1e85335c1070d9e1e8c297bfd88cd4f8a2cca8a1
2 * mesa 3-D graphics library
4 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
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27 * \brief VBO builder module datatypes and definitions.
28 * \author Keith Whitwell
33 * \mainpage The VBO builder module
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.
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.
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.
51 #ifndef _VBO_CONTEXT_H
52 #define _VBO_CONTEXT_H
55 #include "vbo_attrib.h"
59 #include "main/macros.h"
66 struct gl_client_array currval
[VBO_ATTRIB_MAX
];
68 /** Map VERT_ATTRIB_x to VBO_ATTRIB_y */
69 GLuint map_vp_none
[VERT_ATTRIB_MAX
];
70 GLuint map_vp_arb
[VERT_ATTRIB_MAX
];
72 struct vbo_exec_context exec
;
73 struct vbo_save_context save
;
75 /* Callback into the driver. This must always succeed, the driver
76 * is responsible for initiating any fallback actions required:
78 vbo_draw_func draw_prims
;
82 static inline struct vbo_context
*vbo_context(struct gl_context
*ctx
)
84 return ctx
->vbo_context
;
89 * Return VP_x token to indicate whether we're running fixed-function
90 * vertex transformation, an NV vertex program or ARB vertex program/shader.
92 static inline enum vp_mode
93 get_program_mode( struct gl_context
*ctx
)
95 if (!ctx
->VertexProgram
._Current
)
97 else if (ctx
->VertexProgram
._Current
== ctx
->VertexProgram
._TnlProgram
)
105 * This is called by glBegin, glDrawArrays and glDrawElements (and
106 * variations of those calls). When we transition from immediate mode
107 * drawing to array drawing we need to invalidate the array state.
109 * glBegin/End builds vertex arrays. Those arrays may look identical
110 * to glDrawArrays arrays except that the position of the elements may
111 * be different. For example, arrays of (position3v, normal3f) vs. arrays
112 * of (normal3f, position3f). So we need to make sure we notify drivers
113 * that arrays may be changing.
116 vbo_draw_method(struct vbo_context
*vbo
, gl_draw_method method
)
118 struct gl_context
*ctx
= vbo
->exec
.ctx
;
120 if (ctx
->Array
.DrawMethod
!= method
) {
123 ctx
->Array
._DrawArrays
= vbo
->exec
.array
.inputs
;
126 ctx
->Array
._DrawArrays
= vbo
->exec
.vtx
.inputs
;
128 case DRAW_DISPLAY_LIST
:
129 ctx
->Array
._DrawArrays
= vbo
->save
.inputs
;
135 ctx
->NewDriverState
|= ctx
->DriverFlags
.NewArray
;
136 ctx
->Array
.DrawMethod
= method
;
141 * Return if format is integer. The immediate mode commands only emit floats
142 * for non-integer types, thus everything else is integer.
144 static inline GLboolean
145 vbo_attrtype_to_integer_flag(GLenum format
)
152 case GL_UNSIGNED_INT
:
160 static inline GLboolean
161 vbo_attrtype_to_double_flag(GLenum format
)
166 case GL_UNSIGNED_INT
:
177 * Return default component values for the given format.
178 * The return type is an array of fi_types, because that's how we declare
179 * the vertex storage : floats , integers or unsigned integers.
181 static inline const fi_type
*
182 vbo_get_default_vals_as_union(GLenum format
)
184 static const GLfloat default_float
[4] = { 0, 0, 0, 1 };
185 static const GLint default_int
[4] = { 0, 0, 0, 1 };
189 return (fi_type
*)default_float
;
191 case GL_UNSIGNED_INT
:
192 return (fi_type
*)default_int
;
201 * Compute the max number of vertices which can be stored in
202 * a vertex buffer, given the current vertex size, and the amount
203 * of space already used.
205 static inline unsigned
206 vbo_compute_max_verts(const struct vbo_exec_context
*exec
)
208 return (VBO_VERT_BUFFER_SIZE
- exec
->vtx
.buffer_used
) /
209 (exec
->vtx
.vertex_size
* sizeof(GLfloat
));