vbo_save.h revision 7117f1b4
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 "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 GLuint buffer_offset; 68 GLuint count; 69 GLuint wrap_count; /* number of copied vertices at start */ 70 GLboolean dangling_attr_ref; /* current attr implicitly referenced 71 outside the list */ 72 73 struct _mesa_prim *prim; 74 GLuint prim_count; 75 76 struct vbo_save_vertex_store *vertex_store; 77 struct vbo_save_primitive_store *prim_store; 78}; 79 80/* These buffers should be a reasonable size to support upload to 81 * hardware. Current vbo implementation will re-upload on any 82 * changes, so don't make too big or apps which dynamically create 83 * dlists and use only a few times will suffer. 84 * 85 * Consider stategy of uploading regions from the VBO on demand in the 86 * case of dynamic vbos. Then make the dlist code signal that 87 * likelyhood as it occurs. No reason we couldn't change usage 88 * internally even though this probably isn't allowed for client VBOs? 89 */ 90#define VBO_SAVE_BUFFER_SIZE (8*1024) /* dwords */ 91#define VBO_SAVE_PRIM_SIZE 128 92#define VBO_SAVE_PRIM_WEAK 0x40 93 94#define VBO_SAVE_FALLBACK 0x10000000 95 96/* Storage to be shared among several vertex_lists. 97 */ 98struct vbo_save_vertex_store { 99 struct gl_buffer_object *bufferobj; 100 GLfloat *buffer; 101 GLuint used; 102 GLuint refcount; 103}; 104 105struct vbo_save_primitive_store { 106 struct _mesa_prim buffer[VBO_SAVE_PRIM_SIZE]; 107 GLuint used; 108 GLuint refcount; 109}; 110 111 112struct vbo_save_context { 113 GLcontext *ctx; 114 GLvertexformat vtxfmt; 115 struct gl_client_array arrays[VBO_ATTRIB_MAX]; 116 const struct gl_client_array *inputs[VBO_ATTRIB_MAX]; 117 118 GLubyte attrsz[VBO_ATTRIB_MAX]; 119 GLubyte active_sz[VBO_ATTRIB_MAX]; 120 GLuint vertex_size; 121 122 GLfloat *buffer; 123 GLuint count; 124 GLuint wrap_count; 125 GLuint replay_flags; 126 127 struct _mesa_prim *prim; 128 GLuint prim_count, prim_max; 129 130 struct vbo_save_vertex_store *vertex_store; 131 struct vbo_save_primitive_store *prim_store; 132 133 GLfloat *vbptr; /* cursor, points into buffer */ 134 GLfloat vertex[VBO_ATTRIB_MAX*4]; /* current values */ 135 GLfloat *attrptr[VBO_ATTRIB_MAX]; 136 GLuint vert_count; 137 GLuint max_vert; 138 GLboolean dangling_attr_ref; 139 GLboolean have_materials; 140 141 GLuint opcode_vertex_list; 142 143 struct vbo_save_copied_vtx copied; 144 145 GLfloat *current[VBO_ATTRIB_MAX]; /* points into ctx->ListState */ 146 GLubyte *currentsz[VBO_ATTRIB_MAX]; 147}; 148 149 150void vbo_save_init( GLcontext *ctx ); 151void vbo_save_destroy( GLcontext *ctx ); 152void vbo_save_fallback( GLcontext *ctx, GLboolean fallback ); 153 154/* save_loopback.c: 155 */ 156void vbo_loopback_vertex_list( GLcontext *ctx, 157 const GLfloat *buffer, 158 const GLubyte *attrsz, 159 const struct _mesa_prim *prim, 160 GLuint prim_count, 161 GLuint wrap_count, 162 GLuint vertex_size); 163 164/* Callbacks: 165 */ 166void vbo_save_EndList( GLcontext *ctx ); 167void vbo_save_NewList( GLcontext *ctx, GLuint list, GLenum mode ); 168void vbo_save_EndCallList( GLcontext *ctx ); 169void vbo_save_BeginCallList( GLcontext *ctx, struct mesa_display_list *list ); 170void vbo_save_SaveFlushVertices( GLcontext *ctx ); 171GLboolean vbo_save_NotifyBegin( GLcontext *ctx, GLenum mode ); 172 173void vbo_save_playback_vertex_list( GLcontext *ctx, void *data ); 174 175void vbo_save_api_init( struct vbo_save_context *save ); 176 177#endif 178