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>
47 #include "mfeatures.h"
48 #if FEATURE_ARB_vertex_buffer_object
49 #include "bufferobj.h"
55 #include "main/dispatch.h"
59 * Look up the array object for the given ID.
62 * Either a pointer to the array object with the specified ID or \c NULL for
63 * a non-existent ID. The spec defines ID 0 as being technically
67 static inline struct gl_array_object
*
68 lookup_arrayobj(struct gl_context
*ctx
, GLuint id
)
73 return (struct gl_array_object
*)
74 _mesa_HashLookup(ctx
->Array
.Objects
, id
);
79 * For all the vertex arrays in the array object, unbind any pointers
80 * to any buffer objects (VBOs).
81 * This is done just prior to array object destruction.
84 unbind_array_object_vbos(struct gl_context
*ctx
, struct gl_array_object
*obj
)
88 _mesa_reference_buffer_object(ctx
, &obj
->Vertex
.BufferObj
, NULL
);
89 _mesa_reference_buffer_object(ctx
, &obj
->Weight
.BufferObj
, NULL
);
90 _mesa_reference_buffer_object(ctx
, &obj
->Normal
.BufferObj
, NULL
);
91 _mesa_reference_buffer_object(ctx
, &obj
->Color
.BufferObj
, NULL
);
92 _mesa_reference_buffer_object(ctx
, &obj
->SecondaryColor
.BufferObj
, NULL
);
93 _mesa_reference_buffer_object(ctx
, &obj
->FogCoord
.BufferObj
, NULL
);
94 _mesa_reference_buffer_object(ctx
, &obj
->Index
.BufferObj
, NULL
);
95 _mesa_reference_buffer_object(ctx
, &obj
->EdgeFlag
.BufferObj
, NULL
);
97 for (i
= 0; i
< Elements(obj
->TexCoord
); i
++)
98 _mesa_reference_buffer_object(ctx
, &obj
->TexCoord
[i
].BufferObj
, NULL
);
100 for (i
= 0; i
< Elements(obj
->VertexAttrib
); i
++)
101 _mesa_reference_buffer_object(ctx
, &obj
->VertexAttrib
[i
].BufferObj
,NULL
);
103 #if FEATURE_point_size_array
104 _mesa_reference_buffer_object(ctx
, &obj
->PointSize
.BufferObj
, NULL
);
110 * Allocate and initialize a new vertex array object.
112 * This function is intended to be called via
113 * \c dd_function_table::NewArrayObject.
115 struct gl_array_object
*
116 _mesa_new_array_object( struct gl_context
*ctx
, GLuint name
)
118 struct gl_array_object
*obj
= CALLOC_STRUCT(gl_array_object
);
120 _mesa_initialize_array_object(ctx
, obj
, name
);
126 * Delete an array object.
128 * This function is intended to be called via
129 * \c dd_function_table::DeleteArrayObject.
132 _mesa_delete_array_object( struct gl_context
*ctx
, struct gl_array_object
*obj
)
135 unbind_array_object_vbos(ctx
, obj
);
136 _mesa_reference_buffer_object(ctx
, &obj
->ElementArrayBufferObj
, NULL
);
137 _glthread_DESTROY_MUTEX(obj
->Mutex
);
143 * Set ptr to arrayObj w/ reference counting.
146 _mesa_reference_array_object(struct gl_context
*ctx
,
147 struct gl_array_object
**ptr
,
148 struct gl_array_object
*arrayObj
)
150 if (*ptr
== arrayObj
)
154 /* Unreference the old array object */
155 GLboolean deleteFlag
= GL_FALSE
;
156 struct gl_array_object
*oldObj
= *ptr
;
158 _glthread_LOCK_MUTEX(oldObj
->Mutex
);
159 ASSERT(oldObj
->RefCount
> 0);
162 printf("ArrayObj %p %d DECR to %d\n",
163 (void *) oldObj
, oldObj
->Name
, oldObj
->RefCount
);
165 deleteFlag
= (oldObj
->RefCount
== 0);
166 _glthread_UNLOCK_MUTEX(oldObj
->Mutex
);
169 ASSERT(ctx
->Driver
.DeleteArrayObject
);
170 ctx
->Driver
.DeleteArrayObject(ctx
, oldObj
);
178 /* reference new array object */
179 _glthread_LOCK_MUTEX(arrayObj
->Mutex
);
180 if (arrayObj
->RefCount
== 0) {
181 /* this array's being deleted (look just above) */
182 /* Not sure this can every really happen. Warn if it does. */
183 _mesa_problem(NULL
, "referencing deleted array object");
187 arrayObj
->RefCount
++;
189 printf("ArrayObj %p %d INCR to %d\n",
190 (void *) arrayObj
, arrayObj
->Name
, arrayObj
->RefCount
);
194 _glthread_UNLOCK_MUTEX(arrayObj
->Mutex
);
201 init_array(struct gl_context
*ctx
,
202 struct gl_client_array
*array
, GLint size
, GLint type
)
206 array
->Format
= GL_RGBA
; /* only significant for GL_EXT_vertex_array_bgra */
210 array
->Enabled
= GL_FALSE
;
211 array
->Normalized
= GL_FALSE
;
212 array
->Integer
= GL_FALSE
;
213 array
->_ElementSize
= size
* _mesa_sizeof_type(type
);
214 #if FEATURE_ARB_vertex_buffer_object
215 /* Vertex array buffers */
216 _mesa_reference_buffer_object(ctx
, &array
->BufferObj
,
217 ctx
->Shared
->NullBufferObj
);
223 * Initialize a gl_array_object's arrays.
226 _mesa_initialize_array_object( struct gl_context
*ctx
,
227 struct gl_array_object
*obj
,
234 _glthread_INIT_MUTEX(obj
->Mutex
);
237 /* Init the individual arrays */
238 init_array(ctx
, &obj
->Vertex
, 4, GL_FLOAT
);
239 init_array(ctx
, &obj
->Weight
, 1, GL_FLOAT
);
240 init_array(ctx
, &obj
->Normal
, 3, GL_FLOAT
);
241 init_array(ctx
, &obj
->Color
, 4, GL_FLOAT
);
242 init_array(ctx
, &obj
->SecondaryColor
, 3, GL_FLOAT
);
243 init_array(ctx
, &obj
->FogCoord
, 1, GL_FLOAT
);
244 init_array(ctx
, &obj
->Index
, 1, GL_FLOAT
);
245 for (i
= 0; i
< Elements(obj
->TexCoord
); i
++) {
246 init_array(ctx
, &obj
->TexCoord
[i
], 4, GL_FLOAT
);
248 init_array(ctx
, &obj
->EdgeFlag
, 1, GL_BOOL
);
249 for (i
= 0; i
< Elements(obj
->VertexAttrib
); i
++) {
250 init_array(ctx
, &obj
->VertexAttrib
[i
], 4, GL_FLOAT
);
253 #if FEATURE_point_size_array
254 init_array(ctx
, &obj
->PointSize
, 1, GL_FLOAT
);
257 _mesa_reference_buffer_object(ctx
, &obj
->ElementArrayBufferObj
,
258 ctx
->Shared
->NullBufferObj
);
263 * Add the given array object to the array object pool.
266 save_array_object( struct gl_context
*ctx
, struct gl_array_object
*obj
)
269 /* insert into hash table */
270 _mesa_HashInsert(ctx
->Array
.Objects
, obj
->Name
, obj
);
276 * Remove the given array object from the array object pool.
277 * Do not deallocate the array object though.
280 remove_array_object( struct gl_context
*ctx
, struct gl_array_object
*obj
)
283 /* remove from hash table */
284 _mesa_HashRemove(ctx
->Array
.Objects
, obj
->Name
);
291 * Helper for update_arrays().
292 * \return min(current min, array->_MaxElement).
295 update_min(GLuint min
, struct gl_client_array
*array
)
297 if (array
->Enabled
) {
298 _mesa_update_array_max_element(array
);
299 return MIN2(min
, array
->_MaxElement
);
307 * Examine vertex arrays to update the gl_array_object::_MaxElement field.
310 _mesa_update_array_object_max_element(struct gl_context
*ctx
,
311 struct gl_array_object
*arrayObj
)
315 min
= update_min(min
, &arrayObj
->Vertex
);
316 min
= update_min(min
, &arrayObj
->Weight
);
317 min
= update_min(min
, &arrayObj
->Normal
);
318 min
= update_min(min
, &arrayObj
->Color
);
319 min
= update_min(min
, &arrayObj
->SecondaryColor
);
320 min
= update_min(min
, &arrayObj
->FogCoord
);
321 min
= update_min(min
, &arrayObj
->Index
);
322 min
= update_min(min
, &arrayObj
->EdgeFlag
);
323 #if FEATURE_point_size_array
324 min
= update_min(min
, &arrayObj
->PointSize
);
326 for (i
= 0; i
< ctx
->Const
.MaxTextureCoordUnits
; i
++)
327 min
= update_min(min
, &arrayObj
->TexCoord
[i
]);
328 for (i
= 0; i
< Elements(arrayObj
->VertexAttrib
); i
++)
329 min
= update_min(min
, &arrayObj
->VertexAttrib
[i
]);
331 /* _MaxElement is one past the last legal array element */
332 arrayObj
->_MaxElement
= min
;
336 /**********************************************************************/
338 /**********************************************************************/
342 * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE().
343 * \param genRequired specifies behavour when id was not generated with
344 * glGenVertexArrays().
347 bind_vertex_array(struct gl_context
*ctx
, GLuint id
, GLboolean genRequired
)
349 struct gl_array_object
* const oldObj
= ctx
->Array
.ArrayObj
;
350 struct gl_array_object
*newObj
= NULL
;
351 ASSERT_OUTSIDE_BEGIN_END(ctx
);
353 ASSERT(oldObj
!= NULL
);
355 if ( oldObj
->Name
== id
)
356 return; /* rebinding the same array object- no change */
359 * Get pointer to new array object (newObj)
362 /* The spec says there is no array object named 0, but we use
363 * one internally because it simplifies things.
365 newObj
= ctx
->Array
.DefaultArrayObj
;
368 /* non-default array object */
369 newObj
= lookup_arrayobj(ctx
, id
);
372 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glBindVertexArray(id)");
376 /* For APPLE version, generate a new array object now */
377 newObj
= (*ctx
->Driver
.NewArrayObject
)(ctx
, id
);
379 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindVertexArrayAPPLE");
382 save_array_object(ctx
, newObj
);
386 ctx
->NewState
|= _NEW_ARRAY
;
387 ctx
->Array
.NewState
|= VERT_BIT_ALL
;
388 _mesa_reference_array_object(ctx
, &ctx
->Array
.ArrayObj
, newObj
);
390 /* Pass BindVertexArray call to device driver */
391 if (ctx
->Driver
.BindArrayObject
&& newObj
)
392 ctx
->Driver
.BindArrayObject(ctx
, newObj
);
397 * ARB version of glBindVertexArray()
398 * This function behaves differently from glBindVertexArrayAPPLE() in
399 * that this function requires all ids to have been previously generated
400 * by glGenVertexArrays[APPLE]().
403 _mesa_BindVertexArray( GLuint id
)
405 GET_CURRENT_CONTEXT(ctx
);
406 bind_vertex_array(ctx
, id
, GL_TRUE
);
414 * The binding could be done more efficiently by comparing the non-NULL
415 * pointers in the old and new objects. The only arrays that are "dirty" are
416 * the ones that are non-NULL in either object.
419 _mesa_BindVertexArrayAPPLE( GLuint id
)
421 GET_CURRENT_CONTEXT(ctx
);
422 bind_vertex_array(ctx
, id
, GL_FALSE
);
427 * Delete a set of array objects.
429 * \param n Number of array objects to delete.
430 * \param ids Array of \c n array object IDs.
433 _mesa_DeleteVertexArraysAPPLE(GLsizei n
, const GLuint
*ids
)
435 GET_CURRENT_CONTEXT(ctx
);
437 ASSERT_OUTSIDE_BEGIN_END(ctx
);
440 _mesa_error(ctx
, GL_INVALID_VALUE
, "glDeleteVertexArrayAPPLE(n)");
444 for (i
= 0; i
< n
; i
++) {
445 struct gl_array_object
*obj
= lookup_arrayobj(ctx
, ids
[i
]);
448 ASSERT( obj
->Name
== ids
[i
] );
450 /* If the array object is currently bound, the spec says "the binding
451 * for that object reverts to zero and the default vertex array
454 if ( obj
== ctx
->Array
.ArrayObj
) {
455 CALL_BindVertexArrayAPPLE( ctx
->Exec
, (0) );
458 /* The ID is immediately freed for re-use */
459 remove_array_object(ctx
, obj
);
461 /* Unreference the array object.
462 * If refcount hits zero, the object will be deleted.
464 _mesa_reference_array_object(ctx
, &obj
, NULL
);
471 * Generate a set of unique array object IDs and store them in \c arrays.
472 * Helper for _mesa_GenVertexArrays[APPLE]() functions below.
473 * \param n Number of IDs to generate.
474 * \param arrays Array of \c n locations to store the IDs.
475 * \param vboOnly Will arrays have to reside in VBOs?
478 gen_vertex_arrays(struct gl_context
*ctx
, GLsizei n
, GLuint
*arrays
,
483 ASSERT_OUTSIDE_BEGIN_END(ctx
);
486 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGenVertexArraysAPPLE");
494 first
= _mesa_HashFindFreeKeyBlock(ctx
->Array
.Objects
, n
);
496 /* Allocate new, empty array objects and return identifiers */
497 for (i
= 0; i
< n
; i
++) {
498 struct gl_array_object
*obj
;
499 GLuint name
= first
+ i
;
501 obj
= (*ctx
->Driver
.NewArrayObject
)( ctx
, name
);
503 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenVertexArraysAPPLE");
506 obj
->VBOonly
= vboOnly
;
507 save_array_object(ctx
, obj
);
508 arrays
[i
] = first
+ i
;
514 * ARB version of glGenVertexArrays()
515 * All arrays will be required to live in VBOs.
518 _mesa_GenVertexArrays(GLsizei n
, GLuint
*arrays
)
520 GET_CURRENT_CONTEXT(ctx
);
521 gen_vertex_arrays(ctx
, n
, arrays
, GL_TRUE
);
526 * APPLE version of glGenVertexArraysAPPLE()
527 * Arrays may live in VBOs or ordinary memory.
530 _mesa_GenVertexArraysAPPLE(GLsizei n
, GLuint
*arrays
)
532 GET_CURRENT_CONTEXT(ctx
);
533 gen_vertex_arrays(ctx
, n
, arrays
, GL_FALSE
);
538 * Determine if ID is the name of an array object.
540 * \param id ID of the potential array object.
541 * \return \c GL_TRUE if \c id is the name of a array object,
542 * \c GL_FALSE otherwise.
545 _mesa_IsVertexArrayAPPLE( GLuint id
)
547 struct gl_array_object
* obj
;
548 GET_CURRENT_CONTEXT(ctx
);
549 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
554 obj
= lookup_arrayobj(ctx
, id
);
556 return (obj
!= NULL
) ? GL_TRUE
: GL_FALSE
;