1 /**************************************************************************
3 Copyright 2002-2008 VMware, Inc.
7 Permission is hereby granted, free of charge, to any person obtaining a
8 copy of this software and associated documentation files (the "Software"),
9 to deal in the Software without restriction, including without limitation
10 on the rights to use, copy, modify, merge, publish, distribute, sub
11 license, and/or sell copies of the Software, and to permit persons to whom
12 the Software is furnished to do so, subject to the following conditions:
14 The above copyright notice and this permission notice (including the next
15 paragraph) shall be included in all copies or substantial portions of the
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21 VMWARE AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
22 DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23 OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24 USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
30 * Keith Whitwell <keithw@vmware.com>
35 /* Display list compiler attempts to store lists of vertices with the
36 * same vertex layout. Additionally it attempts to minimize the need
37 * for execute-time fixup of these vertex lists, allowing them to be
40 * There are still some circumstances where this can be thwarted, for
41 * example by building a list that consists of one very long primitive
42 * (eg Begin(Triangles), 1000 vertices, End), and calling that list
43 * from inside a different begin/end object (Begin(Lines), CallList,
46 * In that case the code will have to replay the list as individual
47 * commands through the Exec dispatch table, or fix up the copied
48 * vertices at execute-time.
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
61 * The list compiler currently doesn't attempt to compile lists
62 * containing EvalCoord or EvalPoint commands. On encountering one of
63 * these, compilation falls back to opcodes.
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
70 #include "main/glheader.h"
71 #include "main/arrayobj.h"
72 #include "main/bufferobj.h"
73 #include "main/context.h"
74 #include "main/dlist.h"
75 #include "main/enums.h"
76 #include "main/eval.h"
77 #include "main/macros.h"
78 #include "main/draw_validate.h"
79 #include "main/api_arrayelt.h"
80 #include "main/vtxfmt.h"
81 #include "main/dispatch.h"
82 #include "main/state.h"
83 #include "main/varray.h"
84 #include "util/bitscan.h"
85 #include "util/u_memory.h"
86 #include "util/hash_table.h"
88 #include "gallium/include/pipe/p_state.h"
91 #include "vbo_private.h"
98 /* An interesting VBO number/name to help with debugging */
99 #define VBO_BUF_ID 12345
101 static void GLAPIENTRY
102 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params);
104 static void GLAPIENTRY
105 _save_EvalCoord1f(GLfloat u);
107 static void GLAPIENTRY
108 _save_EvalCoord2f(GLfloat u, GLfloat v);
111 * NOTE: Old 'parity' issue is gone, but copying can still be
112 * wrong-footed on replay.
115 copy_vertices(struct gl_context *ctx,
116 const struct vbo_save_vertex_list *node,
117 const fi_type * src_buffer)
119 struct vbo_save_context *save = &vbo_context(ctx)->save;
120 struct _mesa_prim *prim = &node->cold->prims[node->cold->prim_count - 1];
121 GLuint sz = save->vertex_size;
122 const fi_type *src = src_buffer + prim->start * sz;
123 fi_type *dst = save->copied.buffer;
128 return vbo_copy_vertices(ctx, prim->mode, prim->start, &prim->count,
129 prim->begin, sz, true, dst, src);
133 static struct vbo_save_vertex_store *
134 alloc_vertex_store(struct gl_context *ctx, int vertex_count)
136 struct vbo_save_context *save = &vbo_context(ctx)->save;
137 struct vbo_save_vertex_store *vertex_store =
138 CALLOC_STRUCT(vbo_save_vertex_store);
140 int size = MAX2(vertex_count * save->vertex_size, VBO_SAVE_BUFFER_SIZE);
142 /* obj->Name needs to be non-zero, but won't ever be examined more
143 * closely than that. In particular these buffers won't be entered
144 * into the hash and can never be confused with ones visible to the
145 * user. Perhaps there could be a special number for internal
148 vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID);
149 if (vertex_store->bufferobj) {
150 vertex_store->buffer_in_ram_size = size * sizeof(GLfloat);
151 vertex_store->buffer_in_ram = malloc(vertex_store->buffer_in_ram_size);
152 save->out_of_memory = vertex_store->buffer_in_ram == NULL;
153 save->out_of_memory =
154 !ctx->Driver.BufferData(ctx,
156 size * sizeof(GLfloat),
157 NULL, GL_STATIC_DRAW_ARB,
159 vertex_store->bufferobj);
162 save->out_of_memory = GL_TRUE;
165 if (save->out_of_memory) {
166 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation");
167 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
170 vertex_store->used = 0;
177 free_vertex_store(struct gl_context *ctx,
178 struct vbo_save_vertex_store *vertex_store)
180 free(vertex_store->buffer_in_ram);
182 if (vertex_store->bufferobj) {
183 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
190 static struct vbo_save_primitive_store *
191 alloc_prim_store(int prim_count)
193 struct vbo_save_primitive_store *store =
194 CALLOC_STRUCT(vbo_save_primitive_store);
195 store->size = MAX2(prim_count, VBO_SAVE_PRIM_SIZE);
196 store->prims = calloc(store->size, sizeof(struct _mesa_prim));
204 reset_counters(struct gl_context *ctx)
206 struct vbo_save_context *save = &vbo_context(ctx)->save;
208 save->prims = save->prim_store->prims + save->prim_store->used;
209 save->buffer_map = save->vertex_store->buffer_in_ram + save->vertex_store->used;
211 assert(save->buffer_map == save->buffer_ptr);
213 if (save->vertex_size)
214 save->max_vert = (save->vertex_store->bufferobj->Size / sizeof(float) - save->vertex_store->used) /
219 save->vert_count = 0;
220 save->prim_count = 0;
221 save->prim_max = save->prim_store->size - save->prim_store->used;
222 save->dangling_attr_ref = GL_FALSE;
226 * For a list of prims, try merging prims that can just be extensions of the
230 merge_prims(struct gl_context *ctx, struct _mesa_prim *prim_list,
234 struct _mesa_prim *prev_prim = prim_list;
236 for (i = 1; i < *prim_count; i++) {
237 struct _mesa_prim *this_prim = prim_list + i;
239 vbo_try_prim_conversion(&this_prim->mode, &this_prim->count);
241 if (vbo_merge_draws(ctx, true,
242 prev_prim->mode, this_prim->mode,
243 prev_prim->start, this_prim->start,
244 &prev_prim->count, this_prim->count,
245 prev_prim->basevertex, this_prim->basevertex,
247 this_prim->begin, this_prim->end)) {
248 /* We've found a prim that just extend the previous one. Tack it
249 * onto the previous one, and let this primitive struct get dropped.
254 /* If any previous primitives have been dropped, then we need to copy
255 * this later one into the next available slot.
258 if (prev_prim != this_prim)
259 *prev_prim = *this_prim;
262 *prim_count = prev_prim - prim_list + 1;
267 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
268 * don't have to worry about handling the _mesa_prim::begin/end flags.
269 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
272 convert_line_loop_to_strip(struct vbo_save_context *save,
273 struct vbo_save_vertex_list *node)
275 struct _mesa_prim *prim = &node->cold->prims[node->cold->prim_count - 1];
277 assert(prim->mode == GL_LINE_LOOP);
280 /* Copy the 0th vertex to end of the buffer and extend the
281 * vertex count by one to finish the line loop.
283 const GLuint sz = save->vertex_size;
285 const fi_type *src = save->buffer_map + prim->start * sz;
287 fi_type *dst = save->buffer_map + (prim->start + prim->count) * sz;
289 memcpy(dst, src, sz * sizeof(float));
292 node->cold->vertex_count++;
294 save->buffer_ptr += sz;
295 save->vertex_store->used += sz;
299 /* Drawing the second or later section of a long line loop.
300 * Skip the 0th vertex.
306 prim->mode = GL_LINE_STRIP;
310 /* Compare the present vao if it has the same setup. */
312 compare_vao(gl_vertex_processing_mode mode,
313 const struct gl_vertex_array_object *vao,
314 const struct gl_buffer_object *bo, GLintptr buffer_offset,
315 GLuint stride, GLbitfield64 vao_enabled,
316 const GLubyte size[VBO_ATTRIB_MAX],
317 const GLenum16 type[VBO_ATTRIB_MAX],
318 const GLuint offset[VBO_ATTRIB_MAX])
323 /* If the enabled arrays are not the same we are not equal. */
324 if (vao_enabled != vao->Enabled)
327 /* Check the buffer binding at 0 */
328 if (vao->BufferBinding[0].BufferObj != bo)
330 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
331 if (vao->BufferBinding[0].Stride != stride)
333 assert(vao->BufferBinding[0].InstanceDivisor == 0);
335 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
336 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
338 /* Now check the enabled arrays */
339 GLbitfield mask = vao_enabled;
341 const int attr = u_bit_scan(&mask);
342 const unsigned char vbo_attr = vao_to_vbo_map[attr];
343 const GLenum16 tp = type[vbo_attr];
344 const GLintptr off = offset[vbo_attr] + buffer_offset;
345 const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
346 if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
348 if (attrib->Format.Type != tp)
350 if (attrib->Format.Size != size[vbo_attr])
352 assert(attrib->Format.Format == GL_RGBA);
353 assert(attrib->Format.Normalized == GL_FALSE);
354 assert(attrib->Format.Integer == vbo_attrtype_to_integer_flag(tp));
355 assert(attrib->Format.Doubles == vbo_attrtype_to_double_flag(tp));
356 assert(attrib->BufferBindingIndex == 0);
363 /* Create or reuse the vao for the vertex processing mode. */
365 update_vao(struct gl_context *ctx,
366 gl_vertex_processing_mode mode,
367 struct gl_vertex_array_object **vao,
368 struct gl_buffer_object *bo, GLintptr buffer_offset,
369 GLuint stride, GLbitfield64 vbo_enabled,
370 const GLubyte size[VBO_ATTRIB_MAX],
371 const GLenum16 type[VBO_ATTRIB_MAX],
372 const GLuint offset[VBO_ATTRIB_MAX])
374 /* Compute the bitmasks of vao_enabled arrays */
375 GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
378 * Check if we can possibly reuse the exisiting one.
379 * In the long term we should reset them when something changes.
381 if (compare_vao(mode, *vao, bo, buffer_offset, stride,
382 vao_enabled, size, type, offset))
385 /* The initial refcount is 1 */
386 _mesa_reference_vao(ctx, vao, NULL);
387 *vao = _mesa_new_vao(ctx, ~((GLuint)0));
390 * assert(stride <= ctx->Const.MaxVertexAttribStride);
391 * MaxVertexAttribStride is not set for drivers that does not
392 * expose GL 44 or GLES 31.
395 /* Bind the buffer object at binding point 0 */
396 _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride, false,
399 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
400 * Note that the position/generic0 aliasing is done in the VAO.
402 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
403 /* Now set the enable arrays */
404 GLbitfield mask = vao_enabled;
406 const int vao_attr = u_bit_scan(&mask);
407 const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
408 assert(offset[vbo_attr] <= ctx->Const.MaxVertexAttribRelativeOffset);
410 _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
411 size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
412 _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0);
414 _mesa_enable_vertex_array_attribs(ctx, *vao, vao_enabled);
415 assert(vao_enabled == (*vao)->Enabled);
416 assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
418 /* Finalize and freeze the VAO */
419 _mesa_set_vao_immutable(ctx, *vao);
424 realloc_storage(struct gl_context *ctx, int prim_count, int vertex_count)
426 struct vbo_save_context *save = &vbo_context(ctx)->save;
427 if (vertex_count >= 0) {
428 /* Release old reference:
430 free_vertex_store(ctx, save->vertex_store);
431 save->vertex_store = NULL;
432 /* When we have a new vbo, we will for sure need a new vao */
433 for (gl_vertex_processing_mode vpm = 0; vpm < VP_MODE_MAX; ++vpm)
434 _mesa_reference_vao(ctx, &save->VAO[vpm], NULL);
436 /* Allocate and map new store:
438 save->vertex_store = alloc_vertex_store(ctx, vertex_count);
439 save->buffer_ptr = save->vertex_store->buffer_in_ram + save->vertex_store->used;
440 save->out_of_memory = save->buffer_ptr == NULL;
443 if (prim_count >= 0) {
444 if (--save->prim_store->refcount == 0) {
445 free(save->prim_store->prims);
446 free(save->prim_store);
448 save->prim_store = alloc_prim_store(prim_count);
453 unsigned vertex_size;
454 fi_type *vertex_attributes;
457 static uint32_t _hash_vertex_key(const void *key)
459 struct vertex_key *k = (struct vertex_key*)key;
460 unsigned sz = k->vertex_size;
462 return _mesa_hash_data(k->vertex_attributes, sz * sizeof(float));
465 static bool _compare_vertex_key(const void *key1, const void *key2)
467 struct vertex_key *k1 = (struct vertex_key*)key1;
468 struct vertex_key *k2 = (struct vertex_key*)key2;
469 /* All the compared vertices are going to be drawn with the same VAO,
470 * so we can compare the attributes. */
471 assert (k1->vertex_size == k2->vertex_size);
472 return memcmp(k1->vertex_attributes,
473 k2->vertex_attributes,
474 k1->vertex_size * sizeof(float)) == 0;
477 static void _free_entry(struct hash_entry *entry)
479 free((void*)entry->key);
482 /* Add vertex to the vertex buffer and return its index. If this vertex is a duplicate
483 * of an existing vertex, return the original index instead.
486 add_vertex(struct vbo_save_context *save, struct hash_table *hash_to_index,
487 uint32_t index, uint32_t offset_in_bytes, uint32_t base_index, fi_type *new_buffer,
490 /* If vertex deduplication is disabled return the original index. */
494 /* Apply the offset into buffer_in_ram ... */
495 fi_type *vert = save->vertex_store->buffer_in_ram + offset_in_bytes / sizeof(float);
496 /* ... and cancel the start_offset trick.
497 * This way we get the correct offset in all cases (= start_offset being 0 or not).
499 vert += save->vertex_size * (index - base_index);
501 struct vertex_key *key = malloc(sizeof(struct vertex_key));
502 key->vertex_size = save->vertex_size;
503 key->vertex_attributes = vert;
505 struct hash_entry *entry = _mesa_hash_table_search(hash_to_index, key);
508 /* We found an existing vertex with the same hash, return its index. */
509 return (uintptr_t) entry->data;
511 /* This is a new vertex. Determine a new index and copy its attributes to the vertex
512 * buffer. Note that 'new_buffer' is created at each list compilation so we write vertices
513 * starting at index 0.
515 uint32_t n = _mesa_hash_table_num_entries(hash_to_index);
516 *max_index = MAX2(n + base_index, *max_index);
518 memcpy(&new_buffer[save->vertex_size * n],
520 save->vertex_size * sizeof(fi_type));
522 _mesa_hash_table_insert(hash_to_index, key, (void*)(uintptr_t)(n + base_index));
524 /* The index buffer is shared between list compilations, so add the base index to get
527 return n + base_index;
533 * Insert the active immediate struct onto the display list currently
537 compile_vertex_list(struct gl_context *ctx)
539 struct vbo_save_context *save = &vbo_context(ctx)->save;
540 struct vbo_save_vertex_list *node;
542 /* Allocate space for this structure in the display list currently
545 node = (struct vbo_save_vertex_list *)
546 _mesa_dlist_alloc_vertex_list(ctx, !save->dangling_attr_ref && !save->no_current_update);
551 memset(node, 0, sizeof(struct vbo_save_vertex_list));
552 node->cold = calloc(1, sizeof(*node->cold));
554 /* Make sure the pointer is aligned to the size of a pointer */
555 assert((GLintptr) node % sizeof(void *) == 0);
557 /* Duplicate our template, increment refcounts to the storage structs:
559 GLintptr old_offset = 0;
561 old_offset = save->VAO[0]->BufferBinding[0].Offset
562 + save->VAO[0]->VertexAttrib[VERT_ATTRIB_POS].RelativeOffset;
564 const GLsizei stride = save->vertex_size*sizeof(GLfloat);
565 GLintptr buffer_offset =
566 (save->buffer_map - save->vertex_store->buffer_in_ram) * sizeof(GLfloat);
567 const GLintptr original_buffer_offset = buffer_offset;
568 assert(old_offset <= buffer_offset);
569 const GLintptr offset_diff = buffer_offset - old_offset;
570 GLuint start_offset = 0;
571 if (offset_diff > 0 && stride > 0 && offset_diff % stride == 0) {
572 /* The vertex size is an exact multiple of the buffer offset.
573 * This means that we can use zero-based vertex attribute pointers
574 * and specify the start of the primitive with the _mesa_prim::start
575 * field. This results in issuing several draw calls with identical
576 * vertex attribute information. This can result in fewer state
577 * changes in drivers. In particular, the Gallium CSO module will
578 * filter out redundant vertex buffer changes.
580 /* We cannot immediately update the primitives as some methods below
581 * still need the uncorrected start vertices
583 start_offset = offset_diff/stride;
584 assert(old_offset == buffer_offset - offset_diff);
585 buffer_offset = old_offset;
587 GLuint offsets[VBO_ATTRIB_MAX];
588 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
590 offset += save->attrsz[i] * sizeof(GLfloat);
592 node->cold->vertex_count = save->vert_count;
593 node->cold->wrap_count = save->copied.nr;
594 node->cold->prims = save->prims;
595 node->cold->ib.obj = NULL;
596 node->cold->prim_count = save->prim_count;
597 node->cold->prim_store = save->prim_store;
599 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
600 * Note that this may reuse the previous one of possible.
602 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
603 /* create or reuse the vao */
604 update_vao(ctx, vpm, &save->VAO[vpm],
605 save->vertex_store->bufferobj, buffer_offset, stride,
606 save->enabled, save->attrsz, save->attrtype, offsets);
607 /* Reference the vao in the dlist */
608 node->VAO[vpm] = NULL;
609 _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
612 node->cold->prim_store->refcount++;
614 if (save->no_current_update) {
615 node->cold->current_data = NULL;
618 GLuint current_size = save->vertex_size - save->attrsz[0];
619 node->cold->current_data = NULL;
622 node->cold->current_data = malloc(current_size * sizeof(GLfloat));
623 if (node->cold->current_data) {
624 const char *buffer = (const char *)save->buffer_map;
625 unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat);
626 unsigned vertex_offset = 0;
628 if (node->cold->vertex_count)
629 vertex_offset = (node->cold->vertex_count - 1) * stride;
631 memcpy(node->cold->current_data, buffer + vertex_offset + attr_offset,
632 current_size * sizeof(GLfloat));
634 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
639 assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->cold->vertex_count == 0);
641 if (save->dangling_attr_ref)
642 ctx->ListState.Current.UseLoopback = true;
644 save->vertex_store->used += save->vertex_size * node->cold->vertex_count;
645 save->prim_store->used += node->cold->prim_count;
647 /* Copy duplicated vertices
649 save->copied.nr = copy_vertices(ctx, node, save->buffer_map);
651 if (node->cold->prims[node->cold->prim_count - 1].mode == GL_LINE_LOOP) {
652 convert_line_loop_to_strip(save, node);
655 merge_prims(ctx, node->cold->prims, &node->cold->prim_count);
657 /* Correct the primitive starts, we can only do this here as copy_vertices
658 * and convert_line_loop_to_strip above consume the uncorrected starts.
659 * On the other hand the _vbo_loopback_vertex_list call below needs the
660 * primitves to be corrected already.
662 for (unsigned i = 0; i < node->cold->prim_count; i++) {
663 node->cold->prims[i].start += start_offset;
666 /* Create an index buffer. */
667 node->cold->min_index = node->cold->max_index = 0;
668 if (save->vert_count == 0 || save->prim_count == 0)
671 /* We won't modify node->prims, so use a const alias to avoid unintended
673 const struct _mesa_prim *original_prims = node->cold->prims;
675 int end = original_prims[node->cold->prim_count - 1].start +
676 original_prims[node->cold->prim_count - 1].count;
677 int total_vert_count = end - original_prims[0].start;
679 node->cold->min_index = node->cold->prims[0].start;
680 node->cold->max_index = end - 1;
682 /* Estimate for the worst case: all prims are line strips (the +1 is because
683 * wrap_buffers may call use but the last primitive may not be complete) */
684 int max_indices_count = MAX2(total_vert_count * 2 - (node->cold->prim_count * 2) + 1,
687 int indices_offset = 0;
688 int available = save->previous_ib ? (save->previous_ib->Size / 4 - save->ib_first_free_index) : 0;
689 if (available >= max_indices_count) {
690 indices_offset = save->ib_first_free_index;
692 int size = max_indices_count * sizeof(uint32_t);
693 uint32_t* indices = (uint32_t*) malloc(size);
694 struct _mesa_prim *merged_prims = NULL;
697 struct hash_table *vertex_to_index = NULL;
698 fi_type *temp_vertices_buffer = NULL;
700 /* The loopback replay code doesn't use the index buffer, so we can't
701 * dedup vertices in this case.
703 if (!ctx->ListState.Current.UseLoopback) {
704 vertex_to_index = _mesa_hash_table_create(NULL, _hash_vertex_key, _compare_vertex_key);
705 temp_vertices_buffer = malloc(save->vertex_store->buffer_in_ram_size);
708 uint32_t max_index = 0;
710 int last_valid_prim = -1;
711 /* Construct indices array. */
712 for (unsigned i = 0; i < node->cold->prim_count; i++) {
713 assert(original_prims[i].basevertex == 0);
714 GLubyte mode = original_prims[i].mode;
716 int vertex_count = original_prims[i].count;
721 /* Line strips may get converted to lines */
722 if (mode == GL_LINE_STRIP)
725 /* If 2 consecutive prims use the same mode => merge them. */
726 bool merge_prims = last_valid_prim >= 0 &&
727 mode == merged_prims[last_valid_prim].mode &&
728 mode != GL_LINE_LOOP && mode != GL_TRIANGLE_FAN &&
729 mode != GL_QUAD_STRIP && mode != GL_POLYGON &&
732 /* To be able to merge consecutive triangle strips we need to insert
733 * a degenerate triangle.
736 mode == GL_TRIANGLE_STRIP) {
737 /* Insert a degenerate triangle */
738 assert(merged_prims[last_valid_prim].mode == GL_TRIANGLE_STRIP);
739 unsigned tri_count = merged_prims[last_valid_prim].count - 2;
741 indices[idx] = indices[idx - 1];
742 indices[idx + 1] = add_vertex(save, vertex_to_index, original_prims[i].start,
743 original_buffer_offset, start_offset,
744 temp_vertices_buffer, &max_index);
746 merged_prims[last_valid_prim].count += 2;
749 /* Add another index to preserve winding order */
750 indices[idx++] = add_vertex(save, vertex_to_index, original_prims[i].start,
751 original_buffer_offset, start_offset,
752 temp_vertices_buffer, &max_index);
753 merged_prims[last_valid_prim].count++;
759 /* Convert line strips to lines if it'll allow if the previous
760 * prim mode is GL_LINES (so merge_prims is true) or if the next
761 * primitive mode is GL_LINES or GL_LINE_LOOP.
763 if (original_prims[i].mode == GL_LINE_STRIP &&
765 (i < node->cold->prim_count - 1 &&
766 (original_prims[i + 1].mode == GL_LINE_STRIP ||
767 original_prims[i + 1].mode == GL_LINES)))) {
768 for (unsigned j = 0; j < vertex_count; j++) {
769 indices[idx++] = add_vertex(save, vertex_to_index, original_prims[i].start + j,
770 original_buffer_offset, start_offset,
771 temp_vertices_buffer, &max_index);
772 /* Repeat all but the first/last indices. */
773 if (j && j != vertex_count - 1) {
774 indices[idx++] = add_vertex(save, vertex_to_index, original_prims[i].start + j,
775 original_buffer_offset, start_offset,
776 temp_vertices_buffer, &max_index);
780 /* We didn't convert to LINES, so restore the original mode */
781 mode = original_prims[i].mode;
783 for (unsigned j = 0; j < vertex_count; j++) {
784 indices[idx++] = add_vertex(save, vertex_to_index, original_prims[i].start + j,
785 original_buffer_offset, start_offset,
786 temp_vertices_buffer, &max_index);
791 /* Update vertex count. */
792 merged_prims[last_valid_prim].count += idx - start;
794 /* Keep this primitive */
795 last_valid_prim += 1;
796 assert(last_valid_prim <= i);
797 merged_prims = realloc(merged_prims, (1 + last_valid_prim) * sizeof(struct _mesa_prim));
798 merged_prims[last_valid_prim] = original_prims[i];
799 merged_prims[last_valid_prim].start = indices_offset + start;
800 merged_prims[last_valid_prim].count = idx - start;
802 merged_prims[last_valid_prim].mode = mode;
805 assert(idx > 0 && idx <= max_indices_count);
807 unsigned merged_prim_count = last_valid_prim + 1;
808 node->cold->ib.ptr = NULL;
809 node->cold->ib.count = idx;
810 node->cold->ib.index_size_shift = (GL_UNSIGNED_INT - GL_UNSIGNED_BYTE) >> 1;
812 if (!indices_offset) {
813 /* Allocate a new index buffer */
814 _mesa_reference_buffer_object(ctx, &save->previous_ib, NULL);
815 save->previous_ib = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID + 1);
816 bool success = ctx->Driver.BufferData(ctx,
817 GL_ELEMENT_ARRAY_BUFFER_ARB,
818 MAX2(VBO_SAVE_INDEX_SIZE, idx) * sizeof(uint32_t),
820 GL_STATIC_DRAW_ARB, GL_MAP_WRITE_BIT,
823 _mesa_reference_buffer_object(ctx, &save->previous_ib, NULL);
824 _mesa_error(ctx, GL_OUT_OF_MEMORY, "IB allocation");
828 _mesa_reference_buffer_object(ctx, &node->cold->ib.obj, save->previous_ib);
830 if (node->cold->ib.obj) {
831 ctx->Driver.BufferSubData(ctx,
832 indices_offset * sizeof(uint32_t),
833 idx * sizeof(uint32_t),
836 save->ib_first_free_index = indices_offset + idx;
838 node->cold->vertex_count = 0;
839 node->cold->prim_count = 0;
843 if (vertex_to_index) {
844 ctx->Driver.BufferSubData(ctx,
845 original_buffer_offset,
846 (max_index - start_offset + 1) * save->vertex_size * sizeof(fi_type),
847 temp_vertices_buffer,
848 save->vertex_store->bufferobj);
850 _mesa_hash_table_destroy(vertex_to_index, _free_entry);
851 free(temp_vertices_buffer);
853 ctx->Driver.BufferSubData(ctx,
854 original_buffer_offset,
855 idx * save->vertex_size * sizeof(fi_type),
856 &save->vertex_store->buffer_in_ram[original_buffer_offset / sizeof(float)],
857 save->vertex_store->bufferobj);
860 /* Prepare for DrawGallium */
861 memset(&node->merged.info, 0, sizeof(struct pipe_draw_info));
862 /* The other info fields will be updated in vbo_save_playback_vertex_list */
863 node->merged.info.index_size = 4;
864 node->merged.info.instance_count = 1;
865 node->merged.info.index.gl_bo = node->cold->ib.obj;
866 if (merged_prim_count == 1) {
867 node->merged.info.mode = merged_prims[0].mode;
868 node->merged.start_count.start = merged_prims[0].start;
869 node->merged.start_count.count = merged_prims[0].count;
870 node->merged.start_count.index_bias = 0;
871 node->merged.mode = NULL;
873 node->merged.mode = malloc(merged_prim_count * sizeof(unsigned char));
874 node->merged.start_counts = malloc(merged_prim_count * sizeof(struct pipe_draw_start_count_bias));
875 for (unsigned i = 0; i < merged_prim_count; i++) {
876 node->merged.start_counts[i].start = merged_prims[i].start;
877 node->merged.start_counts[i].count = merged_prims[i].count;
878 node->merged.start_counts[i].index_bias = 0;
879 node->merged.mode[i] = merged_prims[i].mode;
882 node->merged.num_draws = merged_prim_count;
883 if (node->merged.num_draws > 1) {
884 bool same_mode = true;
885 for (unsigned i = 1; i < node->merged.num_draws && same_mode; i++) {
886 same_mode = node->merged.mode[i] == node->merged.mode[0];
889 /* All primitives use the same mode, so we can simplify a bit */
890 node->merged.info.mode = node->merged.mode[0];
891 free(node->merged.mode);
892 node->merged.mode = NULL;
900 /* Deal with GL_COMPILE_AND_EXECUTE:
902 if (ctx->ExecuteFlag) {
903 struct _glapi_table *dispatch = GET_DISPATCH();
905 _glapi_set_dispatch(ctx->Exec);
907 /* Note that the range of referenced vertices must be mapped already */
908 _vbo_loopback_vertex_list(ctx, node, save->vertex_store->buffer_in_ram);
910 _glapi_set_dispatch(dispatch);
913 /* Decide whether the storage structs are full, or can be used for
914 * the next vertex lists as well.
916 if (save->vertex_store->used >
917 save->vertex_store->bufferobj->Size / sizeof(float) - 16 * (save->vertex_size + 4)) {
918 realloc_storage(ctx, -1, 0);
921 /* update buffer_ptr for next vertex */
922 save->buffer_ptr = save->vertex_store->buffer_in_ram
923 + save->vertex_store->used;
926 if (save->prim_store->used > save->prim_store->size - 6) {
927 realloc_storage(ctx, 0, -1);
930 /* Reset our structures for the next run of vertices:
937 * This is called when we fill a vertex buffer before we hit a glEnd().
939 * TODO -- If no new vertices have been stored, don't bother saving it.
942 wrap_buffers(struct gl_context *ctx)
944 struct vbo_save_context *save = &vbo_context(ctx)->save;
945 GLint i = save->prim_count - 1;
948 assert(i < (GLint) save->prim_max);
951 /* Close off in-progress primitive.
953 save->prims[i].count = (save->vert_count - save->prims[i].start);
954 mode = save->prims[i].mode;
956 /* store the copied vertices, and allocate a new list.
958 compile_vertex_list(ctx);
960 /* Restart interrupted primitive
962 save->prims[0].mode = mode;
963 save->prims[0].begin = 0;
964 save->prims[0].end = 0;
965 save->prims[0].start = 0;
966 save->prims[0].count = 0;
967 save->prim_count = 1;
972 * Called only when buffers are wrapped as the result of filling the
973 * vertex_store struct.
976 wrap_filled_vertex(struct gl_context *ctx)
978 struct vbo_save_context *save = &vbo_context(ctx)->save;
979 unsigned numComponents;
981 /* Emit a glEnd to close off the last vertex list.
985 /* Copy stored stored vertices to start of new list.
987 assert(save->max_vert - save->vert_count > save->copied.nr);
989 numComponents = save->copied.nr * save->vertex_size;
990 memcpy(save->buffer_ptr,
992 numComponents * sizeof(fi_type));
993 save->buffer_ptr += numComponents;
994 save->vert_count += save->copied.nr;
999 copy_to_current(struct gl_context *ctx)
1001 struct vbo_save_context *save = &vbo_context(ctx)->save;
1002 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
1005 const int i = u_bit_scan64(&enabled);
1006 assert(save->attrsz[i]);
1008 if (save->attrtype[i] == GL_DOUBLE ||
1009 save->attrtype[i] == GL_UNSIGNED_INT64_ARB)
1010 memcpy(save->current[i], save->attrptr[i], save->attrsz[i] * sizeof(GLfloat));
1012 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
1013 save->attrptr[i], save->attrtype[i]);
1019 copy_from_current(struct gl_context *ctx)
1021 struct vbo_save_context *save = &vbo_context(ctx)->save;
1022 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
1025 const int i = u_bit_scan64(&enabled);
1027 switch (save->attrsz[i]) {
1029 save->attrptr[i][3] = save->current[i][3];
1032 save->attrptr[i][2] = save->current[i][2];
1035 save->attrptr[i][1] = save->current[i][1];
1038 save->attrptr[i][0] = save->current[i][0];
1041 unreachable("Unexpected vertex attribute size");
1048 * Called when we increase the size of a vertex attribute. For example,
1049 * if we've seen one or more glTexCoord2f() calls and now we get a
1050 * glTexCoord3f() call.
1051 * Flush existing data, set new attrib size, replay copied vertices.
1054 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
1056 struct vbo_save_context *save = &vbo_context(ctx)->save;
1061 /* Store the current run of vertices, and emit a GL_END. Emit a
1062 * BEGIN in the new buffer.
1064 if (save->vert_count)
1067 assert(save->copied.nr == 0);
1069 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
1070 * when the attribute already exists in the vertex and is having
1071 * its size increased.
1073 copy_to_current(ctx);
1077 oldsz = save->attrsz[attr];
1078 save->attrsz[attr] = newsz;
1079 save->enabled |= BITFIELD64_BIT(attr);
1081 save->vertex_size += newsz - oldsz;
1082 save->max_vert = ((save->vertex_store->bufferobj->Size / sizeof(float) -
1083 save->vertex_store->used) /
1085 save->vert_count = 0;
1087 /* Recalculate all the attrptr[] values:
1090 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
1091 if (save->attrsz[i]) {
1092 save->attrptr[i] = tmp;
1093 tmp += save->attrsz[i];
1096 save->attrptr[i] = NULL; /* will not be dereferenced. */
1100 /* Copy from current to repopulate the vertex with correct values.
1102 copy_from_current(ctx);
1104 /* Replay stored vertices to translate them to new format here.
1106 * If there are copied vertices and the new (upgraded) attribute
1107 * has not been defined before, this list is somewhat degenerate,
1108 * and will need fixup at runtime.
1110 if (save->copied.nr) {
1111 const fi_type *data = save->copied.buffer;
1112 fi_type *dest = save->buffer_map;
1114 /* Need to note this and fix up at runtime (or loopback):
1116 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
1118 save->dangling_attr_ref = GL_TRUE;
1121 for (i = 0; i < save->copied.nr; i++) {
1122 GLbitfield64 enabled = save->enabled;
1124 const int j = u_bit_scan64(&enabled);
1125 assert(save->attrsz[j]);
1128 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
1134 COPY_SZ_4V(dest, newsz, save->current[attr]);
1139 GLint sz = save->attrsz[j];
1140 COPY_SZ_4V(dest, sz, data);
1147 save->buffer_ptr = dest;
1148 save->vert_count += save->copied.nr;
1154 * This is called when the size of a vertex attribute changes.
1155 * For example, after seeing one or more glTexCoord2f() calls we
1156 * get a glTexCoord4f() or glTexCoord1f() call.
1159 fixup_vertex(struct gl_context *ctx, GLuint attr,
1160 GLuint sz, GLenum newType)
1162 struct vbo_save_context *save = &vbo_context(ctx)->save;
1164 if (sz > save->attrsz[attr] ||
1165 newType != save->attrtype[attr]) {
1166 /* New size is larger. Need to flush existing vertices and get
1167 * an enlarged vertex format.
1169 upgrade_vertex(ctx, attr, sz);
1171 else if (sz < save->active_sz[attr]) {
1173 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
1175 /* New size is equal or smaller - just need to fill in some
1178 for (i = sz; i <= save->attrsz[attr]; i++)
1179 save->attrptr[attr][i - 1] = id[i - 1];
1182 save->active_sz[attr] = sz;
1187 * Reset the current size of all vertex attributes to the default
1188 * value of 0. This signals that we haven't yet seen any per-vertex
1189 * commands such as glNormal3f() or glTexCoord2f().
1192 reset_vertex(struct gl_context *ctx)
1194 struct vbo_save_context *save = &vbo_context(ctx)->save;
1196 while (save->enabled) {
1197 const int i = u_bit_scan64(&save->enabled);
1198 assert(save->attrsz[i]);
1199 save->attrsz[i] = 0;
1200 save->active_sz[i] = 0;
1203 save->vertex_size = 0;
1208 * If index=0, does glVertexAttrib*() alias glVertex() to emit a vertex?
1209 * It depends on a few things, including whether we're inside or outside
1213 is_vertex_position(const struct gl_context *ctx, GLuint index)
1215 return (index == 0 &&
1216 _mesa_attr_zero_aliases_vertex(ctx) &&
1217 _mesa_inside_dlist_begin_end(ctx));
1222 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
1225 /* Only one size for each attribute may be active at once. Eg. if
1226 * Color3f is installed/active, then Color4f may not be, even if the
1227 * vertex actually contains 4 color coordinates. This is because the
1228 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
1229 * of the chooser function when switching between Color4f and Color3f.
1231 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
1233 struct vbo_save_context *save = &vbo_context(ctx)->save; \
1234 int sz = (sizeof(C) / sizeof(GLfloat)); \
1236 if (save->active_sz[A] != N) \
1237 fixup_vertex(ctx, A, N * sz, T); \
1240 C *dest = (C *)save->attrptr[A]; \
1241 if (N>0) dest[0] = V0; \
1242 if (N>1) dest[1] = V1; \
1243 if (N>2) dest[2] = V2; \
1244 if (N>3) dest[3] = V3; \
1245 save->attrtype[A] = T; \
1251 for (i = 0; i < save->vertex_size; i++) \
1252 save->buffer_ptr[i] = save->vertex[i]; \
1254 save->buffer_ptr += save->vertex_size; \
1256 if (++save->vert_count >= save->max_vert) \
1257 wrap_filled_vertex(ctx); \
1261 #define TAG(x) _save_##x
1263 #include "vbo_attrib_tmp.h"
1267 #define MAT( ATTR, N, face, params ) \
1269 if (face != GL_BACK) \
1270 MAT_ATTR( ATTR, N, params ); /* front */ \
1271 if (face != GL_FRONT) \
1272 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1277 * Save a glMaterial call found between glBegin/End.
1278 * glMaterial calls outside Begin/End are handled in dlist.c.
1280 static void GLAPIENTRY
1281 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1283 GET_CURRENT_CONTEXT(ctx);
1285 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1286 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1292 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1295 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1298 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1301 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1304 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1305 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1308 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1311 case GL_COLOR_INDEXES:
1312 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1314 case GL_AMBIENT_AND_DIFFUSE:
1315 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1316 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1319 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1325 /* Cope with EvalCoord/CallList called within a begin/end object:
1326 * -- Flush current buffer
1327 * -- Fallback to opcodes for the rest of the begin/end object.
1330 dlist_fallback(struct gl_context *ctx)
1332 struct vbo_save_context *save = &vbo_context(ctx)->save;
1334 if (save->vert_count || save->prim_count) {
1335 if (save->prim_count > 0) {
1336 /* Close off in-progress primitive. */
1337 GLint i = save->prim_count - 1;
1338 save->prims[i].count = save->vert_count - save->prims[i].start;
1341 /* Need to replay this display list with loopback,
1342 * unfortunately, otherwise this primitive won't be handled
1345 save->dangling_attr_ref = GL_TRUE;
1347 compile_vertex_list(ctx);
1350 copy_to_current(ctx);
1352 reset_counters(ctx);
1353 if (save->out_of_memory) {
1354 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1357 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1359 ctx->Driver.SaveNeedFlush = GL_FALSE;
1363 static void GLAPIENTRY
1364 _save_EvalCoord1f(GLfloat u)
1366 GET_CURRENT_CONTEXT(ctx);
1367 dlist_fallback(ctx);
1368 CALL_EvalCoord1f(ctx->Save, (u));
1371 static void GLAPIENTRY
1372 _save_EvalCoord1fv(const GLfloat * v)
1374 GET_CURRENT_CONTEXT(ctx);
1375 dlist_fallback(ctx);
1376 CALL_EvalCoord1fv(ctx->Save, (v));
1379 static void GLAPIENTRY
1380 _save_EvalCoord2f(GLfloat u, GLfloat v)
1382 GET_CURRENT_CONTEXT(ctx);
1383 dlist_fallback(ctx);
1384 CALL_EvalCoord2f(ctx->Save, (u, v));
1387 static void GLAPIENTRY
1388 _save_EvalCoord2fv(const GLfloat * v)
1390 GET_CURRENT_CONTEXT(ctx);
1391 dlist_fallback(ctx);
1392 CALL_EvalCoord2fv(ctx->Save, (v));
1395 static void GLAPIENTRY
1396 _save_EvalPoint1(GLint i)
1398 GET_CURRENT_CONTEXT(ctx);
1399 dlist_fallback(ctx);
1400 CALL_EvalPoint1(ctx->Save, (i));
1403 static void GLAPIENTRY
1404 _save_EvalPoint2(GLint i, GLint j)
1406 GET_CURRENT_CONTEXT(ctx);
1407 dlist_fallback(ctx);
1408 CALL_EvalPoint2(ctx->Save, (i, j));
1411 static void GLAPIENTRY
1412 _save_CallList(GLuint l)
1414 GET_CURRENT_CONTEXT(ctx);
1415 dlist_fallback(ctx);
1416 CALL_CallList(ctx->Save, (l));
1419 static void GLAPIENTRY
1420 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1422 GET_CURRENT_CONTEXT(ctx);
1423 dlist_fallback(ctx);
1424 CALL_CallLists(ctx->Save, (n, type, v));
1430 * Called when a glBegin is getting compiled into a display list.
1431 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1434 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode,
1435 bool no_current_update)
1437 struct vbo_save_context *save = &vbo_context(ctx)->save;
1438 const GLuint i = save->prim_count++;
1440 ctx->Driver.CurrentSavePrimitive = mode;
1442 assert(i < save->prim_max);
1443 save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1444 save->prims[i].begin = 1;
1445 save->prims[i].end = 0;
1446 save->prims[i].start = save->vert_count;
1447 save->prims[i].count = 0;
1449 save->no_current_update = no_current_update;
1451 if (save->out_of_memory) {
1452 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1455 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1458 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1459 ctx->Driver.SaveNeedFlush = GL_TRUE;
1463 static void GLAPIENTRY
1466 GET_CURRENT_CONTEXT(ctx);
1467 struct vbo_save_context *save = &vbo_context(ctx)->save;
1468 const GLint i = save->prim_count - 1;
1470 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1471 save->prims[i].end = 1;
1472 save->prims[i].count = (save->vert_count - save->prims[i].start);
1474 if (i == (GLint) save->prim_max - 1) {
1475 compile_vertex_list(ctx);
1476 assert(save->copied.nr == 0);
1479 /* Swap out this vertex format while outside begin/end. Any color,
1480 * etc. received between here and the next begin will be compiled
1483 if (save->out_of_memory) {
1484 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1487 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1492 static void GLAPIENTRY
1493 _save_Begin(GLenum mode)
1495 GET_CURRENT_CONTEXT(ctx);
1497 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1501 static void GLAPIENTRY
1502 _save_PrimitiveRestartNV(void)
1504 GET_CURRENT_CONTEXT(ctx);
1505 struct vbo_save_context *save = &vbo_context(ctx)->save;
1507 if (save->prim_count == 0) {
1508 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1511 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1512 "glPrimitiveRestartNV called outside glBegin/End");
1514 /* get current primitive mode */
1515 GLenum curPrim = save->prims[save->prim_count - 1].mode;
1516 bool no_current_update = save->no_current_update;
1518 /* restart primitive */
1519 CALL_End(ctx->CurrentServerDispatch, ());
1520 vbo_save_NotifyBegin(ctx, curPrim, no_current_update);
1525 /* Unlike the functions above, these are to be hooked into the vtxfmt
1526 * maintained in ctx->ListState, active when the list is known or
1527 * suspected to be outside any begin/end primitive.
1528 * Note: OBE = Outside Begin/End
1530 static void GLAPIENTRY
1531 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1533 GET_CURRENT_CONTEXT(ctx);
1534 struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1536 vbo_save_NotifyBegin(ctx, GL_QUADS, false);
1537 CALL_Vertex2f(dispatch, (x1, y1));
1538 CALL_Vertex2f(dispatch, (x2, y1));
1539 CALL_Vertex2f(dispatch, (x2, y2));
1540 CALL_Vertex2f(dispatch, (x1, y2));
1541 CALL_End(dispatch, ());
1545 static void GLAPIENTRY
1546 _save_OBE_Rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
1548 _save_OBE_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1551 static void GLAPIENTRY
1552 _save_OBE_Rectdv(const GLdouble *v1, const GLdouble *v2)
1554 _save_OBE_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1557 static void GLAPIENTRY
1558 _save_OBE_Rectfv(const GLfloat *v1, const GLfloat *v2)
1560 _save_OBE_Rectf(v1[0], v1[1], v2[0], v2[1]);
1563 static void GLAPIENTRY
1564 _save_OBE_Recti(GLint x1, GLint y1, GLint x2, GLint y2)
1566 _save_OBE_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1569 static void GLAPIENTRY
1570 _save_OBE_Rectiv(const GLint *v1, const GLint *v2)
1572 _save_OBE_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1575 static void GLAPIENTRY
1576 _save_OBE_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
1578 _save_OBE_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1581 static void GLAPIENTRY
1582 _save_OBE_Rectsv(const GLshort *v1, const GLshort *v2)
1584 _save_OBE_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1588 _ensure_draws_fits_in_storage(struct gl_context *ctx, int primcount, int vertcount)
1590 struct vbo_save_context *save = &vbo_context(ctx)->save;
1592 bool realloc_prim = save->prim_count + primcount > save->prim_max;
1593 bool realloc_vert = save->vertex_size && (save->vert_count + vertcount >= save->max_vert);
1595 if (realloc_prim || realloc_vert) {
1596 if (save->vert_count || save->prim_count)
1597 compile_vertex_list(ctx);
1598 realloc_storage(ctx, realloc_prim ? primcount : -1, realloc_vert ? vertcount : -1);
1599 reset_counters(ctx);
1600 assert(save->prim_max);
1605 static void GLAPIENTRY
1606 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1608 GET_CURRENT_CONTEXT(ctx);
1609 struct gl_vertex_array_object *vao = ctx->Array.VAO;
1610 struct vbo_save_context *save = &vbo_context(ctx)->save;
1613 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1614 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1618 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1622 if (save->out_of_memory)
1625 _ensure_draws_fits_in_storage(ctx, 1, count);
1627 /* Make sure to process any VBO binding changes */
1628 _mesa_update_state(ctx);
1630 _mesa_vao_map_arrays(ctx, vao, GL_MAP_READ_BIT);
1632 vbo_save_NotifyBegin(ctx, mode, true);
1634 for (i = 0; i < count; i++)
1635 _mesa_array_element(ctx, start + i);
1636 CALL_End(ctx->CurrentServerDispatch, ());
1638 _mesa_vao_unmap_arrays(ctx, vao);
1642 static void GLAPIENTRY
1643 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1644 const GLsizei *count, GLsizei primcount)
1646 GET_CURRENT_CONTEXT(ctx);
1649 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1650 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1654 if (primcount < 0) {
1655 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1656 "glMultiDrawArrays(primcount<0)");
1660 unsigned vertcount = 0;
1661 for (i = 0; i < primcount; i++) {
1663 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1664 "glMultiDrawArrays(count[i]<0)");
1667 vertcount += count[i];
1670 _ensure_draws_fits_in_storage(ctx, primcount, vertcount);
1672 for (i = 0; i < primcount; i++) {
1674 _save_OBE_DrawArrays(mode, first[i], count[i]);
1681 array_element(struct gl_context *ctx,
1682 GLint basevertex, GLuint elt, unsigned index_size_shift)
1684 /* Section 10.3.5 Primitive Restart:
1686 * When one of the *BaseVertex drawing commands specified in section 10.5
1687 * is used, the primitive restart comparison occurs before the basevertex
1688 * offset is added to the array index.
1690 /* If PrimitiveRestart is enabled and the index is the RestartIndex
1691 * then we call PrimitiveRestartNV and return.
1693 if (ctx->Array._PrimitiveRestart[index_size_shift] &&
1694 elt == ctx->Array._RestartIndex[index_size_shift]) {
1695 CALL_PrimitiveRestartNV(ctx->CurrentServerDispatch, ());
1699 _mesa_array_element(ctx, basevertex + elt);
1703 /* Could do better by copying the arrays and element list intact and
1704 * then emitting an indexed prim at runtime.
1706 static void GLAPIENTRY
1707 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1708 const GLvoid * indices, GLint basevertex)
1710 GET_CURRENT_CONTEXT(ctx);
1711 struct vbo_save_context *save = &vbo_context(ctx)->save;
1712 struct gl_vertex_array_object *vao = ctx->Array.VAO;
1713 struct gl_buffer_object *indexbuf = vao->IndexBufferObj;
1716 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1717 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1721 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1724 if (type != GL_UNSIGNED_BYTE &&
1725 type != GL_UNSIGNED_SHORT &&
1726 type != GL_UNSIGNED_INT) {
1727 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1731 if (save->out_of_memory)
1734 _ensure_draws_fits_in_storage(ctx, 1, count);
1736 /* Make sure to process any VBO binding changes */
1737 _mesa_update_state(ctx);
1739 _mesa_vao_map(ctx, vao, GL_MAP_READ_BIT);
1743 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1745 vbo_save_NotifyBegin(ctx, mode, true);
1748 case GL_UNSIGNED_BYTE:
1749 for (i = 0; i < count; i++)
1750 array_element(ctx, basevertex, ((GLubyte *) indices)[i], 0);
1752 case GL_UNSIGNED_SHORT:
1753 for (i = 0; i < count; i++)
1754 array_element(ctx, basevertex, ((GLushort *) indices)[i], 1);
1756 case GL_UNSIGNED_INT:
1757 for (i = 0; i < count; i++)
1758 array_element(ctx, basevertex, ((GLuint *) indices)[i], 2);
1761 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1765 CALL_End(ctx->CurrentServerDispatch, ());
1767 _mesa_vao_unmap(ctx, vao);
1770 static void GLAPIENTRY
1771 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1772 const GLvoid * indices)
1774 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1778 static void GLAPIENTRY
1779 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1780 GLsizei count, GLenum type,
1781 const GLvoid * indices)
1783 GET_CURRENT_CONTEXT(ctx);
1784 struct vbo_save_context *save = &vbo_context(ctx)->save;
1786 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1787 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1791 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1792 "glDrawRangeElements(count<0)");
1795 if (type != GL_UNSIGNED_BYTE &&
1796 type != GL_UNSIGNED_SHORT &&
1797 type != GL_UNSIGNED_INT) {
1798 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1802 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1803 "glDrawRangeElements(end < start)");
1807 if (save->out_of_memory)
1810 _save_OBE_DrawElements(mode, count, type, indices);
1814 static void GLAPIENTRY
1815 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1816 const GLvoid * const *indices, GLsizei primcount)
1818 GET_CURRENT_CONTEXT(ctx);
1819 struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1823 for (i = 0; i < primcount; i++) {
1824 vertcount += count[i];
1826 _ensure_draws_fits_in_storage(ctx, primcount, vertcount);
1828 for (i = 0; i < primcount; i++) {
1830 CALL_DrawElements(dispatch, (mode, count[i], type, indices[i]));
1836 static void GLAPIENTRY
1837 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1839 const GLvoid * const *indices,
1841 const GLint *basevertex)
1843 GET_CURRENT_CONTEXT(ctx);
1844 struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1848 for (i = 0; i < primcount; i++) {
1849 vertcount += count[i];
1851 _ensure_draws_fits_in_storage(ctx, primcount, vertcount);
1853 for (i = 0; i < primcount; i++) {
1855 CALL_DrawElementsBaseVertex(dispatch, (mode, count[i], type,
1864 vtxfmt_init(struct gl_context *ctx)
1866 struct vbo_save_context *save = &vbo_context(ctx)->save;
1867 GLvertexformat *vfmt = &save->vtxfmt;
1869 #define NAME_AE(x) _ae_##x
1870 #define NAME_CALLLIST(x) _save_##x
1871 #define NAME(x) _save_##x
1872 #define NAME_ES(x) _save_##x##ARB
1874 #include "vbo_init_tmp.h"
1879 * Initialize the dispatch table with the VBO functions for display
1883 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1884 struct _glapi_table *exec)
1886 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1887 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1888 SET_DrawElements(exec, _save_OBE_DrawElements);
1889 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1890 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1891 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1892 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1893 SET_Rectf(exec, _save_OBE_Rectf);
1894 SET_Rectd(exec, _save_OBE_Rectd);
1895 SET_Rectdv(exec, _save_OBE_Rectdv);
1896 SET_Rectfv(exec, _save_OBE_Rectfv);
1897 SET_Recti(exec, _save_OBE_Recti);
1898 SET_Rectiv(exec, _save_OBE_Rectiv);
1899 SET_Rects(exec, _save_OBE_Rects);
1900 SET_Rectsv(exec, _save_OBE_Rectsv);
1902 /* Note: other glDraw functins aren't compiled into display lists */
1908 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1910 struct vbo_save_context *save = &vbo_context(ctx)->save;
1912 /* Noop when we are actually active:
1914 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1917 if (save->vert_count || save->prim_count)
1918 compile_vertex_list(ctx);
1920 copy_to_current(ctx);
1922 reset_counters(ctx);
1923 ctx->Driver.SaveNeedFlush = GL_FALSE;
1928 * Called from glNewList when we're starting to compile a display list.
1931 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1933 struct vbo_save_context *save = &vbo_context(ctx)->save;
1938 if (!save->prim_store)
1939 save->prim_store = alloc_prim_store(0);
1941 if (!save->vertex_store)
1942 save->vertex_store = alloc_vertex_store(ctx, 0);
1944 save->buffer_ptr = save->vertex_store->buffer_in_ram + save->vertex_store->used;
1947 reset_counters(ctx);
1948 ctx->Driver.SaveNeedFlush = GL_FALSE;
1953 * Called from glEndList when we're finished compiling a display list.
1956 vbo_save_EndList(struct gl_context *ctx)
1958 struct vbo_save_context *save = &vbo_context(ctx)->save;
1960 /* EndList called inside a (saved) Begin/End pair?
1962 if (_mesa_inside_dlist_begin_end(ctx)) {
1963 if (save->prim_count > 0) {
1964 GLint i = save->prim_count - 1;
1965 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1966 save->prims[i].end = 0;
1967 save->prims[i].count = save->vert_count - save->prims[i].start;
1970 /* Make sure this vertex list gets replayed by the "loopback"
1973 save->dangling_attr_ref = GL_TRUE;
1974 vbo_save_SaveFlushVertices(ctx);
1976 /* Swap out this vertex format while outside begin/end. Any color,
1977 * etc. received between here and the next begin will be compiled
1980 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1983 assert(save->vertex_size == 0);
1987 * Called during context creation/init.
1990 current_init(struct gl_context *ctx)
1992 struct vbo_save_context *save = &vbo_context(ctx)->save;
1995 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1996 const GLuint j = i - VBO_ATTRIB_POS;
1997 assert(j < VERT_ATTRIB_MAX);
1998 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1999 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
2002 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
2003 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
2004 assert(j < MAT_ATTRIB_MAX);
2005 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
2006 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
2012 * Initialize the display list compiler. Called during context creation.
2015 vbo_save_api_init(struct vbo_save_context *save)
2017 struct gl_context *ctx = gl_context_from_vbo_save(save);
2021 _mesa_noop_vtxfmt_init(ctx, &save->vtxfmt_noop);