vbo_save.h revision 4a49301e
1/**************************************************************************
2
3Copyright 2002 Tungsten Graphics Inc., Cedar Park, Texas.
4
5All Rights Reserved.
6
7Permission is hereby granted, free of charge, to any person obtaining a
8copy of this software and associated documentation files (the "Software"),
9to deal in the Software without restriction, including without limitation
10on the rights to use, copy, modify, merge, publish, distribute, sub
11license, and/or sell copies of the Software, and to permit persons to whom
12the Software is furnished to do so, subject to the following conditions:
13
14The above copyright notice and this permission notice (including the next
15paragraph) shall be included in all copies or substantial portions of the
16Software.
17
18THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
22DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24USE OR OTHER DEALINGS IN THE SOFTWARE.
25
26**************************************************************************/
27
28/*
29 * Authors:
30 *   Keith Whitwell <keith@tungstengraphics.com>
31 *
32 */
33
34#ifndef VBO_SAVE_H
35#define VBO_SAVE_H
36
37#include "main/mtypes.h"
38#include "vbo.h"
39#include "vbo_attrib.h"
40
41
42struct vbo_save_copied_vtx {
43   GLfloat buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS];
44   GLuint nr;
45};
46
47
48/* For display lists, this structure holds a run of vertices of the
49 * same format, and a strictly well-formed set of begin/end pairs,
50 * starting on the first vertex and ending at the last.  Vertex
51 * copying on buffer breaks is precomputed according to these
52 * primitives, though there are situations where the copying will need
53 * correction at execute-time, perhaps by replaying the list as
54 * immediate mode commands.
55 *
56 * On executing this list, the 'current' values may be updated with
57 * the values of the final vertex, and often no fixup of the start of
58 * the vertex list is required.
59 *
60 * Eval and other commands that don't fit into these vertex lists are
61 * compiled using the fallback opcode mechanism provided by dlist.c.
62 */
63struct vbo_save_vertex_list {
64   GLubyte attrsz[VBO_ATTRIB_MAX];
65   GLuint vertex_size;
66
67   /* Copy of the final vertex from node->vertex_store->bufferobj.
68    * Keep this in regular (non-VBO) memory to avoid repeated
69    * map/unmap of the VBO when updating GL current data.
70    */
71   GLfloat *current_data;
72   GLuint current_size;
73
74   GLuint buffer_offset;
75   GLuint count;
76   GLuint wrap_count;		/* number of copied vertices at start */
77   GLboolean dangling_attr_ref;	/* current attr implicitly referenced
78				   outside the list */
79
80   struct _mesa_prim *prim;
81   GLuint prim_count;
82
83   struct vbo_save_vertex_store *vertex_store;
84   struct vbo_save_primitive_store *prim_store;
85};
86
87/* These buffers should be a reasonable size to support upload to
88 * hardware.  Current vbo implementation will re-upload on any
89 * changes, so don't make too big or apps which dynamically create
90 * dlists and use only a few times will suffer.
91 *
92 * Consider stategy of uploading regions from the VBO on demand in the
93 * case of dynamic vbos.  Then make the dlist code signal that
94 * likelyhood as it occurs.  No reason we couldn't change usage
95 * internally even though this probably isn't allowed for client VBOs?
96 */
97#define VBO_SAVE_BUFFER_SIZE (8*1024) /* dwords */
98#define VBO_SAVE_PRIM_SIZE   128
99#define VBO_SAVE_PRIM_WEAK 0x40
100
101#define VBO_SAVE_FALLBACK    0x10000000
102
103/* Storage to be shared among several vertex_lists.
104 */
105struct vbo_save_vertex_store {
106   struct gl_buffer_object *bufferobj;
107   GLfloat *buffer;
108   GLuint used;
109   GLuint refcount;
110};
111
112struct vbo_save_primitive_store {
113   struct _mesa_prim buffer[VBO_SAVE_PRIM_SIZE];
114   GLuint used;
115   GLuint refcount;
116};
117
118
119struct vbo_save_context {
120   GLcontext *ctx;
121   GLvertexformat vtxfmt;
122   struct gl_client_array arrays[VBO_ATTRIB_MAX];
123   const struct gl_client_array *inputs[VBO_ATTRIB_MAX];
124
125   GLubyte attrsz[VBO_ATTRIB_MAX];
126   GLubyte active_sz[VBO_ATTRIB_MAX];
127   GLuint vertex_size;
128
129   GLfloat *buffer;
130   GLuint count;
131   GLuint wrap_count;
132   GLuint replay_flags;
133
134   struct _mesa_prim *prim;
135   GLuint prim_count, prim_max;
136
137   struct vbo_save_vertex_store *vertex_store;
138   struct vbo_save_primitive_store *prim_store;
139
140   GLfloat *buffer_ptr;		   /* cursor, points into buffer */
141   GLfloat vertex[VBO_ATTRIB_MAX*4];	   /* current values */
142   GLfloat *attrptr[VBO_ATTRIB_MAX];
143   GLuint vert_count;
144   GLuint max_vert;
145   GLboolean dangling_attr_ref;
146   GLboolean have_materials;
147
148   GLuint opcode_vertex_list;
149
150   struct vbo_save_copied_vtx copied;
151
152   GLfloat *current[VBO_ATTRIB_MAX]; /* points into ctx->ListState */
153   GLubyte *currentsz[VBO_ATTRIB_MAX];
154};
155
156
157void vbo_save_init( GLcontext *ctx );
158void vbo_save_destroy( GLcontext *ctx );
159void vbo_save_fallback( GLcontext *ctx, GLboolean fallback );
160
161/* save_loopback.c:
162 */
163void vbo_loopback_vertex_list( GLcontext *ctx,
164			       const GLfloat *buffer,
165			       const GLubyte *attrsz,
166			       const struct _mesa_prim *prim,
167			       GLuint prim_count,
168			       GLuint wrap_count,
169			       GLuint vertex_size);
170
171/* Callbacks:
172 */
173void vbo_save_EndList( GLcontext *ctx );
174void vbo_save_NewList( GLcontext *ctx, GLuint list, GLenum mode );
175void vbo_save_EndCallList( GLcontext *ctx );
176void vbo_save_BeginCallList( GLcontext *ctx, struct gl_display_list *list );
177void vbo_save_SaveFlushVertices( GLcontext *ctx );
178GLboolean vbo_save_NotifyBegin( GLcontext *ctx, GLenum mode );
179
180void vbo_save_playback_vertex_list( GLcontext *ctx, void *data );
181
182void vbo_save_api_init( struct vbo_save_context *save );
183
184#endif
185