blob: e087ce0e1b2ed14dbeedda62144d6f673caa86d4 [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.
*/
/**
* \brief Public interface to the VBO module
* \author Keith Whitwell
*/
#ifndef _VBO_H
#define _VBO_H
#include <stdbool.h>
#include "main/glheader.h"
#include "main/dd.h"
#include "main/draw.h"
#include "main/macros.h"
#include "vbo_attrib.h"
#ifdef __cplusplus
extern "C" {
#endif
struct gl_context;
struct vbo_module;
/**
* Max number of primitives (number of glBegin/End pairs) per VBO.
*/
#define VBO_MAX_PRIM 64
/**
* Current vertex processing mode: fixed function vs. shader.
* In reality, fixed function is probably implemented by a shader but that's
* not what we care about here.
*/
typedef enum
{
VP_MODE_FF, /**< legacy / fixed function */
VP_MODE_SHADER, /**< ARB vertex program or GLSL vertex shader */
VP_MODE_MAX /**< for sizing arrays */
} gl_vertex_processing_mode;
struct vbo_exec_eval1_map {
struct gl_1d_map *map;
GLuint sz;
};
struct vbo_exec_eval2_map {
struct gl_2d_map *map;
GLuint sz;
};
struct vbo_exec_copied_vtx {
fi_type buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS];
GLuint nr;
};
struct vbo_exec_context
{
struct gl_context *ctx;
GLvertexformat vtxfmt;
GLvertexformat vtxfmt_noop;
struct {
struct gl_buffer_object *bufferobj;
GLuint vertex_size; /* in dwords */
GLuint vertex_size_no_pos;
struct _mesa_prim prim[VBO_MAX_PRIM];
GLuint prim_count;
fi_type *buffer_map;
fi_type *buffer_ptr; /* cursor, points into buffer */
GLuint buffer_used; /* in bytes */
unsigned buffer_offset; /* only for persistent mappings */
fi_type vertex[VBO_ATTRIB_MAX*4]; /* current vertex */
GLuint vert_count; /**< Number of vertices currently in buffer */
GLuint max_vert; /**< Max number of vertices allowed in buffer */
struct vbo_exec_copied_vtx copied;
GLbitfield64 enabled; /**< mask of enabled vbo arrays. */
/* Keep these packed in a structure for faster access. */
struct {
GLenum16 type; /**< GL_FLOAT, GL_DOUBLE, GL_INT, etc */
GLubyte active_size; /**< number of components, but can shrink */
GLubyte size; /**< number of components (1..4) */
} attr[VBO_ATTRIB_MAX];
/** pointers into the current 'vertex' array, declared above */
fi_type *attrptr[VBO_ATTRIB_MAX];
} vtx;
struct {
GLboolean recalculate_maps;
struct vbo_exec_eval1_map map1[VERT_ATTRIB_MAX];
struct vbo_exec_eval2_map map2[VERT_ATTRIB_MAX];
} eval;
#ifndef NDEBUG
GLint flush_call_depth;
#endif
};
struct vbo_save_copied_vtx {
fi_type buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS];
GLuint nr;
};
struct vbo_save_context {
struct gl_context *ctx;
GLvertexformat vtxfmt;
GLvertexformat vtxfmt_noop; /**< Used if out_of_memory is true */
GLbitfield64 enabled; /**< mask of enabled vbo arrays. */
GLubyte attrsz[VBO_ATTRIB_MAX]; /**< 1, 2, 3 or 4 */
GLenum16 attrtype[VBO_ATTRIB_MAX]; /**< GL_FLOAT, GL_INT, etc */
GLubyte active_sz[VBO_ATTRIB_MAX]; /**< 1, 2, 3 or 4 */
GLuint vertex_size; /**< size in GLfloats */
struct gl_vertex_array_object *VAO[VP_MODE_MAX];
GLboolean out_of_memory; /**< True if last VBO allocation failed */
GLbitfield replay_flags;
struct _mesa_prim *prims;
GLuint prim_count, prim_max;
bool no_current_update;
struct vbo_save_vertex_store *vertex_store;
struct vbo_save_primitive_store *prim_store;
fi_type *buffer_map; /**< Mapping of vertex_store's buffer */
fi_type *buffer_ptr; /**< cursor, points into buffer_map */
fi_type vertex[VBO_ATTRIB_MAX*4]; /* current values */
fi_type *attrptr[VBO_ATTRIB_MAX];
GLuint vert_count;
GLuint max_vert;
GLboolean dangling_attr_ref;
GLuint opcode_vertex_list;
struct vbo_save_copied_vtx copied;
fi_type *current[VBO_ATTRIB_MAX]; /* points into ctx->ListState */
GLubyte *currentsz[VBO_ATTRIB_MAX];
};
GLboolean
_vbo_CreateContext(struct gl_context *ctx, bool use_buffer_objects);
void
_vbo_DestroyContext(struct gl_context *ctx);
void
vbo_exec_update_eval_maps(struct gl_context *ctx);
void
_vbo_install_exec_vtxfmt(struct gl_context *ctx);
void
vbo_initialize_exec_dispatch(const struct gl_context *ctx,
struct _glapi_table *exec);
void
vbo_initialize_save_dispatch(const struct gl_context *ctx,
struct _glapi_table *exec);
void
vbo_exec_FlushVertices(struct gl_context *ctx, GLuint flags);
void
vbo_save_SaveFlushVertices(struct gl_context *ctx);
void
vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode,
bool no_current_update);
void
vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode);
void
vbo_save_EndList(struct gl_context *ctx);
void
vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *list);
void
vbo_save_EndCallList(struct gl_context *ctx);
void
vbo_delete_minmax_cache(struct gl_buffer_object *bufferObj);
void
vbo_get_minmax_index_mapped(unsigned count, unsigned index_size,
unsigned restartIndex, bool restart,
const void *indices,
unsigned *min_index, unsigned *max_index);
void
vbo_get_minmax_indices(struct gl_context *ctx, const struct _mesa_prim *prim,
const struct _mesa_index_buffer *ib,
GLuint *min_index, GLuint *max_index, GLuint nr_prims);
void
vbo_sw_primitive_restart(struct gl_context *ctx,
const struct _mesa_prim *prim,
GLuint nr_prims,
const struct _mesa_index_buffer *ib,
GLuint num_instances, GLuint base_instance,
struct gl_buffer_object *indirect,
GLsizeiptr indirect_offset);
const struct gl_array_attributes*
_vbo_current_attrib(const struct gl_context *ctx, gl_vert_attrib attr);
const struct gl_vertex_buffer_binding*
_vbo_current_binding(const struct gl_context *ctx);
void GLAPIENTRY
_es_Color4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
void GLAPIENTRY
_es_Normal3f(GLfloat x, GLfloat y, GLfloat z);
void GLAPIENTRY
_es_MultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
void GLAPIENTRY
_es_Materialfv(GLenum face, GLenum pname, const GLfloat *params);
void GLAPIENTRY
_es_Materialf(GLenum face, GLenum pname, GLfloat param);
void GLAPIENTRY
_es_VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void GLAPIENTRY
_es_VertexAttrib1f(GLuint indx, GLfloat x);
void GLAPIENTRY
_es_VertexAttrib1fv(GLuint indx, const GLfloat* values);
void GLAPIENTRY
_es_VertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
void GLAPIENTRY
_es_VertexAttrib2fv(GLuint indx, const GLfloat* values);
void GLAPIENTRY
_es_VertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
void GLAPIENTRY
_es_VertexAttrib3fv(GLuint indx, const GLfloat* values);
void GLAPIENTRY
_es_VertexAttrib4fv(GLuint indx, const GLfloat* values);
#ifdef __cplusplus
} // extern "C"
#endif
#endif