vc4: Introduce XML-based packet header generation like Intel's.
[mesa.git] / src / mesa / vbo / vbo_context.h
1 /*
2 * mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * 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 "vbo.h"
55 #include "vbo_attrib.h"
56 #include "vbo_exec.h"
57 #include "vbo_save.h"
58
59 #include "main/api_arrayelt.h"
60 #include "main/macros.h"
61
62 #ifdef __cplusplus
63 extern "C" {
64 #endif
65
66 struct vbo_context {
67 struct gl_vertex_array currval[VBO_ATTRIB_MAX];
68
69 /** Map VERT_ATTRIB_x to VBO_ATTRIB_y */
70 GLuint map_vp_none[VERT_ATTRIB_MAX];
71 GLuint map_vp_arb[VERT_ATTRIB_MAX];
72
73 struct vbo_exec_context exec;
74 struct vbo_save_context save;
75
76 /* Callback into the driver. This must always succeed, the driver
77 * is responsible for initiating any fallback actions required:
78 */
79 vbo_draw_func draw_prims;
80
81 /* Optional callback for indirect draws. This allows multidraws to not be
82 * broken up, as well as for the actual count to be passed in as a separate
83 * indirect parameter.
84 */
85 vbo_indirect_draw_func draw_indirect_prims;
86 };
87
88
89 static inline struct vbo_context *vbo_context(struct gl_context *ctx)
90 {
91 return ctx->vbo_context;
92 }
93
94
95 static inline void
96 vbo_exec_invalidate_state(struct gl_context *ctx)
97 {
98 struct vbo_context *vbo = vbo_context(ctx);
99 struct vbo_exec_context *exec = &vbo->exec;
100
101 if (ctx->NewState & (_NEW_PROGRAM | _NEW_ARRAY)) {
102 if (!exec->validating)
103 exec->array.recalculate_inputs = GL_TRUE;
104
105 _ae_invalidate_state(ctx);
106 }
107
108 if (ctx->NewState & _NEW_EVAL)
109 exec->eval.recalculate_maps = GL_TRUE;
110 }
111
112
113 /**
114 * Return VP_x token to indicate whether we're running fixed-function
115 * vertex transformation, an NV vertex program or ARB vertex program/shader.
116 */
117 static inline enum vp_mode
118 get_program_mode( struct gl_context *ctx )
119 {
120 if (!ctx->VertexProgram._Current)
121 return VP_NONE;
122 else if (ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram)
123 return VP_NONE;
124 else
125 return VP_ARB;
126 }
127
128
129 /**
130 * This is called by glBegin, glDrawArrays and glDrawElements (and
131 * variations of those calls). When we transition from immediate mode
132 * drawing to array drawing we need to invalidate the array state.
133 *
134 * glBegin/End builds vertex arrays. Those arrays may look identical
135 * to glDrawArrays arrays except that the position of the elements may
136 * be different. For example, arrays of (position3v, normal3f) vs. arrays
137 * of (normal3f, position3f). So we need to make sure we notify drivers
138 * that arrays may be changing.
139 */
140 static inline void
141 vbo_draw_method(struct vbo_context *vbo, gl_draw_method method)
142 {
143 struct gl_context *ctx = vbo->exec.ctx;
144
145 if (ctx->Array.DrawMethod != method) {
146 switch (method) {
147 case DRAW_ARRAYS:
148 ctx->Array._DrawArrays = vbo->exec.array.inputs;
149 break;
150 case DRAW_BEGIN_END:
151 ctx->Array._DrawArrays = vbo->exec.vtx.inputs;
152 break;
153 case DRAW_DISPLAY_LIST:
154 ctx->Array._DrawArrays = vbo->save.inputs;
155 break;
156 default:
157 assert(0);
158 }
159
160 ctx->NewDriverState |= ctx->DriverFlags.NewArray;
161 ctx->Array.DrawMethod = method;
162 }
163 }
164
165 /**
166 * Return if format is integer. The immediate mode commands only emit floats
167 * for non-integer types, thus everything else is integer.
168 */
169 static inline GLboolean
170 vbo_attrtype_to_integer_flag(GLenum format)
171 {
172 switch (format) {
173 case GL_FLOAT:
174 case GL_DOUBLE:
175 return GL_FALSE;
176 case GL_INT:
177 case GL_UNSIGNED_INT:
178 case GL_UNSIGNED_INT64_ARB:
179 return GL_TRUE;
180 default:
181 assert(0);
182 return GL_FALSE;
183 }
184 }
185
186 static inline GLboolean
187 vbo_attrtype_to_double_flag(GLenum format)
188 {
189 switch (format) {
190 case GL_FLOAT:
191 case GL_INT:
192 case GL_UNSIGNED_INT:
193 case GL_UNSIGNED_INT64_ARB:
194 return GL_FALSE;
195 case GL_DOUBLE:
196 return GL_TRUE;
197 default:
198 assert(0);
199 return GL_FALSE;
200 }
201 }
202
203 /**
204 * Return default component values for the given format.
205 * The return type is an array of fi_types, because that's how we declare
206 * the vertex storage : floats , integers or unsigned integers.
207 */
208 static inline const fi_type *
209 vbo_get_default_vals_as_union(GLenum format)
210 {
211 static const GLfloat default_float[4] = { 0, 0, 0, 1 };
212 static const GLint default_int[4] = { 0, 0, 0, 1 };
213
214 switch (format) {
215 case GL_FLOAT:
216 return (fi_type *)default_float;
217 case GL_INT:
218 case GL_UNSIGNED_INT:
219 return (fi_type *)default_int;
220 default:
221 assert(0);
222 return NULL;
223 }
224 }
225
226
227 /**
228 * Compute the max number of vertices which can be stored in
229 * a vertex buffer, given the current vertex size, and the amount
230 * of space already used.
231 */
232 static inline unsigned
233 vbo_compute_max_verts(const struct vbo_exec_context *exec)
234 {
235 unsigned n = (VBO_VERT_BUFFER_SIZE - exec->vtx.buffer_used) /
236 (exec->vtx.vertex_size * sizeof(GLfloat));
237 if (n == 0)
238 return 0;
239 /* Subtract one so we're always sure to have room for an extra
240 * vertex for GL_LINE_LOOP -> GL_LINE_STRIP conversion.
241 */
242 n--;
243 return n;
244 }
245
246
247 #ifdef __cplusplus
248 } // extern "C"
249 #endif
250
251 #endif