vbo: move VBO-private types, prototypes, etc. into new vbo_private.h header
Things which should not be used outside the VBO module. More public/private clean-ups coming. Reviewed-by: Roland Scheidegger <sroland@vmware.com>
This commit is contained in:
@@ -180,15 +180,6 @@ void vbo_set_draw_func(struct gl_context *ctx, vbo_draw_func func);
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void vbo_set_indirect_draw_func(struct gl_context *ctx,
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vbo_indirect_draw_func func);
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void
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vbo_try_prim_conversion(struct _mesa_prim *p);
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bool
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vbo_can_merge_prims(const struct _mesa_prim *p0, const struct _mesa_prim *p1);
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void
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vbo_merge_prims(struct _mesa_prim *p0, const struct _mesa_prim *p1);
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void
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vbo_sw_primitive_restart(struct gl_context *ctx,
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const struct _mesa_prim *prim,
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@@ -31,6 +31,7 @@
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#include "main/vtxfmt.h"
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#include "vbo.h"
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#include "vbo_context.h"
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#include "vbo_private.h"
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static GLuint
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@@ -191,6 +192,24 @@ _vbo_install_exec_vtxfmt(struct gl_context *ctx)
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}
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void
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vbo_exec_invalidate_state(struct gl_context *ctx)
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{
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struct vbo_context *vbo = vbo_context(ctx);
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struct vbo_exec_context *exec = &vbo->exec;
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if (ctx->NewState & (_NEW_PROGRAM | _NEW_ARRAY)) {
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if (!exec->validating)
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exec->array.recalculate_inputs = GL_TRUE;
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_ae_invalidate_state(ctx);
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}
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if (ctx->NewState & _NEW_EVAL)
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exec->eval.recalculate_maps = GL_TRUE;
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}
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GLboolean
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_vbo_CreateContext(struct gl_context *ctx)
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{
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@@ -86,168 +86,14 @@ struct vbo_context {
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};
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static inline struct vbo_context *vbo_context(struct gl_context *ctx)
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{
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return ctx->vbo_context;
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}
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static inline void
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vbo_exec_invalidate_state(struct gl_context *ctx)
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{
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struct vbo_context *vbo = vbo_context(ctx);
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struct vbo_exec_context *exec = &vbo->exec;
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if (ctx->NewState & (_NEW_PROGRAM | _NEW_ARRAY)) {
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if (!exec->validating)
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exec->array.recalculate_inputs = GL_TRUE;
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_ae_invalidate_state(ctx);
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}
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if (ctx->NewState & _NEW_EVAL)
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exec->eval.recalculate_maps = GL_TRUE;
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}
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void
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vbo_exec_invalidate_state(struct gl_context *ctx);
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void
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_vbo_install_exec_vtxfmt(struct gl_context *ctx);
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/**
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* Return VP_x token to indicate whether we're running fixed-function
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* vertex transformation, an NV vertex program or ARB vertex program/shader.
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*/
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static inline enum vp_mode
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get_program_mode( struct gl_context *ctx )
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{
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if (!ctx->VertexProgram._Current)
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return VP_NONE;
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else if (ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram)
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return VP_NONE;
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else
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return VP_ARB;
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}
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/**
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* This is called by glBegin, glDrawArrays and glDrawElements (and
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* variations of those calls). When we transition from immediate mode
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* drawing to array drawing we need to invalidate the array state.
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*
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* glBegin/End builds vertex arrays. Those arrays may look identical
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* to glDrawArrays arrays except that the position of the elements may
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* be different. For example, arrays of (position3v, normal3f) vs. arrays
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* of (normal3f, position3f). So we need to make sure we notify drivers
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* that arrays may be changing.
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*/
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static inline void
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vbo_draw_method(struct vbo_context *vbo, gl_draw_method method)
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{
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struct gl_context *ctx = vbo->exec.ctx;
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if (ctx->Array.DrawMethod != method) {
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switch (method) {
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case DRAW_ARRAYS:
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ctx->Array._DrawArrays = vbo->exec.array.inputs;
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break;
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case DRAW_BEGIN_END:
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ctx->Array._DrawArrays = vbo->exec.vtx.inputs;
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break;
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case DRAW_DISPLAY_LIST:
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ctx->Array._DrawArrays = vbo->save.inputs;
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break;
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default:
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unreachable("Bad VBO drawing method");
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}
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ctx->NewDriverState |= ctx->DriverFlags.NewArray;
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ctx->Array.DrawMethod = method;
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}
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}
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/**
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* Return if format is integer. The immediate mode commands only emit floats
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* for non-integer types, thus everything else is integer.
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*/
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static inline GLboolean
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vbo_attrtype_to_integer_flag(GLenum format)
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{
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switch (format) {
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case GL_FLOAT:
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case GL_DOUBLE:
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return GL_FALSE;
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case GL_INT:
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case GL_UNSIGNED_INT:
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case GL_UNSIGNED_INT64_ARB:
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return GL_TRUE;
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default:
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unreachable("Bad vertex attribute type");
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return GL_FALSE;
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}
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}
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static inline GLboolean
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vbo_attrtype_to_double_flag(GLenum format)
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{
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switch (format) {
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case GL_FLOAT:
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case GL_INT:
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case GL_UNSIGNED_INT:
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case GL_UNSIGNED_INT64_ARB:
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return GL_FALSE;
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case GL_DOUBLE:
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return GL_TRUE;
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default:
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unreachable("Bad vertex attribute type");
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return GL_FALSE;
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}
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}
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/**
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* Return default component values for the given format.
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* The return type is an array of fi_types, because that's how we declare
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* the vertex storage : floats , integers or unsigned integers.
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*/
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static inline const fi_type *
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vbo_get_default_vals_as_union(GLenum format)
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{
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static const GLfloat default_float[4] = { 0, 0, 0, 1 };
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static const GLint default_int[4] = { 0, 0, 0, 1 };
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switch (format) {
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case GL_FLOAT:
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return (fi_type *)default_float;
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case GL_INT:
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case GL_UNSIGNED_INT:
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return (fi_type *)default_int;
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default:
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unreachable("Bad vertex format");
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return NULL;
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}
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}
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/**
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* Compute the max number of vertices which can be stored in
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* a vertex buffer, given the current vertex size, and the amount
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* of space already used.
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*/
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static inline unsigned
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vbo_compute_max_verts(const struct vbo_exec_context *exec)
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{
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unsigned n = (VBO_VERT_BUFFER_SIZE - exec->vtx.buffer_used) /
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(exec->vtx.vertex_size * sizeof(GLfloat));
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if (n == 0)
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return 0;
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/* Subtract one so we're always sure to have room for an extra
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* vertex for GL_LINE_LOOP -> GL_LINE_STRIP conversion.
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*/
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n--;
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return n;
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}
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#ifdef __cplusplus
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} // extern "C"
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#endif
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@@ -30,6 +30,7 @@
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#include "main/mtypes.h"
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#include "main/vtxfmt.h"
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#include "vbo_context.h"
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#include "vbo_private.h"
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@@ -46,6 +46,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE.
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#include "vbo_context.h"
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#include "vbo_noop.h"
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#include "vbo_private.h"
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/** ID/name for immediate-mode VBO */
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@@ -40,6 +40,7 @@
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#include "main/transformfeedback.h"
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#include "vbo_context.h"
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#include "vbo_private.h"
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/**
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@@ -36,6 +36,7 @@
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#include "vbo_context.h"
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#include "vbo_noop.h"
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#include "vbo_private.h"
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static void
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@@ -35,6 +35,8 @@
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#include "vbo.h"
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#include "vbo_context.h"
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#include "vbo_private.h"
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#define UPDATE_MIN2(a, b) (a) = MIN2((a), (b))
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#define UPDATE_MAX2(a, b) (a) = MAX2((a), (b))
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197
src/mesa/vbo/vbo_private.h
Normal file
197
src/mesa/vbo/vbo_private.h
Normal file
@@ -0,0 +1,197 @@
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/*
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* mesa 3-D graphics library
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*
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* Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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/**
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* Types, functions, etc which are private to the VBO module.
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*/
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#ifndef VBO_PRIVATE_H
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#define VBO_PRIVATE_H
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#include "vbo/vbo_context.h"
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#include "main/mtypes.h"
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struct _glapi_table;
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struct _mesa_prim;
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static inline struct vbo_context *
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vbo_context(struct gl_context *ctx)
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{
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return ctx->vbo_context;
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}
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/**
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* Return VP_x token to indicate whether we're running fixed-function
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* vertex transformation, an NV vertex program or ARB vertex program/shader.
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*/
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static inline enum vp_mode
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get_program_mode( struct gl_context *ctx )
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{
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if (!ctx->VertexProgram._Current)
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return VP_NONE;
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else if (ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram)
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return VP_NONE;
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else
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return VP_ARB;
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}
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/**
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* This is called by glBegin, glDrawArrays and glDrawElements (and
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* variations of those calls). When we transition from immediate mode
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* drawing to array drawing we need to invalidate the array state.
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*
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* glBegin/End builds vertex arrays. Those arrays may look identical
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* to glDrawArrays arrays except that the position of the elements may
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* be different. For example, arrays of (position3v, normal3f) vs. arrays
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* of (normal3f, position3f). So we need to make sure we notify drivers
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* that arrays may be changing.
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*/
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static inline void
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vbo_draw_method(struct vbo_context *vbo, gl_draw_method method)
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{
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struct gl_context *ctx = vbo->exec.ctx;
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if (ctx->Array.DrawMethod != method) {
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switch (method) {
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case DRAW_ARRAYS:
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ctx->Array._DrawArrays = vbo->exec.array.inputs;
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break;
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case DRAW_BEGIN_END:
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ctx->Array._DrawArrays = vbo->exec.vtx.inputs;
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break;
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case DRAW_DISPLAY_LIST:
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ctx->Array._DrawArrays = vbo->save.inputs;
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break;
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default:
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unreachable("Bad VBO drawing method");
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}
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ctx->NewDriverState |= ctx->DriverFlags.NewArray;
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ctx->Array.DrawMethod = method;
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}
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}
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/**
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* Return if format is integer. The immediate mode commands only emit floats
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* for non-integer types, thus everything else is integer.
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*/
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static inline GLboolean
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vbo_attrtype_to_integer_flag(GLenum format)
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{
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switch (format) {
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case GL_FLOAT:
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case GL_DOUBLE:
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return GL_FALSE;
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case GL_INT:
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case GL_UNSIGNED_INT:
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case GL_UNSIGNED_INT64_ARB:
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return GL_TRUE;
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default:
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unreachable("Bad vertex attribute type");
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return GL_FALSE;
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}
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}
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static inline GLboolean
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vbo_attrtype_to_double_flag(GLenum format)
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{
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switch (format) {
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case GL_FLOAT:
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case GL_INT:
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case GL_UNSIGNED_INT:
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case GL_UNSIGNED_INT64_ARB:
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return GL_FALSE;
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case GL_DOUBLE:
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return GL_TRUE;
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default:
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unreachable("Bad vertex attribute type");
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return GL_FALSE;
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}
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}
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/**
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* Return default component values for the given format.
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* The return type is an array of fi_types, because that's how we declare
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* the vertex storage : floats , integers or unsigned integers.
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*/
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static inline const fi_type *
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vbo_get_default_vals_as_union(GLenum format)
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{
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static const GLfloat default_float[4] = { 0, 0, 0, 1 };
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static const GLint default_int[4] = { 0, 0, 0, 1 };
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switch (format) {
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case GL_FLOAT:
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return (fi_type *)default_float;
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case GL_INT:
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case GL_UNSIGNED_INT:
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return (fi_type *)default_int;
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default:
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unreachable("Bad vertex format");
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return NULL;
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}
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}
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/**
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* Compute the max number of vertices which can be stored in
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* a vertex buffer, given the current vertex size, and the amount
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* of space already used.
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*/
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static inline unsigned
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vbo_compute_max_verts(const struct vbo_exec_context *exec)
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{
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unsigned n = (VBO_VERT_BUFFER_SIZE - exec->vtx.buffer_used) /
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(exec->vtx.vertex_size * sizeof(GLfloat));
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if (n == 0)
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return 0;
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/* Subtract one so we're always sure to have room for an extra
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* vertex for GL_LINE_LOOP -> GL_LINE_STRIP conversion.
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*/
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n--;
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return n;
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}
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void
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vbo_try_prim_conversion(struct _mesa_prim *p);
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bool
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vbo_can_merge_prims(const struct _mesa_prim *p0, const struct _mesa_prim *p1);
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void
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vbo_merge_prims(struct _mesa_prim *p0, const struct _mesa_prim *p1);
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#endif /* VBO_PRIVATE_H */
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@@ -31,6 +31,7 @@
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#include "main/imports.h"
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#include "vbo_context.h"
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#include "vbo_private.h"
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/**
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@@ -83,6 +83,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE.
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#include "vbo_context.h"
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#include "vbo_noop.h"
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#include "vbo_private.h"
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#ifdef ERROR
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@@ -37,6 +37,7 @@
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#include "util/bitscan.h"
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#include "vbo_context.h"
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#include "vbo_private.h"
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/**
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Reference in New Issue
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