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/*
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 * mesa 3-D graphics library
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 *
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 * Copyright (C) 1999-2006  Brian Paul   All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included
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 * in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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 * OTHER DEALINGS IN THE SOFTWARE.
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 */
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/**
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 * \file vbo_context.h
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 * \brief VBO builder module datatypes and definitions.
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 * \author Keith Whitwell
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 */
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/**
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 * \mainpage The VBO builder module
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 *
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 * This module hooks into the GL dispatch table and catches all vertex
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 * building and drawing commands, such as glVertex3f, glBegin and
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 * glDrawArrays.  The module stores all incoming vertex data as arrays
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 * in GL vertex buffer objects (VBOs), and translates all drawing
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 * commands into calls to a driver supplied DrawPrimitives() callback.
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 *
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 * The module captures both immediate mode and display list drawing,
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 * and manages the allocation, reference counting and deallocation of
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 * vertex buffer objects itself.
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 *
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 * The DrawPrimitives() callback can be either implemented by the
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 * driver itself or hooked to the tnl module's _tnl_draw_primitives()
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 * function for hardware without tnl capablilties or during fallbacks.
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 */
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#ifndef _VBO_CONTEXT_H
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#define _VBO_CONTEXT_H
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#include "vbo.h"
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#include "vbo_attrib.h"
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#include "vbo_exec.h"
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#include "vbo_save.h"
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/** Used to signal when transitioning from one kind of drawing method
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 * to another.
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 */
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enum draw_method
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{
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   DRAW_NONE,          /**< Initial value only */
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   DRAW_BEGIN_END,
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   DRAW_DISPLAY_LIST,
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   DRAW_ARRAYS
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};
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struct vbo_context {
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   struct gl_client_array currval[VBO_ATTRIB_MAX];
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   /** Map VERT_ATTRIB_x to VBO_ATTRIB_y */
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   GLuint map_vp_none[VERT_ATTRIB_MAX];
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   GLuint map_vp_arb[VERT_ATTRIB_MAX];
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   struct vbo_exec_context exec;
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   struct vbo_save_context save;
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   /* Callback into the driver.  This must always succeed, the driver
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    * is responsible for initiating any fallback actions required:
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    */
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   vbo_draw_func draw_prims;
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   enum draw_method last_draw_method;
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};
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static inline struct vbo_context *vbo_context(struct gl_context *ctx)
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{
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   return (struct vbo_context *)(ctx->swtnl_im);
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}
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/**
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 * Return VP_x token to indicate whether we're running fixed-function
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 * vertex transformation, an NV vertex program or ARB vertex program/shader.
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 */
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static inline enum vp_mode
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get_program_mode( struct gl_context *ctx )
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{
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   if (!ctx->VertexProgram._Current)
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      return VP_NONE;
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   else if (ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram)
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      return VP_NONE;
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   else
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      return VP_ARB;
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}
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/**
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 * This is called by glBegin, glDrawArrays and glDrawElements (and
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 * variations of those calls).  When we transition from immediate mode
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 * drawing to array drawing we need to invalidate the array state.
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 *
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 * glBegin/End builds vertex arrays.  Those arrays may look identical
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 * to glDrawArrays arrays except that the position of the elements may
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 * be different.  For example, arrays of (position3v, normal3f) vs. arrays
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 * of (normal3f, position3f).  So we need to make sure we notify drivers
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 * that arrays may be changing.
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 */
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static inline void
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vbo_draw_method(struct vbo_context *vbo, enum draw_method method)
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{
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   if (vbo->last_draw_method != method) {
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      struct gl_context *ctx = vbo->exec.ctx;
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      switch (method) {
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      case DRAW_ARRAYS:
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         ctx->Array._DrawArrays = vbo->exec.array.inputs;
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         break;
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      case DRAW_BEGIN_END:
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         ctx->Array._DrawArrays = vbo->exec.vtx.inputs;
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         break;
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      case DRAW_DISPLAY_LIST:
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         ctx->Array._DrawArrays = vbo->save.inputs;
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         break;
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      default:
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         ASSERT(0);
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      }
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      ctx->NewDriverState |= ctx->DriverFlags.NewArray;
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      vbo->last_draw_method = method;
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   }
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}
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/**
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 * Return if format is integer. The immediate mode commands only emit floats
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 * for non-integer types, thus everything else is integer.
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 */
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static inline GLboolean
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vbo_attrtype_to_integer_flag(GLenum format)
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{
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   switch (format) {
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   case GL_FLOAT:
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      return GL_FALSE;
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   case GL_INT:
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   case GL_UNSIGNED_INT:
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      return GL_TRUE;
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   default:
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      ASSERT(0);
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      return GL_FALSE;
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   }
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}
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/**
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 * Return default component values for the given format.
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 * The return type is an array of floats, because that's how we declare
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 * the vertex storage despite the fact we sometimes store integers in there.
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 */
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static inline const GLfloat *
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vbo_get_default_vals_as_float(GLenum format)
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{
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   static const GLfloat default_float[4] = { 0, 0, 0, 1 };
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   static const GLint default_int[4] = { 0, 0, 0, 1 };
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   switch (format) {
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   case GL_FLOAT:
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      return default_float;
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   case GL_INT:
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   case GL_UNSIGNED_INT:
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      return (const GLfloat*)default_int;
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   default:
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      ASSERT(0);
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      return NULL;
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   }
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}
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#endif