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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 
vbo_context(struct gl_context * ctx)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
get_program_mode(struct gl_context * ctx)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
vbo_draw_method(struct vbo_context * vbo,gl_draw_method method)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
vbo_attrtype_to_integer_flag(GLenum format)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
vbo_attrtype_to_double_flag(GLenum format)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 *
vbo_get_default_vals_as_union(GLenum format)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
vbo_compute_max_verts(const struct vbo_exec_context * exec)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