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-rw-r--r--src/mesa/vbo/vbo_save.c94
1 files changed, 94 insertions, 0 deletions
diff --git a/src/mesa/vbo/vbo_save.c b/src/mesa/vbo/vbo_save.c
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+/*
+ * 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 <[email protected]>
+ */
+
+
+#include "mtypes.h"
+#include "dlist.h"
+#include "vtxfmt.h"
+#include "imports.h"
+
+#include "vbo_context.h"
+
+
+
+void vbo_save_init( GLcontext *ctx )
+{
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
+
+ save->ctx = ctx;
+
+ vbo_save_api_init( save );
+ vbo_save_wakeup(ctx);
+
+ 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;
+}
+
+
+/* I don't see any reason to swap this code out on fallbacks. It
+ * wouldn't really mean anything to do so anyway as the old lists are
+ * still around from pre-fallback. Instead, the above code ensures
+ * that vertices are routed back through immediate mode dispatch on
+ * fallback.
+ *
+ * The below can be moved into init or removed:
+ */
+void vbo_save_wakeup( 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;
+
+ /* Assume we haven't been getting state updates either:
+ */
+ vbo_save_invalidate_state( ctx, ~0 );
+}
+
+
+