mesa: new BYTE/SHORT_TO_FLOATZ() macros
[mesa.git] / src / mesa / main / arrayobj.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.6
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * (C) Copyright IBM Corporation 2006
7 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL OR IBM BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
23 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
24 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
25 * SOFTWARE.
26 */
27
28
29 /**
30 * \file arrayobj.c
31 * Functions for the GL_APPLE_vertex_array_object extension.
32 *
33 * \todo
34 * The code in this file borrows a lot from bufferobj.c. There's a certain
35 * amount of cruft left over from that origin that may be unnecessary.
36 *
37 * \author Ian Romanick <idr@us.ibm.com>
38 * \author Brian Paul
39 */
40
41
42 #include "glheader.h"
43 #include "hash.h"
44 #include "image.h"
45 #include "imports.h"
46 #include "context.h"
47 #include "mfeatures.h"
48 #if FEATURE_ARB_vertex_buffer_object
49 #include "bufferobj.h"
50 #endif
51 #include "arrayobj.h"
52 #include "macros.h"
53 #include "mtypes.h"
54 #include "varray.h"
55 #include "main/dispatch.h"
56
57
58 /**
59 * Look up the array object for the given ID.
60 *
61 * \returns
62 * Either a pointer to the array object with the specified ID or \c NULL for
63 * a non-existent ID. The spec defines ID 0 as being technically
64 * non-existent.
65 */
66
67 static inline struct gl_array_object *
68 lookup_arrayobj(struct gl_context *ctx, GLuint id)
69 {
70 if (id == 0)
71 return NULL;
72 else
73 return (struct gl_array_object *)
74 _mesa_HashLookup(ctx->Array.Objects, id);
75 }
76
77
78 /**
79 * For all the vertex arrays in the array object, unbind any pointers
80 * to any buffer objects (VBOs).
81 * This is done just prior to array object destruction.
82 */
83 static void
84 unbind_array_object_vbos(struct gl_context *ctx, struct gl_array_object *obj)
85 {
86 GLuint i;
87
88 _mesa_reference_buffer_object(ctx, &obj->Vertex.BufferObj, NULL);
89 _mesa_reference_buffer_object(ctx, &obj->Weight.BufferObj, NULL);
90 _mesa_reference_buffer_object(ctx, &obj->Normal.BufferObj, NULL);
91 _mesa_reference_buffer_object(ctx, &obj->Color.BufferObj, NULL);
92 _mesa_reference_buffer_object(ctx, &obj->SecondaryColor.BufferObj, NULL);
93 _mesa_reference_buffer_object(ctx, &obj->FogCoord.BufferObj, NULL);
94 _mesa_reference_buffer_object(ctx, &obj->Index.BufferObj, NULL);
95 _mesa_reference_buffer_object(ctx, &obj->EdgeFlag.BufferObj, NULL);
96
97 for (i = 0; i < Elements(obj->TexCoord); i++)
98 _mesa_reference_buffer_object(ctx, &obj->TexCoord[i].BufferObj, NULL);
99
100 for (i = 0; i < Elements(obj->VertexAttrib); i++)
101 _mesa_reference_buffer_object(ctx, &obj->VertexAttrib[i].BufferObj,NULL);
102
103 #if FEATURE_point_size_array
104 _mesa_reference_buffer_object(ctx, &obj->PointSize.BufferObj, NULL);
105 #endif
106 }
107
108
109 /**
110 * Allocate and initialize a new vertex array object.
111 *
112 * This function is intended to be called via
113 * \c dd_function_table::NewArrayObject.
114 */
115 struct gl_array_object *
116 _mesa_new_array_object( struct gl_context *ctx, GLuint name )
117 {
118 struct gl_array_object *obj = CALLOC_STRUCT(gl_array_object);
119 if (obj)
120 _mesa_initialize_array_object(ctx, obj, name);
121 return obj;
122 }
123
124
125 /**
126 * Delete an array object.
127 *
128 * This function is intended to be called via
129 * \c dd_function_table::DeleteArrayObject.
130 */
131 void
132 _mesa_delete_array_object( struct gl_context *ctx, struct gl_array_object *obj )
133 {
134 (void) ctx;
135 unbind_array_object_vbos(ctx, obj);
136 _glthread_DESTROY_MUTEX(obj->Mutex);
137 free(obj);
138 }
139
140
141 /**
142 * Set ptr to arrayObj w/ reference counting.
143 */
144 void
145 _mesa_reference_array_object(struct gl_context *ctx,
146 struct gl_array_object **ptr,
147 struct gl_array_object *arrayObj)
148 {
149 if (*ptr == arrayObj)
150 return;
151
152 if (*ptr) {
153 /* Unreference the old array object */
154 GLboolean deleteFlag = GL_FALSE;
155 struct gl_array_object *oldObj = *ptr;
156
157 _glthread_LOCK_MUTEX(oldObj->Mutex);
158 ASSERT(oldObj->RefCount > 0);
159 oldObj->RefCount--;
160 #if 0
161 printf("ArrayObj %p %d DECR to %d\n",
162 (void *) oldObj, oldObj->Name, oldObj->RefCount);
163 #endif
164 deleteFlag = (oldObj->RefCount == 0);
165 _glthread_UNLOCK_MUTEX(oldObj->Mutex);
166
167 if (deleteFlag) {
168 ASSERT(ctx->Driver.DeleteArrayObject);
169 ctx->Driver.DeleteArrayObject(ctx, oldObj);
170 }
171
172 *ptr = NULL;
173 }
174 ASSERT(!*ptr);
175
176 if (arrayObj) {
177 /* reference new array object */
178 _glthread_LOCK_MUTEX(arrayObj->Mutex);
179 if (arrayObj->RefCount == 0) {
180 /* this array's being deleted (look just above) */
181 /* Not sure this can every really happen. Warn if it does. */
182 _mesa_problem(NULL, "referencing deleted array object");
183 *ptr = NULL;
184 }
185 else {
186 arrayObj->RefCount++;
187 #if 0
188 printf("ArrayObj %p %d INCR to %d\n",
189 (void *) arrayObj, arrayObj->Name, arrayObj->RefCount);
190 #endif
191 *ptr = arrayObj;
192 }
193 _glthread_UNLOCK_MUTEX(arrayObj->Mutex);
194 }
195 }
196
197
198
199 static void
200 init_array(struct gl_context *ctx,
201 struct gl_client_array *array, GLint size, GLint type)
202 {
203 array->Size = size;
204 array->Type = type;
205 array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */
206 array->Stride = 0;
207 array->StrideB = 0;
208 array->Ptr = NULL;
209 array->Enabled = GL_FALSE;
210 array->Normalized = GL_FALSE;
211 array->Integer = GL_FALSE;
212 array->_ElementSize = size * _mesa_sizeof_type(type);
213 #if FEATURE_ARB_vertex_buffer_object
214 /* Vertex array buffers */
215 _mesa_reference_buffer_object(ctx, &array->BufferObj,
216 ctx->Shared->NullBufferObj);
217 #endif
218 }
219
220
221 /**
222 * Initialize a gl_array_object's arrays.
223 */
224 void
225 _mesa_initialize_array_object( struct gl_context *ctx,
226 struct gl_array_object *obj,
227 GLuint name )
228 {
229 GLuint i;
230
231 obj->Name = name;
232
233 _glthread_INIT_MUTEX(obj->Mutex);
234 obj->RefCount = 1;
235
236 /* Init the individual arrays */
237 init_array(ctx, &obj->Vertex, 4, GL_FLOAT);
238 init_array(ctx, &obj->Weight, 1, GL_FLOAT);
239 init_array(ctx, &obj->Normal, 3, GL_FLOAT);
240 init_array(ctx, &obj->Color, 4, GL_FLOAT);
241 init_array(ctx, &obj->SecondaryColor, 3, GL_FLOAT);
242 init_array(ctx, &obj->FogCoord, 1, GL_FLOAT);
243 init_array(ctx, &obj->Index, 1, GL_FLOAT);
244 for (i = 0; i < Elements(obj->TexCoord); i++) {
245 init_array(ctx, &obj->TexCoord[i], 4, GL_FLOAT);
246 }
247 init_array(ctx, &obj->EdgeFlag, 1, GL_BOOL);
248 for (i = 0; i < Elements(obj->VertexAttrib); i++) {
249 init_array(ctx, &obj->VertexAttrib[i], 4, GL_FLOAT);
250 }
251
252 #if FEATURE_point_size_array
253 init_array(ctx, &obj->PointSize, 1, GL_FLOAT);
254 #endif
255 }
256
257
258 /**
259 * Add the given array object to the array object pool.
260 */
261 static void
262 save_array_object( struct gl_context *ctx, struct gl_array_object *obj )
263 {
264 if (obj->Name > 0) {
265 /* insert into hash table */
266 _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj);
267 }
268 }
269
270
271 /**
272 * Remove the given array object from the array object pool.
273 * Do not deallocate the array object though.
274 */
275 static void
276 remove_array_object( struct gl_context *ctx, struct gl_array_object *obj )
277 {
278 if (obj->Name > 0) {
279 /* remove from hash table */
280 _mesa_HashRemove(ctx->Array.Objects, obj->Name);
281 }
282 }
283
284
285
286 /**
287 * Helper for update_arrays().
288 * \return min(current min, array->_MaxElement).
289 */
290 static GLuint
291 update_min(GLuint min, struct gl_client_array *array)
292 {
293 if (array->Enabled) {
294 _mesa_update_array_max_element(array);
295 return MIN2(min, array->_MaxElement);
296 }
297 else
298 return min;
299 }
300
301
302 /**
303 * Examine vertex arrays to update the gl_array_object::_MaxElement field.
304 */
305 void
306 _mesa_update_array_object_max_element(struct gl_context *ctx,
307 struct gl_array_object *arrayObj)
308 {
309 GLuint i, min = ~0;
310
311 min = update_min(min, &arrayObj->Vertex);
312 min = update_min(min, &arrayObj->Weight);
313 min = update_min(min, &arrayObj->Normal);
314 min = update_min(min, &arrayObj->Color);
315 min = update_min(min, &arrayObj->SecondaryColor);
316 min = update_min(min, &arrayObj->FogCoord);
317 min = update_min(min, &arrayObj->Index);
318 min = update_min(min, &arrayObj->EdgeFlag);
319 #if FEATURE_point_size_array
320 min = update_min(min, &arrayObj->PointSize);
321 #endif
322 for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
323 min = update_min(min, &arrayObj->TexCoord[i]);
324 for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
325 min = update_min(min, &arrayObj->VertexAttrib[i]);
326
327 /* _MaxElement is one past the last legal array element */
328 arrayObj->_MaxElement = min;
329 }
330
331
332 /**********************************************************************/
333 /* API Functions */
334 /**********************************************************************/
335
336
337 /**
338 * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE().
339 * \param genRequired specifies behavour when id was not generated with
340 * glGenVertexArrays().
341 */
342 static void
343 bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
344 {
345 struct gl_array_object * const oldObj = ctx->Array.ArrayObj;
346 struct gl_array_object *newObj = NULL;
347 ASSERT_OUTSIDE_BEGIN_END(ctx);
348
349 ASSERT(oldObj != NULL);
350
351 if ( oldObj->Name == id )
352 return; /* rebinding the same array object- no change */
353
354 /*
355 * Get pointer to new array object (newObj)
356 */
357 if (id == 0) {
358 /* The spec says there is no array object named 0, but we use
359 * one internally because it simplifies things.
360 */
361 newObj = ctx->Array.DefaultArrayObj;
362 }
363 else {
364 /* non-default array object */
365 newObj = lookup_arrayobj(ctx, id);
366 if (!newObj) {
367 if (genRequired) {
368 _mesa_error(ctx, GL_INVALID_OPERATION, "glBindVertexArray(id)");
369 return;
370 }
371
372 /* For APPLE version, generate a new array object now */
373 newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
374 if (!newObj) {
375 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
376 return;
377 }
378 save_array_object(ctx, newObj);
379 }
380 }
381
382 ctx->NewState |= _NEW_ARRAY;
383 ctx->Array.NewState |= _NEW_ARRAY_ALL;
384 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj);
385
386 /* Pass BindVertexArray call to device driver */
387 if (ctx->Driver.BindArrayObject && newObj)
388 ctx->Driver.BindArrayObject(ctx, newObj);
389 }
390
391
392 /**
393 * ARB version of glBindVertexArray()
394 * This function behaves differently from glBindVertexArrayAPPLE() in
395 * that this function requires all ids to have been previously generated
396 * by glGenVertexArrays[APPLE]().
397 */
398 void GLAPIENTRY
399 _mesa_BindVertexArray( GLuint id )
400 {
401 GET_CURRENT_CONTEXT(ctx);
402 bind_vertex_array(ctx, id, GL_TRUE);
403 }
404
405
406 /**
407 * Bind a new array.
408 *
409 * \todo
410 * The binding could be done more efficiently by comparing the non-NULL
411 * pointers in the old and new objects. The only arrays that are "dirty" are
412 * the ones that are non-NULL in either object.
413 */
414 void GLAPIENTRY
415 _mesa_BindVertexArrayAPPLE( GLuint id )
416 {
417 GET_CURRENT_CONTEXT(ctx);
418 bind_vertex_array(ctx, id, GL_FALSE);
419 }
420
421
422 /**
423 * Delete a set of array objects.
424 *
425 * \param n Number of array objects to delete.
426 * \param ids Array of \c n array object IDs.
427 */
428 void GLAPIENTRY
429 _mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids)
430 {
431 GET_CURRENT_CONTEXT(ctx);
432 GLsizei i;
433 ASSERT_OUTSIDE_BEGIN_END(ctx);
434
435 if (n < 0) {
436 _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
437 return;
438 }
439
440 for (i = 0; i < n; i++) {
441 struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]);
442
443 if ( obj != NULL ) {
444 ASSERT( obj->Name == ids[i] );
445
446 /* If the array object is currently bound, the spec says "the binding
447 * for that object reverts to zero and the default vertex array
448 * becomes current."
449 */
450 if ( obj == ctx->Array.ArrayObj ) {
451 CALL_BindVertexArrayAPPLE( ctx->Exec, (0) );
452 }
453
454 /* The ID is immediately freed for re-use */
455 remove_array_object(ctx, obj);
456
457 /* Unreference the array object.
458 * If refcount hits zero, the object will be deleted.
459 */
460 _mesa_reference_array_object(ctx, &obj, NULL);
461 }
462 }
463 }
464
465
466 /**
467 * Generate a set of unique array object IDs and store them in \c arrays.
468 * Helper for _mesa_GenVertexArrays[APPLE]() functions below.
469 * \param n Number of IDs to generate.
470 * \param arrays Array of \c n locations to store the IDs.
471 * \param vboOnly Will arrays have to reside in VBOs?
472 */
473 static void
474 gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays,
475 GLboolean vboOnly)
476 {
477 GLuint first;
478 GLint i;
479 ASSERT_OUTSIDE_BEGIN_END(ctx);
480
481 if (n < 0) {
482 _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
483 return;
484 }
485
486 if (!arrays) {
487 return;
488 }
489
490 first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n);
491
492 /* Allocate new, empty array objects and return identifiers */
493 for (i = 0; i < n; i++) {
494 struct gl_array_object *obj;
495 GLuint name = first + i;
496
497 obj = (*ctx->Driver.NewArrayObject)( ctx, name );
498 if (!obj) {
499 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
500 return;
501 }
502 obj->VBOonly = vboOnly;
503 save_array_object(ctx, obj);
504 arrays[i] = first + i;
505 }
506 }
507
508
509 /**
510 * ARB version of glGenVertexArrays()
511 * All arrays will be required to live in VBOs.
512 */
513 void GLAPIENTRY
514 _mesa_GenVertexArrays(GLsizei n, GLuint *arrays)
515 {
516 GET_CURRENT_CONTEXT(ctx);
517 gen_vertex_arrays(ctx, n, arrays, GL_TRUE);
518 }
519
520
521 /**
522 * APPLE version of glGenVertexArraysAPPLE()
523 * Arrays may live in VBOs or ordinary memory.
524 */
525 void GLAPIENTRY
526 _mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
527 {
528 GET_CURRENT_CONTEXT(ctx);
529 gen_vertex_arrays(ctx, n, arrays, GL_FALSE);
530 }
531
532
533 /**
534 * Determine if ID is the name of an array object.
535 *
536 * \param id ID of the potential array object.
537 * \return \c GL_TRUE if \c id is the name of a array object,
538 * \c GL_FALSE otherwise.
539 */
540 GLboolean GLAPIENTRY
541 _mesa_IsVertexArrayAPPLE( GLuint id )
542 {
543 struct gl_array_object * obj;
544 GET_CURRENT_CONTEXT(ctx);
545 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
546
547 if (id == 0)
548 return GL_FALSE;
549
550 obj = lookup_arrayobj(ctx, id);
551
552 return (obj != NULL) ? GL_TRUE : GL_FALSE;
553 }