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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.
 */

/**
 * \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"

#include "main/api_arrayelt.h"
#include "main/macros.h"

#ifdef __cplusplus
extern "C" {
#endif

struct vbo_context {
   struct gl_vertex_array currval[VBO_ATTRIB_MAX];
   
   /** Map VERT_ATTRIB_x to VBO_ATTRIB_y */
   GLubyte map_vp_none[VERT_ATTRIB_MAX];
   GLubyte 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;

   /* 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;
};


void
vbo_exec_invalidate_state(struct gl_context *ctx);


void
_vbo_install_exec_vtxfmt(struct gl_context *ctx);


#ifdef __cplusplus
} // extern "C"
#endif

#endif