diff options
Diffstat (limited to 'mesalib/src/mesa/vbo/vbo_save_api.c')
-rw-r--r-- | mesalib/src/mesa/vbo/vbo_save_api.c | 2896 |
1 files changed, 1448 insertions, 1448 deletions
diff --git a/mesalib/src/mesa/vbo/vbo_save_api.c b/mesalib/src/mesa/vbo/vbo_save_api.c index e4743edd3..87a52e81f 100644 --- a/mesalib/src/mesa/vbo/vbo_save_api.c +++ b/mesalib/src/mesa/vbo/vbo_save_api.c @@ -1,1448 +1,1448 @@ -/**************************************************************************
-
-Copyright 2002-2008 Tungsten Graphics Inc., Cedar Park, Texas.
-
-All Rights Reserved.
-
-Permission is hereby granted, free of charge, to any person obtaining a
-copy of this software and associated documentation files (the "Software"),
-to deal in the Software without restriction, including without limitation
-on the rights to use, copy, modify, merge, publish, distribute, sub
-license, and/or sell copies of the Software, and to permit persons to whom
-the Software is furnished to do so, subject to the following conditions:
-
-The above copyright notice and this permission notice (including the next
-paragraph) shall be included in all copies or substantial portions of the
-Software.
-
-THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
-TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
-DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
-OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
-USE OR OTHER DEALINGS IN THE SOFTWARE.
-
-**************************************************************************/
-
-/*
- * Authors:
- * Keith Whitwell <keith@tungstengraphics.com>
- */
-
-
-
-/* Display list compiler attempts to store lists of vertices with the
- * same vertex layout. Additionally it attempts to minimize the need
- * for execute-time fixup of these vertex lists, allowing them to be
- * cached on hardware.
- *
- * There are still some circumstances where this can be thwarted, for
- * example by building a list that consists of one very long primitive
- * (eg Begin(Triangles), 1000 vertices, End), and calling that list
- * from inside a different begin/end object (Begin(Lines), CallList,
- * End).
- *
- * In that case the code will have to replay the list as individual
- * commands through the Exec dispatch table, or fix up the copied
- * vertices at execute-time.
- *
- * The other case where fixup is required is when a vertex attribute
- * is introduced in the middle of a primitive. Eg:
- * Begin(Lines)
- * TexCoord1f() Vertex2f()
- * TexCoord1f() Color3f() Vertex2f()
- * End()
- *
- * If the current value of Color isn't known at compile-time, this
- * primitive will require fixup.
- *
- *
- * The list compiler currently doesn't attempt to compile lists
- * containing EvalCoord or EvalPoint commands. On encountering one of
- * these, compilation falls back to opcodes.
- *
- * This could be improved to fallback only when a mix of EvalCoord and
- * Vertex commands are issued within a single primitive.
- */
-
-
-#include "main/glheader.h"
-#include "main/bufferobj.h"
-#include "main/context.h"
-#include "main/dlist.h"
-#include "main/enums.h"
-#include "main/eval.h"
-#include "main/macros.h"
-#include "main/mfeatures.h"
-#include "main/api_noop.h"
-#include "main/api_validate.h"
-#include "main/api_arrayelt.h"
-#include "main/vtxfmt.h"
-#include "main/dispatch.h"
-
-#include "vbo_context.h"
-
-
-#if FEATURE_dlist
-
-
-#ifdef ERROR
-#undef ERROR
-#endif
-
-
-/* An interesting VBO number/name to help with debugging */
-#define VBO_BUF_ID 12345
-
-
-/*
- * NOTE: Old 'parity' issue is gone, but copying can still be
- * wrong-footed on replay.
- */
-static GLuint
-_save_copy_vertices(struct gl_context *ctx,
- const struct vbo_save_vertex_list *node,
- const GLfloat * src_buffer)
-{
- struct vbo_save_context *save = &vbo_context(ctx)->save;
- const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
- GLuint nr = prim->count;
- GLuint sz = save->vertex_size;
- const GLfloat *src = src_buffer + prim->start * sz;
- GLfloat *dst = save->copied.buffer;
- GLuint ovf, i;
-
- if (prim->end)
- return 0;
-
- switch (prim->mode) {
- case GL_POINTS:
- return 0;
- case GL_LINES:
- ovf = nr & 1;
- for (i = 0; i < ovf; i++)
- memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
- sz * sizeof(GLfloat));
- return i;
- case GL_TRIANGLES:
- ovf = nr % 3;
- for (i = 0; i < ovf; i++)
- memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
- sz * sizeof(GLfloat));
- return i;
- case GL_QUADS:
- ovf = nr & 3;
- for (i = 0; i < ovf; i++)
- memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
- sz * sizeof(GLfloat));
- return i;
- case GL_LINE_STRIP:
- if (nr == 0)
- return 0;
- else {
- memcpy(dst, src + (nr - 1) * sz, sz * sizeof(GLfloat));
- return 1;
- }
- case GL_LINE_LOOP:
- case GL_TRIANGLE_FAN:
- case GL_POLYGON:
- if (nr == 0)
- return 0;
- else if (nr == 1) {
- memcpy(dst, src + 0, sz * sizeof(GLfloat));
- return 1;
- }
- else {
- memcpy(dst, src + 0, sz * sizeof(GLfloat));
- memcpy(dst + sz, src + (nr - 1) * sz, sz * sizeof(GLfloat));
- return 2;
- }
- case GL_TRIANGLE_STRIP:
- case GL_QUAD_STRIP:
- switch (nr) {
- case 0:
- ovf = 0;
- break;
- case 1:
- ovf = 1;
- break;
- default:
- ovf = 2 + (nr & 1);
- break;
- }
- for (i = 0; i < ovf; i++)
- memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
- sz * sizeof(GLfloat));
- return i;
- default:
- assert(0);
- return 0;
- }
-}
-
-
-static struct vbo_save_vertex_store *
-alloc_vertex_store(struct gl_context *ctx)
-{
- struct vbo_save_vertex_store *vertex_store =
- CALLOC_STRUCT(vbo_save_vertex_store);
-
- /* obj->Name needs to be non-zero, but won't ever be examined more
- * closely than that. In particular these buffers won't be entered
- * into the hash and can never be confused with ones visible to the
- * user. Perhaps there could be a special number for internal
- * buffers:
- */
- vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx,
- VBO_BUF_ID,
- GL_ARRAY_BUFFER_ARB);
-
- ctx->Driver.BufferData(ctx,
- GL_ARRAY_BUFFER_ARB,
- VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
- NULL, GL_STATIC_DRAW_ARB, vertex_store->bufferobj);
-
- vertex_store->buffer = NULL;
- vertex_store->used = 0;
- vertex_store->refcount = 1;
-
- return vertex_store;
-}
-
-
-static void
-free_vertex_store(struct gl_context *ctx,
- struct vbo_save_vertex_store *vertex_store)
-{
- assert(!vertex_store->buffer);
-
- if (vertex_store->bufferobj) {
- _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
- }
-
- FREE(vertex_store);
-}
-
-
-static GLfloat *
-map_vertex_store(struct gl_context *ctx,
- struct vbo_save_vertex_store *vertex_store)
-{
- assert(vertex_store->bufferobj);
- assert(!vertex_store->buffer);
- vertex_store->buffer =
- (GLfloat *) ctx->Driver.MapBufferRange(ctx, 0,
- vertex_store->bufferobj->Size,
- GL_MAP_WRITE_BIT, /* not used */
- vertex_store->bufferobj);
-
- assert(vertex_store->buffer);
- return vertex_store->buffer + vertex_store->used;
-}
-
-
-static void
-unmap_vertex_store(struct gl_context *ctx,
- struct vbo_save_vertex_store *vertex_store)
-{
- ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj);
- vertex_store->buffer = NULL;
-}
-
-
-static struct vbo_save_primitive_store *
-alloc_prim_store(struct gl_context *ctx)
-{
- struct vbo_save_primitive_store *store =
- CALLOC_STRUCT(vbo_save_primitive_store);
- (void) ctx;
- store->used = 0;
- store->refcount = 1;
- return store;
-}
-
-
-static void
-_save_reset_counters(struct gl_context *ctx)
-{
- struct vbo_save_context *save = &vbo_context(ctx)->save;
-
- save->prim = save->prim_store->buffer + save->prim_store->used;
- save->buffer = save->vertex_store->buffer + save->vertex_store->used;
-
- assert(save->buffer == save->buffer_ptr);
-
- if (save->vertex_size)
- save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
- save->vertex_size);
- else
- save->max_vert = 0;
-
- save->vert_count = 0;
- save->prim_count = 0;
- save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
- save->dangling_attr_ref = 0;
-}
-
-
-/**
- * Insert the active immediate struct onto the display list currently
- * being built.
- */
-static void
-_save_compile_vertex_list(struct gl_context *ctx)
-{
- struct vbo_save_context *save = &vbo_context(ctx)->save;
- struct vbo_save_vertex_list *node;
-
- /* Allocate space for this structure in the display list currently
- * being compiled.
- */
- node = (struct vbo_save_vertex_list *)
- _mesa_dlist_alloc(ctx, save->opcode_vertex_list, sizeof(*node));
-
- if (!node)
- return;
-
- /* Duplicate our template, increment refcounts to the storage structs:
- */
- memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz));
- node->vertex_size = save->vertex_size;
- node->buffer_offset =
- (save->buffer - save->vertex_store->buffer) * sizeof(GLfloat);
- node->count = save->vert_count;
- node->wrap_count = save->copied.nr;
- node->dangling_attr_ref = save->dangling_attr_ref;
- node->prim = save->prim;
- node->prim_count = save->prim_count;
- node->vertex_store = save->vertex_store;
- node->prim_store = save->prim_store;
-
- node->vertex_store->refcount++;
- node->prim_store->refcount++;
-
- if (node->prim[0].no_current_update) {
- node->current_size = 0;
- node->current_data = NULL;
- }
- else {
- node->current_size = node->vertex_size - node->attrsz[0];
- node->current_data = NULL;
-
- if (node->current_size) {
- /* If the malloc fails, we just pull the data out of the VBO
- * later instead.
- */
- node->current_data = MALLOC(node->current_size * sizeof(GLfloat));
- if (node->current_data) {
- const char *buffer = (const char *) save->vertex_store->buffer;
- unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
- unsigned vertex_offset = 0;
-
- if (node->count)
- vertex_offset =
- (node->count - 1) * node->vertex_size * sizeof(GLfloat);
-
- memcpy(node->current_data,
- buffer + node->buffer_offset + vertex_offset + attr_offset,
- node->current_size * sizeof(GLfloat));
- }
- }
- }
-
- assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->count == 0);
-
- if (save->dangling_attr_ref)
- ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
-
- save->vertex_store->used += save->vertex_size * node->count;
- save->prim_store->used += node->prim_count;
-
- /* Copy duplicated vertices
- */
- save->copied.nr = _save_copy_vertices(ctx, node, save->buffer);
-
- /* Deal with GL_COMPILE_AND_EXECUTE:
- */
- if (ctx->ExecuteFlag) {
- struct _glapi_table *dispatch = GET_DISPATCH();
-
- _glapi_set_dispatch(ctx->Exec);
-
- vbo_loopback_vertex_list(ctx,
- (const GLfloat *) ((const char *) save->
- vertex_store->buffer +
- node->buffer_offset),
- node->attrsz, node->prim, node->prim_count,
- node->wrap_count, node->vertex_size);
-
- _glapi_set_dispatch(dispatch);
- }
-
- /* Decide whether the storage structs are full, or can be used for
- * the next vertex lists as well.
- */
- if (save->vertex_store->used >
- VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
-
- /* Unmap old store:
- */
- unmap_vertex_store(ctx, save->vertex_store);
-
- /* Release old reference:
- */
- save->vertex_store->refcount--;
- assert(save->vertex_store->refcount != 0);
- save->vertex_store = NULL;
-
- /* Allocate and map new store:
- */
- save->vertex_store = alloc_vertex_store(ctx);
- save->buffer_ptr = map_vertex_store(ctx, save->vertex_store);
- }
-
- if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
- save->prim_store->refcount--;
- assert(save->prim_store->refcount != 0);
- save->prim_store = alloc_prim_store(ctx);
- }
-
- /* Reset our structures for the next run of vertices:
- */
- _save_reset_counters(ctx);
-}
-
-
-/**
- * TODO -- If no new vertices have been stored, don't bother saving it.
- */
-static void
-_save_wrap_buffers(struct gl_context *ctx)
-{
- struct vbo_save_context *save = &vbo_context(ctx)->save;
- GLint i = save->prim_count - 1;
- GLenum mode;
- GLboolean weak;
- GLboolean no_current_update;
-
- assert(i < (GLint) save->prim_max);
- assert(i >= 0);
-
- /* Close off in-progress primitive.
- */
- save->prim[i].count = (save->vert_count - save->prim[i].start);
- mode = save->prim[i].mode;
- weak = save->prim[i].weak;
- no_current_update = save->prim[i].no_current_update;
-
- /* store the copied vertices, and allocate a new list.
- */
- _save_compile_vertex_list(ctx);
-
- /* Restart interrupted primitive
- */
- save->prim[0].mode = mode;
- save->prim[0].weak = weak;
- save->prim[0].no_current_update = no_current_update;
- save->prim[0].begin = 0;
- save->prim[0].end = 0;
- save->prim[0].pad = 0;
- save->prim[0].start = 0;
- save->prim[0].count = 0;
- save->prim[0].num_instances = 1;
- save->prim_count = 1;
-}
-
-
-/**
- * Called only when buffers are wrapped as the result of filling the
- * vertex_store struct.
- */
-static void
-_save_wrap_filled_vertex(struct gl_context *ctx)
-{
- struct vbo_save_context *save = &vbo_context(ctx)->save;
- GLfloat *data = save->copied.buffer;
- GLuint i;
-
- /* Emit a glEnd to close off the last vertex list.
- */
- _save_wrap_buffers(ctx);
-
- /* Copy stored stored vertices to start of new list.
- */
- assert(save->max_vert - save->vert_count > save->copied.nr);
-
- for (i = 0; i < save->copied.nr; i++) {
- memcpy(save->buffer_ptr, data, save->vertex_size * sizeof(GLfloat));
- data += save->vertex_size;
- save->buffer_ptr += save->vertex_size;
- save->vert_count++;
- }
-}
-
-
-static void
-_save_copy_to_current(struct gl_context *ctx)
-{
- struct vbo_save_context *save = &vbo_context(ctx)->save;
- GLuint i;
-
- for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
- if (save->attrsz[i]) {
- save->currentsz[i][0] = save->attrsz[i];
- COPY_CLEAN_4V(save->current[i], save->attrsz[i], save->attrptr[i]);
- }
- }
-}
-
-
-static void
-_save_copy_from_current(struct gl_context *ctx)
-{
- struct vbo_save_context *save = &vbo_context(ctx)->save;
- GLint i;
-
- for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
- switch (save->attrsz[i]) {
- case 4:
- save->attrptr[i][3] = save->current[i][3];
- case 3:
- save->attrptr[i][2] = save->current[i][2];
- case 2:
- save->attrptr[i][1] = save->current[i][1];
- case 1:
- save->attrptr[i][0] = save->current[i][0];
- case 0:
- break;
- }
- }
-}
-
-
-/* Flush existing data, set new attrib size, replay copied vertices.
- */
-static void
-_save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
-{
- struct vbo_save_context *save = &vbo_context(ctx)->save;
- GLuint oldsz;
- GLuint i;
- GLfloat *tmp;
-
- /* Store the current run of vertices, and emit a GL_END. Emit a
- * BEGIN in the new buffer.
- */
- if (save->vert_count)
- _save_wrap_buffers(ctx);
- else
- assert(save->copied.nr == 0);
-
- /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
- * when the attribute already exists in the vertex and is having
- * its size increased.
- */
- _save_copy_to_current(ctx);
-
- /* Fix up sizes:
- */
- oldsz = save->attrsz[attr];
- save->attrsz[attr] = newsz;
-
- save->vertex_size += newsz - oldsz;
- save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
- save->vertex_size);
- save->vert_count = 0;
-
- /* Recalculate all the attrptr[] values:
- */
- for (i = 0, tmp = save->vertex; i < VBO_ATTRIB_MAX; i++) {
- if (save->attrsz[i]) {
- save->attrptr[i] = tmp;
- tmp += save->attrsz[i];
- }
- else {
- save->attrptr[i] = NULL; /* will not be dereferenced. */
- }
- }
-
- /* Copy from current to repopulate the vertex with correct values.
- */
- _save_copy_from_current(ctx);
-
- /* Replay stored vertices to translate them to new format here.
- *
- * If there are copied vertices and the new (upgraded) attribute
- * has not been defined before, this list is somewhat degenerate,
- * and will need fixup at runtime.
- */
- if (save->copied.nr) {
- GLfloat *data = save->copied.buffer;
- GLfloat *dest = save->buffer;
- GLuint j;
-
- /* Need to note this and fix up at runtime (or loopback):
- */
- if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
- assert(oldsz == 0);
- save->dangling_attr_ref = GL_TRUE;
- }
-
- for (i = 0; i < save->copied.nr; i++) {
- for (j = 0; j < VBO_ATTRIB_MAX; j++) {
- if (save->attrsz[j]) {
- if (j == attr) {
- if (oldsz) {
- COPY_CLEAN_4V(dest, oldsz, data);
- data += oldsz;
- dest += newsz;
- }
- else {
- COPY_SZ_4V(dest, newsz, save->current[attr]);
- dest += newsz;
- }
- }
- else {
- GLint sz = save->attrsz[j];
- COPY_SZ_4V(dest, sz, data);
- data += sz;
- dest += sz;
- }
- }
- }
- }
-
- save->buffer_ptr = dest;
- save->vert_count += save->copied.nr;
- }
-}
-
-
-static void
-save_fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
-{
- struct vbo_save_context *save = &vbo_context(ctx)->save;
-
- if (sz > save->attrsz[attr]) {
- /* New size is larger. Need to flush existing vertices and get
- * an enlarged vertex format.
- */
- _save_upgrade_vertex(ctx, attr, sz);
- }
- else if (sz < save->active_sz[attr]) {
- static GLfloat id[4] = { 0, 0, 0, 1 };
- GLuint i;
-
- /* New size is equal or smaller - just need to fill in some
- * zeros.
- */
- for (i = sz; i <= save->attrsz[attr]; i++)
- save->attrptr[attr][i - 1] = id[i - 1];
- }
-
- save->active_sz[attr] = sz;
-}
-
-
-static void
-_save_reset_vertex(struct gl_context *ctx)
-{
- struct vbo_save_context *save = &vbo_context(ctx)->save;
- GLuint i;
-
- for (i = 0; i < VBO_ATTRIB_MAX; i++) {
- save->attrsz[i] = 0;
- save->active_sz[i] = 0;
- }
-
- save->vertex_size = 0;
-}
-
-
-
-#define ERROR(err) _mesa_compile_error(ctx, err, __FUNCTION__);
-
-
-/* Only one size for each attribute may be active at once. Eg. if
- * Color3f is installed/active, then Color4f may not be, even if the
- * vertex actually contains 4 color coordinates. This is because the
- * 3f version won't otherwise set color[3] to 1.0 -- this is the job
- * of the chooser function when switching between Color4f and Color3f.
- */
-#define ATTR(A, N, V0, V1, V2, V3) \
-do { \
- struct vbo_save_context *save = &vbo_context(ctx)->save; \
- \
- if (save->active_sz[A] != N) \
- save_fixup_vertex(ctx, A, N); \
- \
- { \
- GLfloat *dest = save->attrptr[A]; \
- if (N>0) dest[0] = V0; \
- if (N>1) dest[1] = V1; \
- if (N>2) dest[2] = V2; \
- if (N>3) dest[3] = V3; \
- } \
- \
- if ((A) == 0) { \
- GLuint i; \
- \
- for (i = 0; i < save->vertex_size; i++) \
- save->buffer_ptr[i] = save->vertex[i]; \
- \
- save->buffer_ptr += save->vertex_size; \
- \
- if (++save->vert_count >= save->max_vert) \
- _save_wrap_filled_vertex(ctx); \
- } \
-} while (0)
-
-#define TAG(x) _save_##x
-
-#include "vbo_attrib_tmp.h"
-
-
-
-
-/* Cope with EvalCoord/CallList called within a begin/end object:
- * -- Flush current buffer
- * -- Fallback to opcodes for the rest of the begin/end object.
- */
-static void
-dlist_fallback(struct gl_context *ctx)
-{
- struct vbo_save_context *save = &vbo_context(ctx)->save;
-
- if (save->vert_count || save->prim_count) {
- if (save->prim_count > 0) {
- /* Close off in-progress primitive. */
- GLint i = save->prim_count - 1;
- save->prim[i].count = save->vert_count - save->prim[i].start;
- }
-
- /* Need to replay this display list with loopback,
- * unfortunately, otherwise this primitive won't be handled
- * properly:
- */
- save->dangling_attr_ref = 1;
-
- _save_compile_vertex_list(ctx);
- }
-
- _save_copy_to_current(ctx);
- _save_reset_vertex(ctx);
- _save_reset_counters(ctx);
- _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
- ctx->Driver.SaveNeedFlush = 0;
-}
-
-
-static void GLAPIENTRY
-_save_EvalCoord1f(GLfloat u)
-{
- GET_CURRENT_CONTEXT(ctx);
- dlist_fallback(ctx);
- CALL_EvalCoord1f(ctx->Save, (u));
-}
-
-static void GLAPIENTRY
-_save_EvalCoord1fv(const GLfloat * v)
-{
- GET_CURRENT_CONTEXT(ctx);
- dlist_fallback(ctx);
- CALL_EvalCoord1fv(ctx->Save, (v));
-}
-
-static void GLAPIENTRY
-_save_EvalCoord2f(GLfloat u, GLfloat v)
-{
- GET_CURRENT_CONTEXT(ctx);
- dlist_fallback(ctx);
- CALL_EvalCoord2f(ctx->Save, (u, v));
-}
-
-static void GLAPIENTRY
-_save_EvalCoord2fv(const GLfloat * v)
-{
- GET_CURRENT_CONTEXT(ctx);
- dlist_fallback(ctx);
- CALL_EvalCoord2fv(ctx->Save, (v));
-}
-
-static void GLAPIENTRY
-_save_EvalPoint1(GLint i)
-{
- GET_CURRENT_CONTEXT(ctx);
- dlist_fallback(ctx);
- CALL_EvalPoint1(ctx->Save, (i));
-}
-
-static void GLAPIENTRY
-_save_EvalPoint2(GLint i, GLint j)
-{
- GET_CURRENT_CONTEXT(ctx);
- dlist_fallback(ctx);
- CALL_EvalPoint2(ctx->Save, (i, j));
-}
-
-static void GLAPIENTRY
-_save_CallList(GLuint l)
-{
- GET_CURRENT_CONTEXT(ctx);
- dlist_fallback(ctx);
- CALL_CallList(ctx->Save, (l));
-}
-
-static void GLAPIENTRY
-_save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
-{
- GET_CURRENT_CONTEXT(ctx);
- dlist_fallback(ctx);
- CALL_CallLists(ctx->Save, (n, type, v));
-}
-
-
-
-/* This begin is hooked into ... Updating of
- * ctx->Driver.CurrentSavePrimitive is already taken care of.
- */
-GLboolean
-vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
-{
- struct vbo_save_context *save = &vbo_context(ctx)->save;
-
- GLuint i = save->prim_count++;
-
- assert(i < save->prim_max);
- save->prim[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
- save->prim[i].begin = 1;
- save->prim[i].end = 0;
- save->prim[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
- save->prim[i].no_current_update =
- (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
- save->prim[i].pad = 0;
- save->prim[i].start = save->vert_count;
- save->prim[i].count = 0;
- save->prim[i].num_instances = 1;
-
- _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
- ctx->Driver.SaveNeedFlush = 1;
- return GL_TRUE;
-}
-
-
-static void GLAPIENTRY
-_save_End(void)
-{
- GET_CURRENT_CONTEXT(ctx);
- struct vbo_save_context *save = &vbo_context(ctx)->save;
- GLint i = save->prim_count - 1;
-
- ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
- save->prim[i].end = 1;
- save->prim[i].count = (save->vert_count - save->prim[i].start);
-
- if (i == (GLint) save->prim_max - 1) {
- _save_compile_vertex_list(ctx);
- assert(save->copied.nr == 0);
- }
-
- /* Swap out this vertex format while outside begin/end. Any color,
- * etc. received between here and the next begin will be compiled
- * as opcodes.
- */
- _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
-}
-
-
-/* These are all errors as this vtxfmt is only installed inside
- * begin/end pairs.
- */
-static void GLAPIENTRY
-_save_DrawElements(GLenum mode, GLsizei count, GLenum type,
- const GLvoid * indices)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) count;
- (void) type;
- (void) indices;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawElements");
-}
-
-
-static void GLAPIENTRY
-_save_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
- GLsizei count, GLenum type, const GLvoid * indices)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) start;
- (void) end;
- (void) count;
- (void) type;
- (void) indices;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements");
-}
-
-
-static void GLAPIENTRY
-_save_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
- const GLvoid * indices, GLint basevertex)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) count;
- (void) type;
- (void) indices;
- (void) basevertex;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawElements");
-}
-
-
-static void GLAPIENTRY
-_save_DrawRangeElementsBaseVertex(GLenum mode,
- GLuint start,
- GLuint end,
- GLsizei count,
- GLenum type,
- const GLvoid * indices, GLint basevertex)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) start;
- (void) end;
- (void) count;
- (void) type;
- (void) indices;
- (void) basevertex;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements");
-}
-
-
-static void GLAPIENTRY
-_save_DrawArrays(GLenum mode, GLint start, GLsizei count)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) start;
- (void) count;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawArrays");
-}
-
-
-static void GLAPIENTRY
-_save_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) x1;
- (void) y1;
- (void) x2;
- (void) y2;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glRectf");
-}
-
-
-static void GLAPIENTRY
-_save_EvalMesh1(GLenum mode, GLint i1, GLint i2)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) i1;
- (void) i2;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glEvalMesh1");
-}
-
-
-static void GLAPIENTRY
-_save_EvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) i1;
- (void) i2;
- (void) j1;
- (void) j2;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glEvalMesh2");
-}
-
-
-static void GLAPIENTRY
-_save_Begin(GLenum mode)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
-}
-
-
-static void GLAPIENTRY
-_save_PrimitiveRestartNV(void)
-{
- GLenum curPrim;
- GET_CURRENT_CONTEXT(ctx);
-
- curPrim = ctx->Driver.CurrentSavePrimitive;
-
- _save_End();
- _save_Begin(curPrim);
-}
-
-
-/* Unlike the functions above, these are to be hooked into the vtxfmt
- * maintained in ctx->ListState, active when the list is known or
- * suspected to be outside any begin/end primitive.
- */
-static void GLAPIENTRY
-_save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
-{
- GET_CURRENT_CONTEXT(ctx);
- vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
- CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
- CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
- CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
- CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
- CALL_End(GET_DISPATCH(), ());
-}
-
-
-static void GLAPIENTRY
-_save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
-{
- GET_CURRENT_CONTEXT(ctx);
- GLint i;
-
- if (!_mesa_validate_DrawArrays(ctx, mode, start, count))
- return;
-
- _ae_map_vbos(ctx);
-
- vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
- | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
-
- for (i = 0; i < count; i++)
- CALL_ArrayElement(GET_DISPATCH(), (start + i));
- CALL_End(GET_DISPATCH(), ());
-
- _ae_unmap_vbos(ctx);
-}
-
-
-/* Could do better by copying the arrays and element list intact and
- * then emitting an indexed prim at runtime.
- */
-static void GLAPIENTRY
-_save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
- const GLvoid * indices)
-{
- GET_CURRENT_CONTEXT(ctx);
- GLint i;
-
- if (!_mesa_validate_DrawElements(ctx, mode, count, type, indices, 0))
- return;
-
- _ae_map_vbos(ctx);
-
- if (_mesa_is_bufferobj(ctx->Array.ElementArrayBufferObj))
- indices =
- ADD_POINTERS(ctx->Array.ElementArrayBufferObj->Pointer, indices);
-
- vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
- VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
-
- switch (type) {
- case GL_UNSIGNED_BYTE:
- for (i = 0; i < count; i++)
- CALL_ArrayElement(GET_DISPATCH(), (((GLubyte *) indices)[i]));
- break;
- case GL_UNSIGNED_SHORT:
- for (i = 0; i < count; i++)
- CALL_ArrayElement(GET_DISPATCH(), (((GLushort *) indices)[i]));
- break;
- case GL_UNSIGNED_INT:
- for (i = 0; i < count; i++)
- CALL_ArrayElement(GET_DISPATCH(), (((GLuint *) indices)[i]));
- break;
- default:
- _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
- break;
- }
-
- CALL_End(GET_DISPATCH(), ());
-
- _ae_unmap_vbos(ctx);
-}
-
-
-static void GLAPIENTRY
-_save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
- GLsizei count, GLenum type,
- const GLvoid * indices)
-{
- GET_CURRENT_CONTEXT(ctx);
- if (_mesa_validate_DrawRangeElements(ctx, mode,
- start, end, count, type, indices, 0)) {
- _save_OBE_DrawElements(mode, count, type, indices);
- }
-}
-
-
-static void
-_save_vtxfmt_init(struct gl_context *ctx)
-{
- struct vbo_save_context *save = &vbo_context(ctx)->save;
- GLvertexformat *vfmt = &save->vtxfmt;
-
- _MESA_INIT_ARRAYELT_VTXFMT(vfmt, _ae_);
-
- vfmt->Begin = _save_Begin;
- vfmt->Color3f = _save_Color3f;
- vfmt->Color3fv = _save_Color3fv;
- vfmt->Color4f = _save_Color4f;
- vfmt->Color4fv = _save_Color4fv;
- vfmt->EdgeFlag = _save_EdgeFlag;
- vfmt->End = _save_End;
- vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
- vfmt->FogCoordfEXT = _save_FogCoordfEXT;
- vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
- vfmt->Indexf = _save_Indexf;
- vfmt->Indexfv = _save_Indexfv;
- vfmt->Materialfv = _save_Materialfv;
- vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
- vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
- vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
- vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
- vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
- vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
- vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
- vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
- vfmt->Normal3f = _save_Normal3f;
- vfmt->Normal3fv = _save_Normal3fv;
- vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
- vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
- vfmt->TexCoord1f = _save_TexCoord1f;
- vfmt->TexCoord1fv = _save_TexCoord1fv;
- vfmt->TexCoord2f = _save_TexCoord2f;
- vfmt->TexCoord2fv = _save_TexCoord2fv;
- vfmt->TexCoord3f = _save_TexCoord3f;
- vfmt->TexCoord3fv = _save_TexCoord3fv;
- vfmt->TexCoord4f = _save_TexCoord4f;
- vfmt->TexCoord4fv = _save_TexCoord4fv;
- vfmt->Vertex2f = _save_Vertex2f;
- vfmt->Vertex2fv = _save_Vertex2fv;
- vfmt->Vertex3f = _save_Vertex3f;
- vfmt->Vertex3fv = _save_Vertex3fv;
- vfmt->Vertex4f = _save_Vertex4f;
- vfmt->Vertex4fv = _save_Vertex4fv;
- vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
- vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
- vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
- vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
- vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
- vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
- vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
- vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
-
- vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
- vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
- vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
- vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
- vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
- vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
- vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
- vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
-
- /* integer-valued */
- vfmt->VertexAttribI1i = _save_VertexAttribI1i;
- vfmt->VertexAttribI2i = _save_VertexAttribI2i;
- vfmt->VertexAttribI3i = _save_VertexAttribI3i;
- vfmt->VertexAttribI4i = _save_VertexAttribI4i;
- vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
- vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
- vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
-
- /* unsigned integer-valued */
- vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
- vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
- vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
- vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
- vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
- vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
- vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
-
- vfmt->VertexP2ui = _save_VertexP2ui;
- vfmt->VertexP3ui = _save_VertexP3ui;
- vfmt->VertexP4ui = _save_VertexP4ui;
- vfmt->VertexP2uiv = _save_VertexP2uiv;
- vfmt->VertexP3uiv = _save_VertexP3uiv;
- vfmt->VertexP4uiv = _save_VertexP4uiv;
-
- vfmt->TexCoordP1ui = _save_TexCoordP1ui;
- vfmt->TexCoordP2ui = _save_TexCoordP2ui;
- vfmt->TexCoordP3ui = _save_TexCoordP3ui;
- vfmt->TexCoordP4ui = _save_TexCoordP4ui;
- vfmt->TexCoordP1uiv = _save_TexCoordP1uiv;
- vfmt->TexCoordP2uiv = _save_TexCoordP2uiv;
- vfmt->TexCoordP3uiv = _save_TexCoordP3uiv;
- vfmt->TexCoordP4uiv = _save_TexCoordP4uiv;
-
- vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui;
- vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui;
- vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui;
- vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui;
- vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv;
- vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv;
- vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv;
- vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv;
-
- vfmt->NormalP3ui = _save_NormalP3ui;
- vfmt->NormalP3uiv = _save_NormalP3uiv;
-
- vfmt->ColorP3ui = _save_ColorP3ui;
- vfmt->ColorP4ui = _save_ColorP4ui;
- vfmt->ColorP3uiv = _save_ColorP3uiv;
- vfmt->ColorP4uiv = _save_ColorP4uiv;
-
- vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
- vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
-
- vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
- vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
- vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
- vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
-
- vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
- vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
- vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
- vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
-
- /* This will all require us to fallback to saving the list as opcodes:
- */
- _MESA_INIT_DLIST_VTXFMT(vfmt, _save_); /* inside begin/end */
-
- _MESA_INIT_EVAL_VTXFMT(vfmt, _save_);
-
- /* These are all errors as we at least know we are in some sort of
- * begin/end pair:
- */
- vfmt->Begin = _save_Begin;
- vfmt->Rectf = _save_Rectf;
- vfmt->DrawArrays = _save_DrawArrays;
- vfmt->DrawElements = _save_DrawElements;
- vfmt->DrawRangeElements = _save_DrawRangeElements;
- vfmt->DrawElementsBaseVertex = _save_DrawElementsBaseVertex;
- vfmt->DrawRangeElementsBaseVertex = _save_DrawRangeElementsBaseVertex;
- /* Loops back into vfmt->DrawElements */
- vfmt->MultiDrawElementsEXT = _mesa_noop_MultiDrawElements;
- vfmt->MultiDrawElementsBaseVertex = _mesa_noop_MultiDrawElementsBaseVertex;
-}
-
-
-void
-vbo_save_SaveFlushVertices(struct gl_context *ctx)
-{
- struct vbo_save_context *save = &vbo_context(ctx)->save;
-
- /* Noop when we are actually active:
- */
- if (ctx->Driver.CurrentSavePrimitive == PRIM_INSIDE_UNKNOWN_PRIM ||
- ctx->Driver.CurrentSavePrimitive <= GL_POLYGON)
- return;
-
- if (save->vert_count || save->prim_count)
- _save_compile_vertex_list(ctx);
-
- _save_copy_to_current(ctx);
- _save_reset_vertex(ctx);
- _save_reset_counters(ctx);
- ctx->Driver.SaveNeedFlush = 0;
-}
-
-
-void
-vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
-{
- struct vbo_save_context *save = &vbo_context(ctx)->save;
-
- (void) list;
- (void) mode;
-
- if (!save->prim_store)
- save->prim_store = alloc_prim_store(ctx);
-
- if (!save->vertex_store)
- save->vertex_store = alloc_vertex_store(ctx);
-
- save->buffer_ptr = map_vertex_store(ctx, save->vertex_store);
-
- _save_reset_vertex(ctx);
- _save_reset_counters(ctx);
- ctx->Driver.SaveNeedFlush = 0;
-}
-
-
-void
-vbo_save_EndList(struct gl_context *ctx)
-{
- struct vbo_save_context *save = &vbo_context(ctx)->save;
-
- /* EndList called inside a (saved) Begin/End pair?
- */
- if (ctx->Driver.CurrentSavePrimitive != PRIM_OUTSIDE_BEGIN_END) {
-
- if (save->prim_count > 0) {
- GLint i = save->prim_count - 1;
- ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
- save->prim[i].end = 0;
- save->prim[i].count = (save->vert_count - save->prim[i].start);
- }
-
- /* Make sure this vertex list gets replayed by the "loopback"
- * mechanism:
- */
- save->dangling_attr_ref = 1;
- vbo_save_SaveFlushVertices(ctx);
-
- /* Swap out this vertex format while outside begin/end. Any color,
- * etc. received between here and the next begin will be compiled
- * as opcodes.
- */
- _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
- }
-
- unmap_vertex_store(ctx, save->vertex_store);
-
- assert(save->vertex_size == 0);
-}
-
-
-void
-vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
-{
- struct vbo_save_context *save = &vbo_context(ctx)->save;
- save->replay_flags |= dlist->Flags;
-}
-
-
-void
-vbo_save_EndCallList(struct gl_context *ctx)
-{
- struct vbo_save_context *save = &vbo_context(ctx)->save;
-
- if (ctx->ListState.CallDepth == 1) {
- /* This is correct: want to keep only the VBO_SAVE_FALLBACK
- * flag, if it is set:
- */
- save->replay_flags &= VBO_SAVE_FALLBACK;
- }
-}
-
-
-static void
-vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
-{
- struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
- (void) ctx;
-
- if (--node->vertex_store->refcount == 0)
- free_vertex_store(ctx, node->vertex_store);
-
- if (--node->prim_store->refcount == 0)
- FREE(node->prim_store);
-
- if (node->current_data) {
- FREE(node->current_data);
- node->current_data = NULL;
- }
-}
-
-
-static void
-vbo_print_vertex_list(struct gl_context *ctx, void *data)
-{
- struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
- GLuint i;
- (void) ctx;
-
- printf("VBO-VERTEX-LIST, %u vertices %d primitives, %d vertsize\n",
- node->count, node->prim_count, node->vertex_size);
-
- for (i = 0; i < node->prim_count; i++) {
- struct _mesa_prim *prim = &node->prim[i];
- _mesa_debug(NULL, " prim %d: %s%s %d..%d %s %s\n",
- i,
- _mesa_lookup_prim_by_nr(prim->mode),
- prim->weak ? " (weak)" : "",
- prim->start,
- prim->start + prim->count,
- (prim->begin) ? "BEGIN" : "(wrap)",
- (prim->end) ? "END" : "(wrap)");
- }
-}
-
-
-static void
-_save_current_init(struct gl_context *ctx)
-{
- struct vbo_save_context *save = &vbo_context(ctx)->save;
- GLint i;
-
- for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
- const GLuint j = i - VBO_ATTRIB_POS;
- ASSERT(j < VERT_ATTRIB_MAX);
- save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
- save->current[i] = ctx->ListState.CurrentAttrib[j];
- }
-
- for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
- const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
- ASSERT(j < MAT_ATTRIB_MAX);
- save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
- save->current[i] = ctx->ListState.CurrentMaterial[j];
- }
-}
-
-
-/**
- * Initialize the display list compiler
- */
-void
-vbo_save_api_init(struct vbo_save_context *save)
-{
- struct gl_context *ctx = save->ctx;
- GLuint i;
-
- save->opcode_vertex_list =
- _mesa_dlist_alloc_opcode(ctx,
- sizeof(struct vbo_save_vertex_list),
- vbo_save_playback_vertex_list,
- vbo_destroy_vertex_list,
- vbo_print_vertex_list);
-
- ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin;
-
- _save_vtxfmt_init(ctx);
- _save_current_init(ctx);
-
- /* These will actually get set again when binding/drawing */
- for (i = 0; i < VBO_ATTRIB_MAX; i++)
- save->inputs[i] = &save->arrays[i];
-
- /* Hook our array functions into the outside-begin-end vtxfmt in
- * ctx->ListState.
- */
- ctx->ListState.ListVtxfmt.Rectf = _save_OBE_Rectf;
- ctx->ListState.ListVtxfmt.DrawArrays = _save_OBE_DrawArrays;
- ctx->ListState.ListVtxfmt.DrawElements = _save_OBE_DrawElements;
- ctx->ListState.ListVtxfmt.DrawRangeElements = _save_OBE_DrawRangeElements;
- /* loops back into _save_OBE_DrawElements */
- ctx->ListState.ListVtxfmt.MultiDrawElementsEXT =
- _mesa_noop_MultiDrawElements;
- ctx->ListState.ListVtxfmt.MultiDrawElementsBaseVertex =
- _mesa_noop_MultiDrawElementsBaseVertex;
- _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
-}
-
-
-#endif /* FEATURE_dlist */
+/************************************************************************** + +Copyright 2002-2008 Tungsten Graphics Inc., Cedar Park, Texas. + +All Rights Reserved. + +Permission is hereby granted, free of charge, to any person obtaining a +copy of this software and associated documentation files (the "Software"), +to deal in the Software without restriction, including without limitation +on the rights to use, copy, modify, merge, publish, distribute, sub +license, and/or sell copies of the Software, and to permit persons to whom +the Software is furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice (including the next +paragraph) shall be included in all copies or substantial portions of the +Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL +TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, +DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR +OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE +USE OR OTHER DEALINGS IN THE SOFTWARE. + +**************************************************************************/ + +/* + * Authors: + * Keith Whitwell <keith@tungstengraphics.com> + */ + + + +/* Display list compiler attempts to store lists of vertices with the + * same vertex layout. Additionally it attempts to minimize the need + * for execute-time fixup of these vertex lists, allowing them to be + * cached on hardware. + * + * There are still some circumstances where this can be thwarted, for + * example by building a list that consists of one very long primitive + * (eg Begin(Triangles), 1000 vertices, End), and calling that list + * from inside a different begin/end object (Begin(Lines), CallList, + * End). + * + * In that case the code will have to replay the list as individual + * commands through the Exec dispatch table, or fix up the copied + * vertices at execute-time. + * + * The other case where fixup is required is when a vertex attribute + * is introduced in the middle of a primitive. Eg: + * Begin(Lines) + * TexCoord1f() Vertex2f() + * TexCoord1f() Color3f() Vertex2f() + * End() + * + * If the current value of Color isn't known at compile-time, this + * primitive will require fixup. + * + * + * The list compiler currently doesn't attempt to compile lists + * containing EvalCoord or EvalPoint commands. On encountering one of + * these, compilation falls back to opcodes. + * + * This could be improved to fallback only when a mix of EvalCoord and + * Vertex commands are issued within a single primitive. + */ + + +#include "main/glheader.h" +#include "main/bufferobj.h" +#include "main/context.h" +#include "main/dlist.h" +#include "main/enums.h" +#include "main/eval.h" +#include "main/macros.h" +#include "main/mfeatures.h" +#include "main/api_noop.h" +#include "main/api_validate.h" +#include "main/api_arrayelt.h" +#include "main/vtxfmt.h" +#include "main/dispatch.h" + +#include "vbo_context.h" + + +#if FEATURE_dlist + + +#ifdef ERROR +#undef ERROR +#endif + + +/* An interesting VBO number/name to help with debugging */ +#define VBO_BUF_ID 12345 + + +/* + * NOTE: Old 'parity' issue is gone, but copying can still be + * wrong-footed on replay. + */ +static GLuint +_save_copy_vertices(struct gl_context *ctx, + const struct vbo_save_vertex_list *node, + const GLfloat * src_buffer) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + const struct _mesa_prim *prim = &node->prim[node->prim_count - 1]; + GLuint nr = prim->count; + GLuint sz = save->vertex_size; + const GLfloat *src = src_buffer + prim->start * sz; + GLfloat *dst = save->copied.buffer; + GLuint ovf, i; + + if (prim->end) + return 0; + + switch (prim->mode) { + case GL_POINTS: + return 0; + case GL_LINES: + ovf = nr & 1; + for (i = 0; i < ovf; i++) + memcpy(dst + i * sz, src + (nr - ovf + i) * sz, + sz * sizeof(GLfloat)); + return i; + case GL_TRIANGLES: + ovf = nr % 3; + for (i = 0; i < ovf; i++) + memcpy(dst + i * sz, src + (nr - ovf + i) * sz, + sz * sizeof(GLfloat)); + return i; + case GL_QUADS: + ovf = nr & 3; + for (i = 0; i < ovf; i++) + memcpy(dst + i * sz, src + (nr - ovf + i) * sz, + sz * sizeof(GLfloat)); + return i; + case GL_LINE_STRIP: + if (nr == 0) + return 0; + else { + memcpy(dst, src + (nr - 1) * sz, sz * sizeof(GLfloat)); + return 1; + } + case GL_LINE_LOOP: + case GL_TRIANGLE_FAN: + case GL_POLYGON: + if (nr == 0) + return 0; + else if (nr == 1) { + memcpy(dst, src + 0, sz * sizeof(GLfloat)); + return 1; + } + else { + memcpy(dst, src + 0, sz * sizeof(GLfloat)); + memcpy(dst + sz, src + (nr - 1) * sz, sz * sizeof(GLfloat)); + return 2; + } + case GL_TRIANGLE_STRIP: + case GL_QUAD_STRIP: + switch (nr) { + case 0: + ovf = 0; + break; + case 1: + ovf = 1; + break; + default: + ovf = 2 + (nr & 1); + break; + } + for (i = 0; i < ovf; i++) + memcpy(dst + i * sz, src + (nr - ovf + i) * sz, + sz * sizeof(GLfloat)); + return i; + default: + assert(0); + return 0; + } +} + + +static struct vbo_save_vertex_store * +alloc_vertex_store(struct gl_context *ctx) +{ + struct vbo_save_vertex_store *vertex_store = + CALLOC_STRUCT(vbo_save_vertex_store); + + /* obj->Name needs to be non-zero, but won't ever be examined more + * closely than that. In particular these buffers won't be entered + * into the hash and can never be confused with ones visible to the + * user. Perhaps there could be a special number for internal + * buffers: + */ + vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, + VBO_BUF_ID, + GL_ARRAY_BUFFER_ARB); + + ctx->Driver.BufferData(ctx, + GL_ARRAY_BUFFER_ARB, + VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat), + NULL, GL_STATIC_DRAW_ARB, vertex_store->bufferobj); + + vertex_store->buffer = NULL; + vertex_store->used = 0; + vertex_store->refcount = 1; + + return vertex_store; +} + + +static void +free_vertex_store(struct gl_context *ctx, + struct vbo_save_vertex_store *vertex_store) +{ + assert(!vertex_store->buffer); + + if (vertex_store->bufferobj) { + _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL); + } + + FREE(vertex_store); +} + + +static GLfloat * +map_vertex_store(struct gl_context *ctx, + struct vbo_save_vertex_store *vertex_store) +{ + assert(vertex_store->bufferobj); + assert(!vertex_store->buffer); + vertex_store->buffer = + (GLfloat *) ctx->Driver.MapBufferRange(ctx, 0, + vertex_store->bufferobj->Size, + GL_MAP_WRITE_BIT, /* not used */ + vertex_store->bufferobj); + + assert(vertex_store->buffer); + return vertex_store->buffer + vertex_store->used; +} + + +static void +unmap_vertex_store(struct gl_context *ctx, + struct vbo_save_vertex_store *vertex_store) +{ + ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj); + vertex_store->buffer = NULL; +} + + +static struct vbo_save_primitive_store * +alloc_prim_store(struct gl_context *ctx) +{ + struct vbo_save_primitive_store *store = + CALLOC_STRUCT(vbo_save_primitive_store); + (void) ctx; + store->used = 0; + store->refcount = 1; + return store; +} + + +static void +_save_reset_counters(struct gl_context *ctx) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + + save->prim = save->prim_store->buffer + save->prim_store->used; + save->buffer = save->vertex_store->buffer + save->vertex_store->used; + + assert(save->buffer == save->buffer_ptr); + + if (save->vertex_size) + save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) / + save->vertex_size); + else + save->max_vert = 0; + + save->vert_count = 0; + save->prim_count = 0; + save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used; + save->dangling_attr_ref = 0; +} + + +/** + * Insert the active immediate struct onto the display list currently + * being built. + */ +static void +_save_compile_vertex_list(struct gl_context *ctx) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + struct vbo_save_vertex_list *node; + + /* Allocate space for this structure in the display list currently + * being compiled. + */ + node = (struct vbo_save_vertex_list *) + _mesa_dlist_alloc(ctx, save->opcode_vertex_list, sizeof(*node)); + + if (!node) + return; + + /* Duplicate our template, increment refcounts to the storage structs: + */ + memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz)); + node->vertex_size = save->vertex_size; + node->buffer_offset = + (save->buffer - save->vertex_store->buffer) * sizeof(GLfloat); + node->count = save->vert_count; + node->wrap_count = save->copied.nr; + node->dangling_attr_ref = save->dangling_attr_ref; + node->prim = save->prim; + node->prim_count = save->prim_count; + node->vertex_store = save->vertex_store; + node->prim_store = save->prim_store; + + node->vertex_store->refcount++; + node->prim_store->refcount++; + + if (node->prim[0].no_current_update) { + node->current_size = 0; + node->current_data = NULL; + } + else { + node->current_size = node->vertex_size - node->attrsz[0]; + node->current_data = NULL; + + if (node->current_size) { + /* If the malloc fails, we just pull the data out of the VBO + * later instead. + */ + node->current_data = MALLOC(node->current_size * sizeof(GLfloat)); + if (node->current_data) { + const char *buffer = (const char *) save->vertex_store->buffer; + unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat); + unsigned vertex_offset = 0; + + if (node->count) + vertex_offset = + (node->count - 1) * node->vertex_size * sizeof(GLfloat); + + memcpy(node->current_data, + buffer + node->buffer_offset + vertex_offset + attr_offset, + node->current_size * sizeof(GLfloat)); + } + } + } + + assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->count == 0); + + if (save->dangling_attr_ref) + ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS; + + save->vertex_store->used += save->vertex_size * node->count; + save->prim_store->used += node->prim_count; + + /* Copy duplicated vertices + */ + save->copied.nr = _save_copy_vertices(ctx, node, save->buffer); + + /* Deal with GL_COMPILE_AND_EXECUTE: + */ + if (ctx->ExecuteFlag) { + struct _glapi_table *dispatch = GET_DISPATCH(); + + _glapi_set_dispatch(ctx->Exec); + + vbo_loopback_vertex_list(ctx, + (const GLfloat *) ((const char *) save-> + vertex_store->buffer + + node->buffer_offset), + node->attrsz, node->prim, node->prim_count, + node->wrap_count, node->vertex_size); + + _glapi_set_dispatch(dispatch); + } + + /* Decide whether the storage structs are full, or can be used for + * the next vertex lists as well. + */ + if (save->vertex_store->used > + VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) { + + /* Unmap old store: + */ + unmap_vertex_store(ctx, save->vertex_store); + + /* Release old reference: + */ + save->vertex_store->refcount--; + assert(save->vertex_store->refcount != 0); + save->vertex_store = NULL; + + /* Allocate and map new store: + */ + save->vertex_store = alloc_vertex_store(ctx); + save->buffer_ptr = map_vertex_store(ctx, save->vertex_store); + } + + if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) { + save->prim_store->refcount--; + assert(save->prim_store->refcount != 0); + save->prim_store = alloc_prim_store(ctx); + } + + /* Reset our structures for the next run of vertices: + */ + _save_reset_counters(ctx); +} + + +/** + * TODO -- If no new vertices have been stored, don't bother saving it. + */ +static void +_save_wrap_buffers(struct gl_context *ctx) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + GLint i = save->prim_count - 1; + GLenum mode; + GLboolean weak; + GLboolean no_current_update; + + assert(i < (GLint) save->prim_max); + assert(i >= 0); + + /* Close off in-progress primitive. + */ + save->prim[i].count = (save->vert_count - save->prim[i].start); + mode = save->prim[i].mode; + weak = save->prim[i].weak; + no_current_update = save->prim[i].no_current_update; + + /* store the copied vertices, and allocate a new list. + */ + _save_compile_vertex_list(ctx); + + /* Restart interrupted primitive + */ + save->prim[0].mode = mode; + save->prim[0].weak = weak; + save->prim[0].no_current_update = no_current_update; + save->prim[0].begin = 0; + save->prim[0].end = 0; + save->prim[0].pad = 0; + save->prim[0].start = 0; + save->prim[0].count = 0; + save->prim[0].num_instances = 1; + save->prim_count = 1; +} + + +/** + * Called only when buffers are wrapped as the result of filling the + * vertex_store struct. + */ +static void +_save_wrap_filled_vertex(struct gl_context *ctx) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + GLfloat *data = save->copied.buffer; + GLuint i; + + /* Emit a glEnd to close off the last vertex list. + */ + _save_wrap_buffers(ctx); + + /* Copy stored stored vertices to start of new list. + */ + assert(save->max_vert - save->vert_count > save->copied.nr); + + for (i = 0; i < save->copied.nr; i++) { + memcpy(save->buffer_ptr, data, save->vertex_size * sizeof(GLfloat)); + data += save->vertex_size; + save->buffer_ptr += save->vertex_size; + save->vert_count++; + } +} + + +static void +_save_copy_to_current(struct gl_context *ctx) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + GLuint i; + + for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) { + if (save->attrsz[i]) { + save->currentsz[i][0] = save->attrsz[i]; + COPY_CLEAN_4V(save->current[i], save->attrsz[i], save->attrptr[i]); + } + } +} + + +static void +_save_copy_from_current(struct gl_context *ctx) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + GLint i; + + for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) { + switch (save->attrsz[i]) { + case 4: + save->attrptr[i][3] = save->current[i][3]; + case 3: + save->attrptr[i][2] = save->current[i][2]; + case 2: + save->attrptr[i][1] = save->current[i][1]; + case 1: + save->attrptr[i][0] = save->current[i][0]; + case 0: + break; + } + } +} + + +/* Flush existing data, set new attrib size, replay copied vertices. + */ +static void +_save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + GLuint oldsz; + GLuint i; + GLfloat *tmp; + + /* Store the current run of vertices, and emit a GL_END. Emit a + * BEGIN in the new buffer. + */ + if (save->vert_count) + _save_wrap_buffers(ctx); + else + assert(save->copied.nr == 0); + + /* Do a COPY_TO_CURRENT to ensure back-copying works for the case + * when the attribute already exists in the vertex and is having + * its size increased. + */ + _save_copy_to_current(ctx); + + /* Fix up sizes: + */ + oldsz = save->attrsz[attr]; + save->attrsz[attr] = newsz; + + save->vertex_size += newsz - oldsz; + save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) / + save->vertex_size); + save->vert_count = 0; + + /* Recalculate all the attrptr[] values: + */ + for (i = 0, tmp = save->vertex; i < VBO_ATTRIB_MAX; i++) { + if (save->attrsz[i]) { + save->attrptr[i] = tmp; + tmp += save->attrsz[i]; + } + else { + save->attrptr[i] = NULL; /* will not be dereferenced. */ + } + } + + /* Copy from current to repopulate the vertex with correct values. + */ + _save_copy_from_current(ctx); + + /* Replay stored vertices to translate them to new format here. + * + * If there are copied vertices and the new (upgraded) attribute + * has not been defined before, this list is somewhat degenerate, + * and will need fixup at runtime. + */ + if (save->copied.nr) { + GLfloat *data = save->copied.buffer; + GLfloat *dest = save->buffer; + GLuint j; + + /* Need to note this and fix up at runtime (or loopback): + */ + if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) { + assert(oldsz == 0); + save->dangling_attr_ref = GL_TRUE; + } + + for (i = 0; i < save->copied.nr; i++) { + for (j = 0; j < VBO_ATTRIB_MAX; j++) { + if (save->attrsz[j]) { + if (j == attr) { + if (oldsz) { + COPY_CLEAN_4V(dest, oldsz, data); + data += oldsz; + dest += newsz; + } + else { + COPY_SZ_4V(dest, newsz, save->current[attr]); + dest += newsz; + } + } + else { + GLint sz = save->attrsz[j]; + COPY_SZ_4V(dest, sz, data); + data += sz; + dest += sz; + } + } + } + } + + save->buffer_ptr = dest; + save->vert_count += save->copied.nr; + } +} + + +static void +save_fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + + if (sz > save->attrsz[attr]) { + /* New size is larger. Need to flush existing vertices and get + * an enlarged vertex format. + */ + _save_upgrade_vertex(ctx, attr, sz); + } + else if (sz < save->active_sz[attr]) { + static GLfloat id[4] = { 0, 0, 0, 1 }; + GLuint i; + + /* New size is equal or smaller - just need to fill in some + * zeros. + */ + for (i = sz; i <= save->attrsz[attr]; i++) + save->attrptr[attr][i - 1] = id[i - 1]; + } + + save->active_sz[attr] = sz; +} + + +static void +_save_reset_vertex(struct gl_context *ctx) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + GLuint i; + + for (i = 0; i < VBO_ATTRIB_MAX; i++) { + save->attrsz[i] = 0; + save->active_sz[i] = 0; + } + + save->vertex_size = 0; +} + + + +#define ERROR(err) _mesa_compile_error(ctx, err, __FUNCTION__); + + +/* Only one size for each attribute may be active at once. Eg. if + * Color3f is installed/active, then Color4f may not be, even if the + * vertex actually contains 4 color coordinates. This is because the + * 3f version won't otherwise set color[3] to 1.0 -- this is the job + * of the chooser function when switching between Color4f and Color3f. + */ +#define ATTR(A, N, V0, V1, V2, V3) \ +do { \ + struct vbo_save_context *save = &vbo_context(ctx)->save; \ + \ + if (save->active_sz[A] != N) \ + save_fixup_vertex(ctx, A, N); \ + \ + { \ + GLfloat *dest = save->attrptr[A]; \ + if (N>0) dest[0] = V0; \ + if (N>1) dest[1] = V1; \ + if (N>2) dest[2] = V2; \ + if (N>3) dest[3] = V3; \ + } \ + \ + if ((A) == 0) { \ + GLuint i; \ + \ + for (i = 0; i < save->vertex_size; i++) \ + save->buffer_ptr[i] = save->vertex[i]; \ + \ + save->buffer_ptr += save->vertex_size; \ + \ + if (++save->vert_count >= save->max_vert) \ + _save_wrap_filled_vertex(ctx); \ + } \ +} while (0) + +#define TAG(x) _save_##x + +#include "vbo_attrib_tmp.h" + + + + +/* Cope with EvalCoord/CallList called within a begin/end object: + * -- Flush current buffer + * -- Fallback to opcodes for the rest of the begin/end object. + */ +static void +dlist_fallback(struct gl_context *ctx) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + + if (save->vert_count || save->prim_count) { + if (save->prim_count > 0) { + /* Close off in-progress primitive. */ + GLint i = save->prim_count - 1; + save->prim[i].count = save->vert_count - save->prim[i].start; + } + + /* Need to replay this display list with loopback, + * unfortunately, otherwise this primitive won't be handled + * properly: + */ + save->dangling_attr_ref = 1; + + _save_compile_vertex_list(ctx); + } + + _save_copy_to_current(ctx); + _save_reset_vertex(ctx); + _save_reset_counters(ctx); + _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); + ctx->Driver.SaveNeedFlush = 0; +} + + +static void GLAPIENTRY +_save_EvalCoord1f(GLfloat u) +{ + GET_CURRENT_CONTEXT(ctx); + dlist_fallback(ctx); + CALL_EvalCoord1f(ctx->Save, (u)); +} + +static void GLAPIENTRY +_save_EvalCoord1fv(const GLfloat * v) +{ + GET_CURRENT_CONTEXT(ctx); + dlist_fallback(ctx); + CALL_EvalCoord1fv(ctx->Save, (v)); +} + +static void GLAPIENTRY +_save_EvalCoord2f(GLfloat u, GLfloat v) +{ + GET_CURRENT_CONTEXT(ctx); + dlist_fallback(ctx); + CALL_EvalCoord2f(ctx->Save, (u, v)); +} + +static void GLAPIENTRY +_save_EvalCoord2fv(const GLfloat * v) +{ + GET_CURRENT_CONTEXT(ctx); + dlist_fallback(ctx); + CALL_EvalCoord2fv(ctx->Save, (v)); +} + +static void GLAPIENTRY +_save_EvalPoint1(GLint i) +{ + GET_CURRENT_CONTEXT(ctx); + dlist_fallback(ctx); + CALL_EvalPoint1(ctx->Save, (i)); +} + +static void GLAPIENTRY +_save_EvalPoint2(GLint i, GLint j) +{ + GET_CURRENT_CONTEXT(ctx); + dlist_fallback(ctx); + CALL_EvalPoint2(ctx->Save, (i, j)); +} + +static void GLAPIENTRY +_save_CallList(GLuint l) +{ + GET_CURRENT_CONTEXT(ctx); + dlist_fallback(ctx); + CALL_CallList(ctx->Save, (l)); +} + +static void GLAPIENTRY +_save_CallLists(GLsizei n, GLenum type, const GLvoid * v) +{ + GET_CURRENT_CONTEXT(ctx); + dlist_fallback(ctx); + CALL_CallLists(ctx->Save, (n, type, v)); +} + + + +/* This begin is hooked into ... Updating of + * ctx->Driver.CurrentSavePrimitive is already taken care of. + */ +GLboolean +vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + + GLuint i = save->prim_count++; + + assert(i < save->prim_max); + save->prim[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK; + save->prim[i].begin = 1; + save->prim[i].end = 0; + save->prim[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0; + save->prim[i].no_current_update = + (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0; + save->prim[i].pad = 0; + save->prim[i].start = save->vert_count; + save->prim[i].count = 0; + save->prim[i].num_instances = 1; + + _mesa_install_save_vtxfmt(ctx, &save->vtxfmt); + ctx->Driver.SaveNeedFlush = 1; + return GL_TRUE; +} + + +static void GLAPIENTRY +_save_End(void) +{ + GET_CURRENT_CONTEXT(ctx); + struct vbo_save_context *save = &vbo_context(ctx)->save; + GLint i = save->prim_count - 1; + + ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END; + save->prim[i].end = 1; + save->prim[i].count = (save->vert_count - save->prim[i].start); + + if (i == (GLint) save->prim_max - 1) { + _save_compile_vertex_list(ctx); + assert(save->copied.nr == 0); + } + + /* Swap out this vertex format while outside begin/end. Any color, + * etc. received between here and the next begin will be compiled + * as opcodes. + */ + _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); +} + + +/* These are all errors as this vtxfmt is only installed inside + * begin/end pairs. + */ +static void GLAPIENTRY +_save_DrawElements(GLenum mode, GLsizei count, GLenum type, + const GLvoid * indices) +{ + GET_CURRENT_CONTEXT(ctx); + (void) mode; + (void) count; + (void) type; + (void) indices; + _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawElements"); +} + + +static void GLAPIENTRY +_save_DrawRangeElements(GLenum mode, GLuint start, GLuint end, + GLsizei count, GLenum type, const GLvoid * indices) +{ + GET_CURRENT_CONTEXT(ctx); + (void) mode; + (void) start; + (void) end; + (void) count; + (void) type; + (void) indices; + _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements"); +} + + +static void GLAPIENTRY +_save_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, + const GLvoid * indices, GLint basevertex) +{ + GET_CURRENT_CONTEXT(ctx); + (void) mode; + (void) count; + (void) type; + (void) indices; + (void) basevertex; + _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawElements"); +} + + +static void GLAPIENTRY +_save_DrawRangeElementsBaseVertex(GLenum mode, + GLuint start, + GLuint end, + GLsizei count, + GLenum type, + const GLvoid * indices, GLint basevertex) +{ + GET_CURRENT_CONTEXT(ctx); + (void) mode; + (void) start; + (void) end; + (void) count; + (void) type; + (void) indices; + (void) basevertex; + _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements"); +} + + +static void GLAPIENTRY +_save_DrawArrays(GLenum mode, GLint start, GLsizei count) +{ + GET_CURRENT_CONTEXT(ctx); + (void) mode; + (void) start; + (void) count; + _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawArrays"); +} + + +static void GLAPIENTRY +_save_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) +{ + GET_CURRENT_CONTEXT(ctx); + (void) x1; + (void) y1; + (void) x2; + (void) y2; + _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glRectf"); +} + + +static void GLAPIENTRY +_save_EvalMesh1(GLenum mode, GLint i1, GLint i2) +{ + GET_CURRENT_CONTEXT(ctx); + (void) mode; + (void) i1; + (void) i2; + _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glEvalMesh1"); +} + + +static void GLAPIENTRY +_save_EvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2) +{ + GET_CURRENT_CONTEXT(ctx); + (void) mode; + (void) i1; + (void) i2; + (void) j1; + (void) j2; + _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glEvalMesh2"); +} + + +static void GLAPIENTRY +_save_Begin(GLenum mode) +{ + GET_CURRENT_CONTEXT(ctx); + (void) mode; + _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin"); +} + + +static void GLAPIENTRY +_save_PrimitiveRestartNV(void) +{ + GLenum curPrim; + GET_CURRENT_CONTEXT(ctx); + + curPrim = ctx->Driver.CurrentSavePrimitive; + + _save_End(); + _save_Begin(curPrim); +} + + +/* Unlike the functions above, these are to be hooked into the vtxfmt + * maintained in ctx->ListState, active when the list is known or + * suspected to be outside any begin/end primitive. + */ +static void GLAPIENTRY +_save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) +{ + GET_CURRENT_CONTEXT(ctx); + vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK); + CALL_Vertex2f(GET_DISPATCH(), (x1, y1)); + CALL_Vertex2f(GET_DISPATCH(), (x2, y1)); + CALL_Vertex2f(GET_DISPATCH(), (x2, y2)); + CALL_Vertex2f(GET_DISPATCH(), (x1, y2)); + CALL_End(GET_DISPATCH(), ()); +} + + +static void GLAPIENTRY +_save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count) +{ + GET_CURRENT_CONTEXT(ctx); + GLint i; + + if (!_mesa_validate_DrawArrays(ctx, mode, start, count)) + return; + + _ae_map_vbos(ctx); + + vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK + | VBO_SAVE_PRIM_NO_CURRENT_UPDATE)); + + for (i = 0; i < count; i++) + CALL_ArrayElement(GET_DISPATCH(), (start + i)); + CALL_End(GET_DISPATCH(), ()); + + _ae_unmap_vbos(ctx); +} + + +/* Could do better by copying the arrays and element list intact and + * then emitting an indexed prim at runtime. + */ +static void GLAPIENTRY +_save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type, + const GLvoid * indices) +{ + GET_CURRENT_CONTEXT(ctx); + GLint i; + + if (!_mesa_validate_DrawElements(ctx, mode, count, type, indices, 0)) + return; + + _ae_map_vbos(ctx); + + if (_mesa_is_bufferobj(ctx->Array.ElementArrayBufferObj)) + indices = + ADD_POINTERS(ctx->Array.ElementArrayBufferObj->Pointer, indices); + + vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK | + VBO_SAVE_PRIM_NO_CURRENT_UPDATE)); + + switch (type) { + case GL_UNSIGNED_BYTE: + for (i = 0; i < count; i++) + CALL_ArrayElement(GET_DISPATCH(), (((GLubyte *) indices)[i])); + break; + case GL_UNSIGNED_SHORT: + for (i = 0; i < count; i++) + CALL_ArrayElement(GET_DISPATCH(), (((GLushort *) indices)[i])); + break; + case GL_UNSIGNED_INT: + for (i = 0; i < count; i++) + CALL_ArrayElement(GET_DISPATCH(), (((GLuint *) indices)[i])); + break; + default: + _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)"); + break; + } + + CALL_End(GET_DISPATCH(), ()); + + _ae_unmap_vbos(ctx); +} + + +static void GLAPIENTRY +_save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end, + GLsizei count, GLenum type, + const GLvoid * indices) +{ + GET_CURRENT_CONTEXT(ctx); + if (_mesa_validate_DrawRangeElements(ctx, mode, + start, end, count, type, indices, 0)) { + _save_OBE_DrawElements(mode, count, type, indices); + } +} + + +static void +_save_vtxfmt_init(struct gl_context *ctx) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + GLvertexformat *vfmt = &save->vtxfmt; + + _MESA_INIT_ARRAYELT_VTXFMT(vfmt, _ae_); + + vfmt->Begin = _save_Begin; + vfmt->Color3f = _save_Color3f; + vfmt->Color3fv = _save_Color3fv; + vfmt->Color4f = _save_Color4f; + vfmt->Color4fv = _save_Color4fv; + vfmt->EdgeFlag = _save_EdgeFlag; + vfmt->End = _save_End; + vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV; + vfmt->FogCoordfEXT = _save_FogCoordfEXT; + vfmt->FogCoordfvEXT = _save_FogCoordfvEXT; + vfmt->Indexf = _save_Indexf; + vfmt->Indexfv = _save_Indexfv; + vfmt->Materialfv = _save_Materialfv; + vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f; + vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv; + vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f; + vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv; + vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f; + vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv; + vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f; + vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv; + vfmt->Normal3f = _save_Normal3f; + vfmt->Normal3fv = _save_Normal3fv; + vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT; + vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT; + vfmt->TexCoord1f = _save_TexCoord1f; + vfmt->TexCoord1fv = _save_TexCoord1fv; + vfmt->TexCoord2f = _save_TexCoord2f; + vfmt->TexCoord2fv = _save_TexCoord2fv; + vfmt->TexCoord3f = _save_TexCoord3f; + vfmt->TexCoord3fv = _save_TexCoord3fv; + vfmt->TexCoord4f = _save_TexCoord4f; + vfmt->TexCoord4fv = _save_TexCoord4fv; + vfmt->Vertex2f = _save_Vertex2f; + vfmt->Vertex2fv = _save_Vertex2fv; + vfmt->Vertex3f = _save_Vertex3f; + vfmt->Vertex3fv = _save_Vertex3fv; + vfmt->Vertex4f = _save_Vertex4f; + vfmt->Vertex4fv = _save_Vertex4fv; + vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB; + vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB; + vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB; + vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB; + vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB; + vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB; + vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB; + vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB; + + vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV; + vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV; + vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV; + vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV; + vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV; + vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV; + vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV; + vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV; + + /* integer-valued */ + vfmt->VertexAttribI1i = _save_VertexAttribI1i; + vfmt->VertexAttribI2i = _save_VertexAttribI2i; + vfmt->VertexAttribI3i = _save_VertexAttribI3i; + vfmt->VertexAttribI4i = _save_VertexAttribI4i; + vfmt->VertexAttribI2iv = _save_VertexAttribI2iv; + vfmt->VertexAttribI3iv = _save_VertexAttribI3iv; + vfmt->VertexAttribI4iv = _save_VertexAttribI4iv; + + /* unsigned integer-valued */ + vfmt->VertexAttribI1ui = _save_VertexAttribI1ui; + vfmt->VertexAttribI2ui = _save_VertexAttribI2ui; + vfmt->VertexAttribI3ui = _save_VertexAttribI3ui; + vfmt->VertexAttribI4ui = _save_VertexAttribI4ui; + vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv; + vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv; + vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv; + + vfmt->VertexP2ui = _save_VertexP2ui; + vfmt->VertexP3ui = _save_VertexP3ui; + vfmt->VertexP4ui = _save_VertexP4ui; + vfmt->VertexP2uiv = _save_VertexP2uiv; + vfmt->VertexP3uiv = _save_VertexP3uiv; + vfmt->VertexP4uiv = _save_VertexP4uiv; + + vfmt->TexCoordP1ui = _save_TexCoordP1ui; + vfmt->TexCoordP2ui = _save_TexCoordP2ui; + vfmt->TexCoordP3ui = _save_TexCoordP3ui; + vfmt->TexCoordP4ui = _save_TexCoordP4ui; + vfmt->TexCoordP1uiv = _save_TexCoordP1uiv; + vfmt->TexCoordP2uiv = _save_TexCoordP2uiv; + vfmt->TexCoordP3uiv = _save_TexCoordP3uiv; + vfmt->TexCoordP4uiv = _save_TexCoordP4uiv; + + vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui; + vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui; + vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui; + vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui; + vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv; + vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv; + vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv; + vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv; + + vfmt->NormalP3ui = _save_NormalP3ui; + vfmt->NormalP3uiv = _save_NormalP3uiv; + + vfmt->ColorP3ui = _save_ColorP3ui; + vfmt->ColorP4ui = _save_ColorP4ui; + vfmt->ColorP3uiv = _save_ColorP3uiv; + vfmt->ColorP4uiv = _save_ColorP4uiv; + + vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui; + vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv; + + vfmt->VertexAttribP1ui = _save_VertexAttribP1ui; + vfmt->VertexAttribP2ui = _save_VertexAttribP2ui; + vfmt->VertexAttribP3ui = _save_VertexAttribP3ui; + vfmt->VertexAttribP4ui = _save_VertexAttribP4ui; + + vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv; + vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv; + vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv; + vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv; + + /* This will all require us to fallback to saving the list as opcodes: + */ + _MESA_INIT_DLIST_VTXFMT(vfmt, _save_); /* inside begin/end */ + + _MESA_INIT_EVAL_VTXFMT(vfmt, _save_); + + /* These are all errors as we at least know we are in some sort of + * begin/end pair: + */ + vfmt->Begin = _save_Begin; + vfmt->Rectf = _save_Rectf; + vfmt->DrawArrays = _save_DrawArrays; + vfmt->DrawElements = _save_DrawElements; + vfmt->DrawRangeElements = _save_DrawRangeElements; + vfmt->DrawElementsBaseVertex = _save_DrawElementsBaseVertex; + vfmt->DrawRangeElementsBaseVertex = _save_DrawRangeElementsBaseVertex; + /* Loops back into vfmt->DrawElements */ + vfmt->MultiDrawElementsEXT = _mesa_noop_MultiDrawElements; + vfmt->MultiDrawElementsBaseVertex = _mesa_noop_MultiDrawElementsBaseVertex; +} + + +void +vbo_save_SaveFlushVertices(struct gl_context *ctx) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + + /* Noop when we are actually active: + */ + if (ctx->Driver.CurrentSavePrimitive == PRIM_INSIDE_UNKNOWN_PRIM || + ctx->Driver.CurrentSavePrimitive <= GL_POLYGON) + return; + + if (save->vert_count || save->prim_count) + _save_compile_vertex_list(ctx); + + _save_copy_to_current(ctx); + _save_reset_vertex(ctx); + _save_reset_counters(ctx); + ctx->Driver.SaveNeedFlush = 0; +} + + +void +vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + + (void) list; + (void) mode; + + if (!save->prim_store) + save->prim_store = alloc_prim_store(ctx); + + if (!save->vertex_store) + save->vertex_store = alloc_vertex_store(ctx); + + save->buffer_ptr = map_vertex_store(ctx, save->vertex_store); + + _save_reset_vertex(ctx); + _save_reset_counters(ctx); + ctx->Driver.SaveNeedFlush = 0; +} + + +void +vbo_save_EndList(struct gl_context *ctx) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + + /* EndList called inside a (saved) Begin/End pair? + */ + if (ctx->Driver.CurrentSavePrimitive != PRIM_OUTSIDE_BEGIN_END) { + + if (save->prim_count > 0) { + GLint i = save->prim_count - 1; + ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END; + save->prim[i].end = 0; + save->prim[i].count = (save->vert_count - save->prim[i].start); + } + + /* Make sure this vertex list gets replayed by the "loopback" + * mechanism: + */ + save->dangling_attr_ref = 1; + vbo_save_SaveFlushVertices(ctx); + + /* Swap out this vertex format while outside begin/end. Any color, + * etc. received between here and the next begin will be compiled + * as opcodes. + */ + _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); + } + + unmap_vertex_store(ctx, save->vertex_store); + + assert(save->vertex_size == 0); +} + + +void +vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + save->replay_flags |= dlist->Flags; +} + + +void +vbo_save_EndCallList(struct gl_context *ctx) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + + if (ctx->ListState.CallDepth == 1) { + /* This is correct: want to keep only the VBO_SAVE_FALLBACK + * flag, if it is set: + */ + save->replay_flags &= VBO_SAVE_FALLBACK; + } +} + + +static void +vbo_destroy_vertex_list(struct gl_context *ctx, void *data) +{ + struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data; + (void) ctx; + + if (--node->vertex_store->refcount == 0) + free_vertex_store(ctx, node->vertex_store); + + if (--node->prim_store->refcount == 0) + FREE(node->prim_store); + + if (node->current_data) { + FREE(node->current_data); + node->current_data = NULL; + } +} + + +static void +vbo_print_vertex_list(struct gl_context *ctx, void *data) +{ + struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data; + GLuint i; + (void) ctx; + + printf("VBO-VERTEX-LIST, %u vertices %d primitives, %d vertsize\n", + node->count, node->prim_count, node->vertex_size); + + for (i = 0; i < node->prim_count; i++) { + struct _mesa_prim *prim = &node->prim[i]; + _mesa_debug(NULL, " prim %d: %s%s %d..%d %s %s\n", + i, + _mesa_lookup_prim_by_nr(prim->mode), + prim->weak ? " (weak)" : "", + prim->start, + prim->start + prim->count, + (prim->begin) ? "BEGIN" : "(wrap)", + (prim->end) ? "END" : "(wrap)"); + } +} + + +static void +_save_current_init(struct gl_context *ctx) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + GLint i; + + for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) { + const GLuint j = i - VBO_ATTRIB_POS; + ASSERT(j < VERT_ATTRIB_MAX); + save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j]; + save->current[i] = ctx->ListState.CurrentAttrib[j]; + } + + for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) { + const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL; + ASSERT(j < MAT_ATTRIB_MAX); + save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j]; + save->current[i] = ctx->ListState.CurrentMaterial[j]; + } +} + + +/** + * Initialize the display list compiler + */ +void +vbo_save_api_init(struct vbo_save_context *save) +{ + struct gl_context *ctx = save->ctx; + GLuint i; + + save->opcode_vertex_list = + _mesa_dlist_alloc_opcode(ctx, + sizeof(struct vbo_save_vertex_list), + vbo_save_playback_vertex_list, + vbo_destroy_vertex_list, + vbo_print_vertex_list); + + ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin; + + _save_vtxfmt_init(ctx); + _save_current_init(ctx); + + /* These will actually get set again when binding/drawing */ + for (i = 0; i < VBO_ATTRIB_MAX; i++) + save->inputs[i] = &save->arrays[i]; + + /* Hook our array functions into the outside-begin-end vtxfmt in + * ctx->ListState. + */ + ctx->ListState.ListVtxfmt.Rectf = _save_OBE_Rectf; + ctx->ListState.ListVtxfmt.DrawArrays = _save_OBE_DrawArrays; + ctx->ListState.ListVtxfmt.DrawElements = _save_OBE_DrawElements; + ctx->ListState.ListVtxfmt.DrawRangeElements = _save_OBE_DrawRangeElements; + /* loops back into _save_OBE_DrawElements */ + ctx->ListState.ListVtxfmt.MultiDrawElementsEXT = + _mesa_noop_MultiDrawElements; + ctx->ListState.ListVtxfmt.MultiDrawElementsBaseVertex = + _mesa_noop_MultiDrawElementsBaseVertex; + _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt); +} + + +#endif /* FEATURE_dlist */ |