1/**************************************************************************
2
3Copyright 2002 Tungsten Graphics Inc., Cedar Park, Texas.
4
5All Rights Reserved.
6
7Permission is hereby granted, free of charge, to any person obtaining a
8copy of this software and associated documentation files (the "Software"),
9to deal in the Software without restriction, including without limitation
10on the rights to use, copy, modify, merge, publish, distribute, sub
11license, and/or sell copies of the Software, and to permit persons to whom
12the Software is furnished to do so, subject to the following conditions:
13
14The above copyright notice and this permission notice (including the next
15paragraph) shall be included in all copies or substantial portions of the
16Software.
17
18THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
22DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24USE 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/mfeatures.h"
38#include "main/mtypes.h"
39#include "vbo.h"
40#include "vbo_attrib.h"
41
42
43struct vbo_save_copied_vtx {
44   GLfloat buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS];
45   GLuint nr;
46};
47
48
49/* For display lists, this structure holds a run of vertices of the
50 * same format, and a strictly well-formed set of begin/end pairs,
51 * starting on the first vertex and ending at the last.  Vertex
52 * copying on buffer breaks is precomputed according to these
53 * primitives, though there are situations where the copying will need
54 * correction at execute-time, perhaps by replaying the list as
55 * immediate mode commands.
56 *
57 * On executing this list, the 'current' values may be updated with
58 * the values of the final vertex, and often no fixup of the start of
59 * the vertex list is required.
60 *
61 * Eval and other commands that don't fit into these vertex lists are
62 * compiled using the fallback opcode mechanism provided by dlist.c.
63 */
64struct vbo_save_vertex_list {
65   GLubyte attrsz[VBO_ATTRIB_MAX];
66   GLenum attrtype[VBO_ATTRIB_MAX];
67   GLuint vertex_size;
68
69   /* Copy of the final vertex from node->vertex_store->bufferobj.
70    * Keep this in regular (non-VBO) memory to avoid repeated
71    * map/unmap of the VBO when updating GL current data.
72    */
73   GLfloat *current_data;
74   GLuint current_size;
75
76   GLuint buffer_offset;
77   GLuint count;                /**< vertex count */
78   GLuint wrap_count;		/* number of copied vertices at start */
79   GLboolean dangling_attr_ref;	/* current attr implicitly referenced
80				   outside the list */
81
82   struct _mesa_prim *prim;
83   GLuint prim_count;
84
85   struct vbo_save_vertex_store *vertex_store;
86   struct vbo_save_primitive_store *prim_store;
87};
88
89/* These buffers should be a reasonable size to support upload to
90 * hardware.  Current vbo implementation will re-upload on any
91 * changes, so don't make too big or apps which dynamically create
92 * dlists and use only a few times will suffer.
93 *
94 * Consider stategy of uploading regions from the VBO on demand in the
95 * case of dynamic vbos.  Then make the dlist code signal that
96 * likelyhood as it occurs.  No reason we couldn't change usage
97 * internally even though this probably isn't allowed for client VBOs?
98 */
99#define VBO_SAVE_BUFFER_SIZE (8*1024) /* dwords */
100#define VBO_SAVE_PRIM_SIZE   128
101#define VBO_SAVE_PRIM_MODE_MASK         0x3f
102#define VBO_SAVE_PRIM_WEAK              0x40
103#define VBO_SAVE_PRIM_NO_CURRENT_UPDATE 0x80
104
105#define VBO_SAVE_FALLBACK    0x10000000
106
107/* Storage to be shared among several vertex_lists.
108 */
109struct vbo_save_vertex_store {
110   struct gl_buffer_object *bufferobj;
111   GLfloat *buffer;
112   GLuint used;
113   GLuint refcount;
114};
115
116struct vbo_save_primitive_store {
117   struct _mesa_prim buffer[VBO_SAVE_PRIM_SIZE];
118   GLuint used;
119   GLuint refcount;
120};
121
122
123struct vbo_save_context {
124   struct gl_context *ctx;
125   GLvertexformat vtxfmt;
126   GLvertexformat vtxfmt_noop;  /**< Used if out_of_memory is true */
127   struct gl_client_array arrays[VBO_ATTRIB_MAX];
128   const struct gl_client_array *inputs[VBO_ATTRIB_MAX];
129
130   GLubyte attrsz[VBO_ATTRIB_MAX];
131   GLenum attrtype[VBO_ATTRIB_MAX];
132   GLubyte active_sz[VBO_ATTRIB_MAX];
133   GLuint vertex_size;
134
135   GLboolean out_of_memory;  /**< True if last VBO allocation failed */
136
137   GLfloat *buffer;
138   GLuint count;
139   GLuint wrap_count;
140   GLuint replay_flags;
141
142   struct _mesa_prim *prim;
143   GLuint prim_count, prim_max;
144
145   struct vbo_save_vertex_store *vertex_store;
146   struct vbo_save_primitive_store *prim_store;
147
148   GLfloat *buffer_ptr;		   /* cursor, points into buffer */
149   GLfloat vertex[VBO_ATTRIB_MAX*4];	   /* current values */
150   GLfloat *attrptr[VBO_ATTRIB_MAX];
151   GLuint vert_count;
152   GLuint max_vert;
153   GLboolean dangling_attr_ref;
154
155   GLuint opcode_vertex_list;
156
157   struct vbo_save_copied_vtx copied;
158
159   GLfloat *current[VBO_ATTRIB_MAX]; /* points into ctx->ListState */
160   GLubyte *currentsz[VBO_ATTRIB_MAX];
161};
162
163#if FEATURE_dlist
164
165void vbo_save_init( struct gl_context *ctx );
166void vbo_save_destroy( struct gl_context *ctx );
167void vbo_save_fallback( struct gl_context *ctx, GLboolean fallback );
168
169/* save_loopback.c:
170 */
171void vbo_loopback_vertex_list( struct gl_context *ctx,
172			       const GLfloat *buffer,
173			       const GLubyte *attrsz,
174			       const struct _mesa_prim *prim,
175			       GLuint prim_count,
176			       GLuint wrap_count,
177			       GLuint vertex_size);
178
179/* Callbacks:
180 */
181void vbo_save_EndList( struct gl_context *ctx );
182void vbo_save_NewList( struct gl_context *ctx, GLuint list, GLenum mode );
183void vbo_save_EndCallList( struct gl_context *ctx );
184void vbo_save_BeginCallList( struct gl_context *ctx, struct gl_display_list *list );
185void vbo_save_SaveFlushVertices( struct gl_context *ctx );
186GLboolean vbo_save_NotifyBegin( struct gl_context *ctx, GLenum mode );
187
188void vbo_save_playback_vertex_list( struct gl_context *ctx, void *data );
189
190void vbo_save_api_init( struct vbo_save_context *save );
191
192GLfloat *
193vbo_save_map_vertex_store(struct gl_context *ctx,
194                          struct vbo_save_vertex_store *vertex_store);
195
196void
197vbo_save_unmap_vertex_store(struct gl_context *ctx,
198                            struct vbo_save_vertex_store *vertex_store);
199
200#else /* FEATURE_dlist */
201
202static inline void
203vbo_save_init( struct gl_context *ctx )
204{
205}
206
207static inline void
208vbo_save_destroy( struct gl_context *ctx )
209{
210}
211
212#endif /* FEATURE_dlist */
213
214#endif /* VBO_SAVE_H */
215