/* * 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. */ /** * \file vbo_context.h * \brief VBO builder module datatypes and definitions. * \author Keith Whitwell */ /** * \mainpage The VBO builder module * * This module hooks into the GL dispatch table and catches all vertex * building and drawing commands, such as glVertex3f, glBegin and * glDrawArrays. The module stores all incoming vertex data as arrays * in GL vertex buffer objects (VBOs), and translates all drawing * commands into calls to a driver supplied DrawPrimitives() callback. * * The module captures both immediate mode and display list drawing, * and manages the allocation, reference counting and deallocation of * vertex buffer objects itself. * * The DrawPrimitives() callback can be either implemented by the * driver itself or hooked to the tnl module's _tnl_draw_primitives() * function for hardware without tnl capablilties or during fallbacks. */ #ifndef _VBO_CONTEXT_H #define _VBO_CONTEXT_H #include "vbo.h" #include "vbo_attrib.h" #include "vbo_exec.h" #include "vbo_save.h" struct vbo_context { struct gl_client_array currval[VBO_ATTRIB_MAX]; /** Map VERT_ATTRIB_x to VBO_ATTRIB_y */ GLuint map_vp_none[VERT_ATTRIB_MAX]; GLuint map_vp_arb[VERT_ATTRIB_MAX]; struct vbo_exec_context exec; struct vbo_save_context save; /* Callback into the driver. This must always succeed, the driver * is responsible for initiating any fallback actions required: */ vbo_draw_func draw_prims; }; static inline struct vbo_context *vbo_context(struct gl_context *ctx) { return ctx->vbo_context; } /** * Return VP_x token to indicate whether we're running fixed-function * vertex transformation, an NV vertex program or ARB vertex program/shader. */ static inline enum vp_mode get_program_mode( struct gl_context *ctx ) { if (!ctx->VertexProgram._Current) return VP_NONE; else if (ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram) return VP_NONE; else return VP_ARB; } /** * This is called by glBegin, glDrawArrays and glDrawElements (and * variations of those calls). When we transition from immediate mode * drawing to array drawing we need to invalidate the array state. * * glBegin/End builds vertex arrays. Those arrays may look identical * to glDrawArrays arrays except that the position of the elements may * be different. For example, arrays of (position3v, normal3f) vs. arrays * of (normal3f, position3f). So we need to make sure we notify drivers * that arrays may be changing. */ static inline void vbo_draw_method(struct vbo_context *vbo, gl_draw_method method) { struct gl_context *ctx = vbo->exec.ctx; if (ctx->Array.DrawMethod != method) { switch (method) { case DRAW_ARRAYS: ctx->Array._DrawArrays = vbo->exec.array.inputs; break; case DRAW_BEGIN_END: ctx->Array._DrawArrays = vbo->exec.vtx.inputs; break; case DRAW_DISPLAY_LIST: ctx->Array._DrawArrays = vbo->save.inputs; break; default: assert(0); } ctx->NewDriverState |= ctx->DriverFlags.NewArray; ctx->Array.DrawMethod = method; } } /** * Return if format is integer. The immediate mode commands only emit floats * for non-integer types, thus everything else is integer. */ static inline GLboolean vbo_attrtype_to_integer_flag(GLenum format) { switch (format) { case GL_FLOAT: return GL_FALSE; case GL_INT: case GL_UNSIGNED_INT: return GL_TRUE; default: assert(0); return GL_FALSE; } } /** * Return default component values for the given format. * The return type is an array of floats, because that's how we declare * the vertex storage despite the fact we sometimes store integers in there. */ static inline const GLfloat * vbo_get_default_vals_as_float(GLenum format) { static const GLfloat default_float[4] = { 0, 0, 0, 1 }; static const GLint default_int[4] = { 0, 0, 0, 1 }; switch (format) { case GL_FLOAT: return default_float; case GL_INT: case GL_UNSIGNED_INT: return (const GLfloat*)default_int; default: assert(0); return NULL; } } #endif