mesa: add GL 3.2 GL_CONTEXT_PROFILE_MASK query
[mesa.git] / src / mesa / vbo / vbo_save.h
1 /**************************************************************************
2
3 Copyright 2002 Tungsten Graphics Inc., Cedar Park, Texas.
4
5 All Rights Reserved.
6
7 Permission is hereby granted, free of charge, to any person obtaining a
8 copy of this software and associated documentation files (the "Software"),
9 to deal in the Software without restriction, including without limitation
10 on the rights to use, copy, modify, merge, publish, distribute, sub
11 license, and/or sell copies of the Software, and to permit persons to whom
12 the Software is furnished to do so, subject to the following conditions:
13
14 The above copyright notice and this permission notice (including the next
15 paragraph) shall be included in all copies or substantial portions of the
16 Software.
17
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21 TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
22 DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23 OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24 USE OR OTHER DEALINGS IN THE SOFTWARE.
25
26 **************************************************************************/
27
28 /*
29 * Authors:
30 * Keith Whitwell <keith@tungstengraphics.com>
31 *
32 */
33
34 #ifndef VBO_SAVE_H
35 #define VBO_SAVE_H
36
37 #include "main/mtypes.h"
38 #include "vbo.h"
39 #include "vbo_attrib.h"
40
41
42 struct vbo_save_copied_vtx {
43 GLfloat buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS];
44 GLuint nr;
45 };
46
47
48 /* For display lists, this structure holds a run of vertices of the
49 * same format, and a strictly well-formed set of begin/end pairs,
50 * starting on the first vertex and ending at the last. Vertex
51 * copying on buffer breaks is precomputed according to these
52 * primitives, though there are situations where the copying will need
53 * correction at execute-time, perhaps by replaying the list as
54 * immediate mode commands.
55 *
56 * On executing this list, the 'current' values may be updated with
57 * the values of the final vertex, and often no fixup of the start of
58 * the vertex list is required.
59 *
60 * Eval and other commands that don't fit into these vertex lists are
61 * compiled using the fallback opcode mechanism provided by dlist.c.
62 */
63 struct vbo_save_vertex_list {
64 GLubyte attrsz[VBO_ATTRIB_MAX];
65 GLuint vertex_size;
66
67 /* Copy of the final vertex from node->vertex_store->bufferobj.
68 * Keep this in regular (non-VBO) memory to avoid repeated
69 * map/unmap of the VBO when updating GL current data.
70 */
71 GLfloat *current_data;
72 GLuint current_size;
73
74 GLuint buffer_offset;
75 GLuint count;
76 GLuint wrap_count; /* number of copied vertices at start */
77 GLboolean dangling_attr_ref; /* current attr implicitly referenced
78 outside the list */
79
80 struct _mesa_prim *prim;
81 GLuint prim_count;
82
83 struct vbo_save_vertex_store *vertex_store;
84 struct vbo_save_primitive_store *prim_store;
85 };
86
87 /* These buffers should be a reasonable size to support upload to
88 * hardware. Current vbo implementation will re-upload on any
89 * changes, so don't make too big or apps which dynamically create
90 * dlists and use only a few times will suffer.
91 *
92 * Consider stategy of uploading regions from the VBO on demand in the
93 * case of dynamic vbos. Then make the dlist code signal that
94 * likelyhood as it occurs. No reason we couldn't change usage
95 * internally even though this probably isn't allowed for client VBOs?
96 */
97 #define VBO_SAVE_BUFFER_SIZE (8*1024) /* dwords */
98 #define VBO_SAVE_PRIM_SIZE 128
99 #define VBO_SAVE_PRIM_WEAK 0x40
100
101 #define VBO_SAVE_FALLBACK 0x10000000
102
103 /* Storage to be shared among several vertex_lists.
104 */
105 struct vbo_save_vertex_store {
106 struct gl_buffer_object *bufferobj;
107 GLfloat *buffer;
108 GLuint used;
109 GLuint refcount;
110 };
111
112 struct vbo_save_primitive_store {
113 struct _mesa_prim buffer[VBO_SAVE_PRIM_SIZE];
114 GLuint used;
115 GLuint refcount;
116 };
117
118
119 struct vbo_save_context {
120 GLcontext *ctx;
121 GLvertexformat vtxfmt;
122 struct gl_client_array arrays[VBO_ATTRIB_MAX];
123 const struct gl_client_array *inputs[VBO_ATTRIB_MAX];
124
125 GLubyte attrsz[VBO_ATTRIB_MAX];
126 GLubyte active_sz[VBO_ATTRIB_MAX];
127 GLuint vertex_size;
128
129 GLfloat *buffer;
130 GLuint count;
131 GLuint wrap_count;
132 GLuint replay_flags;
133
134 struct _mesa_prim *prim;
135 GLuint prim_count, prim_max;
136
137 struct vbo_save_vertex_store *vertex_store;
138 struct vbo_save_primitive_store *prim_store;
139
140 GLfloat *buffer_ptr; /* cursor, points into buffer */
141 GLfloat vertex[VBO_ATTRIB_MAX*4]; /* current values */
142 GLfloat *attrptr[VBO_ATTRIB_MAX];
143 GLuint vert_count;
144 GLuint max_vert;
145 GLboolean dangling_attr_ref;
146 GLboolean have_materials;
147
148 GLuint opcode_vertex_list;
149
150 struct vbo_save_copied_vtx copied;
151
152 GLfloat *current[VBO_ATTRIB_MAX]; /* points into ctx->ListState */
153 GLubyte *currentsz[VBO_ATTRIB_MAX];
154 };
155
156
157 void vbo_save_init( GLcontext *ctx );
158 void vbo_save_destroy( GLcontext *ctx );
159 void vbo_save_fallback( GLcontext *ctx, GLboolean fallback );
160
161 /* save_loopback.c:
162 */
163 void vbo_loopback_vertex_list( GLcontext *ctx,
164 const GLfloat *buffer,
165 const GLubyte *attrsz,
166 const struct _mesa_prim *prim,
167 GLuint prim_count,
168 GLuint wrap_count,
169 GLuint vertex_size);
170
171 /* Callbacks:
172 */
173 void vbo_save_EndList( GLcontext *ctx );
174 void vbo_save_NewList( GLcontext *ctx, GLuint list, GLenum mode );
175 void vbo_save_EndCallList( GLcontext *ctx );
176 void vbo_save_BeginCallList( GLcontext *ctx, struct gl_display_list *list );
177 void vbo_save_SaveFlushVertices( GLcontext *ctx );
178 GLboolean vbo_save_NotifyBegin( GLcontext *ctx, GLenum mode );
179
180 void vbo_save_playback_vertex_list( GLcontext *ctx, void *data );
181
182 void vbo_save_api_init( struct vbo_save_context *save );
183
184 #endif