/* * 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. */ /** * Types, functions, etc which are private to the VBO module. */ #ifndef VBO_PRIVATE_H #define VBO_PRIVATE_H #include "vbo/vbo_attrib.h" #include "vbo/vbo_exec.h" #include "vbo/vbo_save.h" #include "main/mtypes.h" struct _glapi_table; struct _mesa_prim; struct vbo_context { struct gl_vertex_array currval[VBO_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; /* Optional callback for indirect draws. This allows multidraws to not be * broken up, as well as for the actual count to be passed in as a separate * indirect parameter. */ vbo_indirect_draw_func draw_indirect_prims; }; static inline struct vbo_context * vbo_context(struct gl_context *ctx) { return ctx->vbo_context; } /** * 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. */ enum vp_mode { VP_FF, /**< legacy / fixed function */ VP_SHADER, /**< ARB vertex program or GLSL vertex shader */ VP_MODE_MAX /**< for sizing arrays */ }; /** * Get current vertex processing mode (fixed function vs. shader). */ static inline enum vp_mode get_vp_mode( struct gl_context *ctx ) { if (!ctx->VertexProgram._Current) return VP_FF; else if (ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram) return VP_FF; else return VP_SHADER; } /** * Array to apply the fixed function material aliasing map to * an attribute value used in vbo processing inputs to an attribute * as they appear in the vao. */ extern const GLubyte _vbo_attribute_alias_map[VP_MODE_MAX][VERT_ATTRIB_MAX]; /** * 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: case GL_DOUBLE: return GL_FALSE; case GL_INT: case GL_UNSIGNED_INT: case GL_UNSIGNED_INT64_ARB: return GL_TRUE; default: unreachable("Bad vertex attribute type"); return GL_FALSE; } } static inline GLboolean vbo_attrtype_to_double_flag(GLenum format) { switch (format) { case GL_FLOAT: case GL_INT: case GL_UNSIGNED_INT: case GL_UNSIGNED_INT64_ARB: return GL_FALSE; case GL_DOUBLE: return GL_TRUE; default: unreachable("Bad vertex attribute type"); return GL_FALSE; } } /** * Return default component values for the given format. * The return type is an array of fi_types, because that's how we declare * the vertex storage : floats , integers or unsigned integers. */ static inline const fi_type * vbo_get_default_vals_as_union(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 (fi_type *)default_float; case GL_INT: case GL_UNSIGNED_INT: return (fi_type *)default_int; default: unreachable("Bad vertex format"); return NULL; } } /** * Compute the max number of vertices which can be stored in * a vertex buffer, given the current vertex size, and the amount * of space already used. */ static inline unsigned vbo_compute_max_verts(const struct vbo_exec_context *exec) { unsigned n = (VBO_VERT_BUFFER_SIZE - exec->vtx.buffer_used) / (exec->vtx.vertex_size * sizeof(GLfloat)); if (n == 0) return 0; /* Subtract one so we're always sure to have room for an extra * vertex for GL_LINE_LOOP -> GL_LINE_STRIP conversion. */ n--; return n; } void vbo_try_prim_conversion(struct _mesa_prim *p); bool vbo_can_merge_prims(const struct _mesa_prim *p0, const struct _mesa_prim *p1); void vbo_merge_prims(struct _mesa_prim *p0, const struct _mesa_prim *p1); #endif /* VBO_PRIVATE_H */