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.
68 * The compilation process works as follows. All vertex attributes
69 * except position are copied to vbo_save_context::attrptr (see ATTR_UNION).
70 * 'attrptr' are pointers to vbo_save_context::vertex ordered according to the enabled
71 * attributes (se upgrade_vertex).
72 * When the position attribute is received, all the attributes are then
73 * copied to the vertex_store (see the end of ATTR_UNION).
74 * The vertex_store is simply an extensible float array.
75 * When the vertex list needs to be compiled (see compile_vertex_list),
76 * several transformations are performed:
77 * - some primitives are merged together (eg: two consecutive GL_TRIANGLES
78 * with 3 vertices can be merged in a single GL_TRIANGLES with 6 vertices).
79 * - an index buffer is built.
80 * - identical vertices are detected and only one is kept.
81 * At the end of this transformation, the index buffer and the vertex buffer
82 * are uploaded in vRAM in the same buffer object.
83 * This buffer object is shared between multiple display list to allow
84 * draw calls merging later.
86 * The layout of this buffer for two display lists is:
87 * V0A0|V0A1|V1A0|V1A1|P0I0|P0I1|V0A0V0A1V0A2|V1A1V1A1V1A2|...
89 * - VxAy: vertex x, attributes y
90 * - PxIy: draw x, index y
92 * To allow draw call merging, display list must use the same VAO, including
93 * the same Offset in the buffer object. To achieve this, the start values of
94 * the primitive are shifted and the indices adjusted (see offset_diff and
95 * start_offset in compile_vertex_list).
97 * Display list using the loopback code (see vbo_save_playback_vertex_list_loopback),
98 * can't be drawn with an index buffer so this transformation is disabled
103 #include "main/glheader.h"
104 #include "main/arrayobj.h"
105 #include "main/bufferobj.h"
106 #include "main/context.h"
107 #include "main/dlist.h"
108 #include "main/enums.h"
109 #include "main/eval.h"
110 #include "main/macros.h"
111 #include "main/draw_validate.h"
112 #include "main/api_arrayelt.h"
113 #include "main/vtxfmt.h"
114 #include "main/dispatch.h"
115 #include "main/state.h"
116 #include "main/varray.h"
117 #include "util/bitscan.h"
118 #include "util/u_memory.h"
119 #include "util/hash_table.h"
121 #include "gallium/include/pipe/p_state.h"
123 #include "vbo_noop.h"
124 #include "vbo_private.h"
131 /* An interesting VBO number/name to help with debugging */
132 #define VBO_BUF_ID 12345
134 static void GLAPIENTRY
135 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params);
137 static void GLAPIENTRY
138 _save_EvalCoord1f(GLfloat u);
140 static void GLAPIENTRY
141 _save_EvalCoord2f(GLfloat u, GLfloat v);
144 handle_out_of_memory(struct gl_context *ctx)
146 struct vbo_save_context *save = &vbo_context(ctx)->save;
147 _mesa_noop_vtxfmt_init(ctx, &save->vtxfmt);
148 save->out_of_memory = true;
152 * NOTE: Old 'parity' issue is gone, but copying can still be
153 * wrong-footed on replay.
156 copy_vertices(struct gl_context *ctx,
157 const struct vbo_save_vertex_list *node,
158 const fi_type * src_buffer)
160 struct vbo_save_context *save = &vbo_context(ctx)->save;
161 struct _mesa_prim *prim = &node->cold->prims[node->cold->prim_count - 1];
162 GLuint sz = save->vertex_size;
164 if (prim->end || !prim->count || !sz)
167 const fi_type *src = src_buffer + prim->start * sz;
168 assert(save->copied.buffer == NULL);
169 save->copied.buffer = malloc(sizeof(fi_type) * sz * prim->count);
171 return vbo_copy_vertices(ctx, prim->mode, prim->start, &prim->count,
172 prim->begin, sz, true, save->copied.buffer, src);
176 static struct vbo_save_primitive_store *
177 realloc_prim_store(struct vbo_save_primitive_store *store, int prim_count)
180 store = CALLOC_STRUCT(vbo_save_primitive_store);
182 uint32_t old_size = store->size;
183 store->size = prim_count;
184 assert (old_size < store->size);
185 store->prims = realloc(store->prims, store->size * sizeof(struct _mesa_prim));
186 memset(&store->prims[old_size], 0, (store->size - old_size) * sizeof(struct _mesa_prim));
193 reset_counters(struct gl_context *ctx)
195 struct vbo_save_context *save = &vbo_context(ctx)->save;
197 save->vertex_store->used = 0;
198 save->prim_store->used = 0;
199 save->dangling_attr_ref = GL_FALSE;
203 * For a list of prims, try merging prims that can just be extensions of the
207 merge_prims(struct gl_context *ctx, struct _mesa_prim *prim_list,
211 struct _mesa_prim *prev_prim = prim_list;
213 for (i = 1; i < *prim_count; i++) {
214 struct _mesa_prim *this_prim = prim_list + i;
216 vbo_try_prim_conversion(&this_prim->mode, &this_prim->count);
218 if (vbo_merge_draws(ctx, true,
219 prev_prim->mode, this_prim->mode,
220 prev_prim->start, this_prim->start,
221 &prev_prim->count, this_prim->count,
222 prev_prim->basevertex, this_prim->basevertex,
224 this_prim->begin, this_prim->end)) {
225 /* We've found a prim that just extend the previous one. Tack it
226 * onto the previous one, and let this primitive struct get dropped.
231 /* If any previous primitives have been dropped, then we need to copy
232 * this later one into the next available slot.
235 if (prev_prim != this_prim)
236 *prev_prim = *this_prim;
239 *prim_count = prev_prim - prim_list + 1;
244 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
245 * don't have to worry about handling the _mesa_prim::begin/end flags.
246 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
249 convert_line_loop_to_strip(struct vbo_save_context *save,
250 struct vbo_save_vertex_list *node)
252 struct _mesa_prim *prim = &node->cold->prims[node->cold->prim_count - 1];
254 assert(prim->mode == GL_LINE_LOOP);
257 /* Copy the 0th vertex to end of the buffer and extend the
258 * vertex count by one to finish the line loop.
260 const GLuint sz = save->vertex_size;
262 const fi_type *src = save->vertex_store->buffer_in_ram + prim->start * sz;
264 fi_type *dst = save->vertex_store->buffer_in_ram + (prim->start + prim->count) * sz;
266 memcpy(dst, src, sz * sizeof(float));
269 node->cold->vertex_count++;
270 save->vertex_store->used += sz;
274 /* Drawing the second or later section of a long line loop.
275 * Skip the 0th vertex.
281 prim->mode = GL_LINE_STRIP;
285 /* Compare the present vao if it has the same setup. */
287 compare_vao(gl_vertex_processing_mode mode,
288 const struct gl_vertex_array_object *vao,
289 const struct gl_buffer_object *bo, GLintptr buffer_offset,
290 GLuint stride, GLbitfield64 vao_enabled,
291 const GLubyte size[VBO_ATTRIB_MAX],
292 const GLenum16 type[VBO_ATTRIB_MAX],
293 const GLuint offset[VBO_ATTRIB_MAX])
298 /* If the enabled arrays are not the same we are not equal. */
299 if (vao_enabled != vao->Enabled)
302 /* Check the buffer binding at 0 */
303 if (vao->BufferBinding[0].BufferObj != bo)
305 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
306 if (vao->BufferBinding[0].Stride != stride)
308 assert(vao->BufferBinding[0].InstanceDivisor == 0);
310 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
311 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
313 /* Now check the enabled arrays */
314 GLbitfield mask = vao_enabled;
316 const int attr = u_bit_scan(&mask);
317 const unsigned char vbo_attr = vao_to_vbo_map[attr];
318 const GLenum16 tp = type[vbo_attr];
319 const GLintptr off = offset[vbo_attr] + buffer_offset;
320 const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
321 if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
323 if (attrib->Format.Type != tp)
325 if (attrib->Format.Size != size[vbo_attr])
327 assert(attrib->Format.Format == GL_RGBA);
328 assert(attrib->Format.Normalized == GL_FALSE);
329 assert(attrib->Format.Integer == vbo_attrtype_to_integer_flag(tp));
330 assert(attrib->Format.Doubles == vbo_attrtype_to_double_flag(tp));
331 assert(attrib->BufferBindingIndex == 0);
338 /* Create or reuse the vao for the vertex processing mode. */
340 update_vao(struct gl_context *ctx,
341 gl_vertex_processing_mode mode,
342 struct gl_vertex_array_object **vao,
343 struct gl_buffer_object *bo, GLintptr buffer_offset,
344 GLuint stride, GLbitfield64 vbo_enabled,
345 const GLubyte size[VBO_ATTRIB_MAX],
346 const GLenum16 type[VBO_ATTRIB_MAX],
347 const GLuint offset[VBO_ATTRIB_MAX])
349 /* Compute the bitmasks of vao_enabled arrays */
350 GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
353 * Check if we can possibly reuse the exisiting one.
354 * In the long term we should reset them when something changes.
356 if (compare_vao(mode, *vao, bo, buffer_offset, stride,
357 vao_enabled, size, type, offset))
360 /* The initial refcount is 1 */
361 _mesa_reference_vao(ctx, vao, NULL);
362 *vao = _mesa_new_vao(ctx, ~((GLuint)0));
365 * assert(stride <= ctx->Const.MaxVertexAttribStride);
366 * MaxVertexAttribStride is not set for drivers that does not
367 * expose GL 44 or GLES 31.
370 /* Bind the buffer object at binding point 0 */
371 _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride, false,
374 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
375 * Note that the position/generic0 aliasing is done in the VAO.
377 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
378 /* Now set the enable arrays */
379 GLbitfield mask = vao_enabled;
381 const int vao_attr = u_bit_scan(&mask);
382 const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
383 assert(offset[vbo_attr] <= ctx->Const.MaxVertexAttribRelativeOffset);
385 _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
386 size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
387 _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0);
389 _mesa_enable_vertex_array_attribs(ctx, *vao, vao_enabled);
390 assert(vao_enabled == (*vao)->Enabled);
391 assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
393 /* Finalize and freeze the VAO */
394 _mesa_set_vao_immutable(ctx, *vao);
397 static void wrap_filled_vertex(struct gl_context *ctx);
399 /* Grow the vertex storage to accomodate for vertex_count new vertices */
401 grow_vertex_storage(struct gl_context *ctx, int vertex_count)
403 struct vbo_save_context *save = &vbo_context(ctx)->save;
404 assert (save->vertex_store);
406 int new_size = (save->vertex_store->used +
407 vertex_count * save->vertex_size) * sizeof(GLfloat);
409 /* Limit how much memory we allocate. */
410 if (save->prim_store->used > 0 &&
412 new_size > VBO_SAVE_BUFFER_SIZE) {
413 wrap_filled_vertex(ctx);
414 new_size = VBO_SAVE_BUFFER_SIZE;
417 if (new_size > save->vertex_store->buffer_in_ram_size) {
418 save->vertex_store->buffer_in_ram_size = new_size;
419 save->vertex_store->buffer_in_ram = realloc(save->vertex_store->buffer_in_ram,
420 save->vertex_store->buffer_in_ram_size);
421 if (save->vertex_store->buffer_in_ram == NULL)
422 handle_out_of_memory(ctx);
428 unsigned vertex_size;
429 fi_type *vertex_attributes;
432 static uint32_t _hash_vertex_key(const void *key)
434 struct vertex_key *k = (struct vertex_key*)key;
435 unsigned sz = k->vertex_size;
437 return _mesa_hash_data(k->vertex_attributes, sz * sizeof(float));
440 static bool _compare_vertex_key(const void *key1, const void *key2)
442 struct vertex_key *k1 = (struct vertex_key*)key1;
443 struct vertex_key *k2 = (struct vertex_key*)key2;
444 /* All the compared vertices are going to be drawn with the same VAO,
445 * so we can compare the attributes. */
446 assert (k1->vertex_size == k2->vertex_size);
447 return memcmp(k1->vertex_attributes,
448 k2->vertex_attributes,
449 k1->vertex_size * sizeof(float)) == 0;
452 static void _free_entry(struct hash_entry *entry)
454 free((void*)entry->key);
457 /* Add vertex to the vertex buffer and return its index. If this vertex is a duplicate
458 * of an existing vertex, return the original index instead.
461 add_vertex(struct vbo_save_context *save, struct hash_table *hash_to_index,
462 uint32_t index, fi_type *new_buffer, uint32_t *max_index)
464 /* If vertex deduplication is disabled return the original index. */
468 fi_type *vert = save->vertex_store->buffer_in_ram + save->vertex_size * index;
470 struct vertex_key *key = malloc(sizeof(struct vertex_key));
471 key->vertex_size = save->vertex_size;
472 key->vertex_attributes = vert;
474 struct hash_entry *entry = _mesa_hash_table_search(hash_to_index, key);
477 /* We found an existing vertex with the same hash, return its index. */
478 return (uintptr_t) entry->data;
480 /* This is a new vertex. Determine a new index and copy its attributes to the vertex
481 * buffer. Note that 'new_buffer' is created at each list compilation so we write vertices
482 * starting at index 0.
484 uint32_t n = _mesa_hash_table_num_entries(hash_to_index);
485 *max_index = MAX2(n, *max_index);
487 memcpy(&new_buffer[save->vertex_size * n],
489 save->vertex_size * sizeof(fi_type));
491 _mesa_hash_table_insert(hash_to_index, key, (void*)(uintptr_t)(n));
493 /* The index buffer is shared between list compilations, so add the base index to get
502 get_vertex_count(struct vbo_save_context *save)
504 if (!save->vertex_size)
506 return save->vertex_store->used / save->vertex_size;
511 * Insert the active immediate struct onto the display list currently
515 compile_vertex_list(struct gl_context *ctx)
517 struct vbo_save_context *save = &vbo_context(ctx)->save;
518 struct vbo_save_vertex_list *node;
520 /* Allocate space for this structure in the display list currently
523 node = (struct vbo_save_vertex_list *)
524 _mesa_dlist_alloc_vertex_list(ctx, !save->dangling_attr_ref && !save->no_current_update);
529 node->cold = calloc(1, sizeof(*node->cold));
531 /* Make sure the pointer is aligned to the size of a pointer */
532 assert((GLintptr) node % sizeof(void *) == 0);
534 const GLsizei stride = save->vertex_size*sizeof(GLfloat);
536 node->cold->vertex_count = get_vertex_count(save);
537 node->cold->wrap_count = save->copied.nr;
538 node->cold->prims = malloc(sizeof(struct _mesa_prim) * save->prim_store->used);
539 memcpy(node->cold->prims, save->prim_store->prims, sizeof(struct _mesa_prim) * save->prim_store->used);
540 node->cold->ib.obj = NULL;
541 node->cold->prim_count = save->prim_store->used;
543 if (save->no_current_update) {
544 node->cold->current_data = NULL;
547 GLuint current_size = save->vertex_size - save->attrsz[0];
548 node->cold->current_data = NULL;
551 node->cold->current_data = malloc(current_size * sizeof(GLfloat));
552 if (node->cold->current_data) {
553 const char *buffer = (const char *)save->vertex_store->buffer_in_ram;
554 unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat);
555 unsigned vertex_offset = 0;
557 if (node->cold->vertex_count)
558 vertex_offset = (node->cold->vertex_count - 1) * stride;
560 memcpy(node->cold->current_data, buffer + vertex_offset + attr_offset,
561 current_size * sizeof(GLfloat));
563 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
564 handle_out_of_memory(ctx);
569 assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->cold->vertex_count == 0);
571 if (save->dangling_attr_ref)
572 ctx->ListState.Current.UseLoopback = true;
574 /* Copy duplicated vertices
576 save->copied.nr = copy_vertices(ctx, node, save->vertex_store->buffer_in_ram);
578 if (node->cold->prims[node->cold->prim_count - 1].mode == GL_LINE_LOOP) {
579 convert_line_loop_to_strip(save, node);
582 merge_prims(ctx, node->cold->prims, &node->cold->prim_count);
584 GLintptr buffer_offset = 0;
585 GLuint start_offset = 0;
587 /* Create an index buffer. */
588 node->cold->min_index = node->cold->max_index = 0;
589 if (node->cold->vertex_count == 0 || node->cold->prim_count == 0)
592 /* We won't modify node->prims, so use a const alias to avoid unintended
594 const struct _mesa_prim *original_prims = node->cold->prims;
596 int end = original_prims[node->cold->prim_count - 1].start +
597 original_prims[node->cold->prim_count - 1].count;
598 int total_vert_count = end - original_prims[0].start;
600 node->cold->min_index = node->cold->prims[0].start;
601 node->cold->max_index = end - 1;
603 int max_index_count = total_vert_count * 2;
605 int size = max_index_count * sizeof(uint32_t);
606 uint32_t* indices = (uint32_t*) malloc(size);
607 struct _mesa_prim *merged_prims = NULL;
610 struct hash_table *vertex_to_index = NULL;
611 fi_type *temp_vertices_buffer = NULL;
613 /* The loopback replay code doesn't use the index buffer, so we can't
614 * dedup vertices in this case.
616 if (!ctx->ListState.Current.UseLoopback) {
617 vertex_to_index = _mesa_hash_table_create(NULL, _hash_vertex_key, _compare_vertex_key);
618 temp_vertices_buffer = malloc(save->vertex_store->buffer_in_ram_size);
621 uint32_t max_index = 0;
623 int last_valid_prim = -1;
624 /* Construct indices array. */
625 for (unsigned i = 0; i < node->cold->prim_count; i++) {
626 assert(original_prims[i].basevertex == 0);
627 GLubyte mode = original_prims[i].mode;
629 int vertex_count = original_prims[i].count;
634 /* Line strips may get converted to lines */
635 if (mode == GL_LINE_STRIP)
638 /* If 2 consecutive prims use the same mode => merge them. */
639 bool merge_prims = last_valid_prim >= 0 &&
640 mode == merged_prims[last_valid_prim].mode &&
641 mode != GL_LINE_LOOP && mode != GL_TRIANGLE_FAN &&
642 mode != GL_QUAD_STRIP && mode != GL_POLYGON &&
645 /* To be able to merge consecutive triangle strips we need to insert
646 * a degenerate triangle.
649 mode == GL_TRIANGLE_STRIP) {
650 /* Insert a degenerate triangle */
651 assert(merged_prims[last_valid_prim].mode == GL_TRIANGLE_STRIP);
652 unsigned tri_count = merged_prims[last_valid_prim].count - 2;
654 indices[idx] = indices[idx - 1];
655 indices[idx + 1] = add_vertex(save, vertex_to_index, original_prims[i].start,
656 temp_vertices_buffer, &max_index);
658 merged_prims[last_valid_prim].count += 2;
661 /* Add another index to preserve winding order */
662 indices[idx++] = add_vertex(save, vertex_to_index, original_prims[i].start,
663 temp_vertices_buffer, &max_index);
664 merged_prims[last_valid_prim].count++;
670 /* Convert line strips to lines if it'll allow if the previous
671 * prim mode is GL_LINES (so merge_prims is true) or if the next
672 * primitive mode is GL_LINES or GL_LINE_LOOP.
674 if (original_prims[i].mode == GL_LINE_STRIP &&
676 (i < node->cold->prim_count - 1 &&
677 (original_prims[i + 1].mode == GL_LINE_STRIP ||
678 original_prims[i + 1].mode == GL_LINES)))) {
679 for (unsigned j = 0; j < vertex_count; j++) {
680 indices[idx++] = add_vertex(save, vertex_to_index, original_prims[i].start + j,
681 temp_vertices_buffer, &max_index);
682 /* Repeat all but the first/last indices. */
683 if (j && j != vertex_count - 1) {
684 indices[idx++] = add_vertex(save, vertex_to_index, original_prims[i].start + j,
685 temp_vertices_buffer, &max_index);
689 /* We didn't convert to LINES, so restore the original mode */
690 mode = original_prims[i].mode;
692 for (unsigned j = 0; j < vertex_count; j++) {
693 indices[idx++] = add_vertex(save, vertex_to_index, original_prims[i].start + j,
694 temp_vertices_buffer, &max_index);
699 /* Update vertex count. */
700 merged_prims[last_valid_prim].count += idx - start;
702 /* Keep this primitive */
703 last_valid_prim += 1;
704 assert(last_valid_prim <= i);
705 merged_prims = realloc(merged_prims, (1 + last_valid_prim) * sizeof(struct _mesa_prim));
706 merged_prims[last_valid_prim] = original_prims[i];
707 merged_prims[last_valid_prim].start = start;
708 merged_prims[last_valid_prim].count = idx - start;
710 merged_prims[last_valid_prim].mode = mode;
713 assert(idx > 0 && idx <= max_index_count);
715 unsigned merged_prim_count = last_valid_prim + 1;
716 node->cold->ib.ptr = NULL;
717 node->cold->ib.count = idx;
718 node->cold->ib.index_size_shift = (GL_UNSIGNED_INT - GL_UNSIGNED_BYTE) >> 1;
720 /* How many bytes do we need to store the indices and the vertices */
721 total_vert_count = vertex_to_index ? (max_index + 1) : idx;
722 unsigned total_bytes_needed = idx * sizeof(uint32_t) +
723 total_vert_count * save->vertex_size * sizeof(fi_type);
725 const GLintptr old_offset = save->VAO[0] ?
726 save->VAO[0]->BufferBinding[0].Offset + save->VAO[0]->VertexAttrib[VERT_ATTRIB_POS].RelativeOffset : 0;
727 if (old_offset != save->current_bo_bytes_used && stride > 0) {
728 GLintptr offset_diff = save->current_bo_bytes_used - old_offset;
729 while (offset_diff > 0 &&
730 save->current_bo_bytes_used < save->current_bo->Size &&
731 offset_diff % stride != 0) {
732 save->current_bo_bytes_used++;
733 offset_diff = save->current_bo_bytes_used - old_offset;
736 buffer_offset = save->current_bo_bytes_used;
738 /* Can we reuse the previous bo or should we allocate a new one? */
739 int available_bytes = save->current_bo ? save->current_bo->Size - save->current_bo_bytes_used : 0;
740 if (total_bytes_needed > available_bytes) {
741 if (save->current_bo)
742 _mesa_reference_buffer_object(ctx, &save->current_bo, NULL);
743 save->current_bo = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID + 1);
744 bool success = ctx->Driver.BufferData(ctx,
745 GL_ELEMENT_ARRAY_BUFFER_ARB,
746 MAX2(total_bytes_needed, VBO_SAVE_BUFFER_SIZE),
748 GL_STATIC_DRAW_ARB, GL_MAP_WRITE_BIT |
749 MESA_GALLIUM_VERTEX_STATE_STORAGE,
752 _mesa_reference_buffer_object(ctx, &save->current_bo, NULL);
753 _mesa_error(ctx, GL_OUT_OF_MEMORY, "IB allocation");
754 handle_out_of_memory(ctx);
756 save->current_bo_bytes_used = 0;
757 available_bytes = save->current_bo->Size;
761 assert(old_offset <= buffer_offset);
762 const GLintptr offset_diff = buffer_offset - old_offset;
763 if (offset_diff > 0 && stride > 0 && offset_diff % stride == 0) {
764 /* The vertex size is an exact multiple of the buffer offset.
765 * This means that we can use zero-based vertex attribute pointers
766 * and specify the start of the primitive with the _mesa_prim::start
767 * field. This results in issuing several draw calls with identical
768 * vertex attribute information. This can result in fewer state
769 * changes in drivers. In particular, the Gallium CSO module will
770 * filter out redundant vertex buffer changes.
772 /* We cannot immediately update the primitives as some methods below
773 * still need the uncorrected start vertices
775 start_offset = offset_diff/stride;
776 assert(old_offset == buffer_offset - offset_diff);
777 buffer_offset = old_offset;
780 /* Correct the primitive starts, we can only do this here as copy_vertices
781 * and convert_line_loop_to_strip above consume the uncorrected starts.
782 * On the other hand the _vbo_loopback_vertex_list call below needs the
783 * primitives to be corrected already.
785 for (unsigned i = 0; i < node->cold->prim_count; i++) {
786 node->cold->prims[i].start += start_offset;
788 /* start_offset shifts vertices (so v[0] becomes v[start_offset]), so we have
789 * to apply this transformation to all indices and max_index.
791 for (unsigned i = 0; i < idx; i++)
792 indices[i] += start_offset;
793 max_index += start_offset;
796 _mesa_reference_buffer_object(ctx, &node->cold->ib.obj, save->current_bo);
798 /* Upload the vertices first (see buffer_offset) */
799 ctx->Driver.BufferSubData(ctx,
800 save->current_bo_bytes_used,
801 total_vert_count * save->vertex_size * sizeof(fi_type),
802 vertex_to_index ? temp_vertices_buffer : save->vertex_store->buffer_in_ram,
804 save->current_bo_bytes_used += total_vert_count * save->vertex_size * sizeof(fi_type);
806 if (vertex_to_index) {
807 _mesa_hash_table_destroy(vertex_to_index, _free_entry);
808 free(temp_vertices_buffer);
811 /* Since we're append the indices to an existing buffer, we need to adjust the start value of each
812 * primitive (not the indices themselves). */
813 save->current_bo_bytes_used += align(save->current_bo_bytes_used, 4) - save->current_bo_bytes_used;
814 int indices_offset = save->current_bo_bytes_used / 4;
815 for (int i = 0; i < merged_prim_count; i++) {
816 merged_prims[i].start += indices_offset;
819 /* Then upload the indices. */
820 if (node->cold->ib.obj) {
821 ctx->Driver.BufferSubData(ctx,
822 save->current_bo_bytes_used,
823 idx * sizeof(uint32_t),
826 save->current_bo_bytes_used += idx * sizeof(uint32_t);
828 node->cold->vertex_count = 0;
829 node->cold->prim_count = 0;
832 /* Prepare for DrawGallium */
833 memset(&node->merged.info, 0, sizeof(struct pipe_draw_info));
834 /* The other info fields will be updated in vbo_save_playback_vertex_list */
835 node->merged.info.index_size = 4;
836 node->merged.info.instance_count = 1;
837 node->merged.info.index.gl_bo = node->cold->ib.obj;
838 if (merged_prim_count == 1) {
839 node->merged.info.mode = merged_prims[0].mode;
840 node->merged.start_count.start = merged_prims[0].start;
841 node->merged.start_count.count = merged_prims[0].count;
842 node->merged.start_count.index_bias = 0;
843 node->merged.mode = NULL;
845 node->merged.mode = malloc(merged_prim_count * sizeof(unsigned char));
846 node->merged.start_counts = malloc(merged_prim_count * sizeof(struct pipe_draw_start_count_bias));
847 for (unsigned i = 0; i < merged_prim_count; i++) {
848 node->merged.start_counts[i].start = merged_prims[i].start;
849 node->merged.start_counts[i].count = merged_prims[i].count;
850 node->merged.start_counts[i].index_bias = 0;
851 node->merged.mode[i] = merged_prims[i].mode;
854 node->merged.num_draws = merged_prim_count;
855 if (node->merged.num_draws > 1) {
856 bool same_mode = true;
857 for (unsigned i = 1; i < node->merged.num_draws && same_mode; i++) {
858 same_mode = node->merged.mode[i] == node->merged.mode[0];
861 /* All primitives use the same mode, so we can simplify a bit */
862 node->merged.info.mode = node->merged.mode[0];
863 free(node->merged.mode);
864 node->merged.mode = NULL;
873 if (!save->current_bo) {
874 save->current_bo = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID + 1);
875 bool success = ctx->Driver.BufferData(ctx,
876 GL_ELEMENT_ARRAY_BUFFER_ARB,
877 VBO_SAVE_BUFFER_SIZE,
879 GL_STATIC_DRAW_ARB, GL_MAP_WRITE_BIT |
880 MESA_GALLIUM_VERTEX_STATE_STORAGE,
883 handle_out_of_memory(ctx);
886 GLuint offsets[VBO_ATTRIB_MAX];
887 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
889 offset += save->attrsz[i] * sizeof(GLfloat);
891 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
892 * Note that this may reuse the previous one of possible.
894 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
895 /* create or reuse the vao */
896 update_vao(ctx, vpm, &save->VAO[vpm],
897 save->current_bo, buffer_offset, stride,
898 save->enabled, save->attrsz, save->attrtype, offsets);
899 /* Reference the vao in the dlist */
900 node->VAO[vpm] = NULL;
901 _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
904 /* Prepare for DrawGalliumVertexState */
905 if (node->merged.num_draws && ctx->Driver.DrawGalliumVertexState) {
906 for (unsigned i = 0; i < VP_MODE_MAX; i++) {
907 uint32_t enabled_attribs = _vbo_get_vao_filter(i) &
908 node->VAO[i]->_EnabledWithMapMode;
910 node->merged.gallium.state[i] =
911 ctx->Driver.CreateGalliumVertexState(ctx, node->VAO[i],
914 node->merged.gallium.private_refcount[i] = 0;
915 node->merged.gallium.enabled_attribs[i] = enabled_attribs;
918 node->merged.gallium.ctx = ctx;
919 node->merged.gallium.info.mode = node->merged.info.mode;
920 node->merged.gallium.info.take_vertex_state_ownership = false;
921 assert(node->merged.info.index_size == 4);
924 /* Deal with GL_COMPILE_AND_EXECUTE:
926 if (ctx->ExecuteFlag) {
927 struct _glapi_table *dispatch = GET_DISPATCH();
929 _glapi_set_dispatch(ctx->Exec);
931 /* _vbo_loopback_vertex_list doesn't use the index buffer, so we have to
932 * use buffer_in_ram instead of current_bo which contains all vertices instead
933 * of the deduplicated vertices only in the !UseLoopback case.
935 * The problem is that the VAO offset is based on current_bo's layout,
936 * so we have to use a temp value.
938 struct gl_vertex_array_object *vao = node->VAO[VP_MODE_SHADER];
939 GLintptr original = vao->BufferBinding[0].Offset;
940 if (!ctx->ListState.Current.UseLoopback) {
941 GLintptr new_offset = 0;
942 /* 'start_offset' has been added to all primitives 'start', so undo it here. */
943 new_offset -= start_offset * stride;
944 vao->BufferBinding[0].Offset = new_offset;
946 _vbo_loopback_vertex_list(ctx, node, save->vertex_store->buffer_in_ram);
947 vao->BufferBinding[0].Offset = original;
949 _glapi_set_dispatch(dispatch);
952 /* Reset our structures for the next run of vertices:
959 * This is called when we fill a vertex buffer before we hit a glEnd().
961 * TODO -- If no new vertices have been stored, don't bother saving it.
964 wrap_buffers(struct gl_context *ctx)
966 struct vbo_save_context *save = &vbo_context(ctx)->save;
967 GLint i = save->prim_store->used - 1;
970 assert(i < (GLint) save->prim_store->size);
973 /* Close off in-progress primitive.
975 save->prim_store->prims[i].count = (get_vertex_count(save) - save->prim_store->prims[i].start);
976 mode = save->prim_store->prims[i].mode;
978 /* store the copied vertices, and allocate a new list.
980 compile_vertex_list(ctx);
982 /* Restart interrupted primitive
984 save->prim_store->prims[0].mode = mode;
985 save->prim_store->prims[0].begin = 0;
986 save->prim_store->prims[0].end = 0;
987 save->prim_store->prims[0].start = 0;
988 save->prim_store->prims[0].count = 0;
989 save->prim_store->used = 1;
994 * Called only when buffers are wrapped as the result of filling the
995 * vertex_store struct.
998 wrap_filled_vertex(struct gl_context *ctx)
1000 struct vbo_save_context *save = &vbo_context(ctx)->save;
1001 unsigned numComponents;
1003 /* Emit a glEnd to close off the last vertex list.
1007 assert(save->vertex_store->used == 0 && save->vertex_store->used == 0);
1009 /* Copy stored stored vertices to start of new list.
1011 numComponents = save->copied.nr * save->vertex_size;
1013 fi_type *buffer_ptr = save->vertex_store->buffer_in_ram;
1014 if (numComponents) {
1015 assert(save->copied.buffer);
1017 save->copied.buffer,
1018 numComponents * sizeof(fi_type));
1019 free(save->copied.buffer);
1020 save->copied.buffer = NULL;
1022 save->vertex_store->used = numComponents;
1027 copy_to_current(struct gl_context *ctx)
1029 struct vbo_save_context *save = &vbo_context(ctx)->save;
1030 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
1033 const int i = u_bit_scan64(&enabled);
1034 assert(save->attrsz[i]);
1036 if (save->attrtype[i] == GL_DOUBLE ||
1037 save->attrtype[i] == GL_UNSIGNED_INT64_ARB)
1038 memcpy(save->current[i], save->attrptr[i], save->attrsz[i] * sizeof(GLfloat));
1040 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
1041 save->attrptr[i], save->attrtype[i]);
1047 copy_from_current(struct gl_context *ctx)
1049 struct vbo_save_context *save = &vbo_context(ctx)->save;
1050 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
1053 const int i = u_bit_scan64(&enabled);
1055 switch (save->attrsz[i]) {
1057 save->attrptr[i][3] = save->current[i][3];
1060 save->attrptr[i][2] = save->current[i][2];
1063 save->attrptr[i][1] = save->current[i][1];
1066 save->attrptr[i][0] = save->current[i][0];
1069 unreachable("Unexpected vertex attribute size");
1076 * Called when we increase the size of a vertex attribute. For example,
1077 * if we've seen one or more glTexCoord2f() calls and now we get a
1078 * glTexCoord3f() call.
1079 * Flush existing data, set new attrib size, replay copied vertices.
1082 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
1084 struct vbo_save_context *save = &vbo_context(ctx)->save;
1089 /* Store the current run of vertices, and emit a GL_END. Emit a
1090 * BEGIN in the new buffer.
1092 if (save->vertex_store->used)
1095 assert(save->copied.nr == 0);
1097 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
1098 * when the attribute already exists in the vertex and is having
1099 * its size increased.
1101 copy_to_current(ctx);
1105 oldsz = save->attrsz[attr];
1106 save->attrsz[attr] = newsz;
1107 save->enabled |= BITFIELD64_BIT(attr);
1109 save->vertex_size += newsz - oldsz;
1111 /* Recalculate all the attrptr[] values:
1114 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
1115 if (save->attrsz[i]) {
1116 save->attrptr[i] = tmp;
1117 tmp += save->attrsz[i];
1120 save->attrptr[i] = NULL; /* will not be dereferenced. */
1124 /* Copy from current to repopulate the vertex with correct values.
1126 copy_from_current(ctx);
1128 /* Replay stored vertices to translate them to new format here.
1130 * If there are copied vertices and the new (upgraded) attribute
1131 * has not been defined before, this list is somewhat degenerate,
1132 * and will need fixup at runtime.
1134 if (save->copied.nr) {
1135 assert(save->copied.buffer);
1136 const fi_type *data = save->copied.buffer;
1137 grow_vertex_storage(ctx, save->copied.nr);
1138 fi_type *dest = save->vertex_store->buffer_in_ram;
1140 /* Need to note this and fix up at runtime (or loopback):
1142 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
1144 save->dangling_attr_ref = GL_TRUE;
1147 for (i = 0; i < save->copied.nr; i++) {
1148 GLbitfield64 enabled = save->enabled;
1150 const int j = u_bit_scan64(&enabled);
1151 assert(save->attrsz[j]);
1154 const fi_type *src = oldsz ? data : save->current[attr];
1155 int copy = oldsz ? oldsz : newsz;
1156 for (k = 0; k < copy; k++)
1158 for (; k < newsz; k++) {
1159 switch (save->attrtype[j]) {
1161 dest[k] = FLOAT_AS_UNION(k == 3);
1164 dest[k] = INT_AS_UNION(k == 3);
1166 case GL_UNSIGNED_INT:
1167 dest[k] = UINT_AS_UNION(k == 3);
1170 dest[k] = FLOAT_AS_UNION(k == 3);
1171 assert(!"Unexpected type in upgrade_vertex");
1178 GLint sz = save->attrsz[j];
1179 for (int k = 0; k < sz; k++)
1187 save->vertex_store->used += save->vertex_size * save->copied.nr;
1188 free(save->copied.buffer);
1189 save->copied.buffer = NULL;
1195 * This is called when the size of a vertex attribute changes.
1196 * For example, after seeing one or more glTexCoord2f() calls we
1197 * get a glTexCoord4f() or glTexCoord1f() call.
1200 fixup_vertex(struct gl_context *ctx, GLuint attr,
1201 GLuint sz, GLenum newType)
1203 struct vbo_save_context *save = &vbo_context(ctx)->save;
1205 if (sz > save->attrsz[attr] ||
1206 newType != save->attrtype[attr]) {
1207 /* New size is larger. Need to flush existing vertices and get
1208 * an enlarged vertex format.
1210 upgrade_vertex(ctx, attr, sz);
1212 else if (sz < save->active_sz[attr]) {
1214 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
1216 /* New size is equal or smaller - just need to fill in some
1219 for (i = sz; i <= save->attrsz[attr]; i++)
1220 save->attrptr[attr][i - 1] = id[i - 1];
1223 save->active_sz[attr] = sz;
1225 grow_vertex_storage(ctx, 1);
1230 * Reset the current size of all vertex attributes to the default
1231 * value of 0. This signals that we haven't yet seen any per-vertex
1232 * commands such as glNormal3f() or glTexCoord2f().
1235 reset_vertex(struct gl_context *ctx)
1237 struct vbo_save_context *save = &vbo_context(ctx)->save;
1239 while (save->enabled) {
1240 const int i = u_bit_scan64(&save->enabled);
1241 assert(save->attrsz[i]);
1242 save->attrsz[i] = 0;
1243 save->active_sz[i] = 0;
1246 save->vertex_size = 0;
1251 * If index=0, does glVertexAttrib*() alias glVertex() to emit a vertex?
1252 * It depends on a few things, including whether we're inside or outside
1256 is_vertex_position(const struct gl_context *ctx, GLuint index)
1258 return (index == 0 &&
1259 _mesa_attr_zero_aliases_vertex(ctx) &&
1260 _mesa_inside_dlist_begin_end(ctx));
1265 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
1268 /* Only one size for each attribute may be active at once. Eg. if
1269 * Color3f is installed/active, then Color4f may not be, even if the
1270 * vertex actually contains 4 color coordinates. This is because the
1271 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
1272 * of the chooser function when switching between Color4f and Color3f.
1274 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
1276 struct vbo_save_context *save = &vbo_context(ctx)->save; \
1277 int sz = (sizeof(C) / sizeof(GLfloat)); \
1279 if (save->active_sz[A] != N) \
1280 fixup_vertex(ctx, A, N * sz, T); \
1283 C *dest = (C *)save->attrptr[A]; \
1284 if (N>0) dest[0] = V0; \
1285 if (N>1) dest[1] = V1; \
1286 if (N>2) dest[2] = V2; \
1287 if (N>3) dest[3] = V3; \
1288 save->attrtype[A] = T; \
1291 if ((A) == VBO_ATTRIB_POS) { \
1292 fi_type *buffer_ptr = save->vertex_store->buffer_in_ram + \
1293 save->vertex_store->used; \
1295 for (int i = 0; i < save->vertex_size; i++) \
1296 buffer_ptr[i] = save->vertex[i]; \
1298 save->vertex_store->used += save->vertex_size; \
1299 unsigned used_next = (save->vertex_store->used + \
1300 save->vertex_size) * sizeof(float); \
1301 if (used_next > save->vertex_store->buffer_in_ram_size) { \
1302 grow_vertex_storage(ctx, get_vertex_count(save)); \
1303 assert(used_next <= \
1304 save->vertex_store->buffer_in_ram_size); \
1309 #define TAG(x) _save_##x
1311 #include "vbo_attrib_tmp.h"
1314 #define MAT( ATTR, N, face, params ) \
1316 if (face != GL_BACK) \
1317 MAT_ATTR( ATTR, N, params ); /* front */ \
1318 if (face != GL_FRONT) \
1319 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1324 * Save a glMaterial call found between glBegin/End.
1325 * glMaterial calls outside Begin/End are handled in dlist.c.
1327 static void GLAPIENTRY
1328 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1330 GET_CURRENT_CONTEXT(ctx);
1332 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1333 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1339 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1342 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1345 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1348 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1351 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1352 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1355 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1358 case GL_COLOR_INDEXES:
1359 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1361 case GL_AMBIENT_AND_DIFFUSE:
1362 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1363 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1366 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1372 /* Cope with EvalCoord/CallList called within a begin/end object:
1373 * -- Flush current buffer
1374 * -- Fallback to opcodes for the rest of the begin/end object.
1377 dlist_fallback(struct gl_context *ctx)
1379 struct vbo_save_context *save = &vbo_context(ctx)->save;
1381 if (save->vertex_store->used || save->prim_store->used) {
1382 if (save->prim_store->used > 0 && save->vertex_store->used > 0) {
1383 assert(save->vertex_size);
1384 /* Close off in-progress primitive. */
1385 GLint i = save->prim_store->used - 1;
1386 save->prim_store->prims[i].count =
1387 get_vertex_count(save) -
1388 save->prim_store->prims[i].start;
1391 /* Need to replay this display list with loopback,
1392 * unfortunately, otherwise this primitive won't be handled
1395 save->dangling_attr_ref = GL_TRUE;
1397 compile_vertex_list(ctx);
1400 copy_to_current(ctx);
1402 if (save->out_of_memory) {
1403 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1406 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1408 ctx->Driver.SaveNeedFlush = GL_FALSE;
1412 static void GLAPIENTRY
1413 _save_EvalCoord1f(GLfloat u)
1415 GET_CURRENT_CONTEXT(ctx);
1416 dlist_fallback(ctx);
1417 CALL_EvalCoord1f(ctx->Save, (u));
1420 static void GLAPIENTRY
1421 _save_EvalCoord1fv(const GLfloat * v)
1423 GET_CURRENT_CONTEXT(ctx);
1424 dlist_fallback(ctx);
1425 CALL_EvalCoord1fv(ctx->Save, (v));
1428 static void GLAPIENTRY
1429 _save_EvalCoord2f(GLfloat u, GLfloat v)
1431 GET_CURRENT_CONTEXT(ctx);
1432 dlist_fallback(ctx);
1433 CALL_EvalCoord2f(ctx->Save, (u, v));
1436 static void GLAPIENTRY
1437 _save_EvalCoord2fv(const GLfloat * v)
1439 GET_CURRENT_CONTEXT(ctx);
1440 dlist_fallback(ctx);
1441 CALL_EvalCoord2fv(ctx->Save, (v));
1444 static void GLAPIENTRY
1445 _save_EvalPoint1(GLint i)
1447 GET_CURRENT_CONTEXT(ctx);
1448 dlist_fallback(ctx);
1449 CALL_EvalPoint1(ctx->Save, (i));
1452 static void GLAPIENTRY
1453 _save_EvalPoint2(GLint i, GLint j)
1455 GET_CURRENT_CONTEXT(ctx);
1456 dlist_fallback(ctx);
1457 CALL_EvalPoint2(ctx->Save, (i, j));
1460 static void GLAPIENTRY
1461 _save_CallList(GLuint l)
1463 GET_CURRENT_CONTEXT(ctx);
1464 dlist_fallback(ctx);
1465 CALL_CallList(ctx->Save, (l));
1468 static void GLAPIENTRY
1469 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1471 GET_CURRENT_CONTEXT(ctx);
1472 dlist_fallback(ctx);
1473 CALL_CallLists(ctx->Save, (n, type, v));
1479 * Called when a glBegin is getting compiled into a display list.
1480 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1483 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode,
1484 bool no_current_update)
1486 struct vbo_save_context *save = &vbo_context(ctx)->save;
1487 const GLuint i = save->prim_store->used++;
1489 ctx->Driver.CurrentSavePrimitive = mode;
1491 if (!save->prim_store || i >= save->prim_store->size) {
1492 save->prim_store = realloc_prim_store(save->prim_store, i * 2);
1494 save->prim_store->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1495 save->prim_store->prims[i].begin = 1;
1496 save->prim_store->prims[i].end = 0;
1497 save->prim_store->prims[i].start = get_vertex_count(save);
1498 save->prim_store->prims[i].count = 0;
1500 save->no_current_update = no_current_update;
1502 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1504 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1505 ctx->Driver.SaveNeedFlush = GL_TRUE;
1509 static void GLAPIENTRY
1512 GET_CURRENT_CONTEXT(ctx);
1513 struct vbo_save_context *save = &vbo_context(ctx)->save;
1514 const GLint i = save->prim_store->used - 1;
1516 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1517 save->prim_store->prims[i].end = 1;
1518 save->prim_store->prims[i].count = (get_vertex_count(save) - save->prim_store->prims[i].start);
1520 /* Swap out this vertex format while outside begin/end. Any color,
1521 * etc. received between here and the next begin will be compiled
1524 if (save->out_of_memory) {
1525 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1528 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1533 static void GLAPIENTRY
1534 _save_Begin(GLenum mode)
1536 GET_CURRENT_CONTEXT(ctx);
1538 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1542 static void GLAPIENTRY
1543 _save_PrimitiveRestartNV(void)
1545 GET_CURRENT_CONTEXT(ctx);
1546 struct vbo_save_context *save = &vbo_context(ctx)->save;
1548 if (save->prim_store->used == 0) {
1549 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1552 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1553 "glPrimitiveRestartNV called outside glBegin/End");
1555 /* get current primitive mode */
1556 GLenum curPrim = save->prim_store->prims[save->prim_store->used - 1].mode;
1557 bool no_current_update = save->no_current_update;
1559 /* restart primitive */
1560 CALL_End(ctx->CurrentServerDispatch, ());
1561 vbo_save_NotifyBegin(ctx, curPrim, no_current_update);
1566 /* Unlike the functions above, these are to be hooked into the vtxfmt
1567 * maintained in ctx->ListState, active when the list is known or
1568 * suspected to be outside any begin/end primitive.
1569 * Note: OBE = Outside Begin/End
1571 static void GLAPIENTRY
1572 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1574 GET_CURRENT_CONTEXT(ctx);
1575 struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1577 vbo_save_NotifyBegin(ctx, GL_QUADS, false);
1578 CALL_Vertex2f(dispatch, (x1, y1));
1579 CALL_Vertex2f(dispatch, (x2, y1));
1580 CALL_Vertex2f(dispatch, (x2, y2));
1581 CALL_Vertex2f(dispatch, (x1, y2));
1582 CALL_End(dispatch, ());
1586 static void GLAPIENTRY
1587 _save_OBE_Rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
1589 _save_OBE_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1592 static void GLAPIENTRY
1593 _save_OBE_Rectdv(const GLdouble *v1, const GLdouble *v2)
1595 _save_OBE_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1598 static void GLAPIENTRY
1599 _save_OBE_Rectfv(const GLfloat *v1, const GLfloat *v2)
1601 _save_OBE_Rectf(v1[0], v1[1], v2[0], v2[1]);
1604 static void GLAPIENTRY
1605 _save_OBE_Recti(GLint x1, GLint y1, GLint x2, GLint y2)
1607 _save_OBE_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1610 static void GLAPIENTRY
1611 _save_OBE_Rectiv(const GLint *v1, const GLint *v2)
1613 _save_OBE_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1616 static void GLAPIENTRY
1617 _save_OBE_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
1619 _save_OBE_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1622 static void GLAPIENTRY
1623 _save_OBE_Rectsv(const GLshort *v1, const GLshort *v2)
1625 _save_OBE_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1628 static void GLAPIENTRY
1629 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1631 GET_CURRENT_CONTEXT(ctx);
1632 struct gl_vertex_array_object *vao = ctx->Array.VAO;
1633 struct vbo_save_context *save = &vbo_context(ctx)->save;
1636 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1637 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1641 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1645 if (save->out_of_memory)
1648 grow_vertex_storage(ctx, count);
1650 /* Make sure to process any VBO binding changes */
1651 _mesa_update_state(ctx);
1653 _mesa_vao_map_arrays(ctx, vao, GL_MAP_READ_BIT);
1655 vbo_save_NotifyBegin(ctx, mode, true);
1657 for (i = 0; i < count; i++)
1658 _mesa_array_element(ctx, start + i);
1659 CALL_End(ctx->CurrentServerDispatch, ());
1661 _mesa_vao_unmap_arrays(ctx, vao);
1665 static void GLAPIENTRY
1666 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1667 const GLsizei *count, GLsizei primcount)
1669 GET_CURRENT_CONTEXT(ctx);
1672 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1673 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1677 if (primcount < 0) {
1678 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1679 "glMultiDrawArrays(primcount<0)");
1683 unsigned vertcount = 0;
1684 for (i = 0; i < primcount; i++) {
1686 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1687 "glMultiDrawArrays(count[i]<0)");
1690 vertcount += count[i];
1693 grow_vertex_storage(ctx, vertcount);
1695 for (i = 0; i < primcount; i++) {
1697 _save_OBE_DrawArrays(mode, first[i], count[i]);
1704 array_element(struct gl_context *ctx,
1705 GLint basevertex, GLuint elt, unsigned index_size_shift)
1707 /* Section 10.3.5 Primitive Restart:
1709 * When one of the *BaseVertex drawing commands specified in section 10.5
1710 * is used, the primitive restart comparison occurs before the basevertex
1711 * offset is added to the array index.
1713 /* If PrimitiveRestart is enabled and the index is the RestartIndex
1714 * then we call PrimitiveRestartNV and return.
1716 if (ctx->Array._PrimitiveRestart[index_size_shift] &&
1717 elt == ctx->Array._RestartIndex[index_size_shift]) {
1718 CALL_PrimitiveRestartNV(ctx->CurrentServerDispatch, ());
1722 _mesa_array_element(ctx, basevertex + elt);
1726 /* Could do better by copying the arrays and element list intact and
1727 * then emitting an indexed prim at runtime.
1729 static void GLAPIENTRY
1730 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1731 const GLvoid * indices, GLint basevertex)
1733 GET_CURRENT_CONTEXT(ctx);
1734 struct vbo_save_context *save = &vbo_context(ctx)->save;
1735 struct gl_vertex_array_object *vao = ctx->Array.VAO;
1736 struct gl_buffer_object *indexbuf = vao->IndexBufferObj;
1739 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1740 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1744 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1747 if (type != GL_UNSIGNED_BYTE &&
1748 type != GL_UNSIGNED_SHORT &&
1749 type != GL_UNSIGNED_INT) {
1750 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1754 if (save->out_of_memory)
1757 grow_vertex_storage(ctx, count);
1759 /* Make sure to process any VBO binding changes */
1760 _mesa_update_state(ctx);
1762 _mesa_vao_map(ctx, vao, GL_MAP_READ_BIT);
1766 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1768 vbo_save_NotifyBegin(ctx, mode, true);
1771 case GL_UNSIGNED_BYTE:
1772 for (i = 0; i < count; i++)
1773 array_element(ctx, basevertex, ((GLubyte *) indices)[i], 0);
1775 case GL_UNSIGNED_SHORT:
1776 for (i = 0; i < count; i++)
1777 array_element(ctx, basevertex, ((GLushort *) indices)[i], 1);
1779 case GL_UNSIGNED_INT:
1780 for (i = 0; i < count; i++)
1781 array_element(ctx, basevertex, ((GLuint *) indices)[i], 2);
1784 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1788 CALL_End(ctx->CurrentServerDispatch, ());
1790 _mesa_vao_unmap(ctx, vao);
1793 static void GLAPIENTRY
1794 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1795 const GLvoid * indices)
1797 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1801 static void GLAPIENTRY
1802 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1803 GLsizei count, GLenum type,
1804 const GLvoid * indices)
1806 GET_CURRENT_CONTEXT(ctx);
1807 struct vbo_save_context *save = &vbo_context(ctx)->save;
1809 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1810 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1814 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1815 "glDrawRangeElements(count<0)");
1818 if (type != GL_UNSIGNED_BYTE &&
1819 type != GL_UNSIGNED_SHORT &&
1820 type != GL_UNSIGNED_INT) {
1821 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1825 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1826 "glDrawRangeElements(end < start)");
1830 if (save->out_of_memory)
1833 _save_OBE_DrawElements(mode, count, type, indices);
1837 static void GLAPIENTRY
1838 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1839 const GLvoid * const *indices, GLsizei primcount)
1841 GET_CURRENT_CONTEXT(ctx);
1842 struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1846 for (i = 0; i < primcount; i++) {
1847 vertcount += count[i];
1849 grow_vertex_storage(ctx, vertcount);
1851 for (i = 0; i < primcount; i++) {
1853 CALL_DrawElements(dispatch, (mode, count[i], type, indices[i]));
1859 static void GLAPIENTRY
1860 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1862 const GLvoid * const *indices,
1864 const GLint *basevertex)
1866 GET_CURRENT_CONTEXT(ctx);
1867 struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1871 for (i = 0; i < primcount; i++) {
1872 vertcount += count[i];
1874 grow_vertex_storage(ctx, vertcount);
1876 for (i = 0; i < primcount; i++) {
1878 CALL_DrawElementsBaseVertex(dispatch, (mode, count[i], type,
1887 vtxfmt_init(struct gl_context *ctx)
1889 struct vbo_save_context *save = &vbo_context(ctx)->save;
1890 GLvertexformat *vfmt = &save->vtxfmt;
1892 #define NAME_AE(x) _ae_##x
1893 #define NAME_CALLLIST(x) _save_##x
1894 #define NAME(x) _save_##x
1895 #define NAME_ES(x) _save_##x##ARB
1897 #include "vbo_init_tmp.h"
1902 * Initialize the dispatch table with the VBO functions for display
1906 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1907 struct _glapi_table *exec)
1909 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1910 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1911 SET_DrawElements(exec, _save_OBE_DrawElements);
1912 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1913 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1914 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1915 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1916 SET_Rectf(exec, _save_OBE_Rectf);
1917 SET_Rectd(exec, _save_OBE_Rectd);
1918 SET_Rectdv(exec, _save_OBE_Rectdv);
1919 SET_Rectfv(exec, _save_OBE_Rectfv);
1920 SET_Recti(exec, _save_OBE_Recti);
1921 SET_Rectiv(exec, _save_OBE_Rectiv);
1922 SET_Rects(exec, _save_OBE_Rects);
1923 SET_Rectsv(exec, _save_OBE_Rectsv);
1925 /* Note: other glDraw functins aren't compiled into display lists */
1931 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1933 struct vbo_save_context *save = &vbo_context(ctx)->save;
1935 /* Noop when we are actually active:
1937 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1940 if (save->vertex_store->used || save->prim_store->used)
1941 compile_vertex_list(ctx);
1943 copy_to_current(ctx);
1945 ctx->Driver.SaveNeedFlush = GL_FALSE;
1950 * Called from glNewList when we're starting to compile a display list.
1953 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1955 struct vbo_save_context *save = &vbo_context(ctx)->save;
1960 if (!save->prim_store)
1961 save->prim_store = realloc_prim_store(NULL, 8);
1963 if (!save->vertex_store)
1964 save->vertex_store = CALLOC_STRUCT(vbo_save_vertex_store);
1967 ctx->Driver.SaveNeedFlush = GL_FALSE;
1972 * Called from glEndList when we're finished compiling a display list.
1975 vbo_save_EndList(struct gl_context *ctx)
1977 struct vbo_save_context *save = &vbo_context(ctx)->save;
1979 /* EndList called inside a (saved) Begin/End pair?
1981 if (_mesa_inside_dlist_begin_end(ctx)) {
1982 if (save->prim_store->used > 0) {
1983 GLint i = save->prim_store->used - 1;
1984 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1985 save->prim_store->prims[i].end = 0;
1986 save->prim_store->prims[i].count = get_vertex_count(save) - save->prim_store->prims[i].start;
1989 /* Make sure this vertex list gets replayed by the "loopback"
1992 save->dangling_attr_ref = GL_TRUE;
1993 vbo_save_SaveFlushVertices(ctx);
1995 /* Swap out this vertex format while outside begin/end. Any color,
1996 * etc. received between here and the next begin will be compiled
1999 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
2002 assert(save->vertex_size == 0);
2006 * Called during context creation/init.
2009 current_init(struct gl_context *ctx)
2011 struct vbo_save_context *save = &vbo_context(ctx)->save;
2014 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_EDGEFLAG; i++) {
2015 const GLuint j = i - VBO_ATTRIB_POS;
2016 assert(j < VERT_ATTRIB_MAX);
2017 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
2018 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
2021 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
2022 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
2023 assert(j < MAT_ATTRIB_MAX);
2024 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
2025 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
2031 * Initialize the display list compiler. Called during context creation.
2034 vbo_save_api_init(struct vbo_save_context *save)
2036 struct gl_context *ctx = gl_context_from_vbo_save(save);