1 /**************************************************************************
2
3 Copyright 2002-2008 VMware, Inc.
4
5 All Rights Reserved.
6
7 Permission is hereby granted, free of charge, to any person obtaining a
8 copy of this software and associated documentation files (the "Software"),
9 to deal in the Software without restriction, including without limitation
10 on the rights to use, copy, modify, merge, publish, distribute, sub
11 license, and/or sell copies of the Software, and to permit persons to whom
12 the Software is furnished to do so, subject to the following conditions:
13
14 The above copyright notice and this permission notice (including the next
15 paragraph) shall be included in all copies or substantial portions of the
16 Software.
17
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21 VMWARE AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
22 DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23 OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24 USE OR OTHER DEALINGS IN THE SOFTWARE.
25
26 **************************************************************************/
27
28 /*
29 * Authors:
30 * Keith Whitwell <keithw@vmware.com>
31 */
32
33
34
35 /* Display list compiler attempts to store lists of vertices with the
36 * same vertex layout. Additionally it attempts to minimize the need
37 * for execute-time fixup of these vertex lists, allowing them to be
38 * cached on hardware.
39 *
40 * There are still some circumstances where this can be thwarted, for
41 * example by building a list that consists of one very long primitive
42 * (eg Begin(Triangles), 1000 vertices, End), and calling that list
43 * from inside a different begin/end object (Begin(Lines), CallList,
44 * End).
45 *
46 * In that case the code will have to replay the list as individual
47 * commands through the Exec dispatch table, or fix up the copied
48 * vertices at execute-time.
49 *
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
52 * Begin(Lines)
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
55 * End()
56 *
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
59 *
60 *
61 * The list compiler currently doesn't attempt to compile lists
62 * containing EvalCoord or EvalPoint commands. On encountering one of
63 * these, compilation falls back to opcodes.
64 *
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
67 *
68 * The compilation process works as follows. All vertex attributes
69 * except position are copied to vbo_save_context::attrptr (see ATTR_UNION).
70 * 'attrptr' are pointers to vbo_save_context::vertex ordered according to the enabled
71 * attributes (se upgrade_vertex).
72 * When the position attribute is received, all the attributes are then
73 * copied to the vertex_store (see the end of ATTR_UNION).
74 * The vertex_store is simply an extensible float array.
75 * When the vertex list needs to be compiled (see compile_vertex_list),
76 * several transformations are performed:
77 * - some primitives are merged together (eg: two consecutive GL_TRIANGLES
78 * with 3 vertices can be merged in a single GL_TRIANGLES with 6 vertices).
79 * - an index buffer is built.
80 * - identical vertices are detected and only one is kept.
81 * At the end of this transformation, the index buffer and the vertex buffer
82 * are uploaded in vRAM in the same buffer object.
83 * This buffer object is shared between multiple display list to allow
84 * draw calls merging later.
85 *
86 * The layout of this buffer for two display lists is:
87 * V0A0|V0A1|V1A0|V1A1|P0I0|P0I1|V0A0V0A1V0A2|V1A1V1A1V1A2|...
88 * ` new list starts
89 * - VxAy: vertex x, attributes y
90 * - PxIy: draw x, index y
91 *
92 * To allow draw call merging, display list must use the same VAO, including
93 * the same Offset in the buffer object. To achieve this, the start values of
94 * the primitive are shifted and the indices adjusted (see offset_diff and
95 * start_offset in compile_vertex_list).
96 *
97 * Display list using the loopback code (see vbo_save_playback_vertex_list_loopback),
98 * can't be drawn with an index buffer so this transformation is disabled
99 * in this case.
100 */
101
102
103 #include "main/glheader.h"
104 #include "main/arrayobj.h"
105 #include "main/bufferobj.h"
106 #include "main/context.h"
107 #include "main/dlist.h"
108 #include "main/enums.h"
109 #include "main/eval.h"
110 #include "main/macros.h"
111 #include "main/draw_validate.h"
112 #include "main/api_arrayelt.h"
113 #include "main/vtxfmt.h"
114 #include "main/dispatch.h"
115 #include "main/state.h"
116 #include "main/varray.h"
117 #include "util/bitscan.h"
118 #include "util/u_memory.h"
119 #include "util/hash_table.h"
120
121 #include "gallium/include/pipe/p_state.h"
122
123 #include "vbo_noop.h"
124 #include "vbo_private.h"
125
126
127 #ifdef ERROR
128 #undef ERROR
129 #endif
130
131 /* An interesting VBO number/name to help with debugging */
132 #define VBO_BUF_ID 12345
133
134 static void GLAPIENTRY
135 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params);
136
137 static void GLAPIENTRY
138 _save_EvalCoord1f(GLfloat u);
139
140 static void GLAPIENTRY
141 _save_EvalCoord2f(GLfloat u, GLfloat v);
142
143 static void
handle_out_of_memory(struct gl_context * ctx)144 handle_out_of_memory(struct gl_context *ctx)
145 {
146 struct vbo_save_context *save = &vbo_context(ctx)->save;
147 _mesa_noop_vtxfmt_init(ctx, &save->vtxfmt);
148 save->out_of_memory = true;
149 }
150
151 /*
152 * NOTE: Old 'parity' issue is gone, but copying can still be
153 * wrong-footed on replay.
154 */
155 static GLuint
copy_vertices(struct gl_context * ctx,const struct vbo_save_vertex_list * node,const fi_type * src_buffer)156 copy_vertices(struct gl_context *ctx,
157 const struct vbo_save_vertex_list *node,
158 const fi_type * src_buffer)
159 {
160 struct vbo_save_context *save = &vbo_context(ctx)->save;
161 struct _mesa_prim *prim = &node->cold->prims[node->cold->prim_count - 1];
162 GLuint sz = save->vertex_size;
163
164 if (prim->end || !prim->count || !sz)
165 return 0;
166
167 const fi_type *src = src_buffer + prim->start * sz;
168 assert(save->copied.buffer == NULL);
169 save->copied.buffer = malloc(sizeof(fi_type) * sz * prim->count);
170
171 unsigned r = vbo_copy_vertices(ctx, prim->mode, prim->start, &prim->count,
172 prim->begin, sz, true, save->copied.buffer, src);
173 if (!r) {
174 free(save->copied.buffer);
175 save->copied.buffer = NULL;
176 }
177 return r;
178 }
179
180
181 static struct vbo_save_primitive_store *
realloc_prim_store(struct vbo_save_primitive_store * store,int prim_count)182 realloc_prim_store(struct vbo_save_primitive_store *store, int prim_count)
183 {
184 if (store == NULL)
185 store = CALLOC_STRUCT(vbo_save_primitive_store);
186
187 uint32_t old_size = store->size;
188 store->size = prim_count;
189 assert (old_size < store->size);
190 store->prims = realloc(store->prims, store->size * sizeof(struct _mesa_prim));
191 memset(&store->prims[old_size], 0, (store->size - old_size) * sizeof(struct _mesa_prim));
192
193 return store;
194 }
195
196
197 static void
reset_counters(struct gl_context * ctx)198 reset_counters(struct gl_context *ctx)
199 {
200 struct vbo_save_context *save = &vbo_context(ctx)->save;
201
202 save->vertex_store->used = 0;
203 save->prim_store->used = 0;
204 save->dangling_attr_ref = GL_FALSE;
205 }
206
207 /**
208 * For a list of prims, try merging prims that can just be extensions of the
209 * previous prim.
210 */
211 static void
merge_prims(struct gl_context * ctx,struct _mesa_prim * prim_list,GLuint * prim_count)212 merge_prims(struct gl_context *ctx, struct _mesa_prim *prim_list,
213 GLuint *prim_count)
214 {
215 GLuint i;
216 struct _mesa_prim *prev_prim = prim_list;
217
218 for (i = 1; i < *prim_count; i++) {
219 struct _mesa_prim *this_prim = prim_list + i;
220
221 vbo_try_prim_conversion(&this_prim->mode, &this_prim->count);
222
223 if (vbo_merge_draws(ctx, true,
224 prev_prim->mode, this_prim->mode,
225 prev_prim->start, this_prim->start,
226 &prev_prim->count, this_prim->count,
227 prev_prim->basevertex, this_prim->basevertex,
228 &prev_prim->end,
229 this_prim->begin, this_prim->end)) {
230 /* We've found a prim that just extend the previous one. Tack it
231 * onto the previous one, and let this primitive struct get dropped.
232 */
233 continue;
234 }
235
236 /* If any previous primitives have been dropped, then we need to copy
237 * this later one into the next available slot.
238 */
239 prev_prim++;
240 if (prev_prim != this_prim)
241 *prev_prim = *this_prim;
242 }
243
244 *prim_count = prev_prim - prim_list + 1;
245 }
246
247
248 /**
249 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
250 * don't have to worry about handling the _mesa_prim::begin/end flags.
251 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
252 */
253 static void
convert_line_loop_to_strip(struct vbo_save_context * save,struct vbo_save_vertex_list * node)254 convert_line_loop_to_strip(struct vbo_save_context *save,
255 struct vbo_save_vertex_list *node)
256 {
257 struct _mesa_prim *prim = &node->cold->prims[node->cold->prim_count - 1];
258
259 assert(prim->mode == GL_LINE_LOOP);
260
261 if (prim->end) {
262 /* Copy the 0th vertex to end of the buffer and extend the
263 * vertex count by one to finish the line loop.
264 */
265 const GLuint sz = save->vertex_size;
266 /* 0th vertex: */
267 const fi_type *src = save->vertex_store->buffer_in_ram + prim->start * sz;
268 /* end of buffer: */
269 fi_type *dst = save->vertex_store->buffer_in_ram + (prim->start + prim->count) * sz;
270
271 memcpy(dst, src, sz * sizeof(float));
272
273 prim->count++;
274 node->cold->vertex_count++;
275 save->vertex_store->used += sz;
276 }
277
278 if (!prim->begin) {
279 /* Drawing the second or later section of a long line loop.
280 * Skip the 0th vertex.
281 */
282 prim->start++;
283 prim->count--;
284 }
285
286 prim->mode = GL_LINE_STRIP;
287 }
288
289
290 /* Compare the present vao if it has the same setup. */
291 static bool
compare_vao(gl_vertex_processing_mode mode,const struct gl_vertex_array_object * vao,const struct gl_buffer_object * bo,GLintptr buffer_offset,GLuint stride,GLbitfield64 vao_enabled,const GLubyte size[VBO_ATTRIB_MAX],const GLenum16 type[VBO_ATTRIB_MAX],const GLuint offset[VBO_ATTRIB_MAX])292 compare_vao(gl_vertex_processing_mode mode,
293 const struct gl_vertex_array_object *vao,
294 const struct gl_buffer_object *bo, GLintptr buffer_offset,
295 GLuint stride, GLbitfield64 vao_enabled,
296 const GLubyte size[VBO_ATTRIB_MAX],
297 const GLenum16 type[VBO_ATTRIB_MAX],
298 const GLuint offset[VBO_ATTRIB_MAX])
299 {
300 if (!vao)
301 return false;
302
303 /* If the enabled arrays are not the same we are not equal. */
304 if (vao_enabled != vao->Enabled)
305 return false;
306
307 /* Check the buffer binding at 0 */
308 if (vao->BufferBinding[0].BufferObj != bo)
309 return false;
310 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
311 if (vao->BufferBinding[0].Stride != stride)
312 return false;
313 assert(vao->BufferBinding[0].InstanceDivisor == 0);
314
315 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
316 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
317
318 /* Now check the enabled arrays */
319 GLbitfield mask = vao_enabled;
320 while (mask) {
321 const int attr = u_bit_scan(&mask);
322 const unsigned char vbo_attr = vao_to_vbo_map[attr];
323 const GLenum16 tp = type[vbo_attr];
324 const GLintptr off = offset[vbo_attr] + buffer_offset;
325 const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
326 if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
327 return false;
328 if (attrib->Format.Type != tp)
329 return false;
330 if (attrib->Format.Size != size[vbo_attr])
331 return false;
332 assert(attrib->Format.Format == GL_RGBA);
333 assert(attrib->Format.Normalized == GL_FALSE);
334 assert(attrib->Format.Integer == vbo_attrtype_to_integer_flag(tp));
335 assert(attrib->Format.Doubles == vbo_attrtype_to_double_flag(tp));
336 assert(attrib->BufferBindingIndex == 0);
337 }
338
339 return true;
340 }
341
342
343 /* Create or reuse the vao for the vertex processing mode. */
344 static void
update_vao(struct gl_context * ctx,gl_vertex_processing_mode mode,struct gl_vertex_array_object ** vao,struct gl_buffer_object * bo,GLintptr buffer_offset,GLuint stride,GLbitfield64 vbo_enabled,const GLubyte size[VBO_ATTRIB_MAX],const GLenum16 type[VBO_ATTRIB_MAX],const GLuint offset[VBO_ATTRIB_MAX])345 update_vao(struct gl_context *ctx,
346 gl_vertex_processing_mode mode,
347 struct gl_vertex_array_object **vao,
348 struct gl_buffer_object *bo, GLintptr buffer_offset,
349 GLuint stride, GLbitfield64 vbo_enabled,
350 const GLubyte size[VBO_ATTRIB_MAX],
351 const GLenum16 type[VBO_ATTRIB_MAX],
352 const GLuint offset[VBO_ATTRIB_MAX])
353 {
354 /* Compute the bitmasks of vao_enabled arrays */
355 GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
356
357 /*
358 * Check if we can possibly reuse the exisiting one.
359 * In the long term we should reset them when something changes.
360 */
361 if (compare_vao(mode, *vao, bo, buffer_offset, stride,
362 vao_enabled, size, type, offset))
363 return;
364
365 /* The initial refcount is 1 */
366 _mesa_reference_vao(ctx, vao, NULL);
367 *vao = _mesa_new_vao(ctx, ~((GLuint)0));
368
369 /*
370 * assert(stride <= ctx->Const.MaxVertexAttribStride);
371 * MaxVertexAttribStride is not set for drivers that does not
372 * expose GL 44 or GLES 31.
373 */
374
375 /* Bind the buffer object at binding point 0 */
376 _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride, false,
377 false);
378
379 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
380 * Note that the position/generic0 aliasing is done in the VAO.
381 */
382 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
383 /* Now set the enable arrays */
384 GLbitfield mask = vao_enabled;
385 while (mask) {
386 const int vao_attr = u_bit_scan(&mask);
387 const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
388 assert(offset[vbo_attr] <= ctx->Const.MaxVertexAttribRelativeOffset);
389
390 _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
391 size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
392 _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0);
393 }
394 _mesa_enable_vertex_array_attribs(ctx, *vao, vao_enabled);
395 assert(vao_enabled == (*vao)->Enabled);
396 assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
397
398 /* Finalize and freeze the VAO */
399 _mesa_set_vao_immutable(ctx, *vao);
400 }
401
402 static void wrap_filled_vertex(struct gl_context *ctx);
403
404 /* Grow the vertex storage to accomodate for vertex_count new vertices */
405 static void
grow_vertex_storage(struct gl_context * ctx,int vertex_count)406 grow_vertex_storage(struct gl_context *ctx, int vertex_count)
407 {
408 struct vbo_save_context *save = &vbo_context(ctx)->save;
409 assert (save->vertex_store);
410
411 int new_size = (save->vertex_store->used +
412 vertex_count * save->vertex_size) * sizeof(GLfloat);
413
414 /* Limit how much memory we allocate. */
415 if (save->prim_store->used > 0 &&
416 vertex_count > 0 &&
417 new_size > VBO_SAVE_BUFFER_SIZE) {
418 wrap_filled_vertex(ctx);
419 new_size = VBO_SAVE_BUFFER_SIZE;
420 }
421
422 if (new_size > save->vertex_store->buffer_in_ram_size) {
423 save->vertex_store->buffer_in_ram_size = new_size;
424 save->vertex_store->buffer_in_ram = realloc(save->vertex_store->buffer_in_ram,
425 save->vertex_store->buffer_in_ram_size);
426 if (save->vertex_store->buffer_in_ram == NULL)
427 handle_out_of_memory(ctx);
428 }
429
430 }
431
432 struct vertex_key {
433 unsigned vertex_size;
434 fi_type *vertex_attributes;
435 };
436
_hash_vertex_key(const void * key)437 static uint32_t _hash_vertex_key(const void *key)
438 {
439 struct vertex_key *k = (struct vertex_key*)key;
440 unsigned sz = k->vertex_size;
441 assert(sz);
442 return _mesa_hash_data(k->vertex_attributes, sz * sizeof(float));
443 }
444
_compare_vertex_key(const void * key1,const void * key2)445 static bool _compare_vertex_key(const void *key1, const void *key2)
446 {
447 struct vertex_key *k1 = (struct vertex_key*)key1;
448 struct vertex_key *k2 = (struct vertex_key*)key2;
449 /* All the compared vertices are going to be drawn with the same VAO,
450 * so we can compare the attributes. */
451 assert (k1->vertex_size == k2->vertex_size);
452 return memcmp(k1->vertex_attributes,
453 k2->vertex_attributes,
454 k1->vertex_size * sizeof(float)) == 0;
455 }
456
_free_entry(struct hash_entry * entry)457 static void _free_entry(struct hash_entry *entry)
458 {
459 free((void*)entry->key);
460 }
461
462 /* Add vertex to the vertex buffer and return its index. If this vertex is a duplicate
463 * of an existing vertex, return the original index instead.
464 */
465 static uint32_t
add_vertex(struct vbo_save_context * save,struct hash_table * hash_to_index,uint32_t index,fi_type * new_buffer,uint32_t * max_index)466 add_vertex(struct vbo_save_context *save, struct hash_table *hash_to_index,
467 uint32_t index, fi_type *new_buffer, uint32_t *max_index)
468 {
469 /* If vertex deduplication is disabled return the original index. */
470 if (!hash_to_index)
471 return index;
472
473 fi_type *vert = save->vertex_store->buffer_in_ram + save->vertex_size * index;
474
475 struct vertex_key *key = malloc(sizeof(struct vertex_key));
476 key->vertex_size = save->vertex_size;
477 key->vertex_attributes = vert;
478
479 struct hash_entry *entry = _mesa_hash_table_search(hash_to_index, key);
480 if (entry) {
481 free(key);
482 /* We found an existing vertex with the same hash, return its index. */
483 return (uintptr_t) entry->data;
484 } else {
485 /* This is a new vertex. Determine a new index and copy its attributes to the vertex
486 * buffer. Note that 'new_buffer' is created at each list compilation so we write vertices
487 * starting at index 0.
488 */
489 uint32_t n = _mesa_hash_table_num_entries(hash_to_index);
490 *max_index = MAX2(n, *max_index);
491
492 memcpy(&new_buffer[save->vertex_size * n],
493 vert,
494 save->vertex_size * sizeof(fi_type));
495
496 _mesa_hash_table_insert(hash_to_index, key, (void*)(uintptr_t)(n));
497
498 /* The index buffer is shared between list compilations, so add the base index to get
499 * the final index.
500 */
501 return n;
502 }
503 }
504
505
506 static uint32_t
get_vertex_count(struct vbo_save_context * save)507 get_vertex_count(struct vbo_save_context *save)
508 {
509 if (!save->vertex_size)
510 return 0;
511 return save->vertex_store->used / save->vertex_size;
512 }
513
514
515 /**
516 * Insert the active immediate struct onto the display list currently
517 * being built.
518 */
519 static void
compile_vertex_list(struct gl_context * ctx)520 compile_vertex_list(struct gl_context *ctx)
521 {
522 struct vbo_save_context *save = &vbo_context(ctx)->save;
523 struct vbo_save_vertex_list *node;
524
525 /* Allocate space for this structure in the display list currently
526 * being compiled.
527 */
528 node = (struct vbo_save_vertex_list *)
529 _mesa_dlist_alloc_vertex_list(ctx, !save->dangling_attr_ref && !save->no_current_update);
530
531 if (!node)
532 return;
533
534 memset(node, 0, sizeof(struct vbo_save_vertex_list));
535 node->cold = calloc(1, sizeof(*node->cold));
536
537 /* Make sure the pointer is aligned to the size of a pointer */
538 assert((GLintptr) node % sizeof(void *) == 0);
539
540 const GLsizei stride = save->vertex_size*sizeof(GLfloat);
541
542 node->cold->vertex_count = get_vertex_count(save);
543 node->cold->wrap_count = save->copied.nr;
544 node->cold->prims = malloc(sizeof(struct _mesa_prim) * save->prim_store->used);
545 memcpy(node->cold->prims, save->prim_store->prims, sizeof(struct _mesa_prim) * save->prim_store->used);
546 node->cold->ib.obj = NULL;
547 node->cold->prim_count = save->prim_store->used;
548
549 if (save->no_current_update) {
550 node->cold->current_data = NULL;
551 }
552 else {
553 GLuint current_size = save->vertex_size - save->attrsz[0];
554 node->cold->current_data = NULL;
555
556 if (current_size) {
557 node->cold->current_data = malloc(current_size * sizeof(GLfloat));
558 if (node->cold->current_data) {
559 const char *buffer = (const char *)save->vertex_store->buffer_in_ram;
560 unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat);
561 unsigned vertex_offset = 0;
562
563 if (node->cold->vertex_count)
564 vertex_offset = (node->cold->vertex_count - 1) * stride;
565
566 memcpy(node->cold->current_data, buffer + vertex_offset + attr_offset,
567 current_size * sizeof(GLfloat));
568 } else {
569 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
570 handle_out_of_memory(ctx);
571 }
572 }
573 }
574
575 assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->cold->vertex_count == 0);
576
577 if (save->dangling_attr_ref)
578 ctx->ListState.Current.UseLoopback = true;
579
580 /* Copy duplicated vertices
581 */
582 save->copied.nr = copy_vertices(ctx, node, save->vertex_store->buffer_in_ram);
583
584 if (node->cold->prims[node->cold->prim_count - 1].mode == GL_LINE_LOOP) {
585 convert_line_loop_to_strip(save, node);
586 }
587
588 merge_prims(ctx, node->cold->prims, &node->cold->prim_count);
589
590 GLintptr buffer_offset = 0;
591 GLuint start_offset = 0;
592
593 /* Create an index buffer. */
594 node->cold->min_index = node->cold->max_index = 0;
595 if (node->cold->vertex_count == 0 || node->cold->prim_count == 0)
596 goto end;
597
598 /* We won't modify node->prims, so use a const alias to avoid unintended
599 * writes to it. */
600 const struct _mesa_prim *original_prims = node->cold->prims;
601
602 int end = original_prims[node->cold->prim_count - 1].start +
603 original_prims[node->cold->prim_count - 1].count;
604 int total_vert_count = end - original_prims[0].start;
605
606 node->cold->min_index = node->cold->prims[0].start;
607 node->cold->max_index = end - 1;
608
609 int max_index_count = total_vert_count * 2;
610
611 int size = max_index_count * sizeof(uint32_t);
612 uint32_t* indices = (uint32_t*) malloc(size);
613 struct _mesa_prim *merged_prims = NULL;
614
615 int idx = 0;
616 struct hash_table *vertex_to_index = NULL;
617 fi_type *temp_vertices_buffer = NULL;
618
619 /* The loopback replay code doesn't use the index buffer, so we can't
620 * dedup vertices in this case.
621 */
622 if (!ctx->ListState.Current.UseLoopback) {
623 vertex_to_index = _mesa_hash_table_create(NULL, _hash_vertex_key, _compare_vertex_key);
624 temp_vertices_buffer = malloc(save->vertex_store->buffer_in_ram_size);
625 }
626
627 uint32_t max_index = 0;
628
629 int last_valid_prim = -1;
630 /* Construct indices array. */
631 for (unsigned i = 0; i < node->cold->prim_count; i++) {
632 assert(original_prims[i].basevertex == 0);
633 GLubyte mode = original_prims[i].mode;
634
635 int vertex_count = original_prims[i].count;
636 if (!vertex_count) {
637 continue;
638 }
639
640 /* Line strips may get converted to lines */
641 if (mode == GL_LINE_STRIP)
642 mode = GL_LINES;
643
644 /* If 2 consecutive prims use the same mode => merge them. */
645 bool merge_prims = last_valid_prim >= 0 &&
646 mode == merged_prims[last_valid_prim].mode &&
647 mode != GL_LINE_LOOP && mode != GL_TRIANGLE_FAN &&
648 mode != GL_QUAD_STRIP && mode != GL_POLYGON &&
649 mode != GL_PATCHES;
650
651 /* To be able to merge consecutive triangle strips we need to insert
652 * a degenerate triangle.
653 */
654 if (merge_prims &&
655 mode == GL_TRIANGLE_STRIP) {
656 /* Insert a degenerate triangle */
657 assert(merged_prims[last_valid_prim].mode == GL_TRIANGLE_STRIP);
658 unsigned tri_count = merged_prims[last_valid_prim].count - 2;
659
660 indices[idx] = indices[idx - 1];
661 indices[idx + 1] = add_vertex(save, vertex_to_index, original_prims[i].start,
662 temp_vertices_buffer, &max_index);
663 idx += 2;
664 merged_prims[last_valid_prim].count += 2;
665
666 if (tri_count % 2) {
667 /* Add another index to preserve winding order */
668 indices[idx++] = add_vertex(save, vertex_to_index, original_prims[i].start,
669 temp_vertices_buffer, &max_index);
670 merged_prims[last_valid_prim].count++;
671 }
672 }
673
674 int start = idx;
675
676 /* Convert line strips to lines if it'll allow if the previous
677 * prim mode is GL_LINES (so merge_prims is true) or if the next
678 * primitive mode is GL_LINES or GL_LINE_LOOP.
679 */
680 if (original_prims[i].mode == GL_LINE_STRIP &&
681 (merge_prims ||
682 (i < node->cold->prim_count - 1 &&
683 (original_prims[i + 1].mode == GL_LINE_STRIP ||
684 original_prims[i + 1].mode == GL_LINES)))) {
685 for (unsigned j = 0; j < vertex_count; j++) {
686 indices[idx++] = add_vertex(save, vertex_to_index, original_prims[i].start + j,
687 temp_vertices_buffer, &max_index);
688 /* Repeat all but the first/last indices. */
689 if (j && j != vertex_count - 1) {
690 indices[idx++] = add_vertex(save, vertex_to_index, original_prims[i].start + j,
691 temp_vertices_buffer, &max_index);
692 }
693 }
694 } else {
695 /* We didn't convert to LINES, so restore the original mode */
696 mode = original_prims[i].mode;
697
698 for (unsigned j = 0; j < vertex_count; j++) {
699 indices[idx++] = add_vertex(save, vertex_to_index, original_prims[i].start + j,
700 temp_vertices_buffer, &max_index);
701 }
702 }
703
704 if (merge_prims) {
705 /* Update vertex count. */
706 merged_prims[last_valid_prim].count += idx - start;
707 } else {
708 /* Keep this primitive */
709 last_valid_prim += 1;
710 assert(last_valid_prim <= i);
711 merged_prims = realloc(merged_prims, (1 + last_valid_prim) * sizeof(struct _mesa_prim));
712 merged_prims[last_valid_prim] = original_prims[i];
713 merged_prims[last_valid_prim].start = start;
714 merged_prims[last_valid_prim].count = idx - start;
715 }
716 merged_prims[last_valid_prim].mode = mode;
717 }
718
719 assert(idx > 0 && idx <= max_index_count);
720
721 unsigned merged_prim_count = last_valid_prim + 1;
722 node->cold->ib.ptr = NULL;
723 node->cold->ib.count = idx;
724 node->cold->ib.index_size_shift = (GL_UNSIGNED_INT - GL_UNSIGNED_BYTE) >> 1;
725
726 /* How many bytes do we need to store the indices and the vertices */
727 total_vert_count = vertex_to_index ? (max_index + 1) : idx;
728 unsigned total_bytes_needed = idx * sizeof(uint32_t) +
729 total_vert_count * save->vertex_size * sizeof(fi_type);
730
731 const GLintptr old_offset = save->VAO[0] ?
732 save->VAO[0]->BufferBinding[0].Offset + save->VAO[0]->VertexAttrib[VERT_ATTRIB_POS].RelativeOffset : 0;
733 if (old_offset != save->current_bo_bytes_used && stride > 0) {
734 GLintptr offset_diff = save->current_bo_bytes_used - old_offset;
735 while (offset_diff > 0 &&
736 save->current_bo_bytes_used < save->current_bo->Size &&
737 offset_diff % stride != 0) {
738 save->current_bo_bytes_used++;
739 offset_diff = save->current_bo_bytes_used - old_offset;
740 }
741 }
742 buffer_offset = save->current_bo_bytes_used;
743
744 /* Can we reuse the previous bo or should we allocate a new one? */
745 int available_bytes = save->current_bo ? save->current_bo->Size - save->current_bo_bytes_used : 0;
746 if (total_bytes_needed > available_bytes) {
747 if (save->current_bo)
748 _mesa_reference_buffer_object(ctx, &save->current_bo, NULL);
749 save->current_bo = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID + 1);
750 bool success = ctx->Driver.BufferData(ctx,
751 GL_ELEMENT_ARRAY_BUFFER_ARB,
752 MAX2(total_bytes_needed, VBO_SAVE_BUFFER_SIZE),
753 NULL,
754 GL_STATIC_DRAW_ARB, GL_MAP_WRITE_BIT,
755 save->current_bo);
756 if (!success) {
757 _mesa_reference_buffer_object(ctx, &save->current_bo, NULL);
758 _mesa_error(ctx, GL_OUT_OF_MEMORY, "IB allocation");
759 handle_out_of_memory(ctx);
760 } else {
761 save->current_bo_bytes_used = 0;
762 available_bytes = save->current_bo->Size;
763 }
764 buffer_offset = 0;
765 } else {
766 assert(old_offset <= buffer_offset);
767 const GLintptr offset_diff = buffer_offset - old_offset;
768 if (offset_diff > 0 && stride > 0 && offset_diff % stride == 0) {
769 /* The vertex size is an exact multiple of the buffer offset.
770 * This means that we can use zero-based vertex attribute pointers
771 * and specify the start of the primitive with the _mesa_prim::start
772 * field. This results in issuing several draw calls with identical
773 * vertex attribute information. This can result in fewer state
774 * changes in drivers. In particular, the Gallium CSO module will
775 * filter out redundant vertex buffer changes.
776 */
777 /* We cannot immediately update the primitives as some methods below
778 * still need the uncorrected start vertices
779 */
780 start_offset = offset_diff/stride;
781 assert(old_offset == buffer_offset - offset_diff);
782 buffer_offset = old_offset;
783 }
784
785 /* Correct the primitive starts, we can only do this here as copy_vertices
786 * and convert_line_loop_to_strip above consume the uncorrected starts.
787 * On the other hand the _vbo_loopback_vertex_list call below needs the
788 * primitives to be corrected already.
789 */
790 for (unsigned i = 0; i < node->cold->prim_count; i++) {
791 node->cold->prims[i].start += start_offset;
792 }
793 /* start_offset shifts vertices (so v[0] becomes v[start_offset]), so we have
794 * to apply this transformation to all indices and max_index.
795 */
796 for (unsigned i = 0; i < idx; i++)
797 indices[i] += start_offset;
798 max_index += start_offset;
799 }
800
801 _mesa_reference_buffer_object(ctx, &node->cold->ib.obj, save->current_bo);
802
803 /* Upload the vertices first (see buffer_offset) */
804 ctx->Driver.BufferSubData(ctx,
805 save->current_bo_bytes_used,
806 total_vert_count * save->vertex_size * sizeof(fi_type),
807 vertex_to_index ? temp_vertices_buffer : save->vertex_store->buffer_in_ram,
808 node->cold->ib.obj);
809 save->current_bo_bytes_used += total_vert_count * save->vertex_size * sizeof(fi_type);
810
811 if (vertex_to_index) {
812 _mesa_hash_table_destroy(vertex_to_index, _free_entry);
813 free(temp_vertices_buffer);
814 }
815
816 /* Since we're append the indices to an existing buffer, we need to adjust the start value of each
817 * primitive (not the indices themselves). */
818 save->current_bo_bytes_used += align(save->current_bo_bytes_used, 4) - save->current_bo_bytes_used;
819 int indices_offset = save->current_bo_bytes_used / 4;
820 for (int i = 0; i < merged_prim_count; i++) {
821 merged_prims[i].start += indices_offset;
822 }
823
824 /* Then upload the indices. */
825 if (node->cold->ib.obj) {
826 ctx->Driver.BufferSubData(ctx,
827 save->current_bo_bytes_used,
828 idx * sizeof(uint32_t),
829 indices,
830 node->cold->ib.obj);
831 save->current_bo_bytes_used += idx * sizeof(uint32_t);
832 } else {
833 node->cold->vertex_count = 0;
834 node->cold->prim_count = 0;
835 }
836
837 /* Prepare for DrawGallium */
838 memset(&node->merged.info, 0, sizeof(struct pipe_draw_info));
839 /* The other info fields will be updated in vbo_save_playback_vertex_list */
840 node->merged.info.index_size = 4;
841 node->merged.info.instance_count = 1;
842 node->merged.info.index.gl_bo = node->cold->ib.obj;
843 if (merged_prim_count == 1) {
844 node->merged.info.mode = merged_prims[0].mode;
845 node->merged.start_count.start = merged_prims[0].start;
846 node->merged.start_count.count = merged_prims[0].count;
847 node->merged.start_count.index_bias = 0;
848 node->merged.mode = NULL;
849 } else {
850 node->merged.mode = malloc(merged_prim_count * sizeof(unsigned char));
851 node->merged.start_counts = malloc(merged_prim_count * sizeof(struct pipe_draw_start_count_bias));
852 for (unsigned i = 0; i < merged_prim_count; i++) {
853 node->merged.start_counts[i].start = merged_prims[i].start;
854 node->merged.start_counts[i].count = merged_prims[i].count;
855 node->merged.start_counts[i].index_bias = 0;
856 node->merged.mode[i] = merged_prims[i].mode;
857 }
858 }
859 node->merged.num_draws = merged_prim_count;
860 if (node->merged.num_draws > 1) {
861 bool same_mode = true;
862 for (unsigned i = 1; i < node->merged.num_draws && same_mode; i++) {
863 same_mode = node->merged.mode[i] == node->merged.mode[0];
864 }
865 if (same_mode) {
866 /* All primitives use the same mode, so we can simplify a bit */
867 node->merged.info.mode = node->merged.mode[0];
868 free(node->merged.mode);
869 node->merged.mode = NULL;
870 }
871 }
872
873 free(indices);
874 free(merged_prims);
875
876 end:
877
878 if (!save->current_bo) {
879 save->current_bo = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID + 1);
880 bool success = ctx->Driver.BufferData(ctx,
881 GL_ELEMENT_ARRAY_BUFFER_ARB,
882 VBO_SAVE_BUFFER_SIZE,
883 NULL,
884 GL_STATIC_DRAW_ARB, GL_MAP_WRITE_BIT,
885 save->current_bo);
886 if (!success)
887 handle_out_of_memory(ctx);
888 }
889
890 GLuint offsets[VBO_ATTRIB_MAX];
891 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
892 offsets[i] = offset;
893 offset += save->attrsz[i] * sizeof(GLfloat);
894 }
895 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
896 * Note that this may reuse the previous one of possible.
897 */
898 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
899 /* create or reuse the vao */
900 update_vao(ctx, vpm, &save->VAO[vpm],
901 save->current_bo, buffer_offset, stride,
902 save->enabled, save->attrsz, save->attrtype, offsets);
903 /* Reference the vao in the dlist */
904 node->VAO[vpm] = NULL;
905 _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
906 }
907
908 /* Prepare for DrawGalliumVertexState */
909 if (node->merged.num_draws && ctx->Driver.DrawGalliumVertexState) {
910 for (unsigned i = 0; i < VP_MODE_MAX; i++) {
911 uint32_t enabled_attribs = _vbo_get_vao_filter(i) &
912 node->VAO[i]->_EnabledWithMapMode;
913
914 node->merged.gallium.state[i] =
915 ctx->Driver.CreateGalliumVertexState(ctx, node->VAO[i],
916 node->cold->ib.obj,
917 enabled_attribs);
918 node->merged.gallium.private_refcount[i] = 0;
919 node->merged.gallium.enabled_attribs[i] = enabled_attribs;
920 }
921
922 node->merged.gallium.ctx = ctx;
923 node->merged.gallium.info.mode = node->merged.info.mode;
924 node->merged.gallium.info.take_vertex_state_ownership = false;
925 assert(node->merged.info.index_size == 4);
926 }
927
928 /* Deal with GL_COMPILE_AND_EXECUTE:
929 */
930 if (ctx->ExecuteFlag) {
931 struct _glapi_table *dispatch = GET_DISPATCH();
932
933 _glapi_set_dispatch(ctx->Exec);
934
935 /* _vbo_loopback_vertex_list doesn't use the index buffer, so we have to
936 * use buffer_in_ram instead of current_bo which contains all vertices instead
937 * of the deduplicated vertices only in the !UseLoopback case.
938 *
939 * The problem is that the VAO offset is based on current_bo's layout,
940 * so we have to use a temp value.
941 */
942 struct gl_vertex_array_object *vao = node->VAO[VP_MODE_SHADER];
943 GLintptr original = vao->BufferBinding[0].Offset;
944 if (!ctx->ListState.Current.UseLoopback) {
945 GLintptr new_offset = 0;
946 /* 'start_offset' has been added to all primitives 'start', so undo it here. */
947 new_offset -= start_offset * stride;
948 vao->BufferBinding[0].Offset = new_offset;
949 }
950 _vbo_loopback_vertex_list(ctx, node, save->vertex_store->buffer_in_ram);
951 vao->BufferBinding[0].Offset = original;
952
953 _glapi_set_dispatch(dispatch);
954 }
955
956 /* Reset our structures for the next run of vertices:
957 */
958 reset_counters(ctx);
959 }
960
961
962 /**
963 * This is called when we fill a vertex buffer before we hit a glEnd().
964 * We
965 * TODO -- If no new vertices have been stored, don't bother saving it.
966 */
967 static void
wrap_buffers(struct gl_context * ctx)968 wrap_buffers(struct gl_context *ctx)
969 {
970 struct vbo_save_context *save = &vbo_context(ctx)->save;
971 GLint i = save->prim_store->used - 1;
972 GLenum mode;
973
974 assert(i < (GLint) save->prim_store->size);
975 assert(i >= 0);
976
977 /* Close off in-progress primitive.
978 */
979 save->prim_store->prims[i].count = (get_vertex_count(save) - save->prim_store->prims[i].start);
980 mode = save->prim_store->prims[i].mode;
981
982 /* store the copied vertices, and allocate a new list.
983 */
984 compile_vertex_list(ctx);
985
986 /* Restart interrupted primitive
987 */
988 save->prim_store->prims[0].mode = mode;
989 save->prim_store->prims[0].begin = 0;
990 save->prim_store->prims[0].end = 0;
991 save->prim_store->prims[0].start = 0;
992 save->prim_store->prims[0].count = 0;
993 save->prim_store->used = 1;
994 }
995
996
997 /**
998 * Called only when buffers are wrapped as the result of filling the
999 * vertex_store struct.
1000 */
1001 static void
wrap_filled_vertex(struct gl_context * ctx)1002 wrap_filled_vertex(struct gl_context *ctx)
1003 {
1004 struct vbo_save_context *save = &vbo_context(ctx)->save;
1005 unsigned numComponents;
1006
1007 /* Emit a glEnd to close off the last vertex list.
1008 */
1009 wrap_buffers(ctx);
1010
1011 assert(save->vertex_store->used == 0 && save->vertex_store->used == 0);
1012
1013 /* Copy stored stored vertices to start of new list.
1014 */
1015 numComponents = save->copied.nr * save->vertex_size;
1016
1017 fi_type *buffer_ptr = save->vertex_store->buffer_in_ram;
1018 if (numComponents) {
1019 assert(save->copied.buffer);
1020 memcpy(buffer_ptr,
1021 save->copied.buffer,
1022 numComponents * sizeof(fi_type));
1023 free(save->copied.buffer);
1024 save->copied.buffer = NULL;
1025 }
1026 save->vertex_store->used = numComponents;
1027 }
1028
1029
1030 static void
copy_to_current(struct gl_context * ctx)1031 copy_to_current(struct gl_context *ctx)
1032 {
1033 struct vbo_save_context *save = &vbo_context(ctx)->save;
1034 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
1035
1036 while (enabled) {
1037 const int i = u_bit_scan64(&enabled);
1038 assert(save->attrsz[i]);
1039
1040 if (save->attrtype[i] == GL_DOUBLE ||
1041 save->attrtype[i] == GL_UNSIGNED_INT64_ARB)
1042 memcpy(save->current[i], save->attrptr[i], save->attrsz[i] * sizeof(GLfloat));
1043 else
1044 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
1045 save->attrptr[i], save->attrtype[i]);
1046 }
1047 }
1048
1049
1050 static void
copy_from_current(struct gl_context * ctx)1051 copy_from_current(struct gl_context *ctx)
1052 {
1053 struct vbo_save_context *save = &vbo_context(ctx)->save;
1054 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
1055
1056 while (enabled) {
1057 const int i = u_bit_scan64(&enabled);
1058
1059 switch (save->attrsz[i]) {
1060 case 4:
1061 save->attrptr[i][3] = save->current[i][3];
1062 FALLTHROUGH;
1063 case 3:
1064 save->attrptr[i][2] = save->current[i][2];
1065 FALLTHROUGH;
1066 case 2:
1067 save->attrptr[i][1] = save->current[i][1];
1068 FALLTHROUGH;
1069 case 1:
1070 save->attrptr[i][0] = save->current[i][0];
1071 break;
1072 case 0:
1073 unreachable("Unexpected vertex attribute size");
1074 }
1075 }
1076 }
1077
1078
1079 /**
1080 * Called when we increase the size of a vertex attribute. For example,
1081 * if we've seen one or more glTexCoord2f() calls and now we get a
1082 * glTexCoord3f() call.
1083 * Flush existing data, set new attrib size, replay copied vertices.
1084 */
1085 static void
upgrade_vertex(struct gl_context * ctx,GLuint attr,GLuint newsz)1086 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
1087 {
1088 struct vbo_save_context *save = &vbo_context(ctx)->save;
1089 GLuint oldsz;
1090 GLuint i;
1091 fi_type *tmp;
1092
1093 /* Store the current run of vertices, and emit a GL_END. Emit a
1094 * BEGIN in the new buffer.
1095 */
1096 if (save->vertex_store->used)
1097 wrap_buffers(ctx);
1098 else
1099 assert(save->copied.nr == 0);
1100
1101 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
1102 * when the attribute already exists in the vertex and is having
1103 * its size increased.
1104 */
1105 copy_to_current(ctx);
1106
1107 /* Fix up sizes:
1108 */
1109 oldsz = save->attrsz[attr];
1110 save->attrsz[attr] = newsz;
1111 save->enabled |= BITFIELD64_BIT(attr);
1112
1113 save->vertex_size += newsz - oldsz;
1114
1115 /* Recalculate all the attrptr[] values:
1116 */
1117 tmp = save->vertex;
1118 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
1119 if (save->attrsz[i]) {
1120 save->attrptr[i] = tmp;
1121 tmp += save->attrsz[i];
1122 }
1123 else {
1124 save->attrptr[i] = NULL; /* will not be dereferenced. */
1125 }
1126 }
1127
1128 /* Copy from current to repopulate the vertex with correct values.
1129 */
1130 copy_from_current(ctx);
1131
1132 /* Replay stored vertices to translate them to new format here.
1133 *
1134 * If there are copied vertices and the new (upgraded) attribute
1135 * has not been defined before, this list is somewhat degenerate,
1136 * and will need fixup at runtime.
1137 */
1138 if (save->copied.nr) {
1139 assert(save->copied.buffer);
1140 const fi_type *data = save->copied.buffer;
1141 grow_vertex_storage(ctx, save->copied.nr);
1142 fi_type *dest = save->vertex_store->buffer_in_ram;
1143
1144 /* Need to note this and fix up at runtime (or loopback):
1145 */
1146 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
1147 assert(oldsz == 0);
1148 save->dangling_attr_ref = GL_TRUE;
1149 }
1150
1151 for (i = 0; i < save->copied.nr; i++) {
1152 GLbitfield64 enabled = save->enabled;
1153 while (enabled) {
1154 const int j = u_bit_scan64(&enabled);
1155 assert(save->attrsz[j]);
1156 if (j == attr) {
1157 int k;
1158 const fi_type *src = oldsz ? data : save->current[attr];
1159 int copy = oldsz ? oldsz : newsz;
1160 for (k = 0; k < copy; k++)
1161 dest[k] = src[k];
1162 for (; k < newsz; k++) {
1163 switch (save->attrtype[j]) {
1164 case GL_FLOAT:
1165 dest[k] = FLOAT_AS_UNION(k == 3);
1166 break;
1167 case GL_INT:
1168 dest[k] = INT_AS_UNION(k == 3);
1169 break;
1170 case GL_UNSIGNED_INT:
1171 dest[k] = UINT_AS_UNION(k == 3);
1172 break;
1173 default:
1174 dest[k] = FLOAT_AS_UNION(k == 3);
1175 assert(!"Unexpected type in upgrade_vertex");
1176 break;
1177 }
1178 }
1179 dest += newsz;
1180 data += oldsz;
1181 } else {
1182 GLint sz = save->attrsz[j];
1183 for (int k = 0; k < sz; k++)
1184 dest[k] = data[k];
1185 data += sz;
1186 dest += sz;
1187 }
1188 }
1189 }
1190
1191 save->vertex_store->used += save->vertex_size * save->copied.nr;
1192 free(save->copied.buffer);
1193 save->copied.buffer = NULL;
1194 }
1195 }
1196
1197
1198 /**
1199 * This is called when the size of a vertex attribute changes.
1200 * For example, after seeing one or more glTexCoord2f() calls we
1201 * get a glTexCoord4f() or glTexCoord1f() call.
1202 */
1203 static void
fixup_vertex(struct gl_context * ctx,GLuint attr,GLuint sz,GLenum newType)1204 fixup_vertex(struct gl_context *ctx, GLuint attr,
1205 GLuint sz, GLenum newType)
1206 {
1207 struct vbo_save_context *save = &vbo_context(ctx)->save;
1208
1209 if (sz > save->attrsz[attr] ||
1210 newType != save->attrtype[attr]) {
1211 /* New size is larger. Need to flush existing vertices and get
1212 * an enlarged vertex format.
1213 */
1214 upgrade_vertex(ctx, attr, sz);
1215 }
1216 else if (sz < save->active_sz[attr]) {
1217 GLuint i;
1218 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
1219
1220 /* New size is equal or smaller - just need to fill in some
1221 * zeros.
1222 */
1223 for (i = sz; i <= save->attrsz[attr]; i++)
1224 save->attrptr[attr][i - 1] = id[i - 1];
1225 }
1226
1227 save->active_sz[attr] = sz;
1228
1229 grow_vertex_storage(ctx, 1);
1230 }
1231
1232
1233 /**
1234 * Reset the current size of all vertex attributes to the default
1235 * value of 0. This signals that we haven't yet seen any per-vertex
1236 * commands such as glNormal3f() or glTexCoord2f().
1237 */
1238 static void
reset_vertex(struct gl_context * ctx)1239 reset_vertex(struct gl_context *ctx)
1240 {
1241 struct vbo_save_context *save = &vbo_context(ctx)->save;
1242
1243 while (save->enabled) {
1244 const int i = u_bit_scan64(&save->enabled);
1245 assert(save->attrsz[i]);
1246 save->attrsz[i] = 0;
1247 save->active_sz[i] = 0;
1248 }
1249
1250 save->vertex_size = 0;
1251 }
1252
1253
1254 /**
1255 * If index=0, does glVertexAttrib*() alias glVertex() to emit a vertex?
1256 * It depends on a few things, including whether we're inside or outside
1257 * of glBegin/glEnd.
1258 */
1259 static inline bool
is_vertex_position(const struct gl_context * ctx,GLuint index)1260 is_vertex_position(const struct gl_context *ctx, GLuint index)
1261 {
1262 return (index == 0 &&
1263 _mesa_attr_zero_aliases_vertex(ctx) &&
1264 _mesa_inside_dlist_begin_end(ctx));
1265 }
1266
1267
1268
1269 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
1270
1271
1272 /* Only one size for each attribute may be active at once. Eg. if
1273 * Color3f is installed/active, then Color4f may not be, even if the
1274 * vertex actually contains 4 color coordinates. This is because the
1275 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
1276 * of the chooser function when switching between Color4f and Color3f.
1277 */
1278 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
1279 do { \
1280 struct vbo_save_context *save = &vbo_context(ctx)->save; \
1281 int sz = (sizeof(C) / sizeof(GLfloat)); \
1282 \
1283 if (save->active_sz[A] != N) \
1284 fixup_vertex(ctx, A, N * sz, T); \
1285 \
1286 { \
1287 C *dest = (C *)save->attrptr[A]; \
1288 if (N>0) dest[0] = V0; \
1289 if (N>1) dest[1] = V1; \
1290 if (N>2) dest[2] = V2; \
1291 if (N>3) dest[3] = V3; \
1292 save->attrtype[A] = T; \
1293 } \
1294 \
1295 if ((A) == VBO_ATTRIB_POS) { \
1296 fi_type *buffer_ptr = save->vertex_store->buffer_in_ram + \
1297 save->vertex_store->used; \
1298 \
1299 for (int i = 0; i < save->vertex_size; i++) \
1300 buffer_ptr[i] = save->vertex[i]; \
1301 \
1302 save->vertex_store->used += save->vertex_size; \
1303 unsigned used_next = (save->vertex_store->used + \
1304 save->vertex_size) * sizeof(float); \
1305 if (used_next > save->vertex_store->buffer_in_ram_size) { \
1306 grow_vertex_storage(ctx, get_vertex_count(save)); \
1307 assert(used_next <= \
1308 save->vertex_store->buffer_in_ram_size); \
1309 } \
1310 } \
1311 } while (0)
1312
1313 #define TAG(x) _save_##x
1314
1315 #include "vbo_attrib_tmp.h"
1316
1317
1318 #define MAT( ATTR, N, face, params ) \
1319 do { \
1320 if (face != GL_BACK) \
1321 MAT_ATTR( ATTR, N, params ); /* front */ \
1322 if (face != GL_FRONT) \
1323 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1324 } while (0)
1325
1326
1327 /**
1328 * Save a glMaterial call found between glBegin/End.
1329 * glMaterial calls outside Begin/End are handled in dlist.c.
1330 */
1331 static void GLAPIENTRY
_save_Materialfv(GLenum face,GLenum pname,const GLfloat * params)1332 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1333 {
1334 GET_CURRENT_CONTEXT(ctx);
1335
1336 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1337 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1338 return;
1339 }
1340
1341 switch (pname) {
1342 case GL_EMISSION:
1343 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1344 break;
1345 case GL_AMBIENT:
1346 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1347 break;
1348 case GL_DIFFUSE:
1349 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1350 break;
1351 case GL_SPECULAR:
1352 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1353 break;
1354 case GL_SHININESS:
1355 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1356 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1357 }
1358 else {
1359 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1360 }
1361 break;
1362 case GL_COLOR_INDEXES:
1363 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1364 break;
1365 case GL_AMBIENT_AND_DIFFUSE:
1366 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1367 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1368 break;
1369 default:
1370 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1371 return;
1372 }
1373 }
1374
1375
1376 /* Cope with EvalCoord/CallList called within a begin/end object:
1377 * -- Flush current buffer
1378 * -- Fallback to opcodes for the rest of the begin/end object.
1379 */
1380 static void
dlist_fallback(struct gl_context * ctx)1381 dlist_fallback(struct gl_context *ctx)
1382 {
1383 struct vbo_save_context *save = &vbo_context(ctx)->save;
1384
1385 if (save->vertex_store->used || save->prim_store->used) {
1386 if (save->prim_store->used > 0 && save->vertex_store->used > 0) {
1387 assert(save->vertex_size);
1388 /* Close off in-progress primitive. */
1389 GLint i = save->prim_store->used - 1;
1390 save->prim_store->prims[i].count =
1391 get_vertex_count(save) -
1392 save->prim_store->prims[i].start;
1393 }
1394
1395 /* Need to replay this display list with loopback,
1396 * unfortunately, otherwise this primitive won't be handled
1397 * properly:
1398 */
1399 save->dangling_attr_ref = GL_TRUE;
1400
1401 compile_vertex_list(ctx);
1402 }
1403
1404 copy_to_current(ctx);
1405 reset_vertex(ctx);
1406 if (save->out_of_memory) {
1407 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1408 }
1409 else {
1410 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1411 }
1412 ctx->Driver.SaveNeedFlush = GL_FALSE;
1413 }
1414
1415
1416 static void GLAPIENTRY
_save_EvalCoord1f(GLfloat u)1417 _save_EvalCoord1f(GLfloat u)
1418 {
1419 GET_CURRENT_CONTEXT(ctx);
1420 dlist_fallback(ctx);
1421 CALL_EvalCoord1f(ctx->Save, (u));
1422 }
1423
1424 static void GLAPIENTRY
_save_EvalCoord1fv(const GLfloat * v)1425 _save_EvalCoord1fv(const GLfloat * v)
1426 {
1427 GET_CURRENT_CONTEXT(ctx);
1428 dlist_fallback(ctx);
1429 CALL_EvalCoord1fv(ctx->Save, (v));
1430 }
1431
1432 static void GLAPIENTRY
_save_EvalCoord2f(GLfloat u,GLfloat v)1433 _save_EvalCoord2f(GLfloat u, GLfloat v)
1434 {
1435 GET_CURRENT_CONTEXT(ctx);
1436 dlist_fallback(ctx);
1437 CALL_EvalCoord2f(ctx->Save, (u, v));
1438 }
1439
1440 static void GLAPIENTRY
_save_EvalCoord2fv(const GLfloat * v)1441 _save_EvalCoord2fv(const GLfloat * v)
1442 {
1443 GET_CURRENT_CONTEXT(ctx);
1444 dlist_fallback(ctx);
1445 CALL_EvalCoord2fv(ctx->Save, (v));
1446 }
1447
1448 static void GLAPIENTRY
_save_EvalPoint1(GLint i)1449 _save_EvalPoint1(GLint i)
1450 {
1451 GET_CURRENT_CONTEXT(ctx);
1452 dlist_fallback(ctx);
1453 CALL_EvalPoint1(ctx->Save, (i));
1454 }
1455
1456 static void GLAPIENTRY
_save_EvalPoint2(GLint i,GLint j)1457 _save_EvalPoint2(GLint i, GLint j)
1458 {
1459 GET_CURRENT_CONTEXT(ctx);
1460 dlist_fallback(ctx);
1461 CALL_EvalPoint2(ctx->Save, (i, j));
1462 }
1463
1464 static void GLAPIENTRY
_save_CallList(GLuint l)1465 _save_CallList(GLuint l)
1466 {
1467 GET_CURRENT_CONTEXT(ctx);
1468 dlist_fallback(ctx);
1469 CALL_CallList(ctx->Save, (l));
1470 }
1471
1472 static void GLAPIENTRY
_save_CallLists(GLsizei n,GLenum type,const GLvoid * v)1473 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1474 {
1475 GET_CURRENT_CONTEXT(ctx);
1476 dlist_fallback(ctx);
1477 CALL_CallLists(ctx->Save, (n, type, v));
1478 }
1479
1480
1481
1482 /**
1483 * Called when a glBegin is getting compiled into a display list.
1484 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1485 */
1486 void
vbo_save_NotifyBegin(struct gl_context * ctx,GLenum mode,bool no_current_update)1487 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode,
1488 bool no_current_update)
1489 {
1490 struct vbo_save_context *save = &vbo_context(ctx)->save;
1491 const GLuint i = save->prim_store->used++;
1492
1493 ctx->Driver.CurrentSavePrimitive = mode;
1494
1495 if (!save->prim_store || i >= save->prim_store->size) {
1496 save->prim_store = realloc_prim_store(save->prim_store, i * 2);
1497 }
1498 save->prim_store->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1499 save->prim_store->prims[i].begin = 1;
1500 save->prim_store->prims[i].end = 0;
1501 save->prim_store->prims[i].start = get_vertex_count(save);
1502 save->prim_store->prims[i].count = 0;
1503
1504 save->no_current_update = no_current_update;
1505
1506 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1507
1508 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1509 ctx->Driver.SaveNeedFlush = GL_TRUE;
1510 }
1511
1512
1513 static void GLAPIENTRY
_save_End(void)1514 _save_End(void)
1515 {
1516 GET_CURRENT_CONTEXT(ctx);
1517 struct vbo_save_context *save = &vbo_context(ctx)->save;
1518 const GLint i = save->prim_store->used - 1;
1519
1520 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1521 save->prim_store->prims[i].end = 1;
1522 save->prim_store->prims[i].count = (get_vertex_count(save) - save->prim_store->prims[i].start);
1523
1524 /* Swap out this vertex format while outside begin/end. Any color,
1525 * etc. received between here and the next begin will be compiled
1526 * as opcodes.
1527 */
1528 if (save->out_of_memory) {
1529 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1530 }
1531 else {
1532 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1533 }
1534 }
1535
1536
1537 static void GLAPIENTRY
_save_Begin(GLenum mode)1538 _save_Begin(GLenum mode)
1539 {
1540 GET_CURRENT_CONTEXT(ctx);
1541 (void) mode;
1542 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1543 }
1544
1545
1546 static void GLAPIENTRY
_save_PrimitiveRestartNV(void)1547 _save_PrimitiveRestartNV(void)
1548 {
1549 GET_CURRENT_CONTEXT(ctx);
1550 struct vbo_save_context *save = &vbo_context(ctx)->save;
1551
1552 if (save->prim_store->used == 0) {
1553 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1554 * is an error.
1555 */
1556 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1557 "glPrimitiveRestartNV called outside glBegin/End");
1558 } else {
1559 /* get current primitive mode */
1560 GLenum curPrim = save->prim_store->prims[save->prim_store->used - 1].mode;
1561 bool no_current_update = save->no_current_update;
1562
1563 /* restart primitive */
1564 CALL_End(ctx->CurrentServerDispatch, ());
1565 vbo_save_NotifyBegin(ctx, curPrim, no_current_update);
1566 }
1567 }
1568
1569
1570 /* Unlike the functions above, these are to be hooked into the vtxfmt
1571 * maintained in ctx->ListState, active when the list is known or
1572 * suspected to be outside any begin/end primitive.
1573 * Note: OBE = Outside Begin/End
1574 */
1575 static void GLAPIENTRY
_save_OBE_Rectf(GLfloat x1,GLfloat y1,GLfloat x2,GLfloat y2)1576 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1577 {
1578 GET_CURRENT_CONTEXT(ctx);
1579 struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1580
1581 vbo_save_NotifyBegin(ctx, GL_QUADS, false);
1582 CALL_Vertex2f(dispatch, (x1, y1));
1583 CALL_Vertex2f(dispatch, (x2, y1));
1584 CALL_Vertex2f(dispatch, (x2, y2));
1585 CALL_Vertex2f(dispatch, (x1, y2));
1586 CALL_End(dispatch, ());
1587 }
1588
1589
1590 static void GLAPIENTRY
_save_OBE_Rectd(GLdouble x1,GLdouble y1,GLdouble x2,GLdouble y2)1591 _save_OBE_Rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
1592 {
1593 _save_OBE_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1594 }
1595
1596 static void GLAPIENTRY
_save_OBE_Rectdv(const GLdouble * v1,const GLdouble * v2)1597 _save_OBE_Rectdv(const GLdouble *v1, const GLdouble *v2)
1598 {
1599 _save_OBE_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1600 }
1601
1602 static void GLAPIENTRY
_save_OBE_Rectfv(const GLfloat * v1,const GLfloat * v2)1603 _save_OBE_Rectfv(const GLfloat *v1, const GLfloat *v2)
1604 {
1605 _save_OBE_Rectf(v1[0], v1[1], v2[0], v2[1]);
1606 }
1607
1608 static void GLAPIENTRY
_save_OBE_Recti(GLint x1,GLint y1,GLint x2,GLint y2)1609 _save_OBE_Recti(GLint x1, GLint y1, GLint x2, GLint y2)
1610 {
1611 _save_OBE_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1612 }
1613
1614 static void GLAPIENTRY
_save_OBE_Rectiv(const GLint * v1,const GLint * v2)1615 _save_OBE_Rectiv(const GLint *v1, const GLint *v2)
1616 {
1617 _save_OBE_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1618 }
1619
1620 static void GLAPIENTRY
_save_OBE_Rects(GLshort x1,GLshort y1,GLshort x2,GLshort y2)1621 _save_OBE_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
1622 {
1623 _save_OBE_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1624 }
1625
1626 static void GLAPIENTRY
_save_OBE_Rectsv(const GLshort * v1,const GLshort * v2)1627 _save_OBE_Rectsv(const GLshort *v1, const GLshort *v2)
1628 {
1629 _save_OBE_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1630 }
1631
1632 static void GLAPIENTRY
_save_OBE_DrawArrays(GLenum mode,GLint start,GLsizei count)1633 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1634 {
1635 GET_CURRENT_CONTEXT(ctx);
1636 struct gl_vertex_array_object *vao = ctx->Array.VAO;
1637 struct vbo_save_context *save = &vbo_context(ctx)->save;
1638 GLint i;
1639
1640 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1641 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1642 return;
1643 }
1644 if (count < 0) {
1645 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1646 return;
1647 }
1648
1649 if (save->out_of_memory)
1650 return;
1651
1652 grow_vertex_storage(ctx, count);
1653
1654 /* Make sure to process any VBO binding changes */
1655 _mesa_update_state(ctx);
1656
1657 _mesa_vao_map_arrays(ctx, vao, GL_MAP_READ_BIT);
1658
1659 vbo_save_NotifyBegin(ctx, mode, true);
1660
1661 for (i = 0; i < count; i++)
1662 _mesa_array_element(ctx, start + i);
1663 CALL_End(ctx->CurrentServerDispatch, ());
1664
1665 _mesa_vao_unmap_arrays(ctx, vao);
1666 }
1667
1668
1669 static void GLAPIENTRY
_save_OBE_MultiDrawArrays(GLenum mode,const GLint * first,const GLsizei * count,GLsizei primcount)1670 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1671 const GLsizei *count, GLsizei primcount)
1672 {
1673 GET_CURRENT_CONTEXT(ctx);
1674 GLint i;
1675
1676 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1677 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1678 return;
1679 }
1680
1681 if (primcount < 0) {
1682 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1683 "glMultiDrawArrays(primcount<0)");
1684 return;
1685 }
1686
1687 unsigned vertcount = 0;
1688 for (i = 0; i < primcount; i++) {
1689 if (count[i] < 0) {
1690 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1691 "glMultiDrawArrays(count[i]<0)");
1692 return;
1693 }
1694 vertcount += count[i];
1695 }
1696
1697 grow_vertex_storage(ctx, vertcount);
1698
1699 for (i = 0; i < primcount; i++) {
1700 if (count[i] > 0) {
1701 _save_OBE_DrawArrays(mode, first[i], count[i]);
1702 }
1703 }
1704 }
1705
1706
1707 static void
array_element(struct gl_context * ctx,GLint basevertex,GLuint elt,unsigned index_size_shift)1708 array_element(struct gl_context *ctx,
1709 GLint basevertex, GLuint elt, unsigned index_size_shift)
1710 {
1711 /* Section 10.3.5 Primitive Restart:
1712 * [...]
1713 * When one of the *BaseVertex drawing commands specified in section 10.5
1714 * is used, the primitive restart comparison occurs before the basevertex
1715 * offset is added to the array index.
1716 */
1717 /* If PrimitiveRestart is enabled and the index is the RestartIndex
1718 * then we call PrimitiveRestartNV and return.
1719 */
1720 if (ctx->Array._PrimitiveRestart[index_size_shift] &&
1721 elt == ctx->Array._RestartIndex[index_size_shift]) {
1722 CALL_PrimitiveRestartNV(ctx->CurrentServerDispatch, ());
1723 return;
1724 }
1725
1726 _mesa_array_element(ctx, basevertex + elt);
1727 }
1728
1729
1730 /* Could do better by copying the arrays and element list intact and
1731 * then emitting an indexed prim at runtime.
1732 */
1733 static void GLAPIENTRY
_save_OBE_DrawElementsBaseVertex(GLenum mode,GLsizei count,GLenum type,const GLvoid * indices,GLint basevertex)1734 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1735 const GLvoid * indices, GLint basevertex)
1736 {
1737 GET_CURRENT_CONTEXT(ctx);
1738 struct vbo_save_context *save = &vbo_context(ctx)->save;
1739 struct gl_vertex_array_object *vao = ctx->Array.VAO;
1740 struct gl_buffer_object *indexbuf = vao->IndexBufferObj;
1741 GLint i;
1742
1743 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1744 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1745 return;
1746 }
1747 if (count < 0) {
1748 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1749 return;
1750 }
1751 if (type != GL_UNSIGNED_BYTE &&
1752 type != GL_UNSIGNED_SHORT &&
1753 type != GL_UNSIGNED_INT) {
1754 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1755 return;
1756 }
1757
1758 if (save->out_of_memory)
1759 return;
1760
1761 grow_vertex_storage(ctx, count);
1762
1763 /* Make sure to process any VBO binding changes */
1764 _mesa_update_state(ctx);
1765
1766 _mesa_vao_map(ctx, vao, GL_MAP_READ_BIT);
1767
1768 if (indexbuf)
1769 indices =
1770 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1771
1772 vbo_save_NotifyBegin(ctx, mode, true);
1773
1774 switch (type) {
1775 case GL_UNSIGNED_BYTE:
1776 for (i = 0; i < count; i++)
1777 array_element(ctx, basevertex, ((GLubyte *) indices)[i], 0);
1778 break;
1779 case GL_UNSIGNED_SHORT:
1780 for (i = 0; i < count; i++)
1781 array_element(ctx, basevertex, ((GLushort *) indices)[i], 1);
1782 break;
1783 case GL_UNSIGNED_INT:
1784 for (i = 0; i < count; i++)
1785 array_element(ctx, basevertex, ((GLuint *) indices)[i], 2);
1786 break;
1787 default:
1788 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1789 break;
1790 }
1791
1792 CALL_End(ctx->CurrentServerDispatch, ());
1793
1794 _mesa_vao_unmap(ctx, vao);
1795 }
1796
1797 static void GLAPIENTRY
_save_OBE_DrawElements(GLenum mode,GLsizei count,GLenum type,const GLvoid * indices)1798 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1799 const GLvoid * indices)
1800 {
1801 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1802 }
1803
1804
1805 static void GLAPIENTRY
_save_OBE_DrawRangeElements(GLenum mode,GLuint start,GLuint end,GLsizei count,GLenum type,const GLvoid * indices)1806 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1807 GLsizei count, GLenum type,
1808 const GLvoid * indices)
1809 {
1810 GET_CURRENT_CONTEXT(ctx);
1811 struct vbo_save_context *save = &vbo_context(ctx)->save;
1812
1813 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1814 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1815 return;
1816 }
1817 if (count < 0) {
1818 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1819 "glDrawRangeElements(count<0)");
1820 return;
1821 }
1822 if (type != GL_UNSIGNED_BYTE &&
1823 type != GL_UNSIGNED_SHORT &&
1824 type != GL_UNSIGNED_INT) {
1825 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1826 return;
1827 }
1828 if (end < start) {
1829 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1830 "glDrawRangeElements(end < start)");
1831 return;
1832 }
1833
1834 if (save->out_of_memory)
1835 return;
1836
1837 _save_OBE_DrawElements(mode, count, type, indices);
1838 }
1839
1840
1841 static void GLAPIENTRY
_save_OBE_MultiDrawElements(GLenum mode,const GLsizei * count,GLenum type,const GLvoid * const * indices,GLsizei primcount)1842 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1843 const GLvoid * const *indices, GLsizei primcount)
1844 {
1845 GET_CURRENT_CONTEXT(ctx);
1846 struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1847 GLsizei i;
1848
1849 int vertcount = 0;
1850 for (i = 0; i < primcount; i++) {
1851 vertcount += count[i];
1852 }
1853 grow_vertex_storage(ctx, vertcount);
1854
1855 for (i = 0; i < primcount; i++) {
1856 if (count[i] > 0) {
1857 CALL_DrawElements(dispatch, (mode, count[i], type, indices[i]));
1858 }
1859 }
1860 }
1861
1862
1863 static void GLAPIENTRY
_save_OBE_MultiDrawElementsBaseVertex(GLenum mode,const GLsizei * count,GLenum type,const GLvoid * const * indices,GLsizei primcount,const GLint * basevertex)1864 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1865 GLenum type,
1866 const GLvoid * const *indices,
1867 GLsizei primcount,
1868 const GLint *basevertex)
1869 {
1870 GET_CURRENT_CONTEXT(ctx);
1871 struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1872 GLsizei i;
1873
1874 int vertcount = 0;
1875 for (i = 0; i < primcount; i++) {
1876 vertcount += count[i];
1877 }
1878 grow_vertex_storage(ctx, vertcount);
1879
1880 for (i = 0; i < primcount; i++) {
1881 if (count[i] > 0) {
1882 CALL_DrawElementsBaseVertex(dispatch, (mode, count[i], type,
1883 indices[i],
1884 basevertex[i]));
1885 }
1886 }
1887 }
1888
1889
1890 static void
vtxfmt_init(struct gl_context * ctx)1891 vtxfmt_init(struct gl_context *ctx)
1892 {
1893 struct vbo_save_context *save = &vbo_context(ctx)->save;
1894 GLvertexformat *vfmt = &save->vtxfmt;
1895
1896 #define NAME_AE(x) _ae_##x
1897 #define NAME_CALLLIST(x) _save_##x
1898 #define NAME(x) _save_##x
1899 #define NAME_ES(x) _save_##x##ARB
1900
1901 #include "vbo_init_tmp.h"
1902 }
1903
1904
1905 /**
1906 * Initialize the dispatch table with the VBO functions for display
1907 * list compilation.
1908 */
1909 void
vbo_initialize_save_dispatch(const struct gl_context * ctx,struct _glapi_table * exec)1910 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1911 struct _glapi_table *exec)
1912 {
1913 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1914 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1915 SET_DrawElements(exec, _save_OBE_DrawElements);
1916 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1917 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1918 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1919 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1920 SET_Rectf(exec, _save_OBE_Rectf);
1921 SET_Rectd(exec, _save_OBE_Rectd);
1922 SET_Rectdv(exec, _save_OBE_Rectdv);
1923 SET_Rectfv(exec, _save_OBE_Rectfv);
1924 SET_Recti(exec, _save_OBE_Recti);
1925 SET_Rectiv(exec, _save_OBE_Rectiv);
1926 SET_Rects(exec, _save_OBE_Rects);
1927 SET_Rectsv(exec, _save_OBE_Rectsv);
1928
1929 /* Note: other glDraw functins aren't compiled into display lists */
1930 }
1931
1932
1933
1934 void
vbo_save_SaveFlushVertices(struct gl_context * ctx)1935 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1936 {
1937 struct vbo_save_context *save = &vbo_context(ctx)->save;
1938
1939 /* Noop when we are actually active:
1940 */
1941 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1942 return;
1943
1944 if (save->vertex_store->used || save->prim_store->used)
1945 compile_vertex_list(ctx);
1946
1947 copy_to_current(ctx);
1948 reset_vertex(ctx);
1949 ctx->Driver.SaveNeedFlush = GL_FALSE;
1950 }
1951
1952
1953 /**
1954 * Called from glNewList when we're starting to compile a display list.
1955 */
1956 void
vbo_save_NewList(struct gl_context * ctx,GLuint list,GLenum mode)1957 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1958 {
1959 struct vbo_save_context *save = &vbo_context(ctx)->save;
1960
1961 (void) list;
1962 (void) mode;
1963
1964 if (!save->prim_store)
1965 save->prim_store = realloc_prim_store(NULL, 8);
1966
1967 if (!save->vertex_store)
1968 save->vertex_store = CALLOC_STRUCT(vbo_save_vertex_store);
1969
1970 reset_vertex(ctx);
1971 ctx->Driver.SaveNeedFlush = GL_FALSE;
1972 }
1973
1974
1975 /**
1976 * Called from glEndList when we're finished compiling a display list.
1977 */
1978 void
vbo_save_EndList(struct gl_context * ctx)1979 vbo_save_EndList(struct gl_context *ctx)
1980 {
1981 struct vbo_save_context *save = &vbo_context(ctx)->save;
1982
1983 /* EndList called inside a (saved) Begin/End pair?
1984 */
1985 if (_mesa_inside_dlist_begin_end(ctx)) {
1986 if (save->prim_store->used > 0) {
1987 GLint i = save->prim_store->used - 1;
1988 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1989 save->prim_store->prims[i].end = 0;
1990 save->prim_store->prims[i].count = get_vertex_count(save) - save->prim_store->prims[i].start;
1991 }
1992
1993 /* Make sure this vertex list gets replayed by the "loopback"
1994 * mechanism:
1995 */
1996 save->dangling_attr_ref = GL_TRUE;
1997 vbo_save_SaveFlushVertices(ctx);
1998
1999 /* Swap out this vertex format while outside begin/end. Any color,
2000 * etc. received between here and the next begin will be compiled
2001 * as opcodes.
2002 */
2003 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
2004 }
2005
2006 assert(save->vertex_size == 0);
2007 }
2008
2009 /**
2010 * Called during context creation/init.
2011 */
2012 static void
current_init(struct gl_context * ctx)2013 current_init(struct gl_context *ctx)
2014 {
2015 struct vbo_save_context *save = &vbo_context(ctx)->save;
2016 GLint i;
2017
2018 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_EDGEFLAG; i++) {
2019 const GLuint j = i - VBO_ATTRIB_POS;
2020 assert(j < VERT_ATTRIB_MAX);
2021 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
2022 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
2023 }
2024
2025 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
2026 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
2027 assert(j < MAT_ATTRIB_MAX);
2028 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
2029 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
2030 }
2031 }
2032
2033
2034 /**
2035 * Initialize the display list compiler. Called during context creation.
2036 */
2037 void
vbo_save_api_init(struct vbo_save_context * save)2038 vbo_save_api_init(struct vbo_save_context *save)
2039 {
2040 struct gl_context *ctx = gl_context_from_vbo_save(save);
2041
2042 vtxfmt_init(ctx);
2043 current_init(ctx);
2044 }
2045