xref: /third_party/mesa3d/src/mesa/vbo/vbo_save_api.c (revision bf215546)
1/**************************************************************************
2
3Copyright 2002-2008 VMware, Inc.
4
5All Rights Reserved.
6
7Permission is hereby granted, free of charge, to any person obtaining a
8copy of this software and associated documentation files (the "Software"),
9to deal in the Software without restriction, including without limitation
10on the rights to use, copy, modify, merge, publish, distribute, sub
11license, and/or sell copies of the Software, and to permit persons to whom
12the Software is furnished to do so, subject to the following conditions:
13
14The above copyright notice and this permission notice (including the next
15paragraph) shall be included in all copies or substantial portions of the
16Software.
17
18THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21VMWARE AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
22DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24USE OR OTHER DEALINGS IN THE SOFTWARE.
25
26**************************************************************************/
27
28/*
29 * Authors:
30 *   Keith Whitwell <keithw@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 * The compilation process works as follows. All vertex attributes
69 * except position are copied to vbo_save_context::attrptr (see ATTR_UNION).
70 * 'attrptr' are pointers to vbo_save_context::vertex ordered according to the enabled
71 * attributes (se upgrade_vertex).
72 * When the position attribute is received, all the attributes are then
73 * copied to the vertex_store (see the end of ATTR_UNION).
74 * The vertex_store is simply an extensible float array.
75 * When the vertex list needs to be compiled (see compile_vertex_list),
76 * several transformations are performed:
77 *   - some primitives are merged together (eg: two consecutive GL_TRIANGLES
78 * with 3 vertices can be merged in a single GL_TRIANGLES with 6 vertices).
79 *   - an index buffer is built.
80 *   - identical vertices are detected and only one is kept.
81 * At the end of this transformation, the index buffer and the vertex buffer
82 * are uploaded in vRAM in the same buffer object.
83 * This buffer object is shared between multiple display list to allow
84 * draw calls merging later.
85 *
86 * The layout of this buffer for two display lists is:
87 *    V0A0|V0A1|V1A0|V1A1|P0I0|P0I1|V0A0V0A1V0A2|V1A1V1A1V1A2|...
88 *                                 ` new list starts
89 *        - VxAy: vertex x, attributes y
90 *        - PxIy: draw x, index y
91 *
92 * To allow draw call merging, display list must use the same VAO, including
93 * the same Offset in the buffer object. To achieve this, the start values of
94 * the primitive are shifted and the indices adjusted (see offset_diff and
95 * start_offset in compile_vertex_list).
96 *
97 * Display list using the loopback code (see vbo_save_playback_vertex_list_loopback),
98 * can't be drawn with an index buffer so this transformation is disabled
99 * in this case.
100 */
101
102
103#include "main/glheader.h"
104#include "main/arrayobj.h"
105#include "main/bufferobj.h"
106#include "main/context.h"
107#include "main/dlist.h"
108#include "main/enums.h"
109#include "main/eval.h"
110#include "main/macros.h"
111#include "main/draw_validate.h"
112#include "main/api_arrayelt.h"
113#include "main/dispatch.h"
114#include "main/state.h"
115#include "main/varray.h"
116#include "util/bitscan.h"
117#include "util/u_memory.h"
118#include "util/hash_table.h"
119#include "util/indices/u_indices.h"
120#include "util/u_prim.h"
121
122#include "gallium/include/pipe/p_state.h"
123
124#include "vbo_private.h"
125#include "api_exec_decl.h"
126#include "api_save.h"
127
128#ifdef ERROR
129#undef ERROR
130#endif
131
132/* An interesting VBO number/name to help with debugging */
133#define VBO_BUF_ID  12345
134
135static void GLAPIENTRY
136_save_Materialfv(GLenum face, GLenum pname, const GLfloat *params);
137
138static void GLAPIENTRY
139_save_EvalCoord1f(GLfloat u);
140
141static void GLAPIENTRY
142_save_EvalCoord2f(GLfloat u, GLfloat v);
143
144/*
145 * NOTE: Old 'parity' issue is gone, but copying can still be
146 * wrong-footed on replay.
147 */
148static GLuint
149copy_vertices(struct gl_context *ctx,
150              const struct vbo_save_vertex_list *node,
151              const fi_type * src_buffer)
152{
153   struct vbo_save_context *save = &vbo_context(ctx)->save;
154   struct _mesa_prim *prim = &node->cold->prims[node->cold->prim_count - 1];
155   GLuint sz = save->vertex_size;
156
157   if (prim->end || !prim->count || !sz)
158      return 0;
159
160   const fi_type *src = src_buffer + prim->start * sz;
161   assert(save->copied.buffer == NULL);
162   save->copied.buffer = malloc(sizeof(fi_type) * sz * prim->count);
163
164   unsigned r = vbo_copy_vertices(ctx, prim->mode, prim->start, &prim->count,
165                                  prim->begin, sz, true, save->copied.buffer, src);
166   if (!r) {
167      free(save->copied.buffer);
168      save->copied.buffer = NULL;
169   }
170   return r;
171}
172
173
174static struct vbo_save_primitive_store *
175realloc_prim_store(struct vbo_save_primitive_store *store, int prim_count)
176{
177   if (store == NULL)
178      store = CALLOC_STRUCT(vbo_save_primitive_store);
179
180   uint32_t old_size = store->size;
181   store->size = prim_count;
182   assert (old_size < store->size);
183   store->prims = realloc(store->prims, store->size * sizeof(struct _mesa_prim));
184   memset(&store->prims[old_size], 0, (store->size - old_size) * sizeof(struct _mesa_prim));
185
186   return store;
187}
188
189
190static void
191reset_counters(struct gl_context *ctx)
192{
193   struct vbo_save_context *save = &vbo_context(ctx)->save;
194
195   save->vertex_store->used = 0;
196   save->prim_store->used = 0;
197   save->dangling_attr_ref = GL_FALSE;
198}
199
200/**
201 * For a list of prims, try merging prims that can just be extensions of the
202 * previous prim.
203 */
204static void
205merge_prims(struct gl_context *ctx, struct _mesa_prim *prim_list,
206            GLuint *prim_count)
207{
208   GLuint i;
209   struct _mesa_prim *prev_prim = prim_list;
210
211   for (i = 1; i < *prim_count; i++) {
212      struct _mesa_prim *this_prim = prim_list + i;
213
214      vbo_try_prim_conversion(&this_prim->mode, &this_prim->count);
215
216      if (vbo_merge_draws(ctx, true,
217                          prev_prim->mode, this_prim->mode,
218                          prev_prim->start, this_prim->start,
219                          &prev_prim->count, this_prim->count,
220                          prev_prim->basevertex, this_prim->basevertex,
221                          &prev_prim->end,
222                          this_prim->begin, this_prim->end)) {
223         /* We've found a prim that just extend the previous one.  Tack it
224          * onto the previous one, and let this primitive struct get dropped.
225          */
226         continue;
227      }
228
229      /* If any previous primitives have been dropped, then we need to copy
230       * this later one into the next available slot.
231       */
232      prev_prim++;
233      if (prev_prim != this_prim)
234         *prev_prim = *this_prim;
235   }
236
237   *prim_count = prev_prim - prim_list + 1;
238}
239
240
241/**
242 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
243 * don't have to worry about handling the _mesa_prim::begin/end flags.
244 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
245 */
246static void
247convert_line_loop_to_strip(struct vbo_save_context *save,
248                           struct vbo_save_vertex_list *node)
249{
250   struct _mesa_prim *prim = &node->cold->prims[node->cold->prim_count - 1];
251
252   assert(prim->mode == GL_LINE_LOOP);
253
254   if (prim->end) {
255      /* Copy the 0th vertex to end of the buffer and extend the
256       * vertex count by one to finish the line loop.
257       */
258      const GLuint sz = save->vertex_size;
259      /* 0th vertex: */
260      const fi_type *src = save->vertex_store->buffer_in_ram + prim->start * sz;
261      /* end of buffer: */
262      fi_type *dst = save->vertex_store->buffer_in_ram + (prim->start + prim->count) * sz;
263
264      memcpy(dst, src, sz * sizeof(float));
265
266      prim->count++;
267      node->cold->vertex_count++;
268      save->vertex_store->used += sz;
269   }
270
271   if (!prim->begin) {
272      /* Drawing the second or later section of a long line loop.
273       * Skip the 0th vertex.
274       */
275      prim->start++;
276      prim->count--;
277   }
278
279   prim->mode = GL_LINE_STRIP;
280}
281
282
283/* Compare the present vao if it has the same setup. */
284static bool
285compare_vao(gl_vertex_processing_mode mode,
286            const struct gl_vertex_array_object *vao,
287            const struct gl_buffer_object *bo, GLintptr buffer_offset,
288            GLuint stride, GLbitfield64 vao_enabled,
289            const GLubyte size[VBO_ATTRIB_MAX],
290            const GLenum16 type[VBO_ATTRIB_MAX],
291            const GLuint offset[VBO_ATTRIB_MAX])
292{
293   if (!vao)
294      return false;
295
296   /* If the enabled arrays are not the same we are not equal. */
297   if (vao_enabled != vao->Enabled)
298      return false;
299
300   /* Check the buffer binding at 0 */
301   if (vao->BufferBinding[0].BufferObj != bo)
302      return false;
303   /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
304   if (vao->BufferBinding[0].Stride != stride)
305      return false;
306   assert(vao->BufferBinding[0].InstanceDivisor == 0);
307
308   /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
309   const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
310
311   /* Now check the enabled arrays */
312   GLbitfield mask = vao_enabled;
313   while (mask) {
314      const int attr = u_bit_scan(&mask);
315      const unsigned char vbo_attr = vao_to_vbo_map[attr];
316      const GLenum16 tp = type[vbo_attr];
317      const GLintptr off = offset[vbo_attr] + buffer_offset;
318      const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
319      if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
320         return false;
321      if (attrib->Format.Type != tp)
322         return false;
323      if (attrib->Format.Size != size[vbo_attr])
324         return false;
325      assert(attrib->Format.Format == GL_RGBA);
326      assert(attrib->Format.Normalized == GL_FALSE);
327      assert(attrib->Format.Integer == vbo_attrtype_to_integer_flag(tp));
328      assert(attrib->Format.Doubles == vbo_attrtype_to_double_flag(tp));
329      assert(attrib->BufferBindingIndex == 0);
330   }
331
332   return true;
333}
334
335
336/* Create or reuse the vao for the vertex processing mode. */
337static void
338update_vao(struct gl_context *ctx,
339           gl_vertex_processing_mode mode,
340           struct gl_vertex_array_object **vao,
341           struct gl_buffer_object *bo, GLintptr buffer_offset,
342           GLuint stride, GLbitfield64 vbo_enabled,
343           const GLubyte size[VBO_ATTRIB_MAX],
344           const GLenum16 type[VBO_ATTRIB_MAX],
345           const GLuint offset[VBO_ATTRIB_MAX])
346{
347   /* Compute the bitmasks of vao_enabled arrays */
348   GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
349
350   /*
351    * Check if we can possibly reuse the exisiting one.
352    * In the long term we should reset them when something changes.
353    */
354   if (compare_vao(mode, *vao, bo, buffer_offset, stride,
355                   vao_enabled, size, type, offset))
356      return;
357
358   /* The initial refcount is 1 */
359   _mesa_reference_vao(ctx, vao, NULL);
360   *vao = _mesa_new_vao(ctx, ~((GLuint)0));
361
362   /*
363    * assert(stride <= ctx->Const.MaxVertexAttribStride);
364    * MaxVertexAttribStride is not set for drivers that does not
365    * expose GL 44 or GLES 31.
366    */
367
368   /* Bind the buffer object at binding point 0 */
369   _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride, false,
370                            false);
371
372   /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
373    * Note that the position/generic0 aliasing is done in the VAO.
374    */
375   const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
376   /* Now set the enable arrays */
377   GLbitfield mask = vao_enabled;
378   while (mask) {
379      const int vao_attr = u_bit_scan(&mask);
380      const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
381      assert(offset[vbo_attr] <= ctx->Const.MaxVertexAttribRelativeOffset);
382
383      _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
384                             size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
385      _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0);
386   }
387   _mesa_enable_vertex_array_attribs(ctx, *vao, vao_enabled);
388   assert(vao_enabled == (*vao)->Enabled);
389   assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
390
391   /* Finalize and freeze the VAO */
392   _mesa_set_vao_immutable(ctx, *vao);
393}
394
395static void wrap_filled_vertex(struct gl_context *ctx);
396
397/* Grow the vertex storage to accomodate for vertex_count new vertices */
398static void
399grow_vertex_storage(struct gl_context *ctx, int vertex_count)
400{
401   struct vbo_save_context *save = &vbo_context(ctx)->save;
402   assert (save->vertex_store);
403
404   int new_size = (save->vertex_store->used +
405                   vertex_count * save->vertex_size) * sizeof(GLfloat);
406
407   /* Limit how much memory we allocate. */
408   if (save->prim_store->used > 0 &&
409       vertex_count > 0 &&
410       new_size > VBO_SAVE_BUFFER_SIZE) {
411      wrap_filled_vertex(ctx);
412      new_size = VBO_SAVE_BUFFER_SIZE;
413   }
414
415   if (new_size > save->vertex_store->buffer_in_ram_size) {
416      save->vertex_store->buffer_in_ram_size = new_size;
417      save->vertex_store->buffer_in_ram = realloc(save->vertex_store->buffer_in_ram,
418                                                  save->vertex_store->buffer_in_ram_size);
419      if (save->vertex_store->buffer_in_ram == NULL)
420         save->out_of_memory = true;
421   }
422}
423
424struct vertex_key {
425   unsigned vertex_size;
426   fi_type *vertex_attributes;
427};
428
429static uint32_t _hash_vertex_key(const void *key)
430{
431   struct vertex_key *k = (struct vertex_key*)key;
432   unsigned sz = k->vertex_size;
433   assert(sz);
434   return _mesa_hash_data(k->vertex_attributes, sz * sizeof(float));
435}
436
437static bool _compare_vertex_key(const void *key1, const void *key2)
438{
439   struct vertex_key *k1 = (struct vertex_key*)key1;
440   struct vertex_key *k2 = (struct vertex_key*)key2;
441   /* All the compared vertices are going to be drawn with the same VAO,
442    * so we can compare the attributes. */
443   assert (k1->vertex_size == k2->vertex_size);
444   return memcmp(k1->vertex_attributes,
445                 k2->vertex_attributes,
446                 k1->vertex_size * sizeof(float)) == 0;
447}
448
449static void _free_entry(struct hash_entry *entry)
450{
451   free((void*)entry->key);
452}
453
454/* Add vertex to the vertex buffer and return its index. If this vertex is a duplicate
455 * of an existing vertex, return the original index instead.
456 */
457static uint32_t
458add_vertex(struct vbo_save_context *save, struct hash_table *hash_to_index,
459           uint32_t index, fi_type *new_buffer, uint32_t *max_index)
460{
461   /* If vertex deduplication is disabled return the original index. */
462   if (!hash_to_index)
463      return index;
464
465   fi_type *vert = save->vertex_store->buffer_in_ram + save->vertex_size * index;
466
467   struct vertex_key *key = malloc(sizeof(struct vertex_key));
468   key->vertex_size = save->vertex_size;
469   key->vertex_attributes = vert;
470
471   struct hash_entry *entry = _mesa_hash_table_search(hash_to_index, key);
472   if (entry) {
473      free(key);
474      /* We found an existing vertex with the same hash, return its index. */
475      return (uintptr_t) entry->data;
476   } else {
477      /* This is a new vertex. Determine a new index and copy its attributes to the vertex
478       * buffer. Note that 'new_buffer' is created at each list compilation so we write vertices
479       * starting at index 0.
480       */
481      uint32_t n = _mesa_hash_table_num_entries(hash_to_index);
482      *max_index = MAX2(n, *max_index);
483
484      memcpy(&new_buffer[save->vertex_size * n],
485             vert,
486             save->vertex_size * sizeof(fi_type));
487
488      _mesa_hash_table_insert(hash_to_index, key, (void*)(uintptr_t)(n));
489
490      /* The index buffer is shared between list compilations, so add the base index to get
491       * the final index.
492       */
493      return n;
494   }
495}
496
497
498static uint32_t
499get_vertex_count(struct vbo_save_context *save)
500{
501   if (!save->vertex_size)
502      return 0;
503   return save->vertex_store->used / save->vertex_size;
504}
505
506
507/**
508 * Insert the active immediate struct onto the display list currently
509 * being built.
510 */
511static void
512compile_vertex_list(struct gl_context *ctx)
513{
514   struct vbo_save_context *save = &vbo_context(ctx)->save;
515   struct vbo_save_vertex_list *node;
516
517   /* Allocate space for this structure in the display list currently
518    * being compiled.
519    */
520   node = (struct vbo_save_vertex_list *)
521      _mesa_dlist_alloc_vertex_list(ctx, !save->dangling_attr_ref && !save->no_current_update);
522
523   if (!node)
524      return;
525
526   node->cold = calloc(1, sizeof(*node->cold));
527
528   /* Make sure the pointer is aligned to the size of a pointer */
529   assert((GLintptr) node % sizeof(void *) == 0);
530
531   const GLsizei stride = save->vertex_size*sizeof(GLfloat);
532
533   node->cold->vertex_count = get_vertex_count(save);
534   node->cold->wrap_count = save->copied.nr;
535   node->cold->prims = malloc(sizeof(struct _mesa_prim) * save->prim_store->used);
536   memcpy(node->cold->prims, save->prim_store->prims, sizeof(struct _mesa_prim) * save->prim_store->used);
537   node->cold->ib.obj = NULL;
538   node->cold->prim_count = save->prim_store->used;
539
540   if (save->no_current_update) {
541      node->cold->current_data = NULL;
542   }
543   else {
544      GLuint current_size = save->vertex_size - save->attrsz[0];
545      node->cold->current_data = NULL;
546
547      if (current_size) {
548         node->cold->current_data = malloc(current_size * sizeof(GLfloat));
549         if (node->cold->current_data) {
550            const char *buffer = (const char *)save->vertex_store->buffer_in_ram;
551            unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat);
552            unsigned vertex_offset = 0;
553
554            if (node->cold->vertex_count)
555               vertex_offset = (node->cold->vertex_count - 1) * stride;
556
557            memcpy(node->cold->current_data, buffer + vertex_offset + attr_offset,
558                   current_size * sizeof(GLfloat));
559         } else {
560            _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
561            save->out_of_memory = true;
562         }
563      }
564   }
565
566   assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->cold->vertex_count == 0);
567
568   if (save->dangling_attr_ref)
569      ctx->ListState.Current.UseLoopback = true;
570
571   /* Copy duplicated vertices
572    */
573   save->copied.nr = copy_vertices(ctx, node, save->vertex_store->buffer_in_ram);
574
575   if (node->cold->prims[node->cold->prim_count - 1].mode == GL_LINE_LOOP) {
576      convert_line_loop_to_strip(save, node);
577   }
578
579   merge_prims(ctx, node->cold->prims, &node->cold->prim_count);
580
581   GLintptr buffer_offset = 0;
582   GLuint start_offset = 0;
583
584   /* Create an index buffer. */
585   node->cold->min_index = node->cold->max_index = 0;
586   if (node->cold->vertex_count == 0 || node->cold->prim_count == 0)
587      goto end;
588
589   /* We won't modify node->prims, so use a const alias to avoid unintended
590    * writes to it. */
591   const struct _mesa_prim *original_prims = node->cold->prims;
592
593   int end = original_prims[node->cold->prim_count - 1].start +
594             original_prims[node->cold->prim_count - 1].count;
595   int total_vert_count = end - original_prims[0].start;
596
597   node->cold->min_index = node->cold->prims[0].start;
598   node->cold->max_index = end - 1;
599
600   /* converting primitive types may result in many more indices */
601   bool all_prims_supported = (ctx->Const.DriverSupportedPrimMask & BITFIELD_MASK(PIPE_PRIM_MAX)) == BITFIELD_MASK(PIPE_PRIM_MAX);
602   int max_index_count = total_vert_count * (all_prims_supported ? 2 : 3);
603   uint32_t* indices = (uint32_t*) malloc(max_index_count * sizeof(uint32_t));
604   void *tmp_indices = all_prims_supported ? NULL : malloc(max_index_count * sizeof(uint32_t));
605   struct _mesa_prim *merged_prims = NULL;
606
607   int idx = 0;
608   struct hash_table *vertex_to_index = NULL;
609   fi_type *temp_vertices_buffer = NULL;
610
611   /* The loopback replay code doesn't use the index buffer, so we can't
612    * dedup vertices in this case.
613    */
614   if (!ctx->ListState.Current.UseLoopback) {
615      vertex_to_index = _mesa_hash_table_create(NULL, _hash_vertex_key, _compare_vertex_key);
616      temp_vertices_buffer = malloc(save->vertex_store->buffer_in_ram_size);
617   }
618
619   uint32_t max_index = 0;
620
621   int last_valid_prim = -1;
622   /* Construct indices array. */
623   for (unsigned i = 0; i < node->cold->prim_count; i++) {
624      assert(original_prims[i].basevertex == 0);
625      GLubyte mode = original_prims[i].mode;
626      bool converted_prim = false;
627      unsigned index_size;
628
629      int vertex_count = original_prims[i].count;
630      if (!vertex_count) {
631         continue;
632      }
633
634      /* Increase indices storage if the original estimation was too small. */
635      if (idx + 3 * vertex_count > max_index_count) {
636         max_index_count = max_index_count + 3 * vertex_count;
637         indices = (uint32_t*) realloc(indices, max_index_count * sizeof(uint32_t));
638         tmp_indices = all_prims_supported ? NULL : realloc(tmp_indices, max_index_count * sizeof(uint32_t));
639      }
640
641      /* Line strips may get converted to lines */
642      if (mode == GL_LINE_STRIP)
643         mode = GL_LINES;
644
645      if (!(ctx->Const.DriverSupportedPrimMask & BITFIELD_BIT(mode))) {
646         unsigned new_count;
647         u_generate_func trans_func;
648         enum pipe_prim_type pmode = (enum pipe_prim_type)mode;
649         u_index_generator(ctx->Const.DriverSupportedPrimMask,
650                           pmode, original_prims[i].start, vertex_count,
651                           PV_LAST, PV_LAST,
652                           &pmode, &index_size, &new_count,
653                           &trans_func);
654         if (new_count > 0)
655            trans_func(original_prims[i].start, new_count, tmp_indices);
656         vertex_count = new_count;
657         mode = (GLubyte)pmode;
658         converted_prim = true;
659      }
660
661      /* If 2 consecutive prims use the same mode => merge them. */
662      bool merge_prims = last_valid_prim >= 0 &&
663                         mode == merged_prims[last_valid_prim].mode &&
664                         mode != GL_LINE_LOOP && mode != GL_TRIANGLE_FAN &&
665                         mode != GL_QUAD_STRIP && mode != GL_POLYGON &&
666                         mode != GL_PATCHES;
667
668/* index generation uses uint16_t if the index count is small enough */
669#define CAST_INDEX(BASE, SIZE, IDX) ((SIZE == 2 ? (uint32_t)(((uint16_t*)BASE)[IDX]) : ((uint32_t*)BASE)[IDX]))
670      /* To be able to merge consecutive triangle strips we need to insert
671       * a degenerate triangle.
672       */
673      if (merge_prims &&
674          mode == GL_TRIANGLE_STRIP) {
675         /* Insert a degenerate triangle */
676         assert(merged_prims[last_valid_prim].mode == GL_TRIANGLE_STRIP);
677         unsigned tri_count = merged_prims[last_valid_prim].count - 2;
678
679         indices[idx] = indices[idx - 1];
680         indices[idx + 1] = add_vertex(save, vertex_to_index,
681                                       converted_prim ? CAST_INDEX(tmp_indices, index_size, 0) : original_prims[i].start,
682                                       temp_vertices_buffer, &max_index);
683         idx += 2;
684         merged_prims[last_valid_prim].count += 2;
685
686         if (tri_count % 2) {
687            /* Add another index to preserve winding order */
688            indices[idx++] = add_vertex(save, vertex_to_index,
689                                        converted_prim ? CAST_INDEX(tmp_indices, index_size, 0) : original_prims[i].start,
690                                        temp_vertices_buffer, &max_index);
691            merged_prims[last_valid_prim].count++;
692         }
693      }
694
695      int start = idx;
696
697      /* Convert line strips to lines if it'll allow if the previous
698       * prim mode is GL_LINES (so merge_prims is true) or if the next
699       * primitive mode is GL_LINES or GL_LINE_LOOP.
700       */
701      if (original_prims[i].mode == GL_LINE_STRIP &&
702          (merge_prims ||
703           (i < node->cold->prim_count - 1 &&
704            (original_prims[i + 1].mode == GL_LINE_STRIP ||
705             original_prims[i + 1].mode == GL_LINES)))) {
706         for (unsigned j = 0; j < vertex_count; j++) {
707            indices[idx++] = add_vertex(save, vertex_to_index,
708                                        converted_prim ? CAST_INDEX(tmp_indices, index_size, j) : original_prims[i].start + j,
709                                        temp_vertices_buffer, &max_index);
710            /* Repeat all but the first/last indices. */
711            if (j && j != vertex_count - 1) {
712               indices[idx++] = add_vertex(save, vertex_to_index,
713                                           converted_prim ? CAST_INDEX(tmp_indices, index_size, j) : original_prims[i].start + j,
714                                           temp_vertices_buffer, &max_index);
715            }
716         }
717      } else {
718         /* We didn't convert to LINES, so restore the original mode */
719         if (!converted_prim)
720            mode = original_prims[i].mode;
721
722         for (unsigned j = 0; j < vertex_count; j++) {
723            indices[idx++] = add_vertex(save, vertex_to_index,
724                                        converted_prim ? CAST_INDEX(tmp_indices, index_size, j) : original_prims[i].start + j,
725                                        temp_vertices_buffer, &max_index);
726         }
727      }
728
729      /* Duplicate the last vertex for incomplete primitives */
730      if (vertex_count > 0) {
731         unsigned min_vert = u_prim_vertex_count(mode)->min;
732         for (unsigned j = vertex_count; j < min_vert; j++) {
733            indices[idx++] = add_vertex(save, vertex_to_index,
734                                       converted_prim ? CAST_INDEX(tmp_indices, index_size, vertex_count - 1) :
735                                                         original_prims[i].start + vertex_count - 1,
736                                       temp_vertices_buffer, &max_index);
737         }
738      }
739
740#undef CAST_INDEX
741      if (merge_prims) {
742         /* Update vertex count. */
743         merged_prims[last_valid_prim].count += idx - start;
744      } else {
745         /* Keep this primitive */
746         last_valid_prim += 1;
747         assert(last_valid_prim <= i);
748         merged_prims = realloc(merged_prims, (1 + last_valid_prim) * sizeof(struct _mesa_prim));
749         merged_prims[last_valid_prim] = original_prims[i];
750         merged_prims[last_valid_prim].start = start;
751         merged_prims[last_valid_prim].count = idx - start;
752      }
753      merged_prims[last_valid_prim].mode = mode;
754
755      /* converted prims will filter incomplete primitives and may have no indices */
756      assert((idx > 0 || converted_prim) && idx <= max_index_count);
757   }
758
759   unsigned merged_prim_count = last_valid_prim + 1;
760   node->cold->ib.ptr = NULL;
761   node->cold->ib.count = idx;
762   node->cold->ib.index_size_shift = (GL_UNSIGNED_INT - GL_UNSIGNED_BYTE) >> 1;
763
764   /* How many bytes do we need to store the indices and the vertices */
765   total_vert_count = vertex_to_index ? (max_index + 1) : idx;
766   unsigned total_bytes_needed = idx * sizeof(uint32_t) +
767                                 total_vert_count * save->vertex_size * sizeof(fi_type);
768
769   const GLintptr old_offset = save->VAO[0] ?
770      save->VAO[0]->BufferBinding[0].Offset + save->VAO[0]->VertexAttrib[VERT_ATTRIB_POS].RelativeOffset : 0;
771   if (old_offset != save->current_bo_bytes_used && stride > 0) {
772      GLintptr offset_diff = save->current_bo_bytes_used - old_offset;
773      while (offset_diff > 0 &&
774             save->current_bo_bytes_used < save->current_bo->Size &&
775             offset_diff % stride != 0) {
776         save->current_bo_bytes_used++;
777         offset_diff = save->current_bo_bytes_used - old_offset;
778      }
779   }
780   buffer_offset = save->current_bo_bytes_used;
781
782   /* Can we reuse the previous bo or should we allocate a new one? */
783   int available_bytes = save->current_bo ? save->current_bo->Size - save->current_bo_bytes_used : 0;
784   if (total_bytes_needed > available_bytes) {
785      if (save->current_bo)
786         _mesa_reference_buffer_object(ctx, &save->current_bo, NULL);
787      save->current_bo = _mesa_bufferobj_alloc(ctx, VBO_BUF_ID + 1);
788      bool success = _mesa_bufferobj_data(ctx,
789                                          GL_ELEMENT_ARRAY_BUFFER_ARB,
790                                          MAX2(total_bytes_needed, VBO_SAVE_BUFFER_SIZE),
791                                          NULL,
792                                          GL_STATIC_DRAW_ARB, GL_MAP_WRITE_BIT |
793                                          MESA_GALLIUM_VERTEX_STATE_STORAGE,
794                                          save->current_bo);
795      if (!success) {
796         _mesa_reference_buffer_object(ctx, &save->current_bo, NULL);
797         _mesa_error(ctx, GL_OUT_OF_MEMORY, "IB allocation");
798         save->out_of_memory = true;
799      } else {
800         save->current_bo_bytes_used = 0;
801         available_bytes = save->current_bo->Size;
802      }
803      buffer_offset = 0;
804   } else {
805      assert(old_offset <= buffer_offset);
806      const GLintptr offset_diff = buffer_offset - old_offset;
807      if (offset_diff > 0 && stride > 0 && offset_diff % stride == 0) {
808         /* The vertex size is an exact multiple of the buffer offset.
809          * This means that we can use zero-based vertex attribute pointers
810          * and specify the start of the primitive with the _mesa_prim::start
811          * field.  This results in issuing several draw calls with identical
812          * vertex attribute information.  This can result in fewer state
813          * changes in drivers.  In particular, the Gallium CSO module will
814          * filter out redundant vertex buffer changes.
815          */
816         /* We cannot immediately update the primitives as some methods below
817          * still need the uncorrected start vertices
818          */
819         start_offset = offset_diff/stride;
820         assert(old_offset == buffer_offset - offset_diff);
821         buffer_offset = old_offset;
822      }
823
824      /* Correct the primitive starts, we can only do this here as copy_vertices
825       * and convert_line_loop_to_strip above consume the uncorrected starts.
826       * On the other hand the _vbo_loopback_vertex_list call below needs the
827       * primitives to be corrected already.
828       */
829      for (unsigned i = 0; i < node->cold->prim_count; i++) {
830         node->cold->prims[i].start += start_offset;
831      }
832      /* start_offset shifts vertices (so v[0] becomes v[start_offset]), so we have
833       * to apply this transformation to all indices and max_index.
834       */
835      for (unsigned i = 0; i < idx; i++)
836         indices[i] += start_offset;
837      max_index += start_offset;
838   }
839
840   _mesa_reference_buffer_object(ctx, &node->cold->ib.obj, save->current_bo);
841
842   /* Upload the vertices first (see buffer_offset) */
843   _mesa_bufferobj_subdata(ctx,
844                           save->current_bo_bytes_used,
845                           total_vert_count * save->vertex_size * sizeof(fi_type),
846                           vertex_to_index ? temp_vertices_buffer : save->vertex_store->buffer_in_ram,
847                           node->cold->ib.obj);
848   save->current_bo_bytes_used += total_vert_count * save->vertex_size * sizeof(fi_type);
849
850  if (vertex_to_index) {
851      _mesa_hash_table_destroy(vertex_to_index, _free_entry);
852      free(temp_vertices_buffer);
853   }
854
855   /* Since we append the indices to an existing buffer, we need to adjust the start value of each
856    * primitive (not the indices themselves). */
857   if (!ctx->ListState.Current.UseLoopback) {
858      save->current_bo_bytes_used += align(save->current_bo_bytes_used, 4) - save->current_bo_bytes_used;
859      int indices_offset = save->current_bo_bytes_used / 4;
860      for (int i = 0; i < merged_prim_count; i++) {
861         merged_prims[i].start += indices_offset;
862      }
863   }
864
865   /* Then upload the indices. */
866   if (node->cold->ib.obj) {
867      _mesa_bufferobj_subdata(ctx,
868                              save->current_bo_bytes_used,
869                              idx * sizeof(uint32_t),
870                              indices,
871                              node->cold->ib.obj);
872      save->current_bo_bytes_used += idx * sizeof(uint32_t);
873   } else {
874      node->cold->vertex_count = 0;
875      node->cold->prim_count = 0;
876   }
877
878   /* Prepare for DrawGallium */
879   memset(&node->cold->info, 0, sizeof(struct pipe_draw_info));
880   /* The other info fields will be updated in vbo_save_playback_vertex_list */
881   node->cold->info.index_size = 4;
882   node->cold->info.instance_count = 1;
883   node->cold->info.index.gl_bo = node->cold->ib.obj;
884   if (merged_prim_count == 1) {
885      node->cold->info.mode = merged_prims[0].mode;
886      node->start_count.start = merged_prims[0].start;
887      node->start_count.count = merged_prims[0].count;
888      node->start_count.index_bias = 0;
889      node->modes = NULL;
890   } else {
891      node->modes = malloc(merged_prim_count * sizeof(unsigned char));
892      node->start_counts = malloc(merged_prim_count * sizeof(struct pipe_draw_start_count_bias));
893      for (unsigned i = 0; i < merged_prim_count; i++) {
894         node->start_counts[i].start = merged_prims[i].start;
895         node->start_counts[i].count = merged_prims[i].count;
896         node->start_counts[i].index_bias = 0;
897         node->modes[i] = merged_prims[i].mode;
898      }
899   }
900   node->num_draws = merged_prim_count;
901   if (node->num_draws > 1) {
902      bool same_mode = true;
903      for (unsigned i = 1; i < node->num_draws && same_mode; i++) {
904         same_mode = node->modes[i] == node->modes[0];
905      }
906      if (same_mode) {
907         /* All primitives use the same mode, so we can simplify a bit */
908         node->cold->info.mode = node->modes[0];
909         free(node->modes);
910         node->modes = NULL;
911      }
912   }
913
914   free(indices);
915   free(tmp_indices);
916   free(merged_prims);
917
918end:
919   node->draw_begins = node->cold->prims[0].begin;
920
921   if (!save->current_bo) {
922      save->current_bo = _mesa_bufferobj_alloc(ctx, VBO_BUF_ID + 1);
923      bool success = _mesa_bufferobj_data(ctx,
924                                          GL_ELEMENT_ARRAY_BUFFER_ARB,
925                                          VBO_SAVE_BUFFER_SIZE,
926                                          NULL,
927                                          GL_STATIC_DRAW_ARB, GL_MAP_WRITE_BIT |
928                                          MESA_GALLIUM_VERTEX_STATE_STORAGE,
929                                          save->current_bo);
930      if (!success)
931         save->out_of_memory = true;
932   }
933
934   GLuint offsets[VBO_ATTRIB_MAX];
935   for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
936      offsets[i] = offset;
937      offset += save->attrsz[i] * sizeof(GLfloat);
938   }
939   /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
940    * Note that this may reuse the previous one of possible.
941    */
942   for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
943      /* create or reuse the vao */
944      update_vao(ctx, vpm, &save->VAO[vpm],
945                 save->current_bo, buffer_offset, stride,
946                 save->enabled, save->attrsz, save->attrtype, offsets);
947      /* Reference the vao in the dlist */
948      node->cold->VAO[vpm] = NULL;
949      _mesa_reference_vao(ctx, &node->cold->VAO[vpm], save->VAO[vpm]);
950   }
951
952   /* Prepare for DrawGalliumVertexState */
953   if (node->num_draws && ctx->Driver.DrawGalliumVertexState) {
954      for (unsigned i = 0; i < VP_MODE_MAX; i++) {
955         uint32_t enabled_attribs = _vbo_get_vao_filter(i) &
956                                    node->cold->VAO[i]->_EnabledWithMapMode;
957
958         node->state[i] =
959            ctx->Driver.CreateGalliumVertexState(ctx, node->cold->VAO[i],
960                                                 node->cold->ib.obj,
961                                                 enabled_attribs);
962         node->private_refcount[i] = 0;
963         node->enabled_attribs[i] = enabled_attribs;
964      }
965
966      node->ctx = ctx;
967      node->mode = node->cold->info.mode;
968      assert(node->cold->info.index_size == 4);
969   }
970
971   /* Deal with GL_COMPILE_AND_EXECUTE:
972    */
973   if (ctx->ExecuteFlag) {
974      struct _glapi_table *dispatch = GET_DISPATCH();
975
976      _glapi_set_dispatch(ctx->Exec);
977
978      /* _vbo_loopback_vertex_list doesn't use the index buffer, so we have to
979       * use buffer_in_ram (which contains all vertices) instead of current_bo
980       * (which contains deduplicated vertices *when* UseLoopback is false).
981       *
982       * The problem is that the VAO offset is based on current_bo's layout,
983       * so we have to use a temp value.
984       */
985      struct gl_vertex_array_object *vao = node->cold->VAO[VP_MODE_SHADER];
986      GLintptr original = vao->BufferBinding[0].Offset;
987      /* 'start_offset' has been added to all primitives 'start', so undo it here. */
988      vao->BufferBinding[0].Offset = -(GLintptr)(start_offset * stride);
989      _vbo_loopback_vertex_list(ctx, node, save->vertex_store->buffer_in_ram);
990      vao->BufferBinding[0].Offset = original;
991
992      _glapi_set_dispatch(dispatch);
993   }
994
995   /* Reset our structures for the next run of vertices:
996    */
997   reset_counters(ctx);
998}
999
1000
1001/**
1002 * This is called when we fill a vertex buffer before we hit a glEnd().
1003 * We
1004 * TODO -- If no new vertices have been stored, don't bother saving it.
1005 */
1006static void
1007wrap_buffers(struct gl_context *ctx)
1008{
1009   struct vbo_save_context *save = &vbo_context(ctx)->save;
1010   GLint i = save->prim_store->used - 1;
1011   GLenum mode;
1012
1013   assert(i < (GLint) save->prim_store->size);
1014   assert(i >= 0);
1015
1016   /* Close off in-progress primitive.
1017    */
1018   save->prim_store->prims[i].count = (get_vertex_count(save) - save->prim_store->prims[i].start);
1019   mode = save->prim_store->prims[i].mode;
1020
1021   /* store the copied vertices, and allocate a new list.
1022    */
1023   compile_vertex_list(ctx);
1024
1025   /* Restart interrupted primitive
1026    */
1027   save->prim_store->prims[0].mode = mode;
1028   save->prim_store->prims[0].begin = 0;
1029   save->prim_store->prims[0].end = 0;
1030   save->prim_store->prims[0].start = 0;
1031   save->prim_store->prims[0].count = 0;
1032   save->prim_store->used = 1;
1033}
1034
1035
1036/**
1037 * Called only when buffers are wrapped as the result of filling the
1038 * vertex_store struct.
1039 */
1040static void
1041wrap_filled_vertex(struct gl_context *ctx)
1042{
1043   struct vbo_save_context *save = &vbo_context(ctx)->save;
1044   unsigned numComponents;
1045
1046   /* Emit a glEnd to close off the last vertex list.
1047    */
1048   wrap_buffers(ctx);
1049
1050   assert(save->vertex_store->used == 0 && save->vertex_store->used == 0);
1051
1052   /* Copy stored stored vertices to start of new list.
1053    */
1054   numComponents = save->copied.nr * save->vertex_size;
1055
1056   fi_type *buffer_ptr = save->vertex_store->buffer_in_ram;
1057   if (numComponents) {
1058      assert(save->copied.buffer);
1059      memcpy(buffer_ptr,
1060             save->copied.buffer,
1061             numComponents * sizeof(fi_type));
1062      free(save->copied.buffer);
1063      save->copied.buffer = NULL;
1064   }
1065   save->vertex_store->used = numComponents;
1066}
1067
1068
1069static void
1070copy_to_current(struct gl_context *ctx)
1071{
1072   struct vbo_save_context *save = &vbo_context(ctx)->save;
1073   GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
1074
1075   while (enabled) {
1076      const int i = u_bit_scan64(&enabled);
1077      assert(save->attrsz[i]);
1078
1079      if (save->attrtype[i] == GL_DOUBLE ||
1080          save->attrtype[i] == GL_UNSIGNED_INT64_ARB)
1081         memcpy(save->current[i], save->attrptr[i], save->attrsz[i] * sizeof(GLfloat));
1082      else
1083         COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
1084                                     save->attrptr[i], save->attrtype[i]);
1085   }
1086}
1087
1088
1089static void
1090copy_from_current(struct gl_context *ctx)
1091{
1092   struct vbo_save_context *save = &vbo_context(ctx)->save;
1093   GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
1094
1095   while (enabled) {
1096      const int i = u_bit_scan64(&enabled);
1097
1098      switch (save->attrsz[i]) {
1099      case 4:
1100         save->attrptr[i][3] = save->current[i][3];
1101         FALLTHROUGH;
1102      case 3:
1103         save->attrptr[i][2] = save->current[i][2];
1104         FALLTHROUGH;
1105      case 2:
1106         save->attrptr[i][1] = save->current[i][1];
1107         FALLTHROUGH;
1108      case 1:
1109         save->attrptr[i][0] = save->current[i][0];
1110         break;
1111      case 0:
1112         unreachable("Unexpected vertex attribute size");
1113      }
1114   }
1115}
1116
1117
1118/**
1119 * Called when we increase the size of a vertex attribute.  For example,
1120 * if we've seen one or more glTexCoord2f() calls and now we get a
1121 * glTexCoord3f() call.
1122 * Flush existing data, set new attrib size, replay copied vertices.
1123 */
1124static void
1125upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
1126{
1127   struct vbo_save_context *save = &vbo_context(ctx)->save;
1128   GLuint oldsz;
1129   GLuint i;
1130   fi_type *tmp;
1131
1132   /* Store the current run of vertices, and emit a GL_END.  Emit a
1133    * BEGIN in the new buffer.
1134    */
1135   if (save->vertex_store->used)
1136      wrap_buffers(ctx);
1137   else
1138      assert(save->copied.nr == 0);
1139
1140   /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
1141    * when the attribute already exists in the vertex and is having
1142    * its size increased.
1143    */
1144   copy_to_current(ctx);
1145
1146   /* Fix up sizes:
1147    */
1148   oldsz = save->attrsz[attr];
1149   save->attrsz[attr] = newsz;
1150   save->enabled |= BITFIELD64_BIT(attr);
1151
1152   save->vertex_size += newsz - oldsz;
1153
1154   /* Recalculate all the attrptr[] values:
1155    */
1156   tmp = save->vertex;
1157   for (i = 0; i < VBO_ATTRIB_MAX; i++) {
1158      if (save->attrsz[i]) {
1159         save->attrptr[i] = tmp;
1160         tmp += save->attrsz[i];
1161      }
1162      else {
1163         save->attrptr[i] = NULL;       /* will not be dereferenced. */
1164      }
1165   }
1166
1167   /* Copy from current to repopulate the vertex with correct values.
1168    */
1169   copy_from_current(ctx);
1170
1171   /* Replay stored vertices to translate them to new format here.
1172    *
1173    * If there are copied vertices and the new (upgraded) attribute
1174    * has not been defined before, this list is somewhat degenerate,
1175    * and will need fixup at runtime.
1176    */
1177   if (save->copied.nr) {
1178      assert(save->copied.buffer);
1179      const fi_type *data = save->copied.buffer;
1180      grow_vertex_storage(ctx, save->copied.nr);
1181      fi_type *dest = save->vertex_store->buffer_in_ram;
1182
1183      /* Need to note this and fix up at runtime (or loopback):
1184       */
1185      if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
1186         assert(oldsz == 0);
1187         save->dangling_attr_ref = GL_TRUE;
1188      }
1189
1190      for (i = 0; i < save->copied.nr; i++) {
1191         GLbitfield64 enabled = save->enabled;
1192         while (enabled) {
1193            const int j = u_bit_scan64(&enabled);
1194            assert(save->attrsz[j]);
1195            if (j == attr) {
1196               int k;
1197               const fi_type *src = oldsz ? data : save->current[attr];
1198               int copy = oldsz ? oldsz : newsz;
1199               for (k = 0; k < copy; k++)
1200                  dest[k] = src[k];
1201               for (; k < newsz; k++) {
1202                  switch (save->attrtype[j]) {
1203                     case GL_FLOAT:
1204                        dest[k] = FLOAT_AS_UNION(k == 3);
1205                        break;
1206                     case GL_INT:
1207                        dest[k] = INT_AS_UNION(k == 3);
1208                        break;
1209                     case GL_UNSIGNED_INT:
1210                        dest[k] = UINT_AS_UNION(k == 3);
1211                        break;
1212                     default:
1213                        dest[k] = FLOAT_AS_UNION(k == 3);
1214                        assert(!"Unexpected type in upgrade_vertex");
1215                        break;
1216                  }
1217               }
1218               dest += newsz;
1219               data += oldsz;
1220            } else {
1221               GLint sz = save->attrsz[j];
1222               for (int k = 0; k < sz; k++)
1223                  dest[k] = data[k];
1224               data += sz;
1225               dest += sz;
1226            }
1227         }
1228      }
1229
1230      save->vertex_store->used += save->vertex_size * save->copied.nr;
1231      free(save->copied.buffer);
1232      save->copied.buffer = NULL;
1233   }
1234}
1235
1236
1237/**
1238 * This is called when the size of a vertex attribute changes.
1239 * For example, after seeing one or more glTexCoord2f() calls we
1240 * get a glTexCoord4f() or glTexCoord1f() call.
1241 */
1242static void
1243fixup_vertex(struct gl_context *ctx, GLuint attr,
1244             GLuint sz, GLenum newType)
1245{
1246   struct vbo_save_context *save = &vbo_context(ctx)->save;
1247
1248   if (sz > save->attrsz[attr] ||
1249       newType != save->attrtype[attr]) {
1250      /* New size is larger.  Need to flush existing vertices and get
1251       * an enlarged vertex format.
1252       */
1253      upgrade_vertex(ctx, attr, sz);
1254   }
1255   else if (sz < save->active_sz[attr]) {
1256      GLuint i;
1257      const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
1258
1259      /* New size is equal or smaller - just need to fill in some
1260       * zeros.
1261       */
1262      for (i = sz; i <= save->attrsz[attr]; i++)
1263         save->attrptr[attr][i - 1] = id[i - 1];
1264   }
1265
1266   save->active_sz[attr] = sz;
1267
1268   grow_vertex_storage(ctx, 1);
1269}
1270
1271
1272/**
1273 * Reset the current size of all vertex attributes to the default
1274 * value of 0.  This signals that we haven't yet seen any per-vertex
1275 * commands such as glNormal3f() or glTexCoord2f().
1276 */
1277static void
1278reset_vertex(struct gl_context *ctx)
1279{
1280   struct vbo_save_context *save = &vbo_context(ctx)->save;
1281
1282   while (save->enabled) {
1283      const int i = u_bit_scan64(&save->enabled);
1284      assert(save->attrsz[i]);
1285      save->attrsz[i] = 0;
1286      save->active_sz[i] = 0;
1287   }
1288
1289   save->vertex_size = 0;
1290}
1291
1292
1293/**
1294 * If index=0, does glVertexAttrib*() alias glVertex() to emit a vertex?
1295 * It depends on a few things, including whether we're inside or outside
1296 * of glBegin/glEnd.
1297 */
1298static inline bool
1299is_vertex_position(const struct gl_context *ctx, GLuint index)
1300{
1301   return (index == 0 &&
1302           _mesa_attr_zero_aliases_vertex(ctx) &&
1303           _mesa_inside_dlist_begin_end(ctx));
1304}
1305
1306
1307
1308#define ERROR(err)   _mesa_compile_error(ctx, err, __func__);
1309
1310
1311/* Only one size for each attribute may be active at once.  Eg. if
1312 * Color3f is installed/active, then Color4f may not be, even if the
1313 * vertex actually contains 4 color coordinates.  This is because the
1314 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
1315 * of the chooser function when switching between Color4f and Color3f.
1316 */
1317#define ATTR_UNION(A, N, T, C, V0, V1, V2, V3)                  \
1318do {                                                            \
1319   struct vbo_save_context *save = &vbo_context(ctx)->save;     \
1320   int sz = (sizeof(C) / sizeof(GLfloat));                      \
1321                                                                \
1322   if (save->active_sz[A] != N)                                 \
1323      fixup_vertex(ctx, A, N * sz, T);                          \
1324                                                                \
1325   {                                                            \
1326      C *dest = (C *)save->attrptr[A];                          \
1327      if (N>0) dest[0] = V0;                                    \
1328      if (N>1) dest[1] = V1;                                    \
1329      if (N>2) dest[2] = V2;                                    \
1330      if (N>3) dest[3] = V3;                                    \
1331      save->attrtype[A] = T;                                    \
1332   }                                                            \
1333                                                                \
1334   if ((A) == VBO_ATTRIB_POS) {                                 \
1335      fi_type *buffer_ptr = save->vertex_store->buffer_in_ram + \
1336                            save->vertex_store->used;           \
1337                                                                \
1338      for (int i = 0; i < save->vertex_size; i++)               \
1339        buffer_ptr[i] = save->vertex[i];                        \
1340                                                                \
1341      save->vertex_store->used += save->vertex_size;            \
1342      unsigned used_next = (save->vertex_store->used +          \
1343                            save->vertex_size) * sizeof(float); \
1344      if (used_next > save->vertex_store->buffer_in_ram_size) { \
1345         grow_vertex_storage(ctx, get_vertex_count(save));      \
1346         assert(used_next <=                                    \
1347                save->vertex_store->buffer_in_ram_size);        \
1348      }                                                         \
1349   }                                                            \
1350} while (0)
1351
1352#define TAG(x) _save_##x
1353
1354#include "vbo_attrib_tmp.h"
1355
1356
1357#define MAT( ATTR, N, face, params )                            \
1358do {                                                            \
1359   if (face != GL_BACK)                                         \
1360      MAT_ATTR( ATTR, N, params ); /* front */                  \
1361   if (face != GL_FRONT)                                        \
1362      MAT_ATTR( ATTR + 1, N, params ); /* back */               \
1363} while (0)
1364
1365
1366/**
1367 * Save a glMaterial call found between glBegin/End.
1368 * glMaterial calls outside Begin/End are handled in dlist.c.
1369 */
1370static void GLAPIENTRY
1371_save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1372{
1373   GET_CURRENT_CONTEXT(ctx);
1374
1375   if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1376      _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1377      return;
1378   }
1379
1380   switch (pname) {
1381   case GL_EMISSION:
1382      MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1383      break;
1384   case GL_AMBIENT:
1385      MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1386      break;
1387   case GL_DIFFUSE:
1388      MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1389      break;
1390   case GL_SPECULAR:
1391      MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1392      break;
1393   case GL_SHININESS:
1394      if (*params < 0 || *params > ctx->Const.MaxShininess) {
1395         _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1396      }
1397      else {
1398         MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1399      }
1400      break;
1401   case GL_COLOR_INDEXES:
1402      MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1403      break;
1404   case GL_AMBIENT_AND_DIFFUSE:
1405      MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1406      MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1407      break;
1408   default:
1409      _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1410      return;
1411   }
1412}
1413
1414
1415static void
1416vbo_install_save_vtxfmt(struct gl_context *ctx);
1417
1418
1419/* Cope with EvalCoord/CallList called within a begin/end object:
1420 *     -- Flush current buffer
1421 *     -- Fallback to opcodes for the rest of the begin/end object.
1422 */
1423static void
1424dlist_fallback(struct gl_context *ctx)
1425{
1426   struct vbo_save_context *save = &vbo_context(ctx)->save;
1427
1428   if (save->vertex_store->used || save->prim_store->used) {
1429      if (save->prim_store->used > 0 && save->vertex_store->used > 0) {
1430         assert(save->vertex_size);
1431         /* Close off in-progress primitive. */
1432         GLint i = save->prim_store->used - 1;
1433         save->prim_store->prims[i].count =
1434            get_vertex_count(save) -
1435            save->prim_store->prims[i].start;
1436      }
1437
1438      /* Need to replay this display list with loopback,
1439       * unfortunately, otherwise this primitive won't be handled
1440       * properly:
1441       */
1442      save->dangling_attr_ref = GL_TRUE;
1443
1444      compile_vertex_list(ctx);
1445   }
1446
1447   copy_to_current(ctx);
1448   reset_vertex(ctx);
1449   if (save->out_of_memory) {
1450      vbo_install_save_vtxfmt_noop(ctx);
1451   }
1452   else {
1453      _mesa_install_save_vtxfmt(ctx);
1454   }
1455   ctx->Driver.SaveNeedFlush = GL_FALSE;
1456}
1457
1458
1459static void GLAPIENTRY
1460_save_EvalCoord1f(GLfloat u)
1461{
1462   GET_CURRENT_CONTEXT(ctx);
1463   dlist_fallback(ctx);
1464   CALL_EvalCoord1f(ctx->Save, (u));
1465}
1466
1467static void GLAPIENTRY
1468_save_EvalCoord1fv(const GLfloat * v)
1469{
1470   GET_CURRENT_CONTEXT(ctx);
1471   dlist_fallback(ctx);
1472   CALL_EvalCoord1fv(ctx->Save, (v));
1473}
1474
1475static void GLAPIENTRY
1476_save_EvalCoord2f(GLfloat u, GLfloat v)
1477{
1478   GET_CURRENT_CONTEXT(ctx);
1479   dlist_fallback(ctx);
1480   CALL_EvalCoord2f(ctx->Save, (u, v));
1481}
1482
1483static void GLAPIENTRY
1484_save_EvalCoord2fv(const GLfloat * v)
1485{
1486   GET_CURRENT_CONTEXT(ctx);
1487   dlist_fallback(ctx);
1488   CALL_EvalCoord2fv(ctx->Save, (v));
1489}
1490
1491static void GLAPIENTRY
1492_save_EvalPoint1(GLint i)
1493{
1494   GET_CURRENT_CONTEXT(ctx);
1495   dlist_fallback(ctx);
1496   CALL_EvalPoint1(ctx->Save, (i));
1497}
1498
1499static void GLAPIENTRY
1500_save_EvalPoint2(GLint i, GLint j)
1501{
1502   GET_CURRENT_CONTEXT(ctx);
1503   dlist_fallback(ctx);
1504   CALL_EvalPoint2(ctx->Save, (i, j));
1505}
1506
1507static void GLAPIENTRY
1508_save_CallList(GLuint l)
1509{
1510   GET_CURRENT_CONTEXT(ctx);
1511   dlist_fallback(ctx);
1512   CALL_CallList(ctx->Save, (l));
1513}
1514
1515static void GLAPIENTRY
1516_save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1517{
1518   GET_CURRENT_CONTEXT(ctx);
1519   dlist_fallback(ctx);
1520   CALL_CallLists(ctx->Save, (n, type, v));
1521}
1522
1523
1524
1525/**
1526 * Called when a glBegin is getting compiled into a display list.
1527 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1528 */
1529void
1530vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode,
1531                     bool no_current_update)
1532{
1533   struct vbo_save_context *save = &vbo_context(ctx)->save;
1534   const GLuint i = save->prim_store->used++;
1535
1536   ctx->Driver.CurrentSavePrimitive = mode;
1537
1538   if (!save->prim_store || i >= save->prim_store->size) {
1539      save->prim_store = realloc_prim_store(save->prim_store, i * 2);
1540   }
1541   save->prim_store->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1542   save->prim_store->prims[i].begin = 1;
1543   save->prim_store->prims[i].end = 0;
1544   save->prim_store->prims[i].start = get_vertex_count(save);
1545   save->prim_store->prims[i].count = 0;
1546
1547   save->no_current_update = no_current_update;
1548
1549   vbo_install_save_vtxfmt(ctx);
1550
1551   /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1552   ctx->Driver.SaveNeedFlush = GL_TRUE;
1553}
1554
1555
1556static void GLAPIENTRY
1557_save_End(void)
1558{
1559   GET_CURRENT_CONTEXT(ctx);
1560   struct vbo_save_context *save = &vbo_context(ctx)->save;
1561   const GLint i = save->prim_store->used - 1;
1562
1563   ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1564   save->prim_store->prims[i].end = 1;
1565   save->prim_store->prims[i].count = (get_vertex_count(save) - save->prim_store->prims[i].start);
1566
1567   /* Swap out this vertex format while outside begin/end.  Any color,
1568    * etc. received between here and the next begin will be compiled
1569    * as opcodes.
1570    */
1571   if (save->out_of_memory) {
1572      vbo_install_save_vtxfmt_noop(ctx);
1573   }
1574   else {
1575      _mesa_install_save_vtxfmt(ctx);
1576   }
1577}
1578
1579
1580static void GLAPIENTRY
1581_save_Begin(GLenum mode)
1582{
1583   GET_CURRENT_CONTEXT(ctx);
1584   (void) mode;
1585   _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1586}
1587
1588
1589static void GLAPIENTRY
1590_save_PrimitiveRestartNV(void)
1591{
1592   GET_CURRENT_CONTEXT(ctx);
1593   struct vbo_save_context *save = &vbo_context(ctx)->save;
1594
1595   if (save->prim_store->used == 0) {
1596      /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1597       * is an error.
1598       */
1599      _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1600                          "glPrimitiveRestartNV called outside glBegin/End");
1601   } else {
1602      /* get current primitive mode */
1603      GLenum curPrim = save->prim_store->prims[save->prim_store->used - 1].mode;
1604      bool no_current_update = save->no_current_update;
1605
1606      /* restart primitive */
1607      CALL_End(ctx->CurrentServerDispatch, ());
1608      vbo_save_NotifyBegin(ctx, curPrim, no_current_update);
1609   }
1610}
1611
1612
1613/* Unlike the functions above, these are to be hooked into the vtxfmt
1614 * maintained in ctx->ListState, active when the list is known or
1615 * suspected to be outside any begin/end primitive.
1616 * Note: OBE = Outside Begin/End
1617 */
1618void GLAPIENTRY
1619save_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1620{
1621   GET_CURRENT_CONTEXT(ctx);
1622   struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1623
1624   vbo_save_NotifyBegin(ctx, GL_QUADS, false);
1625   CALL_Vertex2f(dispatch, (x1, y1));
1626   CALL_Vertex2f(dispatch, (x2, y1));
1627   CALL_Vertex2f(dispatch, (x2, y2));
1628   CALL_Vertex2f(dispatch, (x1, y2));
1629   CALL_End(dispatch, ());
1630}
1631
1632
1633void GLAPIENTRY
1634save_Rectdv(const GLdouble *v1, const GLdouble *v2)
1635{
1636   save_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1637}
1638
1639void GLAPIENTRY
1640save_Rectfv(const GLfloat *v1, const GLfloat *v2)
1641{
1642   save_Rectf(v1[0], v1[1], v2[0], v2[1]);
1643}
1644
1645void GLAPIENTRY
1646save_Recti(GLint x1, GLint y1, GLint x2, GLint y2)
1647{
1648   save_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1649}
1650
1651void GLAPIENTRY
1652save_Rectiv(const GLint *v1, const GLint *v2)
1653{
1654   save_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1655}
1656
1657void GLAPIENTRY
1658save_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
1659{
1660   save_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1661}
1662
1663void GLAPIENTRY
1664save_Rectsv(const GLshort *v1, const GLshort *v2)
1665{
1666   save_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1667}
1668
1669void GLAPIENTRY
1670save_DrawArrays(GLenum mode, GLint start, GLsizei count)
1671{
1672   GET_CURRENT_CONTEXT(ctx);
1673   struct gl_vertex_array_object *vao = ctx->Array.VAO;
1674   struct vbo_save_context *save = &vbo_context(ctx)->save;
1675   GLint i;
1676
1677   if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1678      _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1679      return;
1680   }
1681   if (count < 0) {
1682      _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1683      return;
1684   }
1685
1686   if (save->out_of_memory)
1687      return;
1688
1689   grow_vertex_storage(ctx, count);
1690
1691   /* Make sure to process any VBO binding changes */
1692   _mesa_update_state(ctx);
1693
1694   _mesa_vao_map_arrays(ctx, vao, GL_MAP_READ_BIT);
1695
1696   vbo_save_NotifyBegin(ctx, mode, true);
1697
1698   for (i = 0; i < count; i++)
1699      _mesa_array_element(ctx, start + i);
1700   CALL_End(ctx->CurrentServerDispatch, ());
1701
1702   _mesa_vao_unmap_arrays(ctx, vao);
1703}
1704
1705
1706void GLAPIENTRY
1707save_MultiDrawArrays(GLenum mode, const GLint *first,
1708                      const GLsizei *count, GLsizei primcount)
1709{
1710   GET_CURRENT_CONTEXT(ctx);
1711   GLint i;
1712
1713   if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1714      _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1715      return;
1716   }
1717
1718   if (primcount < 0) {
1719      _mesa_compile_error(ctx, GL_INVALID_VALUE,
1720                          "glMultiDrawArrays(primcount<0)");
1721      return;
1722   }
1723
1724   unsigned vertcount = 0;
1725   for (i = 0; i < primcount; i++) {
1726      if (count[i] < 0) {
1727         _mesa_compile_error(ctx, GL_INVALID_VALUE,
1728                             "glMultiDrawArrays(count[i]<0)");
1729         return;
1730      }
1731      vertcount += count[i];
1732   }
1733
1734   grow_vertex_storage(ctx, vertcount);
1735
1736   for (i = 0; i < primcount; i++) {
1737      if (count[i] > 0) {
1738         save_DrawArrays(mode, first[i], count[i]);
1739      }
1740   }
1741}
1742
1743
1744static void
1745array_element(struct gl_context *ctx,
1746              GLint basevertex, GLuint elt, unsigned index_size_shift)
1747{
1748   /* Section 10.3.5 Primitive Restart:
1749    * [...]
1750    *    When one of the *BaseVertex drawing commands specified in section 10.5
1751    * is used, the primitive restart comparison occurs before the basevertex
1752    * offset is added to the array index.
1753    */
1754   /* If PrimitiveRestart is enabled and the index is the RestartIndex
1755    * then we call PrimitiveRestartNV and return.
1756    */
1757   if (ctx->Array._PrimitiveRestart[index_size_shift] &&
1758       elt == ctx->Array._RestartIndex[index_size_shift]) {
1759      CALL_PrimitiveRestartNV(ctx->CurrentServerDispatch, ());
1760      return;
1761   }
1762
1763   _mesa_array_element(ctx, basevertex + elt);
1764}
1765
1766
1767/* Could do better by copying the arrays and element list intact and
1768 * then emitting an indexed prim at runtime.
1769 */
1770void GLAPIENTRY
1771save_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1772                             const GLvoid * indices, GLint basevertex)
1773{
1774   GET_CURRENT_CONTEXT(ctx);
1775   struct vbo_save_context *save = &vbo_context(ctx)->save;
1776   struct gl_vertex_array_object *vao = ctx->Array.VAO;
1777   struct gl_buffer_object *indexbuf = vao->IndexBufferObj;
1778   GLint i;
1779
1780   if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1781      _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1782      return;
1783   }
1784   if (count < 0) {
1785      _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1786      return;
1787   }
1788   if (type != GL_UNSIGNED_BYTE &&
1789       type != GL_UNSIGNED_SHORT &&
1790       type != GL_UNSIGNED_INT) {
1791      _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1792      return;
1793   }
1794
1795   if (save->out_of_memory)
1796      return;
1797
1798   grow_vertex_storage(ctx, count);
1799
1800   /* Make sure to process any VBO binding changes */
1801   _mesa_update_state(ctx);
1802
1803   _mesa_vao_map(ctx, vao, GL_MAP_READ_BIT);
1804
1805   if (indexbuf)
1806      indices =
1807         ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1808
1809   vbo_save_NotifyBegin(ctx, mode, true);
1810
1811   switch (type) {
1812   case GL_UNSIGNED_BYTE:
1813      for (i = 0; i < count; i++)
1814         array_element(ctx, basevertex, ((GLubyte *) indices)[i], 0);
1815      break;
1816   case GL_UNSIGNED_SHORT:
1817      for (i = 0; i < count; i++)
1818         array_element(ctx, basevertex, ((GLushort *) indices)[i], 1);
1819      break;
1820   case GL_UNSIGNED_INT:
1821      for (i = 0; i < count; i++)
1822         array_element(ctx, basevertex, ((GLuint *) indices)[i], 2);
1823      break;
1824   default:
1825      _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1826      break;
1827   }
1828
1829   CALL_End(ctx->CurrentServerDispatch, ());
1830
1831   _mesa_vao_unmap(ctx, vao);
1832}
1833
1834void GLAPIENTRY
1835save_DrawElements(GLenum mode, GLsizei count, GLenum type,
1836                   const GLvoid * indices)
1837{
1838   save_DrawElementsBaseVertex(mode, count, type, indices, 0);
1839}
1840
1841
1842void GLAPIENTRY
1843save_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1844                            GLsizei count, GLenum type,
1845                            const GLvoid * indices)
1846{
1847   GET_CURRENT_CONTEXT(ctx);
1848   struct vbo_save_context *save = &vbo_context(ctx)->save;
1849
1850   if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1851      _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1852      return;
1853   }
1854   if (count < 0) {
1855      _mesa_compile_error(ctx, GL_INVALID_VALUE,
1856                          "glDrawRangeElements(count<0)");
1857      return;
1858   }
1859   if (type != GL_UNSIGNED_BYTE &&
1860       type != GL_UNSIGNED_SHORT &&
1861       type != GL_UNSIGNED_INT) {
1862      _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1863      return;
1864   }
1865   if (end < start) {
1866      _mesa_compile_error(ctx, GL_INVALID_VALUE,
1867                          "glDrawRangeElements(end < start)");
1868      return;
1869   }
1870
1871   if (save->out_of_memory)
1872      return;
1873
1874   save_DrawElements(mode, count, type, indices);
1875}
1876
1877
1878void GLAPIENTRY
1879save_MultiDrawElementsEXT(GLenum mode, const GLsizei *count, GLenum type,
1880                           const GLvoid * const *indices, GLsizei primcount)
1881{
1882   GET_CURRENT_CONTEXT(ctx);
1883   struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1884   GLsizei i;
1885
1886   int vertcount = 0;
1887   for (i = 0; i < primcount; i++) {
1888      vertcount += count[i];
1889   }
1890   grow_vertex_storage(ctx, vertcount);
1891
1892   for (i = 0; i < primcount; i++) {
1893      if (count[i] > 0) {
1894         CALL_DrawElements(dispatch, (mode, count[i], type, indices[i]));
1895      }
1896   }
1897}
1898
1899
1900void GLAPIENTRY
1901save_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1902                                  GLenum type,
1903                                  const GLvoid * const *indices,
1904                                  GLsizei primcount,
1905                                  const GLint *basevertex)
1906{
1907   GET_CURRENT_CONTEXT(ctx);
1908   struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1909   GLsizei i;
1910
1911   int vertcount = 0;
1912   for (i = 0; i < primcount; i++) {
1913      vertcount += count[i];
1914   }
1915   grow_vertex_storage(ctx, vertcount);
1916
1917   for (i = 0; i < primcount; i++) {
1918      if (count[i] > 0) {
1919         CALL_DrawElementsBaseVertex(dispatch, (mode, count[i], type,
1920                                     indices[i],
1921                                     basevertex[i]));
1922      }
1923   }
1924}
1925
1926
1927static void
1928vbo_install_save_vtxfmt(struct gl_context *ctx)
1929{
1930#define NAME_AE(x) _mesa_##x
1931#define NAME_CALLLIST(x) _save_##x
1932#define NAME(x) _save_##x
1933#define NAME_ES(x) _save_##x
1934
1935   struct _glapi_table *tab = ctx->Save;
1936   #include "api_vtxfmt_init.h"
1937}
1938
1939
1940void
1941vbo_save_SaveFlushVertices(struct gl_context *ctx)
1942{
1943   struct vbo_save_context *save = &vbo_context(ctx)->save;
1944
1945   /* Noop when we are actually active:
1946    */
1947   if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1948      return;
1949
1950   if (save->vertex_store->used || save->prim_store->used)
1951      compile_vertex_list(ctx);
1952
1953   copy_to_current(ctx);
1954   reset_vertex(ctx);
1955   ctx->Driver.SaveNeedFlush = GL_FALSE;
1956}
1957
1958
1959/**
1960 * Called from glNewList when we're starting to compile a display list.
1961 */
1962void
1963vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1964{
1965   struct vbo_save_context *save = &vbo_context(ctx)->save;
1966
1967   (void) list;
1968   (void) mode;
1969
1970   if (!save->prim_store)
1971      save->prim_store = realloc_prim_store(NULL, 8);
1972
1973   if (!save->vertex_store)
1974      save->vertex_store = CALLOC_STRUCT(vbo_save_vertex_store);
1975
1976   reset_vertex(ctx);
1977   ctx->Driver.SaveNeedFlush = GL_FALSE;
1978}
1979
1980
1981/**
1982 * Called from glEndList when we're finished compiling a display list.
1983 */
1984void
1985vbo_save_EndList(struct gl_context *ctx)
1986{
1987   struct vbo_save_context *save = &vbo_context(ctx)->save;
1988
1989   /* EndList called inside a (saved) Begin/End pair?
1990    */
1991   if (_mesa_inside_dlist_begin_end(ctx)) {
1992      if (save->prim_store->used > 0) {
1993         GLint i = save->prim_store->used - 1;
1994         ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1995         save->prim_store->prims[i].end = 0;
1996         save->prim_store->prims[i].count = get_vertex_count(save) - save->prim_store->prims[i].start;
1997      }
1998
1999      /* Make sure this vertex list gets replayed by the "loopback"
2000       * mechanism:
2001       */
2002      save->dangling_attr_ref = GL_TRUE;
2003      vbo_save_SaveFlushVertices(ctx);
2004
2005      /* Swap out this vertex format while outside begin/end.  Any color,
2006       * etc. received between here and the next begin will be compiled
2007       * as opcodes.
2008       */
2009      _mesa_install_save_vtxfmt(ctx);
2010   }
2011
2012   assert(save->vertex_size == 0);
2013}
2014
2015/**
2016 * Called during context creation/init.
2017 */
2018static void
2019current_init(struct gl_context *ctx)
2020{
2021   struct vbo_save_context *save = &vbo_context(ctx)->save;
2022   GLint i;
2023
2024   for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_EDGEFLAG; i++) {
2025      const GLuint j = i - VBO_ATTRIB_POS;
2026      assert(j < VERT_ATTRIB_MAX);
2027      save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
2028      save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
2029   }
2030
2031   for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
2032      const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
2033      assert(j < MAT_ATTRIB_MAX);
2034      save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
2035      save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
2036   }
2037}
2038
2039
2040/**
2041 * Initialize the display list compiler.  Called during context creation.
2042 */
2043void
2044vbo_save_api_init(struct vbo_save_context *save)
2045{
2046   struct gl_context *ctx = gl_context_from_vbo_save(save);
2047
2048   current_init(ctx);
2049}
2050