1/************************************************************************** 2 3Copyright 2002-2008 VMware, Inc. 4 5All Rights Reserved. 6 7Permission is hereby granted, free of charge, to any person obtaining a 8copy of this software and associated documentation files (the "Software"), 9to deal in the Software without restriction, including without limitation 10on the rights to use, copy, modify, merge, publish, distribute, sub 11license, and/or sell copies of the Software, and to permit persons to whom 12the Software is furnished to do so, subject to the following conditions: 13 14The above copyright notice and this permission notice (including the next 15paragraph) shall be included in all copies or substantial portions of the 16Software. 17 18THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 19IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 20FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL 21VMWARE AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, 22DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR 23OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE 24USE OR OTHER DEALINGS IN THE SOFTWARE. 25 26**************************************************************************/ 27 28/* 29 * Authors: 30 * Keith Whitwell <keithw@vmware.com> 31 */ 32 33 34 35/* Display list compiler attempts to store lists of vertices with the 36 * same vertex layout. Additionally it attempts to minimize the need 37 * for execute-time fixup of these vertex lists, allowing them to be 38 * cached on hardware. 39 * 40 * There are still some circumstances where this can be thwarted, for 41 * example by building a list that consists of one very long primitive 42 * (eg Begin(Triangles), 1000 vertices, End), and calling that list 43 * from inside a different begin/end object (Begin(Lines), CallList, 44 * End). 45 * 46 * In that case the code will have to replay the list as individual 47 * commands through the Exec dispatch table, or fix up the copied 48 * vertices at execute-time. 49 * 50 * The other case where fixup is required is when a vertex attribute 51 * is introduced in the middle of a primitive. Eg: 52 * Begin(Lines) 53 * TexCoord1f() Vertex2f() 54 * TexCoord1f() Color3f() Vertex2f() 55 * End() 56 * 57 * If the current value of Color isn't known at compile-time, this 58 * primitive will require fixup. 59 * 60 * 61 * The list compiler currently doesn't attempt to compile lists 62 * containing EvalCoord or EvalPoint commands. On encountering one of 63 * these, compilation falls back to opcodes. 64 * 65 * This could be improved to fallback only when a mix of EvalCoord and 66 * Vertex commands are issued within a single primitive. 67 */ 68 69 70#include "main/glheader.h" 71#include "main/arrayobj.h" 72#include "main/bufferobj.h" 73#include "main/context.h" 74#include "main/dlist.h" 75#include "main/enums.h" 76#include "main/eval.h" 77#include "main/macros.h" 78#include "main/draw_validate.h" 79#include "main/api_arrayelt.h" 80#include "main/vtxfmt.h" 81#include "main/dispatch.h" 82#include "main/state.h" 83#include "main/varray.h" 84#include "util/bitscan.h" 85 86#include "vbo_noop.h" 87#include "vbo_private.h" 88 89 90#ifdef ERROR 91#undef ERROR 92#endif 93 94/** 95 * Display list flag only used by this VBO code. 96 */ 97#define DLIST_DANGLING_REFS 0x1 98 99 100/* An interesting VBO number/name to help with debugging */ 101#define VBO_BUF_ID 12345 102 103 104/* 105 * NOTE: Old 'parity' issue is gone, but copying can still be 106 * wrong-footed on replay. 107 */ 108static GLuint 109copy_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 190static struct vbo_save_vertex_store * 191alloc_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 230static void 231free_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 244fi_type * 245vbo_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 282void 283vbo_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 302static struct vbo_save_primitive_store * 303alloc_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 313static void 314reset_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 */ 339static void 340merge_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 */ 376static void 377convert_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. */ 416static bool 417compare_vao(gl_vertex_processing_mode mode, 418 const struct gl_vertex_array_object *vao, 419 const struct gl_buffer_object *bo, GLintptr buffer_offset, 420 GLuint stride, GLbitfield64 vao_enabled, 421 const GLubyte size[VBO_ATTRIB_MAX], 422 const GLenum16 type[VBO_ATTRIB_MAX], 423 const GLuint offset[VBO_ATTRIB_MAX]) 424{ 425 if (!vao) 426 return false; 427 428 /* If the enabled arrays are not the same we are not equal. */ 429 if (vao_enabled != vao->Enabled) 430 return false; 431 432 /* Check the buffer binding at 0 */ 433 if (vao->BufferBinding[0].BufferObj != bo) 434 return false; 435 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */ 436 if (vao->BufferBinding[0].Stride != stride) 437 return false; 438 assert(vao->BufferBinding[0].InstanceDivisor == 0); 439 440 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */ 441 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode]; 442 443 /* Now check the enabled arrays */ 444 GLbitfield mask = vao_enabled; 445 while (mask) { 446 const int attr = u_bit_scan(&mask); 447 const unsigned char vbo_attr = vao_to_vbo_map[attr]; 448 const GLenum16 tp = type[vbo_attr]; 449 const GLintptr off = offset[vbo_attr] + buffer_offset; 450 const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr]; 451 if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off) 452 return false; 453 if (attrib->Format.Type != tp) 454 return false; 455 if (attrib->Format.Size != size[vbo_attr]) 456 return false; 457 assert(attrib->Format.Format == GL_RGBA); 458 assert(attrib->Format.Normalized == GL_FALSE); 459 assert(attrib->Format.Integer == vbo_attrtype_to_integer_flag(tp)); 460 assert(attrib->Format.Doubles == vbo_attrtype_to_double_flag(tp)); 461 assert(attrib->BufferBindingIndex == 0); 462 } 463 464 return true; 465} 466 467 468/* Create or reuse the vao for the vertex processing mode. */ 469static void 470update_vao(struct gl_context *ctx, 471 gl_vertex_processing_mode mode, 472 struct gl_vertex_array_object **vao, 473 struct gl_buffer_object *bo, GLintptr buffer_offset, 474 GLuint stride, GLbitfield64 vbo_enabled, 475 const GLubyte size[VBO_ATTRIB_MAX], 476 const GLenum16 type[VBO_ATTRIB_MAX], 477 const GLuint offset[VBO_ATTRIB_MAX]) 478{ 479 /* Compute the bitmasks of vao_enabled arrays */ 480 GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled); 481 482 /* 483 * Check if we can possibly reuse the exisiting one. 484 * In the long term we should reset them when something changes. 485 */ 486 if (compare_vao(mode, *vao, bo, buffer_offset, stride, 487 vao_enabled, size, type, offset)) 488 return; 489 490 /* The initial refcount is 1 */ 491 _mesa_reference_vao(ctx, vao, NULL); 492 *vao = _mesa_new_vao(ctx, ~((GLuint)0)); 493 494 /* 495 * assert(stride <= ctx->Const.MaxVertexAttribStride); 496 * MaxVertexAttribStride is not set for drivers that does not 497 * expose GL 44 or GLES 31. 498 */ 499 500 /* Bind the buffer object at binding point 0 */ 501 _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride); 502 503 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space 504 * Note that the position/generic0 aliasing is done in the VAO. 505 */ 506 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode]; 507 /* Now set the enable arrays */ 508 GLbitfield mask = vao_enabled; 509 while (mask) { 510 const int vao_attr = u_bit_scan(&mask); 511 const GLubyte vbo_attr = vao_to_vbo_map[vao_attr]; 512 assert(offset[vbo_attr] <= ctx->Const.MaxVertexAttribRelativeOffset); 513 514 _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset, 515 size[vbo_attr], type[vbo_attr], offset[vbo_attr]); 516 _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0); 517 } 518 _mesa_enable_vertex_array_attribs(ctx, *vao, vao_enabled); 519 assert(vao_enabled == (*vao)->Enabled); 520 assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0); 521 522 /* Finalize and freeze the VAO */ 523 _mesa_set_vao_immutable(ctx, *vao); 524} 525 526 527/** 528 * Insert the active immediate struct onto the display list currently 529 * being built. 530 */ 531static void 532compile_vertex_list(struct gl_context *ctx) 533{ 534 struct vbo_save_context *save = &vbo_context(ctx)->save; 535 struct vbo_save_vertex_list *node; 536 537 /* Allocate space for this structure in the display list currently 538 * being compiled. 539 */ 540 node = (struct vbo_save_vertex_list *) 541 _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node)); 542 543 if (!node) 544 return; 545 546 /* Make sure the pointer is aligned to the size of a pointer */ 547 assert((GLintptr) node % sizeof(void *) == 0); 548 549 /* Duplicate our template, increment refcounts to the storage structs: 550 */ 551 GLintptr old_offset = 0; 552 if (save->VAO[0]) { 553 old_offset = save->VAO[0]->BufferBinding[0].Offset 554 + save->VAO[0]->VertexAttrib[VERT_ATTRIB_POS].RelativeOffset; 555 } 556 const GLsizei stride = save->vertex_size*sizeof(GLfloat); 557 GLintptr buffer_offset = 558 (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat); 559 assert(old_offset <= buffer_offset); 560 const GLintptr offset_diff = buffer_offset - old_offset; 561 GLuint start_offset = 0; 562 if (offset_diff > 0 && stride > 0 && offset_diff % stride == 0) { 563 /* The vertex size is an exact multiple of the buffer offset. 564 * This means that we can use zero-based vertex attribute pointers 565 * and specify the start of the primitive with the _mesa_prim::start 566 * field. This results in issuing several draw calls with identical 567 * vertex attribute information. This can result in fewer state 568 * changes in drivers. In particular, the Gallium CSO module will 569 * filter out redundant vertex buffer changes. 570 */ 571 /* We cannot immediately update the primitives as some methods below 572 * still need the uncorrected start vertices 573 */ 574 start_offset = offset_diff/stride; 575 assert(old_offset == buffer_offset - offset_diff); 576 buffer_offset = old_offset; 577 } 578 GLuint offsets[VBO_ATTRIB_MAX]; 579 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) { 580 offsets[i] = offset; 581 offset += save->attrsz[i] * sizeof(GLfloat); 582 } 583 node->vertex_count = save->vert_count; 584 node->wrap_count = save->copied.nr; 585 node->prims = save->prims; 586 node->prim_count = save->prim_count; 587 node->prim_store = save->prim_store; 588 589 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs 590 * Note that this may reuse the previous one of possible. 591 */ 592 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) { 593 /* create or reuse the vao */ 594 update_vao(ctx, vpm, &save->VAO[vpm], 595 save->vertex_store->bufferobj, buffer_offset, stride, 596 save->enabled, save->attrsz, save->attrtype, offsets); 597 /* Reference the vao in the dlist */ 598 node->VAO[vpm] = NULL; 599 _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]); 600 } 601 602 node->prim_store->refcount++; 603 604 if (save->no_current_update) { 605 node->current_data = NULL; 606 } 607 else { 608 GLuint current_size = save->vertex_size - save->attrsz[0]; 609 node->current_data = NULL; 610 611 if (current_size) { 612 node->current_data = malloc(current_size * sizeof(GLfloat)); 613 if (node->current_data) { 614 const char *buffer = (const char *)save->buffer_map; 615 unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat); 616 unsigned vertex_offset = 0; 617 618 if (node->vertex_count) 619 vertex_offset = (node->vertex_count - 1) * stride; 620 621 memcpy(node->current_data, buffer + vertex_offset + attr_offset, 622 current_size * sizeof(GLfloat)); 623 } else { 624 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation"); 625 } 626 } 627 } 628 629 assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0); 630 631 if (save->dangling_attr_ref) 632 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS; 633 634 save->vertex_store->used += save->vertex_size * node->vertex_count; 635 save->prim_store->used += node->prim_count; 636 637 /* Copy duplicated vertices 638 */ 639 save->copied.nr = copy_vertices(ctx, node, save->buffer_map); 640 641 if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) { 642 convert_line_loop_to_strip(save, node); 643 } 644 645 merge_prims(node->prims, &node->prim_count); 646 647 /* Correct the primitive starts, we can only do this here as copy_vertices 648 * and convert_line_loop_to_strip above consume the uncorrected starts. 649 * On the other hand the _vbo_loopback_vertex_list call below needs the 650 * primitves to be corrected already. 651 */ 652 for (unsigned i = 0; i < node->prim_count; i++) { 653 node->prims[i].start += start_offset; 654 } 655 656 /* Deal with GL_COMPILE_AND_EXECUTE: 657 */ 658 if (ctx->ExecuteFlag) { 659 struct _glapi_table *dispatch = GET_DISPATCH(); 660 661 _glapi_set_dispatch(ctx->Exec); 662 663 /* Note that the range of referenced vertices must be mapped already */ 664 _vbo_loopback_vertex_list(ctx, node); 665 666 _glapi_set_dispatch(dispatch); 667 } 668 669 /* Decide whether the storage structs are full, or can be used for 670 * the next vertex lists as well. 671 */ 672 if (save->vertex_store->used > 673 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) { 674 675 /* Unmap old store: 676 */ 677 vbo_save_unmap_vertex_store(ctx, save->vertex_store); 678 679 /* Release old reference: 680 */ 681 free_vertex_store(ctx, save->vertex_store); 682 save->vertex_store = NULL; 683 /* When we have a new vbo, we will for sure need a new vao */ 684 for (gl_vertex_processing_mode vpm = 0; vpm < VP_MODE_MAX; ++vpm) 685 _mesa_reference_vao(ctx, &save->VAO[vpm], NULL); 686 687 /* Allocate and map new store: 688 */ 689 save->vertex_store = alloc_vertex_store(ctx); 690 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store); 691 save->out_of_memory = save->buffer_ptr == NULL; 692 } 693 else { 694 /* update buffer_ptr for next vertex */ 695 save->buffer_ptr = save->vertex_store->buffer_map 696 + save->vertex_store->used; 697 } 698 699 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) { 700 save->prim_store->refcount--; 701 assert(save->prim_store->refcount != 0); 702 save->prim_store = alloc_prim_store(); 703 } 704 705 /* Reset our structures for the next run of vertices: 706 */ 707 reset_counters(ctx); 708} 709 710 711/** 712 * This is called when we fill a vertex buffer before we hit a glEnd(). 713 * We 714 * TODO -- If no new vertices have been stored, don't bother saving it. 715 */ 716static void 717wrap_buffers(struct gl_context *ctx) 718{ 719 struct vbo_save_context *save = &vbo_context(ctx)->save; 720 GLint i = save->prim_count - 1; 721 GLenum mode; 722 723 assert(i < (GLint) save->prim_max); 724 assert(i >= 0); 725 726 /* Close off in-progress primitive. 727 */ 728 save->prims[i].count = (save->vert_count - save->prims[i].start); 729 mode = save->prims[i].mode; 730 731 /* store the copied vertices, and allocate a new list. 732 */ 733 compile_vertex_list(ctx); 734 735 /* Restart interrupted primitive 736 */ 737 save->prims[0].mode = mode; 738 save->prims[0].begin = 0; 739 save->prims[0].end = 0; 740 save->prims[0].pad = 0; 741 save->prims[0].start = 0; 742 save->prims[0].count = 0; 743 save->prims[0].num_instances = 1; 744 save->prims[0].base_instance = 0; 745 save->prims[0].is_indirect = 0; 746 save->prim_count = 1; 747} 748 749 750/** 751 * Called only when buffers are wrapped as the result of filling the 752 * vertex_store struct. 753 */ 754static void 755wrap_filled_vertex(struct gl_context *ctx) 756{ 757 struct vbo_save_context *save = &vbo_context(ctx)->save; 758 unsigned numComponents; 759 760 /* Emit a glEnd to close off the last vertex list. 761 */ 762 wrap_buffers(ctx); 763 764 /* Copy stored stored vertices to start of new list. 765 */ 766 assert(save->max_vert - save->vert_count > save->copied.nr); 767 768 numComponents = save->copied.nr * save->vertex_size; 769 memcpy(save->buffer_ptr, 770 save->copied.buffer, 771 numComponents * sizeof(fi_type)); 772 save->buffer_ptr += numComponents; 773 save->vert_count += save->copied.nr; 774} 775 776 777static void 778copy_to_current(struct gl_context *ctx) 779{ 780 struct vbo_save_context *save = &vbo_context(ctx)->save; 781 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS)); 782 783 while (enabled) { 784 const int i = u_bit_scan64(&enabled); 785 assert(save->attrsz[i]); 786 787 if (save->attrtype[i] == GL_DOUBLE || 788 save->attrtype[i] == GL_UNSIGNED_INT64_ARB) 789 memcpy(save->current[i], save->attrptr[i], save->attrsz[i] * sizeof(GLfloat)); 790 else 791 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i], 792 save->attrptr[i], save->attrtype[i]); 793 } 794} 795 796 797static void 798copy_from_current(struct gl_context *ctx) 799{ 800 struct vbo_save_context *save = &vbo_context(ctx)->save; 801 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS)); 802 803 while (enabled) { 804 const int i = u_bit_scan64(&enabled); 805 806 switch (save->attrsz[i]) { 807 case 4: 808 save->attrptr[i][3] = save->current[i][3]; 809 case 3: 810 save->attrptr[i][2] = save->current[i][2]; 811 case 2: 812 save->attrptr[i][1] = save->current[i][1]; 813 case 1: 814 save->attrptr[i][0] = save->current[i][0]; 815 break; 816 case 0: 817 unreachable("Unexpected vertex attribute size"); 818 } 819 } 820} 821 822 823/** 824 * Called when we increase the size of a vertex attribute. For example, 825 * if we've seen one or more glTexCoord2f() calls and now we get a 826 * glTexCoord3f() call. 827 * Flush existing data, set new attrib size, replay copied vertices. 828 */ 829static void 830upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz) 831{ 832 struct vbo_save_context *save = &vbo_context(ctx)->save; 833 GLuint oldsz; 834 GLuint i; 835 fi_type *tmp; 836 837 /* Store the current run of vertices, and emit a GL_END. Emit a 838 * BEGIN in the new buffer. 839 */ 840 if (save->vert_count) 841 wrap_buffers(ctx); 842 else 843 assert(save->copied.nr == 0); 844 845 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case 846 * when the attribute already exists in the vertex and is having 847 * its size increased. 848 */ 849 copy_to_current(ctx); 850 851 /* Fix up sizes: 852 */ 853 oldsz = save->attrsz[attr]; 854 save->attrsz[attr] = newsz; 855 save->enabled |= BITFIELD64_BIT(attr); 856 857 save->vertex_size += newsz - oldsz; 858 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) / 859 save->vertex_size); 860 save->vert_count = 0; 861 862 /* Recalculate all the attrptr[] values: 863 */ 864 tmp = save->vertex; 865 for (i = 0; i < VBO_ATTRIB_MAX; i++) { 866 if (save->attrsz[i]) { 867 save->attrptr[i] = tmp; 868 tmp += save->attrsz[i]; 869 } 870 else { 871 save->attrptr[i] = NULL; /* will not be dereferenced. */ 872 } 873 } 874 875 /* Copy from current to repopulate the vertex with correct values. 876 */ 877 copy_from_current(ctx); 878 879 /* Replay stored vertices to translate them to new format here. 880 * 881 * If there are copied vertices and the new (upgraded) attribute 882 * has not been defined before, this list is somewhat degenerate, 883 * and will need fixup at runtime. 884 */ 885 if (save->copied.nr) { 886 const fi_type *data = save->copied.buffer; 887 fi_type *dest = save->buffer_map; 888 889 /* Need to note this and fix up at runtime (or loopback): 890 */ 891 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) { 892 assert(oldsz == 0); 893 save->dangling_attr_ref = GL_TRUE; 894 } 895 896 for (i = 0; i < save->copied.nr; i++) { 897 GLbitfield64 enabled = save->enabled; 898 while (enabled) { 899 const int j = u_bit_scan64(&enabled); 900 assert(save->attrsz[j]); 901 if (j == attr) { 902 if (oldsz) { 903 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data, 904 save->attrtype[j]); 905 data += oldsz; 906 dest += newsz; 907 } 908 else { 909 COPY_SZ_4V(dest, newsz, save->current[attr]); 910 dest += newsz; 911 } 912 } 913 else { 914 GLint sz = save->attrsz[j]; 915 COPY_SZ_4V(dest, sz, data); 916 data += sz; 917 dest += sz; 918 } 919 } 920 } 921 922 save->buffer_ptr = dest; 923 save->vert_count += save->copied.nr; 924 } 925} 926 927 928/** 929 * This is called when the size of a vertex attribute changes. 930 * For example, after seeing one or more glTexCoord2f() calls we 931 * get a glTexCoord4f() or glTexCoord1f() call. 932 */ 933static void 934fixup_vertex(struct gl_context *ctx, GLuint attr, 935 GLuint sz, GLenum newType) 936{ 937 struct vbo_save_context *save = &vbo_context(ctx)->save; 938 939 if (sz > save->attrsz[attr] || 940 newType != save->attrtype[attr]) { 941 /* New size is larger. Need to flush existing vertices and get 942 * an enlarged vertex format. 943 */ 944 upgrade_vertex(ctx, attr, sz); 945 } 946 else if (sz < save->active_sz[attr]) { 947 GLuint i; 948 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]); 949 950 /* New size is equal or smaller - just need to fill in some 951 * zeros. 952 */ 953 for (i = sz; i <= save->attrsz[attr]; i++) 954 save->attrptr[attr][i - 1] = id[i - 1]; 955 } 956 957 save->active_sz[attr] = sz; 958} 959 960 961/** 962 * Reset the current size of all vertex attributes to the default 963 * value of 0. This signals that we haven't yet seen any per-vertex 964 * commands such as glNormal3f() or glTexCoord2f(). 965 */ 966static void 967reset_vertex(struct gl_context *ctx) 968{ 969 struct vbo_save_context *save = &vbo_context(ctx)->save; 970 971 while (save->enabled) { 972 const int i = u_bit_scan64(&save->enabled); 973 assert(save->attrsz[i]); 974 save->attrsz[i] = 0; 975 save->active_sz[i] = 0; 976 } 977 978 save->vertex_size = 0; 979} 980 981 982/** 983 * If index=0, does glVertexAttrib*() alias glVertex() to emit a vertex? 984 * It depends on a few things, including whether we're inside or outside 985 * of glBegin/glEnd. 986 */ 987static inline bool 988is_vertex_position(const struct gl_context *ctx, GLuint index) 989{ 990 return (index == 0 && 991 _mesa_attr_zero_aliases_vertex(ctx) && 992 _mesa_inside_dlist_begin_end(ctx)); 993} 994 995 996 997#define ERROR(err) _mesa_compile_error(ctx, err, __func__); 998 999 1000/* Only one size for each attribute may be active at once. Eg. if 1001 * Color3f is installed/active, then Color4f may not be, even if the 1002 * vertex actually contains 4 color coordinates. This is because the 1003 * 3f version won't otherwise set color[3] to 1.0 -- this is the job 1004 * of the chooser function when switching between Color4f and Color3f. 1005 */ 1006#define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \ 1007do { \ 1008 struct vbo_save_context *save = &vbo_context(ctx)->save; \ 1009 int sz = (sizeof(C) / sizeof(GLfloat)); \ 1010 \ 1011 if (save->active_sz[A] != N) \ 1012 fixup_vertex(ctx, A, N * sz, T); \ 1013 \ 1014 { \ 1015 C *dest = (C *)save->attrptr[A]; \ 1016 if (N>0) dest[0] = V0; \ 1017 if (N>1) dest[1] = V1; \ 1018 if (N>2) dest[2] = V2; \ 1019 if (N>3) dest[3] = V3; \ 1020 save->attrtype[A] = T; \ 1021 } \ 1022 \ 1023 if ((A) == 0) { \ 1024 GLuint i; \ 1025 \ 1026 for (i = 0; i < save->vertex_size; i++) \ 1027 save->buffer_ptr[i] = save->vertex[i]; \ 1028 \ 1029 save->buffer_ptr += save->vertex_size; \ 1030 \ 1031 if (++save->vert_count >= save->max_vert) \ 1032 wrap_filled_vertex(ctx); \ 1033 } \ 1034} while (0) 1035 1036#define TAG(x) _save_##x 1037 1038#include "vbo_attrib_tmp.h" 1039 1040 1041 1042#define MAT( ATTR, N, face, params ) \ 1043do { \ 1044 if (face != GL_BACK) \ 1045 MAT_ATTR( ATTR, N, params ); /* front */ \ 1046 if (face != GL_FRONT) \ 1047 MAT_ATTR( ATTR + 1, N, params ); /* back */ \ 1048} while (0) 1049 1050 1051/** 1052 * Save a glMaterial call found between glBegin/End. 1053 * glMaterial calls outside Begin/End are handled in dlist.c. 1054 */ 1055static void GLAPIENTRY 1056_save_Materialfv(GLenum face, GLenum pname, const GLfloat *params) 1057{ 1058 GET_CURRENT_CONTEXT(ctx); 1059 1060 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) { 1061 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)"); 1062 return; 1063 } 1064 1065 switch (pname) { 1066 case GL_EMISSION: 1067 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params); 1068 break; 1069 case GL_AMBIENT: 1070 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params); 1071 break; 1072 case GL_DIFFUSE: 1073 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params); 1074 break; 1075 case GL_SPECULAR: 1076 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params); 1077 break; 1078 case GL_SHININESS: 1079 if (*params < 0 || *params > ctx->Const.MaxShininess) { 1080 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)"); 1081 } 1082 else { 1083 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params); 1084 } 1085 break; 1086 case GL_COLOR_INDEXES: 1087 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params); 1088 break; 1089 case GL_AMBIENT_AND_DIFFUSE: 1090 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params); 1091 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params); 1092 break; 1093 default: 1094 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)"); 1095 return; 1096 } 1097} 1098 1099 1100/* Cope with EvalCoord/CallList called within a begin/end object: 1101 * -- Flush current buffer 1102 * -- Fallback to opcodes for the rest of the begin/end object. 1103 */ 1104static void 1105dlist_fallback(struct gl_context *ctx) 1106{ 1107 struct vbo_save_context *save = &vbo_context(ctx)->save; 1108 1109 if (save->vert_count || save->prim_count) { 1110 if (save->prim_count > 0) { 1111 /* Close off in-progress primitive. */ 1112 GLint i = save->prim_count - 1; 1113 save->prims[i].count = save->vert_count - save->prims[i].start; 1114 } 1115 1116 /* Need to replay this display list with loopback, 1117 * unfortunately, otherwise this primitive won't be handled 1118 * properly: 1119 */ 1120 save->dangling_attr_ref = GL_TRUE; 1121 1122 compile_vertex_list(ctx); 1123 } 1124 1125 copy_to_current(ctx); 1126 reset_vertex(ctx); 1127 reset_counters(ctx); 1128 if (save->out_of_memory) { 1129 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop); 1130 } 1131 else { 1132 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); 1133 } 1134 ctx->Driver.SaveNeedFlush = GL_FALSE; 1135} 1136 1137 1138static void GLAPIENTRY 1139_save_EvalCoord1f(GLfloat u) 1140{ 1141 GET_CURRENT_CONTEXT(ctx); 1142 dlist_fallback(ctx); 1143 CALL_EvalCoord1f(ctx->Save, (u)); 1144} 1145 1146static void GLAPIENTRY 1147_save_EvalCoord1fv(const GLfloat * v) 1148{ 1149 GET_CURRENT_CONTEXT(ctx); 1150 dlist_fallback(ctx); 1151 CALL_EvalCoord1fv(ctx->Save, (v)); 1152} 1153 1154static void GLAPIENTRY 1155_save_EvalCoord2f(GLfloat u, GLfloat v) 1156{ 1157 GET_CURRENT_CONTEXT(ctx); 1158 dlist_fallback(ctx); 1159 CALL_EvalCoord2f(ctx->Save, (u, v)); 1160} 1161 1162static void GLAPIENTRY 1163_save_EvalCoord2fv(const GLfloat * v) 1164{ 1165 GET_CURRENT_CONTEXT(ctx); 1166 dlist_fallback(ctx); 1167 CALL_EvalCoord2fv(ctx->Save, (v)); 1168} 1169 1170static void GLAPIENTRY 1171_save_EvalPoint1(GLint i) 1172{ 1173 GET_CURRENT_CONTEXT(ctx); 1174 dlist_fallback(ctx); 1175 CALL_EvalPoint1(ctx->Save, (i)); 1176} 1177 1178static void GLAPIENTRY 1179_save_EvalPoint2(GLint i, GLint j) 1180{ 1181 GET_CURRENT_CONTEXT(ctx); 1182 dlist_fallback(ctx); 1183 CALL_EvalPoint2(ctx->Save, (i, j)); 1184} 1185 1186static void GLAPIENTRY 1187_save_CallList(GLuint l) 1188{ 1189 GET_CURRENT_CONTEXT(ctx); 1190 dlist_fallback(ctx); 1191 CALL_CallList(ctx->Save, (l)); 1192} 1193 1194static void GLAPIENTRY 1195_save_CallLists(GLsizei n, GLenum type, const GLvoid * v) 1196{ 1197 GET_CURRENT_CONTEXT(ctx); 1198 dlist_fallback(ctx); 1199 CALL_CallLists(ctx->Save, (n, type, v)); 1200} 1201 1202 1203 1204/** 1205 * Called when a glBegin is getting compiled into a display list. 1206 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of. 1207 */ 1208void 1209vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode, 1210 bool no_current_update) 1211{ 1212 struct vbo_save_context *save = &vbo_context(ctx)->save; 1213 const GLuint i = save->prim_count++; 1214 1215 ctx->Driver.CurrentSavePrimitive = mode; 1216 1217 assert(i < save->prim_max); 1218 save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK; 1219 save->prims[i].begin = 1; 1220 save->prims[i].end = 0; 1221 save->prims[i].pad = 0; 1222 save->prims[i].start = save->vert_count; 1223 save->prims[i].count = 0; 1224 save->prims[i].num_instances = 1; 1225 save->prims[i].base_instance = 0; 1226 save->prims[i].is_indirect = 0; 1227 1228 save->no_current_update = no_current_update; 1229 1230 if (save->out_of_memory) { 1231 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop); 1232 } 1233 else { 1234 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt); 1235 } 1236 1237 /* We need to call vbo_save_SaveFlushVertices() if there's state change */ 1238 ctx->Driver.SaveNeedFlush = GL_TRUE; 1239} 1240 1241 1242static void GLAPIENTRY 1243_save_End(void) 1244{ 1245 GET_CURRENT_CONTEXT(ctx); 1246 struct vbo_save_context *save = &vbo_context(ctx)->save; 1247 const GLint i = save->prim_count - 1; 1248 1249 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END; 1250 save->prims[i].end = 1; 1251 save->prims[i].count = (save->vert_count - save->prims[i].start); 1252 1253 if (i == (GLint) save->prim_max - 1) { 1254 compile_vertex_list(ctx); 1255 assert(save->copied.nr == 0); 1256 } 1257 1258 /* Swap out this vertex format while outside begin/end. Any color, 1259 * etc. received between here and the next begin will be compiled 1260 * as opcodes. 1261 */ 1262 if (save->out_of_memory) { 1263 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop); 1264 } 1265 else { 1266 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); 1267 } 1268} 1269 1270 1271static void GLAPIENTRY 1272_save_Begin(GLenum mode) 1273{ 1274 GET_CURRENT_CONTEXT(ctx); 1275 (void) mode; 1276 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin"); 1277} 1278 1279 1280static void GLAPIENTRY 1281_save_PrimitiveRestartNV(void) 1282{ 1283 GET_CURRENT_CONTEXT(ctx); 1284 struct vbo_save_context *save = &vbo_context(ctx)->save; 1285 1286 if (save->prim_count == 0) { 1287 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV 1288 * is an error. 1289 */ 1290 _mesa_compile_error(ctx, GL_INVALID_OPERATION, 1291 "glPrimitiveRestartNV called outside glBegin/End"); 1292 } else { 1293 /* get current primitive mode */ 1294 GLenum curPrim = save->prims[save->prim_count - 1].mode; 1295 bool no_current_update = save->no_current_update; 1296 1297 /* restart primitive */ 1298 CALL_End(GET_DISPATCH(), ()); 1299 vbo_save_NotifyBegin(ctx, curPrim, no_current_update); 1300 } 1301} 1302 1303 1304/* Unlike the functions above, these are to be hooked into the vtxfmt 1305 * maintained in ctx->ListState, active when the list is known or 1306 * suspected to be outside any begin/end primitive. 1307 * Note: OBE = Outside Begin/End 1308 */ 1309static void GLAPIENTRY 1310_save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) 1311{ 1312 GET_CURRENT_CONTEXT(ctx); 1313 vbo_save_NotifyBegin(ctx, GL_QUADS, false); 1314 CALL_Vertex2f(GET_DISPATCH(), (x1, y1)); 1315 CALL_Vertex2f(GET_DISPATCH(), (x2, y1)); 1316 CALL_Vertex2f(GET_DISPATCH(), (x2, y2)); 1317 CALL_Vertex2f(GET_DISPATCH(), (x1, y2)); 1318 CALL_End(GET_DISPATCH(), ()); 1319} 1320 1321 1322static void GLAPIENTRY 1323_save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count) 1324{ 1325 GET_CURRENT_CONTEXT(ctx); 1326 struct gl_vertex_array_object *vao = ctx->Array.VAO; 1327 struct vbo_save_context *save = &vbo_context(ctx)->save; 1328 GLint i; 1329 1330 if (!_mesa_is_valid_prim_mode(ctx, mode)) { 1331 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)"); 1332 return; 1333 } 1334 if (count < 0) { 1335 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)"); 1336 return; 1337 } 1338 1339 if (save->out_of_memory) 1340 return; 1341 1342 /* Make sure to process any VBO binding changes */ 1343 _mesa_update_state(ctx); 1344 1345 _mesa_vao_map_arrays(ctx, vao, GL_MAP_READ_BIT); 1346 1347 vbo_save_NotifyBegin(ctx, mode, true); 1348 1349 for (i = 0; i < count; i++) 1350 _mesa_array_element(ctx, start + i); 1351 CALL_End(GET_DISPATCH(), ()); 1352 1353 _mesa_vao_unmap_arrays(ctx, vao); 1354} 1355 1356 1357static void GLAPIENTRY 1358_save_OBE_MultiDrawArrays(GLenum mode, const GLint *first, 1359 const GLsizei *count, GLsizei primcount) 1360{ 1361 GET_CURRENT_CONTEXT(ctx); 1362 GLint i; 1363 1364 if (!_mesa_is_valid_prim_mode(ctx, mode)) { 1365 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)"); 1366 return; 1367 } 1368 1369 if (primcount < 0) { 1370 _mesa_compile_error(ctx, GL_INVALID_VALUE, 1371 "glMultiDrawArrays(primcount<0)"); 1372 return; 1373 } 1374 1375 for (i = 0; i < primcount; i++) { 1376 if (count[i] < 0) { 1377 _mesa_compile_error(ctx, GL_INVALID_VALUE, 1378 "glMultiDrawArrays(count[i]<0)"); 1379 return; 1380 } 1381 } 1382 1383 for (i = 0; i < primcount; i++) { 1384 if (count[i] > 0) { 1385 _save_OBE_DrawArrays(mode, first[i], count[i]); 1386 } 1387 } 1388} 1389 1390 1391static void 1392array_element(struct gl_context *ctx, 1393 GLint basevertex, GLuint elt, unsigned index_size) 1394{ 1395 /* Section 10.3.5 Primitive Restart: 1396 * [...] 1397 * When one of the *BaseVertex drawing commands specified in section 10.5 1398 * is used, the primitive restart comparison occurs before the basevertex 1399 * offset is added to the array index. 1400 */ 1401 /* If PrimitiveRestart is enabled and the index is the RestartIndex 1402 * then we call PrimitiveRestartNV and return. 1403 */ 1404 if (ctx->Array._PrimitiveRestart && 1405 elt == _mesa_primitive_restart_index(ctx, index_size)) { 1406 CALL_PrimitiveRestartNV(GET_DISPATCH(), ()); 1407 return; 1408 } 1409 1410 _mesa_array_element(ctx, basevertex + elt); 1411} 1412 1413 1414/* Could do better by copying the arrays and element list intact and 1415 * then emitting an indexed prim at runtime. 1416 */ 1417static void GLAPIENTRY 1418_save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, 1419 const GLvoid * indices, GLint basevertex) 1420{ 1421 GET_CURRENT_CONTEXT(ctx); 1422 struct vbo_save_context *save = &vbo_context(ctx)->save; 1423 struct gl_vertex_array_object *vao = ctx->Array.VAO; 1424 struct gl_buffer_object *indexbuf = vao->IndexBufferObj; 1425 GLint i; 1426 1427 if (!_mesa_is_valid_prim_mode(ctx, mode)) { 1428 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)"); 1429 return; 1430 } 1431 if (count < 0) { 1432 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)"); 1433 return; 1434 } 1435 if (type != GL_UNSIGNED_BYTE && 1436 type != GL_UNSIGNED_SHORT && 1437 type != GL_UNSIGNED_INT) { 1438 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)"); 1439 return; 1440 } 1441 1442 if (save->out_of_memory) 1443 return; 1444 1445 /* Make sure to process any VBO binding changes */ 1446 _mesa_update_state(ctx); 1447 1448 _mesa_vao_map(ctx, vao, GL_MAP_READ_BIT); 1449 1450 if (_mesa_is_bufferobj(indexbuf)) 1451 indices = 1452 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices); 1453 1454 vbo_save_NotifyBegin(ctx, mode, true); 1455 1456 switch (type) { 1457 case GL_UNSIGNED_BYTE: 1458 for (i = 0; i < count; i++) 1459 array_element(ctx, basevertex, ((GLubyte *) indices)[i], 1); 1460 break; 1461 case GL_UNSIGNED_SHORT: 1462 for (i = 0; i < count; i++) 1463 array_element(ctx, basevertex, ((GLushort *) indices)[i], 2); 1464 break; 1465 case GL_UNSIGNED_INT: 1466 for (i = 0; i < count; i++) 1467 array_element(ctx, basevertex, ((GLuint *) indices)[i], 4); 1468 break; 1469 default: 1470 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)"); 1471 break; 1472 } 1473 1474 CALL_End(GET_DISPATCH(), ()); 1475 1476 _mesa_vao_unmap(ctx, vao); 1477} 1478 1479static void GLAPIENTRY 1480_save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type, 1481 const GLvoid * indices) 1482{ 1483 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0); 1484} 1485 1486 1487static void GLAPIENTRY 1488_save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end, 1489 GLsizei count, GLenum type, 1490 const GLvoid * indices) 1491{ 1492 GET_CURRENT_CONTEXT(ctx); 1493 struct vbo_save_context *save = &vbo_context(ctx)->save; 1494 1495 if (!_mesa_is_valid_prim_mode(ctx, mode)) { 1496 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)"); 1497 return; 1498 } 1499 if (count < 0) { 1500 _mesa_compile_error(ctx, GL_INVALID_VALUE, 1501 "glDrawRangeElements(count<0)"); 1502 return; 1503 } 1504 if (type != GL_UNSIGNED_BYTE && 1505 type != GL_UNSIGNED_SHORT && 1506 type != GL_UNSIGNED_INT) { 1507 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)"); 1508 return; 1509 } 1510 if (end < start) { 1511 _mesa_compile_error(ctx, GL_INVALID_VALUE, 1512 "glDrawRangeElements(end < start)"); 1513 return; 1514 } 1515 1516 if (save->out_of_memory) 1517 return; 1518 1519 _save_OBE_DrawElements(mode, count, type, indices); 1520} 1521 1522 1523static void GLAPIENTRY 1524_save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, 1525 const GLvoid * const *indices, GLsizei primcount) 1526{ 1527 GLsizei i; 1528 1529 for (i = 0; i < primcount; i++) { 1530 if (count[i] > 0) { 1531 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i])); 1532 } 1533 } 1534} 1535 1536 1537static void GLAPIENTRY 1538_save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, 1539 GLenum type, 1540 const GLvoid * const *indices, 1541 GLsizei primcount, 1542 const GLint *basevertex) 1543{ 1544 GLsizei i; 1545 1546 for (i = 0; i < primcount; i++) { 1547 if (count[i] > 0) { 1548 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type, 1549 indices[i], 1550 basevertex[i])); 1551 } 1552 } 1553} 1554 1555 1556static void 1557vtxfmt_init(struct gl_context *ctx) 1558{ 1559 struct vbo_save_context *save = &vbo_context(ctx)->save; 1560 GLvertexformat *vfmt = &save->vtxfmt; 1561 1562 vfmt->ArrayElement = _ae_ArrayElement; 1563 1564 vfmt->Color3f = _save_Color3f; 1565 vfmt->Color3fv = _save_Color3fv; 1566 vfmt->Color4f = _save_Color4f; 1567 vfmt->Color4fv = _save_Color4fv; 1568 vfmt->EdgeFlag = _save_EdgeFlag; 1569 vfmt->End = _save_End; 1570 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV; 1571 vfmt->FogCoordfEXT = _save_FogCoordfEXT; 1572 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT; 1573 vfmt->Indexf = _save_Indexf; 1574 vfmt->Indexfv = _save_Indexfv; 1575 vfmt->Materialfv = _save_Materialfv; 1576 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f; 1577 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv; 1578 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f; 1579 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv; 1580 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f; 1581 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv; 1582 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f; 1583 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv; 1584 vfmt->Normal3f = _save_Normal3f; 1585 vfmt->Normal3fv = _save_Normal3fv; 1586 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT; 1587 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT; 1588 vfmt->TexCoord1f = _save_TexCoord1f; 1589 vfmt->TexCoord1fv = _save_TexCoord1fv; 1590 vfmt->TexCoord2f = _save_TexCoord2f; 1591 vfmt->TexCoord2fv = _save_TexCoord2fv; 1592 vfmt->TexCoord3f = _save_TexCoord3f; 1593 vfmt->TexCoord3fv = _save_TexCoord3fv; 1594 vfmt->TexCoord4f = _save_TexCoord4f; 1595 vfmt->TexCoord4fv = _save_TexCoord4fv; 1596 vfmt->Vertex2f = _save_Vertex2f; 1597 vfmt->Vertex2fv = _save_Vertex2fv; 1598 vfmt->Vertex3f = _save_Vertex3f; 1599 vfmt->Vertex3fv = _save_Vertex3fv; 1600 vfmt->Vertex4f = _save_Vertex4f; 1601 vfmt->Vertex4fv = _save_Vertex4fv; 1602 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB; 1603 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB; 1604 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB; 1605 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB; 1606 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB; 1607 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB; 1608 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB; 1609 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB; 1610 1611 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV; 1612 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV; 1613 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV; 1614 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV; 1615 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV; 1616 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV; 1617 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV; 1618 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV; 1619 1620 /* integer-valued */ 1621 vfmt->VertexAttribI1i = _save_VertexAttribI1i; 1622 vfmt->VertexAttribI2i = _save_VertexAttribI2i; 1623 vfmt->VertexAttribI3i = _save_VertexAttribI3i; 1624 vfmt->VertexAttribI4i = _save_VertexAttribI4i; 1625 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv; 1626 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv; 1627 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv; 1628 1629 /* unsigned integer-valued */ 1630 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui; 1631 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui; 1632 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui; 1633 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui; 1634 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv; 1635 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv; 1636 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv; 1637 1638 vfmt->VertexP2ui = _save_VertexP2ui; 1639 vfmt->VertexP3ui = _save_VertexP3ui; 1640 vfmt->VertexP4ui = _save_VertexP4ui; 1641 vfmt->VertexP2uiv = _save_VertexP2uiv; 1642 vfmt->VertexP3uiv = _save_VertexP3uiv; 1643 vfmt->VertexP4uiv = _save_VertexP4uiv; 1644 1645 vfmt->TexCoordP1ui = _save_TexCoordP1ui; 1646 vfmt->TexCoordP2ui = _save_TexCoordP2ui; 1647 vfmt->TexCoordP3ui = _save_TexCoordP3ui; 1648 vfmt->TexCoordP4ui = _save_TexCoordP4ui; 1649 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv; 1650 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv; 1651 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv; 1652 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv; 1653 1654 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui; 1655 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui; 1656 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui; 1657 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui; 1658 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv; 1659 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv; 1660 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv; 1661 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv; 1662 1663 vfmt->NormalP3ui = _save_NormalP3ui; 1664 vfmt->NormalP3uiv = _save_NormalP3uiv; 1665 1666 vfmt->ColorP3ui = _save_ColorP3ui; 1667 vfmt->ColorP4ui = _save_ColorP4ui; 1668 vfmt->ColorP3uiv = _save_ColorP3uiv; 1669 vfmt->ColorP4uiv = _save_ColorP4uiv; 1670 1671 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui; 1672 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv; 1673 1674 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui; 1675 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui; 1676 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui; 1677 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui; 1678 1679 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv; 1680 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv; 1681 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv; 1682 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv; 1683 1684 vfmt->VertexAttribL1d = _save_VertexAttribL1d; 1685 vfmt->VertexAttribL2d = _save_VertexAttribL2d; 1686 vfmt->VertexAttribL3d = _save_VertexAttribL3d; 1687 vfmt->VertexAttribL4d = _save_VertexAttribL4d; 1688 1689 vfmt->VertexAttribL1dv = _save_VertexAttribL1dv; 1690 vfmt->VertexAttribL2dv = _save_VertexAttribL2dv; 1691 vfmt->VertexAttribL3dv = _save_VertexAttribL3dv; 1692 vfmt->VertexAttribL4dv = _save_VertexAttribL4dv; 1693 1694 vfmt->VertexAttribL1ui64ARB = _save_VertexAttribL1ui64ARB; 1695 vfmt->VertexAttribL1ui64vARB = _save_VertexAttribL1ui64vARB; 1696 1697 /* This will all require us to fallback to saving the list as opcodes: 1698 */ 1699 vfmt->CallList = _save_CallList; 1700 vfmt->CallLists = _save_CallLists; 1701 1702 vfmt->EvalCoord1f = _save_EvalCoord1f; 1703 vfmt->EvalCoord1fv = _save_EvalCoord1fv; 1704 vfmt->EvalCoord2f = _save_EvalCoord2f; 1705 vfmt->EvalCoord2fv = _save_EvalCoord2fv; 1706 vfmt->EvalPoint1 = _save_EvalPoint1; 1707 vfmt->EvalPoint2 = _save_EvalPoint2; 1708 1709 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is 1710 * only used when we're inside a glBegin/End pair. 1711 */ 1712 vfmt->Begin = _save_Begin; 1713} 1714 1715 1716/** 1717 * Initialize the dispatch table with the VBO functions for display 1718 * list compilation. 1719 */ 1720void 1721vbo_initialize_save_dispatch(const struct gl_context *ctx, 1722 struct _glapi_table *exec) 1723{ 1724 SET_DrawArrays(exec, _save_OBE_DrawArrays); 1725 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays); 1726 SET_DrawElements(exec, _save_OBE_DrawElements); 1727 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex); 1728 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements); 1729 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements); 1730 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex); 1731 SET_Rectf(exec, _save_OBE_Rectf); 1732 /* Note: other glDraw functins aren't compiled into display lists */ 1733} 1734 1735 1736 1737void 1738vbo_save_SaveFlushVertices(struct gl_context *ctx) 1739{ 1740 struct vbo_save_context *save = &vbo_context(ctx)->save; 1741 1742 /* Noop when we are actually active: 1743 */ 1744 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX) 1745 return; 1746 1747 if (save->vert_count || save->prim_count) 1748 compile_vertex_list(ctx); 1749 1750 copy_to_current(ctx); 1751 reset_vertex(ctx); 1752 reset_counters(ctx); 1753 ctx->Driver.SaveNeedFlush = GL_FALSE; 1754} 1755 1756 1757/** 1758 * Called from glNewList when we're starting to compile a display list. 1759 */ 1760void 1761vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode) 1762{ 1763 struct vbo_save_context *save = &vbo_context(ctx)->save; 1764 1765 (void) list; 1766 (void) mode; 1767 1768 if (!save->prim_store) 1769 save->prim_store = alloc_prim_store(); 1770 1771 if (!save->vertex_store) 1772 save->vertex_store = alloc_vertex_store(ctx); 1773 1774 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store); 1775 1776 reset_vertex(ctx); 1777 reset_counters(ctx); 1778 ctx->Driver.SaveNeedFlush = GL_FALSE; 1779} 1780 1781 1782/** 1783 * Called from glEndList when we're finished compiling a display list. 1784 */ 1785void 1786vbo_save_EndList(struct gl_context *ctx) 1787{ 1788 struct vbo_save_context *save = &vbo_context(ctx)->save; 1789 1790 /* EndList called inside a (saved) Begin/End pair? 1791 */ 1792 if (_mesa_inside_dlist_begin_end(ctx)) { 1793 if (save->prim_count > 0) { 1794 GLint i = save->prim_count - 1; 1795 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END; 1796 save->prims[i].end = 0; 1797 save->prims[i].count = save->vert_count - save->prims[i].start; 1798 } 1799 1800 /* Make sure this vertex list gets replayed by the "loopback" 1801 * mechanism: 1802 */ 1803 save->dangling_attr_ref = GL_TRUE; 1804 vbo_save_SaveFlushVertices(ctx); 1805 1806 /* Swap out this vertex format while outside begin/end. Any color, 1807 * etc. received between here and the next begin will be compiled 1808 * as opcodes. 1809 */ 1810 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); 1811 } 1812 1813 vbo_save_unmap_vertex_store(ctx, save->vertex_store); 1814 1815 assert(save->vertex_size == 0); 1816} 1817 1818 1819/** 1820 * Called from the display list code when we're about to execute a 1821 * display list. 1822 */ 1823void 1824vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist) 1825{ 1826 struct vbo_save_context *save = &vbo_context(ctx)->save; 1827 save->replay_flags |= dlist->Flags; 1828} 1829 1830 1831/** 1832 * Called from the display list code when we're finished executing a 1833 * display list. 1834 */ 1835void 1836vbo_save_EndCallList(struct gl_context *ctx) 1837{ 1838 struct vbo_save_context *save = &vbo_context(ctx)->save; 1839 1840 if (ctx->ListState.CallDepth == 1) 1841 save->replay_flags = 0; 1842} 1843 1844 1845/** 1846 * Called by display list code when a display list is being deleted. 1847 */ 1848static void 1849vbo_destroy_vertex_list(struct gl_context *ctx, void *data) 1850{ 1851 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data; 1852 1853 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) 1854 _mesa_reference_vao(ctx, &node->VAO[vpm], NULL); 1855 1856 if (--node->prim_store->refcount == 0) 1857 free(node->prim_store); 1858 1859 free(node->current_data); 1860 node->current_data = NULL; 1861} 1862 1863 1864static void 1865vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f) 1866{ 1867 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data; 1868 GLuint i; 1869 struct gl_buffer_object *buffer = node->VAO[0]->BufferBinding[0].BufferObj; 1870 const GLuint vertex_size = _vbo_save_get_stride(node)/sizeof(GLfloat); 1871 (void) ctx; 1872 1873 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, " 1874 "buffer %p\n", 1875 node->vertex_count, node->prim_count, vertex_size, 1876 buffer); 1877 1878 for (i = 0; i < node->prim_count; i++) { 1879 struct _mesa_prim *prim = &node->prims[i]; 1880 fprintf(f, " prim %d: %s %d..%d %s %s\n", 1881 i, 1882 _mesa_lookup_prim_by_nr(prim->mode), 1883 prim->start, 1884 prim->start + prim->count, 1885 (prim->begin) ? "BEGIN" : "(wrap)", 1886 (prim->end) ? "END" : "(wrap)"); 1887 } 1888} 1889 1890 1891/** 1892 * Called during context creation/init. 1893 */ 1894static void 1895current_init(struct gl_context *ctx) 1896{ 1897 struct vbo_save_context *save = &vbo_context(ctx)->save; 1898 GLint i; 1899 1900 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) { 1901 const GLuint j = i - VBO_ATTRIB_POS; 1902 assert(j < VERT_ATTRIB_MAX); 1903 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j]; 1904 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j]; 1905 } 1906 1907 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) { 1908 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL; 1909 assert(j < MAT_ATTRIB_MAX); 1910 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j]; 1911 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j]; 1912 } 1913} 1914 1915 1916/** 1917 * Initialize the display list compiler. Called during context creation. 1918 */ 1919void 1920vbo_save_api_init(struct vbo_save_context *save) 1921{ 1922 struct gl_context *ctx = save->ctx; 1923 1924 save->opcode_vertex_list = 1925 _mesa_dlist_alloc_opcode(ctx, 1926 sizeof(struct vbo_save_vertex_list), 1927 vbo_save_playback_vertex_list, 1928 vbo_destroy_vertex_list, 1929 vbo_print_vertex_list); 1930 1931 vtxfmt_init(ctx); 1932 current_init(ctx); 1933 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop); 1934} 1935