mesa: Move src/mesa/glapi/dispatch.h to mesa.
[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 "main/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 #if FEATURE_point_size_array
100 _mesa_reference_buffer_object(ctx, &obj->PointSize.BufferObj, NULL);
101 #endif
102 }
103
104
105 /**
106 * Allocate and initialize a new vertex array object.
107 *
108 * This function is intended to be called via
109 * \c dd_function_table::NewArrayObject.
110 */
111 struct gl_array_object *
112 _mesa_new_array_object( GLcontext *ctx, GLuint name )
113 {
114 struct gl_array_object *obj = CALLOC_STRUCT(gl_array_object);
115 if (obj)
116 _mesa_initialize_array_object(ctx, obj, name);
117 return obj;
118 }
119
120
121 /**
122 * Delete an array object.
123 *
124 * This function is intended to be called via
125 * \c dd_function_table::DeleteArrayObject.
126 */
127 void
128 _mesa_delete_array_object( GLcontext *ctx, struct gl_array_object *obj )
129 {
130 (void) ctx;
131 unbind_array_object_vbos(ctx, obj);
132 _glthread_DESTROY_MUTEX(obj->Mutex);
133 free(obj);
134 }
135
136
137 /**
138 * Set ptr to arrayObj w/ reference counting.
139 */
140 void
141 _mesa_reference_array_object(GLcontext *ctx,
142 struct gl_array_object **ptr,
143 struct gl_array_object *arrayObj)
144 {
145 if (*ptr == arrayObj)
146 return;
147
148 if (*ptr) {
149 /* Unreference the old array object */
150 GLboolean deleteFlag = GL_FALSE;
151 struct gl_array_object *oldObj = *ptr;
152
153 _glthread_LOCK_MUTEX(oldObj->Mutex);
154 ASSERT(oldObj->RefCount > 0);
155 oldObj->RefCount--;
156 #if 0
157 printf("ArrayObj %p %d DECR to %d\n",
158 (void *) oldObj, oldObj->Name, oldObj->RefCount);
159 #endif
160 deleteFlag = (oldObj->RefCount == 0);
161 _glthread_UNLOCK_MUTEX(oldObj->Mutex);
162
163 if (deleteFlag) {
164 ASSERT(ctx->Driver.DeleteArrayObject);
165 ctx->Driver.DeleteArrayObject(ctx, oldObj);
166 }
167
168 *ptr = NULL;
169 }
170 ASSERT(!*ptr);
171
172 if (arrayObj) {
173 /* reference new array object */
174 _glthread_LOCK_MUTEX(arrayObj->Mutex);
175 if (arrayObj->RefCount == 0) {
176 /* this array's being deleted (look just above) */
177 /* Not sure this can every really happen. Warn if it does. */
178 _mesa_problem(NULL, "referencing deleted array object");
179 *ptr = NULL;
180 }
181 else {
182 arrayObj->RefCount++;
183 #if 0
184 printf("ArrayObj %p %d INCR to %d\n",
185 (void *) arrayObj, arrayObj->Name, arrayObj->RefCount);
186 #endif
187 *ptr = arrayObj;
188 }
189 _glthread_UNLOCK_MUTEX(arrayObj->Mutex);
190 }
191 }
192
193
194
195 static void
196 init_array(GLcontext *ctx,
197 struct gl_client_array *array, GLint size, GLint type)
198 {
199 array->Size = size;
200 array->Type = type;
201 array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */
202 array->Stride = 0;
203 array->StrideB = 0;
204 array->Ptr = NULL;
205 array->Enabled = GL_FALSE;
206 array->Normalized = GL_FALSE;
207 #if FEATURE_ARB_vertex_buffer_object
208 /* Vertex array buffers */
209 _mesa_reference_buffer_object(ctx, &array->BufferObj,
210 ctx->Shared->NullBufferObj);
211 #endif
212 }
213
214
215 /**
216 * Initialize a gl_array_object's arrays.
217 */
218 void
219 _mesa_initialize_array_object( GLcontext *ctx,
220 struct gl_array_object *obj,
221 GLuint name )
222 {
223 GLuint i;
224
225 obj->Name = name;
226
227 _glthread_INIT_MUTEX(obj->Mutex);
228 obj->RefCount = 1;
229
230 /* Init the individual arrays */
231 init_array(ctx, &obj->Vertex, 4, GL_FLOAT);
232 init_array(ctx, &obj->Weight, 1, GL_FLOAT);
233 init_array(ctx, &obj->Normal, 3, GL_FLOAT);
234 init_array(ctx, &obj->Color, 4, GL_FLOAT);
235 init_array(ctx, &obj->SecondaryColor, 4, GL_FLOAT);
236 init_array(ctx, &obj->FogCoord, 1, GL_FLOAT);
237 init_array(ctx, &obj->Index, 1, GL_FLOAT);
238 for (i = 0; i < Elements(obj->TexCoord); i++) {
239 init_array(ctx, &obj->TexCoord[i], 4, GL_FLOAT);
240 }
241 init_array(ctx, &obj->EdgeFlag, 1, GL_BOOL);
242 for (i = 0; i < Elements(obj->VertexAttrib); i++) {
243 init_array(ctx, &obj->VertexAttrib[i], 4, GL_FLOAT);
244 }
245
246 #if FEATURE_point_size_array
247 init_array(ctx, &obj->PointSize, 1, GL_FLOAT);
248 #endif
249 }
250
251
252 /**
253 * Add the given array object to the array object pool.
254 */
255 static void
256 save_array_object( GLcontext *ctx, struct gl_array_object *obj )
257 {
258 if (obj->Name > 0) {
259 /* insert into hash table */
260 _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj);
261 }
262 }
263
264
265 /**
266 * Remove the given array object from the array object pool.
267 * Do not deallocate the array object though.
268 */
269 static void
270 remove_array_object( GLcontext *ctx, struct gl_array_object *obj )
271 {
272 if (obj->Name > 0) {
273 /* remove from hash table */
274 _mesa_HashRemove(ctx->Array.Objects, obj->Name);
275 }
276 }
277
278
279
280 /**
281 * Compute the index of the last array element that can be safely accessed
282 * in a vertex array. We can really only do this when the array lives in
283 * a VBO.
284 * The array->_MaxElement field will be updated.
285 * Later in glDrawArrays/Elements/etc we can do some bounds checking.
286 */
287 static void
288 compute_max_element(struct gl_client_array *array)
289 {
290 if (array->BufferObj->Name) {
291 /* Compute the max element we can access in the VBO without going
292 * out of bounds.
293 */
294 array->_MaxElement = ((GLsizeiptrARB) array->BufferObj->Size
295 - (GLsizeiptrARB) array->Ptr + array->StrideB
296 - array->_ElementSize) / array->StrideB;
297 if (0)
298 printf("%s Object %u Size %u MaxElement %u\n",
299 __FUNCTION__,
300 array->BufferObj->Name,
301 (GLuint) array->BufferObj->Size,
302 array->_MaxElement);
303 }
304 else {
305 /* user-space array, no idea how big it is */
306 array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */
307 }
308 }
309
310
311 /**
312 * Helper for update_arrays().
313 * \return min(current min, array->_MaxElement).
314 */
315 static GLuint
316 update_min(GLuint min, struct gl_client_array *array)
317 {
318 compute_max_element(array);
319 if (array->Enabled)
320 return MIN2(min, array->_MaxElement);
321 else
322 return min;
323 }
324
325
326 /**
327 * Examine vertex arrays to update the gl_array_object::_MaxElement field.
328 */
329 void
330 _mesa_update_array_object_max_element(GLcontext *ctx,
331 struct gl_array_object *arrayObj)
332 {
333 GLuint i, min = ~0;
334
335 min = update_min(min, &arrayObj->Vertex);
336 min = update_min(min, &arrayObj->Weight);
337 min = update_min(min, &arrayObj->Normal);
338 min = update_min(min, &arrayObj->Color);
339 min = update_min(min, &arrayObj->SecondaryColor);
340 min = update_min(min, &arrayObj->FogCoord);
341 min = update_min(min, &arrayObj->Index);
342 min = update_min(min, &arrayObj->EdgeFlag);
343 #if FEATURE_point_size_array
344 min = update_min(min, &arrayObj->PointSize);
345 #endif
346 for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
347 min = update_min(min, &arrayObj->TexCoord[i]);
348 for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
349 min = update_min(min, &arrayObj->VertexAttrib[i]);
350
351 /* _MaxElement is one past the last legal array element */
352 arrayObj->_MaxElement = min;
353 }
354
355
356 /**********************************************************************/
357 /* API Functions */
358 /**********************************************************************/
359
360
361 /**
362 * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE().
363 * \param genRequired specifies behavour when id was not generated with
364 * glGenVertexArrays().
365 */
366 static void
367 bind_vertex_array(GLcontext *ctx, GLuint id, GLboolean genRequired)
368 {
369 struct gl_array_object * const oldObj = ctx->Array.ArrayObj;
370 struct gl_array_object *newObj = NULL;
371 ASSERT_OUTSIDE_BEGIN_END(ctx);
372
373 ASSERT(oldObj != NULL);
374
375 if ( oldObj->Name == id )
376 return; /* rebinding the same array object- no change */
377
378 /*
379 * Get pointer to new array object (newObj)
380 */
381 if (id == 0) {
382 /* The spec says there is no array object named 0, but we use
383 * one internally because it simplifies things.
384 */
385 newObj = ctx->Array.DefaultArrayObj;
386 }
387 else {
388 /* non-default array object */
389 newObj = lookup_arrayobj(ctx, id);
390 if (!newObj) {
391 if (genRequired) {
392 _mesa_error(ctx, GL_INVALID_OPERATION, "glBindVertexArray(id)");
393 return;
394 }
395
396 /* For APPLE version, generate a new array object now */
397 newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
398 if (!newObj) {
399 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
400 return;
401 }
402 save_array_object(ctx, newObj);
403 }
404 }
405
406 ctx->NewState |= _NEW_ARRAY;
407 ctx->Array.NewState |= _NEW_ARRAY_ALL;
408 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj);
409
410 /* Pass BindVertexArray call to device driver */
411 if (ctx->Driver.BindArrayObject && newObj)
412 ctx->Driver.BindArrayObject(ctx, newObj);
413 }
414
415
416 /**
417 * ARB version of glBindVertexArray()
418 * This function behaves differently from glBindVertexArrayAPPLE() in
419 * that this function requires all ids to have been previously generated
420 * by glGenVertexArrays[APPLE]().
421 */
422 void GLAPIENTRY
423 _mesa_BindVertexArray( GLuint id )
424 {
425 GET_CURRENT_CONTEXT(ctx);
426 bind_vertex_array(ctx, id, GL_TRUE);
427 }
428
429
430 /**
431 * Bind a new array.
432 *
433 * \todo
434 * The binding could be done more efficiently by comparing the non-NULL
435 * pointers in the old and new objects. The only arrays that are "dirty" are
436 * the ones that are non-NULL in either object.
437 */
438 void GLAPIENTRY
439 _mesa_BindVertexArrayAPPLE( GLuint id )
440 {
441 GET_CURRENT_CONTEXT(ctx);
442 bind_vertex_array(ctx, id, GL_FALSE);
443 }
444
445
446 /**
447 * Delete a set of array objects.
448 *
449 * \param n Number of array objects to delete.
450 * \param ids Array of \c n array object IDs.
451 */
452 void GLAPIENTRY
453 _mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids)
454 {
455 GET_CURRENT_CONTEXT(ctx);
456 GLsizei i;
457 ASSERT_OUTSIDE_BEGIN_END(ctx);
458
459 if (n < 0) {
460 _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
461 return;
462 }
463
464 for (i = 0; i < n; i++) {
465 struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]);
466
467 if ( obj != NULL ) {
468 ASSERT( obj->Name == ids[i] );
469
470 /* If the array object is currently bound, the spec says "the binding
471 * for that object reverts to zero and the default vertex array
472 * becomes current."
473 */
474 if ( obj == ctx->Array.ArrayObj ) {
475 CALL_BindVertexArrayAPPLE( ctx->Exec, (0) );
476 }
477
478 /* The ID is immediately freed for re-use */
479 remove_array_object(ctx, obj);
480
481 /* Unreference the array object.
482 * If refcount hits zero, the object will be deleted.
483 */
484 _mesa_reference_array_object(ctx, &obj, NULL);
485 }
486 }
487 }
488
489
490 /**
491 * Generate a set of unique array object IDs and store them in \c arrays.
492 * Helper for _mesa_GenVertexArrays[APPLE]() functions below.
493 * \param n Number of IDs to generate.
494 * \param arrays Array of \c n locations to store the IDs.
495 * \param vboOnly Will arrays have to reside in VBOs?
496 */
497 static void
498 gen_vertex_arrays(GLcontext *ctx, GLsizei n, GLuint *arrays, GLboolean vboOnly)
499 {
500 GLuint first;
501 GLint i;
502 ASSERT_OUTSIDE_BEGIN_END(ctx);
503
504 if (n < 0) {
505 _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
506 return;
507 }
508
509 if (!arrays) {
510 return;
511 }
512
513 first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n);
514
515 /* Allocate new, empty array objects and return identifiers */
516 for (i = 0; i < n; i++) {
517 struct gl_array_object *obj;
518 GLuint name = first + i;
519
520 obj = (*ctx->Driver.NewArrayObject)( ctx, name );
521 if (!obj) {
522 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
523 return;
524 }
525 obj->VBOonly = vboOnly;
526 save_array_object(ctx, obj);
527 arrays[i] = first + i;
528 }
529 }
530
531
532 /**
533 * ARB version of glGenVertexArrays()
534 * All arrays will be required to live in VBOs.
535 */
536 void GLAPIENTRY
537 _mesa_GenVertexArrays(GLsizei n, GLuint *arrays)
538 {
539 GET_CURRENT_CONTEXT(ctx);
540 gen_vertex_arrays(ctx, n, arrays, GL_TRUE);
541 }
542
543
544 /**
545 * APPLE version of glGenVertexArraysAPPLE()
546 * Arrays may live in VBOs or ordinary memory.
547 */
548 void GLAPIENTRY
549 _mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
550 {
551 GET_CURRENT_CONTEXT(ctx);
552 gen_vertex_arrays(ctx, n, arrays, GL_FALSE);
553 }
554
555
556 /**
557 * Determine if ID is the name of an array object.
558 *
559 * \param id ID of the potential array object.
560 * \return \c GL_TRUE if \c id is the name of a array object,
561 * \c GL_FALSE otherwise.
562 */
563 GLboolean GLAPIENTRY
564 _mesa_IsVertexArrayAPPLE( GLuint id )
565 {
566 struct gl_array_object * obj;
567 GET_CURRENT_CONTEXT(ctx);
568 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
569
570 if (id == 0)
571 return GL_FALSE;
572
573 obj = lookup_arrayobj(ctx, id);
574
575 return (obj != NULL) ? GL_TRUE : GL_FALSE;
576 }