#include "vbo/vbo_attrib.h"
#include "vbo/vbo_exec.h"
#include "vbo/vbo_save.h"
-#include "main/mtypes.h"
+#include "main/varray.h"
struct _glapi_table;
struct vbo_context {
- struct gl_vertex_array currval[VBO_ATTRIB_MAX];
+ struct gl_vertex_buffer_binding binding;
+ struct gl_array_attributes current[VBO_ATTRIB_MAX];
- /** Map VERT_ATTRIB_x to VBO_ATTRIB_y */
- GLubyte map_vp_none[VERT_ATTRIB_MAX];
- GLubyte map_vp_arb[VERT_ATTRIB_MAX];
+ struct gl_vertex_array_object *VAO;
struct vbo_exec_context exec;
struct vbo_save_context save;
-
- /* Callback into the driver. This must always succeed, the driver
- * is responsible for initiating any fallback actions required:
- */
- vbo_draw_func draw_prims;
-
- /* Optional callback for indirect draws. This allows multidraws to not be
- * broken up, as well as for the actual count to be passed in as a separate
- * indirect parameter.
- */
- vbo_indirect_draw_func draw_indirect_prims;
};
}
-/**
- * Current vertex processing mode: fixed function vs. shader.
- * In reality, fixed function is probably implemented by a shader but that's
- * not what we care about here.
- */
-enum vp_mode {
- VP_FF, /**< legacy / fixed function */
- VP_SHADER /**< ARB vertex program or GLSL vertex shader */
-};
+static inline const struct vbo_context *
+vbo_context_const(const struct gl_context *ctx)
+{
+ return ctx->vbo_context;
+}
/**
- * Get current vertex processing mode (fixed function vs. shader).
+ * Array to apply the fixed function material aliasing map to
+ * an attribute value used in vbo processing inputs to an attribute
+ * as they appear in the vao.
*/
-static inline enum vp_mode
-get_vp_mode( struct gl_context *ctx )
-{
- if (!ctx->VertexProgram._Current)
- return VP_FF;
- else if (ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram)
- return VP_FF;
- else
- return VP_SHADER;
-}
+extern const GLubyte
+_vbo_attribute_alias_map[VP_MODE_MAX][VERT_ATTRIB_MAX];
/**
case GL_FLOAT:
case GL_INT:
case GL_UNSIGNED_INT:
- case GL_UNSIGNED_INT64_ARB:
return GL_FALSE;
+ case GL_UNSIGNED_INT64_ARB:
case GL_DOUBLE:
return GL_TRUE;
default:
vbo_merge_prims(struct _mesa_prim *p0, const struct _mesa_prim *p1);
+/**
+ * Get the filter mask for vbo draws depending on the vertex_processing_mode.
+ */
+static inline GLbitfield
+_vbo_get_vao_filter(gl_vertex_processing_mode vertex_processing_mode)
+{
+ if (vertex_processing_mode == VP_MODE_FF) {
+ /* The materials mapped into the generic arrays */
+ return VERT_BIT_FF_ALL | VERT_BIT_MAT_ALL;
+ } else {
+ return VERT_BIT_ALL;
+ }
+}
+
+
+/**
+ * Translate the bitmask of VBO_ATTRIB_BITs to VERT_ATTRIB_BITS.
+ * Note that position/generic0 attribute aliasing is done
+ * generically in the VAO.
+ */
+static inline GLbitfield
+_vbo_get_vao_enabled_from_vbo(gl_vertex_processing_mode vertex_processing_mode,
+ GLbitfield64 enabled)
+{
+ if (vertex_processing_mode == VP_MODE_FF) {
+ /* The materials mapped into the generic arrays */
+ return (((GLbitfield)enabled) & VERT_BIT_FF_ALL)
+ | (((GLbitfield)(enabled >> VBO_MATERIAL_SHIFT)) & VERT_BIT_MAT_ALL);
+ } else {
+ return ((GLbitfield)enabled) & VERT_BIT_ALL;
+ }
+}
+
+
+/**
+ * Set the vertex attrib for vbo draw use.
+ */
+static inline void
+_vbo_set_attrib_format(struct gl_context *ctx,
+ struct gl_vertex_array_object *vao,
+ gl_vert_attrib attr, GLintptr buffer_offset,
+ GLubyte size, GLenum16 type, GLuint offset)
+{
+ const GLboolean integer = vbo_attrtype_to_integer_flag(type);
+ const GLboolean doubles = vbo_attrtype_to_double_flag(type);
+
+ if (doubles)
+ size /= 2;
+ _mesa_update_array_format(ctx, vao, attr, size, type, GL_RGBA,
+ GL_FALSE, integer, doubles, offset);
+ /* Ptr for userspace arrays.
+ * For updating the pointer we would need to add the vao->NewArrays flag
+ * to the VAO. But but that is done already unconditionally in
+ * _mesa_update_array_format called above.
+ */
+ assert((vao->NewArrays | ~vao->_Enabled) & VERT_BIT(attr));
+ vao->VertexAttrib[attr].Ptr = ADD_POINTERS(buffer_offset, offset);
+}
+
+
#endif /* VBO_PRIVATE_H */