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-rw-r--r--src/mesa/vbo/vbo.h117
-rw-r--r--src/mesa/vbo/vbo_attrib.h107
-rw-r--r--src/mesa/vbo/vbo_attrib_tmp.h486
-rw-r--r--src/mesa/vbo/vbo_context.c246
-rw-r--r--src/mesa/vbo/vbo_context.h108
-rw-r--r--src/mesa/vbo/vbo_exec.c97
-rw-r--r--src/mesa/vbo/vbo_exec.h165
-rw-r--r--src/mesa/vbo/vbo_exec_api.c702
-rw-r--r--src/mesa/vbo/vbo_exec_array.c387
-rw-r--r--src/mesa/vbo/vbo_exec_draw.c228
-rw-r--r--src/mesa/vbo/vbo_exec_eval.c255
-rw-r--r--src/mesa/vbo/vbo_rebase.c222
-rw-r--r--src/mesa/vbo/vbo_save.c89
-rw-r--r--src/mesa/vbo/vbo_save.h177
-rw-r--r--src/mesa/vbo/vbo_save_api.c1147
-rw-r--r--src/mesa/vbo/vbo_save_draw.c227
-rw-r--r--src/mesa/vbo/vbo_save_loopback.c194
-rw-r--r--src/mesa/vbo/vbo_split.c161
-rw-r--r--src/mesa/vbo/vbo_split.h72
-rw-r--r--src/mesa/vbo/vbo_split_copy.c551
-rw-r--r--src/mesa/vbo/vbo_split_inplace.c286
21 files changed, 6024 insertions, 0 deletions
diff --git a/src/mesa/vbo/vbo.h b/src/mesa/vbo/vbo.h
new file mode 100644
index 0000000000..874a5f9e0e
--- /dev/null
+++ b/src/mesa/vbo/vbo.h
@@ -0,0 +1,117 @@
+/*
+ * mesa 3-D graphics library
+ * Version: 6.5
+ *
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+/**
+ * \file vbo_context.h
+ * \brief VBO builder module datatypes and definitions.
+ * \author Keith Whitwell
+ */
+
+
+#ifndef _VBO_H
+#define _VBO_H
+
+#include "mtypes.h"
+
+struct _mesa_prim {
+ GLuint mode:8;
+ GLuint indexed:1;
+ GLuint begin:1;
+ GLuint end:1;
+ GLuint weak:1;
+ GLuint pad:20;
+
+ GLuint start;
+ GLuint count;
+};
+
+/* Would like to call this a "vbo_index_buffer", but this would be
+ * confusing as the indices are not neccessarily yet in a non-null
+ * buffer object.
+ */
+struct _mesa_index_buffer {
+ GLuint count;
+ GLenum type;
+ struct gl_buffer_object *obj;
+ const void *ptr;
+};
+
+
+
+GLboolean _vbo_CreateContext( GLcontext *ctx );
+void _vbo_DestroyContext( GLcontext *ctx );
+void _vbo_InvalidateState( GLcontext *ctx, GLuint new_state );
+
+
+typedef void (*vbo_draw_func)( GLcontext *ctx,
+ const struct gl_client_array **arrays,
+ const struct _mesa_prim *prims,
+ GLuint nr_prims,
+ const struct _mesa_index_buffer *ib,
+ GLuint min_index,
+ GLuint max_index );
+
+
+
+
+/* Utility function to cope with various constraints on tnl modules or
+ * hardware. This can be used to split an incoming set of arrays and
+ * primitives against the following constraints:
+ * - Maximum number of indices in index buffer.
+ * - Maximum number of vertices referenced by index buffer.
+ * - Maximum hardware vertex buffer size.
+ */
+struct split_limits {
+ GLuint max_verts;
+ GLuint max_indices;
+ GLuint max_vb_size; /* bytes */
+};
+
+
+void vbo_split_prims( GLcontext *ctx,
+ const struct gl_client_array *arrays[],
+ const struct _mesa_prim *prim,
+ GLuint nr_prims,
+ const struct _mesa_index_buffer *ib,
+ GLuint min_index,
+ GLuint max_index,
+ vbo_draw_func draw,
+ const struct split_limits *limits );
+
+
+/* Helpers for dealing translating away non-zero min_index.
+ */
+GLboolean vbo_all_varyings_in_vbos( const struct gl_client_array *arrays[] );
+
+void vbo_rebase_prims( GLcontext *ctx,
+ const struct gl_client_array *arrays[],
+ const struct _mesa_prim *prim,
+ GLuint nr_prims,
+ const struct _mesa_index_buffer *ib,
+ GLuint min_index,
+ GLuint max_index,
+ vbo_draw_func draw );
+
+
+#endif
diff --git a/src/mesa/vbo/vbo_attrib.h b/src/mesa/vbo/vbo_attrib.h
new file mode 100644
index 0000000000..0ae928f2af
--- /dev/null
+++ b/src/mesa/vbo/vbo_attrib.h
@@ -0,0 +1,107 @@
+/*
+ Copyright (C) Intel Corp. 2006. All Rights Reserved.
+ Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
+ develop this 3D driver.
+
+ Permission is hereby granted, free of charge, to any person obtaining
+ a copy of this software and associated documentation files (the
+ "Software"), to deal in the Software without restriction, including
+ without limitation the rights to use, copy, modify, merge, publish,
+ distribute, sublicense, and/or sell copies of the Software, and to
+ permit persons to whom the Software is furnished to do so, subject to
+ the following conditions:
+
+ The above copyright notice and this permission notice (including the
+ next paragraph) shall be included in all copies or substantial
+ portions of the Software.
+
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+ IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
+ LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+ OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+ **********************************************************************/
+ /*
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+#ifndef VBO_ATTRIB_H
+#define VBO_ATTRIB_H
+
+
+/*
+ * Note: The first attributes match the VERT_ATTRIB_* definitions
+ * in mtypes.h. However, the tnl module has additional attributes
+ * for materials, color indexes, edge flags, etc.
+ */
+/* Although it's nice to use these as bit indexes in a DWORD flag, we
+ * could manage without if necessary. Another limit currently is the
+ * number of bits allocated for these numbers in places like vertex
+ * program instruction formats and register layouts.
+ */
+enum {
+ VBO_ATTRIB_POS = 0,
+ VBO_ATTRIB_WEIGHT = 1,
+ VBO_ATTRIB_NORMAL = 2,
+ VBO_ATTRIB_COLOR0 = 3,
+ VBO_ATTRIB_COLOR1 = 4,
+ VBO_ATTRIB_FOG = 5,
+ VBO_ATTRIB_INDEX = 6,
+ VBO_ATTRIB_EDGEFLAG = 7,
+ VBO_ATTRIB_TEX0 = 8,
+ VBO_ATTRIB_TEX1 = 9,
+ VBO_ATTRIB_TEX2 = 10,
+ VBO_ATTRIB_TEX3 = 11,
+ VBO_ATTRIB_TEX4 = 12,
+ VBO_ATTRIB_TEX5 = 13,
+ VBO_ATTRIB_TEX6 = 14,
+ VBO_ATTRIB_TEX7 = 15,
+
+ VBO_ATTRIB_GENERIC0 = 16, /* Not used? */
+ VBO_ATTRIB_GENERIC1 = 17,
+ VBO_ATTRIB_GENERIC2 = 18,
+ VBO_ATTRIB_GENERIC3 = 19,
+ VBO_ATTRIB_GENERIC4 = 20,
+ VBO_ATTRIB_GENERIC5 = 21,
+ VBO_ATTRIB_GENERIC6 = 22,
+ VBO_ATTRIB_GENERIC7 = 23,
+ VBO_ATTRIB_GENERIC8 = 24,
+ VBO_ATTRIB_GENERIC9 = 25,
+ VBO_ATTRIB_GENERIC10 = 26,
+ VBO_ATTRIB_GENERIC11 = 27,
+ VBO_ATTRIB_GENERIC12 = 28,
+ VBO_ATTRIB_GENERIC13 = 29,
+ VBO_ATTRIB_GENERIC14 = 30,
+ VBO_ATTRIB_GENERIC15 = 31,
+
+ /* XXX: in the vertex program InputsRead flag, we alias
+ * materials and generics and use knowledge about the program
+ * (whether it is a fixed-function emulation) to
+ * differentiate. Here we must keep them apart instead.
+ */
+ VBO_ATTRIB_MAT_FRONT_AMBIENT = 32,
+ VBO_ATTRIB_MAT_BACK_AMBIENT = 33,
+ VBO_ATTRIB_MAT_FRONT_DIFFUSE = 34,
+ VBO_ATTRIB_MAT_BACK_DIFFUSE = 35,
+ VBO_ATTRIB_MAT_FRONT_SPECULAR = 36,
+ VBO_ATTRIB_MAT_BACK_SPECULAR = 37,
+ VBO_ATTRIB_MAT_FRONT_EMISSION = 38,
+ VBO_ATTRIB_MAT_BACK_EMISSION = 39,
+ VBO_ATTRIB_MAT_FRONT_SHININESS = 40,
+ VBO_ATTRIB_MAT_BACK_SHININESS = 41,
+ VBO_ATTRIB_MAT_FRONT_INDEXES = 42,
+ VBO_ATTRIB_MAT_BACK_INDEXES = 43,
+
+ VBO_ATTRIB_MAX = 44
+};
+
+#define VBO_ATTRIB_FIRST_MATERIAL VBO_ATTRIB_MAT_FRONT_AMBIENT
+#define VBO_ATTRIB_LAST_MATERIAL VBO_ATTRIB_MAT_BACK_INDEXES
+
+#define VBO_MAX_COPIED_VERTS 3
+
+#endif
diff --git a/src/mesa/vbo/vbo_attrib_tmp.h b/src/mesa/vbo/vbo_attrib_tmp.h
new file mode 100644
index 0000000000..ff11c7d59a
--- /dev/null
+++ b/src/mesa/vbo/vbo_attrib_tmp.h
@@ -0,0 +1,486 @@
+/**************************************************************************
+
+Copyright 2002 Tungsten Graphics Inc., Cedar Park, Texas.
+
+All Rights Reserved.
+
+Permission is hereby granted, free of charge, to any person obtaining a
+copy of this software and associated documentation files (the "Software"),
+to deal in the Software without restriction, including without limitation
+on the rights to use, copy, modify, merge, publish, distribute, sub
+license, and/or sell copies of the Software, and to permit persons to whom
+the Software is furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice (including the next
+paragraph) shall be included in all copies or substantial portions of the
+Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
+TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
+DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
+OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
+USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+**************************************************************************/
+
+#define ATTR1FV( A, V ) ATTR( A, 1, (V)[0], 0, 0, 1 )
+#define ATTR2FV( A, V ) ATTR( A, 2, (V)[0], (V)[1], 0, 1 )
+#define ATTR3FV( A, V ) ATTR( A, 3, (V)[0], (V)[1], (V)[2], 1 )
+#define ATTR4FV( A, V ) ATTR( A, 4, (V)[0], (V)[1], (V)[2], (V)[3] )
+
+#define ATTR1F( A, X ) ATTR( A, 1, X, 0, 0, 1 )
+#define ATTR2F( A, X, Y ) ATTR( A, 2, X, Y, 0, 1 )
+#define ATTR3F( A, X, Y, Z ) ATTR( A, 3, X, Y, Z, 1 )
+#define ATTR4F( A, X, Y, Z, W ) ATTR( A, 4, X, Y, Z, W )
+
+#define MAT_ATTR( A, N, V ) ATTR( A, N, (V)[0], (V)[1], (V)[2], (V)[3] )
+
+static void GLAPIENTRY TAG(Vertex2f)( GLfloat x, GLfloat y )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR2F( VBO_ATTRIB_POS, x, y );
+}
+
+static void GLAPIENTRY TAG(Vertex2fv)( const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR2FV( VBO_ATTRIB_POS, v );
+}
+
+static void GLAPIENTRY TAG(Vertex3f)( GLfloat x, GLfloat y, GLfloat z )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR3F( VBO_ATTRIB_POS, x, y, z );
+}
+
+static void GLAPIENTRY TAG(Vertex3fv)( const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR3FV( VBO_ATTRIB_POS, v );
+}
+
+static void GLAPIENTRY TAG(Vertex4f)( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR4F( VBO_ATTRIB_POS, x, y, z, w );
+}
+
+static void GLAPIENTRY TAG(Vertex4fv)( const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR4FV( VBO_ATTRIB_POS, v );
+}
+
+static void GLAPIENTRY TAG(TexCoord1f)( GLfloat x )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR1F( VBO_ATTRIB_TEX0, x );
+}
+
+static void GLAPIENTRY TAG(TexCoord1fv)( const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR1FV( VBO_ATTRIB_TEX0, v );
+}
+
+static void GLAPIENTRY TAG(TexCoord2f)( GLfloat x, GLfloat y )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR2F( VBO_ATTRIB_TEX0, x, y );
+}
+
+static void GLAPIENTRY TAG(TexCoord2fv)( const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR2FV( VBO_ATTRIB_TEX0, v );
+}
+
+static void GLAPIENTRY TAG(TexCoord3f)( GLfloat x, GLfloat y, GLfloat z )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR3F( VBO_ATTRIB_TEX0, x, y, z );
+}
+
+static void GLAPIENTRY TAG(TexCoord3fv)( const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR3FV( VBO_ATTRIB_TEX0, v );
+}
+
+static void GLAPIENTRY TAG(TexCoord4f)( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR4F( VBO_ATTRIB_TEX0, x, y, z, w );
+}
+
+static void GLAPIENTRY TAG(TexCoord4fv)( const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR4FV( VBO_ATTRIB_TEX0, v );
+}
+
+static void GLAPIENTRY TAG(Normal3f)( GLfloat x, GLfloat y, GLfloat z )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR3F( VBO_ATTRIB_NORMAL, x, y, z );
+}
+
+static void GLAPIENTRY TAG(Normal3fv)( const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR3FV( VBO_ATTRIB_NORMAL, v );
+}
+
+static void GLAPIENTRY TAG(FogCoordfEXT)( GLfloat x )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR1F( VBO_ATTRIB_FOG, x );
+}
+
+static void GLAPIENTRY TAG(FogCoordfvEXT)( const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR1FV( VBO_ATTRIB_FOG, v );
+}
+
+static void GLAPIENTRY TAG(Color3f)( GLfloat x, GLfloat y, GLfloat z )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR3F( VBO_ATTRIB_COLOR0, x, y, z );
+}
+
+static void GLAPIENTRY TAG(Color3fv)( const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR3FV( VBO_ATTRIB_COLOR0, v );
+}
+
+static void GLAPIENTRY TAG(Color4f)( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR4F( VBO_ATTRIB_COLOR0, x, y, z, w );
+}
+
+static void GLAPIENTRY TAG(Color4fv)( const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR4FV( VBO_ATTRIB_COLOR0, v );
+}
+
+static void GLAPIENTRY TAG(SecondaryColor3fEXT)( GLfloat x, GLfloat y, GLfloat z )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR3F( VBO_ATTRIB_COLOR1, x, y, z );
+}
+
+static void GLAPIENTRY TAG(SecondaryColor3fvEXT)( const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR3FV( VBO_ATTRIB_COLOR1, v );
+}
+
+
+static void GLAPIENTRY TAG(EdgeFlag)( GLboolean b )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR1F( VBO_ATTRIB_EDGEFLAG, (GLfloat)b );
+}
+
+static void GLAPIENTRY TAG(Indexf)( GLfloat f )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR1F( VBO_ATTRIB_INDEX, f );
+}
+
+static void GLAPIENTRY TAG(Indexfv)( const GLfloat *f )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ ATTR1FV( VBO_ATTRIB_INDEX, f );
+}
+
+
+static void GLAPIENTRY TAG(MultiTexCoord1f)( GLenum target, GLfloat x )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ GLuint attr = (target & 0x7) + VBO_ATTRIB_TEX0;
+ ATTR1F( attr, x );
+}
+
+static void GLAPIENTRY TAG(MultiTexCoord1fv)( GLenum target, const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ GLuint attr = (target & 0x7) + VBO_ATTRIB_TEX0;
+ ATTR1FV( attr, v );
+}
+
+static void GLAPIENTRY TAG(MultiTexCoord2f)( GLenum target, GLfloat x, GLfloat y )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ GLuint attr = (target & 0x7) + VBO_ATTRIB_TEX0;
+ ATTR2F( attr, x, y );
+}
+
+static void GLAPIENTRY TAG(MultiTexCoord2fv)( GLenum target, const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ GLuint attr = (target & 0x7) + VBO_ATTRIB_TEX0;
+ ATTR2FV( attr, v );
+}
+
+static void GLAPIENTRY TAG(MultiTexCoord3f)( GLenum target, GLfloat x, GLfloat y,
+ GLfloat z)
+{
+ GET_CURRENT_CONTEXT( ctx );
+ GLuint attr = (target & 0x7) + VBO_ATTRIB_TEX0;
+ ATTR3F( attr, x, y, z );
+}
+
+static void GLAPIENTRY TAG(MultiTexCoord3fv)( GLenum target, const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ GLuint attr = (target & 0x7) + VBO_ATTRIB_TEX0;
+ ATTR3FV( attr, v );
+}
+
+static void GLAPIENTRY TAG(MultiTexCoord4f)( GLenum target, GLfloat x, GLfloat y,
+ GLfloat z, GLfloat w )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ GLuint attr = (target & 0x7) + VBO_ATTRIB_TEX0;
+ ATTR4F( attr, x, y, z, w );
+}
+
+static void GLAPIENTRY TAG(MultiTexCoord4fv)( GLenum target, const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ GLuint attr = (target & 0x7) + VBO_ATTRIB_TEX0;
+ ATTR4FV( attr, v );
+}
+
+
+static void GLAPIENTRY TAG(VertexAttrib1fARB)( GLuint index, GLfloat x )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ if (index == 0)
+ ATTR1F(0, x);
+ else if (index < MAX_VERTEX_ATTRIBS)
+ ATTR1F(VBO_ATTRIB_GENERIC0 + index, x);
+ else
+ ERROR();
+}
+
+static void GLAPIENTRY TAG(VertexAttrib1fvARB)( GLuint index,
+ const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ if (index == 0)
+ ATTR1FV(0, v);
+ else if (index < MAX_VERTEX_ATTRIBS)
+ ATTR1FV(VBO_ATTRIB_GENERIC0 + index, v);
+ else
+ ERROR();
+}
+
+static void GLAPIENTRY TAG(VertexAttrib2fARB)( GLuint index, GLfloat x,
+ GLfloat y )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ if (index == 0)
+ ATTR2F(0, x, y);
+ else if (index < MAX_VERTEX_ATTRIBS)
+ ATTR2F(VBO_ATTRIB_GENERIC0 + index, x, y);
+ else
+ ERROR();
+}
+
+static void GLAPIENTRY TAG(VertexAttrib2fvARB)( GLuint index,
+ const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ if (index == 0)
+ ATTR2FV(0, v);
+ else if (index < MAX_VERTEX_ATTRIBS)
+ ATTR2FV(VBO_ATTRIB_GENERIC0 + index, v);
+ else
+ ERROR();
+}
+
+static void GLAPIENTRY TAG(VertexAttrib3fARB)( GLuint index, GLfloat x,
+ GLfloat y, GLfloat z )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ if (index == 0)
+ ATTR3F(0, x, y, z);
+ else if (index < MAX_VERTEX_ATTRIBS)
+ ATTR3F(VBO_ATTRIB_GENERIC0 + index, x, y, z);
+ else
+ ERROR();
+}
+
+static void GLAPIENTRY TAG(VertexAttrib3fvARB)( GLuint index,
+ const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ if (index == 0)
+ ATTR3FV(0, v);
+ else if (index < MAX_VERTEX_ATTRIBS)
+ ATTR3FV(VBO_ATTRIB_GENERIC0 + index, v);
+ else
+ ERROR();
+}
+
+static void GLAPIENTRY TAG(VertexAttrib4fARB)( GLuint index, GLfloat x,
+ GLfloat y, GLfloat z,
+ GLfloat w )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ if (index == 0)
+ ATTR4F(0, x, y, z, w);
+ else if (index < MAX_VERTEX_ATTRIBS)
+ ATTR4F(VBO_ATTRIB_GENERIC0 + index, x, y, z, w);
+ else
+ ERROR();
+}
+
+static void GLAPIENTRY TAG(VertexAttrib4fvARB)( GLuint index,
+ const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ if (index == 0)
+ ATTR4FV(0, v);
+ else if (index < MAX_VERTEX_ATTRIBS)
+ ATTR4FV(VBO_ATTRIB_GENERIC0 + index, v);
+ else
+ ERROR();
+}
+
+
+/* In addition to supporting NV_vertex_program, these entrypoints are
+ * used by the display list and other code specifically because of
+ * their property of aliasing with other attributes. (See
+ * vbo_save_loopback.c)
+ */
+static void GLAPIENTRY TAG(VertexAttrib1fNV)( GLuint index, GLfloat x )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ if (index < VBO_ATTRIB_MAX)
+ ATTR1F(index, x);
+}
+
+static void GLAPIENTRY TAG(VertexAttrib1fvNV)( GLuint index,
+ const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ if (index < VBO_ATTRIB_MAX)
+ ATTR1FV(index, v);
+}
+
+static void GLAPIENTRY TAG(VertexAttrib2fNV)( GLuint index, GLfloat x,
+ GLfloat y )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ if (index < VBO_ATTRIB_MAX)
+ ATTR2F(index, x, y);
+}
+
+static void GLAPIENTRY TAG(VertexAttrib2fvNV)( GLuint index,
+ const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ if (index < VBO_ATTRIB_MAX)
+ ATTR2FV(index, v);
+}
+
+static void GLAPIENTRY TAG(VertexAttrib3fNV)( GLuint index, GLfloat x,
+ GLfloat y, GLfloat z )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ if (index < VBO_ATTRIB_MAX)
+ ATTR3F(index, x, y, z);
+}
+
+static void GLAPIENTRY TAG(VertexAttrib3fvNV)( GLuint index,
+ const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ if (index < VBO_ATTRIB_MAX)
+ ATTR3FV(index, v);
+}
+
+static void GLAPIENTRY TAG(VertexAttrib4fNV)( GLuint index, GLfloat x,
+ GLfloat y, GLfloat z,
+ GLfloat w )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ if (index < VBO_ATTRIB_MAX)
+ ATTR4F(index, x, y, z, w);
+}
+
+static void GLAPIENTRY TAG(VertexAttrib4fvNV)( GLuint index,
+ const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ if (index < VBO_ATTRIB_MAX)
+ ATTR4FV(index, v);
+}
+
+
+#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)
+
+
+/* Colormaterial conflicts are dealt with later.
+ */
+static void GLAPIENTRY TAG(Materialfv)( GLenum face, GLenum pname,
+ const GLfloat *params )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ 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:
+ 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:
+ ERROR();
+ return;
+ }
+}
+
+
+#undef ATTR1FV
+#undef ATTR2FV
+#undef ATTR3FV
+#undef ATTR4FV
+
+#undef ATTR1F
+#undef ATTR2F
+#undef ATTR3F
+#undef ATTR4F
+
+#undef MAT
+#undef MAT_ATTR
diff --git a/src/mesa/vbo/vbo_context.c b/src/mesa/vbo/vbo_context.c
new file mode 100644
index 0000000000..65998e7ff7
--- /dev/null
+++ b/src/mesa/vbo/vbo_context.c
@@ -0,0 +1,246 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.3
+ *
+ * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+#include "mtypes.h"
+#include "vbo.h"
+#include "vbo_context.h"
+#include "imports.h"
+#include "api_arrayelt.h"
+
+/* Reach out and grab this to use as the default:
+ */
+extern void _tnl_draw_prims( GLcontext *ctx,
+ const struct gl_client_array *arrays[],
+ const struct _mesa_prim *prims,
+ GLuint nr_prims,
+ const struct _mesa_index_buffer *ib,
+ GLuint min_index,
+ GLuint max_index );
+
+
+
+#define NR_LEGACY_ATTRIBS 16
+#define NR_GENERIC_ATTRIBS 16
+#define NR_MAT_ATTRIBS 12
+
+static GLuint check_size( const GLfloat *attr )
+{
+ if (attr[3] != 1.0) return 4;
+ if (attr[2] != 0.0) return 3;
+ if (attr[1] != 0.0) return 2;
+ return 1;
+}
+
+static void init_legacy_currval(GLcontext *ctx)
+{
+ struct vbo_context *vbo = vbo_context(ctx);
+ struct gl_client_array *arrays = vbo->legacy_currval;
+ GLuint i;
+
+ memset(arrays, 0, sizeof(*arrays) * NR_LEGACY_ATTRIBS);
+
+ /* Set up a constant (StrideB == 0) array for each current
+ * attribute:
+ */
+ for (i = 0; i < NR_LEGACY_ATTRIBS; i++) {
+ struct gl_client_array *cl = &arrays[i];
+
+ /* Size will have to be determined at runtime:
+ */
+ cl->Size = check_size(ctx->Current.Attrib[i]);
+ cl->Stride = 0;
+ cl->StrideB = 0;
+ cl->Enabled = 1;
+ cl->Type = GL_FLOAT;
+ cl->Ptr = (const void *)ctx->Current.Attrib[i];
+ cl->BufferObj = ctx->Array.NullBufferObj;
+ }
+}
+
+
+static void init_generic_currval(GLcontext *ctx)
+{
+ struct vbo_context *vbo = vbo_context(ctx);
+ struct gl_client_array *arrays = vbo->generic_currval;
+ GLuint i;
+
+ memset(arrays, 0, sizeof(*arrays) * NR_GENERIC_ATTRIBS);
+
+ for (i = 0; i < NR_GENERIC_ATTRIBS; i++) {
+ struct gl_client_array *cl = &arrays[i];
+
+ /* This will have to be determined at runtime:
+ */
+ cl->Size = 1;
+ cl->Type = GL_FLOAT;
+ cl->Ptr = (const void *)ctx->Current.Attrib[VERT_ATTRIB_GENERIC0 + i];
+ cl->Stride = 0;
+ cl->StrideB = 0;
+ cl->Enabled = 1;
+ cl->BufferObj = ctx->Array.NullBufferObj;
+ }
+}
+
+
+static void init_mat_currval(GLcontext *ctx)
+{
+ struct vbo_context *vbo = vbo_context(ctx);
+ struct gl_client_array *arrays = vbo->mat_currval;
+ GLuint i;
+
+ memset(arrays, 0, sizeof(*arrays) * NR_MAT_ATTRIBS);
+
+ /* Set up a constant (StrideB == 0) array for each current
+ * attribute:
+ */
+ for (i = 0; i < NR_MAT_ATTRIBS; i++) {
+ struct gl_client_array *cl = &arrays[i];
+
+ /* Size is fixed for the material attributes, for others will
+ * be determined at runtime:
+ */
+ switch (i - VERT_ATTRIB_GENERIC0) {
+ case MAT_ATTRIB_FRONT_SHININESS:
+ case MAT_ATTRIB_BACK_SHININESS:
+ cl->Size = 1;
+ break;
+ case MAT_ATTRIB_FRONT_INDEXES:
+ case MAT_ATTRIB_BACK_INDEXES:
+ cl->Size = 3;
+ break;
+ default:
+ cl->Size = 4;
+ break;
+ }
+
+ if (i < MAT_ATTRIB_MAX)
+ cl->Ptr = (const void *)ctx->Light.Material.Attrib[i];
+ else
+ cl->Ptr = (const void *)ctx->Current.Attrib[VERT_ATTRIB_GENERIC0 + i];
+
+ cl->Type = GL_FLOAT;
+ cl->Stride = 0;
+ cl->StrideB = 0;
+ cl->Enabled = 1;
+ cl->BufferObj = ctx->Array.NullBufferObj;
+ }
+}
+
+#if 0
+
+static void vbo_exec_current_init( struct vbo_exec_context *exec )
+{
+ GLcontext *ctx = exec->ctx;
+ GLint i;
+
+ /* setup the pointers for the typical 16 vertex attributes */
+ for (i = 0; i < VBO_ATTRIB_FIRST_MATERIAL; i++)
+ exec->vtx.current[i] = ctx->Current.Attrib[i];
+
+ /* setup pointers for the 12 material attributes */
+ for (i = 0; i < MAT_ATTRIB_MAX; i++)
+ exec->vtx.current[VBO_ATTRIB_FIRST_MATERIAL + i] =
+ ctx->Light.Material.Attrib[i];
+}
+#endif
+
+GLboolean _vbo_CreateContext( GLcontext *ctx )
+{
+ struct vbo_context *vbo = CALLOC_STRUCT(vbo_context);
+
+ ctx->swtnl_im = (void *)vbo;
+
+ /* Initialize the arrayelt helper
+ */
+ if (!ctx->aelt_context &&
+ !_ae_create_context( ctx )) {
+ return GL_FALSE;
+ }
+
+ /* TODO: remove these pointers.
+ */
+ vbo->legacy_currval = &vbo->currval[VBO_ATTRIB_POS];
+ vbo->generic_currval = &vbo->currval[VBO_ATTRIB_GENERIC0];
+ vbo->mat_currval = &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT];
+
+ init_legacy_currval( ctx );
+ init_generic_currval( ctx );
+ init_mat_currval( ctx );
+
+ /* Build mappings from VERT_ATTRIB -> VBO_ATTRIB depending on type
+ * of vertex program active.
+ */
+ {
+ GLuint i;
+
+ /* When no vertex program, pull in the material attributes in
+ * the 16..32 generic range.
+ */
+ for (i = 0; i < 16; i++)
+ vbo->map_vp_none[i] = i;
+ for (i = 0; i < 12; i++)
+ vbo->map_vp_none[16+i] = VBO_ATTRIB_MAT_FRONT_AMBIENT + i;
+ for (i = 0; i < 4; i++)
+ vbo->map_vp_none[28+i] = i;
+
+ for (i = 0; i < VERT_ATTRIB_MAX; i++)
+ vbo->map_vp_arb[i] = i;
+ }
+
+
+ /* By default:
+ */
+ vbo->draw_prims = _tnl_draw_prims;
+
+ /* Hook our functions into exec and compile dispatch tables. These
+ * will pretty much be permanently installed, which means that the
+ * vtxfmt mechanism can be removed now.
+ */
+ vbo_exec_init( ctx );
+ vbo_save_init( ctx );
+
+
+ return GL_TRUE;
+}
+
+void _vbo_InvalidateState( GLcontext *ctx, GLuint new_state )
+{
+ _ae_invalidate_state(ctx, new_state);
+ vbo_exec_invalidate_state(ctx, new_state);
+}
+
+
+void _vbo_DestroyContext( GLcontext *ctx )
+{
+ if (ctx->aelt_context) {
+ _ae_destroy_context( ctx );
+ ctx->aelt_context = NULL;
+ }
+
+ FREE(vbo_context(ctx));
+ ctx->swtnl_im = NULL;
+}
diff --git a/src/mesa/vbo/vbo_context.h b/src/mesa/vbo/vbo_context.h
new file mode 100644
index 0000000000..0dc1019b39
--- /dev/null
+++ b/src/mesa/vbo/vbo_context.h
@@ -0,0 +1,108 @@
+/*
+ * mesa 3-D graphics library
+ * Version: 6.5
+ *
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+/**
+ * \file vbo_context.h
+ * \brief VBO builder module datatypes and definitions.
+ * \author Keith Whitwell
+ */
+
+
+/**
+ * \mainpage The VBO builder module
+ *
+ * This module hooks into the GL dispatch table and catches all vertex
+ * building and drawing commands, such as glVertex3f, glBegin and
+ * glDrawArrays. The module stores all incoming vertex data as arrays
+ * in GL vertex buffer objects (VBOs), and translates all drawing
+ * commands into calls to a driver supplied DrawPrimitives() callback.
+ *
+ * The module captures both immediate mode and display list drawing,
+ * and manages the allocation, reference counting and deallocation of
+ * vertex buffer objects itself.
+ *
+ * The DrawPrimitives() callback can be either implemented by the
+ * driver itself or hooked to the tnl module's _tnl_draw_primitives()
+ * function for hardware without tnl capablilties or during fallbacks.
+ */
+
+
+#ifndef _VBO_CONTEXT_H
+#define _VBO_CONTEXT_H
+
+#include "vbo.h"
+#include "vbo_attrib.h"
+#include "vbo_save.h"
+#include "vbo_exec.h"
+
+
+struct vbo_context {
+ struct gl_client_array currval[VBO_ATTRIB_MAX];
+
+ /* These point into the above. TODO: remove.
+ */
+ struct gl_client_array *legacy_currval;
+ struct gl_client_array *generic_currval;
+ struct gl_client_array *mat_currval;
+
+ GLuint map_vp_none[32];
+ GLuint map_vp_arb[32];
+
+ GLfloat *current[VBO_ATTRIB_MAX]; /* points into ctx->Current, ctx->Light.Material */
+ GLfloat CurrentFloatEdgeFlag;
+
+
+ struct vbo_exec_context exec;
+ struct vbo_save_context save;
+
+ /* Callback into the driver. This must always succeed, the driver
+ * is responsible for initiating any fallback actions required:
+ */
+ vbo_draw_func draw_prims;
+};
+
+
+static INLINE struct vbo_context *vbo_context(GLcontext *ctx)
+{
+ return (struct vbo_context *)(ctx->swtnl_im);
+}
+
+enum {
+ VP_NONE = 1,
+ VP_NV,
+ VP_ARB
+};
+
+static INLINE GLuint get_program_mode( GLcontext *ctx )
+{
+ if (!ctx->VertexProgram._Enabled)
+ return VP_NONE;
+ else if (ctx->VertexProgram.Current->IsNVProgram)
+ return VP_NV;
+ else
+ return VP_ARB;
+}
+
+
+#endif
diff --git a/src/mesa/vbo/vbo_exec.c b/src/mesa/vbo/vbo_exec.c
new file mode 100644
index 0000000000..7d95873247
--- /dev/null
+++ b/src/mesa/vbo/vbo_exec.c
@@ -0,0 +1,97 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.3
+ *
+ * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+
+#include "api_arrayelt.h"
+#include "glheader.h"
+#include "imports.h"
+#include "context.h"
+#include "macros.h"
+#include "mtypes.h"
+#include "dlist.h"
+#include "vtxfmt.h"
+
+#include "vbo_context.h"
+
+void vbo_exec_init( GLcontext *ctx )
+{
+ struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
+
+ exec->ctx = ctx;
+
+ /* Initialize the arrayelt helper
+ */
+ if (!ctx->aelt_context &&
+ !_ae_create_context( ctx ))
+ return;
+
+ vbo_exec_vtx_init( exec );
+ vbo_exec_array_init( exec );
+
+ /* Hook our functions into exec and compile dispatch tables.
+ */
+ _mesa_install_exec_vtxfmt( ctx, &exec->vtxfmt );
+
+ ctx->Driver.NeedFlush = 0;
+ ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
+ ctx->Driver.FlushVertices = vbo_exec_FlushVertices;
+
+ vbo_exec_invalidate_state( ctx, ~0 );
+}
+
+
+void vbo_exec_destroy( GLcontext *ctx )
+{
+ struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
+
+ if (ctx->aelt_context) {
+ _ae_destroy_context( ctx );
+ ctx->aelt_context = NULL;
+ }
+
+ vbo_exec_vtx_destroy( exec );
+ vbo_exec_array_destroy( exec );
+}
+
+/* Really want to install these callbacks to a central facility to be
+ * invoked according to the state flags. That will have to wait for a
+ * mesa rework:
+ */
+void vbo_exec_invalidate_state( GLcontext *ctx, GLuint new_state )
+{
+ struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
+
+ if (new_state & (_NEW_PROGRAM|_NEW_EVAL))
+ exec->eval.recalculate_maps = 1;
+
+ _ae_invalidate_state(ctx, new_state);
+}
+
+
+
+
+
diff --git a/src/mesa/vbo/vbo_exec.h b/src/mesa/vbo/vbo_exec.h
new file mode 100644
index 0000000000..a9b01e08e6
--- /dev/null
+++ b/src/mesa/vbo/vbo_exec.h
@@ -0,0 +1,165 @@
+/**************************************************************************
+
+Copyright 2002 Tungsten Graphics Inc., Cedar Park, Texas.
+
+All Rights Reserved.
+
+Permission is hereby granted, free of charge, to any person obtaining a
+copy of this software and associated documentation files (the "Software"),
+to deal in the Software without restriction, including without limitation
+on the rights to use, copy, modify, merge, publish, distribute, sub
+license, and/or sell copies of the Software, and to permit persons to whom
+the Software is furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice (including the next
+paragraph) shall be included in all copies or substantial portions of the
+Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
+TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
+DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
+OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
+USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+**************************************************************************/
+
+/*
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ *
+ */
+
+#ifndef __VBO_EXEC_H__
+#define __VBO_EXEC_H__
+
+#include "mtypes.h"
+#include "vbo.h"
+#include "vbo_attrib.h"
+
+
+#define VBO_MAX_PRIM 64
+
+/* Wierd implementation stuff:
+ */
+#define VBO_VERT_BUFFER_SIZE (1024*16) /* dwords == 64k */
+#define VBO_MAX_ATTR_CODEGEN 16
+#define ERROR_ATTRIB 16
+
+
+
+
+struct vbo_exec_eval1_map {
+ struct gl_1d_map *map;
+ GLuint sz;
+};
+
+struct vbo_exec_eval2_map {
+ struct gl_2d_map *map;
+ GLuint sz;
+};
+
+
+
+struct vbo_exec_copied_vtx {
+ GLfloat buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS];
+ GLuint nr;
+};
+
+
+typedef void (*vbo_attrfv_func)( const GLfloat * );
+
+
+struct vbo_exec_context
+{
+ GLcontext *ctx;
+ GLvertexformat vtxfmt;
+
+ struct {
+ struct gl_buffer_object *bufferobj;
+ GLubyte *buffer_map;
+
+ GLuint vertex_size;
+
+ struct _mesa_prim prim[VBO_MAX_PRIM];
+ GLuint prim_count;
+
+ GLfloat *vbptr; /* cursor, points into buffer */
+ GLfloat vertex[VBO_ATTRIB_MAX*4]; /* current vertex */
+
+ GLuint vert_count;
+ GLuint max_vert;
+ struct vbo_exec_copied_vtx copied;
+
+ GLubyte attrsz[VBO_ATTRIB_MAX];
+ GLubyte active_sz[VBO_ATTRIB_MAX];
+
+ GLfloat *attrptr[VBO_ATTRIB_MAX];
+ struct gl_client_array arrays[VBO_ATTRIB_MAX];
+
+ /* According to program mode, the values above plus current
+ * values are squashed down to the 32 attributes passed to the
+ * vertex program below:
+ */
+ GLuint program_mode;
+ GLuint enabled_flags;
+ const struct gl_client_array *inputs[VERT_ATTRIB_MAX];
+ } vtx;
+
+
+ struct {
+ GLboolean recalculate_maps;
+ struct vbo_exec_eval1_map map1[VERT_ATTRIB_MAX];
+ struct vbo_exec_eval2_map map2[VERT_ATTRIB_MAX];
+ } eval;
+
+ struct {
+ GLuint program_mode;
+ GLuint enabled_flags;
+ GLuint array_obj;
+
+ /* These just mirror the current arrayobj (todo: make arrayobj
+ * look like this and remove the mirror):
+ */
+ const struct gl_client_array *legacy_array[16];
+ const struct gl_client_array *generic_array[16];
+
+ /* Arrays and current values manipulated according to program
+ * mode, etc. These are the attributes as seen by vertex
+ * programs:
+ */
+ const struct gl_client_array *inputs[VERT_ATTRIB_MAX];
+ } array;
+};
+
+
+
+/* External API:
+ */
+void vbo_exec_init( GLcontext *ctx );
+void vbo_exec_destroy( GLcontext *ctx );
+void vbo_exec_invalidate_state( GLcontext *ctx, GLuint new_state );
+void vbo_exec_FlushVertices( GLcontext *ctx, GLuint flags );
+
+
+/* Internal functions:
+ */
+void vbo_exec_array_init( struct vbo_exec_context *exec );
+void vbo_exec_array_destroy( struct vbo_exec_context *exec );
+
+
+void vbo_exec_vtx_init( struct vbo_exec_context *exec );
+void vbo_exec_vtx_destroy( struct vbo_exec_context *exec );
+void vbo_exec_vtx_flush( struct vbo_exec_context *exec );
+void vbo_exec_vtx_wrap( struct vbo_exec_context *exec );
+
+void vbo_exec_eval_update( struct vbo_exec_context *exec );
+
+void vbo_exec_do_EvalCoord2f( struct vbo_exec_context *exec,
+ GLfloat u, GLfloat v );
+
+void vbo_exec_do_EvalCoord1f( struct vbo_exec_context *exec,
+ GLfloat u);
+
+#endif
diff --git a/src/mesa/vbo/vbo_exec_api.c b/src/mesa/vbo/vbo_exec_api.c
new file mode 100644
index 0000000000..71fee8ca16
--- /dev/null
+++ b/src/mesa/vbo/vbo_exec_api.c
@@ -0,0 +1,702 @@
+/**************************************************************************
+
+Copyright 2002 Tungsten Graphics Inc., Cedar Park, Texas.
+
+All Rights Reserved.
+
+Permission is hereby granted, free of charge, to any person obtaining a
+copy of this software and associated documentation files (the "Software"),
+to deal in the Software without restriction, including without limitation
+on the rights to use, copy, modify, merge, publish, distribute, sub
+license, and/or sell copies of the Software, and to permit persons to whom
+the Software is furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice (including the next
+paragraph) shall be included in all copies or substantial portions of the
+Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
+TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
+DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
+OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
+USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+**************************************************************************/
+
+/*
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+#include "glheader.h"
+#include "context.h"
+#include "macros.h"
+#include "vtxfmt.h"
+#include "dlist.h"
+#include "state.h"
+#include "light.h"
+#include "api_arrayelt.h"
+#include "api_noop.h"
+#include "dispatch.h"
+
+#include "vbo_context.h"
+
+static void reset_attrfv( struct vbo_exec_context *exec );
+
+
+/* Close off the last primitive, execute the buffer, restart the
+ * primitive.
+ */
+static void vbo_exec_wrap_buffers( struct vbo_exec_context *exec )
+{
+ if (exec->vtx.prim_count == 0) {
+ exec->vtx.copied.nr = 0;
+ exec->vtx.vert_count = 0;
+ exec->vtx.vbptr = (GLfloat *)exec->vtx.buffer_map;
+ }
+ else {
+ GLuint last_begin = exec->vtx.prim[exec->vtx.prim_count-1].begin;
+ GLuint last_count;
+
+ if (exec->ctx->Driver.CurrentExecPrimitive != GL_POLYGON+1) {
+ GLint i = exec->vtx.prim_count - 1;
+ assert(i >= 0);
+ exec->vtx.prim[i].count = (exec->vtx.vert_count -
+ exec->vtx.prim[i].start);
+ }
+
+ last_count = exec->vtx.prim[exec->vtx.prim_count-1].count;
+
+ /* Execute the buffer and save copied vertices.
+ */
+ if (exec->vtx.vert_count)
+ vbo_exec_vtx_flush( exec );
+ else {
+ exec->vtx.prim_count = 0;
+ exec->vtx.copied.nr = 0;
+ }
+
+ /* Emit a glBegin to start the new list.
+ */
+ assert(exec->vtx.prim_count == 0);
+
+ if (exec->ctx->Driver.CurrentExecPrimitive != GL_POLYGON+1) {
+ exec->vtx.prim[0].mode = exec->ctx->Driver.CurrentExecPrimitive;
+ exec->vtx.prim[0].start = 0;
+ exec->vtx.prim[0].count = 0;
+ exec->vtx.prim_count++;
+
+ if (exec->vtx.copied.nr == last_count)
+ exec->vtx.prim[0].begin = last_begin;
+ }
+ }
+}
+
+
+/* Deal with buffer wrapping where provoked by the vertex buffer
+ * filling up, as opposed to upgrade_vertex().
+ */
+void vbo_exec_vtx_wrap( struct vbo_exec_context *exec )
+{
+ GLfloat *data = exec->vtx.copied.buffer;
+ GLuint i;
+
+ /* Run pipeline on current vertices, copy wrapped vertices
+ * to exec->vtx.copied.
+ */
+ vbo_exec_wrap_buffers( exec );
+
+ /* Copy stored stored vertices to start of new list.
+ */
+ assert(exec->vtx.max_vert - exec->vtx.vert_count > exec->vtx.copied.nr);
+
+ for (i = 0 ; i < exec->vtx.copied.nr ; i++) {
+ _mesa_memcpy( exec->vtx.vbptr, data,
+ exec->vtx.vertex_size * sizeof(GLfloat));
+ exec->vtx.vbptr += exec->vtx.vertex_size;
+ data += exec->vtx.vertex_size;
+ exec->vtx.vert_count++;
+ }
+
+ exec->vtx.copied.nr = 0;
+}
+
+
+/*
+ * Copy the active vertex's values to the ctx->Current fields.
+ */
+static void vbo_exec_copy_to_current( struct vbo_exec_context *exec )
+{
+ GLcontext *ctx = exec->ctx;
+ struct vbo_context *vbo = vbo_context(ctx);
+ GLuint i;
+
+ for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
+ if (exec->vtx.attrsz[i]) {
+ GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
+
+ /* Note: the exec->vtx.current[i] pointers point into the
+ * ctx->Current.Attrib and ctx->Light.Material.Attrib arrays.
+ */
+ COPY_CLEAN_4V(current,
+ exec->vtx.attrsz[i],
+ exec->vtx.attrptr[i]);
+
+
+ /* Given that we explicitly state size here, there is no need
+ * for the COPY_CLEAN above, could just copy 16 bytes and be
+ * done. The only problem is when Mesa accesses ctx->Current
+ * directly.
+ */
+ vbo->currval[i].Size = exec->vtx.attrsz[i];
+
+ /* This triggers rather too much recalculation of Mesa state
+ * that doesn't get used (eg light positions).
+ */
+ if (i >= VBO_ATTRIB_MAT_FRONT_AMBIENT &&
+ i <= VBO_ATTRIB_MAT_BACK_INDEXES)
+ ctx->NewState |= _NEW_LIGHT;
+ }
+ }
+
+ /* Colormaterial -- this kindof sucks.
+ */
+ if (ctx->Light.ColorMaterialEnabled &&
+ exec->vtx.attrsz[VBO_ATTRIB_COLOR0]) {
+ _mesa_update_color_material(ctx,
+ ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
+ }
+
+ ctx->Driver.NeedFlush &= ~FLUSH_UPDATE_CURRENT;
+}
+
+
+static void vbo_exec_copy_from_current( struct vbo_exec_context *exec )
+{
+ GLcontext *ctx = exec->ctx;
+ struct vbo_context *vbo = vbo_context(ctx);
+ GLint i;
+
+ for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
+ const GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
+ switch (exec->vtx.attrsz[i]) {
+ case 4: exec->vtx.attrptr[i][3] = current[3];
+ case 3: exec->vtx.attrptr[i][2] = current[2];
+ case 2: exec->vtx.attrptr[i][1] = current[1];
+ case 1: exec->vtx.attrptr[i][0] = current[0];
+ break;
+ }
+ }
+
+ ctx->Driver.NeedFlush |= FLUSH_UPDATE_CURRENT;
+}
+
+
+/* Flush existing data, set new attrib size, replay copied vertices.
+ */
+static void vbo_exec_wrap_upgrade_vertex( struct vbo_exec_context *exec,
+ GLuint attr,
+ GLuint newsz )
+{
+ GLcontext *ctx = exec->ctx;
+ struct vbo_context *vbo = vbo_context(ctx);
+ GLint lastcount = exec->vtx.vert_count;
+ GLfloat *tmp;
+ GLuint oldsz;
+ GLuint i;
+
+ /* Run pipeline on current vertices, copy wrapped vertices
+ * to exec->vtx.copied.
+ */
+ vbo_exec_wrap_buffers( exec );
+
+
+ /* 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.
+ */
+ vbo_exec_copy_to_current( exec );
+
+
+ /* Heuristic: Attempt to isolate attributes received outside
+ * begin/end so that they don't bloat the vertices.
+ */
+ if (ctx->Driver.CurrentExecPrimitive == PRIM_OUTSIDE_BEGIN_END &&
+ exec->vtx.attrsz[attr] == 0 &&
+ lastcount > 8 &&
+ exec->vtx.vertex_size) {
+ reset_attrfv( exec );
+ }
+
+ /* Fix up sizes:
+ */
+ oldsz = exec->vtx.attrsz[attr];
+ exec->vtx.attrsz[attr] = newsz;
+
+ exec->vtx.vertex_size += newsz - oldsz;
+ exec->vtx.max_vert = VBO_VERT_BUFFER_SIZE / exec->vtx.vertex_size;
+ exec->vtx.vert_count = 0;
+ exec->vtx.vbptr = (GLfloat *)exec->vtx.buffer_map;
+
+
+ /* Recalculate all the attrptr[] values
+ */
+ for (i = 0, tmp = exec->vtx.vertex ; i < VBO_ATTRIB_MAX ; i++) {
+ if (exec->vtx.attrsz[i]) {
+ exec->vtx.attrptr[i] = tmp;
+ tmp += exec->vtx.attrsz[i];
+ }
+ else
+ exec->vtx.attrptr[i] = NULL; /* will not be dereferenced */
+ }
+
+ /* Copy from current to repopulate the vertex with correct values.
+ */
+ vbo_exec_copy_from_current( exec );
+
+ /* Replay stored vertices to translate them
+ * to new format here.
+ *
+ * -- No need to replay - just copy piecewise
+ */
+ if (exec->vtx.copied.nr)
+ {
+ GLfloat *data = exec->vtx.copied.buffer;
+ GLfloat *dest = exec->vtx.vbptr;
+ GLuint j;
+
+ assert(exec->vtx.vbptr == (GLfloat *)exec->vtx.buffer_map);
+
+ for (i = 0 ; i < exec->vtx.copied.nr ; i++) {
+ for (j = 0 ; j < VBO_ATTRIB_MAX ; j++) {
+ if (exec->vtx.attrsz[j]) {
+ if (j == attr) {
+ if (oldsz) {
+ COPY_CLEAN_4V( dest, oldsz, data );
+ data += oldsz;
+ dest += newsz;
+ } else {
+ const GLfloat *current = (const GLfloat *)vbo->currval[j].Ptr;
+ COPY_SZ_4V( dest, newsz, current );
+ dest += newsz;
+ }
+ }
+ else {
+ GLuint sz = exec->vtx.attrsz[j];
+ COPY_SZ_4V( dest, sz, data );
+ dest += sz;
+ data += sz;
+ }
+ }
+ }
+ }
+
+ exec->vtx.vbptr = dest;
+ exec->vtx.vert_count += exec->vtx.copied.nr;
+ exec->vtx.copied.nr = 0;
+ }
+}
+
+
+static void vbo_exec_fixup_vertex( GLcontext *ctx,
+ GLuint attr, GLuint sz )
+{
+ struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
+ int i;
+
+ if (sz > exec->vtx.attrsz[attr]) {
+ /* New size is larger. Need to flush existing vertices and get
+ * an enlarged vertex format.
+ */
+ vbo_exec_wrap_upgrade_vertex( exec, attr, sz );
+ }
+ else if (sz < exec->vtx.active_sz[attr]) {
+ static const GLfloat id[4] = { 0, 0, 0, 1 };
+
+ /* New size is smaller - just need to fill in some
+ * zeros. Don't need to flush or wrap.
+ */
+ for (i = sz ; i <= exec->vtx.attrsz[attr] ; i++)
+ exec->vtx.attrptr[attr][i-1] = id[i-1];
+ }
+
+ exec->vtx.active_sz[attr] = sz;
+
+ /* Does setting NeedFlush belong here? Necessitates resetting
+ * vtxfmt on each flush (otherwise flags won't get reset
+ * afterwards).
+ */
+ if (attr == 0)
+ exec->ctx->Driver.NeedFlush |= FLUSH_STORED_VERTICES;
+ else
+ exec->ctx->Driver.NeedFlush |= FLUSH_UPDATE_CURRENT;
+}
+
+
+
+
+/*
+ */
+#define ATTR( A, N, V0, V1, V2, V3 ) \
+do { \
+ struct vbo_exec_context *exec = &vbo_context(ctx)->exec; \
+ \
+ if (exec->vtx.active_sz[A] != N) \
+ vbo_exec_fixup_vertex(ctx, A, N); \
+ \
+ { \
+ GLfloat *dest = exec->vtx.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 < exec->vtx.vertex_size; i++) \
+ exec->vtx.vbptr[i] = exec->vtx.vertex[i]; \
+ \
+ exec->vtx.vbptr += exec->vtx.vertex_size; \
+ exec->ctx->Driver.NeedFlush |= FLUSH_STORED_VERTICES; \
+ \
+ if (++exec->vtx.vert_count >= exec->vtx.max_vert) \
+ vbo_exec_vtx_wrap( exec ); \
+ } \
+} while (0)
+
+
+#define ERROR() _mesa_error( ctx, GL_INVALID_ENUM, __FUNCTION__ )
+#define TAG(x) vbo_##x
+
+#include "vbo_attrib_tmp.h"
+
+
+
+
+
+/* Eval
+ */
+static void GLAPIENTRY vbo_exec_EvalCoord1f( GLfloat u )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
+
+ {
+ GLint i;
+ if (exec->eval.recalculate_maps)
+ vbo_exec_eval_update( exec );
+
+ for (i = 0 ; i <= VBO_ATTRIB_INDEX ; i++) {
+ if (exec->eval.map1[i].map)
+ if (exec->vtx.active_sz[i] != exec->eval.map1[i].sz)
+ vbo_exec_fixup_vertex( ctx, i, exec->eval.map1[i].sz );
+ }
+ }
+
+
+ _mesa_memcpy( exec->vtx.copied.buffer, exec->vtx.vertex,
+ exec->vtx.vertex_size * sizeof(GLfloat));
+
+ vbo_exec_do_EvalCoord1f( exec, u );
+
+ _mesa_memcpy( exec->vtx.vertex, exec->vtx.copied.buffer,
+ exec->vtx.vertex_size * sizeof(GLfloat));
+}
+
+static void GLAPIENTRY vbo_exec_EvalCoord2f( GLfloat u, GLfloat v )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
+
+ {
+ GLint i;
+ if (exec->eval.recalculate_maps)
+ vbo_exec_eval_update( exec );
+
+ for (i = 0 ; i <= VBO_ATTRIB_INDEX ; i++) {
+ if (exec->eval.map2[i].map)
+ if (exec->vtx.active_sz[i] != exec->eval.map2[i].sz)
+ vbo_exec_fixup_vertex( ctx, i, exec->eval.map2[i].sz );
+ }
+
+ if (ctx->Eval.AutoNormal)
+ if (exec->vtx.active_sz[VBO_ATTRIB_NORMAL] != 3)
+ vbo_exec_fixup_vertex( ctx, VBO_ATTRIB_NORMAL, 3 );
+ }
+
+ _mesa_memcpy( exec->vtx.copied.buffer, exec->vtx.vertex,
+ exec->vtx.vertex_size * sizeof(GLfloat));
+
+ vbo_exec_do_EvalCoord2f( exec, u, v );
+
+ _mesa_memcpy( exec->vtx.vertex, exec->vtx.copied.buffer,
+ exec->vtx.vertex_size * sizeof(GLfloat));
+}
+
+static void GLAPIENTRY vbo_exec_EvalCoord1fv( const GLfloat *u )
+{
+ vbo_exec_EvalCoord1f( u[0] );
+}
+
+static void GLAPIENTRY vbo_exec_EvalCoord2fv( const GLfloat *u )
+{
+ vbo_exec_EvalCoord2f( u[0], u[1] );
+}
+
+static void GLAPIENTRY vbo_exec_EvalPoint1( GLint i )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ GLfloat du = ((ctx->Eval.MapGrid1u2 - ctx->Eval.MapGrid1u1) /
+ (GLfloat) ctx->Eval.MapGrid1un);
+ GLfloat u = i * du + ctx->Eval.MapGrid1u1;
+
+ vbo_exec_EvalCoord1f( u );
+}
+
+
+static void GLAPIENTRY vbo_exec_EvalPoint2( GLint i, GLint j )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ GLfloat du = ((ctx->Eval.MapGrid2u2 - ctx->Eval.MapGrid2u1) /
+ (GLfloat) ctx->Eval.MapGrid2un);
+ GLfloat dv = ((ctx->Eval.MapGrid2v2 - ctx->Eval.MapGrid2v1) /
+ (GLfloat) ctx->Eval.MapGrid2vn);
+ GLfloat u = i * du + ctx->Eval.MapGrid2u1;
+ GLfloat v = j * dv + ctx->Eval.MapGrid2v1;
+
+ vbo_exec_EvalCoord2f( u, v );
+}
+
+
+/* Build a list of primitives on the fly. Keep
+ * ctx->Driver.CurrentExecPrimitive uptodate as well.
+ */
+static void GLAPIENTRY vbo_exec_Begin( GLenum mode )
+{
+ GET_CURRENT_CONTEXT( ctx );
+
+ if (ctx->Driver.CurrentExecPrimitive == GL_POLYGON+1) {
+ struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
+ int i;
+
+ if (ctx->NewState) {
+ _mesa_update_state( ctx );
+
+ if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||
+ (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glBegin (invalid vertex/fragment program)");
+ return;
+ }
+
+ CALL_Begin(ctx->Exec, (mode));
+ return;
+ }
+
+ /* Heuristic: attempt to isolate attributes occuring outside
+ * begin/end pairs.
+ */
+ if (exec->vtx.vertex_size && !exec->vtx.attrsz[0])
+ vbo_exec_FlushVertices( ctx, ~0 );
+
+ i = exec->vtx.prim_count++;
+ exec->vtx.prim[i].mode = mode;
+ exec->vtx.prim[i].begin = 1;
+ exec->vtx.prim[i].end = 0;
+ exec->vtx.prim[i].indexed = 0;
+ exec->vtx.prim[i].weak = 0;
+ exec->vtx.prim[i].pad = 0;
+ exec->vtx.prim[i].start = exec->vtx.vert_count;
+ exec->vtx.prim[i].count = 0;
+
+ ctx->Driver.CurrentExecPrimitive = mode;
+ }
+ else
+ _mesa_error( ctx, GL_INVALID_OPERATION, "glBegin" );
+
+}
+
+static void GLAPIENTRY vbo_exec_End( void )
+{
+ GET_CURRENT_CONTEXT( ctx );
+
+ if (ctx->Driver.CurrentExecPrimitive != GL_POLYGON+1) {
+ struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
+ int idx = exec->vtx.vert_count;
+ int i = exec->vtx.prim_count - 1;
+
+ exec->vtx.prim[i].end = 1;
+ exec->vtx.prim[i].count = idx - exec->vtx.prim[i].start;
+
+ ctx->Driver.CurrentExecPrimitive = GL_POLYGON+1;
+
+ if (exec->vtx.prim_count == VBO_MAX_PRIM)
+ vbo_exec_vtx_flush( exec );
+ }
+ else
+ _mesa_error( ctx, GL_INVALID_OPERATION, "glEnd" );
+}
+
+
+static void vbo_exec_vtxfmt_init( struct vbo_exec_context *exec )
+{
+ GLvertexformat *vfmt = &exec->vtxfmt;
+
+ vfmt->ArrayElement = _ae_loopback_array_elt; /* generic helper */
+ vfmt->Begin = vbo_exec_Begin;
+ vfmt->CallList = _mesa_CallList;
+ vfmt->CallLists = _mesa_CallLists;
+ vfmt->End = vbo_exec_End;
+ vfmt->EvalCoord1f = vbo_exec_EvalCoord1f;
+ vfmt->EvalCoord1fv = vbo_exec_EvalCoord1fv;
+ vfmt->EvalCoord2f = vbo_exec_EvalCoord2f;
+ vfmt->EvalCoord2fv = vbo_exec_EvalCoord2fv;
+ vfmt->EvalPoint1 = vbo_exec_EvalPoint1;
+ vfmt->EvalPoint2 = vbo_exec_EvalPoint2;
+
+ vfmt->Rectf = _mesa_noop_Rectf;
+ vfmt->EvalMesh1 = _mesa_noop_EvalMesh1;
+ vfmt->EvalMesh2 = _mesa_noop_EvalMesh2;
+
+
+ /* from attrib_tmp.h:
+ */
+ vfmt->Color3f = vbo_Color3f;
+ vfmt->Color3fv = vbo_Color3fv;
+ vfmt->Color4f = vbo_Color4f;
+ vfmt->Color4fv = vbo_Color4fv;
+ vfmt->FogCoordfEXT = vbo_FogCoordfEXT;
+ vfmt->FogCoordfvEXT = vbo_FogCoordfvEXT;
+ vfmt->MultiTexCoord1fARB = vbo_MultiTexCoord1f;
+ vfmt->MultiTexCoord1fvARB = vbo_MultiTexCoord1fv;
+ vfmt->MultiTexCoord2fARB = vbo_MultiTexCoord2f;
+ vfmt->MultiTexCoord2fvARB = vbo_MultiTexCoord2fv;
+ vfmt->MultiTexCoord3fARB = vbo_MultiTexCoord3f;
+ vfmt->MultiTexCoord3fvARB = vbo_MultiTexCoord3fv;
+ vfmt->MultiTexCoord4fARB = vbo_MultiTexCoord4f;
+ vfmt->MultiTexCoord4fvARB = vbo_MultiTexCoord4fv;
+ vfmt->Normal3f = vbo_Normal3f;
+ vfmt->Normal3fv = vbo_Normal3fv;
+ vfmt->SecondaryColor3fEXT = vbo_SecondaryColor3fEXT;
+ vfmt->SecondaryColor3fvEXT = vbo_SecondaryColor3fvEXT;
+ vfmt->TexCoord1f = vbo_TexCoord1f;
+ vfmt->TexCoord1fv = vbo_TexCoord1fv;
+ vfmt->TexCoord2f = vbo_TexCoord2f;
+ vfmt->TexCoord2fv = vbo_TexCoord2fv;
+ vfmt->TexCoord3f = vbo_TexCoord3f;
+ vfmt->TexCoord3fv = vbo_TexCoord3fv;
+ vfmt->TexCoord4f = vbo_TexCoord4f;
+ vfmt->TexCoord4fv = vbo_TexCoord4fv;
+ vfmt->Vertex2f = vbo_Vertex2f;
+ vfmt->Vertex2fv = vbo_Vertex2fv;
+ vfmt->Vertex3f = vbo_Vertex3f;
+ vfmt->Vertex3fv = vbo_Vertex3fv;
+ vfmt->Vertex4f = vbo_Vertex4f;
+ vfmt->Vertex4fv = vbo_Vertex4fv;
+
+ vfmt->VertexAttrib1fARB = vbo_VertexAttrib1fARB;
+ vfmt->VertexAttrib1fvARB = vbo_VertexAttrib1fvARB;
+ vfmt->VertexAttrib2fARB = vbo_VertexAttrib2fARB;
+ vfmt->VertexAttrib2fvARB = vbo_VertexAttrib2fvARB;
+ vfmt->VertexAttrib3fARB = vbo_VertexAttrib3fARB;
+ vfmt->VertexAttrib3fvARB = vbo_VertexAttrib3fvARB;
+ vfmt->VertexAttrib4fARB = vbo_VertexAttrib4fARB;
+ vfmt->VertexAttrib4fvARB = vbo_VertexAttrib4fvARB;
+
+ vfmt->VertexAttrib1fNV = vbo_VertexAttrib1fNV;
+ vfmt->VertexAttrib1fvNV = vbo_VertexAttrib1fvNV;
+ vfmt->VertexAttrib2fNV = vbo_VertexAttrib2fNV;
+ vfmt->VertexAttrib2fvNV = vbo_VertexAttrib2fvNV;
+ vfmt->VertexAttrib3fNV = vbo_VertexAttrib3fNV;
+ vfmt->VertexAttrib3fvNV = vbo_VertexAttrib3fvNV;
+ vfmt->VertexAttrib4fNV = vbo_VertexAttrib4fNV;
+ vfmt->VertexAttrib4fvNV = vbo_VertexAttrib4fvNV;
+
+ vfmt->Materialfv = vbo_Materialfv;
+
+ vfmt->EdgeFlag = vbo_EdgeFlag;
+ vfmt->Indexf = vbo_Indexf;
+ vfmt->Indexfv = vbo_Indexfv;
+
+}
+
+
+void vbo_exec_vtx_init( struct vbo_exec_context *exec )
+{
+ GLcontext *ctx = exec->ctx;
+ struct vbo_context *vbo = vbo_context(ctx);
+ GLuint i;
+
+ /* Allocate a buffer object. Will just reuse this object
+ * continuously.
+ */
+ exec->vtx.bufferobj = ctx->Array.NullBufferObj;
+ exec->vtx.buffer_map = ALIGN_MALLOC(VBO_VERT_BUFFER_SIZE * sizeof(GLfloat), 64);
+
+ vbo_exec_vtxfmt_init( exec );
+
+ /* Hook our functions into the dispatch table.
+ */
+ _mesa_install_exec_vtxfmt( exec->ctx, &exec->vtxfmt );
+
+ for (i = 0 ; i < VBO_ATTRIB_MAX ; i++) {
+ exec->vtx.attrsz[i] = 0;
+ exec->vtx.active_sz[i] = 0;
+ exec->vtx.inputs[i] = &exec->vtx.arrays[i];
+ }
+
+ {
+ struct gl_client_array *arrays = exec->vtx.arrays;
+ memcpy(arrays, vbo->legacy_currval, 16 * sizeof(arrays[0]));
+ memcpy(arrays + 16, vbo->generic_currval, 16 * sizeof(arrays[0]));
+ }
+
+ exec->vtx.vertex_size = 0;
+}
+
+
+void vbo_exec_vtx_destroy( struct vbo_exec_context *exec )
+{
+ if (exec->vtx.buffer_map) {
+ ALIGN_FREE(exec->vtx.buffer_map);
+ exec->vtx.buffer_map = NULL;
+ }
+}
+
+
+void vbo_exec_FlushVertices( GLcontext *ctx, GLuint flags )
+{
+ struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
+
+ if (exec->ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END)
+ return;
+
+ if (exec->vtx.vert_count) {
+ vbo_exec_vtx_flush( exec );
+ }
+
+ if (exec->vtx.vertex_size) {
+ vbo_exec_copy_to_current( exec );
+ reset_attrfv( exec );
+ }
+
+ exec->ctx->Driver.NeedFlush = 0;
+}
+
+
+static void reset_attrfv( struct vbo_exec_context *exec )
+{
+ GLuint i;
+
+ for (i = 0 ; i < VBO_ATTRIB_MAX ; i++) {
+ exec->vtx.attrsz[i] = 0;
+ exec->vtx.active_sz[i] = 0;
+ }
+
+ exec->vtx.vertex_size = 0;
+}
+
diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c
new file mode 100644
index 0000000000..f96df5f164
--- /dev/null
+++ b/src/mesa/vbo/vbo_exec_array.c
@@ -0,0 +1,387 @@
+/**************************************************************************
+ *
+ * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sub license, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
+ * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+ * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ **************************************************************************/
+
+#include "glheader.h"
+#include "context.h"
+#include "state.h"
+#include "api_validate.h"
+#include "api_noop.h"
+#include "dispatch.h"
+
+#include "vbo_context.h"
+
+/* Compute min and max elements for drawelements calls.
+ */
+static void get_minmax_index( GLuint count, GLuint type,
+ const GLvoid *indices,
+ GLuint *min_index,
+ GLuint *max_index)
+{
+ GLint i;
+
+ switch(type) {
+ case GL_UNSIGNED_INT: {
+ const GLuint *ui_indices = (const GLuint *)indices;
+ GLuint max_ui = ui_indices[0];
+ GLuint min_ui = ui_indices[0];
+ for (i = 1; i < count; i++) {
+ if (ui_indices[i] > max_ui) max_ui = ui_indices[i];
+ if (ui_indices[i] < min_ui) min_ui = ui_indices[i];
+ }
+ *min_index = min_ui;
+ *max_index = max_ui;
+ break;
+ }
+ case GL_UNSIGNED_SHORT: {
+ const GLushort *us_indices = (const GLushort *)indices;
+ GLuint max_us = us_indices[0];
+ GLuint min_us = us_indices[0];
+ for (i = 1; i < count; i++) {
+ if (us_indices[i] > max_us) max_us = us_indices[i];
+ if (us_indices[i] < min_us) min_us = us_indices[i];
+ }
+ *min_index = min_us;
+ *max_index = max_us;
+ break;
+ }
+ case GL_UNSIGNED_BYTE: {
+ const GLubyte *ub_indices = (const GLubyte *)indices;
+ GLuint max_ub = ub_indices[0];
+ GLuint min_ub = ub_indices[0];
+ for (i = 1; i < count; i++) {
+ if (ub_indices[i] > max_ub) max_ub = ub_indices[i];
+ if (ub_indices[i] < min_ub) min_ub = ub_indices[i];
+ }
+ *min_index = min_ub;
+ *max_index = max_ub;
+ break;
+ }
+ default:
+ assert(0);
+ break;
+ }
+}
+
+
+/* Just translate the arrayobj into a sane layout.
+ */
+static void bind_array_obj( GLcontext *ctx )
+{
+ struct vbo_context *vbo = vbo_context(ctx);
+ struct vbo_exec_context *exec = &vbo->exec;
+ GLuint i;
+
+ /* TODO: Fix the ArrayObj struct to keep legacy arrays in an array
+ * rather than as individual named arrays. Then this function can
+ * go away.
+ */
+ exec->array.legacy_array[VERT_ATTRIB_POS] = &ctx->Array.ArrayObj->Vertex;
+ exec->array.legacy_array[VERT_ATTRIB_WEIGHT] = &vbo->legacy_currval[VERT_ATTRIB_WEIGHT];
+ exec->array.legacy_array[VERT_ATTRIB_NORMAL] = &ctx->Array.ArrayObj->Normal;
+ exec->array.legacy_array[VERT_ATTRIB_COLOR0] = &ctx->Array.ArrayObj->Color;
+ exec->array.legacy_array[VERT_ATTRIB_COLOR1] = &ctx->Array.ArrayObj->SecondaryColor;
+ exec->array.legacy_array[VERT_ATTRIB_FOG] = &ctx->Array.ArrayObj->FogCoord;
+ exec->array.legacy_array[VERT_ATTRIB_COLOR_INDEX] = &ctx->Array.ArrayObj->Index;
+ exec->array.legacy_array[VERT_ATTRIB_EDGEFLAG] = &ctx->Array.ArrayObj->EdgeFlag;
+
+ for (i = 0; i < 8; i++)
+ exec->array.legacy_array[VERT_ATTRIB_TEX0 + i] = &ctx->Array.ArrayObj->TexCoord[i];
+
+ for (i = 0; i < VERT_ATTRIB_MAX; i++)
+ exec->array.generic_array[i] = &ctx->Array.ArrayObj->VertexAttrib[i];
+
+ exec->array.array_obj = ctx->Array.ArrayObj->Name;
+}
+
+static void recalculate_input_bindings( GLcontext *ctx )
+{
+ struct vbo_context *vbo = vbo_context(ctx);
+ struct vbo_exec_context *exec = &vbo->exec;
+ const struct gl_client_array **inputs = &exec->array.inputs[0];
+ GLuint i;
+
+ exec->array.program_mode = get_program_mode(ctx);
+ exec->array.enabled_flags = ctx->Array.ArrayObj->_Enabled;
+
+ switch (exec->array.program_mode) {
+ case VP_NONE:
+ /* When no vertex program is active, we put the material values
+ * into the generic slots. This is the only situation where
+ * material values are available as per-vertex attributes.
+ */
+ for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
+ if (exec->array.legacy_array[i]->Enabled)
+ inputs[i] = exec->array.legacy_array[i];
+ else
+ inputs[i] = &vbo->legacy_currval[i];
+ }
+
+ for (i = 0; i < MAT_ATTRIB_MAX; i++) {
+ inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->mat_currval[i];
+ }
+
+ /* Could use just about anything, just to fill in the empty
+ * slots:
+ */
+ for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_MAX; i++)
+ inputs[i] = &vbo->generic_currval[i - VERT_ATTRIB_GENERIC0];
+
+ break;
+ case VP_NV:
+ /* NV_vertex_program - attribute arrays alias and override
+ * conventional, legacy arrays. No materials, and the generic
+ * slots are vacant.
+ */
+ for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
+ if (exec->array.generic_array[i]->Enabled)
+ inputs[i] = exec->array.generic_array[i];
+ else if (exec->array.legacy_array[i]->Enabled)
+ inputs[i] = exec->array.legacy_array[i];
+ else
+ inputs[i] = &vbo->legacy_currval[i];
+ }
+
+ /* Could use just about anything, just to fill in the empty
+ * slots:
+ */
+ for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++)
+ inputs[i] = &vbo->generic_currval[i - VERT_ATTRIB_GENERIC0];
+
+ break;
+ case VP_ARB:
+ /* ARB_vertex_program - Only the attribute zero (position) array
+ * aliases and overrides the legacy position array.
+ *
+ * Otherwise, legacy attributes available in the legacy slots,
+ * generic attributes in the generic slots and materials are not
+ * available as per-vertex attributes.
+ */
+ if (exec->array.generic_array[0]->Enabled)
+ inputs[0] = exec->array.generic_array[0];
+ else if (exec->array.legacy_array[0]->Enabled)
+ inputs[0] = exec->array.legacy_array[0];
+ else
+ inputs[0] = &vbo->legacy_currval[0];
+
+
+ for (i = 1; i <= VERT_ATTRIB_TEX7; i++) {
+ if (exec->array.legacy_array[i]->Enabled)
+ inputs[i] = exec->array.legacy_array[i];
+ else
+ inputs[i] = &vbo->legacy_currval[i];
+ }
+
+ for (i = 0; i < 16; i++) {
+ if (exec->array.generic_array[0]->Enabled)
+ inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i];
+ else
+ inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
+ }
+ break;
+ }
+}
+
+static void bind_arrays( GLcontext *ctx )
+{
+#if 0
+ if (ctx->Array.ArrayObj.Name != exec->array.array_obj) {
+ bind_array_obj(ctx);
+ recalculate_input_bindings(ctx);
+ }
+ else if (exec->array.program_mode != get_program_mode(ctx) ||
+ exec->array.enabled_flags != ctx->Array.ArrayObj->_Enabled) {
+
+ recalculate_input_bindings(ctx);
+ }
+#else
+ bind_array_obj(ctx);
+ recalculate_input_bindings(ctx);
+#endif
+}
+
+
+
+/***********************************************************************
+ * API functions.
+ */
+
+static void GLAPIENTRY
+vbo_exec_DrawArrays(GLenum mode, GLint start, GLsizei count)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct vbo_context *vbo = vbo_context(ctx);
+ struct vbo_exec_context *exec = &vbo->exec;
+ struct _mesa_prim prim[1];
+
+ if (!_mesa_validate_DrawArrays( ctx, mode, start, count ))
+ return;
+
+ FLUSH_CURRENT( ctx, 0 );
+
+ if (ctx->NewState)
+ _mesa_update_state( ctx );
+
+ bind_arrays( ctx );
+
+ prim[0].begin = 1;
+ prim[0].end = 1;
+ prim[0].weak = 0;
+ prim[0].pad = 0;
+ prim[0].mode = mode;
+ prim[0].start = start;
+ prim[0].count = count;
+ prim[0].indexed = 0;
+
+ vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL, start, start + count - 1 );
+}
+
+
+
+static void GLAPIENTRY
+vbo_exec_DrawRangeElements(GLenum mode,
+ GLuint start, GLuint end,
+ GLsizei count, GLenum type, const GLvoid *indices)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct vbo_context *vbo = vbo_context(ctx);
+ struct vbo_exec_context *exec = &vbo->exec;
+ struct _mesa_index_buffer ib;
+ struct _mesa_prim prim[1];
+
+ if (!_mesa_validate_DrawRangeElements( ctx, mode, start, end, count, type, indices ))
+ return;
+
+ FLUSH_CURRENT( ctx, 0 );
+
+ if (ctx->NewState)
+ _mesa_update_state( ctx );
+
+ bind_arrays( ctx );
+
+ ib.count = count;
+ ib.type = type;
+ ib.obj = ctx->Array.ElementArrayBufferObj;
+ ib.ptr = indices;
+
+ prim[0].begin = 1;
+ prim[0].end = 1;
+ prim[0].weak = 0;
+ prim[0].pad = 0;
+ prim[0].mode = mode;
+ prim[0].start = 0;
+ prim[0].count = count;
+ prim[0].indexed = 1;
+
+ /* Need to give special consideration to rendering a range of
+ * indices starting somewhere above zero. Typically the
+ * application is issuing multiple DrawRangeElements() to draw
+ * successive primitives layed out linearly in the vertex arrays.
+ * Unless the vertex arrays are all in a VBO (or locked as with
+ * CVA), the OpenGL semantics imply that we need to re-read or
+ * re-upload the vertex data on each draw call.
+ *
+ * In the case of hardware tnl, we want to avoid starting the
+ * upload at zero, as it will mean every draw call uploads an
+ * increasing amount of not-used vertex data. Worse - in the
+ * software tnl module, all those vertices might be transformed and
+ * lit but never rendered.
+ *
+ * If we just upload or transform the vertices in start..end,
+ * however, the indices will be incorrect.
+ *
+ * At this level, we don't know exactly what the requirements of
+ * the backend are going to be, though it will likely boil down to
+ * either:
+ *
+ * 1) Do nothing, everything is in a VBO and is processed once
+ * only.
+ *
+ * 2) Adjust the indices and vertex arrays so that start becomes
+ * zero.
+ *
+ * Rather than doing anything here, I'll provide a helper function
+ * for the latter case elsewhere.
+ */
+
+ vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib, start, end );
+}
+
+static void GLAPIENTRY
+vbo_exec_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint min_index = 0;
+ GLuint max_index = 0;
+
+ if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices ))
+ return;
+
+ if (ctx->Array.ElementArrayBufferObj->Name) {
+ const GLvoid *map = ctx->Driver.MapBuffer(ctx,
+ GL_ELEMENT_ARRAY_BUFFER_ARB,
+ GL_READ_ONLY,
+ ctx->Array.ElementArrayBufferObj);
+
+ get_minmax_index(count, type, ADD_POINTERS(map, indices), &min_index, &max_index);
+
+ ctx->Driver.UnmapBuffer(ctx,
+ GL_ELEMENT_ARRAY_BUFFER_ARB,
+ ctx->Array.ElementArrayBufferObj);
+ }
+ else {
+ get_minmax_index(count, type, indices, &min_index, &max_index);
+ }
+
+ vbo_exec_DrawRangeElements(mode, min_index, max_index, count, type, indices);
+}
+
+
+/***********************************************************************
+ * Initialization
+ */
+
+
+
+
+void vbo_exec_array_init( struct vbo_exec_context *exec )
+{
+#if 1
+ exec->vtxfmt.DrawArrays = vbo_exec_DrawArrays;
+ exec->vtxfmt.DrawElements = vbo_exec_DrawElements;
+ exec->vtxfmt.DrawRangeElements = vbo_exec_DrawRangeElements;
+#else
+ exec->vtxfmt.DrawArrays = _mesa_noop_DrawArrays;
+ exec->vtxfmt.DrawElements = _mesa_noop_DrawElements;
+ exec->vtxfmt.DrawRangeElements = _mesa_noop_DrawRangeElements;
+#endif
+}
+
+
+void vbo_exec_array_destroy( struct vbo_exec_context *exec )
+{
+ /* nothing to do */
+}
diff --git a/src/mesa/vbo/vbo_exec_draw.c b/src/mesa/vbo/vbo_exec_draw.c
new file mode 100644
index 0000000000..2b52d7a1ff
--- /dev/null
+++ b/src/mesa/vbo/vbo_exec_draw.c
@@ -0,0 +1,228 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 5.1
+ *
+ * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+#include "glheader.h"
+#include "context.h"
+#include "enums.h"
+#include "state.h"
+#include "macros.h"
+
+#include "vbo_context.h"
+
+
+static void vbo_exec_debug_verts( struct vbo_exec_context *exec )
+{
+ GLuint count = exec->vtx.vert_count;
+ GLuint i;
+
+ _mesa_printf("%s: %u vertices %d primitives, %d vertsize\n",
+ __FUNCTION__,
+ count,
+ exec->vtx.prim_count,
+ exec->vtx.vertex_size);
+
+ for (i = 0 ; i < exec->vtx.prim_count ; i++) {
+ struct _mesa_prim *prim = &exec->vtx.prim[i];
+ _mesa_printf(" prim %d: %s%s %d..%d %s %s\n",
+ i,
+ _mesa_lookup_enum_by_nr(prim->mode),
+ prim->weak ? " (weak)" : "",
+ prim->start,
+ prim->start + prim->count,
+ prim->begin ? "BEGIN" : "(wrap)",
+ prim->end ? "END" : "(wrap)");
+ }
+}
+
+
+/*
+ * NOTE: Need to have calculated primitives by this point -- do it on the fly.
+ * NOTE: Old 'parity' issue is gone.
+ */
+static GLuint vbo_copy_vertices( struct vbo_exec_context *exec )
+{
+ GLuint nr = exec->vtx.prim[exec->vtx.prim_count-1].count;
+ GLuint ovf, i;
+ GLuint sz = exec->vtx.vertex_size;
+ GLfloat *dst = exec->vtx.copied.buffer;
+ GLfloat *src = ((GLfloat *)exec->vtx.buffer_map +
+ exec->vtx.prim[exec->vtx.prim_count-1].start *
+ exec->vtx.vertex_size);
+
+
+ switch( exec->ctx->Driver.CurrentExecPrimitive )
+ {
+ case GL_POINTS:
+ return 0;
+ case GL_LINES:
+ ovf = nr&1;
+ for (i = 0 ; i < ovf ; i++)
+ _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz * sizeof(GLfloat) );
+ return i;
+ case GL_TRIANGLES:
+ ovf = nr%3;
+ for (i = 0 ; i < ovf ; i++)
+ _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz * sizeof(GLfloat) );
+ return i;
+ case GL_QUADS:
+ ovf = nr&3;
+ for (i = 0 ; i < ovf ; i++)
+ _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz * sizeof(GLfloat) );
+ return i;
+ case GL_LINE_STRIP:
+ if (nr == 0)
+ return 0;
+ else {
+ _mesa_memcpy( dst, src+(nr-1)*sz, sz * sizeof(GLfloat) );
+ return 1;
+ }
+ case GL_LINE_LOOP:
+ case GL_TRIANGLE_FAN:
+ case GL_POLYGON:
+ if (nr == 0)
+ return 0;
+ else if (nr == 1) {
+ _mesa_memcpy( dst, src+0, sz * sizeof(GLfloat) );
+ return 1;
+ } else {
+ _mesa_memcpy( dst, src+0, sz * sizeof(GLfloat) );
+ _mesa_memcpy( dst+sz, src+(nr-1)*sz, sz * sizeof(GLfloat) );
+ return 2;
+ }
+ case GL_TRIANGLE_STRIP:
+ /* no parity issue, but need to make sure the tri is not drawn twice */
+ if (nr & 1) {
+ exec->vtx.prim[exec->vtx.prim_count-1].count--;
+ }
+ /* fallthrough */
+ case GL_QUAD_STRIP:
+ switch (nr) {
+ case 0: ovf = 0; break;
+ case 1: ovf = 1; break;
+ default: ovf = 2 + (nr&1); break;
+ }
+ for (i = 0 ; i < ovf ; i++)
+ _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz * sizeof(GLfloat) );
+ return i;
+ case GL_POLYGON+1:
+ return 0;
+ default:
+ assert(0);
+ return 0;
+ }
+}
+
+
+
+/* TODO: populate these as the vertex is defined:
+ */
+static void vbo_exec_bind_arrays( GLcontext *ctx )
+{
+ struct vbo_context *vbo = vbo_context(ctx);
+ struct vbo_exec_context *exec = &vbo->exec;
+ struct gl_client_array *arrays = exec->vtx.arrays;
+ GLuint count = exec->vtx.vert_count;
+ GLubyte *data = exec->vtx.buffer_map;
+ const GLuint *map;
+ GLuint attr;
+
+ /* Install the default (ie Current) attributes first, then overlay
+ * all active ones.
+ */
+ switch (get_program_mode(exec->ctx)) {
+ case VP_NONE:
+ memcpy(arrays, vbo->legacy_currval, 16 * sizeof(arrays[0]));
+ memcpy(arrays + 16, vbo->mat_currval, MAT_ATTRIB_MAX * sizeof(arrays[0]));
+ map = vbo->map_vp_none;
+ break;
+ case VP_NV:
+ case VP_ARB:
+ /* The aliasing of attributes for NV vertex programs has already
+ * occurred. NV vertex programs cannot access material values,
+ * nor attributes greater than VERT_ATTRIB_TEX7.
+ */
+ memcpy(arrays, vbo->legacy_currval, 16 * sizeof(arrays[0]));
+ memcpy(arrays + 16, vbo->generic_currval, 16 * sizeof(arrays[0]));
+ map = vbo->map_vp_arb;
+ break;
+ }
+
+ /* Make all active attributes (including edgeflag) available as
+ * arrays of floats.
+ */
+ for (attr = 0; attr < VERT_ATTRIB_MAX ; attr++) {
+ GLuint src = map[attr];
+
+ if (exec->vtx.attrsz[src]) {
+ arrays[attr].Ptr = (void *)data;
+ arrays[attr].Size = exec->vtx.attrsz[src];
+ arrays[attr].StrideB = exec->vtx.vertex_size * sizeof(GLfloat);
+ arrays[attr].Stride = exec->vtx.vertex_size * sizeof(GLfloat);
+ arrays[attr].Type = GL_FLOAT;
+ arrays[attr].Enabled = 1;
+ arrays[attr].BufferObj = exec->vtx.bufferobj; /* NullBufferObj */
+ arrays[attr]._MaxElement = count; /* ??? */
+
+ data += exec->vtx.attrsz[attr] * sizeof(GLfloat);
+ }
+ }
+}
+
+
+/**
+ * Execute the buffer and save copied verts.
+ */
+void vbo_exec_vtx_flush( struct vbo_exec_context *exec )
+{
+ if (0)
+ vbo_exec_debug_verts( exec );
+
+
+ if (exec->vtx.prim_count &&
+ exec->vtx.vert_count) {
+
+ exec->vtx.copied.nr = vbo_copy_vertices( exec );
+
+ if (exec->vtx.copied.nr != exec->vtx.vert_count) {
+ GLcontext *ctx = exec->ctx;
+
+ vbo_exec_bind_arrays( ctx );
+
+ vbo_context(ctx)->draw_prims( ctx,
+ exec->vtx.inputs,
+ exec->vtx.prim,
+ exec->vtx.prim_count,
+ NULL,
+ 0,
+ exec->vtx.vert_count );
+ }
+ }
+
+ exec->vtx.prim_count = 0;
+ exec->vtx.vert_count = 0;
+ exec->vtx.vbptr = (GLfloat *)exec->vtx.buffer_map;
+}
diff --git a/src/mesa/vbo/vbo_exec_eval.c b/src/mesa/vbo/vbo_exec_eval.c
new file mode 100644
index 0000000000..99a8044576
--- /dev/null
+++ b/src/mesa/vbo/vbo_exec_eval.c
@@ -0,0 +1,255 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.1
+ *
+ * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+#include "glheader.h"
+#include "api_eval.h"
+#include "context.h"
+#include "macros.h"
+#include "math/m_eval.h"
+#include "vbo_exec.h"
+#include "dispatch.h"
+
+
+static void clear_active_eval1( struct vbo_exec_context *exec, GLuint attr )
+{
+ exec->eval.map1[attr].map = NULL;
+}
+
+static void clear_active_eval2( struct vbo_exec_context *exec, GLuint attr )
+{
+ exec->eval.map2[attr].map = NULL;
+}
+
+static void set_active_eval1( struct vbo_exec_context *exec, GLuint attr, GLuint dim,
+ struct gl_1d_map *map )
+{
+ if (!exec->eval.map1[attr].map) {
+ exec->eval.map1[attr].map = map;
+ exec->eval.map1[attr].sz = dim;
+ }
+}
+
+static void set_active_eval2( struct vbo_exec_context *exec, GLuint attr, GLuint dim,
+ struct gl_2d_map *map )
+{
+ if (!exec->eval.map2[attr].map) {
+ exec->eval.map2[attr].map = map;
+ exec->eval.map2[attr].sz = dim;
+ }
+}
+
+void vbo_exec_eval_update( struct vbo_exec_context *exec )
+{
+ GLcontext *ctx = exec->ctx;
+ GLuint attr;
+
+ /* Vertex program maps have priority over conventional attribs */
+
+ for (attr = 0; attr < VBO_ATTRIB_FIRST_MATERIAL; attr++) {
+ clear_active_eval1( exec, attr );
+ clear_active_eval2( exec, attr );
+ }
+
+ /* _NEW_PROGRAM */
+ if (ctx->VertexProgram._Enabled) {
+ for (attr = 0; attr < VBO_ATTRIB_FIRST_MATERIAL; attr++) {
+ /* _NEW_EVAL */
+ if (ctx->Eval.Map1Attrib[attr])
+ set_active_eval1( exec, attr, 4, &ctx->EvalMap.Map1Attrib[attr] );
+
+ if (ctx->Eval.Map2Attrib[attr])
+ set_active_eval2( exec, attr, 4, &ctx->EvalMap.Map2Attrib[attr] );
+ }
+ }
+
+ if (ctx->Eval.Map1Color4)
+ set_active_eval1( exec, VBO_ATTRIB_COLOR0, 4, &ctx->EvalMap.Map1Color4 );
+
+ if (ctx->Eval.Map2Color4)
+ set_active_eval2( exec, VBO_ATTRIB_COLOR0, 4, &ctx->EvalMap.Map2Color4 );
+
+ if (ctx->Eval.Map1TextureCoord4)
+ set_active_eval1( exec, VBO_ATTRIB_TEX0, 4, &ctx->EvalMap.Map1Texture4 );
+ else if (ctx->Eval.Map1TextureCoord3)
+ set_active_eval1( exec, VBO_ATTRIB_TEX0, 3, &ctx->EvalMap.Map1Texture3 );
+ else if (ctx->Eval.Map1TextureCoord2)
+ set_active_eval1( exec, VBO_ATTRIB_TEX0, 2, &ctx->EvalMap.Map1Texture2 );
+ else if (ctx->Eval.Map1TextureCoord1)
+ set_active_eval1( exec, VBO_ATTRIB_TEX0, 1, &ctx->EvalMap.Map1Texture1 );
+
+ if (ctx->Eval.Map2TextureCoord4)
+ set_active_eval2( exec, VBO_ATTRIB_TEX0, 4, &ctx->EvalMap.Map2Texture4 );
+ else if (ctx->Eval.Map2TextureCoord3)
+ set_active_eval2( exec, VBO_ATTRIB_TEX0, 3, &ctx->EvalMap.Map2Texture3 );
+ else if (ctx->Eval.Map2TextureCoord2)
+ set_active_eval2( exec, VBO_ATTRIB_TEX0, 2, &ctx->EvalMap.Map2Texture2 );
+ else if (ctx->Eval.Map2TextureCoord1)
+ set_active_eval2( exec, VBO_ATTRIB_TEX0, 1, &ctx->EvalMap.Map2Texture1 );
+
+ if (ctx->Eval.Map1Normal)
+ set_active_eval1( exec, VBO_ATTRIB_NORMAL, 3, &ctx->EvalMap.Map1Normal );
+
+ if (ctx->Eval.Map2Normal)
+ set_active_eval2( exec, VBO_ATTRIB_NORMAL, 3, &ctx->EvalMap.Map2Normal );
+
+ if (ctx->Eval.Map1Vertex4)
+ set_active_eval1( exec, VBO_ATTRIB_POS, 4, &ctx->EvalMap.Map1Vertex4 );
+ else if (ctx->Eval.Map1Vertex3)
+ set_active_eval1( exec, VBO_ATTRIB_POS, 3, &ctx->EvalMap.Map1Vertex3 );
+
+ if (ctx->Eval.Map2Vertex4)
+ set_active_eval2( exec, VBO_ATTRIB_POS, 4, &ctx->EvalMap.Map2Vertex4 );
+ else if (ctx->Eval.Map2Vertex3)
+ set_active_eval2( exec, VBO_ATTRIB_POS, 3, &ctx->EvalMap.Map2Vertex3 );
+
+ exec->eval.recalculate_maps = 0;
+}
+
+
+
+void vbo_exec_do_EvalCoord1f(struct vbo_exec_context *exec, GLfloat u)
+{
+ GLuint attr;
+
+ for (attr = 1; attr <= VBO_ATTRIB_INDEX; attr++) {
+ struct gl_1d_map *map = exec->eval.map1[attr].map;
+ if (map) {
+ GLfloat uu = (u - map->u1) * map->du;
+ GLfloat data[4];
+
+ ASSIGN_4V(data, 0, 0, 0, 1);
+
+ _math_horner_bezier_curve(map->Points, data, uu,
+ exec->eval.map1[attr].sz,
+ map->Order);
+
+ COPY_SZ_4V( exec->vtx.attrptr[attr],
+ exec->vtx.attrsz[attr],
+ data );
+ }
+ }
+
+ /** Vertex -- EvalCoord1f is a noop if this map not enabled:
+ **/
+ if (exec->eval.map1[0].map) {
+ struct gl_1d_map *map = exec->eval.map1[0].map;
+ GLfloat uu = (u - map->u1) * map->du;
+ GLfloat vertex[4];
+
+ ASSIGN_4V(vertex, 0, 0, 0, 1);
+
+ _math_horner_bezier_curve(map->Points, vertex, uu,
+ exec->eval.map1[0].sz,
+ map->Order);
+
+ if (exec->eval.map1[0].sz == 4)
+ CALL_Vertex4fv(GET_DISPATCH(), ( vertex ));
+ else
+ CALL_Vertex3fv(GET_DISPATCH(), ( vertex ));
+ }
+}
+
+
+
+void vbo_exec_do_EvalCoord2f( struct vbo_exec_context *exec,
+ GLfloat u, GLfloat v )
+{
+ GLuint attr;
+
+ for (attr = 1; attr <= VBO_ATTRIB_INDEX; attr++) {
+ struct gl_2d_map *map = exec->eval.map2[attr].map;
+ if (map) {
+ GLfloat uu = (u - map->u1) * map->du;
+ GLfloat vv = (v - map->v1) * map->dv;
+ GLfloat data[4];
+
+ ASSIGN_4V(data, 0, 0, 0, 1);
+
+ _math_horner_bezier_surf(map->Points,
+ data,
+ uu, vv,
+ exec->eval.map2[attr].sz,
+ map->Uorder, map->Vorder);
+
+ COPY_SZ_4V( exec->vtx.attrptr[attr],
+ exec->vtx.attrsz[attr],
+ data );
+ }
+ }
+
+ /** Vertex -- EvalCoord2f is a noop if this map not enabled:
+ **/
+ if (exec->eval.map2[0].map) {
+ struct gl_2d_map *map = exec->eval.map2[0].map;
+ GLfloat uu = (u - map->u1) * map->du;
+ GLfloat vv = (v - map->v1) * map->dv;
+ GLfloat vertex[4];
+
+ ASSIGN_4V(vertex, 0, 0, 0, 1);
+
+ if (exec->ctx->Eval.AutoNormal) {
+ GLfloat normal[4];
+ GLfloat du[4], dv[4];
+
+ _math_de_casteljau_surf(map->Points, vertex, du, dv, uu, vv,
+ exec->eval.map2[0].sz,
+ map->Uorder, map->Vorder);
+
+ if (exec->eval.map2[0].sz == 4) {
+ du[0] = du[0]*vertex[3] - du[3]*vertex[0];
+ du[1] = du[1]*vertex[3] - du[3]*vertex[1];
+ du[2] = du[2]*vertex[3] - du[3]*vertex[2];
+
+ dv[0] = dv[0]*vertex[3] - dv[3]*vertex[0];
+ dv[1] = dv[1]*vertex[3] - dv[3]*vertex[1];
+ dv[2] = dv[2]*vertex[3] - dv[3]*vertex[2];
+ }
+
+
+ CROSS3(normal, du, dv);
+ NORMALIZE_3FV(normal);
+ normal[3] = 1.0;
+
+ COPY_SZ_4V( exec->vtx.attrptr[VBO_ATTRIB_NORMAL],
+ exec->vtx.attrsz[VBO_ATTRIB_NORMAL],
+ normal );
+
+ }
+ else {
+ _math_horner_bezier_surf(map->Points, vertex, uu, vv,
+ exec->eval.map2[0].sz,
+ map->Uorder, map->Vorder);
+ }
+
+ if (exec->vtx.attrsz[0] == 4)
+ CALL_Vertex4fv(GET_DISPATCH(), ( vertex ));
+ else
+ CALL_Vertex3fv(GET_DISPATCH(), ( vertex ));
+ }
+}
+
+
diff --git a/src/mesa/vbo/vbo_rebase.c b/src/mesa/vbo/vbo_rebase.c
new file mode 100644
index 0000000000..bc4211d852
--- /dev/null
+++ b/src/mesa/vbo/vbo_rebase.c
@@ -0,0 +1,222 @@
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5
+ *
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+/* Helper for drivers which find themselves rendering a range of
+ * indices starting somewhere above zero. Typically the application
+ * is issuing multiple DrawArrays() or DrawElements() to draw
+ * successive primitives layed out linearly in the vertex arrays.
+ * Unless the vertex arrays are all in a VBO, the OpenGL semantics
+ * imply that we need to re-upload the vertex data on each draw call.
+ * In that case, we want to avoid starting the upload at zero, as it
+ * will mean every draw call uploads an increasing amount of not-used
+ * vertex data. Worse - in the software tnl module, all those
+ * vertices will be transformed and lit.
+ *
+ * If we just upload the new data, however, the indices will be
+ * incorrect as we tend to upload each set of vertex data to a new
+ * region.
+ *
+ * This file provides a helper to adjust the arrays, primitives and
+ * indices of a draw call so that it can be re-issued with a min_index
+ * of zero.
+ */
+
+#include "glheader.h"
+#include "imports.h"
+#include "mtypes.h"
+
+#include "vbo.h"
+
+
+#define REBASE(TYPE) \
+static void *rebase_##TYPE( const void *ptr, \
+ GLuint count, \
+ TYPE min_index ) \
+{ \
+ const TYPE *in = (TYPE *)ptr; \
+ TYPE *tmp_indices = malloc(count * sizeof(TYPE)); \
+ GLuint i; \
+ \
+ for (i = 0; i < count; i++) \
+ tmp_indices[i] = in[i] - min_index; \
+ \
+ return (void *)tmp_indices; \
+}
+
+
+REBASE(GLuint)
+REBASE(GLushort)
+REBASE(GLubyte)
+
+GLboolean vbo_all_varyings_in_vbos( const struct gl_client_array *arrays[] )
+{
+ GLuint i;
+
+ for (i = 0; i < VERT_ATTRIB_MAX; i++)
+ if (arrays[i]->StrideB &&
+ arrays[i]->BufferObj->Name == 0)
+ return GL_FALSE;
+
+ return GL_TRUE;
+}
+
+/* Adjust primitives, indices and vertex definitions so that min_index
+ * becomes zero. There are lots of reasons for wanting to do this, eg:
+ *
+ * Software tnl:
+ * - any time min_index != 0, otherwise unused vertices lower than
+ * min_index will be transformed.
+ *
+ * Hardware tnl:
+ * - if ib != NULL and min_index != 0, otherwise vertices lower than
+ * min_index will be uploaded. Requires adjusting index values.
+ *
+ * - if ib == NULL and min_index != 0, just for convenience so this doesn't
+ * have to be handled within the driver.
+ *
+ * Hardware tnl with VBO support:
+ * - as above, but only when vertices are not (all?) in VBO's.
+ * - can't save time by trying to upload half a vbo - typically it is
+ * all or nothing.
+ */
+void vbo_rebase_prims( GLcontext *ctx,
+ const struct gl_client_array *arrays[],
+ const struct _mesa_prim *prim,
+ GLuint nr_prims,
+ const struct _mesa_index_buffer *ib,
+ GLuint min_index,
+ GLuint max_index,
+ vbo_draw_func draw )
+{
+ struct gl_client_array tmp_arrays[VERT_ATTRIB_MAX];
+ const struct gl_client_array *tmp_array_pointers[VERT_ATTRIB_MAX];
+
+ struct _mesa_index_buffer tmp_ib;
+ struct _mesa_prim *tmp_prims = NULL;
+ void *tmp_indices = NULL;
+ GLuint i;
+
+ assert(min_index != 0);
+
+ if (0)
+ _mesa_printf("%s %d..%d\n", __FUNCTION__, min_index, max_index);
+
+ if (ib) {
+ /* Unfortunately need to adjust each index individually.
+ */
+ GLboolean map_ib = ib->obj->Name && !ib->obj->Pointer;
+ void *ptr;
+
+ if (map_ib)
+ ctx->Driver.MapBuffer(ctx,
+ GL_ELEMENT_ARRAY_BUFFER,
+ GL_READ_ONLY_ARB,
+ ib->obj);
+
+
+ ptr = ADD_POINTERS(ib->obj->Pointer, ib->ptr);
+
+ /* Some users might prefer it if we translated elements to
+ * GLuints here. Others wouldn't...
+ */
+ switch (ib->type) {
+ case GL_UNSIGNED_INT:
+ tmp_indices = rebase_GLuint( ptr, ib->count, min_index );
+ break;
+ case GL_UNSIGNED_SHORT:
+ tmp_indices = rebase_GLushort( ptr, ib->count, min_index );
+ break;
+ case GL_UNSIGNED_BYTE:
+ tmp_indices = rebase_GLubyte( ptr, ib->count, min_index );
+ break;
+ }
+
+ if (map_ib)
+ ctx->Driver.UnmapBuffer(ctx,
+ GL_ELEMENT_ARRAY_BUFFER,
+ ib->obj);
+
+ tmp_ib.obj = ctx->Array.NullBufferObj;
+ tmp_ib.ptr = tmp_indices;
+ tmp_ib.count = ib->count;
+ tmp_ib.type = ib->type;
+
+ ib = &tmp_ib;
+ }
+ else {
+ /* Otherwise the primitives need adjustment.
+ */
+ tmp_prims = (struct _mesa_prim *)_mesa_malloc(sizeof(*prim) * nr_prims);
+
+ for (i = 0; i < nr_prims; i++) {
+ /* If this fails, it could indicate an application error:
+ */
+ assert(prim[i].start >= min_index);
+
+ tmp_prims[i] = prim[i];
+ tmp_prims[i].start -= min_index;
+ }
+
+ prim = tmp_prims;
+ }
+
+ /* Just need to adjust the pointer values on each incoming array.
+ * This works for VBO and non-vbo rendering and shouldn't pesimize
+ * VBO-based upload schemes. However this may still not be a fast
+ * path for hardware tnl for VBO based rendering as most machines
+ * will be happier if you just specify a starting vertex value in
+ * each primitive.
+ *
+ * For drivers with hardware tnl, you only want to do this if you
+ * are forced to, eg non-VBO indexed rendering with start != 0.
+ */
+ for (i = 0; i < VERT_ATTRIB_MAX; i++) {
+ tmp_arrays[i] = *arrays[i];
+ tmp_arrays[i].Ptr += min_index * tmp_arrays[i].StrideB;
+ tmp_array_pointers[i] = &tmp_arrays[i];
+ }
+
+ /* Re-issue the draw call.
+ */
+ draw( ctx,
+ tmp_array_pointers,
+ prim,
+ nr_prims,
+ ib,
+ 0,
+ max_index - min_index );
+
+ if (tmp_indices)
+ _mesa_free(tmp_indices);
+
+ if (tmp_prims)
+ _mesa_free(tmp_prims);
+}
+
+
+
diff --git a/src/mesa/vbo/vbo_save.c b/src/mesa/vbo/vbo_save.c
new file mode 100644
index 0000000000..e7f4687963
--- /dev/null
+++ b/src/mesa/vbo/vbo_save.c
@@ -0,0 +1,89 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.3
+ *
+ * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+
+#include "mtypes.h"
+#include "dlist.h"
+#include "vtxfmt.h"
+#include "imports.h"
+
+#include "vbo_context.h"
+
+
+
+static void vbo_save_callback_init( GLcontext *ctx )
+{
+ ctx->Driver.NewList = vbo_save_NewList;
+ ctx->Driver.EndList = vbo_save_EndList;
+ ctx->Driver.SaveFlushVertices = vbo_save_SaveFlushVertices;
+ ctx->Driver.BeginCallList = vbo_save_BeginCallList;
+ ctx->Driver.EndCallList = vbo_save_EndCallList;
+ ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin;
+}
+
+
+
+void vbo_save_init( GLcontext *ctx )
+{
+ struct vbo_context *vbo = vbo_context(ctx);
+ struct vbo_save_context *save = &vbo->save;
+
+ save->ctx = ctx;
+
+ vbo_save_api_init( save );
+ vbo_save_callback_init(ctx);
+
+ {
+ struct gl_client_array *arrays = save->arrays;
+ memcpy(arrays, vbo->legacy_currval, 16 * sizeof(arrays[0]));
+ memcpy(arrays + 16, vbo->generic_currval, 16 * sizeof(arrays[0]));
+ }
+
+ ctx->Driver.CurrentSavePrimitive = PRIM_UNKNOWN;
+}
+
+
+void vbo_save_destroy( GLcontext *ctx )
+{
+}
+
+
+
+
+/* Note that this can occur during the playback of a display list:
+ */
+void vbo_save_fallback( GLcontext *ctx, GLboolean fallback )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+
+ if (fallback)
+ save->replay_flags |= VBO_SAVE_FALLBACK;
+ else
+ save->replay_flags &= ~VBO_SAVE_FALLBACK;
+}
+
+
diff --git a/src/mesa/vbo/vbo_save.h b/src/mesa/vbo/vbo_save.h
new file mode 100644
index 0000000000..b81f275a60
--- /dev/null
+++ b/src/mesa/vbo/vbo_save.h
@@ -0,0 +1,177 @@
+/**************************************************************************
+
+Copyright 2002 Tungsten Graphics Inc., Cedar Park, Texas.
+
+All Rights Reserved.
+
+Permission is hereby granted, free of charge, to any person obtaining a
+copy of this software and associated documentation files (the "Software"),
+to deal in the Software without restriction, including without limitation
+on the rights to use, copy, modify, merge, publish, distribute, sub
+license, and/or sell copies of the Software, and to permit persons to whom
+the Software is furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice (including the next
+paragraph) shall be included in all copies or substantial portions of the
+Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
+TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
+DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
+OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
+USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+**************************************************************************/
+
+/*
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ *
+ */
+
+#ifndef VBO_SAVE_H
+#define VBO_SAVE_H
+
+#include "mtypes.h"
+#include "vbo.h"
+#include "vbo_attrib.h"
+
+
+struct vbo_save_copied_vtx {
+ GLfloat buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS];
+ GLuint nr;
+};
+
+
+/* For display lists, this structure holds a run of vertices of the
+ * same format, and a strictly well-formed set of begin/end pairs,
+ * starting on the first vertex and ending at the last. Vertex
+ * copying on buffer breaks is precomputed according to these
+ * primitives, though there are situations where the copying will need
+ * correction at execute-time, perhaps by replaying the list as
+ * immediate mode commands.
+ *
+ * On executing this list, the 'current' values may be updated with
+ * the values of the final vertex, and often no fixup of the start of
+ * the vertex list is required.
+ *
+ * Eval and other commands that don't fit into these vertex lists are
+ * compiled using the fallback opcode mechanism provided by dlist.c.
+ */
+struct vbo_save_vertex_list {
+ GLubyte attrsz[VBO_ATTRIB_MAX];
+ GLuint vertex_size;
+
+ GLuint buffer_offset;
+ GLuint count;
+ GLuint wrap_count; /* number of copied vertices at start */
+ GLboolean dangling_attr_ref; /* current attr implicitly referenced
+ outside the list */
+
+ struct _mesa_prim *prim;
+ GLuint prim_count;
+
+ struct vbo_save_vertex_store *vertex_store;
+ struct vbo_save_primitive_store *prim_store;
+};
+
+/* These buffers should be a reasonable size to support upload to
+ * hardware. Current vbo implementation will re-upload on any
+ * changes, so don't make too big or apps which dynamically create
+ * dlists and use only a few times will suffer.
+ *
+ * Consider stategy of uploading regions from the VBO on demand in the
+ * case of dynamic vbos. Then make the dlist code signal that
+ * likelyhood as it occurs. No reason we couldn't change usage
+ * internally even though this probably isn't allowed for client VBOs?
+ */
+#define VBO_SAVE_BUFFER_SIZE (8*1024) /* dwords */
+#define VBO_SAVE_PRIM_SIZE 128
+#define VBO_SAVE_PRIM_WEAK 0x40
+
+#define VBO_SAVE_FALLBACK 0x10000000
+
+/* Storage to be shared among several vertex_lists.
+ */
+struct vbo_save_vertex_store {
+ struct gl_buffer_object *bufferobj;
+ GLfloat *buffer;
+ GLuint used;
+ GLuint refcount;
+};
+
+struct vbo_save_primitive_store {
+ struct _mesa_prim buffer[VBO_SAVE_PRIM_SIZE];
+ GLuint used;
+ GLuint refcount;
+};
+
+
+struct vbo_save_context {
+ GLcontext *ctx;
+ GLvertexformat vtxfmt;
+ struct gl_client_array arrays[VBO_ATTRIB_MAX];
+ const struct gl_client_array *inputs[VBO_ATTRIB_MAX];
+
+ GLubyte attrsz[VBO_ATTRIB_MAX];
+ GLubyte active_sz[VBO_ATTRIB_MAX];
+ GLuint vertex_size;
+
+ GLfloat *buffer;
+ GLuint count;
+ GLuint wrap_count;
+ GLuint replay_flags;
+
+ struct _mesa_prim *prim;
+ GLuint prim_count, prim_max;
+
+ struct vbo_save_vertex_store *vertex_store;
+ struct vbo_save_primitive_store *prim_store;
+
+ GLfloat *vbptr; /* cursor, points into buffer */
+ GLfloat vertex[VBO_ATTRIB_MAX*4]; /* current values */
+ GLfloat *attrptr[VBO_ATTRIB_MAX];
+ GLuint vert_count;
+ GLuint max_vert;
+ GLboolean dangling_attr_ref;
+ GLboolean have_materials;
+
+ GLuint opcode_vertex_list;
+
+ struct vbo_save_copied_vtx copied;
+
+ GLfloat *current[VBO_ATTRIB_MAX]; /* points into ctx->ListState */
+ GLubyte *currentsz[VBO_ATTRIB_MAX];
+};
+
+
+void vbo_save_init( GLcontext *ctx );
+void vbo_save_destroy( GLcontext *ctx );
+void vbo_save_fallback( GLcontext *ctx, GLboolean fallback );
+
+/* save_loopback.c:
+ */
+void vbo_loopback_vertex_list( GLcontext *ctx,
+ const GLfloat *buffer,
+ const GLubyte *attrsz,
+ const struct _mesa_prim *prim,
+ GLuint prim_count,
+ GLuint wrap_count,
+ GLuint vertex_size);
+
+/* Callbacks:
+ */
+void vbo_save_EndList( GLcontext *ctx );
+void vbo_save_NewList( GLcontext *ctx, GLuint list, GLenum mode );
+void vbo_save_EndCallList( GLcontext *ctx );
+void vbo_save_BeginCallList( GLcontext *ctx, struct mesa_display_list *list );
+void vbo_save_SaveFlushVertices( GLcontext *ctx );
+GLboolean vbo_save_NotifyBegin( GLcontext *ctx, GLenum mode );
+
+void vbo_save_playback_vertex_list( GLcontext *ctx, void *data );
+
+void vbo_save_api_init( struct vbo_save_context *save );
+
+#endif
diff --git a/src/mesa/vbo/vbo_save_api.c b/src/mesa/vbo/vbo_save_api.c
new file mode 100644
index 0000000000..c08fd1fe55
--- /dev/null
+++ b/src/mesa/vbo/vbo_save_api.c
@@ -0,0 +1,1147 @@
+/**************************************************************************
+
+Copyright 2002 Tungsten Graphics Inc., Cedar Park, Texas.
+
+All Rights Reserved.
+
+Permission is hereby granted, free of charge, to any person obtaining a
+copy of this software and associated documentation files (the "Software"),
+to deal in the Software without restriction, including without limitation
+on the rights to use, copy, modify, merge, publish, distribute, sub
+license, and/or sell copies of the Software, and to permit persons to whom
+the Software is furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice (including the next
+paragraph) shall be included in all copies or substantial portions of the
+Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
+TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
+DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
+OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
+USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+**************************************************************************/
+
+/*
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+
+
+/* Display list compiler attempts to store lists of vertices with the
+ * same vertex layout. Additionally it attempts to minimize the need
+ * for execute-time fixup of these vertex lists, allowing them to be
+ * cached on hardware.
+ *
+ * There are still some circumstances where this can be thwarted, for
+ * example by building a list that consists of one very long primitive
+ * (eg Begin(Triangles), 1000 vertices, End), and calling that list
+ * from inside a different begin/end object (Begin(Lines), CallList,
+ * End).
+ *
+ * In that case the code will have to replay the list as individual
+ * commands through the Exec dispatch table, or fix up the copied
+ * vertices at execute-time.
+ *
+ * The other case where fixup is required is when a vertex attribute
+ * is introduced in the middle of a primitive. Eg:
+ * Begin(Lines)
+ * TexCoord1f() Vertex2f()
+ * TexCoord1f() Color3f() Vertex2f()
+ * End()
+ *
+ * If the current value of Color isn't known at compile-time, this
+ * primitive will require fixup.
+ *
+ *
+ * The list compiler currently doesn't attempt to compile lists
+ * containing EvalCoord or EvalPoint commands. On encountering one of
+ * these, compilation falls back to opcodes.
+ *
+ * This could be improved to fallback only when a mix of EvalCoord and
+ * Vertex commands are issued within a single primitive.
+ */
+
+
+#include "glheader.h"
+#include "context.h"
+#include "dlist.h"
+#include "enums.h"
+#include "macros.h"
+#include "api_validate.h"
+#include "api_arrayelt.h"
+#include "vtxfmt.h"
+#include "dispatch.h"
+
+#include "vbo_context.h"
+
+
+
+/*
+ * NOTE: Old 'parity' issue is gone, but copying can still be
+ * wrong-footed on replay.
+ */
+static GLuint _save_copy_vertices( GLcontext *ctx,
+ const struct vbo_save_vertex_list *node,
+ const GLfloat *src_buffer)
+{
+ struct vbo_save_context *save = &vbo_context( ctx )->save;
+ const struct _mesa_prim *prim = &node->prim[node->prim_count-1];
+ GLuint nr = prim->count;
+ GLuint sz = save->vertex_size;
+ const GLfloat *src = src_buffer + prim->start * sz;
+ GLfloat *dst = save->copied.buffer;
+ GLuint ovf, i;
+
+ if (prim->end)
+ return 0;
+
+ switch( prim->mode )
+ {
+ case GL_POINTS:
+ return 0;
+ case GL_LINES:
+ ovf = nr&1;
+ for (i = 0 ; i < ovf ; i++)
+ _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz*sizeof(GLfloat) );
+ return i;
+ case GL_TRIANGLES:
+ ovf = nr%3;
+ for (i = 0 ; i < ovf ; i++)
+ _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz*sizeof(GLfloat) );
+ return i;
+ case GL_QUADS:
+ ovf = nr&3;
+ for (i = 0 ; i < ovf ; i++)
+ _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz*sizeof(GLfloat) );
+ return i;
+ case GL_LINE_STRIP:
+ if (nr == 0)
+ return 0;
+ else {
+ _mesa_memcpy( dst, src+(nr-1)*sz, sz*sizeof(GLfloat) );
+ return 1;
+ }
+ case GL_LINE_LOOP:
+ case GL_TRIANGLE_FAN:
+ case GL_POLYGON:
+ if (nr == 0)
+ return 0;
+ else if (nr == 1) {
+ _mesa_memcpy( dst, src+0, sz*sizeof(GLfloat) );
+ return 1;
+ } else {
+ _mesa_memcpy( dst, src+0, sz*sizeof(GLfloat) );
+ _mesa_memcpy( dst+sz, src+(nr-1)*sz, sz*sizeof(GLfloat) );
+ return 2;
+ }
+ case GL_TRIANGLE_STRIP:
+ case GL_QUAD_STRIP:
+ switch (nr) {
+ case 0: ovf = 0; break;
+ case 1: ovf = 1; break;
+ default: ovf = 2 + (nr&1); break;
+ }
+ for (i = 0 ; i < ovf ; i++)
+ _mesa_memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz*sizeof(GLfloat) );
+ return i;
+ default:
+ assert(0);
+ return 0;
+ }
+}
+
+
+static struct vbo_save_vertex_store *alloc_vertex_store( GLcontext *ctx )
+{
+ struct vbo_save_vertex_store *vertex_store = CALLOC_STRUCT(vbo_save_vertex_store);
+
+ /* obj->Name needs to be non-zero, but won't ever be examined more
+ * closely than that. In particular these buffers won't be entered
+ * into the hash and can never be confused with ones visible to the
+ * user. Perhaps there could be a special number for internal
+ * buffers:
+ */
+ vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, 1, GL_ARRAY_BUFFER_ARB);
+
+ ctx->Driver.BufferData( ctx,
+ GL_ARRAY_BUFFER_ARB,
+ VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
+ NULL,
+ GL_STATIC_DRAW_ARB,
+ vertex_store->bufferobj);
+
+ vertex_store->buffer = NULL;
+ vertex_store->used = 0;
+ vertex_store->refcount = 1;
+
+ return vertex_store;
+}
+
+static void free_vertex_store( GLcontext *ctx, struct vbo_save_vertex_store *vertex_store )
+{
+ assert(!vertex_store->buffer);
+
+ if (vertex_store->bufferobj)
+ ctx->Driver.DeleteBuffer( ctx, vertex_store->bufferobj );
+
+ FREE( vertex_store );
+}
+
+static GLfloat *map_vertex_store( GLcontext *ctx, struct vbo_save_vertex_store *vertex_store )
+{
+ assert(vertex_store->bufferobj);
+ assert(!vertex_store->buffer);
+ vertex_store->buffer = (GLfloat *)ctx->Driver.MapBuffer(ctx,
+ GL_ARRAY_BUFFER_ARB, /* not used */
+ GL_WRITE_ONLY, /* not used */
+ vertex_store->bufferobj);
+
+ assert(vertex_store->buffer);
+ return vertex_store->buffer + vertex_store->used;
+}
+
+static void unmap_vertex_store( GLcontext *ctx, struct vbo_save_vertex_store *vertex_store )
+{
+ ctx->Driver.UnmapBuffer( ctx, GL_ARRAY_BUFFER_ARB, vertex_store->bufferobj );
+ vertex_store->buffer = NULL;
+}
+
+
+static struct vbo_save_primitive_store *alloc_prim_store( GLcontext *ctx )
+{
+ struct vbo_save_primitive_store *store = CALLOC_STRUCT(vbo_save_primitive_store);
+ (void) ctx;
+ store->used = 0;
+ store->refcount = 1;
+ return store;
+}
+
+static void _save_reset_counters( GLcontext *ctx )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+
+ save->prim = save->prim_store->buffer + save->prim_store->used;
+ save->buffer = (save->vertex_store->buffer +
+ save->vertex_store->used);
+
+ assert(save->buffer == save->vbptr);
+
+ if (save->vertex_size)
+ save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
+ save->vertex_size);
+ else
+ save->max_vert = 0;
+
+ save->vert_count = 0;
+ save->prim_count = 0;
+ save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
+ save->dangling_attr_ref = 0;
+}
+
+
+/* Insert the active immediate struct onto the display list currently
+ * being built.
+ */
+static void _save_compile_vertex_list( GLcontext *ctx )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+ struct vbo_save_vertex_list *node;
+
+ /* Allocate space for this structure in the display list currently
+ * being compiled.
+ */
+ node = (struct vbo_save_vertex_list *)
+ _mesa_alloc_instruction(ctx, save->opcode_vertex_list, sizeof(*node));
+
+ if (!node)
+ return;
+
+ /* Duplicate our template, increment refcounts to the storage structs:
+ */
+ _mesa_memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz));
+ node->vertex_size = save->vertex_size;
+ node->buffer_offset = (save->buffer - save->vertex_store->buffer) * sizeof(GLfloat);
+ node->count = save->vert_count;
+ node->wrap_count = save->copied.nr;
+ node->dangling_attr_ref = save->dangling_attr_ref;
+ node->prim = save->prim;
+ node->prim_count = save->prim_count;
+ node->vertex_store = save->vertex_store;
+ node->prim_store = save->prim_store;
+
+ node->vertex_store->refcount++;
+ node->prim_store->refcount++;
+
+ assert(node->attrsz[VBO_ATTRIB_POS] != 0 ||
+ node->count == 0);
+
+ if (save->dangling_attr_ref)
+ ctx->ListState.CurrentList->flags |= MESA_DLIST_DANGLING_REFS;
+
+ save->vertex_store->used += save->vertex_size * node->count;
+ save->prim_store->used += node->prim_count;
+
+
+ /* Copy duplicated vertices
+ */
+ save->copied.nr = _save_copy_vertices( ctx, node, save->buffer );
+
+
+ /* Deal with GL_COMPILE_AND_EXECUTE:
+ */
+ if (ctx->ExecuteFlag) {
+ struct _glapi_table *dispatch = GET_DISPATCH();
+
+ _glapi_set_dispatch(ctx->Exec);
+
+ vbo_loopback_vertex_list( ctx,
+ (const GLfloat *)((const char *)save->vertex_store->buffer +
+ node->buffer_offset),
+ node->attrsz,
+ node->prim,
+ node->prim_count,
+ node->wrap_count,
+ node->vertex_size);
+
+ _glapi_set_dispatch(dispatch);
+ }
+
+
+ /* Decide whether the storage structs are full, or can be used for
+ * the next vertex lists as well.
+ */
+ if (save->vertex_store->used >
+ VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
+
+ /* Unmap old store:
+ */
+ unmap_vertex_store( ctx, save->vertex_store );
+
+ /* Release old reference:
+ */
+ save->vertex_store->refcount--;
+ assert(save->vertex_store->refcount != 0);
+ save->vertex_store = NULL;
+
+ /* Allocate and map new store:
+ */
+ save->vertex_store = alloc_vertex_store( ctx );
+ save->vbptr = map_vertex_store( ctx, save->vertex_store );
+ }
+
+ if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
+ save->prim_store->refcount--;
+ assert(save->prim_store->refcount != 0);
+ save->prim_store = alloc_prim_store( ctx );
+ }
+
+ /* Reset our structures for the next run of vertices:
+ */
+ _save_reset_counters( ctx );
+}
+
+
+/* TODO -- If no new vertices have been stored, don't bother saving
+ * it.
+ */
+static void _save_wrap_buffers( GLcontext *ctx )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+ GLint i = save->prim_count - 1;
+ GLenum mode;
+ GLboolean weak;
+
+ assert(i < (GLint) save->prim_max);
+ assert(i >= 0);
+
+ /* Close off in-progress primitive.
+ */
+ save->prim[i].count = (save->vert_count -
+ save->prim[i].start);
+ mode = save->prim[i].mode;
+ weak = save->prim[i].weak;
+
+ /* store the copied vertices, and allocate a new list.
+ */
+ _save_compile_vertex_list( ctx );
+
+ /* Restart interrupted primitive
+ */
+ save->prim[0].mode = mode;
+ save->prim[0].weak = weak;
+ save->prim[0].begin = 0;
+ save->prim[0].end = 0;
+ save->prim[0].pad = 0;
+ save->prim[0].start = 0;
+ save->prim[0].count = 0;
+ save->prim_count = 1;
+}
+
+
+
+/* Called only when buffers are wrapped as the result of filling the
+ * vertex_store struct.
+ */
+static void _save_wrap_filled_vertex( GLcontext *ctx )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+ GLfloat *data = save->copied.buffer;
+ GLuint i;
+
+ /* Emit a glEnd to close off the last vertex list.
+ */
+ _save_wrap_buffers( ctx );
+
+ /* Copy stored stored vertices to start of new list.
+ */
+ assert(save->max_vert - save->vert_count > save->copied.nr);
+
+ for (i = 0 ; i < save->copied.nr ; i++) {
+ _mesa_memcpy( save->vbptr, data, save->vertex_size * sizeof(GLfloat));
+ data += save->vertex_size;
+ save->vbptr += save->vertex_size;
+ save->vert_count++;
+ }
+}
+
+
+static void _save_copy_to_current( GLcontext *ctx )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+ GLuint i;
+
+ for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
+ if (save->attrsz[i]) {
+ save->currentsz[i][0] = save->attrsz[i];
+ COPY_CLEAN_4V(save->current[i],
+ save->attrsz[i],
+ save->attrptr[i]);
+ }
+ }
+}
+
+
+static void _save_copy_from_current( GLcontext *ctx )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+ GLint i;
+
+ for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
+ switch (save->attrsz[i]) {
+ case 4: save->attrptr[i][3] = save->current[i][3];
+ case 3: save->attrptr[i][2] = save->current[i][2];
+ case 2: save->attrptr[i][1] = save->current[i][1];
+ case 1: save->attrptr[i][0] = save->current[i][0];
+ case 0: break;
+ }
+ }
+}
+
+
+
+
+/* Flush existing data, set new attrib size, replay copied vertices.
+ */
+static void _save_upgrade_vertex( GLcontext *ctx,
+ GLuint attr,
+ GLuint newsz )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+ GLuint oldsz;
+ GLuint i;
+ GLfloat *tmp;
+
+ /* Store the current run of vertices, and emit a GL_END. Emit a
+ * BEGIN in the new buffer.
+ */
+ if (save->vert_count)
+ _save_wrap_buffers( ctx );
+ else
+ assert( save->copied.nr == 0 );
+
+ /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
+ * when the attribute already exists in the vertex and is having
+ * its size increased.
+ */
+ _save_copy_to_current( ctx );
+
+ /* Fix up sizes:
+ */
+ oldsz = save->attrsz[attr];
+ save->attrsz[attr] = newsz;
+
+ save->vertex_size += newsz - oldsz;
+ save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
+ save->vertex_size);
+ save->vert_count = 0;
+
+ /* Recalculate all the attrptr[] values:
+ */
+ for (i = 0, tmp = save->vertex ; i < VBO_ATTRIB_MAX ; i++) {
+ if (save->attrsz[i]) {
+ save->attrptr[i] = tmp;
+ tmp += save->attrsz[i];
+ }
+ else
+ save->attrptr[i] = NULL; /* will not be dereferenced. */
+ }
+
+ /* Copy from current to repopulate the vertex with correct values.
+ */
+ _save_copy_from_current( ctx );
+
+ /* Replay stored vertices to translate them to new format here.
+ *
+ * If there are copied vertices and the new (upgraded) attribute
+ * has not been defined before, this list is somewhat degenerate,
+ * and will need fixup at runtime.
+ */
+ if (save->copied.nr)
+ {
+ GLfloat *data = save->copied.buffer;
+ GLfloat *dest = save->buffer;
+ GLuint j;
+
+ /* Need to note this and fix up at runtime (or loopback):
+ */
+ if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
+ assert(oldsz == 0);
+ save->dangling_attr_ref = GL_TRUE;
+ }
+
+ for (i = 0 ; i < save->copied.nr ; i++) {
+ for (j = 0 ; j < VBO_ATTRIB_MAX ; j++) {
+ if (save->attrsz[j]) {
+ if (j == attr) {
+ if (oldsz) {
+ COPY_CLEAN_4V( dest, oldsz, data );
+ data += oldsz;
+ dest += newsz;
+ }
+ else {
+ COPY_SZ_4V( dest, newsz, save->current[attr] );
+ dest += newsz;
+ }
+ }
+ else {
+ GLint sz = save->attrsz[j];
+ COPY_SZ_4V( dest, sz, data );
+ data += sz;
+ dest += sz;
+ }
+ }
+ }
+ }
+
+ save->vbptr = dest;
+ save->vert_count += save->copied.nr;
+ }
+}
+
+static void save_fixup_vertex( GLcontext *ctx, GLuint attr, GLuint sz )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+
+ if (sz > save->attrsz[attr]) {
+ /* New size is larger. Need to flush existing vertices and get
+ * an enlarged vertex format.
+ */
+ _save_upgrade_vertex( ctx, attr, sz );
+ }
+ else if (sz < save->active_sz[attr]) {
+ static GLfloat id[4] = { 0, 0, 0, 1 };
+ GLuint i;
+
+ /* New size is equal or smaller - just need to fill in some
+ * zeros.
+ */
+ for (i = sz ; i <= save->attrsz[attr] ; i++)
+ save->attrptr[attr][i-1] = id[i-1];
+ }
+
+ save->active_sz[attr] = sz;
+}
+
+static void _save_reset_vertex( GLcontext *ctx )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+ GLuint i;
+
+ for (i = 0 ; i < VBO_ATTRIB_MAX ; i++) {
+ save->attrsz[i] = 0;
+ save->active_sz[i] = 0;
+ }
+
+ save->vertex_size = 0;
+}
+
+
+
+#define ERROR() _mesa_compile_error( ctx, GL_INVALID_ENUM, __FUNCTION__ );
+
+
+/* Only one size for each attribute may be active at once. Eg. if
+ * Color3f is installed/active, then Color4f may not be, even if the
+ * vertex actually contains 4 color coordinates. This is because the
+ * 3f version won't otherwise set color[3] to 1.0 -- this is the job
+ * of the chooser function when switching between Color4f and Color3f.
+ */
+#define ATTR( A, N, V0, V1, V2, V3 ) \
+do { \
+ struct vbo_save_context *save = &vbo_context(ctx)->save; \
+ \
+ if (save->active_sz[A] != N) \
+ save_fixup_vertex(ctx, A, N); \
+ \
+ { \
+ GLfloat *dest = save->attrptr[A]; \
+ if (N>0) dest[0] = V0; \
+ if (N>1) dest[1] = V1; \
+ if (N>2) dest[2] = V2; \
+ if (N>3) dest[3] = V3; \
+ } \
+ \
+ if ((A) == 0) { \
+ GLuint i; \
+ \
+ for (i = 0; i < save->vertex_size; i++) \
+ save->vbptr[i] = save->vertex[i]; \
+ \
+ save->vbptr += save->vertex_size; \
+ \
+ if (++save->vert_count >= save->max_vert) \
+ _save_wrap_filled_vertex( ctx ); \
+ } \
+} while (0)
+
+#define TAG(x) _save_##x
+
+#include "vbo_attrib_tmp.h"
+
+
+
+
+/* Cope with EvalCoord/CallList called within a begin/end object:
+ * -- Flush current buffer
+ * -- Fallback to opcodes for the rest of the begin/end object.
+ */
+#define DO_FALLBACK(ctx) \
+do { \
+ struct vbo_save_context *save = &vbo_context(ctx)->save; \
+ \
+ 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 ); \
+ _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt ); \
+ ctx->Driver.SaveNeedFlush = 0; \
+} while (0)
+
+static void GLAPIENTRY _save_EvalCoord1f( GLfloat u )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ DO_FALLBACK(ctx);
+ ctx->Save->EvalCoord1f( u );
+}
+
+static void GLAPIENTRY _save_EvalCoord1fv( const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ DO_FALLBACK(ctx);
+ ctx->Save->EvalCoord1fv( v );
+}
+
+static void GLAPIENTRY _save_EvalCoord2f( GLfloat u, GLfloat v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ DO_FALLBACK(ctx);
+ ctx->Save->EvalCoord2f( u, v );
+}
+
+static void GLAPIENTRY _save_EvalCoord2fv( const GLfloat *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ DO_FALLBACK(ctx);
+ ctx->Save->EvalCoord2fv( v );
+}
+
+static void GLAPIENTRY _save_EvalPoint1( GLint i )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ DO_FALLBACK(ctx);
+ ctx->Save->EvalPoint1( i );
+}
+
+static void GLAPIENTRY _save_EvalPoint2( GLint i, GLint j )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ DO_FALLBACK(ctx);
+ ctx->Save->EvalPoint2( i, j );
+}
+
+static void GLAPIENTRY _save_CallList( GLuint l )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ DO_FALLBACK(ctx);
+ ctx->Save->CallList( l );
+}
+
+static void GLAPIENTRY _save_CallLists( GLsizei n, GLenum type, const GLvoid *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ DO_FALLBACK(ctx);
+ ctx->Save->CallLists( n, type, v );
+}
+
+
+
+
+/* This begin is hooked into ... Updating of
+ * ctx->Driver.CurrentSavePrimitive is already taken care of.
+ */
+GLboolean vbo_save_NotifyBegin( GLcontext *ctx, GLenum mode )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+
+ GLuint i = save->prim_count++;
+
+ assert(i < save->prim_max);
+ save->prim[i].mode = mode & ~VBO_SAVE_PRIM_WEAK;
+ save->prim[i].begin = 1;
+ save->prim[i].end = 0;
+ save->prim[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
+ save->prim[i].pad = 0;
+ save->prim[i].start = save->vert_count;
+ save->prim[i].count = 0;
+
+ _mesa_install_save_vtxfmt( ctx, &save->vtxfmt );
+ ctx->Driver.SaveNeedFlush = 1;
+ return GL_TRUE;
+}
+
+
+
+static void GLAPIENTRY _save_End( void )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+ GLint i = save->prim_count - 1;
+
+ ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
+ save->prim[i].end = 1;
+ save->prim[i].count = (save->vert_count -
+ save->prim[i].start);
+
+ if (i == (GLint) save->prim_max - 1) {
+ _save_compile_vertex_list( ctx );
+ assert(save->copied.nr == 0);
+ }
+
+ /* Swap out this vertex format while outside begin/end. Any color,
+ * etc. received between here and the next begin will be compiled
+ * as opcodes.
+ */
+ _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
+}
+
+
+/* These are all errors as this vtxfmt is only installed inside
+ * begin/end pairs.
+ */
+static void GLAPIENTRY _save_DrawElements(GLenum mode, GLsizei count, GLenum type,
+ const GLvoid *indices)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ (void) mode; (void) count; (void) type; (void) indices;
+ _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glDrawElements" );
+}
+
+
+static void GLAPIENTRY _save_DrawRangeElements(GLenum mode,
+ GLuint start, GLuint end,
+ GLsizei count, GLenum type,
+ const GLvoid *indices)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ (void) mode; (void) start; (void) end; (void) count; (void) type; (void) indices;
+ _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glDrawRangeElements" );
+}
+
+static void GLAPIENTRY _save_DrawArrays(GLenum mode, GLint start, GLsizei count)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ (void) mode; (void) start; (void) count;
+ _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glDrawArrays" );
+}
+
+static void GLAPIENTRY _save_Rectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ (void) x1; (void) y1; (void) x2; (void) y2;
+ _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glRectf" );
+}
+
+static void GLAPIENTRY _save_EvalMesh1( GLenum mode, GLint i1, GLint i2 )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ (void) mode; (void) i1; (void) i2;
+ _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glEvalMesh1" );
+}
+
+static void GLAPIENTRY _save_EvalMesh2( GLenum mode, GLint i1, GLint i2,
+ GLint j1, GLint j2 )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ (void) mode; (void) i1; (void) i2; (void) j1; (void) j2;
+ _mesa_compile_error( ctx, GL_INVALID_OPERATION, "glEvalMesh2" );
+}
+
+static void GLAPIENTRY _save_Begin( GLenum mode )
+{
+ GET_CURRENT_CONTEXT( ctx );
+ (void) mode;
+ _mesa_compile_error( ctx, GL_INVALID_OPERATION, "Recursive glBegin" );
+}
+
+
+/* Unlike the functions above, these are to be hooked into the vtxfmt
+ * maintained in ctx->ListState, active when the list is known or
+ * suspected to be outside any begin/end primitive.
+ */
+static void GLAPIENTRY _save_OBE_Rectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ vbo_save_NotifyBegin( ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK );
+ CALL_Vertex2f(GET_DISPATCH(), ( x1, y1 ));
+ CALL_Vertex2f(GET_DISPATCH(), ( x2, y1 ));
+ CALL_Vertex2f(GET_DISPATCH(), ( x2, y2 ));
+ CALL_Vertex2f(GET_DISPATCH(), ( x1, y2 ));
+ CALL_End(GET_DISPATCH(), ());
+}
+
+
+static void GLAPIENTRY _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint i;
+
+ if (!_mesa_validate_DrawArrays( ctx, mode, start, count ))
+ return;
+
+ _ae_map_vbos( ctx );
+
+ vbo_save_NotifyBegin( ctx, mode | VBO_SAVE_PRIM_WEAK );
+
+ for (i = 0; i < count; i++)
+ CALL_ArrayElement(GET_DISPATCH(), (start + i));
+ CALL_End(GET_DISPATCH(), ());
+
+ _ae_unmap_vbos( ctx );
+}
+
+/* Could do better by copying the arrays and element list intact and
+ * then emitting an indexed prim at runtime.
+ */
+static void GLAPIENTRY _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
+ const GLvoid *indices)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint i;
+
+ if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices ))
+ return;
+
+ _ae_map_vbos( ctx );
+
+ vbo_save_NotifyBegin( ctx, mode | VBO_SAVE_PRIM_WEAK );
+
+ switch (type) {
+ case GL_UNSIGNED_BYTE:
+ for (i = 0 ; i < count ; i++)
+ CALL_ArrayElement(GET_DISPATCH(), ( ((GLubyte *)indices)[i] ));
+ break;
+ case GL_UNSIGNED_SHORT:
+ for (i = 0 ; i < count ; i++)
+ CALL_ArrayElement(GET_DISPATCH(), ( ((GLushort *)indices)[i] ));
+ break;
+ case GL_UNSIGNED_INT:
+ for (i = 0 ; i < count ; i++)
+ CALL_ArrayElement(GET_DISPATCH(), ( ((GLuint *)indices)[i] ));
+ break;
+ default:
+ _mesa_error( ctx, GL_INVALID_ENUM, "glDrawElements(type)" );
+ break;
+ }
+
+ CALL_End(GET_DISPATCH(), ());
+
+ _ae_unmap_vbos( ctx );
+}
+
+static void GLAPIENTRY _save_OBE_DrawRangeElements(GLenum mode,
+ GLuint start, GLuint end,
+ GLsizei count, GLenum type,
+ const GLvoid *indices)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ if (_mesa_validate_DrawRangeElements( ctx, mode,
+ start, end,
+ count, type, indices ))
+ _save_OBE_DrawElements( mode, count, type, indices );
+}
+
+
+
+
+
+static void _save_vtxfmt_init( GLcontext *ctx )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+ GLvertexformat *vfmt = &save->vtxfmt;
+
+ vfmt->ArrayElement = _ae_loopback_array_elt; /* generic helper */
+ vfmt->Begin = _save_Begin;
+ vfmt->Color3f = _save_Color3f;
+ vfmt->Color3fv = _save_Color3fv;
+ vfmt->Color4f = _save_Color4f;
+ vfmt->Color4fv = _save_Color4fv;
+ vfmt->EdgeFlag = _save_EdgeFlag;
+ vfmt->End = _save_End;
+ vfmt->FogCoordfEXT = _save_FogCoordfEXT;
+ vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
+ vfmt->Indexf = _save_Indexf;
+ vfmt->Indexfv = _save_Indexfv;
+ vfmt->Materialfv = _save_Materialfv;
+ vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
+ vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
+ vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
+ vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
+ vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
+ vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
+ vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
+ vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
+ vfmt->Normal3f = _save_Normal3f;
+ vfmt->Normal3fv = _save_Normal3fv;
+ vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
+ vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
+ vfmt->TexCoord1f = _save_TexCoord1f;
+ vfmt->TexCoord1fv = _save_TexCoord1fv;
+ vfmt->TexCoord2f = _save_TexCoord2f;
+ vfmt->TexCoord2fv = _save_TexCoord2fv;
+ vfmt->TexCoord3f = _save_TexCoord3f;
+ vfmt->TexCoord3fv = _save_TexCoord3fv;
+ vfmt->TexCoord4f = _save_TexCoord4f;
+ vfmt->TexCoord4fv = _save_TexCoord4fv;
+ vfmt->Vertex2f = _save_Vertex2f;
+ vfmt->Vertex2fv = _save_Vertex2fv;
+ vfmt->Vertex3f = _save_Vertex3f;
+ vfmt->Vertex3fv = _save_Vertex3fv;
+ vfmt->Vertex4f = _save_Vertex4f;
+ vfmt->Vertex4fv = _save_Vertex4fv;
+ vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
+ vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
+ vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
+ vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
+ vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
+ vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
+ vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
+ vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
+
+ vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
+ vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
+ vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
+ vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
+ vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
+ vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
+ vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
+ vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
+
+ /* This will all require us to fallback to saving the list as opcodes:
+ */
+ vfmt->CallList = _save_CallList; /* inside begin/end */
+ vfmt->CallLists = _save_CallLists; /* inside begin/end */
+ vfmt->EvalCoord1f = _save_EvalCoord1f;
+ vfmt->EvalCoord1fv = _save_EvalCoord1fv;
+ vfmt->EvalCoord2f = _save_EvalCoord2f;
+ vfmt->EvalCoord2fv = _save_EvalCoord2fv;
+ vfmt->EvalPoint1 = _save_EvalPoint1;
+ vfmt->EvalPoint2 = _save_EvalPoint2;
+
+ /* These are all errors as we at least know we are in some sort of
+ * begin/end pair:
+ */
+ vfmt->EvalMesh1 = _save_EvalMesh1;
+ vfmt->EvalMesh2 = _save_EvalMesh2;
+ vfmt->Begin = _save_Begin;
+ vfmt->Rectf = _save_Rectf;
+ vfmt->DrawArrays = _save_DrawArrays;
+ vfmt->DrawElements = _save_DrawElements;
+ vfmt->DrawRangeElements = _save_DrawRangeElements;
+
+}
+
+
+void vbo_save_SaveFlushVertices( GLcontext *ctx )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+
+ /* Noop when we are actually active:
+ */
+ if (ctx->Driver.CurrentSavePrimitive == PRIM_INSIDE_UNKNOWN_PRIM ||
+ ctx->Driver.CurrentSavePrimitive <= GL_POLYGON)
+ return;
+
+ if (save->vert_count ||
+ save->prim_count)
+ _save_compile_vertex_list( ctx );
+
+ _save_copy_to_current( ctx );
+ _save_reset_vertex( ctx );
+ _save_reset_counters( ctx );
+ ctx->Driver.SaveNeedFlush = 0;
+}
+
+void vbo_save_NewList( GLcontext *ctx, GLuint list, GLenum mode )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+
+ (void) list; (void) mode;
+
+ if (!save->prim_store)
+ save->prim_store = alloc_prim_store( ctx );
+
+ if (!save->vertex_store)
+ save->vertex_store = alloc_vertex_store( ctx );
+
+ save->vbptr = map_vertex_store( ctx, save->vertex_store );
+
+ _save_reset_vertex( ctx );
+ _save_reset_counters( ctx );
+ ctx->Driver.SaveNeedFlush = 0;
+}
+
+void vbo_save_EndList( GLcontext *ctx )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+ unmap_vertex_store( ctx, save->vertex_store );
+
+ assert(save->vertex_size == 0);
+}
+
+void vbo_save_BeginCallList( GLcontext *ctx, struct mesa_display_list *dlist )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+ save->replay_flags |= dlist->flags;
+}
+
+void vbo_save_EndCallList( GLcontext *ctx )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+
+ if (ctx->ListState.CallDepth == 1) {
+ /* This is correct: want to keep only the VBO_SAVE_FALLBACK
+ * flag, if it is set:
+ */
+ save->replay_flags &= VBO_SAVE_FALLBACK;
+ }
+}
+
+
+static void vbo_destroy_vertex_list( GLcontext *ctx, void *data )
+{
+ struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *)data;
+ (void) ctx;
+
+ if ( --node->vertex_store->refcount == 0 )
+ free_vertex_store( ctx, node->vertex_store );
+
+ if ( --node->prim_store->refcount == 0 )
+ FREE( node->prim_store );
+}
+
+
+static void vbo_print_vertex_list( GLcontext *ctx, void *data )
+{
+ struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *)data;
+ GLuint i;
+ (void) ctx;
+
+ _mesa_debug(NULL, "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_enum_by_nr(prim->mode),
+ prim->weak ? " (weak)" : "",
+ prim->start,
+ prim->start + prim->count,
+ (prim->begin) ? "BEGIN" : "(wrap)",
+ (prim->end) ? "END" : "(wrap)");
+ }
+}
+
+
+static void _save_current_init( GLcontext *ctx )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+ GLint i;
+
+ for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
+ const GLuint j = i - VBO_ATTRIB_POS;
+ ASSERT(j < VERT_ATTRIB_MAX);
+ save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
+ save->current[i] = ctx->ListState.CurrentAttrib[j];
+ }
+
+ for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
+ const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
+ ASSERT(j < MAT_ATTRIB_MAX);
+ save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
+ save->current[i] = ctx->ListState.CurrentMaterial[j];
+ }
+}
+
+/**
+ * Initialize the display list compiler
+ */
+void vbo_save_api_init( struct vbo_save_context *save )
+{
+ GLcontext *ctx = save->ctx;
+ GLuint i;
+
+ save->opcode_vertex_list =
+ _mesa_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 );
+
+ for (i = 0; i < VBO_ATTRIB_MAX; i++)
+ save->inputs[i] = &save->arrays[i];
+
+ /* Hook our array functions into the outside-begin-end vtxfmt in
+ * ctx->ListState.
+ */
+ ctx->ListState.ListVtxfmt.Rectf = _save_OBE_Rectf;
+ ctx->ListState.ListVtxfmt.DrawArrays = _save_OBE_DrawArrays;
+ ctx->ListState.ListVtxfmt.DrawElements = _save_OBE_DrawElements;
+ ctx->ListState.ListVtxfmt.DrawRangeElements = _save_OBE_DrawRangeElements;
+ _mesa_install_save_vtxfmt( ctx, &ctx->ListState.ListVtxfmt );
+}
+
diff --git a/src/mesa/vbo/vbo_save_draw.c b/src/mesa/vbo/vbo_save_draw.c
new file mode 100644
index 0000000000..a50d1cd904
--- /dev/null
+++ b/src/mesa/vbo/vbo_save_draw.c
@@ -0,0 +1,227 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.1
+ *
+ * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+/* Author:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+#include "glheader.h"
+#include "context.h"
+#include "imports.h"
+#include "mtypes.h"
+#include "macros.h"
+#include "light.h"
+#include "state.h"
+
+#include "vbo_context.h"
+
+
+/*
+ * After playback, copy everything but the position from the
+ * last vertex to the saved state
+ */
+static void _playback_copy_to_current( GLcontext *ctx,
+ const struct vbo_save_vertex_list *node )
+{
+ struct vbo_context *vbo = vbo_context(ctx);
+ GLfloat vertex[VBO_ATTRIB_MAX * 4], *data = vertex;
+ GLuint i, offset;
+
+ if (node->count)
+ offset = (node->buffer_offset +
+ (node->count-1) * node->vertex_size * sizeof(GLfloat));
+ else
+ offset = node->buffer_offset;
+
+ ctx->Driver.GetBufferSubData( ctx, 0, offset,
+ node->vertex_size * sizeof(GLfloat),
+ data, node->vertex_store->bufferobj );
+
+ for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
+ if (node->attrsz[i]) {
+ GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
+
+ COPY_CLEAN_4V(current,
+ node->attrsz[i],
+ data);
+
+ vbo->currval[i].Size = node->attrsz[i];
+
+ data += node->attrsz[i];
+
+ if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
+ i <= VBO_ATTRIB_LAST_MATERIAL)
+ ctx->NewState |= _NEW_LIGHT;
+ }
+ }
+
+ /* Colormaterial -- this kindof sucks.
+ */
+ if (ctx->Light.ColorMaterialEnabled) {
+ _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
+ }
+
+ /* CurrentExecPrimitive
+ */
+ if (node->prim_count) {
+ const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
+ if (prim->end)
+ ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
+ else
+ ctx->Driver.CurrentExecPrimitive = prim->mode;
+ }
+}
+
+
+
+/* Treat the vertex storage as a VBO, define vertex arrays pointing
+ * into it:
+ */
+static void vbo_bind_vertex_list( GLcontext *ctx,
+ const struct vbo_save_vertex_list *node )
+{
+ struct vbo_context *vbo = vbo_context(ctx);
+ struct vbo_save_context *save = &vbo->save;
+ struct gl_client_array *arrays = save->arrays;
+ GLuint data = node->buffer_offset;
+ const GLuint *map;
+ GLuint attr;
+
+ /* Install the default (ie Current) attributes first, then overlay
+ * all active ones.
+ */
+ switch (get_program_mode(ctx)) {
+ case VP_NONE:
+ memcpy(arrays, vbo->legacy_currval, 16 * sizeof(arrays[0]));
+ memcpy(arrays + 16, vbo->mat_currval, MAT_ATTRIB_MAX * sizeof(arrays[0]));
+ map = vbo->map_vp_none;
+ break;
+ case VP_NV:
+ case VP_ARB:
+ /* The aliasing of attributes for NV vertex programs has already
+ * occurred. NV vertex programs cannot access material values,
+ * nor attributes greater than VERT_ATTRIB_TEX7.
+ */
+ memcpy(arrays, vbo->legacy_currval, 16 * sizeof(arrays[0]));
+ memcpy(arrays + 16, vbo->generic_currval, 16 * sizeof(arrays[0]));
+ map = vbo->map_vp_arb;
+ break;
+ }
+
+ for (attr = 0; attr < VBO_ATTRIB_MAX; attr++) {
+ if (node->attrsz[attr]) {
+ arrays[attr].Ptr = (const GLubyte *)data;
+ arrays[attr].Size = node->attrsz[attr];
+ arrays[attr].StrideB = node->vertex_size * sizeof(GLfloat);
+ arrays[attr].Stride = node->vertex_size * sizeof(GLfloat);
+ arrays[attr].Type = GL_FLOAT;
+ arrays[attr].Enabled = 1;
+ arrays[attr].BufferObj = node->vertex_store->bufferobj;
+ arrays[attr]._MaxElement = node->count; /* ??? */
+
+ assert(arrays[attr].BufferObj->Name);
+
+ data += node->attrsz[attr] * sizeof(GLfloat);
+ }
+ }
+}
+
+static void vbo_save_loopback_vertex_list( GLcontext *ctx,
+ const struct vbo_save_vertex_list *list )
+{
+ const char *buffer = ctx->Driver.MapBuffer(ctx,
+ GL_ARRAY_BUFFER_ARB,
+ GL_READ_ONLY, /* ? */
+ list->vertex_store->bufferobj);
+
+ vbo_loopback_vertex_list( ctx,
+ (const GLfloat *)(buffer + list->buffer_offset),
+ list->attrsz,
+ list->prim,
+ list->prim_count,
+ list->wrap_count,
+ list->vertex_size);
+
+ ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB,
+ list->vertex_store->bufferobj);
+}
+
+
+/**
+ * Execute the buffer and save copied verts.
+ */
+void vbo_save_playback_vertex_list( GLcontext *ctx, void *data )
+{
+ const struct vbo_save_vertex_list *node = (const struct vbo_save_vertex_list *) data;
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+
+ FLUSH_CURRENT(ctx, 0);
+
+ if (node->prim_count > 0 && node->count > 0) {
+
+ if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END &&
+ node->prim[0].begin) {
+
+ /* Degenerate case: list is called inside begin/end pair and
+ * includes operations such as glBegin or glDrawArrays.
+ */
+ if (0)
+ _mesa_printf("displaylist recursive begin");
+
+ vbo_save_loopback_vertex_list( ctx, node );
+ return;
+ }
+ else if (save->replay_flags) {
+ /* Various degnerate cases: translate into immediate mode
+ * calls rather than trying to execute in place.
+ */
+ vbo_save_loopback_vertex_list( ctx, node );
+ return;
+ }
+
+ if (ctx->NewState)
+ _mesa_update_state( ctx );
+
+ if ((ctx->VertexProgram.Enabled && !ctx->VertexProgram._Enabled) ||
+ (ctx->FragmentProgram.Enabled && !ctx->FragmentProgram._Enabled)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glBegin (invalid vertex/fragment program)");
+ return;
+ }
+
+ vbo_bind_vertex_list( ctx, node );
+
+ vbo_context(ctx)->draw_prims( ctx,
+ save->inputs,
+ node->prim,
+ node->prim_count,
+ NULL,
+ 0, /* Node is a VBO, so this is ok */
+ node->count );
+ }
+
+ /* Copy to current?
+ */
+ _playback_copy_to_current( ctx, node );
+}
diff --git a/src/mesa/vbo/vbo_save_loopback.c b/src/mesa/vbo/vbo_save_loopback.c
new file mode 100644
index 0000000000..430333b84d
--- /dev/null
+++ b/src/mesa/vbo/vbo_save_loopback.c
@@ -0,0 +1,194 @@
+/**************************************************************************
+ *
+ * Copyright 2005 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sub license, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
+ * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+ * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ **************************************************************************/
+
+#include "swrast_setup/swrast_setup.h"
+#include "swrast/swrast.h"
+#include "tnl/tnl.h"
+#include "context.h"
+
+#include "vbo_context.h"
+
+#include "glheader.h"
+#include "enums.h"
+#include "glapi.h"
+#include "imports.h"
+#include "macros.h"
+#include "mtypes.h"
+#include "dispatch.h"
+
+
+typedef void (*attr_func)( GLcontext *ctx, GLint target, const GLfloat * );
+
+
+/* This file makes heavy use of the aliasing of NV vertex attributes
+ * with the legacy attributes, and also with ARB and Material
+ * attributes as currently implemented.
+ */
+static void VertexAttrib1fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
+{
+ CALL_VertexAttrib1fvNV(ctx->Exec, (target, v));
+}
+
+static void VertexAttrib2fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
+{
+ CALL_VertexAttrib2fvNV(ctx->Exec, (target, v));
+}
+
+static void VertexAttrib3fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
+{
+ CALL_VertexAttrib3fvNV(ctx->Exec, (target, v));
+}
+
+static void VertexAttrib4fvNV(GLcontext *ctx, GLint target, const GLfloat *v)
+{
+ CALL_VertexAttrib4fvNV(ctx->Exec, (target, v));
+}
+
+static attr_func vert_attrfunc[4] = {
+ VertexAttrib1fvNV,
+ VertexAttrib2fvNV,
+ VertexAttrib3fvNV,
+ VertexAttrib4fvNV
+};
+
+struct loopback_attr {
+ GLint target;
+ GLint sz;
+ attr_func func;
+};
+
+/* Don't emit ends and begins on wrapped primitives. Don't replay
+ * wrapped vertices. If we get here, it's probably because the the
+ * precalculated wrapping is wrong.
+ */
+static void loopback_prim( GLcontext *ctx,
+ const GLfloat *buffer,
+ const struct _mesa_prim *prim,
+ GLuint wrap_count,
+ GLuint vertex_size,
+ const struct loopback_attr *la, GLuint nr )
+{
+ GLint start = prim->start;
+ GLint end = start + prim->count;
+ const GLfloat *data;
+ GLint j;
+ GLuint k;
+
+ if (0)
+ _mesa_printf("loopback prim %s(%s,%s) verts %d..%d\n",
+ _mesa_lookup_enum_by_nr(prim->mode),
+ prim->begin ? "begin" : "..",
+ prim->end ? "end" : "..",
+ start,
+ end);
+
+ if (prim->begin) {
+ CALL_Begin(GET_DISPATCH(), ( prim->mode ));
+ }
+ else {
+ assert(start == 0);
+ start += wrap_count;
+ }
+
+ data = buffer + start * vertex_size;
+
+ for (j = start ; j < end ; j++) {
+ const GLfloat *tmp = data + la[0].sz;
+
+ for (k = 1 ; k < nr ; k++) {
+ la[k].func( ctx, la[k].target, tmp );
+ tmp += la[k].sz;
+ }
+
+ /* Fire the vertex
+ */
+ la[0].func( ctx, VBO_ATTRIB_POS, data );
+ data = tmp;
+ }
+
+ if (prim->end) {
+ CALL_End(GET_DISPATCH(), ());
+ }
+}
+
+/* Primitives generated by DrawArrays/DrawElements/Rectf may be
+ * caught here. If there is no primitive in progress, execute them
+ * normally, otherwise need to track and discard the generated
+ * primitives.
+ */
+static void loopback_weak_prim( GLcontext *ctx,
+ const struct _mesa_prim *prim )
+{
+ /* Use the prim_weak flag to ensure that if this primitive
+ * wraps, we don't mistake future vertex_lists for part of the
+ * surrounding primitive.
+ *
+ * While this flag is set, we are simply disposing of data
+ * generated by an operation now known to be a noop.
+ */
+ if (prim->begin)
+ ctx->Driver.CurrentExecPrimitive |= VBO_SAVE_PRIM_WEAK;
+ if (prim->end)
+ ctx->Driver.CurrentExecPrimitive &= ~VBO_SAVE_PRIM_WEAK;
+}
+
+
+void vbo_loopback_vertex_list( GLcontext *ctx,
+ const GLfloat *buffer,
+ const GLubyte *attrsz,
+ const struct _mesa_prim *prim,
+ GLuint prim_count,
+ GLuint wrap_count,
+ GLuint vertex_size)
+{
+ struct loopback_attr la[VBO_ATTRIB_MAX];
+ GLuint i, nr = 0;
+
+ /* All Legacy, NV, ARB and Material attributes are routed through
+ * the NV attributes entrypoints:
+ */
+ for (i = 0 ; i < VBO_ATTRIB_MAX ; i++) {
+ if (attrsz[i]) {
+ la[nr].target = i;
+ la[nr].sz = attrsz[i];
+ la[nr].func = vert_attrfunc[attrsz[i]-1];
+ nr++;
+ }
+ }
+
+ for (i = 0 ; i < prim_count ; i++) {
+ if ((prim[i].mode & VBO_SAVE_PRIM_WEAK) &&
+ (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END))
+ {
+ loopback_weak_prim( ctx, &prim[i] );
+ }
+ else
+ {
+ loopback_prim( ctx, buffer, &prim[i], wrap_count, vertex_size, la, nr );
+ }
+ }
+}
diff --git a/src/mesa/vbo/vbo_split.c b/src/mesa/vbo/vbo_split.c
new file mode 100644
index 0000000000..ef205a3bb1
--- /dev/null
+++ b/src/mesa/vbo/vbo_split.c
@@ -0,0 +1,161 @@
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5
+ *
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+/* Deal with hardware and/or swtnl maximums:
+ * - maximum number of vertices in buffer
+ * - maximum number of elements (maybe zero)
+ *
+ * The maximums may vary with opengl state (eg if a larger hardware
+ * vertex is required in this state, the maximum number of vertices
+ * may be smaller than in another state).
+ *
+ * We want buffer splitting to be a convenience function for the code
+ * actually drawing the primitives rather than a system-wide maximum,
+ * otherwise it is hard to avoid pessimism.
+ *
+ * For instance, if a driver has no hardware limits on vertex buffer
+ * dimensions, it would not ordinarily want to split vbos. But if
+ * there is an unexpected fallback, eg memory manager fails to upload
+ * textures, it will want to pass the drawing commands onto swtnl,
+ * which does have limitations. A convenience function allows swtnl
+ * to split the drawing and vbos internally without imposing its
+ * limitations on drivers which want to use it as a fallback path.
+ */
+
+#include "glheader.h"
+#include "imports.h"
+#include "mtypes.h"
+
+#include "vbo_split.h"
+#include "vbo.h"
+
+/* True if a primitive can be split without copying of vertices, false
+ * otherwise.
+ */
+GLboolean split_prim_inplace(GLenum mode, GLuint *first, GLuint *incr)
+{
+ switch (mode) {
+ case GL_POINTS:
+ *first = 1;
+ *incr = 1;
+ return GL_TRUE;
+ case GL_LINES:
+ *first = 2;
+ *incr = 2;
+ return GL_TRUE;
+ case GL_LINE_STRIP:
+ *first = 2;
+ *incr = 1;
+ return GL_TRUE;
+ case GL_TRIANGLES:
+ *first = 3;
+ *incr = 3;
+ return GL_TRUE;
+ case GL_TRIANGLE_STRIP:
+ *first = 3;
+ *incr = 1;
+ return GL_TRUE;
+ case GL_QUADS:
+ *first = 4;
+ *incr = 4;
+ return GL_TRUE;
+ case GL_QUAD_STRIP:
+ *first = 4;
+ *incr = 2;
+ return GL_TRUE;
+ default:
+ *first = 0;
+ *incr = 1; /* so that count % incr works */
+ return GL_FALSE;
+ }
+}
+
+
+
+void vbo_split_prims( GLcontext *ctx,
+ const struct gl_client_array *arrays[],
+ const struct _mesa_prim *prim,
+ GLuint nr_prims,
+ const struct _mesa_index_buffer *ib,
+ GLuint min_index,
+ GLuint max_index,
+ vbo_draw_func draw,
+ const struct split_limits *limits )
+{
+
+ if (ib) {
+ if (limits->max_indices == 0) {
+ /* Could traverse the indices, re-emitting vertices in turn.
+ * But it's hard to see why this case would be needed - for
+ * software tnl, it is better to convert to non-indexed
+ * rendering after transformation is complete, as is done in
+ * the t_dd_rendertmp.h templates. Are there any devices
+ * with hardware tnl that cannot do indexed rendering?
+ *
+ * For now, this path is disabled.
+ */
+ assert(0);
+ }
+ else if (max_index - min_index >= limits->max_verts) {
+ /* The vertex buffers are too large for hardware (or the
+ * swtnl module). Traverse the indices, re-emitting vertices
+ * in turn. Use a vertex cache to preserve some of the
+ * sharing from the original index list.
+ */
+ vbo_split_copy(ctx, arrays, prim, nr_prims, ib,
+ draw, limits );
+ }
+ else if (ib->count > limits->max_indices) {
+ /* The index buffer is too large for hardware. Try to split
+ * on whole-primitive boundaries, otherwise try to split the
+ * individual primitives.
+ */
+ vbo_split_inplace(ctx, arrays, prim, nr_prims, ib,
+ min_index, max_index, draw, limits );
+ }
+ else {
+ /* Why were we called? */
+ assert(0);
+ }
+ }
+ else {
+ if (max_index - min_index >= limits->max_verts) {
+ /* The vertex buffer is too large for hardware (or the swtnl
+ * module). Try to split on whole-primitive boundaries,
+ * otherwise try to split the individual primitives.
+ */
+ vbo_split_inplace(ctx, arrays, prim, nr_prims, ib,
+ min_index, max_index, draw, limits );
+ }
+ else {
+ /* Why were we called? */
+ assert(0);
+ }
+ }
+}
+
diff --git a/src/mesa/vbo/vbo_split.h b/src/mesa/vbo/vbo_split.h
new file mode 100644
index 0000000000..05888d048c
--- /dev/null
+++ b/src/mesa/vbo/vbo_split.h
@@ -0,0 +1,72 @@
+/*
+ * mesa 3-D graphics library
+ * Version: 6.5
+ *
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+/**
+ * \file vbo_context.h
+ * \brief VBO builder module datatypes and definitions.
+ * \author Keith Whitwell
+ */
+
+
+/**
+ * \mainpage The VBO splitter
+ *
+ * This is the private data used internally to the vbo_split_prims()
+ * helper function. Nobody outside the vbo_split* files needs to
+ * include or know about this structure.
+ */
+
+
+#ifndef _VBO_SPLIT_H
+#define _VBO_SPLIT_H
+
+#include "vbo.h"
+
+
+/* True if a primitive can be split without copying of vertices, false
+ * otherwise.
+ */
+GLboolean split_prim_inplace(GLenum mode, GLuint *first, GLuint *incr);
+
+void vbo_split_inplace( GLcontext *ctx,
+ const struct gl_client_array *arrays[],
+ const struct _mesa_prim *prim,
+ GLuint nr_prims,
+ const struct _mesa_index_buffer *ib,
+ GLuint min_index,
+ GLuint max_index,
+ vbo_draw_func draw,
+ const struct split_limits *limits );
+
+/* Requires ib != NULL:
+ */
+void vbo_split_copy( GLcontext *ctx,
+ const struct gl_client_array *arrays[],
+ const struct _mesa_prim *prim,
+ GLuint nr_prims,
+ const struct _mesa_index_buffer *ib,
+ vbo_draw_func draw,
+ const struct split_limits *limits );
+
+#endif
diff --git a/src/mesa/vbo/vbo_split_copy.c b/src/mesa/vbo/vbo_split_copy.c
new file mode 100644
index 0000000000..e142dde680
--- /dev/null
+++ b/src/mesa/vbo/vbo_split_copy.c
@@ -0,0 +1,551 @@
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5
+ *
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+/* Split indexed primitives with per-vertex copying.
+ */
+
+#include "glheader.h"
+#include "imports.h"
+#include "macros.h"
+#include "enums.h"
+#include "mtypes.h"
+
+#include "vbo_split.h"
+#include "vbo.h"
+
+
+#define ELT_TABLE_SIZE 16
+
+/* Used for vertex-level splitting of indexed buffers. Note that
+ * non-indexed primitives may be converted to indexed in some cases
+ * (eg loops, fans) in order to use this splitting path.
+ */
+struct copy_context {
+
+ GLcontext *ctx;
+ const struct gl_client_array **array;
+ const struct _mesa_prim *prim;
+ GLuint nr_prims;
+ const struct _mesa_index_buffer *ib;
+ vbo_draw_func draw;
+
+ const struct split_limits *limits;
+
+ struct {
+ GLuint attr;
+ GLuint size;
+ const struct gl_client_array *array;
+ const GLubyte *src_ptr;
+
+ struct gl_client_array dstarray;
+
+ } varying[VERT_ATTRIB_MAX];
+ GLuint nr_varying;
+
+ const struct gl_client_array *dstarray_ptr[VERT_ATTRIB_MAX];
+ struct _mesa_index_buffer dstib;
+
+ GLuint *translated_elt_buf;
+ const GLuint *srcelt;
+
+ /* A baby hash table to avoid re-emitting (some) duplicate
+ * vertices when splitting indexed primitives.
+ */
+ struct {
+ GLuint in;
+ GLuint out;
+ } vert_cache[ELT_TABLE_SIZE];
+
+
+ GLuint vertex_size;
+ GLubyte *dstbuf;
+ GLubyte *dstptr; /* dstptr == dstbuf + dstelt_max * vertsize */
+ GLuint dstbuf_size; /* in vertices */
+ GLuint dstbuf_nr; /* count of emitted vertices, also the
+ * largest value in dstelt. Our
+ * MaxIndex.
+ */
+
+ GLuint *dstelt;
+ GLuint dstelt_nr;
+ GLuint dstelt_size;
+
+#define MAX_PRIM 32
+ struct _mesa_prim dstprim[MAX_PRIM];
+ GLuint dstprim_nr;
+
+};
+
+
+static GLuint type_size( GLenum type )
+{
+ switch(type) {
+ case GL_BYTE: return sizeof(GLbyte);
+ case GL_UNSIGNED_BYTE: return sizeof(GLubyte);
+ case GL_SHORT: return sizeof(GLshort);
+ case GL_UNSIGNED_SHORT: return sizeof(GLushort);
+ case GL_INT: return sizeof(GLint);
+ case GL_UNSIGNED_INT: return sizeof(GLuint);
+ case GL_FLOAT: return sizeof(GLfloat);
+ case GL_DOUBLE: return sizeof(GLdouble);
+ default: return 0;
+ }
+}
+
+static GLuint attr_size( const struct gl_client_array *array )
+{
+ return array->Size * type_size(array->Type);
+}
+
+
+/* Starts returning true slightly before the buffer fills, to ensure
+ * that there is sufficient room for any remaining vertices to finish
+ * off the prim:
+ */
+static GLboolean check_flush( struct copy_context *copy )
+{
+ if (copy->dstbuf_nr + 4 > copy->dstbuf_size)
+ return GL_TRUE;
+
+ if (copy->dstelt_nr + 4 > copy->dstelt_size)
+ return GL_TRUE;
+
+ return GL_FALSE;
+}
+
+static void flush( struct copy_context *copy )
+{
+ GLuint i;
+
+ /* Set some counters:
+ */
+ copy->dstib.count = copy->dstelt_nr;
+
+ copy->draw( copy->ctx,
+ copy->dstarray_ptr,
+ copy->dstprim,
+ copy->dstprim_nr,
+ &copy->dstib,
+ 0,
+ copy->dstbuf_nr );
+
+ /* Reset all pointers:
+ */
+ copy->dstprim_nr = 0;
+ copy->dstelt_nr = 0;
+ copy->dstbuf_nr = 0;
+ copy->dstptr = copy->dstbuf;
+
+ /* Clear the vertex cache:
+ */
+ for (i = 0; i < ELT_TABLE_SIZE; i++)
+ copy->vert_cache[i].in = ~0;
+}
+
+
+
+static void begin( struct copy_context *copy, GLenum mode, GLboolean begin_flag )
+{
+ struct _mesa_prim *prim = &copy->dstprim[copy->dstprim_nr];
+
+/* _mesa_printf("begin %s (%d)\n", _mesa_lookup_enum_by_nr(mode), begin_flag); */
+
+ prim->mode = mode;
+ prim->begin = begin_flag;
+}
+
+
+/* Use a hashtable to attempt to identify recently-emitted vertices
+ * and avoid re-emitting them.
+ */
+static GLuint elt(struct copy_context *copy, GLuint elt_idx)
+{
+ GLuint elt = copy->srcelt[elt_idx];
+ GLuint slot = elt & (ELT_TABLE_SIZE-1);
+
+/* _mesa_printf("elt %d\n", elt); */
+
+ /* Look up the incoming element in the vertex cache. Re-emit if
+ * necessary.
+ */
+ if (copy->vert_cache[slot].in != elt) {
+ GLubyte *csr = copy->dstptr;
+ GLuint i;
+
+/* _mesa_printf(" --> emit to dstelt %d\n", copy->dstbuf_nr); */
+
+ for (i = 0; i < copy->nr_varying; i++) {
+ const struct gl_client_array *srcarray = copy->varying[i].array;
+ const GLubyte *srcptr = copy->varying[i].src_ptr + elt * srcarray->StrideB;
+
+ memcpy(csr, srcptr, copy->varying[i].size);
+ csr += copy->varying[i].size;
+
+ if (0)
+ {
+ const GLuint *f = (const GLuint *)srcptr;
+ GLuint j;
+ _mesa_printf(" varying %d: ", i);
+ for(j = 0; j < copy->varying[i].size / 4; j++)
+ _mesa_printf("%x ", f[j]);
+ _mesa_printf("\n");
+ }
+
+ }
+
+ copy->vert_cache[slot].in = elt;
+ copy->vert_cache[slot].out = copy->dstbuf_nr++;
+ copy->dstptr += copy->vertex_size;
+
+ assert(csr == copy->dstptr);
+ assert(copy->dstptr == (copy->dstbuf +
+ copy->dstbuf_nr *
+ copy->vertex_size));
+ }
+/* else */
+/* _mesa_printf(" --> reuse vertex\n"); */
+
+/* _mesa_printf(" --> emit %d\n", copy->vert_cache[slot].out); */
+ copy->dstelt[copy->dstelt_nr++] = copy->vert_cache[slot].out;
+ return check_flush(copy);
+}
+
+static void end( struct copy_context *copy, GLboolean end_flag )
+{
+ struct _mesa_prim *prim = &copy->dstprim[copy->dstprim_nr];
+
+/* _mesa_printf("end (%d)\n", end_flag); */
+
+ prim->end = end_flag;
+ prim->count = copy->dstelt_nr - prim->start;
+
+ if (++copy->dstprim_nr == MAX_PRIM ||
+ check_flush(copy))
+ flush(copy);
+}
+
+
+
+static void replay_elts( struct copy_context *copy )
+{
+ GLuint i, j, k;
+ GLboolean split;
+
+ for (i = 0; i < copy->nr_prims; i++) {
+ const struct _mesa_prim *prim = &copy->prim[i];
+ const GLuint start = prim->start;
+ GLuint first, incr;
+
+ switch (prim->mode) {
+
+ case GL_LINE_LOOP:
+ /* Convert to linestrip and emit the final vertex explicitly,
+ * but only in the resultant strip that requires it.
+ */
+ j = 0;
+ while (j != prim->count) {
+ begin(copy, GL_LINE_STRIP, prim->begin && j == 0);
+
+ for (split = GL_FALSE; j != prim->count && !split; j++)
+ split = elt(copy, start + j);
+
+ if (j == prim->count) {
+ /* Done, emit final line. Split doesn't matter as
+ * it is always raised a bit early so we can emit
+ * the last verts if necessary!
+ */
+ if (prim->end)
+ (void)elt(copy, start + 0);
+
+ end(copy, prim->end);
+ }
+ else {
+ /* Wrap
+ */
+ assert(split);
+ end(copy, 0);
+ j--;
+ }
+ }
+ break;
+
+ case GL_TRIANGLE_FAN:
+ case GL_POLYGON:
+ j = 2;
+ while (j != prim->count) {
+ begin(copy, prim->mode, prim->begin && j == 0);
+
+ split = elt(copy, start+0);
+ assert(!split);
+
+ split = elt(copy, start+j-1);
+ assert(!split);
+
+ for (; j != prim->count && !split; j++)
+ split = elt(copy, start+j);
+
+ end(copy, prim->end && j == prim->count);
+
+ if (j != prim->count) {
+ /* Wrapped the primitive, need to repeat some vertices:
+ */
+ j -= 1;
+ }
+ }
+ break;
+
+ default:
+ (void)split_prim_inplace(prim->mode, &first, &incr);
+
+ j = 0;
+ while (j != prim->count) {
+
+ begin(copy, prim->mode, prim->begin && j == 0);
+
+ split = 0;
+ for (k = 0; k < first; k++, j++)
+ split |= elt(copy, start+j);
+
+ assert(!split);
+
+ for (; j != prim->count && !split; )
+ for (k = 0; k < incr; k++, j++)
+ split |= elt(copy, start+j);
+
+ end(copy, prim->end && j == prim->count);
+
+ if (j != prim->count) {
+ /* Wrapped the primitive, need to repeat some vertices:
+ */
+ assert(j > first - incr);
+ j -= (first - incr);
+ }
+ }
+ break;
+ }
+ }
+
+ if (copy->dstprim_nr)
+ flush(copy);
+}
+
+
+static void replay_init( struct copy_context *copy )
+{
+ GLcontext *ctx = copy->ctx;
+ GLuint i;
+ GLuint offset;
+ const GLvoid *srcptr;
+
+ /* Make a list of varying attributes and their vbo's. Also
+ * calculate vertex size.
+ */
+ copy->vertex_size = 0;
+ for (i = 0; i < VERT_ATTRIB_MAX; i++) {
+ struct gl_buffer_object *vbo = copy->array[i]->BufferObj;
+
+ if (copy->array[i]->StrideB == 0) {
+ copy->dstarray_ptr[i] = copy->array[i];
+ }
+ else {
+ GLuint j = copy->nr_varying++;
+
+ copy->varying[j].attr = i;
+ copy->varying[j].array = copy->array[i];
+ copy->varying[j].size = attr_size(copy->array[i]);
+ copy->vertex_size += attr_size(copy->array[i]);
+
+ if (vbo->Name && !vbo->Pointer)
+ ctx->Driver.MapBuffer(ctx,
+ GL_ARRAY_BUFFER_ARB,
+ GL_WRITE_ONLY, /* XXX */
+ vbo);
+
+ copy->varying[j].src_ptr = ADD_POINTERS(vbo->Pointer,
+ copy->array[i]->Ptr);
+
+ copy->dstarray_ptr[i] = &copy->varying[j].dstarray;
+ }
+ }
+
+ /* There must always be an index buffer. Currently require the
+ * caller convert non-indexed prims to indexed. Could alternately
+ * do it internally.
+ */
+ if (copy->ib->obj->Name && !copy->ib->obj->Pointer)
+ ctx->Driver.MapBuffer(ctx,
+ GL_ARRAY_BUFFER_ARB, /* XXX */
+ GL_WRITE_ONLY, /* XXX */
+ copy->ib->obj);
+
+ srcptr = (const GLubyte *)ADD_POINTERS(copy->ib->obj->Pointer, copy->ib->ptr);
+
+ switch (copy->ib->type) {
+ case GL_UNSIGNED_BYTE:
+ copy->translated_elt_buf = _mesa_malloc(sizeof(GLuint) * copy->ib->count);
+ copy->srcelt = copy->translated_elt_buf;
+
+ for (i = 0; i < copy->ib->count; i++)
+ copy->translated_elt_buf[i] = ((const GLubyte *)srcptr)[i];
+ break;
+
+ case GL_UNSIGNED_SHORT:
+ copy->translated_elt_buf = _mesa_malloc(sizeof(GLuint) * copy->ib->count);
+ copy->srcelt = copy->translated_elt_buf;
+
+ for (i = 0; i < copy->ib->count; i++)
+ copy->translated_elt_buf[i] = ((const GLushort *)srcptr)[i];
+ break;
+
+ case GL_UNSIGNED_INT:
+ copy->translated_elt_buf = NULL;
+ copy->srcelt = (const GLuint *)srcptr;
+ break;
+ }
+
+
+ /* Figure out the maximum allowed vertex buffer size:
+ */
+ if (copy->vertex_size * copy->limits->max_verts <= copy->limits->max_vb_size) {
+ copy->dstbuf_size = copy->limits->max_verts;
+ }
+ else {
+ copy->dstbuf_size = copy->limits->max_vb_size / copy->vertex_size;
+ }
+
+ /* Allocate an output vertex buffer:
+ *
+ * XXX: This should be a VBO!
+ */
+ copy->dstbuf = _mesa_malloc(copy->dstbuf_size *
+ copy->vertex_size);
+ copy->dstptr = copy->dstbuf;
+
+ /* Setup new vertex arrays to point into the output buffer:
+ */
+ for (offset = 0, i = 0; i < copy->nr_varying; i++) {
+ const struct gl_client_array *src = copy->varying[i].array;
+ struct gl_client_array *dst = &copy->varying[i].dstarray;
+
+ dst->Size = src->Size;
+ dst->Type = src->Type;
+ dst->Stride = copy->vertex_size;
+ dst->StrideB = copy->vertex_size;
+ dst->Ptr = copy->dstbuf + offset;
+ dst->Enabled = GL_TRUE;
+ dst->Normalized = GL_TRUE;
+ dst->BufferObj = ctx->Array.NullBufferObj;
+ dst->_MaxElement = copy->dstbuf_size; /* may be less! */
+
+ offset += copy->varying[i].size;
+ }
+
+ /* Allocate an output element list:
+ */
+ copy->dstelt_size = MIN2(65536,
+ copy->ib->count * 2 + 3);
+ copy->dstelt_size = MIN2(copy->dstelt_size,
+ copy->limits->max_indices);
+ copy->dstelt = _mesa_malloc(sizeof(GLuint) * copy->dstelt_size);
+ copy->dstelt_nr = 0;
+
+ /* Setup the new index buffer to point to the allocated element
+ * list:
+ */
+ copy->dstib.count = 0; /* duplicates dstelt_nr */
+ copy->dstib.type = GL_UNSIGNED_INT;
+ copy->dstib.obj = ctx->Array.NullBufferObj;
+ copy->dstib.ptr = copy->dstelt;
+}
+
+
+static void replay_finish( struct copy_context *copy )
+{
+ GLcontext *ctx = copy->ctx;
+ GLuint i;
+
+ /* Free our vertex and index buffers:
+ */
+ _mesa_free(copy->translated_elt_buf);
+ _mesa_free(copy->dstbuf);
+ _mesa_free(copy->dstelt);
+
+ /* Unmap VBO's
+ */
+ for (i = 0; i < copy->nr_varying; i++) {
+ struct gl_buffer_object *vbo = copy->varying[i].array->BufferObj;
+
+ if (vbo->Name && vbo->Pointer)
+ ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB, vbo);
+ }
+
+ /* Unmap index buffer:
+ */
+ if (copy->ib->obj->Name && copy->ib->obj->Pointer) {
+ ctx->Driver.UnmapBuffer(ctx,
+ GL_ARRAY_BUFFER_ARB, /* XXX */
+ copy->ib->obj);
+ }
+}
+
+void vbo_split_copy( GLcontext *ctx,
+ const struct gl_client_array *arrays[],
+ const struct _mesa_prim *prim,
+ GLuint nr_prims,
+ const struct _mesa_index_buffer *ib,
+ vbo_draw_func draw,
+ const struct split_limits *limits )
+{
+ struct copy_context copy;
+ GLuint i;
+
+ memset(&copy, 0, sizeof(copy));
+
+ /* Require indexed primitives:
+ */
+ assert(ib);
+
+ copy.ctx = ctx;
+ copy.array = arrays;
+ copy.prim = prim;
+ copy.nr_prims = nr_prims;
+ copy.ib = ib;
+ copy.draw = draw;
+ copy.limits = limits;
+
+
+ /* Clear the vertex cache:
+ */
+ for (i = 0; i < ELT_TABLE_SIZE; i++)
+ copy.vert_cache[i].in = ~0;
+
+
+ replay_init(&copy);
+ replay_elts(&copy);
+ replay_finish(&copy);
+}
diff --git a/src/mesa/vbo/vbo_split_inplace.c b/src/mesa/vbo/vbo_split_inplace.c
new file mode 100644
index 0000000000..ea62866e7c
--- /dev/null
+++ b/src/mesa/vbo/vbo_split_inplace.c
@@ -0,0 +1,286 @@
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5
+ *
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+
+#include "mtypes.h"
+#include "macros.h"
+#include "enums.h"
+#include "vbo_split.h"
+
+
+#define MAX_PRIM 32
+
+/* Used for splitting without copying.
+ */
+struct split_context {
+ GLcontext *ctx;
+ const struct gl_client_array **array;
+ const struct _mesa_prim *prim;
+ GLuint nr_prims;
+ const struct _mesa_index_buffer *ib;
+ GLuint min_index;
+ GLuint max_index;
+ vbo_draw_func draw;
+
+ const struct split_limits *limits;
+
+ struct _mesa_prim dstprim[MAX_PRIM];
+ GLuint dstprim_nr;
+};
+
+
+
+
+static void flush_vertex( struct split_context *split )
+{
+ GLint min_index, max_index;
+
+ if (!split->dstprim_nr)
+ return;
+
+ if (split->ib) {
+ /* This should basically be multipass rendering over the same
+ * unchanging set of VBO's. Would like the driver not to
+ * re-upload the data, or swtnl not to re-transform the
+ * vertices.
+ */
+ assert(split->max_index - split->min_index < split->limits->max_verts);
+ min_index = split->min_index;
+ max_index = split->max_index;
+ }
+ else {
+ /* Non-indexed rendering. Cannot assume that the primitives are
+ * ordered by increasing vertex, because of entrypoints like
+ * MultiDrawArrays.
+ */
+ GLuint i;
+ min_index = split->dstprim[0].start;
+ max_index = min_index + split->dstprim[0].count - 1;
+
+ for (i = 1; i < split->dstprim_nr; i++) {
+ GLuint tmp_min = split->dstprim[i].start;
+ GLuint tmp_max = tmp_min + split->dstprim[i].count - 1;
+
+ if (tmp_min < min_index)
+ min_index = tmp_min;
+
+ if (tmp_max > max_index)
+ max_index = tmp_max;
+ }
+ }
+
+ assert(max_index >= min_index);
+
+ split->draw( split->ctx,
+ split->array,
+ split->dstprim,
+ split->dstprim_nr,
+ NULL,
+ min_index,
+ max_index);
+
+ split->dstprim_nr = 0;
+}
+
+
+static struct _mesa_prim *next_outprim( struct split_context *split )
+{
+ if (split->dstprim_nr == MAX_PRIM-1) {
+ flush_vertex(split);
+ }
+
+ {
+ struct _mesa_prim *prim = &split->dstprim[split->dstprim_nr++];
+ memset(prim, 0, sizeof(*prim));
+ return prim;
+ }
+}
+
+static int align(int value, int alignment)
+{
+ return (value + alignment - 1) & ~(alignment - 1);
+}
+
+
+
+/* Break large primitives into smaller ones. If not possible, convert
+ * the primitive to indexed and pass to split_elts().
+ */
+static void split_prims( struct split_context *split)
+{
+ GLuint csr = 0;
+ GLuint i;
+
+ for (i = 0; i < split->nr_prims; i++) {
+ const struct _mesa_prim *prim = &split->prim[i];
+ GLuint first, incr;
+ GLboolean split_inplace = split_prim_inplace(prim->mode, &first, &incr);
+ GLuint count;
+
+ /* Always wrap on an even numbered vertex to avoid problems with
+ * triangle strips.
+ */
+ GLuint available = align(split->limits->max_verts - csr - 1, 2);
+ assert(split->limits->max_verts >= csr);
+
+ if (prim->count < first)
+ continue;
+
+ count = prim->count - (prim->count - first) % incr;
+
+
+ if ((available < count && !split_inplace) ||
+ (available < first && split_inplace)) {
+ flush_vertex(split);
+ csr = 0;
+ available = align(split->limits->max_verts - csr - 1, 2);
+ }
+
+ if (available >= count) {
+ struct _mesa_prim *outprim = next_outprim(split);
+ *outprim = *prim;
+ csr += prim->count;
+ available = align(split->limits->max_verts - csr - 1, 2);
+ }
+ else if (split_inplace) {
+ GLuint j, nr;
+
+
+ for (j = 0 ; j < count ; ) {
+ GLuint remaining = count - j;
+ struct _mesa_prim *outprim = next_outprim(split);
+
+ nr = MIN2( available, remaining );
+
+ nr -= (nr - first) % incr;
+
+ outprim->mode = prim->mode;
+ outprim->begin = (j == 0 && prim->begin);
+ outprim->end = (nr == remaining && prim->end);
+ outprim->start = prim->start + j;
+ outprim->count = nr;
+
+ if (nr == remaining) {
+ /* Finished.
+ */
+ j += nr;
+ csr += nr;
+ available = align(split->limits->max_verts - csr - 1, 2);
+ }
+ else {
+ /* Wrapped the primitive:
+ */
+ j += nr - (first - incr);
+ flush_vertex(split);
+ csr = 0;
+ available = align(split->limits->max_verts - csr - 1, 2);
+ }
+ }
+ }
+ else if (split->ib == NULL) {
+ /* XXX: could at least send the first max_verts off from the
+ * inplace buffers.
+ */
+
+ /* else convert to indexed primitive and pass to split_elts,
+ * which will do the necessary copying and turn it back into a
+ * vertex primitive for rendering...
+ */
+ struct _mesa_index_buffer ib;
+ struct _mesa_prim tmpprim;
+ GLuint *elts = malloc(count * sizeof(GLuint));
+ GLuint j;
+
+ for (j = 0; j < count; j++)
+ elts[j] = prim->start + j;
+
+ ib.count = count;
+ ib.type = GL_UNSIGNED_INT;
+ ib.obj = split->ctx->Array.NullBufferObj;
+ ib.ptr = elts;
+
+ tmpprim = *prim;
+ tmpprim.indexed = 1;
+ tmpprim.start = 0;
+ tmpprim.count = count;
+
+ flush_vertex(split);
+
+ vbo_split_copy(split->ctx,
+ split->array,
+ &tmpprim, 1,
+ &ib,
+ split->draw,
+ split->limits);
+
+ free(elts);
+ }
+ else {
+ flush_vertex(split);
+
+ vbo_split_copy(split->ctx,
+ split->array,
+ prim, 1,
+ split->ib,
+ split->draw,
+ split->limits);
+ }
+ }
+
+ flush_vertex(split);
+}
+
+
+void vbo_split_inplace( GLcontext *ctx,
+ const struct gl_client_array *arrays[],
+ const struct _mesa_prim *prim,
+ GLuint nr_prims,
+ const struct _mesa_index_buffer *ib,
+ GLuint min_index,
+ GLuint max_index,
+ vbo_draw_func draw,
+ const struct split_limits *limits )
+{
+ struct split_context split;
+
+ memset(&split, 0, sizeof(split));
+
+ split.ctx = ctx;
+ split.array = arrays;
+ split.prim = prim;
+ split.nr_prims = nr_prims;
+ split.ib = ib;
+ split.min_index = min_index;
+ split.max_index = max_index;
+ split.draw = draw;
+ split.limits = limits;
+
+ split_prims( &split );
+}
+
+