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