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path: root/src/mesa/vbo/vbo_save.c
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/*
 * Mesa 3-D graphics library
 * Version:  6.3
 *
 * Copyright (C) 1999-2005  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.
 *
 * Authors:
 *    Keith Whitwell <keith@tungstengraphics.com>
 */


#include "mtypes.h"
#include "dlist.h"
#include "vtxfmt.h"
#include "imports.h"

#include "vbo_context.h"



void vbo_save_init( GLcontext *ctx )
{
   struct vbo_save_context *save = &vbo_context(ctx)->save;

   save->ctx = ctx;

   vbo_save_api_init( save );
   vbo_save_wakeup(ctx);

   ctx->Driver.CurrentSavePrimitive = PRIM_UNKNOWN;
}


void vbo_save_destroy( GLcontext *ctx )
{
}




/* Note that this can occur during the playback of a display list:
 */
void vbo_save_fallback( GLcontext *ctx, GLboolean fallback )
{
   struct vbo_save_context *save = &vbo_context(ctx)->save;

   if (fallback)
      save->replay_flags |= VBO_SAVE_FALLBACK;
   else
      save->replay_flags &= ~VBO_SAVE_FALLBACK;
}


/* I don't see any reason to swap this code out on fallbacks.  It
 * wouldn't really mean anything to do so anyway as the old lists are
 * still around from pre-fallback.  Instead, the above code ensures
 * that vertices are routed back through immediate mode dispatch on
 * fallback.
 *
 * The below can be moved into init or removed:
 */
void vbo_save_wakeup( GLcontext *ctx )
{
   ctx->Driver.NewList = vbo_save_NewList;
   ctx->Driver.EndList = vbo_save_EndList;
   ctx->Driver.SaveFlushVertices = vbo_save_SaveFlushVertices;
   ctx->Driver.BeginCallList = vbo_save_BeginCallList;
   ctx->Driver.EndCallList = vbo_save_EndCallList;
   ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin;

   /* Assume we haven't been getting state updates either:
    */
   vbo_save_invalidate_state( ctx, ~0 );
}