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/*
* mesa 3-D graphics library
* Version: 6.5
*
* Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* \file vbo_context.h
* \brief VBO builder module datatypes and definitions.
* \author Keith Whitwell
*/
/**
* \mainpage The VBO builder module
*
* This module hooks into the GL dispatch table and catches all vertex
* building and drawing commands, such as glVertex3f, glBegin and
* glDrawArrays. The module stores all incoming vertex data as arrays
* in GL vertex buffer objects (VBOs), and translates all drawing
* commands into calls to a driver supplied DrawPrimitives() callback.
*
* The module captures both immediate mode and display list drawing,
* and manages the allocation, reference counting and deallocation of
* vertex buffer objects itself.
*
* The DrawPrimitives() callback can be either implemented by the
* driver itself or hooked to the tnl module's _tnl_draw_primitives()
* function for hardware without tnl capablilties or during fallbacks.
*/
#ifndef _VBO_CONTEXT_H
#define _VBO_CONTEXT_H
#include "vbo.h"
#include "vbo_attrib.h"
#include "vbo_exec.h"
#if FEATURE_dlist
#include "vbo_save.h"
#endif
struct vbo_context {
struct gl_client_array currval[VBO_ATTRIB_MAX];
/* These point into the above. TODO: remove.
*/
struct gl_client_array *legacy_currval;
struct gl_client_array *generic_currval;
struct gl_client_array *mat_currval;
GLuint map_vp_none[VERT_ATTRIB_MAX];
GLuint map_vp_arb[VERT_ATTRIB_MAX];
GLfloat *current[VBO_ATTRIB_MAX]; /* points into ctx->Current, ctx->Light.Material */
GLfloat CurrentFloatEdgeFlag;
struct vbo_exec_context exec;
#if FEATURE_dlist
struct vbo_save_context save;
#endif
/* Callback into the driver. This must always succeed, the driver
* is responsible for initiating any fallback actions required:
*/
vbo_draw_func draw_prims;
};
static INLINE struct vbo_context *vbo_context(GLcontext *ctx)
{
return (struct vbo_context *)(ctx->swtnl_im);
}
/**
* Return VP_x token to indicate whether we're running fixed-function
* vertex transformation, an NV vertex program or ARB vertex program/shader.
*/
static INLINE enum vp_mode
get_program_mode( GLcontext *ctx )
{
if (!ctx->VertexProgram._Current)
return VP_NONE;
else if (ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram)
return VP_NONE;
else if (ctx->VertexProgram._Current->IsNVProgram)
return VP_NV;
else
return VP_ARB;
}
#endif
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