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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.
*/
/**
* 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];
/** 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;
}
/**
* 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;
}
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 */
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