2 * Mesa 3-D graphics library
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.
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:
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
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
31 * Functions for the GL_APPLE_vertex_array_object extension.
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.
37 * \author Ian Romanick <idr@us.ibm.com>
46 #include "mfeatures.h"
47 #if FEATURE_ARB_vertex_buffer_object
48 #include "bufferobj.h"
54 #include "main/dispatch.h"
58 * Look up the array object for the given ID.
61 * Either a pointer to the array object with the specified ID or \c NULL for
62 * a non-existent ID. The spec defines ID 0 as being technically
66 static INLINE
struct gl_array_object
*
67 lookup_arrayobj(struct gl_context
*ctx
, GLuint id
)
72 return (struct gl_array_object
*)
73 _mesa_HashLookup(ctx
->Array
.Objects
, id
);
78 * For all the vertex arrays in the array object, unbind any pointers
79 * to any buffer objects (VBOs).
80 * This is done just prior to array object destruction.
83 unbind_array_object_vbos(struct gl_context
*ctx
, struct gl_array_object
*obj
)
87 _mesa_reference_buffer_object(ctx
, &obj
->Vertex
.BufferObj
, NULL
);
88 _mesa_reference_buffer_object(ctx
, &obj
->Weight
.BufferObj
, NULL
);
89 _mesa_reference_buffer_object(ctx
, &obj
->Normal
.BufferObj
, NULL
);
90 _mesa_reference_buffer_object(ctx
, &obj
->Color
.BufferObj
, NULL
);
91 _mesa_reference_buffer_object(ctx
, &obj
->SecondaryColor
.BufferObj
, NULL
);
92 _mesa_reference_buffer_object(ctx
, &obj
->FogCoord
.BufferObj
, NULL
);
93 _mesa_reference_buffer_object(ctx
, &obj
->Index
.BufferObj
, NULL
);
94 _mesa_reference_buffer_object(ctx
, &obj
->EdgeFlag
.BufferObj
, NULL
);
96 for (i
= 0; i
< Elements(obj
->TexCoord
); i
++)
97 _mesa_reference_buffer_object(ctx
, &obj
->TexCoord
[i
].BufferObj
, NULL
);
99 for (i
= 0; i
< Elements(obj
->VertexAttrib
); i
++)
100 _mesa_reference_buffer_object(ctx
, &obj
->VertexAttrib
[i
].BufferObj
,NULL
);
102 #if FEATURE_point_size_array
103 _mesa_reference_buffer_object(ctx
, &obj
->PointSize
.BufferObj
, NULL
);
109 * Allocate and initialize a new vertex array object.
111 * This function is intended to be called via
112 * \c dd_function_table::NewArrayObject.
114 struct gl_array_object
*
115 _mesa_new_array_object( struct gl_context
*ctx
, GLuint name
)
117 struct gl_array_object
*obj
= CALLOC_STRUCT(gl_array_object
);
119 _mesa_initialize_array_object(ctx
, obj
, name
);
125 * Delete an array object.
127 * This function is intended to be called via
128 * \c dd_function_table::DeleteArrayObject.
131 _mesa_delete_array_object( struct gl_context
*ctx
, struct gl_array_object
*obj
)
134 unbind_array_object_vbos(ctx
, obj
);
135 _glthread_DESTROY_MUTEX(obj
->Mutex
);
141 * Set ptr to arrayObj w/ reference counting.
144 _mesa_reference_array_object(struct gl_context
*ctx
,
145 struct gl_array_object
**ptr
,
146 struct gl_array_object
*arrayObj
)
148 if (*ptr
== arrayObj
)
152 /* Unreference the old array object */
153 GLboolean deleteFlag
= GL_FALSE
;
154 struct gl_array_object
*oldObj
= *ptr
;
156 _glthread_LOCK_MUTEX(oldObj
->Mutex
);
157 ASSERT(oldObj
->RefCount
> 0);
160 printf("ArrayObj %p %d DECR to %d\n",
161 (void *) oldObj
, oldObj
->Name
, oldObj
->RefCount
);
163 deleteFlag
= (oldObj
->RefCount
== 0);
164 _glthread_UNLOCK_MUTEX(oldObj
->Mutex
);
167 ASSERT(ctx
->Driver
.DeleteArrayObject
);
168 ctx
->Driver
.DeleteArrayObject(ctx
, oldObj
);
176 /* reference new array object */
177 _glthread_LOCK_MUTEX(arrayObj
->Mutex
);
178 if (arrayObj
->RefCount
== 0) {
179 /* this array's being deleted (look just above) */
180 /* Not sure this can every really happen. Warn if it does. */
181 _mesa_problem(NULL
, "referencing deleted array object");
185 arrayObj
->RefCount
++;
187 printf("ArrayObj %p %d INCR to %d\n",
188 (void *) arrayObj
, arrayObj
->Name
, arrayObj
->RefCount
);
192 _glthread_UNLOCK_MUTEX(arrayObj
->Mutex
);
199 init_array(struct gl_context
*ctx
,
200 struct gl_client_array
*array
, GLint size
, GLint type
)
204 array
->Format
= GL_RGBA
; /* only significant for GL_EXT_vertex_array_bgra */
208 array
->Enabled
= GL_FALSE
;
209 array
->Normalized
= GL_FALSE
;
210 #if FEATURE_ARB_vertex_buffer_object
211 /* Vertex array buffers */
212 _mesa_reference_buffer_object(ctx
, &array
->BufferObj
,
213 ctx
->Shared
->NullBufferObj
);
219 * Initialize a gl_array_object's arrays.
222 _mesa_initialize_array_object( struct gl_context
*ctx
,
223 struct gl_array_object
*obj
,
230 _glthread_INIT_MUTEX(obj
->Mutex
);
233 /* Init the individual arrays */
234 init_array(ctx
, &obj
->Vertex
, 4, GL_FLOAT
);
235 init_array(ctx
, &obj
->Weight
, 1, GL_FLOAT
);
236 init_array(ctx
, &obj
->Normal
, 3, GL_FLOAT
);
237 init_array(ctx
, &obj
->Color
, 4, GL_FLOAT
);
238 init_array(ctx
, &obj
->SecondaryColor
, 3, GL_FLOAT
);
239 init_array(ctx
, &obj
->FogCoord
, 1, GL_FLOAT
);
240 init_array(ctx
, &obj
->Index
, 1, GL_FLOAT
);
241 for (i
= 0; i
< Elements(obj
->TexCoord
); i
++) {
242 init_array(ctx
, &obj
->TexCoord
[i
], 4, GL_FLOAT
);
244 init_array(ctx
, &obj
->EdgeFlag
, 1, GL_BOOL
);
245 for (i
= 0; i
< Elements(obj
->VertexAttrib
); i
++) {
246 init_array(ctx
, &obj
->VertexAttrib
[i
], 4, GL_FLOAT
);
249 #if FEATURE_point_size_array
250 init_array(ctx
, &obj
->PointSize
, 1, GL_FLOAT
);
256 * Add the given array object to the array object pool.
259 save_array_object( struct gl_context
*ctx
, struct gl_array_object
*obj
)
262 /* insert into hash table */
263 _mesa_HashInsert(ctx
->Array
.Objects
, obj
->Name
, obj
);
269 * Remove the given array object from the array object pool.
270 * Do not deallocate the array object though.
273 remove_array_object( struct gl_context
*ctx
, struct gl_array_object
*obj
)
276 /* remove from hash table */
277 _mesa_HashRemove(ctx
->Array
.Objects
, obj
->Name
);
284 * Helper for update_arrays().
285 * \return min(current min, array->_MaxElement).
288 update_min(GLuint min
, struct gl_client_array
*array
)
290 _mesa_update_array_max_element(array
);
292 return MIN2(min
, array
->_MaxElement
);
299 * Examine vertex arrays to update the gl_array_object::_MaxElement field.
302 _mesa_update_array_object_max_element(struct gl_context
*ctx
,
303 struct gl_array_object
*arrayObj
)
307 min
= update_min(min
, &arrayObj
->Vertex
);
308 min
= update_min(min
, &arrayObj
->Weight
);
309 min
= update_min(min
, &arrayObj
->Normal
);
310 min
= update_min(min
, &arrayObj
->Color
);
311 min
= update_min(min
, &arrayObj
->SecondaryColor
);
312 min
= update_min(min
, &arrayObj
->FogCoord
);
313 min
= update_min(min
, &arrayObj
->Index
);
314 min
= update_min(min
, &arrayObj
->EdgeFlag
);
315 #if FEATURE_point_size_array
316 min
= update_min(min
, &arrayObj
->PointSize
);
318 for (i
= 0; i
< ctx
->Const
.MaxTextureCoordUnits
; i
++)
319 min
= update_min(min
, &arrayObj
->TexCoord
[i
]);
320 for (i
= 0; i
< Elements(arrayObj
->VertexAttrib
); i
++)
321 min
= update_min(min
, &arrayObj
->VertexAttrib
[i
]);
323 /* _MaxElement is one past the last legal array element */
324 arrayObj
->_MaxElement
= min
;
328 /**********************************************************************/
330 /**********************************************************************/
334 * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE().
335 * \param genRequired specifies behavour when id was not generated with
336 * glGenVertexArrays().
339 bind_vertex_array(struct gl_context
*ctx
, GLuint id
, GLboolean genRequired
)
341 struct gl_array_object
* const oldObj
= ctx
->Array
.ArrayObj
;
342 struct gl_array_object
*newObj
= NULL
;
343 ASSERT_OUTSIDE_BEGIN_END(ctx
);
345 ASSERT(oldObj
!= NULL
);
347 if ( oldObj
->Name
== id
)
348 return; /* rebinding the same array object- no change */
351 * Get pointer to new array object (newObj)
354 /* The spec says there is no array object named 0, but we use
355 * one internally because it simplifies things.
357 newObj
= ctx
->Array
.DefaultArrayObj
;
360 /* non-default array object */
361 newObj
= lookup_arrayobj(ctx
, id
);
364 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glBindVertexArray(id)");
368 /* For APPLE version, generate a new array object now */
369 newObj
= (*ctx
->Driver
.NewArrayObject
)(ctx
, id
);
371 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindVertexArrayAPPLE");
374 save_array_object(ctx
, newObj
);
378 ctx
->NewState
|= _NEW_ARRAY
;
379 ctx
->Array
.NewState
|= _NEW_ARRAY_ALL
;
380 _mesa_reference_array_object(ctx
, &ctx
->Array
.ArrayObj
, newObj
);
382 /* Pass BindVertexArray call to device driver */
383 if (ctx
->Driver
.BindArrayObject
&& newObj
)
384 ctx
->Driver
.BindArrayObject(ctx
, newObj
);
389 * ARB version of glBindVertexArray()
390 * This function behaves differently from glBindVertexArrayAPPLE() in
391 * that this function requires all ids to have been previously generated
392 * by glGenVertexArrays[APPLE]().
395 _mesa_BindVertexArray( GLuint id
)
397 GET_CURRENT_CONTEXT(ctx
);
398 bind_vertex_array(ctx
, id
, GL_TRUE
);
406 * The binding could be done more efficiently by comparing the non-NULL
407 * pointers in the old and new objects. The only arrays that are "dirty" are
408 * the ones that are non-NULL in either object.
411 _mesa_BindVertexArrayAPPLE( GLuint id
)
413 GET_CURRENT_CONTEXT(ctx
);
414 bind_vertex_array(ctx
, id
, GL_FALSE
);
419 * Delete a set of array objects.
421 * \param n Number of array objects to delete.
422 * \param ids Array of \c n array object IDs.
425 _mesa_DeleteVertexArraysAPPLE(GLsizei n
, const GLuint
*ids
)
427 GET_CURRENT_CONTEXT(ctx
);
429 ASSERT_OUTSIDE_BEGIN_END(ctx
);
432 _mesa_error(ctx
, GL_INVALID_VALUE
, "glDeleteVertexArrayAPPLE(n)");
436 for (i
= 0; i
< n
; i
++) {
437 struct gl_array_object
*obj
= lookup_arrayobj(ctx
, ids
[i
]);
440 ASSERT( obj
->Name
== ids
[i
] );
442 /* If the array object is currently bound, the spec says "the binding
443 * for that object reverts to zero and the default vertex array
446 if ( obj
== ctx
->Array
.ArrayObj
) {
447 CALL_BindVertexArrayAPPLE( ctx
->Exec
, (0) );
450 /* The ID is immediately freed for re-use */
451 remove_array_object(ctx
, obj
);
453 /* Unreference the array object.
454 * If refcount hits zero, the object will be deleted.
456 _mesa_reference_array_object(ctx
, &obj
, NULL
);
463 * Generate a set of unique array object IDs and store them in \c arrays.
464 * Helper for _mesa_GenVertexArrays[APPLE]() functions below.
465 * \param n Number of IDs to generate.
466 * \param arrays Array of \c n locations to store the IDs.
467 * \param vboOnly Will arrays have to reside in VBOs?
470 gen_vertex_arrays(struct gl_context
*ctx
, GLsizei n
, GLuint
*arrays
,
475 ASSERT_OUTSIDE_BEGIN_END(ctx
);
478 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGenVertexArraysAPPLE");
486 first
= _mesa_HashFindFreeKeyBlock(ctx
->Array
.Objects
, n
);
488 /* Allocate new, empty array objects and return identifiers */
489 for (i
= 0; i
< n
; i
++) {
490 struct gl_array_object
*obj
;
491 GLuint name
= first
+ i
;
493 obj
= (*ctx
->Driver
.NewArrayObject
)( ctx
, name
);
495 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenVertexArraysAPPLE");
498 obj
->VBOonly
= vboOnly
;
499 save_array_object(ctx
, obj
);
500 arrays
[i
] = first
+ i
;
506 * ARB version of glGenVertexArrays()
507 * All arrays will be required to live in VBOs.
510 _mesa_GenVertexArrays(GLsizei n
, GLuint
*arrays
)
512 GET_CURRENT_CONTEXT(ctx
);
513 gen_vertex_arrays(ctx
, n
, arrays
, GL_TRUE
);
518 * APPLE version of glGenVertexArraysAPPLE()
519 * Arrays may live in VBOs or ordinary memory.
522 _mesa_GenVertexArraysAPPLE(GLsizei n
, GLuint
*arrays
)
524 GET_CURRENT_CONTEXT(ctx
);
525 gen_vertex_arrays(ctx
, n
, arrays
, GL_FALSE
);
530 * Determine if ID is the name of an array object.
532 * \param id ID of the potential array object.
533 * \return \c GL_TRUE if \c id is the name of a array object,
534 * \c GL_FALSE otherwise.
537 _mesa_IsVertexArrayAPPLE( GLuint id
)
539 struct gl_array_object
* obj
;
540 GET_CURRENT_CONTEXT(ctx
);
541 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
546 obj
= lookup_arrayobj(ctx
, id
);
548 return (obj
!= NULL
) ? GL_TRUE
: GL_FALSE
;