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
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14 The above copyright notice and this permission notice (including the next
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19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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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"
88 #include "vbo_private.h"
96 * Display list flag only used by this VBO code.
98 #define DLIST_DANGLING_REFS 0x1
101 /* An interesting VBO number/name to help with debugging */
102 #define VBO_BUF_ID 12345
104 static void GLAPIENTRY
105 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params);
107 static void GLAPIENTRY
108 _save_EvalCoord1f(GLfloat u);
110 static void GLAPIENTRY
111 _save_EvalCoord2f(GLfloat u, GLfloat v);
114 * NOTE: Old 'parity' issue is gone, but copying can still be
115 * wrong-footed on replay.
118 copy_vertices(struct gl_context *ctx,
119 const struct vbo_save_vertex_list *node,
120 const fi_type * src_buffer)
122 struct vbo_save_context *save = &vbo_context(ctx)->save;
123 struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
124 GLuint sz = save->vertex_size;
125 const fi_type *src = src_buffer + prim->start * sz;
126 fi_type *dst = save->copied.buffer;
131 return vbo_copy_vertices(ctx, prim->mode, prim, sz, true, dst, src);
135 static struct vbo_save_vertex_store *
136 alloc_vertex_store(struct gl_context *ctx)
138 struct vbo_save_context *save = &vbo_context(ctx)->save;
139 struct vbo_save_vertex_store *vertex_store =
140 CALLOC_STRUCT(vbo_save_vertex_store);
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->bufferobj = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID);
149 if (vertex_store->bufferobj) {
150 save->out_of_memory =
151 !ctx->Driver.BufferData(ctx,
153 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
154 NULL, GL_STATIC_DRAW_ARB,
156 GL_DYNAMIC_STORAGE_BIT,
157 vertex_store->bufferobj);
160 save->out_of_memory = GL_TRUE;
163 if (save->out_of_memory) {
164 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation");
165 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
168 vertex_store->buffer_map = NULL;
169 vertex_store->used = 0;
176 free_vertex_store(struct gl_context *ctx,
177 struct vbo_save_vertex_store *vertex_store)
179 assert(!vertex_store->buffer_map);
181 if (vertex_store->bufferobj) {
182 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
190 vbo_save_map_vertex_store(struct gl_context *ctx,
191 struct vbo_save_vertex_store *vertex_store)
193 const GLbitfield access = (GL_MAP_WRITE_BIT |
194 GL_MAP_INVALIDATE_RANGE_BIT |
195 GL_MAP_UNSYNCHRONIZED_BIT |
196 GL_MAP_FLUSH_EXPLICIT_BIT |
199 assert(vertex_store->bufferobj);
200 assert(!vertex_store->buffer_map); /* the buffer should not be mapped */
202 if (vertex_store->bufferobj->Size > 0) {
203 /* Map the remaining free space in the VBO */
204 GLintptr offset = vertex_store->used * sizeof(GLfloat);
205 GLsizeiptr size = vertex_store->bufferobj->Size - offset;
206 fi_type *range = (fi_type *)
207 ctx->Driver.MapBufferRange(ctx, offset, size, access,
208 vertex_store->bufferobj,
211 /* compute address of start of whole buffer (needed elsewhere) */
212 vertex_store->buffer_map = range - vertex_store->used;
213 assert(vertex_store->buffer_map);
217 vertex_store->buffer_map = NULL;
222 /* probably ran out of memory for buffers */
229 vbo_save_unmap_vertex_store(struct gl_context *ctx,
230 struct vbo_save_vertex_store *vertex_store)
232 if (vertex_store->bufferobj->Size > 0) {
234 GLsizeiptr length = vertex_store->used * sizeof(GLfloat)
235 - vertex_store->bufferobj->Mappings[MAP_INTERNAL].Offset;
237 /* Explicitly flush the region we wrote to */
238 ctx->Driver.FlushMappedBufferRange(ctx, offset, length,
239 vertex_store->bufferobj,
242 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj, MAP_INTERNAL);
244 vertex_store->buffer_map = NULL;
248 static struct vbo_save_primitive_store *
249 alloc_prim_store(void)
251 struct vbo_save_primitive_store *store =
252 CALLOC_STRUCT(vbo_save_primitive_store);
260 reset_counters(struct gl_context *ctx)
262 struct vbo_save_context *save = &vbo_context(ctx)->save;
264 save->prims = save->prim_store->prims + save->prim_store->used;
265 save->buffer_map = save->vertex_store->buffer_map + save->vertex_store->used;
267 assert(save->buffer_map == save->buffer_ptr);
269 if (save->vertex_size)
270 save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
275 save->vert_count = 0;
276 save->prim_count = 0;
277 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
278 save->dangling_attr_ref = GL_FALSE;
282 * For a list of prims, try merging prims that can just be extensions of the
286 merge_prims(struct gl_context *ctx, struct _mesa_prim *prim_list,
290 struct _mesa_prim *prev_prim = prim_list;
292 for (i = 1; i < *prim_count; i++) {
293 struct _mesa_prim *this_prim = prim_list + i;
295 vbo_try_prim_conversion(this_prim);
297 if (vbo_merge_draws(ctx, true, prev_prim, this_prim)) {
298 /* We've found a prim that just extend the previous one. Tack it
299 * onto the previous one, and let this primitive struct get dropped.
304 /* If any previous primitives have been dropped, then we need to copy
305 * this later one into the next available slot.
308 if (prev_prim != this_prim)
309 *prev_prim = *this_prim;
312 *prim_count = prev_prim - prim_list + 1;
317 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
318 * don't have to worry about handling the _mesa_prim::begin/end flags.
319 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
322 convert_line_loop_to_strip(struct vbo_save_context *save,
323 struct vbo_save_vertex_list *node)
325 struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
327 assert(prim->mode == GL_LINE_LOOP);
330 /* Copy the 0th vertex to end of the buffer and extend the
331 * vertex count by one to finish the line loop.
333 const GLuint sz = save->vertex_size;
335 const fi_type *src = save->buffer_map + prim->start * sz;
337 fi_type *dst = save->buffer_map + (prim->start + prim->count) * sz;
339 memcpy(dst, src, sz * sizeof(float));
342 node->vertex_count++;
344 save->buffer_ptr += sz;
345 save->vertex_store->used += sz;
349 /* Drawing the second or later section of a long line loop.
350 * Skip the 0th vertex.
356 prim->mode = GL_LINE_STRIP;
360 /* Compare the present vao if it has the same setup. */
362 compare_vao(gl_vertex_processing_mode mode,
363 const struct gl_vertex_array_object *vao,
364 const struct gl_buffer_object *bo, GLintptr buffer_offset,
365 GLuint stride, GLbitfield64 vao_enabled,
366 const GLubyte size[VBO_ATTRIB_MAX],
367 const GLenum16 type[VBO_ATTRIB_MAX],
368 const GLuint offset[VBO_ATTRIB_MAX])
373 /* If the enabled arrays are not the same we are not equal. */
374 if (vao_enabled != vao->Enabled)
377 /* Check the buffer binding at 0 */
378 if (vao->BufferBinding[0].BufferObj != bo)
380 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
381 if (vao->BufferBinding[0].Stride != stride)
383 assert(vao->BufferBinding[0].InstanceDivisor == 0);
385 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
386 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
388 /* Now check the enabled arrays */
389 GLbitfield mask = vao_enabled;
391 const int attr = u_bit_scan(&mask);
392 const unsigned char vbo_attr = vao_to_vbo_map[attr];
393 const GLenum16 tp = type[vbo_attr];
394 const GLintptr off = offset[vbo_attr] + buffer_offset;
395 const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
396 if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
398 if (attrib->Format.Type != tp)
400 if (attrib->Format.Size != size[vbo_attr])
402 assert(attrib->Format.Format == GL_RGBA);
403 assert(attrib->Format.Normalized == GL_FALSE);
404 assert(attrib->Format.Integer == vbo_attrtype_to_integer_flag(tp));
405 assert(attrib->Format.Doubles == vbo_attrtype_to_double_flag(tp));
406 assert(attrib->BufferBindingIndex == 0);
413 /* Create or reuse the vao for the vertex processing mode. */
415 update_vao(struct gl_context *ctx,
416 gl_vertex_processing_mode mode,
417 struct gl_vertex_array_object **vao,
418 struct gl_buffer_object *bo, GLintptr buffer_offset,
419 GLuint stride, GLbitfield64 vbo_enabled,
420 const GLubyte size[VBO_ATTRIB_MAX],
421 const GLenum16 type[VBO_ATTRIB_MAX],
422 const GLuint offset[VBO_ATTRIB_MAX])
424 /* Compute the bitmasks of vao_enabled arrays */
425 GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
428 * Check if we can possibly reuse the exisiting one.
429 * In the long term we should reset them when something changes.
431 if (compare_vao(mode, *vao, bo, buffer_offset, stride,
432 vao_enabled, size, type, offset))
435 /* The initial refcount is 1 */
436 _mesa_reference_vao(ctx, vao, NULL);
437 *vao = _mesa_new_vao(ctx, ~((GLuint)0));
440 * assert(stride <= ctx->Const.MaxVertexAttribStride);
441 * MaxVertexAttribStride is not set for drivers that does not
442 * expose GL 44 or GLES 31.
445 /* Bind the buffer object at binding point 0 */
446 _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride, false,
449 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
450 * Note that the position/generic0 aliasing is done in the VAO.
452 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
453 /* Now set the enable arrays */
454 GLbitfield mask = vao_enabled;
456 const int vao_attr = u_bit_scan(&mask);
457 const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
458 assert(offset[vbo_attr] <= ctx->Const.MaxVertexAttribRelativeOffset);
460 _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
461 size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
462 _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0);
464 _mesa_enable_vertex_array_attribs(ctx, *vao, vao_enabled);
465 assert(vao_enabled == (*vao)->Enabled);
466 assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
468 /* Finalize and freeze the VAO */
469 _mesa_set_vao_immutable(ctx, *vao);
474 * Insert the active immediate struct onto the display list currently
478 compile_vertex_list(struct gl_context *ctx)
480 struct vbo_save_context *save = &vbo_context(ctx)->save;
481 struct vbo_save_vertex_list *node;
483 /* Allocate space for this structure in the display list currently
486 node = (struct vbo_save_vertex_list *)
487 _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node));
492 /* Make sure the pointer is aligned to the size of a pointer */
493 assert((GLintptr) node % sizeof(void *) == 0);
495 /* Duplicate our template, increment refcounts to the storage structs:
497 GLintptr old_offset = 0;
499 old_offset = save->VAO[0]->BufferBinding[0].Offset
500 + save->VAO[0]->VertexAttrib[VERT_ATTRIB_POS].RelativeOffset;
502 const GLsizei stride = save->vertex_size*sizeof(GLfloat);
503 GLintptr buffer_offset =
504 (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
505 assert(old_offset <= buffer_offset);
506 const GLintptr offset_diff = buffer_offset - old_offset;
507 GLuint start_offset = 0;
508 if (offset_diff > 0 && stride > 0 && offset_diff % stride == 0) {
509 /* The vertex size is an exact multiple of the buffer offset.
510 * This means that we can use zero-based vertex attribute pointers
511 * and specify the start of the primitive with the _mesa_prim::start
512 * field. This results in issuing several draw calls with identical
513 * vertex attribute information. This can result in fewer state
514 * changes in drivers. In particular, the Gallium CSO module will
515 * filter out redundant vertex buffer changes.
517 /* We cannot immediately update the primitives as some methods below
518 * still need the uncorrected start vertices
520 start_offset = offset_diff/stride;
521 assert(old_offset == buffer_offset - offset_diff);
522 buffer_offset = old_offset;
524 GLuint offsets[VBO_ATTRIB_MAX];
525 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
527 offset += save->attrsz[i] * sizeof(GLfloat);
529 node->vertex_count = save->vert_count;
530 node->wrap_count = save->copied.nr;
531 node->prims = save->prims;
532 node->prim_count = save->prim_count;
533 node->prim_store = save->prim_store;
535 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
536 * Note that this may reuse the previous one of possible.
538 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
539 /* create or reuse the vao */
540 update_vao(ctx, vpm, &save->VAO[vpm],
541 save->vertex_store->bufferobj, buffer_offset, stride,
542 save->enabled, save->attrsz, save->attrtype, offsets);
543 /* Reference the vao in the dlist */
544 node->VAO[vpm] = NULL;
545 _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
548 node->prim_store->refcount++;
550 if (save->no_current_update) {
551 node->current_data = NULL;
554 GLuint current_size = save->vertex_size - save->attrsz[0];
555 node->current_data = NULL;
558 node->current_data = malloc(current_size * sizeof(GLfloat));
559 if (node->current_data) {
560 const char *buffer = (const char *)save->buffer_map;
561 unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat);
562 unsigned vertex_offset = 0;
564 if (node->vertex_count)
565 vertex_offset = (node->vertex_count - 1) * stride;
567 memcpy(node->current_data, buffer + vertex_offset + attr_offset,
568 current_size * sizeof(GLfloat));
570 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
575 assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
577 if (save->dangling_attr_ref)
578 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
580 save->vertex_store->used += save->vertex_size * node->vertex_count;
581 save->prim_store->used += node->prim_count;
583 /* Copy duplicated vertices
585 save->copied.nr = copy_vertices(ctx, node, save->buffer_map);
587 if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) {
588 convert_line_loop_to_strip(save, node);
591 merge_prims(ctx, node->prims, &node->prim_count);
593 /* Correct the primitive starts, we can only do this here as copy_vertices
594 * and convert_line_loop_to_strip above consume the uncorrected starts.
595 * On the other hand the _vbo_loopback_vertex_list call below needs the
596 * primitves to be corrected already.
598 for (unsigned i = 0; i < node->prim_count; i++) {
599 node->prims[i].start += start_offset;
602 /* Create an index buffer. */
603 node->min_index = node->max_index = 0;
604 if (save->vert_count) {
605 int end = node->prims[node->prim_count - 1].start +
606 node->prims[node->prim_count - 1].count;
607 int total_vert_count = end - node->prims[0].start;
608 int max_indices_count = total_vert_count * 2;
609 int size = max_indices_count * sizeof(uint32_t);
610 uint32_t* indices = (uint32_t*) malloc(size);
611 uint32_t max_index = 0, min_index = 0xFFFFFFFF;
615 /* Construct indices array. */
616 for (unsigned i = 0; i < node->prim_count; i++) {
617 assert(node->prims[i].basevertex == 0);
618 int vertex_count = node->prims[i].count;
621 /* Convert line strips to lines if it'll allow if the previous
622 * prim mode is GL_LINES or if the next primitive mode is
623 * GL_LINES or GL_LINE_LOOP.
625 if (node->prims[i].mode == GL_LINE_STRIP &&
626 ((i > 0 && node->prims[i - 1].mode == GL_LINES) ||
627 (i < node->prim_count - 1 &&
628 (node->prims[i + 1].mode == GL_LINE_STRIP ||
629 node->prims[i + 1].mode == GL_LINES)))) {
630 for (unsigned j = 0; j < vertex_count; j++) {
631 indices[idx++] = node->prims[i].start + j;
632 /* Repeat all but the first/last indices. */
633 if (j && j != vertex_count - 1) {
634 indices[idx++] = node->prims[i].start + j;
635 node->prims[i].count++;
638 node->prims[i].mode = GL_LINES;
640 for (unsigned j = 0; j < vertex_count; j++) {
641 indices[idx++] = node->prims[i].start + j;
645 min_index = MIN2(min_index, indices[start]);
646 max_index = MAX2(max_index, indices[idx - 1]);
648 node->prims[i].start = start;
651 assert(idx <= max_indices_count);
654 node->ib.count = idx;
655 node->ib.index_size_shift = (GL_UNSIGNED_INT - GL_UNSIGNED_BYTE) >> 1;
657 node->min_index = min_index;
658 node->max_index = max_index;
660 node->ib.obj = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID + 1);
661 bool success = ctx->Driver.BufferData(ctx,
662 GL_ELEMENT_ARRAY_BUFFER_ARB,
663 idx * sizeof(uint32_t), indices,
664 GL_STATIC_DRAW_ARB, GL_MAP_WRITE_BIT,
668 node->min_index = node->max_index = 0;
669 ctx->Driver.DeleteBuffer(ctx, node->ib.obj);
671 node->vertex_count = 0;
672 _mesa_error(ctx, GL_OUT_OF_MEMORY, "IB allocation");
679 /* Deal with GL_COMPILE_AND_EXECUTE:
681 if (ctx->ExecuteFlag) {
682 struct _glapi_table *dispatch = GET_DISPATCH();
684 _glapi_set_dispatch(ctx->Exec);
686 /* Note that the range of referenced vertices must be mapped already */
687 _vbo_loopback_vertex_list(ctx, node);
689 _glapi_set_dispatch(dispatch);
692 /* Decide whether the storage structs are full, or can be used for
693 * the next vertex lists as well.
695 if (save->vertex_store->used >
696 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
700 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
702 /* Release old reference:
704 free_vertex_store(ctx, save->vertex_store);
705 save->vertex_store = NULL;
706 /* When we have a new vbo, we will for sure need a new vao */
707 for (gl_vertex_processing_mode vpm = 0; vpm < VP_MODE_MAX; ++vpm)
708 _mesa_reference_vao(ctx, &save->VAO[vpm], NULL);
710 /* Allocate and map new store:
712 save->vertex_store = alloc_vertex_store(ctx);
713 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
714 save->out_of_memory = save->buffer_ptr == NULL;
717 /* update buffer_ptr for next vertex */
718 save->buffer_ptr = save->vertex_store->buffer_map
719 + save->vertex_store->used;
722 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
723 save->prim_store->refcount--;
724 assert(save->prim_store->refcount != 0);
725 save->prim_store = alloc_prim_store();
728 /* Reset our structures for the next run of vertices:
735 * This is called when we fill a vertex buffer before we hit a glEnd().
737 * TODO -- If no new vertices have been stored, don't bother saving it.
740 wrap_buffers(struct gl_context *ctx)
742 struct vbo_save_context *save = &vbo_context(ctx)->save;
743 GLint i = save->prim_count - 1;
746 assert(i < (GLint) save->prim_max);
749 /* Close off in-progress primitive.
751 save->prims[i].count = (save->vert_count - save->prims[i].start);
752 mode = save->prims[i].mode;
754 /* store the copied vertices, and allocate a new list.
756 compile_vertex_list(ctx);
758 /* Restart interrupted primitive
760 save->prims[0].mode = mode;
761 save->prims[0].begin = 0;
762 save->prims[0].end = 0;
763 save->prims[0].start = 0;
764 save->prims[0].count = 0;
765 save->prim_count = 1;
770 * Called only when buffers are wrapped as the result of filling the
771 * vertex_store struct.
774 wrap_filled_vertex(struct gl_context *ctx)
776 struct vbo_save_context *save = &vbo_context(ctx)->save;
777 unsigned numComponents;
779 /* Emit a glEnd to close off the last vertex list.
783 /* Copy stored stored vertices to start of new list.
785 assert(save->max_vert - save->vert_count > save->copied.nr);
787 numComponents = save->copied.nr * save->vertex_size;
788 memcpy(save->buffer_ptr,
790 numComponents * sizeof(fi_type));
791 save->buffer_ptr += numComponents;
792 save->vert_count += save->copied.nr;
797 copy_to_current(struct gl_context *ctx)
799 struct vbo_save_context *save = &vbo_context(ctx)->save;
800 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
803 const int i = u_bit_scan64(&enabled);
804 assert(save->attrsz[i]);
806 if (save->attrtype[i] == GL_DOUBLE ||
807 save->attrtype[i] == GL_UNSIGNED_INT64_ARB)
808 memcpy(save->current[i], save->attrptr[i], save->attrsz[i] * sizeof(GLfloat));
810 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
811 save->attrptr[i], save->attrtype[i]);
817 copy_from_current(struct gl_context *ctx)
819 struct vbo_save_context *save = &vbo_context(ctx)->save;
820 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
823 const int i = u_bit_scan64(&enabled);
825 switch (save->attrsz[i]) {
827 save->attrptr[i][3] = save->current[i][3];
830 save->attrptr[i][2] = save->current[i][2];
833 save->attrptr[i][1] = save->current[i][1];
836 save->attrptr[i][0] = save->current[i][0];
839 unreachable("Unexpected vertex attribute size");
846 * Called when we increase the size of a vertex attribute. For example,
847 * if we've seen one or more glTexCoord2f() calls and now we get a
848 * glTexCoord3f() call.
849 * Flush existing data, set new attrib size, replay copied vertices.
852 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
854 struct vbo_save_context *save = &vbo_context(ctx)->save;
859 /* Store the current run of vertices, and emit a GL_END. Emit a
860 * BEGIN in the new buffer.
862 if (save->vert_count)
865 assert(save->copied.nr == 0);
867 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
868 * when the attribute already exists in the vertex and is having
869 * its size increased.
871 copy_to_current(ctx);
875 oldsz = save->attrsz[attr];
876 save->attrsz[attr] = newsz;
877 save->enabled |= BITFIELD64_BIT(attr);
879 save->vertex_size += newsz - oldsz;
880 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
882 save->vert_count = 0;
884 /* Recalculate all the attrptr[] values:
887 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
888 if (save->attrsz[i]) {
889 save->attrptr[i] = tmp;
890 tmp += save->attrsz[i];
893 save->attrptr[i] = NULL; /* will not be dereferenced. */
897 /* Copy from current to repopulate the vertex with correct values.
899 copy_from_current(ctx);
901 /* Replay stored vertices to translate them to new format here.
903 * If there are copied vertices and the new (upgraded) attribute
904 * has not been defined before, this list is somewhat degenerate,
905 * and will need fixup at runtime.
907 if (save->copied.nr) {
908 const fi_type *data = save->copied.buffer;
909 fi_type *dest = save->buffer_map;
911 /* Need to note this and fix up at runtime (or loopback):
913 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
915 save->dangling_attr_ref = GL_TRUE;
918 for (i = 0; i < save->copied.nr; i++) {
919 GLbitfield64 enabled = save->enabled;
921 const int j = u_bit_scan64(&enabled);
922 assert(save->attrsz[j]);
925 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
931 COPY_SZ_4V(dest, newsz, save->current[attr]);
936 GLint sz = save->attrsz[j];
937 COPY_SZ_4V(dest, sz, data);
944 save->buffer_ptr = dest;
945 save->vert_count += save->copied.nr;
951 * This is called when the size of a vertex attribute changes.
952 * For example, after seeing one or more glTexCoord2f() calls we
953 * get a glTexCoord4f() or glTexCoord1f() call.
956 fixup_vertex(struct gl_context *ctx, GLuint attr,
957 GLuint sz, GLenum newType)
959 struct vbo_save_context *save = &vbo_context(ctx)->save;
961 if (sz > save->attrsz[attr] ||
962 newType != save->attrtype[attr]) {
963 /* New size is larger. Need to flush existing vertices and get
964 * an enlarged vertex format.
966 upgrade_vertex(ctx, attr, sz);
968 else if (sz < save->active_sz[attr]) {
970 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
972 /* New size is equal or smaller - just need to fill in some
975 for (i = sz; i <= save->attrsz[attr]; i++)
976 save->attrptr[attr][i - 1] = id[i - 1];
979 save->active_sz[attr] = sz;
984 * Reset the current size of all vertex attributes to the default
985 * value of 0. This signals that we haven't yet seen any per-vertex
986 * commands such as glNormal3f() or glTexCoord2f().
989 reset_vertex(struct gl_context *ctx)
991 struct vbo_save_context *save = &vbo_context(ctx)->save;
993 while (save->enabled) {
994 const int i = u_bit_scan64(&save->enabled);
995 assert(save->attrsz[i]);
997 save->active_sz[i] = 0;
1000 save->vertex_size = 0;
1005 * If index=0, does glVertexAttrib*() alias glVertex() to emit a vertex?
1006 * It depends on a few things, including whether we're inside or outside
1010 is_vertex_position(const struct gl_context *ctx, GLuint index)
1012 return (index == 0 &&
1013 _mesa_attr_zero_aliases_vertex(ctx) &&
1014 _mesa_inside_dlist_begin_end(ctx));
1019 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
1022 /* Only one size for each attribute may be active at once. Eg. if
1023 * Color3f is installed/active, then Color4f may not be, even if the
1024 * vertex actually contains 4 color coordinates. This is because the
1025 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
1026 * of the chooser function when switching between Color4f and Color3f.
1028 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
1030 struct vbo_save_context *save = &vbo_context(ctx)->save; \
1031 int sz = (sizeof(C) / sizeof(GLfloat)); \
1033 if (save->active_sz[A] != N) \
1034 fixup_vertex(ctx, A, N * sz, T); \
1037 C *dest = (C *)save->attrptr[A]; \
1038 if (N>0) dest[0] = V0; \
1039 if (N>1) dest[1] = V1; \
1040 if (N>2) dest[2] = V2; \
1041 if (N>3) dest[3] = V3; \
1042 save->attrtype[A] = T; \
1048 for (i = 0; i < save->vertex_size; i++) \
1049 save->buffer_ptr[i] = save->vertex[i]; \
1051 save->buffer_ptr += save->vertex_size; \
1053 if (++save->vert_count >= save->max_vert) \
1054 wrap_filled_vertex(ctx); \
1058 #define TAG(x) _save_##x
1060 #include "vbo_attrib_tmp.h"
1064 #define MAT( ATTR, N, face, params ) \
1066 if (face != GL_BACK) \
1067 MAT_ATTR( ATTR, N, params ); /* front */ \
1068 if (face != GL_FRONT) \
1069 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1074 * Save a glMaterial call found between glBegin/End.
1075 * glMaterial calls outside Begin/End are handled in dlist.c.
1077 static void GLAPIENTRY
1078 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1080 GET_CURRENT_CONTEXT(ctx);
1082 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1083 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1089 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1092 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1095 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1098 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1101 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1102 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1105 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1108 case GL_COLOR_INDEXES:
1109 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1111 case GL_AMBIENT_AND_DIFFUSE:
1112 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1113 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1116 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1122 /* Cope with EvalCoord/CallList called within a begin/end object:
1123 * -- Flush current buffer
1124 * -- Fallback to opcodes for the rest of the begin/end object.
1127 dlist_fallback(struct gl_context *ctx)
1129 struct vbo_save_context *save = &vbo_context(ctx)->save;
1131 if (save->vert_count || save->prim_count) {
1132 if (save->prim_count > 0) {
1133 /* Close off in-progress primitive. */
1134 GLint i = save->prim_count - 1;
1135 save->prims[i].count = save->vert_count - save->prims[i].start;
1138 /* Need to replay this display list with loopback,
1139 * unfortunately, otherwise this primitive won't be handled
1142 save->dangling_attr_ref = GL_TRUE;
1144 compile_vertex_list(ctx);
1147 copy_to_current(ctx);
1149 reset_counters(ctx);
1150 if (save->out_of_memory) {
1151 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1154 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1156 ctx->Driver.SaveNeedFlush = GL_FALSE;
1160 static void GLAPIENTRY
1161 _save_EvalCoord1f(GLfloat u)
1163 GET_CURRENT_CONTEXT(ctx);
1164 dlist_fallback(ctx);
1165 CALL_EvalCoord1f(ctx->Save, (u));
1168 static void GLAPIENTRY
1169 _save_EvalCoord1fv(const GLfloat * v)
1171 GET_CURRENT_CONTEXT(ctx);
1172 dlist_fallback(ctx);
1173 CALL_EvalCoord1fv(ctx->Save, (v));
1176 static void GLAPIENTRY
1177 _save_EvalCoord2f(GLfloat u, GLfloat v)
1179 GET_CURRENT_CONTEXT(ctx);
1180 dlist_fallback(ctx);
1181 CALL_EvalCoord2f(ctx->Save, (u, v));
1184 static void GLAPIENTRY
1185 _save_EvalCoord2fv(const GLfloat * v)
1187 GET_CURRENT_CONTEXT(ctx);
1188 dlist_fallback(ctx);
1189 CALL_EvalCoord2fv(ctx->Save, (v));
1192 static void GLAPIENTRY
1193 _save_EvalPoint1(GLint i)
1195 GET_CURRENT_CONTEXT(ctx);
1196 dlist_fallback(ctx);
1197 CALL_EvalPoint1(ctx->Save, (i));
1200 static void GLAPIENTRY
1201 _save_EvalPoint2(GLint i, GLint j)
1203 GET_CURRENT_CONTEXT(ctx);
1204 dlist_fallback(ctx);
1205 CALL_EvalPoint2(ctx->Save, (i, j));
1208 static void GLAPIENTRY
1209 _save_CallList(GLuint l)
1211 GET_CURRENT_CONTEXT(ctx);
1212 dlist_fallback(ctx);
1213 CALL_CallList(ctx->Save, (l));
1216 static void GLAPIENTRY
1217 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1219 GET_CURRENT_CONTEXT(ctx);
1220 dlist_fallback(ctx);
1221 CALL_CallLists(ctx->Save, (n, type, v));
1227 * Called when a glBegin is getting compiled into a display list.
1228 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1231 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode,
1232 bool no_current_update)
1234 struct vbo_save_context *save = &vbo_context(ctx)->save;
1235 const GLuint i = save->prim_count++;
1237 ctx->Driver.CurrentSavePrimitive = mode;
1239 assert(i < save->prim_max);
1240 save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1241 save->prims[i].begin = 1;
1242 save->prims[i].end = 0;
1243 save->prims[i].start = save->vert_count;
1244 save->prims[i].count = 0;
1246 save->no_current_update = no_current_update;
1248 if (save->out_of_memory) {
1249 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1252 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1255 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1256 ctx->Driver.SaveNeedFlush = GL_TRUE;
1260 static void GLAPIENTRY
1263 GET_CURRENT_CONTEXT(ctx);
1264 struct vbo_save_context *save = &vbo_context(ctx)->save;
1265 const GLint i = save->prim_count - 1;
1267 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1268 save->prims[i].end = 1;
1269 save->prims[i].count = (save->vert_count - save->prims[i].start);
1271 if (i == (GLint) save->prim_max - 1) {
1272 compile_vertex_list(ctx);
1273 assert(save->copied.nr == 0);
1276 /* Swap out this vertex format while outside begin/end. Any color,
1277 * etc. received between here and the next begin will be compiled
1280 if (save->out_of_memory) {
1281 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1284 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1289 static void GLAPIENTRY
1290 _save_Begin(GLenum mode)
1292 GET_CURRENT_CONTEXT(ctx);
1294 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1298 static void GLAPIENTRY
1299 _save_PrimitiveRestartNV(void)
1301 GET_CURRENT_CONTEXT(ctx);
1302 struct vbo_save_context *save = &vbo_context(ctx)->save;
1304 if (save->prim_count == 0) {
1305 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1308 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1309 "glPrimitiveRestartNV called outside glBegin/End");
1311 /* get current primitive mode */
1312 GLenum curPrim = save->prims[save->prim_count - 1].mode;
1313 bool no_current_update = save->no_current_update;
1315 /* restart primitive */
1316 CALL_End(ctx->CurrentServerDispatch, ());
1317 vbo_save_NotifyBegin(ctx, curPrim, no_current_update);
1322 /* Unlike the functions above, these are to be hooked into the vtxfmt
1323 * maintained in ctx->ListState, active when the list is known or
1324 * suspected to be outside any begin/end primitive.
1325 * Note: OBE = Outside Begin/End
1327 static void GLAPIENTRY
1328 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1330 GET_CURRENT_CONTEXT(ctx);
1331 struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1333 vbo_save_NotifyBegin(ctx, GL_QUADS, false);
1334 CALL_Vertex2f(dispatch, (x1, y1));
1335 CALL_Vertex2f(dispatch, (x2, y1));
1336 CALL_Vertex2f(dispatch, (x2, y2));
1337 CALL_Vertex2f(dispatch, (x1, y2));
1338 CALL_End(dispatch, ());
1342 static void GLAPIENTRY
1343 _save_OBE_Rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
1345 _save_OBE_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1348 static void GLAPIENTRY
1349 _save_OBE_Rectdv(const GLdouble *v1, const GLdouble *v2)
1351 _save_OBE_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1354 static void GLAPIENTRY
1355 _save_OBE_Rectfv(const GLfloat *v1, const GLfloat *v2)
1357 _save_OBE_Rectf(v1[0], v1[1], v2[0], v2[1]);
1360 static void GLAPIENTRY
1361 _save_OBE_Recti(GLint x1, GLint y1, GLint x2, GLint y2)
1363 _save_OBE_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1366 static void GLAPIENTRY
1367 _save_OBE_Rectiv(const GLint *v1, const GLint *v2)
1369 _save_OBE_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1372 static void GLAPIENTRY
1373 _save_OBE_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
1375 _save_OBE_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1378 static void GLAPIENTRY
1379 _save_OBE_Rectsv(const GLshort *v1, const GLshort *v2)
1381 _save_OBE_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1385 static void GLAPIENTRY
1386 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1388 GET_CURRENT_CONTEXT(ctx);
1389 struct gl_vertex_array_object *vao = ctx->Array.VAO;
1390 struct vbo_save_context *save = &vbo_context(ctx)->save;
1393 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1394 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1398 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1402 if (save->out_of_memory)
1405 /* Make sure to process any VBO binding changes */
1406 _mesa_update_state(ctx);
1408 _mesa_vao_map_arrays(ctx, vao, GL_MAP_READ_BIT);
1410 vbo_save_NotifyBegin(ctx, mode, true);
1412 for (i = 0; i < count; i++)
1413 _mesa_array_element(ctx, start + i);
1414 CALL_End(ctx->CurrentServerDispatch, ());
1416 _mesa_vao_unmap_arrays(ctx, vao);
1420 static void GLAPIENTRY
1421 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1422 const GLsizei *count, GLsizei primcount)
1424 GET_CURRENT_CONTEXT(ctx);
1427 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1428 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1432 if (primcount < 0) {
1433 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1434 "glMultiDrawArrays(primcount<0)");
1438 for (i = 0; i < primcount; i++) {
1440 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1441 "glMultiDrawArrays(count[i]<0)");
1446 for (i = 0; i < primcount; i++) {
1448 _save_OBE_DrawArrays(mode, first[i], count[i]);
1455 array_element(struct gl_context *ctx,
1456 GLint basevertex, GLuint elt, unsigned index_size_shift)
1458 /* Section 10.3.5 Primitive Restart:
1460 * When one of the *BaseVertex drawing commands specified in section 10.5
1461 * is used, the primitive restart comparison occurs before the basevertex
1462 * offset is added to the array index.
1464 /* If PrimitiveRestart is enabled and the index is the RestartIndex
1465 * then we call PrimitiveRestartNV and return.
1467 if (ctx->Array._PrimitiveRestart[index_size_shift] &&
1468 elt == ctx->Array._RestartIndex[index_size_shift]) {
1469 CALL_PrimitiveRestartNV(ctx->CurrentServerDispatch, ());
1473 _mesa_array_element(ctx, basevertex + elt);
1477 /* Could do better by copying the arrays and element list intact and
1478 * then emitting an indexed prim at runtime.
1480 static void GLAPIENTRY
1481 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1482 const GLvoid * indices, GLint basevertex)
1484 GET_CURRENT_CONTEXT(ctx);
1485 struct vbo_save_context *save = &vbo_context(ctx)->save;
1486 struct gl_vertex_array_object *vao = ctx->Array.VAO;
1487 struct gl_buffer_object *indexbuf = vao->IndexBufferObj;
1490 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1491 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1495 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1498 if (type != GL_UNSIGNED_BYTE &&
1499 type != GL_UNSIGNED_SHORT &&
1500 type != GL_UNSIGNED_INT) {
1501 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1505 if (save->out_of_memory)
1508 /* Make sure to process any VBO binding changes */
1509 _mesa_update_state(ctx);
1511 _mesa_vao_map(ctx, vao, GL_MAP_READ_BIT);
1515 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1517 vbo_save_NotifyBegin(ctx, mode, true);
1520 case GL_UNSIGNED_BYTE:
1521 for (i = 0; i < count; i++)
1522 array_element(ctx, basevertex, ((GLubyte *) indices)[i], 0);
1524 case GL_UNSIGNED_SHORT:
1525 for (i = 0; i < count; i++)
1526 array_element(ctx, basevertex, ((GLushort *) indices)[i], 1);
1528 case GL_UNSIGNED_INT:
1529 for (i = 0; i < count; i++)
1530 array_element(ctx, basevertex, ((GLuint *) indices)[i], 2);
1533 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1537 CALL_End(ctx->CurrentServerDispatch, ());
1539 _mesa_vao_unmap(ctx, vao);
1542 static void GLAPIENTRY
1543 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1544 const GLvoid * indices)
1546 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1550 static void GLAPIENTRY
1551 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1552 GLsizei count, GLenum type,
1553 const GLvoid * indices)
1555 GET_CURRENT_CONTEXT(ctx);
1556 struct vbo_save_context *save = &vbo_context(ctx)->save;
1558 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1559 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1563 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1564 "glDrawRangeElements(count<0)");
1567 if (type != GL_UNSIGNED_BYTE &&
1568 type != GL_UNSIGNED_SHORT &&
1569 type != GL_UNSIGNED_INT) {
1570 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1574 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1575 "glDrawRangeElements(end < start)");
1579 if (save->out_of_memory)
1582 _save_OBE_DrawElements(mode, count, type, indices);
1586 static void GLAPIENTRY
1587 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1588 const GLvoid * const *indices, GLsizei primcount)
1590 GET_CURRENT_CONTEXT(ctx);
1591 struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1594 for (i = 0; i < primcount; i++) {
1596 CALL_DrawElements(dispatch, (mode, count[i], type, indices[i]));
1602 static void GLAPIENTRY
1603 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1605 const GLvoid * const *indices,
1607 const GLint *basevertex)
1609 GET_CURRENT_CONTEXT(ctx);
1610 struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1613 for (i = 0; i < primcount; i++) {
1615 CALL_DrawElementsBaseVertex(dispatch, (mode, count[i], type,
1624 vtxfmt_init(struct gl_context *ctx)
1626 struct vbo_save_context *save = &vbo_context(ctx)->save;
1627 GLvertexformat *vfmt = &save->vtxfmt;
1629 #define NAME_AE(x) _ae_##x
1630 #define NAME_CALLLIST(x) _save_##x
1631 #define NAME(x) _save_##x
1632 #define NAME_ES(x) _save_##x##ARB
1634 #include "vbo_init_tmp.h"
1639 * Initialize the dispatch table with the VBO functions for display
1643 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1644 struct _glapi_table *exec)
1646 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1647 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1648 SET_DrawElements(exec, _save_OBE_DrawElements);
1649 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1650 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1651 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1652 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1653 SET_Rectf(exec, _save_OBE_Rectf);
1654 SET_Rectd(exec, _save_OBE_Rectd);
1655 SET_Rectdv(exec, _save_OBE_Rectdv);
1656 SET_Rectfv(exec, _save_OBE_Rectfv);
1657 SET_Recti(exec, _save_OBE_Recti);
1658 SET_Rectiv(exec, _save_OBE_Rectiv);
1659 SET_Rects(exec, _save_OBE_Rects);
1660 SET_Rectsv(exec, _save_OBE_Rectsv);
1662 /* Note: other glDraw functins aren't compiled into display lists */
1668 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1670 struct vbo_save_context *save = &vbo_context(ctx)->save;
1672 /* Noop when we are actually active:
1674 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1677 if (save->vert_count || save->prim_count)
1678 compile_vertex_list(ctx);
1680 copy_to_current(ctx);
1682 reset_counters(ctx);
1683 ctx->Driver.SaveNeedFlush = GL_FALSE;
1688 * Called from glNewList when we're starting to compile a display list.
1691 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1693 struct vbo_save_context *save = &vbo_context(ctx)->save;
1698 if (!save->prim_store)
1699 save->prim_store = alloc_prim_store();
1701 if (!save->vertex_store)
1702 save->vertex_store = alloc_vertex_store(ctx);
1704 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1707 reset_counters(ctx);
1708 ctx->Driver.SaveNeedFlush = GL_FALSE;
1713 * Called from glEndList when we're finished compiling a display list.
1716 vbo_save_EndList(struct gl_context *ctx)
1718 struct vbo_save_context *save = &vbo_context(ctx)->save;
1720 /* EndList called inside a (saved) Begin/End pair?
1722 if (_mesa_inside_dlist_begin_end(ctx)) {
1723 if (save->prim_count > 0) {
1724 GLint i = save->prim_count - 1;
1725 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1726 save->prims[i].end = 0;
1727 save->prims[i].count = save->vert_count - save->prims[i].start;
1730 /* Make sure this vertex list gets replayed by the "loopback"
1733 save->dangling_attr_ref = GL_TRUE;
1734 vbo_save_SaveFlushVertices(ctx);
1736 /* Swap out this vertex format while outside begin/end. Any color,
1737 * etc. received between here and the next begin will be compiled
1740 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1743 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1745 assert(save->vertex_size == 0);
1750 * Called from the display list code when we're about to execute a
1754 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1756 struct vbo_save_context *save = &vbo_context(ctx)->save;
1757 save->replay_flags |= dlist->Flags;
1762 * Called from the display list code when we're finished executing a
1766 vbo_save_EndCallList(struct gl_context *ctx)
1768 struct vbo_save_context *save = &vbo_context(ctx)->save;
1770 if (ctx->ListState.CallDepth == 1)
1771 save->replay_flags = 0;
1776 * Called by display list code when a display list is being deleted.
1779 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1781 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1783 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
1784 _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
1786 if (--node->prim_store->refcount == 0)
1787 free(node->prim_store);
1789 _mesa_reference_buffer_object(ctx, &node->ib.obj, NULL);
1790 free(node->current_data);
1791 node->current_data = NULL;
1796 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1798 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1800 struct gl_buffer_object *buffer = node->VAO[0]->BufferBinding[0].BufferObj;
1801 const GLuint vertex_size = _vbo_save_get_stride(node)/sizeof(GLfloat);
1804 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1806 node->vertex_count, node->prim_count, vertex_size,
1809 for (i = 0; i < node->prim_count; i++) {
1810 struct _mesa_prim *prim = &node->prims[i];
1811 fprintf(f, " prim %d: %s %d..%d %s %s\n",
1813 _mesa_lookup_prim_by_nr(prim->mode),
1815 prim->start + prim->count,
1816 (prim->begin) ? "BEGIN" : "(wrap)",
1817 (prim->end) ? "END" : "(wrap)");
1823 * Called during context creation/init.
1826 current_init(struct gl_context *ctx)
1828 struct vbo_save_context *save = &vbo_context(ctx)->save;
1831 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1832 const GLuint j = i - VBO_ATTRIB_POS;
1833 assert(j < VERT_ATTRIB_MAX);
1834 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1835 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
1838 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1839 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1840 assert(j < MAT_ATTRIB_MAX);
1841 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1842 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
1848 * Initialize the display list compiler. Called during context creation.
1851 vbo_save_api_init(struct vbo_save_context *save)
1853 struct gl_context *ctx = gl_context_from_vbo_save(save);
1855 save->opcode_vertex_list =
1856 _mesa_dlist_alloc_opcode(ctx,
1857 sizeof(struct vbo_save_vertex_list),
1858 vbo_save_playback_vertex_list,
1859 vbo_destroy_vertex_list,
1860 vbo_print_vertex_list);
1864 _mesa_noop_vtxfmt_init(ctx, &save->vtxfmt_noop);