vbo_save_api.c revision 01e04c3f
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->Type != tp) 454 return false; 455 if (attrib->Size != size[vbo_attr]) 456 return false; 457 assert(attrib->Format == GL_RGBA); 458 assert(attrib->Enabled == GL_TRUE); 459 assert(attrib->Normalized == GL_FALSE); 460 assert(attrib->Integer == vbo_attrtype_to_integer_flag(tp)); 461 assert(attrib->Doubles == vbo_attrtype_to_double_flag(tp)); 462 assert(attrib->BufferBindingIndex == 0); 463 } 464 465 return true; 466} 467 468 469/* Create or reuse the vao for the vertex processing mode. */ 470static void 471update_vao(struct gl_context *ctx, 472 gl_vertex_processing_mode mode, 473 struct gl_vertex_array_object **vao, 474 struct gl_buffer_object *bo, GLintptr buffer_offset, 475 GLuint stride, GLbitfield64 vbo_enabled, 476 const GLubyte size[VBO_ATTRIB_MAX], 477 const GLenum16 type[VBO_ATTRIB_MAX], 478 const GLuint offset[VBO_ATTRIB_MAX]) 479{ 480 /* Compute the bitmasks of vao_enabled arrays */ 481 GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled); 482 483 /* 484 * Check if we can possibly reuse the exisiting one. 485 * In the long term we should reset them when something changes. 486 */ 487 if (compare_vao(mode, *vao, bo, buffer_offset, stride, 488 vao_enabled, size, type, offset)) 489 return; 490 491 /* The initial refcount is 1 */ 492 _mesa_reference_vao(ctx, vao, NULL); 493 *vao = _mesa_new_vao(ctx, ~((GLuint)0)); 494 495 /* 496 * assert(stride <= ctx->Const.MaxVertexAttribStride); 497 * MaxVertexAttribStride is not set for drivers that does not 498 * expose GL 44 or GLES 31. 499 */ 500 501 /* Bind the buffer object at binding point 0 */ 502 _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride); 503 504 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space 505 * Note that the position/generic0 aliasing is done in the VAO. 506 */ 507 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode]; 508 /* Now set the enable arrays */ 509 GLbitfield mask = vao_enabled; 510 while (mask) { 511 const int vao_attr = u_bit_scan(&mask); 512 const GLubyte vbo_attr = vao_to_vbo_map[vao_attr]; 513 assert(offset[vbo_attr] <= ctx->Const.MaxVertexAttribRelativeOffset); 514 515 _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset, 516 size[vbo_attr], type[vbo_attr], offset[vbo_attr]); 517 _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0); 518 _mesa_enable_vertex_array_attrib(ctx, *vao, vao_attr); 519 } 520 assert(vao_enabled == (*vao)->_Enabled); 521 assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0); 522 523 /* Finalize and freeze the VAO */ 524 _mesa_set_vao_immutable(ctx, *vao); 525} 526 527 528/** 529 * Insert the active immediate struct onto the display list currently 530 * being built. 531 */ 532static void 533compile_vertex_list(struct gl_context *ctx) 534{ 535 struct vbo_save_context *save = &vbo_context(ctx)->save; 536 struct vbo_save_vertex_list *node; 537 538 /* Allocate space for this structure in the display list currently 539 * being compiled. 540 */ 541 node = (struct vbo_save_vertex_list *) 542 _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node)); 543 544 if (!node) 545 return; 546 547 /* Make sure the pointer is aligned to the size of a pointer */ 548 assert((GLintptr) node % sizeof(void *) == 0); 549 550 /* Duplicate our template, increment refcounts to the storage structs: 551 */ 552 GLintptr old_offset = 0; 553 if (save->VAO[0]) { 554 old_offset = save->VAO[0]->BufferBinding[0].Offset 555 + save->VAO[0]->VertexAttrib[VERT_ATTRIB_POS].RelativeOffset; 556 } 557 const GLsizei stride = save->vertex_size*sizeof(GLfloat); 558 GLintptr buffer_offset = 559 (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat); 560 assert(old_offset <= buffer_offset); 561 const GLintptr offset_diff = buffer_offset - old_offset; 562 GLuint start_offset = 0; 563 if (offset_diff > 0 && stride > 0 && offset_diff % stride == 0) { 564 /* The vertex size is an exact multiple of the buffer offset. 565 * This means that we can use zero-based vertex attribute pointers 566 * and specify the start of the primitive with the _mesa_prim::start 567 * field. This results in issuing several draw calls with identical 568 * vertex attribute information. This can result in fewer state 569 * changes in drivers. In particular, the Gallium CSO module will 570 * filter out redundant vertex buffer changes. 571 */ 572 /* We cannot immediately update the primitives as some methods below 573 * still need the uncorrected start vertices 574 */ 575 start_offset = offset_diff/stride; 576 assert(old_offset == buffer_offset - offset_diff); 577 buffer_offset = old_offset; 578 } 579 GLuint offsets[VBO_ATTRIB_MAX]; 580 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) { 581 offsets[i] = offset; 582 offset += save->attrsz[i] * sizeof(GLfloat); 583 } 584 node->vertex_count = save->vert_count; 585 node->wrap_count = save->copied.nr; 586 node->prims = save->prims; 587 node->prim_count = save->prim_count; 588 node->prim_store = save->prim_store; 589 590 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs 591 * Note that this may reuse the previous one of possible. 592 */ 593 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) { 594 /* create or reuse the vao */ 595 update_vao(ctx, vpm, &save->VAO[vpm], 596 save->vertex_store->bufferobj, buffer_offset, stride, 597 save->enabled, save->attrsz, save->attrtype, offsets); 598 /* Reference the vao in the dlist */ 599 node->VAO[vpm] = NULL; 600 _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]); 601 } 602 603 node->prim_store->refcount++; 604 605 if (save->no_current_update) { 606 node->current_data = NULL; 607 } 608 else { 609 GLuint current_size = save->vertex_size - save->attrsz[0]; 610 node->current_data = NULL; 611 612 if (current_size) { 613 node->current_data = malloc(current_size * sizeof(GLfloat)); 614 if (node->current_data) { 615 const char *buffer = (const char *)save->buffer_map; 616 unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat); 617 unsigned vertex_offset = 0; 618 619 if (node->vertex_count) 620 vertex_offset = (node->vertex_count - 1) * stride; 621 622 memcpy(node->current_data, buffer + vertex_offset + attr_offset, 623 current_size * sizeof(GLfloat)); 624 } else { 625 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation"); 626 } 627 } 628 } 629 630 assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0); 631 632 if (save->dangling_attr_ref) 633 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS; 634 635 save->vertex_store->used += save->vertex_size * node->vertex_count; 636 save->prim_store->used += node->prim_count; 637 638 /* Copy duplicated vertices 639 */ 640 save->copied.nr = copy_vertices(ctx, node, save->buffer_map); 641 642 if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) { 643 convert_line_loop_to_strip(save, node); 644 } 645 646 merge_prims(node->prims, &node->prim_count); 647 648 /* Correct the primitive starts, we can only do this here as copy_vertices 649 * and convert_line_loop_to_strip above consume the uncorrected starts. 650 * On the other hand the _vbo_loopback_vertex_list call below needs the 651 * primitves to be corrected already. 652 */ 653 for (unsigned i = 0; i < node->prim_count; i++) { 654 node->prims[i].start += start_offset; 655 } 656 657 /* Deal with GL_COMPILE_AND_EXECUTE: 658 */ 659 if (ctx->ExecuteFlag) { 660 struct _glapi_table *dispatch = GET_DISPATCH(); 661 662 _glapi_set_dispatch(ctx->Exec); 663 664 /* Note that the range of referenced vertices must be mapped already */ 665 _vbo_loopback_vertex_list(ctx, node); 666 667 _glapi_set_dispatch(dispatch); 668 } 669 670 /* Decide whether the storage structs are full, or can be used for 671 * the next vertex lists as well. 672 */ 673 if (save->vertex_store->used > 674 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) { 675 676 /* Unmap old store: 677 */ 678 vbo_save_unmap_vertex_store(ctx, save->vertex_store); 679 680 /* Release old reference: 681 */ 682 free_vertex_store(ctx, save->vertex_store); 683 save->vertex_store = NULL; 684 /* When we have a new vbo, we will for sure need a new vao */ 685 for (gl_vertex_processing_mode vpm = 0; vpm < VP_MODE_MAX; ++vpm) 686 _mesa_reference_vao(ctx, &save->VAO[vpm], NULL); 687 688 /* Allocate and map new store: 689 */ 690 save->vertex_store = alloc_vertex_store(ctx); 691 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store); 692 save->out_of_memory = save->buffer_ptr == NULL; 693 } 694 else { 695 /* update buffer_ptr for next vertex */ 696 save->buffer_ptr = save->vertex_store->buffer_map 697 + save->vertex_store->used; 698 } 699 700 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) { 701 save->prim_store->refcount--; 702 assert(save->prim_store->refcount != 0); 703 save->prim_store = alloc_prim_store(); 704 } 705 706 /* Reset our structures for the next run of vertices: 707 */ 708 reset_counters(ctx); 709} 710 711 712/** 713 * This is called when we fill a vertex buffer before we hit a glEnd(). 714 * We 715 * TODO -- If no new vertices have been stored, don't bother saving it. 716 */ 717static void 718wrap_buffers(struct gl_context *ctx) 719{ 720 struct vbo_save_context *save = &vbo_context(ctx)->save; 721 GLint i = save->prim_count - 1; 722 GLenum mode; 723 724 assert(i < (GLint) save->prim_max); 725 assert(i >= 0); 726 727 /* Close off in-progress primitive. 728 */ 729 save->prims[i].count = (save->vert_count - save->prims[i].start); 730 mode = save->prims[i].mode; 731 732 /* store the copied vertices, and allocate a new list. 733 */ 734 compile_vertex_list(ctx); 735 736 /* Restart interrupted primitive 737 */ 738 save->prims[0].mode = mode; 739 save->prims[0].begin = 0; 740 save->prims[0].end = 0; 741 save->prims[0].pad = 0; 742 save->prims[0].start = 0; 743 save->prims[0].count = 0; 744 save->prims[0].num_instances = 1; 745 save->prims[0].base_instance = 0; 746 save->prims[0].is_indirect = 0; 747 save->prim_count = 1; 748} 749 750 751/** 752 * Called only when buffers are wrapped as the result of filling the 753 * vertex_store struct. 754 */ 755static void 756wrap_filled_vertex(struct gl_context *ctx) 757{ 758 struct vbo_save_context *save = &vbo_context(ctx)->save; 759 unsigned numComponents; 760 761 /* Emit a glEnd to close off the last vertex list. 762 */ 763 wrap_buffers(ctx); 764 765 /* Copy stored stored vertices to start of new list. 766 */ 767 assert(save->max_vert - save->vert_count > save->copied.nr); 768 769 numComponents = save->copied.nr * save->vertex_size; 770 memcpy(save->buffer_ptr, 771 save->copied.buffer, 772 numComponents * sizeof(fi_type)); 773 save->buffer_ptr += numComponents; 774 save->vert_count += save->copied.nr; 775} 776 777 778static void 779copy_to_current(struct gl_context *ctx) 780{ 781 struct vbo_save_context *save = &vbo_context(ctx)->save; 782 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS)); 783 784 while (enabled) { 785 const int i = u_bit_scan64(&enabled); 786 assert(save->attrsz[i]); 787 788 if (save->attrtype[i] == GL_DOUBLE || 789 save->attrtype[i] == GL_UNSIGNED_INT64_ARB) 790 memcpy(save->current[i], save->attrptr[i], save->attrsz[i] * sizeof(GLfloat)); 791 else 792 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i], 793 save->attrptr[i], save->attrtype[i]); 794 } 795} 796 797 798static void 799copy_from_current(struct gl_context *ctx) 800{ 801 struct vbo_save_context *save = &vbo_context(ctx)->save; 802 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS)); 803 804 while (enabled) { 805 const int i = u_bit_scan64(&enabled); 806 807 switch (save->attrsz[i]) { 808 case 4: 809 save->attrptr[i][3] = save->current[i][3]; 810 case 3: 811 save->attrptr[i][2] = save->current[i][2]; 812 case 2: 813 save->attrptr[i][1] = save->current[i][1]; 814 case 1: 815 save->attrptr[i][0] = save->current[i][0]; 816 break; 817 case 0: 818 unreachable("Unexpected vertex attribute size"); 819 } 820 } 821} 822 823 824/** 825 * Called when we increase the size of a vertex attribute. For example, 826 * if we've seen one or more glTexCoord2f() calls and now we get a 827 * glTexCoord3f() call. 828 * Flush existing data, set new attrib size, replay copied vertices. 829 */ 830static void 831upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz) 832{ 833 struct vbo_save_context *save = &vbo_context(ctx)->save; 834 GLuint oldsz; 835 GLuint i; 836 fi_type *tmp; 837 838 /* Store the current run of vertices, and emit a GL_END. Emit a 839 * BEGIN in the new buffer. 840 */ 841 if (save->vert_count) 842 wrap_buffers(ctx); 843 else 844 assert(save->copied.nr == 0); 845 846 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case 847 * when the attribute already exists in the vertex and is having 848 * its size increased. 849 */ 850 copy_to_current(ctx); 851 852 /* Fix up sizes: 853 */ 854 oldsz = save->attrsz[attr]; 855 save->attrsz[attr] = newsz; 856 save->enabled |= BITFIELD64_BIT(attr); 857 858 save->vertex_size += newsz - oldsz; 859 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) / 860 save->vertex_size); 861 save->vert_count = 0; 862 863 /* Recalculate all the attrptr[] values: 864 */ 865 tmp = save->vertex; 866 for (i = 0; i < VBO_ATTRIB_MAX; i++) { 867 if (save->attrsz[i]) { 868 save->attrptr[i] = tmp; 869 tmp += save->attrsz[i]; 870 } 871 else { 872 save->attrptr[i] = NULL; /* will not be dereferenced. */ 873 } 874 } 875 876 /* Copy from current to repopulate the vertex with correct values. 877 */ 878 copy_from_current(ctx); 879 880 /* Replay stored vertices to translate them to new format here. 881 * 882 * If there are copied vertices and the new (upgraded) attribute 883 * has not been defined before, this list is somewhat degenerate, 884 * and will need fixup at runtime. 885 */ 886 if (save->copied.nr) { 887 const fi_type *data = save->copied.buffer; 888 fi_type *dest = save->buffer_map; 889 890 /* Need to note this and fix up at runtime (or loopback): 891 */ 892 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) { 893 assert(oldsz == 0); 894 save->dangling_attr_ref = GL_TRUE; 895 } 896 897 for (i = 0; i < save->copied.nr; i++) { 898 GLbitfield64 enabled = save->enabled; 899 while (enabled) { 900 const int j = u_bit_scan64(&enabled); 901 assert(save->attrsz[j]); 902 if (j == attr) { 903 if (oldsz) { 904 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data, 905 save->attrtype[j]); 906 data += oldsz; 907 dest += newsz; 908 } 909 else { 910 COPY_SZ_4V(dest, newsz, save->current[attr]); 911 dest += newsz; 912 } 913 } 914 else { 915 GLint sz = save->attrsz[j]; 916 COPY_SZ_4V(dest, sz, data); 917 data += sz; 918 dest += sz; 919 } 920 } 921 } 922 923 save->buffer_ptr = dest; 924 save->vert_count += save->copied.nr; 925 } 926} 927 928 929/** 930 * This is called when the size of a vertex attribute changes. 931 * For example, after seeing one or more glTexCoord2f() calls we 932 * get a glTexCoord4f() or glTexCoord1f() call. 933 */ 934static void 935fixup_vertex(struct gl_context *ctx, GLuint attr, 936 GLuint sz, GLenum newType) 937{ 938 struct vbo_save_context *save = &vbo_context(ctx)->save; 939 940 if (sz > save->attrsz[attr] || 941 newType != save->attrtype[attr]) { 942 /* New size is larger. Need to flush existing vertices and get 943 * an enlarged vertex format. 944 */ 945 upgrade_vertex(ctx, attr, sz); 946 } 947 else if (sz < save->active_sz[attr]) { 948 GLuint i; 949 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]); 950 951 /* New size is equal or smaller - just need to fill in some 952 * zeros. 953 */ 954 for (i = sz; i <= save->attrsz[attr]; i++) 955 save->attrptr[attr][i - 1] = id[i - 1]; 956 } 957 958 save->active_sz[attr] = sz; 959} 960 961 962/** 963 * Reset the current size of all vertex attributes to the default 964 * value of 0. This signals that we haven't yet seen any per-vertex 965 * commands such as glNormal3f() or glTexCoord2f(). 966 */ 967static void 968reset_vertex(struct gl_context *ctx) 969{ 970 struct vbo_save_context *save = &vbo_context(ctx)->save; 971 972 while (save->enabled) { 973 const int i = u_bit_scan64(&save->enabled); 974 assert(save->attrsz[i]); 975 save->attrsz[i] = 0; 976 save->active_sz[i] = 0; 977 } 978 979 save->vertex_size = 0; 980} 981 982 983 984#define ERROR(err) _mesa_compile_error(ctx, err, __func__); 985 986 987/* Only one size for each attribute may be active at once. Eg. if 988 * Color3f is installed/active, then Color4f may not be, even if the 989 * vertex actually contains 4 color coordinates. This is because the 990 * 3f version won't otherwise set color[3] to 1.0 -- this is the job 991 * of the chooser function when switching between Color4f and Color3f. 992 */ 993#define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \ 994do { \ 995 struct vbo_save_context *save = &vbo_context(ctx)->save; \ 996 int sz = (sizeof(C) / sizeof(GLfloat)); \ 997 \ 998 if (save->active_sz[A] != N) \ 999 fixup_vertex(ctx, A, N * sz, T); \ 1000 \ 1001 { \ 1002 C *dest = (C *)save->attrptr[A]; \ 1003 if (N>0) dest[0] = V0; \ 1004 if (N>1) dest[1] = V1; \ 1005 if (N>2) dest[2] = V2; \ 1006 if (N>3) dest[3] = V3; \ 1007 save->attrtype[A] = T; \ 1008 } \ 1009 \ 1010 if ((A) == 0) { \ 1011 GLuint i; \ 1012 \ 1013 for (i = 0; i < save->vertex_size; i++) \ 1014 save->buffer_ptr[i] = save->vertex[i]; \ 1015 \ 1016 save->buffer_ptr += save->vertex_size; \ 1017 \ 1018 if (++save->vert_count >= save->max_vert) \ 1019 wrap_filled_vertex(ctx); \ 1020 } \ 1021} while (0) 1022 1023#define TAG(x) _save_##x 1024 1025#include "vbo_attrib_tmp.h" 1026 1027 1028 1029#define MAT( ATTR, N, face, params ) \ 1030do { \ 1031 if (face != GL_BACK) \ 1032 MAT_ATTR( ATTR, N, params ); /* front */ \ 1033 if (face != GL_FRONT) \ 1034 MAT_ATTR( ATTR + 1, N, params ); /* back */ \ 1035} while (0) 1036 1037 1038/** 1039 * Save a glMaterial call found between glBegin/End. 1040 * glMaterial calls outside Begin/End are handled in dlist.c. 1041 */ 1042static void GLAPIENTRY 1043_save_Materialfv(GLenum face, GLenum pname, const GLfloat *params) 1044{ 1045 GET_CURRENT_CONTEXT(ctx); 1046 1047 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) { 1048 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)"); 1049 return; 1050 } 1051 1052 switch (pname) { 1053 case GL_EMISSION: 1054 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params); 1055 break; 1056 case GL_AMBIENT: 1057 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params); 1058 break; 1059 case GL_DIFFUSE: 1060 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params); 1061 break; 1062 case GL_SPECULAR: 1063 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params); 1064 break; 1065 case GL_SHININESS: 1066 if (*params < 0 || *params > ctx->Const.MaxShininess) { 1067 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)"); 1068 } 1069 else { 1070 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params); 1071 } 1072 break; 1073 case GL_COLOR_INDEXES: 1074 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params); 1075 break; 1076 case GL_AMBIENT_AND_DIFFUSE: 1077 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params); 1078 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params); 1079 break; 1080 default: 1081 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)"); 1082 return; 1083 } 1084} 1085 1086 1087/* Cope with EvalCoord/CallList called within a begin/end object: 1088 * -- Flush current buffer 1089 * -- Fallback to opcodes for the rest of the begin/end object. 1090 */ 1091static void 1092dlist_fallback(struct gl_context *ctx) 1093{ 1094 struct vbo_save_context *save = &vbo_context(ctx)->save; 1095 1096 if (save->vert_count || save->prim_count) { 1097 if (save->prim_count > 0) { 1098 /* Close off in-progress primitive. */ 1099 GLint i = save->prim_count - 1; 1100 save->prims[i].count = save->vert_count - save->prims[i].start; 1101 } 1102 1103 /* Need to replay this display list with loopback, 1104 * unfortunately, otherwise this primitive won't be handled 1105 * properly: 1106 */ 1107 save->dangling_attr_ref = GL_TRUE; 1108 1109 compile_vertex_list(ctx); 1110 } 1111 1112 copy_to_current(ctx); 1113 reset_vertex(ctx); 1114 reset_counters(ctx); 1115 if (save->out_of_memory) { 1116 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop); 1117 } 1118 else { 1119 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); 1120 } 1121 ctx->Driver.SaveNeedFlush = GL_FALSE; 1122} 1123 1124 1125static void GLAPIENTRY 1126_save_EvalCoord1f(GLfloat u) 1127{ 1128 GET_CURRENT_CONTEXT(ctx); 1129 dlist_fallback(ctx); 1130 CALL_EvalCoord1f(ctx->Save, (u)); 1131} 1132 1133static void GLAPIENTRY 1134_save_EvalCoord1fv(const GLfloat * v) 1135{ 1136 GET_CURRENT_CONTEXT(ctx); 1137 dlist_fallback(ctx); 1138 CALL_EvalCoord1fv(ctx->Save, (v)); 1139} 1140 1141static void GLAPIENTRY 1142_save_EvalCoord2f(GLfloat u, GLfloat v) 1143{ 1144 GET_CURRENT_CONTEXT(ctx); 1145 dlist_fallback(ctx); 1146 CALL_EvalCoord2f(ctx->Save, (u, v)); 1147} 1148 1149static void GLAPIENTRY 1150_save_EvalCoord2fv(const GLfloat * v) 1151{ 1152 GET_CURRENT_CONTEXT(ctx); 1153 dlist_fallback(ctx); 1154 CALL_EvalCoord2fv(ctx->Save, (v)); 1155} 1156 1157static void GLAPIENTRY 1158_save_EvalPoint1(GLint i) 1159{ 1160 GET_CURRENT_CONTEXT(ctx); 1161 dlist_fallback(ctx); 1162 CALL_EvalPoint1(ctx->Save, (i)); 1163} 1164 1165static void GLAPIENTRY 1166_save_EvalPoint2(GLint i, GLint j) 1167{ 1168 GET_CURRENT_CONTEXT(ctx); 1169 dlist_fallback(ctx); 1170 CALL_EvalPoint2(ctx->Save, (i, j)); 1171} 1172 1173static void GLAPIENTRY 1174_save_CallList(GLuint l) 1175{ 1176 GET_CURRENT_CONTEXT(ctx); 1177 dlist_fallback(ctx); 1178 CALL_CallList(ctx->Save, (l)); 1179} 1180 1181static void GLAPIENTRY 1182_save_CallLists(GLsizei n, GLenum type, const GLvoid * v) 1183{ 1184 GET_CURRENT_CONTEXT(ctx); 1185 dlist_fallback(ctx); 1186 CALL_CallLists(ctx->Save, (n, type, v)); 1187} 1188 1189 1190 1191/** 1192 * Called when a glBegin is getting compiled into a display list. 1193 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of. 1194 */ 1195void 1196vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode, 1197 bool no_current_update) 1198{ 1199 struct vbo_save_context *save = &vbo_context(ctx)->save; 1200 const GLuint i = save->prim_count++; 1201 1202 assert(i < save->prim_max); 1203 save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK; 1204 save->prims[i].begin = 1; 1205 save->prims[i].end = 0; 1206 save->prims[i].pad = 0; 1207 save->prims[i].start = save->vert_count; 1208 save->prims[i].count = 0; 1209 save->prims[i].num_instances = 1; 1210 save->prims[i].base_instance = 0; 1211 save->prims[i].is_indirect = 0; 1212 1213 save->no_current_update = no_current_update; 1214 1215 if (save->out_of_memory) { 1216 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop); 1217 } 1218 else { 1219 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt); 1220 } 1221 1222 /* We need to call vbo_save_SaveFlushVertices() if there's state change */ 1223 ctx->Driver.SaveNeedFlush = GL_TRUE; 1224} 1225 1226 1227static void GLAPIENTRY 1228_save_End(void) 1229{ 1230 GET_CURRENT_CONTEXT(ctx); 1231 struct vbo_save_context *save = &vbo_context(ctx)->save; 1232 const GLint i = save->prim_count - 1; 1233 1234 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END; 1235 save->prims[i].end = 1; 1236 save->prims[i].count = (save->vert_count - save->prims[i].start); 1237 1238 if (i == (GLint) save->prim_max - 1) { 1239 compile_vertex_list(ctx); 1240 assert(save->copied.nr == 0); 1241 } 1242 1243 /* Swap out this vertex format while outside begin/end. Any color, 1244 * etc. received between here and the next begin will be compiled 1245 * as opcodes. 1246 */ 1247 if (save->out_of_memory) { 1248 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop); 1249 } 1250 else { 1251 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); 1252 } 1253} 1254 1255 1256static void GLAPIENTRY 1257_save_Begin(GLenum mode) 1258{ 1259 GET_CURRENT_CONTEXT(ctx); 1260 (void) mode; 1261 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin"); 1262} 1263 1264 1265static void GLAPIENTRY 1266_save_PrimitiveRestartNV(void) 1267{ 1268 GET_CURRENT_CONTEXT(ctx); 1269 struct vbo_save_context *save = &vbo_context(ctx)->save; 1270 1271 if (save->prim_count == 0) { 1272 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV 1273 * is an error. 1274 */ 1275 _mesa_compile_error(ctx, GL_INVALID_OPERATION, 1276 "glPrimitiveRestartNV called outside glBegin/End"); 1277 } else { 1278 /* get current primitive mode */ 1279 GLenum curPrim = save->prims[save->prim_count - 1].mode; 1280 bool no_current_update = save->no_current_update; 1281 1282 /* restart primitive */ 1283 CALL_End(GET_DISPATCH(), ()); 1284 vbo_save_NotifyBegin(ctx, curPrim, no_current_update); 1285 } 1286} 1287 1288 1289/* Unlike the functions above, these are to be hooked into the vtxfmt 1290 * maintained in ctx->ListState, active when the list is known or 1291 * suspected to be outside any begin/end primitive. 1292 * Note: OBE = Outside Begin/End 1293 */ 1294static void GLAPIENTRY 1295_save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) 1296{ 1297 GET_CURRENT_CONTEXT(ctx); 1298 vbo_save_NotifyBegin(ctx, GL_QUADS, false); 1299 CALL_Vertex2f(GET_DISPATCH(), (x1, y1)); 1300 CALL_Vertex2f(GET_DISPATCH(), (x2, y1)); 1301 CALL_Vertex2f(GET_DISPATCH(), (x2, y2)); 1302 CALL_Vertex2f(GET_DISPATCH(), (x1, y2)); 1303 CALL_End(GET_DISPATCH(), ()); 1304} 1305 1306 1307static void GLAPIENTRY 1308_save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count) 1309{ 1310 GET_CURRENT_CONTEXT(ctx); 1311 struct vbo_save_context *save = &vbo_context(ctx)->save; 1312 GLint i; 1313 1314 if (!_mesa_is_valid_prim_mode(ctx, mode)) { 1315 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)"); 1316 return; 1317 } 1318 if (count < 0) { 1319 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)"); 1320 return; 1321 } 1322 1323 if (save->out_of_memory) 1324 return; 1325 1326 /* Make sure to process any VBO binding changes */ 1327 _mesa_update_state(ctx); 1328 1329 _ae_map_vbos(ctx); 1330 1331 vbo_save_NotifyBegin(ctx, mode, true); 1332 1333 for (i = 0; i < count; i++) 1334 CALL_ArrayElement(GET_DISPATCH(), (start + i)); 1335 CALL_End(GET_DISPATCH(), ()); 1336 1337 _ae_unmap_vbos(ctx); 1338} 1339 1340 1341static void GLAPIENTRY 1342_save_OBE_MultiDrawArrays(GLenum mode, const GLint *first, 1343 const GLsizei *count, GLsizei primcount) 1344{ 1345 GET_CURRENT_CONTEXT(ctx); 1346 GLint i; 1347 1348 if (!_mesa_is_valid_prim_mode(ctx, mode)) { 1349 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)"); 1350 return; 1351 } 1352 1353 if (primcount < 0) { 1354 _mesa_compile_error(ctx, GL_INVALID_VALUE, 1355 "glMultiDrawArrays(primcount<0)"); 1356 return; 1357 } 1358 1359 for (i = 0; i < primcount; i++) { 1360 if (count[i] < 0) { 1361 _mesa_compile_error(ctx, GL_INVALID_VALUE, 1362 "glMultiDrawArrays(count[i]<0)"); 1363 return; 1364 } 1365 } 1366 1367 for (i = 0; i < primcount; i++) { 1368 if (count[i] > 0) { 1369 _save_OBE_DrawArrays(mode, first[i], count[i]); 1370 } 1371 } 1372} 1373 1374 1375/* Could do better by copying the arrays and element list intact and 1376 * then emitting an indexed prim at runtime. 1377 */ 1378static void GLAPIENTRY 1379_save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, 1380 const GLvoid * indices, GLint basevertex) 1381{ 1382 GET_CURRENT_CONTEXT(ctx); 1383 struct vbo_save_context *save = &vbo_context(ctx)->save; 1384 struct gl_buffer_object *indexbuf = ctx->Array.VAO->IndexBufferObj; 1385 GLint i; 1386 1387 if (!_mesa_is_valid_prim_mode(ctx, mode)) { 1388 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)"); 1389 return; 1390 } 1391 if (count < 0) { 1392 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)"); 1393 return; 1394 } 1395 if (type != GL_UNSIGNED_BYTE && 1396 type != GL_UNSIGNED_SHORT && 1397 type != GL_UNSIGNED_INT) { 1398 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)"); 1399 return; 1400 } 1401 1402 if (save->out_of_memory) 1403 return; 1404 1405 /* Make sure to process any VBO binding changes */ 1406 _mesa_update_state(ctx); 1407 1408 _ae_map_vbos(ctx); 1409 1410 if (_mesa_is_bufferobj(indexbuf)) 1411 indices = 1412 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices); 1413 1414 vbo_save_NotifyBegin(ctx, mode, true); 1415 1416 switch (type) { 1417 case GL_UNSIGNED_BYTE: 1418 for (i = 0; i < count; i++) 1419 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLubyte *) indices)[i])); 1420 break; 1421 case GL_UNSIGNED_SHORT: 1422 for (i = 0; i < count; i++) 1423 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLushort *) indices)[i])); 1424 break; 1425 case GL_UNSIGNED_INT: 1426 for (i = 0; i < count; i++) 1427 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLuint *) indices)[i])); 1428 break; 1429 default: 1430 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)"); 1431 break; 1432 } 1433 1434 CALL_End(GET_DISPATCH(), ()); 1435 1436 _ae_unmap_vbos(ctx); 1437} 1438 1439static void GLAPIENTRY 1440_save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type, 1441 const GLvoid * indices) 1442{ 1443 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0); 1444} 1445 1446 1447static void GLAPIENTRY 1448_save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end, 1449 GLsizei count, GLenum type, 1450 const GLvoid * indices) 1451{ 1452 GET_CURRENT_CONTEXT(ctx); 1453 struct vbo_save_context *save = &vbo_context(ctx)->save; 1454 1455 if (!_mesa_is_valid_prim_mode(ctx, mode)) { 1456 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)"); 1457 return; 1458 } 1459 if (count < 0) { 1460 _mesa_compile_error(ctx, GL_INVALID_VALUE, 1461 "glDrawRangeElements(count<0)"); 1462 return; 1463 } 1464 if (type != GL_UNSIGNED_BYTE && 1465 type != GL_UNSIGNED_SHORT && 1466 type != GL_UNSIGNED_INT) { 1467 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)"); 1468 return; 1469 } 1470 if (end < start) { 1471 _mesa_compile_error(ctx, GL_INVALID_VALUE, 1472 "glDrawRangeElements(end < start)"); 1473 return; 1474 } 1475 1476 if (save->out_of_memory) 1477 return; 1478 1479 _save_OBE_DrawElements(mode, count, type, indices); 1480} 1481 1482 1483static void GLAPIENTRY 1484_save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, 1485 const GLvoid * const *indices, GLsizei primcount) 1486{ 1487 GLsizei i; 1488 1489 for (i = 0; i < primcount; i++) { 1490 if (count[i] > 0) { 1491 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i])); 1492 } 1493 } 1494} 1495 1496 1497static void GLAPIENTRY 1498_save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, 1499 GLenum type, 1500 const GLvoid * const *indices, 1501 GLsizei primcount, 1502 const GLint *basevertex) 1503{ 1504 GLsizei i; 1505 1506 for (i = 0; i < primcount; i++) { 1507 if (count[i] > 0) { 1508 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type, 1509 indices[i], 1510 basevertex[i])); 1511 } 1512 } 1513} 1514 1515 1516static void 1517vtxfmt_init(struct gl_context *ctx) 1518{ 1519 struct vbo_save_context *save = &vbo_context(ctx)->save; 1520 GLvertexformat *vfmt = &save->vtxfmt; 1521 1522 vfmt->ArrayElement = _ae_ArrayElement; 1523 1524 vfmt->Color3f = _save_Color3f; 1525 vfmt->Color3fv = _save_Color3fv; 1526 vfmt->Color4f = _save_Color4f; 1527 vfmt->Color4fv = _save_Color4fv; 1528 vfmt->EdgeFlag = _save_EdgeFlag; 1529 vfmt->End = _save_End; 1530 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV; 1531 vfmt->FogCoordfEXT = _save_FogCoordfEXT; 1532 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT; 1533 vfmt->Indexf = _save_Indexf; 1534 vfmt->Indexfv = _save_Indexfv; 1535 vfmt->Materialfv = _save_Materialfv; 1536 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f; 1537 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv; 1538 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f; 1539 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv; 1540 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f; 1541 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv; 1542 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f; 1543 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv; 1544 vfmt->Normal3f = _save_Normal3f; 1545 vfmt->Normal3fv = _save_Normal3fv; 1546 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT; 1547 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT; 1548 vfmt->TexCoord1f = _save_TexCoord1f; 1549 vfmt->TexCoord1fv = _save_TexCoord1fv; 1550 vfmt->TexCoord2f = _save_TexCoord2f; 1551 vfmt->TexCoord2fv = _save_TexCoord2fv; 1552 vfmt->TexCoord3f = _save_TexCoord3f; 1553 vfmt->TexCoord3fv = _save_TexCoord3fv; 1554 vfmt->TexCoord4f = _save_TexCoord4f; 1555 vfmt->TexCoord4fv = _save_TexCoord4fv; 1556 vfmt->Vertex2f = _save_Vertex2f; 1557 vfmt->Vertex2fv = _save_Vertex2fv; 1558 vfmt->Vertex3f = _save_Vertex3f; 1559 vfmt->Vertex3fv = _save_Vertex3fv; 1560 vfmt->Vertex4f = _save_Vertex4f; 1561 vfmt->Vertex4fv = _save_Vertex4fv; 1562 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB; 1563 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB; 1564 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB; 1565 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB; 1566 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB; 1567 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB; 1568 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB; 1569 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB; 1570 1571 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV; 1572 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV; 1573 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV; 1574 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV; 1575 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV; 1576 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV; 1577 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV; 1578 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV; 1579 1580 /* integer-valued */ 1581 vfmt->VertexAttribI1i = _save_VertexAttribI1i; 1582 vfmt->VertexAttribI2i = _save_VertexAttribI2i; 1583 vfmt->VertexAttribI3i = _save_VertexAttribI3i; 1584 vfmt->VertexAttribI4i = _save_VertexAttribI4i; 1585 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv; 1586 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv; 1587 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv; 1588 1589 /* unsigned integer-valued */ 1590 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui; 1591 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui; 1592 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui; 1593 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui; 1594 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv; 1595 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv; 1596 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv; 1597 1598 vfmt->VertexP2ui = _save_VertexP2ui; 1599 vfmt->VertexP3ui = _save_VertexP3ui; 1600 vfmt->VertexP4ui = _save_VertexP4ui; 1601 vfmt->VertexP2uiv = _save_VertexP2uiv; 1602 vfmt->VertexP3uiv = _save_VertexP3uiv; 1603 vfmt->VertexP4uiv = _save_VertexP4uiv; 1604 1605 vfmt->TexCoordP1ui = _save_TexCoordP1ui; 1606 vfmt->TexCoordP2ui = _save_TexCoordP2ui; 1607 vfmt->TexCoordP3ui = _save_TexCoordP3ui; 1608 vfmt->TexCoordP4ui = _save_TexCoordP4ui; 1609 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv; 1610 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv; 1611 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv; 1612 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv; 1613 1614 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui; 1615 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui; 1616 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui; 1617 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui; 1618 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv; 1619 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv; 1620 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv; 1621 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv; 1622 1623 vfmt->NormalP3ui = _save_NormalP3ui; 1624 vfmt->NormalP3uiv = _save_NormalP3uiv; 1625 1626 vfmt->ColorP3ui = _save_ColorP3ui; 1627 vfmt->ColorP4ui = _save_ColorP4ui; 1628 vfmt->ColorP3uiv = _save_ColorP3uiv; 1629 vfmt->ColorP4uiv = _save_ColorP4uiv; 1630 1631 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui; 1632 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv; 1633 1634 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui; 1635 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui; 1636 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui; 1637 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui; 1638 1639 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv; 1640 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv; 1641 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv; 1642 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv; 1643 1644 vfmt->VertexAttribL1d = _save_VertexAttribL1d; 1645 vfmt->VertexAttribL2d = _save_VertexAttribL2d; 1646 vfmt->VertexAttribL3d = _save_VertexAttribL3d; 1647 vfmt->VertexAttribL4d = _save_VertexAttribL4d; 1648 1649 vfmt->VertexAttribL1dv = _save_VertexAttribL1dv; 1650 vfmt->VertexAttribL2dv = _save_VertexAttribL2dv; 1651 vfmt->VertexAttribL3dv = _save_VertexAttribL3dv; 1652 vfmt->VertexAttribL4dv = _save_VertexAttribL4dv; 1653 1654 vfmt->VertexAttribL1ui64ARB = _save_VertexAttribL1ui64ARB; 1655 vfmt->VertexAttribL1ui64vARB = _save_VertexAttribL1ui64vARB; 1656 1657 /* This will all require us to fallback to saving the list as opcodes: 1658 */ 1659 vfmt->CallList = _save_CallList; 1660 vfmt->CallLists = _save_CallLists; 1661 1662 vfmt->EvalCoord1f = _save_EvalCoord1f; 1663 vfmt->EvalCoord1fv = _save_EvalCoord1fv; 1664 vfmt->EvalCoord2f = _save_EvalCoord2f; 1665 vfmt->EvalCoord2fv = _save_EvalCoord2fv; 1666 vfmt->EvalPoint1 = _save_EvalPoint1; 1667 vfmt->EvalPoint2 = _save_EvalPoint2; 1668 1669 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is 1670 * only used when we're inside a glBegin/End pair. 1671 */ 1672 vfmt->Begin = _save_Begin; 1673} 1674 1675 1676/** 1677 * Initialize the dispatch table with the VBO functions for display 1678 * list compilation. 1679 */ 1680void 1681vbo_initialize_save_dispatch(const struct gl_context *ctx, 1682 struct _glapi_table *exec) 1683{ 1684 SET_DrawArrays(exec, _save_OBE_DrawArrays); 1685 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays); 1686 SET_DrawElements(exec, _save_OBE_DrawElements); 1687 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex); 1688 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements); 1689 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements); 1690 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex); 1691 SET_Rectf(exec, _save_OBE_Rectf); 1692 /* Note: other glDraw functins aren't compiled into display lists */ 1693} 1694 1695 1696 1697void 1698vbo_save_SaveFlushVertices(struct gl_context *ctx) 1699{ 1700 struct vbo_save_context *save = &vbo_context(ctx)->save; 1701 1702 /* Noop when we are actually active: 1703 */ 1704 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX) 1705 return; 1706 1707 if (save->vert_count || save->prim_count) 1708 compile_vertex_list(ctx); 1709 1710 copy_to_current(ctx); 1711 reset_vertex(ctx); 1712 reset_counters(ctx); 1713 ctx->Driver.SaveNeedFlush = GL_FALSE; 1714} 1715 1716 1717/** 1718 * Called from glNewList when we're starting to compile a display list. 1719 */ 1720void 1721vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode) 1722{ 1723 struct vbo_save_context *save = &vbo_context(ctx)->save; 1724 1725 (void) list; 1726 (void) mode; 1727 1728 if (!save->prim_store) 1729 save->prim_store = alloc_prim_store(); 1730 1731 if (!save->vertex_store) 1732 save->vertex_store = alloc_vertex_store(ctx); 1733 1734 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store); 1735 1736 reset_vertex(ctx); 1737 reset_counters(ctx); 1738 ctx->Driver.SaveNeedFlush = GL_FALSE; 1739} 1740 1741 1742/** 1743 * Called from glEndList when we're finished compiling a display list. 1744 */ 1745void 1746vbo_save_EndList(struct gl_context *ctx) 1747{ 1748 struct vbo_save_context *save = &vbo_context(ctx)->save; 1749 1750 /* EndList called inside a (saved) Begin/End pair? 1751 */ 1752 if (_mesa_inside_dlist_begin_end(ctx)) { 1753 if (save->prim_count > 0) { 1754 GLint i = save->prim_count - 1; 1755 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END; 1756 save->prims[i].end = 0; 1757 save->prims[i].count = save->vert_count - save->prims[i].start; 1758 } 1759 1760 /* Make sure this vertex list gets replayed by the "loopback" 1761 * mechanism: 1762 */ 1763 save->dangling_attr_ref = GL_TRUE; 1764 vbo_save_SaveFlushVertices(ctx); 1765 1766 /* Swap out this vertex format while outside begin/end. Any color, 1767 * etc. received between here and the next begin will be compiled 1768 * as opcodes. 1769 */ 1770 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); 1771 } 1772 1773 vbo_save_unmap_vertex_store(ctx, save->vertex_store); 1774 1775 assert(save->vertex_size == 0); 1776} 1777 1778 1779/** 1780 * Called from the display list code when we're about to execute a 1781 * display list. 1782 */ 1783void 1784vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist) 1785{ 1786 struct vbo_save_context *save = &vbo_context(ctx)->save; 1787 save->replay_flags |= dlist->Flags; 1788} 1789 1790 1791/** 1792 * Called from the display list code when we're finished executing a 1793 * display list. 1794 */ 1795void 1796vbo_save_EndCallList(struct gl_context *ctx) 1797{ 1798 struct vbo_save_context *save = &vbo_context(ctx)->save; 1799 1800 if (ctx->ListState.CallDepth == 1) 1801 save->replay_flags = 0; 1802} 1803 1804 1805/** 1806 * Called by display list code when a display list is being deleted. 1807 */ 1808static void 1809vbo_destroy_vertex_list(struct gl_context *ctx, void *data) 1810{ 1811 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data; 1812 1813 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) 1814 _mesa_reference_vao(ctx, &node->VAO[vpm], NULL); 1815 1816 if (--node->prim_store->refcount == 0) 1817 free(node->prim_store); 1818 1819 free(node->current_data); 1820 node->current_data = NULL; 1821} 1822 1823 1824static void 1825vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f) 1826{ 1827 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data; 1828 GLuint i; 1829 struct gl_buffer_object *buffer = node->VAO[0]->BufferBinding[0].BufferObj; 1830 const GLuint vertex_size = _vbo_save_get_stride(node)/sizeof(GLfloat); 1831 (void) ctx; 1832 1833 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, " 1834 "buffer %p\n", 1835 node->vertex_count, node->prim_count, vertex_size, 1836 buffer); 1837 1838 for (i = 0; i < node->prim_count; i++) { 1839 struct _mesa_prim *prim = &node->prims[i]; 1840 fprintf(f, " prim %d: %s %d..%d %s %s\n", 1841 i, 1842 _mesa_lookup_prim_by_nr(prim->mode), 1843 prim->start, 1844 prim->start + prim->count, 1845 (prim->begin) ? "BEGIN" : "(wrap)", 1846 (prim->end) ? "END" : "(wrap)"); 1847 } 1848} 1849 1850 1851/** 1852 * Called during context creation/init. 1853 */ 1854static void 1855current_init(struct gl_context *ctx) 1856{ 1857 struct vbo_save_context *save = &vbo_context(ctx)->save; 1858 GLint i; 1859 1860 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) { 1861 const GLuint j = i - VBO_ATTRIB_POS; 1862 assert(j < VERT_ATTRIB_MAX); 1863 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j]; 1864 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j]; 1865 } 1866 1867 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) { 1868 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL; 1869 assert(j < MAT_ATTRIB_MAX); 1870 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j]; 1871 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j]; 1872 } 1873} 1874 1875 1876/** 1877 * Initialize the display list compiler. Called during context creation. 1878 */ 1879void 1880vbo_save_api_init(struct vbo_save_context *save) 1881{ 1882 struct gl_context *ctx = save->ctx; 1883 1884 save->opcode_vertex_list = 1885 _mesa_dlist_alloc_opcode(ctx, 1886 sizeof(struct vbo_save_vertex_list), 1887 vbo_save_playback_vertex_list, 1888 vbo_destroy_vertex_list, 1889 vbo_print_vertex_list); 1890 1891 vtxfmt_init(ctx); 1892 current_init(ctx); 1893 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop); 1894} 1895