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1901 serge 1
/**************************************************************************
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Copyright 2002 Tungsten Graphics Inc., Cedar Park, Texas.
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All Rights Reserved.
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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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on the rights to use, copy, modify, merge, publish, distribute, sub
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license, and/or sell copies of the Software, and to permit persons to whom
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the Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice (including the next
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paragraph) shall be included in all copies or substantial portions of the
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Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
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DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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USE OR OTHER DEALINGS IN THE SOFTWARE.
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**************************************************************************/
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/*
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 * Authors:
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 *   Keith Whitwell 
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 *
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 */
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#ifndef VBO_SAVE_H
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#define VBO_SAVE_H
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#include "main/mtypes.h"
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#include "vbo.h"
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#include "vbo_attrib.h"
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struct vbo_save_copied_vtx {
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   GLfloat buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS];
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   GLuint nr;
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};
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/* For display lists, this structure holds a run of vertices of the
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 * same format, and a strictly well-formed set of begin/end pairs,
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 * starting on the first vertex and ending at the last.  Vertex
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 * copying on buffer breaks is precomputed according to these
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 * primitives, though there are situations where the copying will need
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 * correction at execute-time, perhaps by replaying the list as
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 * immediate mode commands.
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 *
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 * On executing this list, the 'current' values may be updated with
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 * the values of the final vertex, and often no fixup of the start of
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 * the vertex list is required.
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 *
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 * Eval and other commands that don't fit into these vertex lists are
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 * compiled using the fallback opcode mechanism provided by dlist.c.
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 */
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struct vbo_save_vertex_list {
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   GLubyte attrsz[VBO_ATTRIB_MAX];
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   GLuint vertex_size;
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   /* Copy of the final vertex from node->vertex_store->bufferobj.
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    * Keep this in regular (non-VBO) memory to avoid repeated
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    * map/unmap of the VBO when updating GL current data.
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    */
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   GLfloat *current_data;
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   GLuint current_size;
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   GLuint buffer_offset;
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   GLuint count;
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   GLuint wrap_count;		/* number of copied vertices at start */
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   GLboolean dangling_attr_ref;	/* current attr implicitly referenced
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				   outside the list */
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   struct _mesa_prim *prim;
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   GLuint prim_count;
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   struct vbo_save_vertex_store *vertex_store;
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   struct vbo_save_primitive_store *prim_store;
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};
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/* These buffers should be a reasonable size to support upload to
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 * hardware.  Current vbo implementation will re-upload on any
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 * changes, so don't make too big or apps which dynamically create
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 * dlists and use only a few times will suffer.
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 *
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 * Consider stategy of uploading regions from the VBO on demand in the
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 * case of dynamic vbos.  Then make the dlist code signal that
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 * likelyhood as it occurs.  No reason we couldn't change usage
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 * internally even though this probably isn't allowed for client VBOs?
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 */
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#define VBO_SAVE_BUFFER_SIZE (8*1024) /* dwords */
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#define VBO_SAVE_PRIM_SIZE   128
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#define VBO_SAVE_PRIM_WEAK 0x40
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#define VBO_SAVE_FALLBACK    0x10000000
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/* Storage to be shared among several vertex_lists.
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 */
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struct vbo_save_vertex_store {
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   struct gl_buffer_object *bufferobj;
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   GLfloat *buffer;
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   GLuint used;
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   GLuint refcount;
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};
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struct vbo_save_primitive_store {
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   struct _mesa_prim buffer[VBO_SAVE_PRIM_SIZE];
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   GLuint used;
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   GLuint refcount;
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};
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struct vbo_save_context {
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   struct gl_context *ctx;
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   GLvertexformat vtxfmt;
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   struct gl_client_array arrays[VBO_ATTRIB_MAX];
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   const struct gl_client_array *inputs[VBO_ATTRIB_MAX];
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   GLubyte attrsz[VBO_ATTRIB_MAX];
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   GLubyte active_sz[VBO_ATTRIB_MAX];
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   GLuint vertex_size;
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   GLfloat *buffer;
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   GLuint count;
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   GLuint wrap_count;
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   GLuint replay_flags;
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   struct _mesa_prim *prim;
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   GLuint prim_count, prim_max;
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   struct vbo_save_vertex_store *vertex_store;
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   struct vbo_save_primitive_store *prim_store;
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   GLfloat *buffer_ptr;		   /* cursor, points into buffer */
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   GLfloat vertex[VBO_ATTRIB_MAX*4];	   /* current values */
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   GLfloat *attrptr[VBO_ATTRIB_MAX];
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   GLuint vert_count;
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   GLuint max_vert;
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   GLboolean dangling_attr_ref;
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   GLboolean have_materials;
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   GLuint opcode_vertex_list;
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   struct vbo_save_copied_vtx copied;
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   GLfloat *current[VBO_ATTRIB_MAX]; /* points into ctx->ListState */
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   GLubyte *currentsz[VBO_ATTRIB_MAX];
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};
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#if FEATURE_dlist
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void vbo_save_init( struct gl_context *ctx );
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void vbo_save_destroy( struct gl_context *ctx );
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void vbo_save_fallback( struct gl_context *ctx, GLboolean fallback );
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/* save_loopback.c:
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 */
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void vbo_loopback_vertex_list( struct gl_context *ctx,
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			       const GLfloat *buffer,
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			       const GLubyte *attrsz,
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			       const struct _mesa_prim *prim,
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			       GLuint prim_count,
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			       GLuint wrap_count,
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			       GLuint vertex_size);
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/* Callbacks:
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 */
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void vbo_save_EndList( struct gl_context *ctx );
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void vbo_save_NewList( struct gl_context *ctx, GLuint list, GLenum mode );
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void vbo_save_EndCallList( struct gl_context *ctx );
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void vbo_save_BeginCallList( struct gl_context *ctx, struct gl_display_list *list );
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void vbo_save_SaveFlushVertices( struct gl_context *ctx );
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GLboolean vbo_save_NotifyBegin( struct gl_context *ctx, GLenum mode );
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void vbo_save_playback_vertex_list( struct gl_context *ctx, void *data );
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void vbo_save_api_init( struct vbo_save_context *save );
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#else /* FEATURE_dlist */
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static INLINE void
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vbo_save_init( struct gl_context *ctx )
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{
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}
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static INLINE void
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vbo_save_destroy( struct gl_context *ctx )
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{
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}
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#endif /* FEATURE_dlist */
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#endif /* VBO_SAVE_H */