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
)
69 return (struct gl_array_object
*)
70 _mesa_HashLookup(ctx
->Array
.Objects
, id
);
75 * For all the vertex arrays in the array object, unbind any pointers
76 * to any buffer objects (VBOs).
77 * This is done just prior to array object destruction.
80 unbind_array_object_vbos(GLcontext
*ctx
, struct gl_array_object
*obj
)
84 _mesa_reference_buffer_object(ctx
, &obj
->Vertex
.BufferObj
, NULL
);
85 _mesa_reference_buffer_object(ctx
, &obj
->Weight
.BufferObj
, NULL
);
86 _mesa_reference_buffer_object(ctx
, &obj
->Normal
.BufferObj
, NULL
);
87 _mesa_reference_buffer_object(ctx
, &obj
->Color
.BufferObj
, NULL
);
88 _mesa_reference_buffer_object(ctx
, &obj
->SecondaryColor
.BufferObj
, NULL
);
89 _mesa_reference_buffer_object(ctx
, &obj
->FogCoord
.BufferObj
, NULL
);
90 _mesa_reference_buffer_object(ctx
, &obj
->Index
.BufferObj
, NULL
);
91 _mesa_reference_buffer_object(ctx
, &obj
->EdgeFlag
.BufferObj
, NULL
);
93 for (i
= 0; i
< Elements(obj
->TexCoord
); i
++)
94 _mesa_reference_buffer_object(ctx
, &obj
->TexCoord
[i
].BufferObj
, NULL
);
96 for (i
= 0; i
< Elements(obj
->VertexAttrib
); i
++)
97 _mesa_reference_buffer_object(ctx
, &obj
->VertexAttrib
[i
].BufferObj
,NULL
);
102 * Allocate and initialize a new vertex array object.
104 * This function is intended to be called via
105 * \c dd_function_table::NewArrayObject.
107 struct gl_array_object
*
108 _mesa_new_array_object( GLcontext
*ctx
, GLuint name
)
110 struct gl_array_object
*obj
= CALLOC_STRUCT(gl_array_object
);
112 _mesa_initialize_array_object(ctx
, obj
, name
);
118 * Delete an array object.
120 * This function is intended to be called via
121 * \c dd_function_table::DeleteArrayObject.
124 _mesa_delete_array_object( GLcontext
*ctx
, struct gl_array_object
*obj
)
127 unbind_array_object_vbos(ctx
, obj
);
128 _glthread_DESTROY_MUTEX(obj
->Mutex
);
134 * Set ptr to arrayObj w/ reference counting.
137 _mesa_reference_array_object(GLcontext
*ctx
,
138 struct gl_array_object
**ptr
,
139 struct gl_array_object
*arrayObj
)
141 if (*ptr
== arrayObj
)
145 /* Unreference the old array object */
146 GLboolean deleteFlag
= GL_FALSE
;
147 struct gl_array_object
*oldObj
= *ptr
;
149 _glthread_LOCK_MUTEX(oldObj
->Mutex
);
150 ASSERT(oldObj
->RefCount
> 0);
153 printf("ArrayObj %p %d DECR to %d\n",
154 (void *) oldObj
, oldObj
->Name
, oldObj
->RefCount
);
156 deleteFlag
= (oldObj
->RefCount
== 0);
157 _glthread_UNLOCK_MUTEX(oldObj
->Mutex
);
160 ASSERT(ctx
->Driver
.DeleteArrayObject
);
161 ctx
->Driver
.DeleteArrayObject(ctx
, oldObj
);
169 /* reference new array object */
170 _glthread_LOCK_MUTEX(arrayObj
->Mutex
);
171 if (arrayObj
->RefCount
== 0) {
172 /* this array's being deleted (look just above) */
173 /* Not sure this can every really happen. Warn if it does. */
174 _mesa_problem(NULL
, "referencing deleted array object");
178 arrayObj
->RefCount
++;
180 printf("ArrayObj %p %d INCR to %d\n",
181 (void *) arrayObj
, arrayObj
->Name
, arrayObj
->RefCount
);
185 _glthread_UNLOCK_MUTEX(arrayObj
->Mutex
);
192 init_array(GLcontext
*ctx
,
193 struct gl_client_array
*array
, GLint size
, GLint type
)
197 array
->Format
= GL_RGBA
; /* only significant for GL_EXT_vertex_array_bgra */
201 array
->Enabled
= GL_FALSE
;
202 array
->Normalized
= GL_FALSE
;
203 #if FEATURE_ARB_vertex_buffer_object
204 /* Vertex array buffers */
205 _mesa_reference_buffer_object(ctx
, &array
->BufferObj
,
206 ctx
->Shared
->NullBufferObj
);
212 * Initialize a gl_array_object's arrays.
215 _mesa_initialize_array_object( GLcontext
*ctx
,
216 struct gl_array_object
*obj
,
223 _glthread_INIT_MUTEX(obj
->Mutex
);
226 /* Init the individual arrays */
227 init_array(ctx
, &obj
->Vertex
, 4, GL_FLOAT
);
228 init_array(ctx
, &obj
->Weight
, 1, GL_FLOAT
);
229 init_array(ctx
, &obj
->Normal
, 3, GL_FLOAT
);
230 init_array(ctx
, &obj
->Color
, 4, GL_FLOAT
);
231 init_array(ctx
, &obj
->SecondaryColor
, 4, GL_FLOAT
);
232 init_array(ctx
, &obj
->FogCoord
, 1, GL_FLOAT
);
233 init_array(ctx
, &obj
->Index
, 1, GL_FLOAT
);
234 for (i
= 0; i
< Elements(obj
->TexCoord
); i
++) {
235 init_array(ctx
, &obj
->TexCoord
[i
], 4, GL_FLOAT
);
237 init_array(ctx
, &obj
->EdgeFlag
, 1, GL_BOOL
);
238 for (i
= 0; i
< Elements(obj
->VertexAttrib
); i
++) {
239 init_array(ctx
, &obj
->VertexAttrib
[i
], 4, GL_FLOAT
);
242 #if FEATURE_point_size_array
243 init_array(ctx
, &obj
->PointSize
, 1, GL_FLOAT
);
249 * Add the given array object to the array object pool.
252 save_array_object( GLcontext
*ctx
, struct gl_array_object
*obj
)
255 /* insert into hash table */
256 _mesa_HashInsert(ctx
->Array
.Objects
, obj
->Name
, obj
);
262 * Remove the given array object from the array object pool.
263 * Do not deallocate the array object though.
266 remove_array_object( GLcontext
*ctx
, struct gl_array_object
*obj
)
269 /* remove from hash table */
270 _mesa_HashRemove(ctx
->Array
.Objects
, obj
->Name
);
277 * Compute the index of the last array element that can be safely accessed
278 * in a vertex array. We can really only do this when the array lives in
280 * The array->_MaxElement field will be updated.
281 * Later in glDrawArrays/Elements/etc we can do some bounds checking.
284 compute_max_element(struct gl_client_array
*array
)
286 if (array
->BufferObj
->Name
) {
287 /* Compute the max element we can access in the VBO without going
290 array
->_MaxElement
= ((GLsizeiptrARB
) array
->BufferObj
->Size
291 - (GLsizeiptrARB
) array
->Ptr
+ array
->StrideB
292 - array
->_ElementSize
) / array
->StrideB
;
294 _mesa_printf("%s Object %u Size %u MaxElement %u\n",
296 array
->BufferObj
->Name
,
297 (GLuint
) array
->BufferObj
->Size
,
301 /* user-space array, no idea how big it is */
302 array
->_MaxElement
= 2 * 1000 * 1000 * 1000; /* just a big number */
308 * Helper for update_arrays().
309 * \return min(current min, array->_MaxElement).
312 update_min(GLuint min
, struct gl_client_array
*array
)
314 compute_max_element(array
);
316 return MIN2(min
, array
->_MaxElement
);
323 * Examine vertex arrays to update the gl_array_object::_MaxElement field.
326 _mesa_update_array_object_max_element(GLcontext
*ctx
,
327 struct gl_array_object
*arrayObj
)
331 min
= update_min(min
, &arrayObj
->Vertex
);
332 min
= update_min(min
, &arrayObj
->Weight
);
333 min
= update_min(min
, &arrayObj
->Normal
);
334 min
= update_min(min
, &arrayObj
->Color
);
335 min
= update_min(min
, &arrayObj
->SecondaryColor
);
336 min
= update_min(min
, &arrayObj
->FogCoord
);
337 min
= update_min(min
, &arrayObj
->Index
);
338 min
= update_min(min
, &arrayObj
->EdgeFlag
);
339 #if FEATURE_point_size_array
340 min
= update_min(min
, &arrayObj
->PointSize
);
342 for (i
= 0; i
< ctx
->Const
.MaxTextureCoordUnits
; i
++)
343 min
= update_min(min
, &arrayObj
->TexCoord
[i
]);
344 for (i
= 0; i
< Elements(arrayObj
->VertexAttrib
); i
++)
345 min
= update_min(min
, &arrayObj
->VertexAttrib
[i
]);
347 /* _MaxElement is one past the last legal array element */
348 arrayObj
->_MaxElement
= min
;
352 /**********************************************************************/
354 /**********************************************************************/
358 * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE().
359 * \param genRequired specifies behavour when id was not generated with
360 * glGenVertexArrays().
363 bind_vertex_array(GLcontext
*ctx
, GLuint id
, GLboolean genRequired
)
365 struct gl_array_object
* const oldObj
= ctx
->Array
.ArrayObj
;
366 struct gl_array_object
*newObj
= NULL
;
367 ASSERT_OUTSIDE_BEGIN_END(ctx
);
369 ASSERT(oldObj
!= NULL
);
371 if ( oldObj
->Name
== id
)
372 return; /* rebinding the same array object- no change */
375 * Get pointer to new array object (newObj)
378 /* The spec says there is no array object named 0, but we use
379 * one internally because it simplifies things.
381 newObj
= ctx
->Array
.DefaultArrayObj
;
384 /* non-default array object */
385 newObj
= lookup_arrayobj(ctx
, id
);
388 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glBindVertexArray(id)");
392 /* For APPLE version, generate a new array object now */
393 newObj
= (*ctx
->Driver
.NewArrayObject
)(ctx
, id
);
395 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindVertexArrayAPPLE");
398 save_array_object(ctx
, newObj
);
402 ctx
->NewState
|= _NEW_ARRAY
;
403 ctx
->Array
.NewState
|= _NEW_ARRAY_ALL
;
404 _mesa_reference_array_object(ctx
, &ctx
->Array
.ArrayObj
, newObj
);
406 /* Pass BindVertexArray call to device driver */
407 if (ctx
->Driver
.BindArrayObject
&& newObj
)
408 ctx
->Driver
.BindArrayObject(ctx
, newObj
);
413 * ARB version of glBindVertexArray()
414 * This function behaves differently from glBindVertexArrayAPPLE() in
415 * that this function requires all ids to have been previously generated
416 * by glGenVertexArrays[APPLE]().
419 _mesa_BindVertexArray( GLuint id
)
421 GET_CURRENT_CONTEXT(ctx
);
422 bind_vertex_array(ctx
, id
, GL_TRUE
);
430 * The binding could be done more efficiently by comparing the non-NULL
431 * pointers in the old and new objects. The only arrays that are "dirty" are
432 * the ones that are non-NULL in either object.
435 _mesa_BindVertexArrayAPPLE( GLuint id
)
437 GET_CURRENT_CONTEXT(ctx
);
438 bind_vertex_array(ctx
, id
, GL_FALSE
);
443 * Delete a set of array objects.
445 * \param n Number of array objects to delete.
446 * \param ids Array of \c n array object IDs.
449 _mesa_DeleteVertexArraysAPPLE(GLsizei n
, const GLuint
*ids
)
451 GET_CURRENT_CONTEXT(ctx
);
453 ASSERT_OUTSIDE_BEGIN_END(ctx
);
456 _mesa_error(ctx
, GL_INVALID_VALUE
, "glDeleteVertexArrayAPPLE(n)");
460 for (i
= 0; i
< n
; i
++) {
461 struct gl_array_object
*obj
= lookup_arrayobj(ctx
, ids
[i
]);
464 ASSERT( obj
->Name
== ids
[i
] );
466 /* If the array object is currently bound, the spec says "the binding
467 * for that object reverts to zero and the default vertex array
470 if ( obj
== ctx
->Array
.ArrayObj
) {
471 CALL_BindVertexArrayAPPLE( ctx
->Exec
, (0) );
474 /* The ID is immediately freed for re-use */
475 remove_array_object(ctx
, obj
);
477 /* Unreference the array object.
478 * If refcount hits zero, the object will be deleted.
480 _mesa_reference_array_object(ctx
, &obj
, NULL
);
487 * Generate a set of unique array object IDs and store them in \c arrays.
488 * Helper for _mesa_GenVertexArrays[APPLE]() functions below.
489 * \param n Number of IDs to generate.
490 * \param arrays Array of \c n locations to store the IDs.
491 * \param vboOnly Will arrays have to reside in VBOs?
494 gen_vertex_arrays(GLcontext
*ctx
, GLsizei n
, GLuint
*arrays
, GLboolean vboOnly
)
498 ASSERT_OUTSIDE_BEGIN_END(ctx
);
501 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGenVertexArraysAPPLE");
509 first
= _mesa_HashFindFreeKeyBlock(ctx
->Array
.Objects
, n
);
511 /* Allocate new, empty array objects and return identifiers */
512 for (i
= 0; i
< n
; i
++) {
513 struct gl_array_object
*obj
;
514 GLuint name
= first
+ i
;
516 obj
= (*ctx
->Driver
.NewArrayObject
)( ctx
, name
);
518 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenVertexArraysAPPLE");
521 obj
->VBOonly
= vboOnly
;
522 save_array_object(ctx
, obj
);
523 arrays
[i
] = first
+ i
;
529 * ARB version of glGenVertexArrays()
530 * All arrays will be required to live in VBOs.
533 _mesa_GenVertexArrays(GLsizei n
, GLuint
*arrays
)
535 GET_CURRENT_CONTEXT(ctx
);
536 gen_vertex_arrays(ctx
, n
, arrays
, GL_TRUE
);
541 * APPLE version of glGenVertexArraysAPPLE()
542 * Arrays may live in VBOs or ordinary memory.
545 _mesa_GenVertexArraysAPPLE(GLsizei n
, GLuint
*arrays
)
547 GET_CURRENT_CONTEXT(ctx
);
548 gen_vertex_arrays(ctx
, n
, arrays
, GL_FALSE
);
553 * Determine if ID is the name of an array object.
555 * \param id ID of the potential array object.
556 * \return \c GL_TRUE if \c id is the name of a array object,
557 * \c GL_FALSE otherwise.
560 _mesa_IsVertexArrayAPPLE( GLuint id
)
562 struct gl_array_object
* obj
;
563 GET_CURRENT_CONTEXT(ctx
);
564 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
569 obj
= lookup_arrayobj(ctx
, id
);
571 return (obj
!= NULL
) ? GL_TRUE
: GL_FALSE
;