vbo_save.h revision af69d88d
1/**************************************************************************
2
3Copyright 2002 VMware, Inc.
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
21VMWARE 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 <keithw@vmware.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   GLenum attrtype[VBO_ATTRIB_MAX];
66   GLuint vertex_size;  /**< size in GLfloats */
67
68   /* Copy of the final vertex from node->vertex_store->bufferobj.
69    * Keep this in regular (non-VBO) memory to avoid repeated
70    * map/unmap of the VBO when updating GL current data.
71    */
72   GLfloat *current_data;
73   GLuint current_size;
74
75   GLuint buffer_offset;
76   GLuint count;                /**< vertex count */
77   GLuint wrap_count;		/* number of copied vertices at start */
78   GLboolean dangling_attr_ref;	/* current attr implicitly referenced
79				   outside the list */
80
81   struct _mesa_prim *prim;
82   GLuint prim_count;
83
84   struct vbo_save_vertex_store *vertex_store;
85   struct vbo_save_primitive_store *prim_store;
86};
87
88/* These buffers should be a reasonable size to support upload to
89 * hardware.  Current vbo implementation will re-upload on any
90 * changes, so don't make too big or apps which dynamically create
91 * dlists and use only a few times will suffer.
92 *
93 * Consider stategy of uploading regions from the VBO on demand in the
94 * case of dynamic vbos.  Then make the dlist code signal that
95 * likelyhood as it occurs.  No reason we couldn't change usage
96 * internally even though this probably isn't allowed for client VBOs?
97 */
98#define VBO_SAVE_BUFFER_SIZE (8*1024) /* dwords */
99#define VBO_SAVE_PRIM_SIZE   128
100#define VBO_SAVE_PRIM_MODE_MASK         0x3f
101#define VBO_SAVE_PRIM_WEAK              0x40
102#define VBO_SAVE_PRIM_NO_CURRENT_UPDATE 0x80
103
104#define VBO_SAVE_FALLBACK    0x10000000
105
106/* Storage to be shared among several vertex_lists.
107 */
108struct vbo_save_vertex_store {
109   struct gl_buffer_object *bufferobj;
110   GLfloat *buffer;
111   GLuint used;
112   GLuint refcount;
113};
114
115struct vbo_save_primitive_store {
116   struct _mesa_prim buffer[VBO_SAVE_PRIM_SIZE];
117   GLuint used;
118   GLuint refcount;
119};
120
121
122struct vbo_save_context {
123   struct gl_context *ctx;
124   GLvertexformat vtxfmt;
125   GLvertexformat vtxfmt_noop;  /**< Used if out_of_memory is true */
126   struct gl_client_array arrays[VBO_ATTRIB_MAX];
127   const struct gl_client_array *inputs[VBO_ATTRIB_MAX];
128
129   GLubyte attrsz[VBO_ATTRIB_MAX];  /**< 1, 2, 3 or 4 */
130   GLenum attrtype[VBO_ATTRIB_MAX];  /**< GL_FLOAT, GL_INT, etc */
131   GLubyte active_sz[VBO_ATTRIB_MAX];  /**< 1, 2, 3 or 4 */
132   GLuint vertex_size;  /**< size in GLfloats */
133
134   GLboolean out_of_memory;  /**< True if last VBO allocation failed */
135
136   GLfloat *buffer;
137   GLuint count;
138   GLuint wrap_count;
139   GLuint replay_flags;
140
141   struct _mesa_prim *prim;
142   GLuint prim_count, prim_max;
143
144   struct vbo_save_vertex_store *vertex_store;
145   struct vbo_save_primitive_store *prim_store;
146
147   GLfloat *buffer_ptr;		   /* cursor, points into buffer */
148   GLfloat vertex[VBO_ATTRIB_MAX*4];	   /* current values */
149   GLfloat *attrptr[VBO_ATTRIB_MAX];
150   GLuint vert_count;
151   GLuint max_vert;
152   GLboolean dangling_attr_ref;
153
154   GLuint opcode_vertex_list;
155
156   struct vbo_save_copied_vtx copied;
157
158   GLfloat *current[VBO_ATTRIB_MAX]; /* points into ctx->ListState */
159   GLubyte *currentsz[VBO_ATTRIB_MAX];
160};
161
162void vbo_save_init( struct gl_context *ctx );
163void vbo_save_destroy( struct gl_context *ctx );
164void vbo_save_fallback( struct gl_context *ctx, GLboolean fallback );
165
166/* save_loopback.c:
167 */
168void vbo_loopback_vertex_list( struct gl_context *ctx,
169			       const GLfloat *buffer,
170			       const GLubyte *attrsz,
171			       const struct _mesa_prim *prim,
172			       GLuint prim_count,
173			       GLuint wrap_count,
174			       GLuint vertex_size);
175
176/* Callbacks:
177 */
178void vbo_save_EndList( struct gl_context *ctx );
179void vbo_save_NewList( struct gl_context *ctx, GLuint list, GLenum mode );
180void vbo_save_EndCallList( struct gl_context *ctx );
181void vbo_save_BeginCallList( struct gl_context *ctx, struct gl_display_list *list );
182void vbo_save_SaveFlushVertices( struct gl_context *ctx );
183GLboolean vbo_save_NotifyBegin( struct gl_context *ctx, GLenum mode );
184
185void vbo_save_playback_vertex_list( struct gl_context *ctx, void *data );
186
187void vbo_save_api_init( struct vbo_save_context *save );
188
189GLfloat *
190vbo_save_map_vertex_store(struct gl_context *ctx,
191                          struct vbo_save_vertex_store *vertex_store);
192
193void
194vbo_save_unmap_vertex_store(struct gl_context *ctx,
195                            struct vbo_save_vertex_store *vertex_store);
196
197#endif /* VBO_SAVE_H */
198