better handling of current attributes. Trivial dlist and varray tests work
[mesa.git] / src / mesa / main / arrayobj.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5
4 *
5 * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
6 * (C) Copyright IBM Corporation 2006
7 *
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:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
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 * BRIAN PAUL OR IBM BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
22 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
23 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
24 * SOFTWARE.
25 */
26
27
28 /**
29 * \file arrayobj.c
30 * Functions for the GL_APPLE_vertex_array_object extension.
31 *
32 * \todo
33 * The code in this file borrows a lot from bufferobj.c. There's a certain
34 * amount of cruft left over from that origin that may be unnecessary.
35 *
36 * \author Ian Romanick <idr@us.ibm.com>
37 * \author Brian Paul
38 */
39
40
41 #include "glheader.h"
42 #include "hash.h"
43 #include "imports.h"
44 #include "context.h"
45 #if FEATURE_ARB_vertex_buffer_object
46 #include "bufferobj.h"
47 #endif
48 #include "arrayobj.h"
49 #include "dispatch.h"
50
51
52 /**
53 * Look up the array object for the given ID.
54 *
55 * \returns
56 * Either a pointer to the array object with the specified ID or \c NULL for
57 * a non-existent ID. The spec defines ID 0 as being technically
58 * non-existent.
59 */
60
61 static INLINE struct gl_array_object *
62 lookup_arrayobj(GLcontext *ctx, GLuint id)
63 {
64 return (id == 0)
65 ? NULL
66 : (struct gl_array_object *) _mesa_HashLookup(ctx->Shared->ArrayObjects,
67 id);
68 }
69
70
71 /**
72 * Allocate and initialize a new vertex array object.
73 *
74 * This function is intended to be called via
75 * \c dd_function_table::NewArrayObject.
76 */
77 struct gl_array_object *
78 _mesa_new_array_object( GLcontext *ctx, GLuint name )
79 {
80 struct gl_array_object *obj = MALLOC_STRUCT(gl_array_object);
81 if (obj)
82 _mesa_initialize_array_object(ctx, obj, name);
83 return obj;
84 }
85
86
87 /**
88 * Delete an array object.
89 *
90 * This function is intended to be called via
91 * \c dd_function_table::DeleteArrayObject.
92 */
93 void
94 _mesa_delete_array_object( GLcontext *ctx, struct gl_array_object *obj )
95 {
96 (void) ctx;
97 _mesa_free(obj);
98 }
99
100
101 void
102 _mesa_initialize_array_object( GLcontext *ctx,
103 struct gl_array_object *obj,
104 GLuint name )
105 {
106 GLuint i;
107
108 obj->Name = name;
109
110 /* Vertex arrays */
111 obj->Vertex.Size = 4;
112 obj->Vertex.Type = GL_FLOAT;
113 obj->Vertex.Stride = 0;
114 obj->Vertex.StrideB = 0;
115 obj->Vertex.Ptr = NULL;
116 obj->Vertex.Enabled = GL_FALSE;
117 obj->Normal.Type = GL_FLOAT;
118 obj->Normal.Stride = 0;
119 obj->Normal.StrideB = 0;
120 obj->Normal.Ptr = NULL;
121 obj->Normal.Enabled = GL_FALSE;
122 obj->Color.Size = 4;
123 obj->Color.Type = GL_FLOAT;
124 obj->Color.Stride = 0;
125 obj->Color.StrideB = 0;
126 obj->Color.Ptr = NULL;
127 obj->Color.Enabled = GL_FALSE;
128 obj->SecondaryColor.Size = 4;
129 obj->SecondaryColor.Type = GL_FLOAT;
130 obj->SecondaryColor.Stride = 0;
131 obj->SecondaryColor.StrideB = 0;
132 obj->SecondaryColor.Ptr = NULL;
133 obj->SecondaryColor.Enabled = GL_FALSE;
134 obj->FogCoord.Size = 1;
135 obj->FogCoord.Type = GL_FLOAT;
136 obj->FogCoord.Stride = 0;
137 obj->FogCoord.StrideB = 0;
138 obj->FogCoord.Ptr = NULL;
139 obj->FogCoord.Enabled = GL_FALSE;
140 obj->Index.Type = GL_FLOAT;
141 obj->Index.Stride = 0;
142 obj->Index.StrideB = 0;
143 obj->Index.Ptr = NULL;
144 obj->Index.Enabled = GL_FALSE;
145 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
146 obj->TexCoord[i].Size = 4;
147 obj->TexCoord[i].Type = GL_FLOAT;
148 obj->TexCoord[i].Stride = 0;
149 obj->TexCoord[i].StrideB = 0;
150 obj->TexCoord[i].Ptr = NULL;
151 obj->TexCoord[i].Enabled = GL_FALSE;
152 }
153 obj->EdgeFlag.Stride = 0;
154 obj->EdgeFlag.StrideB = 0;
155 obj->EdgeFlag.Ptr = NULL;
156 obj->EdgeFlag.Enabled = GL_FALSE;
157 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
158 obj->VertexAttrib[i].Size = 4;
159 obj->VertexAttrib[i].Type = GL_FLOAT;
160 obj->VertexAttrib[i].Stride = 0;
161 obj->VertexAttrib[i].StrideB = 0;
162 obj->VertexAttrib[i].Ptr = NULL;
163 obj->VertexAttrib[i].Enabled = GL_FALSE;
164 obj->VertexAttrib[i].Normalized = GL_FALSE;
165 }
166
167 #if FEATURE_ARB_vertex_buffer_object
168 /* Vertex array buffers */
169 obj->Vertex.BufferObj = ctx->Array.NullBufferObj;
170 obj->Normal.BufferObj = ctx->Array.NullBufferObj;
171 obj->Color.BufferObj = ctx->Array.NullBufferObj;
172 obj->SecondaryColor.BufferObj = ctx->Array.NullBufferObj;
173 obj->FogCoord.BufferObj = ctx->Array.NullBufferObj;
174 obj->Index.BufferObj = ctx->Array.NullBufferObj;
175 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
176 obj->TexCoord[i].BufferObj = ctx->Array.NullBufferObj;
177 }
178 obj->EdgeFlag.BufferObj = ctx->Array.NullBufferObj;
179 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
180 obj->VertexAttrib[i].BufferObj = ctx->Array.NullBufferObj;
181 }
182 #endif
183 }
184
185
186 /**
187 * Add the given array object to the array object pool.
188 */
189 void
190 _mesa_save_array_object( GLcontext *ctx, struct gl_array_object *obj )
191 {
192 if (obj->Name > 0) {
193 /* insert into hash table */
194 _mesa_HashInsert(ctx->Shared->ArrayObjects, obj->Name, obj);
195 }
196 }
197
198
199 /**
200 * Remove the given array object from the array object pool.
201 * Do not deallocate the array object though.
202 */
203 void
204 _mesa_remove_array_object( GLcontext *ctx, struct gl_array_object *obj )
205 {
206 if (obj->Name > 0) {
207 /* remove from hash table */
208 _mesa_HashRemove(ctx->Shared->ArrayObjects, obj->Name);
209 }
210 }
211
212
213 /**********************************************************************/
214 /* API Functions */
215 /**********************************************************************/
216
217 /**
218 * Bind a new array.
219 *
220 * \todo
221 * The binding could be done more efficiently by comparing the non-NULL
222 * pointers in the old and new objects. The only arrays that are "dirty" are
223 * the ones that are non-NULL in either object.
224 */
225 void GLAPIENTRY
226 _mesa_BindVertexArrayAPPLE( GLuint id )
227 {
228 GET_CURRENT_CONTEXT(ctx);
229 struct gl_array_object * const oldObj = ctx->Array.ArrayObj;
230 struct gl_array_object *newObj = NULL;
231 ASSERT_OUTSIDE_BEGIN_END(ctx);
232
233 ASSERT(oldObj != NULL);
234
235 if ( oldObj->Name == id )
236 return; /* rebinding the same array object- no change */
237
238 /*
239 * Get pointer to new array object (newBufObj)
240 */
241 if (id == 0) {
242 /* The spec says there is no array object named 0, but we use
243 * one internally because it simplifies things.
244 */
245 newObj = ctx->Array.DefaultArrayObj;
246 }
247 else {
248 /* non-default array object */
249 newObj = lookup_arrayobj(ctx, id);
250 if (!newObj) {
251 /* If this is a new array object id, allocate an array object now.
252 */
253
254 newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
255 if (!newObj) {
256 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
257 return;
258 }
259 _mesa_save_array_object(ctx, newObj);
260 }
261 }
262
263
264 ctx->NewState |= _NEW_ARRAY;
265 ctx->Array.NewState |= _NEW_ARRAY_ALL;
266 ctx->Array.ArrayObj = newObj;
267
268
269 /* Pass BindVertexArray call to device driver */
270 if (ctx->Driver.BindArrayObject && newObj)
271 (*ctx->Driver.BindArrayObject)( ctx, newObj );
272 }
273
274
275 /**
276 * Delete a set of array objects.
277 *
278 * \param n Number of array objects to delete.
279 * \param ids Array of \c n array object IDs.
280 */
281 void GLAPIENTRY
282 _mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids)
283 {
284 GET_CURRENT_CONTEXT(ctx);
285 GLsizei i;
286 ASSERT_OUTSIDE_BEGIN_END(ctx);
287
288 if (n < 0) {
289 _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
290 return;
291 }
292
293 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
294
295 for (i = 0; i < n; i++) {
296 struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]);
297
298 if ( obj != NULL ) {
299 ASSERT( obj->Name == ids[i] );
300
301
302 /* If the array object is currently bound, the spec says "the binding
303 * for that object reverts to zero and the default vertex array
304 * becomes current."
305 */
306 if ( obj == ctx->Array.ArrayObj ) {
307 CALL_BindVertexArrayAPPLE( ctx->Exec, (0) );
308 }
309
310 #if FEATURE_ARB_vertex_buffer_object
311 /* Unbind any buffer objects that might be bound to arrays in
312 * this array object.
313 */
314 _mesa_unbind_buffer_object( ctx, obj->Vertex.BufferObj );
315 _mesa_unbind_buffer_object( ctx, obj->Normal.BufferObj );
316 _mesa_unbind_buffer_object( ctx, obj->Color.BufferObj );
317 _mesa_unbind_buffer_object( ctx, obj->SecondaryColor.BufferObj );
318 _mesa_unbind_buffer_object( ctx, obj->FogCoord.BufferObj );
319 _mesa_unbind_buffer_object( ctx, obj->Index.BufferObj );
320 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
321 _mesa_unbind_buffer_object( ctx, obj->TexCoord[i].BufferObj );
322 }
323 _mesa_unbind_buffer_object( ctx, obj->EdgeFlag.BufferObj );
324 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
325 _mesa_unbind_buffer_object( ctx, obj->VertexAttrib[i].BufferObj );
326 }
327 #endif
328
329 /* The ID is immediately freed for re-use */
330 _mesa_remove_array_object(ctx, obj);
331 ctx->Driver.DeleteArrayObject(ctx, obj);
332 }
333 }
334
335 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
336 }
337
338
339 /**
340 * Generate a set of unique array object IDs and store them in \c arrays.
341 *
342 * \param n Number of IDs to generate.
343 * \param arrays Array of \c n locations to store the IDs.
344 */
345 void GLAPIENTRY
346 _mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
347 {
348 GET_CURRENT_CONTEXT(ctx);
349 GLuint first;
350 GLint i;
351 ASSERT_OUTSIDE_BEGIN_END(ctx);
352
353 if (n < 0) {
354 _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
355 return;
356 }
357
358 if (!arrays) {
359 return;
360 }
361
362 /*
363 * This must be atomic (generation and allocation of array object IDs)
364 */
365 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
366
367 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->ArrayObjects, n);
368
369 /* Allocate new, empty array objects and return identifiers */
370 for (i = 0; i < n; i++) {
371 struct gl_array_object *obj;
372 GLuint name = first + i;
373
374 obj = (*ctx->Driver.NewArrayObject)( ctx, name );
375 if (!obj) {
376 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
377 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
378 return;
379 }
380 _mesa_save_array_object(ctx, obj);
381 arrays[i] = first + i;
382 }
383
384 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
385 }
386
387
388 /**
389 * Determine if ID is the name of an array object.
390 *
391 * \param id ID of the potential array object.
392 * \return \c GL_TRUE if \c id is the name of a array object,
393 * \c GL_FALSE otherwise.
394 */
395 GLboolean GLAPIENTRY
396 _mesa_IsVertexArrayAPPLE( GLuint id )
397 {
398 struct gl_array_object * obj;
399 GET_CURRENT_CONTEXT(ctx);
400 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
401
402 if (id == 0)
403 return GL_FALSE;
404
405 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
406 obj = lookup_arrayobj(ctx, id);
407 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
408
409 return (obj != NULL) ? GL_TRUE : GL_FALSE;
410 }