx);
1177 CALL_EvalPoint2(ctx->Save, (i, j));
1178 }
1179
1180 static void GLAPIENTRY
1181 _save_CallList(GLuint l)
1182 {
1183 GET_CURRENT_CONTEXT(ctx);
1184 dlist_fallback(ctx);
1185 CALL_CallList(ctx->Save, (l));
1186 }
1187
1188 static void GLAPIENTRY
1189 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1190 {
1191 GET_CURRENT_CONTEXT(ctx);
1192 dlist_fallback(ctx);
1193 CALL_CallLists(ctx->Save, (n, type, v));
1194 }
1195
1196
1197
1198 /**
1199 * Called when a glBegin is getting compiled into a display list.
1200 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1201 */
1202 void
1203 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
1204 {
1205 struct vbo_save_context *save = &vbo_context(ctx)->save;
1206 const GLuint i = save->prim_count++;
1207
1208 assert(i < save->prim_max);
1209 save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1210 save->prims[i].begin = 1;
1211 save->prims[i].end = 0;
1212 save->prims[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
1213 save->prims[i].no_current_update =
1214 (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
1215 save->prims[i].pad = 0;
1216 save->prims[i].start = save->vert_count;
1217 save->prims[i].count = 0;
1218 save->prims[i].num_instances = 1;
1219 save->prims[i].base_instance = 0;
1220 save->prims[i].is_indirect = 0;
1221
1222 if (save->out_of_memory) {
1223 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1224 }
1225 else {
1226 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1227 }
1228
1229 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1230 ctx->Driver.SaveNeedFlush = GL_TRUE;
1231 }
1232
1233
1234 static void GLAPIENTRY
1235 _save_End(void)
1236 {
1237 GET_CURRENT_CONTEXT(ctx);
1238 struct vbo_save_context *save = &vbo_context(ctx)->save;
1239 const GLint i = save->prim_count - 1;
1240
1241 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1242 save->prims[i].end = 1;
1243 save->prims[i].count = (save->vert_count - save->prims[i].start);
1244
1245 if (i == (GLint) save->prim_max - 1) {
1246 compile_vertex_list(ctx);
1247 assert(save->copied.nr == 0);
1248 }
1249
1250 /* Swap out this vertex format while outside begin/end. Any color,
1251 * etc. received between here and the next begin will be compiled
1252 * as opcodes.
1253 */
1254 if (save->out_of_memory) {
1255 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1256 }
1257 else {
1258 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1259 }
1260 }
1261
1262
1263 static void GLAPIENTRY
1264 _save_Begin(GLenum mode)
1265 {
1266 GET_CURRENT_CONTEXT(ctx);
1267 (void) mode;
1268 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1269 }
1270
1271
1272 static void GLAPIENTRY
1273 _save_PrimitiveRestartNV(void)
1274 {
1275 GET_CURRENT_CONTEXT(ctx);
1276 struct vbo_save_context *save = &vbo_context(ctx)->save;
1277
1278 if (save->prim_count == 0) {
1279 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1280 * is an error.
1281 */
1282 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1283 "glPrimitiveRestartNV called outside glBegin/End");
1284 } else {
1285 /* get current primitive mode */
1286 GLenum curPrim = save->prims[save->prim_count - 1].mode;
1287
1288 /* restart primitive */
1289 CALL_End(GET_DISPATCH(), ());
1290 vbo_save_NotifyBegin(ctx, curPrim);
1291 }
1292 }
1293
1294
1295 /* Unlike the functions above, these are to be hooked into the vtxfmt
1296 * maintained in ctx->ListState, active when the list is known or
1297 * suspected to be outside any begin/end primitive.
1298 * Note: OBE = Outside Begin/End
1299 */
1300 static void GLAPIENTRY
1301 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1302 {
1303 GET_CURRENT_CONTEXT(ctx);
1304 vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
1305 CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
1306 CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
1307 CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
1308 CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
1309 CALL_End(GET_DISPATCH(), ());
1310 }
1311
1312
1313 static void GLAPIENTRY
1314 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1315 {
1316 GET_CURRENT_CONTEXT(ctx);
1317 struct vbo_save_context *save = &vbo_context(ctx)->save;
1318 GLint i;
1319
1320 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1321 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1322 return;
1323 }
1324 if (count < 0) {
1325 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1326 return;
1327 }
1328
1329 if (save->out_of_memory)
1330 return;
1331
1332 /* Make sure to process any VBO binding changes */
1333 _mesa_update_state(ctx);
1334
1335 _ae_map_vbos(ctx);
1336
1337 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
1338 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1339
1340 for (i = 0; i < count; i++)
1341 CALL_ArrayElement(GET_DISPATCH(), (start + i));
1342 CALL_End(GET_DISPATCH(), ());
1343
1344 _ae_unmap_vbos(ctx);
1345 }
1346
1347
1348 static void GLAPIENTRY
1349 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1350 const GLsizei *count, GLsizei primcount)
1351 {
1352 GET_CURRENT_CONTEXT(ctx);
1353 GLint i;
1354
1355 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1356 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1357 return;
1358 }
1359
1360 if (primcount < 0) {
1361 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1362 "glMultiDrawArrays(primcount<0)");
1363 return;
1364 }
1365
1366 for (i = 0; i < primcount; i++) {
1367 if (count[i] < 0) {
1368 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1369 "glMultiDrawArrays(count[i]<0)");
1370 return;
1371 }
1372 }
1373
1374 for (i = 0; i < primcount; i++) {
1375 if (count[i] > 0) {
1376 _save_OBE_DrawArrays(mode, first[i], count[i]);
1377 }
1378 }
1379 }
1380
1381
1382 /* Could do better by copying the arrays and element list intact and
1383 * then emitting an indexed prim at runtime.
1384 */
1385 static void GLAPIENTRY
1386 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1387 const GLvoid * indices, GLint basevertex)
1388 {
1389 GET_CURRENT_CONTEXT(ctx);
1390 struct vbo_save_context *save = &vbo_context(ctx)->save;
1391 struct gl_buffer_object *indexbuf = ctx->Array.VAO->IndexBufferObj;
1392 GLint i;
1393
1394 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1395 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1396 return;
1397 }
1398 if (count < 0) {
1399 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1400 return;
1401 }
1402 if (type != GL_UNSIGNED_BYTE &&
1403 type != GL_UNSIGNED_SHORT &&
1404 type != GL_UNSIGNED_INT) {
1405 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1406 return;
1407 }
1408
1409 if (save->out_of_memory)
1410 return;
1411
1412 /* Make sure to process any VBO binding changes */
1413 _mesa_update_state(ctx);
1414
1415 _ae_map_vbos(ctx);
1416
1417 if (_mesa_is_bufferobj(indexbuf))
1418 indices =
1419 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1420
1421 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
1422 VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1423
1424 switch (type) {
1425 case GL_UNSIGNED_BYTE:
1426 for (i = 0; i < count; i++)
1427 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLubyte *) indices)[i]));
1428 break;
1429 case GL_UNSIGNED_SHORT:
1430 for (i = 0; i < count; i++)
1431 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLushort *) indices)[i]));
1432 break;
1433 case GL_UNSIGNED_INT:
1434 for (i = 0; i < count; i++)
1435 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLuint *) indices)[i]));
1436 break;
1437 default:
1438 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1439 break;
1440 }
1441
1442 CALL_End(GET_DISPATCH(), ());
1443
1444 _ae_unmap_vbos(ctx);
1445 }
1446
1447 static void GLAPIENTRY
1448 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1449 const GLvoid * indices)
1450 {
1451 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1452 }
1453
1454
1455 static void GLAPIENTRY
1456 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1457 GLsizei count, GLenum type,
1458 const GLvoid * indices)
1459 {
1460 GET_CURRENT_CONTEXT(ctx);
1461 struct vbo_save_context *save = &vbo_context(ctx)->save;
1462
1463 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1464 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1465 return;
1466 }
1467 if (count < 0) {
1468 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1469 "glDrawRangeElements(count<0)");
1470 return;
1471 }
1472 if (type != GL_UNSIGNED_BYTE &&
1473 type != GL_UNSIGNED_SHORT &&
1474 type != GL_UNSIGNED_INT) {
1475 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1476 return;
1477 }
1478 if (end < start) {
1479 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1480 "glDrawRangeElements(end < start)");
1481 return;
1482 }
1483
1484 if (save->out_of_memory)
1485 return;
1486
1487 _save_OBE_DrawElements(mode, count, type, indices);
1488 }
1489
1490
1491 static void GLAPIENTRY
1492 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1493 const GLvoid * const *indices, GLsizei primcount)
1494 {
1495 GLsizei i;
1496
1497 for (i = 0; i < primcount; i++) {
1498 if (count[i] > 0) {
1499 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1500 }
1501 }
1502 }
1503
1504
1505 static void GLAPIENTRY
1506 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1507 GLenum type,
1508 const GLvoid * const *indices,
1509 GLsizei primcount,
1510 const GLint *basevertex)
1511 {
1512 GLsizei i;
1513
1514 for (i = 0; i < primcount; i++) {
1515 if (count[i] > 0) {
1516 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1517 indices[i],
1518 basevertex[i]));
1519 }
1520 }
1521 }
1522
1523
1524 static void
1525 vtxfmt_init(struct gl_context *ctx)
1526 {
1527 struct vbo_save_context *save = &vbo_context(ctx)->save;
1528 GLvertexformat *vfmt = &save->vtxfmt;
1529
1530 vfmt->ArrayElement = _ae_ArrayElement;
1531
1532 vfmt->Color3f = _save_Color3f;
1533 vfmt->Color3fv = _save_Color3fv;
1534 vfmt->Color4f = _save_Color4f;
1535 vfmt->Color4fv = _save_Color4fv;
1536 vfmt->EdgeFlag = _save_EdgeFlag;
1537 vfmt->End = _save_End;
1538 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
1539 vfmt->FogCoordfEXT = _save_FogCoordfEXT;
1540 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
1541 vfmt->Indexf = _save_Indexf;
1542 vfmt->Indexfv = _save_Indexfv;
1543 vfmt->Materialfv = _save_Materialfv;
1544 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
1545 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
1546 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
1547 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
1548 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
1549 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
1550 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
1551 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
1552 vfmt->Normal3f = _save_Normal3f;
1553 vfmt->Normal3fv = _save_Normal3fv;
1554 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
1555 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
1556 vfmt->TexCoord1f = _save_TexCoord1f;
1557 vfmt->TexCoord1fv = _save_TexCoord1fv;
1558 vfmt->TexCoord2f = _save_TexCoord2f;
1559 vfmt->TexCoord2fv = _save_TexCoord2fv;
1560 vfmt->TexCoord3f = _save_TexCoord3f;
1561 vfmt->TexCoord3fv = _save_TexCoord3fv;
1562 vfmt->TexCoord4f = _save_TexCoord4f;
1563 vfmt->TexCoord4fv = _save_TexCoord4fv;
1564 vfmt->Vertex2f = _save_Vertex2f;
1565 vfmt->Vertex2fv = _save_Vertex2fv;
1566 vfmt->Vertex3f = _save_Vertex3f;
1567 vfmt->Vertex3fv = _save_Vertex3fv;
1568 vfmt->Vertex4f = _save_Vertex4f;
1569 vfmt->Vertex4fv = _save_Vertex4fv;
1570 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
1571 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
1572 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
1573 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
1574 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
1575 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
1576 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
1577 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
1578
1579 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
1580 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
1581 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
1582 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
1583 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
1584 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
1585 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
1586 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
1587
1588 /* integer-valued */
1589 vfmt->VertexAttribI1i = _save_VertexAttribI1i;
1590 vfmt->VertexAttribI2i = _save_VertexAttribI2i;
1591 vfmt->VertexAttribI3i = _save_VertexAttribI3i;
1592 vfmt->VertexAttribI4i = _save_VertexAttribI4i;
1593 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
1594 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
1595 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
1596
1597 /* unsigned integer-valued */
1598 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
1599 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
1600 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
1601 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
1602 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
1603 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
1604 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
1605
1606 vfmt->VertexP2ui = _save_VertexP2ui;
1607 vfmt->VertexP3ui = _save_VertexP3ui;
1608 vfmt->VertexP4ui = _save_VertexP4ui;
1609 vfmt->VertexP2uiv = _save_VertexP2uiv;
1610 vfmt->VertexP3uiv = _save_VertexP3uiv;
1611 vfmt->VertexP4uiv = _save_VertexP4uiv;
1612
1613 vfmt->TexCoordP1ui = _save_TexCoordP1ui;
1614 vfmt->TexCoordP2ui = _save_TexCoordP2ui;
1615 vfmt->TexCoordP3ui = _save_TexCoordP3ui;
1616 vfmt->TexCoordP4ui = _save_TexCoordP4ui;
1617 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv;
1618 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv;
1619 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv;
1620 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv;
1621
1622 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui;
1623 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui;
1624 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui;
1625 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui;
1626 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv;
1627 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv;
1628 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv;
1629 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv;
1630
1631 vfmt->NormalP3ui = _save_NormalP3ui;
1632 vfmt->NormalP3uiv = _save_NormalP3uiv;
1633
1634 vfmt->ColorP3ui = _save_ColorP3ui;
1635 vfmt->ColorP4ui = _save_ColorP4ui;
1636 vfmt->ColorP3uiv = _save_ColorP3uiv;
1637 vfmt->ColorP4uiv = _save_ColorP4uiv;
1638
1639 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
1640 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
1641
1642 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
1643 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
1644 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
1645 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
1646
1647 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
1648 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
1649 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
1650 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
1651
1652 vfmt->VertexAttribL1d = _save_VertexAttribL1d;
1653 vfmt->VertexAttribL2d = _save_VertexAttribL2d;
1654 vfmt->VertexAttribL3d = _save_VertexAttribL3d;
1655 vfmt->VertexAttribL4d = _save_VertexAttribL4d;
1656
1657 vfmt->VertexAttribL1dv = _save_VertexAttribL1dv;
1658 vfmt->VertexAttribL2dv = _save_VertexAttribL2dv;
1659 vfmt->VertexAttribL3dv = _save_VertexAttribL3dv;
1660 vfmt->VertexAttribL4dv = _save_VertexAttribL4dv;
1661
1662 vfmt->VertexAttribL1ui64ARB = _save_VertexAttribL1ui64ARB;
1663 vfmt->VertexAttribL1ui64vARB = _save_VertexAttribL1ui64vARB;
1664
1665 /* This will all require us to fallback to saving the list as opcodes:
1666 */
1667 vfmt->CallList = _save_CallList;
1668 vfmt->CallLists = _save_CallLists;
1669
1670 vfmt->EvalCoord1f = _save_EvalCoord1f;
1671 vfmt->EvalCoord1fv = _save_EvalCoord1fv;
1672 vfmt->EvalCoord2f = _save_EvalCoord2f;
1673 vfmt->EvalCoord2fv = _save_EvalCoord2fv;
1674 vfmt->EvalPoint1 = _save_EvalPoint1;
1675 vfmt->EvalPoint2 = _save_EvalPoint2;
1676
1677 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1678 * only used when we're inside a glBegin/End pair.
1679 */
1680 vfmt->Begin = _save_Begin;
1681 }
1682
1683
1684 /**
1685 * Initialize the dispatch table with the VBO functions for display
1686 * list compilation.
1687 */
1688 void
1689 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1690 struct _glapi_table *exec)
1691 {
1692 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1693 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1694 SET_DrawElements(exec, _save_OBE_DrawElements);
1695 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1696 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1697 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1698 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1699 SET_Rectf(exec, _save_OBE_Rectf);
1700 /* Note: other glDraw functins aren't compiled into display lists */
1701 }
1702
1703
1704
1705 void
1706 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1707 {
1708 struct vbo_save_context *save = &vbo_context(ctx)->save;
1709
1710 /* Noop when we are actually active:
1711 */
1712 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1713 return;
1714
1715 if (save->vert_count || save->prim_count)
1716 compile_vertex_list(ctx);
1717
1718 copy_to_current(ctx);
1719 reset_vertex(ctx);
1720 reset_counters(ctx);
1721 ctx->Driver.SaveNeedFlush = GL_FALSE;
1722 }
1723
1724
1725 /**
1726 * Called from glNewList when we're starting to compile a display list.
1727 */
1728 void
1729 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1730 {
1731 struct vbo_save_context *save = &vbo_context(ctx)->save;
1732
1733 (void) list;
1734 (void) mode;
1735
1736 if (!save->prim_store)
1737 save->prim_store = alloc_prim_store();
1738
1739 if (!save->vertex_store)
1740 save->vertex_store = alloc_vertex_store(ctx);
1741
1742 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1743
1744 reset_vertex(ctx);
1745 reset_counters(ctx);
1746 ctx->Driver.SaveNeedFlush = GL_FALSE;
1747 }
1748
1749
1750 /**
1751 * Called from glEndList when we're finished compiling a display list.
1752 */
1753 void
1754 vbo_save_EndList(struct gl_context *ctx)
1755 {
1756 struct vbo_save_context *save = &vbo_context(ctx)->save;
1757
1758 /* EndList called inside a (saved) Begin/End pair?
1759 */
1760 if (_mesa_inside_dlist_begin_end(ctx)) {
1761 if (save->prim_count > 0) {
1762 GLint i = save->prim_count - 1;
1763 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1764 save->prims[i].end = 0;
1765 save->prims[i].count = save->vert_count - save->prims[i].start;
1766 }
1767
1768 /* Make sure this vertex list gets replayed by the "loopback"
1769 * mechanism:
1770 */
1771 save->dangling_attr_ref = GL_TRUE;
1772 vbo_save_SaveFlushVertices(ctx);
1773
1774 /* Swap out this vertex format while outside begin/end. Any color,
1775 * etc. received between here and the next begin will be compiled
1776 * as opcodes.
1777 */
1778 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1779 }
1780
1781 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1782
1783 assert(save->vertex_size == 0);
1784 }
1785
1786
1787 /**
1788 * Called from the display list code when we're about to execute a
1789 * display list.
1790 */
1791 void
1792 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1793 {
1794 struct vbo_save_context *save = &vbo_context(ctx)->save;
1795 save->replay_flags |= dlist->Flags;
1796 }
1797
1798
1799 /**
1800 * Called from the display list code when we're finished executing a
1801 * display list.
1802 */
1803 void
1804 vbo_save_EndCallList(struct gl_context *ctx)
1805 {
1806 struct vbo_save_context *save = &vbo_context(ctx)->save;
1807
1808 if (ctx->ListState.CallDepth == 1) {
1809 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1810 * flag, if it is set:
1811 */
1812 save->replay_flags &= VBO_SAVE_FALLBACK;
1813 }
1814 }
1815
1816
1817 /**
1818 * Called by display list code when a display list is being deleted.
1819 */
1820 static void
1821 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1822 {
1823 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1824
1825 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
1826 _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
1827
1828 if (--node->vertex_store->refcount == 0)
1829 free_vertex_store(ctx, node->vertex_store);
1830
1831 if (--node->prim_store->refcount == 0)
1832 free(node->prim_store);
1833
1834 free(node->current_data);
1835 node->current_data = NULL;
1836 }
1837
1838
1839 static void
1840 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1841 {
1842 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1843 GLuint i;
1844 struct gl_buffer_object *buffer = node->vertex_store ?
1845 node->vertex_store->bufferobj : NULL;
1846 (void) ctx;
1847
1848 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1849 "buffer %p\n",
1850 node->vertex_count, node->prim_count, node->vertex_size,
1851 buffer);
1852
1853 for (i = 0; i < node->prim_count; i++) {
1854 struct _mesa_prim *prim = &node->prims[i];
1855 fprintf(f, " prim %d: %s%s %d..%d %s %s\n",
1856 i,
1857 _mesa_lookup_prim_by_nr(prim->mode),
1858 prim->weak ? " (weak)" : "",
1859 prim->start,
1860 prim->start + prim->count,
1861 (prim->begin) ? "BEGIN" : "(wrap)",
1862 (prim->end) ? "END" : "(wrap)");
1863 }
1864 }
1865
1866
1867 /**
1868 * Called during context creation/init.
1869 */
1870 static void
1871 current_init(struct gl_context *ctx)
1872 {
1873 struct vbo_save_context *save = &vbo_context(ctx)->save;
1874 GLint i;
1875
1876 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1877 const GLuint j = i - VBO_ATTRIB_POS;
1878 assert(j < VERT_ATTRIB_MAX);
1879 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1880 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
1881 }
1882
1883 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1884 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1885 assert(j < MAT_ATTRIB_MAX);
1886 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1887 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
1888 }
1889 }
1890
1891
1892 /**
1893 * Initialize the display list compiler. Called during context creation.
1894 */
1895 void
1896 vbo_save_api_init(struct vbo_save_context *save)
1897 {
1898 struct gl_context *ctx = save->ctx;
1899
1900 save->opcode_vertex_list =
1901 _mesa_dlist_alloc_opcode(ctx,
1902 sizeof(struct vbo_save_vertex_list),
1903 vbo_save_playback_vertex_list,
1904 vbo_destroy_vertex_list,
1905 vbo_print_vertex_list);
1906
1907 vtxfmt_init(ctx);
1908 current_init(ctx);
1909 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
1910 }