mesa: move vertex array objects from shared state to per-context
[mesa.git] / src / mesa / main / arrayobj.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.6
4 *
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.
8 *
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:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
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
25 * SOFTWARE.
26 */
27
28
29 /**
30 * \file arrayobj.c
31 * Functions for the GL_APPLE_vertex_array_object extension.
32 *
33 * \todo
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.
36 *
37 * \author Ian Romanick <idr@us.ibm.com>
38 * \author Brian Paul
39 */
40
41
42 #include "glheader.h"
43 #include "hash.h"
44 #include "imports.h"
45 #include "context.h"
46 #if FEATURE_ARB_vertex_buffer_object
47 #include "bufferobj.h"
48 #endif
49 #include "arrayobj.h"
50 #include "macros.h"
51 #include "glapi/dispatch.h"
52
53
54 /**
55 * Look up the array object for the given ID.
56 *
57 * \returns
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
60 * non-existent.
61 */
62
63 static INLINE struct gl_array_object *
64 lookup_arrayobj(GLcontext *ctx, GLuint id)
65 {
66 if (id == 0)
67 return NULL;
68 else
69 return (struct gl_array_object *)
70 _mesa_HashLookup(ctx->Array.Objects, id);
71 }
72
73
74 /**
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.
78 */
79 static void
80 unbind_array_object_vbos(GLcontext *ctx, struct gl_array_object *obj)
81 {
82 GLuint i;
83
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);
92
93 for (i = 0; i < Elements(obj->TexCoord); i++)
94 _mesa_reference_buffer_object(ctx, &obj->TexCoord[i].BufferObj, NULL);
95
96 for (i = 0; i < Elements(obj->VertexAttrib); i++)
97 _mesa_reference_buffer_object(ctx, &obj->VertexAttrib[i].BufferObj,NULL);
98 }
99
100
101 /**
102 * Allocate and initialize a new vertex array object.
103 *
104 * This function is intended to be called via
105 * \c dd_function_table::NewArrayObject.
106 */
107 struct gl_array_object *
108 _mesa_new_array_object( GLcontext *ctx, GLuint name )
109 {
110 struct gl_array_object *obj = CALLOC_STRUCT(gl_array_object);
111 if (obj)
112 _mesa_initialize_array_object(ctx, obj, name);
113 return obj;
114 }
115
116
117 /**
118 * Delete an array object.
119 *
120 * This function is intended to be called via
121 * \c dd_function_table::DeleteArrayObject.
122 */
123 void
124 _mesa_delete_array_object( GLcontext *ctx, struct gl_array_object *obj )
125 {
126 (void) ctx;
127 unbind_array_object_vbos(ctx, obj);
128 _glthread_DESTROY_MUTEX(obj->Mutex);
129 _mesa_free(obj);
130 }
131
132
133 /**
134 * Set ptr to arrayObj w/ reference counting.
135 */
136 void
137 _mesa_reference_array_object(GLcontext *ctx,
138 struct gl_array_object **ptr,
139 struct gl_array_object *arrayObj)
140 {
141 if (*ptr == arrayObj)
142 return;
143
144 if (*ptr) {
145 /* Unreference the old array object */
146 GLboolean deleteFlag = GL_FALSE;
147 struct gl_array_object *oldObj = *ptr;
148
149 _glthread_LOCK_MUTEX(oldObj->Mutex);
150 ASSERT(oldObj->RefCount > 0);
151 oldObj->RefCount--;
152 #if 0
153 printf("ArrayObj %p %d DECR to %d\n",
154 (void *) oldObj, oldObj->Name, oldObj->RefCount);
155 #endif
156 deleteFlag = (oldObj->RefCount == 0);
157 _glthread_UNLOCK_MUTEX(oldObj->Mutex);
158
159 if (deleteFlag) {
160 ASSERT(ctx->Driver.DeleteArrayObject);
161 ctx->Driver.DeleteArrayObject(ctx, oldObj);
162 }
163
164 *ptr = NULL;
165 }
166 ASSERT(!*ptr);
167
168 if (arrayObj) {
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");
175 *ptr = NULL;
176 }
177 else {
178 arrayObj->RefCount++;
179 #if 0
180 printf("ArrayObj %p %d INCR to %d\n",
181 (void *) arrayObj, arrayObj->Name, arrayObj->RefCount);
182 #endif
183 *ptr = arrayObj;
184 }
185 _glthread_UNLOCK_MUTEX(arrayObj->Mutex);
186 }
187 }
188
189
190
191 static void
192 init_array(GLcontext *ctx,
193 struct gl_client_array *array, GLint size, GLint type)
194 {
195 array->Size = size;
196 array->Type = type;
197 array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */
198 array->Stride = 0;
199 array->StrideB = 0;
200 array->Ptr = NULL;
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);
207 #endif
208 }
209
210
211 /**
212 * Initialize a gl_array_object's arrays.
213 */
214 void
215 _mesa_initialize_array_object( GLcontext *ctx,
216 struct gl_array_object *obj,
217 GLuint name )
218 {
219 GLuint i;
220
221 obj->Name = name;
222
223 _glthread_INIT_MUTEX(obj->Mutex);
224 obj->RefCount = 1;
225
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);
236 }
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);
240 }
241
242 #if FEATURE_point_size_array
243 init_array(ctx, &obj->PointSize, 1, GL_FLOAT);
244 #endif
245 }
246
247
248 /**
249 * Add the given array object to the array object pool.
250 */
251 static void
252 save_array_object( GLcontext *ctx, struct gl_array_object *obj )
253 {
254 if (obj->Name > 0) {
255 /* insert into hash table */
256 _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj);
257 }
258 }
259
260
261 /**
262 * Remove the given array object from the array object pool.
263 * Do not deallocate the array object though.
264 */
265 static void
266 remove_array_object( GLcontext *ctx, struct gl_array_object *obj )
267 {
268 if (obj->Name > 0) {
269 /* remove from hash table */
270 _mesa_HashRemove(ctx->Array.Objects, obj->Name);
271 }
272 }
273
274
275
276 /**
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
279 * a VBO.
280 * The array->_MaxElement field will be updated.
281 * Later in glDrawArrays/Elements/etc we can do some bounds checking.
282 */
283 static void
284 compute_max_element(struct gl_client_array *array)
285 {
286 if (array->BufferObj->Name) {
287 /* Compute the max element we can access in the VBO without going
288 * out of bounds.
289 */
290 array->_MaxElement = ((GLsizeiptrARB) array->BufferObj->Size
291 - (GLsizeiptrARB) array->Ptr + array->StrideB
292 - array->_ElementSize) / array->StrideB;
293 if (0)
294 _mesa_printf("%s Object %u Size %u MaxElement %u\n",
295 __FUNCTION__,
296 array->BufferObj->Name,
297 (GLuint) array->BufferObj->Size,
298 array->_MaxElement);
299 }
300 else {
301 /* user-space array, no idea how big it is */
302 array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */
303 }
304 }
305
306
307 /**
308 * Helper for update_arrays().
309 * \return min(current min, array->_MaxElement).
310 */
311 static GLuint
312 update_min(GLuint min, struct gl_client_array *array)
313 {
314 compute_max_element(array);
315 if (array->Enabled)
316 return MIN2(min, array->_MaxElement);
317 else
318 return min;
319 }
320
321
322 /**
323 * Examine vertex arrays to update the gl_array_object::_MaxElement field.
324 */
325 void
326 _mesa_update_array_object_max_element(GLcontext *ctx,
327 struct gl_array_object *arrayObj)
328 {
329 GLuint i, min = ~0;
330
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);
341 #endif
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]);
346
347 /* _MaxElement is one past the last legal array element */
348 arrayObj->_MaxElement = min;
349 }
350
351
352 /**********************************************************************/
353 /* API Functions */
354 /**********************************************************************/
355
356 /**
357 * Bind a new array.
358 *
359 * \todo
360 * The binding could be done more efficiently by comparing the non-NULL
361 * pointers in the old and new objects. The only arrays that are "dirty" are
362 * the ones that are non-NULL in either object.
363 */
364 void GLAPIENTRY
365 _mesa_BindVertexArrayAPPLE( GLuint id )
366 {
367 GET_CURRENT_CONTEXT(ctx);
368 struct gl_array_object * const oldObj = ctx->Array.ArrayObj;
369 struct gl_array_object *newObj = NULL;
370 ASSERT_OUTSIDE_BEGIN_END(ctx);
371
372 ASSERT(oldObj != NULL);
373
374 if ( oldObj->Name == id )
375 return; /* rebinding the same array object- no change */
376
377 /*
378 * Get pointer to new array object (newObj)
379 */
380 if (id == 0) {
381 /* The spec says there is no array object named 0, but we use
382 * one internally because it simplifies things.
383 */
384 newObj = ctx->Array.DefaultArrayObj;
385 }
386 else {
387 /* non-default array object */
388 newObj = lookup_arrayobj(ctx, id);
389 if (!newObj) {
390 /* If this is a new array object id, allocate an array object now.
391 */
392 newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
393 if (!newObj) {
394 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
395 return;
396 }
397 save_array_object(ctx, newObj);
398 }
399 }
400
401 ctx->NewState |= _NEW_ARRAY;
402 ctx->Array.NewState |= _NEW_ARRAY_ALL;
403 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj);
404
405 /* Pass BindVertexArray call to device driver */
406 if (ctx->Driver.BindArrayObject && newObj)
407 (*ctx->Driver.BindArrayObject)( ctx, newObj );
408 }
409
410
411 /**
412 * Delete a set of array objects.
413 *
414 * \param n Number of array objects to delete.
415 * \param ids Array of \c n array object IDs.
416 */
417 void GLAPIENTRY
418 _mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids)
419 {
420 GET_CURRENT_CONTEXT(ctx);
421 GLsizei i;
422 ASSERT_OUTSIDE_BEGIN_END(ctx);
423
424 if (n < 0) {
425 _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
426 return;
427 }
428
429 for (i = 0; i < n; i++) {
430 struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]);
431
432 if ( obj != NULL ) {
433 ASSERT( obj->Name == ids[i] );
434
435 /* If the array object is currently bound, the spec says "the binding
436 * for that object reverts to zero and the default vertex array
437 * becomes current."
438 */
439 if ( obj == ctx->Array.ArrayObj ) {
440 CALL_BindVertexArrayAPPLE( ctx->Exec, (0) );
441 }
442
443 /* The ID is immediately freed for re-use */
444 remove_array_object(ctx, obj);
445
446 /* Unreference the array object.
447 * If refcount hits zero, the object will be deleted.
448 */
449 _mesa_reference_array_object(ctx, &obj, NULL);
450 }
451 }
452 }
453
454
455 /**
456 * Generate a set of unique array object IDs and store them in \c arrays.
457 *
458 * \param n Number of IDs to generate.
459 * \param arrays Array of \c n locations to store the IDs.
460 */
461 void GLAPIENTRY
462 _mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
463 {
464 GET_CURRENT_CONTEXT(ctx);
465 GLuint first;
466 GLint i;
467 ASSERT_OUTSIDE_BEGIN_END(ctx);
468
469 if (n < 0) {
470 _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
471 return;
472 }
473
474 if (!arrays) {
475 return;
476 }
477
478 first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n);
479
480 /* Allocate new, empty array objects and return identifiers */
481 for (i = 0; i < n; i++) {
482 struct gl_array_object *obj;
483 GLuint name = first + i;
484
485 obj = (*ctx->Driver.NewArrayObject)( ctx, name );
486 if (!obj) {
487 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
488 return;
489 }
490 save_array_object(ctx, obj);
491 arrays[i] = first + i;
492 }
493 }
494
495
496 /**
497 * Determine if ID is the name of an array object.
498 *
499 * \param id ID of the potential array object.
500 * \return \c GL_TRUE if \c id is the name of a array object,
501 * \c GL_FALSE otherwise.
502 */
503 GLboolean GLAPIENTRY
504 _mesa_IsVertexArrayAPPLE( GLuint id )
505 {
506 struct gl_array_object * obj;
507 GET_CURRENT_CONTEXT(ctx);
508 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
509
510 if (id == 0)
511 return GL_FALSE;
512
513 obj = lookup_arrayobj(ctx, id);
514
515 return (obj != NULL) ? GL_TRUE : GL_FALSE;
516 }