vbo: add software primitive restart support
[mesa.git] / src / mesa / vbo / vbo_context.h
1 /*
2 * mesa 3-D graphics library
3 * Version: 6.5
4 *
5 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * \file vbo_context.h
27 * \brief VBO builder module datatypes and definitions.
28 * \author Keith Whitwell
29 */
30
31
32 /**
33 * \mainpage The VBO builder module
34 *
35 * This module hooks into the GL dispatch table and catches all vertex
36 * building and drawing commands, such as glVertex3f, glBegin and
37 * glDrawArrays. The module stores all incoming vertex data as arrays
38 * in GL vertex buffer objects (VBOs), and translates all drawing
39 * commands into calls to a driver supplied DrawPrimitives() callback.
40 *
41 * The module captures both immediate mode and display list drawing,
42 * and manages the allocation, reference counting and deallocation of
43 * vertex buffer objects itself.
44 *
45 * The DrawPrimitives() callback can be either implemented by the
46 * driver itself or hooked to the tnl module's _tnl_draw_primitives()
47 * function for hardware without tnl capablilties or during fallbacks.
48 */
49
50
51 #ifndef _VBO_CONTEXT_H
52 #define _VBO_CONTEXT_H
53
54 #include "main/mfeatures.h"
55 #include "vbo.h"
56 #include "vbo_attrib.h"
57 #include "vbo_exec.h"
58 #include "vbo_save.h"
59
60
61 /** Used to signal when transitioning from one kind of drawing method
62 * to another.
63 */
64 enum draw_method
65 {
66 DRAW_NONE, /**< Initial value only */
67 DRAW_BEGIN_END,
68 DRAW_DISPLAY_LIST,
69 DRAW_ARRAYS
70 };
71
72
73 struct vbo_context {
74 struct gl_client_array currval[VBO_ATTRIB_MAX];
75
76 /** Map VERT_ATTRIB_x to VBO_ATTRIB_y */
77 GLuint map_vp_none[VERT_ATTRIB_MAX];
78 GLuint map_vp_arb[VERT_ATTRIB_MAX];
79
80 struct vbo_exec_context exec;
81 #if FEATURE_dlist
82 struct vbo_save_context save;
83 #endif
84
85 /* Callback into the driver. This must always succeed, the driver
86 * is responsible for initiating any fallback actions required:
87 */
88 vbo_draw_func draw_prims;
89
90 enum draw_method last_draw_method;
91 };
92
93
94 static inline struct vbo_context *vbo_context(struct gl_context *ctx)
95 {
96 return (struct vbo_context *)(ctx->swtnl_im);
97 }
98
99
100 /**
101 * Return VP_x token to indicate whether we're running fixed-function
102 * vertex transformation, an NV vertex program or ARB vertex program/shader.
103 */
104 static inline enum vp_mode
105 get_program_mode( struct gl_context *ctx )
106 {
107 if (!ctx->VertexProgram._Current)
108 return VP_NONE;
109 else if (ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram)
110 return VP_NONE;
111 else if (ctx->VertexProgram._Current->IsNVProgram)
112 return VP_NV;
113 else
114 return VP_ARB;
115 }
116
117
118 /**
119 * This is called by glBegin, glDrawArrays and glDrawElements (and
120 * variations of those calls). When we transition from immediate mode
121 * drawing to array drawing we need to invalidate the array state.
122 *
123 * glBegin/End builds vertex arrays. Those arrays may look identical
124 * to glDrawArrays arrays except that the position of the elements may
125 * be different. For example, arrays of (position3v, normal3f) vs. arrays
126 * of (normal3f, position3f). So we need to make sure we notify drivers
127 * that arrays may be changing.
128 */
129 static inline void
130 vbo_draw_method(struct vbo_context *vbo, enum draw_method method)
131 {
132 if (vbo->last_draw_method != method) {
133 struct gl_context *ctx = vbo->exec.ctx;
134
135 switch (method) {
136 case DRAW_ARRAYS:
137 ctx->Array._DrawArrays = vbo->exec.array.inputs;
138 break;
139 case DRAW_BEGIN_END:
140 ctx->Array._DrawArrays = vbo->exec.vtx.inputs;
141 break;
142 case DRAW_DISPLAY_LIST:
143 ctx->Array._DrawArrays = vbo->save.inputs;
144 break;
145 default:
146 ASSERT(0);
147 }
148
149 ctx->NewDriverState |= ctx->DriverFlags.NewArray;
150 vbo->last_draw_method = method;
151 }
152 }
153
154 #endif