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/*
* 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 <stdbool.h>
#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
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