1 /**************************************************************************
3 * Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
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10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
28 #ifndef INTEL_BUFFEROBJ_H
29 #define INTEL_BUFFEROBJ_H
34 struct gl_buffer_object
;
38 * Intel vertex/pixel buffer object, derived from Mesa's gl_buffer_object.
40 struct intel_buffer_object
{
41 struct gl_buffer_object Base
;
42 dri_bo
*buffer
; /* the low-level buffer manager's buffer handle */
44 struct intel_region
*region
; /* Is there a zero-copy texture
45 associated with this (pixel)
50 /* Get the bm buffer associated with a GL bufferobject:
52 dri_bo
*intel_bufferobj_buffer( const struct intel_buffer_object
*obj
);
54 /* Hook the bufferobject implementation into mesa:
56 void intel_bufferobj_init( struct intel_context
*intel
);
60 /* Are the obj->Name tests necessary? Unfortunately yes, mesa
61 * allocates a couple of gl_buffer_object structs statically, and
62 * the Name == 0 test is the only way to identify them and avoid
63 * casting them erroneously to our structs.
65 static inline struct intel_buffer_object
*
66 intel_buffer_object( struct gl_buffer_object
*obj
)
69 return (struct intel_buffer_object
*)obj
;