vbo: remove dead code in vbo_can_merge_prims
[mesa.git] / src / mesa / vbo / vbo_save.h
1 /**************************************************************************
2
3 Copyright 2002 VMware, Inc.
4
5 All Rights Reserved.
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12 the Software is furnished to do so, subject to the following conditions:
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14 The above copyright notice and this permission notice (including the next
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16 Software.
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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,
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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
41 struct vbo_save_copied_vtx {
42 fi_type buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS];
43 GLuint nr;
44 };
45
46
47 /* For display lists, this structure holds a run of vertices of the
48 * same format, and a strictly well-formed set of begin/end pairs,
49 * starting on the first vertex and ending at the last. Vertex
50 * copying on buffer breaks is precomputed according to these
51 * primitives, though there are situations where the copying will need
52 * correction at execute-time, perhaps by replaying the list as
53 * immediate mode commands.
54 *
55 * On executing this list, the 'current' values may be updated with
56 * the values of the final vertex, and often no fixup of the start of
57 * the vertex list is required.
58 *
59 * Eval and other commands that don't fit into these vertex lists are
60 * compiled using the fallback opcode mechanism provided by dlist.c.
61 */
62 struct vbo_save_vertex_list {
63 struct gl_vertex_array_object *VAO[VP_MODE_MAX];
64
65 /* Copy of the final vertex from node->vertex_store->bufferobj.
66 * Keep this in regular (non-VBO) memory to avoid repeated
67 * map/unmap of the VBO when updating GL current data.
68 */
69 fi_type *current_data;
70
71 GLuint vertex_count; /**< number of vertices in this list */
72 GLuint wrap_count; /* number of copied vertices at start */
73
74 struct _mesa_prim *prims;
75 GLuint prim_count;
76
77 struct vbo_save_primitive_store *prim_store;
78 };
79
80
81 /**
82 * Return the stride in bytes of the display list node.
83 */
84 static inline GLsizei
85 _vbo_save_get_stride(const struct vbo_save_vertex_list *node)
86 {
87 return node->VAO[0]->BufferBinding[0].Stride;
88 }
89
90
91 /**
92 * Return the first referenced vertex index in the display list node.
93 */
94 static inline GLuint
95 _vbo_save_get_min_index(const struct vbo_save_vertex_list *node)
96 {
97 assert(node->prim_count > 0);
98 return node->prims[0].start;
99 }
100
101
102 /**
103 * Return the last referenced vertex index in the display list node.
104 */
105 static inline GLuint
106 _vbo_save_get_max_index(const struct vbo_save_vertex_list *node)
107 {
108 assert(node->prim_count > 0);
109 const struct _mesa_prim *last_prim = &node->prims[node->prim_count - 1];
110 return last_prim->start + last_prim->count - 1;
111 }
112
113
114 /**
115 * Return the vertex count in the display list node.
116 */
117 static inline GLuint
118 _vbo_save_get_vertex_count(const struct vbo_save_vertex_list *node)
119 {
120 assert(node->prim_count > 0);
121 const struct _mesa_prim *first_prim = &node->prims[0];
122 const struct _mesa_prim *last_prim = &node->prims[node->prim_count - 1];
123 return last_prim->start - first_prim->start + last_prim->count;
124 }
125
126
127 /* These buffers should be a reasonable size to support upload to
128 * hardware. Current vbo implementation will re-upload on any
129 * changes, so don't make too big or apps which dynamically create
130 * dlists and use only a few times will suffer.
131 *
132 * Consider stategy of uploading regions from the VBO on demand in the
133 * case of dynamic vbos. Then make the dlist code signal that
134 * likelyhood as it occurs. No reason we couldn't change usage
135 * internally even though this probably isn't allowed for client VBOs?
136 */
137 #define VBO_SAVE_BUFFER_SIZE (256*1024) /* dwords */
138 #define VBO_SAVE_PRIM_SIZE 128
139 #define VBO_SAVE_PRIM_MODE_MASK 0x3f
140
141 struct vbo_save_vertex_store {
142 struct gl_buffer_object *bufferobj;
143 fi_type *buffer_map;
144 GLuint used; /**< Number of 4-byte words used in buffer */
145 };
146
147 /* Storage to be shared among several vertex_lists.
148 */
149 struct vbo_save_primitive_store {
150 struct _mesa_prim prims[VBO_SAVE_PRIM_SIZE];
151 GLuint used;
152 GLuint refcount;
153 };
154
155
156 struct vbo_save_context {
157 struct gl_context *ctx;
158 GLvertexformat vtxfmt;
159 GLvertexformat vtxfmt_noop; /**< Used if out_of_memory is true */
160
161 GLbitfield64 enabled; /**< mask of enabled vbo arrays. */
162 GLubyte attrsz[VBO_ATTRIB_MAX]; /**< 1, 2, 3 or 4 */
163 GLenum16 attrtype[VBO_ATTRIB_MAX]; /**< GL_FLOAT, GL_INT, etc */
164 GLubyte active_sz[VBO_ATTRIB_MAX]; /**< 1, 2, 3 or 4 */
165 GLuint vertex_size; /**< size in GLfloats */
166 struct gl_vertex_array_object *VAO[VP_MODE_MAX];
167
168 GLboolean out_of_memory; /**< True if last VBO allocation failed */
169
170 GLbitfield replay_flags;
171
172 struct _mesa_prim *prims;
173 GLuint prim_count, prim_max;
174
175 bool no_current_update;
176
177 struct vbo_save_vertex_store *vertex_store;
178 struct vbo_save_primitive_store *prim_store;
179
180 fi_type *buffer_map; /**< Mapping of vertex_store's buffer */
181 fi_type *buffer_ptr; /**< cursor, points into buffer_map */
182 fi_type vertex[VBO_ATTRIB_MAX*4]; /* current values */
183 fi_type *attrptr[VBO_ATTRIB_MAX];
184 GLuint vert_count;
185 GLuint max_vert;
186 GLboolean dangling_attr_ref;
187
188 GLuint opcode_vertex_list;
189
190 struct vbo_save_copied_vtx copied;
191
192 fi_type *current[VBO_ATTRIB_MAX]; /* points into ctx->ListState */
193 GLubyte *currentsz[VBO_ATTRIB_MAX];
194 };
195
196 void vbo_save_init(struct gl_context *ctx);
197 void vbo_save_destroy(struct gl_context *ctx);
198
199 /* save_loopback.c:
200 */
201 void _vbo_loopback_vertex_list(struct gl_context *ctx,
202 const struct vbo_save_vertex_list* node);
203
204 /* Callbacks:
205 */
206 void
207 vbo_save_playback_vertex_list(struct gl_context *ctx, void *data);
208
209 void
210 vbo_save_api_init(struct vbo_save_context *save);
211
212 fi_type *
213 vbo_save_map_vertex_store(struct gl_context *ctx,
214 struct vbo_save_vertex_store *vertex_store);
215
216 void
217 vbo_save_unmap_vertex_store(struct gl_context *ctx,
218 struct vbo_save_vertex_store *vertex_store);
219
220 #endif /* VBO_SAVE_H */