1/*
2 * mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2006  Brian Paul   All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25/**
26 * \file vbo_context.h
27 * \brief VBO builder module datatypes and definitions.
28 * \author Keith Whitwell
29 */
30
31
32/**
33 * \mainpage The VBO builder module
34 *
35 * This module hooks into the GL dispatch table and catches all vertex
36 * building and drawing commands, such as glVertex3f, glBegin and
37 * glDrawArrays.  The module stores all incoming vertex data as arrays
38 * in GL vertex buffer objects (VBOs), and translates all drawing
39 * commands into calls to a driver supplied DrawPrimitives() callback.
40 *
41 * The module captures both immediate mode and display list drawing,
42 * and manages the allocation, reference counting and deallocation of
43 * vertex buffer objects itself.
44 *
45 * The DrawPrimitives() callback can be either implemented by the
46 * driver itself or hooked to the tnl module's _tnl_draw_primitives()
47 * function for hardware without tnl capablilties or during fallbacks.
48 */
49
50
51#ifndef _VBO_CONTEXT_H
52#define _VBO_CONTEXT_H
53
54#include "vbo.h"
55#include "vbo_attrib.h"
56#include "vbo_exec.h"
57#include "vbo_save.h"
58
59#include "main/macros.h"
60
61#ifdef __cplusplus
62extern "C" {
63#endif
64
65struct vbo_context {
66   struct gl_vertex_array currval[VBO_ATTRIB_MAX];
67
68   /** Map VERT_ATTRIB_x to VBO_ATTRIB_y */
69   GLuint map_vp_none[VERT_ATTRIB_MAX];
70   GLuint map_vp_arb[VERT_ATTRIB_MAX];
71
72   struct vbo_exec_context exec;
73   struct vbo_save_context save;
74
75   /* Callback into the driver.  This must always succeed, the driver
76    * is responsible for initiating any fallback actions required:
77    */
78   vbo_draw_func draw_prims;
79
80   /* Optional callback for indirect draws. This allows multidraws to not be
81    * broken up, as well as for the actual count to be passed in as a separate
82    * indirect parameter.
83    */
84   vbo_indirect_draw_func draw_indirect_prims;
85};
86
87
88static inline struct vbo_context *vbo_context(struct gl_context *ctx)
89{
90   return ctx->vbo_context;
91}
92
93
94/**
95 * Return VP_x token to indicate whether we're running fixed-function
96 * vertex transformation, an NV vertex program or ARB vertex program/shader.
97 */
98static inline enum vp_mode
99get_program_mode( struct gl_context *ctx )
100{
101   if (!ctx->VertexProgram._Current)
102      return VP_NONE;
103   else if (ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram)
104      return VP_NONE;
105   else
106      return VP_ARB;
107}
108
109
110/**
111 * This is called by glBegin, glDrawArrays and glDrawElements (and
112 * variations of those calls).  When we transition from immediate mode
113 * drawing to array drawing we need to invalidate the array state.
114 *
115 * glBegin/End builds vertex arrays.  Those arrays may look identical
116 * to glDrawArrays arrays except that the position of the elements may
117 * be different.  For example, arrays of (position3v, normal3f) vs. arrays
118 * of (normal3f, position3f).  So we need to make sure we notify drivers
119 * that arrays may be changing.
120 */
121static inline void
122vbo_draw_method(struct vbo_context *vbo, gl_draw_method method)
123{
124   struct gl_context *ctx = vbo->exec.ctx;
125
126   if (ctx->Array.DrawMethod != method) {
127      switch (method) {
128      case DRAW_ARRAYS:
129         ctx->Array._DrawArrays = vbo->exec.array.inputs;
130         break;
131      case DRAW_BEGIN_END:
132         ctx->Array._DrawArrays = vbo->exec.vtx.inputs;
133         break;
134      case DRAW_DISPLAY_LIST:
135         ctx->Array._DrawArrays = vbo->save.inputs;
136         break;
137      default:
138         assert(0);
139      }
140
141      ctx->NewDriverState |= ctx->DriverFlags.NewArray;
142      ctx->Array.DrawMethod = method;
143   }
144}
145
146/**
147 * Return if format is integer. The immediate mode commands only emit floats
148 * for non-integer types, thus everything else is integer.
149 */
150static inline GLboolean
151vbo_attrtype_to_integer_flag(GLenum format)
152{
153   switch (format) {
154   case GL_FLOAT:
155   case GL_DOUBLE:
156      return GL_FALSE;
157   case GL_INT:
158   case GL_UNSIGNED_INT:
159      return GL_TRUE;
160   default:
161      assert(0);
162      return GL_FALSE;
163   }
164}
165
166static inline GLboolean
167vbo_attrtype_to_double_flag(GLenum format)
168{
169   switch (format) {
170   case GL_FLOAT:
171   case GL_INT:
172   case GL_UNSIGNED_INT:
173      return GL_FALSE;
174   case GL_DOUBLE:
175      return GL_TRUE;
176   default:
177      assert(0);
178      return GL_FALSE;
179   }
180}
181
182/**
183 * Return default component values for the given format.
184 * The return type is an array of fi_types, because that's how we declare
185 * the vertex storage : floats , integers or unsigned integers.
186 */
187static inline const fi_type *
188vbo_get_default_vals_as_union(GLenum format)
189{
190   static const GLfloat default_float[4] = { 0, 0, 0, 1 };
191   static const GLint default_int[4] = { 0, 0, 0, 1 };
192
193   switch (format) {
194   case GL_FLOAT:
195      return (fi_type *)default_float;
196   case GL_INT:
197   case GL_UNSIGNED_INT:
198      return (fi_type *)default_int;
199   default:
200      assert(0);
201      return NULL;
202   }
203}
204
205
206/**
207 * Compute the max number of vertices which can be stored in
208 * a vertex buffer, given the current vertex size, and the amount
209 * of space already used.
210 */
211static inline unsigned
212vbo_compute_max_verts(const struct vbo_exec_context *exec)
213{
214   unsigned n = (VBO_VERT_BUFFER_SIZE - exec->vtx.buffer_used) /
215      (exec->vtx.vertex_size * sizeof(GLfloat));
216   if (n == 0)
217      return 0;
218   /* Subtract one so we're always sure to have room for an extra
219    * vertex for GL_LINE_LOOP -> GL_LINE_STRIP conversion.
220    */
221   n--;
222   return n;
223}
224
225
226#ifdef __cplusplus
227} // extern "C"
228#endif
229
230#endif
231