blob: c94215a20f556cf99cf98030702a85370553099d [file] [log] [blame]
/*
* 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.
*/
/**
* Types, functions, etc which are private to the VBO module.
*/
#ifndef VBO_PRIVATE_H
#define VBO_PRIVATE_H
#include "vbo/vbo_attrib.h"
#include "vbo/vbo_exec.h"
#include "vbo/vbo_save.h"
#include "main/varray.h"
struct _glapi_table;
struct _mesa_prim;
struct vbo_context {
struct gl_vertex_buffer_binding binding;
struct gl_array_attributes current[VBO_ATTRIB_MAX];
struct gl_vertex_array_object *VAO;
struct vbo_exec_context exec;
struct vbo_save_context save;
};
static inline struct vbo_context *
vbo_context(struct gl_context *ctx)
{
return ctx->vbo_context;
}
static inline const struct vbo_context *
vbo_context_const(const struct gl_context *ctx)
{
return ctx->vbo_context;
}
/**
* Array to apply the fixed function material aliasing map to
* an attribute value used in vbo processing inputs to an attribute
* as they appear in the vao.
*/
extern const GLubyte
_vbo_attribute_alias_map[VP_MODE_MAX][VERT_ATTRIB_MAX];
/**
* 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:
case GL_DOUBLE:
return GL_FALSE;
case GL_INT:
case GL_UNSIGNED_INT:
case GL_UNSIGNED_INT64_ARB:
return GL_TRUE;
default:
unreachable("Bad vertex attribute type");
return GL_FALSE;
}
}
static inline GLboolean
vbo_attrtype_to_double_flag(GLenum format)
{
switch (format) {
case GL_FLOAT:
case GL_INT:
case GL_UNSIGNED_INT:
return GL_FALSE;
case GL_UNSIGNED_INT64_ARB:
case GL_DOUBLE:
return GL_TRUE;
default:
unreachable("Bad vertex attribute type");
return GL_FALSE;
}
}
static inline void
vbo_set_vertex_format(struct gl_vertex_format* vertex_format,
GLubyte size, GLenum16 type)
{
_mesa_set_vertex_format(vertex_format, size, type, GL_RGBA, GL_FALSE,
vbo_attrtype_to_integer_flag(type),
vbo_attrtype_to_double_flag(type));
}
/**
* Return default component values for the given format.
* The return type is an array of fi_types, because that's how we declare
* the vertex storage : floats , integers or unsigned integers.
*/
static inline const fi_type *
vbo_get_default_vals_as_union(GLenum format)
{
static const GLfloat default_float[4] = { 0, 0, 0, 1 };
static const GLint default_int[4] = { 0, 0, 0, 1 };
static const GLdouble default_double[4] = { 0, 0, 0, 1 };
static const uint64_t default_uint64[4] = { 0, 0, 0, 1 };
switch (format) {
case GL_FLOAT:
return (fi_type *)default_float;
case GL_INT:
case GL_UNSIGNED_INT:
return (fi_type *)default_int;
case GL_DOUBLE:
return (fi_type *)default_double;
case GL_UNSIGNED_INT64_ARB:
return (fi_type *)default_uint64;
default:
unreachable("Bad vertex format");
return NULL;
}
}
/**
* Compute the max number of vertices which can be stored in
* a vertex buffer, given the current vertex size, and the amount
* of space already used.
*/
static inline unsigned
vbo_compute_max_verts(const struct vbo_exec_context *exec)
{
unsigned n = (VBO_VERT_BUFFER_SIZE - exec->vtx.buffer_used) /
(exec->vtx.vertex_size * sizeof(GLfloat));
if (n == 0)
return 0;
/* Subtract one so we're always sure to have room for an extra
* vertex for GL_LINE_LOOP -> GL_LINE_STRIP conversion.
*/
n--;
return n;
}
void
vbo_try_prim_conversion(struct _mesa_prim *p);
bool
vbo_can_merge_prims(const struct _mesa_prim *p0, const struct _mesa_prim *p1);
void
vbo_merge_prims(struct _mesa_prim *p0, const struct _mesa_prim *p1);
/**
* Get the filter mask for vbo draws depending on the vertex_processing_mode.
*/
static inline GLbitfield
_vbo_get_vao_filter(gl_vertex_processing_mode vertex_processing_mode)
{
if (vertex_processing_mode == VP_MODE_FF) {
/* The materials mapped into the generic arrays */
return VERT_BIT_FF_ALL | VERT_BIT_MAT_ALL;
} else {
return VERT_BIT_ALL;
}
}
/**
* Translate the bitmask of VBO_ATTRIB_BITs to VERT_ATTRIB_BITS.
* Note that position/generic0 attribute aliasing is done
* generically in the VAO.
*/
static inline GLbitfield
_vbo_get_vao_enabled_from_vbo(gl_vertex_processing_mode vertex_processing_mode,
GLbitfield64 enabled)
{
if (vertex_processing_mode == VP_MODE_FF) {
/* The materials mapped into the generic arrays */
return (((GLbitfield)enabled) & VERT_BIT_FF_ALL)
| (((GLbitfield)(enabled >> VBO_MATERIAL_SHIFT)) & VERT_BIT_MAT_ALL);
} else {
return ((GLbitfield)enabled) & VERT_BIT_ALL;
}
}
/**
* Set the vertex attrib for vbo draw use.
*/
static inline void
_vbo_set_attrib_format(struct gl_context *ctx,
struct gl_vertex_array_object *vao,
gl_vert_attrib attr, GLintptr buffer_offset,
GLubyte size, GLenum16 type, GLuint offset)
{
const GLboolean integer = vbo_attrtype_to_integer_flag(type);
const GLboolean doubles = vbo_attrtype_to_double_flag(type);
if (doubles)
size /= 2;
_mesa_update_array_format(ctx, vao, attr, size, type, GL_RGBA,
GL_FALSE, integer, doubles, offset);
/* Ptr for userspace arrays.
* For updating the pointer we would need to add the vao->NewArrays flag
* to the VAO. But but that is done already unconditionally in
* _mesa_update_array_format called above.
*/
assert((vao->NewArrays | ~vao->Enabled) & VERT_BIT(attr));
vao->VertexAttrib[attr].Ptr = ADD_POINTERS(buffer_offset, offset);
}
#endif /* VBO_PRIVATE_H */