2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * (C) Copyright IBM Corporation 2006
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:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
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 * BRIAN PAUL OR IBM BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
22 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
23 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
30 * Functions for the GL_APPLE_vertex_array_object extension.
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.
36 * \author Ian Romanick <idr@us.ibm.com>
45 #if FEATURE_ARB_vertex_buffer_object
46 #include "bufferobj.h"
49 #include "glapi/dispatch.h"
53 * Look up the array object for the given ID.
56 * Either a pointer to the array object with the specified ID or \c NULL for
57 * a non-existent ID. The spec defines ID 0 as being technically
61 static INLINE
struct gl_array_object
*
62 lookup_arrayobj(GLcontext
*ctx
, GLuint id
)
66 : (struct gl_array_object
*) _mesa_HashLookup(ctx
->Shared
->ArrayObjects
,
72 * Allocate and initialize a new vertex array object.
74 * This function is intended to be called via
75 * \c dd_function_table::NewArrayObject.
77 struct gl_array_object
*
78 _mesa_new_array_object( GLcontext
*ctx
, GLuint name
)
80 struct gl_array_object
*obj
= CALLOC_STRUCT(gl_array_object
);
82 _mesa_initialize_array_object(ctx
, obj
, name
);
88 * Delete an array object.
90 * This function is intended to be called via
91 * \c dd_function_table::DeleteArrayObject.
94 _mesa_delete_array_object( GLcontext
*ctx
, struct gl_array_object
*obj
)
102 init_array(GLcontext
*ctx
,
103 struct gl_client_array
*array
, GLint size
, GLint type
)
107 array
->Format
= GL_RGBA
; /* only significant for GL_EXT_vertex_array_bgra */
111 array
->Enabled
= GL_FALSE
;
112 array
->Normalized
= GL_FALSE
;
113 #if FEATURE_ARB_vertex_buffer_object
114 /* Vertex array buffers */
115 array
->BufferObj
= ctx
->Array
.NullBufferObj
;
121 * Initialize a gl_array_object's arrays.
124 _mesa_initialize_array_object( GLcontext
*ctx
,
125 struct gl_array_object
*obj
,
132 /* Init the individual arrays */
133 init_array(ctx
, &obj
->Vertex
, 4, GL_FLOAT
);
134 init_array(ctx
, &obj
->Normal
, 3, GL_FLOAT
);
135 init_array(ctx
, &obj
->Color
, 4, GL_FLOAT
);
136 init_array(ctx
, &obj
->SecondaryColor
, 4, GL_FLOAT
);
137 init_array(ctx
, &obj
->FogCoord
, 1, GL_FLOAT
);
138 init_array(ctx
, &obj
->Index
, 1, GL_FLOAT
);
139 for (i
= 0; i
< MAX_TEXTURE_COORD_UNITS
; i
++) {
140 init_array(ctx
, &obj
->TexCoord
[i
], 4, GL_FLOAT
);
142 init_array(ctx
, &obj
->EdgeFlag
, 1, GL_BOOL
);
143 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
144 init_array(ctx
, &obj
->VertexAttrib
[i
], 4, GL_FLOAT
);
147 #if FEATURE_point_size_array
148 init_array(ctx
, &obj
->PointSize
, 1, GL_FLOAT
);
154 * Add the given array object to the array object pool.
157 _mesa_save_array_object( GLcontext
*ctx
, struct gl_array_object
*obj
)
160 /* insert into hash table */
161 _mesa_HashInsert(ctx
->Shared
->ArrayObjects
, obj
->Name
, obj
);
167 * Remove the given array object from the array object pool.
168 * Do not deallocate the array object though.
171 _mesa_remove_array_object( GLcontext
*ctx
, struct gl_array_object
*obj
)
174 /* remove from hash table */
175 _mesa_HashRemove(ctx
->Shared
->ArrayObjects
, obj
->Name
);
181 unbind_buffer_object( GLcontext
*ctx
, struct gl_buffer_object
*bufObj
)
183 if (bufObj
!= ctx
->Array
.NullBufferObj
) {
184 _mesa_reference_buffer_object(ctx
, &bufObj
, NULL
);
189 /**********************************************************************/
191 /**********************************************************************/
197 * The binding could be done more efficiently by comparing the non-NULL
198 * pointers in the old and new objects. The only arrays that are "dirty" are
199 * the ones that are non-NULL in either object.
202 _mesa_BindVertexArrayAPPLE( GLuint id
)
204 GET_CURRENT_CONTEXT(ctx
);
205 struct gl_array_object
* const oldObj
= ctx
->Array
.ArrayObj
;
206 struct gl_array_object
*newObj
= NULL
;
207 ASSERT_OUTSIDE_BEGIN_END(ctx
);
209 ASSERT(oldObj
!= NULL
);
211 if ( oldObj
->Name
== id
)
212 return; /* rebinding the same array object- no change */
215 * Get pointer to new array object (newBufObj)
218 /* The spec says there is no array object named 0, but we use
219 * one internally because it simplifies things.
221 newObj
= ctx
->Array
.DefaultArrayObj
;
224 /* non-default array object */
225 newObj
= lookup_arrayobj(ctx
, id
);
227 /* If this is a new array object id, allocate an array object now.
230 newObj
= (*ctx
->Driver
.NewArrayObject
)(ctx
, id
);
232 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindVertexArrayAPPLE");
235 _mesa_save_array_object(ctx
, newObj
);
240 ctx
->NewState
|= _NEW_ARRAY
;
241 ctx
->Array
.NewState
|= _NEW_ARRAY_ALL
;
242 ctx
->Array
.ArrayObj
= newObj
;
245 /* Pass BindVertexArray call to device driver */
246 if (ctx
->Driver
.BindArrayObject
&& newObj
)
247 (*ctx
->Driver
.BindArrayObject
)( ctx
, newObj
);
252 * Delete a set of array objects.
254 * \param n Number of array objects to delete.
255 * \param ids Array of \c n array object IDs.
258 _mesa_DeleteVertexArraysAPPLE(GLsizei n
, const GLuint
*ids
)
260 GET_CURRENT_CONTEXT(ctx
);
262 ASSERT_OUTSIDE_BEGIN_END(ctx
);
265 _mesa_error(ctx
, GL_INVALID_VALUE
, "glDeleteVertexArrayAPPLE(n)");
269 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
271 for (i
= 0; i
< n
; i
++) {
272 struct gl_array_object
*obj
= lookup_arrayobj(ctx
, ids
[i
]);
275 ASSERT( obj
->Name
== ids
[i
] );
278 /* If the array object is currently bound, the spec says "the binding
279 * for that object reverts to zero and the default vertex array
282 if ( obj
== ctx
->Array
.ArrayObj
) {
283 CALL_BindVertexArrayAPPLE( ctx
->Exec
, (0) );
286 #if FEATURE_ARB_vertex_buffer_object
287 /* Unbind any buffer objects that might be bound to arrays in
290 unbind_buffer_object( ctx
, obj
->Vertex
.BufferObj
);
291 unbind_buffer_object( ctx
, obj
->Normal
.BufferObj
);
292 unbind_buffer_object( ctx
, obj
->Color
.BufferObj
);
293 unbind_buffer_object( ctx
, obj
->SecondaryColor
.BufferObj
);
294 unbind_buffer_object( ctx
, obj
->FogCoord
.BufferObj
);
295 unbind_buffer_object( ctx
, obj
->Index
.BufferObj
);
296 for (i
= 0; i
< MAX_TEXTURE_COORD_UNITS
; i
++) {
297 unbind_buffer_object( ctx
, obj
->TexCoord
[i
].BufferObj
);
299 unbind_buffer_object( ctx
, obj
->EdgeFlag
.BufferObj
);
300 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
301 unbind_buffer_object( ctx
, obj
->VertexAttrib
[i
].BufferObj
);
305 /* The ID is immediately freed for re-use */
306 _mesa_remove_array_object(ctx
, obj
);
307 ctx
->Driver
.DeleteArrayObject(ctx
, obj
);
311 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
316 * Generate a set of unique array object IDs and store them in \c arrays.
318 * \param n Number of IDs to generate.
319 * \param arrays Array of \c n locations to store the IDs.
322 _mesa_GenVertexArraysAPPLE(GLsizei n
, GLuint
*arrays
)
324 GET_CURRENT_CONTEXT(ctx
);
327 ASSERT_OUTSIDE_BEGIN_END(ctx
);
330 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGenVertexArraysAPPLE");
339 * This must be atomic (generation and allocation of array object IDs)
341 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
343 first
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->ArrayObjects
, n
);
345 /* Allocate new, empty array objects and return identifiers */
346 for (i
= 0; i
< n
; i
++) {
347 struct gl_array_object
*obj
;
348 GLuint name
= first
+ i
;
350 obj
= (*ctx
->Driver
.NewArrayObject
)( ctx
, name
);
352 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
353 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenVertexArraysAPPLE");
356 _mesa_save_array_object(ctx
, obj
);
357 arrays
[i
] = first
+ i
;
360 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
365 * Determine if ID is the name of an array object.
367 * \param id ID of the potential array object.
368 * \return \c GL_TRUE if \c id is the name of a array object,
369 * \c GL_FALSE otherwise.
372 _mesa_IsVertexArrayAPPLE( GLuint id
)
374 struct gl_array_object
* obj
;
375 GET_CURRENT_CONTEXT(ctx
);
376 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
381 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
382 obj
= lookup_arrayobj(ctx
, id
);
383 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
385 return (obj
!= NULL
) ? GL_TRUE
: GL_FALSE
;