Merge remote branch 'origin/master' into pipe-video
[mesa.git] / src / mesa / main / arrayobj.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.6
4 *
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.
8 *
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:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
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
25 * SOFTWARE.
26 */
27
28
29 /**
30 * \file arrayobj.c
31 * Functions for the GL_APPLE_vertex_array_object extension.
32 *
33 * \todo
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.
36 *
37 * \author Ian Romanick <idr@us.ibm.com>
38 * \author Brian Paul
39 */
40
41
42 #include "glheader.h"
43 #include "hash.h"
44 #include "image.h"
45 #include "imports.h"
46 #include "context.h"
47 #include "mfeatures.h"
48 #if FEATURE_ARB_vertex_buffer_object
49 #include "bufferobj.h"
50 #endif
51 #include "arrayobj.h"
52 #include "macros.h"
53 #include "mtypes.h"
54 #include "varray.h"
55 #include "main/dispatch.h"
56
57
58 /**
59 * Look up the array object for the given ID.
60 *
61 * \returns
62 * Either a pointer to the array object with the specified ID or \c NULL for
63 * a non-existent ID. The spec defines ID 0 as being technically
64 * non-existent.
65 */
66
67 static INLINE struct gl_array_object *
68 lookup_arrayobj(struct gl_context *ctx, GLuint id)
69 {
70 if (id == 0)
71 return NULL;
72 else
73 return (struct gl_array_object *)
74 _mesa_HashLookup(ctx->Array.Objects, id);
75 }
76
77
78 /**
79 * For all the vertex arrays in the array object, unbind any pointers
80 * to any buffer objects (VBOs).
81 * This is done just prior to array object destruction.
82 */
83 static void
84 unbind_array_object_vbos(struct gl_context *ctx, struct gl_array_object *obj)
85 {
86 GLuint i;
87
88 _mesa_reference_buffer_object(ctx, &obj->Vertex.BufferObj, NULL);
89 _mesa_reference_buffer_object(ctx, &obj->Weight.BufferObj, NULL);
90 _mesa_reference_buffer_object(ctx, &obj->Normal.BufferObj, NULL);
91 _mesa_reference_buffer_object(ctx, &obj->Color.BufferObj, NULL);
92 _mesa_reference_buffer_object(ctx, &obj->SecondaryColor.BufferObj, NULL);
93 _mesa_reference_buffer_object(ctx, &obj->FogCoord.BufferObj, NULL);
94 _mesa_reference_buffer_object(ctx, &obj->Index.BufferObj, NULL);
95 _mesa_reference_buffer_object(ctx, &obj->EdgeFlag.BufferObj, NULL);
96
97 for (i = 0; i < Elements(obj->TexCoord); i++)
98 _mesa_reference_buffer_object(ctx, &obj->TexCoord[i].BufferObj, NULL);
99
100 for (i = 0; i < Elements(obj->VertexAttrib); i++)
101 _mesa_reference_buffer_object(ctx, &obj->VertexAttrib[i].BufferObj,NULL);
102
103 #if FEATURE_point_size_array
104 _mesa_reference_buffer_object(ctx, &obj->PointSize.BufferObj, NULL);
105 #endif
106 }
107
108
109 /**
110 * Allocate and initialize a new vertex array object.
111 *
112 * This function is intended to be called via
113 * \c dd_function_table::NewArrayObject.
114 */
115 struct gl_array_object *
116 _mesa_new_array_object( struct gl_context *ctx, GLuint name )
117 {
118 struct gl_array_object *obj = CALLOC_STRUCT(gl_array_object);
119 if (obj)
120 _mesa_initialize_array_object(ctx, obj, name);
121 return obj;
122 }
123
124
125 /**
126 * Delete an array object.
127 *
128 * This function is intended to be called via
129 * \c dd_function_table::DeleteArrayObject.
130 */
131 void
132 _mesa_delete_array_object( struct gl_context *ctx, struct gl_array_object *obj )
133 {
134 (void) ctx;
135 unbind_array_object_vbos(ctx, obj);
136 _glthread_DESTROY_MUTEX(obj->Mutex);
137 free(obj);
138 }
139
140
141 /**
142 * Set ptr to arrayObj w/ reference counting.
143 */
144 void
145 _mesa_reference_array_object(struct gl_context *ctx,
146 struct gl_array_object **ptr,
147 struct gl_array_object *arrayObj)
148 {
149 if (*ptr == arrayObj)
150 return;
151
152 if (*ptr) {
153 /* Unreference the old array object */
154 GLboolean deleteFlag = GL_FALSE;
155 struct gl_array_object *oldObj = *ptr;
156
157 _glthread_LOCK_MUTEX(oldObj->Mutex);
158 ASSERT(oldObj->RefCount > 0);
159 oldObj->RefCount--;
160 #if 0
161 printf("ArrayObj %p %d DECR to %d\n",
162 (void *) oldObj, oldObj->Name, oldObj->RefCount);
163 #endif
164 deleteFlag = (oldObj->RefCount == 0);
165 _glthread_UNLOCK_MUTEX(oldObj->Mutex);
166
167 if (deleteFlag) {
168 ASSERT(ctx->Driver.DeleteArrayObject);
169 ctx->Driver.DeleteArrayObject(ctx, oldObj);
170 }
171
172 *ptr = NULL;
173 }
174 ASSERT(!*ptr);
175
176 if (arrayObj) {
177 /* reference new array object */
178 _glthread_LOCK_MUTEX(arrayObj->Mutex);
179 if (arrayObj->RefCount == 0) {
180 /* this array's being deleted (look just above) */
181 /* Not sure this can every really happen. Warn if it does. */
182 _mesa_problem(NULL, "referencing deleted array object");
183 *ptr = NULL;
184 }
185 else {
186 arrayObj->RefCount++;
187 #if 0
188 printf("ArrayObj %p %d INCR to %d\n",
189 (void *) arrayObj, arrayObj->Name, arrayObj->RefCount);
190 #endif
191 *ptr = arrayObj;
192 }
193 _glthread_UNLOCK_MUTEX(arrayObj->Mutex);
194 }
195 }
196
197
198
199 static void
200 init_array(struct gl_context *ctx,
201 struct gl_client_array *array, GLint size, GLint type)
202 {
203 array->Size = size;
204 array->Type = type;
205 array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */
206 array->Stride = 0;
207 array->StrideB = 0;
208 array->Ptr = NULL;
209 array->Enabled = GL_FALSE;
210 array->Normalized = GL_FALSE;
211 array->_ElementSize = size * _mesa_sizeof_type(type);
212 #if FEATURE_ARB_vertex_buffer_object
213 /* Vertex array buffers */
214 _mesa_reference_buffer_object(ctx, &array->BufferObj,
215 ctx->Shared->NullBufferObj);
216 #endif
217 }
218
219
220 /**
221 * Initialize a gl_array_object's arrays.
222 */
223 void
224 _mesa_initialize_array_object( struct gl_context *ctx,
225 struct gl_array_object *obj,
226 GLuint name )
227 {
228 GLuint i;
229
230 obj->Name = name;
231
232 _glthread_INIT_MUTEX(obj->Mutex);
233 obj->RefCount = 1;
234
235 /* Init the individual arrays */
236 init_array(ctx, &obj->Vertex, 4, GL_FLOAT);
237 init_array(ctx, &obj->Weight, 1, GL_FLOAT);
238 init_array(ctx, &obj->Normal, 3, GL_FLOAT);
239 init_array(ctx, &obj->Color, 4, GL_FLOAT);
240 init_array(ctx, &obj->SecondaryColor, 3, GL_FLOAT);
241 init_array(ctx, &obj->FogCoord, 1, GL_FLOAT);
242 init_array(ctx, &obj->Index, 1, GL_FLOAT);
243 for (i = 0; i < Elements(obj->TexCoord); i++) {
244 init_array(ctx, &obj->TexCoord[i], 4, GL_FLOAT);
245 }
246 init_array(ctx, &obj->EdgeFlag, 1, GL_BOOL);
247 for (i = 0; i < Elements(obj->VertexAttrib); i++) {
248 init_array(ctx, &obj->VertexAttrib[i], 4, GL_FLOAT);
249 }
250
251 #if FEATURE_point_size_array
252 init_array(ctx, &obj->PointSize, 1, GL_FLOAT);
253 #endif
254 }
255
256
257 /**
258 * Add the given array object to the array object pool.
259 */
260 static void
261 save_array_object( struct gl_context *ctx, struct gl_array_object *obj )
262 {
263 if (obj->Name > 0) {
264 /* insert into hash table */
265 _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj);
266 }
267 }
268
269
270 /**
271 * Remove the given array object from the array object pool.
272 * Do not deallocate the array object though.
273 */
274 static void
275 remove_array_object( struct gl_context *ctx, struct gl_array_object *obj )
276 {
277 if (obj->Name > 0) {
278 /* remove from hash table */
279 _mesa_HashRemove(ctx->Array.Objects, obj->Name);
280 }
281 }
282
283
284
285 /**
286 * Helper for update_arrays().
287 * \return min(current min, array->_MaxElement).
288 */
289 static GLuint
290 update_min(GLuint min, struct gl_client_array *array)
291 {
292 _mesa_update_array_max_element(array);
293 if (array->Enabled)
294 return MIN2(min, array->_MaxElement);
295 else
296 return min;
297 }
298
299
300 /**
301 * Examine vertex arrays to update the gl_array_object::_MaxElement field.
302 */
303 void
304 _mesa_update_array_object_max_element(struct gl_context *ctx,
305 struct gl_array_object *arrayObj)
306 {
307 GLuint i, min = ~0;
308
309 min = update_min(min, &arrayObj->Vertex);
310 min = update_min(min, &arrayObj->Weight);
311 min = update_min(min, &arrayObj->Normal);
312 min = update_min(min, &arrayObj->Color);
313 min = update_min(min, &arrayObj->SecondaryColor);
314 min = update_min(min, &arrayObj->FogCoord);
315 min = update_min(min, &arrayObj->Index);
316 min = update_min(min, &arrayObj->EdgeFlag);
317 #if FEATURE_point_size_array
318 min = update_min(min, &arrayObj->PointSize);
319 #endif
320 for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
321 min = update_min(min, &arrayObj->TexCoord[i]);
322 for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
323 min = update_min(min, &arrayObj->VertexAttrib[i]);
324
325 /* _MaxElement is one past the last legal array element */
326 arrayObj->_MaxElement = min;
327 }
328
329
330 /**********************************************************************/
331 /* API Functions */
332 /**********************************************************************/
333
334
335 /**
336 * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE().
337 * \param genRequired specifies behavour when id was not generated with
338 * glGenVertexArrays().
339 */
340 static void
341 bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
342 {
343 struct gl_array_object * const oldObj = ctx->Array.ArrayObj;
344 struct gl_array_object *newObj = NULL;
345 ASSERT_OUTSIDE_BEGIN_END(ctx);
346
347 ASSERT(oldObj != NULL);
348
349 if ( oldObj->Name == id )
350 return; /* rebinding the same array object- no change */
351
352 /*
353 * Get pointer to new array object (newObj)
354 */
355 if (id == 0) {
356 /* The spec says there is no array object named 0, but we use
357 * one internally because it simplifies things.
358 */
359 newObj = ctx->Array.DefaultArrayObj;
360 }
361 else {
362 /* non-default array object */
363 newObj = lookup_arrayobj(ctx, id);
364 if (!newObj) {
365 if (genRequired) {
366 _mesa_error(ctx, GL_INVALID_OPERATION, "glBindVertexArray(id)");
367 return;
368 }
369
370 /* For APPLE version, generate a new array object now */
371 newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
372 if (!newObj) {
373 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
374 return;
375 }
376 save_array_object(ctx, newObj);
377 }
378 }
379
380 ctx->NewState |= _NEW_ARRAY;
381 ctx->Array.NewState |= _NEW_ARRAY_ALL;
382 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj);
383
384 /* Pass BindVertexArray call to device driver */
385 if (ctx->Driver.BindArrayObject && newObj)
386 ctx->Driver.BindArrayObject(ctx, newObj);
387 }
388
389
390 /**
391 * ARB version of glBindVertexArray()
392 * This function behaves differently from glBindVertexArrayAPPLE() in
393 * that this function requires all ids to have been previously generated
394 * by glGenVertexArrays[APPLE]().
395 */
396 void GLAPIENTRY
397 _mesa_BindVertexArray( GLuint id )
398 {
399 GET_CURRENT_CONTEXT(ctx);
400 bind_vertex_array(ctx, id, GL_TRUE);
401 }
402
403
404 /**
405 * Bind a new array.
406 *
407 * \todo
408 * The binding could be done more efficiently by comparing the non-NULL
409 * pointers in the old and new objects. The only arrays that are "dirty" are
410 * the ones that are non-NULL in either object.
411 */
412 void GLAPIENTRY
413 _mesa_BindVertexArrayAPPLE( GLuint id )
414 {
415 GET_CURRENT_CONTEXT(ctx);
416 bind_vertex_array(ctx, id, GL_FALSE);
417 }
418
419
420 /**
421 * Delete a set of array objects.
422 *
423 * \param n Number of array objects to delete.
424 * \param ids Array of \c n array object IDs.
425 */
426 void GLAPIENTRY
427 _mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids)
428 {
429 GET_CURRENT_CONTEXT(ctx);
430 GLsizei i;
431 ASSERT_OUTSIDE_BEGIN_END(ctx);
432
433 if (n < 0) {
434 _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
435 return;
436 }
437
438 for (i = 0; i < n; i++) {
439 struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]);
440
441 if ( obj != NULL ) {
442 ASSERT( obj->Name == ids[i] );
443
444 /* If the array object is currently bound, the spec says "the binding
445 * for that object reverts to zero and the default vertex array
446 * becomes current."
447 */
448 if ( obj == ctx->Array.ArrayObj ) {
449 CALL_BindVertexArrayAPPLE( ctx->Exec, (0) );
450 }
451
452 /* The ID is immediately freed for re-use */
453 remove_array_object(ctx, obj);
454
455 /* Unreference the array object.
456 * If refcount hits zero, the object will be deleted.
457 */
458 _mesa_reference_array_object(ctx, &obj, NULL);
459 }
460 }
461 }
462
463
464 /**
465 * Generate a set of unique array object IDs and store them in \c arrays.
466 * Helper for _mesa_GenVertexArrays[APPLE]() functions below.
467 * \param n Number of IDs to generate.
468 * \param arrays Array of \c n locations to store the IDs.
469 * \param vboOnly Will arrays have to reside in VBOs?
470 */
471 static void
472 gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays,
473 GLboolean vboOnly)
474 {
475 GLuint first;
476 GLint i;
477 ASSERT_OUTSIDE_BEGIN_END(ctx);
478
479 if (n < 0) {
480 _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
481 return;
482 }
483
484 if (!arrays) {
485 return;
486 }
487
488 first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n);
489
490 /* Allocate new, empty array objects and return identifiers */
491 for (i = 0; i < n; i++) {
492 struct gl_array_object *obj;
493 GLuint name = first + i;
494
495 obj = (*ctx->Driver.NewArrayObject)( ctx, name );
496 if (!obj) {
497 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
498 return;
499 }
500 obj->VBOonly = vboOnly;
501 save_array_object(ctx, obj);
502 arrays[i] = first + i;
503 }
504 }
505
506
507 /**
508 * ARB version of glGenVertexArrays()
509 * All arrays will be required to live in VBOs.
510 */
511 void GLAPIENTRY
512 _mesa_GenVertexArrays(GLsizei n, GLuint *arrays)
513 {
514 GET_CURRENT_CONTEXT(ctx);
515 gen_vertex_arrays(ctx, n, arrays, GL_TRUE);
516 }
517
518
519 /**
520 * APPLE version of glGenVertexArraysAPPLE()
521 * Arrays may live in VBOs or ordinary memory.
522 */
523 void GLAPIENTRY
524 _mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
525 {
526 GET_CURRENT_CONTEXT(ctx);
527 gen_vertex_arrays(ctx, n, arrays, GL_FALSE);
528 }
529
530
531 /**
532 * Determine if ID is the name of an array object.
533 *
534 * \param id ID of the potential array object.
535 * \return \c GL_TRUE if \c id is the name of a array object,
536 * \c GL_FALSE otherwise.
537 */
538 GLboolean GLAPIENTRY
539 _mesa_IsVertexArrayAPPLE( GLuint id )
540 {
541 struct gl_array_object * obj;
542 GET_CURRENT_CONTEXT(ctx);
543 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
544
545 if (id == 0)
546 return GL_FALSE;
547
548 obj = lookup_arrayobj(ctx, id);
549
550 return (obj != NULL) ? GL_TRUE : GL_FALSE;
551 }