eab6fac94e6565be4ff94abdd854fdc999598fa9
2 * Mesa 3-D graphics library
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.
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:
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
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
31 * Functions for the GL_APPLE_vertex_array_object extension.
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.
37 * \author Ian Romanick <idr@us.ibm.com>
46 #if FEATURE_ARB_vertex_buffer_object
47 #include "bufferobj.h"
51 #include "glapi/dispatch.h"
55 * Look up the array object for the given ID.
58 * Either a pointer to the array object with the specified ID or \c NULL for
59 * a non-existent ID. The spec defines ID 0 as being technically
63 static INLINE
struct gl_array_object
*
64 lookup_arrayobj(GLcontext
*ctx
, GLuint id
)
68 : (struct gl_array_object
*) _mesa_HashLookup(ctx
->Shared
->ArrayObjects
,
74 * For all the vertex arrays in the array object, unbind any pointers
75 * to any buffer objects (VBOs).
76 * This is done just prior to array object destruction.
79 unbind_array_object_vbos(GLcontext
*ctx
, struct gl_array_object
*obj
)
83 _mesa_reference_buffer_object(ctx
, &obj
->Vertex
.BufferObj
, NULL
);
84 _mesa_reference_buffer_object(ctx
, &obj
->Normal
.BufferObj
, NULL
);
85 _mesa_reference_buffer_object(ctx
, &obj
->Color
.BufferObj
, NULL
);
86 _mesa_reference_buffer_object(ctx
, &obj
->SecondaryColor
.BufferObj
, NULL
);
87 _mesa_reference_buffer_object(ctx
, &obj
->FogCoord
.BufferObj
, NULL
);
88 _mesa_reference_buffer_object(ctx
, &obj
->Index
.BufferObj
, NULL
);
89 _mesa_reference_buffer_object(ctx
, &obj
->EdgeFlag
.BufferObj
, NULL
);
91 for (i
= 0; i
< MAX_TEXTURE_COORD_UNITS
; i
++)
92 _mesa_reference_buffer_object(ctx
, &obj
->TexCoord
[i
].BufferObj
, NULL
);
94 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++)
95 _mesa_reference_buffer_object(ctx
, &obj
->VertexAttrib
[i
].BufferObj
,NULL
);
100 * Allocate and initialize a new vertex array object.
102 * This function is intended to be called via
103 * \c dd_function_table::NewArrayObject.
105 struct gl_array_object
*
106 _mesa_new_array_object( GLcontext
*ctx
, GLuint name
)
108 struct gl_array_object
*obj
= CALLOC_STRUCT(gl_array_object
);
110 _mesa_initialize_array_object(ctx
, obj
, name
);
116 * Delete an array object.
118 * This function is intended to be called via
119 * \c dd_function_table::DeleteArrayObject.
122 _mesa_delete_array_object( GLcontext
*ctx
, struct gl_array_object
*obj
)
125 unbind_array_object_vbos(ctx
, obj
);
126 _glthread_DESTROY_MUTEX(obj
->Mutex
);
132 * Set ptr to arrayObj w/ reference counting.
135 _mesa_reference_array_object(GLcontext
*ctx
,
136 struct gl_array_object
**ptr
,
137 struct gl_array_object
*arrayObj
)
139 if (*ptr
== arrayObj
)
143 /* Unreference the old array object */
144 GLboolean deleteFlag
= GL_FALSE
;
145 struct gl_array_object
*oldObj
= *ptr
;
147 _glthread_LOCK_MUTEX(oldObj
->Mutex
);
148 ASSERT(oldObj
->RefCount
> 0);
151 printf("ArrayObj %p %d DECR to %d\n",
152 (void *) oldObj
, oldObj
->Name
, oldObj
->RefCount
);
154 deleteFlag
= (oldObj
->RefCount
== 0);
155 _glthread_UNLOCK_MUTEX(oldObj
->Mutex
);
158 ASSERT(ctx
->Driver
.DeleteArrayObject
);
159 ctx
->Driver
.DeleteArrayObject(ctx
, oldObj
);
167 /* reference new array object */
168 _glthread_LOCK_MUTEX(arrayObj
->Mutex
);
169 if (arrayObj
->RefCount
== 0) {
170 /* this array's being deleted (look just above) */
171 /* Not sure this can every really happen. Warn if it does. */
172 _mesa_problem(NULL
, "referencing deleted array object");
176 arrayObj
->RefCount
++;
178 printf("ArrayObj %p %d INCR to %d\n",
179 (void *) arrayObj
, arrayObj
->Name
, arrayObj
->RefCount
);
183 _glthread_UNLOCK_MUTEX(arrayObj
->Mutex
);
190 init_array(GLcontext
*ctx
,
191 struct gl_client_array
*array
, GLint size
, GLint type
)
195 array
->Format
= GL_RGBA
; /* only significant for GL_EXT_vertex_array_bgra */
199 array
->Enabled
= GL_FALSE
;
200 array
->Normalized
= GL_FALSE
;
201 #if FEATURE_ARB_vertex_buffer_object
202 /* Vertex array buffers */
203 _mesa_reference_buffer_object(ctx
, &array
->BufferObj
,
204 ctx
->Shared
->NullBufferObj
);
210 * Initialize a gl_array_object's arrays.
213 _mesa_initialize_array_object( GLcontext
*ctx
,
214 struct gl_array_object
*obj
,
221 _glthread_INIT_MUTEX(obj
->Mutex
);
224 /* Init the individual arrays */
225 init_array(ctx
, &obj
->Vertex
, 4, GL_FLOAT
);
226 init_array(ctx
, &obj
->Normal
, 3, GL_FLOAT
);
227 init_array(ctx
, &obj
->Color
, 4, GL_FLOAT
);
228 init_array(ctx
, &obj
->SecondaryColor
, 4, GL_FLOAT
);
229 init_array(ctx
, &obj
->FogCoord
, 1, GL_FLOAT
);
230 init_array(ctx
, &obj
->Index
, 1, GL_FLOAT
);
231 for (i
= 0; i
< MAX_TEXTURE_COORD_UNITS
; i
++) {
232 init_array(ctx
, &obj
->TexCoord
[i
], 4, GL_FLOAT
);
234 init_array(ctx
, &obj
->EdgeFlag
, 1, GL_BOOL
);
235 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
236 init_array(ctx
, &obj
->VertexAttrib
[i
], 4, GL_FLOAT
);
239 #if FEATURE_point_size_array
240 init_array(ctx
, &obj
->PointSize
, 1, GL_FLOAT
);
246 * Add the given array object to the array object pool.
249 save_array_object( GLcontext
*ctx
, struct gl_array_object
*obj
)
252 /* insert into hash table */
253 _mesa_HashInsert(ctx
->Shared
->ArrayObjects
, obj
->Name
, obj
);
259 * Remove the given array object from the array object pool.
260 * Do not deallocate the array object though.
263 remove_array_object( GLcontext
*ctx
, struct gl_array_object
*obj
)
266 /* remove from hash table */
267 _mesa_HashRemove(ctx
->Shared
->ArrayObjects
, obj
->Name
);
274 * Compute the index of the last array element that can be safely accessed
275 * in a vertex array. We can really only do this when the array lives in
277 * The array->_MaxElement field will be updated.
278 * Later in glDrawArrays/Elements/etc we can do some bounds checking.
281 compute_max_element(struct gl_client_array
*array
)
283 if (array
->BufferObj
->Name
) {
284 /* Compute the max element we can access in the VBO without going
287 array
->_MaxElement
= ((GLsizeiptrARB
) array
->BufferObj
->Size
288 - (GLsizeiptrARB
) array
->Ptr
+ array
->StrideB
289 - array
->_ElementSize
) / array
->StrideB
;
291 _mesa_printf("%s Object %u Size %u MaxElement %u\n",
293 array
->BufferObj
->Name
,
294 (GLuint
) array
->BufferObj
->Size
,
298 /* user-space array, no idea how big it is */
299 array
->_MaxElement
= 2 * 1000 * 1000 * 1000; /* just a big number */
305 * Helper for update_arrays().
306 * \return min(current min, array->_MaxElement).
309 update_min(GLuint min
, struct gl_client_array
*array
)
311 compute_max_element(array
);
313 return MIN2(min
, array
->_MaxElement
);
320 * Examine vertex arrays to update the gl_array_object::_MaxElement field.
323 _mesa_update_array_object_max_element(GLcontext
*ctx
,
324 struct gl_array_object
*arrayObj
)
328 min
= update_min(min
, &arrayObj
->Vertex
);
329 min
= update_min(min
, &arrayObj
->Normal
);
330 min
= update_min(min
, &arrayObj
->Color
);
331 min
= update_min(min
, &arrayObj
->SecondaryColor
);
332 min
= update_min(min
, &arrayObj
->FogCoord
);
333 min
= update_min(min
, &arrayObj
->Index
);
334 min
= update_min(min
, &arrayObj
->EdgeFlag
);
335 min
= update_min(min
, &arrayObj
->PointSize
);
336 for (i
= 0; i
< ctx
->Const
.MaxTextureCoordUnits
; i
++)
337 min
= update_min(min
, &arrayObj
->TexCoord
[i
]);
338 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++)
339 min
= update_min(min
, &arrayObj
->VertexAttrib
[i
]);
341 /* _MaxElement is one past the last legal array element */
342 arrayObj
->_MaxElement
= min
;
346 /**********************************************************************/
348 /**********************************************************************/
354 * The binding could be done more efficiently by comparing the non-NULL
355 * pointers in the old and new objects. The only arrays that are "dirty" are
356 * the ones that are non-NULL in either object.
359 _mesa_BindVertexArrayAPPLE( GLuint id
)
361 GET_CURRENT_CONTEXT(ctx
);
362 struct gl_array_object
* const oldObj
= ctx
->Array
.ArrayObj
;
363 struct gl_array_object
*newObj
= NULL
;
364 ASSERT_OUTSIDE_BEGIN_END(ctx
);
366 ASSERT(oldObj
!= NULL
);
368 if ( oldObj
->Name
== id
)
369 return; /* rebinding the same array object- no change */
372 * Get pointer to new array object (newObj)
375 /* The spec says there is no array object named 0, but we use
376 * one internally because it simplifies things.
378 newObj
= ctx
->Array
.DefaultArrayObj
;
381 /* non-default array object */
382 newObj
= lookup_arrayobj(ctx
, id
);
384 /* If this is a new array object id, allocate an array object now.
386 newObj
= (*ctx
->Driver
.NewArrayObject
)(ctx
, id
);
388 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindVertexArrayAPPLE");
391 save_array_object(ctx
, newObj
);
395 ctx
->NewState
|= _NEW_ARRAY
;
396 ctx
->Array
.NewState
|= _NEW_ARRAY_ALL
;
397 _mesa_reference_array_object(ctx
, &ctx
->Array
.ArrayObj
, newObj
);
399 /* Pass BindVertexArray call to device driver */
400 if (ctx
->Driver
.BindArrayObject
&& newObj
)
401 (*ctx
->Driver
.BindArrayObject
)( ctx
, newObj
);
406 * Delete a set of array objects.
408 * \param n Number of array objects to delete.
409 * \param ids Array of \c n array object IDs.
412 _mesa_DeleteVertexArraysAPPLE(GLsizei n
, const GLuint
*ids
)
414 GET_CURRENT_CONTEXT(ctx
);
416 ASSERT_OUTSIDE_BEGIN_END(ctx
);
419 _mesa_error(ctx
, GL_INVALID_VALUE
, "glDeleteVertexArrayAPPLE(n)");
423 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
425 for (i
= 0; i
< n
; i
++) {
426 struct gl_array_object
*obj
= lookup_arrayobj(ctx
, ids
[i
]);
429 ASSERT( obj
->Name
== ids
[i
] );
431 /* If the array object is currently bound, the spec says "the binding
432 * for that object reverts to zero and the default vertex array
435 if ( obj
== ctx
->Array
.ArrayObj
) {
436 CALL_BindVertexArrayAPPLE( ctx
->Exec
, (0) );
439 /* The ID is immediately freed for re-use */
440 remove_array_object(ctx
, obj
);
442 /* Unreference the array object.
443 * If refcount hits zero, the object will be deleted.
445 _mesa_reference_array_object(ctx
, &obj
, NULL
);
449 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
454 * Generate a set of unique array object IDs and store them in \c arrays.
456 * \param n Number of IDs to generate.
457 * \param arrays Array of \c n locations to store the IDs.
460 _mesa_GenVertexArraysAPPLE(GLsizei n
, GLuint
*arrays
)
462 GET_CURRENT_CONTEXT(ctx
);
465 ASSERT_OUTSIDE_BEGIN_END(ctx
);
468 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGenVertexArraysAPPLE");
477 * This must be atomic (generation and allocation of array object IDs)
479 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
481 first
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->ArrayObjects
, n
);
483 /* Allocate new, empty array objects and return identifiers */
484 for (i
= 0; i
< n
; i
++) {
485 struct gl_array_object
*obj
;
486 GLuint name
= first
+ i
;
488 obj
= (*ctx
->Driver
.NewArrayObject
)( ctx
, name
);
490 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
491 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenVertexArraysAPPLE");
494 save_array_object(ctx
, obj
);
495 arrays
[i
] = first
+ i
;
498 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
503 * Determine if ID is the name of an array object.
505 * \param id ID of the potential array object.
506 * \return \c GL_TRUE if \c id is the name of a array object,
507 * \c GL_FALSE otherwise.
510 _mesa_IsVertexArrayAPPLE( GLuint id
)
512 struct gl_array_object
* obj
;
513 GET_CURRENT_CONTEXT(ctx
);
514 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
519 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
520 obj
= lookup_arrayobj(ctx
, id
);
521 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
523 return (obj
!= NULL
) ? GL_TRUE
: GL_FALSE
;