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  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.  
  60. /** Used to signal when transitioning from one kind of drawing method
  61.  * to another.
  62.  */
  63. enum draw_method
  64. {
  65.    DRAW_NONE,          /**< Initial value only */
  66.    DRAW_BEGIN_END,
  67.    DRAW_DISPLAY_LIST,
  68.    DRAW_ARRAYS
  69. };
  70.  
  71.  
  72. struct vbo_context {
  73.    struct gl_client_array currval[VBO_ATTRIB_MAX];
  74.    
  75.    /** Map VERT_ATTRIB_x to VBO_ATTRIB_y */
  76.    GLuint map_vp_none[VERT_ATTRIB_MAX];
  77.    GLuint map_vp_arb[VERT_ATTRIB_MAX];
  78.  
  79.    struct vbo_exec_context exec;
  80.    struct vbo_save_context save;
  81.  
  82.    /* Callback into the driver.  This must always succeed, the driver
  83.     * is responsible for initiating any fallback actions required:
  84.     */
  85.    vbo_draw_func draw_prims;
  86.  
  87.    enum draw_method last_draw_method;
  88. };
  89.  
  90.  
  91. static inline struct vbo_context *vbo_context(struct gl_context *ctx)
  92. {
  93.    return (struct vbo_context *)(ctx->swtnl_im);
  94. }
  95.  
  96.  
  97. /**
  98.  * Return VP_x token to indicate whether we're running fixed-function
  99.  * vertex transformation, an NV vertex program or ARB vertex program/shader.
  100.  */
  101. static inline enum vp_mode
  102. get_program_mode( struct gl_context *ctx )
  103. {
  104.    if (!ctx->VertexProgram._Current)
  105.       return VP_NONE;
  106.    else if (ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram)
  107.       return VP_NONE;
  108.    else
  109.       return VP_ARB;
  110. }
  111.  
  112.  
  113. /**
  114.  * This is called by glBegin, glDrawArrays and glDrawElements (and
  115.  * variations of those calls).  When we transition from immediate mode
  116.  * drawing to array drawing we need to invalidate the array state.
  117.  *
  118.  * glBegin/End builds vertex arrays.  Those arrays may look identical
  119.  * to glDrawArrays arrays except that the position of the elements may
  120.  * be different.  For example, arrays of (position3v, normal3f) vs. arrays
  121.  * of (normal3f, position3f).  So we need to make sure we notify drivers
  122.  * that arrays may be changing.
  123.  */
  124. static inline void
  125. vbo_draw_method(struct vbo_context *vbo, enum draw_method method)
  126. {
  127.    if (vbo->last_draw_method != method) {
  128.       struct gl_context *ctx = vbo->exec.ctx;
  129.  
  130.       switch (method) {
  131.       case DRAW_ARRAYS:
  132.          ctx->Array._DrawArrays = vbo->exec.array.inputs;
  133.          break;
  134.       case DRAW_BEGIN_END:
  135.          ctx->Array._DrawArrays = vbo->exec.vtx.inputs;
  136.          break;
  137.       case DRAW_DISPLAY_LIST:
  138.          ctx->Array._DrawArrays = vbo->save.inputs;
  139.          break;
  140.       default:
  141.          ASSERT(0);
  142.       }
  143.  
  144.       ctx->NewDriverState |= ctx->DriverFlags.NewArray;
  145.       vbo->last_draw_method = method;
  146.    }
  147. }
  148.  
  149. /**
  150.  * Return if format is integer. The immediate mode commands only emit floats
  151.  * for non-integer types, thus everything else is integer.
  152.  */
  153. static inline GLboolean
  154. vbo_attrtype_to_integer_flag(GLenum format)
  155. {
  156.    switch (format) {
  157.    case GL_FLOAT:
  158.       return GL_FALSE;
  159.    case GL_INT:
  160.    case GL_UNSIGNED_INT:
  161.       return GL_TRUE;
  162.    default:
  163.       ASSERT(0);
  164.       return GL_FALSE;
  165.    }
  166. }
  167.  
  168.  
  169. /**
  170.  * Return default component values for the given format.
  171.  * The return type is an array of floats, because that's how we declare
  172.  * the vertex storage despite the fact we sometimes store integers in there.
  173.  */
  174. static inline const GLfloat *
  175. vbo_get_default_vals_as_float(GLenum format)
  176. {
  177.    static const GLfloat default_float[4] = { 0, 0, 0, 1 };
  178.    static const GLint default_int[4] = { 0, 0, 0, 1 };
  179.  
  180.    switch (format) {
  181.    case GL_FLOAT:
  182.       return default_float;
  183.    case GL_INT:
  184.    case GL_UNSIGNED_INT:
  185.       return (const GLfloat*)default_int;
  186.    default:
  187.       ASSERT(0);
  188.       return NULL;
  189.    }
  190. }
  191.  
  192. #endif
  193.