#include "mtypes.h"
#include "varray.h"
#include "main/dispatch.h"
+#include "util/bitscan.h"
/**
}
+/**
+ * Looks up the array object for the given ID.
+ *
+ * Unlike _mesa_lookup_vao, this function generates a GL_INVALID_OPERATION
+ * error if the array object does not exist. It also returns the default
+ * array object when ctx is a compatibility profile context and id is zero.
+ */
+struct gl_vertex_array_object *
+_mesa_lookup_vao_err(struct gl_context *ctx, GLuint id, const char *caller)
+{
+ /* The ARB_direct_state_access specification says:
+ *
+ * "<vaobj> is [compatibility profile:
+ * zero, indicating the default vertex array object, or]
+ * the name of the vertex array object."
+ */
+ if (id == 0) {
+ if (ctx->API == API_OPENGL_CORE) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(zero is not valid vaobj name in a core profile "
+ "context)", caller);
+ return NULL;
+ }
+
+ return ctx->Array.DefaultVAO;
+ } else {
+ struct gl_vertex_array_object *vao;
+
+ if (ctx->Array.LastLookedUpVAO &&
+ ctx->Array.LastLookedUpVAO->Name == id) {
+ vao = ctx->Array.LastLookedUpVAO;
+ } else {
+ vao = (struct gl_vertex_array_object *)
+ _mesa_HashLookup(ctx->Array.Objects, id);
+
+ /* The ARB_direct_state_access specification says:
+ *
+ * "An INVALID_OPERATION error is generated if <vaobj> is not
+ * [compatibility profile: zero or] the name of an existing
+ * vertex array object."
+ */
+ if (!vao || !vao->EverBound) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(non-existent vaobj=%u)", caller, id);
+ return NULL;
+ }
+
+ _mesa_reference_vao(ctx, &ctx->Array.LastLookedUpVAO, vao);
+ }
+
+ return vao;
+ }
+}
+
+
/**
* For all the vertex binding points in the array object, unbind any pointers
* to any buffer objects (VBOs).
{
GLuint i;
- for (i = 0; i < Elements(obj->VertexBinding); i++)
+ for (i = 0; i < ARRAY_SIZE(obj->VertexBinding); i++)
_mesa_reference_buffer_object(ctx, &obj->VertexBinding[i].BufferObj, NULL);
- for (i = 0; i < Elements(obj->_VertexAttrib); i++)
+ for (i = 0; i < ARRAY_SIZE(obj->_VertexAttrib); i++)
_mesa_reference_buffer_object(ctx, &obj->_VertexAttrib[i].BufferObj, NULL);
}
/**
* Allocate and initialize a new vertex array object.
- *
- * This function is intended to be called via
- * \c dd_function_table::NewArrayObject.
*/
struct gl_vertex_array_object *
_mesa_new_vao(struct gl_context *ctx, GLuint name)
/**
* Delete an array object.
- *
- * This function is intended to be called via
- * \c dd_function_table::DeleteArrayObject.
*/
void
_mesa_delete_vao(struct gl_context *ctx, struct gl_vertex_array_object *obj)
{
unbind_array_object_vbos(ctx, obj);
_mesa_reference_buffer_object(ctx, &obj->IndexBufferObj, NULL);
- _glthread_DESTROY_MUTEX(obj->Mutex);
+ mtx_destroy(&obj->Mutex);
free(obj->Label);
free(obj);
}
GLboolean deleteFlag = GL_FALSE;
struct gl_vertex_array_object *oldObj = *ptr;
- _glthread_LOCK_MUTEX(oldObj->Mutex);
- ASSERT(oldObj->RefCount > 0);
+ mtx_lock(&oldObj->Mutex);
+ assert(oldObj->RefCount > 0);
oldObj->RefCount--;
-#if 0
- printf("ArrayObj %p %d DECR to %d\n",
- (void *) oldObj, oldObj->Name, oldObj->RefCount);
-#endif
deleteFlag = (oldObj->RefCount == 0);
- _glthread_UNLOCK_MUTEX(oldObj->Mutex);
+ mtx_unlock(&oldObj->Mutex);
- if (deleteFlag) {
- ASSERT(ctx->Driver.DeleteArrayObject);
- ctx->Driver.DeleteArrayObject(ctx, oldObj);
- }
+ if (deleteFlag)
+ _mesa_delete_vao(ctx, oldObj);
*ptr = NULL;
}
- ASSERT(!*ptr);
+ assert(!*ptr);
if (vao) {
/* reference new array object */
- _glthread_LOCK_MUTEX(vao->Mutex);
+ mtx_lock(&vao->Mutex);
if (vao->RefCount == 0) {
/* this array's being deleted (look just above) */
/* Not sure this can every really happen. Warn if it does. */
}
else {
vao->RefCount++;
-#if 0
- printf("ArrayObj %p %d INCR to %d\n",
- (void *) vao, vao->Name, vao->RefCount);
-#endif
*ptr = vao;
}
- _glthread_UNLOCK_MUTEX(vao->Mutex);
+ mtx_unlock(&vao->Mutex);
}
}
array->Enabled = GL_FALSE;
array->Normalized = GL_FALSE;
array->Integer = GL_FALSE;
+ array->Doubles = GL_FALSE;
array->_ElementSize = size * _mesa_sizeof_type(type);
array->VertexBinding = index;
obj->Name = name;
- _glthread_INIT_MUTEX(obj->Mutex);
+ mtx_init(&obj->Mutex, mtx_plain);
obj->RefCount = 1;
/* Init the individual arrays */
- for (i = 0; i < Elements(obj->_VertexAttrib); i++) {
+ for (i = 0; i < ARRAY_SIZE(obj->VertexAttrib); i++) {
switch (i) {
case VERT_ATTRIB_WEIGHT:
init_array(ctx, obj, VERT_ATTRIB_WEIGHT, 1, GL_FLOAT);
}
-
-/**
- * Helper for _mesa_update_vao_max_element().
- * \return min(vao->_VertexAttrib[*]._MaxElement).
- */
-static GLuint
-compute_max_element(struct gl_vertex_array_object *vao, GLbitfield64 enabled)
-{
- GLuint min = ~((GLuint)0);
-
- while (enabled) {
- struct gl_client_array *client_array;
- GLint attrib = ffsll(enabled) - 1;
- enabled ^= BITFIELD64_BIT(attrib);
-
- client_array = &vao->_VertexAttrib[attrib];
- assert(client_array->Enabled);
- _mesa_update_array_max_element(client_array);
- min = MIN2(min, client_array->_MaxElement);
- }
-
- return min;
-}
-
-
-/**
- * Examine vertex arrays to update the gl_vertex_array_object::_MaxElement field.
- */
-void
-_mesa_update_vao_max_element(struct gl_context *ctx,
- struct gl_vertex_array_object *vao)
-{
- GLbitfield64 enabled;
-
- if (!ctx->VertexProgram._Current ||
- ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram) {
- enabled = _mesa_array_object_get_enabled_ff(vao);
- } else {
- enabled = _mesa_array_object_get_enabled_arb(vao);
- }
-
- /* _MaxElement is one past the last legal array element */
- vao->_MaxElement = compute_max_element(vao, enabled);
-}
-
-
/**
* Updates the derived gl_client_arrays when a gl_vertex_attrib_array
* or a gl_vertex_buffer_binding has changed.
GLbitfield64 arrays = vao->NewArrays;
while (arrays) {
+ const int attrib = u_bit_scan64(&arrays);
+
struct gl_client_array *client_array;
struct gl_vertex_attrib_array *attrib_array;
struct gl_vertex_buffer_binding *buffer_binding;
- GLint attrib = ffsll(arrays) - 1;
- arrays ^= BITFIELD64_BIT(attrib);
-
attrib_array = &vao->VertexAttrib[attrib];
buffer_binding = &vao->VertexBinding[attrib_array->VertexBinding];
client_array = &vao->_VertexAttrib[attrib];
}
+bool
+_mesa_all_varyings_in_vbos(const struct gl_vertex_array_object *vao)
+{
+ /* Walk those enabled arrays that have the default vbo attached */
+ GLbitfield64 mask = vao->_Enabled & ~vao->VertexAttribBufferMask;
+
+ while (mask) {
+ /* Do not use u_bit_scan64 as we can walk multiple
+ * attrib arrays at once
+ */
+ const int i = ffsll(mask) - 1;
+ const struct gl_vertex_attrib_array *attrib_array =
+ &vao->VertexAttrib[i];
+ const struct gl_vertex_buffer_binding *buffer_binding =
+ &vao->VertexBinding[attrib_array->VertexBinding];
+
+ /* Only enabled arrays shall appear in the _Enabled bitmask */
+ assert(attrib_array->Enabled);
+ /* We have already masked out vao->VertexAttribBufferMask */
+ assert(!_mesa_is_bufferobj(buffer_binding->BufferObj));
+
+ /* Bail out once we find the first non vbo with a non zero stride */
+ if (buffer_binding->Stride != 0)
+ return false;
+
+ /* Note that we cannot use the xor variant since the _BoundArray mask
+ * may contain array attributes that are bound but not enabled.
+ */
+ mask &= ~buffer_binding->_BoundArrays;
+ }
+
+ return true;
+}
+
+bool
+_mesa_all_buffers_are_unmapped(const struct gl_vertex_array_object *vao)
+{
+ /* Walk the enabled arrays that have a vbo attached */
+ GLbitfield64 mask = vao->_Enabled & vao->VertexAttribBufferMask;
+
+ while (mask) {
+ const int i = ffsll(mask) - 1;
+ const struct gl_vertex_attrib_array *attrib_array =
+ &vao->VertexAttrib[i];
+ const struct gl_vertex_buffer_binding *buffer_binding =
+ &vao->VertexBinding[attrib_array->VertexBinding];
+
+ /* Only enabled arrays shall appear in the _Enabled bitmask */
+ assert(attrib_array->Enabled);
+ /* We have already masked with vao->VertexAttribBufferMask */
+ assert(_mesa_is_bufferobj(buffer_binding->BufferObj));
+
+ /* Bail out once we find the first disallowed mapping */
+ if (_mesa_check_disallowed_mapping(buffer_binding->BufferObj))
+ return false;
+
+ /* We have handled everything that is bound to this buffer_binding. */
+ mask &= ~buffer_binding->_BoundArrays;
+ }
+
+ return true;
+}
+
/**********************************************************************/
/* API Functions */
/**********************************************************************/
struct gl_vertex_array_object * const oldObj = ctx->Array.VAO;
struct gl_vertex_array_object *newObj = NULL;
- ASSERT(oldObj != NULL);
+ assert(oldObj != NULL);
if ( oldObj->Name == id )
return; /* rebinding the same array object- no change */
}
/* For APPLE version, generate a new array object now */
- newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
+ newObj = _mesa_new_vao(ctx, id);
if (!newObj) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
return;
}
}
+ if (ctx->Array.DrawMethod == DRAW_ARRAYS) {
+ /* The _DrawArrays pointer is pointing at the VAO being unbound and
+ * that VAO may be in the process of being deleted. If it's not going
+ * to be deleted, this will have no effect, because the pointer needs
+ * to be updated by the VBO module anyway.
+ *
+ * Before the VBO module can update the pointer, we have to set it
+ * to NULL for drivers not to set up arrays which are not bound,
+ * or to prevent a crash if the VAO being unbound is going to be
+ * deleted.
+ */
+ ctx->Array._DrawArrays = NULL;
+ ctx->Array.DrawMethod = DRAW_NONE;
+ }
+
ctx->NewState |= _NEW_ARRAY;
_mesa_reference_vao(ctx, &ctx->Array.VAO, newObj);
-
- /* Pass BindVertexArray call to device driver */
- if (ctx->Driver.BindArrayObject && newObj)
- ctx->Driver.BindArrayObject(ctx, newObj);
}
struct gl_vertex_array_object *obj = _mesa_lookup_vao(ctx, ids[i]);
if ( obj != NULL ) {
- ASSERT( obj->Name == ids[i] );
+ assert( obj->Name == ids[i] );
/* If the array object is currently bound, the spec says "the binding
* for that object reverts to zero and the default vertex array
/* The ID is immediately freed for re-use */
remove_array_object(ctx, obj);
+ if (ctx->Array.LastLookedUpVAO == obj)
+ _mesa_reference_vao(ctx, &ctx->Array.LastLookedUpVAO, NULL);
+
/* Unreference the array object.
* If refcount hits zero, the object will be deleted.
*/
/**
* Generate a set of unique array object IDs and store them in \c arrays.
- * Helper for _mesa_GenVertexArrays[APPLE]() functions below.
+ * Helper for _mesa_GenVertexArrays[APPLE]() and _mesa_CreateVertexArrays()
+ * 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?
+ * \param create Indicates that the objects should also be created.
+ * \param func The name of the GL entry point.
*/
static void
-gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays)
+gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays,
+ bool create, const char *func)
{
GLuint first;
GLint i;
if (n < 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArrays");
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s(n < 0)", func);
return;
}
first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n);
- /* Allocate new, empty array objects and return identifiers */
+ /* For the sake of simplicity we create the array objects in both
+ * the Gen* and Create* cases. The only difference is the value of
+ * EverBound, which is set to true in the Create* case.
+ */
for (i = 0; i < n; i++) {
struct gl_vertex_array_object *obj;
GLuint name = first + i;
- obj = (*ctx->Driver.NewArrayObject)( ctx, name );
+ obj = _mesa_new_vao(ctx, name);
if (!obj) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArrays");
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", func);
return;
}
+ obj->EverBound = create;
save_array_object(ctx, obj);
arrays[i] = first + i;
}
_mesa_GenVertexArrays(GLsizei n, GLuint *arrays)
{
GET_CURRENT_CONTEXT(ctx);
- gen_vertex_arrays(ctx, n, arrays);
+ gen_vertex_arrays(ctx, n, arrays, false, "glGenVertexArrays");
}
_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
{
GET_CURRENT_CONTEXT(ctx);
- gen_vertex_arrays(ctx, n, arrays);
+ gen_vertex_arrays(ctx, n, arrays, false, "glGenVertexArraysAPPLE");
+}
+
+
+/**
+ * ARB_direct_state_access
+ * Generates ID's and creates the array objects.
+ */
+void GLAPIENTRY
+_mesa_CreateVertexArrays(GLsizei n, GLuint *arrays)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ gen_vertex_arrays(ctx, n, arrays, true, "glCreateVertexArrays");
}
return obj->EverBound;
}
+
+
+/**
+ * Sets the element array buffer binding of a vertex array object.
+ *
+ * This is the ARB_direct_state_access equivalent of
+ * glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer).
+ */
+void GLAPIENTRY
+_mesa_VertexArrayElementBuffer(GLuint vaobj, GLuint buffer)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_vertex_array_object *vao;
+ struct gl_buffer_object *bufObj;
+
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ /* The GL_ARB_direct_state_access specification says:
+ *
+ * "An INVALID_OPERATION error is generated by VertexArrayElementBuffer
+ * if <vaobj> is not [compatibility profile: zero or] the name of an
+ * existing vertex array object."
+ */
+ vao =_mesa_lookup_vao_err(ctx, vaobj, "glVertexArrayElementBuffer");
+ if (!vao)
+ return;
+
+ /* The GL_ARB_direct_state_access specification says:
+ *
+ * "An INVALID_OPERATION error is generated if <buffer> is not zero or
+ * the name of an existing buffer object."
+ */
+ if (buffer != 0)
+ bufObj = _mesa_lookup_bufferobj_err(ctx, buffer,
+ "glVertexArrayElementBuffer");
+ else
+ bufObj = ctx->Shared->NullBufferObj;
+
+ if (bufObj)
+ _mesa_reference_buffer_object(ctx, &vao->IndexBufferObj, bufObj);
+}
+
+
+void GLAPIENTRY
+_mesa_GetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_vertex_array_object *vao;
+
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ /* The GL_ARB_direct_state_access specification says:
+ *
+ * "An INVALID_OPERATION error is generated if <vaobj> is not
+ * [compatibility profile: zero or] the name of an existing
+ * vertex array object."
+ */
+ vao =_mesa_lookup_vao_err(ctx, vaobj, "glGetVertexArrayiv");
+ if (!vao)
+ return;
+
+ /* The GL_ARB_direct_state_access specification says:
+ *
+ * "An INVALID_ENUM error is generated if <pname> is not
+ * ELEMENT_ARRAY_BUFFER_BINDING."
+ */
+ if (pname != GL_ELEMENT_ARRAY_BUFFER_BINDING) {
+ _mesa_error(ctx, GL_INVALID_ENUM,
+ "glGetVertexArrayiv(pname != "
+ "GL_ELEMENT_ARRAY_BUFFER_BINDING)");
+ return;
+ }
+
+ param[0] = vao->IndexBufferObj->Name;
+}