mesa: Add RGBA to Luminance conversion helpers
[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
60 struct vbo_context {
61 struct gl_client_array currval[VBO_ATTRIB_MAX];
62
63 /** Map VERT_ATTRIB_x to VBO_ATTRIB_y */
64 GLuint map_vp_none[VERT_ATTRIB_MAX];
65 GLuint map_vp_arb[VERT_ATTRIB_MAX];
66
67 struct vbo_exec_context exec;
68 struct vbo_save_context save;
69
70 /* Callback into the driver. This must always succeed, the driver
71 * is responsible for initiating any fallback actions required:
72 */
73 vbo_draw_func draw_prims;
74 };
75
76
77 static inline struct vbo_context *vbo_context(struct gl_context *ctx)
78 {
79 return ctx->vbo_context;
80 }
81
82
83 /**
84 * Return VP_x token to indicate whether we're running fixed-function
85 * vertex transformation, an NV vertex program or ARB vertex program/shader.
86 */
87 static inline enum vp_mode
88 get_program_mode( struct gl_context *ctx )
89 {
90 if (!ctx->VertexProgram._Current)
91 return VP_NONE;
92 else if (ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram)
93 return VP_NONE;
94 else
95 return VP_ARB;
96 }
97
98
99 /**
100 * This is called by glBegin, glDrawArrays and glDrawElements (and
101 * variations of those calls). When we transition from immediate mode
102 * drawing to array drawing we need to invalidate the array state.
103 *
104 * glBegin/End builds vertex arrays. Those arrays may look identical
105 * to glDrawArrays arrays except that the position of the elements may
106 * be different. For example, arrays of (position3v, normal3f) vs. arrays
107 * of (normal3f, position3f). So we need to make sure we notify drivers
108 * that arrays may be changing.
109 */
110 static inline void
111 vbo_draw_method(struct vbo_context *vbo, gl_draw_method method)
112 {
113 struct gl_context *ctx = vbo->exec.ctx;
114
115 if (ctx->Array.DrawMethod != method) {
116 switch (method) {
117 case DRAW_ARRAYS:
118 ctx->Array._DrawArrays = vbo->exec.array.inputs;
119 break;
120 case DRAW_BEGIN_END:
121 ctx->Array._DrawArrays = vbo->exec.vtx.inputs;
122 break;
123 case DRAW_DISPLAY_LIST:
124 ctx->Array._DrawArrays = vbo->save.inputs;
125 break;
126 default:
127 ASSERT(0);
128 }
129
130 ctx->NewDriverState |= ctx->DriverFlags.NewArray;
131 ctx->Array.DrawMethod = method;
132 }
133 }
134
135 /**
136 * Return if format is integer. The immediate mode commands only emit floats
137 * for non-integer types, thus everything else is integer.
138 */
139 static inline GLboolean
140 vbo_attrtype_to_integer_flag(GLenum format)
141 {
142 switch (format) {
143 case GL_FLOAT:
144 return GL_FALSE;
145 case GL_INT:
146 case GL_UNSIGNED_INT:
147 return GL_TRUE;
148 default:
149 ASSERT(0);
150 return GL_FALSE;
151 }
152 }
153
154
155 /**
156 * Return default component values for the given format.
157 * The return type is an array of floats, because that's how we declare
158 * the vertex storage despite the fact we sometimes store integers in there.
159 */
160 static inline const GLfloat *
161 vbo_get_default_vals_as_float(GLenum format)
162 {
163 static const GLfloat default_float[4] = { 0, 0, 0, 1 };
164 static const GLint default_int[4] = { 0, 0, 0, 1 };
165
166 switch (format) {
167 case GL_FLOAT:
168 return default_float;
169 case GL_INT:
170 case GL_UNSIGNED_INT:
171 return (const GLfloat*)default_int;
172 default:
173 ASSERT(0);
174 return NULL;
175 }
176 }
177
178 #endif