1 /**************************************************************************
3 * Copyright 2005 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
9 * without limitation the rights to use, copy, modify, merge, publish,
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
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
28 #ifndef ST_CB_BUFFEROBJECTS_H
29 #define ST_CB_BUFFEROBJECTS_H
32 struct gl_buffer_object
;
36 * State_tracker vertex/pixel buffer object, derived from Mesa's
39 struct st_buffer_object
41 struct gl_buffer_object Base
;
42 struct pipe_buffer
*buffer
;
47 /* Are the obj->Name tests necessary? Unfortunately yes, mesa
48 * allocates a couple of gl_buffer_object structs statically, and the
49 * Name == 0 test is the only way to identify them and avoid casting
50 * them erroneously to our structs.
52 static INLINE
struct st_buffer_object
*
53 st_buffer_object(struct gl_buffer_object
*obj
)
56 return (struct st_buffer_object
*) obj
;
63 st_init_bufferobject_functions(struct dd_function_table
*functions
);