1 /**************************************************************************
3 Copyright 2002-2008 VMware, Inc.
7 Permission is hereby granted, free of charge, to any person obtaining a
8 copy of this software and associated documentation files (the "Software"),
9 to deal in the Software without restriction, including without limitation
10 on the rights to use, copy, modify, merge, publish, distribute, sub
11 license, and/or sell copies of the Software, and to permit persons to whom
12 the Software is furnished to do so, subject to the following conditions:
14 The above copyright notice and this permission notice (including the next
15 paragraph) shall be included in all copies or substantial portions of the
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21 VMWARE AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
22 DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23 OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24 USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
30 * Keith Whitwell <keithw@vmware.com>
35 /* Display list compiler attempts to store lists of vertices with the
36 * same vertex layout. Additionally it attempts to minimize the need
37 * for execute-time fixup of these vertex lists, allowing them to be
40 * There are still some circumstances where this can be thwarted, for
41 * example by building a list that consists of one very long primitive
42 * (eg Begin(Triangles), 1000 vertices, End), and calling that list
43 * from inside a different begin/end object (Begin(Lines), CallList,
46 * In that case the code will have to replay the list as individual
47 * commands through the Exec dispatch table, or fix up the copied
48 * vertices at execute-time.
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
61 * The list compiler currently doesn't attempt to compile lists
62 * containing EvalCoord or EvalPoint commands. On encountering one of
63 * these, compilation falls back to opcodes.
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
70 #include "main/glheader.h"
71 #include "main/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"
82 #include "vbo_context.h"
91 /* An interesting VBO number/name to help with debugging */
92 #define VBO_BUF_ID 12345
96 * NOTE: Old 'parity' issue is gone, but copying can still be
97 * wrong-footed on replay.
100 _save_copy_vertices(struct gl_context *ctx,
101 const struct vbo_save_vertex_list *node,
102 const fi_type * src_buffer)
104 struct vbo_save_context *save = &vbo_context(ctx)->save;
105 const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
106 GLuint nr = prim->count;
107 GLuint sz = save->vertex_size;
108 const fi_type *src = src_buffer + prim->start * sz;
109 fi_type *dst = save->copied.buffer;
115 switch (prim->mode) {
120 for (i = 0; i < ovf; i++)
121 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
122 sz * sizeof(GLfloat));
126 for (i = 0; i < ovf; i++)
127 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
128 sz * sizeof(GLfloat));
132 for (i = 0; i < ovf; i++)
133 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
134 sz * sizeof(GLfloat));
140 memcpy(dst, src + (nr - 1) * sz, sz * sizeof(GLfloat));
144 case GL_TRIANGLE_FAN:
149 memcpy(dst, src + 0, sz * sizeof(GLfloat));
153 memcpy(dst, src + 0, sz * sizeof(GLfloat));
154 memcpy(dst + sz, src + (nr - 1) * sz, sz * sizeof(GLfloat));
157 case GL_TRIANGLE_STRIP:
170 for (i = 0; i < ovf; i++)
171 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
172 sz * sizeof(GLfloat));
181 static struct vbo_save_vertex_store *
182 alloc_vertex_store(struct gl_context *ctx)
184 struct vbo_save_context *save = &vbo_context(ctx)->save;
185 struct vbo_save_vertex_store *vertex_store =
186 CALLOC_STRUCT(vbo_save_vertex_store);
188 /* obj->Name needs to be non-zero, but won't ever be examined more
189 * closely than that. In particular these buffers won't be entered
190 * into the hash and can never be confused with ones visible to the
191 * user. Perhaps there could be a special number for internal
194 vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID);
195 if (vertex_store->bufferobj) {
196 save->out_of_memory =
197 !ctx->Driver.BufferData(ctx,
199 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
200 NULL, GL_STATIC_DRAW_ARB,
202 GL_DYNAMIC_STORAGE_BIT,
203 vertex_store->bufferobj);
206 save->out_of_memory = GL_TRUE;
209 if (save->out_of_memory) {
210 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation");
211 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
214 vertex_store->buffer = NULL;
215 vertex_store->used = 0;
216 vertex_store->refcount = 1;
223 free_vertex_store(struct gl_context *ctx,
224 struct vbo_save_vertex_store *vertex_store)
226 assert(!vertex_store->buffer);
228 if (vertex_store->bufferobj) {
229 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
237 vbo_save_map_vertex_store(struct gl_context *ctx,
238 struct vbo_save_vertex_store *vertex_store)
240 const GLbitfield access = (GL_MAP_WRITE_BIT |
241 GL_MAP_INVALIDATE_RANGE_BIT |
242 GL_MAP_UNSYNCHRONIZED_BIT |
243 GL_MAP_FLUSH_EXPLICIT_BIT);
245 assert(vertex_store->bufferobj);
246 assert(!vertex_store->buffer); /* the buffer should not be mapped */
248 if (vertex_store->bufferobj->Size > 0) {
249 /* Map the remaining free space in the VBO */
250 GLintptr offset = vertex_store->used * sizeof(GLfloat);
251 GLsizeiptr size = vertex_store->bufferobj->Size - offset;
252 fi_type *range = (fi_type *)
253 ctx->Driver.MapBufferRange(ctx, offset, size, access,
254 vertex_store->bufferobj,
257 /* compute address of start of whole buffer (needed elsewhere) */
258 vertex_store->buffer = range - vertex_store->used;
259 assert(vertex_store->buffer);
263 vertex_store->buffer = NULL;
268 /* probably ran out of memory for buffers */
275 vbo_save_unmap_vertex_store(struct gl_context *ctx,
276 struct vbo_save_vertex_store *vertex_store)
278 if (vertex_store->bufferobj->Size > 0) {
280 GLsizeiptr length = vertex_store->used * sizeof(GLfloat)
281 - vertex_store->bufferobj->Mappings[MAP_INTERNAL].Offset;
283 /* Explicitly flush the region we wrote to */
284 ctx->Driver.FlushMappedBufferRange(ctx, offset, length,
285 vertex_store->bufferobj,
288 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj, MAP_INTERNAL);
290 vertex_store->buffer = NULL;
294 static struct vbo_save_primitive_store *
295 alloc_prim_store(struct gl_context *ctx)
297 struct vbo_save_primitive_store *store =
298 CALLOC_STRUCT(vbo_save_primitive_store);
307 _save_reset_counters(struct gl_context *ctx)
309 struct vbo_save_context *save = &vbo_context(ctx)->save;
311 save->prim = save->prim_store->buffer + save->prim_store->used;
312 save->buffer = save->vertex_store->buffer + save->vertex_store->used;
314 assert(save->buffer == save->buffer_ptr);
316 if (save->vertex_size)
317 save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
322 save->vert_count = 0;
323 save->prim_count = 0;
324 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
325 save->dangling_attr_ref = GL_FALSE;
329 * For a list of prims, try merging prims that can just be extensions of the
333 merge_prims(struct _mesa_prim *prim_list,
337 struct _mesa_prim *prev_prim = prim_list;
339 for (i = 1; i < *prim_count; i++) {
340 struct _mesa_prim *this_prim = prim_list + i;
342 vbo_try_prim_conversion(this_prim);
344 if (vbo_can_merge_prims(prev_prim, this_prim)) {
345 /* We've found a prim that just extend the previous one. Tack it
346 * onto the previous one, and let this primitive struct get dropped.
348 vbo_merge_prims(prev_prim, this_prim);
352 /* If any previous primitives have been dropped, then we need to copy
353 * this later one into the next available slot.
356 if (prev_prim != this_prim)
357 *prev_prim = *this_prim;
360 *prim_count = prev_prim - prim_list + 1;
365 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
366 * don't have to worry about handling the _mesa_prim::begin/end flags.
367 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
370 convert_line_loop_to_strip(struct vbo_save_context *save,
371 struct vbo_save_vertex_list *node)
373 struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
375 assert(prim->mode == GL_LINE_LOOP);
378 /* Copy the 0th vertex to end of the buffer and extend the
379 * vertex count by one to finish the line loop.
381 const GLuint sz = save->vertex_size;
383 const fi_type *src = save->buffer + prim->start * sz;
385 fi_type *dst = save->buffer + (prim->start + prim->count) * sz;
387 memcpy(dst, src, sz * sizeof(float));
392 save->buffer_ptr += sz;
393 save->vertex_store->used += sz;
397 /* Drawing the second or later section of a long line loop.
398 * Skip the 0th vertex.
404 prim->mode = GL_LINE_STRIP;
409 * Insert the active immediate struct onto the display list currently
413 _save_compile_vertex_list(struct gl_context *ctx)
415 struct vbo_save_context *save = &vbo_context(ctx)->save;
416 struct vbo_save_vertex_list *node;
418 /* Allocate space for this structure in the display list currently
421 node = (struct vbo_save_vertex_list *)
422 _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node));
427 /* Make sure the pointer is aligned to the size of a pointer */
428 assert((GLintptr) node % sizeof(void *) == 0);
430 /* Duplicate our template, increment refcounts to the storage structs:
432 memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz));
433 memcpy(node->attrtype, save->attrtype, sizeof(node->attrtype));
434 node->vertex_size = save->vertex_size;
435 node->buffer_offset =
436 (save->buffer - save->vertex_store->buffer) * sizeof(GLfloat);
437 node->count = save->vert_count;
438 node->wrap_count = save->copied.nr;
439 node->dangling_attr_ref = save->dangling_attr_ref;
440 node->prim = save->prim;
441 node->prim_count = save->prim_count;
442 node->vertex_store = save->vertex_store;
443 node->prim_store = save->prim_store;
445 node->vertex_store->refcount++;
446 node->prim_store->refcount++;
448 if (node->prim[0].no_current_update) {
449 node->current_size = 0;
450 node->current_data = NULL;
453 node->current_size = node->vertex_size - node->attrsz[0];
454 node->current_data = NULL;
456 if (node->current_size) {
457 /* If the malloc fails, we just pull the data out of the VBO
460 node->current_data = malloc(node->current_size * sizeof(GLfloat));
461 if (node->current_data) {
462 const char *buffer = (const char *) save->vertex_store->buffer;
463 unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
464 unsigned vertex_offset = 0;
468 (node->count - 1) * node->vertex_size * sizeof(GLfloat);
470 memcpy(node->current_data,
471 buffer + node->buffer_offset + vertex_offset + attr_offset,
472 node->current_size * sizeof(GLfloat));
477 assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->count == 0);
479 if (save->dangling_attr_ref)
480 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
482 save->vertex_store->used += save->vertex_size * node->count;
483 save->prim_store->used += node->prim_count;
485 /* Copy duplicated vertices
487 save->copied.nr = _save_copy_vertices(ctx, node, save->buffer);
489 if (node->prim[node->prim_count - 1].mode == GL_LINE_LOOP) {
490 convert_line_loop_to_strip(save, node);
493 merge_prims(node->prim, &node->prim_count);
495 /* Deal with GL_COMPILE_AND_EXECUTE:
497 if (ctx->ExecuteFlag) {
498 struct _glapi_table *dispatch = GET_DISPATCH();
500 _glapi_set_dispatch(ctx->Exec);
502 vbo_loopback_vertex_list(ctx,
503 (const GLfloat *) ((const char *) save->
504 vertex_store->buffer +
505 node->buffer_offset),
506 node->attrsz, node->prim, node->prim_count,
507 node->wrap_count, node->vertex_size);
509 _glapi_set_dispatch(dispatch);
512 /* Decide whether the storage structs are full, or can be used for
513 * the next vertex lists as well.
515 if (save->vertex_store->used >
516 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
520 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
522 /* Release old reference:
524 save->vertex_store->refcount--;
525 assert(save->vertex_store->refcount != 0);
526 save->vertex_store = NULL;
528 /* Allocate and map new store:
530 save->vertex_store = alloc_vertex_store(ctx);
531 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
532 save->out_of_memory = save->buffer_ptr == NULL;
535 /* update buffer_ptr for next vertex */
536 save->buffer_ptr = save->vertex_store->buffer + save->vertex_store->used;
539 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
540 save->prim_store->refcount--;
541 assert(save->prim_store->refcount != 0);
542 save->prim_store = alloc_prim_store(ctx);
545 /* Reset our structures for the next run of vertices:
547 _save_reset_counters(ctx);
552 * This is called when we fill a vertex buffer before we hit a glEnd().
554 * TODO -- If no new vertices have been stored, don't bother saving it.
557 _save_wrap_buffers(struct gl_context *ctx)
559 struct vbo_save_context *save = &vbo_context(ctx)->save;
560 GLint i = save->prim_count - 1;
563 GLboolean no_current_update;
565 assert(i < (GLint) save->prim_max);
568 /* Close off in-progress primitive.
570 save->prim[i].count = (save->vert_count - save->prim[i].start);
571 mode = save->prim[i].mode;
572 weak = save->prim[i].weak;
573 no_current_update = save->prim[i].no_current_update;
575 /* store the copied vertices, and allocate a new list.
577 _save_compile_vertex_list(ctx);
579 /* Restart interrupted primitive
581 save->prim[0].mode = mode;
582 save->prim[0].weak = weak;
583 save->prim[0].no_current_update = no_current_update;
584 save->prim[0].begin = 0;
585 save->prim[0].end = 0;
586 save->prim[0].pad = 0;
587 save->prim[0].start = 0;
588 save->prim[0].count = 0;
589 save->prim[0].num_instances = 1;
590 save->prim[0].base_instance = 0;
591 save->prim[0].is_indirect = 0;
592 save->prim_count = 1;
597 * Called only when buffers are wrapped as the result of filling the
598 * vertex_store struct.
601 _save_wrap_filled_vertex(struct gl_context *ctx)
603 struct vbo_save_context *save = &vbo_context(ctx)->save;
604 unsigned numComponents;
606 /* Emit a glEnd to close off the last vertex list.
608 _save_wrap_buffers(ctx);
610 /* Copy stored stored vertices to start of new list.
612 assert(save->max_vert - save->vert_count > save->copied.nr);
614 numComponents = save->copied.nr * save->vertex_size;
615 memcpy(save->buffer_ptr,
617 numComponents * sizeof(fi_type));
618 save->buffer_ptr += numComponents;
619 save->vert_count += save->copied.nr;
624 _save_copy_to_current(struct gl_context *ctx)
626 struct vbo_save_context *save = &vbo_context(ctx)->save;
629 for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
630 if (save->attrsz[i]) {
631 save->currentsz[i][0] = save->attrsz[i];
632 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
633 save->attrptr[i], save->attrtype[i]);
640 _save_copy_from_current(struct gl_context *ctx)
642 struct vbo_save_context *save = &vbo_context(ctx)->save;
645 for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
646 switch (save->attrsz[i]) {
648 save->attrptr[i][3] = save->current[i][3];
650 save->attrptr[i][2] = save->current[i][2];
652 save->attrptr[i][1] = save->current[i][1];
654 save->attrptr[i][0] = save->current[i][0];
663 * Called when we increase the size of a vertex attribute. For example,
664 * if we've seen one or more glTexCoord2f() calls and now we get a
665 * glTexCoord3f() call.
666 * Flush existing data, set new attrib size, replay copied vertices.
669 _save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
671 struct vbo_save_context *save = &vbo_context(ctx)->save;
676 /* Store the current run of vertices, and emit a GL_END. Emit a
677 * BEGIN in the new buffer.
679 if (save->vert_count)
680 _save_wrap_buffers(ctx);
682 assert(save->copied.nr == 0);
684 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
685 * when the attribute already exists in the vertex and is having
686 * its size increased.
688 _save_copy_to_current(ctx);
692 oldsz = save->attrsz[attr];
693 save->attrsz[attr] = newsz;
695 save->vertex_size += newsz - oldsz;
696 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
698 save->vert_count = 0;
700 /* Recalculate all the attrptr[] values:
703 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
704 if (save->attrsz[i]) {
705 save->attrptr[i] = tmp;
706 tmp += save->attrsz[i];
709 save->attrptr[i] = NULL; /* will not be dereferenced. */
713 /* Copy from current to repopulate the vertex with correct values.
715 _save_copy_from_current(ctx);
717 /* Replay stored vertices to translate them to new format here.
719 * If there are copied vertices and the new (upgraded) attribute
720 * has not been defined before, this list is somewhat degenerate,
721 * and will need fixup at runtime.
723 if (save->copied.nr) {
724 const fi_type *data = save->copied.buffer;
725 fi_type *dest = save->buffer;
728 /* Need to note this and fix up at runtime (or loopback):
730 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
732 save->dangling_attr_ref = GL_TRUE;
735 for (i = 0; i < save->copied.nr; i++) {
736 for (j = 0; j < VBO_ATTRIB_MAX; j++) {
737 if (save->attrsz[j]) {
740 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
746 COPY_SZ_4V(dest, newsz, save->current[attr]);
751 GLint sz = save->attrsz[j];
752 COPY_SZ_4V(dest, sz, data);
760 save->buffer_ptr = dest;
761 save->vert_count += save->copied.nr;
767 * This is called when the size of a vertex attribute changes.
768 * For example, after seeing one or more glTexCoord2f() calls we
769 * get a glTexCoord4f() or glTexCoord1f() call.
772 save_fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
774 struct vbo_save_context *save = &vbo_context(ctx)->save;
776 if (sz > save->attrsz[attr]) {
777 /* New size is larger. Need to flush existing vertices and get
778 * an enlarged vertex format.
780 _save_upgrade_vertex(ctx, attr, sz);
782 else if (sz < save->active_sz[attr]) {
784 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
786 /* New size is equal or smaller - just need to fill in some
789 for (i = sz; i <= save->attrsz[attr]; i++)
790 save->attrptr[attr][i - 1] = id[i - 1];
793 save->active_sz[attr] = sz;
798 * Reset the current size of all vertex attributes to the default
799 * value of 0. This signals that we haven't yet seen any per-vertex
800 * commands such as glNormal3f() or glTexCoord2f().
803 _save_reset_vertex(struct gl_context *ctx)
805 struct vbo_save_context *save = &vbo_context(ctx)->save;
808 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
810 save->active_sz[i] = 0;
813 save->vertex_size = 0;
818 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
821 /* Only one size for each attribute may be active at once. Eg. if
822 * Color3f is installed/active, then Color4f may not be, even if the
823 * vertex actually contains 4 color coordinates. This is because the
824 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
825 * of the chooser function when switching between Color4f and Color3f.
827 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
829 struct vbo_save_context *save = &vbo_context(ctx)->save; \
831 if (save->active_sz[A] != N) \
832 save_fixup_vertex(ctx, A, N); \
835 C *dest = (C *)save->attrptr[A]; \
836 if (N>0) dest[0] = V0; \
837 if (N>1) dest[1] = V1; \
838 if (N>2) dest[2] = V2; \
839 if (N>3) dest[3] = V3; \
840 save->attrtype[A] = T; \
846 for (i = 0; i < save->vertex_size; i++) \
847 save->buffer_ptr[i] = save->vertex[i]; \
849 save->buffer_ptr += save->vertex_size; \
851 if (++save->vert_count >= save->max_vert) \
852 _save_wrap_filled_vertex(ctx); \
856 #define TAG(x) _save_##x
858 #include "vbo_attrib_tmp.h"
862 #define MAT( ATTR, N, face, params ) \
864 if (face != GL_BACK) \
865 MAT_ATTR( ATTR, N, params ); /* front */ \
866 if (face != GL_FRONT) \
867 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
872 * Save a glMaterial call found between glBegin/End.
873 * glMaterial calls outside Begin/End are handled in dlist.c.
875 static void GLAPIENTRY
876 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
878 GET_CURRENT_CONTEXT(ctx);
880 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
881 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
887 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
890 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
893 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
896 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
899 if (*params < 0 || *params > ctx->Const.MaxShininess) {
900 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
903 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
906 case GL_COLOR_INDEXES:
907 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
909 case GL_AMBIENT_AND_DIFFUSE:
910 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
911 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
914 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
920 /* Cope with EvalCoord/CallList called within a begin/end object:
921 * -- Flush current buffer
922 * -- Fallback to opcodes for the rest of the begin/end object.
925 dlist_fallback(struct gl_context *ctx)
927 struct vbo_save_context *save = &vbo_context(ctx)->save;
929 if (save->vert_count || save->prim_count) {
930 if (save->prim_count > 0) {
931 /* Close off in-progress primitive. */
932 GLint i = save->prim_count - 1;
933 save->prim[i].count = save->vert_count - save->prim[i].start;
936 /* Need to replay this display list with loopback,
937 * unfortunately, otherwise this primitive won't be handled
940 save->dangling_attr_ref = GL_TRUE;
942 _save_compile_vertex_list(ctx);
945 _save_copy_to_current(ctx);
946 _save_reset_vertex(ctx);
947 _save_reset_counters(ctx);
948 if (save->out_of_memory) {
949 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
952 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
954 ctx->Driver.SaveNeedFlush = GL_FALSE;
958 static void GLAPIENTRY
959 _save_EvalCoord1f(GLfloat u)
961 GET_CURRENT_CONTEXT(ctx);
963 CALL_EvalCoord1f(ctx->Save, (u));
966 static void GLAPIENTRY
967 _save_EvalCoord1fv(const GLfloat * v)
969 GET_CURRENT_CONTEXT(ctx);
971 CALL_EvalCoord1fv(ctx->Save, (v));
974 static void GLAPIENTRY
975 _save_EvalCoord2f(GLfloat u, GLfloat v)
977 GET_CURRENT_CONTEXT(ctx);
979 CALL_EvalCoord2f(ctx->Save, (u, v));
982 static void GLAPIENTRY
983 _save_EvalCoord2fv(const GLfloat * v)
985 GET_CURRENT_CONTEXT(ctx);
987 CALL_EvalCoord2fv(ctx->Save, (v));
990 static void GLAPIENTRY
991 _save_EvalPoint1(GLint i)
993 GET_CURRENT_CONTEXT(ctx);
995 CALL_EvalPoint1(ctx->Save, (i));
998 static void GLAPIENTRY
999 _save_EvalPoint2(GLint i, GLint j)
1001 GET_CURRENT_CONTEXT(ctx);
1002 dlist_fallback(ctx);
1003 CALL_EvalPoint2(ctx->Save, (i, j));
1006 static void GLAPIENTRY
1007 _save_CallList(GLuint l)
1009 GET_CURRENT_CONTEXT(ctx);
1010 dlist_fallback(ctx);
1011 CALL_CallList(ctx->Save, (l));
1014 static void GLAPIENTRY
1015 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1017 GET_CURRENT_CONTEXT(ctx);
1018 dlist_fallback(ctx);
1019 CALL_CallLists(ctx->Save, (n, type, v));
1025 * Called when a glBegin is getting compiled into a display list.
1026 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1029 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
1031 struct vbo_save_context *save = &vbo_context(ctx)->save;
1032 const GLuint i = save->prim_count++;
1034 assert(i < save->prim_max);
1035 save->prim[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1036 save->prim[i].begin = 1;
1037 save->prim[i].end = 0;
1038 save->prim[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
1039 save->prim[i].no_current_update =
1040 (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
1041 save->prim[i].pad = 0;
1042 save->prim[i].start = save->vert_count;
1043 save->prim[i].count = 0;
1044 save->prim[i].num_instances = 1;
1045 save->prim[i].base_instance = 0;
1046 save->prim[i].is_indirect = 0;
1048 if (save->out_of_memory) {
1049 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1052 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1055 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1056 ctx->Driver.SaveNeedFlush = GL_TRUE;
1058 /* GL_TRUE means we've handled this glBegin here; don't compile a BEGIN
1059 * opcode into the display list.
1065 static void GLAPIENTRY
1068 GET_CURRENT_CONTEXT(ctx);
1069 struct vbo_save_context *save = &vbo_context(ctx)->save;
1070 const GLint i = save->prim_count - 1;
1072 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1073 save->prim[i].end = 1;
1074 save->prim[i].count = (save->vert_count - save->prim[i].start);
1076 if (i == (GLint) save->prim_max - 1) {
1077 _save_compile_vertex_list(ctx);
1078 assert(save->copied.nr == 0);
1081 /* Swap out this vertex format while outside begin/end. Any color,
1082 * etc. received between here and the next begin will be compiled
1085 if (save->out_of_memory) {
1086 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1089 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1094 static void GLAPIENTRY
1095 _save_Begin(GLenum mode)
1097 GET_CURRENT_CONTEXT(ctx);
1099 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1103 static void GLAPIENTRY
1104 _save_PrimitiveRestartNV(void)
1107 GET_CURRENT_CONTEXT(ctx);
1109 curPrim = ctx->Driver.CurrentSavePrimitive;
1112 _save_Begin(curPrim);
1116 /* Unlike the functions above, these are to be hooked into the vtxfmt
1117 * maintained in ctx->ListState, active when the list is known or
1118 * suspected to be outside any begin/end primitive.
1119 * Note: OBE = Outside Begin/End
1121 static void GLAPIENTRY
1122 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1124 GET_CURRENT_CONTEXT(ctx);
1125 vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
1126 CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
1127 CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
1128 CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
1129 CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
1130 CALL_End(GET_DISPATCH(), ());
1134 static void GLAPIENTRY
1135 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1137 GET_CURRENT_CONTEXT(ctx);
1138 struct vbo_save_context *save = &vbo_context(ctx)->save;
1141 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1142 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1146 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1150 if (save->out_of_memory)
1155 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
1156 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1158 for (i = 0; i < count; i++)
1159 CALL_ArrayElement(GET_DISPATCH(), (start + i));
1160 CALL_End(GET_DISPATCH(), ());
1162 _ae_unmap_vbos(ctx);
1166 /* Could do better by copying the arrays and element list intact and
1167 * then emitting an indexed prim at runtime.
1169 static void GLAPIENTRY
1170 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1171 const GLvoid * indices, GLint basevertex)
1173 GET_CURRENT_CONTEXT(ctx);
1174 struct vbo_save_context *save = &vbo_context(ctx)->save;
1175 struct gl_buffer_object *indexbuf = ctx->Array.VAO->IndexBufferObj;
1178 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1179 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1183 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1186 if (type != GL_UNSIGNED_BYTE &&
1187 type != GL_UNSIGNED_SHORT &&
1188 type != GL_UNSIGNED_INT) {
1189 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1193 if (save->out_of_memory)
1198 if (_mesa_is_bufferobj(indexbuf))
1200 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1202 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
1203 VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1206 case GL_UNSIGNED_BYTE:
1207 for (i = 0; i < count; i++)
1208 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLubyte *) indices)[i]));
1210 case GL_UNSIGNED_SHORT:
1211 for (i = 0; i < count; i++)
1212 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLushort *) indices)[i]));
1214 case GL_UNSIGNED_INT:
1215 for (i = 0; i < count; i++)
1216 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLuint *) indices)[i]));
1219 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1223 CALL_End(GET_DISPATCH(), ());
1225 _ae_unmap_vbos(ctx);
1228 static void GLAPIENTRY
1229 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1230 const GLvoid * indices)
1232 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1236 static void GLAPIENTRY
1237 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1238 GLsizei count, GLenum type,
1239 const GLvoid * indices)
1241 GET_CURRENT_CONTEXT(ctx);
1242 struct vbo_save_context *save = &vbo_context(ctx)->save;
1244 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1245 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1249 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1250 "glDrawRangeElements(count<0)");
1253 if (type != GL_UNSIGNED_BYTE &&
1254 type != GL_UNSIGNED_SHORT &&
1255 type != GL_UNSIGNED_INT) {
1256 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1260 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1261 "glDrawRangeElements(end < start)");
1265 if (save->out_of_memory)
1268 _save_OBE_DrawElements(mode, count, type, indices);
1272 static void GLAPIENTRY
1273 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1274 const GLvoid * const *indices, GLsizei primcount)
1278 for (i = 0; i < primcount; i++) {
1280 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1286 static void GLAPIENTRY
1287 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1289 const GLvoid * const *indices,
1291 const GLint *basevertex)
1295 for (i = 0; i < primcount; i++) {
1297 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1306 _save_vtxfmt_init(struct gl_context *ctx)
1308 struct vbo_save_context *save = &vbo_context(ctx)->save;
1309 GLvertexformat *vfmt = &save->vtxfmt;
1311 vfmt->ArrayElement = _ae_ArrayElement;
1313 vfmt->Color3f = _save_Color3f;
1314 vfmt->Color3fv = _save_Color3fv;
1315 vfmt->Color4f = _save_Color4f;
1316 vfmt->Color4fv = _save_Color4fv;
1317 vfmt->EdgeFlag = _save_EdgeFlag;
1318 vfmt->End = _save_End;
1319 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
1320 vfmt->FogCoordfEXT = _save_FogCoordfEXT;
1321 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
1322 vfmt->Indexf = _save_Indexf;
1323 vfmt->Indexfv = _save_Indexfv;
1324 vfmt->Materialfv = _save_Materialfv;
1325 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
1326 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
1327 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
1328 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
1329 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
1330 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
1331 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
1332 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
1333 vfmt->Normal3f = _save_Normal3f;
1334 vfmt->Normal3fv = _save_Normal3fv;
1335 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
1336 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
1337 vfmt->TexCoord1f = _save_TexCoord1f;
1338 vfmt->TexCoord1fv = _save_TexCoord1fv;
1339 vfmt->TexCoord2f = _save_TexCoord2f;
1340 vfmt->TexCoord2fv = _save_TexCoord2fv;
1341 vfmt->TexCoord3f = _save_TexCoord3f;
1342 vfmt->TexCoord3fv = _save_TexCoord3fv;
1343 vfmt->TexCoord4f = _save_TexCoord4f;
1344 vfmt->TexCoord4fv = _save_TexCoord4fv;
1345 vfmt->Vertex2f = _save_Vertex2f;
1346 vfmt->Vertex2fv = _save_Vertex2fv;
1347 vfmt->Vertex3f = _save_Vertex3f;
1348 vfmt->Vertex3fv = _save_Vertex3fv;
1349 vfmt->Vertex4f = _save_Vertex4f;
1350 vfmt->Vertex4fv = _save_Vertex4fv;
1351 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
1352 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
1353 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
1354 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
1355 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
1356 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
1357 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
1358 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
1360 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
1361 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
1362 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
1363 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
1364 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
1365 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
1366 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
1367 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
1369 /* integer-valued */
1370 vfmt->VertexAttribI1i = _save_VertexAttribI1i;
1371 vfmt->VertexAttribI2i = _save_VertexAttribI2i;
1372 vfmt->VertexAttribI3i = _save_VertexAttribI3i;
1373 vfmt->VertexAttribI4i = _save_VertexAttribI4i;
1374 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
1375 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
1376 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
1378 /* unsigned integer-valued */
1379 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
1380 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
1381 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
1382 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
1383 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
1384 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
1385 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
1387 vfmt->VertexP2ui = _save_VertexP2ui;
1388 vfmt->VertexP3ui = _save_VertexP3ui;
1389 vfmt->VertexP4ui = _save_VertexP4ui;
1390 vfmt->VertexP2uiv = _save_VertexP2uiv;
1391 vfmt->VertexP3uiv = _save_VertexP3uiv;
1392 vfmt->VertexP4uiv = _save_VertexP4uiv;
1394 vfmt->TexCoordP1ui = _save_TexCoordP1ui;
1395 vfmt->TexCoordP2ui = _save_TexCoordP2ui;
1396 vfmt->TexCoordP3ui = _save_TexCoordP3ui;
1397 vfmt->TexCoordP4ui = _save_TexCoordP4ui;
1398 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv;
1399 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv;
1400 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv;
1401 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv;
1403 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui;
1404 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui;
1405 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui;
1406 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui;
1407 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv;
1408 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv;
1409 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv;
1410 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv;
1412 vfmt->NormalP3ui = _save_NormalP3ui;
1413 vfmt->NormalP3uiv = _save_NormalP3uiv;
1415 vfmt->ColorP3ui = _save_ColorP3ui;
1416 vfmt->ColorP4ui = _save_ColorP4ui;
1417 vfmt->ColorP3uiv = _save_ColorP3uiv;
1418 vfmt->ColorP4uiv = _save_ColorP4uiv;
1420 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
1421 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
1423 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
1424 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
1425 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
1426 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
1428 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
1429 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
1430 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
1431 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
1433 vfmt->VertexAttribL1d = _save_VertexAttribL1d;
1434 vfmt->VertexAttribL2d = _save_VertexAttribL2d;
1435 vfmt->VertexAttribL3d = _save_VertexAttribL3d;
1436 vfmt->VertexAttribL4d = _save_VertexAttribL4d;
1438 vfmt->VertexAttribL1dv = _save_VertexAttribL1dv;
1439 vfmt->VertexAttribL2dv = _save_VertexAttribL2dv;
1440 vfmt->VertexAttribL3dv = _save_VertexAttribL3dv;
1441 vfmt->VertexAttribL4dv = _save_VertexAttribL4dv;
1443 /* This will all require us to fallback to saving the list as opcodes:
1445 vfmt->CallList = _save_CallList;
1446 vfmt->CallLists = _save_CallLists;
1448 vfmt->EvalCoord1f = _save_EvalCoord1f;
1449 vfmt->EvalCoord1fv = _save_EvalCoord1fv;
1450 vfmt->EvalCoord2f = _save_EvalCoord2f;
1451 vfmt->EvalCoord2fv = _save_EvalCoord2fv;
1452 vfmt->EvalPoint1 = _save_EvalPoint1;
1453 vfmt->EvalPoint2 = _save_EvalPoint2;
1455 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1456 * only used when we're inside a glBegin/End pair.
1458 vfmt->Begin = _save_Begin;
1463 * Initialize the dispatch table with the VBO functions for display
1467 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1468 struct _glapi_table *exec)
1470 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1471 SET_DrawElements(exec, _save_OBE_DrawElements);
1472 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1473 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1474 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1475 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1476 SET_Rectf(exec, _save_OBE_Rectf);
1477 /* Note: other glDraw functins aren't compiled into display lists */
1483 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1485 struct vbo_save_context *save = &vbo_context(ctx)->save;
1487 /* Noop when we are actually active:
1489 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1492 if (save->vert_count || save->prim_count)
1493 _save_compile_vertex_list(ctx);
1495 _save_copy_to_current(ctx);
1496 _save_reset_vertex(ctx);
1497 _save_reset_counters(ctx);
1498 ctx->Driver.SaveNeedFlush = GL_FALSE;
1503 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1505 struct vbo_save_context *save = &vbo_context(ctx)->save;
1510 if (!save->prim_store)
1511 save->prim_store = alloc_prim_store(ctx);
1513 if (!save->vertex_store)
1514 save->vertex_store = alloc_vertex_store(ctx);
1516 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1518 _save_reset_vertex(ctx);
1519 _save_reset_counters(ctx);
1520 ctx->Driver.SaveNeedFlush = GL_FALSE;
1525 vbo_save_EndList(struct gl_context *ctx)
1527 struct vbo_save_context *save = &vbo_context(ctx)->save;
1529 /* EndList called inside a (saved) Begin/End pair?
1531 if (_mesa_inside_dlist_begin_end(ctx)) {
1532 if (save->prim_count > 0) {
1533 GLint i = save->prim_count - 1;
1534 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1535 save->prim[i].end = 0;
1536 save->prim[i].count = save->vert_count - save->prim[i].start;
1539 /* Make sure this vertex list gets replayed by the "loopback"
1542 save->dangling_attr_ref = GL_TRUE;
1543 vbo_save_SaveFlushVertices(ctx);
1545 /* Swap out this vertex format while outside begin/end. Any color,
1546 * etc. received between here and the next begin will be compiled
1549 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1552 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1554 assert(save->vertex_size == 0);
1559 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1561 struct vbo_save_context *save = &vbo_context(ctx)->save;
1562 save->replay_flags |= dlist->Flags;
1567 vbo_save_EndCallList(struct gl_context *ctx)
1569 struct vbo_save_context *save = &vbo_context(ctx)->save;
1571 if (ctx->ListState.CallDepth == 1) {
1572 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1573 * flag, if it is set:
1575 save->replay_flags &= VBO_SAVE_FALLBACK;
1581 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1583 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1586 if (--node->vertex_store->refcount == 0)
1587 free_vertex_store(ctx, node->vertex_store);
1589 if (--node->prim_store->refcount == 0)
1590 free(node->prim_store);
1592 free(node->current_data);
1593 node->current_data = NULL;
1598 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1600 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1602 struct gl_buffer_object *buffer = node->vertex_store ?
1603 node->vertex_store->bufferobj : NULL;
1606 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1608 node->count, node->prim_count, node->vertex_size,
1611 for (i = 0; i < node->prim_count; i++) {
1612 struct _mesa_prim *prim = &node->prim[i];
1613 fprintf(f, " prim %d: %s%s %d..%d %s %s\n",
1615 _mesa_lookup_prim_by_nr(prim->mode),
1616 prim->weak ? " (weak)" : "",
1618 prim->start + prim->count,
1619 (prim->begin) ? "BEGIN" : "(wrap)",
1620 (prim->end) ? "END" : "(wrap)");
1626 * Called during context creation/init.
1629 _save_current_init(struct gl_context *ctx)
1631 struct vbo_save_context *save = &vbo_context(ctx)->save;
1634 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1635 const GLuint j = i - VBO_ATTRIB_POS;
1636 assert(j < VERT_ATTRIB_MAX);
1637 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1638 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
1641 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1642 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1643 assert(j < MAT_ATTRIB_MAX);
1644 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1645 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
1651 * Initialize the display list compiler. Called during context creation.
1654 vbo_save_api_init(struct vbo_save_context *save)
1656 struct gl_context *ctx = save->ctx;
1659 save->opcode_vertex_list =
1660 _mesa_dlist_alloc_opcode(ctx,
1661 sizeof(struct vbo_save_vertex_list),
1662 vbo_save_playback_vertex_list,
1663 vbo_destroy_vertex_list,
1664 vbo_print_vertex_list);
1666 _save_vtxfmt_init(ctx);
1667 _save_current_init(ctx);
1668 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
1670 /* These will actually get set again when binding/drawing */
1671 for (i = 0; i < VBO_ATTRIB_MAX; i++)
1672 save->inputs[i] = &save->arrays[i];