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>
48 #include "bufferobj.h"
54 #include "util/bitscan.h"
55 #include "util/u_atomic.h"
56 #include "util/u_math.h"
57 #include "util/u_memory.h"
61 _mesa_vao_attribute_map
[ATTRIBUTE_MAP_MODE_MAX
][VERT_ATTRIB_MAX
] =
63 /* ATTRIBUTE_MAP_MODE_IDENTITY
65 * Grab vertex processing attribute VERT_ATTRIB_POS from
66 * the VAO attribute VERT_ATTRIB_POS, and grab vertex processing
67 * attribute VERT_ATTRIB_GENERIC0 from the VAO attribute
68 * VERT_ATTRIB_GENERIC0.
71 VERT_ATTRIB_POS
, /* VERT_ATTRIB_POS */
72 VERT_ATTRIB_NORMAL
, /* VERT_ATTRIB_NORMAL */
73 VERT_ATTRIB_COLOR0
, /* VERT_ATTRIB_COLOR0 */
74 VERT_ATTRIB_COLOR1
, /* VERT_ATTRIB_COLOR1 */
75 VERT_ATTRIB_FOG
, /* VERT_ATTRIB_FOG */
76 VERT_ATTRIB_COLOR_INDEX
, /* VERT_ATTRIB_COLOR_INDEX */
77 VERT_ATTRIB_EDGEFLAG
, /* VERT_ATTRIB_EDGEFLAG */
78 VERT_ATTRIB_TEX0
, /* VERT_ATTRIB_TEX0 */
79 VERT_ATTRIB_TEX1
, /* VERT_ATTRIB_TEX1 */
80 VERT_ATTRIB_TEX2
, /* VERT_ATTRIB_TEX2 */
81 VERT_ATTRIB_TEX3
, /* VERT_ATTRIB_TEX3 */
82 VERT_ATTRIB_TEX4
, /* VERT_ATTRIB_TEX4 */
83 VERT_ATTRIB_TEX5
, /* VERT_ATTRIB_TEX5 */
84 VERT_ATTRIB_TEX6
, /* VERT_ATTRIB_TEX6 */
85 VERT_ATTRIB_TEX7
, /* VERT_ATTRIB_TEX7 */
86 VERT_ATTRIB_POINT_SIZE
, /* VERT_ATTRIB_POINT_SIZE */
87 VERT_ATTRIB_GENERIC0
, /* VERT_ATTRIB_GENERIC0 */
88 VERT_ATTRIB_GENERIC1
, /* VERT_ATTRIB_GENERIC1 */
89 VERT_ATTRIB_GENERIC2
, /* VERT_ATTRIB_GENERIC2 */
90 VERT_ATTRIB_GENERIC3
, /* VERT_ATTRIB_GENERIC3 */
91 VERT_ATTRIB_GENERIC4
, /* VERT_ATTRIB_GENERIC4 */
92 VERT_ATTRIB_GENERIC5
, /* VERT_ATTRIB_GENERIC5 */
93 VERT_ATTRIB_GENERIC6
, /* VERT_ATTRIB_GENERIC6 */
94 VERT_ATTRIB_GENERIC7
, /* VERT_ATTRIB_GENERIC7 */
95 VERT_ATTRIB_GENERIC8
, /* VERT_ATTRIB_GENERIC8 */
96 VERT_ATTRIB_GENERIC9
, /* VERT_ATTRIB_GENERIC9 */
97 VERT_ATTRIB_GENERIC10
, /* VERT_ATTRIB_GENERIC10 */
98 VERT_ATTRIB_GENERIC11
, /* VERT_ATTRIB_GENERIC11 */
99 VERT_ATTRIB_GENERIC12
, /* VERT_ATTRIB_GENERIC12 */
100 VERT_ATTRIB_GENERIC13
, /* VERT_ATTRIB_GENERIC13 */
101 VERT_ATTRIB_GENERIC14
, /* VERT_ATTRIB_GENERIC14 */
102 VERT_ATTRIB_GENERIC15
/* VERT_ATTRIB_GENERIC15 */
105 /* ATTRIBUTE_MAP_MODE_POSITION
107 * Grab vertex processing attribute VERT_ATTRIB_POS as well as
108 * vertex processing attribute VERT_ATTRIB_GENERIC0 from the
109 * VAO attribute VERT_ATTRIB_POS.
112 VERT_ATTRIB_POS
, /* VERT_ATTRIB_POS */
113 VERT_ATTRIB_NORMAL
, /* VERT_ATTRIB_NORMAL */
114 VERT_ATTRIB_COLOR0
, /* VERT_ATTRIB_COLOR0 */
115 VERT_ATTRIB_COLOR1
, /* VERT_ATTRIB_COLOR1 */
116 VERT_ATTRIB_FOG
, /* VERT_ATTRIB_FOG */
117 VERT_ATTRIB_COLOR_INDEX
, /* VERT_ATTRIB_COLOR_INDEX */
118 VERT_ATTRIB_EDGEFLAG
, /* VERT_ATTRIB_EDGEFLAG */
119 VERT_ATTRIB_TEX0
, /* VERT_ATTRIB_TEX0 */
120 VERT_ATTRIB_TEX1
, /* VERT_ATTRIB_TEX1 */
121 VERT_ATTRIB_TEX2
, /* VERT_ATTRIB_TEX2 */
122 VERT_ATTRIB_TEX3
, /* VERT_ATTRIB_TEX3 */
123 VERT_ATTRIB_TEX4
, /* VERT_ATTRIB_TEX4 */
124 VERT_ATTRIB_TEX5
, /* VERT_ATTRIB_TEX5 */
125 VERT_ATTRIB_TEX6
, /* VERT_ATTRIB_TEX6 */
126 VERT_ATTRIB_TEX7
, /* VERT_ATTRIB_TEX7 */
127 VERT_ATTRIB_POINT_SIZE
, /* VERT_ATTRIB_POINT_SIZE */
128 VERT_ATTRIB_POS
, /* VERT_ATTRIB_GENERIC0 */
129 VERT_ATTRIB_GENERIC1
, /* VERT_ATTRIB_GENERIC1 */
130 VERT_ATTRIB_GENERIC2
, /* VERT_ATTRIB_GENERIC2 */
131 VERT_ATTRIB_GENERIC3
, /* VERT_ATTRIB_GENERIC3 */
132 VERT_ATTRIB_GENERIC4
, /* VERT_ATTRIB_GENERIC4 */
133 VERT_ATTRIB_GENERIC5
, /* VERT_ATTRIB_GENERIC5 */
134 VERT_ATTRIB_GENERIC6
, /* VERT_ATTRIB_GENERIC6 */
135 VERT_ATTRIB_GENERIC7
, /* VERT_ATTRIB_GENERIC7 */
136 VERT_ATTRIB_GENERIC8
, /* VERT_ATTRIB_GENERIC8 */
137 VERT_ATTRIB_GENERIC9
, /* VERT_ATTRIB_GENERIC9 */
138 VERT_ATTRIB_GENERIC10
, /* VERT_ATTRIB_GENERIC10 */
139 VERT_ATTRIB_GENERIC11
, /* VERT_ATTRIB_GENERIC11 */
140 VERT_ATTRIB_GENERIC12
, /* VERT_ATTRIB_GENERIC12 */
141 VERT_ATTRIB_GENERIC13
, /* VERT_ATTRIB_GENERIC13 */
142 VERT_ATTRIB_GENERIC14
, /* VERT_ATTRIB_GENERIC14 */
143 VERT_ATTRIB_GENERIC15
/* VERT_ATTRIB_GENERIC15 */
146 /* ATTRIBUTE_MAP_MODE_GENERIC0
148 * Grab vertex processing attribute VERT_ATTRIB_POS as well as
149 * vertex processing attribute VERT_ATTRIB_GENERIC0 from the
150 * VAO attribute VERT_ATTRIB_GENERIC0.
153 VERT_ATTRIB_GENERIC0
, /* VERT_ATTRIB_POS */
154 VERT_ATTRIB_NORMAL
, /* VERT_ATTRIB_NORMAL */
155 VERT_ATTRIB_COLOR0
, /* VERT_ATTRIB_COLOR0 */
156 VERT_ATTRIB_COLOR1
, /* VERT_ATTRIB_COLOR1 */
157 VERT_ATTRIB_FOG
, /* VERT_ATTRIB_FOG */
158 VERT_ATTRIB_COLOR_INDEX
, /* VERT_ATTRIB_COLOR_INDEX */
159 VERT_ATTRIB_EDGEFLAG
, /* VERT_ATTRIB_EDGEFLAG */
160 VERT_ATTRIB_TEX0
, /* VERT_ATTRIB_TEX0 */
161 VERT_ATTRIB_TEX1
, /* VERT_ATTRIB_TEX1 */
162 VERT_ATTRIB_TEX2
, /* VERT_ATTRIB_TEX2 */
163 VERT_ATTRIB_TEX3
, /* VERT_ATTRIB_TEX3 */
164 VERT_ATTRIB_TEX4
, /* VERT_ATTRIB_TEX4 */
165 VERT_ATTRIB_TEX5
, /* VERT_ATTRIB_TEX5 */
166 VERT_ATTRIB_TEX6
, /* VERT_ATTRIB_TEX6 */
167 VERT_ATTRIB_TEX7
, /* VERT_ATTRIB_TEX7 */
168 VERT_ATTRIB_POINT_SIZE
, /* VERT_ATTRIB_POINT_SIZE */
169 VERT_ATTRIB_GENERIC0
, /* VERT_ATTRIB_GENERIC0 */
170 VERT_ATTRIB_GENERIC1
, /* VERT_ATTRIB_GENERIC1 */
171 VERT_ATTRIB_GENERIC2
, /* VERT_ATTRIB_GENERIC2 */
172 VERT_ATTRIB_GENERIC3
, /* VERT_ATTRIB_GENERIC3 */
173 VERT_ATTRIB_GENERIC4
, /* VERT_ATTRIB_GENERIC4 */
174 VERT_ATTRIB_GENERIC5
, /* VERT_ATTRIB_GENERIC5 */
175 VERT_ATTRIB_GENERIC6
, /* VERT_ATTRIB_GENERIC6 */
176 VERT_ATTRIB_GENERIC7
, /* VERT_ATTRIB_GENERIC7 */
177 VERT_ATTRIB_GENERIC8
, /* VERT_ATTRIB_GENERIC8 */
178 VERT_ATTRIB_GENERIC9
, /* VERT_ATTRIB_GENERIC9 */
179 VERT_ATTRIB_GENERIC10
, /* VERT_ATTRIB_GENERIC10 */
180 VERT_ATTRIB_GENERIC11
, /* VERT_ATTRIB_GENERIC11 */
181 VERT_ATTRIB_GENERIC12
, /* VERT_ATTRIB_GENERIC12 */
182 VERT_ATTRIB_GENERIC13
, /* VERT_ATTRIB_GENERIC13 */
183 VERT_ATTRIB_GENERIC14
, /* VERT_ATTRIB_GENERIC14 */
184 VERT_ATTRIB_GENERIC15
/* VERT_ATTRIB_GENERIC15 */
190 * Look up the array object for the given ID.
193 * Either a pointer to the array object with the specified ID or \c NULL for
194 * a non-existent ID. The spec defines ID 0 as being technically
198 struct gl_vertex_array_object
*
199 _mesa_lookup_vao(struct gl_context
*ctx
, GLuint id
)
201 /* The ARB_direct_state_access specification says:
203 * "<vaobj> is [compatibility profile:
204 * zero, indicating the default vertex array object, or]
205 * the name of the vertex array object."
208 if (ctx
->API
== API_OPENGL_COMPAT
)
209 return ctx
->Array
.DefaultVAO
;
213 struct gl_vertex_array_object
*vao
;
215 if (ctx
->Array
.LastLookedUpVAO
&&
216 ctx
->Array
.LastLookedUpVAO
->Name
== id
) {
217 vao
= ctx
->Array
.LastLookedUpVAO
;
219 vao
= (struct gl_vertex_array_object
*)
220 _mesa_HashLookupLocked(ctx
->Array
.Objects
, id
);
222 _mesa_reference_vao(ctx
, &ctx
->Array
.LastLookedUpVAO
, vao
);
231 * Looks up the array object for the given ID.
233 * While _mesa_lookup_vao doesn't generate an error if the object does not
234 * exist, this function comes in two variants.
235 * If is_ext_dsa is false, this function generates a GL_INVALID_OPERATION
236 * error if the array object does not exist. It also returns the default
237 * array object when ctx is a compatibility profile context and id is zero.
238 * If is_ext_dsa is true, 0 is not a valid name. If the name exists but
239 * the object has never been bound, it is initialized.
241 struct gl_vertex_array_object
*
242 _mesa_lookup_vao_err(struct gl_context
*ctx
, GLuint id
,
243 bool is_ext_dsa
, const char *caller
)
245 /* The ARB_direct_state_access specification says:
247 * "<vaobj> is [compatibility profile:
248 * zero, indicating the default vertex array object, or]
249 * the name of the vertex array object."
252 if (is_ext_dsa
|| ctx
->API
== API_OPENGL_CORE
) {
253 _mesa_error(ctx
, GL_INVALID_OPERATION
,
254 "%s(zero is not valid vaobj name%s)",
256 is_ext_dsa
? "" : " in a core profile context");
260 return ctx
->Array
.DefaultVAO
;
262 struct gl_vertex_array_object
*vao
;
264 if (ctx
->Array
.LastLookedUpVAO
&&
265 ctx
->Array
.LastLookedUpVAO
->Name
== id
) {
266 vao
= ctx
->Array
.LastLookedUpVAO
;
268 vao
= (struct gl_vertex_array_object
*)
269 _mesa_HashLookupLocked(ctx
->Array
.Objects
, id
);
271 /* The ARB_direct_state_access specification says:
273 * "An INVALID_OPERATION error is generated if <vaobj> is not
274 * [compatibility profile: zero or] the name of an existing
275 * vertex array object."
277 if (!vao
|| (!is_ext_dsa
&& !vao
->EverBound
)) {
278 _mesa_error(ctx
, GL_INVALID_OPERATION
,
279 "%s(non-existent vaobj=%u)", caller
, id
);
283 /* The EXT_direct_state_access specification says:
285 * "If the vertex array object named by the vaobj parameter has not
286 * been previously bound but has been generated (without subsequent
287 * deletion) by GenVertexArrays, the GL first creates a new state
288 * vector in the same manner as when BindVertexArray creates a new
289 * vertex array object."
291 if (vao
&& is_ext_dsa
&& !vao
->EverBound
)
292 vao
->EverBound
= true;
294 _mesa_reference_vao(ctx
, &ctx
->Array
.LastLookedUpVAO
, vao
);
303 * For all the vertex binding points in the array object, unbind any pointers
304 * to any buffer objects (VBOs).
305 * This is done just prior to array object destruction.
308 unbind_array_object_vbos(struct gl_context
*ctx
, struct gl_vertex_array_object
*obj
)
312 for (i
= 0; i
< ARRAY_SIZE(obj
->BufferBinding
); i
++)
313 _mesa_reference_buffer_object(ctx
, &obj
->BufferBinding
[i
].BufferObj
, NULL
);
318 * Allocate and initialize a new vertex array object.
320 struct gl_vertex_array_object
*
321 _mesa_new_vao(struct gl_context
*ctx
, GLuint name
)
323 struct gl_vertex_array_object
*obj
= MALLOC_STRUCT(gl_vertex_array_object
);
325 _mesa_initialize_vao(ctx
, obj
, name
);
331 * Delete an array object.
334 _mesa_delete_vao(struct gl_context
*ctx
, struct gl_vertex_array_object
*obj
)
336 unbind_array_object_vbos(ctx
, obj
);
337 _mesa_reference_buffer_object(ctx
, &obj
->IndexBufferObj
, NULL
);
344 * Set ptr to vao w/ reference counting.
345 * Note: this should only be called from the _mesa_reference_vao()
349 _mesa_reference_vao_(struct gl_context
*ctx
,
350 struct gl_vertex_array_object
**ptr
,
351 struct gl_vertex_array_object
*vao
)
356 /* Unreference the old array object */
357 struct gl_vertex_array_object
*oldObj
= *ptr
;
360 if (oldObj
->SharedAndImmutable
) {
361 deleteFlag
= p_atomic_dec_zero(&oldObj
->RefCount
);
363 assert(oldObj
->RefCount
> 0);
365 deleteFlag
= (oldObj
->RefCount
== 0);
369 _mesa_delete_vao(ctx
, oldObj
);
376 /* reference new array object */
377 if (vao
->SharedAndImmutable
) {
378 p_atomic_inc(&vao
->RefCount
);
380 assert(vao
->RefCount
> 0);
390 * Initialize a gl_vertex_array_object's arrays.
393 _mesa_initialize_vao(struct gl_context
*ctx
,
394 struct gl_vertex_array_object
*vao
,
397 memcpy(vao
, &ctx
->Array
.DefaultVAOState
, sizeof(*vao
));
403 * Compute the offset range for the provided binding.
405 * This is a helper function for the below.
408 compute_vbo_offset_range(const struct gl_vertex_array_object
*vao
,
409 const struct gl_vertex_buffer_binding
*binding
,
410 GLsizeiptr
* min
, GLsizeiptr
* max
)
412 /* The function is meant to work on VBO bindings */
413 assert(binding
->BufferObj
);
415 /* Start with an inverted range of relative offsets. */
416 GLuint min_offset
= ~(GLuint
)0;
417 GLuint max_offset
= 0;
419 /* We work on the unmapped originaly VAO array entries. */
420 GLbitfield mask
= vao
->Enabled
& binding
->_BoundArrays
;
421 /* The binding should be active somehow, not to return inverted ranges */
424 const int i
= u_bit_scan(&mask
);
425 const GLuint off
= vao
->VertexAttrib
[i
].RelativeOffset
;
426 min_offset
= MIN2(off
, min_offset
);
427 max_offset
= MAX2(off
, max_offset
);
430 *min
= binding
->Offset
+ (GLsizeiptr
)min_offset
;
431 *max
= binding
->Offset
+ (GLsizeiptr
)max_offset
;
436 * Update the unique binding and pos/generic0 map tracking in the vao.
438 * The idea is to build up information in the vao so that a consuming
439 * backend can execute the following to set up buffer and vertex element
442 * const GLbitfield inputs_read = VERT_BIT_ALL; // backend vp inputs
444 * // Attribute data is in a VBO.
445 * GLbitfield vbomask = inputs_read & _mesa_draw_vbo_array_bits(ctx);
447 * // The attribute index to start pulling a binding
448 * const gl_vert_attrib i = ffs(vbomask) - 1;
449 * const struct gl_vertex_buffer_binding *const binding
450 * = _mesa_draw_buffer_binding(vao, i);
452 * <insert code to handle the vertex buffer object at binding>
454 * const GLbitfield boundmask = _mesa_draw_bound_attrib_bits(binding);
455 * GLbitfield attrmask = vbomask & boundmask;
457 * // Walk attributes belonging to the binding
459 * const gl_vert_attrib attr = u_bit_scan(&attrmask);
460 * const struct gl_array_attributes *const attrib
461 * = _mesa_draw_array_attrib(vao, attr);
463 * <insert code to handle the vertex element refering to the binding>
465 * vbomask &= ~boundmask;
468 * // Process user space buffers
469 * GLbitfield usermask = inputs_read & _mesa_draw_user_array_bits(ctx);
471 * // The attribute index to start pulling a binding
472 * const gl_vert_attrib i = ffs(usermask) - 1;
473 * const struct gl_vertex_buffer_binding *const binding
474 * = _mesa_draw_buffer_binding(vao, i);
476 * <insert code to handle a set of interleaved user space arrays at binding>
478 * const GLbitfield boundmask = _mesa_draw_bound_attrib_bits(binding);
479 * GLbitfield attrmask = usermask & boundmask;
481 * // Walk interleaved attributes with a common stride and instance divisor
483 * const gl_vert_attrib attr = u_bit_scan(&attrmask);
484 * const struct gl_array_attributes *const attrib
485 * = _mesa_draw_array_attrib(vao, attr);
487 * <insert code to handle non vbo vertex arrays>
489 * usermask &= ~boundmask;
492 * // Process values that should have better been uniforms in the application
493 * GLbitfield curmask = inputs_read & _mesa_draw_current_bits(ctx);
495 * const gl_vert_attrib attr = u_bit_scan(&curmask);
496 * const struct gl_array_attributes *const attrib
497 * = _mesa_draw_current_attrib(ctx, attr);
499 * <insert code to handle current values>
503 * Note that the scan below must not incoporate any context state.
504 * The rationale is that once a VAO is finalized it should not
505 * be touched anymore. That means, do not incorporate the
506 * gl_context::Array._DrawVAOEnabledAttribs bitmask into this scan.
507 * A backend driver may further reduce the handled vertex processing
508 * inputs based on their vertex shader inputs. But scanning for
509 * collapsable binding points to reduce relocs is done based on the
511 * Also VAOs may be shared between contexts due to their use in dlists
512 * thus no context state should bleed into the VAO.
515 _mesa_update_vao_derived_arrays(struct gl_context
*ctx
,
516 struct gl_vertex_array_object
*vao
)
518 /* Make sure we do not run into problems with shared objects */
519 assert(!vao
->SharedAndImmutable
|| vao
->NewArrays
== 0);
521 /* Limit used for common binding scanning below. */
522 const GLsizeiptr MaxRelativeOffset
=
523 ctx
->Const
.MaxVertexAttribRelativeOffset
;
525 /* The gl_vertex_array_object::_AttributeMapMode denotes the way
526 * VERT_ATTRIB_{POS,GENERIC0} mapping is done.
528 * This mapping is used to map between the OpenGL api visible
529 * VERT_ATTRIB_* arrays to mesa driver arrayinputs or shader inputs.
530 * The mapping only depends on the enabled bits of the
531 * VERT_ATTRIB_{POS,GENERIC0} arrays and is tracked in the VAO.
533 * This map needs to be applied when finally translating to the bitmasks
534 * as consumed by the driver backends. The duplicate scanning is here
535 * can as well be done in the OpenGL API numbering without this map.
537 const gl_attribute_map_mode mode
= vao
->_AttributeMapMode
;
538 /* Enabled array bits. */
539 const GLbitfield enabled
= vao
->Enabled
;
540 /* VBO array bits. */
541 const GLbitfield vbos
= vao
->VertexAttribBufferMask
;
542 const GLbitfield divisor_is_nonzero
= vao
->NonZeroDivisorMask
;
544 /* Compute and store effectively enabled and mapped vbo arrays */
545 vao
->_EffEnabledVBO
= _mesa_vao_enable_to_vp_inputs(mode
, enabled
& vbos
);
546 vao
->_EffEnabledNonZeroDivisor
=
547 _mesa_vao_enable_to_vp_inputs(mode
, enabled
& divisor_is_nonzero
);
548 /* Walk those enabled arrays that have a real vbo attached */
549 GLbitfield mask
= enabled
;
551 /* Do not use u_bit_scan as we can walk multiple attrib arrays at once */
552 const int i
= ffs(mask
) - 1;
553 /* The binding from the first to be processed attribute. */
554 const GLuint bindex
= vao
->VertexAttrib
[i
].BufferBindingIndex
;
555 struct gl_vertex_buffer_binding
*binding
= &vao
->BufferBinding
[bindex
];
557 /* The scan goes different for user space arrays than vbos */
558 if (binding
->BufferObj
) {
559 /* The bound arrays. */
560 const GLbitfield bound
= enabled
& binding
->_BoundArrays
;
562 /* Start this current effective binding with the actual bound arrays */
563 GLbitfield eff_bound_arrays
= bound
;
566 * If there is nothing left to scan just update the effective binding
567 * information. If the VAO is already only using a single binding point
568 * we end up here. So the overhead of this scan for an application
569 * carefully preparing the VAO for draw is low.
572 GLbitfield scanmask
= mask
& vbos
& ~bound
;
573 /* Is there something left to scan? */
575 /* Just update the back reference from the attrib to the binding and
576 * the effective offset.
578 GLbitfield attrmask
= eff_bound_arrays
;
580 const int j
= u_bit_scan(&attrmask
);
581 struct gl_array_attributes
*attrib2
= &vao
->VertexAttrib
[j
];
583 /* Update the index into the common binding point and offset */
584 attrib2
->_EffBufferBindingIndex
= bindex
;
585 attrib2
->_EffRelativeOffset
= attrib2
->RelativeOffset
;
586 assert(attrib2
->_EffRelativeOffset
<= MaxRelativeOffset
);
588 /* Finally this is the set of effectively bound arrays with the
589 * original binding offset.
591 binding
->_EffOffset
= binding
->Offset
;
592 /* The bound arrays past the VERT_ATTRIB_{POS,GENERIC0} mapping. */
593 binding
->_EffBoundArrays
=
594 _mesa_vao_enable_to_vp_inputs(mode
, eff_bound_arrays
);
597 /* In the VBO case, scan for attribute/binding
598 * combinations with relative bindings in the range of
599 * [0, ctx->Const.MaxVertexAttribRelativeOffset].
600 * Note that this does also go beyond just interleaved arrays
601 * as long as they use the same VBO, binding parameters and the
602 * offsets stay within bounds that the backend still can handle.
605 GLsizeiptr min_offset
, max_offset
;
606 compute_vbo_offset_range(vao
, binding
, &min_offset
, &max_offset
);
607 assert(max_offset
<= min_offset
+ MaxRelativeOffset
);
611 /* Do not use u_bit_scan as we can walk multiple
612 * attrib arrays at once
614 const int j
= ffs(scanmask
) - 1;
615 const struct gl_array_attributes
*attrib2
=
616 &vao
->VertexAttrib
[j
];
617 const struct gl_vertex_buffer_binding
*binding2
=
618 &vao
->BufferBinding
[attrib2
->BufferBindingIndex
];
620 /* Remove those attrib bits from the mask that are bound to the
621 * same effective binding point.
623 const GLbitfield bound2
= enabled
& binding2
->_BoundArrays
;
626 /* Check if we have an identical binding */
627 if (binding
->Stride
!= binding2
->Stride
)
629 if (binding
->InstanceDivisor
!= binding2
->InstanceDivisor
)
631 if (binding
->BufferObj
!= binding2
->BufferObj
)
633 /* Check if we can fold both bindings into a common binding */
634 GLsizeiptr min_offset2
, max_offset2
;
635 compute_vbo_offset_range(vao
, binding2
,
636 &min_offset2
, &max_offset2
);
637 /* If the relative offset is within the limits ... */
638 if (min_offset
+ MaxRelativeOffset
< max_offset2
)
640 if (min_offset2
+ MaxRelativeOffset
< max_offset
)
642 /* ... add this array to the effective binding */
643 eff_bound_arrays
|= bound2
;
644 min_offset
= MIN2(min_offset
, min_offset2
);
645 max_offset
= MAX2(max_offset
, max_offset2
);
646 assert(max_offset
<= min_offset
+ MaxRelativeOffset
);
649 /* Update the back reference from the attrib to the binding */
650 GLbitfield attrmask
= eff_bound_arrays
;
652 const int j
= u_bit_scan(&attrmask
);
653 struct gl_array_attributes
*attrib2
= &vao
->VertexAttrib
[j
];
654 const struct gl_vertex_buffer_binding
*binding2
=
655 &vao
->BufferBinding
[attrib2
->BufferBindingIndex
];
657 /* Update the index into the common binding point and offset */
658 attrib2
->_EffBufferBindingIndex
= bindex
;
659 attrib2
->_EffRelativeOffset
=
660 binding2
->Offset
+ attrib2
->RelativeOffset
- min_offset
;
661 assert(attrib2
->_EffRelativeOffset
<= MaxRelativeOffset
);
663 /* Finally this is the set of effectively bound arrays */
664 binding
->_EffOffset
= min_offset
;
665 /* The bound arrays past the VERT_ATTRIB_{POS,GENERIC0} mapping. */
666 binding
->_EffBoundArrays
=
667 _mesa_vao_enable_to_vp_inputs(mode
, eff_bound_arrays
);
670 /* Mark all the effective bound arrays as processed. */
671 mask
&= ~eff_bound_arrays
;
674 /* Scanning of common bindings for user space arrays.
677 const struct gl_array_attributes
*attrib
= &vao
->VertexAttrib
[i
];
678 const GLbitfield bound
= VERT_BIT(i
);
680 /* Note that user space array pointers can only happen using a one
681 * to one binding point to array mapping.
682 * The OpenGL 4.x/ARB_vertex_attrib_binding api does not support
683 * user space arrays collected at multiple binding points.
684 * The only provider of user space interleaved arrays with a single
685 * binding point is the mesa internal vbo module. But that one
686 * provides a perfect interleaved set of arrays.
688 * If this would not be true we would potentially get attribute arrays
689 * with user space pointers that may not lie within the
690 * MaxRelativeOffset range but still attached to a single binding.
691 * Then we would need to store the effective attribute and binding
692 * grouping information in a seperate array beside
693 * gl_array_attributes/gl_vertex_buffer_binding.
695 assert(util_bitcount(binding
->_BoundArrays
& vao
->Enabled
) == 1
696 || (vao
->Enabled
& ~binding
->_BoundArrays
) == 0);
698 /* Start this current effective binding with the array */
699 GLbitfield eff_bound_arrays
= bound
;
701 const GLubyte
*ptr
= attrib
->Ptr
;
702 unsigned vertex_end
= attrib
->Format
._ElementSize
;
704 /* Walk other user space arrays and see which are interleaved
705 * using the same binding parameters.
707 GLbitfield scanmask
= mask
& ~vbos
& ~bound
;
709 const int j
= u_bit_scan(&scanmask
);
710 const struct gl_array_attributes
*attrib2
= &vao
->VertexAttrib
[j
];
711 const struct gl_vertex_buffer_binding
*binding2
=
712 &vao
->BufferBinding
[attrib2
->BufferBindingIndex
];
714 /* See the comment at the same assert above. */
715 assert(util_bitcount(binding2
->_BoundArrays
& vao
->Enabled
) == 1
716 || (vao
->Enabled
& ~binding
->_BoundArrays
) == 0);
718 /* Check if we have an identical binding */
719 if (binding
->Stride
!= binding2
->Stride
)
721 if (binding
->InstanceDivisor
!= binding2
->InstanceDivisor
)
723 if (ptr
<= attrib2
->Ptr
) {
724 if (ptr
+ binding
->Stride
< attrib2
->Ptr
+
725 attrib2
->Format
._ElementSize
)
727 unsigned end
= attrib2
->Ptr
+ attrib2
->Format
._ElementSize
- ptr
;
728 vertex_end
= MAX2(vertex_end
, end
);
730 if (attrib2
->Ptr
+ binding
->Stride
< ptr
+ vertex_end
)
732 vertex_end
+= (GLsizei
)(ptr
- attrib2
->Ptr
);
736 /* User space buffer object */
737 assert(!binding2
->BufferObj
);
739 eff_bound_arrays
|= VERT_BIT(j
);
742 /* Update the back reference from the attrib to the binding */
743 GLbitfield attrmask
= eff_bound_arrays
;
745 const int j
= u_bit_scan(&attrmask
);
746 struct gl_array_attributes
*attrib2
= &vao
->VertexAttrib
[j
];
748 /* Update the index into the common binding point and the offset */
749 attrib2
->_EffBufferBindingIndex
= bindex
;
750 attrib2
->_EffRelativeOffset
= attrib2
->Ptr
- ptr
;
751 assert(attrib2
->_EffRelativeOffset
<= binding
->Stride
);
753 /* Finally this is the set of effectively bound arrays */
754 binding
->_EffOffset
= (GLintptr
)ptr
;
755 /* The bound arrays past the VERT_ATTRIB_{POS,GENERIC0} mapping. */
756 binding
->_EffBoundArrays
=
757 _mesa_vao_enable_to_vp_inputs(mode
, eff_bound_arrays
);
759 /* Mark all the effective bound arrays as processed. */
760 mask
&= ~eff_bound_arrays
;
765 /* Make sure the above code works as expected. */
766 for (gl_vert_attrib attr
= 0; attr
< VERT_ATTRIB_MAX
; ++attr
) {
767 /* Query the original api defined attrib/binding information ... */
768 const unsigned char *const map
=_mesa_vao_attribute_map
[mode
];
769 if (vao
->Enabled
& VERT_BIT(map
[attr
])) {
770 const struct gl_array_attributes
*attrib
=
771 &vao
->VertexAttrib
[map
[attr
]];
772 const struct gl_vertex_buffer_binding
*binding
=
773 &vao
->BufferBinding
[attrib
->BufferBindingIndex
];
774 /* ... and compare that with the computed attrib/binding */
775 const struct gl_vertex_buffer_binding
*binding2
=
776 &vao
->BufferBinding
[attrib
->_EffBufferBindingIndex
];
777 assert(binding
->Stride
== binding2
->Stride
);
778 assert(binding
->InstanceDivisor
== binding2
->InstanceDivisor
);
779 assert(binding
->BufferObj
== binding2
->BufferObj
);
780 if (binding
->BufferObj
) {
781 assert(attrib
->_EffRelativeOffset
<= MaxRelativeOffset
);
782 assert(binding
->Offset
+ attrib
->RelativeOffset
==
783 binding2
->_EffOffset
+ attrib
->_EffRelativeOffset
);
785 assert(attrib
->_EffRelativeOffset
< binding
->Stride
);
786 assert((GLintptr
)attrib
->Ptr
==
787 binding2
->_EffOffset
+ attrib
->_EffRelativeOffset
);
796 _mesa_set_vao_immutable(struct gl_context
*ctx
,
797 struct gl_vertex_array_object
*vao
)
799 _mesa_update_vao_derived_arrays(ctx
, vao
);
801 vao
->SharedAndImmutable
= true;
806 _mesa_all_varyings_in_vbos(const struct gl_vertex_array_object
*vao
)
808 /* Walk those enabled arrays that have the default vbo attached */
809 GLbitfield mask
= vao
->Enabled
& ~vao
->VertexAttribBufferMask
;
812 /* Do not use u_bit_scan64 as we can walk multiple
813 * attrib arrays at once
815 const int i
= ffs(mask
) - 1;
816 const struct gl_array_attributes
*attrib_array
=
817 &vao
->VertexAttrib
[i
];
818 const struct gl_vertex_buffer_binding
*buffer_binding
=
819 &vao
->BufferBinding
[attrib_array
->BufferBindingIndex
];
821 /* We have already masked out vao->VertexAttribBufferMask */
822 assert(!buffer_binding
->BufferObj
);
824 /* Bail out once we find the first non vbo with a non zero stride */
825 if (buffer_binding
->Stride
!= 0)
828 /* Note that we cannot use the xor variant since the _BoundArray mask
829 * may contain array attributes that are bound but not enabled.
831 mask
&= ~buffer_binding
->_BoundArrays
;
838 _mesa_all_buffers_are_unmapped(const struct gl_vertex_array_object
*vao
)
840 /* Walk the enabled arrays that have a vbo attached */
841 GLbitfield mask
= vao
->Enabled
& vao
->VertexAttribBufferMask
;
844 const int i
= ffs(mask
) - 1;
845 const struct gl_array_attributes
*attrib_array
=
846 &vao
->VertexAttrib
[i
];
847 const struct gl_vertex_buffer_binding
*buffer_binding
=
848 &vao
->BufferBinding
[attrib_array
->BufferBindingIndex
];
850 /* We have already masked with vao->VertexAttribBufferMask */
851 assert(buffer_binding
->BufferObj
);
853 /* Bail out once we find the first disallowed mapping */
854 if (_mesa_check_disallowed_mapping(buffer_binding
->BufferObj
))
857 /* We have handled everything that is bound to this buffer_binding. */
858 mask
&= ~buffer_binding
->_BoundArrays
;
866 * Map buffer objects used in attribute arrays.
869 _mesa_vao_map_arrays(struct gl_context
*ctx
, struct gl_vertex_array_object
*vao
,
872 GLbitfield mask
= vao
->Enabled
& vao
->VertexAttribBufferMask
;
874 /* Do not use u_bit_scan as we can walk multiple attrib arrays at once */
875 const gl_vert_attrib attr
= ffs(mask
) - 1;
876 const GLubyte bindex
= vao
->VertexAttrib
[attr
].BufferBindingIndex
;
877 struct gl_vertex_buffer_binding
*binding
= &vao
->BufferBinding
[bindex
];
878 mask
&= ~binding
->_BoundArrays
;
880 struct gl_buffer_object
*bo
= binding
->BufferObj
;
882 if (_mesa_bufferobj_mapped(bo
, MAP_INTERNAL
))
885 ctx
->Driver
.MapBufferRange(ctx
, 0, bo
->Size
, access
, bo
, MAP_INTERNAL
);
891 * Map buffer objects used in the vao, attribute arrays and index buffer.
894 _mesa_vao_map(struct gl_context
*ctx
, struct gl_vertex_array_object
*vao
,
897 struct gl_buffer_object
*bo
= vao
->IndexBufferObj
;
899 /* map the index buffer, if there is one, and not already mapped */
900 if (bo
&& !_mesa_bufferobj_mapped(bo
, MAP_INTERNAL
))
901 ctx
->Driver
.MapBufferRange(ctx
, 0, bo
->Size
, access
, bo
, MAP_INTERNAL
);
903 _mesa_vao_map_arrays(ctx
, vao
, access
);
908 * Unmap buffer objects used in attribute arrays.
911 _mesa_vao_unmap_arrays(struct gl_context
*ctx
,
912 struct gl_vertex_array_object
*vao
)
914 GLbitfield mask
= vao
->Enabled
& vao
->VertexAttribBufferMask
;
916 /* Do not use u_bit_scan as we can walk multiple attrib arrays at once */
917 const gl_vert_attrib attr
= ffs(mask
) - 1;
918 const GLubyte bindex
= vao
->VertexAttrib
[attr
].BufferBindingIndex
;
919 struct gl_vertex_buffer_binding
*binding
= &vao
->BufferBinding
[bindex
];
920 mask
&= ~binding
->_BoundArrays
;
922 struct gl_buffer_object
*bo
= binding
->BufferObj
;
924 if (!_mesa_bufferobj_mapped(bo
, MAP_INTERNAL
))
927 ctx
->Driver
.UnmapBuffer(ctx
, bo
, MAP_INTERNAL
);
933 * Unmap buffer objects used in the vao, attribute arrays and index buffer.
936 _mesa_vao_unmap(struct gl_context
*ctx
, struct gl_vertex_array_object
*vao
)
938 struct gl_buffer_object
*bo
= vao
->IndexBufferObj
;
940 /* unmap the index buffer, if there is one, and still mapped */
941 if (bo
&& _mesa_bufferobj_mapped(bo
, MAP_INTERNAL
))
942 ctx
->Driver
.UnmapBuffer(ctx
, bo
, MAP_INTERNAL
);
944 _mesa_vao_unmap_arrays(ctx
, vao
);
948 /**********************************************************************/
950 /**********************************************************************/
954 * ARB version of glBindVertexArray()
956 static ALWAYS_INLINE
void
957 bind_vertex_array(struct gl_context
*ctx
, GLuint id
, bool no_error
)
959 struct gl_vertex_array_object
*const oldObj
= ctx
->Array
.VAO
;
960 struct gl_vertex_array_object
*newObj
= NULL
;
962 assert(oldObj
!= NULL
);
964 if (oldObj
->Name
== id
)
965 return; /* rebinding the same array object- no change */
968 * Get pointer to new array object (newObj)
971 /* The spec says there is no array object named 0, but we use
972 * one internally because it simplifies things.
974 newObj
= ctx
->Array
.DefaultVAO
;
977 /* non-default array object */
978 newObj
= _mesa_lookup_vao(ctx
, id
);
979 if (!no_error
&& !newObj
) {
980 _mesa_error(ctx
, GL_INVALID_OPERATION
,
981 "glBindVertexArray(non-gen name)");
985 newObj
->EverBound
= GL_TRUE
;
988 /* The _DrawArrays pointer is pointing at the VAO being unbound and
989 * that VAO may be in the process of being deleted. If it's not going
990 * to be deleted, this will have no effect, because the pointer needs
991 * to be updated by the VBO module anyway.
993 * Before the VBO module can update the pointer, we have to set it
994 * to NULL for drivers not to set up arrays which are not bound,
995 * or to prevent a crash if the VAO being unbound is going to be
998 _mesa_set_draw_vao(ctx
, ctx
->Array
._EmptyVAO
, 0);
1000 _mesa_reference_vao(ctx
, &ctx
->Array
.VAO
, newObj
);
1005 _mesa_BindVertexArray_no_error(GLuint id
)
1007 GET_CURRENT_CONTEXT(ctx
);
1008 bind_vertex_array(ctx
, id
, true);
1013 _mesa_BindVertexArray(GLuint id
)
1015 GET_CURRENT_CONTEXT(ctx
);
1016 bind_vertex_array(ctx
, id
, false);
1021 * Delete a set of array objects.
1023 * \param n Number of array objects to delete.
1024 * \param ids Array of \c n array object IDs.
1027 delete_vertex_arrays(struct gl_context
*ctx
, GLsizei n
, const GLuint
*ids
)
1031 for (i
= 0; i
< n
; i
++) {
1032 /* IDs equal to 0 should be silently ignored. */
1036 struct gl_vertex_array_object
*obj
= _mesa_lookup_vao(ctx
, ids
[i
]);
1039 assert(obj
->Name
== ids
[i
]);
1041 /* If the array object is currently bound, the spec says "the binding
1042 * for that object reverts to zero and the default vertex array
1045 if (obj
== ctx
->Array
.VAO
)
1046 _mesa_BindVertexArray_no_error(0);
1048 /* The ID is immediately freed for re-use */
1049 _mesa_HashRemoveLocked(ctx
->Array
.Objects
, obj
->Name
);
1051 if (ctx
->Array
.LastLookedUpVAO
== obj
)
1052 _mesa_reference_vao(ctx
, &ctx
->Array
.LastLookedUpVAO
, NULL
);
1053 if (ctx
->Array
._DrawVAO
== obj
)
1054 _mesa_set_draw_vao(ctx
, ctx
->Array
._EmptyVAO
, 0);
1056 /* Unreference the array object.
1057 * If refcount hits zero, the object will be deleted.
1059 _mesa_reference_vao(ctx
, &obj
, NULL
);
1066 _mesa_DeleteVertexArrays_no_error(GLsizei n
, const GLuint
*ids
)
1068 GET_CURRENT_CONTEXT(ctx
);
1069 delete_vertex_arrays(ctx
, n
, ids
);
1074 _mesa_DeleteVertexArrays(GLsizei n
, const GLuint
*ids
)
1076 GET_CURRENT_CONTEXT(ctx
);
1079 _mesa_error(ctx
, GL_INVALID_VALUE
, "glDeleteVertexArray(n)");
1083 delete_vertex_arrays(ctx
, n
, ids
);
1088 * Generate a set of unique array object IDs and store them in \c arrays.
1089 * Helper for _mesa_GenVertexArrays() and _mesa_CreateVertexArrays()
1092 * \param n Number of IDs to generate.
1093 * \param arrays Array of \c n locations to store the IDs.
1094 * \param create Indicates that the objects should also be created.
1095 * \param func The name of the GL entry point.
1098 gen_vertex_arrays(struct gl_context
*ctx
, GLsizei n
, GLuint
*arrays
,
1099 bool create
, const char *func
)
1107 first
= _mesa_HashFindFreeKeyBlock(ctx
->Array
.Objects
, n
);
1109 /* For the sake of simplicity we create the array objects in both
1110 * the Gen* and Create* cases. The only difference is the value of
1111 * EverBound, which is set to true in the Create* case.
1113 for (i
= 0; i
< n
; i
++) {
1114 struct gl_vertex_array_object
*obj
;
1115 GLuint name
= first
+ i
;
1117 obj
= _mesa_new_vao(ctx
, name
);
1119 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "%s", func
);
1122 obj
->EverBound
= create
;
1123 _mesa_HashInsertLocked(ctx
->Array
.Objects
, obj
->Name
, obj
);
1124 arrays
[i
] = first
+ i
;
1130 gen_vertex_arrays_err(struct gl_context
*ctx
, GLsizei n
, GLuint
*arrays
,
1131 bool create
, const char *func
)
1134 _mesa_error(ctx
, GL_INVALID_VALUE
, "%s(n < 0)", func
);
1138 gen_vertex_arrays(ctx
, n
, arrays
, create
, func
);
1143 * ARB version of glGenVertexArrays()
1144 * All arrays will be required to live in VBOs.
1147 _mesa_GenVertexArrays_no_error(GLsizei n
, GLuint
*arrays
)
1149 GET_CURRENT_CONTEXT(ctx
);
1150 gen_vertex_arrays(ctx
, n
, arrays
, false, "glGenVertexArrays");
1155 _mesa_GenVertexArrays(GLsizei n
, GLuint
*arrays
)
1157 GET_CURRENT_CONTEXT(ctx
);
1158 gen_vertex_arrays_err(ctx
, n
, arrays
, false, "glGenVertexArrays");
1163 * ARB_direct_state_access
1164 * Generates ID's and creates the array objects.
1167 _mesa_CreateVertexArrays_no_error(GLsizei n
, GLuint
*arrays
)
1169 GET_CURRENT_CONTEXT(ctx
);
1170 gen_vertex_arrays(ctx
, n
, arrays
, true, "glCreateVertexArrays");
1175 _mesa_CreateVertexArrays(GLsizei n
, GLuint
*arrays
)
1177 GET_CURRENT_CONTEXT(ctx
);
1178 gen_vertex_arrays_err(ctx
, n
, arrays
, true, "glCreateVertexArrays");
1183 * Determine if ID is the name of an array object.
1185 * \param id ID of the potential array object.
1186 * \return \c GL_TRUE if \c id is the name of a array object,
1187 * \c GL_FALSE otherwise.
1189 GLboolean GLAPIENTRY
1190 _mesa_IsVertexArray( GLuint id
)
1192 struct gl_vertex_array_object
* obj
;
1193 GET_CURRENT_CONTEXT(ctx
);
1194 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
1196 obj
= _mesa_lookup_vao(ctx
, id
);
1198 return obj
!= NULL
&& obj
->EverBound
;
1203 * Sets the element array buffer binding of a vertex array object.
1205 * This is the ARB_direct_state_access equivalent of
1206 * glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer).
1208 static ALWAYS_INLINE
void
1209 vertex_array_element_buffer(struct gl_context
*ctx
, GLuint vaobj
, GLuint buffer
,
1212 struct gl_vertex_array_object
*vao
;
1213 struct gl_buffer_object
*bufObj
;
1215 ASSERT_OUTSIDE_BEGIN_END(ctx
);
1218 /* The GL_ARB_direct_state_access specification says:
1220 * "An INVALID_OPERATION error is generated by
1221 * VertexArrayElementBuffer if <vaobj> is not [compatibility profile:
1222 * zero or] the name of an existing vertex array object."
1224 vao
=_mesa_lookup_vao_err(ctx
, vaobj
, false, "glVertexArrayElementBuffer");
1228 vao
= _mesa_lookup_vao(ctx
, vaobj
);
1233 /* The GL_ARB_direct_state_access specification says:
1235 * "An INVALID_OPERATION error is generated if <buffer> is not zero
1236 * or the name of an existing buffer object."
1238 bufObj
= _mesa_lookup_bufferobj_err(ctx
, buffer
,
1239 "glVertexArrayElementBuffer");
1241 bufObj
= _mesa_lookup_bufferobj(ctx
, buffer
);
1247 bufObj
->UsageHistory
|= USAGE_ELEMENT_ARRAY_BUFFER
;
1252 _mesa_reference_buffer_object(ctx
, &vao
->IndexBufferObj
, bufObj
);
1257 _mesa_VertexArrayElementBuffer_no_error(GLuint vaobj
, GLuint buffer
)
1259 GET_CURRENT_CONTEXT(ctx
);
1260 vertex_array_element_buffer(ctx
, vaobj
, buffer
, true);
1265 _mesa_VertexArrayElementBuffer(GLuint vaobj
, GLuint buffer
)
1267 GET_CURRENT_CONTEXT(ctx
);
1268 vertex_array_element_buffer(ctx
, vaobj
, buffer
, false);
1273 _mesa_GetVertexArrayiv(GLuint vaobj
, GLenum pname
, GLint
*param
)
1275 GET_CURRENT_CONTEXT(ctx
);
1276 struct gl_vertex_array_object
*vao
;
1278 ASSERT_OUTSIDE_BEGIN_END(ctx
);
1280 /* The GL_ARB_direct_state_access specification says:
1282 * "An INVALID_OPERATION error is generated if <vaobj> is not
1283 * [compatibility profile: zero or] the name of an existing
1284 * vertex array object."
1286 vao
= _mesa_lookup_vao_err(ctx
, vaobj
, false, "glGetVertexArrayiv");
1290 /* The GL_ARB_direct_state_access specification says:
1292 * "An INVALID_ENUM error is generated if <pname> is not
1293 * ELEMENT_ARRAY_BUFFER_BINDING."
1295 if (pname
!= GL_ELEMENT_ARRAY_BUFFER_BINDING
) {
1296 _mesa_error(ctx
, GL_INVALID_ENUM
,
1297 "glGetVertexArrayiv(pname != "
1298 "GL_ELEMENT_ARRAY_BUFFER_BINDING)");
1302 param
[0] = vao
->IndexBufferObj
? vao
->IndexBufferObj
->Name
: 0;