#endif
#include "arrayobj.h"
#include "macros.h"
-#include "glapi/dispatch.h"
+#include "main/dispatch.h"
/**
for (i = 0; i < Elements(obj->VertexAttrib); i++)
_mesa_reference_buffer_object(ctx, &obj->VertexAttrib[i].BufferObj,NULL);
+
+#if FEATURE_point_size_array
+ _mesa_reference_buffer_object(ctx, &obj->PointSize.BufferObj, NULL);
+#endif
}
(void) ctx;
unbind_array_object_vbos(ctx, obj);
_glthread_DESTROY_MUTEX(obj->Mutex);
- _mesa_free(obj);
+ free(obj);
}
- (GLsizeiptrARB) array->Ptr + array->StrideB
- array->_ElementSize) / array->StrideB;
if (0)
- _mesa_printf("%s Object %u Size %u MaxElement %u\n",
- __FUNCTION__,
- array->BufferObj->Name,
- (GLuint) array->BufferObj->Size,
- array->_MaxElement);
+ printf("%s Object %u Size %u MaxElement %u\n",
+ __FUNCTION__,
+ array->BufferObj->Name,
+ (GLuint) array->BufferObj->Size,
+ array->_MaxElement);
}
else {
/* user-space array, no idea how big it is */
/* API Functions */
/**********************************************************************/
+
/**
- * Bind a new array.
- *
- * \todo
- * The binding could be done more efficiently by comparing the non-NULL
- * pointers in the old and new objects. The only arrays that are "dirty" are
- * the ones that are non-NULL in either object.
+ * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE().
+ * \param genRequired specifies behavour when id was not generated with
+ * glGenVertexArrays().
*/
-void GLAPIENTRY
-_mesa_BindVertexArrayAPPLE( GLuint id )
+static void
+bind_vertex_array(GLcontext *ctx, GLuint id, GLboolean genRequired)
{
- GET_CURRENT_CONTEXT(ctx);
struct gl_array_object * const oldObj = ctx->Array.ArrayObj;
struct gl_array_object *newObj = NULL;
ASSERT_OUTSIDE_BEGIN_END(ctx);
/* non-default array object */
newObj = lookup_arrayobj(ctx, id);
if (!newObj) {
- /* If this is a new array object id, allocate an array object now.
- */
+ if (genRequired) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glBindVertexArray(id)");
+ return;
+ }
+
+ /* For APPLE version, generate a new array object now */
newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
if (!newObj) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
/* Pass BindVertexArray call to device driver */
if (ctx->Driver.BindArrayObject && newObj)
- (*ctx->Driver.BindArrayObject)( ctx, newObj );
+ ctx->Driver.BindArrayObject(ctx, newObj);
+}
+
+
+/**
+ * ARB version of glBindVertexArray()
+ * This function behaves differently from glBindVertexArrayAPPLE() in
+ * that this function requires all ids to have been previously generated
+ * by glGenVertexArrays[APPLE]().
+ */
+void GLAPIENTRY
+_mesa_BindVertexArray( GLuint id )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ bind_vertex_array(ctx, id, GL_TRUE);
+}
+
+
+/**
+ * Bind a new array.
+ *
+ * \todo
+ * The binding could be done more efficiently by comparing the non-NULL
+ * pointers in the old and new objects. The only arrays that are "dirty" are
+ * the ones that are non-NULL in either object.
+ */
+void GLAPIENTRY
+_mesa_BindVertexArrayAPPLE( GLuint id )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ bind_vertex_array(ctx, id, GL_FALSE);
}
/**
* Generate a set of unique array object IDs and store them in \c arrays.
- *
+ * Helper for _mesa_GenVertexArrays[APPLE]() functions below.
* \param n Number of IDs to generate.
* \param arrays Array of \c n locations to store the IDs.
+ * \param vboOnly Will arrays have to reside in VBOs?
*/
-void GLAPIENTRY
-_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
+static void
+gen_vertex_arrays(GLcontext *ctx, GLsizei n, GLuint *arrays, GLboolean vboOnly)
{
- GET_CURRENT_CONTEXT(ctx);
GLuint first;
GLint i;
ASSERT_OUTSIDE_BEGIN_END(ctx);
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
return;
}
+ obj->VBOonly = vboOnly;
save_array_object(ctx, obj);
arrays[i] = first + i;
}
}
+/**
+ * ARB version of glGenVertexArrays()
+ * All arrays will be required to live in VBOs.
+ */
+void GLAPIENTRY
+_mesa_GenVertexArrays(GLsizei n, GLuint *arrays)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ gen_vertex_arrays(ctx, n, arrays, GL_TRUE);
+}
+
+
+/**
+ * APPLE version of glGenVertexArraysAPPLE()
+ * Arrays may live in VBOs or ordinary memory.
+ */
+void GLAPIENTRY
+_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ gen_vertex_arrays(ctx, n, arrays, GL_FALSE);
+}
+
+
/**
* Determine if ID is the name of an array object.
*