/**
* \file arrayobj.c
- * Functions for the GL_APPLE_vertex_array_object extension.
+ *
+ * Implementation of Vertex Array Objects (VAOs), from OpenGL 3.1+ /
+ * the GL_ARB_vertex_array_object extension.
*
* \todo
* The code in this file borrows a lot from bufferobj.c. There's a certain
#include "arrayobj.h"
#include "macros.h"
#include "mtypes.h"
+#include "state.h"
#include "varray.h"
-#include "main/dispatch.h"
+#include "util/bitscan.h"
+#include "util/u_atomic.h"
+#include "util/u_math.h"
+
+
+const GLubyte
+_mesa_vao_attribute_map[ATTRIBUTE_MAP_MODE_MAX][VERT_ATTRIB_MAX] =
+{
+ /* ATTRIBUTE_MAP_MODE_IDENTITY
+ *
+ * Grab vertex processing attribute VERT_ATTRIB_POS from
+ * the VAO attribute VERT_ATTRIB_POS, and grab vertex processing
+ * attribute VERT_ATTRIB_GENERIC0 from the VAO attribute
+ * VERT_ATTRIB_GENERIC0.
+ */
+ {
+ VERT_ATTRIB_POS, /* VERT_ATTRIB_POS */
+ VERT_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */
+ VERT_ATTRIB_COLOR0, /* VERT_ATTRIB_COLOR0 */
+ VERT_ATTRIB_COLOR1, /* VERT_ATTRIB_COLOR1 */
+ VERT_ATTRIB_FOG, /* VERT_ATTRIB_FOG */
+ VERT_ATTRIB_COLOR_INDEX, /* VERT_ATTRIB_COLOR_INDEX */
+ VERT_ATTRIB_EDGEFLAG, /* VERT_ATTRIB_EDGEFLAG */
+ VERT_ATTRIB_TEX0, /* VERT_ATTRIB_TEX0 */
+ VERT_ATTRIB_TEX1, /* VERT_ATTRIB_TEX1 */
+ VERT_ATTRIB_TEX2, /* VERT_ATTRIB_TEX2 */
+ VERT_ATTRIB_TEX3, /* VERT_ATTRIB_TEX3 */
+ VERT_ATTRIB_TEX4, /* VERT_ATTRIB_TEX4 */
+ VERT_ATTRIB_TEX5, /* VERT_ATTRIB_TEX5 */
+ VERT_ATTRIB_TEX6, /* VERT_ATTRIB_TEX6 */
+ VERT_ATTRIB_TEX7, /* VERT_ATTRIB_TEX7 */
+ VERT_ATTRIB_POINT_SIZE, /* VERT_ATTRIB_POINT_SIZE */
+ VERT_ATTRIB_GENERIC0, /* VERT_ATTRIB_GENERIC0 */
+ VERT_ATTRIB_GENERIC1, /* VERT_ATTRIB_GENERIC1 */
+ VERT_ATTRIB_GENERIC2, /* VERT_ATTRIB_GENERIC2 */
+ VERT_ATTRIB_GENERIC3, /* VERT_ATTRIB_GENERIC3 */
+ VERT_ATTRIB_GENERIC4, /* VERT_ATTRIB_GENERIC4 */
+ VERT_ATTRIB_GENERIC5, /* VERT_ATTRIB_GENERIC5 */
+ VERT_ATTRIB_GENERIC6, /* VERT_ATTRIB_GENERIC6 */
+ VERT_ATTRIB_GENERIC7, /* VERT_ATTRIB_GENERIC7 */
+ VERT_ATTRIB_GENERIC8, /* VERT_ATTRIB_GENERIC8 */
+ VERT_ATTRIB_GENERIC9, /* VERT_ATTRIB_GENERIC9 */
+ VERT_ATTRIB_GENERIC10, /* VERT_ATTRIB_GENERIC10 */
+ VERT_ATTRIB_GENERIC11, /* VERT_ATTRIB_GENERIC11 */
+ VERT_ATTRIB_GENERIC12, /* VERT_ATTRIB_GENERIC12 */
+ VERT_ATTRIB_GENERIC13, /* VERT_ATTRIB_GENERIC13 */
+ VERT_ATTRIB_GENERIC14, /* VERT_ATTRIB_GENERIC14 */
+ VERT_ATTRIB_GENERIC15 /* VERT_ATTRIB_GENERIC15 */
+ },
+
+ /* ATTRIBUTE_MAP_MODE_POSITION
+ *
+ * Grab vertex processing attribute VERT_ATTRIB_POS as well as
+ * vertex processing attribute VERT_ATTRIB_GENERIC0 from the
+ * VAO attribute VERT_ATTRIB_POS.
+ */
+ {
+ VERT_ATTRIB_POS, /* VERT_ATTRIB_POS */
+ VERT_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */
+ VERT_ATTRIB_COLOR0, /* VERT_ATTRIB_COLOR0 */
+ VERT_ATTRIB_COLOR1, /* VERT_ATTRIB_COLOR1 */
+ VERT_ATTRIB_FOG, /* VERT_ATTRIB_FOG */
+ VERT_ATTRIB_COLOR_INDEX, /* VERT_ATTRIB_COLOR_INDEX */
+ VERT_ATTRIB_EDGEFLAG, /* VERT_ATTRIB_EDGEFLAG */
+ VERT_ATTRIB_TEX0, /* VERT_ATTRIB_TEX0 */
+ VERT_ATTRIB_TEX1, /* VERT_ATTRIB_TEX1 */
+ VERT_ATTRIB_TEX2, /* VERT_ATTRIB_TEX2 */
+ VERT_ATTRIB_TEX3, /* VERT_ATTRIB_TEX3 */
+ VERT_ATTRIB_TEX4, /* VERT_ATTRIB_TEX4 */
+ VERT_ATTRIB_TEX5, /* VERT_ATTRIB_TEX5 */
+ VERT_ATTRIB_TEX6, /* VERT_ATTRIB_TEX6 */
+ VERT_ATTRIB_TEX7, /* VERT_ATTRIB_TEX7 */
+ VERT_ATTRIB_POINT_SIZE, /* VERT_ATTRIB_POINT_SIZE */
+ VERT_ATTRIB_POS, /* VERT_ATTRIB_GENERIC0 */
+ VERT_ATTRIB_GENERIC1, /* VERT_ATTRIB_GENERIC1 */
+ VERT_ATTRIB_GENERIC2, /* VERT_ATTRIB_GENERIC2 */
+ VERT_ATTRIB_GENERIC3, /* VERT_ATTRIB_GENERIC3 */
+ VERT_ATTRIB_GENERIC4, /* VERT_ATTRIB_GENERIC4 */
+ VERT_ATTRIB_GENERIC5, /* VERT_ATTRIB_GENERIC5 */
+ VERT_ATTRIB_GENERIC6, /* VERT_ATTRIB_GENERIC6 */
+ VERT_ATTRIB_GENERIC7, /* VERT_ATTRIB_GENERIC7 */
+ VERT_ATTRIB_GENERIC8, /* VERT_ATTRIB_GENERIC8 */
+ VERT_ATTRIB_GENERIC9, /* VERT_ATTRIB_GENERIC9 */
+ VERT_ATTRIB_GENERIC10, /* VERT_ATTRIB_GENERIC10 */
+ VERT_ATTRIB_GENERIC11, /* VERT_ATTRIB_GENERIC11 */
+ VERT_ATTRIB_GENERIC12, /* VERT_ATTRIB_GENERIC12 */
+ VERT_ATTRIB_GENERIC13, /* VERT_ATTRIB_GENERIC13 */
+ VERT_ATTRIB_GENERIC14, /* VERT_ATTRIB_GENERIC14 */
+ VERT_ATTRIB_GENERIC15 /* VERT_ATTRIB_GENERIC15 */
+ },
+
+ /* ATTRIBUTE_MAP_MODE_GENERIC0
+ *
+ * Grab vertex processing attribute VERT_ATTRIB_POS as well as
+ * vertex processing attribute VERT_ATTRIB_GENERIC0 from the
+ * VAO attribute VERT_ATTRIB_GENERIC0.
+ */
+ {
+ VERT_ATTRIB_GENERIC0, /* VERT_ATTRIB_POS */
+ VERT_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */
+ VERT_ATTRIB_COLOR0, /* VERT_ATTRIB_COLOR0 */
+ VERT_ATTRIB_COLOR1, /* VERT_ATTRIB_COLOR1 */
+ VERT_ATTRIB_FOG, /* VERT_ATTRIB_FOG */
+ VERT_ATTRIB_COLOR_INDEX, /* VERT_ATTRIB_COLOR_INDEX */
+ VERT_ATTRIB_EDGEFLAG, /* VERT_ATTRIB_EDGEFLAG */
+ VERT_ATTRIB_TEX0, /* VERT_ATTRIB_TEX0 */
+ VERT_ATTRIB_TEX1, /* VERT_ATTRIB_TEX1 */
+ VERT_ATTRIB_TEX2, /* VERT_ATTRIB_TEX2 */
+ VERT_ATTRIB_TEX3, /* VERT_ATTRIB_TEX3 */
+ VERT_ATTRIB_TEX4, /* VERT_ATTRIB_TEX4 */
+ VERT_ATTRIB_TEX5, /* VERT_ATTRIB_TEX5 */
+ VERT_ATTRIB_TEX6, /* VERT_ATTRIB_TEX6 */
+ VERT_ATTRIB_TEX7, /* VERT_ATTRIB_TEX7 */
+ VERT_ATTRIB_POINT_SIZE, /* VERT_ATTRIB_POINT_SIZE */
+ VERT_ATTRIB_GENERIC0, /* VERT_ATTRIB_GENERIC0 */
+ VERT_ATTRIB_GENERIC1, /* VERT_ATTRIB_GENERIC1 */
+ VERT_ATTRIB_GENERIC2, /* VERT_ATTRIB_GENERIC2 */
+ VERT_ATTRIB_GENERIC3, /* VERT_ATTRIB_GENERIC3 */
+ VERT_ATTRIB_GENERIC4, /* VERT_ATTRIB_GENERIC4 */
+ VERT_ATTRIB_GENERIC5, /* VERT_ATTRIB_GENERIC5 */
+ VERT_ATTRIB_GENERIC6, /* VERT_ATTRIB_GENERIC6 */
+ VERT_ATTRIB_GENERIC7, /* VERT_ATTRIB_GENERIC7 */
+ VERT_ATTRIB_GENERIC8, /* VERT_ATTRIB_GENERIC8 */
+ VERT_ATTRIB_GENERIC9, /* VERT_ATTRIB_GENERIC9 */
+ VERT_ATTRIB_GENERIC10, /* VERT_ATTRIB_GENERIC10 */
+ VERT_ATTRIB_GENERIC11, /* VERT_ATTRIB_GENERIC11 */
+ VERT_ATTRIB_GENERIC12, /* VERT_ATTRIB_GENERIC12 */
+ VERT_ATTRIB_GENERIC13, /* VERT_ATTRIB_GENERIC13 */
+ VERT_ATTRIB_GENERIC14, /* VERT_ATTRIB_GENERIC14 */
+ VERT_ATTRIB_GENERIC15 /* VERT_ATTRIB_GENERIC15 */
+ }
+};
/**
*/
struct gl_vertex_array_object *
-_mesa_lookup_arrayobj(struct gl_context *ctx, GLuint id)
+_mesa_lookup_vao(struct gl_context *ctx, GLuint id)
{
- if (id == 0)
+ /* 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_COMPAT)
+ return ctx->Array.DefaultVAO;
+
return NULL;
- else
- return (struct gl_vertex_array_object *)
- _mesa_HashLookup(ctx->Array.Objects, id);
+ } 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_HashLookupLocked(ctx->Array.Objects, id);
+
+ _mesa_reference_vao(ctx, &ctx->Array.LastLookedUpVAO, vao);
+ }
+
+ return vao;
+ }
+}
+
+
+/**
+ * Looks up the array object for the given ID.
+ *
+ * While _mesa_lookup_vao doesn't generate an error if the object does not
+ * exist, this function comes in two variants.
+ * If is_ext_dsa is false, 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.
+ * If is_ext_dsa is true, 0 is not a valid name. If the name exists but
+ * the object has never been bound, it is initialized.
+ */
+struct gl_vertex_array_object *
+_mesa_lookup_vao_err(struct gl_context *ctx, GLuint id,
+ bool is_ext_dsa, 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 (is_ext_dsa || ctx->API == API_OPENGL_CORE) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(zero is not valid vaobj name%s)",
+ caller,
+ is_ext_dsa ? "" : " in a core profile context");
+ 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_HashLookupLocked(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 || (!is_ext_dsa && !vao->EverBound)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(non-existent vaobj=%u)", caller, id);
+ return NULL;
+ }
+
+ /* The EXT_direct_state_access specification says:
+ *
+ * "If the vertex array object named by the vaobj parameter has not
+ * been previously bound but has been generated (without subsequent
+ * deletion) by GenVertexArrays, the GL first creates a new state
+ * vector in the same manner as when BindVertexArray creates a new
+ * vertex array object."
+ */
+ if (vao && is_ext_dsa && !vao->EverBound)
+ vao->EverBound = true;
+
+ _mesa_reference_vao(ctx, &ctx->Array.LastLookedUpVAO, vao);
+ }
+
+ return vao;
+ }
}
{
GLuint i;
- for (i = 0; i < Elements(obj->VertexBinding); i++)
- _mesa_reference_buffer_object(ctx, &obj->VertexBinding[i].BufferObj, NULL);
-
- for (i = 0; i < Elements(obj->_VertexAttrib); i++)
- _mesa_reference_buffer_object(ctx, &obj->_VertexAttrib[i].BufferObj, NULL);
+ for (i = 0; i < ARRAY_SIZE(obj->BufferBinding); i++)
+ _mesa_reference_buffer_object(ctx, &obj->BufferBinding[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)
{
- (void) ctx;
unbind_array_object_vbos(ctx, obj);
- _mesa_reference_buffer_object(ctx, &obj->ElementArrayBufferObj, NULL);
- _glthread_DESTROY_MUTEX(obj->Mutex);
+ _mesa_reference_buffer_object(ctx, &obj->IndexBufferObj, NULL);
free(obj->Label);
free(obj);
}
if (*ptr) {
/* Unreference the old array object */
- GLboolean deleteFlag = GL_FALSE;
struct gl_vertex_array_object *oldObj = *ptr;
- _glthread_LOCK_MUTEX(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);
-
- if (deleteFlag) {
- ASSERT(ctx->Driver.DeleteArrayObject);
- ctx->Driver.DeleteArrayObject(ctx, oldObj);
+ bool deleteFlag;
+ if (oldObj->SharedAndImmutable) {
+ deleteFlag = p_atomic_dec_zero(&oldObj->RefCount);
+ } else {
+ assert(oldObj->RefCount > 0);
+ oldObj->RefCount--;
+ deleteFlag = (oldObj->RefCount == 0);
}
+ if (deleteFlag)
+ _mesa_delete_vao(ctx, oldObj);
+
*ptr = NULL;
}
- ASSERT(!*ptr);
+ assert(!*ptr);
if (vao) {
/* reference new array object */
- _glthread_LOCK_MUTEX(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. */
- _mesa_problem(NULL, "referencing deleted array object");
- *ptr = NULL;
- }
- else {
+ if (vao->SharedAndImmutable) {
+ p_atomic_inc(&vao->RefCount);
+ } else {
+ assert(vao->RefCount > 0);
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);
+
+ *ptr = vao;
}
}
-
+/**
+ * Initialize attributes of a vertex array within a vertex array object.
+ * \param vao the container vertex array object
+ * \param index which array in the VAO to initialize
+ * \param size number of components (1, 2, 3 or 4) per attribute
+ * \param type datatype of the attribute (GL_FLOAT, GL_INT, etc).
+ */
static void
init_array(struct gl_context *ctx,
- struct gl_vertex_array_object *obj, GLuint index, GLint size, GLint type)
+ struct gl_vertex_array_object *vao,
+ gl_vert_attrib index, GLint size, GLint type)
{
- struct gl_vertex_attrib_array *array = &obj->VertexAttrib[index];
- struct gl_vertex_buffer_binding *binding = &obj->VertexBinding[index];
+ assert(index < ARRAY_SIZE(vao->VertexAttrib));
+ struct gl_array_attributes *array = &vao->VertexAttrib[index];
+ assert(index < ARRAY_SIZE(vao->BufferBinding));
+ struct gl_vertex_buffer_binding *binding = &vao->BufferBinding[index];
- array->Size = size;
- array->Type = type;
- array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */
+ _mesa_set_vertex_format(&array->Format, size, type, GL_RGBA,
+ GL_FALSE, GL_FALSE, GL_FALSE);
array->Stride = 0;
array->Ptr = NULL;
array->RelativeOffset = 0;
- array->Enabled = GL_FALSE;
- array->Normalized = GL_FALSE;
- array->Integer = GL_FALSE;
- array->_ElementSize = size * _mesa_sizeof_type(type);
- array->VertexBinding = index;
+ ASSERT_BITFIELD_SIZE(struct gl_array_attributes, BufferBindingIndex,
+ VERT_ATTRIB_MAX - 1);
+ array->BufferBindingIndex = index;
binding->Offset = 0;
- binding->Stride = array->_ElementSize;
+ binding->Stride = array->Format._ElementSize;
binding->BufferObj = NULL;
- binding->_BoundArrays = BITFIELD64_BIT(index);
+ binding->_BoundArrays = BITFIELD_BIT(index);
/* Vertex array buffers */
_mesa_reference_buffer_object(ctx, &binding->BufferObj,
*/
void
_mesa_initialize_vao(struct gl_context *ctx,
- struct gl_vertex_array_object *obj,
+ struct gl_vertex_array_object *vao,
GLuint name)
{
GLuint i;
- obj->Name = name;
+ vao->Name = name;
- _glthread_INIT_MUTEX(obj->Mutex);
- obj->RefCount = 1;
+ vao->RefCount = 1;
+ vao->SharedAndImmutable = false;
/* Init the individual arrays */
- for (i = 0; i < Elements(obj->_VertexAttrib); i++) {
+ for (i = 0; i < ARRAY_SIZE(vao->VertexAttrib); i++) {
switch (i) {
- case VERT_ATTRIB_WEIGHT:
- init_array(ctx, obj, VERT_ATTRIB_WEIGHT, 1, GL_FLOAT);
- break;
case VERT_ATTRIB_NORMAL:
- init_array(ctx, obj, VERT_ATTRIB_NORMAL, 3, GL_FLOAT);
+ init_array(ctx, vao, VERT_ATTRIB_NORMAL, 3, GL_FLOAT);
break;
case VERT_ATTRIB_COLOR1:
- init_array(ctx, obj, VERT_ATTRIB_COLOR1, 3, GL_FLOAT);
+ init_array(ctx, vao, VERT_ATTRIB_COLOR1, 3, GL_FLOAT);
break;
case VERT_ATTRIB_FOG:
- init_array(ctx, obj, VERT_ATTRIB_FOG, 1, GL_FLOAT);
+ init_array(ctx, vao, VERT_ATTRIB_FOG, 1, GL_FLOAT);
break;
case VERT_ATTRIB_COLOR_INDEX:
- init_array(ctx, obj, VERT_ATTRIB_COLOR_INDEX, 1, GL_FLOAT);
+ init_array(ctx, vao, VERT_ATTRIB_COLOR_INDEX, 1, GL_FLOAT);
break;
case VERT_ATTRIB_EDGEFLAG:
- init_array(ctx, obj, VERT_ATTRIB_EDGEFLAG, 1, GL_BOOL);
+ init_array(ctx, vao, VERT_ATTRIB_EDGEFLAG, 1, GL_UNSIGNED_BYTE);
break;
case VERT_ATTRIB_POINT_SIZE:
- init_array(ctx, obj, VERT_ATTRIB_POINT_SIZE, 1, GL_FLOAT);
+ init_array(ctx, vao, VERT_ATTRIB_POINT_SIZE, 1, GL_FLOAT);
break;
default:
- init_array(ctx, obj, i, 4, GL_FLOAT);
+ init_array(ctx, vao, i, 4, GL_FLOAT);
break;
}
}
- _mesa_reference_buffer_object(ctx, &obj->ElementArrayBufferObj,
+ vao->_AttributeMapMode = ATTRIBUTE_MAP_MODE_IDENTITY;
+
+ _mesa_reference_buffer_object(ctx, &vao->IndexBufferObj,
ctx->Shared->NullBufferObj);
}
/**
- * Add the given array object to the array object pool.
+ * Compute the offset range for the provided binding.
+ *
+ * This is a helper function for the below.
*/
static void
-save_array_object( struct gl_context *ctx, struct gl_vertex_array_object *obj )
+compute_vbo_offset_range(const struct gl_vertex_array_object *vao,
+ const struct gl_vertex_buffer_binding *binding,
+ GLsizeiptr* min, GLsizeiptr* max)
{
- if (obj->Name > 0) {
- /* insert into hash table */
- _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj);
+ /* The function is meant to work on VBO bindings */
+ assert(_mesa_is_bufferobj(binding->BufferObj));
+
+ /* Start with an inverted range of relative offsets. */
+ GLuint min_offset = ~(GLuint)0;
+ GLuint max_offset = 0;
+
+ /* We work on the unmapped originaly VAO array entries. */
+ GLbitfield mask = vao->Enabled & binding->_BoundArrays;
+ /* The binding should be active somehow, not to return inverted ranges */
+ assert(mask);
+ while (mask) {
+ const int i = u_bit_scan(&mask);
+ const GLuint off = vao->VertexAttrib[i].RelativeOffset;
+ min_offset = MIN2(off, min_offset);
+ max_offset = MAX2(off, max_offset);
}
+
+ *min = binding->Offset + (GLsizeiptr)min_offset;
+ *max = binding->Offset + (GLsizeiptr)max_offset;
}
/**
- * Remove the given array object from the array object pool.
- * Do not deallocate the array object though.
+ * Update the unique binding and pos/generic0 map tracking in the vao.
+ *
+ * The idea is to build up information in the vao so that a consuming
+ * backend can execute the following to set up buffer and vertex element
+ * information:
+ *
+ * const GLbitfield inputs_read = VERT_BIT_ALL; // backend vp inputs
+ *
+ * // Attribute data is in a VBO.
+ * GLbitfield vbomask = inputs_read & _mesa_draw_vbo_array_bits(ctx);
+ * while (vbomask) {
+ * // The attribute index to start pulling a binding
+ * const gl_vert_attrib i = ffs(vbomask) - 1;
+ * const struct gl_vertex_buffer_binding *const binding
+ * = _mesa_draw_buffer_binding(vao, i);
+ *
+ * <insert code to handle the vertex buffer object at binding>
+ *
+ * const GLbitfield boundmask = _mesa_draw_bound_attrib_bits(binding);
+ * GLbitfield attrmask = vbomask & boundmask;
+ * assert(attrmask);
+ * // Walk attributes belonging to the binding
+ * while (attrmask) {
+ * const gl_vert_attrib attr = u_bit_scan(&attrmask);
+ * const struct gl_array_attributes *const attrib
+ * = _mesa_draw_array_attrib(vao, attr);
+ *
+ * <insert code to handle the vertex element refering to the binding>
+ * }
+ * vbomask &= ~boundmask;
+ * }
+ *
+ * // Process user space buffers
+ * GLbitfield usermask = inputs_read & _mesa_draw_user_array_bits(ctx);
+ * while (usermask) {
+ * // The attribute index to start pulling a binding
+ * const gl_vert_attrib i = ffs(usermask) - 1;
+ * const struct gl_vertex_buffer_binding *const binding
+ * = _mesa_draw_buffer_binding(vao, i);
+ *
+ * <insert code to handle a set of interleaved user space arrays at binding>
+ *
+ * const GLbitfield boundmask = _mesa_draw_bound_attrib_bits(binding);
+ * GLbitfield attrmask = usermask & boundmask;
+ * assert(attrmask);
+ * // Walk interleaved attributes with a common stride and instance divisor
+ * while (attrmask) {
+ * const gl_vert_attrib attr = u_bit_scan(&attrmask);
+ * const struct gl_array_attributes *const attrib
+ * = _mesa_draw_array_attrib(vao, attr);
+ *
+ * <insert code to handle non vbo vertex arrays>
+ * }
+ * usermask &= ~boundmask;
+ * }
+ *
+ * // Process values that should have better been uniforms in the application
+ * GLbitfield curmask = inputs_read & _mesa_draw_current_bits(ctx);
+ * while (curmask) {
+ * const gl_vert_attrib attr = u_bit_scan(&curmask);
+ * const struct gl_array_attributes *const attrib
+ * = _mesa_draw_current_attrib(ctx, attr);
+ *
+ * <insert code to handle current values>
+ * }
+ *
+ *
+ * Note that the scan below must not incoporate any context state.
+ * The rationale is that once a VAO is finalized it should not
+ * be touched anymore. That means, do not incorporate the
+ * gl_context::Array._DrawVAOEnabledAttribs bitmask into this scan.
+ * A backend driver may further reduce the handled vertex processing
+ * inputs based on their vertex shader inputs. But scanning for
+ * collapsable binding points to reduce relocs is done based on the
+ * enabled arrays.
+ * Also VAOs may be shared between contexts due to their use in dlists
+ * thus no context state should bleed into the VAO.
*/
-static void
-remove_array_object( struct gl_context *ctx, struct gl_vertex_array_object *obj )
+void
+_mesa_update_vao_derived_arrays(struct gl_context *ctx,
+ struct gl_vertex_array_object *vao)
{
- if (obj->Name > 0) {
- /* remove from hash table */
- _mesa_HashRemove(ctx->Array.Objects, obj->Name);
+ /* Make sure we do not run into problems with shared objects */
+ assert(!vao->SharedAndImmutable || vao->NewArrays == 0);
+
+ /* Limit used for common binding scanning below. */
+ const GLsizeiptr MaxRelativeOffset =
+ ctx->Const.MaxVertexAttribRelativeOffset;
+
+ /* The gl_vertex_array_object::_AttributeMapMode denotes the way
+ * VERT_ATTRIB_{POS,GENERIC0} mapping is done.
+ *
+ * This mapping is used to map between the OpenGL api visible
+ * VERT_ATTRIB_* arrays to mesa driver arrayinputs or shader inputs.
+ * The mapping only depends on the enabled bits of the
+ * VERT_ATTRIB_{POS,GENERIC0} arrays and is tracked in the VAO.
+ *
+ * This map needs to be applied when finally translating to the bitmasks
+ * as consumed by the driver backends. The duplicate scanning is here
+ * can as well be done in the OpenGL API numbering without this map.
+ */
+ const gl_attribute_map_mode mode = vao->_AttributeMapMode;
+ /* Enabled array bits. */
+ const GLbitfield enabled = vao->Enabled;
+ /* VBO array bits. */
+ const GLbitfield vbos = vao->VertexAttribBufferMask;
+
+ /* Compute and store effectively enabled and mapped vbo arrays */
+ vao->_EffEnabledVBO = _mesa_vao_enable_to_vp_inputs(mode, enabled & vbos);
+ /* Walk those enabled arrays that have a real vbo attached */
+ GLbitfield mask = enabled;
+ while (mask) {
+ /* Do not use u_bit_scan as we can walk multiple attrib arrays at once */
+ const int i = ffs(mask) - 1;
+ /* The binding from the first to be processed attribute. */
+ const GLuint bindex = vao->VertexAttrib[i].BufferBindingIndex;
+ struct gl_vertex_buffer_binding *binding = &vao->BufferBinding[bindex];
+
+ /* The scan goes different for user space arrays than vbos */
+ if (_mesa_is_bufferobj(binding->BufferObj)) {
+ /* The bound arrays. */
+ const GLbitfield bound = enabled & binding->_BoundArrays;
+
+ /* Start this current effective binding with the actual bound arrays */
+ GLbitfield eff_bound_arrays = bound;
+
+ /*
+ * If there is nothing left to scan just update the effective binding
+ * information. If the VAO is already only using a single binding point
+ * we end up here. So the overhead of this scan for an application
+ * carefully preparing the VAO for draw is low.
+ */
+
+ GLbitfield scanmask = mask & vbos & ~bound;
+ /* Is there something left to scan? */
+ if (scanmask == 0) {
+ /* Just update the back reference from the attrib to the binding and
+ * the effective offset.
+ */
+ GLbitfield attrmask = eff_bound_arrays;
+ while (attrmask) {
+ const int j = u_bit_scan(&attrmask);
+ struct gl_array_attributes *attrib2 = &vao->VertexAttrib[j];
+
+ /* Update the index into the common binding point and offset */
+ attrib2->_EffBufferBindingIndex = bindex;
+ attrib2->_EffRelativeOffset = attrib2->RelativeOffset;
+ assert(attrib2->_EffRelativeOffset <= MaxRelativeOffset);
+ }
+ /* Finally this is the set of effectively bound arrays with the
+ * original binding offset.
+ */
+ binding->_EffOffset = binding->Offset;
+ /* The bound arrays past the VERT_ATTRIB_{POS,GENERIC0} mapping. */
+ binding->_EffBoundArrays =
+ _mesa_vao_enable_to_vp_inputs(mode, eff_bound_arrays);
+
+ } else {
+ /* In the VBO case, scan for attribute/binding
+ * combinations with relative bindings in the range of
+ * [0, ctx->Const.MaxVertexAttribRelativeOffset].
+ * Note that this does also go beyond just interleaved arrays
+ * as long as they use the same VBO, binding parameters and the
+ * offsets stay within bounds that the backend still can handle.
+ */
+
+ GLsizeiptr min_offset, max_offset;
+ compute_vbo_offset_range(vao, binding, &min_offset, &max_offset);
+ assert(max_offset <= min_offset + MaxRelativeOffset);
+
+ /* Now scan. */
+ while (scanmask) {
+ /* Do not use u_bit_scan as we can walk multiple
+ * attrib arrays at once
+ */
+ const int j = ffs(scanmask) - 1;
+ const struct gl_array_attributes *attrib2 =
+ &vao->VertexAttrib[j];
+ const struct gl_vertex_buffer_binding *binding2 =
+ &vao->BufferBinding[attrib2->BufferBindingIndex];
+
+ /* Remove those attrib bits from the mask that are bound to the
+ * same effective binding point.
+ */
+ const GLbitfield bound2 = enabled & binding2->_BoundArrays;
+ scanmask &= ~bound2;
+
+ /* Check if we have an identical binding */
+ if (binding->Stride != binding2->Stride)
+ continue;
+ if (binding->InstanceDivisor != binding2->InstanceDivisor)
+ continue;
+ if (binding->BufferObj != binding2->BufferObj)
+ continue;
+ /* Check if we can fold both bindings into a common binding */
+ GLsizeiptr min_offset2, max_offset2;
+ compute_vbo_offset_range(vao, binding2,
+ &min_offset2, &max_offset2);
+ /* If the relative offset is within the limits ... */
+ if (min_offset + MaxRelativeOffset < max_offset2)
+ continue;
+ if (min_offset2 + MaxRelativeOffset < max_offset)
+ continue;
+ /* ... add this array to the effective binding */
+ eff_bound_arrays |= bound2;
+ min_offset = MIN2(min_offset, min_offset2);
+ max_offset = MAX2(max_offset, max_offset2);
+ assert(max_offset <= min_offset + MaxRelativeOffset);
+ }
+
+ /* Update the back reference from the attrib to the binding */
+ GLbitfield attrmask = eff_bound_arrays;
+ while (attrmask) {
+ const int j = u_bit_scan(&attrmask);
+ struct gl_array_attributes *attrib2 = &vao->VertexAttrib[j];
+ const struct gl_vertex_buffer_binding *binding2 =
+ &vao->BufferBinding[attrib2->BufferBindingIndex];
+
+ /* Update the index into the common binding point and offset */
+ attrib2->_EffBufferBindingIndex = bindex;
+ attrib2->_EffRelativeOffset =
+ binding2->Offset + attrib2->RelativeOffset - min_offset;
+ assert(attrib2->_EffRelativeOffset <= MaxRelativeOffset);
+ }
+ /* Finally this is the set of effectively bound arrays */
+ binding->_EffOffset = min_offset;
+ /* The bound arrays past the VERT_ATTRIB_{POS,GENERIC0} mapping. */
+ binding->_EffBoundArrays =
+ _mesa_vao_enable_to_vp_inputs(mode, eff_bound_arrays);
+ }
+
+ /* Mark all the effective bound arrays as processed. */
+ mask &= ~eff_bound_arrays;
+
+ } else {
+ /* Scanning of common bindings for user space arrays.
+ */
+
+ const struct gl_array_attributes *attrib = &vao->VertexAttrib[i];
+ const GLbitfield bound = VERT_BIT(i);
+
+ /* Note that user space array pointers can only happen using a one
+ * to one binding point to array mapping.
+ * The OpenGL 4.x/ARB_vertex_attrib_binding api does not support
+ * user space arrays collected at multiple binding points.
+ * The only provider of user space interleaved arrays with a single
+ * binding point is the mesa internal vbo module. But that one
+ * provides a perfect interleaved set of arrays.
+ *
+ * If this would not be true we would potentially get attribute arrays
+ * with user space pointers that may not lie within the
+ * MaxRelativeOffset range but still attached to a single binding.
+ * Then we would need to store the effective attribute and binding
+ * grouping information in a seperate array beside
+ * gl_array_attributes/gl_vertex_buffer_binding.
+ */
+ assert(util_bitcount(binding->_BoundArrays & vao->Enabled) == 1
+ || (vao->Enabled & ~binding->_BoundArrays) == 0);
+
+ /* Start this current effective binding with the array */
+ GLbitfield eff_bound_arrays = bound;
+
+ const GLubyte *ptr = attrib->Ptr;
+ unsigned vertex_end = attrib->Format._ElementSize;
+
+ /* Walk other user space arrays and see which are interleaved
+ * using the same binding parameters.
+ */
+ GLbitfield scanmask = mask & ~vbos & ~bound;
+ while (scanmask) {
+ const int j = u_bit_scan(&scanmask);
+ const struct gl_array_attributes *attrib2 = &vao->VertexAttrib[j];
+ const struct gl_vertex_buffer_binding *binding2 =
+ &vao->BufferBinding[attrib2->BufferBindingIndex];
+
+ /* See the comment at the same assert above. */
+ assert(util_bitcount(binding2->_BoundArrays & vao->Enabled) == 1
+ || (vao->Enabled & ~binding->_BoundArrays) == 0);
+
+ /* Check if we have an identical binding */
+ if (binding->Stride != binding2->Stride)
+ continue;
+ if (binding->InstanceDivisor != binding2->InstanceDivisor)
+ continue;
+ if (ptr <= attrib2->Ptr) {
+ if (ptr + binding->Stride < attrib2->Ptr +
+ attrib2->Format._ElementSize)
+ continue;
+ unsigned end = attrib2->Ptr + attrib2->Format._ElementSize - ptr;
+ vertex_end = MAX2(vertex_end, end);
+ } else {
+ if (attrib2->Ptr + binding->Stride < ptr + vertex_end)
+ continue;
+ vertex_end += (GLsizei)(ptr - attrib2->Ptr);
+ ptr = attrib2->Ptr;
+ }
+
+ /* User space buffer object */
+ assert(!_mesa_is_bufferobj(binding2->BufferObj));
+
+ eff_bound_arrays |= VERT_BIT(j);
+ }
+
+ /* Update the back reference from the attrib to the binding */
+ GLbitfield attrmask = eff_bound_arrays;
+ while (attrmask) {
+ const int j = u_bit_scan(&attrmask);
+ struct gl_array_attributes *attrib2 = &vao->VertexAttrib[j];
+
+ /* Update the index into the common binding point and the offset */
+ attrib2->_EffBufferBindingIndex = bindex;
+ attrib2->_EffRelativeOffset = attrib2->Ptr - ptr;
+ assert(attrib2->_EffRelativeOffset <= binding->Stride);
+ }
+ /* Finally this is the set of effectively bound arrays */
+ binding->_EffOffset = (GLintptr)ptr;
+ /* The bound arrays past the VERT_ATTRIB_{POS,GENERIC0} mapping. */
+ binding->_EffBoundArrays =
+ _mesa_vao_enable_to_vp_inputs(mode, eff_bound_arrays);
+
+ /* Mark all the effective bound arrays as processed. */
+ mask &= ~eff_bound_arrays;
+ }
+ }
+
+#ifndef NDEBUG
+ /* Make sure the above code works as expected. */
+ for (gl_vert_attrib attr = 0; attr < VERT_ATTRIB_MAX; ++attr) {
+ /* Query the original api defined attrib/binding information ... */
+ const unsigned char *const map =_mesa_vao_attribute_map[mode];
+ if (vao->Enabled & VERT_BIT(map[attr])) {
+ const struct gl_array_attributes *attrib =
+ &vao->VertexAttrib[map[attr]];
+ const struct gl_vertex_buffer_binding *binding =
+ &vao->BufferBinding[attrib->BufferBindingIndex];
+ /* ... and compare that with the computed attrib/binding */
+ const struct gl_vertex_buffer_binding *binding2 =
+ &vao->BufferBinding[attrib->_EffBufferBindingIndex];
+ assert(binding->Stride == binding2->Stride);
+ assert(binding->InstanceDivisor == binding2->InstanceDivisor);
+ assert(binding->BufferObj == binding2->BufferObj);
+ if (_mesa_is_bufferobj(binding->BufferObj)) {
+ assert(attrib->_EffRelativeOffset <= MaxRelativeOffset);
+ assert(binding->Offset + attrib->RelativeOffset ==
+ binding2->_EffOffset + attrib->_EffRelativeOffset);
+ } else {
+ assert(attrib->_EffRelativeOffset < binding->Stride);
+ assert((GLintptr)attrib->Ptr ==
+ binding2->_EffOffset + attrib->_EffRelativeOffset);
+ }
+ }
}
+#endif
}
+void
+_mesa_set_vao_immutable(struct gl_context *ctx,
+ struct gl_vertex_array_object *vao)
+{
+ _mesa_update_vao_derived_arrays(ctx, vao);
+ vao->NewArrays = 0;
+ vao->SharedAndImmutable = true;
+}
-/**
- * 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)
+
+bool
+_mesa_all_varyings_in_vbos(const struct gl_vertex_array_object *vao)
+{
+ /* Walk those enabled arrays that have the default vbo attached */
+ GLbitfield 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 = ffs(mask) - 1;
+ const struct gl_array_attributes *attrib_array =
+ &vao->VertexAttrib[i];
+ const struct gl_vertex_buffer_binding *buffer_binding =
+ &vao->BufferBinding[attrib_array->BufferBindingIndex];
+
+ /* 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)
{
- GLuint min = ~((GLuint)0);
+ /* Walk the enabled arrays that have a vbo attached */
+ GLbitfield mask = vao->Enabled & vao->VertexAttribBufferMask;
+
+ while (mask) {
+ const int i = ffs(mask) - 1;
+ const struct gl_array_attributes *attrib_array =
+ &vao->VertexAttrib[i];
+ const struct gl_vertex_buffer_binding *buffer_binding =
+ &vao->BufferBinding[attrib_array->BufferBindingIndex];
- while (enabled) {
- struct gl_client_array *client_array;
- GLint attrib = ffsll(enabled) - 1;
- enabled ^= BITFIELD64_BIT(attrib);
+ /* We have already masked with vao->VertexAttribBufferMask */
+ assert(_mesa_is_bufferobj(buffer_binding->BufferObj));
- client_array = &vao->_VertexAttrib[attrib];
- assert(client_array->Enabled);
- _mesa_update_array_max_element(client_array);
- min = MIN2(min, client_array->_MaxElement);
+ /* 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 min;
+ return true;
}
/**
- * Examine vertex arrays to update the gl_vertex_array_object::_MaxElement field.
+ * Map buffer objects used in attribute arrays.
*/
void
-_mesa_update_vao_max_element(struct gl_context *ctx,
- struct gl_vertex_array_object *vao)
+_mesa_vao_map_arrays(struct gl_context *ctx, struct gl_vertex_array_object *vao,
+ GLbitfield access)
{
- 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);
+ GLbitfield mask = vao->Enabled & vao->VertexAttribBufferMask;
+ while (mask) {
+ /* Do not use u_bit_scan as we can walk multiple attrib arrays at once */
+ const gl_vert_attrib attr = ffs(mask) - 1;
+ const GLubyte bindex = vao->VertexAttrib[attr].BufferBindingIndex;
+ struct gl_vertex_buffer_binding *binding = &vao->BufferBinding[bindex];
+ mask &= ~binding->_BoundArrays;
+
+ struct gl_buffer_object *bo = binding->BufferObj;
+ assert(_mesa_is_bufferobj(bo));
+ if (_mesa_bufferobj_mapped(bo, MAP_INTERNAL))
+ continue;
+
+ ctx->Driver.MapBufferRange(ctx, 0, bo->Size, access, bo, MAP_INTERNAL);
}
-
- /* _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.
+ * Map buffer objects used in the vao, attribute arrays and index buffer.
*/
void
-_mesa_update_vao_client_arrays(struct gl_context *ctx,
- struct gl_vertex_array_object *vao)
+_mesa_vao_map(struct gl_context *ctx, struct gl_vertex_array_object *vao,
+ GLbitfield access)
{
- GLbitfield64 arrays = vao->NewArrays;
+ struct gl_buffer_object *bo = vao->IndexBufferObj;
- while (arrays) {
- struct gl_client_array *client_array;
- struct gl_vertex_attrib_array *attrib_array;
- struct gl_vertex_buffer_binding *buffer_binding;
+ /* map the index buffer, if there is one, and not already mapped */
+ if (_mesa_is_bufferobj(bo) && !_mesa_bufferobj_mapped(bo, MAP_INTERNAL))
+ ctx->Driver.MapBufferRange(ctx, 0, bo->Size, access, bo, MAP_INTERNAL);
- GLint attrib = ffsll(arrays) - 1;
- arrays ^= BITFIELD64_BIT(attrib);
+ _mesa_vao_map_arrays(ctx, vao, access);
+}
- attrib_array = &vao->VertexAttrib[attrib];
- buffer_binding = &vao->VertexBinding[attrib_array->VertexBinding];
- client_array = &vao->_VertexAttrib[attrib];
- _mesa_update_client_array(ctx, client_array, attrib_array,
- buffer_binding);
+/**
+ * Unmap buffer objects used in attribute arrays.
+ */
+void
+_mesa_vao_unmap_arrays(struct gl_context *ctx,
+ struct gl_vertex_array_object *vao)
+{
+ GLbitfield mask = vao->Enabled & vao->VertexAttribBufferMask;
+ while (mask) {
+ /* Do not use u_bit_scan as we can walk multiple attrib arrays at once */
+ const gl_vert_attrib attr = ffs(mask) - 1;
+ const GLubyte bindex = vao->VertexAttrib[attr].BufferBindingIndex;
+ struct gl_vertex_buffer_binding *binding = &vao->BufferBinding[bindex];
+ mask &= ~binding->_BoundArrays;
+
+ struct gl_buffer_object *bo = binding->BufferObj;
+ assert(_mesa_is_bufferobj(bo));
+ if (!_mesa_bufferobj_mapped(bo, MAP_INTERNAL))
+ continue;
+
+ ctx->Driver.UnmapBuffer(ctx, bo, MAP_INTERNAL);
}
}
+/**
+ * Unmap buffer objects used in the vao, attribute arrays and index buffer.
+ */
+void
+_mesa_vao_unmap(struct gl_context *ctx, struct gl_vertex_array_object *vao)
+{
+ struct gl_buffer_object *bo = vao->IndexBufferObj;
+
+ /* unmap the index buffer, if there is one, and still mapped */
+ if (_mesa_is_bufferobj(bo) && _mesa_bufferobj_mapped(bo, MAP_INTERNAL))
+ ctx->Driver.UnmapBuffer(ctx, bo, MAP_INTERNAL);
+
+ _mesa_vao_unmap_arrays(ctx, vao);
+}
+
+
/**********************************************************************/
/* API Functions */
/**********************************************************************/
/**
- * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE().
- * \param genRequired specifies behavour when id was not generated with
- * glGenVertexArrays().
+ * ARB version of glBindVertexArray()
*/
-static void
-bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
+static ALWAYS_INLINE void
+bind_vertex_array(struct gl_context *ctx, GLuint id, bool no_error)
{
- struct gl_vertex_array_object * const oldObj = ctx->Array.VAO;
+ 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 )
+ if (oldObj->Name == id)
return; /* rebinding the same array object- no change */
/*
}
else {
/* non-default array object */
- newObj = _mesa_lookup_arrayobj(ctx, id);
- if (!newObj) {
- if (genRequired) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glBindVertexArray(non-gen name)");
- 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");
- return;
- }
-
- save_array_object(ctx, newObj);
+ newObj = _mesa_lookup_vao(ctx, id);
+ if (!no_error && !newObj) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glBindVertexArray(non-gen name)");
+ return;
}
- if (!newObj->EverBound) {
- /* The "Interactions with APPLE_vertex_array_object" section of the
- * GL_ARB_vertex_array_object spec says:
- *
- * "The first bind call, either BindVertexArray or
- * BindVertexArrayAPPLE, determines the semantic of the object."
- */
- newObj->ARBsemantics = genRequired;
- newObj->EverBound = GL_TRUE;
- }
+ newObj->EverBound = GL_TRUE;
}
- ctx->NewState |= _NEW_ARRAY;
- _mesa_reference_vao(ctx, &ctx->Array.VAO, newObj);
+ /* 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.
+ */
+ _mesa_set_draw_vao(ctx, ctx->Array._EmptyVAO, 0);
- /* Pass BindVertexArray call to device driver */
- if (ctx->Driver.BindArrayObject && newObj)
- ctx->Driver.BindArrayObject(ctx, newObj);
+ _mesa_reference_vao(ctx, &ctx->Array.VAO, 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 )
+_mesa_BindVertexArray_no_error(GLuint id)
{
GET_CURRENT_CONTEXT(ctx);
- bind_vertex_array(ctx, id, GL_TRUE);
+ bind_vertex_array(ctx, id, 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 )
+_mesa_BindVertexArray(GLuint id)
{
GET_CURRENT_CONTEXT(ctx);
- bind_vertex_array(ctx, id, GL_FALSE);
+ bind_vertex_array(ctx, id, false);
}
* \param n Number of array objects to delete.
* \param ids Array of \c n array object IDs.
*/
-void GLAPIENTRY
-_mesa_DeleteVertexArrays(GLsizei n, const GLuint *ids)
+static void
+delete_vertex_arrays(struct gl_context *ctx, GLsizei n, const GLuint *ids)
{
- GET_CURRENT_CONTEXT(ctx);
GLsizei i;
- if (n < 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
- return;
- }
-
for (i = 0; i < n; i++) {
- struct gl_vertex_array_object *obj = _mesa_lookup_arrayobj(ctx, ids[i]);
+ /* IDs equal to 0 should be silently ignored. */
+ if (!ids[i])
+ continue;
- if ( obj != NULL ) {
- ASSERT( obj->Name == ids[i] );
+ struct gl_vertex_array_object *obj = _mesa_lookup_vao(ctx, 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
- * becomes current."
- */
- if ( obj == ctx->Array.VAO ) {
- _mesa_BindVertexArray(0);
- }
+ if (obj) {
+ assert(obj->Name == ids[i]);
- /* The ID is immediately freed for re-use */
- remove_array_object(ctx, obj);
+ /* If the array object is currently bound, the spec says "the binding
+ * for that object reverts to zero and the default vertex array
+ * becomes current."
+ */
+ if (obj == ctx->Array.VAO)
+ _mesa_BindVertexArray_no_error(0);
+
+ /* The ID is immediately freed for re-use */
+ _mesa_HashRemoveLocked(ctx->Array.Objects, obj->Name);
+
+ if (ctx->Array.LastLookedUpVAO == obj)
+ _mesa_reference_vao(ctx, &ctx->Array.LastLookedUpVAO, NULL);
+ if (ctx->Array._DrawVAO == obj)
+ _mesa_set_draw_vao(ctx, ctx->Array._EmptyVAO, 0);
/* Unreference the array object.
* If refcount hits zero, the object will be deleted.
}
+void GLAPIENTRY
+_mesa_DeleteVertexArrays_no_error(GLsizei n, const GLuint *ids)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ delete_vertex_arrays(ctx, n, ids);
+}
+
+
+void GLAPIENTRY
+_mesa_DeleteVertexArrays(GLsizei n, const GLuint *ids)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (n < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArray(n)");
+ return;
+ }
+
+ delete_vertex_arrays(ctx, n, ids);
+}
+
+
/**
* 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() 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, "glGenVertexArraysAPPLE");
- return;
- }
-
- if (!arrays) {
+ if (!arrays)
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, "glGenVertexArraysAPPLE");
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", func);
return;
}
- save_array_object(ctx, obj);
+ obj->EverBound = create;
+ _mesa_HashInsertLocked(ctx->Array.Objects, obj->Name, obj);
arrays[i] = first + i;
}
}
+static void
+gen_vertex_arrays_err(struct gl_context *ctx, GLsizei n, GLuint *arrays,
+ bool create, const char *func)
+{
+ if (n < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s(n < 0)", func);
+ return;
+ }
+
+ gen_vertex_arrays(ctx, n, arrays, create, func);
+}
+
+
/**
* ARB version of glGenVertexArrays()
* All arrays will be required to live in VBOs.
*/
+void GLAPIENTRY
+_mesa_GenVertexArrays_no_error(GLsizei n, GLuint *arrays)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ gen_vertex_arrays(ctx, n, arrays, false, "glGenVertexArrays");
+}
+
+
void GLAPIENTRY
_mesa_GenVertexArrays(GLsizei n, GLuint *arrays)
{
GET_CURRENT_CONTEXT(ctx);
- gen_vertex_arrays(ctx, n, arrays);
+ gen_vertex_arrays_err(ctx, n, arrays, false, "glGenVertexArrays");
}
/**
- * APPLE version of glGenVertexArraysAPPLE()
- * Arrays may live in VBOs or ordinary memory.
+ * ARB_direct_state_access
+ * Generates ID's and creates the array objects.
*/
void GLAPIENTRY
-_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
+_mesa_CreateVertexArrays_no_error(GLsizei n, GLuint *arrays)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ gen_vertex_arrays(ctx, n, arrays, true, "glCreateVertexArrays");
+}
+
+
+void GLAPIENTRY
+_mesa_CreateVertexArrays(GLsizei n, GLuint *arrays)
{
GET_CURRENT_CONTEXT(ctx);
- gen_vertex_arrays(ctx, n, arrays);
+ gen_vertex_arrays_err(ctx, n, arrays, true, "glCreateVertexArrays");
}
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
- if (id == 0)
- return GL_FALSE;
+ obj = _mesa_lookup_vao(ctx, id);
+
+ return obj != NULL && 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).
+ */
+static ALWAYS_INLINE void
+vertex_array_element_buffer(struct gl_context *ctx, GLuint vaobj, GLuint buffer,
+ bool no_error)
+{
+ struct gl_vertex_array_object *vao;
+ struct gl_buffer_object *bufObj;
+
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (!no_error) {
+ /* 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, false, "glVertexArrayElementBuffer");
+ if (!vao)
+ return;
+ } else {
+ vao = _mesa_lookup_vao(ctx, vaobj);
+ }
+
+ if (buffer != 0) {
+ if (!no_error) {
+ /* 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."
+ */
+ bufObj = _mesa_lookup_bufferobj_err(ctx, buffer,
+ "glVertexArrayElementBuffer");
+ } else {
+ bufObj = _mesa_lookup_bufferobj(ctx, buffer);
+ }
+ } else {
+ bufObj = ctx->Shared->NullBufferObj;
+ }
+
+ if (bufObj) {
+ bufObj->UsageHistory |= USAGE_ELEMENT_ARRAY_BUFFER;
+ _mesa_reference_buffer_object(ctx, &vao->IndexBufferObj, bufObj);
+ }
+}
+
+
+void GLAPIENTRY
+_mesa_VertexArrayElementBuffer_no_error(GLuint vaobj, GLuint buffer)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ vertex_array_element_buffer(ctx, vaobj, buffer, true);
+}
+
+
+void GLAPIENTRY
+_mesa_VertexArrayElementBuffer(GLuint vaobj, GLuint buffer)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ vertex_array_element_buffer(ctx, vaobj, buffer, false);
+}
+
+
+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, false, "glGetVertexArrayiv");
+ if (!vao)
+ return;
- obj = _mesa_lookup_arrayobj(ctx, id);
- if (obj == NULL)
- return GL_FALSE;
+ /* 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;
+ }
- return obj->EverBound;
+ param[0] = vao->IndexBufferObj->Name;
}