e224513057569c9a9271442f47c013474a49e984
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"
61 struct gl_client_array currval
[VBO_ATTRIB_MAX
];
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
];
67 struct vbo_exec_context exec
;
68 struct vbo_save_context save
;
70 /* Callback into the driver. This must always succeed, the driver
71 * is responsible for initiating any fallback actions required:
73 vbo_draw_func draw_prims
;
77 static inline struct vbo_context
*vbo_context(struct gl_context
*ctx
)
79 return ctx
->vbo_context
;
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.
87 static inline enum vp_mode
88 get_program_mode( struct gl_context
*ctx
)
90 if (!ctx
->VertexProgram
._Current
)
92 else if (ctx
->VertexProgram
._Current
== ctx
->VertexProgram
._TnlProgram
)
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.
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.
111 vbo_draw_method(struct vbo_context
*vbo
, gl_draw_method method
)
113 struct gl_context
*ctx
= vbo
->exec
.ctx
;
115 if (ctx
->Array
.DrawMethod
!= method
) {
118 ctx
->Array
._DrawArrays
= vbo
->exec
.array
.inputs
;
121 ctx
->Array
._DrawArrays
= vbo
->exec
.vtx
.inputs
;
123 case DRAW_DISPLAY_LIST
:
124 ctx
->Array
._DrawArrays
= vbo
->save
.inputs
;
130 ctx
->NewDriverState
|= ctx
->DriverFlags
.NewArray
;
131 ctx
->Array
.DrawMethod
= method
;
136 * Return if format is integer. The immediate mode commands only emit floats
137 * for non-integer types, thus everything else is integer.
139 static inline GLboolean
140 vbo_attrtype_to_integer_flag(GLenum format
)
146 case GL_UNSIGNED_INT
:
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.
160 static inline const GLfloat
*
161 vbo_get_default_vals_as_float(GLenum format
)
163 static const GLfloat default_float
[4] = { 0, 0, 0, 1 };
164 static const GLint default_int
[4] = { 0, 0, 0, 1 };
168 return default_float
;
170 case GL_UNSIGNED_INT
:
171 return (const GLfloat
*)default_int
;