1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
|
/*
* 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;
};
static inline struct vbo_context *vbo_context(struct gl_context *ctx)
{
return ctx->vbo_context;
}
static inline void
vbo_exec_invalidate_state(struct gl_context *ctx)
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
if (ctx->NewState & (_NEW_PROGRAM | _NEW_ARRAY)) {
if (!exec->validating)
exec->array.recalculate_inputs = GL_TRUE;
_ae_invalidate_state(ctx);
}
if (ctx->NewState & _NEW_EVAL)
exec->eval.recalculate_maps = GL_TRUE;
}
void
_vbo_install_exec_vtxfmt(struct gl_context *ctx);
/**
* 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:
unreachable("Bad VBO drawing method");
}
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:
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;
}
#ifdef __cplusplus
} // extern "C"
#endif
#endif
|