/************************************************************************** Copyright 2002 VMware, Inc. 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 on the rights to use, copy, modify, merge, publish, distribute, sub license, 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 (including the next paragraph) 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 NON-INFRINGEMENT. IN NO EVENT SHALL VMWARE AND/OR THEIR SUPPLIERS 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 * */ #ifndef VBO_SAVE_H #define VBO_SAVE_H #include "vbo.h" #include "vbo_attrib.h" struct vbo_save_copied_vtx { fi_type buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS]; GLuint nr; }; /* For display lists, this structure holds a run of vertices of the * same format, and a strictly well-formed set of begin/end pairs, * starting on the first vertex and ending at the last. Vertex * copying on buffer breaks is precomputed according to these * primitives, though there are situations where the copying will need * correction at execute-time, perhaps by replaying the list as * immediate mode commands. * * On executing this list, the 'current' values may be updated with * the values of the final vertex, and often no fixup of the start of * the vertex list is required. * * Eval and other commands that don't fit into these vertex lists are * compiled using the fallback opcode mechanism provided by dlist.c. */ struct vbo_save_vertex_list { struct gl_vertex_array_object *VAO[VP_MODE_MAX]; /* Copy of the final vertex from node->vertex_store->bufferobj. * Keep this in regular (non-VBO) memory to avoid repeated * map/unmap of the VBO when updating GL current data. */ fi_type *current_data; GLuint vertex_count; /**< number of vertices in this list */ GLuint wrap_count; /* number of copied vertices at start */ struct _mesa_prim *prims; GLuint prim_count; struct vbo_save_primitive_store *prim_store; }; /** * Return the stride in bytes of the display list node. */ static inline GLsizei _vbo_save_get_stride(const struct vbo_save_vertex_list *node) { return node->VAO[0]->BufferBinding[0].Stride; } /** * Return the first referenced vertex index in the display list node. */ static inline GLuint _vbo_save_get_min_index(const struct vbo_save_vertex_list *node) { assert(node->prim_count > 0); return node->prims[0].start; } /** * Return the last referenced vertex index in the display list node. */ static inline GLuint _vbo_save_get_max_index(const struct vbo_save_vertex_list *node) { assert(node->prim_count > 0); const struct _mesa_prim *last_prim = &node->prims[node->prim_count - 1]; return last_prim->start + last_prim->count - 1; } /** * Return the vertex count in the display list node. */ static inline GLuint _vbo_save_get_vertex_count(const struct vbo_save_vertex_list *node) { assert(node->prim_count > 0); const struct _mesa_prim *first_prim = &node->prims[0]; const struct _mesa_prim *last_prim = &node->prims[node->prim_count - 1]; return last_prim->start - first_prim->start + last_prim->count; } /* These buffers should be a reasonable size to support upload to * hardware. Current vbo implementation will re-upload on any * changes, so don't make too big or apps which dynamically create * dlists and use only a few times will suffer. * * Consider stategy of uploading regions from the VBO on demand in the * case of dynamic vbos. Then make the dlist code signal that * likelyhood as it occurs. No reason we couldn't change usage * internally even though this probably isn't allowed for client VBOs? */ #define VBO_SAVE_BUFFER_SIZE (256*1024) /* dwords */ #define VBO_SAVE_PRIM_SIZE 128 #define VBO_SAVE_PRIM_MODE_MASK 0x3f #define VBO_SAVE_PRIM_WEAK 0x40 #define VBO_SAVE_PRIM_NO_CURRENT_UPDATE 0x80 #define VBO_SAVE_FALLBACK 0x10000000 struct vbo_save_vertex_store { struct gl_buffer_object *bufferobj; fi_type *buffer_map; GLuint used; /**< Number of 4-byte words used in buffer */ }; /* Storage to be shared among several vertex_lists. */ struct vbo_save_primitive_store { struct _mesa_prim prims[VBO_SAVE_PRIM_SIZE]; GLuint used; GLuint refcount; }; 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; 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]; }; void vbo_save_init(struct gl_context *ctx); void vbo_save_destroy(struct gl_context *ctx); void vbo_save_fallback(struct gl_context *ctx, GLboolean fallback); /* save_loopback.c: */ void _vbo_loopback_vertex_list(struct gl_context *ctx, const struct vbo_save_vertex_list* node); /* Callbacks: */ void vbo_save_playback_vertex_list(struct gl_context *ctx, void *data); void vbo_save_api_init(struct vbo_save_context *save); fi_type * vbo_save_map_vertex_store(struct gl_context *ctx, struct vbo_save_vertex_store *vertex_store); void vbo_save_unmap_vertex_store(struct gl_context *ctx, struct vbo_save_vertex_store *vertex_store); #endif /* VBO_SAVE_H */