vbo: Implement vbo_loopback_vertex_list in terms of the VAO.
[mesa.git] / src / mesa / vbo / vbo_save.h
1 /**************************************************************************
2
3 Copyright 2002 VMware, Inc.
4
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14 The above copyright notice and this permission notice (including the next
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16 Software.
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19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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27
28 /*
29 * Authors:
30 * Keith Whitwell <keithw@vmware.com>
31 *
32 */
33
34 #ifndef VBO_SAVE_H
35 #define VBO_SAVE_H
36
37 #include "main/mtypes.h"
38 #include "vbo.h"
39 #include "vbo_attrib.h"
40
41
42 struct vbo_save_copied_vtx {
43 fi_type buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS];
44 GLuint nr;
45 };
46
47
48 /* For display lists, this structure holds a run of vertices of the
49 * same format, and a strictly well-formed set of begin/end pairs,
50 * starting on the first vertex and ending at the last. Vertex
51 * copying on buffer breaks is precomputed according to these
52 * primitives, though there are situations where the copying will need
53 * correction at execute-time, perhaps by replaying the list as
54 * immediate mode commands.
55 *
56 * On executing this list, the 'current' values may be updated with
57 * the values of the final vertex, and often no fixup of the start of
58 * the vertex list is required.
59 *
60 * Eval and other commands that don't fit into these vertex lists are
61 * compiled using the fallback opcode mechanism provided by dlist.c.
62 */
63 struct vbo_save_vertex_list {
64 GLbitfield64 enabled; /**< mask of enabled vbo arrays. */
65 GLubyte attrsz[VBO_ATTRIB_MAX];
66 GLenum16 attrtype[VBO_ATTRIB_MAX];
67 GLuint vertex_size; /**< size in GLfloats */
68 struct gl_vertex_array_object *VAO[VP_MODE_MAX];
69
70 /* Copy of the final vertex from node->vertex_store->bufferobj.
71 * Keep this in regular (non-VBO) memory to avoid repeated
72 * map/unmap of the VBO when updating GL current data.
73 */
74 fi_type *current_data;
75 GLuint current_size;
76
77 GLuint buffer_offset; /**< in bytes */
78 GLuint start_vertex; /**< first vertex used by any primitive */
79 GLuint vertex_count; /**< number of vertices in this list */
80 GLuint wrap_count; /* number of copied vertices at start */
81
82 struct _mesa_prim *prims;
83 GLuint prim_count;
84
85 struct vbo_save_vertex_store *vertex_store;
86 struct vbo_save_primitive_store *prim_store;
87 };
88
89
90 /**
91 * Is the vertex list's buffer offset an exact multiple of the
92 * vertex size (in bytes)? This is used to check for a vertex array /
93 * drawing optimization.
94 */
95 static inline bool
96 aligned_vertex_buffer_offset(const struct vbo_save_vertex_list *node)
97 {
98 unsigned vertex_size = node->vertex_size * sizeof(GLfloat); /* in bytes */
99 return vertex_size != 0 && node->buffer_offset % vertex_size == 0;
100 }
101
102
103 /**
104 * Return the stride in bytes of the display list node.
105 */
106 static inline GLsizei
107 _vbo_save_get_stride(const struct vbo_save_vertex_list *node)
108 {
109 return node->VAO[0]->BufferBinding[0].Stride;
110 }
111
112
113 /**
114 * Return the first referenced vertex index in the display list node.
115 */
116 static inline GLuint
117 _vbo_save_get_min_index(const struct vbo_save_vertex_list *node)
118 {
119 assert(node->prim_count > 0);
120 return node->prims[0].start;
121 }
122
123
124 /**
125 * Return the last referenced vertex index in the display list node.
126 */
127 static inline GLuint
128 _vbo_save_get_max_index(const struct vbo_save_vertex_list *node)
129 {
130 assert(node->prim_count > 0);
131 const struct _mesa_prim *last_prim = &node->prims[node->prim_count - 1];
132 return last_prim->start + last_prim->count - 1;
133 }
134
135
136 /**
137 * Return the vertex count in the display list node.
138 */
139 static inline GLuint
140 _vbo_save_get_vertex_count(const struct vbo_save_vertex_list *node)
141 {
142 assert(node->prim_count > 0);
143 const struct _mesa_prim *first_prim = &node->prims[0];
144 const struct _mesa_prim *last_prim = &node->prims[node->prim_count - 1];
145 return last_prim->start - first_prim->start + last_prim->count;
146 }
147
148
149 /* These buffers should be a reasonable size to support upload to
150 * hardware. Current vbo implementation will re-upload on any
151 * changes, so don't make too big or apps which dynamically create
152 * dlists and use only a few times will suffer.
153 *
154 * Consider stategy of uploading regions from the VBO on demand in the
155 * case of dynamic vbos. Then make the dlist code signal that
156 * likelyhood as it occurs. No reason we couldn't change usage
157 * internally even though this probably isn't allowed for client VBOs?
158 */
159 #define VBO_SAVE_BUFFER_SIZE (256*1024) /* dwords */
160 #define VBO_SAVE_PRIM_SIZE 128
161 #define VBO_SAVE_PRIM_MODE_MASK 0x3f
162 #define VBO_SAVE_PRIM_WEAK 0x40
163 #define VBO_SAVE_PRIM_NO_CURRENT_UPDATE 0x80
164
165 #define VBO_SAVE_FALLBACK 0x10000000
166
167 /* Storage to be shared among several vertex_lists.
168 */
169 struct vbo_save_vertex_store {
170 struct gl_buffer_object *bufferobj;
171 fi_type *buffer_map;
172 GLuint used; /**< Number of 4-byte words used in buffer */
173 GLuint refcount;
174 };
175
176 struct vbo_save_primitive_store {
177 struct _mesa_prim prims[VBO_SAVE_PRIM_SIZE];
178 GLuint used;
179 GLuint refcount;
180 };
181
182
183 struct vbo_save_context {
184 struct gl_context *ctx;
185 GLvertexformat vtxfmt;
186 GLvertexformat vtxfmt_noop; /**< Used if out_of_memory is true */
187
188 GLbitfield64 enabled; /**< mask of enabled vbo arrays. */
189 GLubyte attrsz[VBO_ATTRIB_MAX]; /**< 1, 2, 3 or 4 */
190 GLenum16 attrtype[VBO_ATTRIB_MAX]; /**< GL_FLOAT, GL_INT, etc */
191 GLubyte active_sz[VBO_ATTRIB_MAX]; /**< 1, 2, 3 or 4 */
192 GLuint vertex_size; /**< size in GLfloats */
193 struct gl_vertex_array_object *VAO[VP_MODE_MAX];
194
195 GLboolean out_of_memory; /**< True if last VBO allocation failed */
196
197 GLbitfield replay_flags;
198
199 struct _mesa_prim *prims;
200 GLuint prim_count, prim_max;
201
202 struct vbo_save_vertex_store *vertex_store;
203 struct vbo_save_primitive_store *prim_store;
204
205 fi_type *buffer_map; /**< Mapping of vertex_store's buffer */
206 fi_type *buffer_ptr; /**< cursor, points into buffer_map */
207 fi_type vertex[VBO_ATTRIB_MAX*4]; /* current values */
208 fi_type *attrptr[VBO_ATTRIB_MAX];
209 GLuint vert_count;
210 GLuint max_vert;
211 GLboolean dangling_attr_ref;
212
213 GLuint opcode_vertex_list;
214
215 struct vbo_save_copied_vtx copied;
216
217 fi_type *current[VBO_ATTRIB_MAX]; /* points into ctx->ListState */
218 GLubyte *currentsz[VBO_ATTRIB_MAX];
219 };
220
221 void vbo_save_init(struct gl_context *ctx);
222 void vbo_save_destroy(struct gl_context *ctx);
223 void vbo_save_fallback(struct gl_context *ctx, GLboolean fallback);
224
225 /* save_loopback.c:
226 */
227 void _vbo_loopback_vertex_list(struct gl_context *ctx,
228 const struct vbo_save_vertex_list* node);
229
230 /* Callbacks:
231 */
232 void
233 vbo_save_playback_vertex_list(struct gl_context *ctx, void *data);
234
235 void
236 vbo_save_api_init(struct vbo_save_context *save);
237
238 fi_type *
239 vbo_save_map_vertex_store(struct gl_context *ctx,
240 struct vbo_save_vertex_store *vertex_store);
241
242 void
243 vbo_save_unmap_vertex_store(struct gl_context *ctx,
244 struct vbo_save_vertex_store *vertex_store);
245
246 #endif /* VBO_SAVE_H */