#ifndef __VBO_EXEC_H__
#define __VBO_EXEC_H__
-#include "mtypes.h"
+#include "main/mtypes.h"
#include "vbo.h"
#include "vbo_attrib.h"
/* Wierd implementation stuff:
*/
-#define VBO_VERT_BUFFER_SIZE (1024*16) /* dwords == 64k */
+#define VBO_VERT_BUFFER_SIZE (1024*64) /* bytes */
#define VBO_MAX_ATTR_CODEGEN 16
#define ERROR_ATTRIB 16
+/** Current vertex program mode */
+enum vp_mode {
+ VP_NONE, /**< fixed function */
+ VP_NV, /**< NV vertex program */
+ VP_ARB /**< ARB vertex program or GLSL vertex shader */
+};
struct vbo_exec_eval1_map {
struct {
struct gl_buffer_object *bufferobj;
- GLubyte *buffer_map;
- GLuint vertex_size;
+ GLuint vertex_size; /* in dwords */
struct _mesa_prim prim[VBO_MAX_PRIM];
GLuint prim_count;
- GLfloat *vbptr; /* cursor, points into buffer */
+ GLfloat *buffer_map;
+ GLfloat *buffer_ptr; /* cursor, points into buffer */
+ GLuint buffer_used; /* in bytes */
GLfloat vertex[VBO_ATTRIB_MAX*4]; /* current vertex */
GLuint vert_count;
* values are squashed down to the 32 attributes passed to the
* vertex program below:
*/
- GLuint program_mode;
+ enum vp_mode program_mode;
GLuint enabled_flags;
const struct gl_client_array *inputs[VERT_ATTRIB_MAX];
} vtx;
} eval;
struct {
- GLuint program_mode;
+ enum vp_mode program_mode;
GLuint enabled_flags;
GLuint array_obj;
void vbo_exec_init( GLcontext *ctx );
void vbo_exec_destroy( GLcontext *ctx );
void vbo_exec_invalidate_state( GLcontext *ctx, GLuint new_state );
+void vbo_exec_FlushVertices_internal( GLcontext *ctx, GLboolean unmap );
+
+void vbo_exec_BeginVertices( GLcontext *ctx );
void vbo_exec_FlushVertices( GLcontext *ctx, GLuint flags );
void vbo_exec_vtx_init( struct vbo_exec_context *exec );
void vbo_exec_vtx_destroy( struct vbo_exec_context *exec );
-void vbo_exec_vtx_flush( struct vbo_exec_context *exec );
+void vbo_exec_vtx_flush( struct vbo_exec_context *exec, GLboolean unmap );
+void vbo_exec_vtx_map( struct vbo_exec_context *exec );
void vbo_exec_vtx_wrap( struct vbo_exec_context *exec );
void vbo_exec_eval_update( struct vbo_exec_context *exec );
void vbo_exec_do_EvalCoord1f( struct vbo_exec_context *exec,
GLfloat u);
+extern GLboolean
+vbo_validate_shaders(GLcontext *ctx);
+
#endif