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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