From 807c6931fe683fd844ceec1b023232181e6aae03 Mon Sep 17 00:00:00 2001 From: marha Date: Tue, 28 Dec 2010 16:10:20 +0000 Subject: xserver and mesa git update 28-12-2010 --- mesalib/src/mesa/vbo/vbo_save_api.c | 2579 ++++++++++++++++++----------------- 1 file changed, 1309 insertions(+), 1270 deletions(-) (limited to 'mesalib/src/mesa/vbo/vbo_save_api.c') diff --git a/mesalib/src/mesa/vbo/vbo_save_api.c b/mesalib/src/mesa/vbo/vbo_save_api.c index c3727cb52..7c928820a 100644 --- a/mesalib/src/mesa/vbo/vbo_save_api.c +++ b/mesalib/src/mesa/vbo/vbo_save_api.c @@ -1,1270 +1,1309 @@ -/************************************************************************** - -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 - */ - - - -/* 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/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( GLcontext *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( GLcontext *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( GLcontext *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( GLcontext *ctx, struct vbo_save_vertex_store *vertex_store ) -{ - assert(vertex_store->bufferobj); - assert(!vertex_store->buffer); - vertex_store->buffer = (GLfloat *)ctx->Driver.MapBuffer(ctx, - GL_ARRAY_BUFFER_ARB, /* not used */ - GL_WRITE_ONLY, /* not used */ - vertex_store->bufferobj); - - assert(vertex_store->buffer); - return vertex_store->buffer + vertex_store->used; -} - -static void unmap_vertex_store( GLcontext *ctx, struct vbo_save_vertex_store *vertex_store ) -{ - ctx->Driver.UnmapBuffer( ctx, GL_ARRAY_BUFFER_ARB, vertex_store->bufferobj ); - vertex_store->buffer = NULL; -} - - -static struct vbo_save_primitive_store *alloc_prim_store( GLcontext *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( GLcontext *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( GLcontext *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++; - - - 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( GLcontext *ctx ) -{ - struct vbo_save_context *save = &vbo_context(ctx)->save; - GLint i = save->prim_count - 1; - GLenum mode; - GLboolean weak; - - 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; - - /* 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].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( GLcontext *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( GLcontext *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( GLcontext *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( GLcontext *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( GLcontext *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( GLcontext *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() _mesa_compile_error( ctx, GL_INVALID_ENUM, __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 DO_FALLBACK( GLcontext *ctx ) -{ - struct vbo_save_context *save = &vbo_context(ctx)->save; - - if (save->vert_count || save->prim_count) { - GLint i = save->prim_count - 1; - - /* Close off in-progress primitive. - */ - 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); - DO_FALLBACK(ctx); - ctx->Save->EvalCoord1f( u ); -} - -static void GLAPIENTRY _save_EvalCoord1fv( const GLfloat *v ) -{ - GET_CURRENT_CONTEXT(ctx); - DO_FALLBACK(ctx); - ctx->Save->EvalCoord1fv( v ); -} - -static void GLAPIENTRY _save_EvalCoord2f( GLfloat u, GLfloat v ) -{ - GET_CURRENT_CONTEXT(ctx); - DO_FALLBACK(ctx); - ctx->Save->EvalCoord2f( u, v ); -} - -static void GLAPIENTRY _save_EvalCoord2fv( const GLfloat *v ) -{ - GET_CURRENT_CONTEXT(ctx); - DO_FALLBACK(ctx); - ctx->Save->EvalCoord2fv( v ); -} - -static void GLAPIENTRY _save_EvalPoint1( GLint i ) -{ - GET_CURRENT_CONTEXT(ctx); - DO_FALLBACK(ctx); - ctx->Save->EvalPoint1( i ); -} - -static void GLAPIENTRY _save_EvalPoint2( GLint i, GLint j ) -{ - GET_CURRENT_CONTEXT(ctx); - DO_FALLBACK(ctx); - ctx->Save->EvalPoint2( i, j ); -} - -static void GLAPIENTRY _save_CallList( GLuint l ) -{ - GET_CURRENT_CONTEXT(ctx); - DO_FALLBACK(ctx); - ctx->Save->CallList( l ); -} - -static void GLAPIENTRY _save_CallLists( GLsizei n, GLenum type, const GLvoid *v ) -{ - GET_CURRENT_CONTEXT(ctx); - DO_FALLBACK(ctx); - ctx->Save->CallLists( n, type, v ); -} - - - - -/* This begin is hooked into ... Updating of - * ctx->Driver.CurrentSavePrimitive is already taken care of. - */ -GLboolean vbo_save_NotifyBegin( GLcontext *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_WEAK; - save->prim[i].begin = 1; - save->prim[i].end = 0; - save->prim[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 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" ); -} - - -/* 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 ); - - 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 ); - - 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( GLcontext *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->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; - - /* 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( GLcontext *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( GLcontext *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( GLcontext *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( GLcontext *ctx, struct gl_display_list *dlist ) -{ - struct vbo_save_context *save = &vbo_context(ctx)->save; - save->replay_flags |= dlist->Flags; -} - -void vbo_save_EndCallList( GLcontext *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( GLcontext *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( GLcontext *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( GLcontext *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 ) -{ - GLcontext *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 + */ + + + +/* 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/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.MapBuffer(ctx, + GL_ARRAY_BUFFER_ARB, /* not used */ + GL_WRITE_ONLY, /* 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, GL_ARRAY_BUFFER_ARB, 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() _mesa_compile_error( ctx, GL_INVALID_ENUM, __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 DO_FALLBACK( struct gl_context *ctx ) +{ + struct vbo_save_context *save = &vbo_context(ctx)->save; + + if (save->vert_count || save->prim_count) { + GLint i = save->prim_count - 1; + + /* Close off in-progress primitive. + */ + 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); + DO_FALLBACK(ctx); + CALL_EvalCoord1f(ctx->Save, (u)); +} + +static void GLAPIENTRY _save_EvalCoord1fv( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT(ctx); + DO_FALLBACK(ctx); + CALL_EvalCoord1fv(ctx->Save, (v)); +} + +static void GLAPIENTRY _save_EvalCoord2f( GLfloat u, GLfloat v ) +{ + GET_CURRENT_CONTEXT(ctx); + DO_FALLBACK(ctx); + CALL_EvalCoord2f(ctx->Save, (u, v)); +} + +static void GLAPIENTRY _save_EvalCoord2fv( const GLfloat *v ) +{ + GET_CURRENT_CONTEXT(ctx); + DO_FALLBACK(ctx); + CALL_EvalCoord2fv(ctx->Save, (v)); +} + +static void GLAPIENTRY _save_EvalPoint1( GLint i ) +{ + GET_CURRENT_CONTEXT(ctx); + DO_FALLBACK(ctx); + CALL_EvalPoint1(ctx->Save, (i)); +} + +static void GLAPIENTRY _save_EvalPoint2( GLint i, GLint j ) +{ + GET_CURRENT_CONTEXT(ctx); + DO_FALLBACK(ctx); + CALL_EvalPoint2(ctx->Save, (i, j)); +} + +static void GLAPIENTRY _save_CallList( GLuint l ) +{ + GET_CURRENT_CONTEXT(ctx); + DO_FALLBACK(ctx); + CALL_CallList(ctx->Save, (l)); +} + +static void GLAPIENTRY _save_CallLists( GLsizei n, GLenum type, const GLvoid *v ) +{ + GET_CURRENT_CONTEXT(ctx); + DO_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 */ -- cgit v1.2.3