diff options
Diffstat (limited to 'mesalib/src/mesa/vbo/vbo_save_api.c')
-rw-r--r-- | mesalib/src/mesa/vbo/vbo_save_api.c | 2804 |
1 files changed, 1402 insertions, 1402 deletions
diff --git a/mesalib/src/mesa/vbo/vbo_save_api.c b/mesalib/src/mesa/vbo/vbo_save_api.c index ad36e9332..a4b728e79 100644 --- a/mesalib/src/mesa/vbo/vbo_save_api.c +++ b/mesalib/src/mesa/vbo/vbo_save_api.c @@ -1,1402 +1,1402 @@ -/************************************************************************** - -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; - - /* 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;
+
+ /* 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 */
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