/**************************************************************************

Copyright 2002 VMware, Inc.

All Rights Reserved.

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copy of this software and associated documentation files (the "Software"),
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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
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USE OR OTHER DEALINGS IN THE SOFTWARE.

**************************************************************************/

/*
 * Authors:
 *   Keith Whitwell <keithw@vmware.com>
 *
 */

#ifndef VBO_SAVE_H
#define VBO_SAVE_H

#include "main/mtypes.h"
#include "vbo.h"
#include "vbo_attrib.h"


struct vbo_save_copied_vtx {
   GLfloat buffer[VBO_ATTRIB_MAX * 4 * VBO_MAX_COPIED_VERTS];
   GLuint nr;
};


/* 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 {
   GLubyte attrsz[VBO_ATTRIB_MAX];
   GLenum attrtype[VBO_ATTRIB_MAX];
   GLuint vertex_size;  /**< size in GLfloats */

   /* 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.
    */
   GLfloat *current_data;
   GLuint current_size;

   GLuint buffer_offset;
   GLuint count;                /**< vertex count */
   GLuint wrap_count;		/* number of copied vertices at start */
   GLboolean dangling_attr_ref;	/* current attr implicitly referenced 
				   outside the list */

   struct _mesa_prim *prim;
   GLuint prim_count;

   struct vbo_save_vertex_store *vertex_store;
   struct vbo_save_primitive_store *prim_store;
};

/* These buffers should be a reasonable size to support upload to
 * hardware.  Current vbo implementation will re-upload on any
 * changes, so don't make too big or apps which dynamically create
 * dlists and use only a few times will suffer.
 *
 * Consider stategy of uploading regions from the VBO on demand in the
 * case of dynamic vbos.  Then make the dlist code signal that
 * likelyhood as it occurs.  No reason we couldn't change usage
 * internally even though this probably isn't allowed for client VBOs?
 */
#define VBO_SAVE_BUFFER_SIZE (8*1024) /* dwords */
#define VBO_SAVE_PRIM_SIZE   128
#define VBO_SAVE_PRIM_MODE_MASK         0x3f
#define VBO_SAVE_PRIM_WEAK              0x40
#define VBO_SAVE_PRIM_NO_CURRENT_UPDATE 0x80

#define VBO_SAVE_FALLBACK    0x10000000

/* Storage to be shared among several vertex_lists.
 */
struct vbo_save_vertex_store {
   struct gl_buffer_object *bufferobj;
   GLfloat *buffer;
   GLuint used;
   GLuint refcount;
};

struct vbo_save_primitive_store {
   struct _mesa_prim buffer[VBO_SAVE_PRIM_SIZE];
   GLuint used;
   GLuint refcount;
};


struct vbo_save_context {
   struct gl_context *ctx;
   GLvertexformat vtxfmt;
   GLvertexformat vtxfmt_noop;  /**< Used if out_of_memory is true */
   struct gl_client_array arrays[VBO_ATTRIB_MAX];
   const struct gl_client_array *inputs[VBO_ATTRIB_MAX];

   GLubyte attrsz[VBO_ATTRIB_MAX];  /**< 1, 2, 3 or 4 */
   GLenum attrtype[VBO_ATTRIB_MAX];  /**< GL_FLOAT, GL_INT, etc */
   GLubyte active_sz[VBO_ATTRIB_MAX];  /**< 1, 2, 3 or 4 */
   GLuint vertex_size;  /**< size in GLfloats */

   GLboolean out_of_memory;  /**< True if last VBO allocation failed */

   GLfloat *buffer;
   GLuint count;
   GLuint wrap_count;
   GLuint replay_flags;

   struct _mesa_prim *prim;
   GLuint prim_count, prim_max;

   struct vbo_save_vertex_store *vertex_store;
   struct vbo_save_primitive_store *prim_store;

   GLfloat *buffer_ptr;		   /* cursor, points into buffer */
   GLfloat vertex[VBO_ATTRIB_MAX*4];	   /* current values */
   GLfloat *attrptr[VBO_ATTRIB_MAX];
   GLuint vert_count;
   GLuint max_vert;
   GLboolean dangling_attr_ref;

   GLuint opcode_vertex_list;

   struct vbo_save_copied_vtx copied;
   
   GLfloat *current[VBO_ATTRIB_MAX]; /* points into ctx->ListState */
   GLubyte *currentsz[VBO_ATTRIB_MAX];
};

void vbo_save_init( struct gl_context *ctx );
void vbo_save_destroy( struct gl_context *ctx );
void vbo_save_fallback( struct gl_context *ctx, GLboolean fallback );

/* save_loopback.c:
 */
void vbo_loopback_vertex_list( struct gl_context *ctx,
			       const GLfloat *buffer,
			       const GLubyte *attrsz,
			       const struct _mesa_prim *prim,
			       GLuint prim_count,
			       GLuint wrap_count,
			       GLuint vertex_size);

/* Callbacks:
 */
void vbo_save_EndList( struct gl_context *ctx );
void vbo_save_NewList( struct gl_context *ctx, GLuint list, GLenum mode );
void vbo_save_EndCallList( struct gl_context *ctx );
void vbo_save_BeginCallList( struct gl_context *ctx, struct gl_display_list *list );
void vbo_save_SaveFlushVertices( struct gl_context *ctx );
GLboolean vbo_save_NotifyBegin( struct gl_context *ctx, GLenum mode );

void vbo_save_playback_vertex_list( struct gl_context *ctx, void *data );

void vbo_save_api_init( struct vbo_save_context *save );

GLfloat *
vbo_save_map_vertex_store(struct gl_context *ctx,
                          struct vbo_save_vertex_store *vertex_store);

void
vbo_save_unmap_vertex_store(struct gl_context *ctx,
                            struct vbo_save_vertex_store *vertex_store);

#endif /* VBO_SAVE_H */
