Merge branch 'master' into gallium-0.2
[mesa.git] / src / mesa / main / arrayobj.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.2
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * (C) Copyright IBM Corporation 2006
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 * 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
24 * SOFTWARE.
25 */
26
27
28 /**
29 * \file arrayobj.c
30 * Functions for the GL_APPLE_vertex_array_object extension.
31 *
32 * \todo
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.
35 *
36 * \author Ian Romanick <idr@us.ibm.com>
37 * \author Brian Paul
38 */
39
40
41 #include "glheader.h"
42 #include "hash.h"
43 #include "imports.h"
44 #include "context.h"
45 #if FEATURE_ARB_vertex_buffer_object
46 #include "bufferobj.h"
47 #endif
48 #include "arrayobj.h"
49 #include "glapi/dispatch.h"
50
51
52 /**
53 * Look up the array object for the given ID.
54 *
55 * \returns
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
58 * non-existent.
59 */
60
61 static INLINE struct gl_array_object *
62 lookup_arrayobj(GLcontext *ctx, GLuint id)
63 {
64 return (id == 0)
65 ? NULL
66 : (struct gl_array_object *) _mesa_HashLookup(ctx->Shared->ArrayObjects,
67 id);
68 }
69
70
71 /**
72 * Allocate and initialize a new vertex array object.
73 *
74 * This function is intended to be called via
75 * \c dd_function_table::NewArrayObject.
76 */
77 struct gl_array_object *
78 _mesa_new_array_object( GLcontext *ctx, GLuint name )
79 {
80 struct gl_array_object *obj = CALLOC_STRUCT(gl_array_object);
81 if (obj)
82 _mesa_initialize_array_object(ctx, obj, name);
83 return obj;
84 }
85
86
87 /**
88 * Delete an array object.
89 *
90 * This function is intended to be called via
91 * \c dd_function_table::DeleteArrayObject.
92 */
93 void
94 _mesa_delete_array_object( GLcontext *ctx, struct gl_array_object *obj )
95 {
96 (void) ctx;
97 _mesa_free(obj);
98 }
99
100
101 void
102 _mesa_initialize_array_object( GLcontext *ctx,
103 struct gl_array_object *obj,
104 GLuint name )
105 {
106 GLuint i;
107
108 obj->Name = name;
109
110 /* Vertex arrays */
111 obj->Vertex.Size = 4;
112 obj->Vertex.Type = GL_FLOAT;
113 obj->Vertex.Stride = 0;
114 obj->Vertex.StrideB = 0;
115 obj->Vertex.Ptr = NULL;
116 obj->Vertex.Enabled = GL_FALSE;
117 obj->Normal.Type = GL_FLOAT;
118 obj->Normal.Stride = 0;
119 obj->Normal.StrideB = 0;
120 obj->Normal.Ptr = NULL;
121 obj->Normal.Enabled = GL_FALSE;
122 obj->Color.Size = 4;
123 obj->Color.Type = GL_FLOAT;
124 obj->Color.Stride = 0;
125 obj->Color.StrideB = 0;
126 obj->Color.Ptr = NULL;
127 obj->Color.Enabled = GL_FALSE;
128 obj->SecondaryColor.Size = 4;
129 obj->SecondaryColor.Type = GL_FLOAT;
130 obj->SecondaryColor.Stride = 0;
131 obj->SecondaryColor.StrideB = 0;
132 obj->SecondaryColor.Ptr = NULL;
133 obj->SecondaryColor.Enabled = GL_FALSE;
134 obj->FogCoord.Size = 1;
135 obj->FogCoord.Type = GL_FLOAT;
136 obj->FogCoord.Stride = 0;
137 obj->FogCoord.StrideB = 0;
138 obj->FogCoord.Ptr = NULL;
139 obj->FogCoord.Enabled = GL_FALSE;
140 obj->Index.Type = GL_FLOAT;
141 obj->Index.Stride = 0;
142 obj->Index.StrideB = 0;
143 obj->Index.Ptr = NULL;
144 obj->Index.Enabled = GL_FALSE;
145 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
146 obj->TexCoord[i].Size = 4;
147 obj->TexCoord[i].Type = GL_FLOAT;
148 obj->TexCoord[i].Stride = 0;
149 obj->TexCoord[i].StrideB = 0;
150 obj->TexCoord[i].Ptr = NULL;
151 obj->TexCoord[i].Enabled = GL_FALSE;
152 }
153 obj->EdgeFlag.Stride = 0;
154 obj->EdgeFlag.StrideB = 0;
155 obj->EdgeFlag.Ptr = NULL;
156 obj->EdgeFlag.Enabled = GL_FALSE;
157 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
158 obj->VertexAttrib[i].Size = 4;
159 obj->VertexAttrib[i].Type = GL_FLOAT;
160 obj->VertexAttrib[i].Stride = 0;
161 obj->VertexAttrib[i].StrideB = 0;
162 obj->VertexAttrib[i].Ptr = NULL;
163 obj->VertexAttrib[i].Enabled = GL_FALSE;
164 obj->VertexAttrib[i].Normalized = GL_FALSE;
165 }
166
167 #if FEATURE_point_size_array
168 obj->PointSize.Type = GL_FLOAT;
169 obj->PointSize.Stride = 0;
170 obj->PointSize.StrideB = 0;
171 obj->PointSize.Ptr = NULL;
172 obj->PointSize.Enabled = GL_FALSE;
173 obj->PointSize.BufferObj = ctx->Array.NullBufferObj;
174 #endif
175
176 #if FEATURE_ARB_vertex_buffer_object
177 /* Vertex array buffers */
178 obj->Vertex.BufferObj = ctx->Array.NullBufferObj;
179 obj->Normal.BufferObj = ctx->Array.NullBufferObj;
180 obj->Color.BufferObj = ctx->Array.NullBufferObj;
181 obj->SecondaryColor.BufferObj = ctx->Array.NullBufferObj;
182 obj->FogCoord.BufferObj = ctx->Array.NullBufferObj;
183 obj->Index.BufferObj = ctx->Array.NullBufferObj;
184 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
185 obj->TexCoord[i].BufferObj = ctx->Array.NullBufferObj;
186 }
187 obj->EdgeFlag.BufferObj = ctx->Array.NullBufferObj;
188 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
189 obj->VertexAttrib[i].BufferObj = ctx->Array.NullBufferObj;
190 }
191 #endif
192 }
193
194
195 /**
196 * Add the given array object to the array object pool.
197 */
198 void
199 _mesa_save_array_object( GLcontext *ctx, struct gl_array_object *obj )
200 {
201 if (obj->Name > 0) {
202 /* insert into hash table */
203 _mesa_HashInsert(ctx->Shared->ArrayObjects, obj->Name, obj);
204 }
205 }
206
207
208 /**
209 * Remove the given array object from the array object pool.
210 * Do not deallocate the array object though.
211 */
212 void
213 _mesa_remove_array_object( GLcontext *ctx, struct gl_array_object *obj )
214 {
215 if (obj->Name > 0) {
216 /* remove from hash table */
217 _mesa_HashRemove(ctx->Shared->ArrayObjects, obj->Name);
218 }
219 }
220
221
222 static void
223 unbind_buffer_object( GLcontext *ctx, struct gl_buffer_object *bufObj )
224 {
225 if (bufObj != ctx->Array.NullBufferObj) {
226 _mesa_reference_buffer_object(ctx, &bufObj, NULL);
227 }
228 }
229
230
231 /**********************************************************************/
232 /* API Functions */
233 /**********************************************************************/
234
235 /**
236 * Bind a new array.
237 *
238 * \todo
239 * The binding could be done more efficiently by comparing the non-NULL
240 * pointers in the old and new objects. The only arrays that are "dirty" are
241 * the ones that are non-NULL in either object.
242 */
243 void GLAPIENTRY
244 _mesa_BindVertexArrayAPPLE( GLuint id )
245 {
246 GET_CURRENT_CONTEXT(ctx);
247 struct gl_array_object * const oldObj = ctx->Array.ArrayObj;
248 struct gl_array_object *newObj = NULL;
249 ASSERT_OUTSIDE_BEGIN_END(ctx);
250
251 ASSERT(oldObj != NULL);
252
253 if ( oldObj->Name == id )
254 return; /* rebinding the same array object- no change */
255
256 /*
257 * Get pointer to new array object (newBufObj)
258 */
259 if (id == 0) {
260 /* The spec says there is no array object named 0, but we use
261 * one internally because it simplifies things.
262 */
263 newObj = ctx->Array.DefaultArrayObj;
264 }
265 else {
266 /* non-default array object */
267 newObj = lookup_arrayobj(ctx, id);
268 if (!newObj) {
269 /* If this is a new array object id, allocate an array object now.
270 */
271
272 newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
273 if (!newObj) {
274 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
275 return;
276 }
277 _mesa_save_array_object(ctx, newObj);
278 }
279 }
280
281
282 ctx->NewState |= _NEW_ARRAY;
283 ctx->Array.NewState |= _NEW_ARRAY_ALL;
284 ctx->Array.ArrayObj = newObj;
285
286
287 /* Pass BindVertexArray call to device driver */
288 if (ctx->Driver.BindArrayObject && newObj)
289 (*ctx->Driver.BindArrayObject)( ctx, newObj );
290 }
291
292
293 /**
294 * Delete a set of array objects.
295 *
296 * \param n Number of array objects to delete.
297 * \param ids Array of \c n array object IDs.
298 */
299 void GLAPIENTRY
300 _mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids)
301 {
302 GET_CURRENT_CONTEXT(ctx);
303 GLsizei i;
304 ASSERT_OUTSIDE_BEGIN_END(ctx);
305
306 if (n < 0) {
307 _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
308 return;
309 }
310
311 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
312
313 for (i = 0; i < n; i++) {
314 struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]);
315
316 if ( obj != NULL ) {
317 ASSERT( obj->Name == ids[i] );
318
319
320 /* If the array object is currently bound, the spec says "the binding
321 * for that object reverts to zero and the default vertex array
322 * becomes current."
323 */
324 if ( obj == ctx->Array.ArrayObj ) {
325 CALL_BindVertexArrayAPPLE( ctx->Exec, (0) );
326 }
327
328 #if FEATURE_ARB_vertex_buffer_object
329 /* Unbind any buffer objects that might be bound to arrays in
330 * this array object.
331 */
332 unbind_buffer_object( ctx, obj->Vertex.BufferObj );
333 unbind_buffer_object( ctx, obj->Normal.BufferObj );
334 unbind_buffer_object( ctx, obj->Color.BufferObj );
335 unbind_buffer_object( ctx, obj->SecondaryColor.BufferObj );
336 unbind_buffer_object( ctx, obj->FogCoord.BufferObj );
337 unbind_buffer_object( ctx, obj->Index.BufferObj );
338 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
339 unbind_buffer_object( ctx, obj->TexCoord[i].BufferObj );
340 }
341 unbind_buffer_object( ctx, obj->EdgeFlag.BufferObj );
342 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
343 unbind_buffer_object( ctx, obj->VertexAttrib[i].BufferObj );
344 }
345 #endif
346
347 /* The ID is immediately freed for re-use */
348 _mesa_remove_array_object(ctx, obj);
349 ctx->Driver.DeleteArrayObject(ctx, obj);
350 }
351 }
352
353 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
354 }
355
356
357 /**
358 * Generate a set of unique array object IDs and store them in \c arrays.
359 *
360 * \param n Number of IDs to generate.
361 * \param arrays Array of \c n locations to store the IDs.
362 */
363 void GLAPIENTRY
364 _mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
365 {
366 GET_CURRENT_CONTEXT(ctx);
367 GLuint first;
368 GLint i;
369 ASSERT_OUTSIDE_BEGIN_END(ctx);
370
371 if (n < 0) {
372 _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
373 return;
374 }
375
376 if (!arrays) {
377 return;
378 }
379
380 /*
381 * This must be atomic (generation and allocation of array object IDs)
382 */
383 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
384
385 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->ArrayObjects, n);
386
387 /* Allocate new, empty array objects and return identifiers */
388 for (i = 0; i < n; i++) {
389 struct gl_array_object *obj;
390 GLuint name = first + i;
391
392 obj = (*ctx->Driver.NewArrayObject)( ctx, name );
393 if (!obj) {
394 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
395 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
396 return;
397 }
398 _mesa_save_array_object(ctx, obj);
399 arrays[i] = first + i;
400 }
401
402 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
403 }
404
405
406 /**
407 * Determine if ID is the name of an array object.
408 *
409 * \param id ID of the potential array object.
410 * \return \c GL_TRUE if \c id is the name of a array object,
411 * \c GL_FALSE otherwise.
412 */
413 GLboolean GLAPIENTRY
414 _mesa_IsVertexArrayAPPLE( GLuint id )
415 {
416 struct gl_array_object * obj;
417 GET_CURRENT_CONTEXT(ctx);
418 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
419
420 if (id == 0)
421 return GL_FALSE;
422
423 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
424 obj = lookup_arrayobj(ctx, id);
425 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
426
427 return (obj != NULL) ? GL_TRUE : GL_FALSE;
428 }