/* * 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" #include "main/dd.h" #include "main/draw.h" #include "main/macros.h" #include "vbo_attrib.h" #ifdef __cplusplus extern "C" { #endif struct gl_context; struct vbo_module; /** * Max number of primitives (number of glBegin/End pairs) per VBO. */ #define VBO_MAX_PRIM 64 /** * Current vertex processing mode: fixed function vs. shader. * In reality, fixed function is probably implemented by a shader but that's * not what we care about here. */ typedef enum { VP_MODE_FF, /**< legacy / fixed function */ VP_MODE_SHADER, /**< ARB vertex program or GLSL vertex shader */ VP_MODE_MAX /**< for sizing arrays */ } gl_vertex_processing_mode; struct vbo_exec_eval1_map { struct gl_1d_map *map; GLuint sz; }; struct vbo_exec_eval2_map { struct gl_2d_map *map; GLuint sz; }; struct vbo_exec_copied_vtx { fi_type buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS]; GLuint nr; }; struct vbo_exec_context { struct gl_context *ctx; GLvertexformat vtxfmt; GLvertexformat vtxfmt_noop; struct { struct gl_buffer_object *bufferobj; GLuint vertex_size; /* in dwords */ GLuint vertex_size_no_pos; struct _mesa_prim prim[VBO_MAX_PRIM]; GLuint prim_count; fi_type *buffer_map; fi_type *buffer_ptr; /* cursor, points into buffer */ GLuint buffer_used; /* in bytes */ unsigned buffer_offset; /* only for persistent mappings */ fi_type vertex[VBO_ATTRIB_MAX*4]; /* current vertex */ GLuint vert_count; /**< Number of vertices currently in buffer */ GLuint max_vert; /**< Max number of vertices allowed in buffer */ struct vbo_exec_copied_vtx copied; GLbitfield64 enabled; /**< mask of enabled vbo arrays. */ /* Keep these packed in a structure for faster access. */ struct { GLenum16 type; /**< GL_FLOAT, GL_DOUBLE, GL_INT, etc */ GLubyte active_size; /**< number of components, but can shrink */ GLubyte size; /**< number of components (1..4) */ } attr[VBO_ATTRIB_MAX]; /** pointers into the current 'vertex' array, declared above */ fi_type *attrptr[VBO_ATTRIB_MAX]; } vtx; struct { GLboolean recalculate_maps; struct vbo_exec_eval1_map map1[VERT_ATTRIB_MAX]; struct vbo_exec_eval2_map map2[VERT_ATTRIB_MAX]; } eval; #ifndef NDEBUG GLint flush_call_depth; #endif }; struct vbo_save_copied_vtx { fi_type buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS]; GLuint nr; }; struct vbo_save_context { struct gl_context *ctx; GLvertexformat vtxfmt; GLvertexformat vtxfmt_noop; /**< Used if out_of_memory is true */ GLbitfield64 enabled; /**< mask of enabled vbo arrays. */ GLubyte attrsz[VBO_ATTRIB_MAX]; /**< 1, 2, 3 or 4 */ GLenum16 attrtype[VBO_ATTRIB_MAX]; /**< GL_FLOAT, GL_INT, etc */ GLubyte active_sz[VBO_ATTRIB_MAX]; /**< 1, 2, 3 or 4 */ GLuint vertex_size; /**< size in GLfloats */ struct gl_vertex_array_object *VAO[VP_MODE_MAX]; GLboolean out_of_memory; /**< True if last VBO allocation failed */ GLbitfield replay_flags; struct _mesa_prim *prims; GLuint prim_count, prim_max; bool no_current_update; struct vbo_save_vertex_store *vertex_store; struct vbo_save_primitive_store *prim_store; fi_type *buffer_map; /**< Mapping of vertex_store's buffer */ fi_type *buffer_ptr; /**< cursor, points into buffer_map */ fi_type vertex[VBO_ATTRIB_MAX*4]; /* current values */ fi_type *attrptr[VBO_ATTRIB_MAX]; GLuint vert_count; GLuint max_vert; GLboolean dangling_attr_ref; GLuint opcode_vertex_list; struct vbo_save_copied_vtx copied; fi_type *current[VBO_ATTRIB_MAX]; /* points into ctx->ListState */ GLubyte *currentsz[VBO_ATTRIB_MAX]; }; GLboolean _vbo_CreateContext(struct gl_context *ctx, bool use_buffer_objects); void _vbo_DestroyContext(struct gl_context *ctx); void vbo_exec_update_eval_maps(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, bool no_current_update); 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); void vbo_delete_minmax_cache(struct gl_buffer_object *bufferObj); void vbo_get_minmax_index_mapped(unsigned count, unsigned index_size, unsigned restartIndex, bool restart, const void *indices, unsigned *min_index, unsigned *max_index); 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_sw_primitive_restart(struct gl_context *ctx, const struct _mesa_prim *prim, GLuint nr_prims, const struct _mesa_index_buffer *ib, GLuint num_instances, GLuint base_instance, struct gl_buffer_object *indirect, GLsizeiptr indirect_offset); const struct gl_array_attributes* _vbo_current_attrib(const struct gl_context *ctx, gl_vert_attrib attr); const struct gl_vertex_buffer_binding* _vbo_current_binding(const struct gl_context *ctx); 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