1 /* 2 Copyright (C) Intel Corp. 2006. All Rights Reserved. 3 Intel funded Tungsten Graphics to 4 develop this 3D driver. 5 6 Permission is hereby granted, free of charge, to any person obtaining 7 a copy of this software and associated documentation files (the 8 "Software"), to deal in the Software without restriction, including 9 without limitation the rights to use, copy, modify, merge, publish, 10 distribute, sublicense, and/or sell copies of the Software, and to 11 permit persons to whom the Software is furnished to do so, subject to 12 the following conditions: 13 14 The above copyright notice and this permission notice (including the 15 next paragraph) shall be included in all copies or substantial 16 portions of the Software. 17 18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 19 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 20 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 21 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE 22 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 23 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION 24 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 26 **********************************************************************/ 27 /* 28 * Authors: 29 * Keith Whitwell <keithw@vmware.com> 30 */ 31 32 #ifndef VBO_ATTRIB_H 33 #define VBO_ATTRIB_H 34 35 /* 36 * Note: The first 32 attributes match the VERT_ATTRIB_* definitions. 37 * However, we have extra attributes for storing per-vertex glMaterial 38 * values. The material attributes get shifted into the generic positions 39 * at draw time. 40 * 41 * One reason we can't alias materials and generics here is display lists. 42 * A display list might contain both generic attributes and material 43 * attributes which are selected at draw time depending on whether we're 44 * using fixed function or a shader. <sigh> 45 */ 46 enum vbo_attrib { 47 VBO_ATTRIB_POS, 48 VBO_ATTRIB_NORMAL, 49 VBO_ATTRIB_COLOR0, 50 VBO_ATTRIB_COLOR1, 51 VBO_ATTRIB_FOG, 52 VBO_ATTRIB_COLOR_INDEX, 53 VBO_ATTRIB_TEX0, 54 VBO_ATTRIB_TEX1, 55 VBO_ATTRIB_TEX2, 56 VBO_ATTRIB_TEX3, 57 VBO_ATTRIB_TEX4, 58 VBO_ATTRIB_TEX5, 59 VBO_ATTRIB_TEX6, 60 VBO_ATTRIB_TEX7, 61 VBO_ATTRIB_POINT_SIZE, 62 63 VBO_ATTRIB_GENERIC0, /* Not used? */ 64 VBO_ATTRIB_GENERIC1, 65 VBO_ATTRIB_GENERIC2, 66 VBO_ATTRIB_GENERIC3, 67 VBO_ATTRIB_GENERIC4, 68 VBO_ATTRIB_GENERIC5, 69 VBO_ATTRIB_GENERIC6, 70 VBO_ATTRIB_GENERIC7, 71 VBO_ATTRIB_GENERIC8, 72 VBO_ATTRIB_GENERIC9, 73 VBO_ATTRIB_GENERIC10, 74 VBO_ATTRIB_GENERIC11, 75 VBO_ATTRIB_GENERIC12, 76 VBO_ATTRIB_GENERIC13, 77 VBO_ATTRIB_GENERIC14, 78 VBO_ATTRIB_GENERIC15, 79 VBO_ATTRIB_EDGEFLAG, 80 81 /* XXX: in the vertex program inputs_read flag, we alias 82 * materials and generics and use knowledge about the program 83 * (whether it is a fixed-function emulation) to 84 * differentiate. Here we must keep them apart instead. 85 */ 86 VBO_ATTRIB_MAT_FRONT_AMBIENT, 87 VBO_ATTRIB_MAT_BACK_AMBIENT, 88 VBO_ATTRIB_MAT_FRONT_DIFFUSE, 89 VBO_ATTRIB_MAT_BACK_DIFFUSE, 90 VBO_ATTRIB_MAT_FRONT_SPECULAR, 91 VBO_ATTRIB_MAT_BACK_SPECULAR, 92 VBO_ATTRIB_MAT_FRONT_EMISSION, 93 VBO_ATTRIB_MAT_BACK_EMISSION, 94 VBO_ATTRIB_MAT_FRONT_SHININESS, 95 VBO_ATTRIB_MAT_BACK_SHININESS, 96 VBO_ATTRIB_MAT_FRONT_INDEXES, 97 VBO_ATTRIB_MAT_BACK_INDEXES, 98 99 /* Offset into HW GL_SELECT result buffer. */ 100 VBO_ATTRIB_SELECT_RESULT_OFFSET, 101 102 VBO_ATTRIB_MAX 103 }; 104 105 #define VBO_ATTRIB_FIRST_MATERIAL VBO_ATTRIB_MAT_FRONT_AMBIENT 106 #define VBO_ATTRIB_LAST_MATERIAL VBO_ATTRIB_MAT_BACK_INDEXES 107 108 109 /** VBO_ATTRIB_POS .. VBO_ATTRIB_POINT_SIZE */ 110 #define VBO_ATTRIBS_LEGACY (BITFIELD64_MASK(VBO_ATTRIB_GENERIC0) | \ 111 BITFIELD64_BIT(VBO_ATTRIB_EDGEFLAG)) 112 113 /** VBO_ATTRIB_MAT_FRONT_AMBIENT .. VBO_ATTRIB_MAT_BACK_INDEXES */ 114 #define VBO_ATTRIBS_MATERIALS BITFIELD64_RANGE(VBO_ATTRIB_MAT_FRONT_AMBIENT, \ 115 VBO_ATTRIB_LAST_MATERIAL - VBO_ATTRIB_FIRST_MATERIAL + 1) 116 117 /** 118 * Move material attribs to the last generic attribs, moving LAST_MATERIAL 119 * to GENERIC15, etc. 120 */ 121 #define VBO_MATERIAL_SHIFT (VBO_ATTRIB_LAST_MATERIAL - VBO_ATTRIB_GENERIC15) 122 123 124 125 #define VBO_MAX_COPIED_VERTS 31 126 127 #endif 128