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
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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,
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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.
68 * The compilation process works as follows. All vertex attributes
69 * except position are copied to vbo_save_context::attrptr (see ATTR_UNION).
70 * 'attrptr' are pointers to vbo_save_context::vertex ordered according to the enabled
71 * attributes (se upgrade_vertex).
72 * When the position attribute is received, all the attributes are then
73 * copied to the vertex_store (see the end of ATTR_UNION).
74 * The vertex_store is simply an extensible float array.
75 * When the vertex list needs to be compiled (see compile_vertex_list),
76 * several transformations are performed:
77 * - some primitives are merged together (eg: two consecutive GL_TRIANGLES
78 * with 3 vertices can be merged in a single GL_TRIANGLES with 6 vertices).
79 * - an index buffer is built.
80 * - identical vertices are detected and only one is kept.
81 * At the end of this transformation, the index buffer and the vertex buffer
82 * are uploaded in vRAM in the same buffer object.
83 * This buffer object is shared between multiple display list to allow
84 * draw calls merging later.
86 * The layout of this buffer for two display lists is:
87 * V0A0|V0A1|V1A0|V1A1|P0I0|P0I1|V0A0V0A1V0A2|V1A1V1A1V1A2|...
89 * - VxAy: vertex x, attributes y
90 * - PxIy: draw x, index y
92 * To allow draw call merging, display list must use the same VAO, including
93 * the same Offset in the buffer object. To achieve this, the start values of
94 * the primitive are shifted and the indices adjusted (see offset_diff and
95 * start_offset in compile_vertex_list).
97 * Display list using the loopback code (see vbo_save_playback_vertex_list_loopback),
98 * can't be drawn with an index buffer so this transformation is disabled
103 #include "util/glheader.h"
104 #include "main/arrayobj.h"
105 #include "main/bufferobj.h"
106 #include "main/context.h"
107 #include "main/dlist.h"
108 #include "main/enums.h"
109 #include "main/eval.h"
110 #include "main/macros.h"
111 #include "main/draw_validate.h"
112 #include "main/api_arrayelt.h"
113 #include "main/dispatch.h"
114 #include "main/state.h"
115 #include "main/varray.h"
116 #include "util/bitscan.h"
117 #include "util/u_memory.h"
118 #include "util/hash_table.h"
119 #include "gallium/auxiliary/indices/u_indices.h"
120 #include "util/u_prim.h"
122 #include "gallium/include/pipe/p_state.h"
124 #include "vbo_private.h"
125 #include "api_exec_decl.h"
126 #include "api_save.h"
132 /* An interesting VBO number/name to help with debugging */
133 #define VBO_BUF_ID 12345
135 static void GLAPIENTRY
136 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params);
138 static void GLAPIENTRY
139 _save_EvalCoord1f(GLfloat u);
141 static void GLAPIENTRY
142 _save_EvalCoord2f(GLfloat u, GLfloat v);
145 * NOTE: Old 'parity' issue is gone, but copying can still be
146 * wrong-footed on replay.
149 copy_vertices(struct gl_context *ctx,
150 const struct vbo_save_vertex_list *node,
151 const fi_type * src_buffer)
153 struct vbo_save_context *save = &vbo_context(ctx)->save;
154 struct _mesa_prim *prim = &node->cold->prims[node->cold->prim_count - 1];
155 GLuint sz = save->vertex_size;
157 if (prim->end || !prim->count || !sz)
160 const fi_type *src = src_buffer + prim->start * sz;
161 assert(save->copied.buffer == NULL);
162 save->copied.buffer = malloc(sizeof(fi_type) * sz * prim->count);
164 unsigned r = vbo_copy_vertices(ctx, prim->mode, prim->start, &prim->count,
165 prim->begin, sz, true, save->copied.buffer, src);
167 free(save->copied.buffer);
168 save->copied.buffer = NULL;
174 static struct vbo_save_primitive_store *
175 realloc_prim_store(struct vbo_save_primitive_store *store, int prim_count)
178 store = CALLOC_STRUCT(vbo_save_primitive_store);
180 uint32_t old_size = store->size;
181 store->size = prim_count;
182 assert (old_size < store->size);
183 store->prims = realloc(store->prims, store->size * sizeof(struct _mesa_prim));
184 memset(&store->prims[old_size], 0, (store->size - old_size) * sizeof(struct _mesa_prim));
191 reset_counters(struct gl_context *ctx)
193 struct vbo_save_context *save = &vbo_context(ctx)->save;
195 save->vertex_store->used = 0;
196 save->prim_store->used = 0;
197 save->dangling_attr_ref = GL_FALSE;
201 * For a list of prims, try merging prims that can just be extensions of the
205 merge_prims(struct gl_context *ctx, struct _mesa_prim *prim_list,
209 struct _mesa_prim *prev_prim = prim_list;
211 for (i = 1; i < *prim_count; i++) {
212 struct _mesa_prim *this_prim = prim_list + i;
214 vbo_try_prim_conversion(&this_prim->mode, &this_prim->count);
216 if (vbo_merge_draws(ctx, true,
217 prev_prim->mode, this_prim->mode,
218 prev_prim->start, this_prim->start,
219 &prev_prim->count, this_prim->count,
220 prev_prim->basevertex, this_prim->basevertex,
222 this_prim->begin, this_prim->end)) {
223 /* We've found a prim that just extend the previous one. Tack it
224 * onto the previous one, and let this primitive struct get dropped.
229 /* If any previous primitives have been dropped, then we need to copy
230 * this later one into the next available slot.
233 if (prev_prim != this_prim)
234 *prev_prim = *this_prim;
237 *prim_count = prev_prim - prim_list + 1;
242 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
243 * don't have to worry about handling the _mesa_prim::begin/end flags.
244 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
247 convert_line_loop_to_strip(struct vbo_save_context *save,
248 struct vbo_save_vertex_list *node)
250 struct _mesa_prim *prim = &node->cold->prims[node->cold->prim_count - 1];
252 assert(prim->mode == GL_LINE_LOOP);
255 /* Copy the 0th vertex to end of the buffer and extend the
256 * vertex count by one to finish the line loop.
258 const GLuint sz = save->vertex_size;
260 const fi_type *src = save->vertex_store->buffer_in_ram + prim->start * sz;
262 fi_type *dst = save->vertex_store->buffer_in_ram + (prim->start + prim->count) * sz;
264 memcpy(dst, src, sz * sizeof(float));
267 node->cold->vertex_count++;
268 save->vertex_store->used += sz;
272 /* Drawing the second or later section of a long line loop.
273 * Skip the 0th vertex.
279 prim->mode = GL_LINE_STRIP;
283 /* Compare the present vao if it has the same setup. */
285 compare_vao(gl_vertex_processing_mode mode,
286 const struct gl_vertex_array_object *vao,
287 const struct gl_buffer_object *bo, GLintptr buffer_offset,
288 GLuint stride, GLbitfield64 vao_enabled,
289 const GLubyte size[VBO_ATTRIB_MAX],
290 const GLenum16 type[VBO_ATTRIB_MAX],
291 const GLuint offset[VBO_ATTRIB_MAX])
296 /* If the enabled arrays are not the same we are not equal. */
297 if (vao_enabled != vao->Enabled)
300 /* Check the buffer binding at 0 */
301 if (vao->BufferBinding[0].BufferObj != bo)
303 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
304 if (vao->BufferBinding[0].Stride != stride)
306 assert(vao->BufferBinding[0].InstanceDivisor == 0);
308 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
309 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
311 /* Now check the enabled arrays */
312 GLbitfield mask = vao_enabled;
314 const int attr = u_bit_scan(&mask);
315 const unsigned char vbo_attr = vao_to_vbo_map[attr];
316 const GLenum16 tp = type[vbo_attr];
317 const GLintptr off = offset[vbo_attr] + buffer_offset;
318 const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
319 if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
321 if (attrib->Format.User.Type != tp)
323 if (attrib->Format.User.Size != size[vbo_attr])
325 assert(!attrib->Format.User.Bgra);
326 assert(attrib->Format.User.Normalized == GL_FALSE);
327 assert(attrib->Format.User.Integer == vbo_attrtype_to_integer_flag(tp));
328 assert(attrib->Format.User.Doubles == vbo_attrtype_to_double_flag(tp));
329 assert(attrib->BufferBindingIndex == 0);
336 /* Create or reuse the vao for the vertex processing mode. */
338 update_vao(struct gl_context *ctx,
339 gl_vertex_processing_mode mode,
340 struct gl_vertex_array_object **vao,
341 struct gl_buffer_object *bo, GLintptr buffer_offset,
342 GLuint stride, GLbitfield64 vbo_enabled,
343 const GLubyte size[VBO_ATTRIB_MAX],
344 const GLenum16 type[VBO_ATTRIB_MAX],
345 const GLuint offset[VBO_ATTRIB_MAX])
347 /* Compute the bitmasks of vao_enabled arrays */
348 GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
351 * Check if we can possibly reuse the exisiting one.
352 * In the long term we should reset them when something changes.
354 if (compare_vao(mode, *vao, bo, buffer_offset, stride,
355 vao_enabled, size, type, offset))
358 /* The initial refcount is 1 */
359 _mesa_reference_vao(ctx, vao, NULL);
360 *vao = _mesa_new_vao(ctx, ~((GLuint)0));
363 * assert(stride <= ctx->Const.MaxVertexAttribStride);
364 * MaxVertexAttribStride is not set for drivers that does not
365 * expose GL 44 or GLES 31.
368 /* Bind the buffer object at binding point 0 */
369 _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride, false,
372 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
373 * Note that the position/generic0 aliasing is done in the VAO.
375 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
376 /* Now set the enable arrays */
377 GLbitfield mask = vao_enabled;
379 const int vao_attr = u_bit_scan(&mask);
380 const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
381 assert(offset[vbo_attr] <= ctx->Const.MaxVertexAttribRelativeOffset);
383 _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
384 size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
385 _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0);
387 _mesa_enable_vertex_array_attribs(ctx, *vao, vao_enabled);
388 assert(vao_enabled == (*vao)->Enabled);
389 assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
391 /* Finalize and freeze the VAO */
392 _mesa_set_vao_immutable(ctx, *vao);
395 static void wrap_filled_vertex(struct gl_context *ctx);
397 /* Grow the vertex storage to accomodate for vertex_count new vertices */
399 grow_vertex_storage(struct gl_context *ctx, int vertex_count)
401 struct vbo_save_context *save = &vbo_context(ctx)->save;
402 assert (save->vertex_store);
404 int new_size = (save->vertex_store->used +
405 vertex_count * save->vertex_size) * sizeof(GLfloat);
407 /* Limit how much memory we allocate. */
408 if (save->prim_store->used > 0 &&
410 new_size > VBO_SAVE_BUFFER_SIZE) {
411 wrap_filled_vertex(ctx);
412 new_size = VBO_SAVE_BUFFER_SIZE;
415 if (new_size > save->vertex_store->buffer_in_ram_size) {
416 save->vertex_store->buffer_in_ram_size = new_size;
417 save->vertex_store->buffer_in_ram = realloc(save->vertex_store->buffer_in_ram,
418 save->vertex_store->buffer_in_ram_size);
419 if (save->vertex_store->buffer_in_ram == NULL)
420 save->out_of_memory = true;
425 unsigned vertex_size;
426 fi_type *vertex_attributes;
429 static uint32_t _hash_vertex_key(const void *key)
431 struct vertex_key *k = (struct vertex_key*)key;
432 unsigned sz = k->vertex_size;
434 return _mesa_hash_data(k->vertex_attributes, sz * sizeof(float));
437 static bool _compare_vertex_key(const void *key1, const void *key2)
439 struct vertex_key *k1 = (struct vertex_key*)key1;
440 struct vertex_key *k2 = (struct vertex_key*)key2;
441 /* All the compared vertices are going to be drawn with the same VAO,
442 * so we can compare the attributes. */
443 assert (k1->vertex_size == k2->vertex_size);
444 return memcmp(k1->vertex_attributes,
445 k2->vertex_attributes,
446 k1->vertex_size * sizeof(float)) == 0;
449 static void _free_entry(struct hash_entry *entry)
451 free((void*)entry->key);
454 /* Add vertex to the vertex buffer and return its index. If this vertex is a duplicate
455 * of an existing vertex, return the original index instead.
458 add_vertex(struct vbo_save_context *save, struct hash_table *hash_to_index,
459 uint32_t index, fi_type *new_buffer, uint32_t *max_index)
461 /* If vertex deduplication is disabled return the original index. */
465 fi_type *vert = save->vertex_store->buffer_in_ram + save->vertex_size * index;
467 struct vertex_key *key = malloc(sizeof(struct vertex_key));
468 key->vertex_size = save->vertex_size;
469 key->vertex_attributes = vert;
471 struct hash_entry *entry = _mesa_hash_table_search(hash_to_index, key);
474 /* We found an existing vertex with the same hash, return its index. */
475 return (uintptr_t) entry->data;
477 /* This is a new vertex. Determine a new index and copy its attributes to the vertex
478 * buffer. Note that 'new_buffer' is created at each list compilation so we write vertices
479 * starting at index 0.
481 uint32_t n = _mesa_hash_table_num_entries(hash_to_index);
482 *max_index = MAX2(n, *max_index);
484 memcpy(&new_buffer[save->vertex_size * n],
486 save->vertex_size * sizeof(fi_type));
488 _mesa_hash_table_insert(hash_to_index, key, (void*)(uintptr_t)(n));
490 /* The index buffer is shared between list compilations, so add the base index to get
499 get_vertex_count(struct vbo_save_context *save)
501 if (!save->vertex_size)
503 return save->vertex_store->used / save->vertex_size;
508 * Insert the active immediate struct onto the display list currently
512 compile_vertex_list(struct gl_context *ctx)
514 struct vbo_save_context *save = &vbo_context(ctx)->save;
515 struct vbo_save_vertex_list *node;
517 /* Allocate space for this structure in the display list currently
520 node = (struct vbo_save_vertex_list *)
521 _mesa_dlist_alloc_vertex_list(ctx, !save->dangling_attr_ref && !save->no_current_update);
526 node->cold = calloc(1, sizeof(*node->cold));
528 /* Make sure the pointer is aligned to the size of a pointer */
529 assert((GLintptr) node % sizeof(void *) == 0);
531 const GLsizei stride = save->vertex_size*sizeof(GLfloat);
533 node->cold->vertex_count = get_vertex_count(save);
534 node->cold->wrap_count = save->copied.nr;
535 node->cold->prims = malloc(sizeof(struct _mesa_prim) * save->prim_store->used);
536 memcpy(node->cold->prims, save->prim_store->prims, sizeof(struct _mesa_prim) * save->prim_store->used);
537 node->cold->ib.obj = NULL;
538 node->cold->prim_count = save->prim_store->used;
540 if (save->no_current_update) {
541 node->cold->current_data = NULL;
544 GLuint current_size = save->vertex_size - save->attrsz[0];
545 node->cold->current_data = NULL;
548 node->cold->current_data = malloc(current_size * sizeof(GLfloat));
549 if (node->cold->current_data) {
550 const char *buffer = (const char *)save->vertex_store->buffer_in_ram;
551 unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat);
552 unsigned vertex_offset = 0;
554 if (node->cold->vertex_count)
555 vertex_offset = (node->cold->vertex_count - 1) * stride;
557 memcpy(node->cold->current_data, buffer + vertex_offset + attr_offset,
558 current_size * sizeof(GLfloat));
560 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
561 save->out_of_memory = true;
566 assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->cold->vertex_count == 0);
568 if (save->dangling_attr_ref)
569 ctx->ListState.Current.UseLoopback = true;
571 /* Copy duplicated vertices
573 save->copied.nr = copy_vertices(ctx, node, save->vertex_store->buffer_in_ram);
575 if (node->cold->prims[node->cold->prim_count - 1].mode == GL_LINE_LOOP) {
576 convert_line_loop_to_strip(save, node);
579 merge_prims(ctx, node->cold->prims, &node->cold->prim_count);
581 GLintptr buffer_offset = 0;
582 GLuint start_offset = 0;
584 /* Create an index buffer. */
585 node->cold->min_index = node->cold->max_index = 0;
586 if (node->cold->vertex_count == 0 || node->cold->prim_count == 0)
589 /* We won't modify node->prims, so use a const alias to avoid unintended
591 const struct _mesa_prim *original_prims = node->cold->prims;
593 int end = original_prims[node->cold->prim_count - 1].start +
594 original_prims[node->cold->prim_count - 1].count;
595 int total_vert_count = end - original_prims[0].start;
597 node->cold->min_index = node->cold->prims[0].start;
598 node->cold->max_index = end - 1;
600 /* converting primitive types may result in many more indices */
601 bool all_prims_supported = (ctx->Const.DriverSupportedPrimMask & BITFIELD_MASK(MESA_PRIM_COUNT)) == BITFIELD_MASK(MESA_PRIM_COUNT);
602 int max_index_count = total_vert_count * (all_prims_supported ? 2 : 3);
603 uint32_t* indices = (uint32_t*) malloc(max_index_count * sizeof(uint32_t));
604 void *tmp_indices = all_prims_supported ? NULL : malloc(max_index_count * sizeof(uint32_t));
605 struct _mesa_prim *merged_prims = NULL;
608 struct hash_table *vertex_to_index = NULL;
609 fi_type *temp_vertices_buffer = NULL;
611 /* The loopback replay code doesn't use the index buffer, so we can't
612 * dedup vertices in this case.
614 if (!ctx->ListState.Current.UseLoopback) {
615 vertex_to_index = _mesa_hash_table_create(NULL, _hash_vertex_key, _compare_vertex_key);
616 temp_vertices_buffer = malloc(save->vertex_store->buffer_in_ram_size);
619 uint32_t max_index = 0;
621 int last_valid_prim = -1;
622 /* Construct indices array. */
623 for (unsigned i = 0; i < node->cold->prim_count; i++) {
624 assert(original_prims[i].basevertex == 0);
625 GLubyte mode = original_prims[i].mode;
626 bool converted_prim = false;
628 bool outputting_quads = !!(ctx->Const.DriverSupportedPrimMask &
629 (BITFIELD_MASK(MESA_PRIM_QUADS) | BITFIELD_MASK(MESA_PRIM_QUAD_STRIP)));
630 unsigned verts_per_primitive = outputting_quads ? 4 : 3;
632 int vertex_count = original_prims[i].count;
637 /* Increase indices storage if the original estimation was too small. */
638 if (idx + verts_per_primitive * vertex_count > max_index_count) {
639 max_index_count = max_index_count + verts_per_primitive * vertex_count;
640 indices = (uint32_t*) realloc(indices, max_index_count * sizeof(uint32_t));
641 tmp_indices = all_prims_supported ? NULL : realloc(tmp_indices, max_index_count * sizeof(uint32_t));
644 /* Line strips may get converted to lines */
645 if (mode == GL_LINE_STRIP)
648 if (!(ctx->Const.DriverSupportedPrimMask & BITFIELD_BIT(mode))) {
650 u_generate_func trans_func;
651 enum mesa_prim pmode = (enum mesa_prim)mode;
652 u_index_generator(ctx->Const.DriverSupportedPrimMask,
653 pmode, original_prims[i].start, vertex_count,
655 &pmode, &index_size, &new_count,
658 trans_func(original_prims[i].start, new_count, tmp_indices);
659 vertex_count = new_count;
660 mode = (GLubyte)pmode;
661 converted_prim = true;
664 /* If 2 consecutive prims use the same mode => merge them. */
665 bool merge_prims = last_valid_prim >= 0 &&
666 mode == merged_prims[last_valid_prim].mode &&
667 mode != GL_LINE_LOOP && mode != GL_TRIANGLE_FAN &&
668 mode != GL_QUAD_STRIP && mode != GL_POLYGON &&
671 /* index generation uses uint16_t if the index count is small enough */
672 #define CAST_INDEX(BASE, SIZE, IDX) ((SIZE == 2 ? (uint32_t)(((uint16_t*)BASE)[IDX]) : ((uint32_t*)BASE)[IDX]))
673 /* To be able to merge consecutive triangle strips we need to insert
674 * a degenerate triangle.
677 mode == GL_TRIANGLE_STRIP) {
678 /* Insert a degenerate triangle */
679 assert(merged_prims[last_valid_prim].mode == GL_TRIANGLE_STRIP);
680 unsigned tri_count = merged_prims[last_valid_prim].count - 2;
682 indices[idx] = indices[idx - 1];
683 indices[idx + 1] = add_vertex(save, vertex_to_index,
684 converted_prim ? CAST_INDEX(tmp_indices, index_size, 0) : original_prims[i].start,
685 temp_vertices_buffer, &max_index);
687 merged_prims[last_valid_prim].count += 2;
690 /* Add another index to preserve winding order */
691 indices[idx++] = add_vertex(save, vertex_to_index,
692 converted_prim ? CAST_INDEX(tmp_indices, index_size, 0) : original_prims[i].start,
693 temp_vertices_buffer, &max_index);
694 merged_prims[last_valid_prim].count++;
700 /* Convert line strips to lines if it'll allow if the previous
701 * prim mode is GL_LINES (so merge_prims is true) or if the next
702 * primitive mode is GL_LINES or GL_LINE_LOOP.
704 if (original_prims[i].mode == GL_LINE_STRIP &&
706 (i < node->cold->prim_count - 1 &&
707 (original_prims[i + 1].mode == GL_LINE_STRIP ||
708 original_prims[i + 1].mode == GL_LINES)))) {
709 for (unsigned j = 0; j < vertex_count; j++) {
710 indices[idx++] = add_vertex(save, vertex_to_index,
711 converted_prim ? CAST_INDEX(tmp_indices, index_size, j) : original_prims[i].start + j,
712 temp_vertices_buffer, &max_index);
713 /* Repeat all but the first/last indices. */
714 if (j && j != vertex_count - 1) {
715 indices[idx++] = add_vertex(save, vertex_to_index,
716 converted_prim ? CAST_INDEX(tmp_indices, index_size, j) : original_prims[i].start + j,
717 temp_vertices_buffer, &max_index);
721 /* We didn't convert to LINES, so restore the original mode */
723 mode = original_prims[i].mode;
725 for (unsigned j = 0; j < vertex_count; j++) {
726 indices[idx++] = add_vertex(save, vertex_to_index,
727 converted_prim ? CAST_INDEX(tmp_indices, index_size, j) : original_prims[i].start + j,
728 temp_vertices_buffer, &max_index);
732 /* Duplicate the last vertex for incomplete primitives */
733 if (vertex_count > 0) {
734 unsigned min_vert = u_prim_vertex_count(mode)->min;
735 for (unsigned j = vertex_count; j < min_vert; j++) {
736 indices[idx++] = add_vertex(save, vertex_to_index,
737 converted_prim ? CAST_INDEX(tmp_indices, index_size, vertex_count - 1) :
738 original_prims[i].start + vertex_count - 1,
739 temp_vertices_buffer, &max_index);
745 /* Update vertex count. */
746 merged_prims[last_valid_prim].count += idx - start;
748 /* Keep this primitive */
749 last_valid_prim += 1;
750 assert(last_valid_prim <= i);
751 merged_prims = realloc(merged_prims, (1 + last_valid_prim) * sizeof(struct _mesa_prim));
752 merged_prims[last_valid_prim] = original_prims[i];
753 merged_prims[last_valid_prim].start = start;
754 merged_prims[last_valid_prim].count = idx - start;
756 merged_prims[last_valid_prim].mode = mode;
758 /* converted prims will filter incomplete primitives and may have no indices */
759 assert((idx > 0 || converted_prim) && idx <= max_index_count);
762 unsigned merged_prim_count = last_valid_prim + 1;
763 node->cold->ib.ptr = NULL;
764 node->cold->ib.count = idx;
765 node->cold->ib.index_size_shift = (GL_UNSIGNED_INT - GL_UNSIGNED_BYTE) >> 1;
767 /* How many bytes do we need to store the indices and the vertices */
768 total_vert_count = vertex_to_index ? (max_index + 1) : idx;
769 unsigned total_bytes_needed = idx * sizeof(uint32_t) +
770 total_vert_count * save->vertex_size * sizeof(fi_type);
772 const GLintptr old_offset = save->VAO[0] ?
773 save->VAO[0]->BufferBinding[0].Offset + save->VAO[0]->VertexAttrib[VERT_ATTRIB_POS].RelativeOffset : 0;
774 if (old_offset != save->current_bo_bytes_used && stride > 0) {
775 GLintptr offset_diff = save->current_bo_bytes_used - old_offset;
776 while (offset_diff > 0 &&
777 save->current_bo_bytes_used < save->current_bo->Size &&
778 offset_diff % stride != 0) {
779 save->current_bo_bytes_used++;
780 offset_diff = save->current_bo_bytes_used - old_offset;
783 buffer_offset = save->current_bo_bytes_used;
785 /* Can we reuse the previous bo or should we allocate a new one? */
786 int available_bytes = save->current_bo ? save->current_bo->Size - save->current_bo_bytes_used : 0;
787 if (total_bytes_needed > available_bytes) {
788 if (save->current_bo)
789 _mesa_reference_buffer_object(ctx, &save->current_bo, NULL);
790 save->current_bo = _mesa_bufferobj_alloc(ctx, VBO_BUF_ID + 1);
791 bool success = _mesa_bufferobj_data(ctx,
792 GL_ELEMENT_ARRAY_BUFFER_ARB,
793 MAX2(total_bytes_needed, VBO_SAVE_BUFFER_SIZE),
795 GL_STATIC_DRAW_ARB, GL_MAP_WRITE_BIT |
796 MESA_GALLIUM_VERTEX_STATE_STORAGE,
799 _mesa_reference_buffer_object(ctx, &save->current_bo, NULL);
800 _mesa_error(ctx, GL_OUT_OF_MEMORY, "IB allocation");
801 save->out_of_memory = true;
803 save->current_bo_bytes_used = 0;
804 available_bytes = save->current_bo->Size;
808 assert(old_offset <= buffer_offset);
809 const GLintptr offset_diff = buffer_offset - old_offset;
810 if (offset_diff > 0 && stride > 0 && offset_diff % stride == 0) {
811 /* The vertex size is an exact multiple of the buffer offset.
812 * This means that we can use zero-based vertex attribute pointers
813 * and specify the start of the primitive with the _mesa_prim::start
814 * field. This results in issuing several draw calls with identical
815 * vertex attribute information. This can result in fewer state
816 * changes in drivers. In particular, the Gallium CSO module will
817 * filter out redundant vertex buffer changes.
819 /* We cannot immediately update the primitives as some methods below
820 * still need the uncorrected start vertices
822 start_offset = offset_diff/stride;
823 assert(old_offset == buffer_offset - offset_diff);
824 buffer_offset = old_offset;
827 /* Correct the primitive starts, we can only do this here as copy_vertices
828 * and convert_line_loop_to_strip above consume the uncorrected starts.
829 * On the other hand the _vbo_loopback_vertex_list call below needs the
830 * primitives to be corrected already.
832 for (unsigned i = 0; i < node->cold->prim_count; i++) {
833 node->cold->prims[i].start += start_offset;
835 /* start_offset shifts vertices (so v[0] becomes v[start_offset]), so we have
836 * to apply this transformation to all indices and max_index.
838 for (unsigned i = 0; i < idx; i++)
839 indices[i] += start_offset;
840 max_index += start_offset;
843 _mesa_reference_buffer_object(ctx, &node->cold->ib.obj, save->current_bo);
845 /* Upload the vertices first (see buffer_offset) */
846 _mesa_bufferobj_subdata(ctx,
847 save->current_bo_bytes_used,
848 total_vert_count * save->vertex_size * sizeof(fi_type),
849 vertex_to_index ? temp_vertices_buffer : save->vertex_store->buffer_in_ram,
851 save->current_bo_bytes_used += total_vert_count * save->vertex_size * sizeof(fi_type);
852 node->cold->bo_bytes_used = save->current_bo_bytes_used;
854 if (vertex_to_index) {
855 _mesa_hash_table_destroy(vertex_to_index, _free_entry);
856 free(temp_vertices_buffer);
859 /* Since we append the indices to an existing buffer, we need to adjust the start value of each
860 * primitive (not the indices themselves). */
861 if (!ctx->ListState.Current.UseLoopback) {
862 save->current_bo_bytes_used += align(save->current_bo_bytes_used, 4) - save->current_bo_bytes_used;
863 int indices_offset = save->current_bo_bytes_used / 4;
864 for (int i = 0; i < merged_prim_count; i++) {
865 merged_prims[i].start += indices_offset;
869 /* Then upload the indices. */
870 if (node->cold->ib.obj) {
871 _mesa_bufferobj_subdata(ctx,
872 save->current_bo_bytes_used,
873 idx * sizeof(uint32_t),
876 save->current_bo_bytes_used += idx * sizeof(uint32_t);
878 node->cold->vertex_count = 0;
879 node->cold->prim_count = 0;
882 /* Prepare for DrawGallium */
883 memset(&node->cold->info, 0, sizeof(struct pipe_draw_info));
884 /* The other info fields will be updated in vbo_save_playback_vertex_list */
885 node->cold->info.index_size = 4;
886 node->cold->info.instance_count = 1;
887 node->cold->info.index.resource = node->cold->ib.obj->buffer;
888 if (merged_prim_count == 1) {
889 node->cold->info.mode = merged_prims[0].mode;
890 node->start_count.start = merged_prims[0].start;
891 node->start_count.count = merged_prims[0].count;
892 node->start_count.index_bias = 0;
895 node->modes = malloc(merged_prim_count * sizeof(unsigned char));
896 node->start_counts = malloc(merged_prim_count * sizeof(struct pipe_draw_start_count_bias));
897 for (unsigned i = 0; i < merged_prim_count; i++) {
898 node->start_counts[i].start = merged_prims[i].start;
899 node->start_counts[i].count = merged_prims[i].count;
900 node->start_counts[i].index_bias = 0;
901 node->modes[i] = merged_prims[i].mode;
904 node->num_draws = merged_prim_count;
905 if (node->num_draws > 1) {
906 bool same_mode = true;
907 for (unsigned i = 1; i < node->num_draws && same_mode; i++) {
908 same_mode = node->modes[i] == node->modes[0];
911 /* All primitives use the same mode, so we can simplify a bit */
912 node->cold->info.mode = node->modes[0];
923 node->draw_begins = node->cold->prims[0].begin;
925 if (!save->current_bo) {
926 save->current_bo = _mesa_bufferobj_alloc(ctx, VBO_BUF_ID + 1);
927 bool success = _mesa_bufferobj_data(ctx,
928 GL_ELEMENT_ARRAY_BUFFER_ARB,
929 VBO_SAVE_BUFFER_SIZE,
931 GL_STATIC_DRAW_ARB, GL_MAP_WRITE_BIT |
932 MESA_GALLIUM_VERTEX_STATE_STORAGE,
935 save->out_of_memory = true;
938 GLuint offsets[VBO_ATTRIB_MAX];
939 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
941 offset += save->attrsz[i] * sizeof(GLfloat);
943 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
944 * Note that this may reuse the previous one of possible.
946 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
947 /* create or reuse the vao */
948 update_vao(ctx, vpm, &save->VAO[vpm],
949 save->current_bo, buffer_offset, stride,
950 save->enabled, save->attrsz, save->attrtype, offsets);
951 /* Reference the vao in the dlist */
952 node->cold->VAO[vpm] = NULL;
953 _mesa_reference_vao(ctx, &node->cold->VAO[vpm], save->VAO[vpm]);
956 /* Prepare for DrawGalliumVertexState */
957 if (node->num_draws && ctx->Driver.DrawGalliumVertexState) {
958 for (unsigned i = 0; i < VP_MODE_MAX; i++) {
959 uint32_t enabled_attribs = _vbo_get_vao_filter(i) &
960 node->cold->VAO[i]->_EnabledWithMapMode;
963 ctx->Driver.CreateGalliumVertexState(ctx, node->cold->VAO[i],
966 node->private_refcount[i] = 0;
967 node->enabled_attribs[i] = enabled_attribs;
971 node->mode = node->cold->info.mode;
972 assert(node->cold->info.index_size == 4);
975 /* Deal with GL_COMPILE_AND_EXECUTE:
977 if (ctx->ExecuteFlag) {
978 /* _vbo_loopback_vertex_list doesn't use the index buffer, so we have to
979 * use buffer_in_ram (which contains all vertices) instead of current_bo
980 * (which contains deduplicated vertices *when* UseLoopback is false).
982 * The problem is that the VAO offset is based on current_bo's layout,
983 * so we have to use a temp value.
985 struct gl_vertex_array_object *vao = node->cold->VAO[VP_MODE_SHADER];
986 GLintptr original = vao->BufferBinding[0].Offset;
987 /* 'start_offset' has been added to all primitives 'start', so undo it here. */
988 vao->BufferBinding[0].Offset = -(GLintptr)(start_offset * stride);
989 _vbo_loopback_vertex_list(ctx, node, save->vertex_store->buffer_in_ram);
990 vao->BufferBinding[0].Offset = original;
993 /* Reset our structures for the next run of vertices:
1000 * This is called when we fill a vertex buffer before we hit a glEnd().
1002 * TODO -- If no new vertices have been stored, don't bother saving it.
1005 wrap_buffers(struct gl_context *ctx)
1007 struct vbo_save_context *save = &vbo_context(ctx)->save;
1008 GLint i = save->prim_store->used - 1;
1011 assert(i < (GLint) save->prim_store->size);
1014 /* Close off in-progress primitive.
1016 save->prim_store->prims[i].count = (get_vertex_count(save) - save->prim_store->prims[i].start);
1017 mode = save->prim_store->prims[i].mode;
1019 /* store the copied vertices, and allocate a new list.
1021 compile_vertex_list(ctx);
1023 /* Restart interrupted primitive
1025 save->prim_store->prims[0].mode = mode;
1026 save->prim_store->prims[0].begin = 0;
1027 save->prim_store->prims[0].end = 0;
1028 save->prim_store->prims[0].start = 0;
1029 save->prim_store->prims[0].count = 0;
1030 save->prim_store->used = 1;
1035 * Called only when buffers are wrapped as the result of filling the
1036 * vertex_store struct.
1039 wrap_filled_vertex(struct gl_context *ctx)
1041 struct vbo_save_context *save = &vbo_context(ctx)->save;
1042 unsigned numComponents;
1044 /* Emit a glEnd to close off the last vertex list.
1048 assert(save->vertex_store->used == 0 && save->vertex_store->used == 0);
1050 /* Copy stored stored vertices to start of new list.
1052 numComponents = save->copied.nr * save->vertex_size;
1054 fi_type *buffer_ptr = save->vertex_store->buffer_in_ram;
1055 if (numComponents) {
1056 assert(save->copied.buffer);
1058 save->copied.buffer,
1059 numComponents * sizeof(fi_type));
1060 free(save->copied.buffer);
1061 save->copied.buffer = NULL;
1063 save->vertex_store->used = numComponents;
1068 copy_to_current(struct gl_context *ctx)
1070 struct vbo_save_context *save = &vbo_context(ctx)->save;
1071 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
1074 const int i = u_bit_scan64(&enabled);
1075 assert(save->attrsz[i]);
1077 if (save->attrtype[i] == GL_DOUBLE ||
1078 save->attrtype[i] == GL_UNSIGNED_INT64_ARB)
1079 memcpy(save->current[i], save->attrptr[i], save->attrsz[i] * sizeof(GLfloat));
1081 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
1082 save->attrptr[i], save->attrtype[i]);
1088 copy_from_current(struct gl_context *ctx)
1090 struct vbo_save_context *save = &vbo_context(ctx)->save;
1091 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
1094 const int i = u_bit_scan64(&enabled);
1096 switch (save->attrsz[i]) {
1098 save->attrptr[i][3] = save->current[i][3];
1101 save->attrptr[i][2] = save->current[i][2];
1104 save->attrptr[i][1] = save->current[i][1];
1107 save->attrptr[i][0] = save->current[i][0];
1110 unreachable("Unexpected vertex attribute size");
1117 * Called when we increase the size of a vertex attribute. For example,
1118 * if we've seen one or more glTexCoord2f() calls and now we get a
1119 * glTexCoord3f() call.
1120 * Flush existing data, set new attrib size, replay copied vertices.
1123 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
1125 struct vbo_save_context *save = &vbo_context(ctx)->save;
1130 /* Store the current run of vertices, and emit a GL_END. Emit a
1131 * BEGIN in the new buffer.
1133 if (save->vertex_store->used)
1136 assert(save->copied.nr == 0);
1138 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
1139 * when the attribute already exists in the vertex and is having
1140 * its size increased.
1142 copy_to_current(ctx);
1146 oldsz = save->attrsz[attr];
1147 save->attrsz[attr] = newsz;
1148 save->enabled |= BITFIELD64_BIT(attr);
1150 save->vertex_size += newsz - oldsz;
1152 /* Recalculate all the attrptr[] values:
1155 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
1156 if (save->attrsz[i]) {
1157 save->attrptr[i] = tmp;
1158 tmp += save->attrsz[i];
1161 save->attrptr[i] = NULL; /* will not be dereferenced. */
1165 /* Copy from current to repopulate the vertex with correct values.
1167 copy_from_current(ctx);
1169 /* Replay stored vertices to translate them to new format here.
1171 * If there are copied vertices and the new (upgraded) attribute
1172 * has not been defined before, this list is somewhat degenerate,
1173 * and will need fixup at runtime.
1175 if (save->copied.nr) {
1176 assert(save->copied.buffer);
1177 const fi_type *data = save->copied.buffer;
1178 grow_vertex_storage(ctx, save->copied.nr);
1179 fi_type *dest = save->vertex_store->buffer_in_ram;
1181 /* Need to note this and fix up later. This can be done in
1182 * ATTR_UNION (by copying the new attribute values to the
1183 * vertices we're copying here) or at runtime (or loopback).
1185 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
1187 save->dangling_attr_ref = GL_TRUE;
1190 for (i = 0; i < save->copied.nr; i++) {
1191 GLbitfield64 enabled = save->enabled;
1193 const int j = u_bit_scan64(&enabled);
1194 assert(save->attrsz[j]);
1197 const fi_type *src = oldsz ? data : save->current[attr];
1198 int copy = oldsz ? oldsz : newsz;
1199 for (k = 0; k < copy; k++)
1201 for (; k < newsz; k++) {
1202 switch (save->attrtype[j]) {
1204 dest[k] = FLOAT_AS_UNION(k == 3);
1207 dest[k] = INT_AS_UNION(k == 3);
1209 case GL_UNSIGNED_INT:
1210 dest[k] = UINT_AS_UNION(k == 3);
1213 dest[k] = FLOAT_AS_UNION(k == 3);
1214 assert(!"Unexpected type in upgrade_vertex");
1221 GLint sz = save->attrsz[j];
1222 for (int k = 0; k < sz; k++)
1230 save->vertex_store->used += save->vertex_size * save->copied.nr;
1231 free(save->copied.buffer);
1232 save->copied.buffer = NULL;
1238 * This is called when the size of a vertex attribute changes.
1239 * For example, after seeing one or more glTexCoord2f() calls we
1240 * get a glTexCoord4f() or glTexCoord1f() call.
1243 fixup_vertex(struct gl_context *ctx, GLuint attr,
1244 GLuint sz, GLenum newType)
1246 struct vbo_save_context *save = &vbo_context(ctx)->save;
1247 bool new_attr_is_bigger = sz > save->attrsz[attr];
1249 if (new_attr_is_bigger ||
1250 newType != save->attrtype[attr]) {
1251 /* New size is larger. Need to flush existing vertices and get
1252 * an enlarged vertex format.
1254 upgrade_vertex(ctx, attr, sz);
1256 else if (sz < save->active_sz[attr]) {
1258 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
1260 /* New size is equal or smaller - just need to fill in some
1263 for (i = sz; i <= save->attrsz[attr]; i++)
1264 save->attrptr[attr][i - 1] = id[i - 1];
1267 save->active_sz[attr] = sz;
1269 grow_vertex_storage(ctx, 1);
1271 return new_attr_is_bigger;
1276 * Reset the current size of all vertex attributes to the default
1277 * value of 0. This signals that we haven't yet seen any per-vertex
1278 * commands such as glNormal3f() or glTexCoord2f().
1281 reset_vertex(struct gl_context *ctx)
1283 struct vbo_save_context *save = &vbo_context(ctx)->save;
1285 while (save->enabled) {
1286 const int i = u_bit_scan64(&save->enabled);
1287 assert(save->attrsz[i]);
1288 save->attrsz[i] = 0;
1289 save->active_sz[i] = 0;
1292 save->vertex_size = 0;
1297 * If index=0, does glVertexAttrib*() alias glVertex() to emit a vertex?
1298 * It depends on a few things, including whether we're inside or outside
1302 is_vertex_position(const struct gl_context *ctx, GLuint index)
1304 return (index == 0 &&
1305 _mesa_attr_zero_aliases_vertex(ctx) &&
1306 _mesa_inside_dlist_begin_end(ctx));
1311 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
1314 /* Only one size for each attribute may be active at once. Eg. if
1315 * Color3f is installed/active, then Color4f may not be, even if the
1316 * vertex actually contains 4 color coordinates. This is because the
1317 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
1318 * of the chooser function when switching between Color4f and Color3f.
1320 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
1322 struct vbo_save_context *save = &vbo_context(ctx)->save; \
1323 int sz = (sizeof(C) / sizeof(GLfloat)); \
1325 if (save->active_sz[A] != N) { \
1326 bool had_dangling_ref = save->dangling_attr_ref; \
1327 if (fixup_vertex(ctx, A, N * sz, T) && \
1328 !had_dangling_ref && save->dangling_attr_ref && \
1329 A != VBO_ATTRIB_POS) { \
1330 fi_type *dest = save->vertex_store->buffer_in_ram; \
1331 /* Copy the new attr values to the already copied \
1334 for (int i = 0; i < save->copied.nr; i++) { \
1335 GLbitfield64 enabled = save->enabled; \
1337 const int j = u_bit_scan64(&enabled); \
1339 if (N>0) ((C*) dest)[0] = V0; \
1340 if (N>1) ((C*) dest)[1] = V1; \
1341 if (N>2) ((C*) dest)[2] = V2; \
1342 if (N>3) ((C*) dest)[3] = V3; \
1344 dest += save->attrsz[j]; \
1347 save->dangling_attr_ref = false; \
1352 C *dest = (C *)save->attrptr[A]; \
1353 if (N>0) dest[0] = V0; \
1354 if (N>1) dest[1] = V1; \
1355 if (N>2) dest[2] = V2; \
1356 if (N>3) dest[3] = V3; \
1357 save->attrtype[A] = T; \
1360 if ((A) == VBO_ATTRIB_POS) { \
1361 fi_type *buffer_ptr = save->vertex_store->buffer_in_ram + \
1362 save->vertex_store->used; \
1364 for (int i = 0; i < save->vertex_size; i++) \
1365 buffer_ptr[i] = save->vertex[i]; \
1367 save->vertex_store->used += save->vertex_size; \
1368 unsigned used_next = (save->vertex_store->used + \
1369 save->vertex_size) * sizeof(float); \
1370 if (used_next > save->vertex_store->buffer_in_ram_size) \
1371 grow_vertex_storage(ctx, get_vertex_count(save)); \
1375 #define TAG(x) _save_##x
1377 #include "vbo_attrib_tmp.h"
1380 #define MAT( ATTR, N, face, params ) \
1382 if (face != GL_BACK) \
1383 MAT_ATTR( ATTR, N, params ); /* front */ \
1384 if (face != GL_FRONT) \
1385 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1390 * Save a glMaterial call found between glBegin/End.
1391 * glMaterial calls outside Begin/End are handled in dlist.c.
1393 static void GLAPIENTRY
1394 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1396 GET_CURRENT_CONTEXT(ctx);
1398 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1399 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1405 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1408 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1411 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1414 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1417 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1418 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1421 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1424 case GL_COLOR_INDEXES:
1425 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1427 case GL_AMBIENT_AND_DIFFUSE:
1428 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1429 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1432 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1439 vbo_init_dispatch_save_begin_end(struct gl_context *ctx);
1442 /* Cope with EvalCoord/CallList called within a begin/end object:
1443 * -- Flush current buffer
1444 * -- Fallback to opcodes for the rest of the begin/end object.
1447 dlist_fallback(struct gl_context *ctx)
1449 struct vbo_save_context *save = &vbo_context(ctx)->save;
1451 if (save->vertex_store->used || save->prim_store->used) {
1452 if (save->prim_store->used > 0 && save->vertex_store->used > 0) {
1453 assert(save->vertex_size);
1454 /* Close off in-progress primitive. */
1455 GLint i = save->prim_store->used - 1;
1456 save->prim_store->prims[i].count =
1457 get_vertex_count(save) -
1458 save->prim_store->prims[i].start;
1461 /* Need to replay this display list with loopback,
1462 * unfortunately, otherwise this primitive won't be handled
1465 save->dangling_attr_ref = GL_TRUE;
1467 compile_vertex_list(ctx);
1470 copy_to_current(ctx);
1472 if (save->out_of_memory) {
1473 vbo_install_save_vtxfmt_noop(ctx);
1476 _mesa_init_dispatch_save_begin_end(ctx);
1478 ctx->Driver.SaveNeedFlush = GL_FALSE;
1482 static void GLAPIENTRY
1483 _save_EvalCoord1f(GLfloat u)
1485 GET_CURRENT_CONTEXT(ctx);
1486 dlist_fallback(ctx);
1487 CALL_EvalCoord1f(ctx->Dispatch.Save, (u));
1490 static void GLAPIENTRY
1491 _save_EvalCoord1fv(const GLfloat * v)
1493 GET_CURRENT_CONTEXT(ctx);
1494 dlist_fallback(ctx);
1495 CALL_EvalCoord1fv(ctx->Dispatch.Save, (v));
1498 static void GLAPIENTRY
1499 _save_EvalCoord2f(GLfloat u, GLfloat v)
1501 GET_CURRENT_CONTEXT(ctx);
1502 dlist_fallback(ctx);
1503 CALL_EvalCoord2f(ctx->Dispatch.Save, (u, v));
1506 static void GLAPIENTRY
1507 _save_EvalCoord2fv(const GLfloat * v)
1509 GET_CURRENT_CONTEXT(ctx);
1510 dlist_fallback(ctx);
1511 CALL_EvalCoord2fv(ctx->Dispatch.Save, (v));
1514 static void GLAPIENTRY
1515 _save_EvalPoint1(GLint i)
1517 GET_CURRENT_CONTEXT(ctx);
1518 dlist_fallback(ctx);
1519 CALL_EvalPoint1(ctx->Dispatch.Save, (i));
1522 static void GLAPIENTRY
1523 _save_EvalPoint2(GLint i, GLint j)
1525 GET_CURRENT_CONTEXT(ctx);
1526 dlist_fallback(ctx);
1527 CALL_EvalPoint2(ctx->Dispatch.Save, (i, j));
1530 static void GLAPIENTRY
1531 _save_CallList(GLuint l)
1533 GET_CURRENT_CONTEXT(ctx);
1534 dlist_fallback(ctx);
1535 CALL_CallList(ctx->Dispatch.Save, (l));
1538 static void GLAPIENTRY
1539 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1541 GET_CURRENT_CONTEXT(ctx);
1542 dlist_fallback(ctx);
1543 CALL_CallLists(ctx->Dispatch.Save, (n, type, v));
1549 * Called when a glBegin is getting compiled into a display list.
1550 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1553 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode,
1554 bool no_current_update)
1556 struct vbo_save_context *save = &vbo_context(ctx)->save;
1557 const GLuint i = save->prim_store->used++;
1559 ctx->Driver.CurrentSavePrimitive = mode;
1561 if (!save->prim_store || i >= save->prim_store->size) {
1562 save->prim_store = realloc_prim_store(save->prim_store, i * 2);
1564 save->prim_store->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1565 save->prim_store->prims[i].begin = 1;
1566 save->prim_store->prims[i].end = 0;
1567 save->prim_store->prims[i].start = get_vertex_count(save);
1568 save->prim_store->prims[i].count = 0;
1570 save->no_current_update = no_current_update;
1572 vbo_init_dispatch_save_begin_end(ctx);
1574 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1575 ctx->Driver.SaveNeedFlush = GL_TRUE;
1579 static void GLAPIENTRY
1582 GET_CURRENT_CONTEXT(ctx);
1583 struct vbo_save_context *save = &vbo_context(ctx)->save;
1584 const GLint i = save->prim_store->used - 1;
1586 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1587 save->prim_store->prims[i].end = 1;
1588 save->prim_store->prims[i].count = (get_vertex_count(save) - save->prim_store->prims[i].start);
1590 /* Swap out this vertex format while outside begin/end. Any color,
1591 * etc. received between here and the next begin will be compiled
1594 if (save->out_of_memory) {
1595 vbo_install_save_vtxfmt_noop(ctx);
1598 _mesa_init_dispatch_save_begin_end(ctx);
1603 static void GLAPIENTRY
1604 _save_Begin(GLenum mode)
1606 GET_CURRENT_CONTEXT(ctx);
1608 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1612 static void GLAPIENTRY
1613 _save_PrimitiveRestartNV(void)
1615 GET_CURRENT_CONTEXT(ctx);
1616 struct vbo_save_context *save = &vbo_context(ctx)->save;
1618 if (save->prim_store->used == 0) {
1619 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1622 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1623 "glPrimitiveRestartNV called outside glBegin/End");
1625 /* get current primitive mode */
1626 GLenum curPrim = save->prim_store->prims[save->prim_store->used - 1].mode;
1627 bool no_current_update = save->no_current_update;
1629 /* restart primitive */
1630 CALL_End(ctx->Dispatch.Current, ());
1631 vbo_save_NotifyBegin(ctx, curPrim, no_current_update);
1637 save_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1639 GET_CURRENT_CONTEXT(ctx);
1640 struct _glapi_table *dispatch = ctx->Dispatch.Current;
1642 vbo_save_NotifyBegin(ctx, GL_QUADS, false);
1643 CALL_Vertex2f(dispatch, (x1, y1));
1644 CALL_Vertex2f(dispatch, (x2, y1));
1645 CALL_Vertex2f(dispatch, (x2, y2));
1646 CALL_Vertex2f(dispatch, (x1, y2));
1647 CALL_End(dispatch, ());
1652 save_Rectdv(const GLdouble *v1, const GLdouble *v2)
1654 save_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1658 save_Rectfv(const GLfloat *v1, const GLfloat *v2)
1660 save_Rectf(v1[0], v1[1], v2[0], v2[1]);
1664 save_Recti(GLint x1, GLint y1, GLint x2, GLint y2)
1666 save_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1670 save_Rectiv(const GLint *v1, const GLint *v2)
1672 save_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1676 save_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
1678 save_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1682 save_Rectsv(const GLshort *v1, const GLshort *v2)
1684 save_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1688 save_DrawArrays(GLenum mode, GLint start, GLsizei count)
1690 GET_CURRENT_CONTEXT(ctx);
1691 struct gl_vertex_array_object *vao = ctx->Array.VAO;
1692 struct vbo_save_context *save = &vbo_context(ctx)->save;
1695 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1696 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1700 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1704 if (save->out_of_memory)
1707 grow_vertex_storage(ctx, count);
1709 /* Make sure to process any VBO binding changes */
1710 _mesa_update_state(ctx);
1712 _mesa_vao_map_arrays(ctx, vao, GL_MAP_READ_BIT);
1714 vbo_save_NotifyBegin(ctx, mode, true);
1716 for (i = 0; i < count; i++)
1717 _mesa_array_element(ctx, start + i);
1718 CALL_End(ctx->Dispatch.Current, ());
1720 _mesa_vao_unmap_arrays(ctx, vao);
1725 save_MultiDrawArrays(GLenum mode, const GLint *first,
1726 const GLsizei *count, GLsizei primcount)
1728 GET_CURRENT_CONTEXT(ctx);
1731 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1732 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1736 if (primcount < 0) {
1737 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1738 "glMultiDrawArrays(primcount<0)");
1742 unsigned vertcount = 0;
1743 for (i = 0; i < primcount; i++) {
1745 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1746 "glMultiDrawArrays(count[i]<0)");
1749 vertcount += count[i];
1752 grow_vertex_storage(ctx, vertcount);
1754 for (i = 0; i < primcount; i++) {
1756 save_DrawArrays(mode, first[i], count[i]);
1763 array_element(struct gl_context *ctx,
1764 GLint basevertex, GLuint elt, unsigned index_size_shift)
1766 /* Section 10.3.5 Primitive Restart:
1768 * When one of the *BaseVertex drawing commands specified in section 10.5
1769 * is used, the primitive restart comparison occurs before the basevertex
1770 * offset is added to the array index.
1772 /* If PrimitiveRestart is enabled and the index is the RestartIndex
1773 * then we call PrimitiveRestartNV and return.
1775 if (ctx->Array._PrimitiveRestart[index_size_shift] &&
1776 elt == ctx->Array._RestartIndex[index_size_shift]) {
1777 CALL_PrimitiveRestartNV(ctx->Dispatch.Current, ());
1781 _mesa_array_element(ctx, basevertex + elt);
1785 /* Could do better by copying the arrays and element list intact and
1786 * then emitting an indexed prim at runtime.
1789 save_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1790 const GLvoid * indices, GLint basevertex)
1792 GET_CURRENT_CONTEXT(ctx);
1793 struct vbo_save_context *save = &vbo_context(ctx)->save;
1794 struct gl_vertex_array_object *vao = ctx->Array.VAO;
1795 struct gl_buffer_object *indexbuf = vao->IndexBufferObj;
1798 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1799 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1803 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1806 if (type != GL_UNSIGNED_BYTE &&
1807 type != GL_UNSIGNED_SHORT &&
1808 type != GL_UNSIGNED_INT) {
1809 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1813 if (save->out_of_memory)
1816 grow_vertex_storage(ctx, count);
1818 /* Make sure to process any VBO binding changes */
1819 _mesa_update_state(ctx);
1821 _mesa_vao_map(ctx, vao, GL_MAP_READ_BIT);
1825 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1827 vbo_save_NotifyBegin(ctx, mode, true);
1830 case GL_UNSIGNED_BYTE:
1831 for (i = 0; i < count; i++)
1832 array_element(ctx, basevertex, ((GLubyte *) indices)[i], 0);
1834 case GL_UNSIGNED_SHORT:
1835 for (i = 0; i < count; i++)
1836 array_element(ctx, basevertex, ((GLushort *) indices)[i], 1);
1838 case GL_UNSIGNED_INT:
1839 for (i = 0; i < count; i++)
1840 array_element(ctx, basevertex, ((GLuint *) indices)[i], 2);
1843 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1847 CALL_End(ctx->Dispatch.Current, ());
1849 _mesa_vao_unmap(ctx, vao);
1853 save_DrawElements(GLenum mode, GLsizei count, GLenum type,
1854 const GLvoid * indices)
1856 save_DrawElementsBaseVertex(mode, count, type, indices, 0);
1861 save_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1862 GLsizei count, GLenum type,
1863 const GLvoid * indices)
1865 GET_CURRENT_CONTEXT(ctx);
1866 struct vbo_save_context *save = &vbo_context(ctx)->save;
1868 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1869 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1873 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1874 "glDrawRangeElements(count<0)");
1877 if (type != GL_UNSIGNED_BYTE &&
1878 type != GL_UNSIGNED_SHORT &&
1879 type != GL_UNSIGNED_INT) {
1880 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1884 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1885 "glDrawRangeElements(end < start)");
1889 if (save->out_of_memory)
1892 save_DrawElements(mode, count, type, indices);
1896 save_DrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end,
1897 GLsizei count, GLenum type,
1898 const GLvoid *indices, GLint basevertex)
1900 GET_CURRENT_CONTEXT(ctx);
1903 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1904 "glDrawRangeElementsBaseVertex(end < start)");
1908 save_DrawElementsBaseVertex(mode, count, type, indices, basevertex);
1912 save_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1913 const GLvoid * const *indices, GLsizei primcount)
1915 GET_CURRENT_CONTEXT(ctx);
1916 struct _glapi_table *dispatch = ctx->Dispatch.Current;
1920 for (i = 0; i < primcount; i++) {
1921 vertcount += count[i];
1923 grow_vertex_storage(ctx, vertcount);
1925 for (i = 0; i < primcount; i++) {
1927 CALL_DrawElements(dispatch, (mode, count[i], type, indices[i]));
1934 save_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1936 const GLvoid * const *indices,
1938 const GLint *basevertex)
1940 GET_CURRENT_CONTEXT(ctx);
1941 struct _glapi_table *dispatch = ctx->Dispatch.Current;
1945 for (i = 0; i < primcount; i++) {
1946 vertcount += count[i];
1948 grow_vertex_storage(ctx, vertcount);
1950 for (i = 0; i < primcount; i++) {
1952 CALL_DrawElementsBaseVertex(dispatch, (mode, count[i], type,
1961 vbo_init_dispatch_save_begin_end(struct gl_context *ctx)
1963 #define NAME_AE(x) _mesa_##x
1964 #define NAME_CALLLIST(x) _save_##x
1965 #define NAME(x) _save_##x
1966 #define NAME_ES(x) _save_##x
1968 struct _glapi_table *tab = ctx->Dispatch.Save;
1969 #include "api_beginend_init.h"
1974 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1976 struct vbo_save_context *save = &vbo_context(ctx)->save;
1978 /* Noop when we are actually active:
1980 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1983 if (save->vertex_store->used || save->prim_store->used)
1984 compile_vertex_list(ctx);
1986 copy_to_current(ctx);
1988 ctx->Driver.SaveNeedFlush = GL_FALSE;
1993 * Called from glNewList when we're starting to compile a display list.
1996 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1998 struct vbo_save_context *save = &vbo_context(ctx)->save;
2003 if (!save->prim_store)
2004 save->prim_store = realloc_prim_store(NULL, 8);
2006 if (!save->vertex_store)
2007 save->vertex_store = CALLOC_STRUCT(vbo_save_vertex_store);
2010 ctx->Driver.SaveNeedFlush = GL_FALSE;
2015 * Called from glEndList when we're finished compiling a display list.
2018 vbo_save_EndList(struct gl_context *ctx)
2020 struct vbo_save_context *save = &vbo_context(ctx)->save;
2022 /* EndList called inside a (saved) Begin/End pair?
2024 if (_mesa_inside_dlist_begin_end(ctx)) {
2025 if (save->prim_store->used > 0) {
2026 GLint i = save->prim_store->used - 1;
2027 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
2028 save->prim_store->prims[i].end = 0;
2029 save->prim_store->prims[i].count = get_vertex_count(save) - save->prim_store->prims[i].start;
2032 /* Make sure this vertex list gets replayed by the "loopback"
2035 save->dangling_attr_ref = GL_TRUE;
2036 vbo_save_SaveFlushVertices(ctx);
2038 /* Swap out this vertex format while outside begin/end. Any color,
2039 * etc. received between here and the next begin will be compiled
2042 _mesa_init_dispatch_save_begin_end(ctx);
2045 assert(save->vertex_size == 0);
2049 * Called during context creation/init.
2052 current_init(struct gl_context *ctx)
2054 struct vbo_save_context *save = &vbo_context(ctx)->save;
2057 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_EDGEFLAG; i++) {
2058 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[i];
2059 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[i];
2062 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
2063 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
2064 assert(j < MAT_ATTRIB_MAX);
2065 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
2066 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
2072 * Initialize the display list compiler. Called during context creation.
2075 vbo_save_api_init(struct vbo_save_context *save)
2077 struct gl_context *ctx = gl_context_from_vbo_save(save);