mesa/main: replace Elements() with ARRAY_SIZE()
[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 *
31 * Implementation of Vertex Array Objects (VAOs), from OpenGL 3.1+,
32 * the GL_ARB_vertex_array_object extension, or the older
33 * GL_APPLE_vertex_array_object extension.
34 *
35 * \todo
36 * The code in this file borrows a lot from bufferobj.c. There's a certain
37 * amount of cruft left over from that origin that may be unnecessary.
38 *
39 * \author Ian Romanick <idr@us.ibm.com>
40 * \author Brian Paul
41 */
42
43
44 #include "glheader.h"
45 #include "hash.h"
46 #include "image.h"
47 #include "imports.h"
48 #include "context.h"
49 #include "bufferobj.h"
50 #include "arrayobj.h"
51 #include "macros.h"
52 #include "mtypes.h"
53 #include "varray.h"
54 #include "main/dispatch.h"
55
56
57 /**
58 * Look up the array object for the given ID.
59 *
60 * \returns
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
63 * non-existent.
64 */
65
66 struct gl_vertex_array_object *
67 _mesa_lookup_vao(struct gl_context *ctx, GLuint id)
68 {
69 if (id == 0)
70 return NULL;
71 else
72 return (struct gl_vertex_array_object *)
73 _mesa_HashLookup(ctx->Array.Objects, id);
74 }
75
76
77 /**
78 * For all the vertex binding points in the array object, unbind any pointers
79 * to any buffer objects (VBOs).
80 * This is done just prior to array object destruction.
81 */
82 static void
83 unbind_array_object_vbos(struct gl_context *ctx, struct gl_vertex_array_object *obj)
84 {
85 GLuint i;
86
87 for (i = 0; i < ARRAY_SIZE(obj->VertexBinding); i++)
88 _mesa_reference_buffer_object(ctx, &obj->VertexBinding[i].BufferObj, NULL);
89
90 for (i = 0; i < ARRAY_SIZE(obj->_VertexAttrib); i++)
91 _mesa_reference_buffer_object(ctx, &obj->_VertexAttrib[i].BufferObj, NULL);
92 }
93
94
95 /**
96 * Allocate and initialize a new vertex array object.
97 *
98 * This function is intended to be called via
99 * \c dd_function_table::NewArrayObject.
100 */
101 struct gl_vertex_array_object *
102 _mesa_new_vao(struct gl_context *ctx, GLuint name)
103 {
104 struct gl_vertex_array_object *obj = CALLOC_STRUCT(gl_vertex_array_object);
105 if (obj)
106 _mesa_initialize_vao(ctx, obj, name);
107 return obj;
108 }
109
110
111 /**
112 * Delete an array object.
113 *
114 * This function is intended to be called via
115 * \c dd_function_table::DeleteArrayObject.
116 */
117 void
118 _mesa_delete_vao(struct gl_context *ctx, struct gl_vertex_array_object *obj)
119 {
120 unbind_array_object_vbos(ctx, obj);
121 _mesa_reference_buffer_object(ctx, &obj->IndexBufferObj, NULL);
122 mtx_destroy(&obj->Mutex);
123 free(obj->Label);
124 free(obj);
125 }
126
127
128 /**
129 * Set ptr to vao w/ reference counting.
130 * Note: this should only be called from the _mesa_reference_vao()
131 * inline function.
132 */
133 void
134 _mesa_reference_vao_(struct gl_context *ctx,
135 struct gl_vertex_array_object **ptr,
136 struct gl_vertex_array_object *vao)
137 {
138 assert(*ptr != vao);
139
140 if (*ptr) {
141 /* Unreference the old array object */
142 GLboolean deleteFlag = GL_FALSE;
143 struct gl_vertex_array_object *oldObj = *ptr;
144
145 mtx_lock(&oldObj->Mutex);
146 assert(oldObj->RefCount > 0);
147 oldObj->RefCount--;
148 #if 0
149 printf("ArrayObj %p %d DECR to %d\n",
150 (void *) oldObj, oldObj->Name, oldObj->RefCount);
151 #endif
152 deleteFlag = (oldObj->RefCount == 0);
153 mtx_unlock(&oldObj->Mutex);
154
155 if (deleteFlag) {
156 assert(ctx->Driver.DeleteArrayObject);
157 ctx->Driver.DeleteArrayObject(ctx, oldObj);
158 }
159
160 *ptr = NULL;
161 }
162 assert(!*ptr);
163
164 if (vao) {
165 /* reference new array object */
166 mtx_lock(&vao->Mutex);
167 if (vao->RefCount == 0) {
168 /* this array's being deleted (look just above) */
169 /* Not sure this can every really happen. Warn if it does. */
170 _mesa_problem(NULL, "referencing deleted array object");
171 *ptr = NULL;
172 }
173 else {
174 vao->RefCount++;
175 #if 0
176 printf("ArrayObj %p %d INCR to %d\n",
177 (void *) vao, vao->Name, vao->RefCount);
178 #endif
179 *ptr = vao;
180 }
181 mtx_unlock(&vao->Mutex);
182 }
183 }
184
185
186
187 static void
188 init_array(struct gl_context *ctx,
189 struct gl_vertex_array_object *obj, GLuint index, GLint size, GLint type)
190 {
191 struct gl_vertex_attrib_array *array = &obj->VertexAttrib[index];
192 struct gl_vertex_buffer_binding *binding = &obj->VertexBinding[index];
193
194 array->Size = size;
195 array->Type = type;
196 array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */
197 array->Stride = 0;
198 array->Ptr = NULL;
199 array->RelativeOffset = 0;
200 array->Enabled = GL_FALSE;
201 array->Normalized = GL_FALSE;
202 array->Integer = GL_FALSE;
203 array->_ElementSize = size * _mesa_sizeof_type(type);
204 array->VertexBinding = index;
205
206 binding->Offset = 0;
207 binding->Stride = array->_ElementSize;
208 binding->BufferObj = NULL;
209 binding->_BoundArrays = BITFIELD64_BIT(index);
210
211 /* Vertex array buffers */
212 _mesa_reference_buffer_object(ctx, &binding->BufferObj,
213 ctx->Shared->NullBufferObj);
214 }
215
216
217 /**
218 * Initialize a gl_vertex_array_object's arrays.
219 */
220 void
221 _mesa_initialize_vao(struct gl_context *ctx,
222 struct gl_vertex_array_object *obj,
223 GLuint name)
224 {
225 GLuint i;
226
227 obj->Name = name;
228
229 mtx_init(&obj->Mutex, mtx_plain);
230 obj->RefCount = 1;
231
232 /* Init the individual arrays */
233 for (i = 0; i < ARRAY_SIZE(obj->VertexAttrib); i++) {
234 switch (i) {
235 case VERT_ATTRIB_WEIGHT:
236 init_array(ctx, obj, VERT_ATTRIB_WEIGHT, 1, GL_FLOAT);
237 break;
238 case VERT_ATTRIB_NORMAL:
239 init_array(ctx, obj, VERT_ATTRIB_NORMAL, 3, GL_FLOAT);
240 break;
241 case VERT_ATTRIB_COLOR1:
242 init_array(ctx, obj, VERT_ATTRIB_COLOR1, 3, GL_FLOAT);
243 break;
244 case VERT_ATTRIB_FOG:
245 init_array(ctx, obj, VERT_ATTRIB_FOG, 1, GL_FLOAT);
246 break;
247 case VERT_ATTRIB_COLOR_INDEX:
248 init_array(ctx, obj, VERT_ATTRIB_COLOR_INDEX, 1, GL_FLOAT);
249 break;
250 case VERT_ATTRIB_EDGEFLAG:
251 init_array(ctx, obj, VERT_ATTRIB_EDGEFLAG, 1, GL_BOOL);
252 break;
253 case VERT_ATTRIB_POINT_SIZE:
254 init_array(ctx, obj, VERT_ATTRIB_POINT_SIZE, 1, GL_FLOAT);
255 break;
256 default:
257 init_array(ctx, obj, i, 4, GL_FLOAT);
258 break;
259 }
260 }
261
262 _mesa_reference_buffer_object(ctx, &obj->IndexBufferObj,
263 ctx->Shared->NullBufferObj);
264 }
265
266
267 /**
268 * Add the given array object to the array object pool.
269 */
270 static void
271 save_array_object( struct gl_context *ctx, struct gl_vertex_array_object *obj )
272 {
273 if (obj->Name > 0) {
274 /* insert into hash table */
275 _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj);
276 }
277 }
278
279
280 /**
281 * Remove the given array object from the array object pool.
282 * Do not deallocate the array object though.
283 */
284 static void
285 remove_array_object( struct gl_context *ctx, struct gl_vertex_array_object *obj )
286 {
287 if (obj->Name > 0) {
288 /* remove from hash table */
289 _mesa_HashRemove(ctx->Array.Objects, obj->Name);
290 }
291 }
292
293
294 /**
295 * Updates the derived gl_client_arrays when a gl_vertex_attrib_array
296 * or a gl_vertex_buffer_binding has changed.
297 */
298 void
299 _mesa_update_vao_client_arrays(struct gl_context *ctx,
300 struct gl_vertex_array_object *vao)
301 {
302 GLbitfield64 arrays = vao->NewArrays;
303
304 while (arrays) {
305 struct gl_client_array *client_array;
306 struct gl_vertex_attrib_array *attrib_array;
307 struct gl_vertex_buffer_binding *buffer_binding;
308
309 GLint attrib = ffsll(arrays) - 1;
310 arrays ^= BITFIELD64_BIT(attrib);
311
312 attrib_array = &vao->VertexAttrib[attrib];
313 buffer_binding = &vao->VertexBinding[attrib_array->VertexBinding];
314 client_array = &vao->_VertexAttrib[attrib];
315
316 _mesa_update_client_array(ctx, client_array, attrib_array,
317 buffer_binding);
318 }
319 }
320
321
322 /**********************************************************************/
323 /* API Functions */
324 /**********************************************************************/
325
326
327 /**
328 * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE().
329 * \param genRequired specifies behavour when id was not generated with
330 * glGenVertexArrays().
331 */
332 static void
333 bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
334 {
335 struct gl_vertex_array_object * const oldObj = ctx->Array.VAO;
336 struct gl_vertex_array_object *newObj = NULL;
337
338 assert(oldObj != NULL);
339
340 if ( oldObj->Name == id )
341 return; /* rebinding the same array object- no change */
342
343 /*
344 * Get pointer to new array object (newObj)
345 */
346 if (id == 0) {
347 /* The spec says there is no array object named 0, but we use
348 * one internally because it simplifies things.
349 */
350 newObj = ctx->Array.DefaultVAO;
351 }
352 else {
353 /* non-default array object */
354 newObj = _mesa_lookup_vao(ctx, id);
355 if (!newObj) {
356 if (genRequired) {
357 _mesa_error(ctx, GL_INVALID_OPERATION,
358 "glBindVertexArray(non-gen name)");
359 return;
360 }
361
362 /* For APPLE version, generate a new array object now */
363 newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
364 if (!newObj) {
365 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
366 return;
367 }
368
369 save_array_object(ctx, newObj);
370 }
371
372 if (!newObj->EverBound) {
373 /* The "Interactions with APPLE_vertex_array_object" section of the
374 * GL_ARB_vertex_array_object spec says:
375 *
376 * "The first bind call, either BindVertexArray or
377 * BindVertexArrayAPPLE, determines the semantic of the object."
378 */
379 newObj->ARBsemantics = genRequired;
380 newObj->EverBound = GL_TRUE;
381 }
382 }
383
384 if (ctx->Array.DrawMethod == DRAW_ARRAYS) {
385 /* The _DrawArrays pointer is pointing at the VAO being unbound and
386 * that VAO may be in the process of being deleted. If it's not going
387 * to be deleted, this will have no effect, because the pointer needs
388 * to be updated by the VBO module anyway.
389 *
390 * Before the VBO module can update the pointer, we have to set it
391 * to NULL for drivers not to set up arrays which are not bound,
392 * or to prevent a crash if the VAO being unbound is going to be
393 * deleted.
394 */
395 ctx->Array._DrawArrays = NULL;
396 ctx->Array.DrawMethod = DRAW_NONE;
397 }
398
399 ctx->NewState |= _NEW_ARRAY;
400 _mesa_reference_vao(ctx, &ctx->Array.VAO, newObj);
401
402 /* Pass BindVertexArray call to device driver */
403 if (ctx->Driver.BindArrayObject && newObj)
404 ctx->Driver.BindArrayObject(ctx, newObj);
405 }
406
407
408 /**
409 * ARB version of glBindVertexArray()
410 * This function behaves differently from glBindVertexArrayAPPLE() in
411 * that this function requires all ids to have been previously generated
412 * by glGenVertexArrays[APPLE]().
413 */
414 void GLAPIENTRY
415 _mesa_BindVertexArray( GLuint id )
416 {
417 GET_CURRENT_CONTEXT(ctx);
418 bind_vertex_array(ctx, id, GL_TRUE);
419 }
420
421
422 /**
423 * Bind a new array.
424 *
425 * \todo
426 * The binding could be done more efficiently by comparing the non-NULL
427 * pointers in the old and new objects. The only arrays that are "dirty" are
428 * the ones that are non-NULL in either object.
429 */
430 void GLAPIENTRY
431 _mesa_BindVertexArrayAPPLE( GLuint id )
432 {
433 GET_CURRENT_CONTEXT(ctx);
434 bind_vertex_array(ctx, id, GL_FALSE);
435 }
436
437
438 /**
439 * Delete a set of array objects.
440 *
441 * \param n Number of array objects to delete.
442 * \param ids Array of \c n array object IDs.
443 */
444 void GLAPIENTRY
445 _mesa_DeleteVertexArrays(GLsizei n, const GLuint *ids)
446 {
447 GET_CURRENT_CONTEXT(ctx);
448 GLsizei i;
449
450 if (n < 0) {
451 _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArray(n)");
452 return;
453 }
454
455 for (i = 0; i < n; i++) {
456 struct gl_vertex_array_object *obj = _mesa_lookup_vao(ctx, ids[i]);
457
458 if ( obj != NULL ) {
459 assert( obj->Name == ids[i] );
460
461 /* If the array object is currently bound, the spec says "the binding
462 * for that object reverts to zero and the default vertex array
463 * becomes current."
464 */
465 if ( obj == ctx->Array.VAO ) {
466 _mesa_BindVertexArray(0);
467 }
468
469 /* The ID is immediately freed for re-use */
470 remove_array_object(ctx, obj);
471
472 /* Unreference the array object.
473 * If refcount hits zero, the object will be deleted.
474 */
475 _mesa_reference_vao(ctx, &obj, NULL);
476 }
477 }
478 }
479
480
481 /**
482 * Generate a set of unique array object IDs and store them in \c arrays.
483 * Helper for _mesa_GenVertexArrays[APPLE]() functions below.
484 * \param n Number of IDs to generate.
485 * \param arrays Array of \c n locations to store the IDs.
486 * \param vboOnly Will arrays have to reside in VBOs?
487 */
488 static void
489 gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays)
490 {
491 GLuint first;
492 GLint i;
493
494 if (n < 0) {
495 _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArrays");
496 return;
497 }
498
499 if (!arrays) {
500 return;
501 }
502
503 first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n);
504
505 /* Allocate new, empty array objects and return identifiers */
506 for (i = 0; i < n; i++) {
507 struct gl_vertex_array_object *obj;
508 GLuint name = first + i;
509
510 obj = (*ctx->Driver.NewArrayObject)( ctx, name );
511 if (!obj) {
512 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArrays");
513 return;
514 }
515 save_array_object(ctx, obj);
516 arrays[i] = first + i;
517 }
518 }
519
520
521 /**
522 * ARB version of glGenVertexArrays()
523 * All arrays will be required to live in VBOs.
524 */
525 void GLAPIENTRY
526 _mesa_GenVertexArrays(GLsizei n, GLuint *arrays)
527 {
528 GET_CURRENT_CONTEXT(ctx);
529 gen_vertex_arrays(ctx, n, arrays);
530 }
531
532
533 /**
534 * APPLE version of glGenVertexArraysAPPLE()
535 * Arrays may live in VBOs or ordinary memory.
536 */
537 void GLAPIENTRY
538 _mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
539 {
540 GET_CURRENT_CONTEXT(ctx);
541 gen_vertex_arrays(ctx, n, arrays);
542 }
543
544
545 /**
546 * Determine if ID is the name of an array object.
547 *
548 * \param id ID of the potential array object.
549 * \return \c GL_TRUE if \c id is the name of a array object,
550 * \c GL_FALSE otherwise.
551 */
552 GLboolean GLAPIENTRY
553 _mesa_IsVertexArray( GLuint id )
554 {
555 struct gl_vertex_array_object * obj;
556 GET_CURRENT_CONTEXT(ctx);
557 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
558
559 if (id == 0)
560 return GL_FALSE;
561
562 obj = _mesa_lookup_vao(ctx, id);
563 if (obj == NULL)
564 return GL_FALSE;
565
566 return obj->EverBound;
567 }