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
)
97 _glthread_DESTROY_MUTEX(obj
->Mutex
);
103 * Set ptr to arrayObj w/ reference counting.
106 _mesa_reference_array_object(GLcontext
*ctx
,
107 struct gl_array_object
**ptr
,
108 struct gl_array_object
*arrayObj
)
110 if (*ptr
== arrayObj
)
114 /* Unreference the old array object */
115 GLboolean deleteFlag
= GL_FALSE
;
116 struct gl_array_object
*oldObj
= *ptr
;
118 _glthread_LOCK_MUTEX(oldObj
->Mutex
);
119 ASSERT(oldObj
->RefCount
> 0);
122 printf("ArrayObj %p %d DECR to %d\n",
123 (void *) oldObj
, oldObj
->Name
, oldObj
->RefCount
);
125 deleteFlag
= (oldObj
->RefCount
== 0);
126 _glthread_UNLOCK_MUTEX(oldObj
->Mutex
);
129 ASSERT(ctx
->Driver
.DeleteArrayObject
);
130 ctx
->Driver
.DeleteArrayObject(ctx
, oldObj
);
138 /* reference new array object */
139 _glthread_LOCK_MUTEX(arrayObj
->Mutex
);
140 if (arrayObj
->RefCount
== 0) {
141 /* this array's being deleted (look just above) */
142 /* Not sure this can every really happen. Warn if it does. */
143 _mesa_problem(NULL
, "referencing deleted array object");
147 arrayObj
->RefCount
++;
149 printf("ArrayObj %p %d INCR to %d\n",
150 (void *) arrayObj
, arrayObj
->Name
, arrayObj
->RefCount
);
154 _glthread_UNLOCK_MUTEX(arrayObj
->Mutex
);
161 init_array(GLcontext
*ctx
,
162 struct gl_client_array
*array
, GLint size
, GLint type
)
166 array
->Format
= GL_RGBA
; /* only significant for GL_EXT_vertex_array_bgra */
170 array
->Enabled
= GL_FALSE
;
171 array
->Normalized
= GL_FALSE
;
172 #if FEATURE_ARB_vertex_buffer_object
173 /* Vertex array buffers */
174 array
->BufferObj
= ctx
->Array
.NullBufferObj
;
180 * Initialize a gl_array_object's arrays.
183 _mesa_initialize_array_object( GLcontext
*ctx
,
184 struct gl_array_object
*obj
,
191 _glthread_INIT_MUTEX(obj
->Mutex
);
194 /* Init the individual arrays */
195 init_array(ctx
, &obj
->Vertex
, 4, GL_FLOAT
);
196 init_array(ctx
, &obj
->Normal
, 3, GL_FLOAT
);
197 init_array(ctx
, &obj
->Color
, 4, GL_FLOAT
);
198 init_array(ctx
, &obj
->SecondaryColor
, 4, GL_FLOAT
);
199 init_array(ctx
, &obj
->FogCoord
, 1, GL_FLOAT
);
200 init_array(ctx
, &obj
->Index
, 1, GL_FLOAT
);
201 for (i
= 0; i
< MAX_TEXTURE_COORD_UNITS
; i
++) {
202 init_array(ctx
, &obj
->TexCoord
[i
], 4, GL_FLOAT
);
204 init_array(ctx
, &obj
->EdgeFlag
, 1, GL_BOOL
);
205 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
206 init_array(ctx
, &obj
->VertexAttrib
[i
], 4, GL_FLOAT
);
209 #if FEATURE_point_size_array
210 init_array(ctx
, &obj
->PointSize
, 1, GL_FLOAT
);
216 * Add the given array object to the array object pool.
219 _mesa_save_array_object( GLcontext
*ctx
, struct gl_array_object
*obj
)
222 /* insert into hash table */
223 _mesa_HashInsert(ctx
->Shared
->ArrayObjects
, obj
->Name
, obj
);
229 * Remove the given array object from the array object pool.
230 * Do not deallocate the array object though.
233 _mesa_remove_array_object( GLcontext
*ctx
, struct gl_array_object
*obj
)
236 /* remove from hash table */
237 _mesa_HashRemove(ctx
->Shared
->ArrayObjects
, obj
->Name
);
243 unbind_buffer_object( GLcontext
*ctx
, struct gl_buffer_object
*bufObj
)
245 if (bufObj
!= ctx
->Array
.NullBufferObj
) {
246 _mesa_reference_buffer_object(ctx
, &bufObj
, NULL
);
251 /**********************************************************************/
253 /**********************************************************************/
259 * The binding could be done more efficiently by comparing the non-NULL
260 * pointers in the old and new objects. The only arrays that are "dirty" are
261 * the ones that are non-NULL in either object.
264 _mesa_BindVertexArrayAPPLE( GLuint id
)
266 GET_CURRENT_CONTEXT(ctx
);
267 struct gl_array_object
* const oldObj
= ctx
->Array
.ArrayObj
;
268 struct gl_array_object
*newObj
= NULL
;
269 ASSERT_OUTSIDE_BEGIN_END(ctx
);
271 ASSERT(oldObj
!= NULL
);
273 if ( oldObj
->Name
== id
)
274 return; /* rebinding the same array object- no change */
277 * Get pointer to new array object (newBufObj)
280 /* The spec says there is no array object named 0, but we use
281 * one internally because it simplifies things.
283 newObj
= ctx
->Array
.DefaultArrayObj
;
286 /* non-default array object */
287 newObj
= lookup_arrayobj(ctx
, id
);
289 /* If this is a new array object id, allocate an array object now.
291 newObj
= (*ctx
->Driver
.NewArrayObject
)(ctx
, id
);
293 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindVertexArrayAPPLE");
296 _mesa_save_array_object(ctx
, newObj
);
300 ctx
->NewState
|= _NEW_ARRAY
;
301 ctx
->Array
.NewState
|= _NEW_ARRAY_ALL
;
302 _mesa_reference_array_object(ctx
, &ctx
->Array
.ArrayObj
, newObj
);
304 /* Pass BindVertexArray call to device driver */
305 if (ctx
->Driver
.BindArrayObject
&& newObj
)
306 (*ctx
->Driver
.BindArrayObject
)( ctx
, newObj
);
311 * Delete a set of array objects.
313 * \param n Number of array objects to delete.
314 * \param ids Array of \c n array object IDs.
317 _mesa_DeleteVertexArraysAPPLE(GLsizei n
, const GLuint
*ids
)
319 GET_CURRENT_CONTEXT(ctx
);
321 ASSERT_OUTSIDE_BEGIN_END(ctx
);
324 _mesa_error(ctx
, GL_INVALID_VALUE
, "glDeleteVertexArrayAPPLE(n)");
328 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
330 for (i
= 0; i
< n
; i
++) {
331 struct gl_array_object
*obj
= lookup_arrayobj(ctx
, ids
[i
]);
334 ASSERT( obj
->Name
== ids
[i
] );
337 /* If the array object is currently bound, the spec says "the binding
338 * for that object reverts to zero and the default vertex array
341 if ( obj
== ctx
->Array
.ArrayObj
) {
342 CALL_BindVertexArrayAPPLE( ctx
->Exec
, (0) );
345 #if FEATURE_ARB_vertex_buffer_object
346 /* Unbind any buffer objects that might be bound to arrays in
349 unbind_buffer_object( ctx
, obj
->Vertex
.BufferObj
);
350 unbind_buffer_object( ctx
, obj
->Normal
.BufferObj
);
351 unbind_buffer_object( ctx
, obj
->Color
.BufferObj
);
352 unbind_buffer_object( ctx
, obj
->SecondaryColor
.BufferObj
);
353 unbind_buffer_object( ctx
, obj
->FogCoord
.BufferObj
);
354 unbind_buffer_object( ctx
, obj
->Index
.BufferObj
);
355 for (i
= 0; i
< MAX_TEXTURE_COORD_UNITS
; i
++) {
356 unbind_buffer_object( ctx
, obj
->TexCoord
[i
].BufferObj
);
358 unbind_buffer_object( ctx
, obj
->EdgeFlag
.BufferObj
);
359 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
360 unbind_buffer_object( ctx
, obj
->VertexAttrib
[i
].BufferObj
);
364 /* The ID is immediately freed for re-use */
365 _mesa_remove_array_object(ctx
, obj
);
366 ctx
->Driver
.DeleteArrayObject(ctx
, obj
);
370 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
375 * Generate a set of unique array object IDs and store them in \c arrays.
377 * \param n Number of IDs to generate.
378 * \param arrays Array of \c n locations to store the IDs.
381 _mesa_GenVertexArraysAPPLE(GLsizei n
, GLuint
*arrays
)
383 GET_CURRENT_CONTEXT(ctx
);
386 ASSERT_OUTSIDE_BEGIN_END(ctx
);
389 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGenVertexArraysAPPLE");
398 * This must be atomic (generation and allocation of array object IDs)
400 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
402 first
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->ArrayObjects
, n
);
404 /* Allocate new, empty array objects and return identifiers */
405 for (i
= 0; i
< n
; i
++) {
406 struct gl_array_object
*obj
;
407 GLuint name
= first
+ i
;
409 obj
= (*ctx
->Driver
.NewArrayObject
)( ctx
, name
);
411 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
412 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenVertexArraysAPPLE");
415 _mesa_save_array_object(ctx
, obj
);
416 arrays
[i
] = first
+ i
;
419 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
424 * Determine if ID is the name of an array object.
426 * \param id ID of the potential array object.
427 * \return \c GL_TRUE if \c id is the name of a array object,
428 * \c GL_FALSE otherwise.
431 _mesa_IsVertexArrayAPPLE( GLuint id
)
433 struct gl_array_object
* obj
;
434 GET_CURRENT_CONTEXT(ctx
);
435 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
440 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
441 obj
= lookup_arrayobj(ctx
, id
);
442 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
444 return (obj
!= NULL
) ? GL_TRUE
: GL_FALSE
;