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1363 lines
37 KiB
C
1363 lines
37 KiB
C
/**************************************************************************
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Copyright 2002-2008 Tungsten Graphics Inc., Cedar Park, Texas.
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All Rights Reserved.
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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on the rights to use, copy, modify, merge, publish, distribute, sub
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license, and/or sell copies of the Software, and to permit persons to whom
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the Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice (including the next
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paragraph) shall be included in all copies or substantial portions of the
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Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
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DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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USE OR OTHER DEALINGS IN THE SOFTWARE.
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**************************************************************************/
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/*
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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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*/
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/* Display list compiler attempts to store lists of vertices with the
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* same vertex layout. Additionally it attempts to minimize the need
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* for execute-time fixup of these vertex lists, allowing them to be
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* cached on hardware.
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*
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* There are still some circumstances where this can be thwarted, for
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* example by building a list that consists of one very long primitive
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* (eg Begin(Triangles), 1000 vertices, End), and calling that list
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* from inside a different begin/end object (Begin(Lines), CallList,
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* End).
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*
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* In that case the code will have to replay the list as individual
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* commands through the Exec dispatch table, or fix up the copied
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* vertices at execute-time.
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*
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* The other case where fixup is required is when a vertex attribute
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* is introduced in the middle of a primitive. Eg:
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* Begin(Lines)
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* TexCoord1f() Vertex2f()
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* TexCoord1f() Color3f() Vertex2f()
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* End()
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*
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* If the current value of Color isn't known at compile-time, this
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* primitive will require fixup.
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*
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*
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* The list compiler currently doesn't attempt to compile lists
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* containing EvalCoord or EvalPoint commands. On encountering one of
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* these, compilation falls back to opcodes.
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*
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* This could be improved to fallback only when a mix of EvalCoord and
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* Vertex commands are issued within a single primitive.
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*/
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#include <precomp.h>
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#if FEATURE_dlist
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#ifdef ERROR
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#undef ERROR
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#endif
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/* An interesting VBO number/name to help with debugging */
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#define VBO_BUF_ID 12345
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/*
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* NOTE: Old 'parity' issue is gone, but copying can still be
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* wrong-footed on replay.
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*/
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static GLuint
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_save_copy_vertices(struct gl_context *ctx,
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const struct vbo_save_vertex_list *node,
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const GLfloat * src_buffer)
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{
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struct vbo_save_context *save = &vbo_context(ctx)->save;
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const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
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GLuint nr = prim->count;
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GLuint sz = save->vertex_size;
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const GLfloat *src = src_buffer + prim->start * sz;
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GLfloat *dst = save->copied.buffer;
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GLuint ovf, i;
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if (prim->end)
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return 0;
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switch (prim->mode) {
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case GL_POINTS:
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return 0;
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case GL_LINES:
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ovf = nr & 1;
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for (i = 0; i < ovf; i++)
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memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
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sz * sizeof(GLfloat));
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return i;
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case GL_TRIANGLES:
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ovf = nr % 3;
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for (i = 0; i < ovf; i++)
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memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
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sz * sizeof(GLfloat));
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return i;
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case GL_QUADS:
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ovf = nr & 3;
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for (i = 0; i < ovf; i++)
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memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
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sz * sizeof(GLfloat));
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return i;
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case GL_LINE_STRIP:
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if (nr == 0)
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return 0;
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else {
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memcpy(dst, src + (nr - 1) * sz, sz * sizeof(GLfloat));
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return 1;
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}
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case GL_LINE_LOOP:
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case GL_TRIANGLE_FAN:
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case GL_POLYGON:
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if (nr == 0)
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return 0;
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else if (nr == 1) {
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memcpy(dst, src + 0, sz * sizeof(GLfloat));
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return 1;
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}
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else {
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memcpy(dst, src + 0, sz * sizeof(GLfloat));
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memcpy(dst + sz, src + (nr - 1) * sz, sz * sizeof(GLfloat));
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return 2;
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}
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case GL_TRIANGLE_STRIP:
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case GL_QUAD_STRIP:
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switch (nr) {
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case 0:
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ovf = 0;
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break;
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case 1:
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ovf = 1;
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break;
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default:
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ovf = 2 + (nr & 1);
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break;
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}
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for (i = 0; i < ovf; i++)
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memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
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sz * sizeof(GLfloat));
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return i;
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default:
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assert(0);
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return 0;
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}
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}
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static struct vbo_save_vertex_store *
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alloc_vertex_store(struct gl_context *ctx)
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{
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struct vbo_save_context *save = &vbo_context(ctx)->save;
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struct vbo_save_vertex_store *vertex_store =
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CALLOC_STRUCT(vbo_save_vertex_store);
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/* obj->Name needs to be non-zero, but won't ever be examined more
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* closely than that. In particular these buffers won't be entered
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* into the hash and can never be confused with ones visible to the
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* user. Perhaps there could be a special number for internal
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* buffers:
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*/
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vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx,
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VBO_BUF_ID,
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GL_ARRAY_BUFFER_ARB);
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if (vertex_store->bufferobj) {
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save->out_of_memory =
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!ctx->Driver.BufferData(ctx,
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GL_ARRAY_BUFFER_ARB,
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VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
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NULL, GL_STATIC_DRAW_ARB,
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vertex_store->bufferobj);
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}
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else {
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save->out_of_memory = GL_TRUE;
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}
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if (save->out_of_memory) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation");
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_mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
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}
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vertex_store->buffer = NULL;
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vertex_store->used = 0;
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vertex_store->refcount = 1;
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return vertex_store;
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}
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static void
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free_vertex_store(struct gl_context *ctx,
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struct vbo_save_vertex_store *vertex_store)
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{
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assert(!vertex_store->buffer);
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if (vertex_store->bufferobj) {
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_mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
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}
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FREE(vertex_store);
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}
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static GLfloat *
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map_vertex_store(struct gl_context *ctx,
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struct vbo_save_vertex_store *vertex_store)
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{
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assert(vertex_store->bufferobj);
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assert(!vertex_store->buffer);
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if (vertex_store->bufferobj->Size > 0) {
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vertex_store->buffer =
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(GLfloat *) ctx->Driver.MapBufferRange(ctx, 0,
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vertex_store->bufferobj->Size,
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GL_MAP_WRITE_BIT, /* not used */
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vertex_store->bufferobj);
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assert(vertex_store->buffer);
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return vertex_store->buffer + vertex_store->used;
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}
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else {
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/* probably ran out of memory for buffers */
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return NULL;
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}
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}
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static void
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unmap_vertex_store(struct gl_context *ctx,
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struct vbo_save_vertex_store *vertex_store)
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{
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if (vertex_store->bufferobj->Size > 0) {
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ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj);
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}
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vertex_store->buffer = NULL;
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}
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static struct vbo_save_primitive_store *
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alloc_prim_store(struct gl_context *ctx)
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{
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struct vbo_save_primitive_store *store =
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CALLOC_STRUCT(vbo_save_primitive_store);
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(void) ctx;
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store->used = 0;
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store->refcount = 1;
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return store;
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}
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static void
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_save_reset_counters(struct gl_context *ctx)
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{
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struct vbo_save_context *save = &vbo_context(ctx)->save;
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save->prim = save->prim_store->buffer + save->prim_store->used;
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save->buffer = save->vertex_store->buffer + save->vertex_store->used;
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assert(save->buffer == save->buffer_ptr);
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if (save->vertex_size)
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save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
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save->vertex_size);
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else
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save->max_vert = 0;
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save->vert_count = 0;
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save->prim_count = 0;
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save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
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save->dangling_attr_ref = 0;
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}
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/**
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* Insert the active immediate struct onto the display list currently
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* being built.
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*/
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static void
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_save_compile_vertex_list(struct gl_context *ctx)
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{
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struct vbo_save_context *save = &vbo_context(ctx)->save;
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struct vbo_save_vertex_list *node;
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/* Allocate space for this structure in the display list currently
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* being compiled.
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*/
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node = (struct vbo_save_vertex_list *)
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_mesa_dlist_alloc(ctx, save->opcode_vertex_list, sizeof(*node));
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if (!node)
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return;
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/* Duplicate our template, increment refcounts to the storage structs:
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*/
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memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz));
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node->vertex_size = save->vertex_size;
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node->buffer_offset =
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(save->buffer - save->vertex_store->buffer) * sizeof(GLfloat);
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node->count = save->vert_count;
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node->wrap_count = save->copied.nr;
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node->dangling_attr_ref = save->dangling_attr_ref;
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node->prim = save->prim;
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node->prim_count = save->prim_count;
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node->vertex_store = save->vertex_store;
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node->prim_store = save->prim_store;
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node->vertex_store->refcount++;
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node->prim_store->refcount++;
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if (node->prim[0].no_current_update) {
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node->current_size = 0;
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node->current_data = NULL;
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}
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else {
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node->current_size = node->vertex_size - node->attrsz[0];
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node->current_data = NULL;
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if (node->current_size) {
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/* If the malloc fails, we just pull the data out of the VBO
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* later instead.
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*/
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node->current_data = MALLOC(node->current_size * sizeof(GLfloat));
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if (node->current_data) {
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const char *buffer = (const char *) save->vertex_store->buffer;
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unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
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unsigned vertex_offset = 0;
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if (node->count)
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vertex_offset =
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(node->count - 1) * node->vertex_size * sizeof(GLfloat);
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memcpy(node->current_data,
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buffer + node->buffer_offset + vertex_offset + attr_offset,
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node->current_size * sizeof(GLfloat));
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}
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}
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}
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assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->count == 0);
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if (save->dangling_attr_ref)
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ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
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save->vertex_store->used += save->vertex_size * node->count;
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save->prim_store->used += node->prim_count;
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/* Copy duplicated vertices
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*/
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save->copied.nr = _save_copy_vertices(ctx, node, save->buffer);
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/* Deal with GL_COMPILE_AND_EXECUTE:
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*/
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if (ctx->ExecuteFlag) {
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struct _glapi_table *dispatch = GET_DISPATCH();
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_glapi_set_dispatch(ctx->Exec);
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vbo_loopback_vertex_list(ctx,
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(const GLfloat *) ((const char *) save->
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vertex_store->buffer +
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node->buffer_offset),
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node->attrsz, node->prim, node->prim_count,
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node->wrap_count, node->vertex_size);
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_glapi_set_dispatch(dispatch);
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}
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/* Decide whether the storage structs are full, or can be used for
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* the next vertex lists as well.
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*/
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if (save->vertex_store->used >
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VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
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/* Unmap old store:
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*/
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unmap_vertex_store(ctx, save->vertex_store);
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/* Release old reference:
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*/
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save->vertex_store->refcount--;
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assert(save->vertex_store->refcount != 0);
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save->vertex_store = NULL;
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/* Allocate and map new store:
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*/
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save->vertex_store = alloc_vertex_store(ctx);
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save->buffer_ptr = map_vertex_store(ctx, save->vertex_store);
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save->out_of_memory = save->buffer_ptr == NULL;
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}
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if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
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save->prim_store->refcount--;
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assert(save->prim_store->refcount != 0);
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save->prim_store = alloc_prim_store(ctx);
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}
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/* Reset our structures for the next run of vertices:
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*/
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_save_reset_counters(ctx);
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}
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/**
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* TODO -- If no new vertices have been stored, don't bother saving it.
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*/
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static void
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_save_wrap_buffers(struct gl_context *ctx)
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{
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struct vbo_save_context *save = &vbo_context(ctx)->save;
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GLint i = save->prim_count - 1;
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GLenum mode;
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GLboolean weak;
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GLboolean no_current_update;
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assert(i < (GLint) save->prim_max);
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assert(i >= 0);
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/* Close off in-progress primitive.
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*/
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save->prim[i].count = (save->vert_count - save->prim[i].start);
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mode = save->prim[i].mode;
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weak = save->prim[i].weak;
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no_current_update = save->prim[i].no_current_update;
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/* store the copied vertices, and allocate a new list.
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*/
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_save_compile_vertex_list(ctx);
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/* Restart interrupted primitive
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*/
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save->prim[0].mode = mode;
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save->prim[0].weak = weak;
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save->prim[0].no_current_update = no_current_update;
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save->prim[0].begin = 0;
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save->prim[0].end = 0;
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save->prim[0].pad = 0;
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save->prim[0].start = 0;
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save->prim[0].count = 0;
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save->prim[0].num_instances = 1;
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save->prim_count = 1;
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}
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/**
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* Called only when buffers are wrapped as the result of filling the
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* vertex_store struct.
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*/
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static void
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_save_wrap_filled_vertex(struct gl_context *ctx)
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{
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struct vbo_save_context *save = &vbo_context(ctx)->save;
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GLfloat *data = save->copied.buffer;
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GLuint i;
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/* Emit a glEnd to close off the last vertex list.
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*/
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_save_wrap_buffers(ctx);
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/* Copy stored stored vertices to start of new list.
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*/
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assert(save->max_vert - save->vert_count > save->copied.nr);
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for (i = 0; i < save->copied.nr; i++) {
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memcpy(save->buffer_ptr, data, save->vertex_size * sizeof(GLfloat));
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data += save->vertex_size;
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save->buffer_ptr += save->vertex_size;
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save->vert_count++;
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}
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}
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static void
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_save_copy_to_current(struct gl_context *ctx)
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{
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struct vbo_save_context *save = &vbo_context(ctx)->save;
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GLuint i;
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for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
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if (save->attrsz[i]) {
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save->currentsz[i][0] = save->attrsz[i];
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COPY_CLEAN_4V(save->current[i], save->attrsz[i], save->attrptr[i]);
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}
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}
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}
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static void
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_save_copy_from_current(struct gl_context *ctx)
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{
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struct vbo_save_context *save = &vbo_context(ctx)->save;
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GLint i;
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for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
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switch (save->attrsz[i]) {
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case 4:
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save->attrptr[i][3] = save->current[i][3];
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case 3:
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save->attrptr[i][2] = save->current[i][2];
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case 2:
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save->attrptr[i][1] = save->current[i][1];
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case 1:
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save->attrptr[i][0] = save->current[i][0];
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case 0:
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break;
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}
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}
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}
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/* Flush existing data, set new attrib size, replay copied vertices.
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*/
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static void
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_save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
|
|
{
|
|
struct vbo_save_context *save = &vbo_context(ctx)->save;
|
|
GLuint oldsz;
|
|
GLuint i;
|
|
GLfloat *tmp;
|
|
|
|
/* Store the current run of vertices, and emit a GL_END. Emit a
|
|
* BEGIN in the new buffer.
|
|
*/
|
|
if (save->vert_count)
|
|
_save_wrap_buffers(ctx);
|
|
else
|
|
assert(save->copied.nr == 0);
|
|
|
|
/* Do a COPY_TO_CURRENT to ensure back-copying works for the case
|
|
* when the attribute already exists in the vertex and is having
|
|
* its size increased.
|
|
*/
|
|
_save_copy_to_current(ctx);
|
|
|
|
/* Fix up sizes:
|
|
*/
|
|
oldsz = save->attrsz[attr];
|
|
save->attrsz[attr] = newsz;
|
|
|
|
save->vertex_size += newsz - oldsz;
|
|
save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
|
|
save->vertex_size);
|
|
save->vert_count = 0;
|
|
|
|
/* Recalculate all the attrptr[] values:
|
|
*/
|
|
for (i = 0, tmp = save->vertex; i < VBO_ATTRIB_MAX; i++) {
|
|
if (save->attrsz[i]) {
|
|
save->attrptr[i] = tmp;
|
|
tmp += save->attrsz[i];
|
|
}
|
|
else {
|
|
save->attrptr[i] = NULL; /* will not be dereferenced. */
|
|
}
|
|
}
|
|
|
|
/* Copy from current to repopulate the vertex with correct values.
|
|
*/
|
|
_save_copy_from_current(ctx);
|
|
|
|
/* Replay stored vertices to translate them to new format here.
|
|
*
|
|
* If there are copied vertices and the new (upgraded) attribute
|
|
* has not been defined before, this list is somewhat degenerate,
|
|
* and will need fixup at runtime.
|
|
*/
|
|
if (save->copied.nr) {
|
|
GLfloat *data = save->copied.buffer;
|
|
GLfloat *dest = save->buffer;
|
|
GLuint j;
|
|
|
|
/* Need to note this and fix up at runtime (or loopback):
|
|
*/
|
|
if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
|
|
assert(oldsz == 0);
|
|
save->dangling_attr_ref = GL_TRUE;
|
|
}
|
|
|
|
for (i = 0; i < save->copied.nr; i++) {
|
|
for (j = 0; j < VBO_ATTRIB_MAX; j++) {
|
|
if (save->attrsz[j]) {
|
|
if (j == attr) {
|
|
if (oldsz) {
|
|
COPY_CLEAN_4V(dest, oldsz, data);
|
|
data += oldsz;
|
|
dest += newsz;
|
|
}
|
|
else {
|
|
COPY_SZ_4V(dest, newsz, save->current[attr]);
|
|
dest += newsz;
|
|
}
|
|
}
|
|
else {
|
|
GLint sz = save->attrsz[j];
|
|
COPY_SZ_4V(dest, sz, data);
|
|
data += sz;
|
|
dest += sz;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
save->buffer_ptr = dest;
|
|
save->vert_count += save->copied.nr;
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
save_fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
|
|
{
|
|
struct vbo_save_context *save = &vbo_context(ctx)->save;
|
|
|
|
if (sz > save->attrsz[attr]) {
|
|
/* New size is larger. Need to flush existing vertices and get
|
|
* an enlarged vertex format.
|
|
*/
|
|
_save_upgrade_vertex(ctx, attr, sz);
|
|
}
|
|
else if (sz < save->active_sz[attr]) {
|
|
static GLfloat id[4] = { 0, 0, 0, 1 };
|
|
GLuint i;
|
|
|
|
/* New size is equal or smaller - just need to fill in some
|
|
* zeros.
|
|
*/
|
|
for (i = sz; i <= save->attrsz[attr]; i++)
|
|
save->attrptr[attr][i - 1] = id[i - 1];
|
|
}
|
|
|
|
save->active_sz[attr] = sz;
|
|
}
|
|
|
|
|
|
static void
|
|
_save_reset_vertex(struct gl_context *ctx)
|
|
{
|
|
struct vbo_save_context *save = &vbo_context(ctx)->save;
|
|
GLuint i;
|
|
|
|
for (i = 0; i < VBO_ATTRIB_MAX; i++) {
|
|
save->attrsz[i] = 0;
|
|
save->active_sz[i] = 0;
|
|
}
|
|
|
|
save->vertex_size = 0;
|
|
}
|
|
|
|
|
|
|
|
#define ERROR(err) _mesa_compile_error(ctx, err, __FUNCTION__);
|
|
|
|
|
|
/* Only one size for each attribute may be active at once. Eg. if
|
|
* Color3f is installed/active, then Color4f may not be, even if the
|
|
* vertex actually contains 4 color coordinates. This is because the
|
|
* 3f version won't otherwise set color[3] to 1.0 -- this is the job
|
|
* of the chooser function when switching between Color4f and Color3f.
|
|
*/
|
|
#define ATTR(A, N, V0, V1, V2, V3) \
|
|
do { \
|
|
struct vbo_save_context *save = &vbo_context(ctx)->save; \
|
|
\
|
|
if (save->active_sz[A] != N) \
|
|
save_fixup_vertex(ctx, A, N); \
|
|
\
|
|
{ \
|
|
GLfloat *dest = save->attrptr[A]; \
|
|
if (N>0) dest[0] = V0; \
|
|
if (N>1) dest[1] = V1; \
|
|
if (N>2) dest[2] = V2; \
|
|
if (N>3) dest[3] = V3; \
|
|
} \
|
|
\
|
|
if ((A) == 0) { \
|
|
GLuint i; \
|
|
\
|
|
for (i = 0; i < save->vertex_size; i++) \
|
|
save->buffer_ptr[i] = save->vertex[i]; \
|
|
\
|
|
save->buffer_ptr += save->vertex_size; \
|
|
\
|
|
if (++save->vert_count >= save->max_vert) \
|
|
_save_wrap_filled_vertex(ctx); \
|
|
} \
|
|
} while (0)
|
|
|
|
#define TAG(x) _save_##x
|
|
|
|
#include "vbo_attrib_tmp.h"
|
|
|
|
|
|
|
|
#define MAT( ATTR, N, face, params ) \
|
|
do { \
|
|
if (face != GL_BACK) \
|
|
MAT_ATTR( ATTR, N, params ); /* front */ \
|
|
if (face != GL_FRONT) \
|
|
MAT_ATTR( ATTR + 1, N, params ); /* back */ \
|
|
} while (0)
|
|
|
|
|
|
/**
|
|
* Save a glMaterial call found between glBegin/End.
|
|
* glMaterial calls outside Begin/End are handled in dlist.c.
|
|
*/
|
|
static void GLAPIENTRY
|
|
_save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
|
|
if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
|
|
_mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
|
|
return;
|
|
}
|
|
|
|
switch (pname) {
|
|
case GL_EMISSION:
|
|
MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
|
|
break;
|
|
case GL_AMBIENT:
|
|
MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
|
|
break;
|
|
case GL_DIFFUSE:
|
|
MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
|
|
break;
|
|
case GL_SPECULAR:
|
|
MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
|
|
break;
|
|
case GL_SHININESS:
|
|
if (*params < 0 || *params > ctx->Const.MaxShininess) {
|
|
_mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
|
|
}
|
|
else {
|
|
MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
|
|
}
|
|
break;
|
|
case GL_COLOR_INDEXES:
|
|
MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
|
|
break;
|
|
case GL_AMBIENT_AND_DIFFUSE:
|
|
MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
|
|
MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
|
|
break;
|
|
default:
|
|
_mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
/* Cope with EvalCoord/CallList called within a begin/end object:
|
|
* -- Flush current buffer
|
|
* -- Fallback to opcodes for the rest of the begin/end object.
|
|
*/
|
|
static void
|
|
dlist_fallback(struct gl_context *ctx)
|
|
{
|
|
struct vbo_save_context *save = &vbo_context(ctx)->save;
|
|
|
|
if (save->vert_count || save->prim_count) {
|
|
if (save->prim_count > 0) {
|
|
/* Close off in-progress primitive. */
|
|
GLint i = save->prim_count - 1;
|
|
save->prim[i].count = save->vert_count - save->prim[i].start;
|
|
}
|
|
|
|
/* Need to replay this display list with loopback,
|
|
* unfortunately, otherwise this primitive won't be handled
|
|
* properly:
|
|
*/
|
|
save->dangling_attr_ref = 1;
|
|
|
|
_save_compile_vertex_list(ctx);
|
|
}
|
|
|
|
_save_copy_to_current(ctx);
|
|
_save_reset_vertex(ctx);
|
|
_save_reset_counters(ctx);
|
|
if (save->out_of_memory) {
|
|
_mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
|
|
}
|
|
else {
|
|
_mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
|
|
}
|
|
ctx->Driver.SaveNeedFlush = 0;
|
|
}
|
|
|
|
|
|
static void GLAPIENTRY
|
|
_save_EvalCoord1f(GLfloat u)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
dlist_fallback(ctx);
|
|
CALL_EvalCoord1f(ctx->Save, (u));
|
|
}
|
|
|
|
static void GLAPIENTRY
|
|
_save_EvalCoord1fv(const GLfloat * v)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
dlist_fallback(ctx);
|
|
CALL_EvalCoord1fv(ctx->Save, (v));
|
|
}
|
|
|
|
static void GLAPIENTRY
|
|
_save_EvalCoord2f(GLfloat u, GLfloat v)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
dlist_fallback(ctx);
|
|
CALL_EvalCoord2f(ctx->Save, (u, v));
|
|
}
|
|
|
|
static void GLAPIENTRY
|
|
_save_EvalCoord2fv(const GLfloat * v)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
dlist_fallback(ctx);
|
|
CALL_EvalCoord2fv(ctx->Save, (v));
|
|
}
|
|
|
|
static void GLAPIENTRY
|
|
_save_EvalPoint1(GLint i)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
dlist_fallback(ctx);
|
|
CALL_EvalPoint1(ctx->Save, (i));
|
|
}
|
|
|
|
static void GLAPIENTRY
|
|
_save_EvalPoint2(GLint i, GLint j)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
dlist_fallback(ctx);
|
|
CALL_EvalPoint2(ctx->Save, (i, j));
|
|
}
|
|
|
|
static void GLAPIENTRY
|
|
_save_CallList(GLuint l)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
dlist_fallback(ctx);
|
|
CALL_CallList(ctx->Save, (l));
|
|
}
|
|
|
|
static void GLAPIENTRY
|
|
_save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
dlist_fallback(ctx);
|
|
CALL_CallLists(ctx->Save, (n, type, v));
|
|
}
|
|
|
|
|
|
|
|
/* This begin is hooked into ... Updating of
|
|
* ctx->Driver.CurrentSavePrimitive is already taken care of.
|
|
*/
|
|
GLboolean
|
|
vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
|
|
{
|
|
struct vbo_save_context *save = &vbo_context(ctx)->save;
|
|
|
|
GLuint i = save->prim_count++;
|
|
|
|
assert(i < save->prim_max);
|
|
save->prim[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
|
|
save->prim[i].begin = 1;
|
|
save->prim[i].end = 0;
|
|
save->prim[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
|
|
save->prim[i].no_current_update =
|
|
(mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
|
|
save->prim[i].pad = 0;
|
|
save->prim[i].start = save->vert_count;
|
|
save->prim[i].count = 0;
|
|
save->prim[i].num_instances = 1;
|
|
|
|
if (save->out_of_memory) {
|
|
_mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
|
|
}
|
|
else {
|
|
_mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
|
|
}
|
|
ctx->Driver.SaveNeedFlush = 1;
|
|
return GL_TRUE;
|
|
}
|
|
|
|
|
|
static void GLAPIENTRY
|
|
_save_End(void)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
struct vbo_save_context *save = &vbo_context(ctx)->save;
|
|
GLint i = save->prim_count - 1;
|
|
|
|
ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
|
|
save->prim[i].end = 1;
|
|
save->prim[i].count = (save->vert_count - save->prim[i].start);
|
|
|
|
if (i == (GLint) save->prim_max - 1) {
|
|
_save_compile_vertex_list(ctx);
|
|
assert(save->copied.nr == 0);
|
|
}
|
|
|
|
/* Swap out this vertex format while outside begin/end. Any color,
|
|
* etc. received between here and the next begin will be compiled
|
|
* as opcodes.
|
|
*/
|
|
if (save->out_of_memory) {
|
|
_mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
|
|
}
|
|
else {
|
|
_mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
|
|
}
|
|
}
|
|
|
|
|
|
/* These are all errors as this vtxfmt is only installed inside
|
|
* begin/end pairs.
|
|
*/
|
|
static void GLAPIENTRY
|
|
_save_DrawElements(GLenum mode, GLsizei count, GLenum type,
|
|
const GLvoid * indices)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
(void) mode;
|
|
(void) count;
|
|
(void) type;
|
|
(void) indices;
|
|
_mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawElements");
|
|
}
|
|
|
|
|
|
static void GLAPIENTRY
|
|
_save_DrawArrays(GLenum mode, GLint start, GLsizei count)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
(void) mode;
|
|
(void) start;
|
|
(void) count;
|
|
_mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawArrays");
|
|
}
|
|
|
|
|
|
static void GLAPIENTRY
|
|
_save_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
(void) x1;
|
|
(void) y1;
|
|
(void) x2;
|
|
(void) y2;
|
|
_mesa_compile_error(ctx, GL_INVALID_OPERATION, "glRectf");
|
|
}
|
|
|
|
|
|
static void GLAPIENTRY
|
|
_save_EvalMesh1(GLenum mode, GLint i1, GLint i2)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
(void) mode;
|
|
(void) i1;
|
|
(void) i2;
|
|
_mesa_compile_error(ctx, GL_INVALID_OPERATION, "glEvalMesh1");
|
|
}
|
|
|
|
|
|
static void GLAPIENTRY
|
|
_save_EvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
(void) mode;
|
|
(void) i1;
|
|
(void) i2;
|
|
(void) j1;
|
|
(void) j2;
|
|
_mesa_compile_error(ctx, GL_INVALID_OPERATION, "glEvalMesh2");
|
|
}
|
|
|
|
|
|
static void GLAPIENTRY
|
|
_save_Begin(GLenum mode)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
(void) mode;
|
|
_mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
|
|
}
|
|
|
|
|
|
/* Unlike the functions above, these are to be hooked into the vtxfmt
|
|
* maintained in ctx->ListState, active when the list is known or
|
|
* suspected to be outside any begin/end primitive.
|
|
* Note: OBE = Outside Begin/End
|
|
*/
|
|
static void GLAPIENTRY
|
|
_save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
|
|
CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
|
|
CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
|
|
CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
|
|
CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
|
|
CALL_End(GET_DISPATCH(), ());
|
|
}
|
|
|
|
|
|
static void GLAPIENTRY
|
|
_save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
struct vbo_save_context *save = &vbo_context(ctx)->save;
|
|
GLint i;
|
|
|
|
if (!_mesa_validate_DrawArrays(ctx, mode, start, count))
|
|
return;
|
|
|
|
if (save->out_of_memory)
|
|
return;
|
|
|
|
_ae_map_vbos(ctx);
|
|
|
|
vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
|
|
| VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
|
|
|
|
for (i = 0; i < count; i++)
|
|
CALL_ArrayElement(GET_DISPATCH(), (start + i));
|
|
CALL_End(GET_DISPATCH(), ());
|
|
|
|
_ae_unmap_vbos(ctx);
|
|
}
|
|
|
|
|
|
/* Could do better by copying the arrays and element list intact and
|
|
* then emitting an indexed prim at runtime.
|
|
*/
|
|
static void GLAPIENTRY
|
|
_save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
|
|
const GLvoid * indices)
|
|
{
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
struct vbo_save_context *save = &vbo_context(ctx)->save;
|
|
GLint i;
|
|
|
|
if (!_mesa_validate_DrawElements(ctx, mode, count, type, indices))
|
|
return;
|
|
|
|
if (save->out_of_memory)
|
|
return;
|
|
|
|
_ae_map_vbos(ctx);
|
|
|
|
if (_mesa_is_bufferobj(ctx->Array.ElementArrayBufferObj))
|
|
indices = ADD_POINTERS(ctx->Array.ElementArrayBufferObj->Pointer, indices);
|
|
|
|
vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
|
|
VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
|
|
|
|
switch (type) {
|
|
case GL_UNSIGNED_BYTE:
|
|
for (i = 0; i < count; i++)
|
|
CALL_ArrayElement(GET_DISPATCH(), (((GLubyte *) indices)[i]));
|
|
break;
|
|
case GL_UNSIGNED_SHORT:
|
|
for (i = 0; i < count; i++)
|
|
CALL_ArrayElement(GET_DISPATCH(), (((GLushort *) indices)[i]));
|
|
break;
|
|
case GL_UNSIGNED_INT:
|
|
for (i = 0; i < count; i++)
|
|
CALL_ArrayElement(GET_DISPATCH(), (((GLuint *) indices)[i]));
|
|
break;
|
|
default:
|
|
_mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
|
|
break;
|
|
}
|
|
|
|
CALL_End(GET_DISPATCH(), ());
|
|
|
|
_ae_unmap_vbos(ctx);
|
|
}
|
|
|
|
|
|
static void
|
|
_save_vtxfmt_init(struct gl_context *ctx)
|
|
{
|
|
struct vbo_save_context *save = &vbo_context(ctx)->save;
|
|
GLvertexformat *vfmt = &save->vtxfmt;
|
|
|
|
_MESA_INIT_ARRAYELT_VTXFMT(vfmt, _ae_);
|
|
|
|
vfmt->Begin = _save_Begin;
|
|
vfmt->Color3f = _save_Color3f;
|
|
vfmt->Color3fv = _save_Color3fv;
|
|
vfmt->Color4f = _save_Color4f;
|
|
vfmt->Color4fv = _save_Color4fv;
|
|
vfmt->EdgeFlag = _save_EdgeFlag;
|
|
vfmt->End = _save_End;
|
|
vfmt->FogCoordfEXT = _save_FogCoordfEXT;
|
|
vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
|
|
vfmt->Indexf = _save_Indexf;
|
|
vfmt->Indexfv = _save_Indexfv;
|
|
vfmt->Materialfv = _save_Materialfv;
|
|
vfmt->Normal3f = _save_Normal3f;
|
|
vfmt->Normal3fv = _save_Normal3fv;
|
|
vfmt->TexCoord1f = _save_TexCoord1f;
|
|
vfmt->TexCoord1fv = _save_TexCoord1fv;
|
|
vfmt->TexCoord2f = _save_TexCoord2f;
|
|
vfmt->TexCoord2fv = _save_TexCoord2fv;
|
|
vfmt->TexCoord3f = _save_TexCoord3f;
|
|
vfmt->TexCoord3fv = _save_TexCoord3fv;
|
|
vfmt->TexCoord4f = _save_TexCoord4f;
|
|
vfmt->TexCoord4fv = _save_TexCoord4fv;
|
|
vfmt->Vertex2f = _save_Vertex2f;
|
|
vfmt->Vertex2fv = _save_Vertex2fv;
|
|
vfmt->Vertex3f = _save_Vertex3f;
|
|
vfmt->Vertex3fv = _save_Vertex3fv;
|
|
vfmt->Vertex4f = _save_Vertex4f;
|
|
vfmt->Vertex4fv = _save_Vertex4fv;
|
|
|
|
vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
|
|
vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
|
|
vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
|
|
vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
|
|
vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
|
|
vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
|
|
vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
|
|
vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
|
|
|
|
/* This will all require us to fallback to saving the list as opcodes:
|
|
*/
|
|
_MESA_INIT_DLIST_VTXFMT(vfmt, _save_); /* inside begin/end */
|
|
|
|
_MESA_INIT_EVAL_VTXFMT(vfmt, _save_);
|
|
|
|
/* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
|
|
* only used when we're inside a glBegin/End pair.
|
|
*/
|
|
vfmt->Begin = _save_Begin;
|
|
vfmt->Rectf = _save_Rectf;
|
|
vfmt->DrawArrays = _save_DrawArrays;
|
|
vfmt->DrawElements = _save_DrawElements;
|
|
}
|
|
|
|
|
|
void
|
|
vbo_save_SaveFlushVertices(struct gl_context *ctx)
|
|
{
|
|
struct vbo_save_context *save = &vbo_context(ctx)->save;
|
|
|
|
/* Noop when we are actually active:
|
|
*/
|
|
if (ctx->Driver.CurrentSavePrimitive == PRIM_INSIDE_UNKNOWN_PRIM ||
|
|
ctx->Driver.CurrentSavePrimitive <= GL_POLYGON)
|
|
return;
|
|
|
|
if (save->vert_count || save->prim_count)
|
|
_save_compile_vertex_list(ctx);
|
|
|
|
_save_copy_to_current(ctx);
|
|
_save_reset_vertex(ctx);
|
|
_save_reset_counters(ctx);
|
|
ctx->Driver.SaveNeedFlush = 0;
|
|
}
|
|
|
|
|
|
void
|
|
vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
|
|
{
|
|
struct vbo_save_context *save = &vbo_context(ctx)->save;
|
|
|
|
(void) list;
|
|
(void) mode;
|
|
|
|
if (!save->prim_store)
|
|
save->prim_store = alloc_prim_store(ctx);
|
|
|
|
if (!save->vertex_store)
|
|
save->vertex_store = alloc_vertex_store(ctx);
|
|
|
|
save->buffer_ptr = map_vertex_store(ctx, save->vertex_store);
|
|
|
|
_save_reset_vertex(ctx);
|
|
_save_reset_counters(ctx);
|
|
ctx->Driver.SaveNeedFlush = 0;
|
|
}
|
|
|
|
|
|
void
|
|
vbo_save_EndList(struct gl_context *ctx)
|
|
{
|
|
struct vbo_save_context *save = &vbo_context(ctx)->save;
|
|
|
|
/* EndList called inside a (saved) Begin/End pair?
|
|
*/
|
|
if (ctx->Driver.CurrentSavePrimitive != PRIM_OUTSIDE_BEGIN_END) {
|
|
|
|
if (save->prim_count > 0) {
|
|
GLint i = save->prim_count - 1;
|
|
ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
|
|
save->prim[i].end = 0;
|
|
save->prim[i].count = (save->vert_count - save->prim[i].start);
|
|
}
|
|
|
|
/* Make sure this vertex list gets replayed by the "loopback"
|
|
* mechanism:
|
|
*/
|
|
save->dangling_attr_ref = 1;
|
|
vbo_save_SaveFlushVertices(ctx);
|
|
|
|
/* Swap out this vertex format while outside begin/end. Any color,
|
|
* etc. received between here and the next begin will be compiled
|
|
* as opcodes.
|
|
*/
|
|
_mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
|
|
}
|
|
|
|
unmap_vertex_store(ctx, save->vertex_store);
|
|
|
|
assert(save->vertex_size == 0);
|
|
}
|
|
|
|
|
|
void
|
|
vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
|
|
{
|
|
struct vbo_save_context *save = &vbo_context(ctx)->save;
|
|
save->replay_flags |= dlist->Flags;
|
|
}
|
|
|
|
|
|
void
|
|
vbo_save_EndCallList(struct gl_context *ctx)
|
|
{
|
|
struct vbo_save_context *save = &vbo_context(ctx)->save;
|
|
|
|
if (ctx->ListState.CallDepth == 1) {
|
|
/* This is correct: want to keep only the VBO_SAVE_FALLBACK
|
|
* flag, if it is set:
|
|
*/
|
|
save->replay_flags &= VBO_SAVE_FALLBACK;
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
|
|
{
|
|
struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
|
|
(void) ctx;
|
|
|
|
if (--node->vertex_store->refcount == 0)
|
|
free_vertex_store(ctx, node->vertex_store);
|
|
|
|
if (--node->prim_store->refcount == 0)
|
|
FREE(node->prim_store);
|
|
|
|
if (node->current_data) {
|
|
FREE(node->current_data);
|
|
node->current_data = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
vbo_print_vertex_list(struct gl_context *ctx, void *data)
|
|
{
|
|
struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
|
|
GLuint i;
|
|
(void) ctx;
|
|
|
|
printf("VBO-VERTEX-LIST, %u vertices %d primitives, %d vertsize\n",
|
|
node->count, node->prim_count, node->vertex_size);
|
|
|
|
for (i = 0; i < node->prim_count; i++) {
|
|
struct _mesa_prim *prim = &node->prim[i];
|
|
_mesa_debug(NULL, " prim %d: %s%s %d..%d %s %s\n",
|
|
i,
|
|
_mesa_lookup_prim_by_nr(prim->mode),
|
|
prim->weak ? " (weak)" : "",
|
|
prim->start,
|
|
prim->start + prim->count,
|
|
(prim->begin) ? "BEGIN" : "(wrap)",
|
|
(prim->end) ? "END" : "(wrap)");
|
|
}
|
|
}
|
|
|
|
|
|
static void
|
|
_save_current_init(struct gl_context *ctx)
|
|
{
|
|
struct vbo_save_context *save = &vbo_context(ctx)->save;
|
|
GLint i;
|
|
|
|
for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_POINT_SIZE; i++) {
|
|
const GLuint j = i - VBO_ATTRIB_POS;
|
|
ASSERT(j < VERT_ATTRIB_MAX);
|
|
save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
|
|
save->current[i] = ctx->ListState.CurrentAttrib[j];
|
|
}
|
|
|
|
for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
|
|
const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
|
|
ASSERT(j < MAT_ATTRIB_MAX);
|
|
save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
|
|
save->current[i] = ctx->ListState.CurrentMaterial[j];
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Initialize the display list compiler
|
|
*/
|
|
void
|
|
vbo_save_api_init(struct vbo_save_context *save)
|
|
{
|
|
struct gl_context *ctx = save->ctx;
|
|
GLuint i;
|
|
|
|
save->opcode_vertex_list =
|
|
_mesa_dlist_alloc_opcode(ctx,
|
|
sizeof(struct vbo_save_vertex_list),
|
|
vbo_save_playback_vertex_list,
|
|
vbo_destroy_vertex_list,
|
|
vbo_print_vertex_list);
|
|
|
|
ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin;
|
|
|
|
_save_vtxfmt_init(ctx);
|
|
_save_current_init(ctx);
|
|
_mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
|
|
|
|
/* These will actually get set again when binding/drawing */
|
|
for (i = 0; i < VBO_ATTRIB_MAX; i++)
|
|
save->inputs[i] = &save->arrays[i];
|
|
|
|
/* Hook our array functions into the outside-begin-end vtxfmt in
|
|
* ctx->ListState.
|
|
*/
|
|
ctx->ListState.ListVtxfmt.Rectf = _save_OBE_Rectf;
|
|
ctx->ListState.ListVtxfmt.DrawArrays = _save_OBE_DrawArrays;
|
|
ctx->ListState.ListVtxfmt.DrawElements = _save_OBE_DrawElements;
|
|
_mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
|
|
}
|
|
|
|
|
|
#endif /* FEATURE_dlist */
|