/************************************************************************** Copyright 2002 VMware, Inc. 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 on the rights to use, copy, modify, merge, publish, distribute, sub license, 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 (including the next paragraph) 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 NON-INFRINGEMENT. IN NO EVENT SHALL VMWARE AND/OR THEIR SUPPLIERS 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 * */ #ifndef VBO_SAVE_H #define VBO_SAVE_H #include "vbo.h" #include "vbo_attrib.h" /* For display lists, this structure holds a run of vertices of the * same format, and a strictly well-formed set of begin/end pairs, * starting on the first vertex and ending at the last. Vertex * copying on buffer breaks is precomputed according to these * primitives, though there are situations where the copying will need * correction at execute-time, perhaps by replaying the list as * immediate mode commands. * * On executing this list, the 'current' values may be updated with * the values of the final vertex, and often no fixup of the start of * the vertex list is required. * * Eval and other commands that don't fit into these vertex lists are * compiled using the fallback opcode mechanism provided by dlist.c. */ struct vbo_save_vertex_list { /* Data used in vbo_save_playback_vertex_list */ struct gl_vertex_array_object *VAO[VP_MODE_MAX]; struct { struct pipe_draw_info info; unsigned char *mode; union { struct pipe_draw_start_count_bias *start_counts; struct pipe_draw_start_count_bias start_count; }; unsigned num_draws; struct { struct gl_context *ctx; struct pipe_vertex_state *state[VP_MODE_MAX]; int private_refcount[VP_MODE_MAX]; GLbitfield enabled_attribs[VP_MODE_MAX]; struct pipe_draw_vertex_state_info info; } gallium; } merged; /* Cold: used during construction or to handle egde-cases */ struct { struct _mesa_index_buffer ib; /* Copy of the final vertex from node->vertex_store->bufferobj. * Keep this in regular (non-VBO) memory to avoid repeated * map/unmap of the VBO when updating GL current data. */ fi_type *current_data; GLuint vertex_count; /**< number of vertices in this list */ GLuint wrap_count; /* number of copied vertices at start */ struct _mesa_prim *prims; GLuint prim_count; GLuint min_index, max_index; } *cold; }; /** * Return the stride in bytes of the display list node. */ static inline GLsizei _vbo_save_get_stride(const struct vbo_save_vertex_list *node) { return node->VAO[0]->BufferBinding[0].Stride; } /* Default size for the buffer holding the vertices and the indices. * A bigger buffer helps reducing the number of draw calls but may * waste memory. */ #define VBO_SAVE_BUFFER_SIZE (20*1024*1024) #define VBO_SAVE_PRIM_MODE_MASK 0x3f struct vbo_save_vertex_store { fi_type *buffer_in_ram; GLuint buffer_in_ram_size; GLuint used; /**< Number of 4-byte words used in buffer */ }; struct vbo_save_primitive_store { struct _mesa_prim *prims; GLuint used; GLuint size; }; void vbo_save_init(struct gl_context *ctx); void vbo_save_destroy(struct gl_context *ctx); /* save_loopback.c: */ void _vbo_loopback_vertex_list(struct gl_context *ctx, const struct vbo_save_vertex_list* node, fi_type *buffer); /* Callbacks: */ void vbo_save_playback_vertex_list(struct gl_context *ctx, void *data, bool copy_to_current); void vbo_save_playback_vertex_list_loopback(struct gl_context *ctx, void *data); void vbo_save_api_init(struct vbo_save_context *save); #endif /* VBO_SAVE_H */