1 /************************************************************************** 2 3 Copyright 2002-2008 VMware, Inc. 4 5 All Rights Reserved. 6 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: 13 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 16 Software. 17 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. 25 26 **************************************************************************/ 27 28 /* 29 * Authors: 30 * Keith Whitwell <keithw (at) vmware.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/api_validate.h" 78 #include "main/api_arrayelt.h" 79 #include "main/vtxfmt.h" 80 #include "main/dispatch.h" 81 #include "main/state.h" 82 #include "util/bitscan.h" 83 84 #include "vbo_context.h" 85 #include "vbo_noop.h" 86 87 88 #ifdef ERROR 89 #undef ERROR 90 #endif 91 92 93 /* An interesting VBO number/name to help with debugging */ 94 #define VBO_BUF_ID 12345 95 96 97 /* 98 * NOTE: Old 'parity' issue is gone, but copying can still be 99 * wrong-footed on replay. 100 */ 101 static GLuint 102 copy_vertices(struct gl_context *ctx, 103 const struct vbo_save_vertex_list *node, 104 const fi_type * src_buffer) 105 { 106 struct vbo_save_context *save = &vbo_context(ctx)->save; 107 const struct _mesa_prim *prim = &node->prims[node->prim_count - 1]; 108 GLuint nr = prim->count; 109 GLuint sz = save->vertex_size; 110 const fi_type *src = src_buffer + prim->start * sz; 111 fi_type *dst = save->copied.buffer; 112 GLuint ovf, i; 113 114 if (prim->end) 115 return 0; 116 117 switch (prim->mode) { 118 case GL_POINTS: 119 return 0; 120 case GL_LINES: 121 ovf = nr & 1; 122 for (i = 0; i < ovf; i++) 123 memcpy(dst + i * sz, src + (nr - ovf + i) * sz, 124 sz * sizeof(GLfloat)); 125 return i; 126 case GL_TRIANGLES: 127 ovf = nr % 3; 128 for (i = 0; i < ovf; i++) 129 memcpy(dst + i * sz, src + (nr - ovf + i) * sz, 130 sz * sizeof(GLfloat)); 131 return i; 132 case GL_QUADS: 133 ovf = nr & 3; 134 for (i = 0; i < ovf; i++) 135 memcpy(dst + i * sz, src + (nr - ovf + i) * sz, 136 sz * sizeof(GLfloat)); 137 return i; 138 case GL_LINE_STRIP: 139 if (nr == 0) 140 return 0; 141 else { 142 memcpy(dst, src + (nr - 1) * sz, sz * sizeof(GLfloat)); 143 return 1; 144 } 145 case GL_LINE_LOOP: 146 case GL_TRIANGLE_FAN: 147 case GL_POLYGON: 148 if (nr == 0) 149 return 0; 150 else if (nr == 1) { 151 memcpy(dst, src + 0, sz * sizeof(GLfloat)); 152 return 1; 153 } 154 else { 155 memcpy(dst, src + 0, sz * sizeof(GLfloat)); 156 memcpy(dst + sz, src + (nr - 1) * sz, sz * sizeof(GLfloat)); 157 return 2; 158 } 159 case GL_TRIANGLE_STRIP: 160 case GL_QUAD_STRIP: 161 switch (nr) { 162 case 0: 163 ovf = 0; 164 break; 165 case 1: 166 ovf = 1; 167 break; 168 default: 169 ovf = 2 + (nr & 1); 170 break; 171 } 172 for (i = 0; i < ovf; i++) 173 memcpy(dst + i * sz, src + (nr - ovf + i) * sz, 174 sz * sizeof(GLfloat)); 175 return i; 176 default: 177 assert(0); 178 return 0; 179 } 180 } 181 182 183 static struct vbo_save_vertex_store * 184 alloc_vertex_store(struct gl_context *ctx) 185 { 186 struct vbo_save_context *save = &vbo_context(ctx)->save; 187 struct vbo_save_vertex_store *vertex_store = 188 CALLOC_STRUCT(vbo_save_vertex_store); 189 190 /* obj->Name needs to be non-zero, but won't ever be examined more 191 * closely than that. In particular these buffers won't be entered 192 * into the hash and can never be confused with ones visible to the 193 * user. Perhaps there could be a special number for internal 194 * buffers: 195 */ 196 vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID); 197 if (vertex_store->bufferobj) { 198 save->out_of_memory = 199 !ctx->Driver.BufferData(ctx, 200 GL_ARRAY_BUFFER_ARB, 201 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat), 202 NULL, GL_STATIC_DRAW_ARB, 203 GL_MAP_WRITE_BIT | 204 GL_DYNAMIC_STORAGE_BIT, 205 vertex_store->bufferobj); 206 } 207 else { 208 save->out_of_memory = GL_TRUE; 209 } 210 211 if (save->out_of_memory) { 212 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation"); 213 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop); 214 } 215 216 vertex_store->buffer_map = NULL; 217 vertex_store->used = 0; 218 vertex_store->refcount = 1; 219 220 return vertex_store; 221 } 222 223 224 static void 225 free_vertex_store(struct gl_context *ctx, 226 struct vbo_save_vertex_store *vertex_store) 227 { 228 assert(!vertex_store->buffer_map); 229 230 if (vertex_store->bufferobj) { 231 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL); 232 } 233 234 free(vertex_store); 235 } 236 237 238 fi_type * 239 vbo_save_map_vertex_store(struct gl_context *ctx, 240 struct vbo_save_vertex_store *vertex_store) 241 { 242 const GLbitfield access = (GL_MAP_WRITE_BIT | 243 GL_MAP_INVALIDATE_RANGE_BIT | 244 GL_MAP_UNSYNCHRONIZED_BIT | 245 GL_MAP_FLUSH_EXPLICIT_BIT); 246 247 assert(vertex_store->bufferobj); 248 assert(!vertex_store->buffer_map); /* the buffer should not be mapped */ 249 250 if (vertex_store->bufferobj->Size > 0) { 251 /* Map the remaining free space in the VBO */ 252 GLintptr offset = vertex_store->used * sizeof(GLfloat); 253 GLsizeiptr size = vertex_store->bufferobj->Size - offset; 254 fi_type *range = (fi_type *) 255 ctx->Driver.MapBufferRange(ctx, offset, size, access, 256 vertex_store->bufferobj, 257 MAP_INTERNAL); 258 if (range) { 259 /* compute address of start of whole buffer (needed elsewhere) */ 260 vertex_store->buffer_map = range - vertex_store->used; 261 assert(vertex_store->buffer_map); 262 return range; 263 } 264 else { 265 vertex_store->buffer_map = NULL; 266 return NULL; 267 } 268 } 269 else { 270 /* probably ran out of memory for buffers */ 271 return NULL; 272 } 273 } 274 275 276 void 277 vbo_save_unmap_vertex_store(struct gl_context *ctx, 278 struct vbo_save_vertex_store *vertex_store) 279 { 280 if (vertex_store->bufferobj->Size > 0) { 281 GLintptr offset = 0; 282 GLsizeiptr length = vertex_store->used * sizeof(GLfloat) 283 - vertex_store->bufferobj->Mappings[MAP_INTERNAL].Offset; 284 285 /* Explicitly flush the region we wrote to */ 286 ctx->Driver.FlushMappedBufferRange(ctx, offset, length, 287 vertex_store->bufferobj, 288 MAP_INTERNAL); 289 290 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj, MAP_INTERNAL); 291 } 292 vertex_store->buffer_map = NULL; 293 } 294 295 296 static struct vbo_save_primitive_store * 297 alloc_prim_store(void) 298 { 299 struct vbo_save_primitive_store *store = 300 CALLOC_STRUCT(vbo_save_primitive_store); 301 store->used = 0; 302 store->refcount = 1; 303 return store; 304 } 305 306 307 static void 308 reset_counters(struct gl_context *ctx) 309 { 310 struct vbo_save_context *save = &vbo_context(ctx)->save; 311 312 save->prims = save->prim_store->prims + save->prim_store->used; 313 save->buffer_map = save->vertex_store->buffer_map + save->vertex_store->used; 314 315 assert(save->buffer_map == save->buffer_ptr); 316 317 if (save->vertex_size) 318 save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) / 319 save->vertex_size; 320 else 321 save->max_vert = 0; 322 323 save->vert_count = 0; 324 save->prim_count = 0; 325 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used; 326 save->dangling_attr_ref = GL_FALSE; 327 } 328 329 /** 330 * For a list of prims, try merging prims that can just be extensions of the 331 * previous prim. 332 */ 333 static void 334 merge_prims(struct _mesa_prim *prim_list, 335 GLuint *prim_count) 336 { 337 GLuint i; 338 struct _mesa_prim *prev_prim = prim_list; 339 340 for (i = 1; i < *prim_count; i++) { 341 struct _mesa_prim *this_prim = prim_list + i; 342 343 vbo_try_prim_conversion(this_prim); 344 345 if (vbo_can_merge_prims(prev_prim, this_prim)) { 346 /* We've found a prim that just extend the previous one. Tack it 347 * onto the previous one, and let this primitive struct get dropped. 348 */ 349 vbo_merge_prims(prev_prim, this_prim); 350 continue; 351 } 352 353 /* If any previous primitives have been dropped, then we need to copy 354 * this later one into the next available slot. 355 */ 356 prev_prim++; 357 if (prev_prim != this_prim) 358 *prev_prim = *this_prim; 359 } 360 361 *prim_count = prev_prim - prim_list + 1; 362 } 363 364 365 /** 366 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers 367 * don't have to worry about handling the _mesa_prim::begin/end flags. 368 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174 369 */ 370 static void 371 convert_line_loop_to_strip(struct vbo_save_context *save, 372 struct vbo_save_vertex_list *node) 373 { 374 struct _mesa_prim *prim = &node->prims[node->prim_count - 1]; 375 376 assert(prim->mode == GL_LINE_LOOP); 377 378 if (prim->end) { 379 /* Copy the 0th vertex to end of the buffer and extend the 380 * vertex count by one to finish the line loop. 381 */ 382 const GLuint sz = save->vertex_size; 383 /* 0th vertex: */ 384 const fi_type *src = save->buffer_map + prim->start * sz; 385 /* end of buffer: */ 386 fi_type *dst = save->buffer_map + (prim->start + prim->count) * sz; 387 388 memcpy(dst, src, sz * sizeof(float)); 389 390 prim->count++; 391 node->vertex_count++; 392 save->vert_count++; 393 save->buffer_ptr += sz; 394 save->vertex_store->used += sz; 395 } 396 397 if (!prim->begin) { 398 /* Drawing the second or later section of a long line loop. 399 * Skip the 0th vertex. 400 */ 401 prim->start++; 402 prim->count--; 403 } 404 405 prim->mode = GL_LINE_STRIP; 406 } 407 408 409 /** 410 * Insert the active immediate struct onto the display list currently 411 * being built. 412 */ 413 static void 414 compile_vertex_list(struct gl_context *ctx) 415 { 416 struct vbo_save_context *save = &vbo_context(ctx)->save; 417 struct vbo_save_vertex_list *node; 418 419 /* Allocate space for this structure in the display list currently 420 * being compiled. 421 */ 422 node = (struct vbo_save_vertex_list *) 423 _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node)); 424 425 if (!node) 426 return; 427 428 /* Make sure the pointer is aligned to the size of a pointer */ 429 assert((GLintptr) node % sizeof(void *) == 0); 430 431 /* Duplicate our template, increment refcounts to the storage structs: 432 */ 433 node->enabled = save->enabled; 434 memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz)); 435 memcpy(node->attrtype, save->attrtype, sizeof(node->attrtype)); 436 node->vertex_size = save->vertex_size; 437 node->buffer_offset = 438 (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat); 439 node->vertex_count = save->vert_count; 440 node->wrap_count = save->copied.nr; 441 node->dangling_attr_ref = save->dangling_attr_ref; 442 node->prims = save->prims; 443 node->prim_count = save->prim_count; 444 node->vertex_store = save->vertex_store; 445 node->prim_store = save->prim_store; 446 447 node->vertex_store->refcount++; 448 node->prim_store->refcount++; 449 450 if (node->prims[0].no_current_update) { 451 node->current_size = 0; 452 node->current_data = NULL; 453 } 454 else { 455 node->current_size = node->vertex_size - node->attrsz[0]; 456 node->current_data = NULL; 457 458 if (node->current_size) { 459 /* If the malloc fails, we just pull the data out of the VBO 460 * later instead. 461 */ 462 node->current_data = malloc(node->current_size * sizeof(GLfloat)); 463 if (node->current_data) { 464 const char *buffer = (const char *) save->vertex_store->buffer_map; 465 unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat); 466 unsigned vertex_offset = 0; 467 468 if (node->vertex_count) 469 vertex_offset = 470 (node->vertex_count - 1) * node->vertex_size * sizeof(GLfloat); 471 472 memcpy(node->current_data, 473 buffer + node->buffer_offset + vertex_offset + attr_offset, 474 node->current_size * sizeof(GLfloat)); 475 } 476 } 477 } 478 479 assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0); 480 481 if (save->dangling_attr_ref) 482 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS; 483 484 save->vertex_store->used += save->vertex_size * node->vertex_count; 485 save->prim_store->used += node->prim_count; 486 487 /* Copy duplicated vertices 488 */ 489 save->copied.nr = copy_vertices(ctx, node, save->buffer_map); 490 491 if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) { 492 convert_line_loop_to_strip(save, node); 493 } 494 495 merge_prims(node->prims, &node->prim_count); 496 497 /* Deal with GL_COMPILE_AND_EXECUTE: 498 */ 499 if (ctx->ExecuteFlag) { 500 struct _glapi_table *dispatch = GET_DISPATCH(); 501 502 _glapi_set_dispatch(ctx->Exec); 503 504 const GLfloat *buffer = (const GLfloat *) 505 ((const char *) save->vertex_store->buffer_map + 506 node->buffer_offset); 507 508 vbo_loopback_vertex_list(ctx, buffer, 509 node->attrsz, node->prims, node->prim_count, 510 node->wrap_count, node->vertex_size); 511 512 _glapi_set_dispatch(dispatch); 513 } 514 515 /* Decide whether the storage structs are full, or can be used for 516 * the next vertex lists as well. 517 */ 518 if (save->vertex_store->used > 519 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) { 520 521 /* Unmap old store: 522 */ 523 vbo_save_unmap_vertex_store(ctx, save->vertex_store); 524 525 /* Release old reference: 526 */ 527 save->vertex_store->refcount--; 528 assert(save->vertex_store->refcount != 0); 529 save->vertex_store = NULL; 530 531 /* Allocate and map new store: 532 */ 533 save->vertex_store = alloc_vertex_store(ctx); 534 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store); 535 save->out_of_memory = save->buffer_ptr == NULL; 536 } 537 else { 538 /* update buffer_ptr for next vertex */ 539 save->buffer_ptr = save->vertex_store->buffer_map 540 + save->vertex_store->used; 541 } 542 543 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) { 544 save->prim_store->refcount--; 545 assert(save->prim_store->refcount != 0); 546 save->prim_store = alloc_prim_store(); 547 } 548 549 /* 550 * If the vertex buffer offset is a multiple of the vertex size, 551 * we can use the _mesa_prim::start value to indicate where the 552 * vertices starts, instead of the buffer offset. Also see the 553 * bind_vertex_list() function. 554 */ 555 if (aligned_vertex_buffer_offset(node)) { 556 const unsigned start_offset = 557 node->buffer_offset / (node->vertex_size * sizeof(GLfloat)); 558 for (unsigned i = 0; i < save->prim_count; i++) { 559 save->prims[i].start += start_offset; 560 } 561 node->start_vertex = start_offset; 562 } else { 563 node->start_vertex = 0; 564 } 565 566 /* Reset our structures for the next run of vertices: 567 */ 568 reset_counters(ctx); 569 } 570 571 572 /** 573 * This is called when we fill a vertex buffer before we hit a glEnd(). 574 * We 575 * TODO -- If no new vertices have been stored, don't bother saving it. 576 */ 577 static void 578 wrap_buffers(struct gl_context *ctx) 579 { 580 struct vbo_save_context *save = &vbo_context(ctx)->save; 581 GLint i = save->prim_count - 1; 582 GLenum mode; 583 GLboolean weak; 584 GLboolean no_current_update; 585 586 assert(i < (GLint) save->prim_max); 587 assert(i >= 0); 588 589 /* Close off in-progress primitive. 590 */ 591 save->prims[i].count = (save->vert_count - save->prims[i].start); 592 mode = save->prims[i].mode; 593 weak = save->prims[i].weak; 594 no_current_update = save->prims[i].no_current_update; 595 596 /* store the copied vertices, and allocate a new list. 597 */ 598 compile_vertex_list(ctx); 599 600 /* Restart interrupted primitive 601 */ 602 save->prims[0].mode = mode; 603 save->prims[0].weak = weak; 604 save->prims[0].no_current_update = no_current_update; 605 save->prims[0].begin = 0; 606 save->prims[0].end = 0; 607 save->prims[0].pad = 0; 608 save->prims[0].start = 0; 609 save->prims[0].count = 0; 610 save->prims[0].num_instances = 1; 611 save->prims[0].base_instance = 0; 612 save->prims[0].is_indirect = 0; 613 save->prim_count = 1; 614 } 615 616 617 /** 618 * Called only when buffers are wrapped as the result of filling the 619 * vertex_store struct. 620 */ 621 static void 622 wrap_filled_vertex(struct gl_context *ctx) 623 { 624 struct vbo_save_context *save = &vbo_context(ctx)->save; 625 unsigned numComponents; 626 627 /* Emit a glEnd to close off the last vertex list. 628 */ 629 wrap_buffers(ctx); 630 631 /* Copy stored stored vertices to start of new list. 632 */ 633 assert(save->max_vert - save->vert_count > save->copied.nr); 634 635 numComponents = save->copied.nr * save->vertex_size; 636 memcpy(save->buffer_ptr, 637 save->copied.buffer, 638 numComponents * sizeof(fi_type)); 639 save->buffer_ptr += numComponents; 640 save->vert_count += save->copied.nr; 641 } 642 643 644 static void 645 copy_to_current(struct gl_context *ctx) 646 { 647 struct vbo_save_context *save = &vbo_context(ctx)->save; 648 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS)); 649 650 while (enabled) { 651 const int i = u_bit_scan64(&enabled); 652 assert(save->attrsz[i]); 653 654 save->currentsz[i][0] = save->attrsz[i]; 655 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i], 656 save->attrptr[i], save->attrtype[i]); 657 } 658 } 659 660 661 static void 662 copy_from_current(struct gl_context *ctx) 663 { 664 struct vbo_save_context *save = &vbo_context(ctx)->save; 665 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS)); 666 667 while (enabled) { 668 const int i = u_bit_scan64(&enabled); 669 670 switch (save->attrsz[i]) { 671 case 4: 672 save->attrptr[i][3] = save->current[i][3]; 673 case 3: 674 save->attrptr[i][2] = save->current[i][2]; 675 case 2: 676 save->attrptr[i][1] = save->current[i][1]; 677 case 1: 678 save->attrptr[i][0] = save->current[i][0]; 679 break; 680 case 0: 681 assert(0); 682 break; 683 } 684 } 685 } 686 687 688 /** 689 * Called when we increase the size of a vertex attribute. For example, 690 * if we've seen one or more glTexCoord2f() calls and now we get a 691 * glTexCoord3f() call. 692 * Flush existing data, set new attrib size, replay copied vertices. 693 */ 694 static void 695 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz) 696 { 697 struct vbo_save_context *save = &vbo_context(ctx)->save; 698 GLuint oldsz; 699 GLuint i; 700 fi_type *tmp; 701 702 /* Store the current run of vertices, and emit a GL_END. Emit a 703 * BEGIN in the new buffer. 704 */ 705 if (save->vert_count) 706 wrap_buffers(ctx); 707 else 708 assert(save->copied.nr == 0); 709 710 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case 711 * when the attribute already exists in the vertex and is having 712 * its size increased. 713 */ 714 copy_to_current(ctx); 715 716 /* Fix up sizes: 717 */ 718 oldsz = save->attrsz[attr]; 719 save->attrsz[attr] = newsz; 720 save->enabled |= BITFIELD64_BIT(attr); 721 722 save->vertex_size += newsz - oldsz; 723 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) / 724 save->vertex_size); 725 save->vert_count = 0; 726 727 /* Recalculate all the attrptr[] values: 728 */ 729 tmp = save->vertex; 730 for (i = 0; i < VBO_ATTRIB_MAX; i++) { 731 if (save->attrsz[i]) { 732 save->attrptr[i] = tmp; 733 tmp += save->attrsz[i]; 734 } 735 else { 736 save->attrptr[i] = NULL; /* will not be dereferenced. */ 737 } 738 } 739 740 /* Copy from current to repopulate the vertex with correct values. 741 */ 742 copy_from_current(ctx); 743 744 /* Replay stored vertices to translate them to new format here. 745 * 746 * If there are copied vertices and the new (upgraded) attribute 747 * has not been defined before, this list is somewhat degenerate, 748 * and will need fixup at runtime. 749 */ 750 if (save->copied.nr) { 751 const fi_type *data = save->copied.buffer; 752 fi_type *dest = save->buffer_map; 753 754 /* Need to note this and fix up at runtime (or loopback): 755 */ 756 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) { 757 assert(oldsz == 0); 758 save->dangling_attr_ref = GL_TRUE; 759 } 760 761 for (i = 0; i < save->copied.nr; i++) { 762 GLbitfield64 enabled = save->enabled; 763 while (enabled) { 764 const int j = u_bit_scan64(&enabled); 765 assert(save->attrsz[j]); 766 if (j == attr) { 767 if (oldsz) { 768 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data, 769 save->attrtype[j]); 770 data += oldsz; 771 dest += newsz; 772 } 773 else { 774 COPY_SZ_4V(dest, newsz, save->current[attr]); 775 dest += newsz; 776 } 777 } 778 else { 779 GLint sz = save->attrsz[j]; 780 COPY_SZ_4V(dest, sz, data); 781 data += sz; 782 dest += sz; 783 } 784 } 785 } 786 787 save->buffer_ptr = dest; 788 save->vert_count += save->copied.nr; 789 } 790 } 791 792 793 /** 794 * This is called when the size of a vertex attribute changes. 795 * For example, after seeing one or more glTexCoord2f() calls we 796 * get a glTexCoord4f() or glTexCoord1f() call. 797 */ 798 static void 799 fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz) 800 { 801 struct vbo_save_context *save = &vbo_context(ctx)->save; 802 803 if (sz > save->attrsz[attr]) { 804 /* New size is larger. Need to flush existing vertices and get 805 * an enlarged vertex format. 806 */ 807 upgrade_vertex(ctx, attr, sz); 808 } 809 else if (sz < save->active_sz[attr]) { 810 GLuint i; 811 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]); 812 813 /* New size is equal or smaller - just need to fill in some 814 * zeros. 815 */ 816 for (i = sz; i <= save->attrsz[attr]; i++) 817 save->attrptr[attr][i - 1] = id[i - 1]; 818 } 819 820 save->active_sz[attr] = sz; 821 } 822 823 824 /** 825 * Reset the current size of all vertex attributes to the default 826 * value of 0. This signals that we haven't yet seen any per-vertex 827 * commands such as glNormal3f() or glTexCoord2f(). 828 */ 829 static void 830 reset_vertex(struct gl_context *ctx) 831 { 832 struct vbo_save_context *save = &vbo_context(ctx)->save; 833 834 while (save->enabled) { 835 const int i = u_bit_scan64(&save->enabled); 836 assert(save->attrsz[i]); 837 save->attrsz[i] = 0; 838 save->active_sz[i] = 0; 839 } 840 841 save->vertex_size = 0; 842 } 843 844 845 846 #define ERROR(err) _mesa_compile_error(ctx, err, __func__); 847 848 849 /* Only one size for each attribute may be active at once. Eg. if 850 * Color3f is installed/active, then Color4f may not be, even if the 851 * vertex actually contains 4 color coordinates. This is because the 852 * 3f version won't otherwise set color[3] to 1.0 -- this is the job 853 * of the chooser function when switching between Color4f and Color3f. 854 */ 855 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \ 856 do { \ 857 struct vbo_save_context *save = &vbo_context(ctx)->save; \ 858 \ 859 if (save->active_sz[A] != N) \ 860 fixup_vertex(ctx, A, N); \ 861 \ 862 { \ 863 C *dest = (C *)save->attrptr[A]; \ 864 if (N>0) dest[0] = V0; \ 865 if (N>1) dest[1] = V1; \ 866 if (N>2) dest[2] = V2; \ 867 if (N>3) dest[3] = V3; \ 868 save->attrtype[A] = T; \ 869 } \ 870 \ 871 if ((A) == 0) { \ 872 GLuint i; \ 873 \ 874 for (i = 0; i < save->vertex_size; i++) \ 875 save->buffer_ptr[i] = save->vertex[i]; \ 876 \ 877 save->buffer_ptr += save->vertex_size; \ 878 \ 879 if (++save->vert_count >= save->max_vert) \ 880 wrap_filled_vertex(ctx); \ 881 } \ 882 } while (0) 883 884 #define TAG(x) _save_##x 885 886 #include "vbo_attrib_tmp.h" 887 888 889 890 #define MAT( ATTR, N, face, params ) \ 891 do { \ 892 if (face != GL_BACK) \ 893 MAT_ATTR( ATTR, N, params ); /* front */ \ 894 if (face != GL_FRONT) \ 895 MAT_ATTR( ATTR + 1, N, params ); /* back */ \ 896 } while (0) 897 898 899 /** 900 * Save a glMaterial call found between glBegin/End. 901 * glMaterial calls outside Begin/End are handled in dlist.c. 902 */ 903 static void GLAPIENTRY 904 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params) 905 { 906 GET_CURRENT_CONTEXT(ctx); 907 908 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) { 909 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)"); 910 return; 911 } 912 913 switch (pname) { 914 case GL_EMISSION: 915 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params); 916 break; 917 case GL_AMBIENT: 918 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params); 919 break; 920 case GL_DIFFUSE: 921 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params); 922 break; 923 case GL_SPECULAR: 924 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params); 925 break; 926 case GL_SHININESS: 927 if (*params < 0 || *params > ctx->Const.MaxShininess) { 928 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)"); 929 } 930 else { 931 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params); 932 } 933 break; 934 case GL_COLOR_INDEXES: 935 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params); 936 break; 937 case GL_AMBIENT_AND_DIFFUSE: 938 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params); 939 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params); 940 break; 941 default: 942 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)"); 943 return; 944 } 945 } 946 947 948 /* Cope with EvalCoord/CallList called within a begin/end object: 949 * -- Flush current buffer 950 * -- Fallback to opcodes for the rest of the begin/end object. 951 */ 952 static void 953 dlist_fallback(struct gl_context *ctx) 954 { 955 struct vbo_save_context *save = &vbo_context(ctx)->save; 956 957 if (save->vert_count || save->prim_count) { 958 if (save->prim_count > 0) { 959 /* Close off in-progress primitive. */ 960 GLint i = save->prim_count - 1; 961 save->prims[i].count = save->vert_count - save->prims[i].start; 962 } 963 964 /* Need to replay this display list with loopback, 965 * unfortunately, otherwise this primitive won't be handled 966 * properly: 967 */ 968 save->dangling_attr_ref = GL_TRUE; 969 970 compile_vertex_list(ctx); 971 } 972 973 copy_to_current(ctx); 974 reset_vertex(ctx); 975 reset_counters(ctx); 976 if (save->out_of_memory) { 977 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop); 978 } 979 else { 980 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); 981 } 982 ctx->Driver.SaveNeedFlush = GL_FALSE; 983 } 984 985 986 static void GLAPIENTRY 987 _save_EvalCoord1f(GLfloat u) 988 { 989 GET_CURRENT_CONTEXT(ctx); 990 dlist_fallback(ctx); 991 CALL_EvalCoord1f(ctx->Save, (u)); 992 } 993 994 static void GLAPIENTRY 995 _save_EvalCoord1fv(const GLfloat * v) 996 { 997 GET_CURRENT_CONTEXT(ctx); 998 dlist_fallback(ctx); 999 CALL_EvalCoord1fv(ctx->Save, (v)); 1000 } 1001 1002 static void GLAPIENTRY 1003 _save_EvalCoord2f(GLfloat u, GLfloat v) 1004 { 1005 GET_CURRENT_CONTEXT(ctx); 1006 dlist_fallback(ctx); 1007 CALL_EvalCoord2f(ctx->Save, (u, v)); 1008 } 1009 1010 static void GLAPIENTRY 1011 _save_EvalCoord2fv(const GLfloat * v) 1012 { 1013 GET_CURRENT_CONTEXT(ctx); 1014 dlist_fallback(ctx); 1015 CALL_EvalCoord2fv(ctx->Save, (v)); 1016 } 1017 1018 static void GLAPIENTRY 1019 _save_EvalPoint1(GLint i) 1020 { 1021 GET_CURRENT_CONTEXT(ctx); 1022 dlist_fallback(ctx); 1023 CALL_EvalPoint1(ctx->Save, (i)); 1024 } 1025 1026 static void GLAPIENTRY 1027 _save_EvalPoint2(GLint i, GLint j) 1028 { 1029 GET_CURRENT_CONTEXT(ctx); 1030 dlist_fallback(ctx); 1031 CALL_EvalPoint2(ctx->Save, (i, j)); 1032 } 1033 1034 static void GLAPIENTRY 1035 _save_CallList(GLuint l) 1036 { 1037 GET_CURRENT_CONTEXT(ctx); 1038 dlist_fallback(ctx); 1039 CALL_CallList(ctx->Save, (l)); 1040 } 1041 1042 static void GLAPIENTRY 1043 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v) 1044 { 1045 GET_CURRENT_CONTEXT(ctx); 1046 dlist_fallback(ctx); 1047 CALL_CallLists(ctx->Save, (n, type, v)); 1048 } 1049 1050 1051 1052 /** 1053 * Called when a glBegin is getting compiled into a display list. 1054 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of. 1055 */ 1056 void 1057 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode) 1058 { 1059 struct vbo_save_context *save = &vbo_context(ctx)->save; 1060 const GLuint i = save->prim_count++; 1061 1062 assert(i < save->prim_max); 1063 save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK; 1064 save->prims[i].begin = 1; 1065 save->prims[i].end = 0; 1066 save->prims[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0; 1067 save->prims[i].no_current_update = 1068 (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0; 1069 save->prims[i].pad = 0; 1070 save->prims[i].start = save->vert_count; 1071 save->prims[i].count = 0; 1072 save->prims[i].num_instances = 1; 1073 save->prims[i].base_instance = 0; 1074 save->prims[i].is_indirect = 0; 1075 1076 if (save->out_of_memory) { 1077 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop); 1078 } 1079 else { 1080 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt); 1081 } 1082 1083 /* We need to call vbo_save_SaveFlushVertices() if there's state change */ 1084 ctx->Driver.SaveNeedFlush = GL_TRUE; 1085 } 1086 1087 1088 static void GLAPIENTRY 1089 _save_End(void) 1090 { 1091 GET_CURRENT_CONTEXT(ctx); 1092 struct vbo_save_context *save = &vbo_context(ctx)->save; 1093 const GLint i = save->prim_count - 1; 1094 1095 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END; 1096 save->prims[i].end = 1; 1097 save->prims[i].count = (save->vert_count - save->prims[i].start); 1098 1099 if (i == (GLint) save->prim_max - 1) { 1100 compile_vertex_list(ctx); 1101 assert(save->copied.nr == 0); 1102 } 1103 1104 /* Swap out this vertex format while outside begin/end. Any color, 1105 * etc. received between here and the next begin will be compiled 1106 * as opcodes. 1107 */ 1108 if (save->out_of_memory) { 1109 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop); 1110 } 1111 else { 1112 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); 1113 } 1114 } 1115 1116 1117 static void GLAPIENTRY 1118 _save_Begin(GLenum mode) 1119 { 1120 GET_CURRENT_CONTEXT(ctx); 1121 (void) mode; 1122 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin"); 1123 } 1124 1125 1126 static void GLAPIENTRY 1127 _save_PrimitiveRestartNV(void) 1128 { 1129 GET_CURRENT_CONTEXT(ctx); 1130 struct vbo_save_context *save = &vbo_context(ctx)->save; 1131 1132 if (save->prim_count == 0) { 1133 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV 1134 * is an error. 1135 */ 1136 _mesa_compile_error(ctx, GL_INVALID_OPERATION, 1137 "glPrimitiveRestartNV called outside glBegin/End"); 1138 } else { 1139 /* get current primitive mode */ 1140 GLenum curPrim = save->prims[save->prim_count - 1].mode; 1141 1142 /* restart primitive */ 1143 CALL_End(GET_DISPATCH(), ()); 1144 vbo_save_NotifyBegin(ctx, curPrim); 1145 } 1146 } 1147 1148 1149 /* Unlike the functions above, these are to be hooked into the vtxfmt 1150 * maintained in ctx->ListState, active when the list is known or 1151 * suspected to be outside any begin/end primitive. 1152 * Note: OBE = Outside Begin/End 1153 */ 1154 static void GLAPIENTRY 1155 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) 1156 { 1157 GET_CURRENT_CONTEXT(ctx); 1158 vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK); 1159 CALL_Vertex2f(GET_DISPATCH(), (x1, y1)); 1160 CALL_Vertex2f(GET_DISPATCH(), (x2, y1)); 1161 CALL_Vertex2f(GET_DISPATCH(), (x2, y2)); 1162 CALL_Vertex2f(GET_DISPATCH(), (x1, y2)); 1163 CALL_End(GET_DISPATCH(), ()); 1164 } 1165 1166 1167 static void GLAPIENTRY 1168 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count) 1169 { 1170 GET_CURRENT_CONTEXT(ctx); 1171 struct vbo_save_context *save = &vbo_context(ctx)->save; 1172 GLint i; 1173 1174 if (!_mesa_is_valid_prim_mode(ctx, mode)) { 1175 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)"); 1176 return; 1177 } 1178 if (count < 0) { 1179 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)"); 1180 return; 1181 } 1182 1183 if (save->out_of_memory) 1184 return; 1185 1186 /* Make sure to process any VBO binding changes */ 1187 _mesa_update_state(ctx); 1188 1189 _ae_map_vbos(ctx); 1190 1191 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK 1192 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE)); 1193 1194 for (i = 0; i < count; i++) 1195 CALL_ArrayElement(GET_DISPATCH(), (start + i)); 1196 CALL_End(GET_DISPATCH(), ()); 1197 1198 _ae_unmap_vbos(ctx); 1199 } 1200 1201 1202 static void GLAPIENTRY 1203 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first, 1204 const GLsizei *count, GLsizei primcount) 1205 { 1206 GET_CURRENT_CONTEXT(ctx); 1207 GLint i; 1208 1209 if (!_mesa_is_valid_prim_mode(ctx, mode)) { 1210 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)"); 1211 return; 1212 } 1213 1214 if (primcount < 0) { 1215 _mesa_compile_error(ctx, GL_INVALID_VALUE, 1216 "glMultiDrawArrays(primcount<0)"); 1217 return; 1218 } 1219 1220 for (i = 0; i < primcount; i++) { 1221 if (count[i] < 0) { 1222 _mesa_compile_error(ctx, GL_INVALID_VALUE, 1223 "glMultiDrawArrays(count[i]<0)"); 1224 return; 1225 } 1226 } 1227 1228 for (i = 0; i < primcount; i++) { 1229 if (count[i] > 0) { 1230 _save_OBE_DrawArrays(mode, first[i], count[i]); 1231 } 1232 } 1233 } 1234 1235 1236 /* Could do better by copying the arrays and element list intact and 1237 * then emitting an indexed prim at runtime. 1238 */ 1239 static void GLAPIENTRY 1240 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, 1241 const GLvoid * indices, GLint basevertex) 1242 { 1243 GET_CURRENT_CONTEXT(ctx); 1244 struct vbo_save_context *save = &vbo_context(ctx)->save; 1245 struct gl_buffer_object *indexbuf = ctx->Array.VAO->IndexBufferObj; 1246 GLint i; 1247 1248 if (!_mesa_is_valid_prim_mode(ctx, mode)) { 1249 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)"); 1250 return; 1251 } 1252 if (count < 0) { 1253 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)"); 1254 return; 1255 } 1256 if (type != GL_UNSIGNED_BYTE && 1257 type != GL_UNSIGNED_SHORT && 1258 type != GL_UNSIGNED_INT) { 1259 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)"); 1260 return; 1261 } 1262 1263 if (save->out_of_memory) 1264 return; 1265 1266 /* Make sure to process any VBO binding changes */ 1267 _mesa_update_state(ctx); 1268 1269 _ae_map_vbos(ctx); 1270 1271 if (_mesa_is_bufferobj(indexbuf)) 1272 indices = 1273 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices); 1274 1275 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK | 1276 VBO_SAVE_PRIM_NO_CURRENT_UPDATE)); 1277 1278 switch (type) { 1279 case GL_UNSIGNED_BYTE: 1280 for (i = 0; i < count; i++) 1281 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLubyte *) indices)[i])); 1282 break; 1283 case GL_UNSIGNED_SHORT: 1284 for (i = 0; i < count; i++) 1285 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLushort *) indices)[i])); 1286 break; 1287 case GL_UNSIGNED_INT: 1288 for (i = 0; i < count; i++) 1289 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLuint *) indices)[i])); 1290 break; 1291 default: 1292 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)"); 1293 break; 1294 } 1295 1296 CALL_End(GET_DISPATCH(), ()); 1297 1298 _ae_unmap_vbos(ctx); 1299 } 1300 1301 static void GLAPIENTRY 1302 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type, 1303 const GLvoid * indices) 1304 { 1305 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0); 1306 } 1307 1308 1309 static void GLAPIENTRY 1310 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end, 1311 GLsizei count, GLenum type, 1312 const GLvoid * indices) 1313 { 1314 GET_CURRENT_CONTEXT(ctx); 1315 struct vbo_save_context *save = &vbo_context(ctx)->save; 1316 1317 if (!_mesa_is_valid_prim_mode(ctx, mode)) { 1318 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)"); 1319 return; 1320 } 1321 if (count < 0) { 1322 _mesa_compile_error(ctx, GL_INVALID_VALUE, 1323 "glDrawRangeElements(count<0)"); 1324 return; 1325 } 1326 if (type != GL_UNSIGNED_BYTE && 1327 type != GL_UNSIGNED_SHORT && 1328 type != GL_UNSIGNED_INT) { 1329 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)"); 1330 return; 1331 } 1332 if (end < start) { 1333 _mesa_compile_error(ctx, GL_INVALID_VALUE, 1334 "glDrawRangeElements(end < start)"); 1335 return; 1336 } 1337 1338 if (save->out_of_memory) 1339 return; 1340 1341 _save_OBE_DrawElements(mode, count, type, indices); 1342 } 1343 1344 1345 static void GLAPIENTRY 1346 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, 1347 const GLvoid * const *indices, GLsizei primcount) 1348 { 1349 GLsizei i; 1350 1351 for (i = 0; i < primcount; i++) { 1352 if (count[i] > 0) { 1353 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i])); 1354 } 1355 } 1356 } 1357 1358 1359 static void GLAPIENTRY 1360 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, 1361 GLenum type, 1362 const GLvoid * const *indices, 1363 GLsizei primcount, 1364 const GLint *basevertex) 1365 { 1366 GLsizei i; 1367 1368 for (i = 0; i < primcount; i++) { 1369 if (count[i] > 0) { 1370 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type, 1371 indices[i], 1372 basevertex[i])); 1373 } 1374 } 1375 } 1376 1377 1378 static void 1379 vtxfmt_init(struct gl_context *ctx) 1380 { 1381 struct vbo_save_context *save = &vbo_context(ctx)->save; 1382 GLvertexformat *vfmt = &save->vtxfmt; 1383 1384 vfmt->ArrayElement = _ae_ArrayElement; 1385 1386 vfmt->Color3f = _save_Color3f; 1387 vfmt->Color3fv = _save_Color3fv; 1388 vfmt->Color4f = _save_Color4f; 1389 vfmt->Color4fv = _save_Color4fv; 1390 vfmt->EdgeFlag = _save_EdgeFlag; 1391 vfmt->End = _save_End; 1392 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV; 1393 vfmt->FogCoordfEXT = _save_FogCoordfEXT; 1394 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT; 1395 vfmt->Indexf = _save_Indexf; 1396 vfmt->Indexfv = _save_Indexfv; 1397 vfmt->Materialfv = _save_Materialfv; 1398 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f; 1399 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv; 1400 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f; 1401 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv; 1402 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f; 1403 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv; 1404 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f; 1405 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv; 1406 vfmt->Normal3f = _save_Normal3f; 1407 vfmt->Normal3fv = _save_Normal3fv; 1408 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT; 1409 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT; 1410 vfmt->TexCoord1f = _save_TexCoord1f; 1411 vfmt->TexCoord1fv = _save_TexCoord1fv; 1412 vfmt->TexCoord2f = _save_TexCoord2f; 1413 vfmt->TexCoord2fv = _save_TexCoord2fv; 1414 vfmt->TexCoord3f = _save_TexCoord3f; 1415 vfmt->TexCoord3fv = _save_TexCoord3fv; 1416 vfmt->TexCoord4f = _save_TexCoord4f; 1417 vfmt->TexCoord4fv = _save_TexCoord4fv; 1418 vfmt->Vertex2f = _save_Vertex2f; 1419 vfmt->Vertex2fv = _save_Vertex2fv; 1420 vfmt->Vertex3f = _save_Vertex3f; 1421 vfmt->Vertex3fv = _save_Vertex3fv; 1422 vfmt->Vertex4f = _save_Vertex4f; 1423 vfmt->Vertex4fv = _save_Vertex4fv; 1424 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB; 1425 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB; 1426 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB; 1427 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB; 1428 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB; 1429 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB; 1430 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB; 1431 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB; 1432 1433 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV; 1434 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV; 1435 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV; 1436 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV; 1437 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV; 1438 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV; 1439 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV; 1440 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV; 1441 1442 /* integer-valued */ 1443 vfmt->VertexAttribI1i = _save_VertexAttribI1i; 1444 vfmt->VertexAttribI2i = _save_VertexAttribI2i; 1445 vfmt->VertexAttribI3i = _save_VertexAttribI3i; 1446 vfmt->VertexAttribI4i = _save_VertexAttribI4i; 1447 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv; 1448 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv; 1449 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv; 1450 1451 /* unsigned integer-valued */ 1452 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui; 1453 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui; 1454 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui; 1455 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui; 1456 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv; 1457 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv; 1458 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv; 1459 1460 vfmt->VertexP2ui = _save_VertexP2ui; 1461 vfmt->VertexP3ui = _save_VertexP3ui; 1462 vfmt->VertexP4ui = _save_VertexP4ui; 1463 vfmt->VertexP2uiv = _save_VertexP2uiv; 1464 vfmt->VertexP3uiv = _save_VertexP3uiv; 1465 vfmt->VertexP4uiv = _save_VertexP4uiv; 1466 1467 vfmt->TexCoordP1ui = _save_TexCoordP1ui; 1468 vfmt->TexCoordP2ui = _save_TexCoordP2ui; 1469 vfmt->TexCoordP3ui = _save_TexCoordP3ui; 1470 vfmt->TexCoordP4ui = _save_TexCoordP4ui; 1471 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv; 1472 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv; 1473 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv; 1474 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv; 1475 1476 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui; 1477 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui; 1478 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui; 1479 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui; 1480 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv; 1481 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv; 1482 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv; 1483 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv; 1484 1485 vfmt->NormalP3ui = _save_NormalP3ui; 1486 vfmt->NormalP3uiv = _save_NormalP3uiv; 1487 1488 vfmt->ColorP3ui = _save_ColorP3ui; 1489 vfmt->ColorP4ui = _save_ColorP4ui; 1490 vfmt->ColorP3uiv = _save_ColorP3uiv; 1491 vfmt->ColorP4uiv = _save_ColorP4uiv; 1492 1493 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui; 1494 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv; 1495 1496 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui; 1497 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui; 1498 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui; 1499 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui; 1500 1501 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv; 1502 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv; 1503 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv; 1504 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv; 1505 1506 vfmt->VertexAttribL1d = _save_VertexAttribL1d; 1507 vfmt->VertexAttribL2d = _save_VertexAttribL2d; 1508 vfmt->VertexAttribL3d = _save_VertexAttribL3d; 1509 vfmt->VertexAttribL4d = _save_VertexAttribL4d; 1510 1511 vfmt->VertexAttribL1dv = _save_VertexAttribL1dv; 1512 vfmt->VertexAttribL2dv = _save_VertexAttribL2dv; 1513 vfmt->VertexAttribL3dv = _save_VertexAttribL3dv; 1514 vfmt->VertexAttribL4dv = _save_VertexAttribL4dv; 1515 1516 vfmt->VertexAttribL1ui64ARB = _save_VertexAttribL1ui64ARB; 1517 vfmt->VertexAttribL1ui64vARB = _save_VertexAttribL1ui64vARB; 1518 1519 /* This will all require us to fallback to saving the list as opcodes: 1520 */ 1521 vfmt->CallList = _save_CallList; 1522 vfmt->CallLists = _save_CallLists; 1523 1524 vfmt->EvalCoord1f = _save_EvalCoord1f; 1525 vfmt->EvalCoord1fv = _save_EvalCoord1fv; 1526 vfmt->EvalCoord2f = _save_EvalCoord2f; 1527 vfmt->EvalCoord2fv = _save_EvalCoord2fv; 1528 vfmt->EvalPoint1 = _save_EvalPoint1; 1529 vfmt->EvalPoint2 = _save_EvalPoint2; 1530 1531 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is 1532 * only used when we're inside a glBegin/End pair. 1533 */ 1534 vfmt->Begin = _save_Begin; 1535 } 1536 1537 1538 /** 1539 * Initialize the dispatch table with the VBO functions for display 1540 * list compilation. 1541 */ 1542 void 1543 vbo_initialize_save_dispatch(const struct gl_context *ctx, 1544 struct _glapi_table *exec) 1545 { 1546 SET_DrawArrays(exec, _save_OBE_DrawArrays); 1547 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays); 1548 SET_DrawElements(exec, _save_OBE_DrawElements); 1549 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex); 1550 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements); 1551 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements); 1552 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex); 1553 SET_Rectf(exec, _save_OBE_Rectf); 1554 /* Note: other glDraw functins aren't compiled into display lists */ 1555 } 1556 1557 1558 1559 void 1560 vbo_save_SaveFlushVertices(struct gl_context *ctx) 1561 { 1562 struct vbo_save_context *save = &vbo_context(ctx)->save; 1563 1564 /* Noop when we are actually active: 1565 */ 1566 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX) 1567 return; 1568 1569 if (save->vert_count || save->prim_count) 1570 compile_vertex_list(ctx); 1571 1572 copy_to_current(ctx); 1573 reset_vertex(ctx); 1574 reset_counters(ctx); 1575 ctx->Driver.SaveNeedFlush = GL_FALSE; 1576 } 1577 1578 1579 /** 1580 * Called from glNewList when we're starting to compile a display list. 1581 */ 1582 void 1583 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode) 1584 { 1585 struct vbo_save_context *save = &vbo_context(ctx)->save; 1586 1587 (void) list; 1588 (void) mode; 1589 1590 if (!save->prim_store) 1591 save->prim_store = alloc_prim_store(); 1592 1593 if (!save->vertex_store) 1594 save->vertex_store = alloc_vertex_store(ctx); 1595 1596 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store); 1597 1598 reset_vertex(ctx); 1599 reset_counters(ctx); 1600 ctx->Driver.SaveNeedFlush = GL_FALSE; 1601 } 1602 1603 1604 /** 1605 * Called from glEndList when we're finished compiling a display list. 1606 */ 1607 void 1608 vbo_save_EndList(struct gl_context *ctx) 1609 { 1610 struct vbo_save_context *save = &vbo_context(ctx)->save; 1611 1612 /* EndList called inside a (saved) Begin/End pair? 1613 */ 1614 if (_mesa_inside_dlist_begin_end(ctx)) { 1615 if (save->prim_count > 0) { 1616 GLint i = save->prim_count - 1; 1617 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END; 1618 save->prims[i].end = 0; 1619 save->prims[i].count = save->vert_count - save->prims[i].start; 1620 } 1621 1622 /* Make sure this vertex list gets replayed by the "loopback" 1623 * mechanism: 1624 */ 1625 save->dangling_attr_ref = GL_TRUE; 1626 vbo_save_SaveFlushVertices(ctx); 1627 1628 /* Swap out this vertex format while outside begin/end. Any color, 1629 * etc. received between here and the next begin will be compiled 1630 * as opcodes. 1631 */ 1632 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); 1633 } 1634 1635 vbo_save_unmap_vertex_store(ctx, save->vertex_store); 1636 1637 assert(save->vertex_size == 0); 1638 } 1639 1640 1641 /** 1642 * Called from the display list code when we're about to execute a 1643 * display list. 1644 */ 1645 void 1646 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist) 1647 { 1648 struct vbo_save_context *save = &vbo_context(ctx)->save; 1649 save->replay_flags |= dlist->Flags; 1650 } 1651 1652 1653 /** 1654 * Called from the display list code when we're finished executing a 1655 * display list. 1656 */ 1657 void 1658 vbo_save_EndCallList(struct gl_context *ctx) 1659 { 1660 struct vbo_save_context *save = &vbo_context(ctx)->save; 1661 1662 if (ctx->ListState.CallDepth == 1) { 1663 /* This is correct: want to keep only the VBO_SAVE_FALLBACK 1664 * flag, if it is set: 1665 */ 1666 save->replay_flags &= VBO_SAVE_FALLBACK; 1667 } 1668 } 1669 1670 1671 /** 1672 * Called by display list code when a display list is being deleted. 1673 */ 1674 static void 1675 vbo_destroy_vertex_list(struct gl_context *ctx, void *data) 1676 { 1677 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data; 1678 (void) ctx; 1679 1680 if (--node->vertex_store->refcount == 0) 1681 free_vertex_store(ctx, node->vertex_store); 1682 1683 if (--node->prim_store->refcount == 0) 1684 free(node->prim_store); 1685 1686 free(node->current_data); 1687 node->current_data = NULL; 1688 } 1689 1690 1691 static void 1692 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f) 1693 { 1694 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data; 1695 GLuint i; 1696 struct gl_buffer_object *buffer = node->vertex_store ? 1697 node->vertex_store->bufferobj : NULL; 1698 (void) ctx; 1699 1700 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, " 1701 "buffer %p\n", 1702 node->vertex_count, node->prim_count, node->vertex_size, 1703 buffer); 1704 1705 for (i = 0; i < node->prim_count; i++) { 1706 struct _mesa_prim *prim = &node->prims[i]; 1707 fprintf(f, " prim %d: %s%s %d..%d %s %s\n", 1708 i, 1709 _mesa_lookup_prim_by_nr(prim->mode), 1710 prim->weak ? " (weak)" : "", 1711 prim->start, 1712 prim->start + prim->count, 1713 (prim->begin) ? "BEGIN" : "(wrap)", 1714 (prim->end) ? "END" : "(wrap)"); 1715 } 1716 } 1717 1718 1719 /** 1720 * Called during context creation/init. 1721 */ 1722 static void 1723 current_init(struct gl_context *ctx) 1724 { 1725 struct vbo_save_context *save = &vbo_context(ctx)->save; 1726 GLint i; 1727 1728 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) { 1729 const GLuint j = i - VBO_ATTRIB_POS; 1730 assert(j < VERT_ATTRIB_MAX); 1731 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j]; 1732 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j]; 1733 } 1734 1735 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) { 1736 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL; 1737 assert(j < MAT_ATTRIB_MAX); 1738 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j]; 1739 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j]; 1740 } 1741 } 1742 1743 1744 /** 1745 * Initialize the display list compiler. Called during context creation. 1746 */ 1747 void 1748 vbo_save_api_init(struct vbo_save_context *save) 1749 { 1750 struct gl_context *ctx = save->ctx; 1751 GLuint i; 1752 1753 save->opcode_vertex_list = 1754 _mesa_dlist_alloc_opcode(ctx, 1755 sizeof(struct vbo_save_vertex_list), 1756 vbo_save_playback_vertex_list, 1757 vbo_destroy_vertex_list, 1758 vbo_print_vertex_list); 1759 1760 vtxfmt_init(ctx); 1761 current_init(ctx); 1762 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop); 1763 1764 /* These will actually get set again when binding/drawing */ 1765 for (i = 0; i < VBO_ATTRIB_MAX; i++) 1766 save->inputs[i] = &save->arrays[i]; 1767 } 1768