};
-static inline struct vbo_context *vbo_context(struct gl_context *ctx)
-{
- return ctx->vbo_context;
-}
-
-
-static inline void
-vbo_exec_invalidate_state(struct gl_context *ctx)
-{
- struct vbo_context *vbo = vbo_context(ctx);
- struct vbo_exec_context *exec = &vbo->exec;
-
- if (ctx->NewState & (_NEW_PROGRAM | _NEW_ARRAY)) {
- if (!exec->validating)
- exec->array.recalculate_inputs = GL_TRUE;
-
- _ae_invalidate_state(ctx);
- }
-
- if (ctx->NewState & _NEW_EVAL)
- exec->eval.recalculate_maps = GL_TRUE;
-}
+void
+vbo_exec_invalidate_state(struct gl_context *ctx);
void
_vbo_install_exec_vtxfmt(struct gl_context *ctx);
-/**
- * Return VP_x token to indicate whether we're running fixed-function
- * vertex transformation, an NV vertex program or ARB vertex program/shader.
- */
-static inline enum vp_mode
-get_program_mode( struct gl_context *ctx )
-{
- if (!ctx->VertexProgram._Current)
- return VP_NONE;
- else if (ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram)
- return VP_NONE;
- else
- return VP_ARB;
-}
-
-
-/**
- * This is called by glBegin, glDrawArrays and glDrawElements (and
- * variations of those calls). When we transition from immediate mode
- * drawing to array drawing we need to invalidate the array state.
- *
- * glBegin/End builds vertex arrays. Those arrays may look identical
- * to glDrawArrays arrays except that the position of the elements may
- * be different. For example, arrays of (position3v, normal3f) vs. arrays
- * of (normal3f, position3f). So we need to make sure we notify drivers
- * that arrays may be changing.
- */
-static inline void
-vbo_draw_method(struct vbo_context *vbo, gl_draw_method method)
-{
- struct gl_context *ctx = vbo->exec.ctx;
-
- if (ctx->Array.DrawMethod != method) {
- switch (method) {
- case DRAW_ARRAYS:
- ctx->Array._DrawArrays = vbo->exec.array.inputs;
- break;
- case DRAW_BEGIN_END:
- ctx->Array._DrawArrays = vbo->exec.vtx.inputs;
- break;
- case DRAW_DISPLAY_LIST:
- ctx->Array._DrawArrays = vbo->save.inputs;
- break;
- default:
- unreachable("Bad VBO drawing method");
- }
-
- ctx->NewDriverState |= ctx->DriverFlags.NewArray;
- ctx->Array.DrawMethod = method;
- }
-}
-
-/**
- * Return if format is integer. The immediate mode commands only emit floats
- * for non-integer types, thus everything else is integer.
- */
-static inline GLboolean
-vbo_attrtype_to_integer_flag(GLenum format)
-{
- switch (format) {
- case GL_FLOAT:
- case GL_DOUBLE:
- return GL_FALSE;
- case GL_INT:
- case GL_UNSIGNED_INT:
- case GL_UNSIGNED_INT64_ARB:
- return GL_TRUE;
- default:
- unreachable("Bad vertex attribute type");
- return GL_FALSE;
- }
-}
-
-static inline GLboolean
-vbo_attrtype_to_double_flag(GLenum format)
-{
- switch (format) {
- case GL_FLOAT:
- case GL_INT:
- case GL_UNSIGNED_INT:
- case GL_UNSIGNED_INT64_ARB:
- return GL_FALSE;
- case GL_DOUBLE:
- return GL_TRUE;
- default:
- unreachable("Bad vertex attribute type");
- return GL_FALSE;
- }
-}
-
-/**
- * Return default component values for the given format.
- * The return type is an array of fi_types, because that's how we declare
- * the vertex storage : floats , integers or unsigned integers.
- */
-static inline const fi_type *
-vbo_get_default_vals_as_union(GLenum format)
-{
- static const GLfloat default_float[4] = { 0, 0, 0, 1 };
- static const GLint default_int[4] = { 0, 0, 0, 1 };
-
- switch (format) {
- case GL_FLOAT:
- return (fi_type *)default_float;
- case GL_INT:
- case GL_UNSIGNED_INT:
- return (fi_type *)default_int;
- default:
- unreachable("Bad vertex format");
- return NULL;
- }
-}
-
-
-/**
- * Compute the max number of vertices which can be stored in
- * a vertex buffer, given the current vertex size, and the amount
- * of space already used.
- */
-static inline unsigned
-vbo_compute_max_verts(const struct vbo_exec_context *exec)
-{
- unsigned n = (VBO_VERT_BUFFER_SIZE - exec->vtx.buffer_used) /
- (exec->vtx.vertex_size * sizeof(GLfloat));
- if (n == 0)
- return 0;
- /* Subtract one so we're always sure to have room for an extra
- * vertex for GL_LINE_LOOP -> GL_LINE_STRIP conversion.
- */
- n--;
- return n;
-}
-
-
#ifdef __cplusplus
} // extern "C"
#endif
--- /dev/null
+/*
+ * mesa 3-D graphics library
+ *
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+/**
+ * Types, functions, etc which are private to the VBO module.
+ */
+
+
+#ifndef VBO_PRIVATE_H
+#define VBO_PRIVATE_H
+
+
+#include "vbo/vbo_context.h"
+#include "main/mtypes.h"
+
+
+struct _glapi_table;
+struct _mesa_prim;
+
+
+
+static inline struct vbo_context *
+vbo_context(struct gl_context *ctx)
+{
+ return ctx->vbo_context;
+}
+
+
+/**
+ * Return VP_x token to indicate whether we're running fixed-function
+ * vertex transformation, an NV vertex program or ARB vertex program/shader.
+ */
+static inline enum vp_mode
+get_program_mode( struct gl_context *ctx )
+{
+ if (!ctx->VertexProgram._Current)
+ return VP_NONE;
+ else if (ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram)
+ return VP_NONE;
+ else
+ return VP_ARB;
+}
+
+
+/**
+ * This is called by glBegin, glDrawArrays and glDrawElements (and
+ * variations of those calls). When we transition from immediate mode
+ * drawing to array drawing we need to invalidate the array state.
+ *
+ * glBegin/End builds vertex arrays. Those arrays may look identical
+ * to glDrawArrays arrays except that the position of the elements may
+ * be different. For example, arrays of (position3v, normal3f) vs. arrays
+ * of (normal3f, position3f). So we need to make sure we notify drivers
+ * that arrays may be changing.
+ */
+static inline void
+vbo_draw_method(struct vbo_context *vbo, gl_draw_method method)
+{
+ struct gl_context *ctx = vbo->exec.ctx;
+
+ if (ctx->Array.DrawMethod != method) {
+ switch (method) {
+ case DRAW_ARRAYS:
+ ctx->Array._DrawArrays = vbo->exec.array.inputs;
+ break;
+ case DRAW_BEGIN_END:
+ ctx->Array._DrawArrays = vbo->exec.vtx.inputs;
+ break;
+ case DRAW_DISPLAY_LIST:
+ ctx->Array._DrawArrays = vbo->save.inputs;
+ break;
+ default:
+ unreachable("Bad VBO drawing method");
+ }
+
+ ctx->NewDriverState |= ctx->DriverFlags.NewArray;
+ ctx->Array.DrawMethod = method;
+ }
+}
+
+
+/**
+ * Return if format is integer. The immediate mode commands only emit floats
+ * for non-integer types, thus everything else is integer.
+ */
+static inline GLboolean
+vbo_attrtype_to_integer_flag(GLenum format)
+{
+ switch (format) {
+ case GL_FLOAT:
+ case GL_DOUBLE:
+ return GL_FALSE;
+ case GL_INT:
+ case GL_UNSIGNED_INT:
+ case GL_UNSIGNED_INT64_ARB:
+ return GL_TRUE;
+ default:
+ unreachable("Bad vertex attribute type");
+ return GL_FALSE;
+ }
+}
+
+static inline GLboolean
+vbo_attrtype_to_double_flag(GLenum format)
+{
+ switch (format) {
+ case GL_FLOAT:
+ case GL_INT:
+ case GL_UNSIGNED_INT:
+ case GL_UNSIGNED_INT64_ARB:
+ return GL_FALSE;
+ case GL_DOUBLE:
+ return GL_TRUE;
+ default:
+ unreachable("Bad vertex attribute type");
+ return GL_FALSE;
+ }
+}
+
+
+/**
+ * Return default component values for the given format.
+ * The return type is an array of fi_types, because that's how we declare
+ * the vertex storage : floats , integers or unsigned integers.
+ */
+static inline const fi_type *
+vbo_get_default_vals_as_union(GLenum format)
+{
+ static const GLfloat default_float[4] = { 0, 0, 0, 1 };
+ static const GLint default_int[4] = { 0, 0, 0, 1 };
+
+ switch (format) {
+ case GL_FLOAT:
+ return (fi_type *)default_float;
+ case GL_INT:
+ case GL_UNSIGNED_INT:
+ return (fi_type *)default_int;
+ default:
+ unreachable("Bad vertex format");
+ return NULL;
+ }
+}
+
+
+/**
+ * Compute the max number of vertices which can be stored in
+ * a vertex buffer, given the current vertex size, and the amount
+ * of space already used.
+ */
+static inline unsigned
+vbo_compute_max_verts(const struct vbo_exec_context *exec)
+{
+ unsigned n = (VBO_VERT_BUFFER_SIZE - exec->vtx.buffer_used) /
+ (exec->vtx.vertex_size * sizeof(GLfloat));
+ if (n == 0)
+ return 0;
+ /* Subtract one so we're always sure to have room for an extra
+ * vertex for GL_LINE_LOOP -> GL_LINE_STRIP conversion.
+ */
+ n--;
+ return n;
+}
+
+
+void
+vbo_try_prim_conversion(struct _mesa_prim *p);
+
+bool
+vbo_can_merge_prims(const struct _mesa_prim *p0, const struct _mesa_prim *p1);
+
+void
+vbo_merge_prims(struct _mesa_prim *p0, const struct _mesa_prim *p1);
+
+
+#endif /* VBO_PRIVATE_H */