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/*
* Mesa 3-D graphics library
*
* Copyright (C) 1999-2008 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
* THE AUTHORS OR COPYRIGHT HOLDERS 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 <keithw@vmware.com>
*/
#include "main/arrayobj.h"
#include "main/bufferobj.h"
#include "vbo_private.h"
/**
* Called at context creation time.
*/
void vbo_save_init( struct gl_context *ctx )
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_save_context *save = &vbo->save;
save->ctx = ctx;
vbo_save_api_init( save );
for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
save->VAO[vpm] = NULL;
ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
}
void vbo_save_destroy( struct gl_context *ctx )
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_save_context *save = &vbo->save;
for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
_mesa_reference_vao(ctx, &save->VAO[vpm], NULL);
if (save->prim_store) {
if ( --save->prim_store->refcount == 0 ) {
free(save->prim_store);
save->prim_store = NULL;
}
}
if (save->vertex_store) {
_mesa_reference_buffer_object(ctx, &save->vertex_store->bufferobj, NULL);
free(save->vertex_store);
save->vertex_store = NULL;
}
}
/* Note that this can occur during the playback of a display list:
*/
void vbo_save_fallback( struct gl_context *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;
}
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