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 #if FEATURE_ARB_vertex_buffer_object
47 #include "bufferobj.h"
51 #include "glapi/dispatch.h"
55 * Look up the array object for the given ID.
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
63 static INLINE
struct gl_array_object
*
64 lookup_arrayobj(GLcontext
*ctx
, GLuint id
)
68 : (struct gl_array_object
*) _mesa_HashLookup(ctx
->Shared
->ArrayObjects
,
74 * For all the vertex arrays in the array object, unbind any pointers
75 * to any buffer objects (VBOs).
76 * This is done just prior to array object destruction.
79 unbind_array_object_vbos(GLcontext
*ctx
, struct gl_array_object
*obj
)
83 _mesa_reference_buffer_object(ctx
, &obj
->Vertex
.BufferObj
, NULL
);
84 _mesa_reference_buffer_object(ctx
, &obj
->Weight
.BufferObj
, NULL
);
85 _mesa_reference_buffer_object(ctx
, &obj
->Normal
.BufferObj
, NULL
);
86 _mesa_reference_buffer_object(ctx
, &obj
->Color
.BufferObj
, NULL
);
87 _mesa_reference_buffer_object(ctx
, &obj
->SecondaryColor
.BufferObj
, NULL
);
88 _mesa_reference_buffer_object(ctx
, &obj
->FogCoord
.BufferObj
, NULL
);
89 _mesa_reference_buffer_object(ctx
, &obj
->Index
.BufferObj
, NULL
);
90 _mesa_reference_buffer_object(ctx
, &obj
->EdgeFlag
.BufferObj
, NULL
);
92 for (i
= 0; i
< Elements(obj
->TexCoord
); i
++)
93 _mesa_reference_buffer_object(ctx
, &obj
->TexCoord
[i
].BufferObj
, NULL
);
95 for (i
= 0; i
< Elements(obj
->VertexAttrib
); i
++)
96 _mesa_reference_buffer_object(ctx
, &obj
->VertexAttrib
[i
].BufferObj
,NULL
);
101 * Allocate and initialize a new vertex array object.
103 * This function is intended to be called via
104 * \c dd_function_table::NewArrayObject.
106 struct gl_array_object
*
107 _mesa_new_array_object( GLcontext
*ctx
, GLuint name
)
109 struct gl_array_object
*obj
= CALLOC_STRUCT(gl_array_object
);
111 _mesa_initialize_array_object(ctx
, obj
, name
);
117 * Delete an array object.
119 * This function is intended to be called via
120 * \c dd_function_table::DeleteArrayObject.
123 _mesa_delete_array_object( GLcontext
*ctx
, struct gl_array_object
*obj
)
126 unbind_array_object_vbos(ctx
, obj
);
127 _glthread_DESTROY_MUTEX(obj
->Mutex
);
133 * Set ptr to arrayObj w/ reference counting.
136 _mesa_reference_array_object(GLcontext
*ctx
,
137 struct gl_array_object
**ptr
,
138 struct gl_array_object
*arrayObj
)
140 if (*ptr
== arrayObj
)
144 /* Unreference the old array object */
145 GLboolean deleteFlag
= GL_FALSE
;
146 struct gl_array_object
*oldObj
= *ptr
;
148 _glthread_LOCK_MUTEX(oldObj
->Mutex
);
149 ASSERT(oldObj
->RefCount
> 0);
152 printf("ArrayObj %p %d DECR to %d\n",
153 (void *) oldObj
, oldObj
->Name
, oldObj
->RefCount
);
155 deleteFlag
= (oldObj
->RefCount
== 0);
156 _glthread_UNLOCK_MUTEX(oldObj
->Mutex
);
159 ASSERT(ctx
->Driver
.DeleteArrayObject
);
160 ctx
->Driver
.DeleteArrayObject(ctx
, oldObj
);
168 /* reference new array object */
169 _glthread_LOCK_MUTEX(arrayObj
->Mutex
);
170 if (arrayObj
->RefCount
== 0) {
171 /* this array's being deleted (look just above) */
172 /* Not sure this can every really happen. Warn if it does. */
173 _mesa_problem(NULL
, "referencing deleted array object");
177 arrayObj
->RefCount
++;
179 printf("ArrayObj %p %d INCR to %d\n",
180 (void *) arrayObj
, arrayObj
->Name
, arrayObj
->RefCount
);
184 _glthread_UNLOCK_MUTEX(arrayObj
->Mutex
);
191 init_array(GLcontext
*ctx
,
192 struct gl_client_array
*array
, GLint size
, GLint type
)
196 array
->Format
= GL_RGBA
; /* only significant for GL_EXT_vertex_array_bgra */
200 array
->Enabled
= GL_FALSE
;
201 array
->Normalized
= GL_FALSE
;
202 #if FEATURE_ARB_vertex_buffer_object
203 /* Vertex array buffers */
204 _mesa_reference_buffer_object(ctx
, &array
->BufferObj
,
205 ctx
->Shared
->NullBufferObj
);
211 * Initialize a gl_array_object's arrays.
214 _mesa_initialize_array_object( GLcontext
*ctx
,
215 struct gl_array_object
*obj
,
222 _glthread_INIT_MUTEX(obj
->Mutex
);
225 /* Init the individual arrays */
226 init_array(ctx
, &obj
->Vertex
, 4, GL_FLOAT
);
227 init_array(ctx
, &obj
->Weight
, 1, GL_FLOAT
);
228 init_array(ctx
, &obj
->Normal
, 3, GL_FLOAT
);
229 init_array(ctx
, &obj
->Color
, 4, GL_FLOAT
);
230 init_array(ctx
, &obj
->SecondaryColor
, 4, GL_FLOAT
);
231 init_array(ctx
, &obj
->FogCoord
, 1, GL_FLOAT
);
232 init_array(ctx
, &obj
->Index
, 1, GL_FLOAT
);
233 for (i
= 0; i
< Elements(obj
->TexCoord
); i
++) {
234 init_array(ctx
, &obj
->TexCoord
[i
], 4, GL_FLOAT
);
236 init_array(ctx
, &obj
->EdgeFlag
, 1, GL_BOOL
);
237 for (i
= 0; i
< Elements(obj
->VertexAttrib
); i
++) {
238 init_array(ctx
, &obj
->VertexAttrib
[i
], 4, GL_FLOAT
);
241 #if FEATURE_point_size_array
242 init_array(ctx
, &obj
->PointSize
, 1, GL_FLOAT
);
248 * Add the given array object to the array object pool.
251 save_array_object( GLcontext
*ctx
, struct gl_array_object
*obj
)
254 /* insert into hash table */
255 _mesa_HashInsert(ctx
->Shared
->ArrayObjects
, obj
->Name
, obj
);
261 * Remove the given array object from the array object pool.
262 * Do not deallocate the array object though.
265 remove_array_object( GLcontext
*ctx
, struct gl_array_object
*obj
)
268 /* remove from hash table */
269 _mesa_HashRemove(ctx
->Shared
->ArrayObjects
, obj
->Name
);
276 * Compute the index of the last array element that can be safely accessed
277 * in a vertex array. We can really only do this when the array lives in
279 * The array->_MaxElement field will be updated.
280 * Later in glDrawArrays/Elements/etc we can do some bounds checking.
283 compute_max_element(struct gl_client_array
*array
)
285 if (array
->BufferObj
->Name
) {
286 /* Compute the max element we can access in the VBO without going
289 array
->_MaxElement
= ((GLsizeiptrARB
) array
->BufferObj
->Size
290 - (GLsizeiptrARB
) array
->Ptr
+ array
->StrideB
291 - array
->_ElementSize
) / array
->StrideB
;
293 _mesa_printf("%s Object %u Size %u MaxElement %u\n",
295 array
->BufferObj
->Name
,
296 (GLuint
) array
->BufferObj
->Size
,
300 /* user-space array, no idea how big it is */
301 array
->_MaxElement
= 2 * 1000 * 1000 * 1000; /* just a big number */
307 * Helper for update_arrays().
308 * \return min(current min, array->_MaxElement).
311 update_min(GLuint min
, struct gl_client_array
*array
)
313 compute_max_element(array
);
315 return MIN2(min
, array
->_MaxElement
);
322 * Examine vertex arrays to update the gl_array_object::_MaxElement field.
325 _mesa_update_array_object_max_element(GLcontext
*ctx
,
326 struct gl_array_object
*arrayObj
)
330 min
= update_min(min
, &arrayObj
->Vertex
);
331 min
= update_min(min
, &arrayObj
->Weight
);
332 min
= update_min(min
, &arrayObj
->Normal
);
333 min
= update_min(min
, &arrayObj
->Color
);
334 min
= update_min(min
, &arrayObj
->SecondaryColor
);
335 min
= update_min(min
, &arrayObj
->FogCoord
);
336 min
= update_min(min
, &arrayObj
->Index
);
337 min
= update_min(min
, &arrayObj
->EdgeFlag
);
338 #if FEATURE_point_size_array
339 min
= update_min(min
, &arrayObj
->PointSize
);
341 for (i
= 0; i
< ctx
->Const
.MaxTextureCoordUnits
; i
++)
342 min
= update_min(min
, &arrayObj
->TexCoord
[i
]);
343 for (i
= 0; i
< Elements(arrayObj
->VertexAttrib
); i
++)
344 min
= update_min(min
, &arrayObj
->VertexAttrib
[i
]);
346 /* _MaxElement is one past the last legal array element */
347 arrayObj
->_MaxElement
= min
;
351 /**********************************************************************/
353 /**********************************************************************/
359 * The binding could be done more efficiently by comparing the non-NULL
360 * pointers in the old and new objects. The only arrays that are "dirty" are
361 * the ones that are non-NULL in either object.
364 _mesa_BindVertexArrayAPPLE( GLuint id
)
366 GET_CURRENT_CONTEXT(ctx
);
367 struct gl_array_object
* const oldObj
= ctx
->Array
.ArrayObj
;
368 struct gl_array_object
*newObj
= NULL
;
369 ASSERT_OUTSIDE_BEGIN_END(ctx
);
371 ASSERT(oldObj
!= NULL
);
373 if ( oldObj
->Name
== id
)
374 return; /* rebinding the same array object- no change */
377 * Get pointer to new array object (newObj)
380 /* The spec says there is no array object named 0, but we use
381 * one internally because it simplifies things.
383 newObj
= ctx
->Array
.DefaultArrayObj
;
386 /* non-default array object */
387 newObj
= lookup_arrayobj(ctx
, id
);
389 /* If this is a new array object id, allocate an array object now.
391 newObj
= (*ctx
->Driver
.NewArrayObject
)(ctx
, id
);
393 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindVertexArrayAPPLE");
396 save_array_object(ctx
, newObj
);
400 ctx
->NewState
|= _NEW_ARRAY
;
401 ctx
->Array
.NewState
|= _NEW_ARRAY_ALL
;
402 _mesa_reference_array_object(ctx
, &ctx
->Array
.ArrayObj
, newObj
);
404 /* Pass BindVertexArray call to device driver */
405 if (ctx
->Driver
.BindArrayObject
&& newObj
)
406 (*ctx
->Driver
.BindArrayObject
)( ctx
, newObj
);
411 * Delete a set of array objects.
413 * \param n Number of array objects to delete.
414 * \param ids Array of \c n array object IDs.
417 _mesa_DeleteVertexArraysAPPLE(GLsizei n
, const GLuint
*ids
)
419 GET_CURRENT_CONTEXT(ctx
);
421 ASSERT_OUTSIDE_BEGIN_END(ctx
);
424 _mesa_error(ctx
, GL_INVALID_VALUE
, "glDeleteVertexArrayAPPLE(n)");
428 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
430 for (i
= 0; i
< n
; i
++) {
431 struct gl_array_object
*obj
= lookup_arrayobj(ctx
, ids
[i
]);
434 ASSERT( obj
->Name
== ids
[i
] );
436 /* If the array object is currently bound, the spec says "the binding
437 * for that object reverts to zero and the default vertex array
440 if ( obj
== ctx
->Array
.ArrayObj
) {
441 CALL_BindVertexArrayAPPLE( ctx
->Exec
, (0) );
444 /* The ID is immediately freed for re-use */
445 remove_array_object(ctx
, obj
);
447 /* Unreference the array object.
448 * If refcount hits zero, the object will be deleted.
450 _mesa_reference_array_object(ctx
, &obj
, NULL
);
454 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
459 * Generate a set of unique array object IDs and store them in \c arrays.
461 * \param n Number of IDs to generate.
462 * \param arrays Array of \c n locations to store the IDs.
465 _mesa_GenVertexArraysAPPLE(GLsizei n
, GLuint
*arrays
)
467 GET_CURRENT_CONTEXT(ctx
);
470 ASSERT_OUTSIDE_BEGIN_END(ctx
);
473 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGenVertexArraysAPPLE");
482 * This must be atomic (generation and allocation of array object IDs)
484 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
486 first
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->ArrayObjects
, 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 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
496 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glGenVertexArraysAPPLE");
499 save_array_object(ctx
, obj
);
500 arrays
[i
] = first
+ i
;
503 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
508 * Determine if ID is the name of an array object.
510 * \param id ID of the potential array object.
511 * \return \c GL_TRUE if \c id is the name of a array object,
512 * \c GL_FALSE otherwise.
515 _mesa_IsVertexArrayAPPLE( GLuint id
)
517 struct gl_array_object
* obj
;
518 GET_CURRENT_CONTEXT(ctx
);
519 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx
, GL_FALSE
);
524 _glthread_LOCK_MUTEX(ctx
->Shared
->Mutex
);
525 obj
= lookup_arrayobj(ctx
, id
);
526 _glthread_UNLOCK_MUTEX(ctx
->Shared
->Mutex
);
528 return (obj
!= NULL
) ? GL_TRUE
: GL_FALSE
;