s/Tungsten Graphics/VMware/
[mesa.git] / src / mesa / vbo / vbo_context.h
1 /*
2 * mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * \file vbo_context.h
27 * \brief VBO builder module datatypes and definitions.
28 * \author Keith Whitwell
29 */
30
31
32 /**
33 * \mainpage The VBO builder module
34 *
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.
40 *
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.
44 *
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.
48 */
49
50
51 #ifndef _VBO_CONTEXT_H
52 #define _VBO_CONTEXT_H
53
54 #include "vbo.h"
55 #include "vbo_attrib.h"
56 #include "vbo_exec.h"
57 #include "vbo_save.h"
58
59
60 /** Used to signal when transitioning from one kind of drawing method
61 * to another.
62 */
63 enum draw_method
64 {
65 DRAW_NONE, /**< Initial value only */
66 DRAW_BEGIN_END,
67 DRAW_DISPLAY_LIST,
68 DRAW_ARRAYS
69 };
70
71
72 struct vbo_context {
73 struct gl_client_array currval[VBO_ATTRIB_MAX];
74
75 /** Map VERT_ATTRIB_x to VBO_ATTRIB_y */
76 GLuint map_vp_none[VERT_ATTRIB_MAX];
77 GLuint map_vp_arb[VERT_ATTRIB_MAX];
78
79 struct vbo_exec_context exec;
80 struct vbo_save_context save;
81
82 /* Callback into the driver. This must always succeed, the driver
83 * is responsible for initiating any fallback actions required:
84 */
85 vbo_draw_func draw_prims;
86
87 enum draw_method last_draw_method;
88 };
89
90
91 static inline struct vbo_context *vbo_context(struct gl_context *ctx)
92 {
93 return ctx->vbo_context;
94 }
95
96
97 /**
98 * Return VP_x token to indicate whether we're running fixed-function
99 * vertex transformation, an NV vertex program or ARB vertex program/shader.
100 */
101 static inline enum vp_mode
102 get_program_mode( struct gl_context *ctx )
103 {
104 if (!ctx->VertexProgram._Current)
105 return VP_NONE;
106 else if (ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram)
107 return VP_NONE;
108 else
109 return VP_ARB;
110 }
111
112
113 /**
114 * This is called by glBegin, glDrawArrays and glDrawElements (and
115 * variations of those calls). When we transition from immediate mode
116 * drawing to array drawing we need to invalidate the array state.
117 *
118 * glBegin/End builds vertex arrays. Those arrays may look identical
119 * to glDrawArrays arrays except that the position of the elements may
120 * be different. For example, arrays of (position3v, normal3f) vs. arrays
121 * of (normal3f, position3f). So we need to make sure we notify drivers
122 * that arrays may be changing.
123 */
124 static inline void
125 vbo_draw_method(struct vbo_context *vbo, enum draw_method method)
126 {
127 if (vbo->last_draw_method != method) {
128 struct gl_context *ctx = vbo->exec.ctx;
129
130 switch (method) {
131 case DRAW_ARRAYS:
132 ctx->Array._DrawArrays = vbo->exec.array.inputs;
133 break;
134 case DRAW_BEGIN_END:
135 ctx->Array._DrawArrays = vbo->exec.vtx.inputs;
136 break;
137 case DRAW_DISPLAY_LIST:
138 ctx->Array._DrawArrays = vbo->save.inputs;
139 break;
140 default:
141 ASSERT(0);
142 }
143
144 ctx->NewDriverState |= ctx->DriverFlags.NewArray;
145 vbo->last_draw_method = method;
146 }
147 }
148
149 /**
150 * Return if format is integer. The immediate mode commands only emit floats
151 * for non-integer types, thus everything else is integer.
152 */
153 static inline GLboolean
154 vbo_attrtype_to_integer_flag(GLenum format)
155 {
156 switch (format) {
157 case GL_FLOAT:
158 return GL_FALSE;
159 case GL_INT:
160 case GL_UNSIGNED_INT:
161 return GL_TRUE;
162 default:
163 ASSERT(0);
164 return GL_FALSE;
165 }
166 }
167
168
169 /**
170 * Return default component values for the given format.
171 * The return type is an array of floats, because that's how we declare
172 * the vertex storage despite the fact we sometimes store integers in there.
173 */
174 static inline const GLfloat *
175 vbo_get_default_vals_as_float(GLenum format)
176 {
177 static const GLfloat default_float[4] = { 0, 0, 0, 1 };
178 static const GLint default_int[4] = { 0, 0, 0, 1 };
179
180 switch (format) {
181 case GL_FLOAT:
182 return default_float;
183 case GL_INT:
184 case GL_UNSIGNED_INT:
185 return (const GLfloat*)default_int;
186 default:
187 ASSERT(0);
188 return NULL;
189 }
190 }
191
192 #endif