/* * mesa 3-D graphics library * * Copyright (C) 1999-2006 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. */ /** * \brief Public interface to the VBO module * \author Keith Whitwell */ #ifndef _VBO_H #define _VBO_H #include #include "main/glheader.h" #ifdef __cplusplus extern "C" { #endif struct gl_vertex_array; struct gl_context; struct gl_transform_feedback_object; struct _mesa_prim { GLuint mode:8; /**< GL_POINTS, GL_LINES, GL_QUAD_STRIP, etc */ GLuint indexed:1; GLuint begin:1; GLuint end:1; GLuint weak:1; GLuint no_current_update:1; GLuint is_indirect:1; GLuint pad:18; GLuint start; GLuint count; GLint basevertex; GLuint num_instances; GLuint base_instance; GLuint draw_id; GLsizeiptr indirect_offset; }; /* Would like to call this a "vbo_index_buffer", but this would be * confusing as the indices are not neccessarily yet in a non-null * buffer object. */ struct _mesa_index_buffer { GLuint count; unsigned index_size; struct gl_buffer_object *obj; const void *ptr; }; GLboolean _vbo_CreateContext(struct gl_context *ctx); void _vbo_DestroyContext(struct gl_context *ctx); void vbo_exec_invalidate_state(struct gl_context *ctx); void _vbo_install_exec_vtxfmt(struct gl_context *ctx); void vbo_initialize_exec_dispatch(const struct gl_context *ctx, struct _glapi_table *exec); void vbo_initialize_save_dispatch(const struct gl_context *ctx, struct _glapi_table *exec); void vbo_exec_FlushVertices(struct gl_context *ctx, GLuint flags); void vbo_save_SaveFlushVertices(struct gl_context *ctx); void vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode); void vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode); void vbo_save_EndList(struct gl_context *ctx); void vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *list); void vbo_save_EndCallList(struct gl_context *ctx); /** * For indirect array drawing: * * typedef struct { * GLuint count; * GLuint primCount; * GLuint first; * GLuint baseInstance; // in GL 4.2 and later, must be zero otherwise * } DrawArraysIndirectCommand; * * For indirect indexed drawing: * * typedef struct { * GLuint count; * GLuint primCount; * GLuint firstIndex; * GLint baseVertex; * GLuint baseInstance; // in GL 4.2 and later, must be zero otherwise * } DrawElementsIndirectCommand; */ /** * Draw a number of primitives. * \param prims array [nr_prims] describing what to draw (prim type, * vertex count, first index, instance count, etc). * \param ib index buffer for indexed drawing, NULL for array drawing * \param index_bounds_valid are min_index and max_index valid? * \param min_index lowest vertex index used * \param max_index highest vertex index used * \param tfb_vertcount if non-null, indicates which transform feedback * object has the vertex count. * \param tfb_stream If called via DrawTransformFeedbackStream, specifies the * vertex stream buffer from which to get the vertex count. * \param indirect If any prims are indirect, this specifies the buffer * to find the "DrawArrays/ElementsIndirectCommand" data. * This may be deprecated in the future */ typedef void (*vbo_draw_func)(struct gl_context *ctx, const struct _mesa_prim *prims, GLuint nr_prims, const struct _mesa_index_buffer *ib, GLboolean index_bounds_valid, GLuint min_index, GLuint max_index, struct gl_transform_feedback_object *tfb_vertcount, unsigned tfb_stream, struct gl_buffer_object *indirect); /* Utility function to cope with various constraints on tnl modules or * hardware. This can be used to split an incoming set of arrays and * primitives against the following constraints: * - Maximum number of indices in index buffer. * - Maximum number of vertices referenced by index buffer. * - Maximum hardware vertex buffer size. */ struct split_limits { GLuint max_verts; GLuint max_indices; GLuint max_vb_size; /* bytes */ }; void _vbo_draw(struct gl_context *ctx, const struct _mesa_prim *prims, GLuint nr_prims, const struct _mesa_index_buffer *ib, GLboolean index_bounds_valid, GLuint min_index, GLuint max_index, struct gl_transform_feedback_object *tfb_vertcount, unsigned tfb_stream, struct gl_buffer_object *indirect); void _vbo_draw_indirect(struct gl_context *ctx, GLuint mode, struct gl_buffer_object *indirect_data, GLsizeiptr indirect_offset, unsigned draw_count, unsigned stride, struct gl_buffer_object *indirect_draw_count_buffer, GLsizeiptr indirect_draw_count_offset, const struct _mesa_index_buffer *ib); void vbo_split_prims(struct gl_context *ctx, const struct gl_vertex_array *arrays, const struct _mesa_prim *prim, GLuint nr_prims, const struct _mesa_index_buffer *ib, GLuint min_index, GLuint max_index, vbo_draw_func draw, const struct split_limits *limits); void vbo_delete_minmax_cache(struct gl_buffer_object *bufferObj); void vbo_get_minmax_indices(struct gl_context *ctx, const struct _mesa_prim *prim, const struct _mesa_index_buffer *ib, GLuint *min_index, GLuint *max_index, GLuint nr_prims); void vbo_use_buffer_objects(struct gl_context *ctx); void vbo_always_unmap_buffers(struct gl_context *ctx); void vbo_set_draw_func(struct gl_context *ctx, vbo_draw_func func); void vbo_sw_primitive_restart(struct gl_context *ctx, const struct _mesa_prim *prim, GLuint nr_prims, const struct _mesa_index_buffer *ib, struct gl_buffer_object *indirect); /** * Utility that tracks and updates the current array entries. */ struct vbo_inputs { /** * Array of inputs to be set to the _DrawArrays pointer. * The array contains pointers into the _DrawVAO and to the vbo modules * current values. The array of pointers is updated incrementally * based on the current and vertex_processing_mode values below. */ struct gl_vertex_array inputs[VERT_ATTRIB_MAX]; /** Those VERT_BIT_'s where the inputs array point to current values. */ GLbitfield current; /** Store which aliasing current values - generics or materials - are set. */ gl_vertex_processing_mode vertex_processing_mode; }; /** * Set the recalculate_inputs flag. * The method should in the longer run be replaced with listening for the * DriverFlags.NewArray flag in NewDriverState. But for now ... */ void _vbo_set_recalculate_inputs(struct gl_context *ctx); /** * Initialize inputs. */ void _vbo_init_inputs(struct vbo_inputs *inputs); /** * Update the gl_vertex_array array inside the vbo_inputs structure * provided the current _VPMode, the provided vao and * the vao's enabled arrays filtered by the filter bitmask. */ void _vbo_update_inputs(struct gl_context *ctx, struct vbo_inputs *inputs); void GLAPIENTRY _es_Color4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a); void GLAPIENTRY _es_Normal3f(GLfloat x, GLfloat y, GLfloat z); void GLAPIENTRY _es_MultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); void GLAPIENTRY _es_Materialfv(GLenum face, GLenum pname, const GLfloat *params); void GLAPIENTRY _es_Materialf(GLenum face, GLenum pname, GLfloat param); void GLAPIENTRY _es_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void GLAPIENTRY _es_VertexAttrib1f(GLuint indx, GLfloat x); void GLAPIENTRY _es_VertexAttrib1fv(GLuint indx, const GLfloat* values); void GLAPIENTRY _es_VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y); void GLAPIENTRY _es_VertexAttrib2fv(GLuint indx, const GLfloat* values); void GLAPIENTRY _es_VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z); void GLAPIENTRY _es_VertexAttrib3fv(GLuint indx, const GLfloat* values); void GLAPIENTRY _es_VertexAttrib4fv(GLuint indx, const GLfloat* values); #ifdef __cplusplus } // extern "C" #endif #endif