2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * (C) Copyright IBM Corporation 2006
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
22 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
23 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
24 * OTHER DEALINGS IN THE SOFTWARE.
31 * Implementation of Vertex Array Objects (VAOs), from OpenGL 3.1+ /
32 * the GL_ARB_vertex_array_object extension.
35 * The code in this file borrows a lot from bufferobj.c. There's a certain
36 * amount of cruft left over from that origin that may be unnecessary.
38 * \author Ian Romanick <idr@us.ibm.com>
46 #include "util/imports.h"
48 #include "bufferobj.h"
54 #include "util/bitscan.h"
55 #include "util/u_atomic.h"
56 #include "util/u_math.h"
60 _mesa_vao_attribute_map
[ATTRIBUTE_MAP_MODE_MAX
][VERT_ATTRIB_MAX
] =
62 /* ATTRIBUTE_MAP_MODE_IDENTITY
64 * Grab vertex processing attribute VERT_ATTRIB_POS from
65 * the VAO attribute VERT_ATTRIB_POS, and grab vertex processing
66 * attribute VERT_ATTRIB_GENERIC0 from the VAO attribute
67 * VERT_ATTRIB_GENERIC0.
70 VERT_ATTRIB_POS
, /* VERT_ATTRIB_POS */
71 VERT_ATTRIB_NORMAL
, /* VERT_ATTRIB_NORMAL */
72 VERT_ATTRIB_COLOR0
, /* VERT_ATTRIB_COLOR0 */
73 VERT_ATTRIB_COLOR1
, /* VERT_ATTRIB_COLOR1 */
74 VERT_ATTRIB_FOG
, /* VERT_ATTRIB_FOG */
75 VERT_ATTRIB_COLOR_INDEX
, /* VERT_ATTRIB_COLOR_INDEX */
76 VERT_ATTRIB_EDGEFLAG
, /* VERT_ATTRIB_EDGEFLAG */
77 VERT_ATTRIB_TEX0
, /* VERT_ATTRIB_TEX0 */
78 VERT_ATTRIB_TEX1
, /* VERT_ATTRIB_TEX1 */
79 VERT_ATTRIB_TEX2
, /* VERT_ATTRIB_TEX2 */
80 VERT_ATTRIB_TEX3
, /* VERT_ATTRIB_TEX3 */
81 VERT_ATTRIB_TEX4
, /* VERT_ATTRIB_TEX4 */
82 VERT_ATTRIB_TEX5
, /* VERT_ATTRIB_TEX5 */
83 VERT_ATTRIB_TEX6
, /* VERT_ATTRIB_TEX6 */
84 VERT_ATTRIB_TEX7
, /* VERT_ATTRIB_TEX7 */
85 VERT_ATTRIB_POINT_SIZE
, /* VERT_ATTRIB_POINT_SIZE */
86 VERT_ATTRIB_GENERIC0
, /* VERT_ATTRIB_GENERIC0 */
87 VERT_ATTRIB_GENERIC1
, /* VERT_ATTRIB_GENERIC1 */
88 VERT_ATTRIB_GENERIC2
, /* VERT_ATTRIB_GENERIC2 */
89 VERT_ATTRIB_GENERIC3
, /* VERT_ATTRIB_GENERIC3 */
90 VERT_ATTRIB_GENERIC4
, /* VERT_ATTRIB_GENERIC4 */
91 VERT_ATTRIB_GENERIC5
, /* VERT_ATTRIB_GENERIC5 */
92 VERT_ATTRIB_GENERIC6
, /* VERT_ATTRIB_GENERIC6 */
93 VERT_ATTRIB_GENERIC7
, /* VERT_ATTRIB_GENERIC7 */
94 VERT_ATTRIB_GENERIC8
, /* VERT_ATTRIB_GENERIC8 */
95 VERT_ATTRIB_GENERIC9
, /* VERT_ATTRIB_GENERIC9 */
96 VERT_ATTRIB_GENERIC10
, /* VERT_ATTRIB_GENERIC10 */
97 VERT_ATTRIB_GENERIC11
, /* VERT_ATTRIB_GENERIC11 */
98 VERT_ATTRIB_GENERIC12
, /* VERT_ATTRIB_GENERIC12 */
99 VERT_ATTRIB_GENERIC13
, /* VERT_ATTRIB_GENERIC13 */
100 VERT_ATTRIB_GENERIC14
, /* VERT_ATTRIB_GENERIC14 */
101 VERT_ATTRIB_GENERIC15
/* VERT_ATTRIB_GENERIC15 */
104 /* ATTRIBUTE_MAP_MODE_POSITION
106 * Grab vertex processing attribute VERT_ATTRIB_POS as well as
107 * vertex processing attribute VERT_ATTRIB_GENERIC0 from the
108 * VAO attribute VERT_ATTRIB_POS.
111 VERT_ATTRIB_POS
, /* VERT_ATTRIB_POS */
112 VERT_ATTRIB_NORMAL
, /* VERT_ATTRIB_NORMAL */
113 VERT_ATTRIB_COLOR0
, /* VERT_ATTRIB_COLOR0 */
114 VERT_ATTRIB_COLOR1
, /* VERT_ATTRIB_COLOR1 */
115 VERT_ATTRIB_FOG
, /* VERT_ATTRIB_FOG */
116 VERT_ATTRIB_COLOR_INDEX
, /* VERT_ATTRIB_COLOR_INDEX */
117 VERT_ATTRIB_EDGEFLAG
, /* VERT_ATTRIB_EDGEFLAG */
118 VERT_ATTRIB_TEX0
, /* VERT_ATTRIB_TEX0 */
119 VERT_ATTRIB_TEX1
, /* VERT_ATTRIB_TEX1 */
120 VERT_ATTRIB_TEX2
, /* VERT_ATTRIB_TEX2 */
121 VERT_ATTRIB_TEX3
, /* VERT_ATTRIB_TEX3 */
122 VERT_ATTRIB_TEX4
, /* VERT_ATTRIB_TEX4 */
123 VERT_ATTRIB_TEX5
, /* VERT_ATTRIB_TEX5 */
124 VERT_ATTRIB_TEX6
, /* VERT_ATTRIB_TEX6 */
125 VERT_ATTRIB_TEX7
, /* VERT_ATTRIB_TEX7 */
126 VERT_ATTRIB_POINT_SIZE
, /* VERT_ATTRIB_POINT_SIZE */
127 VERT_ATTRIB_POS
, /* VERT_ATTRIB_GENERIC0 */
128 VERT_ATTRIB_GENERIC1
, /* VERT_ATTRIB_GENERIC1 */
129 VERT_ATTRIB_GENERIC2
, /* VERT_ATTRIB_GENERIC2 */
130 VERT_ATTRIB_GENERIC3
, /* VERT_ATTRIB_GENERIC3 */
131 VERT_ATTRIB_GENERIC4
, /* VERT_ATTRIB_GENERIC4 */
132 VERT_ATTRIB_GENERIC5
, /* VERT_ATTRIB_GENERIC5 */
133 VERT_ATTRIB_GENERIC6
, /* VERT_ATTRIB_GENERIC6 */
134 VERT_ATTRIB_GENERIC7
, /* VERT_ATTRIB_GENERIC7 */
135 VERT_ATTRIB_GENERIC8
, /* VERT_ATTRIB_GENERIC8 */
136 VERT_ATTRIB_GENERIC9
, /* VERT_ATTRIB_GENERIC9 */
137 VERT_ATTRIB_GENERIC10
, /* VERT_ATTRIB_GENERIC10 */
138 VERT_ATTRIB_GENERIC11
, /* VERT_ATTRIB_GENERIC11 */
139 VERT_ATTRIB_GENERIC12
, /* VERT_ATTRIB_GENERIC12 */
140 VERT_ATTRIB_GENERIC13
, /* VERT_ATTRIB_GENERIC13 */
141 VERT_ATTRIB_GENERIC14
, /* VERT_ATTRIB_GENERIC14 */
142 VERT_ATTRIB_GENERIC15
/* VERT_ATTRIB_GENERIC15 */
145 /* ATTRIBUTE_MAP_MODE_GENERIC0
147 * Grab vertex processing attribute VERT_ATTRIB_POS as well as
148 * vertex processing attribute VERT_ATTRIB_GENERIC0 from the
149 * VAO attribute VERT_ATTRIB_GENERIC0.
152 VERT_ATTRIB_GENERIC0
, /* VERT_ATTRIB_POS */
153 VERT_ATTRIB_NORMAL
, /* VERT_ATTRIB_NORMAL */
154 VERT_ATTRIB_COLOR0
, /* VERT_ATTRIB_COLOR0 */
155 VERT_ATTRIB_COLOR1
, /* VERT_ATTRIB_COLOR1 */
156 VERT_ATTRIB_FOG
, /* VERT_ATTRIB_FOG */
157 VERT_ATTRIB_COLOR_INDEX
, /* VERT_ATTRIB_COLOR_INDEX */
158 VERT_ATTRIB_EDGEFLAG
, /* VERT_ATTRIB_EDGEFLAG */
159 VERT_ATTRIB_TEX0
, /* VERT_ATTRIB_TEX0 */
160 VERT_ATTRIB_TEX1
, /* VERT_ATTRIB_TEX1 */
161 VERT_ATTRIB_TEX2
, /* VERT_ATTRIB_TEX2 */
162 VERT_ATTRIB_TEX3
, /* VERT_ATTRIB_TEX3 */
163 VERT_ATTRIB_TEX4
, /* VERT_ATTRIB_TEX4 */
164 VERT_ATTRIB_TEX5
, /* VERT_ATTRIB_TEX5 */
165 VERT_ATTRIB_TEX6
, /* VERT_ATTRIB_TEX6 */
166 VERT_ATTRIB_TEX7
, /* VERT_ATTRIB_TEX7 */
167 VERT_ATTRIB_POINT_SIZE
, /* VERT_ATTRIB_POINT_SIZE */
168 VERT_ATTRIB_GENERIC0
, /* VERT_ATTRIB_GENERIC0 */
169 VERT_ATTRIB_GENERIC1
, /* VERT_ATTRIB_GENERIC1 */
170 VERT_ATTRIB_GENERIC2
, /* VERT_ATTRIB_GENERIC2 */
171 VERT_ATTRIB_GENERIC3
, /* VERT_ATTRIB_GENERIC3 */
172 VERT_ATTRIB_GENERIC4
, /* VERT_ATTRIB_GENERIC4 */
173 VERT_ATTRIB_GENERIC5
, /* VERT_ATTRIB_GENERIC5 */
174 VERT_ATTRIB_GENERIC6
, /* VERT_ATTRIB_GENERIC6 */
175 VERT_ATTRIB_GENERIC7
, /* VERT_ATTRIB_GENERIC7 */
176 VERT_ATTRIB_GENERIC8
, /* VERT_ATTRIB_GENERIC8 */
177 VERT_ATTRIB_GENERIC9
, /* VERT_ATTRIB_GENERIC9 */
178 VERT_ATTRIB_GENERIC10
, /* VERT_ATTRIB_GENERIC10 */
179 VERT_ATTRIB_GENERIC11
, /* VERT_ATTRIB_GENERIC11 */
180 VERT_ATTRIB_GENERIC12
, /* VERT_ATTRIB_GENERIC12 */
181 VERT_ATTRIB_GENERIC13
, /* VERT_ATTRIB_GENERIC13 */
182 VERT_ATTRIB_GENERIC14
, /* VERT_ATTRIB_GENERIC14 */
183 VERT_ATTRIB_GENERIC15
/* VERT_ATTRIB_GENERIC15 */
189 * Look up the array object for the given ID.
192 * Either a pointer to the array object with the specified ID or \c NULL for
193 * a non-existent ID. The spec defines ID 0 as being technically
197 struct gl_vertex_array_object
*
198 _mesa_lookup_vao(struct gl_context
*ctx
, GLuint id
)
200 /* The ARB_direct_state_access specification says:
202 * "<vaobj> is [compatibility profile:
203 * zero, indicating the default vertex array object, or]
204 * the name of the vertex array object."
207 if (ctx
->API
== API_OPENGL_COMPAT
)
208 return ctx
->Array
.DefaultVAO
;
212 struct gl_vertex_array_object
*vao
;
214 if (ctx
->Array
.LastLookedUpVAO
&&
215 ctx
->Array
.LastLookedUpVAO
->Name
== id
) {
216 vao
= ctx
->Array
.LastLookedUpVAO
;
218 vao
= (struct gl_vertex_array_object
*)
219 _mesa_HashLookupLocked(ctx
->Array
.Objects
, id
);
221 _mesa_reference_vao(ctx
, &ctx
->Array
.LastLookedUpVAO
, vao
);
230 * Looks up the array object for the given ID.
232 * While _mesa_lookup_vao doesn't generate an error if the object does not
233 * exist, this function comes in two variants.
234 * If is_ext_dsa is false, this function generates a GL_INVALID_OPERATION
235 * error if the array object does not exist. It also returns the default
236 * array object when ctx is a compatibility profile context and id is zero.
237 * If is_ext_dsa is true, 0 is not a valid name. If the name exists but
238 * the object has never been bound, it is initialized.
240 struct gl_vertex_array_object
*
241 _mesa_lookup_vao_err(struct gl_context
*ctx
, GLuint id
,
242 bool is_ext_dsa
, const char *caller
)
244 /* The ARB_direct_state_access specification says:
246 * "<vaobj> is [compatibility profile:
247 * zero, indicating the default vertex array object, or]
248 * the name of the vertex array object."
251 if (is_ext_dsa
|| ctx
->API
== API_OPENGL_CORE
) {
252 _mesa_error(ctx
, GL_INVALID_OPERATION
,
253 "%s(zero is not valid vaobj name%s)",
255 is_ext_dsa
? "" : " in a core profile context");
259 return ctx
->Array
.DefaultVAO
;
261 struct gl_vertex_array_object
*vao
;
263 if (ctx
->Array
.LastLookedUpVAO
&&
264 ctx
->Array
.LastLookedUpVAO
->Name
== id
) {
265 vao
= ctx
->Array
.LastLookedUpVAO
;
267 vao
= (struct gl_vertex_array_object
*)
268 _mesa_HashLookupLocked(ctx
->Array
.Objects
, id
);
270 /* The ARB_direct_state_access specification says:
272 * "An INVALID_OPERATION error is generated if <vaobj> is not
273 * [compatibility profile: zero or] the name of an existing
274 * vertex array object."
276 if (!vao
|| (!is_ext_dsa
&& !vao
->EverBound
)) {
277 _mesa_error(ctx
, GL_INVALID_OPERATION
,
278 "%s(non-existent vaobj=%u)", caller
, id
);
282 /* The EXT_direct_state_access specification says:
284 * "If the vertex array object named by the vaobj parameter has not
285 * been previously bound but has been generated (without subsequent
286 * deletion) by GenVertexArrays, the GL first creates a new state
287 * vector in the same manner as when BindVertexArray creates a new
288 * vertex array object."
290 if (vao
&& is_ext_dsa
&& !vao
->EverBound
)
291 vao
->EverBound
= true;
293 _mesa_reference_vao(ctx
, &ctx
->Array
.LastLookedUpVAO
, vao
);
302 * For all the vertex binding points in the array object, unbind any pointers
303 * to any buffer objects (VBOs).
304 * This is done just prior to array object destruction.
307 unbind_array_object_vbos(struct gl_context
*ctx
, struct gl_vertex_array_object
*obj
)
311 for (i
= 0; i
< ARRAY_SIZE(obj
->BufferBinding
); i
++)
312 _mesa_reference_buffer_object(ctx
, &obj
->BufferBinding
[i
].BufferObj
, NULL
);
317 * Allocate and initialize a new vertex array object.
319 struct gl_vertex_array_object
*
320 _mesa_new_vao(struct gl_context
*ctx
, GLuint name
)
322 struct gl_vertex_array_object
*obj
= MALLOC_STRUCT(gl_vertex_array_object
);
324 _mesa_initialize_vao(ctx
, obj
, name
);
330 * Delete an array object.
333 _mesa_delete_vao(struct gl_context
*ctx
, struct gl_vertex_array_object
*obj
)
335 unbind_array_object_vbos(ctx
, obj
);
336 _mesa_reference_buffer_object(ctx
, &obj
->IndexBufferObj
, NULL
);
343 * Set ptr to vao w/ reference counting.
344 * Note: this should only be called from the _mesa_reference_vao()
348 _mesa_reference_vao_(struct gl_context
*ctx
,
349 struct gl_vertex_array_object
**ptr
,
350 struct gl_vertex_array_object
*vao
)
355 /* Unreference the old array object */
356 struct gl_vertex_array_object
*oldObj
= *ptr
;
359 if (oldObj
->SharedAndImmutable
) {
360 deleteFlag
= p_atomic_dec_zero(&oldObj
->RefCount
);
362 assert(oldObj
->RefCount
> 0);
364 deleteFlag
= (oldObj
->RefCount
== 0);
368 _mesa_delete_vao(ctx
, oldObj
);
375 /* reference new array object */
376 if (vao
->SharedAndImmutable
) {
377 p_atomic_inc(&vao
->RefCount
);
379 assert(vao
->RefCount
> 0);
389 * Initialize a gl_vertex_array_object's arrays.
392 _mesa_initialize_vao(struct gl_context
*ctx
,
393 struct gl_vertex_array_object
*vao
,
396 memcpy(vao
, &ctx
->Array
.DefaultVAOState
, sizeof(*vao
));
402 * Compute the offset range for the provided binding.
404 * This is a helper function for the below.
407 compute_vbo_offset_range(const struct gl_vertex_array_object
*vao
,
408 const struct gl_vertex_buffer_binding
*binding
,
409 GLsizeiptr
* min
, GLsizeiptr
* max
)
411 /* The function is meant to work on VBO bindings */
412 assert(binding
->BufferObj
);
414 /* Start with an inverted range of relative offsets. */
415 GLuint min_offset
= ~(GLuint
)0;
416 GLuint max_offset
= 0;
418 /* We work on the unmapped originaly VAO array entries. */
419 GLbitfield mask
= vao
->Enabled
& binding
->_BoundArrays
;
420 /* The binding should be active somehow, not to return inverted ranges */
423 const int i
= u_bit_scan(&mask
);
424 const GLuint off
= vao
->VertexAttrib
[i
].RelativeOffset
;
425 min_offset
= MIN2(off
, min_offset
);
426 max_offset
= MAX2(off
, max_offset
);
429 *min
= binding
->Offset
+ (GLsizeiptr
)min_offset
;
430 *max
= binding
->Offset
+ (GLsizeiptr
)max_offset
;
435 * Update the unique binding and pos/generic0 map tracking in the vao.
437 * The idea is to build up information in the vao so that a consuming
438 * backend can execute the following to set up buffer and vertex element
441 * const GLbitfield inputs_read = VERT_BIT_ALL; // backend vp inputs
443 * // Attribute data is in a VBO.
444 * GLbitfield vbomask = inputs_read & _mesa_draw_vbo_array_bits(ctx);
446 * // The attribute index to start pulling a binding
447 * const gl_vert_attrib i = ffs(vbomask) - 1;
448 * const struct gl_vertex_buffer_binding *const binding
449 * = _mesa_draw_buffer_binding(vao, i);
451 * <insert code to handle the vertex buffer object at binding>
453 * const GLbitfield boundmask = _mesa_draw_bound_attrib_bits(binding);
454 * GLbitfield attrmask = vbomask & boundmask;
456 * // Walk attributes belonging to the binding
458 * const gl_vert_attrib attr = u_bit_scan(&attrmask);
459 * const struct gl_array_attributes *const attrib
460 * = _mesa_draw_array_attrib(vao, attr);
462 * <insert code to handle the vertex element refering to the binding>
464 * vbomask &= ~boundmask;
467 * // Process user space buffers
468 * GLbitfield usermask = inputs_read & _mesa_draw_user_array_bits(ctx);
470 * // The attribute index to start pulling a binding
471 * const gl_vert_attrib i = ffs(usermask) - 1;
472 * const struct gl_vertex_buffer_binding *const binding
473 * = _mesa_draw_buffer_binding(vao, i);
475 * <insert code to handle a set of interleaved user space arrays at binding>
477 * const GLbitfield boundmask = _mesa_draw_bound_attrib_bits(binding);
478 * GLbitfield attrmask = usermask & boundmask;
480 * // Walk interleaved attributes with a common stride and instance divisor
482 * const gl_vert_attrib attr = u_bit_scan(&attrmask);
483 * const struct gl_array_attributes *const attrib
484 * = _mesa_draw_array_attrib(vao, attr);
486 * <insert code to handle non vbo vertex arrays>
488 * usermask &= ~boundmask;
491 * // Process values that should have better been uniforms in the application
492 * GLbitfield curmask = inputs_read & _mesa_draw_current_bits(ctx);
494 * const gl_vert_attrib attr = u_bit_scan(&curmask);
495 * const struct gl_array_attributes *const attrib
496 * = _mesa_draw_current_attrib(ctx, attr);
498 * <insert code to handle current values>
502 * Note that the scan below must not incoporate any context state.
503 * The rationale is that once a VAO is finalized it should not
504 * be touched anymore. That means, do not incorporate the
505 * gl_context::Array._DrawVAOEnabledAttribs bitmask into this scan.
506 * A backend driver may further reduce the handled vertex processing
507 * inputs based on their vertex shader inputs. But scanning for
508 * collapsable binding points to reduce relocs is done based on the
510 * Also VAOs may be shared between contexts due to their use in dlists
511 * thus no context state should bleed into the VAO.
514 _mesa_update_vao_derived_arrays(struct gl_context
*ctx
,
515 struct gl_vertex_array_object
*vao
)
517 /* Make sure we do not run into problems with shared objects */
518 assert(!vao
->SharedAndImmutable
|| vao
->NewArrays
== 0);
520 /* Limit used for common binding scanning below. */
521 const GLsizeiptr MaxRelativeOffset
=
522 ctx
->Const
.MaxVertexAttribRelativeOffset
;
524 /* The gl_vertex_array_object::_AttributeMapMode denotes the way
525 * VERT_ATTRIB_{POS,GENERIC0} mapping is done.
527 * This mapping is used to map between the OpenGL api visible
528 * VERT_ATTRIB_* arrays to mesa driver arrayinputs or shader inputs.
529 * The mapping only depends on the enabled bits of the
530 * VERT_ATTRIB_{POS,GENERIC0} arrays and is tracked in the VAO.
532 * This map needs to be applied when finally translating to the bitmasks
533 * as consumed by the driver backends. The duplicate scanning is here
534 * can as well be done in the OpenGL API numbering without this map.
536 const gl_attribute_map_mode mode
= vao
->_AttributeMapMode
;
537 /* Enabled array bits. */
538 const GLbitfield enabled
= vao
->Enabled
;
539 /* VBO array bits. */
540 const GLbitfield vbos
= vao
->VertexAttribBufferMask
;
541 const GLbitfield divisor_is_nonzero
= vao
->NonZeroDivisorMask
;
543 /* Compute and store effectively enabled and mapped vbo arrays */
544 vao
->_EffEnabledVBO
= _mesa_vao_enable_to_vp_inputs(mode
, enabled
& vbos
);
545 vao
->_EffEnabledNonZeroDivisor
=
546 _mesa_vao_enable_to_vp_inputs(mode
, enabled
& divisor_is_nonzero
);
547 /* Walk those enabled arrays that have a real vbo attached */
548 GLbitfield mask
= enabled
;
550 /* Do not use u_bit_scan as we can walk multiple attrib arrays at once */
551 const int i
= ffs(mask
) - 1;
552 /* The binding from the first to be processed attribute. */
553 const GLuint bindex
= vao
->VertexAttrib
[i
].BufferBindingIndex
;
554 struct gl_vertex_buffer_binding
*binding
= &vao
->BufferBinding
[bindex
];
556 /* The scan goes different for user space arrays than vbos */
557 if (binding
->BufferObj
) {
558 /* The bound arrays. */
559 const GLbitfield bound
= enabled
& binding
->_BoundArrays
;
561 /* Start this current effective binding with the actual bound arrays */
562 GLbitfield eff_bound_arrays
= bound
;
565 * If there is nothing left to scan just update the effective binding
566 * information. If the VAO is already only using a single binding point
567 * we end up here. So the overhead of this scan for an application
568 * carefully preparing the VAO for draw is low.
571 GLbitfield scanmask
= mask
& vbos
& ~bound
;
572 /* Is there something left to scan? */
574 /* Just update the back reference from the attrib to the binding and
575 * the effective offset.
577 GLbitfield attrmask
= eff_bound_arrays
;
579 const int j
= u_bit_scan(&attrmask
);
580 struct gl_array_attributes
*attrib2
= &vao
->VertexAttrib
[j
];
582 /* Update the index into the common binding point and offset */
583 attrib2
->_EffBufferBindingIndex
= bindex
;
584 attrib2
->_EffRelativeOffset
= attrib2
->RelativeOffset
;
585 assert(attrib2
->_EffRelativeOffset
<= MaxRelativeOffset
);
587 /* Finally this is the set of effectively bound arrays with the
588 * original binding offset.
590 binding
->_EffOffset
= binding
->Offset
;
591 /* The bound arrays past the VERT_ATTRIB_{POS,GENERIC0} mapping. */
592 binding
->_EffBoundArrays
=
593 _mesa_vao_enable_to_vp_inputs(mode
, eff_bound_arrays
);
596 /* In the VBO case, scan for attribute/binding
597 * combinations with relative bindings in the range of
598 * [0, ctx->Const.MaxVertexAttribRelativeOffset].
599 * Note that this does also go beyond just interleaved arrays
600 * as long as they use the same VBO, binding parameters and the
601 * offsets stay within bounds that the backend still can handle.
604 GLsizeiptr min_offset
, max_offset
;
605 compute_vbo_offset_range(vao
, binding
, &min_offset
, &max_offset
);
606 assert(max_offset
<= min_offset
+ MaxRelativeOffset
);
610 /* Do not use u_bit_scan as we can walk multiple
611 * attrib arrays at once
613 const int j
= ffs(scanmask
) - 1;
614 const struct gl_array_attributes
*attrib2
=
615 &vao
->VertexAttrib
[j
];
616 const struct gl_vertex_buffer_binding
*binding2
=
617 &vao
->BufferBinding
[attrib2
->BufferBindingIndex
];
619 /* Remove those attrib bits from the mask that are bound to the
620 * same effective binding point.
622 const GLbitfield bound2
= enabled
& binding2
->_BoundArrays
;
625 /* Check if we have an identical binding */
626 if (binding
->Stride
!= binding2
->Stride
)
628 if (binding
->InstanceDivisor
!= binding2
->InstanceDivisor
)
630 if (binding
->BufferObj
!= binding2
->BufferObj
)
632 /* Check if we can fold both bindings into a common binding */
633 GLsizeiptr min_offset2
, max_offset2
;
634 compute_vbo_offset_range(vao
, binding2
,
635 &min_offset2
, &max_offset2
);
636 /* If the relative offset is within the limits ... */
637 if (min_offset
+ MaxRelativeOffset
< max_offset2
)
639 if (min_offset2
+ MaxRelativeOffset
< max_offset
)
641 /* ... add this array to the effective binding */
642 eff_bound_arrays
|= bound2
;
643 min_offset
= MIN2(min_offset
, min_offset2
);
644 max_offset
= MAX2(max_offset
, max_offset2
);
645 assert(max_offset
<= min_offset
+ MaxRelativeOffset
);
648 /* Update the back reference from the attrib to the binding */
649 GLbitfield attrmask
= eff_bound_arrays
;
651 const int j
= u_bit_scan(&attrmask
);
652 struct gl_array_attributes
*attrib2
= &vao
->VertexAttrib
[j
];
653 const struct gl_vertex_buffer_binding
*binding2
=
654 &vao
->BufferBinding
[attrib2
->BufferBindingIndex
];
656 /* Update the index into the common binding point and offset */
657 attrib2
->_EffBufferBindingIndex
= bindex
;
658 attrib2
->_EffRelativeOffset
=
659 binding2
->Offset
+ attrib2
->RelativeOffset
- min_offset
;
660 assert(attrib2
->_EffRelativeOffset
<= MaxRelativeOffset
);
662 /* Finally this is the set of effectively bound arrays */
663 binding
->_EffOffset
= min_offset
;
664 /* The bound arrays past the VERT_ATTRIB_{POS,GENERIC0} mapping. */
665 binding
->_EffBoundArrays
=
666 _mesa_vao_enable_to_vp_inputs(mode
, eff_bound_arrays
);
669 /* Mark all the effective bound arrays as processed. */
670 mask
&= ~eff_bound_arrays
;
673 /* Scanning of common bindings for user space arrays.
676 const struct gl_array_attributes
*attrib
= &vao
->VertexAttrib
[i
];
677 const GLbitfield bound
= VERT_BIT(i
);
679 /* Note that user space array pointers can only happen using a one
680 * to one binding point to array mapping.
681 * The OpenGL 4.x/ARB_vertex_attrib_binding api does not support
682 * user space arrays collected at multiple binding points.
683 * The only provider of user space interleaved arrays with a single
684 * binding point is the mesa internal vbo module. But that one
685 * provides a perfect interleaved set of arrays.
687 * If this would not be true we would potentially get attribute arrays
688 * with user space pointers that may not lie within the
689 * MaxRelativeOffset range but still attached to a single binding.
690 * Then we would need to store the effective attribute and binding
691 * grouping information in a seperate array beside
692 * gl_array_attributes/gl_vertex_buffer_binding.
694 assert(util_bitcount(binding
->_BoundArrays
& vao
->Enabled
) == 1
695 || (vao
->Enabled
& ~binding
->_BoundArrays
) == 0);
697 /* Start this current effective binding with the array */
698 GLbitfield eff_bound_arrays
= bound
;
700 const GLubyte
*ptr
= attrib
->Ptr
;
701 unsigned vertex_end
= attrib
->Format
._ElementSize
;
703 /* Walk other user space arrays and see which are interleaved
704 * using the same binding parameters.
706 GLbitfield scanmask
= mask
& ~vbos
& ~bound
;
708 const int j
= u_bit_scan(&scanmask
);
709 const struct gl_array_attributes
*attrib2
= &vao
->VertexAttrib
[j
];
710 const struct gl_vertex_buffer_binding
*binding2
=
711 &vao
->BufferBinding
[attrib2
->BufferBindingIndex
];
713 /* See the comment at the same assert above. */
714 assert(util_bitcount(binding2
->_BoundArrays
& vao
->Enabled
) == 1
715 || (vao
->Enabled
& ~binding
->_BoundArrays
) == 0);
717 /* Check if we have an identical binding */
718 if (binding
->Stride
!= binding2
->Stride
)
720 if (binding
->InstanceDivisor
!= binding2
->InstanceDivisor
)
722 if (ptr
<= attrib2
->Ptr
) {
723 if (ptr
+ binding
->Stride
< attrib2
->Ptr
+
724 attrib2
->Format
._ElementSize
)
726 unsigned end
= attrib2
->Ptr
+ attrib2
->Format
._ElementSize
- ptr
;
727 vertex_end
= MAX2(vertex_end
, end
);
729 if (attrib2
->Ptr
+ binding
->Stride
< ptr
+ vertex_end
)
731 vertex_end
+= (GLsizei
)(ptr
- attrib2
->Ptr
);
735 /* User space buffer object */
736 assert(!binding2
->BufferObj
);
738 eff_bound_arrays
|= VERT_BIT(j
);
741 /* Update the back reference from the attrib to the binding */
742 GLbitfield attrmask
= eff_bound_arrays
;
744 const int j
= u_bit_scan(&attrmask
);
745 struct gl_array_attributes
*attrib2
= &vao
->VertexAttrib
[j
];
747 /* Update the index into the common binding point and the offset */
748 attrib2
->_EffBufferBindingIndex
= bindex
;
749 attrib2
->_EffRelativeOffset
= attrib2
->Ptr
- ptr
;
750 assert(attrib2
->_EffRelativeOffset
<= binding
->Stride
);
752 /* Finally this is the set of effectively bound arrays */
753 binding
->_EffOffset
= (GLintptr
)ptr
;
754 /* The bound arrays past the VERT_ATTRIB_{POS,GENERIC0} mapping. */
755 binding
->_EffBoundArrays
=
756 _mesa_vao_enable_to_vp_inputs(mode
, eff_bound_arrays
);
758 /* Mark all the effective bound arrays as processed. */
759 mask
&= ~eff_bound_arrays
;
764 /* Make sure the above code works as expected. */
765 for (gl_vert_attrib attr
= 0; attr
< VERT_ATTRIB_MAX
; ++attr
) {
766 /* Query the original api defined attrib/binding information ... */
767 const unsigned char *const map
=_mesa_vao_attribute_map
[mode
];
768 if (vao
->Enabled
& VERT_BIT(map
[attr
])) {
769 const struct gl_array_attributes
*attrib
=
770 &vao
->VertexAttrib
[map
[attr
]];
771 const struct gl_vertex_buffer_binding
*binding
=
772 &vao
->BufferBinding
[attrib
->BufferBindingIndex
];
773 /* ... and compare that with the computed attrib/binding */
774 const struct gl_vertex_buffer_binding
*binding2
=
775 &vao
->BufferBinding
[attrib
->_EffBufferBindingIndex
];
776 assert(binding
->Stride
== binding2
->Stride
);
777 assert(binding
->InstanceDivisor
== binding2
->InstanceDivisor
);
778 assert(binding
->BufferObj
== binding2
->BufferObj
);
779 if (binding
->BufferObj
) {
780 assert(attrib
->_EffRelativeOffset
<= MaxRelativeOffset
);
781 assert(binding
->Offset
+ attrib
->RelativeOffset
==
782 binding2
->_EffOffset
+ attrib
->_EffRelativeOffset
);
784 assert(attrib
->_EffRelativeOffset
< binding
->Stride
);
785 assert((GLintptr
)attrib
->Ptr
==
786 binding2
->_EffOffset
+ attrib
->_EffRelativeOffset
);
795 _mesa_set_vao_immutable(struct gl_context
*ctx
,
796 struct gl_vertex_array_object
*vao
)
798 _mesa_update_vao_derived_arrays(ctx
, vao
);
800 vao
->SharedAndImmutable
= true;
805 _mesa_all_varyings_in_vbos(const struct gl_vertex_array_object
*vao
)
807 /* Walk those enabled arrays that have the default vbo attached */
808 GLbitfield mask
= vao
->Enabled
& ~vao
->VertexAttribBufferMask
;
811 /* Do not use u_bit_scan64 as we can walk multiple
812 * attrib arrays at once
814 const int i
= ffs(mask
) - 1;
815 const struct gl_array_attributes
*attrib_array
=
816 &vao
->VertexAttrib
[i
];
817 const struct gl_vertex_buffer_binding
*buffer_binding
=
818 &vao
->BufferBinding
[attrib_array
->BufferBindingIndex
];
820 /* We have already masked out vao->VertexAttribBufferMask */
821 assert(!buffer_binding
->BufferObj
);
823 /* Bail out once we find the first non vbo with a non zero stride */
824 if (buffer_binding
->Stride
!= 0)
827 /* Note that we cannot use the xor variant since the _BoundArray mask
828 * may contain array attributes that are bound but not enabled.
830 mask
&= ~buffer_binding
->_BoundArrays
;
837 _mesa_all_buffers_are_unmapped(const struct gl_vertex_array_object
*vao
)
839 /* Walk the enabled arrays that have a vbo attached */
840 GLbitfield mask
= vao
->Enabled
& vao
->VertexAttribBufferMask
;
843 const int i
= ffs(mask
) - 1;
844 const struct gl_array_attributes
*attrib_array
=
845 &vao
->VertexAttrib
[i
];
846 const struct gl_vertex_buffer_binding
*buffer_binding
=
847 &vao
->BufferBinding
[attrib_array
->BufferBindingIndex
];
849 /* We have already masked with vao->VertexAttribBufferMask */
850 assert(buffer_binding
->BufferObj
);
852 /* Bail out once we find the first disallowed mapping */
853 if (_mesa_check_disallowed_mapping(buffer_binding
->BufferObj
))
856 /* We have handled everything that is bound to this buffer_binding. */
857 mask
&= ~buffer_binding
->_BoundArrays
;
865 * Map buffer objects used in attribute arrays.
868 _mesa_vao_map_arrays(struct gl_context
*ctx
, struct gl_vertex_array_object
*vao
,
871 GLbitfield mask
= vao
->Enabled
& vao
->VertexAttribBufferMask
;
873 /* Do not use u_bit_scan as we can walk multiple attrib arrays at once */
874 const gl_vert_attrib attr
= ffs(mask
) - 1;
875 const GLubyte bindex
= vao
->VertexAttrib
[attr
].BufferBindingIndex
;
876 struct gl_vertex_buffer_binding
*binding
= &vao
->BufferBinding
[bindex
];
877 mask
&= ~binding
->_BoundArrays
;
879 struct gl_buffer_object
*bo
= binding
->BufferObj
;
881 if (_mesa_bufferobj_mapped(bo
, MAP_INTERNAL
))
884 ctx
->Driver
.MapBufferRange(ctx
, 0, bo
->Size
, access
, bo
, MAP_INTERNAL
);
890 * Map buffer objects used in the vao, attribute arrays and index buffer.
893 _mesa_vao_map(struct gl_context
*ctx
, struct gl_vertex_array_object
*vao
,
896 struct gl_buffer_object
*bo
= vao
->IndexBufferObj
;
898 /* map the index buffer, if there is one, and not already mapped */
899 if (bo
&& !_mesa_bufferobj_mapped(bo
, MAP_INTERNAL
))
900 ctx
->Driver
.MapBufferRange(ctx
, 0, bo
->Size
, access
, bo
, MAP_INTERNAL
);
902 _mesa_vao_map_arrays(ctx
, vao
, access
);
907 * Unmap buffer objects used in attribute arrays.
910 _mesa_vao_unmap_arrays(struct gl_context
*ctx
,
911 struct gl_vertex_array_object
*vao
)
913 GLbitfield mask
= vao
->Enabled
& vao
->VertexAttribBufferMask
;
915 /* Do not use u_bit_scan as we can walk multiple attrib arrays at once */
916 const gl_vert_attrib attr
= ffs(mask
) - 1;
917 const GLubyte bindex
= vao
->VertexAttrib
[attr
].BufferBindingIndex
;
918 struct gl_vertex_buffer_binding
*binding
= &vao
->BufferBinding
[bindex
];
919 mask
&= ~binding
->_BoundArrays
;
921 struct gl_buffer_object
*bo
= binding
->BufferObj
;
923 if (!_mesa_bufferobj_mapped(bo
, MAP_INTERNAL
))
926 ctx
->Driver
.UnmapBuffer(ctx
, bo
, MAP_INTERNAL
);
932 * Unmap buffer objects used in the vao, attribute arrays and index buffer.
935 _mesa_vao_unmap(struct gl_context
*ctx
, struct gl_vertex_array_object
*vao
)
937 struct gl_buffer_object
*bo
= vao
->IndexBufferObj
;
939 /* unmap the index buffer, if there is one, and still mapped */
940 if (bo
&& _mesa_bufferobj_mapped(bo
, MAP_INTERNAL
))
941 ctx
->Driver
.UnmapBuffer(ctx
, bo
, MAP_INTERNAL
);
943 _mesa_vao_unmap_arrays(ctx
, vao
);
947 /**********************************************************************/
949 /**********************************************************************/
953 * ARB version of glBindVertexArray()
955 static ALWAYS_INLINE
void
956 bind_vertex_array(struct gl_context
*ctx
, GLuint id
, bool no_error
)
958 struct gl_vertex_array_object
*const oldObj
= ctx
->Array
.VAO
;
959 struct gl_vertex_array_object
*newObj
= NULL
;
961 assert(oldObj
!= NULL
);
963 if (oldObj
->Name
== id
)
964 return; /* rebinding the same array object- no change */
967 * Get pointer to new array object (newObj)
970 /* The spec says there is no array object named 0, but we use
971 * one internally because it simplifies things.
973 newObj
= ctx
->Array
.DefaultVAO
;
976 /* non-default array object */
977 newObj
= _mesa_lookup_vao(ctx
, id
);
978 if (!no_error
&& !newObj
) {
979 _mesa_error(ctx
, GL_INVALID_OPERATION
,
980 "glBindVertexArray(non-gen name)");
984 newObj
->EverBound
= GL_TRUE
;
987 /* The _DrawArrays pointer is pointing at the VAO being unbound and
988 * that VAO may be in the process of being deleted. If it's not going
989 * to be deleted, this will have no effect, because the pointer needs
990 * to be updated by the VBO module anyway.
992 * Before the VBO module can update the pointer, we have to set it
993 * to NULL for drivers not to set up arrays which are not bound,
994 * or to prevent a crash if the VAO being unbound is going to be
997 _mesa_set_draw_vao(ctx
, ctx
->Array
._EmptyVAO
, 0);
999 _mesa_reference_vao(ctx
, &ctx
->Array
.VAO
, newObj
);
1004 _mesa_BindVertexArray_no_error(GLuint id
)
1006 GET_CURRENT_CONTEXT(ctx
);
1007 bind_vertex_array(ctx
, id
, true);
1012 _mesa_BindVertexArray(GLuint id
)
1014 GET_CURRENT_CONTEXT(ctx
);
1015 bind_vertex_array(ctx
, id
, false);
1020 * Delete a set of array objects.
1022 * \param n Number of array objects to delete.
1023 * \param ids Array of \c n array object IDs.
1026 delete_vertex_arrays(struct gl_context
*ctx
, GLsizei n
, const GLuint
*ids
)
1030 for (i
= 0; i
< n
; i
++) {
1031 /* IDs equal to 0 should be silently ignored. */
1035 struct gl_vertex_array_object
*obj
= _mesa_lookup_vao(ctx
, ids
[i
]);
1038 assert(obj
->Name
== ids
[i
]);
1040 /* If the array object is currently bound, the spec says "the binding
1041 * for that object reverts to zero and the default vertex array
1044 if (obj
== ctx
->Array
.VAO
)
1045 _mesa_BindVertexArray_no_error(0);
1047 /* The ID is immediately freed for re-use */
1048 _mesa_HashRemoveLocked(ctx
->Array
.Objects
, obj
->Name
);
1050 if (ctx
->Array
.LastLookedUpVAO
== obj
)
1051 _mesa_reference_vao(ctx
, &ctx
->Array
.LastLookedUpVAO
, NULL
);
1052 if (ctx
->Array
._DrawVAO
== obj
)
1053 _mesa_set_draw_vao(ctx
, ctx
->Array
._EmptyVAO
, 0);
1055 /* Unreference the array object.
1056 * If refcount hits zero, the object will be deleted.
1058 _mesa_reference_vao(ctx
, &obj
, NULL
);
1065 _mesa_DeleteVertexArrays_no_error(GLsizei n
, const GLuint
*ids
)
1067 GET_CURRENT_CONTEXT(ctx
);
1068 delete_vertex_arrays(ctx
, n
, ids
);
1073 _mesa_DeleteVertexArrays(GLsizei n
, const GLuint
*ids
)
1075 GET_CURRENT_CONTEXT(ctx
);
1078 _mesa_error(ctx
, GL_INVALID_VALUE
, "glDeleteVertexArray(n)");
1082 delete_vertex_arrays(ctx
, n
, ids
);
1087 * Generate a set of unique array object IDs and store them in \c arrays.
1088 * Helper for _mesa_GenVertexArrays() and _mesa_CreateVertexArrays()
1091 * \param n Number of IDs to generate.
1092 * \param arrays Array of \c n locations to store the IDs.
1093 * \param create Indicates that the objects should also be created.
1094 * \param func The name of the GL entry point.
1097 gen_vertex_arrays(struct gl_context
*ctx
, GLsizei n
, GLuint
*arrays
,
1098 bool create
, const char *func
)
1106 first
= _mesa_HashFindFreeKeyBlock(ctx
->Array
.Objects
, n
);
1108 /* For the sake of simplicity we create the array objects in both
1109 * the Gen* and Create* cases. The only difference is the value of
1110 * EverBound, which is set to true in the Create* case.
1112 for (i
= 0; i
< n
; i
++) {
1113 struct gl_vertex_array_object
*obj
;
1114 GLuint name
= first
+ i
;
1116 obj
= _mesa_new_vao(ctx
, name
);
1118 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "%s", func
);
1121 obj
->EverBound
= create
;
1122 _mesa_HashInsertLocked(ctx
->Array
.Objects
, obj
->Name
, obj
);
1123 arrays
[i
] = first
+ i
;
1129 gen_vertex_arrays_err(struct gl_context
*ctx
, GLsizei n
, GLuint
*arrays
,
1130 bool create
, const char *func
)
1133 _mesa_error(ctx
, GL_INVALID_VALUE
, "%s(n < 0)", func
);
1137 gen_vertex_arrays(ctx
, n
, arrays
, create
, func
);
1142 * ARB version of glGenVertexArrays()
1143 * All arrays will be required to live in VBOs.
1146 _mesa_GenVertexArrays_no_error(GLsizei n
, GLuint
*arrays
)
1148 GET_CURRENT_CONTEXT(ctx
);
1149 gen_vertex_arrays(ctx
, n
, arrays
, false, "glGenVertexArrays");
1154 _mesa_GenVertexArrays(GLsizei n
, GLuint
*arrays
)
1156 GET_CURRENT_CONTEXT(ctx
);
1157 gen_vertex_arrays_err(ctx
, n
, arrays
, false, "glGenVertexArrays");
1162 * ARB_direct_state_access
1163 * Generates ID's and creates the array objects.
1166 _mesa_CreateVertexArrays_no_error(GLsizei n
, GLuint
*arrays
)
1168 GET_CURRENT_CONTEXT(ctx
);
1169 gen_vertex_arrays(ctx
, n
, arrays
, true, "glCreateVertexArrays");
1174 _mesa_CreateVertexArrays(GLsizei n
, GLuint
*arrays
)
1176 GET_CURRENT_CONTEXT(ctx
);
1177 gen_vertex_arrays_err(ctx
, n
, arrays
, true, "glCreateVertexArrays");
1182 * Determine if ID is the name of an array object.
1184 * \param id ID of the potential array object.
1185 * \return \c GL_TRUE if \c id is the name of a array object,
1186 * \c GL_FALSE otherwise.
1188 GLboolean GLAPIENTRY
1189 _mesa_IsVertexArray( GLuint id
)
1191 struct gl_vertex_array_object
* obj
;
1192 GET_CURRENT_CONTEXT(ctx
);
1193 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1195 obj
= _mesa_lookup_vao(ctx
, id
);
1197 return obj
!= NULL
&& obj
->EverBound
;
1202 * Sets the element array buffer binding of a vertex array object.
1204 * This is the ARB_direct_state_access equivalent of
1205 * glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer).
1207 static ALWAYS_INLINE
void
1208 vertex_array_element_buffer(struct gl_context
*ctx
, GLuint vaobj
, GLuint buffer
,
1211 struct gl_vertex_array_object
*vao
;
1212 struct gl_buffer_object
*bufObj
;
1214 ASSERT_OUTSIDE_BEGIN_END(ctx
);
1217 /* The GL_ARB_direct_state_access specification says:
1219 * "An INVALID_OPERATION error is generated by
1220 * VertexArrayElementBuffer if <vaobj> is not [compatibility profile:
1221 * zero or] the name of an existing vertex array object."
1223 vao
=_mesa_lookup_vao_err(ctx
, vaobj
, false, "glVertexArrayElementBuffer");
1227 vao
= _mesa_lookup_vao(ctx
, vaobj
);
1232 /* The GL_ARB_direct_state_access specification says:
1234 * "An INVALID_OPERATION error is generated if <buffer> is not zero
1235 * or the name of an existing buffer object."
1237 bufObj
= _mesa_lookup_bufferobj_err(ctx
, buffer
,
1238 "glVertexArrayElementBuffer");
1240 bufObj
= _mesa_lookup_bufferobj(ctx
, buffer
);
1246 bufObj
->UsageHistory
|= USAGE_ELEMENT_ARRAY_BUFFER
;
1251 _mesa_reference_buffer_object(ctx
, &vao
->IndexBufferObj
, bufObj
);
1256 _mesa_VertexArrayElementBuffer_no_error(GLuint vaobj
, GLuint buffer
)
1258 GET_CURRENT_CONTEXT(ctx
);
1259 vertex_array_element_buffer(ctx
, vaobj
, buffer
, true);
1264 _mesa_VertexArrayElementBuffer(GLuint vaobj
, GLuint buffer
)
1266 GET_CURRENT_CONTEXT(ctx
);
1267 vertex_array_element_buffer(ctx
, vaobj
, buffer
, false);
1272 _mesa_GetVertexArrayiv(GLuint vaobj
, GLenum pname
, GLint
*param
)
1274 GET_CURRENT_CONTEXT(ctx
);
1275 struct gl_vertex_array_object
*vao
;
1277 ASSERT_OUTSIDE_BEGIN_END(ctx
);
1279 /* The GL_ARB_direct_state_access specification says:
1281 * "An INVALID_OPERATION error is generated if <vaobj> is not
1282 * [compatibility profile: zero or] the name of an existing
1283 * vertex array object."
1285 vao
= _mesa_lookup_vao_err(ctx
, vaobj
, false, "glGetVertexArrayiv");
1289 /* The GL_ARB_direct_state_access specification says:
1291 * "An INVALID_ENUM error is generated if <pname> is not
1292 * ELEMENT_ARRAY_BUFFER_BINDING."
1294 if (pname
!= GL_ELEMENT_ARRAY_BUFFER_BINDING
) {
1295 _mesa_error(ctx
, GL_INVALID_ENUM
,
1296 "glGetVertexArrayiv(pname != "
1297 "GL_ELEMENT_ARRAY_BUFFER_BINDING)");
1301 param
[0] = vao
->IndexBufferObj
? vao
->IndexBufferObj
->Name
: 0;