1 /* 2 * mesa 3-D graphics library 3 * 4 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the "Software"), 8 * to deal in the Software without restriction, including without limitation 9 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 10 * and/or sell copies of the Software, and to permit persons to whom the 11 * Software is furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice and this permission notice shall be included 14 * in all copies or substantial portions of the Software. 15 * 16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 * OTHER DEALINGS IN THE SOFTWARE. 23 */ 24 25 /** 26 * \file vbo_context.h 27 * \brief VBO builder module datatypes and definitions. 28 * \author Keith Whitwell 29 */ 30 31 32 /** 33 * \mainpage The VBO builder module 34 * 35 * This module hooks into the GL dispatch table and catches all vertex 36 * building and drawing commands, such as glVertex3f, glBegin and 37 * glDrawArrays. The module stores all incoming vertex data as arrays 38 * in GL vertex buffer objects (VBOs), and translates all drawing 39 * commands into calls to a driver supplied DrawPrimitives() callback. 40 * 41 * The module captures both immediate mode and display list drawing, 42 * and manages the allocation, reference counting and deallocation of 43 * vertex buffer objects itself. 44 * 45 * The DrawPrimitives() callback can be either implemented by the 46 * driver itself or hooked to the tnl module's _tnl_draw_primitives() 47 * function for hardware without tnl capablilties or during fallbacks. 48 */ 49 50 51 #ifndef _VBO_CONTEXT_H 52 #define _VBO_CONTEXT_H 53 54 #include "vbo.h" 55 #include "vbo_attrib.h" 56 #include "vbo_exec.h" 57 #include "vbo_save.h" 58 59 #include "main/macros.h" 60 61 #ifdef __cplusplus 62 extern "C" { 63 #endif 64 65 struct vbo_context { 66 struct gl_vertex_array currval[VBO_ATTRIB_MAX]; 67 68 /** Map VERT_ATTRIB_x to VBO_ATTRIB_y */ 69 GLuint map_vp_none[VERT_ATTRIB_MAX]; 70 GLuint map_vp_arb[VERT_ATTRIB_MAX]; 71 72 struct vbo_exec_context exec; 73 struct vbo_save_context save; 74 75 /* Callback into the driver. This must always succeed, the driver 76 * is responsible for initiating any fallback actions required: 77 */ 78 vbo_draw_func draw_prims; 79 80 /* Optional callback for indirect draws. This allows multidraws to not be 81 * broken up, as well as for the actual count to be passed in as a separate 82 * indirect parameter. 83 */ 84 vbo_indirect_draw_func draw_indirect_prims; 85 }; 86 87 88 static inline struct vbo_context *vbo_context(struct gl_context *ctx) 89 { 90 return ctx->vbo_context; 91 } 92 93 94 /** 95 * Return VP_x token to indicate whether we're running fixed-function 96 * vertex transformation, an NV vertex program or ARB vertex program/shader. 97 */ 98 static inline enum vp_mode 99 get_program_mode( struct gl_context *ctx ) 100 { 101 if (!ctx->VertexProgram._Current) 102 return VP_NONE; 103 else if (ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram) 104 return VP_NONE; 105 else 106 return VP_ARB; 107 } 108 109 110 /** 111 * This is called by glBegin, glDrawArrays and glDrawElements (and 112 * variations of those calls). When we transition from immediate mode 113 * drawing to array drawing we need to invalidate the array state. 114 * 115 * glBegin/End builds vertex arrays. Those arrays may look identical 116 * to glDrawArrays arrays except that the position of the elements may 117 * be different. For example, arrays of (position3v, normal3f) vs. arrays 118 * of (normal3f, position3f). So we need to make sure we notify drivers 119 * that arrays may be changing. 120 */ 121 static inline void 122 vbo_draw_method(struct vbo_context *vbo, gl_draw_method method) 123 { 124 struct gl_context *ctx = vbo->exec.ctx; 125 126 if (ctx->Array.DrawMethod != method) { 127 switch (method) { 128 case DRAW_ARRAYS: 129 ctx->Array._DrawArrays = vbo->exec.array.inputs; 130 break; 131 case DRAW_BEGIN_END: 132 ctx->Array._DrawArrays = vbo->exec.vtx.inputs; 133 break; 134 case DRAW_DISPLAY_LIST: 135 ctx->Array._DrawArrays = vbo->save.inputs; 136 break; 137 default: 138 assert(0); 139 } 140 141 ctx->NewDriverState |= ctx->DriverFlags.NewArray; 142 ctx->Array.DrawMethod = method; 143 } 144 } 145 146 /** 147 * Return if format is integer. The immediate mode commands only emit floats 148 * for non-integer types, thus everything else is integer. 149 */ 150 static inline GLboolean 151 vbo_attrtype_to_integer_flag(GLenum format) 152 { 153 switch (format) { 154 case GL_FLOAT: 155 case GL_DOUBLE: 156 return GL_FALSE; 157 case GL_INT: 158 case GL_UNSIGNED_INT: 159 return GL_TRUE; 160 default: 161 assert(0); 162 return GL_FALSE; 163 } 164 } 165 166 static inline GLboolean 167 vbo_attrtype_to_double_flag(GLenum format) 168 { 169 switch (format) { 170 case GL_FLOAT: 171 case GL_INT: 172 case GL_UNSIGNED_INT: 173 return GL_FALSE; 174 case GL_DOUBLE: 175 return GL_TRUE; 176 default: 177 assert(0); 178 return GL_FALSE; 179 } 180 } 181 182 /** 183 * Return default component values for the given format. 184 * The return type is an array of fi_types, because that's how we declare 185 * the vertex storage : floats , integers or unsigned integers. 186 */ 187 static inline const fi_type * 188 vbo_get_default_vals_as_union(GLenum format) 189 { 190 static const GLfloat default_float[4] = { 0, 0, 0, 1 }; 191 static const GLint default_int[4] = { 0, 0, 0, 1 }; 192 193 switch (format) { 194 case GL_FLOAT: 195 return (fi_type *)default_float; 196 case GL_INT: 197 case GL_UNSIGNED_INT: 198 return (fi_type *)default_int; 199 default: 200 assert(0); 201 return NULL; 202 } 203 } 204 205 206 /** 207 * Compute the max number of vertices which can be stored in 208 * a vertex buffer, given the current vertex size, and the amount 209 * of space already used. 210 */ 211 static inline unsigned 212 vbo_compute_max_verts(const struct vbo_exec_context *exec) 213 { 214 unsigned n = (VBO_VERT_BUFFER_SIZE - exec->vtx.buffer_used) / 215 (exec->vtx.vertex_size * sizeof(GLfloat)); 216 if (n == 0) 217 return 0; 218 /* Subtract one so we're always sure to have room for an extra 219 * vertex for GL_LINE_LOOP -> GL_LINE_STRIP conversion. 220 */ 221 n--; 222 return n; 223 } 224 225 226 #ifdef __cplusplus 227 } // extern "C" 228 #endif 229 230 #endif 231