• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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 
69 
70 #include "main/glheader.h"
71 #include "main/arrayobj.h"
72 #include "main/bufferobj.h"
73 #include "main/context.h"
74 #include "main/dlist.h"
75 #include "main/enums.h"
76 #include "main/eval.h"
77 #include "main/macros.h"
78 #include "main/draw_validate.h"
79 #include "main/api_arrayelt.h"
80 #include "main/vtxfmt.h"
81 #include "main/dispatch.h"
82 #include "main/state.h"
83 #include "main/varray.h"
84 #include "util/bitscan.h"
85 #include "util/u_memory.h"
86 
87 #include "vbo_noop.h"
88 #include "vbo_private.h"
89 
90 
91 #ifdef ERROR
92 #undef ERROR
93 #endif
94 
95 /**
96  * Display list flag only used by this VBO code.
97  */
98 #define DLIST_DANGLING_REFS     0x1
99 
100 
101 /* An interesting VBO number/name to help with debugging */
102 #define VBO_BUF_ID  12345
103 
104 static void GLAPIENTRY
105 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params);
106 
107 static void GLAPIENTRY
108 _save_EvalCoord1f(GLfloat u);
109 
110 static void GLAPIENTRY
111 _save_EvalCoord2f(GLfloat u, GLfloat v);
112 
113 /*
114  * NOTE: Old 'parity' issue is gone, but copying can still be
115  * wrong-footed on replay.
116  */
117 static GLuint
copy_vertices(struct gl_context * ctx,const struct vbo_save_vertex_list * node,const fi_type * src_buffer)118 copy_vertices(struct gl_context *ctx,
119               const struct vbo_save_vertex_list *node,
120               const fi_type * src_buffer)
121 {
122    struct vbo_save_context *save = &vbo_context(ctx)->save;
123    struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
124    GLuint sz = save->vertex_size;
125    const fi_type *src = src_buffer + prim->start * sz;
126    fi_type *dst = save->copied.buffer;
127 
128    if (prim->end)
129       return 0;
130 
131    return vbo_copy_vertices(ctx, prim->mode, prim, sz, true, dst, src);
132 }
133 
134 
135 static struct vbo_save_vertex_store *
alloc_vertex_store(struct gl_context * ctx)136 alloc_vertex_store(struct gl_context *ctx)
137 {
138    struct vbo_save_context *save = &vbo_context(ctx)->save;
139    struct vbo_save_vertex_store *vertex_store =
140       CALLOC_STRUCT(vbo_save_vertex_store);
141 
142    /* obj->Name needs to be non-zero, but won't ever be examined more
143     * closely than that.  In particular these buffers won't be entered
144     * into the hash and can never be confused with ones visible to the
145     * user.  Perhaps there could be a special number for internal
146     * buffers:
147     */
148    vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID);
149    if (vertex_store->bufferobj) {
150       save->out_of_memory =
151          !ctx->Driver.BufferData(ctx,
152                                  GL_ARRAY_BUFFER_ARB,
153                                  VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
154                                  NULL, GL_STATIC_DRAW_ARB,
155                                  GL_MAP_WRITE_BIT |
156                                  GL_DYNAMIC_STORAGE_BIT,
157                                  vertex_store->bufferobj);
158    }
159    else {
160       save->out_of_memory = GL_TRUE;
161    }
162 
163    if (save->out_of_memory) {
164       _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation");
165       _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
166    }
167 
168    vertex_store->buffer_map = NULL;
169    vertex_store->used = 0;
170 
171    return vertex_store;
172 }
173 
174 
175 static void
free_vertex_store(struct gl_context * ctx,struct vbo_save_vertex_store * vertex_store)176 free_vertex_store(struct gl_context *ctx,
177                   struct vbo_save_vertex_store *vertex_store)
178 {
179    assert(!vertex_store->buffer_map);
180 
181    if (vertex_store->bufferobj) {
182       _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
183    }
184 
185    free(vertex_store);
186 }
187 
188 
189 fi_type *
vbo_save_map_vertex_store(struct gl_context * ctx,struct vbo_save_vertex_store * vertex_store)190 vbo_save_map_vertex_store(struct gl_context *ctx,
191                           struct vbo_save_vertex_store *vertex_store)
192 {
193    const GLbitfield access = (GL_MAP_WRITE_BIT |
194                               GL_MAP_INVALIDATE_RANGE_BIT |
195                               GL_MAP_UNSYNCHRONIZED_BIT |
196                               GL_MAP_FLUSH_EXPLICIT_BIT);
197 
198    assert(vertex_store->bufferobj);
199    assert(!vertex_store->buffer_map);  /* the buffer should not be mapped */
200 
201    if (vertex_store->bufferobj->Size > 0) {
202       /* Map the remaining free space in the VBO */
203       GLintptr offset = vertex_store->used * sizeof(GLfloat);
204       GLsizeiptr size = vertex_store->bufferobj->Size - offset;
205       fi_type *range = (fi_type *)
206          ctx->Driver.MapBufferRange(ctx, offset, size, access,
207                                     vertex_store->bufferobj,
208                                     MAP_INTERNAL);
209       if (range) {
210          /* compute address of start of whole buffer (needed elsewhere) */
211          vertex_store->buffer_map = range - vertex_store->used;
212          assert(vertex_store->buffer_map);
213          return range;
214       }
215       else {
216          vertex_store->buffer_map = NULL;
217          return NULL;
218       }
219    }
220    else {
221       /* probably ran out of memory for buffers */
222       return NULL;
223    }
224 }
225 
226 
227 void
vbo_save_unmap_vertex_store(struct gl_context * ctx,struct vbo_save_vertex_store * vertex_store)228 vbo_save_unmap_vertex_store(struct gl_context *ctx,
229                             struct vbo_save_vertex_store *vertex_store)
230 {
231    if (vertex_store->bufferobj->Size > 0) {
232       GLintptr offset = 0;
233       GLsizeiptr length = vertex_store->used * sizeof(GLfloat)
234          - vertex_store->bufferobj->Mappings[MAP_INTERNAL].Offset;
235 
236       /* Explicitly flush the region we wrote to */
237       ctx->Driver.FlushMappedBufferRange(ctx, offset, length,
238                                          vertex_store->bufferobj,
239                                          MAP_INTERNAL);
240 
241       ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj, MAP_INTERNAL);
242    }
243    vertex_store->buffer_map = NULL;
244 }
245 
246 
247 static struct vbo_save_primitive_store *
alloc_prim_store(void)248 alloc_prim_store(void)
249 {
250    struct vbo_save_primitive_store *store =
251       CALLOC_STRUCT(vbo_save_primitive_store);
252    store->used = 0;
253    store->refcount = 1;
254    return store;
255 }
256 
257 
258 static void
reset_counters(struct gl_context * ctx)259 reset_counters(struct gl_context *ctx)
260 {
261    struct vbo_save_context *save = &vbo_context(ctx)->save;
262 
263    save->prims = save->prim_store->prims + save->prim_store->used;
264    save->buffer_map = save->vertex_store->buffer_map + save->vertex_store->used;
265 
266    assert(save->buffer_map == save->buffer_ptr);
267 
268    if (save->vertex_size)
269       save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
270                         save->vertex_size;
271    else
272       save->max_vert = 0;
273 
274    save->vert_count = 0;
275    save->prim_count = 0;
276    save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
277    save->dangling_attr_ref = GL_FALSE;
278 }
279 
280 /**
281  * For a list of prims, try merging prims that can just be extensions of the
282  * previous prim.
283  */
284 static void
merge_prims(struct gl_context * ctx,struct _mesa_prim * prim_list,GLuint * prim_count)285 merge_prims(struct gl_context *ctx, struct _mesa_prim *prim_list,
286             GLuint *prim_count)
287 {
288    GLuint i;
289    struct _mesa_prim *prev_prim = prim_list;
290 
291    for (i = 1; i < *prim_count; i++) {
292       struct _mesa_prim *this_prim = prim_list + i;
293 
294       vbo_try_prim_conversion(this_prim);
295 
296       if (vbo_merge_draws(ctx, true, prev_prim, this_prim)) {
297          /* We've found a prim that just extend the previous one.  Tack it
298           * onto the previous one, and let this primitive struct get dropped.
299           */
300          continue;
301       }
302 
303       /* If any previous primitives have been dropped, then we need to copy
304        * this later one into the next available slot.
305        */
306       prev_prim++;
307       if (prev_prim != this_prim)
308          *prev_prim = *this_prim;
309    }
310 
311    *prim_count = prev_prim - prim_list + 1;
312 }
313 
314 
315 /**
316  * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
317  * don't have to worry about handling the _mesa_prim::begin/end flags.
318  * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
319  */
320 static void
convert_line_loop_to_strip(struct vbo_save_context * save,struct vbo_save_vertex_list * node)321 convert_line_loop_to_strip(struct vbo_save_context *save,
322                            struct vbo_save_vertex_list *node)
323 {
324    struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
325 
326    assert(prim->mode == GL_LINE_LOOP);
327 
328    if (prim->end) {
329       /* Copy the 0th vertex to end of the buffer and extend the
330        * vertex count by one to finish the line loop.
331        */
332       const GLuint sz = save->vertex_size;
333       /* 0th vertex: */
334       const fi_type *src = save->buffer_map + prim->start * sz;
335       /* end of buffer: */
336       fi_type *dst = save->buffer_map + (prim->start + prim->count) * sz;
337 
338       memcpy(dst, src, sz * sizeof(float));
339 
340       prim->count++;
341       node->vertex_count++;
342       save->vert_count++;
343       save->buffer_ptr += sz;
344       save->vertex_store->used += sz;
345    }
346 
347    if (!prim->begin) {
348       /* Drawing the second or later section of a long line loop.
349        * Skip the 0th vertex.
350        */
351       prim->start++;
352       prim->count--;
353    }
354 
355    prim->mode = GL_LINE_STRIP;
356 }
357 
358 
359 /* Compare the present vao if it has the same setup. */
360 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])361 compare_vao(gl_vertex_processing_mode mode,
362             const struct gl_vertex_array_object *vao,
363             const struct gl_buffer_object *bo, GLintptr buffer_offset,
364             GLuint stride, GLbitfield64 vao_enabled,
365             const GLubyte size[VBO_ATTRIB_MAX],
366             const GLenum16 type[VBO_ATTRIB_MAX],
367             const GLuint offset[VBO_ATTRIB_MAX])
368 {
369    if (!vao)
370       return false;
371 
372    /* If the enabled arrays are not the same we are not equal. */
373    if (vao_enabled != vao->Enabled)
374       return false;
375 
376    /* Check the buffer binding at 0 */
377    if (vao->BufferBinding[0].BufferObj != bo)
378       return false;
379    /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
380    if (vao->BufferBinding[0].Stride != stride)
381       return false;
382    assert(vao->BufferBinding[0].InstanceDivisor == 0);
383 
384    /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
385    const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
386 
387    /* Now check the enabled arrays */
388    GLbitfield mask = vao_enabled;
389    while (mask) {
390       const int attr = u_bit_scan(&mask);
391       const unsigned char vbo_attr = vao_to_vbo_map[attr];
392       const GLenum16 tp = type[vbo_attr];
393       const GLintptr off = offset[vbo_attr] + buffer_offset;
394       const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
395       if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
396          return false;
397       if (attrib->Format.Type != tp)
398          return false;
399       if (attrib->Format.Size != size[vbo_attr])
400          return false;
401       assert(attrib->Format.Format == GL_RGBA);
402       assert(attrib->Format.Normalized == GL_FALSE);
403       assert(attrib->Format.Integer == vbo_attrtype_to_integer_flag(tp));
404       assert(attrib->Format.Doubles == vbo_attrtype_to_double_flag(tp));
405       assert(attrib->BufferBindingIndex == 0);
406    }
407 
408    return true;
409 }
410 
411 
412 /* Create or reuse the vao for the vertex processing mode. */
413 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])414 update_vao(struct gl_context *ctx,
415            gl_vertex_processing_mode mode,
416            struct gl_vertex_array_object **vao,
417            struct gl_buffer_object *bo, GLintptr buffer_offset,
418            GLuint stride, GLbitfield64 vbo_enabled,
419            const GLubyte size[VBO_ATTRIB_MAX],
420            const GLenum16 type[VBO_ATTRIB_MAX],
421            const GLuint offset[VBO_ATTRIB_MAX])
422 {
423    /* Compute the bitmasks of vao_enabled arrays */
424    GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
425 
426    /*
427     * Check if we can possibly reuse the exisiting one.
428     * In the long term we should reset them when something changes.
429     */
430    if (compare_vao(mode, *vao, bo, buffer_offset, stride,
431                    vao_enabled, size, type, offset))
432       return;
433 
434    /* The initial refcount is 1 */
435    _mesa_reference_vao(ctx, vao, NULL);
436    *vao = _mesa_new_vao(ctx, ~((GLuint)0));
437 
438    /*
439     * assert(stride <= ctx->Const.MaxVertexAttribStride);
440     * MaxVertexAttribStride is not set for drivers that does not
441     * expose GL 44 or GLES 31.
442     */
443 
444    /* Bind the buffer object at binding point 0 */
445    _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride, false,
446                             false);
447 
448    /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
449     * Note that the position/generic0 aliasing is done in the VAO.
450     */
451    const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
452    /* Now set the enable arrays */
453    GLbitfield mask = vao_enabled;
454    while (mask) {
455       const int vao_attr = u_bit_scan(&mask);
456       const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
457       assert(offset[vbo_attr] <= ctx->Const.MaxVertexAttribRelativeOffset);
458 
459       _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
460                              size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
461       _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0);
462    }
463    _mesa_enable_vertex_array_attribs(ctx, *vao, vao_enabled);
464    assert(vao_enabled == (*vao)->Enabled);
465    assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
466 
467    /* Finalize and freeze the VAO */
468    _mesa_set_vao_immutable(ctx, *vao);
469 }
470 
471 
472 /**
473  * Insert the active immediate struct onto the display list currently
474  * being built.
475  */
476 static void
compile_vertex_list(struct gl_context * ctx)477 compile_vertex_list(struct gl_context *ctx)
478 {
479    struct vbo_save_context *save = &vbo_context(ctx)->save;
480    struct vbo_save_vertex_list *node;
481 
482    /* Allocate space for this structure in the display list currently
483     * being compiled.
484     */
485    node = (struct vbo_save_vertex_list *)
486       _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node));
487 
488    if (!node)
489       return;
490 
491    /* Make sure the pointer is aligned to the size of a pointer */
492    assert((GLintptr) node % sizeof(void *) == 0);
493 
494    /* Duplicate our template, increment refcounts to the storage structs:
495     */
496    GLintptr old_offset = 0;
497    if (save->VAO[0]) {
498       old_offset = save->VAO[0]->BufferBinding[0].Offset
499          + save->VAO[0]->VertexAttrib[VERT_ATTRIB_POS].RelativeOffset;
500    }
501    const GLsizei stride = save->vertex_size*sizeof(GLfloat);
502    GLintptr buffer_offset =
503        (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
504    assert(old_offset <= buffer_offset);
505    const GLintptr offset_diff = buffer_offset - old_offset;
506    GLuint start_offset = 0;
507    if (offset_diff > 0 && stride > 0 && offset_diff % stride == 0) {
508       /* The vertex size is an exact multiple of the buffer offset.
509        * This means that we can use zero-based vertex attribute pointers
510        * and specify the start of the primitive with the _mesa_prim::start
511        * field.  This results in issuing several draw calls with identical
512        * vertex attribute information.  This can result in fewer state
513        * changes in drivers.  In particular, the Gallium CSO module will
514        * filter out redundant vertex buffer changes.
515        */
516       /* We cannot immediately update the primitives as some methods below
517        * still need the uncorrected start vertices
518        */
519       start_offset = offset_diff/stride;
520       assert(old_offset == buffer_offset - offset_diff);
521       buffer_offset = old_offset;
522    }
523    GLuint offsets[VBO_ATTRIB_MAX];
524    for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
525       offsets[i] = offset;
526       offset += save->attrsz[i] * sizeof(GLfloat);
527    }
528    node->vertex_count = save->vert_count;
529    node->wrap_count = save->copied.nr;
530    node->prims = save->prims;
531    node->prim_count = save->prim_count;
532    node->prim_store = save->prim_store;
533 
534    /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
535     * Note that this may reuse the previous one of possible.
536     */
537    for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
538       /* create or reuse the vao */
539       update_vao(ctx, vpm, &save->VAO[vpm],
540                  save->vertex_store->bufferobj, buffer_offset, stride,
541                  save->enabled, save->attrsz, save->attrtype, offsets);
542       /* Reference the vao in the dlist */
543       node->VAO[vpm] = NULL;
544       _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
545    }
546 
547    node->prim_store->refcount++;
548 
549    if (save->no_current_update) {
550       node->current_data = NULL;
551    }
552    else {
553       GLuint current_size = save->vertex_size - save->attrsz[0];
554       node->current_data = NULL;
555 
556       if (current_size) {
557          node->current_data = malloc(current_size * sizeof(GLfloat));
558          if (node->current_data) {
559             const char *buffer = (const char *)save->buffer_map;
560             unsigned attr_offset = save->attrsz[0] * sizeof(GLfloat);
561             unsigned vertex_offset = 0;
562 
563             if (node->vertex_count)
564                vertex_offset = (node->vertex_count - 1) * stride;
565 
566             memcpy(node->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          }
571       }
572    }
573 
574    assert(save->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
575 
576    if (save->dangling_attr_ref)
577       ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
578 
579    save->vertex_store->used += save->vertex_size * node->vertex_count;
580    save->prim_store->used += node->prim_count;
581 
582    /* Copy duplicated vertices
583     */
584    save->copied.nr = copy_vertices(ctx, node, save->buffer_map);
585 
586    if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) {
587       convert_line_loop_to_strip(save, node);
588    }
589 
590    merge_prims(ctx, node->prims, &node->prim_count);
591 
592    /* Correct the primitive starts, we can only do this here as copy_vertices
593     * and convert_line_loop_to_strip above consume the uncorrected starts.
594     * On the other hand the _vbo_loopback_vertex_list call below needs the
595     * primitves to be corrected already.
596     */
597    for (unsigned i = 0; i < node->prim_count; i++) {
598       node->prims[i].start += start_offset;
599    }
600 
601    /* Deal with GL_COMPILE_AND_EXECUTE:
602     */
603    if (ctx->ExecuteFlag) {
604       struct _glapi_table *dispatch = GET_DISPATCH();
605 
606       _glapi_set_dispatch(ctx->Exec);
607 
608       /* Note that the range of referenced vertices must be mapped already */
609       _vbo_loopback_vertex_list(ctx, node);
610 
611       _glapi_set_dispatch(dispatch);
612    }
613 
614    /* Decide whether the storage structs are full, or can be used for
615     * the next vertex lists as well.
616     */
617    if (save->vertex_store->used >
618        VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
619 
620       /* Unmap old store:
621        */
622       vbo_save_unmap_vertex_store(ctx, save->vertex_store);
623 
624       /* Release old reference:
625        */
626       free_vertex_store(ctx, save->vertex_store);
627       save->vertex_store = NULL;
628       /* When we have a new vbo, we will for sure need a new vao */
629       for (gl_vertex_processing_mode vpm = 0; vpm < VP_MODE_MAX; ++vpm)
630          _mesa_reference_vao(ctx, &save->VAO[vpm], NULL);
631 
632       /* Allocate and map new store:
633        */
634       save->vertex_store = alloc_vertex_store(ctx);
635       save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
636       save->out_of_memory = save->buffer_ptr == NULL;
637    }
638    else {
639       /* update buffer_ptr for next vertex */
640       save->buffer_ptr = save->vertex_store->buffer_map
641          + save->vertex_store->used;
642    }
643 
644    if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
645       save->prim_store->refcount--;
646       assert(save->prim_store->refcount != 0);
647       save->prim_store = alloc_prim_store();
648    }
649 
650    /* Reset our structures for the next run of vertices:
651     */
652    reset_counters(ctx);
653 }
654 
655 
656 /**
657  * This is called when we fill a vertex buffer before we hit a glEnd().
658  * We
659  * TODO -- If no new vertices have been stored, don't bother saving it.
660  */
661 static void
wrap_buffers(struct gl_context * ctx)662 wrap_buffers(struct gl_context *ctx)
663 {
664    struct vbo_save_context *save = &vbo_context(ctx)->save;
665    GLint i = save->prim_count - 1;
666    GLenum mode;
667 
668    assert(i < (GLint) save->prim_max);
669    assert(i >= 0);
670 
671    /* Close off in-progress primitive.
672     */
673    save->prims[i].count = (save->vert_count - save->prims[i].start);
674    mode = save->prims[i].mode;
675 
676    /* store the copied vertices, and allocate a new list.
677     */
678    compile_vertex_list(ctx);
679 
680    /* Restart interrupted primitive
681     */
682    save->prims[0].mode = mode;
683    save->prims[0].begin = 0;
684    save->prims[0].end = 0;
685    save->prims[0].start = 0;
686    save->prims[0].count = 0;
687    save->prim_count = 1;
688 }
689 
690 
691 /**
692  * Called only when buffers are wrapped as the result of filling the
693  * vertex_store struct.
694  */
695 static void
wrap_filled_vertex(struct gl_context * ctx)696 wrap_filled_vertex(struct gl_context *ctx)
697 {
698    struct vbo_save_context *save = &vbo_context(ctx)->save;
699    unsigned numComponents;
700 
701    /* Emit a glEnd to close off the last vertex list.
702     */
703    wrap_buffers(ctx);
704 
705    /* Copy stored stored vertices to start of new list.
706     */
707    assert(save->max_vert - save->vert_count > save->copied.nr);
708 
709    numComponents = save->copied.nr * save->vertex_size;
710    memcpy(save->buffer_ptr,
711           save->copied.buffer,
712           numComponents * sizeof(fi_type));
713    save->buffer_ptr += numComponents;
714    save->vert_count += save->copied.nr;
715 }
716 
717 
718 static void
copy_to_current(struct gl_context * ctx)719 copy_to_current(struct gl_context *ctx)
720 {
721    struct vbo_save_context *save = &vbo_context(ctx)->save;
722    GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
723 
724    while (enabled) {
725       const int i = u_bit_scan64(&enabled);
726       assert(save->attrsz[i]);
727 
728       if (save->attrtype[i] == GL_DOUBLE ||
729           save->attrtype[i] == GL_UNSIGNED_INT64_ARB)
730          memcpy(save->current[i], save->attrptr[i], save->attrsz[i] * sizeof(GLfloat));
731       else
732          COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
733                                      save->attrptr[i], save->attrtype[i]);
734    }
735 }
736 
737 
738 static void
copy_from_current(struct gl_context * ctx)739 copy_from_current(struct gl_context *ctx)
740 {
741    struct vbo_save_context *save = &vbo_context(ctx)->save;
742    GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
743 
744    while (enabled) {
745       const int i = u_bit_scan64(&enabled);
746 
747       switch (save->attrsz[i]) {
748       case 4:
749          save->attrptr[i][3] = save->current[i][3];
750          /* fallthrough */
751       case 3:
752          save->attrptr[i][2] = save->current[i][2];
753          /* fallthrough */
754       case 2:
755          save->attrptr[i][1] = save->current[i][1];
756          /* fallthrough */
757       case 1:
758          save->attrptr[i][0] = save->current[i][0];
759          break;
760       case 0:
761          unreachable("Unexpected vertex attribute size");
762       }
763    }
764 }
765 
766 
767 /**
768  * Called when we increase the size of a vertex attribute.  For example,
769  * if we've seen one or more glTexCoord2f() calls and now we get a
770  * glTexCoord3f() call.
771  * Flush existing data, set new attrib size, replay copied vertices.
772  */
773 static void
upgrade_vertex(struct gl_context * ctx,GLuint attr,GLuint newsz)774 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
775 {
776    struct vbo_save_context *save = &vbo_context(ctx)->save;
777    GLuint oldsz;
778    GLuint i;
779    fi_type *tmp;
780 
781    /* Store the current run of vertices, and emit a GL_END.  Emit a
782     * BEGIN in the new buffer.
783     */
784    if (save->vert_count)
785       wrap_buffers(ctx);
786    else
787       assert(save->copied.nr == 0);
788 
789    /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
790     * when the attribute already exists in the vertex and is having
791     * its size increased.
792     */
793    copy_to_current(ctx);
794 
795    /* Fix up sizes:
796     */
797    oldsz = save->attrsz[attr];
798    save->attrsz[attr] = newsz;
799    save->enabled |= BITFIELD64_BIT(attr);
800 
801    save->vertex_size += newsz - oldsz;
802    save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
803                      save->vertex_size);
804    save->vert_count = 0;
805 
806    /* Recalculate all the attrptr[] values:
807     */
808    tmp = save->vertex;
809    for (i = 0; i < VBO_ATTRIB_MAX; i++) {
810       if (save->attrsz[i]) {
811          save->attrptr[i] = tmp;
812          tmp += save->attrsz[i];
813       }
814       else {
815          save->attrptr[i] = NULL;       /* will not be dereferenced. */
816       }
817    }
818 
819    /* Copy from current to repopulate the vertex with correct values.
820     */
821    copy_from_current(ctx);
822 
823    /* Replay stored vertices to translate them to new format here.
824     *
825     * If there are copied vertices and the new (upgraded) attribute
826     * has not been defined before, this list is somewhat degenerate,
827     * and will need fixup at runtime.
828     */
829    if (save->copied.nr) {
830       const fi_type *data = save->copied.buffer;
831       fi_type *dest = save->buffer_map;
832 
833       /* Need to note this and fix up at runtime (or loopback):
834        */
835       if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
836          assert(oldsz == 0);
837          save->dangling_attr_ref = GL_TRUE;
838       }
839 
840       for (i = 0; i < save->copied.nr; i++) {
841          GLbitfield64 enabled = save->enabled;
842          while (enabled) {
843             const int j = u_bit_scan64(&enabled);
844             assert(save->attrsz[j]);
845             if (j == attr) {
846                if (oldsz) {
847                   COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
848                                               save->attrtype[j]);
849                   data += oldsz;
850                   dest += newsz;
851                }
852                else {
853                   COPY_SZ_4V(dest, newsz, save->current[attr]);
854                   dest += newsz;
855                }
856             }
857             else {
858                GLint sz = save->attrsz[j];
859                COPY_SZ_4V(dest, sz, data);
860                data += sz;
861                dest += sz;
862             }
863          }
864       }
865 
866       save->buffer_ptr = dest;
867       save->vert_count += save->copied.nr;
868    }
869 }
870 
871 
872 /**
873  * This is called when the size of a vertex attribute changes.
874  * For example, after seeing one or more glTexCoord2f() calls we
875  * get a glTexCoord4f() or glTexCoord1f() call.
876  */
877 static void
fixup_vertex(struct gl_context * ctx,GLuint attr,GLuint sz,GLenum newType)878 fixup_vertex(struct gl_context *ctx, GLuint attr,
879              GLuint sz, GLenum newType)
880 {
881    struct vbo_save_context *save = &vbo_context(ctx)->save;
882 
883    if (sz > save->attrsz[attr] ||
884        newType != save->attrtype[attr]) {
885       /* New size is larger.  Need to flush existing vertices and get
886        * an enlarged vertex format.
887        */
888       upgrade_vertex(ctx, attr, sz);
889    }
890    else if (sz < save->active_sz[attr]) {
891       GLuint i;
892       const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
893 
894       /* New size is equal or smaller - just need to fill in some
895        * zeros.
896        */
897       for (i = sz; i <= save->attrsz[attr]; i++)
898          save->attrptr[attr][i - 1] = id[i - 1];
899    }
900 
901    save->active_sz[attr] = sz;
902 }
903 
904 
905 /**
906  * Reset the current size of all vertex attributes to the default
907  * value of 0.  This signals that we haven't yet seen any per-vertex
908  * commands such as glNormal3f() or glTexCoord2f().
909  */
910 static void
reset_vertex(struct gl_context * ctx)911 reset_vertex(struct gl_context *ctx)
912 {
913    struct vbo_save_context *save = &vbo_context(ctx)->save;
914 
915    while (save->enabled) {
916       const int i = u_bit_scan64(&save->enabled);
917       assert(save->attrsz[i]);
918       save->attrsz[i] = 0;
919       save->active_sz[i] = 0;
920    }
921 
922    save->vertex_size = 0;
923 }
924 
925 
926 /**
927  * If index=0, does glVertexAttrib*() alias glVertex() to emit a vertex?
928  * It depends on a few things, including whether we're inside or outside
929  * of glBegin/glEnd.
930  */
931 static inline bool
is_vertex_position(const struct gl_context * ctx,GLuint index)932 is_vertex_position(const struct gl_context *ctx, GLuint index)
933 {
934    return (index == 0 &&
935            _mesa_attr_zero_aliases_vertex(ctx) &&
936            _mesa_inside_dlist_begin_end(ctx));
937 }
938 
939 
940 
941 #define ERROR(err)   _mesa_compile_error(ctx, err, __func__);
942 
943 
944 /* Only one size for each attribute may be active at once.  Eg. if
945  * Color3f is installed/active, then Color4f may not be, even if the
946  * vertex actually contains 4 color coordinates.  This is because the
947  * 3f version won't otherwise set color[3] to 1.0 -- this is the job
948  * of the chooser function when switching between Color4f and Color3f.
949  */
950 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3)			\
951 do {								\
952    struct vbo_save_context *save = &vbo_context(ctx)->save;	\
953    int sz = (sizeof(C) / sizeof(GLfloat));			\
954 								\
955    if (save->active_sz[A] != N)					\
956       fixup_vertex(ctx, A, N * sz, T);				\
957 								\
958    {								\
959       C *dest = (C *)save->attrptr[A];                          \
960       if (N>0) dest[0] = V0;					\
961       if (N>1) dest[1] = V1;					\
962       if (N>2) dest[2] = V2;					\
963       if (N>3) dest[3] = V3;					\
964       save->attrtype[A] = T;					\
965    }								\
966 								\
967    if ((A) == 0) {						\
968       GLuint i;							\
969 								\
970       for (i = 0; i < save->vertex_size; i++)			\
971 	 save->buffer_ptr[i] = save->vertex[i];			\
972 								\
973       save->buffer_ptr += save->vertex_size;			\
974 								\
975       if (++save->vert_count >= save->max_vert)			\
976 	 wrap_filled_vertex(ctx);				\
977    }								\
978 } while (0)
979 
980 #define TAG(x) _save_##x
981 
982 #include "vbo_attrib_tmp.h"
983 
984 
985 
986 #define MAT( ATTR, N, face, params )			\
987 do {							\
988    if (face != GL_BACK)					\
989       MAT_ATTR( ATTR, N, params ); /* front */		\
990    if (face != GL_FRONT)				\
991       MAT_ATTR( ATTR + 1, N, params ); /* back */	\
992 } while (0)
993 
994 
995 /**
996  * Save a glMaterial call found between glBegin/End.
997  * glMaterial calls outside Begin/End are handled in dlist.c.
998  */
999 static void GLAPIENTRY
_save_Materialfv(GLenum face,GLenum pname,const GLfloat * params)1000 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1001 {
1002    GET_CURRENT_CONTEXT(ctx);
1003 
1004    if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1005       _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1006       return;
1007    }
1008 
1009    switch (pname) {
1010    case GL_EMISSION:
1011       MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1012       break;
1013    case GL_AMBIENT:
1014       MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1015       break;
1016    case GL_DIFFUSE:
1017       MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1018       break;
1019    case GL_SPECULAR:
1020       MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1021       break;
1022    case GL_SHININESS:
1023       if (*params < 0 || *params > ctx->Const.MaxShininess) {
1024          _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1025       }
1026       else {
1027          MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1028       }
1029       break;
1030    case GL_COLOR_INDEXES:
1031       MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1032       break;
1033    case GL_AMBIENT_AND_DIFFUSE:
1034       MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1035       MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1036       break;
1037    default:
1038       _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1039       return;
1040    }
1041 }
1042 
1043 
1044 /* Cope with EvalCoord/CallList called within a begin/end object:
1045  *     -- Flush current buffer
1046  *     -- Fallback to opcodes for the rest of the begin/end object.
1047  */
1048 static void
dlist_fallback(struct gl_context * ctx)1049 dlist_fallback(struct gl_context *ctx)
1050 {
1051    struct vbo_save_context *save = &vbo_context(ctx)->save;
1052 
1053    if (save->vert_count || save->prim_count) {
1054       if (save->prim_count > 0) {
1055          /* Close off in-progress primitive. */
1056          GLint i = save->prim_count - 1;
1057          save->prims[i].count = save->vert_count - save->prims[i].start;
1058       }
1059 
1060       /* Need to replay this display list with loopback,
1061        * unfortunately, otherwise this primitive won't be handled
1062        * properly:
1063        */
1064       save->dangling_attr_ref = GL_TRUE;
1065 
1066       compile_vertex_list(ctx);
1067    }
1068 
1069    copy_to_current(ctx);
1070    reset_vertex(ctx);
1071    reset_counters(ctx);
1072    if (save->out_of_memory) {
1073       _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1074    }
1075    else {
1076       _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1077    }
1078    ctx->Driver.SaveNeedFlush = GL_FALSE;
1079 }
1080 
1081 
1082 static void GLAPIENTRY
_save_EvalCoord1f(GLfloat u)1083 _save_EvalCoord1f(GLfloat u)
1084 {
1085    GET_CURRENT_CONTEXT(ctx);
1086    dlist_fallback(ctx);
1087    CALL_EvalCoord1f(ctx->Save, (u));
1088 }
1089 
1090 static void GLAPIENTRY
_save_EvalCoord1fv(const GLfloat * v)1091 _save_EvalCoord1fv(const GLfloat * v)
1092 {
1093    GET_CURRENT_CONTEXT(ctx);
1094    dlist_fallback(ctx);
1095    CALL_EvalCoord1fv(ctx->Save, (v));
1096 }
1097 
1098 static void GLAPIENTRY
_save_EvalCoord2f(GLfloat u,GLfloat v)1099 _save_EvalCoord2f(GLfloat u, GLfloat v)
1100 {
1101    GET_CURRENT_CONTEXT(ctx);
1102    dlist_fallback(ctx);
1103    CALL_EvalCoord2f(ctx->Save, (u, v));
1104 }
1105 
1106 static void GLAPIENTRY
_save_EvalCoord2fv(const GLfloat * v)1107 _save_EvalCoord2fv(const GLfloat * v)
1108 {
1109    GET_CURRENT_CONTEXT(ctx);
1110    dlist_fallback(ctx);
1111    CALL_EvalCoord2fv(ctx->Save, (v));
1112 }
1113 
1114 static void GLAPIENTRY
_save_EvalPoint1(GLint i)1115 _save_EvalPoint1(GLint i)
1116 {
1117    GET_CURRENT_CONTEXT(ctx);
1118    dlist_fallback(ctx);
1119    CALL_EvalPoint1(ctx->Save, (i));
1120 }
1121 
1122 static void GLAPIENTRY
_save_EvalPoint2(GLint i,GLint j)1123 _save_EvalPoint2(GLint i, GLint j)
1124 {
1125    GET_CURRENT_CONTEXT(ctx);
1126    dlist_fallback(ctx);
1127    CALL_EvalPoint2(ctx->Save, (i, j));
1128 }
1129 
1130 static void GLAPIENTRY
_save_CallList(GLuint l)1131 _save_CallList(GLuint l)
1132 {
1133    GET_CURRENT_CONTEXT(ctx);
1134    dlist_fallback(ctx);
1135    CALL_CallList(ctx->Save, (l));
1136 }
1137 
1138 static void GLAPIENTRY
_save_CallLists(GLsizei n,GLenum type,const GLvoid * v)1139 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1140 {
1141    GET_CURRENT_CONTEXT(ctx);
1142    dlist_fallback(ctx);
1143    CALL_CallLists(ctx->Save, (n, type, v));
1144 }
1145 
1146 
1147 
1148 /**
1149  * Called when a glBegin is getting compiled into a display list.
1150  * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1151  */
1152 void
vbo_save_NotifyBegin(struct gl_context * ctx,GLenum mode,bool no_current_update)1153 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode,
1154                      bool no_current_update)
1155 {
1156    struct vbo_save_context *save = &vbo_context(ctx)->save;
1157    const GLuint i = save->prim_count++;
1158 
1159    ctx->Driver.CurrentSavePrimitive = mode;
1160 
1161    assert(i < save->prim_max);
1162    save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1163    save->prims[i].begin = 1;
1164    save->prims[i].end = 0;
1165    save->prims[i].start = save->vert_count;
1166    save->prims[i].count = 0;
1167 
1168    save->no_current_update = no_current_update;
1169 
1170    if (save->out_of_memory) {
1171       _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1172    }
1173    else {
1174       _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1175    }
1176 
1177    /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1178    ctx->Driver.SaveNeedFlush = GL_TRUE;
1179 }
1180 
1181 
1182 static void GLAPIENTRY
_save_End(void)1183 _save_End(void)
1184 {
1185    GET_CURRENT_CONTEXT(ctx);
1186    struct vbo_save_context *save = &vbo_context(ctx)->save;
1187    const GLint i = save->prim_count - 1;
1188 
1189    ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1190    save->prims[i].end = 1;
1191    save->prims[i].count = (save->vert_count - save->prims[i].start);
1192 
1193    if (i == (GLint) save->prim_max - 1) {
1194       compile_vertex_list(ctx);
1195       assert(save->copied.nr == 0);
1196    }
1197 
1198    /* Swap out this vertex format while outside begin/end.  Any color,
1199     * etc. received between here and the next begin will be compiled
1200     * as opcodes.
1201     */
1202    if (save->out_of_memory) {
1203       _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1204    }
1205    else {
1206       _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1207    }
1208 }
1209 
1210 
1211 static void GLAPIENTRY
_save_Begin(GLenum mode)1212 _save_Begin(GLenum mode)
1213 {
1214    GET_CURRENT_CONTEXT(ctx);
1215    (void) mode;
1216    _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1217 }
1218 
1219 
1220 static void GLAPIENTRY
_save_PrimitiveRestartNV(void)1221 _save_PrimitiveRestartNV(void)
1222 {
1223    GET_CURRENT_CONTEXT(ctx);
1224    struct vbo_save_context *save = &vbo_context(ctx)->save;
1225 
1226    if (save->prim_count == 0) {
1227       /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1228        * is an error.
1229        */
1230       _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1231                           "glPrimitiveRestartNV called outside glBegin/End");
1232    } else {
1233       /* get current primitive mode */
1234       GLenum curPrim = save->prims[save->prim_count - 1].mode;
1235       bool no_current_update = save->no_current_update;
1236 
1237       /* restart primitive */
1238       CALL_End(ctx->CurrentServerDispatch, ());
1239       vbo_save_NotifyBegin(ctx, curPrim, no_current_update);
1240    }
1241 }
1242 
1243 
1244 /* Unlike the functions above, these are to be hooked into the vtxfmt
1245  * maintained in ctx->ListState, active when the list is known or
1246  * suspected to be outside any begin/end primitive.
1247  * Note: OBE = Outside Begin/End
1248  */
1249 static void GLAPIENTRY
_save_OBE_Rectf(GLfloat x1,GLfloat y1,GLfloat x2,GLfloat y2)1250 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1251 {
1252    GET_CURRENT_CONTEXT(ctx);
1253    struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1254 
1255    vbo_save_NotifyBegin(ctx, GL_QUADS, false);
1256    CALL_Vertex2f(dispatch, (x1, y1));
1257    CALL_Vertex2f(dispatch, (x2, y1));
1258    CALL_Vertex2f(dispatch, (x2, y2));
1259    CALL_Vertex2f(dispatch, (x1, y2));
1260    CALL_End(dispatch, ());
1261 }
1262 
1263 
1264 static void GLAPIENTRY
_save_OBE_Rectd(GLdouble x1,GLdouble y1,GLdouble x2,GLdouble y2)1265 _save_OBE_Rectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
1266 {
1267    _save_OBE_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1268 }
1269 
1270 static void GLAPIENTRY
_save_OBE_Rectdv(const GLdouble * v1,const GLdouble * v2)1271 _save_OBE_Rectdv(const GLdouble *v1, const GLdouble *v2)
1272 {
1273    _save_OBE_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1274 }
1275 
1276 static void GLAPIENTRY
_save_OBE_Rectfv(const GLfloat * v1,const GLfloat * v2)1277 _save_OBE_Rectfv(const GLfloat *v1, const GLfloat *v2)
1278 {
1279    _save_OBE_Rectf(v1[0], v1[1], v2[0], v2[1]);
1280 }
1281 
1282 static void GLAPIENTRY
_save_OBE_Recti(GLint x1,GLint y1,GLint x2,GLint y2)1283 _save_OBE_Recti(GLint x1, GLint y1, GLint x2, GLint y2)
1284 {
1285    _save_OBE_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1286 }
1287 
1288 static void GLAPIENTRY
_save_OBE_Rectiv(const GLint * v1,const GLint * v2)1289 _save_OBE_Rectiv(const GLint *v1, const GLint *v2)
1290 {
1291    _save_OBE_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1292 }
1293 
1294 static void GLAPIENTRY
_save_OBE_Rects(GLshort x1,GLshort y1,GLshort x2,GLshort y2)1295 _save_OBE_Rects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
1296 {
1297    _save_OBE_Rectf((GLfloat) x1, (GLfloat) y1, (GLfloat) x2, (GLfloat) y2);
1298 }
1299 
1300 static void GLAPIENTRY
_save_OBE_Rectsv(const GLshort * v1,const GLshort * v2)1301 _save_OBE_Rectsv(const GLshort *v1, const GLshort *v2)
1302 {
1303    _save_OBE_Rectf((GLfloat) v1[0], (GLfloat) v1[1], (GLfloat) v2[0], (GLfloat) v2[1]);
1304 }
1305 
1306 
1307 static void GLAPIENTRY
_save_OBE_DrawArrays(GLenum mode,GLint start,GLsizei count)1308 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1309 {
1310    GET_CURRENT_CONTEXT(ctx);
1311    struct gl_vertex_array_object *vao = ctx->Array.VAO;
1312    struct vbo_save_context *save = &vbo_context(ctx)->save;
1313    GLint i;
1314 
1315    if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1316       _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1317       return;
1318    }
1319    if (count < 0) {
1320       _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1321       return;
1322    }
1323 
1324    if (save->out_of_memory)
1325       return;
1326 
1327    /* Make sure to process any VBO binding changes */
1328    _mesa_update_state(ctx);
1329 
1330    _mesa_vao_map_arrays(ctx, vao, GL_MAP_READ_BIT);
1331 
1332    vbo_save_NotifyBegin(ctx, mode, true);
1333 
1334    for (i = 0; i < count; i++)
1335       _mesa_array_element(ctx, start + i);
1336    CALL_End(ctx->CurrentServerDispatch, ());
1337 
1338    _mesa_vao_unmap_arrays(ctx, vao);
1339 }
1340 
1341 
1342 static void GLAPIENTRY
_save_OBE_MultiDrawArrays(GLenum mode,const GLint * first,const GLsizei * count,GLsizei primcount)1343 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1344                           const GLsizei *count, GLsizei primcount)
1345 {
1346    GET_CURRENT_CONTEXT(ctx);
1347    GLint i;
1348 
1349    if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1350       _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1351       return;
1352    }
1353 
1354    if (primcount < 0) {
1355       _mesa_compile_error(ctx, GL_INVALID_VALUE,
1356                           "glMultiDrawArrays(primcount<0)");
1357       return;
1358    }
1359 
1360    for (i = 0; i < primcount; i++) {
1361       if (count[i] < 0) {
1362          _mesa_compile_error(ctx, GL_INVALID_VALUE,
1363                              "glMultiDrawArrays(count[i]<0)");
1364          return;
1365       }
1366    }
1367 
1368    for (i = 0; i < primcount; i++) {
1369       if (count[i] > 0) {
1370          _save_OBE_DrawArrays(mode, first[i], count[i]);
1371       }
1372    }
1373 }
1374 
1375 
1376 static void
array_element(struct gl_context * ctx,GLint basevertex,GLuint elt,unsigned index_size)1377 array_element(struct gl_context *ctx,
1378               GLint basevertex, GLuint elt, unsigned index_size)
1379 {
1380    /* Section 10.3.5 Primitive Restart:
1381     * [...]
1382     *    When one of the *BaseVertex drawing commands specified in section 10.5
1383     * is used, the primitive restart comparison occurs before the basevertex
1384     * offset is added to the array index.
1385     */
1386    /* If PrimitiveRestart is enabled and the index is the RestartIndex
1387     * then we call PrimitiveRestartNV and return.
1388     */
1389    if (ctx->Array._PrimitiveRestart &&
1390        elt == ctx->Array._RestartIndex[index_size - 1]) {
1391       CALL_PrimitiveRestartNV(ctx->CurrentServerDispatch, ());
1392       return;
1393    }
1394 
1395    _mesa_array_element(ctx, basevertex + elt);
1396 }
1397 
1398 
1399 /* Could do better by copying the arrays and element list intact and
1400  * then emitting an indexed prim at runtime.
1401  */
1402 static void GLAPIENTRY
_save_OBE_DrawElementsBaseVertex(GLenum mode,GLsizei count,GLenum type,const GLvoid * indices,GLint basevertex)1403 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1404                                  const GLvoid * indices, GLint basevertex)
1405 {
1406    GET_CURRENT_CONTEXT(ctx);
1407    struct vbo_save_context *save = &vbo_context(ctx)->save;
1408    struct gl_vertex_array_object *vao = ctx->Array.VAO;
1409    struct gl_buffer_object *indexbuf = vao->IndexBufferObj;
1410    GLint i;
1411 
1412    if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1413       _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1414       return;
1415    }
1416    if (count < 0) {
1417       _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1418       return;
1419    }
1420    if (type != GL_UNSIGNED_BYTE &&
1421        type != GL_UNSIGNED_SHORT &&
1422        type != GL_UNSIGNED_INT) {
1423       _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1424       return;
1425    }
1426 
1427    if (save->out_of_memory)
1428       return;
1429 
1430    /* Make sure to process any VBO binding changes */
1431    _mesa_update_state(ctx);
1432 
1433    _mesa_vao_map(ctx, vao, GL_MAP_READ_BIT);
1434 
1435    if (indexbuf)
1436       indices =
1437          ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1438 
1439    vbo_save_NotifyBegin(ctx, mode, true);
1440 
1441    switch (type) {
1442    case GL_UNSIGNED_BYTE:
1443       for (i = 0; i < count; i++)
1444          array_element(ctx, basevertex, ((GLubyte *) indices)[i], 1);
1445       break;
1446    case GL_UNSIGNED_SHORT:
1447       for (i = 0; i < count; i++)
1448          array_element(ctx, basevertex, ((GLushort *) indices)[i], 2);
1449       break;
1450    case GL_UNSIGNED_INT:
1451       for (i = 0; i < count; i++)
1452          array_element(ctx, basevertex, ((GLuint *) indices)[i], 4);
1453       break;
1454    default:
1455       _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1456       break;
1457    }
1458 
1459    CALL_End(ctx->CurrentServerDispatch, ());
1460 
1461    _mesa_vao_unmap(ctx, vao);
1462 }
1463 
1464 static void GLAPIENTRY
_save_OBE_DrawElements(GLenum mode,GLsizei count,GLenum type,const GLvoid * indices)1465 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1466                        const GLvoid * indices)
1467 {
1468    _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1469 }
1470 
1471 
1472 static void GLAPIENTRY
_save_OBE_DrawRangeElements(GLenum mode,GLuint start,GLuint end,GLsizei count,GLenum type,const GLvoid * indices)1473 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1474                             GLsizei count, GLenum type,
1475                             const GLvoid * indices)
1476 {
1477    GET_CURRENT_CONTEXT(ctx);
1478    struct vbo_save_context *save = &vbo_context(ctx)->save;
1479 
1480    if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1481       _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1482       return;
1483    }
1484    if (count < 0) {
1485       _mesa_compile_error(ctx, GL_INVALID_VALUE,
1486                           "glDrawRangeElements(count<0)");
1487       return;
1488    }
1489    if (type != GL_UNSIGNED_BYTE &&
1490        type != GL_UNSIGNED_SHORT &&
1491        type != GL_UNSIGNED_INT) {
1492       _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1493       return;
1494    }
1495    if (end < start) {
1496       _mesa_compile_error(ctx, GL_INVALID_VALUE,
1497                           "glDrawRangeElements(end < start)");
1498       return;
1499    }
1500 
1501    if (save->out_of_memory)
1502       return;
1503 
1504    _save_OBE_DrawElements(mode, count, type, indices);
1505 }
1506 
1507 
1508 static void GLAPIENTRY
_save_OBE_MultiDrawElements(GLenum mode,const GLsizei * count,GLenum type,const GLvoid * const * indices,GLsizei primcount)1509 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1510                             const GLvoid * const *indices, GLsizei primcount)
1511 {
1512    GET_CURRENT_CONTEXT(ctx);
1513    struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1514    GLsizei i;
1515 
1516    for (i = 0; i < primcount; i++) {
1517       if (count[i] > 0) {
1518 	 CALL_DrawElements(dispatch, (mode, count[i], type, indices[i]));
1519       }
1520    }
1521 }
1522 
1523 
1524 static void GLAPIENTRY
_save_OBE_MultiDrawElementsBaseVertex(GLenum mode,const GLsizei * count,GLenum type,const GLvoid * const * indices,GLsizei primcount,const GLint * basevertex)1525 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1526                                       GLenum type,
1527                                       const GLvoid * const *indices,
1528                                       GLsizei primcount,
1529                                       const GLint *basevertex)
1530 {
1531    GET_CURRENT_CONTEXT(ctx);
1532    struct _glapi_table *dispatch = ctx->CurrentServerDispatch;
1533    GLsizei i;
1534 
1535    for (i = 0; i < primcount; i++) {
1536       if (count[i] > 0) {
1537 	 CALL_DrawElementsBaseVertex(dispatch, (mode, count[i], type,
1538 						      indices[i],
1539 						      basevertex[i]));
1540       }
1541    }
1542 }
1543 
1544 
1545 static void
vtxfmt_init(struct gl_context * ctx)1546 vtxfmt_init(struct gl_context *ctx)
1547 {
1548    struct vbo_save_context *save = &vbo_context(ctx)->save;
1549    GLvertexformat *vfmt = &save->vtxfmt;
1550 
1551 #define NAME_AE(x) _ae_##x
1552 #define NAME_CALLLIST(x) _save_##x
1553 #define NAME(x) _save_##x
1554 #define NAME_ES(x) _save_##x##ARB
1555 
1556 #include "vbo_init_tmp.h"
1557 }
1558 
1559 
1560 /**
1561  * Initialize the dispatch table with the VBO functions for display
1562  * list compilation.
1563  */
1564 void
vbo_initialize_save_dispatch(const struct gl_context * ctx,struct _glapi_table * exec)1565 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1566                              struct _glapi_table *exec)
1567 {
1568    SET_DrawArrays(exec, _save_OBE_DrawArrays);
1569    SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1570    SET_DrawElements(exec, _save_OBE_DrawElements);
1571    SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1572    SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1573    SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1574    SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1575    SET_Rectf(exec, _save_OBE_Rectf);
1576    SET_Rectd(exec, _save_OBE_Rectd);
1577    SET_Rectdv(exec, _save_OBE_Rectdv);
1578    SET_Rectfv(exec, _save_OBE_Rectfv);
1579    SET_Recti(exec, _save_OBE_Recti);
1580    SET_Rectiv(exec, _save_OBE_Rectiv);
1581    SET_Rects(exec, _save_OBE_Rects);
1582    SET_Rectsv(exec, _save_OBE_Rectsv);
1583 
1584    /* Note: other glDraw functins aren't compiled into display lists */
1585 }
1586 
1587 
1588 
1589 void
vbo_save_SaveFlushVertices(struct gl_context * ctx)1590 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1591 {
1592    struct vbo_save_context *save = &vbo_context(ctx)->save;
1593 
1594    /* Noop when we are actually active:
1595     */
1596    if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1597       return;
1598 
1599    if (save->vert_count || save->prim_count)
1600       compile_vertex_list(ctx);
1601 
1602    copy_to_current(ctx);
1603    reset_vertex(ctx);
1604    reset_counters(ctx);
1605    ctx->Driver.SaveNeedFlush = GL_FALSE;
1606 }
1607 
1608 
1609 /**
1610  * Called from glNewList when we're starting to compile a display list.
1611  */
1612 void
vbo_save_NewList(struct gl_context * ctx,GLuint list,GLenum mode)1613 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1614 {
1615    struct vbo_save_context *save = &vbo_context(ctx)->save;
1616 
1617    (void) list;
1618    (void) mode;
1619 
1620    if (!save->prim_store)
1621       save->prim_store = alloc_prim_store();
1622 
1623    if (!save->vertex_store)
1624       save->vertex_store = alloc_vertex_store(ctx);
1625 
1626    save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1627 
1628    reset_vertex(ctx);
1629    reset_counters(ctx);
1630    ctx->Driver.SaveNeedFlush = GL_FALSE;
1631 }
1632 
1633 
1634 /**
1635  * Called from glEndList when we're finished compiling a display list.
1636  */
1637 void
vbo_save_EndList(struct gl_context * ctx)1638 vbo_save_EndList(struct gl_context *ctx)
1639 {
1640    struct vbo_save_context *save = &vbo_context(ctx)->save;
1641 
1642    /* EndList called inside a (saved) Begin/End pair?
1643     */
1644    if (_mesa_inside_dlist_begin_end(ctx)) {
1645       if (save->prim_count > 0) {
1646          GLint i = save->prim_count - 1;
1647          ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1648          save->prims[i].end = 0;
1649          save->prims[i].count = save->vert_count - save->prims[i].start;
1650       }
1651 
1652       /* Make sure this vertex list gets replayed by the "loopback"
1653        * mechanism:
1654        */
1655       save->dangling_attr_ref = GL_TRUE;
1656       vbo_save_SaveFlushVertices(ctx);
1657 
1658       /* Swap out this vertex format while outside begin/end.  Any color,
1659        * etc. received between here and the next begin will be compiled
1660        * as opcodes.
1661        */
1662       _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1663    }
1664 
1665    vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1666 
1667    assert(save->vertex_size == 0);
1668 }
1669 
1670 
1671 /**
1672  * Called from the display list code when we're about to execute a
1673  * display list.
1674  */
1675 void
vbo_save_BeginCallList(struct gl_context * ctx,struct gl_display_list * dlist)1676 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1677 {
1678    struct vbo_save_context *save = &vbo_context(ctx)->save;
1679    save->replay_flags |= dlist->Flags;
1680 }
1681 
1682 
1683 /**
1684  * Called from the display list code when we're finished executing a
1685  * display list.
1686  */
1687 void
vbo_save_EndCallList(struct gl_context * ctx)1688 vbo_save_EndCallList(struct gl_context *ctx)
1689 {
1690    struct vbo_save_context *save = &vbo_context(ctx)->save;
1691 
1692    if (ctx->ListState.CallDepth == 1)
1693       save->replay_flags = 0;
1694 }
1695 
1696 
1697 /**
1698  * Called by display list code when a display list is being deleted.
1699  */
1700 static void
vbo_destroy_vertex_list(struct gl_context * ctx,void * data)1701 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1702 {
1703    struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1704 
1705    for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
1706       _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
1707 
1708    if (--node->prim_store->refcount == 0)
1709       free(node->prim_store);
1710 
1711    free(node->current_data);
1712    node->current_data = NULL;
1713 }
1714 
1715 
1716 static void
vbo_print_vertex_list(struct gl_context * ctx,void * data,FILE * f)1717 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1718 {
1719    struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1720    GLuint i;
1721    struct gl_buffer_object *buffer = node->VAO[0]->BufferBinding[0].BufferObj;
1722    const GLuint vertex_size = _vbo_save_get_stride(node)/sizeof(GLfloat);
1723    (void) ctx;
1724 
1725    fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1726            "buffer %p\n",
1727            node->vertex_count, node->prim_count, vertex_size,
1728            buffer);
1729 
1730    for (i = 0; i < node->prim_count; i++) {
1731       struct _mesa_prim *prim = &node->prims[i];
1732       fprintf(f, "   prim %d: %s %d..%d %s %s\n",
1733              i,
1734              _mesa_lookup_prim_by_nr(prim->mode),
1735              prim->start,
1736              prim->start + prim->count,
1737              (prim->begin) ? "BEGIN" : "(wrap)",
1738              (prim->end) ? "END" : "(wrap)");
1739    }
1740 }
1741 
1742 
1743 /**
1744  * Called during context creation/init.
1745  */
1746 static void
current_init(struct gl_context * ctx)1747 current_init(struct gl_context *ctx)
1748 {
1749    struct vbo_save_context *save = &vbo_context(ctx)->save;
1750    GLint i;
1751 
1752    for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1753       const GLuint j = i - VBO_ATTRIB_POS;
1754       assert(j < VERT_ATTRIB_MAX);
1755       save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1756       save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
1757    }
1758 
1759    for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1760       const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1761       assert(j < MAT_ATTRIB_MAX);
1762       save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1763       save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
1764    }
1765 }
1766 
1767 
1768 /**
1769  * Initialize the display list compiler.  Called during context creation.
1770  */
1771 void
vbo_save_api_init(struct vbo_save_context * save)1772 vbo_save_api_init(struct vbo_save_context *save)
1773 {
1774    struct gl_context *ctx = save->ctx;
1775 
1776    save->opcode_vertex_list =
1777       _mesa_dlist_alloc_opcode(ctx,
1778                                sizeof(struct vbo_save_vertex_list),
1779                                vbo_save_playback_vertex_list,
1780                                vbo_destroy_vertex_list,
1781                                vbo_print_vertex_list);
1782 
1783    vtxfmt_init(ctx);
1784    current_init(ctx);
1785    _mesa_noop_vtxfmt_init(ctx, &save->vtxfmt_noop);
1786 }
1787