st/mesa: optimize DEPTH_STENCIL copies using fragment shader
[mesa.git] / src / mesa / vbo / vbo_save.h
1 /**************************************************************************
2
3 Copyright 2002 VMware, Inc.
4
5 All Rights Reserved.
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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
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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.
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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 VMWARE 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.
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26 **************************************************************************/
27
28 /*
29 * Authors:
30 * Keith Whitwell <keithw@vmware.com>
31 *
32 */
33
34 #ifndef VBO_SAVE_H
35 #define VBO_SAVE_H
36
37 #include "vbo.h"
38 #include "vbo_attrib.h"
39
40 /* For display lists, this structure holds a run of vertices of the
41 * same format, and a strictly well-formed set of begin/end pairs,
42 * starting on the first vertex and ending at the last. Vertex
43 * copying on buffer breaks is precomputed according to these
44 * primitives, though there are situations where the copying will need
45 * correction at execute-time, perhaps by replaying the list as
46 * immediate mode commands.
47 *
48 * On executing this list, the 'current' values may be updated with
49 * the values of the final vertex, and often no fixup of the start of
50 * the vertex list is required.
51 *
52 * Eval and other commands that don't fit into these vertex lists are
53 * compiled using the fallback opcode mechanism provided by dlist.c.
54 */
55 struct vbo_save_vertex_list {
56 struct gl_vertex_array_object *VAO[VP_MODE_MAX];
57
58 /* Copy of the final vertex from node->vertex_store->bufferobj.
59 * Keep this in regular (non-VBO) memory to avoid repeated
60 * map/unmap of the VBO when updating GL current data.
61 */
62 fi_type *current_data;
63
64 GLuint vertex_count; /**< number of vertices in this list */
65 GLuint wrap_count; /* number of copied vertices at start */
66
67 struct _mesa_prim *prims;
68 GLuint prim_count;
69
70 struct vbo_save_primitive_store *prim_store;
71 };
72
73
74 /**
75 * Return the stride in bytes of the display list node.
76 */
77 static inline GLsizei
78 _vbo_save_get_stride(const struct vbo_save_vertex_list *node)
79 {
80 return node->VAO[0]->BufferBinding[0].Stride;
81 }
82
83
84 /**
85 * Return the first referenced vertex index in the display list node.
86 */
87 static inline GLuint
88 _vbo_save_get_min_index(const struct vbo_save_vertex_list *node)
89 {
90 assert(node->prim_count > 0);
91 return node->prims[0].start;
92 }
93
94
95 /**
96 * Return the last referenced vertex index in the display list node.
97 */
98 static inline GLuint
99 _vbo_save_get_max_index(const struct vbo_save_vertex_list *node)
100 {
101 assert(node->prim_count > 0);
102 const struct _mesa_prim *last_prim = &node->prims[node->prim_count - 1];
103 return last_prim->start + last_prim->count - 1;
104 }
105
106
107 /**
108 * Return the vertex count in the display list node.
109 */
110 static inline GLuint
111 _vbo_save_get_vertex_count(const struct vbo_save_vertex_list *node)
112 {
113 assert(node->prim_count > 0);
114 const struct _mesa_prim *first_prim = &node->prims[0];
115 const struct _mesa_prim *last_prim = &node->prims[node->prim_count - 1];
116 return last_prim->start - first_prim->start + last_prim->count;
117 }
118
119
120 /* These buffers should be a reasonable size to support upload to
121 * hardware. Current vbo implementation will re-upload on any
122 * changes, so don't make too big or apps which dynamically create
123 * dlists and use only a few times will suffer.
124 *
125 * Consider stategy of uploading regions from the VBO on demand in the
126 * case of dynamic vbos. Then make the dlist code signal that
127 * likelyhood as it occurs. No reason we couldn't change usage
128 * internally even though this probably isn't allowed for client VBOs?
129 */
130 #define VBO_SAVE_BUFFER_SIZE (256*1024) /* dwords */
131 #define VBO_SAVE_PRIM_SIZE 128
132 #define VBO_SAVE_PRIM_MODE_MASK 0x3f
133
134 struct vbo_save_vertex_store {
135 struct gl_buffer_object *bufferobj;
136 fi_type *buffer_map;
137 GLuint used; /**< Number of 4-byte words used in buffer */
138 };
139
140 /* Storage to be shared among several vertex_lists.
141 */
142 struct vbo_save_primitive_store {
143 struct _mesa_prim prims[VBO_SAVE_PRIM_SIZE];
144 GLuint used;
145 GLuint refcount;
146 };
147
148
149 void vbo_save_init(struct gl_context *ctx);
150 void vbo_save_destroy(struct gl_context *ctx);
151
152 /* save_loopback.c:
153 */
154 void _vbo_loopback_vertex_list(struct gl_context *ctx,
155 const struct vbo_save_vertex_list* node);
156
157 /* Callbacks:
158 */
159 void
160 vbo_save_playback_vertex_list(struct gl_context *ctx, void *data);
161
162 void
163 vbo_save_api_init(struct vbo_save_context *save);
164
165 fi_type *
166 vbo_save_map_vertex_store(struct gl_context *ctx,
167 struct vbo_save_vertex_store *vertex_store);
168
169 void
170 vbo_save_unmap_vertex_store(struct gl_context *ctx,
171 struct vbo_save_vertex_store *vertex_store);
172
173 #endif /* VBO_SAVE_H */