vbo_save_api.c revision af69d88d
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/bufferobj.h" 72#include "main/context.h" 73#include "main/dlist.h" 74#include "main/enums.h" 75#include "main/eval.h" 76#include "main/macros.h" 77#include "main/api_validate.h" 78#include "main/api_arrayelt.h" 79#include "main/vtxfmt.h" 80#include "main/dispatch.h" 81 82#include "vbo_context.h" 83#include "vbo_noop.h" 84 85 86#ifdef ERROR 87#undef ERROR 88#endif 89 90 91/* An interesting VBO number/name to help with debugging */ 92#define VBO_BUF_ID 12345 93 94 95/* 96 * NOTE: Old 'parity' issue is gone, but copying can still be 97 * wrong-footed on replay. 98 */ 99static GLuint 100_save_copy_vertices(struct gl_context *ctx, 101 const struct vbo_save_vertex_list *node, 102 const GLfloat * src_buffer) 103{ 104 struct vbo_save_context *save = &vbo_context(ctx)->save; 105 const struct _mesa_prim *prim = &node->prim[node->prim_count - 1]; 106 GLuint nr = prim->count; 107 GLuint sz = save->vertex_size; 108 const GLfloat *src = src_buffer + prim->start * sz; 109 GLfloat *dst = save->copied.buffer; 110 GLuint ovf, i; 111 112 if (prim->end) 113 return 0; 114 115 switch (prim->mode) { 116 case GL_POINTS: 117 return 0; 118 case GL_LINES: 119 ovf = nr & 1; 120 for (i = 0; i < ovf; i++) 121 memcpy(dst + i * sz, src + (nr - ovf + i) * sz, 122 sz * sizeof(GLfloat)); 123 return i; 124 case GL_TRIANGLES: 125 ovf = nr % 3; 126 for (i = 0; i < ovf; i++) 127 memcpy(dst + i * sz, src + (nr - ovf + i) * sz, 128 sz * sizeof(GLfloat)); 129 return i; 130 case GL_QUADS: 131 ovf = nr & 3; 132 for (i = 0; i < ovf; i++) 133 memcpy(dst + i * sz, src + (nr - ovf + i) * sz, 134 sz * sizeof(GLfloat)); 135 return i; 136 case GL_LINE_STRIP: 137 if (nr == 0) 138 return 0; 139 else { 140 memcpy(dst, src + (nr - 1) * sz, sz * sizeof(GLfloat)); 141 return 1; 142 } 143 case GL_LINE_LOOP: 144 case GL_TRIANGLE_FAN: 145 case GL_POLYGON: 146 if (nr == 0) 147 return 0; 148 else if (nr == 1) { 149 memcpy(dst, src + 0, sz * sizeof(GLfloat)); 150 return 1; 151 } 152 else { 153 memcpy(dst, src + 0, sz * sizeof(GLfloat)); 154 memcpy(dst + sz, src + (nr - 1) * sz, sz * sizeof(GLfloat)); 155 return 2; 156 } 157 case GL_TRIANGLE_STRIP: 158 case GL_QUAD_STRIP: 159 switch (nr) { 160 case 0: 161 ovf = 0; 162 break; 163 case 1: 164 ovf = 1; 165 break; 166 default: 167 ovf = 2 + (nr & 1); 168 break; 169 } 170 for (i = 0; i < ovf; i++) 171 memcpy(dst + i * sz, src + (nr - ovf + i) * sz, 172 sz * sizeof(GLfloat)); 173 return i; 174 default: 175 assert(0); 176 return 0; 177 } 178} 179 180 181static struct vbo_save_vertex_store * 182alloc_vertex_store(struct gl_context *ctx) 183{ 184 struct vbo_save_context *save = &vbo_context(ctx)->save; 185 struct vbo_save_vertex_store *vertex_store = 186 CALLOC_STRUCT(vbo_save_vertex_store); 187 188 /* obj->Name needs to be non-zero, but won't ever be examined more 189 * closely than that. In particular these buffers won't be entered 190 * into the hash and can never be confused with ones visible to the 191 * user. Perhaps there could be a special number for internal 192 * buffers: 193 */ 194 vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, 195 VBO_BUF_ID, 196 GL_ARRAY_BUFFER_ARB); 197 if (vertex_store->bufferobj) { 198 save->out_of_memory = 199 !ctx->Driver.BufferData(ctx, 200 GL_ARRAY_BUFFER_ARB, 201 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat), 202 NULL, GL_STATIC_DRAW_ARB, 203 GL_MAP_WRITE_BIT | 204 GL_DYNAMIC_STORAGE_BIT, 205 vertex_store->bufferobj); 206 } 207 else { 208 save->out_of_memory = GL_TRUE; 209 } 210 211 if (save->out_of_memory) { 212 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation"); 213 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop); 214 } 215 216 vertex_store->buffer = NULL; 217 vertex_store->used = 0; 218 vertex_store->refcount = 1; 219 220 return vertex_store; 221} 222 223 224static void 225free_vertex_store(struct gl_context *ctx, 226 struct vbo_save_vertex_store *vertex_store) 227{ 228 assert(!vertex_store->buffer); 229 230 if (vertex_store->bufferobj) { 231 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL); 232 } 233 234 free(vertex_store); 235} 236 237 238GLfloat * 239vbo_save_map_vertex_store(struct gl_context *ctx, 240 struct vbo_save_vertex_store *vertex_store) 241{ 242 const GLbitfield access = (GL_MAP_WRITE_BIT | 243 GL_MAP_INVALIDATE_RANGE_BIT | 244 GL_MAP_UNSYNCHRONIZED_BIT | 245 GL_MAP_FLUSH_EXPLICIT_BIT); 246 247 assert(vertex_store->bufferobj); 248 assert(!vertex_store->buffer); /* the buffer should not be mapped */ 249 250 if (vertex_store->bufferobj->Size > 0) { 251 /* Map the remaining free space in the VBO */ 252 GLintptr offset = vertex_store->used * sizeof(GLfloat); 253 GLsizeiptr size = vertex_store->bufferobj->Size - offset; 254 GLfloat *range = (GLfloat *) 255 ctx->Driver.MapBufferRange(ctx, offset, size, access, 256 vertex_store->bufferobj, 257 MAP_INTERNAL); 258 if (range) { 259 /* compute address of start of whole buffer (needed elsewhere) */ 260 vertex_store->buffer = range - vertex_store->used; 261 assert(vertex_store->buffer); 262 return range; 263 } 264 else { 265 vertex_store->buffer = NULL; 266 return NULL; 267 } 268 } 269 else { 270 /* probably ran out of memory for buffers */ 271 return NULL; 272 } 273} 274 275 276void 277vbo_save_unmap_vertex_store(struct gl_context *ctx, 278 struct vbo_save_vertex_store *vertex_store) 279{ 280 if (vertex_store->bufferobj->Size > 0) { 281 GLintptr offset = 0; 282 GLsizeiptr length = vertex_store->used * sizeof(GLfloat) 283 - vertex_store->bufferobj->Mappings[MAP_INTERNAL].Offset; 284 285 /* Explicitly flush the region we wrote to */ 286 ctx->Driver.FlushMappedBufferRange(ctx, offset, length, 287 vertex_store->bufferobj, 288 MAP_INTERNAL); 289 290 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj, MAP_INTERNAL); 291 } 292 vertex_store->buffer = NULL; 293} 294 295 296static struct vbo_save_primitive_store * 297alloc_prim_store(struct gl_context *ctx) 298{ 299 struct vbo_save_primitive_store *store = 300 CALLOC_STRUCT(vbo_save_primitive_store); 301 (void) ctx; 302 store->used = 0; 303 store->refcount = 1; 304 return store; 305} 306 307 308static void 309_save_reset_counters(struct gl_context *ctx) 310{ 311 struct vbo_save_context *save = &vbo_context(ctx)->save; 312 313 save->prim = save->prim_store->buffer + save->prim_store->used; 314 save->buffer = save->vertex_store->buffer + save->vertex_store->used; 315 316 assert(save->buffer == save->buffer_ptr); 317 318 if (save->vertex_size) 319 save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) / 320 save->vertex_size; 321 else 322 save->max_vert = 0; 323 324 save->vert_count = 0; 325 save->prim_count = 0; 326 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used; 327 save->dangling_attr_ref = GL_FALSE; 328} 329 330/** 331 * For a list of prims, try merging prims that can just be extensions of the 332 * previous prim. 333 */ 334static void 335merge_prims(struct gl_context *ctx, 336 struct _mesa_prim *prim_list, 337 GLuint *prim_count) 338{ 339 GLuint i; 340 struct _mesa_prim *prev_prim = prim_list; 341 342 for (i = 1; i < *prim_count; i++) { 343 struct _mesa_prim *this_prim = prim_list + i; 344 345 vbo_try_prim_conversion(this_prim); 346 347 if (vbo_can_merge_prims(prev_prim, this_prim)) { 348 /* We've found a prim that just extend the previous one. Tack it 349 * onto the previous one, and let this primitive struct get dropped. 350 */ 351 vbo_merge_prims(prev_prim, this_prim); 352 continue; 353 } 354 355 /* If any previous primitives have been dropped, then we need to copy 356 * this later one into the next available slot. 357 */ 358 prev_prim++; 359 if (prev_prim != this_prim) 360 *prev_prim = *this_prim; 361 } 362 363 *prim_count = prev_prim - prim_list + 1; 364} 365 366/** 367 * Insert the active immediate struct onto the display list currently 368 * being built. 369 */ 370static void 371_save_compile_vertex_list(struct gl_context *ctx) 372{ 373 struct vbo_save_context *save = &vbo_context(ctx)->save; 374 struct vbo_save_vertex_list *node; 375 376 /* Allocate space for this structure in the display list currently 377 * being compiled. 378 */ 379 node = (struct vbo_save_vertex_list *) 380 _mesa_dlist_alloc(ctx, save->opcode_vertex_list, sizeof(*node)); 381 382 if (!node) 383 return; 384 385 /* Duplicate our template, increment refcounts to the storage structs: 386 */ 387 memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz)); 388 memcpy(node->attrtype, save->attrtype, sizeof(node->attrtype)); 389 node->vertex_size = save->vertex_size; 390 node->buffer_offset = 391 (save->buffer - save->vertex_store->buffer) * sizeof(GLfloat); 392 node->count = save->vert_count; 393 node->wrap_count = save->copied.nr; 394 node->dangling_attr_ref = save->dangling_attr_ref; 395 node->prim = save->prim; 396 node->prim_count = save->prim_count; 397 node->vertex_store = save->vertex_store; 398 node->prim_store = save->prim_store; 399 400 node->vertex_store->refcount++; 401 node->prim_store->refcount++; 402 403 if (node->prim[0].no_current_update) { 404 node->current_size = 0; 405 node->current_data = NULL; 406 } 407 else { 408 node->current_size = node->vertex_size - node->attrsz[0]; 409 node->current_data = NULL; 410 411 if (node->current_size) { 412 /* If the malloc fails, we just pull the data out of the VBO 413 * later instead. 414 */ 415 node->current_data = malloc(node->current_size * sizeof(GLfloat)); 416 if (node->current_data) { 417 const char *buffer = (const char *) save->vertex_store->buffer; 418 unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat); 419 unsigned vertex_offset = 0; 420 421 if (node->count) 422 vertex_offset = 423 (node->count - 1) * node->vertex_size * sizeof(GLfloat); 424 425 memcpy(node->current_data, 426 buffer + node->buffer_offset + vertex_offset + attr_offset, 427 node->current_size * sizeof(GLfloat)); 428 } 429 } 430 } 431 432 assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->count == 0); 433 434 if (save->dangling_attr_ref) 435 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS; 436 437 save->vertex_store->used += save->vertex_size * node->count; 438 save->prim_store->used += node->prim_count; 439 440 /* Copy duplicated vertices 441 */ 442 save->copied.nr = _save_copy_vertices(ctx, node, save->buffer); 443 444 merge_prims(ctx, node->prim, &node->prim_count); 445 446 /* Deal with GL_COMPILE_AND_EXECUTE: 447 */ 448 if (ctx->ExecuteFlag) { 449 struct _glapi_table *dispatch = GET_DISPATCH(); 450 451 _glapi_set_dispatch(ctx->Exec); 452 453 vbo_loopback_vertex_list(ctx, 454 (const GLfloat *) ((const char *) save-> 455 vertex_store->buffer + 456 node->buffer_offset), 457 node->attrsz, node->prim, node->prim_count, 458 node->wrap_count, node->vertex_size); 459 460 _glapi_set_dispatch(dispatch); 461 } 462 463 /* Decide whether the storage structs are full, or can be used for 464 * the next vertex lists as well. 465 */ 466 if (save->vertex_store->used > 467 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) { 468 469 /* Unmap old store: 470 */ 471 vbo_save_unmap_vertex_store(ctx, save->vertex_store); 472 473 /* Release old reference: 474 */ 475 save->vertex_store->refcount--; 476 assert(save->vertex_store->refcount != 0); 477 save->vertex_store = NULL; 478 479 /* Allocate and map new store: 480 */ 481 save->vertex_store = alloc_vertex_store(ctx); 482 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store); 483 save->out_of_memory = save->buffer_ptr == NULL; 484 } 485 486 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) { 487 save->prim_store->refcount--; 488 assert(save->prim_store->refcount != 0); 489 save->prim_store = alloc_prim_store(ctx); 490 } 491 492 /* Reset our structures for the next run of vertices: 493 */ 494 _save_reset_counters(ctx); 495} 496 497 498/** 499 * This is called when we fill a vertex buffer before we hit a glEnd(). 500 * We 501 * TODO -- If no new vertices have been stored, don't bother saving it. 502 */ 503static void 504_save_wrap_buffers(struct gl_context *ctx) 505{ 506 struct vbo_save_context *save = &vbo_context(ctx)->save; 507 GLint i = save->prim_count - 1; 508 GLenum mode; 509 GLboolean weak; 510 GLboolean no_current_update; 511 512 assert(i < (GLint) save->prim_max); 513 assert(i >= 0); 514 515 /* Close off in-progress primitive. 516 */ 517 save->prim[i].count = (save->vert_count - save->prim[i].start); 518 mode = save->prim[i].mode; 519 weak = save->prim[i].weak; 520 no_current_update = save->prim[i].no_current_update; 521 522 /* store the copied vertices, and allocate a new list. 523 */ 524 _save_compile_vertex_list(ctx); 525 526 /* Restart interrupted primitive 527 */ 528 save->prim[0].mode = mode; 529 save->prim[0].weak = weak; 530 save->prim[0].no_current_update = no_current_update; 531 save->prim[0].begin = 0; 532 save->prim[0].end = 0; 533 save->prim[0].pad = 0; 534 save->prim[0].start = 0; 535 save->prim[0].count = 0; 536 save->prim[0].num_instances = 1; 537 save->prim[0].base_instance = 0; 538 save->prim[0].is_indirect = 0; 539 save->prim_count = 1; 540} 541 542 543/** 544 * Called only when buffers are wrapped as the result of filling the 545 * vertex_store struct. 546 */ 547static void 548_save_wrap_filled_vertex(struct gl_context *ctx) 549{ 550 struct vbo_save_context *save = &vbo_context(ctx)->save; 551 GLfloat *data = save->copied.buffer; 552 GLuint i; 553 554 /* Emit a glEnd to close off the last vertex list. 555 */ 556 _save_wrap_buffers(ctx); 557 558 /* Copy stored stored vertices to start of new list. 559 */ 560 assert(save->max_vert - save->vert_count > save->copied.nr); 561 562 for (i = 0; i < save->copied.nr; i++) { 563 memcpy(save->buffer_ptr, data, save->vertex_size * sizeof(GLfloat)); 564 data += save->vertex_size; 565 save->buffer_ptr += save->vertex_size; 566 save->vert_count++; 567 } 568} 569 570 571static void 572_save_copy_to_current(struct gl_context *ctx) 573{ 574 struct vbo_save_context *save = &vbo_context(ctx)->save; 575 GLuint i; 576 577 for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) { 578 if (save->attrsz[i]) { 579 save->currentsz[i][0] = save->attrsz[i]; 580 COPY_CLEAN_4V_TYPE_AS_FLOAT(save->current[i], save->attrsz[i], 581 save->attrptr[i], save->attrtype[i]); 582 } 583 } 584} 585 586 587static void 588_save_copy_from_current(struct gl_context *ctx) 589{ 590 struct vbo_save_context *save = &vbo_context(ctx)->save; 591 GLint i; 592 593 for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) { 594 switch (save->attrsz[i]) { 595 case 4: 596 save->attrptr[i][3] = save->current[i][3]; 597 case 3: 598 save->attrptr[i][2] = save->current[i][2]; 599 case 2: 600 save->attrptr[i][1] = save->current[i][1]; 601 case 1: 602 save->attrptr[i][0] = save->current[i][0]; 603 case 0: 604 break; 605 } 606 } 607} 608 609 610/** 611 * Called when we increase the size of a vertex attribute. For example, 612 * if we've seen one or more glTexCoord2f() calls and now we get a 613 * glTexCoord3f() call. 614 * Flush existing data, set new attrib size, replay copied vertices. 615 */ 616static void 617_save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz) 618{ 619 struct vbo_save_context *save = &vbo_context(ctx)->save; 620 GLuint oldsz; 621 GLuint i; 622 GLfloat *tmp; 623 624 /* Store the current run of vertices, and emit a GL_END. Emit a 625 * BEGIN in the new buffer. 626 */ 627 if (save->vert_count) 628 _save_wrap_buffers(ctx); 629 else 630 assert(save->copied.nr == 0); 631 632 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case 633 * when the attribute already exists in the vertex and is having 634 * its size increased. 635 */ 636 _save_copy_to_current(ctx); 637 638 /* Fix up sizes: 639 */ 640 oldsz = save->attrsz[attr]; 641 save->attrsz[attr] = newsz; 642 643 save->vertex_size += newsz - oldsz; 644 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) / 645 save->vertex_size); 646 save->vert_count = 0; 647 648 /* Recalculate all the attrptr[] values: 649 */ 650 for (i = 0, tmp = save->vertex; i < VBO_ATTRIB_MAX; i++) { 651 if (save->attrsz[i]) { 652 save->attrptr[i] = tmp; 653 tmp += save->attrsz[i]; 654 } 655 else { 656 save->attrptr[i] = NULL; /* will not be dereferenced. */ 657 } 658 } 659 660 /* Copy from current to repopulate the vertex with correct values. 661 */ 662 _save_copy_from_current(ctx); 663 664 /* Replay stored vertices to translate them to new format here. 665 * 666 * If there are copied vertices and the new (upgraded) attribute 667 * has not been defined before, this list is somewhat degenerate, 668 * and will need fixup at runtime. 669 */ 670 if (save->copied.nr) { 671 const GLfloat *data = save->copied.buffer; 672 GLfloat *dest = save->buffer; 673 GLuint j; 674 675 /* Need to note this and fix up at runtime (or loopback): 676 */ 677 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) { 678 assert(oldsz == 0); 679 save->dangling_attr_ref = GL_TRUE; 680 } 681 682 for (i = 0; i < save->copied.nr; i++) { 683 for (j = 0; j < VBO_ATTRIB_MAX; j++) { 684 if (save->attrsz[j]) { 685 if (j == attr) { 686 if (oldsz) { 687 COPY_CLEAN_4V_TYPE_AS_FLOAT(dest, oldsz, data, 688 save->attrtype[j]); 689 data += oldsz; 690 dest += newsz; 691 } 692 else { 693 COPY_SZ_4V(dest, newsz, save->current[attr]); 694 dest += newsz; 695 } 696 } 697 else { 698 GLint sz = save->attrsz[j]; 699 COPY_SZ_4V(dest, sz, data); 700 data += sz; 701 dest += sz; 702 } 703 } 704 } 705 } 706 707 save->buffer_ptr = dest; 708 save->vert_count += save->copied.nr; 709 } 710} 711 712 713/** 714 * This is called when the size of a vertex attribute changes. 715 * For example, after seeing one or more glTexCoord2f() calls we 716 * get a glTexCoord4f() or glTexCoord1f() call. 717 */ 718static void 719save_fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz) 720{ 721 struct vbo_save_context *save = &vbo_context(ctx)->save; 722 723 if (sz > save->attrsz[attr]) { 724 /* New size is larger. Need to flush existing vertices and get 725 * an enlarged vertex format. 726 */ 727 _save_upgrade_vertex(ctx, attr, sz); 728 } 729 else if (sz < save->active_sz[attr]) { 730 GLuint i; 731 const GLfloat *id = vbo_get_default_vals_as_float(save->attrtype[attr]); 732 733 /* New size is equal or smaller - just need to fill in some 734 * zeros. 735 */ 736 for (i = sz; i <= save->attrsz[attr]; i++) 737 save->attrptr[attr][i - 1] = id[i - 1]; 738 } 739 740 save->active_sz[attr] = sz; 741} 742 743 744/** 745 * Reset the current size of all vertex attributes to the default 746 * value of 0. This signals that we haven't yet seen any per-vertex 747 * commands such as glNormal3f() or glTexCoord2f(). 748 */ 749static void 750_save_reset_vertex(struct gl_context *ctx) 751{ 752 struct vbo_save_context *save = &vbo_context(ctx)->save; 753 GLuint i; 754 755 for (i = 0; i < VBO_ATTRIB_MAX; i++) { 756 save->attrsz[i] = 0; 757 save->active_sz[i] = 0; 758 } 759 760 save->vertex_size = 0; 761} 762 763 764 765#define ERROR(err) _mesa_compile_error(ctx, err, __FUNCTION__); 766 767 768/* Only one size for each attribute may be active at once. Eg. if 769 * Color3f is installed/active, then Color4f may not be, even if the 770 * vertex actually contains 4 color coordinates. This is because the 771 * 3f version won't otherwise set color[3] to 1.0 -- this is the job 772 * of the chooser function when switching between Color4f and Color3f. 773 */ 774#define ATTR(A, N, T, V0, V1, V2, V3) \ 775do { \ 776 struct vbo_save_context *save = &vbo_context(ctx)->save; \ 777 \ 778 if (save->active_sz[A] != N) \ 779 save_fixup_vertex(ctx, A, N); \ 780 \ 781 { \ 782 GLfloat *dest = save->attrptr[A]; \ 783 if (N>0) dest[0] = V0; \ 784 if (N>1) dest[1] = V1; \ 785 if (N>2) dest[2] = V2; \ 786 if (N>3) dest[3] = V3; \ 787 save->attrtype[A] = T; \ 788 } \ 789 \ 790 if ((A) == 0) { \ 791 GLuint i; \ 792 \ 793 for (i = 0; i < save->vertex_size; i++) \ 794 save->buffer_ptr[i] = save->vertex[i]; \ 795 \ 796 save->buffer_ptr += save->vertex_size; \ 797 \ 798 if (++save->vert_count >= save->max_vert) \ 799 _save_wrap_filled_vertex(ctx); \ 800 } \ 801} while (0) 802 803#define TAG(x) _save_##x 804 805#include "vbo_attrib_tmp.h" 806 807 808 809#define MAT( ATTR, N, face, params ) \ 810do { \ 811 if (face != GL_BACK) \ 812 MAT_ATTR( ATTR, N, params ); /* front */ \ 813 if (face != GL_FRONT) \ 814 MAT_ATTR( ATTR + 1, N, params ); /* back */ \ 815} while (0) 816 817 818/** 819 * Save a glMaterial call found between glBegin/End. 820 * glMaterial calls outside Begin/End are handled in dlist.c. 821 */ 822static void GLAPIENTRY 823_save_Materialfv(GLenum face, GLenum pname, const GLfloat *params) 824{ 825 GET_CURRENT_CONTEXT(ctx); 826 827 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) { 828 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)"); 829 return; 830 } 831 832 switch (pname) { 833 case GL_EMISSION: 834 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params); 835 break; 836 case GL_AMBIENT: 837 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params); 838 break; 839 case GL_DIFFUSE: 840 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params); 841 break; 842 case GL_SPECULAR: 843 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params); 844 break; 845 case GL_SHININESS: 846 if (*params < 0 || *params > ctx->Const.MaxShininess) { 847 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)"); 848 } 849 else { 850 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params); 851 } 852 break; 853 case GL_COLOR_INDEXES: 854 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params); 855 break; 856 case GL_AMBIENT_AND_DIFFUSE: 857 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params); 858 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params); 859 break; 860 default: 861 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)"); 862 return; 863 } 864} 865 866 867/* Cope with EvalCoord/CallList called within a begin/end object: 868 * -- Flush current buffer 869 * -- Fallback to opcodes for the rest of the begin/end object. 870 */ 871static void 872dlist_fallback(struct gl_context *ctx) 873{ 874 struct vbo_save_context *save = &vbo_context(ctx)->save; 875 876 if (save->vert_count || save->prim_count) { 877 if (save->prim_count > 0) { 878 /* Close off in-progress primitive. */ 879 GLint i = save->prim_count - 1; 880 save->prim[i].count = save->vert_count - save->prim[i].start; 881 } 882 883 /* Need to replay this display list with loopback, 884 * unfortunately, otherwise this primitive won't be handled 885 * properly: 886 */ 887 save->dangling_attr_ref = GL_TRUE; 888 889 _save_compile_vertex_list(ctx); 890 } 891 892 _save_copy_to_current(ctx); 893 _save_reset_vertex(ctx); 894 _save_reset_counters(ctx); 895 if (save->out_of_memory) { 896 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop); 897 } 898 else { 899 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); 900 } 901 ctx->Driver.SaveNeedFlush = GL_FALSE; 902} 903 904 905static void GLAPIENTRY 906_save_EvalCoord1f(GLfloat u) 907{ 908 GET_CURRENT_CONTEXT(ctx); 909 dlist_fallback(ctx); 910 CALL_EvalCoord1f(ctx->Save, (u)); 911} 912 913static void GLAPIENTRY 914_save_EvalCoord1fv(const GLfloat * v) 915{ 916 GET_CURRENT_CONTEXT(ctx); 917 dlist_fallback(ctx); 918 CALL_EvalCoord1fv(ctx->Save, (v)); 919} 920 921static void GLAPIENTRY 922_save_EvalCoord2f(GLfloat u, GLfloat v) 923{ 924 GET_CURRENT_CONTEXT(ctx); 925 dlist_fallback(ctx); 926 CALL_EvalCoord2f(ctx->Save, (u, v)); 927} 928 929static void GLAPIENTRY 930_save_EvalCoord2fv(const GLfloat * v) 931{ 932 GET_CURRENT_CONTEXT(ctx); 933 dlist_fallback(ctx); 934 CALL_EvalCoord2fv(ctx->Save, (v)); 935} 936 937static void GLAPIENTRY 938_save_EvalPoint1(GLint i) 939{ 940 GET_CURRENT_CONTEXT(ctx); 941 dlist_fallback(ctx); 942 CALL_EvalPoint1(ctx->Save, (i)); 943} 944 945static void GLAPIENTRY 946_save_EvalPoint2(GLint i, GLint j) 947{ 948 GET_CURRENT_CONTEXT(ctx); 949 dlist_fallback(ctx); 950 CALL_EvalPoint2(ctx->Save, (i, j)); 951} 952 953static void GLAPIENTRY 954_save_CallList(GLuint l) 955{ 956 GET_CURRENT_CONTEXT(ctx); 957 dlist_fallback(ctx); 958 CALL_CallList(ctx->Save, (l)); 959} 960 961static void GLAPIENTRY 962_save_CallLists(GLsizei n, GLenum type, const GLvoid * v) 963{ 964 GET_CURRENT_CONTEXT(ctx); 965 dlist_fallback(ctx); 966 CALL_CallLists(ctx->Save, (n, type, v)); 967} 968 969 970 971/** 972 * Called via ctx->Driver.NotifySaveBegin() when a glBegin is getting 973 * compiled into a display list. 974 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of. 975 */ 976GLboolean 977vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode) 978{ 979 struct vbo_save_context *save = &vbo_context(ctx)->save; 980 const GLuint i = save->prim_count++; 981 982 assert(i < save->prim_max); 983 save->prim[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK; 984 save->prim[i].begin = 1; 985 save->prim[i].end = 0; 986 save->prim[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0; 987 save->prim[i].no_current_update = 988 (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0; 989 save->prim[i].pad = 0; 990 save->prim[i].start = save->vert_count; 991 save->prim[i].count = 0; 992 save->prim[i].num_instances = 1; 993 save->prim[i].base_instance = 0; 994 save->prim[i].is_indirect = 0; 995 996 if (save->out_of_memory) { 997 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop); 998 } 999 else { 1000 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt); 1001 } 1002 1003 /* We need to call SaveFlushVertices() if there's state change */ 1004 ctx->Driver.SaveNeedFlush = GL_TRUE; 1005 1006 /* GL_TRUE means we've handled this glBegin here; don't compile a BEGIN 1007 * opcode into the display list. 1008 */ 1009 return GL_TRUE; 1010} 1011 1012 1013static void GLAPIENTRY 1014_save_End(void) 1015{ 1016 GET_CURRENT_CONTEXT(ctx); 1017 struct vbo_save_context *save = &vbo_context(ctx)->save; 1018 const GLint i = save->prim_count - 1; 1019 1020 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END; 1021 save->prim[i].end = 1; 1022 save->prim[i].count = (save->vert_count - save->prim[i].start); 1023 1024 if (i == (GLint) save->prim_max - 1) { 1025 _save_compile_vertex_list(ctx); 1026 assert(save->copied.nr == 0); 1027 } 1028 1029 /* Swap out this vertex format while outside begin/end. Any color, 1030 * etc. received between here and the next begin will be compiled 1031 * as opcodes. 1032 */ 1033 if (save->out_of_memory) { 1034 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop); 1035 } 1036 else { 1037 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); 1038 } 1039} 1040 1041 1042static void GLAPIENTRY 1043_save_Begin(GLenum mode) 1044{ 1045 GET_CURRENT_CONTEXT(ctx); 1046 (void) mode; 1047 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin"); 1048} 1049 1050 1051static void GLAPIENTRY 1052_save_PrimitiveRestartNV(void) 1053{ 1054 GLenum curPrim; 1055 GET_CURRENT_CONTEXT(ctx); 1056 1057 curPrim = ctx->Driver.CurrentSavePrimitive; 1058 1059 _save_End(); 1060 _save_Begin(curPrim); 1061} 1062 1063 1064/* Unlike the functions above, these are to be hooked into the vtxfmt 1065 * maintained in ctx->ListState, active when the list is known or 1066 * suspected to be outside any begin/end primitive. 1067 * Note: OBE = Outside Begin/End 1068 */ 1069static void GLAPIENTRY 1070_save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) 1071{ 1072 GET_CURRENT_CONTEXT(ctx); 1073 vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK); 1074 CALL_Vertex2f(GET_DISPATCH(), (x1, y1)); 1075 CALL_Vertex2f(GET_DISPATCH(), (x2, y1)); 1076 CALL_Vertex2f(GET_DISPATCH(), (x2, y2)); 1077 CALL_Vertex2f(GET_DISPATCH(), (x1, y2)); 1078 CALL_End(GET_DISPATCH(), ()); 1079} 1080 1081 1082static void GLAPIENTRY 1083_save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count) 1084{ 1085 GET_CURRENT_CONTEXT(ctx); 1086 struct vbo_save_context *save = &vbo_context(ctx)->save; 1087 GLint i; 1088 1089 if (!_mesa_is_valid_prim_mode(ctx, mode)) { 1090 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)"); 1091 return; 1092 } 1093 if (count < 0) { 1094 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)"); 1095 return; 1096 } 1097 1098 if (save->out_of_memory) 1099 return; 1100 1101 _ae_map_vbos(ctx); 1102 1103 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK 1104 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE)); 1105 1106 for (i = 0; i < count; i++) 1107 CALL_ArrayElement(GET_DISPATCH(), (start + i)); 1108 CALL_End(GET_DISPATCH(), ()); 1109 1110 _ae_unmap_vbos(ctx); 1111} 1112 1113 1114/* Could do better by copying the arrays and element list intact and 1115 * then emitting an indexed prim at runtime. 1116 */ 1117static void GLAPIENTRY 1118_save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type, 1119 const GLvoid * indices) 1120{ 1121 GET_CURRENT_CONTEXT(ctx); 1122 struct vbo_save_context *save = &vbo_context(ctx)->save; 1123 struct gl_buffer_object *indexbuf = ctx->Array.VAO->IndexBufferObj; 1124 GLint i; 1125 1126 if (!_mesa_is_valid_prim_mode(ctx, mode)) { 1127 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)"); 1128 return; 1129 } 1130 if (count < 0) { 1131 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)"); 1132 return; 1133 } 1134 if (type != GL_UNSIGNED_BYTE && 1135 type != GL_UNSIGNED_SHORT && 1136 type != GL_UNSIGNED_INT) { 1137 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)"); 1138 return; 1139 } 1140 1141 if (save->out_of_memory) 1142 return; 1143 1144 _ae_map_vbos(ctx); 1145 1146 if (_mesa_is_bufferobj(indexbuf)) 1147 indices = 1148 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices); 1149 1150 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK | 1151 VBO_SAVE_PRIM_NO_CURRENT_UPDATE)); 1152 1153 switch (type) { 1154 case GL_UNSIGNED_BYTE: 1155 for (i = 0; i < count; i++) 1156 CALL_ArrayElement(GET_DISPATCH(), (((GLubyte *) indices)[i])); 1157 break; 1158 case GL_UNSIGNED_SHORT: 1159 for (i = 0; i < count; i++) 1160 CALL_ArrayElement(GET_DISPATCH(), (((GLushort *) indices)[i])); 1161 break; 1162 case GL_UNSIGNED_INT: 1163 for (i = 0; i < count; i++) 1164 CALL_ArrayElement(GET_DISPATCH(), (((GLuint *) indices)[i])); 1165 break; 1166 default: 1167 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)"); 1168 break; 1169 } 1170 1171 CALL_End(GET_DISPATCH(), ()); 1172 1173 _ae_unmap_vbos(ctx); 1174} 1175 1176 1177static void GLAPIENTRY 1178_save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end, 1179 GLsizei count, GLenum type, 1180 const GLvoid * indices) 1181{ 1182 GET_CURRENT_CONTEXT(ctx); 1183 struct vbo_save_context *save = &vbo_context(ctx)->save; 1184 1185 if (!_mesa_is_valid_prim_mode(ctx, mode)) { 1186 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)"); 1187 return; 1188 } 1189 if (count < 0) { 1190 _mesa_compile_error(ctx, GL_INVALID_VALUE, 1191 "glDrawRangeElements(count<0)"); 1192 return; 1193 } 1194 if (type != GL_UNSIGNED_BYTE && 1195 type != GL_UNSIGNED_SHORT && 1196 type != GL_UNSIGNED_INT) { 1197 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)"); 1198 return; 1199 } 1200 if (end < start) { 1201 _mesa_compile_error(ctx, GL_INVALID_VALUE, 1202 "glDrawRangeElements(end < start)"); 1203 return; 1204 } 1205 1206 if (save->out_of_memory) 1207 return; 1208 1209 _save_OBE_DrawElements(mode, count, type, indices); 1210} 1211 1212 1213static void GLAPIENTRY 1214_save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, 1215 const GLvoid * const *indices, GLsizei primcount) 1216{ 1217 GLsizei i; 1218 1219 for (i = 0; i < primcount; i++) { 1220 if (count[i] > 0) { 1221 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i])); 1222 } 1223 } 1224} 1225 1226 1227static void GLAPIENTRY 1228_save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, 1229 GLenum type, 1230 const GLvoid * const *indices, 1231 GLsizei primcount, 1232 const GLint *basevertex) 1233{ 1234 GLsizei i; 1235 1236 for (i = 0; i < primcount; i++) { 1237 if (count[i] > 0) { 1238 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type, 1239 indices[i], 1240 basevertex[i])); 1241 } 1242 } 1243} 1244 1245 1246static void 1247_save_vtxfmt_init(struct gl_context *ctx) 1248{ 1249 struct vbo_save_context *save = &vbo_context(ctx)->save; 1250 GLvertexformat *vfmt = &save->vtxfmt; 1251 1252 vfmt->ArrayElement = _ae_ArrayElement; 1253 1254 vfmt->Color3f = _save_Color3f; 1255 vfmt->Color3fv = _save_Color3fv; 1256 vfmt->Color4f = _save_Color4f; 1257 vfmt->Color4fv = _save_Color4fv; 1258 vfmt->EdgeFlag = _save_EdgeFlag; 1259 vfmt->End = _save_End; 1260 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV; 1261 vfmt->FogCoordfEXT = _save_FogCoordfEXT; 1262 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT; 1263 vfmt->Indexf = _save_Indexf; 1264 vfmt->Indexfv = _save_Indexfv; 1265 vfmt->Materialfv = _save_Materialfv; 1266 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f; 1267 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv; 1268 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f; 1269 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv; 1270 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f; 1271 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv; 1272 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f; 1273 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv; 1274 vfmt->Normal3f = _save_Normal3f; 1275 vfmt->Normal3fv = _save_Normal3fv; 1276 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT; 1277 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT; 1278 vfmt->TexCoord1f = _save_TexCoord1f; 1279 vfmt->TexCoord1fv = _save_TexCoord1fv; 1280 vfmt->TexCoord2f = _save_TexCoord2f; 1281 vfmt->TexCoord2fv = _save_TexCoord2fv; 1282 vfmt->TexCoord3f = _save_TexCoord3f; 1283 vfmt->TexCoord3fv = _save_TexCoord3fv; 1284 vfmt->TexCoord4f = _save_TexCoord4f; 1285 vfmt->TexCoord4fv = _save_TexCoord4fv; 1286 vfmt->Vertex2f = _save_Vertex2f; 1287 vfmt->Vertex2fv = _save_Vertex2fv; 1288 vfmt->Vertex3f = _save_Vertex3f; 1289 vfmt->Vertex3fv = _save_Vertex3fv; 1290 vfmt->Vertex4f = _save_Vertex4f; 1291 vfmt->Vertex4fv = _save_Vertex4fv; 1292 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB; 1293 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB; 1294 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB; 1295 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB; 1296 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB; 1297 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB; 1298 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB; 1299 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB; 1300 1301 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV; 1302 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV; 1303 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV; 1304 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV; 1305 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV; 1306 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV; 1307 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV; 1308 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV; 1309 1310 /* integer-valued */ 1311 vfmt->VertexAttribI1i = _save_VertexAttribI1i; 1312 vfmt->VertexAttribI2i = _save_VertexAttribI2i; 1313 vfmt->VertexAttribI3i = _save_VertexAttribI3i; 1314 vfmt->VertexAttribI4i = _save_VertexAttribI4i; 1315 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv; 1316 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv; 1317 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv; 1318 1319 /* unsigned integer-valued */ 1320 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui; 1321 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui; 1322 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui; 1323 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui; 1324 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv; 1325 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv; 1326 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv; 1327 1328 vfmt->VertexP2ui = _save_VertexP2ui; 1329 vfmt->VertexP3ui = _save_VertexP3ui; 1330 vfmt->VertexP4ui = _save_VertexP4ui; 1331 vfmt->VertexP2uiv = _save_VertexP2uiv; 1332 vfmt->VertexP3uiv = _save_VertexP3uiv; 1333 vfmt->VertexP4uiv = _save_VertexP4uiv; 1334 1335 vfmt->TexCoordP1ui = _save_TexCoordP1ui; 1336 vfmt->TexCoordP2ui = _save_TexCoordP2ui; 1337 vfmt->TexCoordP3ui = _save_TexCoordP3ui; 1338 vfmt->TexCoordP4ui = _save_TexCoordP4ui; 1339 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv; 1340 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv; 1341 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv; 1342 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv; 1343 1344 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui; 1345 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui; 1346 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui; 1347 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui; 1348 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv; 1349 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv; 1350 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv; 1351 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv; 1352 1353 vfmt->NormalP3ui = _save_NormalP3ui; 1354 vfmt->NormalP3uiv = _save_NormalP3uiv; 1355 1356 vfmt->ColorP3ui = _save_ColorP3ui; 1357 vfmt->ColorP4ui = _save_ColorP4ui; 1358 vfmt->ColorP3uiv = _save_ColorP3uiv; 1359 vfmt->ColorP4uiv = _save_ColorP4uiv; 1360 1361 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui; 1362 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv; 1363 1364 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui; 1365 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui; 1366 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui; 1367 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui; 1368 1369 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv; 1370 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv; 1371 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv; 1372 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv; 1373 1374 /* This will all require us to fallback to saving the list as opcodes: 1375 */ 1376 vfmt->CallList = _save_CallList; 1377 vfmt->CallLists = _save_CallLists; 1378 1379 vfmt->EvalCoord1f = _save_EvalCoord1f; 1380 vfmt->EvalCoord1fv = _save_EvalCoord1fv; 1381 vfmt->EvalCoord2f = _save_EvalCoord2f; 1382 vfmt->EvalCoord2fv = _save_EvalCoord2fv; 1383 vfmt->EvalPoint1 = _save_EvalPoint1; 1384 vfmt->EvalPoint2 = _save_EvalPoint2; 1385 1386 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is 1387 * only used when we're inside a glBegin/End pair. 1388 */ 1389 vfmt->Begin = _save_Begin; 1390} 1391 1392 1393/** 1394 * Initialize the dispatch table with the VBO functions for display 1395 * list compilation. 1396 */ 1397void 1398vbo_initialize_save_dispatch(const struct gl_context *ctx, 1399 struct _glapi_table *exec) 1400{ 1401 SET_DrawArrays(exec, _save_OBE_DrawArrays); 1402 SET_DrawElements(exec, _save_OBE_DrawElements); 1403 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements); 1404 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements); 1405 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex); 1406 SET_Rectf(exec, _save_OBE_Rectf); 1407 /* Note: other glDraw functins aren't compiled into display lists */ 1408} 1409 1410 1411 1412void 1413vbo_save_SaveFlushVertices(struct gl_context *ctx) 1414{ 1415 struct vbo_save_context *save = &vbo_context(ctx)->save; 1416 1417 /* Noop when we are actually active: 1418 */ 1419 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX) 1420 return; 1421 1422 if (save->vert_count || save->prim_count) 1423 _save_compile_vertex_list(ctx); 1424 1425 _save_copy_to_current(ctx); 1426 _save_reset_vertex(ctx); 1427 _save_reset_counters(ctx); 1428 ctx->Driver.SaveNeedFlush = GL_FALSE; 1429} 1430 1431 1432void 1433vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode) 1434{ 1435 struct vbo_save_context *save = &vbo_context(ctx)->save; 1436 1437 (void) list; 1438 (void) mode; 1439 1440 if (!save->prim_store) 1441 save->prim_store = alloc_prim_store(ctx); 1442 1443 if (!save->vertex_store) 1444 save->vertex_store = alloc_vertex_store(ctx); 1445 1446 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store); 1447 1448 _save_reset_vertex(ctx); 1449 _save_reset_counters(ctx); 1450 ctx->Driver.SaveNeedFlush = GL_FALSE; 1451} 1452 1453 1454void 1455vbo_save_EndList(struct gl_context *ctx) 1456{ 1457 struct vbo_save_context *save = &vbo_context(ctx)->save; 1458 1459 /* EndList called inside a (saved) Begin/End pair? 1460 */ 1461 if (_mesa_inside_dlist_begin_end(ctx)) { 1462 if (save->prim_count > 0) { 1463 GLint i = save->prim_count - 1; 1464 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END; 1465 save->prim[i].end = 0; 1466 save->prim[i].count = save->vert_count - save->prim[i].start; 1467 } 1468 1469 /* Make sure this vertex list gets replayed by the "loopback" 1470 * mechanism: 1471 */ 1472 save->dangling_attr_ref = GL_TRUE; 1473 vbo_save_SaveFlushVertices(ctx); 1474 1475 /* Swap out this vertex format while outside begin/end. Any color, 1476 * etc. received between here and the next begin will be compiled 1477 * as opcodes. 1478 */ 1479 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); 1480 } 1481 1482 vbo_save_unmap_vertex_store(ctx, save->vertex_store); 1483 1484 assert(save->vertex_size == 0); 1485} 1486 1487 1488void 1489vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist) 1490{ 1491 struct vbo_save_context *save = &vbo_context(ctx)->save; 1492 save->replay_flags |= dlist->Flags; 1493} 1494 1495 1496void 1497vbo_save_EndCallList(struct gl_context *ctx) 1498{ 1499 struct vbo_save_context *save = &vbo_context(ctx)->save; 1500 1501 if (ctx->ListState.CallDepth == 1) { 1502 /* This is correct: want to keep only the VBO_SAVE_FALLBACK 1503 * flag, if it is set: 1504 */ 1505 save->replay_flags &= VBO_SAVE_FALLBACK; 1506 } 1507} 1508 1509 1510static void 1511vbo_destroy_vertex_list(struct gl_context *ctx, void *data) 1512{ 1513 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data; 1514 (void) ctx; 1515 1516 if (--node->vertex_store->refcount == 0) 1517 free_vertex_store(ctx, node->vertex_store); 1518 1519 if (--node->prim_store->refcount == 0) 1520 free(node->prim_store); 1521 1522 free(node->current_data); 1523 node->current_data = NULL; 1524} 1525 1526 1527static void 1528vbo_print_vertex_list(struct gl_context *ctx, void *data) 1529{ 1530 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data; 1531 GLuint i; 1532 (void) ctx; 1533 1534 printf("VBO-VERTEX-LIST, %u vertices %d primitives, %d vertsize\n", 1535 node->count, node->prim_count, node->vertex_size); 1536 1537 for (i = 0; i < node->prim_count; i++) { 1538 struct _mesa_prim *prim = &node->prim[i]; 1539 printf(" prim %d: %s%s %d..%d %s %s\n", 1540 i, 1541 _mesa_lookup_prim_by_nr(prim->mode), 1542 prim->weak ? " (weak)" : "", 1543 prim->start, 1544 prim->start + prim->count, 1545 (prim->begin) ? "BEGIN" : "(wrap)", 1546 (prim->end) ? "END" : "(wrap)"); 1547 } 1548} 1549 1550 1551/** 1552 * Called during context creation/init. 1553 */ 1554static void 1555_save_current_init(struct gl_context *ctx) 1556{ 1557 struct vbo_save_context *save = &vbo_context(ctx)->save; 1558 GLint i; 1559 1560 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) { 1561 const GLuint j = i - VBO_ATTRIB_POS; 1562 ASSERT(j < VERT_ATTRIB_MAX); 1563 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j]; 1564 save->current[i] = ctx->ListState.CurrentAttrib[j]; 1565 } 1566 1567 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) { 1568 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL; 1569 ASSERT(j < MAT_ATTRIB_MAX); 1570 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j]; 1571 save->current[i] = ctx->ListState.CurrentMaterial[j]; 1572 } 1573} 1574 1575 1576/** 1577 * Initialize the display list compiler. Called during context creation. 1578 */ 1579void 1580vbo_save_api_init(struct vbo_save_context *save) 1581{ 1582 struct gl_context *ctx = save->ctx; 1583 GLuint i; 1584 1585 save->opcode_vertex_list = 1586 _mesa_dlist_alloc_opcode(ctx, 1587 sizeof(struct vbo_save_vertex_list), 1588 vbo_save_playback_vertex_list, 1589 vbo_destroy_vertex_list, 1590 vbo_print_vertex_list); 1591 1592 ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin; 1593 1594 _save_vtxfmt_init(ctx); 1595 _save_current_init(ctx); 1596 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop); 1597 1598 /* These will actually get set again when binding/drawing */ 1599 for (i = 0; i < VBO_ATTRIB_MAX; i++) 1600 save->inputs[i] = &save->arrays[i]; 1601} 1602