mesa: remove outdated version lines in comments
[mesa.git] / src / mesa / main / arrayobj.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * (C) Copyright IBM Corporation 2006
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
22 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
23 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
24 * OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28 /**
29 * \file arrayobj.c
30 * Functions for the GL_APPLE_vertex_array_object extension.
31 *
32 * \todo
33 * The code in this file borrows a lot from bufferobj.c. There's a certain
34 * amount of cruft left over from that origin that may be unnecessary.
35 *
36 * \author Ian Romanick <idr@us.ibm.com>
37 * \author Brian Paul
38 */
39
40
41 #include "glheader.h"
42 #include "hash.h"
43 #include "image.h"
44 #include "imports.h"
45 #include "context.h"
46 #include "bufferobj.h"
47 #include "arrayobj.h"
48 #include "macros.h"
49 #include "mtypes.h"
50 #include "varray.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(struct gl_context *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(struct gl_context *ctx, struct gl_array_object *obj)
81 {
82 GLuint i;
83
84 for (i = 0; i < Elements(obj->VertexAttrib); i++)
85 _mesa_reference_buffer_object(ctx, &obj->VertexAttrib[i].BufferObj, NULL);
86 }
87
88
89 /**
90 * Allocate and initialize a new vertex array object.
91 *
92 * This function is intended to be called via
93 * \c dd_function_table::NewArrayObject.
94 */
95 struct gl_array_object *
96 _mesa_new_array_object( struct gl_context *ctx, GLuint name )
97 {
98 struct gl_array_object *obj = CALLOC_STRUCT(gl_array_object);
99 if (obj)
100 _mesa_initialize_array_object(ctx, obj, name);
101 return obj;
102 }
103
104
105 /**
106 * Delete an array object.
107 *
108 * This function is intended to be called via
109 * \c dd_function_table::DeleteArrayObject.
110 */
111 void
112 _mesa_delete_array_object( struct gl_context *ctx, struct gl_array_object *obj )
113 {
114 (void) ctx;
115 unbind_array_object_vbos(ctx, obj);
116 _mesa_reference_buffer_object(ctx, &obj->ElementArrayBufferObj, NULL);
117 _glthread_DESTROY_MUTEX(obj->Mutex);
118 free(obj);
119 }
120
121
122 /**
123 * Set ptr to arrayObj w/ reference counting.
124 * Note: this should only be called from the _mesa_reference_array_object()
125 * inline function.
126 */
127 void
128 _mesa_reference_array_object_(struct gl_context *ctx,
129 struct gl_array_object **ptr,
130 struct gl_array_object *arrayObj)
131 {
132 assert(*ptr != arrayObj);
133
134 if (*ptr) {
135 /* Unreference the old array object */
136 GLboolean deleteFlag = GL_FALSE;
137 struct gl_array_object *oldObj = *ptr;
138
139 _glthread_LOCK_MUTEX(oldObj->Mutex);
140 ASSERT(oldObj->RefCount > 0);
141 oldObj->RefCount--;
142 #if 0
143 printf("ArrayObj %p %d DECR to %d\n",
144 (void *) oldObj, oldObj->Name, oldObj->RefCount);
145 #endif
146 deleteFlag = (oldObj->RefCount == 0);
147 _glthread_UNLOCK_MUTEX(oldObj->Mutex);
148
149 if (deleteFlag) {
150 ASSERT(ctx->Driver.DeleteArrayObject);
151 ctx->Driver.DeleteArrayObject(ctx, oldObj);
152 }
153
154 *ptr = NULL;
155 }
156 ASSERT(!*ptr);
157
158 if (arrayObj) {
159 /* reference new array object */
160 _glthread_LOCK_MUTEX(arrayObj->Mutex);
161 if (arrayObj->RefCount == 0) {
162 /* this array's being deleted (look just above) */
163 /* Not sure this can every really happen. Warn if it does. */
164 _mesa_problem(NULL, "referencing deleted array object");
165 *ptr = NULL;
166 }
167 else {
168 arrayObj->RefCount++;
169 #if 0
170 printf("ArrayObj %p %d INCR to %d\n",
171 (void *) arrayObj, arrayObj->Name, arrayObj->RefCount);
172 #endif
173 *ptr = arrayObj;
174 }
175 _glthread_UNLOCK_MUTEX(arrayObj->Mutex);
176 }
177 }
178
179
180
181 static void
182 init_array(struct gl_context *ctx,
183 struct gl_client_array *array, GLint size, GLint type)
184 {
185 array->Size = size;
186 array->Type = type;
187 array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */
188 array->Stride = 0;
189 array->StrideB = 0;
190 array->Ptr = NULL;
191 array->Enabled = GL_FALSE;
192 array->Normalized = GL_FALSE;
193 array->Integer = GL_FALSE;
194 array->_ElementSize = size * _mesa_sizeof_type(type);
195 /* Vertex array buffers */
196 _mesa_reference_buffer_object(ctx, &array->BufferObj,
197 ctx->Shared->NullBufferObj);
198 }
199
200
201 /**
202 * Initialize a gl_array_object's arrays.
203 */
204 void
205 _mesa_initialize_array_object( struct gl_context *ctx,
206 struct gl_array_object *obj,
207 GLuint name )
208 {
209 GLuint i;
210
211 obj->Name = name;
212
213 _glthread_INIT_MUTEX(obj->Mutex);
214 obj->RefCount = 1;
215
216 /* Init the individual arrays */
217 for (i = 0; i < Elements(obj->VertexAttrib); i++) {
218 switch (i) {
219 case VERT_ATTRIB_WEIGHT:
220 init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_WEIGHT], 1, GL_FLOAT);
221 break;
222 case VERT_ATTRIB_NORMAL:
223 init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_NORMAL], 3, GL_FLOAT);
224 break;
225 case VERT_ATTRIB_COLOR1:
226 init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_COLOR1], 3, GL_FLOAT);
227 break;
228 case VERT_ATTRIB_FOG:
229 init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_FOG], 1, GL_FLOAT);
230 break;
231 case VERT_ATTRIB_COLOR_INDEX:
232 init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX], 1, GL_FLOAT);
233 break;
234 case VERT_ATTRIB_EDGEFLAG:
235 init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_EDGEFLAG], 1, GL_BOOL);
236 break;
237 case VERT_ATTRIB_POINT_SIZE:
238 init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_POINT_SIZE], 1, GL_FLOAT);
239 break;
240 default:
241 init_array(ctx, &obj->VertexAttrib[i], 4, GL_FLOAT);
242 break;
243 }
244 }
245
246 _mesa_reference_buffer_object(ctx, &obj->ElementArrayBufferObj,
247 ctx->Shared->NullBufferObj);
248 }
249
250
251 /**
252 * Add the given array object to the array object pool.
253 */
254 static void
255 save_array_object( struct gl_context *ctx, struct gl_array_object *obj )
256 {
257 if (obj->Name > 0) {
258 /* insert into hash table */
259 _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj);
260 }
261 }
262
263
264 /**
265 * Remove the given array object from the array object pool.
266 * Do not deallocate the array object though.
267 */
268 static void
269 remove_array_object( struct gl_context *ctx, struct gl_array_object *obj )
270 {
271 if (obj->Name > 0) {
272 /* remove from hash table */
273 _mesa_HashRemove(ctx->Array.Objects, obj->Name);
274 }
275 }
276
277
278
279 /**
280 * Helper for _mesa_update_array_object_max_element().
281 * \return min(arrayObj->VertexAttrib[*]._MaxElement).
282 */
283 static GLuint
284 compute_max_element(struct gl_array_object *arrayObj, GLbitfield64 enabled)
285 {
286 GLuint min = ~((GLuint)0);
287
288 while (enabled) {
289 struct gl_client_array *client_array;
290 GLint attrib = ffsll(enabled) - 1;
291 enabled ^= BITFIELD64_BIT(attrib);
292
293 client_array = &arrayObj->VertexAttrib[attrib];
294 assert(client_array->Enabled);
295 _mesa_update_array_max_element(client_array);
296 min = MIN2(min, client_array->_MaxElement);
297 }
298
299 return min;
300 }
301
302
303 /**
304 * Examine vertex arrays to update the gl_array_object::_MaxElement field.
305 */
306 void
307 _mesa_update_array_object_max_element(struct gl_context *ctx,
308 struct gl_array_object *arrayObj)
309 {
310 GLbitfield64 enabled;
311
312 if (!ctx->VertexProgram._Current ||
313 ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram) {
314 enabled = _mesa_array_object_get_enabled_ff(arrayObj);
315 } else {
316 enabled = _mesa_array_object_get_enabled_arb(arrayObj);
317 }
318
319 /* _MaxElement is one past the last legal array element */
320 arrayObj->_MaxElement = compute_max_element(arrayObj, enabled);
321 }
322
323
324 /**********************************************************************/
325 /* API Functions */
326 /**********************************************************************/
327
328
329 /**
330 * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE().
331 * \param genRequired specifies behavour when id was not generated with
332 * glGenVertexArrays().
333 */
334 static void
335 bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
336 {
337 struct gl_array_object * const oldObj = ctx->Array.ArrayObj;
338 struct gl_array_object *newObj = NULL;
339
340 ASSERT(oldObj != NULL);
341
342 if ( oldObj->Name == id )
343 return; /* rebinding the same array object- no change */
344
345 /*
346 * Get pointer to new array object (newObj)
347 */
348 if (id == 0) {
349 /* The spec says there is no array object named 0, but we use
350 * one internally because it simplifies things.
351 */
352 newObj = ctx->Array.DefaultArrayObj;
353 }
354 else {
355 /* non-default array object */
356 newObj = lookup_arrayobj(ctx, id);
357 if (!newObj) {
358 if (genRequired) {
359 _mesa_error(ctx, GL_INVALID_OPERATION, "glBindVertexArray(non-gen name)");
360 return;
361 }
362
363 /* For APPLE version, generate a new array object now */
364 newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
365 if (!newObj) {
366 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
367 return;
368 }
369
370 save_array_object(ctx, newObj);
371 }
372
373 if (!newObj->EverBound) {
374 /* The "Interactions with APPLE_vertex_array_object" section of the
375 * GL_ARB_vertex_array_object spec says:
376 *
377 * "The first bind call, either BindVertexArray or
378 * BindVertexArrayAPPLE, determines the semantic of the object."
379 */
380 newObj->ARBsemantics = genRequired;
381 newObj->EverBound = GL_TRUE;
382 }
383 }
384
385 ctx->NewState |= _NEW_ARRAY;
386 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj);
387
388 /* Pass BindVertexArray call to device driver */
389 if (ctx->Driver.BindArrayObject && newObj)
390 ctx->Driver.BindArrayObject(ctx, newObj);
391 }
392
393
394 /**
395 * ARB version of glBindVertexArray()
396 * This function behaves differently from glBindVertexArrayAPPLE() in
397 * that this function requires all ids to have been previously generated
398 * by glGenVertexArrays[APPLE]().
399 */
400 void GLAPIENTRY
401 _mesa_BindVertexArray( GLuint id )
402 {
403 GET_CURRENT_CONTEXT(ctx);
404 bind_vertex_array(ctx, id, GL_TRUE);
405 }
406
407
408 /**
409 * Bind a new array.
410 *
411 * \todo
412 * The binding could be done more efficiently by comparing the non-NULL
413 * pointers in the old and new objects. The only arrays that are "dirty" are
414 * the ones that are non-NULL in either object.
415 */
416 void GLAPIENTRY
417 _mesa_BindVertexArrayAPPLE( GLuint id )
418 {
419 GET_CURRENT_CONTEXT(ctx);
420 bind_vertex_array(ctx, id, GL_FALSE);
421 }
422
423
424 /**
425 * Delete a set of array objects.
426 *
427 * \param n Number of array objects to delete.
428 * \param ids Array of \c n array object IDs.
429 */
430 void GLAPIENTRY
431 _mesa_DeleteVertexArrays(GLsizei n, const GLuint *ids)
432 {
433 GET_CURRENT_CONTEXT(ctx);
434 GLsizei i;
435
436 if (n < 0) {
437 _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
438 return;
439 }
440
441 for (i = 0; i < n; i++) {
442 struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]);
443
444 if ( obj != NULL ) {
445 ASSERT( obj->Name == ids[i] );
446
447 /* If the array object is currently bound, the spec says "the binding
448 * for that object reverts to zero and the default vertex array
449 * becomes current."
450 */
451 if ( obj == ctx->Array.ArrayObj ) {
452 _mesa_BindVertexArray(0);
453 }
454
455 /* The ID is immediately freed for re-use */
456 remove_array_object(ctx, obj);
457
458 /* Unreference the array object.
459 * If refcount hits zero, the object will be deleted.
460 */
461 _mesa_reference_array_object(ctx, &obj, NULL);
462 }
463 }
464 }
465
466
467 /**
468 * Generate a set of unique array object IDs and store them in \c arrays.
469 * Helper for _mesa_GenVertexArrays[APPLE]() functions below.
470 * \param n Number of IDs to generate.
471 * \param arrays Array of \c n locations to store the IDs.
472 * \param vboOnly Will arrays have to reside in VBOs?
473 */
474 static void
475 gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays)
476 {
477 GLuint first;
478 GLint i;
479
480 if (n < 0) {
481 _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
482 return;
483 }
484
485 if (!arrays) {
486 return;
487 }
488
489 first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n);
490
491 /* Allocate new, empty array objects and return identifiers */
492 for (i = 0; i < n; i++) {
493 struct gl_array_object *obj;
494 GLuint name = first + i;
495
496 obj = (*ctx->Driver.NewArrayObject)( ctx, name );
497 if (!obj) {
498 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
499 return;
500 }
501 save_array_object(ctx, obj);
502 arrays[i] = first + i;
503 }
504 }
505
506
507 /**
508 * ARB version of glGenVertexArrays()
509 * All arrays will be required to live in VBOs.
510 */
511 void GLAPIENTRY
512 _mesa_GenVertexArrays(GLsizei n, GLuint *arrays)
513 {
514 GET_CURRENT_CONTEXT(ctx);
515 gen_vertex_arrays(ctx, n, arrays);
516 }
517
518
519 /**
520 * APPLE version of glGenVertexArraysAPPLE()
521 * Arrays may live in VBOs or ordinary memory.
522 */
523 void GLAPIENTRY
524 _mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
525 {
526 GET_CURRENT_CONTEXT(ctx);
527 gen_vertex_arrays(ctx, n, arrays);
528 }
529
530
531 /**
532 * Determine if ID is the name of an array object.
533 *
534 * \param id ID of the potential array object.
535 * \return \c GL_TRUE if \c id is the name of a array object,
536 * \c GL_FALSE otherwise.
537 */
538 GLboolean GLAPIENTRY
539 _mesa_IsVertexArray( GLuint id )
540 {
541 struct gl_array_object * obj;
542 GET_CURRENT_CONTEXT(ctx);
543 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
544
545 if (id == 0)
546 return GL_FALSE;
547
548 obj = lookup_arrayobj(ctx, id);
549 if (obj == NULL)
550 return GL_FALSE;
551
552 return obj->EverBound;
553 }