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/*
* 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.
*/
/**
* \file vbo_context.h
* \brief VBO builder module datatypes and definitions.
* \author Keith Whitwell
*/
/**
* \mainpage The VBO builder module
*
* This module hooks into the GL dispatch table and catches all vertex
* building and drawing commands, such as glVertex3f, glBegin and
* glDrawArrays. The module stores all incoming vertex data as arrays
* in GL vertex buffer objects (VBOs), and translates all drawing
* commands into calls to a driver supplied DrawPrimitives() callback.
*
* The module captures both immediate mode and display list drawing,
* and manages the allocation, reference counting and deallocation of
* vertex buffer objects itself.
*
* The DrawPrimitives() callback can be either implemented by the
* driver itself or hooked to the tnl module's _tnl_draw_primitives()
* function for hardware without tnl capablilties or during fallbacks.
*/
#ifndef _VBO_CONTEXT_H
#define _VBO_CONTEXT_H
#include "vbo.h"
#include "vbo_attrib.h"
#include "vbo_exec.h"
#include "vbo_save.h"
/** Used to signal when transitioning from one kind of drawing method
* to another.
*/
enum draw_method
{
DRAW_NONE, /**< Initial value only */
DRAW_BEGIN_END,
DRAW_DISPLAY_LIST,
DRAW_ARRAYS
};
struct vbo_context {
struct gl_client_array currval[VBO_ATTRIB_MAX];
/** Map VERT_ATTRIB_x to VBO_ATTRIB_y */
GLuint map_vp_none[VERT_ATTRIB_MAX];
GLuint map_vp_arb[VERT_ATTRIB_MAX];
struct vbo_exec_context exec;
struct vbo_save_context save;
/* Callback into the driver. This must always succeed, the driver
* is responsible for initiating any fallback actions required:
*/
vbo_draw_func draw_prims;
enum draw_method last_draw_method;
};
static inline struct vbo_context *vbo_context(struct gl_context *ctx)
{
return (struct vbo_context *)(ctx->swtnl_im);
}
/**
* 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, enum draw_method method)
{
if (vbo->last_draw_method != method) {
struct gl_context *ctx = vbo->exec.ctx;
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:
ASSERT(0);
}
ctx->NewDriverState |= ctx->DriverFlags.NewArray;
vbo->last_draw_method = 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:
return GL_FALSE;
case GL_INT:
case GL_UNSIGNED_INT:
return GL_TRUE;
default:
ASSERT(0);
return GL_FALSE;
}
}
/**
* Return default component values for the given format.
* The return type is an array of floats, because that's how we declare
* the vertex storage despite the fact we sometimes store integers in there.
*/
static inline const GLfloat *
vbo_get_default_vals_as_float(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 default_float;
case GL_INT:
case GL_UNSIGNED_INT:
return (const GLfloat*)default_int;
default:
ASSERT(0);
return NULL;
}
}
#endif
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