/************************************************************************** * * Copyright 2005 Tungsten Graphics, Inc., Cedar Park, Texas. * 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, 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 TUNGSTEN GRAPHICS AND/OR ITS 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. * **************************************************************************/ #ifndef INTEL_BUFFEROBJ_H #define INTEL_BUFFEROBJ_H #include "mtypes.h" struct intel_context; struct gl_buffer_object; /** * Intel vertex/pixel buffer object, derived from Mesa's gl_buffer_object. */ struct intel_buffer_object { struct gl_buffer_object Base; GLuint buffer; /* the low-level buffer manager's buffer handle */ }; /* Get the bm buffer associated with a GL bufferobject: */ GLuint intel_bufferobj_buffer( const struct intel_buffer_object *obj ); /* Hook the bufferobject implementation into mesa: */ void intel_bufferobj_init( struct intel_context *intel ); /* Are the obj->Name tests necessary? Unfortunately yes, mesa * allocates a couple of gl_buffer_object structs statically, and * the Name == 0 test is the only way to identify them and avoid * casting them erroneously to our structs. */ static INLINE struct intel_buffer_object * intel_buffer_object( struct gl_buffer_object *obj ) { if (obj->Name) return (struct intel_buffer_object *)obj; else return NULL; } #endif