1 /**************************************************************************
3 Copyright 2002-2008 VMware, Inc.
7 Permission is hereby granted, free of charge, to any person obtaining a
8 copy of this software and associated documentation files (the "Software"),
9 to deal in the Software without restriction, including without limitation
10 on the rights to use, copy, modify, merge, publish, distribute, sub
11 license, and/or sell copies of the Software, and to permit persons to whom
12 the Software is furnished to do so, subject to the following conditions:
14 The above copyright notice and this permission notice (including the next
15 paragraph) shall be included in all copies or substantial portions of the
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21 VMWARE AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
22 DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23 OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24 USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
30 * Keith Whitwell <keithw@vmware.com>
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
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,
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.
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
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.
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
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 #include "util/u_memory.h"
86 #include "util/hash_table.h"
88 #include "gallium/include/pipe/p_state.h"
91 #include "vbo_private.h"
98 /* An interesting VBO number/name to help with debugging */
99 #define VBO_BUF_ID 12345
101 static void GLAPIENTRY
102 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params);
104 static void GLAPIENTRY
105 _save_EvalCoord1f(GLfloat u);
107 static void GLAPIENTRY
108 _save_EvalCoord2f(GLfloat u, GLfloat v);
111 * NOTE: Old 'parity' issue is gone, but copying can still be
112 * wrong-footed on replay.
115 copy_vertices(struct gl_context *ctx,
116 const struct vbo_save_vertex_list *node,
117 const fi_type * src_buffer)
119 struct vbo_save_context *save = &vbo_context(ctx)->save;
120 struct _mesa_prim *prim = &node->cold->prims[node->cold->prim_count - 1];
121 GLuint sz = save->vertex_size;
122 const fi_type *src = src_buffer + prim->start * sz;
123 fi_type *dst = save->copied.buffer;
128 return vbo_copy_vertices(ctx, prim->mode, prim->start, &prim->count,
129 prim->begin, sz, true, dst, src);
133 static struct vbo_save_vertex_store *
134 alloc_vertex_store(struct gl_context *ctx, int vertex_count)
136 struct vbo_save_context *save = &vbo_context(ctx)->save;
137 struct vbo_save_vertex_store *vertex_store =
138 CALLOC_STRUCT(vbo_save_vertex_store);
140 int size = MAX2(vertex_count * save->vertex_size, VBO_SAVE_BUFFER_SIZE);
142 /* obj->Name needs to be non-zero, but won't ever be examined more
143 * closely than that. In particular these buffers won't be entered
144 * into the hash and can never be confused with ones visible to the
145 * user. Perhaps there could be a special number for internal
148 vertex_store->buffer_in_ram_size = size * sizeof(GLfloat);
149 vertex_store->buffer_in_ram = malloc(vertex_store->buffer_in_ram_size);
150 save->out_of_memory = vertex_store->buffer_in_ram == NULL;
152 if (save->out_of_memory) {
153 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation");
154 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
157 vertex_store->used = 0;
164 free_vertex_store(struct gl_context *ctx,
165 struct vbo_save_vertex_store *vertex_store)
167 free(vertex_store->buffer_in_ram);
172 static struct vbo_save_primitive_store *
173 realloc_prim_store(struct vbo_save_primitive_store *store, int prim_count)
176 store = CALLOC_STRUCT(vbo_save_primitive_store);
177 uint32_t old_size = store->size;
178 store->size = MAX3(store->size, prim_count, VBO_SAVE_PRIM_SIZE);
179 store->prims = realloc(store->prims, store->size * sizeof(struct _mesa_prim));
180 memset(&store->prims[old_size], 0, (store->size - old_size) * sizeof(struct _mesa_prim));
187 reset_counters(struct gl_context *ctx)
189 struct vbo_save_context *save = &vbo_context(ctx)->save;
191 save->buffer_map = save->vertex_store->buffer_in_ram + save->vertex_store->used;
193 assert(save->buffer_map == save->buffer_ptr);
195 if (save->vertex_size)
196 save->max_vert = (save->vertex_store->buffer_in_ram_size / sizeof(float) - save->vertex_store->used) /
201 save->prim_store->used = 0;
202 save->vert_count = 0;
203 save->dangling_attr_ref = GL_FALSE;
207 * For a list of prims, try merging prims that can just be extensions of the
211 merge_prims(struct gl_context *ctx, struct _mesa_prim *prim_list,
215 struct _mesa_prim *prev_prim = prim_list;
217 for (i = 1; i < *prim_count; i++) {
218 struct _mesa_prim *this_prim = prim_list + i;
220 vbo_try_prim_conversion(&this_prim->mode, &this_prim->count);
222 if (vbo_merge_draws(ctx, true,
223 prev_prim->mode, this_prim->mode,
224 prev_prim->start, this_prim->start,
225 &prev_prim->count, this_prim->count,
226 prev_prim->basevertex, this_prim->basevertex,
228 this_prim->begin, this_prim->end)) {
229 /* We've found a prim that just extend the previous one. Tack it
230 * onto the previous one, and let this primitive struct get dropped.
235 /* If any previous primitives have been dropped, then we need to copy
236 * this later one into the next available slot.
239 if (prev_prim != this_prim)
240 *prev_prim = *this_prim;
243 *prim_count = prev_prim - prim_list + 1;
248 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
249 * don't have to worry about handling the _mesa_prim::begin/end flags.
250 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
253 convert_line_loop_to_strip(struct vbo_save_context *save,
254 struct vbo_save_vertex_list *node)
256 struct _mesa_prim *prim = &node->cold->prims[node->cold->prim_count - 1];
258 assert(prim->mode == GL_LINE_LOOP);
261 /* Copy the 0th vertex to end of the buffer and extend the
262 * vertex count by one to finish the line loop.
264 const GLuint sz = save->vertex_size;
266 const fi_type *src = save->buffer_map + prim->start * sz;
268 fi_type *dst = save->buffer_map + (prim->start + prim->count) * sz;
270 memcpy(dst, src, sz * sizeof(float));
273 node->cold->vertex_count++;
275 save->buffer_ptr += sz;
276 save->vertex_store->used += sz;
280 /* Drawing the second or later section of a long line loop.
281 * Skip the 0th vertex.
287 prim->mode = GL_LINE_STRIP;
291 /* Compare the present vao if it has the same setup. */
293 compare_vao(gl_vertex_processing_mode mode,
294 const struct gl_vertex_array_object *vao,
295 const struct gl_buffer_object *bo, GLintptr buffer_offset,
296 GLuint stride, GLbitfield64 vao_enabled,
297 const GLubyte size[VBO_ATTRIB_MAX],
298 const GLenum16 type[VBO_ATTRIB_MAX],
299 const GLuint offset[VBO_ATTRIB_MAX])
304 /* If the enabled arrays are not the same we are not equal. */
305 if (vao_enabled != vao->Enabled)
308 /* Check the buffer binding at 0 */
309 if (vao->BufferBinding[0].BufferObj != bo)
311 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
312 if (vao->BufferBinding[0].Stride != stride)
314 assert(vao->BufferBinding[0].InstanceDivisor == 0);
316 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
317 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
319 /* Now check the enabled arrays */
320 GLbitfield mask = vao_enabled;
322 const int attr = u_bit_scan(&mask);
323 const unsigned char vbo_attr = vao_to_vbo_map[attr];
324 const GLenum16 tp = type[vbo_attr];
325 const GLintptr off = offset[vbo_attr] + buffer_offset;
326 const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
327 if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
329 if (attrib->Format.Type != tp)
331 if (attrib->Format.Size != size[vbo_attr])
333 assert(attrib->Format.Format == GL_RGBA);
334 assert(attrib->Format.Normalized == GL_FALSE);
335 assert(attrib->Format.Integer == vbo_attrtype_to_integer_flag(tp));
336 assert(attrib->Format.Doubles == vbo_attrtype_to_double_flag(tp));
337 assert(attrib->BufferBindingIndex == 0);
344 /* Create or reuse the vao for the vertex processing mode. */
346 update_vao(struct gl_context *ctx,
347 gl_vertex_processing_mode mode,
348 struct gl_vertex_array_object **vao,
349 struct gl_buffer_object *bo, GLintptr buffer_offset,
350 GLuint stride, GLbitfield64 vbo_enabled,
351 const GLubyte size[VBO_ATTRIB_MAX],
352 const GLenum16 type[VBO_ATTRIB_MAX],
353 const GLuint offset[VBO_ATTRIB_MAX])
355 /* Compute the bitmasks of vao_enabled arrays */
356 GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
359 * Check if we can possibly reuse the exisiting one.
360 * In the long term we should reset them when something changes.
362 if (compare_vao(mode, *vao, bo, buffer_offset, stride,
363 vao_enabled, size, type, offset))
366 /* The initial refcount is 1 */
367 _mesa_reference_vao(ctx, vao, NULL);
368 *vao = _mesa_new_vao(ctx, ~((GLuint)0));
371 * assert(stride <= ctx->Const.MaxVertexAttribStride);
372 * MaxVertexAttribStride is not set for drivers that does not
373 * expose GL 44 or GLES 31.
376 /* Bind the buffer object at binding point 0 */
377 _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride, false,
380 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
381 * Note that the position/generic0 aliasing is done in the VAO.
383 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
384 /* Now set the enable arrays */
385 GLbitfield mask = vao_enabled;
387 const int vao_attr = u_bit_scan(&mask);
388 const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
389 assert(offset[vbo_attr] <= ctx->Const.MaxVertexAttribRelativeOffset);
391 _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
392 size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
393 _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0);
395 _mesa_enable_vertex_array_attribs(ctx, *vao, vao_enabled);
396 assert(vao_enabled == (*vao)->Enabled);
397 assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
399 /* Finalize and freeze the VAO */
400 _mesa_set_vao_immutable(ctx, *vao);
405 realloc_storage(struct gl_context *ctx, int prim_count, int vertex_count)
407 struct vbo_save_context *save = &vbo_context(ctx)->save;
408 if (vertex_count >= 0) {
409 /* Release old reference:
411 free_vertex_store(ctx, save->vertex_store);
412 save->vertex_store = NULL;
413 /* When we have a new vbo, we will for sure need a new vao */
414 for (gl_vertex_processing_mode vpm = 0; vpm < VP_MODE_MAX; ++vpm)
415 _mesa_reference_vao(ctx, &save->VAO[vpm], NULL);
417 /* Allocate and map new store:
419 save->vertex_store = alloc_vertex_store(ctx, vertex_count);
420 save->buffer_ptr = save->vertex_store->buffer_in_ram + save->vertex_store->used;
421 save->out_of_memory = save->buffer_ptr == NULL;
425 save->prim_store = realloc_prim_store(save->prim_store, prim_count);
429 unsigned vertex_size;
430 fi_type *vertex_attributes;
433 static uint32_t _hash_vertex_key(const void *key)
435 struct vertex_key *k = (struct vertex_key*)key;
436 unsigned sz = k->vertex_size;
438 return _mesa_hash_data(k->vertex_attributes, sz * sizeof(float));
441 static bool _compare_vertex_key(const void *key1, const void *key2)
443 struct vertex_key *k1 = (struct vertex_key*)key1;
444 struct vertex_key *k2 = (struct vertex_key*)key2;
445 /* All the compared vertices are going to be drawn with the same VAO,
446 * so we can compare the attributes. */
447 assert (k1->vertex_size == k2->vertex_size);
448 return memcmp(k1->vertex_attributes,
449 k2->vertex_attributes,
450 k1->vertex_size * sizeof(float)) == 0;
453 static void _free_entry(struct hash_entry *entry)
455 free((void*)entry->key);
458 /* Add vertex to the vertex buffer and return its index. If this vertex is a duplicate
459 * of an existing vertex, return the original index instead.
462 add_vertex(struct vbo_save_context *save, struct hash_table *hash_to_index,
463 uint32_t index, fi_type *new_buffer, uint32_t *max_index)
465 /* If vertex deduplication is disabled return the original index. */
469 fi_type *vert = save->buffer_map + save->vertex_size * index;
471 struct vertex_key *key = malloc(sizeof(struct vertex_key));
472 key->vertex_size = save->vertex_size;
473 key->vertex_attributes = vert;
475 struct hash_entry *entry = _mesa_hash_table_search(hash_to_index, key);
478 /* We found an existing vertex with the same hash, return its index. */
479 return (uintptr_t) entry->data;
481 /* This is a new vertex. Determine a new index and copy its attributes to the vertex
482 * buffer. Note that 'new_buffer' is created at each list compilation so we write vertices
483 * starting at index 0.
485 uint32_t n = _mesa_hash_table_num_entries(hash_to_index);
486 *max_index = MAX2(n, *max_index);
488 memcpy(&new_buffer[save->vertex_size * n],
490 save->vertex_size * sizeof(fi_type));
492 _mesa_hash_table_insert(hash_to_index, key, (void*)(uintptr_t)(n));
494 /* The index buffer is shared between list compilations, so add the base index to get
503 * Insert the active immediate struct onto the display list currently
507 compile_vertex_list(struct gl_context *ctx)
509 struct vbo_save_context *save = &vbo_context(ctx)->save;
510 struct vbo_save_vertex_list *node;
512 /* Allocate space for this structure in the display list currently
515 node = (struct vbo_save_vertex_list *)
516 _mesa_dlist_alloc_vertex_list(ctx, !save->dangling_attr_ref && !save->no_current_update);
521 memset(node, 0, sizeof(struct vbo_save_vertex_list));
522 node->cold = calloc(1, sizeof(*node->cold));
524 /* Make sure the pointer is aligned to the size of a pointer */
525 assert((GLintptr) node % sizeof(void *) == 0);
527 const GLsizei stride = save->vertex_size*sizeof(GLfloat);
529 node->cold->vertex_count = save->vert_count;
530 node->cold->wrap_count = save->copied.nr;
531 node->cold->prims = malloc(sizeof(struct _mesa_prim) * save->prim_store->used);
532 memcpy(node->cold->prims, save->prim_store->prims, sizeof(struct _mesa_prim) * save->prim_store->used);
533 node->cold->ib.obj = NULL;
534 node->cold->prim_count = save->prim_store->used;
536 if (save->no_current_update) {
537 node->cold->current_data = NULL;
540 GLuint current_size = save->vertex_size - save->attrsz[0];
541 node->cold->current_data = NULL;
544 node->cold->current_data = malloc(current_size * sizeof(GLfloat));
545 if (node->cold->current_data) {
546 const char *buffer = (const char *)save->buffer_map;
547 unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat);
548 unsigned vertex_offset = 0;
550 if (node->cold->vertex_count)
551 vertex_offset = (node->cold->vertex_count - 1) * stride;
553 memcpy(node->cold->current_data, buffer + vertex_offset + attr_offset,
554 current_size * sizeof(GLfloat));
556 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
561 assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->cold->vertex_count == 0);
563 if (save->dangling_attr_ref)
564 ctx->ListState.Current.UseLoopback = true;
566 save->vertex_store->used += save->vertex_size * node->cold->vertex_count;
568 /* Copy duplicated vertices
570 save->copied.nr = copy_vertices(ctx, node, save->buffer_map);
572 if (node->cold->prims[node->cold->prim_count - 1].mode == GL_LINE_LOOP) {
573 convert_line_loop_to_strip(save, node);
576 merge_prims(ctx, node->cold->prims, &node->cold->prim_count);
578 GLintptr buffer_offset = 0;
579 GLuint start_offset = 0;
581 /* Create an index buffer. */
582 node->cold->min_index = node->cold->max_index = 0;
583 if (save->vert_count == 0 || node->cold->prim_count == 0)
586 /* We won't modify node->prims, so use a const alias to avoid unintended
588 const struct _mesa_prim *original_prims = node->cold->prims;
590 int end = original_prims[node->cold->prim_count - 1].start +
591 original_prims[node->cold->prim_count - 1].count;
592 int total_vert_count = end - original_prims[0].start;
594 node->cold->min_index = node->cold->prims[0].start;
595 node->cold->max_index = end - 1;
597 /* Estimate for the worst case: all prims are line strips (the +1 is because
598 * wrap_buffers may call use but the last primitive may not be complete) */
599 int max_indices_count = MAX2(total_vert_count * 2 - (node->cold->prim_count * 2) + 1,
602 int size = max_indices_count * sizeof(uint32_t);
603 uint32_t* indices = (uint32_t*) malloc(size);
604 struct _mesa_prim *merged_prims = NULL;
607 struct hash_table *vertex_to_index = NULL;
608 fi_type *temp_vertices_buffer = NULL;
610 /* The loopback replay code doesn't use the index buffer, so we can't
611 * dedup vertices in this case.
613 if (!ctx->ListState.Current.UseLoopback) {
614 vertex_to_index = _mesa_hash_table_create(NULL, _hash_vertex_key, _compare_vertex_key);
615 temp_vertices_buffer = malloc(save->vertex_store->buffer_in_ram_size);
618 uint32_t max_index = 0;
620 int last_valid_prim = -1;
621 /* Construct indices array. */
622 for (unsigned i = 0; i < node->cold->prim_count; i++) {
623 assert(original_prims[i].basevertex == 0);
624 GLubyte mode = original_prims[i].mode;
626 int vertex_count = original_prims[i].count;
631 /* Line strips may get converted to lines */
632 if (mode == GL_LINE_STRIP)
635 /* If 2 consecutive prims use the same mode => merge them. */
636 bool merge_prims = last_valid_prim >= 0 &&
637 mode == merged_prims[last_valid_prim].mode &&
638 mode != GL_LINE_LOOP && mode != GL_TRIANGLE_FAN &&
639 mode != GL_QUAD_STRIP && mode != GL_POLYGON &&
642 /* To be able to merge consecutive triangle strips we need to insert
643 * a degenerate triangle.
646 mode == GL_TRIANGLE_STRIP) {
647 /* Insert a degenerate triangle */
648 assert(merged_prims[last_valid_prim].mode == GL_TRIANGLE_STRIP);
649 unsigned tri_count = merged_prims[last_valid_prim].count - 2;
651 indices[idx] = indices[idx - 1];
652 indices[idx + 1] = add_vertex(save, vertex_to_index, original_prims[i].start,
653 temp_vertices_buffer, &max_index);
655 merged_prims[last_valid_prim].count += 2;
658 /* Add another index to preserve winding order */
659 indices[idx++] = add_vertex(save, vertex_to_index, original_prims[i].start,
660 temp_vertices_buffer, &max_index);
661 merged_prims[last_valid_prim].count++;
667 /* Convert line strips to lines if it'll allow if the previous
668 * prim mode is GL_LINES (so merge_prims is true) or if the next
669 * primitive mode is GL_LINES or GL_LINE_LOOP.
671 if (original_prims[i].mode == GL_LINE_STRIP &&
673 (i < node->cold->prim_count - 1 &&
674 (original_prims[i + 1].mode == GL_LINE_STRIP ||
675 original_prims[i + 1].mode == GL_LINES)))) {
676 for (unsigned j = 0; j < vertex_count; j++) {
677 indices[idx++] = add_vertex(save, vertex_to_index, original_prims[i].start + j,
678 temp_vertices_buffer, &max_index);
679 /* Repeat all but the first/last indices. */
680 if (j && j != vertex_count - 1) {
681 indices[idx++] = add_vertex(save, vertex_to_index, original_prims[i].start + j,
682 temp_vertices_buffer, &max_index);
686 /* We didn't convert to LINES, so restore the original mode */
687 mode = original_prims[i].mode;
689 for (unsigned j = 0; j < vertex_count; j++) {
690 indices[idx++] = add_vertex(save, vertex_to_index, original_prims[i].start + j,
691 temp_vertices_buffer, &max_index);
696 /* Update vertex count. */
697 merged_prims[last_valid_prim].count += idx - start;
699 /* Keep this primitive */
700 last_valid_prim += 1;
701 assert(last_valid_prim <= i);
702 merged_prims = realloc(merged_prims, (1 + last_valid_prim) * sizeof(struct _mesa_prim));
703 merged_prims[last_valid_prim] = original_prims[i];
704 merged_prims[last_valid_prim].start = start;
705 merged_prims[last_valid_prim].count = idx - start;
707 merged_prims[last_valid_prim].mode = mode;
710 assert(idx > 0 && idx <= max_indices_count);
712 unsigned merged_prim_count = last_valid_prim + 1;
713 node->cold->ib.ptr = NULL;
714 node->cold->ib.count = idx;
715 node->cold->ib.index_size_shift = (GL_UNSIGNED_INT - GL_UNSIGNED_BYTE) >> 1;
717 /* How many bytes do we need to store the indices and the vertices */
718 total_vert_count = vertex_to_index ? (max_index + 1) : idx;
719 unsigned total_bytes_needed = idx * sizeof(uint32_t) +
720 total_vert_count * save->vertex_size * sizeof(fi_type);
722 const GLintptr old_offset = save->VAO[0] ?
723 save->VAO[0]->BufferBinding[0].Offset + save->VAO[0]->VertexAttrib[VERT_ATTRIB_POS].RelativeOffset : 0;
724 if (old_offset != save->current_bo_bytes_used && stride > 0) {
725 GLintptr offset_diff = save->current_bo_bytes_used - old_offset;
726 while (offset_diff > 0 &&
727 save->current_bo_bytes_used < save->current_bo->Size &&
728 offset_diff % stride != 0) {
729 save->current_bo_bytes_used++;
730 offset_diff = save->current_bo_bytes_used - old_offset;
733 buffer_offset = save->current_bo_bytes_used;
735 /* Can we reuse the previous bo or should we allocate a new one? */
736 int available_bytes = save->current_bo ? save->current_bo->Size - save->current_bo_bytes_used : 0;
737 if (total_bytes_needed > available_bytes) {
738 if (save->current_bo)
739 _mesa_reference_buffer_object(ctx, &save->current_bo, NULL);
740 save->current_bo = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID + 1);
741 bool success = ctx->Driver.BufferData(ctx,
742 GL_ELEMENT_ARRAY_BUFFER_ARB,
743 MAX2(total_bytes_needed, VBO_SAVE_BUFFER_SIZE * sizeof(uint32_t)),
745 GL_STATIC_DRAW_ARB, GL_MAP_WRITE_BIT,
748 _mesa_reference_buffer_object(ctx, &save->current_bo, NULL);
749 _mesa_error(ctx, GL_OUT_OF_MEMORY, "IB allocation");
751 save->current_bo_bytes_used = 0;
752 available_bytes = save->current_bo->Size;
756 assert(old_offset <= buffer_offset);
757 const GLintptr offset_diff = buffer_offset - old_offset;
758 if (offset_diff > 0 && stride > 0 && offset_diff % stride == 0) {
759 /* The vertex size is an exact multiple of the buffer offset.
760 * This means that we can use zero-based vertex attribute pointers
761 * and specify the start of the primitive with the _mesa_prim::start
762 * field. This results in issuing several draw calls with identical
763 * vertex attribute information. This can result in fewer state
764 * changes in drivers. In particular, the Gallium CSO module will
765 * filter out redundant vertex buffer changes.
767 /* We cannot immediately update the primitives as some methods below
768 * still need the uncorrected start vertices
770 start_offset = offset_diff/stride;
771 assert(old_offset == buffer_offset - offset_diff);
772 buffer_offset = old_offset;
775 /* Correct the primitive starts, we can only do this here as copy_vertices
776 * and convert_line_loop_to_strip above consume the uncorrected starts.
777 * On the other hand the _vbo_loopback_vertex_list call below needs the
778 * primitives to be corrected already.
780 for (unsigned i = 0; i < node->cold->prim_count; i++) {
781 node->cold->prims[i].start += start_offset;
783 /* start_offset shifts vertices (so v[0] becomes v[start_offset]), so we have
784 * to apply this transformation to all indices and max_index.
786 for (unsigned i = 0; i < idx; i++)
787 indices[i] += start_offset;
788 max_index += start_offset;
791 _mesa_reference_buffer_object(ctx, &node->cold->ib.obj, save->current_bo);
793 /* Upload the vertices first (see buffer_offset) */
794 ctx->Driver.BufferSubData(ctx,
795 save->current_bo_bytes_used,
796 total_vert_count * save->vertex_size * sizeof(fi_type),
797 vertex_to_index ? temp_vertices_buffer : save->buffer_map,
799 save->current_bo_bytes_used += total_vert_count * save->vertex_size * sizeof(fi_type);
801 if (vertex_to_index) {
802 _mesa_hash_table_destroy(vertex_to_index, _free_entry);
803 free(temp_vertices_buffer);
806 /* Since we're append the indices to an existing buffer, we need to adjust the start value of each
807 * primitive (not the indices themselves). */
808 save->current_bo_bytes_used += align(save->current_bo_bytes_used, 4) - save->current_bo_bytes_used;
809 int indices_offset = save->current_bo_bytes_used / 4;
810 for (int i = 0; i < merged_prim_count; i++) {
811 merged_prims[i].start += indices_offset;
814 /* Then upload the indices. */
815 if (node->cold->ib.obj) {
816 ctx->Driver.BufferSubData(ctx,
817 save->current_bo_bytes_used,
818 idx * sizeof(uint32_t),
821 save->current_bo_bytes_used += idx * sizeof(uint32_t);
823 node->cold->vertex_count = 0;
824 node->cold->prim_count = 0;
827 /* Prepare for DrawGallium */
828 memset(&node->merged.info, 0, sizeof(struct pipe_draw_info));
829 /* The other info fields will be updated in vbo_save_playback_vertex_list */
830 node->merged.info.index_size = 4;
831 node->merged.info.instance_count = 1;
832 node->merged.info.index.gl_bo = node->cold->ib.obj;
833 if (merged_prim_count == 1) {
834 node->merged.info.mode = merged_prims[0].mode;
835 node->merged.start_count.start = merged_prims[0].start;
836 node->merged.start_count.count = merged_prims[0].count;
837 node->merged.start_count.index_bias = 0;
838 node->merged.mode = NULL;
840 node->merged.mode = malloc(merged_prim_count * sizeof(unsigned char));
841 node->merged.start_counts = malloc(merged_prim_count * sizeof(struct pipe_draw_start_count_bias));
842 for (unsigned i = 0; i < merged_prim_count; i++) {
843 node->merged.start_counts[i].start = merged_prims[i].start;
844 node->merged.start_counts[i].count = merged_prims[i].count;
845 node->merged.start_counts[i].index_bias = 0;
846 node->merged.mode[i] = merged_prims[i].mode;
849 node->merged.num_draws = merged_prim_count;
850 if (node->merged.num_draws > 1) {
851 bool same_mode = true;
852 for (unsigned i = 1; i < node->merged.num_draws && same_mode; i++) {
853 same_mode = node->merged.mode[i] == node->merged.mode[0];
856 /* All primitives use the same mode, so we can simplify a bit */
857 node->merged.info.mode = node->merged.mode[0];
858 free(node->merged.mode);
859 node->merged.mode = NULL;
868 if (!save->current_bo) {
869 save->current_bo = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID + 1);
870 bool success = ctx->Driver.BufferData(ctx,
871 GL_ELEMENT_ARRAY_BUFFER_ARB,
872 VBO_SAVE_BUFFER_SIZE * sizeof(uint32_t),
874 GL_STATIC_DRAW_ARB, GL_MAP_WRITE_BIT,
878 GLuint offsets[VBO_ATTRIB_MAX];
879 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
881 offset += save->attrsz[i] * sizeof(GLfloat);
883 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
884 * Note that this may reuse the previous one of possible.
886 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
887 /* create or reuse the vao */
888 update_vao(ctx, vpm, &save->VAO[vpm],
889 save->current_bo, buffer_offset, stride,
890 save->enabled, save->attrsz, save->attrtype, offsets);
891 /* Reference the vao in the dlist */
892 node->VAO[vpm] = NULL;
893 _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
897 /* Deal with GL_COMPILE_AND_EXECUTE:
899 if (ctx->ExecuteFlag) {
900 struct _glapi_table *dispatch = GET_DISPATCH();
902 _glapi_set_dispatch(ctx->Exec);
904 /* _vbo_loopback_vertex_list doesn't use the index buffer, so we have to
905 * use buffer_in_ram instead of current_bo which contains all vertices instead
906 * of the deduplicated vertices only in the !UseLoopback case.
908 * The problem is that the VAO offset is based on current_bo's layout,
909 * so we have to use a temp value.
911 struct gl_vertex_array_object *vao = node->VAO[VP_MODE_SHADER];
912 GLintptr original = vao->BufferBinding[0].Offset;
913 if (!ctx->ListState.Current.UseLoopback) {
914 GLintptr new_offset = (save->buffer_map - save->vertex_store->buffer_in_ram) *
916 /* 'start_offset' has been added to all primitives 'start', so undo it here. */
917 new_offset -= start_offset * stride;
918 vao->BufferBinding[0].Offset = new_offset;
920 _vbo_loopback_vertex_list(ctx, node, save->vertex_store->buffer_in_ram);
921 vao->BufferBinding[0].Offset = original;
923 _glapi_set_dispatch(dispatch);
926 /* Decide whether the storage structs are full, or can be used for
927 * the next vertex lists as well.
929 if (save->vertex_store->used >
930 save->vertex_store->buffer_in_ram_size / sizeof(float) - 16 * (save->vertex_size + 4)) {
931 realloc_storage(ctx, -1, 0);
934 /* update buffer_ptr for next vertex */
935 save->buffer_ptr = save->vertex_store->buffer_in_ram
936 + save->vertex_store->used;
939 if (save->prim_store->used > save->prim_store->size - 6) {
940 realloc_storage(ctx, 0, -1);
943 /* Reset our structures for the next run of vertices:
950 * This is called when we fill a vertex buffer before we hit a glEnd().
952 * TODO -- If no new vertices have been stored, don't bother saving it.
955 wrap_buffers(struct gl_context *ctx)
957 struct vbo_save_context *save = &vbo_context(ctx)->save;
958 GLint i = save->prim_store->used - 1;
961 assert(i < (GLint) save->prim_store->size);
964 /* Close off in-progress primitive.
966 save->prim_store->prims[i].count = (save->vert_count - save->prim_store->prims[i].start);
967 mode = save->prim_store->prims[i].mode;
969 /* store the copied vertices, and allocate a new list.
971 compile_vertex_list(ctx);
973 /* Restart interrupted primitive
975 save->prim_store->prims[0].mode = mode;
976 save->prim_store->prims[0].begin = 0;
977 save->prim_store->prims[0].end = 0;
978 save->prim_store->prims[0].start = 0;
979 save->prim_store->prims[0].count = 0;
980 save->prim_store->used = 1;
985 * Called only when buffers are wrapped as the result of filling the
986 * vertex_store struct.
989 wrap_filled_vertex(struct gl_context *ctx)
991 struct vbo_save_context *save = &vbo_context(ctx)->save;
992 unsigned numComponents;
994 /* Emit a glEnd to close off the last vertex list.
998 /* Copy stored stored vertices to start of new list.
1000 assert(save->max_vert - save->vert_count > save->copied.nr);
1002 numComponents = save->copied.nr * save->vertex_size;
1003 memcpy(save->buffer_ptr,
1004 save->copied.buffer,
1005 numComponents * sizeof(fi_type));
1006 save->buffer_ptr += numComponents;
1007 save->vert_count += save->copied.nr;
1012 copy_to_current(struct gl_context *ctx)
1014 struct vbo_save_context *save = &vbo_context(ctx)->save;
1015 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
1018 const int i = u_bit_scan64(&enabled);
1019 assert(save->attrsz[i]);
1021 if (save->attrtype[i] == GL_DOUBLE ||
1022 save->attrtype[i] == GL_UNSIGNED_INT64_ARB)
1023 memcpy(save->current[i], save->attrptr[i], save->attrsz[i] * sizeof(GLfloat));
1025 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
1026 save->attrptr[i], save->attrtype[i]);
1032 copy_from_current(struct gl_context *ctx)
1034 struct vbo_save_context *save = &vbo_context(ctx)->save;
1035 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
1038 const int i = u_bit_scan64(&enabled);
1040 switch (save->attrsz[i]) {
1042 save->attrptr[i][3] = save->current[i][3];
1045 save->attrptr[i][2] = save->current[i][2];
1048 save->attrptr[i][1] = save->current[i][1];
1051 save->attrptr[i][0] = save->current[i][0];
1054 unreachable("Unexpected vertex attribute size");
1061 * Called when we increase the size of a vertex attribute. For example,
1062 * if we've seen one or more glTexCoord2f() calls and now we get a
1063 * glTexCoord3f() call.
1064 * Flush existing data, set new attrib size, replay copied vertices.
1067 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
1069 struct vbo_save_context *save = &vbo_context(ctx)->save;
1074 /* Store the current run of vertices, and emit a GL_END. Emit a
1075 * BEGIN in the new buffer.
1077 if (save->vert_count)
1080 assert(save->copied.nr == 0);
1082 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
1083 * when the attribute already exists in the vertex and is having
1084 * its size increased.
1086 copy_to_current(ctx);
1090 oldsz = save->attrsz[attr];
1091 save->attrsz[attr] = newsz;
1092 save->enabled |= BITFIELD64_BIT(attr);
1094 save->vertex_size += newsz - oldsz;
1095 save->max_vert = ((save->vertex_store->buffer_in_ram_size / sizeof(float) -
1096 save->vertex_store->used) /
1098 save->vert_count = 0;
1100 /* Recalculate all the attrptr[] values:
1103 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
1104 if (save->attrsz[i]) {
1105 save->attrptr[i] = tmp;
1106 tmp += save->attrsz[i];
1109 save->attrptr[i] = NULL; /* will not be dereferenced. */
1113 /* Copy from current to repopulate the vertex with correct values.
1115 copy_from_current(ctx);
1117 /* Replay stored vertices to translate them to new format here.
1119 * If there are copied vertices and the new (upgraded) attribute
1120 * has not been defined before, this list is somewhat degenerate,
1121 * and will need fixup at runtime.
1123 if (save->copied.nr) {
1124 const fi_type *data = save->copied.buffer;
1125 fi_type *dest = save->buffer_map;
1127 /* Need to note this and fix up at runtime (or loopback):
1129 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
1131 save->dangling_attr_ref = GL_TRUE;
1134 for (i = 0; i < save->copied.nr; i++) {
1135 GLbitfield64 enabled = save->enabled;
1137 const int j = u_bit_scan64(&enabled);
1138 assert(save->attrsz[j]);
1141 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
1147 COPY_SZ_4V(dest, newsz, save->current[attr]);
1152 GLint sz = save->attrsz[j];
1153 COPY_SZ_4V(dest, sz, data);
1160 save->buffer_ptr = dest;
1161 save->vert_count += save->copied.nr;
1167 * This is called when the size of a vertex attribute changes.
1168 * For example, after seeing one or more glTexCoord2f() calls we
1169 * get a glTexCoord4f() or glTexCoord1f() call.
1172 fixup_vertex(struct gl_context *ctx, GLuint attr,
1173 GLuint sz, GLenum newType)
1175 struct vbo_save_context *save = &vbo_context(ctx)->save;
1177 if (sz > save->attrsz[attr] ||
1178 newType != save->attrtype[attr]) {
1179 /* New size is larger. Need to flush existing vertices and get
1180 * an enlarged vertex format.
1182 upgrade_vertex(ctx, attr, sz);
1184 else if (sz < save->active_sz[attr]) {
1186 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
1188 /* New size is equal or smaller - just need to fill in some
1191 for (i = sz; i <= save->attrsz[attr]; i++)
1192 save->attrptr[attr][i - 1] = id[i - 1];
1195 save->active_sz[attr] = sz;
1200 * Reset the current size of all vertex attributes to the default
1201 * value of 0. This signals that we haven't yet seen any per-vertex
1202 * commands such as glNormal3f() or glTexCoord2f().
1205 reset_vertex(struct gl_context *ctx)
1207 struct vbo_save_context *save = &vbo_context(ctx)->save;
1209 while (save->enabled) {
1210 const int i = u_bit_scan64(&save->enabled);
1211 assert(save->attrsz[i]);
1212 save->attrsz[i] = 0;
1213 save->active_sz[i] = 0;
1216 save->vertex_size = 0;
1221 * If index=0, does glVertexAttrib*() alias glVertex() to emit a vertex?
1222 * It depends on a few things, including whether we're inside or outside
1226 is_vertex_position(const struct gl_context *ctx, GLuint index)
1228 return (index == 0 &&
1229 _mesa_attr_zero_aliases_vertex(ctx) &&
1230 _mesa_inside_dlist_begin_end(ctx));
1235 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
1238 /* Only one size for each attribute may be active at once. Eg. if
1239 * Color3f is installed/active, then Color4f may not be, even if the
1240 * vertex actually contains 4 color coordinates. This is because the
1241 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
1242 * of the chooser function when switching between Color4f and Color3f.
1244 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
1246 struct vbo_save_context *save = &vbo_context(ctx)->save; \
1247 int sz = (sizeof(C) / sizeof(GLfloat)); \
1249 if (save->active_sz[A] != N) \
1250 fixup_vertex(ctx, A, N * sz, T); \
1253 C *dest = (C *)save->attrptr[A]; \
1254 if (N>0) dest[0] = V0; \
1255 if (N>1) dest[1] = V1; \
1256 if (N>2) dest[2] = V2; \
1257 if (N>3) dest[3] = V3; \
1258 save->attrtype[A] = T; \
1264 for (i = 0; i < save->vertex_size; i++) \
1265 save->buffer_ptr[i] = save->vertex[i]; \
1267 save->buffer_ptr += save->vertex_size; \
1269 if (++save->vert_count >= save->max_vert) \
1270 wrap_filled_vertex(ctx); \
1274 #define TAG(x) _save_##x
1276 #include "vbo_attrib_tmp.h"
1280 #define MAT( ATTR, N, face, params ) \
1282 if (face != GL_BACK) \
1283 MAT_ATTR( ATTR, N, params ); /* front */ \
1284 if (face != GL_FRONT) \
1285 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1290 * Save a glMaterial call found between glBegin/End.
1291 * glMaterial calls outside Begin/End are handled in dlist.c.
1293 static void GLAPIENTRY
1294 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1296 GET_CURRENT_CONTEXT(ctx);
1298 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1299 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1305 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1308 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1311 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1314 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1317 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1318 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1321 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1324 case GL_COLOR_INDEXES:
1325 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1327 case GL_AMBIENT_AND_DIFFUSE:
1328 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1329 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1332 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1338 /* Cope with EvalCoord/CallList called within a begin/end object:
1339 * -- Flush current buffer
1340 * -- Fallback to opcodes for the rest of the begin/end object.
1343 dlist_fallback(struct gl_context *ctx)
1345 struct vbo_save_context *save = &vbo_context(ctx)->save;
1347 if (save->vert_count || save->prim_store->used) {
1348 if (save->prim_store->used > 0) {
1349 /* Close off in-progress primitive. */
1350 GLint i = save->prim_store->used - 1;
1351 save->prim_store->prims[i].count = save->vert_count - save->prim_store->prims[i].start;
1354 /* Need to replay this display list with loopback,
1355 * unfortunately, otherwise this primitive won't be handled
1358 save->dangling_attr_ref = GL_TRUE;
1360 compile_vertex_list(ctx);
1363 copy_to_current(ctx);
1365 reset_counters(ctx);
1366 if (save->out_of_memory) {
1367 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1370 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1372 ctx->Driver.SaveNeedFlush = GL_FALSE;
1376 static void GLAPIENTRY
1377 _save_EvalCoord1f(GLfloat u)
1379 GET_CURRENT_CONTEXT(ctx);
1380 dlist_fallback(ctx);
1381 CALL_EvalCoord1f(ctx->Save, (u));
1384 static void GLAPIENTRY
1385 _save_EvalCoord1fv(const GLfloat * v)
1387 GET_CURRENT_CONTEXT(ctx);
1388 dlist_fallback(ctx);
1389 CALL_EvalCoord1fv(ctx->Save, (v));
1392 static void GLAPIENTRY
1393 _save_EvalCoord2f(GLfloat u, GLfloat v)
1395 GET_CURRENT_CONTEXT(ctx);
1396 dlist_fallback(ctx);
1397 CALL_EvalCoord2f(ctx->Save, (u, v));
1400 static void GLAPIENTRY
1401 _save_EvalCoord2fv(const GLfloat * v)
1403 GET_CURRENT_CONTEXT(ctx);
1404 dlist_fallback(ctx);
1405 CALL_EvalCoord2fv(ctx->Save, (v));
1408 static void GLAPIENTRY
1409 _save_EvalPoint1(GLint i)
1411 GET_CURRENT_CONTEXT(ctx);
1412 dlist_fallback(ctx);
1413 CALL_EvalPoint1(ctx->Save, (i));
1416 static void GLAPIENTRY
1417 _save_EvalPoint2(GLint i, GLint j)
1419 GET_CURRENT_CONTEXT(ctx);
1420 dlist_fallback(ctx);
1421 CALL_EvalPoint2(ctx->Save, (i, j));
1424 static void GLAPIENTRY
1425 _save_CallList(GLuint l)
1427 GET_CURRENT_CONTEXT(ctx);
1428 dlist_fallback(ctx);
1429 CALL_CallList(ctx->Save, (l));
1432 static void GLAPIENTRY
1433 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1435 GET_CURRENT_CONTEXT(ctx);
1436 dlist_fallback(ctx);
1437 CALL_CallLists(ctx->Save, (n, type, v));
1443 * Called when a glBegin is getting compiled into a display list.
1444 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1447 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode,
1448 bool no_current_update)
1450 struct vbo_save_context *save = &vbo_context(ctx)->save;
1451 const GLuint i = save->prim_store->used++;
1453 ctx->Driver.CurrentSavePrimitive = mode;
1455 assert(i < save->prim_store->size);
1456 save->prim_store->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1457 save->prim_store->prims[i].begin = 1;
1458 save->prim_store->prims[i].end = 0;
1459 save->prim_store->prims[i].start = save->vert_count;
1460 save->prim_store->prims[i].count = 0;
1462 save->no_current_update = no_current_update;
1464 if (save->out_of_memory) {
1465 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1468 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1471 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1472 ctx->Driver.SaveNeedFlush = GL_TRUE;
1476 static void GLAPIENTRY
1479 GET_CURRENT_CONTEXT(ctx);
1480 struct vbo_save_context *save = &vbo_context(ctx)->save;
1481 const GLint i = save->prim_store->used - 1;
1483 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1484 save->prim_store->prims[i].end = 1;
1485 save->prim_store->prims[i].count = (save->vert_count - save->prim_store->prims[i].start);
1487 if (i == (GLint) save->prim_store->size - 1) {
1488 compile_vertex_list(ctx);
1489 assert(save->copied.nr == 0);
1492 /* Swap out this vertex format while outside begin/end. Any color,
1493 * etc. received between here and the next begin will be compiled
1496 if (save->out_of_memory) {
1497 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1500 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1505 static void GLAPIENTRY
1506 _save_Begin(GLenum mode)
1508 GET_CURRENT_CONTEXT(ctx);
1510 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1514 static void GLAPIENTRY
1515 _save_PrimitiveRestartNV(void)
1517 GET_CURRENT_CONTEXT(ctx);
1518 struct vbo_save_context *save = &vbo_context(ctx)->save;
1520 if (save->prim_store->used == 0) {
1521 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1524 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1525 "glPrimitiveRestartNV called outside glBegin/End");
1527 /* get current primitive mode */
1528 GLenum curPrim = save->prim_store->prims[save->prim_store->used - 1].mode;
1529 bool no_current_update = save->no_current_update;
1531 /* restart primitive */
1532 CALL_End(ctx->CurrentServerDispatch, ());
1533 vbo_save_NotifyBegin(ctx, curPrim, no_current_update);
1538 /* Unlike the functions above, these are to be hooked into the vtxfmt
1539 * maintained in ctx->ListState, active when the list is known or
1540 * suspected to be outside any begin/end primitive.
1541 * Note: OBE = Outside Begin/End
1543 static void GLAPIENTRY
1544 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1546 GET_CURRENT_CONTEXT(ctx);
1547 struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1549 vbo_save_NotifyBegin(ctx, GL_QUADS, false);
1550 CALL_Vertex2f(dispatch, (x1, y1));
1551 CALL_Vertex2f(dispatch, (x2, y1));
1552 CALL_Vertex2f(dispatch, (x2, y2));
1553 CALL_Vertex2f(dispatch, (x1, y2));
1554 CALL_End(dispatch, ());
1558 static void GLAPIENTRY
1559 _save_OBE_Rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
1561 _save_OBE_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1564 static void GLAPIENTRY
1565 _save_OBE_Rectdv(const GLdouble *v1, const GLdouble *v2)
1567 _save_OBE_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1570 static void GLAPIENTRY
1571 _save_OBE_Rectfv(const GLfloat *v1, const GLfloat *v2)
1573 _save_OBE_Rectf(v1[0], v1[1], v2[0], v2[1]);
1576 static void GLAPIENTRY
1577 _save_OBE_Recti(GLint x1, GLint y1, GLint x2, GLint y2)
1579 _save_OBE_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1582 static void GLAPIENTRY
1583 _save_OBE_Rectiv(const GLint *v1, const GLint *v2)
1585 _save_OBE_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1588 static void GLAPIENTRY
1589 _save_OBE_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
1591 _save_OBE_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1594 static void GLAPIENTRY
1595 _save_OBE_Rectsv(const GLshort *v1, const GLshort *v2)
1597 _save_OBE_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1601 _ensure_draws_fits_in_storage(struct gl_context *ctx, int primcount, int vertcount)
1603 struct vbo_save_context *save = &vbo_context(ctx)->save;
1605 bool realloc_prim = save->prim_store->used + primcount > save->prim_store->size;
1606 bool realloc_vert = save->vertex_size && (save->vert_count + vertcount >= save->max_vert);
1608 if (realloc_prim || realloc_vert) {
1609 if (save->vert_count || save->prim_store->used) {
1610 /* TODO: this really isn't needed. We should realloc only the CPU-side memory. */
1611 compile_vertex_list(ctx);
1613 realloc_storage(ctx, realloc_prim ? primcount : -1, realloc_vert ? vertcount : -1);
1614 reset_counters(ctx);
1619 static void GLAPIENTRY
1620 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1622 GET_CURRENT_CONTEXT(ctx);
1623 struct gl_vertex_array_object *vao = ctx->Array.VAO;
1624 struct vbo_save_context *save = &vbo_context(ctx)->save;
1627 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1628 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1632 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1636 if (save->out_of_memory)
1639 _ensure_draws_fits_in_storage(ctx, 1, count);
1641 /* Make sure to process any VBO binding changes */
1642 _mesa_update_state(ctx);
1644 _mesa_vao_map_arrays(ctx, vao, GL_MAP_READ_BIT);
1646 vbo_save_NotifyBegin(ctx, mode, true);
1648 for (i = 0; i < count; i++)
1649 _mesa_array_element(ctx, start + i);
1650 CALL_End(ctx->CurrentServerDispatch, ());
1652 _mesa_vao_unmap_arrays(ctx, vao);
1656 static void GLAPIENTRY
1657 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1658 const GLsizei *count, GLsizei primcount)
1660 GET_CURRENT_CONTEXT(ctx);
1663 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1664 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1668 if (primcount < 0) {
1669 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1670 "glMultiDrawArrays(primcount<0)");
1674 unsigned vertcount = 0;
1675 for (i = 0; i < primcount; i++) {
1677 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1678 "glMultiDrawArrays(count[i]<0)");
1681 vertcount += count[i];
1684 _ensure_draws_fits_in_storage(ctx, primcount, vertcount);
1686 for (i = 0; i < primcount; i++) {
1688 _save_OBE_DrawArrays(mode, first[i], count[i]);
1695 array_element(struct gl_context *ctx,
1696 GLint basevertex, GLuint elt, unsigned index_size_shift)
1698 /* Section 10.3.5 Primitive Restart:
1700 * When one of the *BaseVertex drawing commands specified in section 10.5
1701 * is used, the primitive restart comparison occurs before the basevertex
1702 * offset is added to the array index.
1704 /* If PrimitiveRestart is enabled and the index is the RestartIndex
1705 * then we call PrimitiveRestartNV and return.
1707 if (ctx->Array._PrimitiveRestart[index_size_shift] &&
1708 elt == ctx->Array._RestartIndex[index_size_shift]) {
1709 CALL_PrimitiveRestartNV(ctx->CurrentServerDispatch, ());
1713 _mesa_array_element(ctx, basevertex + elt);
1717 /* Could do better by copying the arrays and element list intact and
1718 * then emitting an indexed prim at runtime.
1720 static void GLAPIENTRY
1721 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1722 const GLvoid * indices, GLint basevertex)
1724 GET_CURRENT_CONTEXT(ctx);
1725 struct vbo_save_context *save = &vbo_context(ctx)->save;
1726 struct gl_vertex_array_object *vao = ctx->Array.VAO;
1727 struct gl_buffer_object *indexbuf = vao->IndexBufferObj;
1730 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1731 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1735 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1738 if (type != GL_UNSIGNED_BYTE &&
1739 type != GL_UNSIGNED_SHORT &&
1740 type != GL_UNSIGNED_INT) {
1741 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1745 if (save->out_of_memory)
1748 _ensure_draws_fits_in_storage(ctx, 1, count);
1750 /* Make sure to process any VBO binding changes */
1751 _mesa_update_state(ctx);
1753 _mesa_vao_map(ctx, vao, GL_MAP_READ_BIT);
1757 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1759 vbo_save_NotifyBegin(ctx, mode, true);
1762 case GL_UNSIGNED_BYTE:
1763 for (i = 0; i < count; i++)
1764 array_element(ctx, basevertex, ((GLubyte *) indices)[i], 0);
1766 case GL_UNSIGNED_SHORT:
1767 for (i = 0; i < count; i++)
1768 array_element(ctx, basevertex, ((GLushort *) indices)[i], 1);
1770 case GL_UNSIGNED_INT:
1771 for (i = 0; i < count; i++)
1772 array_element(ctx, basevertex, ((GLuint *) indices)[i], 2);
1775 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1779 CALL_End(ctx->CurrentServerDispatch, ());
1781 _mesa_vao_unmap(ctx, vao);
1784 static void GLAPIENTRY
1785 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1786 const GLvoid * indices)
1788 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1792 static void GLAPIENTRY
1793 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1794 GLsizei count, GLenum type,
1795 const GLvoid * indices)
1797 GET_CURRENT_CONTEXT(ctx);
1798 struct vbo_save_context *save = &vbo_context(ctx)->save;
1800 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1801 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1805 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1806 "glDrawRangeElements(count<0)");
1809 if (type != GL_UNSIGNED_BYTE &&
1810 type != GL_UNSIGNED_SHORT &&
1811 type != GL_UNSIGNED_INT) {
1812 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1816 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1817 "glDrawRangeElements(end < start)");
1821 if (save->out_of_memory)
1824 _save_OBE_DrawElements(mode, count, type, indices);
1828 static void GLAPIENTRY
1829 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1830 const GLvoid * const *indices, GLsizei primcount)
1832 GET_CURRENT_CONTEXT(ctx);
1833 struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1837 for (i = 0; i < primcount; i++) {
1838 vertcount += count[i];
1840 _ensure_draws_fits_in_storage(ctx, primcount, vertcount);
1842 for (i = 0; i < primcount; i++) {
1844 CALL_DrawElements(dispatch, (mode, count[i], type, indices[i]));
1850 static void GLAPIENTRY
1851 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1853 const GLvoid * const *indices,
1855 const GLint *basevertex)
1857 GET_CURRENT_CONTEXT(ctx);
1858 struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1862 for (i = 0; i < primcount; i++) {
1863 vertcount += count[i];
1865 _ensure_draws_fits_in_storage(ctx, primcount, vertcount);
1867 for (i = 0; i < primcount; i++) {
1869 CALL_DrawElementsBaseVertex(dispatch, (mode, count[i], type,
1878 vtxfmt_init(struct gl_context *ctx)
1880 struct vbo_save_context *save = &vbo_context(ctx)->save;
1881 GLvertexformat *vfmt = &save->vtxfmt;
1883 #define NAME_AE(x) _ae_##x
1884 #define NAME_CALLLIST(x) _save_##x
1885 #define NAME(x) _save_##x
1886 #define NAME_ES(x) _save_##x##ARB
1888 #include "vbo_init_tmp.h"
1893 * Initialize the dispatch table with the VBO functions for display
1897 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1898 struct _glapi_table *exec)
1900 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1901 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1902 SET_DrawElements(exec, _save_OBE_DrawElements);
1903 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1904 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1905 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1906 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1907 SET_Rectf(exec, _save_OBE_Rectf);
1908 SET_Rectd(exec, _save_OBE_Rectd);
1909 SET_Rectdv(exec, _save_OBE_Rectdv);
1910 SET_Rectfv(exec, _save_OBE_Rectfv);
1911 SET_Recti(exec, _save_OBE_Recti);
1912 SET_Rectiv(exec, _save_OBE_Rectiv);
1913 SET_Rects(exec, _save_OBE_Rects);
1914 SET_Rectsv(exec, _save_OBE_Rectsv);
1916 /* Note: other glDraw functins aren't compiled into display lists */
1922 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1924 struct vbo_save_context *save = &vbo_context(ctx)->save;
1926 /* Noop when we are actually active:
1928 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1931 if (save->vert_count || save->prim_store->used)
1932 compile_vertex_list(ctx);
1934 copy_to_current(ctx);
1936 reset_counters(ctx);
1937 ctx->Driver.SaveNeedFlush = GL_FALSE;
1942 * Called from glNewList when we're starting to compile a display list.
1945 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1947 struct vbo_save_context *save = &vbo_context(ctx)->save;
1952 if (!save->prim_store)
1953 save->prim_store = realloc_prim_store(NULL, 8);
1955 if (!save->vertex_store)
1956 save->vertex_store = alloc_vertex_store(ctx, 0);
1958 save->buffer_ptr = save->vertex_store->buffer_in_ram + save->vertex_store->used;
1961 reset_counters(ctx);
1962 ctx->Driver.SaveNeedFlush = GL_FALSE;
1967 * Called from glEndList when we're finished compiling a display list.
1970 vbo_save_EndList(struct gl_context *ctx)
1972 struct vbo_save_context *save = &vbo_context(ctx)->save;
1974 /* EndList called inside a (saved) Begin/End pair?
1976 if (_mesa_inside_dlist_begin_end(ctx)) {
1977 if (save->prim_store->used > 0) {
1978 GLint i = save->prim_store->used - 1;
1979 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1980 save->prim_store->prims[i].end = 0;
1981 save->prim_store->prims[i].count = save->vert_count - save->prim_store->prims[i].start;
1984 /* Make sure this vertex list gets replayed by the "loopback"
1987 save->dangling_attr_ref = GL_TRUE;
1988 vbo_save_SaveFlushVertices(ctx);
1990 /* Swap out this vertex format while outside begin/end. Any color,
1991 * etc. received between here and the next begin will be compiled
1994 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1997 assert(save->vertex_size == 0);
2001 * Called during context creation/init.
2004 current_init(struct gl_context *ctx)
2006 struct vbo_save_context *save = &vbo_context(ctx)->save;
2009 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_EDGEFLAG; i++) {
2010 const GLuint j = i - VBO_ATTRIB_POS;
2011 assert(j < VERT_ATTRIB_MAX);
2012 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
2013 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
2016 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
2017 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
2018 assert(j < MAT_ATTRIB_MAX);
2019 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
2020 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
2026 * Initialize the display list compiler. Called during context creation.
2029 vbo_save_api_init(struct vbo_save_context *save)
2031 struct gl_context *ctx = gl_context_from_vbo_save(save);
2035 _mesa_noop_vtxfmt_init(ctx, &save->vtxfmt_noop);