1/************************************************************************** 2 3Copyright 2002-2008 Tungsten Graphics Inc., Cedar Park, Texas. 4 5All Rights Reserved. 6 7Permission is hereby granted, free of charge, to any person obtaining a 8copy of this software and associated documentation files (the "Software"), 9to deal in the Software without restriction, including without limitation 10on the rights to use, copy, modify, merge, publish, distribute, sub 11license, and/or sell copies of the Software, and to permit persons to whom 12the Software is furnished to do so, subject to the following conditions: 13 14The above copyright notice and this permission notice (including the next 15paragraph) shall be included in all copies or substantial portions of the 16Software. 17 18THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 19IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 20FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL 21TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, 22DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR 23OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE 24USE OR OTHER DEALINGS IN THE SOFTWARE. 25 26**************************************************************************/ 27 28/* 29 * Authors: 30 * Keith Whitwell <keith@tungstengraphics.com> 31 */ 32 33 34 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 38 * cached on hardware. 39 * 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, 44 * End). 45 * 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. 49 * 50 * The other case where fixup is required is when a vertex attribute 51 * is introduced in the middle of a primitive. Eg: 52 * Begin(Lines) 53 * TexCoord1f() Vertex2f() 54 * TexCoord1f() Color3f() Vertex2f() 55 * End() 56 * 57 * If the current value of Color isn't known at compile-time, this 58 * primitive will require fixup. 59 * 60 * 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. 64 * 65 * This could be improved to fallback only when a mix of EvalCoord and 66 * Vertex commands are issued within a single primitive. 67 */ 68 69 70#include "main/glheader.h" 71#include "main/bufferobj.h" 72#include "main/context.h" 73#include "main/dlist.h" 74#include "main/enums.h" 75#include "main/eval.h" 76#include "main/macros.h" 77#include "main/mfeatures.h" 78#include "main/api_validate.h" 79#include "main/api_arrayelt.h" 80#include "main/vtxfmt.h" 81#include "main/dispatch.h" 82 83#include "vbo_context.h" 84#include "vbo_noop.h" 85 86 87#if FEATURE_dlist 88 89 90#ifdef ERROR 91#undef ERROR 92#endif 93 94 95/* An interesting VBO number/name to help with debugging */ 96#define VBO_BUF_ID 12345 97 98 99/* 100 * NOTE: Old 'parity' issue is gone, but copying can still be 101 * wrong-footed on replay. 102 */ 103static GLuint 104_save_copy_vertices(struct gl_context *ctx, 105 const struct vbo_save_vertex_list *node, 106 const GLfloat * src_buffer) 107{ 108 struct vbo_save_context *save = &vbo_context(ctx)->save; 109 const struct _mesa_prim *prim = &node->prim[node->prim_count - 1]; 110 GLuint nr = prim->count; 111 GLuint sz = save->vertex_size; 112 const GLfloat *src = src_buffer + prim->start * sz; 113 GLfloat *dst = save->copied.buffer; 114 GLuint ovf, i; 115 116 if (prim->end) 117 return 0; 118 119 switch (prim->mode) { 120 case GL_POINTS: 121 return 0; 122 case GL_LINES: 123 ovf = nr & 1; 124 for (i = 0; i < ovf; i++) 125 memcpy(dst + i * sz, src + (nr - ovf + i) * sz, 126 sz * sizeof(GLfloat)); 127 return i; 128 case GL_TRIANGLES: 129 ovf = nr % 3; 130 for (i = 0; i < ovf; i++) 131 memcpy(dst + i * sz, src + (nr - ovf + i) * sz, 132 sz * sizeof(GLfloat)); 133 return i; 134 case GL_QUADS: 135 ovf = nr & 3; 136 for (i = 0; i < ovf; i++) 137 memcpy(dst + i * sz, src + (nr - ovf + i) * sz, 138 sz * sizeof(GLfloat)); 139 return i; 140 case GL_LINE_STRIP: 141 if (nr == 0) 142 return 0; 143 else { 144 memcpy(dst, src + (nr - 1) * sz, sz * sizeof(GLfloat)); 145 return 1; 146 } 147 case GL_LINE_LOOP: 148 case GL_TRIANGLE_FAN: 149 case GL_POLYGON: 150 if (nr == 0) 151 return 0; 152 else if (nr == 1) { 153 memcpy(dst, src + 0, sz * sizeof(GLfloat)); 154 return 1; 155 } 156 else { 157 memcpy(dst, src + 0, sz * sizeof(GLfloat)); 158 memcpy(dst + sz, src + (nr - 1) * sz, sz * sizeof(GLfloat)); 159 return 2; 160 } 161 case GL_TRIANGLE_STRIP: 162 case GL_QUAD_STRIP: 163 switch (nr) { 164 case 0: 165 ovf = 0; 166 break; 167 case 1: 168 ovf = 1; 169 break; 170 default: 171 ovf = 2 + (nr & 1); 172 break; 173 } 174 for (i = 0; i < ovf; i++) 175 memcpy(dst + i * sz, src + (nr - ovf + i) * sz, 176 sz * sizeof(GLfloat)); 177 return i; 178 default: 179 assert(0); 180 return 0; 181 } 182} 183 184 185static struct vbo_save_vertex_store * 186alloc_vertex_store(struct gl_context *ctx) 187{ 188 struct vbo_save_context *save = &vbo_context(ctx)->save; 189 struct vbo_save_vertex_store *vertex_store = 190 CALLOC_STRUCT(vbo_save_vertex_store); 191 192 /* obj->Name needs to be non-zero, but won't ever be examined more 193 * closely than that. In particular these buffers won't be entered 194 * into the hash and can never be confused with ones visible to the 195 * user. Perhaps there could be a special number for internal 196 * buffers: 197 */ 198 vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, 199 VBO_BUF_ID, 200 GL_ARRAY_BUFFER_ARB); 201 if (vertex_store->bufferobj) { 202 save->out_of_memory = 203 !ctx->Driver.BufferData(ctx, 204 GL_ARRAY_BUFFER_ARB, 205 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat), 206 NULL, GL_STATIC_DRAW_ARB, 207 vertex_store->bufferobj); 208 } 209 else { 210 save->out_of_memory = GL_TRUE; 211 } 212 213 if (save->out_of_memory) { 214 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation"); 215 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop); 216 } 217 218 vertex_store->buffer = NULL; 219 vertex_store->used = 0; 220 vertex_store->refcount = 1; 221 222 return vertex_store; 223} 224 225 226static void 227free_vertex_store(struct gl_context *ctx, 228 struct vbo_save_vertex_store *vertex_store) 229{ 230 assert(!vertex_store->buffer); 231 232 if (vertex_store->bufferobj) { 233 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL); 234 } 235 236 FREE(vertex_store); 237} 238 239 240GLfloat * 241vbo_save_map_vertex_store(struct gl_context *ctx, 242 struct vbo_save_vertex_store *vertex_store) 243{ 244 assert(vertex_store->bufferobj); 245 assert(!vertex_store->buffer); 246 if (vertex_store->bufferobj->Size > 0) { 247 vertex_store->buffer = 248 (GLfloat *) ctx->Driver.MapBufferRange(ctx, 0, 249 vertex_store->bufferobj->Size, 250 GL_MAP_WRITE_BIT, /* not used */ 251 vertex_store->bufferobj); 252 assert(vertex_store->buffer); 253 return vertex_store->buffer + vertex_store->used; 254 } 255 else { 256 /* probably ran out of memory for buffers */ 257 return NULL; 258 } 259} 260 261 262void 263vbo_save_unmap_vertex_store(struct gl_context *ctx, 264 struct vbo_save_vertex_store *vertex_store) 265{ 266 if (vertex_store->bufferobj->Size > 0) { 267 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj); 268 } 269 vertex_store->buffer = NULL; 270} 271 272 273static struct vbo_save_primitive_store * 274alloc_prim_store(struct gl_context *ctx) 275{ 276 struct vbo_save_primitive_store *store = 277 CALLOC_STRUCT(vbo_save_primitive_store); 278 (void) ctx; 279 store->used = 0; 280 store->refcount = 1; 281 return store; 282} 283 284 285static void 286_save_reset_counters(struct gl_context *ctx) 287{ 288 struct vbo_save_context *save = &vbo_context(ctx)->save; 289 290 save->prim = save->prim_store->buffer + save->prim_store->used; 291 save->buffer = save->vertex_store->buffer + save->vertex_store->used; 292 293 assert(save->buffer == save->buffer_ptr); 294 295 if (save->vertex_size) 296 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) / 297 save->vertex_size); 298 else 299 save->max_vert = 0; 300 301 save->vert_count = 0; 302 save->prim_count = 0; 303 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used; 304 save->dangling_attr_ref = 0; 305} 306 307 308/** 309 * Insert the active immediate struct onto the display list currently 310 * being built. 311 */ 312static void 313_save_compile_vertex_list(struct gl_context *ctx) 314{ 315 struct vbo_save_context *save = &vbo_context(ctx)->save; 316 struct vbo_save_vertex_list *node; 317 318 /* Allocate space for this structure in the display list currently 319 * being compiled. 320 */ 321 node = (struct vbo_save_vertex_list *) 322 _mesa_dlist_alloc(ctx, save->opcode_vertex_list, sizeof(*node)); 323 324 if (!node) 325 return; 326 327 /* Duplicate our template, increment refcounts to the storage structs: 328 */ 329 memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz)); 330 memcpy(node->attrtype, save->attrtype, sizeof(node->attrtype)); 331 node->vertex_size = save->vertex_size; 332 node->buffer_offset = 333 (save->buffer - save->vertex_store->buffer) * sizeof(GLfloat); 334 node->count = save->vert_count; 335 node->wrap_count = save->copied.nr; 336 node->dangling_attr_ref = save->dangling_attr_ref; 337 node->prim = save->prim; 338 node->prim_count = save->prim_count; 339 node->vertex_store = save->vertex_store; 340 node->prim_store = save->prim_store; 341 342 node->vertex_store->refcount++; 343 node->prim_store->refcount++; 344 345 if (node->prim[0].no_current_update) { 346 node->current_size = 0; 347 node->current_data = NULL; 348 } 349 else { 350 node->current_size = node->vertex_size - node->attrsz[0]; 351 node->current_data = NULL; 352 353 if (node->current_size) { 354 /* If the malloc fails, we just pull the data out of the VBO 355 * later instead. 356 */ 357 node->current_data = MALLOC(node->current_size * sizeof(GLfloat)); 358 if (node->current_data) { 359 const char *buffer = (const char *) save->vertex_store->buffer; 360 unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat); 361 unsigned vertex_offset = 0; 362 363 if (node->count) 364 vertex_offset = 365 (node->count - 1) * node->vertex_size * sizeof(GLfloat); 366 367 memcpy(node->current_data, 368 buffer + node->buffer_offset + vertex_offset + attr_offset, 369 node->current_size * sizeof(GLfloat)); 370 } 371 } 372 } 373 374 assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->count == 0); 375 376 if (save->dangling_attr_ref) 377 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS; 378 379 save->vertex_store->used += save->vertex_size * node->count; 380 save->prim_store->used += node->prim_count; 381 382 /* Copy duplicated vertices 383 */ 384 save->copied.nr = _save_copy_vertices(ctx, node, save->buffer); 385 386 /* Deal with GL_COMPILE_AND_EXECUTE: 387 */ 388 if (ctx->ExecuteFlag) { 389 struct _glapi_table *dispatch = GET_DISPATCH(); 390 391 _glapi_set_dispatch(ctx->Exec); 392 393 vbo_loopback_vertex_list(ctx, 394 (const GLfloat *) ((const char *) save-> 395 vertex_store->buffer + 396 node->buffer_offset), 397 node->attrsz, node->prim, node->prim_count, 398 node->wrap_count, node->vertex_size); 399 400 _glapi_set_dispatch(dispatch); 401 } 402 403 /* Decide whether the storage structs are full, or can be used for 404 * the next vertex lists as well. 405 */ 406 if (save->vertex_store->used > 407 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) { 408 409 /* Unmap old store: 410 */ 411 vbo_save_unmap_vertex_store(ctx, save->vertex_store); 412 413 /* Release old reference: 414 */ 415 save->vertex_store->refcount--; 416 assert(save->vertex_store->refcount != 0); 417 save->vertex_store = NULL; 418 419 /* Allocate and map new store: 420 */ 421 save->vertex_store = alloc_vertex_store(ctx); 422 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store); 423 save->out_of_memory = save->buffer_ptr == NULL; 424 } 425 426 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) { 427 save->prim_store->refcount--; 428 assert(save->prim_store->refcount != 0); 429 save->prim_store = alloc_prim_store(ctx); 430 } 431 432 /* Reset our structures for the next run of vertices: 433 */ 434 _save_reset_counters(ctx); 435} 436 437 438/** 439 * TODO -- If no new vertices have been stored, don't bother saving it. 440 */ 441static void 442_save_wrap_buffers(struct gl_context *ctx) 443{ 444 struct vbo_save_context *save = &vbo_context(ctx)->save; 445 GLint i = save->prim_count - 1; 446 GLenum mode; 447 GLboolean weak; 448 GLboolean no_current_update; 449 450 assert(i < (GLint) save->prim_max); 451 assert(i >= 0); 452 453 /* Close off in-progress primitive. 454 */ 455 save->prim[i].count = (save->vert_count - save->prim[i].start); 456 mode = save->prim[i].mode; 457 weak = save->prim[i].weak; 458 no_current_update = save->prim[i].no_current_update; 459 460 /* store the copied vertices, and allocate a new list. 461 */ 462 _save_compile_vertex_list(ctx); 463 464 /* Restart interrupted primitive 465 */ 466 save->prim[0].mode = mode; 467 save->prim[0].weak = weak; 468 save->prim[0].no_current_update = no_current_update; 469 save->prim[0].begin = 0; 470 save->prim[0].end = 0; 471 save->prim[0].pad = 0; 472 save->prim[0].start = 0; 473 save->prim[0].count = 0; 474 save->prim[0].num_instances = 1; 475 save->prim[0].base_instance = 0; 476 save->prim_count = 1; 477} 478 479 480/** 481 * Called only when buffers are wrapped as the result of filling the 482 * vertex_store struct. 483 */ 484static void 485_save_wrap_filled_vertex(struct gl_context *ctx) 486{ 487 struct vbo_save_context *save = &vbo_context(ctx)->save; 488 GLfloat *data = save->copied.buffer; 489 GLuint i; 490 491 /* Emit a glEnd to close off the last vertex list. 492 */ 493 _save_wrap_buffers(ctx); 494 495 /* Copy stored stored vertices to start of new list. 496 */ 497 assert(save->max_vert - save->vert_count > save->copied.nr); 498 499 for (i = 0; i < save->copied.nr; i++) { 500 memcpy(save->buffer_ptr, data, save->vertex_size * sizeof(GLfloat)); 501 data += save->vertex_size; 502 save->buffer_ptr += save->vertex_size; 503 save->vert_count++; 504 } 505} 506 507 508static void 509_save_copy_to_current(struct gl_context *ctx) 510{ 511 struct vbo_save_context *save = &vbo_context(ctx)->save; 512 GLuint i; 513 514 for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) { 515 if (save->attrsz[i]) { 516 save->currentsz[i][0] = save->attrsz[i]; 517 COPY_CLEAN_4V_TYPE_AS_FLOAT(save->current[i], save->attrsz[i], 518 save->attrptr[i], save->attrtype[i]); 519 } 520 } 521} 522 523 524static void 525_save_copy_from_current(struct gl_context *ctx) 526{ 527 struct vbo_save_context *save = &vbo_context(ctx)->save; 528 GLint i; 529 530 for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) { 531 switch (save->attrsz[i]) { 532 case 4: 533 save->attrptr[i][3] = save->current[i][3]; 534 case 3: 535 save->attrptr[i][2] = save->current[i][2]; 536 case 2: 537 save->attrptr[i][1] = save->current[i][1]; 538 case 1: 539 save->attrptr[i][0] = save->current[i][0]; 540 case 0: 541 break; 542 } 543 } 544} 545 546 547/* Flush existing data, set new attrib size, replay copied vertices. 548 */ 549static void 550_save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz) 551{ 552 struct vbo_save_context *save = &vbo_context(ctx)->save; 553 GLuint oldsz; 554 GLuint i; 555 GLfloat *tmp; 556 557 /* Store the current run of vertices, and emit a GL_END. Emit a 558 * BEGIN in the new buffer. 559 */ 560 if (save->vert_count) 561 _save_wrap_buffers(ctx); 562 else 563 assert(save->copied.nr == 0); 564 565 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case 566 * when the attribute already exists in the vertex and is having 567 * its size increased. 568 */ 569 _save_copy_to_current(ctx); 570 571 /* Fix up sizes: 572 */ 573 oldsz = save->attrsz[attr]; 574 save->attrsz[attr] = newsz; 575 576 save->vertex_size += newsz - oldsz; 577 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) / 578 save->vertex_size); 579 save->vert_count = 0; 580 581 /* Recalculate all the attrptr[] values: 582 */ 583 for (i = 0, tmp = save->vertex; i < VBO_ATTRIB_MAX; i++) { 584 if (save->attrsz[i]) { 585 save->attrptr[i] = tmp; 586 tmp += save->attrsz[i]; 587 } 588 else { 589 save->attrptr[i] = NULL; /* will not be dereferenced. */ 590 } 591 } 592 593 /* Copy from current to repopulate the vertex with correct values. 594 */ 595 _save_copy_from_current(ctx); 596 597 /* Replay stored vertices to translate them to new format here. 598 * 599 * If there are copied vertices and the new (upgraded) attribute 600 * has not been defined before, this list is somewhat degenerate, 601 * and will need fixup at runtime. 602 */ 603 if (save->copied.nr) { 604 GLfloat *data = save->copied.buffer; 605 GLfloat *dest = save->buffer; 606 GLuint j; 607 608 /* Need to note this and fix up at runtime (or loopback): 609 */ 610 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) { 611 assert(oldsz == 0); 612 save->dangling_attr_ref = GL_TRUE; 613 } 614 615 for (i = 0; i < save->copied.nr; i++) { 616 for (j = 0; j < VBO_ATTRIB_MAX; j++) { 617 if (save->attrsz[j]) { 618 if (j == attr) { 619 if (oldsz) { 620 COPY_CLEAN_4V_TYPE_AS_FLOAT(dest, oldsz, data, 621 save->attrtype[j]); 622 data += oldsz; 623 dest += newsz; 624 } 625 else { 626 COPY_SZ_4V(dest, newsz, save->current[attr]); 627 dest += newsz; 628 } 629 } 630 else { 631 GLint sz = save->attrsz[j]; 632 COPY_SZ_4V(dest, sz, data); 633 data += sz; 634 dest += sz; 635 } 636 } 637 } 638 } 639 640 save->buffer_ptr = dest; 641 save->vert_count += save->copied.nr; 642 } 643} 644 645 646static void 647save_fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz) 648{ 649 struct vbo_save_context *save = &vbo_context(ctx)->save; 650 651 if (sz > save->attrsz[attr]) { 652 /* New size is larger. Need to flush existing vertices and get 653 * an enlarged vertex format. 654 */ 655 _save_upgrade_vertex(ctx, attr, sz); 656 } 657 else if (sz < save->active_sz[attr]) { 658 GLuint i; 659 const GLfloat *id = vbo_get_default_vals_as_float(save->attrtype[attr]); 660 661 /* New size is equal or smaller - just need to fill in some 662 * zeros. 663 */ 664 for (i = sz; i <= save->attrsz[attr]; i++) 665 save->attrptr[attr][i - 1] = id[i - 1]; 666 } 667 668 save->active_sz[attr] = sz; 669} 670 671 672static void 673_save_reset_vertex(struct gl_context *ctx) 674{ 675 struct vbo_save_context *save = &vbo_context(ctx)->save; 676 GLuint i; 677 678 for (i = 0; i < VBO_ATTRIB_MAX; i++) { 679 save->attrsz[i] = 0; 680 save->active_sz[i] = 0; 681 } 682 683 save->vertex_size = 0; 684} 685 686 687 688#define ERROR(err) _mesa_compile_error(ctx, err, __FUNCTION__); 689 690 691/* Only one size for each attribute may be active at once. Eg. if 692 * Color3f is installed/active, then Color4f may not be, even if the 693 * vertex actually contains 4 color coordinates. This is because the 694 * 3f version won't otherwise set color[3] to 1.0 -- this is the job 695 * of the chooser function when switching between Color4f and Color3f. 696 */ 697#define ATTR(A, N, T, V0, V1, V2, V3) \ 698do { \ 699 struct vbo_save_context *save = &vbo_context(ctx)->save; \ 700 \ 701 if (save->active_sz[A] != N) \ 702 save_fixup_vertex(ctx, A, N); \ 703 \ 704 { \ 705 GLfloat *dest = save->attrptr[A]; \ 706 if (N>0) dest[0] = V0; \ 707 if (N>1) dest[1] = V1; \ 708 if (N>2) dest[2] = V2; \ 709 if (N>3) dest[3] = V3; \ 710 save->attrtype[A] = T; \ 711 } \ 712 \ 713 if ((A) == 0) { \ 714 GLuint i; \ 715 \ 716 for (i = 0; i < save->vertex_size; i++) \ 717 save->buffer_ptr[i] = save->vertex[i]; \ 718 \ 719 save->buffer_ptr += save->vertex_size; \ 720 \ 721 if (++save->vert_count >= save->max_vert) \ 722 _save_wrap_filled_vertex(ctx); \ 723 } \ 724} while (0) 725 726#define TAG(x) _save_##x 727 728#include "vbo_attrib_tmp.h" 729 730 731 732#define MAT( ATTR, N, face, params ) \ 733do { \ 734 if (face != GL_BACK) \ 735 MAT_ATTR( ATTR, N, params ); /* front */ \ 736 if (face != GL_FRONT) \ 737 MAT_ATTR( ATTR + 1, N, params ); /* back */ \ 738} while (0) 739 740 741/** 742 * Save a glMaterial call found between glBegin/End. 743 * glMaterial calls outside Begin/End are handled in dlist.c. 744 */ 745static void GLAPIENTRY 746_save_Materialfv(GLenum face, GLenum pname, const GLfloat *params) 747{ 748 GET_CURRENT_CONTEXT(ctx); 749 750 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) { 751 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)"); 752 return; 753 } 754 755 switch (pname) { 756 case GL_EMISSION: 757 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params); 758 break; 759 case GL_AMBIENT: 760 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params); 761 break; 762 case GL_DIFFUSE: 763 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params); 764 break; 765 case GL_SPECULAR: 766 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params); 767 break; 768 case GL_SHININESS: 769 if (*params < 0 || *params > ctx->Const.MaxShininess) { 770 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)"); 771 } 772 else { 773 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params); 774 } 775 break; 776 case GL_COLOR_INDEXES: 777 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params); 778 break; 779 case GL_AMBIENT_AND_DIFFUSE: 780 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params); 781 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params); 782 break; 783 default: 784 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)"); 785 return; 786 } 787} 788 789 790/* Cope with EvalCoord/CallList called within a begin/end object: 791 * -- Flush current buffer 792 * -- Fallback to opcodes for the rest of the begin/end object. 793 */ 794static void 795dlist_fallback(struct gl_context *ctx) 796{ 797 struct vbo_save_context *save = &vbo_context(ctx)->save; 798 799 if (save->vert_count || save->prim_count) { 800 if (save->prim_count > 0) { 801 /* Close off in-progress primitive. */ 802 GLint i = save->prim_count - 1; 803 save->prim[i].count = save->vert_count - save->prim[i].start; 804 } 805 806 /* Need to replay this display list with loopback, 807 * unfortunately, otherwise this primitive won't be handled 808 * properly: 809 */ 810 save->dangling_attr_ref = 1; 811 812 _save_compile_vertex_list(ctx); 813 } 814 815 _save_copy_to_current(ctx); 816 _save_reset_vertex(ctx); 817 _save_reset_counters(ctx); 818 if (save->out_of_memory) { 819 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop); 820 } 821 else { 822 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); 823 } 824 ctx->Driver.SaveNeedFlush = 0; 825} 826 827 828static void GLAPIENTRY 829_save_EvalCoord1f(GLfloat u) 830{ 831 GET_CURRENT_CONTEXT(ctx); 832 dlist_fallback(ctx); 833 CALL_EvalCoord1f(ctx->Save, (u)); 834} 835 836static void GLAPIENTRY 837_save_EvalCoord1fv(const GLfloat * v) 838{ 839 GET_CURRENT_CONTEXT(ctx); 840 dlist_fallback(ctx); 841 CALL_EvalCoord1fv(ctx->Save, (v)); 842} 843 844static void GLAPIENTRY 845_save_EvalCoord2f(GLfloat u, GLfloat v) 846{ 847 GET_CURRENT_CONTEXT(ctx); 848 dlist_fallback(ctx); 849 CALL_EvalCoord2f(ctx->Save, (u, v)); 850} 851 852static void GLAPIENTRY 853_save_EvalCoord2fv(const GLfloat * v) 854{ 855 GET_CURRENT_CONTEXT(ctx); 856 dlist_fallback(ctx); 857 CALL_EvalCoord2fv(ctx->Save, (v)); 858} 859 860static void GLAPIENTRY 861_save_EvalPoint1(GLint i) 862{ 863 GET_CURRENT_CONTEXT(ctx); 864 dlist_fallback(ctx); 865 CALL_EvalPoint1(ctx->Save, (i)); 866} 867 868static void GLAPIENTRY 869_save_EvalPoint2(GLint i, GLint j) 870{ 871 GET_CURRENT_CONTEXT(ctx); 872 dlist_fallback(ctx); 873 CALL_EvalPoint2(ctx->Save, (i, j)); 874} 875 876static void GLAPIENTRY 877_save_CallList(GLuint l) 878{ 879 GET_CURRENT_CONTEXT(ctx); 880 dlist_fallback(ctx); 881 CALL_CallList(ctx->Save, (l)); 882} 883 884static void GLAPIENTRY 885_save_CallLists(GLsizei n, GLenum type, const GLvoid * v) 886{ 887 GET_CURRENT_CONTEXT(ctx); 888 dlist_fallback(ctx); 889 CALL_CallLists(ctx->Save, (n, type, v)); 890} 891 892 893 894/* This begin is hooked into ... Updating of 895 * ctx->Driver.CurrentSavePrimitive is already taken care of. 896 */ 897GLboolean 898vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode) 899{ 900 struct vbo_save_context *save = &vbo_context(ctx)->save; 901 902 GLuint i = save->prim_count++; 903 904 assert(i < save->prim_max); 905 save->prim[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK; 906 save->prim[i].begin = 1; 907 save->prim[i].end = 0; 908 save->prim[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0; 909 save->prim[i].no_current_update = 910 (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0; 911 save->prim[i].pad = 0; 912 save->prim[i].start = save->vert_count; 913 save->prim[i].count = 0; 914 save->prim[i].num_instances = 1; 915 save->prim[i].base_instance = 0; 916 917 if (save->out_of_memory) { 918 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop); 919 } 920 else { 921 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt); 922 } 923 ctx->Driver.SaveNeedFlush = 1; 924 return GL_TRUE; 925} 926 927 928static void GLAPIENTRY 929_save_End(void) 930{ 931 GET_CURRENT_CONTEXT(ctx); 932 struct vbo_save_context *save = &vbo_context(ctx)->save; 933 GLint i = save->prim_count - 1; 934 935 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END; 936 save->prim[i].end = 1; 937 save->prim[i].count = (save->vert_count - save->prim[i].start); 938 939 if (i == (GLint) save->prim_max - 1) { 940 _save_compile_vertex_list(ctx); 941 assert(save->copied.nr == 0); 942 } 943 944 /* Swap out this vertex format while outside begin/end. Any color, 945 * etc. received between here and the next begin will be compiled 946 * as opcodes. 947 */ 948 if (save->out_of_memory) { 949 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop); 950 } 951 else { 952 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); 953 } 954} 955 956 957/* These are all errors as this vtxfmt is only installed inside 958 * begin/end pairs. 959 */ 960static void GLAPIENTRY 961_save_DrawElements(GLenum mode, GLsizei count, GLenum type, 962 const GLvoid * indices) 963{ 964 GET_CURRENT_CONTEXT(ctx); 965 (void) mode; 966 (void) count; 967 (void) type; 968 (void) indices; 969 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawElements"); 970} 971 972 973static void GLAPIENTRY 974_save_DrawRangeElements(GLenum mode, GLuint start, GLuint end, 975 GLsizei count, GLenum type, const GLvoid * indices) 976{ 977 GET_CURRENT_CONTEXT(ctx); 978 (void) mode; 979 (void) start; 980 (void) end; 981 (void) count; 982 (void) type; 983 (void) indices; 984 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements"); 985} 986 987 988static void GLAPIENTRY 989_save_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, 990 const GLvoid * indices, GLint basevertex) 991{ 992 GET_CURRENT_CONTEXT(ctx); 993 (void) mode; 994 (void) count; 995 (void) type; 996 (void) indices; 997 (void) basevertex; 998 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawElements"); 999} 1000 1001 1002static void GLAPIENTRY 1003_save_DrawRangeElementsBaseVertex(GLenum mode, 1004 GLuint start, 1005 GLuint end, 1006 GLsizei count, 1007 GLenum type, 1008 const GLvoid * indices, GLint basevertex) 1009{ 1010 GET_CURRENT_CONTEXT(ctx); 1011 (void) mode; 1012 (void) start; 1013 (void) end; 1014 (void) count; 1015 (void) type; 1016 (void) indices; 1017 (void) basevertex; 1018 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements"); 1019} 1020 1021 1022static void GLAPIENTRY 1023_save_DrawArrays(GLenum mode, GLint start, GLsizei count) 1024{ 1025 GET_CURRENT_CONTEXT(ctx); 1026 (void) mode; 1027 (void) start; 1028 (void) count; 1029 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawArrays"); 1030} 1031 1032 1033static void GLAPIENTRY 1034_save_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, 1035 const GLvoid **indices, GLsizei primcount) 1036{ 1037 GET_CURRENT_CONTEXT(ctx); 1038 (void) mode; 1039 (void) count; 1040 (void) type; 1041 (void) indices; 1042 (void) primcount; 1043 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glMultiDrawElements"); 1044} 1045 1046 1047static void GLAPIENTRY 1048_save_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, 1049 GLenum type, const GLvoid * const *indices, 1050 GLsizei primcount, const GLint *basevertex) 1051{ 1052 GET_CURRENT_CONTEXT(ctx); 1053 (void) mode; 1054 (void) count; 1055 (void) type; 1056 (void) indices; 1057 (void) primcount; 1058 (void) basevertex; 1059 _mesa_compile_error(ctx, GL_INVALID_OPERATION, 1060 "glMultiDrawElementsBaseVertex"); 1061} 1062 1063 1064static void GLAPIENTRY 1065_save_DrawTransformFeedback(GLenum mode, GLuint name) 1066{ 1067 GET_CURRENT_CONTEXT(ctx); 1068 (void) mode; 1069 (void) name; 1070 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawTransformFeedback"); 1071} 1072 1073 1074static void GLAPIENTRY 1075_save_DrawTransformFeedbackStream(GLenum mode, GLuint name, GLuint stream) 1076{ 1077 GET_CURRENT_CONTEXT(ctx); 1078 (void) mode; 1079 (void) name; 1080 (void) stream; 1081 _mesa_compile_error(ctx, GL_INVALID_OPERATION, 1082 "glDrawTransformFeedbackStream"); 1083} 1084 1085 1086static void GLAPIENTRY 1087_save_DrawTransformFeedbackInstanced(GLenum mode, GLuint name, 1088 GLsizei primcount) 1089{ 1090 GET_CURRENT_CONTEXT(ctx); 1091 (void) mode; 1092 (void) name; 1093 (void) primcount; 1094 _mesa_compile_error(ctx, GL_INVALID_OPERATION, 1095 "glDrawTransformFeedbackInstanced"); 1096} 1097 1098 1099static void GLAPIENTRY 1100_save_DrawTransformFeedbackStreamInstanced(GLenum mode, GLuint name, 1101 GLuint stream, GLsizei primcount) 1102{ 1103 GET_CURRENT_CONTEXT(ctx); 1104 (void) mode; 1105 (void) name; 1106 (void) stream; 1107 (void) primcount; 1108 _mesa_compile_error(ctx, GL_INVALID_OPERATION, 1109 "glDrawTransformFeedbackStreamInstanced"); 1110} 1111 1112 1113static void GLAPIENTRY 1114_save_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) 1115{ 1116 GET_CURRENT_CONTEXT(ctx); 1117 (void) x1; 1118 (void) y1; 1119 (void) x2; 1120 (void) y2; 1121 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glRectf"); 1122} 1123 1124 1125static void GLAPIENTRY 1126_save_EvalMesh1(GLenum mode, GLint i1, GLint i2) 1127{ 1128 GET_CURRENT_CONTEXT(ctx); 1129 (void) mode; 1130 (void) i1; 1131 (void) i2; 1132 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glEvalMesh1"); 1133} 1134 1135 1136static void GLAPIENTRY 1137_save_EvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2) 1138{ 1139 GET_CURRENT_CONTEXT(ctx); 1140 (void) mode; 1141 (void) i1; 1142 (void) i2; 1143 (void) j1; 1144 (void) j2; 1145 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glEvalMesh2"); 1146} 1147 1148 1149static void GLAPIENTRY 1150_save_Begin(GLenum mode) 1151{ 1152 GET_CURRENT_CONTEXT(ctx); 1153 (void) mode; 1154 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin"); 1155} 1156 1157 1158static void GLAPIENTRY 1159_save_PrimitiveRestartNV(void) 1160{ 1161 GLenum curPrim; 1162 GET_CURRENT_CONTEXT(ctx); 1163 1164 curPrim = ctx->Driver.CurrentSavePrimitive; 1165 1166 _save_End(); 1167 _save_Begin(curPrim); 1168} 1169 1170 1171/* Unlike the functions above, these are to be hooked into the vtxfmt 1172 * maintained in ctx->ListState, active when the list is known or 1173 * suspected to be outside any begin/end primitive. 1174 * Note: OBE = Outside Begin/End 1175 */ 1176static void GLAPIENTRY 1177_save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) 1178{ 1179 GET_CURRENT_CONTEXT(ctx); 1180 vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK); 1181 CALL_Vertex2f(GET_DISPATCH(), (x1, y1)); 1182 CALL_Vertex2f(GET_DISPATCH(), (x2, y1)); 1183 CALL_Vertex2f(GET_DISPATCH(), (x2, y2)); 1184 CALL_Vertex2f(GET_DISPATCH(), (x1, y2)); 1185 CALL_End(GET_DISPATCH(), ()); 1186} 1187 1188 1189static void GLAPIENTRY 1190_save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count) 1191{ 1192 GET_CURRENT_CONTEXT(ctx); 1193 struct vbo_save_context *save = &vbo_context(ctx)->save; 1194 GLint i; 1195 1196 if (!_mesa_validate_DrawArrays(ctx, mode, start, count)) 1197 return; 1198 1199 if (save->out_of_memory) 1200 return; 1201 1202 _ae_map_vbos(ctx); 1203 1204 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK 1205 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE)); 1206 1207 for (i = 0; i < count; i++) 1208 CALL_ArrayElement(GET_DISPATCH(), (start + i)); 1209 CALL_End(GET_DISPATCH(), ()); 1210 1211 _ae_unmap_vbos(ctx); 1212} 1213 1214 1215/* Could do better by copying the arrays and element list intact and 1216 * then emitting an indexed prim at runtime. 1217 */ 1218static void GLAPIENTRY 1219_save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type, 1220 const GLvoid * indices) 1221{ 1222 GET_CURRENT_CONTEXT(ctx); 1223 struct vbo_save_context *save = &vbo_context(ctx)->save; 1224 GLint i; 1225 1226 if (!_mesa_validate_DrawElements(ctx, mode, count, type, indices, 0)) 1227 return; 1228 1229 if (save->out_of_memory) 1230 return; 1231 1232 _ae_map_vbos(ctx); 1233 1234 if (_mesa_is_bufferobj(ctx->Array.ArrayObj->ElementArrayBufferObj)) 1235 indices = 1236 ADD_POINTERS(ctx->Array.ArrayObj->ElementArrayBufferObj->Pointer, indices); 1237 1238 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK | 1239 VBO_SAVE_PRIM_NO_CURRENT_UPDATE)); 1240 1241 switch (type) { 1242 case GL_UNSIGNED_BYTE: 1243 for (i = 0; i < count; i++) 1244 CALL_ArrayElement(GET_DISPATCH(), (((GLubyte *) indices)[i])); 1245 break; 1246 case GL_UNSIGNED_SHORT: 1247 for (i = 0; i < count; i++) 1248 CALL_ArrayElement(GET_DISPATCH(), (((GLushort *) indices)[i])); 1249 break; 1250 case GL_UNSIGNED_INT: 1251 for (i = 0; i < count; i++) 1252 CALL_ArrayElement(GET_DISPATCH(), (((GLuint *) indices)[i])); 1253 break; 1254 default: 1255 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)"); 1256 break; 1257 } 1258 1259 CALL_End(GET_DISPATCH(), ()); 1260 1261 _ae_unmap_vbos(ctx); 1262} 1263 1264 1265static void GLAPIENTRY 1266_save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end, 1267 GLsizei count, GLenum type, 1268 const GLvoid * indices) 1269{ 1270 GET_CURRENT_CONTEXT(ctx); 1271 struct vbo_save_context *save = &vbo_context(ctx)->save; 1272 1273 if (!_mesa_validate_DrawRangeElements(ctx, mode, 1274 start, end, count, type, indices, 0)) 1275 return; 1276 1277 if (save->out_of_memory) 1278 return; 1279 1280 _save_OBE_DrawElements(mode, count, type, indices); 1281} 1282 1283 1284static void GLAPIENTRY 1285_save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, 1286 const GLvoid **indices, GLsizei primcount) 1287{ 1288 GLsizei i; 1289 1290 for (i = 0; i < primcount; i++) { 1291 if (count[i] > 0) { 1292 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i])); 1293 } 1294 } 1295} 1296 1297 1298static void GLAPIENTRY 1299_save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, 1300 GLenum type, 1301 const GLvoid * const *indices, 1302 GLsizei primcount, 1303 const GLint *basevertex) 1304{ 1305 GLsizei i; 1306 1307 for (i = 0; i < primcount; i++) { 1308 if (count[i] > 0) { 1309 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type, 1310 indices[i], 1311 basevertex[i])); 1312 } 1313 } 1314} 1315 1316 1317static void 1318_save_vtxfmt_init(struct gl_context *ctx) 1319{ 1320 struct vbo_save_context *save = &vbo_context(ctx)->save; 1321 GLvertexformat *vfmt = &save->vtxfmt; 1322 1323 _MESA_INIT_ARRAYELT_VTXFMT(vfmt, _ae_); 1324 1325 vfmt->Begin = _save_Begin; 1326 vfmt->Color3f = _save_Color3f; 1327 vfmt->Color3fv = _save_Color3fv; 1328 vfmt->Color4f = _save_Color4f; 1329 vfmt->Color4fv = _save_Color4fv; 1330 vfmt->EdgeFlag = _save_EdgeFlag; 1331 vfmt->End = _save_End; 1332 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV; 1333 vfmt->FogCoordfEXT = _save_FogCoordfEXT; 1334 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT; 1335 vfmt->Indexf = _save_Indexf; 1336 vfmt->Indexfv = _save_Indexfv; 1337 vfmt->Materialfv = _save_Materialfv; 1338 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f; 1339 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv; 1340 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f; 1341 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv; 1342 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f; 1343 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv; 1344 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f; 1345 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv; 1346 vfmt->Normal3f = _save_Normal3f; 1347 vfmt->Normal3fv = _save_Normal3fv; 1348 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT; 1349 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT; 1350 vfmt->TexCoord1f = _save_TexCoord1f; 1351 vfmt->TexCoord1fv = _save_TexCoord1fv; 1352 vfmt->TexCoord2f = _save_TexCoord2f; 1353 vfmt->TexCoord2fv = _save_TexCoord2fv; 1354 vfmt->TexCoord3f = _save_TexCoord3f; 1355 vfmt->TexCoord3fv = _save_TexCoord3fv; 1356 vfmt->TexCoord4f = _save_TexCoord4f; 1357 vfmt->TexCoord4fv = _save_TexCoord4fv; 1358 vfmt->Vertex2f = _save_Vertex2f; 1359 vfmt->Vertex2fv = _save_Vertex2fv; 1360 vfmt->Vertex3f = _save_Vertex3f; 1361 vfmt->Vertex3fv = _save_Vertex3fv; 1362 vfmt->Vertex4f = _save_Vertex4f; 1363 vfmt->Vertex4fv = _save_Vertex4fv; 1364 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB; 1365 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB; 1366 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB; 1367 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB; 1368 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB; 1369 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB; 1370 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB; 1371 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB; 1372 1373 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV; 1374 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV; 1375 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV; 1376 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV; 1377 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV; 1378 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV; 1379 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV; 1380 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV; 1381 1382 /* integer-valued */ 1383 vfmt->VertexAttribI1i = _save_VertexAttribI1i; 1384 vfmt->VertexAttribI2i = _save_VertexAttribI2i; 1385 vfmt->VertexAttribI3i = _save_VertexAttribI3i; 1386 vfmt->VertexAttribI4i = _save_VertexAttribI4i; 1387 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv; 1388 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv; 1389 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv; 1390 1391 /* unsigned integer-valued */ 1392 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui; 1393 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui; 1394 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui; 1395 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui; 1396 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv; 1397 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv; 1398 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv; 1399 1400 vfmt->VertexP2ui = _save_VertexP2ui; 1401 vfmt->VertexP3ui = _save_VertexP3ui; 1402 vfmt->VertexP4ui = _save_VertexP4ui; 1403 vfmt->VertexP2uiv = _save_VertexP2uiv; 1404 vfmt->VertexP3uiv = _save_VertexP3uiv; 1405 vfmt->VertexP4uiv = _save_VertexP4uiv; 1406 1407 vfmt->TexCoordP1ui = _save_TexCoordP1ui; 1408 vfmt->TexCoordP2ui = _save_TexCoordP2ui; 1409 vfmt->TexCoordP3ui = _save_TexCoordP3ui; 1410 vfmt->TexCoordP4ui = _save_TexCoordP4ui; 1411 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv; 1412 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv; 1413 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv; 1414 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv; 1415 1416 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui; 1417 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui; 1418 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui; 1419 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui; 1420 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv; 1421 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv; 1422 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv; 1423 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv; 1424 1425 vfmt->NormalP3ui = _save_NormalP3ui; 1426 vfmt->NormalP3uiv = _save_NormalP3uiv; 1427 1428 vfmt->ColorP3ui = _save_ColorP3ui; 1429 vfmt->ColorP4ui = _save_ColorP4ui; 1430 vfmt->ColorP3uiv = _save_ColorP3uiv; 1431 vfmt->ColorP4uiv = _save_ColorP4uiv; 1432 1433 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui; 1434 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv; 1435 1436 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui; 1437 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui; 1438 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui; 1439 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui; 1440 1441 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv; 1442 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv; 1443 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv; 1444 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv; 1445 1446 /* This will all require us to fallback to saving the list as opcodes: 1447 */ 1448 _MESA_INIT_DLIST_VTXFMT(vfmt, _save_); /* inside begin/end */ 1449 1450 _MESA_INIT_EVAL_VTXFMT(vfmt, _save_); 1451 1452 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is 1453 * only used when we're inside a glBegin/End pair. 1454 */ 1455 vfmt->Begin = _save_Begin; 1456 vfmt->Rectf = _save_Rectf; 1457 vfmt->DrawArrays = _save_DrawArrays; 1458 vfmt->DrawElements = _save_DrawElements; 1459 vfmt->DrawRangeElements = _save_DrawRangeElements; 1460 vfmt->DrawElementsBaseVertex = _save_DrawElementsBaseVertex; 1461 vfmt->DrawRangeElementsBaseVertex = _save_DrawRangeElementsBaseVertex; 1462 vfmt->MultiDrawElementsEXT = _save_MultiDrawElements; 1463 vfmt->MultiDrawElementsBaseVertex = _save_MultiDrawElementsBaseVertex; 1464 vfmt->DrawTransformFeedback = _save_DrawTransformFeedback; 1465 vfmt->DrawTransformFeedbackStream = _save_DrawTransformFeedbackStream; 1466 vfmt->DrawTransformFeedbackInstanced = _save_DrawTransformFeedbackInstanced; 1467 vfmt->DrawTransformFeedbackStreamInstanced = 1468 _save_DrawTransformFeedbackStreamInstanced; 1469} 1470 1471 1472void 1473vbo_save_SaveFlushVertices(struct gl_context *ctx) 1474{ 1475 struct vbo_save_context *save = &vbo_context(ctx)->save; 1476 1477 /* Noop when we are actually active: 1478 */ 1479 if (ctx->Driver.CurrentSavePrimitive == PRIM_INSIDE_UNKNOWN_PRIM || 1480 ctx->Driver.CurrentSavePrimitive <= GL_POLYGON) 1481 return; 1482 1483 if (save->vert_count || save->prim_count) 1484 _save_compile_vertex_list(ctx); 1485 1486 _save_copy_to_current(ctx); 1487 _save_reset_vertex(ctx); 1488 _save_reset_counters(ctx); 1489 ctx->Driver.SaveNeedFlush = 0; 1490} 1491 1492 1493void 1494vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode) 1495{ 1496 struct vbo_save_context *save = &vbo_context(ctx)->save; 1497 1498 (void) list; 1499 (void) mode; 1500 1501 if (!save->prim_store) 1502 save->prim_store = alloc_prim_store(ctx); 1503 1504 if (!save->vertex_store) 1505 save->vertex_store = alloc_vertex_store(ctx); 1506 1507 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store); 1508 1509 _save_reset_vertex(ctx); 1510 _save_reset_counters(ctx); 1511 ctx->Driver.SaveNeedFlush = 0; 1512} 1513 1514 1515void 1516vbo_save_EndList(struct gl_context *ctx) 1517{ 1518 struct vbo_save_context *save = &vbo_context(ctx)->save; 1519 1520 /* EndList called inside a (saved) Begin/End pair? 1521 */ 1522 if (ctx->Driver.CurrentSavePrimitive != PRIM_OUTSIDE_BEGIN_END) { 1523 1524 if (save->prim_count > 0) { 1525 GLint i = save->prim_count - 1; 1526 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END; 1527 save->prim[i].end = 0; 1528 save->prim[i].count = (save->vert_count - save->prim[i].start); 1529 } 1530 1531 /* Make sure this vertex list gets replayed by the "loopback" 1532 * mechanism: 1533 */ 1534 save->dangling_attr_ref = 1; 1535 vbo_save_SaveFlushVertices(ctx); 1536 1537 /* Swap out this vertex format while outside begin/end. Any color, 1538 * etc. received between here and the next begin will be compiled 1539 * as opcodes. 1540 */ 1541 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); 1542 } 1543 1544 vbo_save_unmap_vertex_store(ctx, save->vertex_store); 1545 1546 assert(save->vertex_size == 0); 1547} 1548 1549 1550void 1551vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist) 1552{ 1553 struct vbo_save_context *save = &vbo_context(ctx)->save; 1554 save->replay_flags |= dlist->Flags; 1555} 1556 1557 1558void 1559vbo_save_EndCallList(struct gl_context *ctx) 1560{ 1561 struct vbo_save_context *save = &vbo_context(ctx)->save; 1562 1563 if (ctx->ListState.CallDepth == 1) { 1564 /* This is correct: want to keep only the VBO_SAVE_FALLBACK 1565 * flag, if it is set: 1566 */ 1567 save->replay_flags &= VBO_SAVE_FALLBACK; 1568 } 1569} 1570 1571 1572static void 1573vbo_destroy_vertex_list(struct gl_context *ctx, void *data) 1574{ 1575 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data; 1576 (void) ctx; 1577 1578 if (--node->vertex_store->refcount == 0) 1579 free_vertex_store(ctx, node->vertex_store); 1580 1581 if (--node->prim_store->refcount == 0) 1582 FREE(node->prim_store); 1583 1584 if (node->current_data) { 1585 FREE(node->current_data); 1586 node->current_data = NULL; 1587 } 1588} 1589 1590 1591static void 1592vbo_print_vertex_list(struct gl_context *ctx, void *data) 1593{ 1594 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data; 1595 GLuint i; 1596 (void) ctx; 1597 1598 printf("VBO-VERTEX-LIST, %u vertices %d primitives, %d vertsize\n", 1599 node->count, node->prim_count, node->vertex_size); 1600 1601 for (i = 0; i < node->prim_count; i++) { 1602 struct _mesa_prim *prim = &node->prim[i]; 1603 _mesa_debug(NULL, " prim %d: %s%s %d..%d %s %s\n", 1604 i, 1605 _mesa_lookup_prim_by_nr(prim->mode), 1606 prim->weak ? " (weak)" : "", 1607 prim->start, 1608 prim->start + prim->count, 1609 (prim->begin) ? "BEGIN" : "(wrap)", 1610 (prim->end) ? "END" : "(wrap)"); 1611 } 1612} 1613 1614 1615/** 1616 * Called during context creation/init. 1617 */ 1618static void 1619_save_current_init(struct gl_context *ctx) 1620{ 1621 struct vbo_save_context *save = &vbo_context(ctx)->save; 1622 GLint i; 1623 1624 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) { 1625 const GLuint j = i - VBO_ATTRIB_POS; 1626 ASSERT(j < VERT_ATTRIB_MAX); 1627 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j]; 1628 save->current[i] = ctx->ListState.CurrentAttrib[j]; 1629 } 1630 1631 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) { 1632 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL; 1633 ASSERT(j < MAT_ATTRIB_MAX); 1634 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j]; 1635 save->current[i] = ctx->ListState.CurrentMaterial[j]; 1636 } 1637} 1638 1639 1640/** 1641 * Initialize the display list compiler. Called during context creation. 1642 */ 1643void 1644vbo_save_api_init(struct vbo_save_context *save) 1645{ 1646 struct gl_context *ctx = save->ctx; 1647 GLuint i; 1648 1649 save->opcode_vertex_list = 1650 _mesa_dlist_alloc_opcode(ctx, 1651 sizeof(struct vbo_save_vertex_list), 1652 vbo_save_playback_vertex_list, 1653 vbo_destroy_vertex_list, 1654 vbo_print_vertex_list); 1655 1656 ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin; 1657 1658 _save_vtxfmt_init(ctx); 1659 _save_current_init(ctx); 1660 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop); 1661 1662 /* These will actually get set again when binding/drawing */ 1663 for (i = 0; i < VBO_ATTRIB_MAX; i++) 1664 save->inputs[i] = &save->arrays[i]; 1665 1666 /* Hook our array functions into the outside-begin-end vtxfmt in 1667 * ctx->ListState. 1668 */ 1669 ctx->ListState.ListVtxfmt.Rectf = _save_OBE_Rectf; 1670 ctx->ListState.ListVtxfmt.DrawArrays = _save_OBE_DrawArrays; 1671 ctx->ListState.ListVtxfmt.DrawElements = _save_OBE_DrawElements; 1672 ctx->ListState.ListVtxfmt.DrawRangeElements = _save_OBE_DrawRangeElements; 1673 ctx->ListState.ListVtxfmt.MultiDrawElementsEXT = _save_OBE_MultiDrawElements; 1674 ctx->ListState.ListVtxfmt.MultiDrawElementsBaseVertex = _save_OBE_MultiDrawElementsBaseVertex; 1675 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); 1676} 1677 1678 1679#endif /* FEATURE_dlist */ 1680