#include "glheader.h"
#include "hash.h"
+#include "image.h"
#include "imports.h"
#include "context.h"
-#if FEATURE_ARB_vertex_buffer_object
+#include "mfeatures.h"
#include "bufferobj.h"
-#endif
#include "arrayobj.h"
#include "macros.h"
-#include "glapi/dispatch.h"
+#include "mtypes.h"
+#include "varray.h"
+#include "main/dispatch.h"
/**
* non-existent.
*/
-static INLINE struct gl_array_object *
-lookup_arrayobj(GLcontext *ctx, GLuint id)
+static inline struct gl_array_object *
+lookup_arrayobj(struct gl_context *ctx, GLuint id)
{
if (id == 0)
return NULL;
* This is done just prior to array object destruction.
*/
static void
-unbind_array_object_vbos(GLcontext *ctx, struct gl_array_object *obj)
+unbind_array_object_vbos(struct gl_context *ctx, struct gl_array_object *obj)
{
GLuint i;
- _mesa_reference_buffer_object(ctx, &obj->Vertex.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->Weight.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->Normal.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->Color.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->SecondaryColor.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->FogCoord.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->Index.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->EdgeFlag.BufferObj, NULL);
-
- for (i = 0; i < Elements(obj->TexCoord); i++)
- _mesa_reference_buffer_object(ctx, &obj->TexCoord[i].BufferObj, NULL);
-
for (i = 0; i < Elements(obj->VertexAttrib); i++)
- _mesa_reference_buffer_object(ctx, &obj->VertexAttrib[i].BufferObj,NULL);
+ _mesa_reference_buffer_object(ctx, &obj->VertexAttrib[i].BufferObj, NULL);
}
* \c dd_function_table::NewArrayObject.
*/
struct gl_array_object *
-_mesa_new_array_object( GLcontext *ctx, GLuint name )
+_mesa_new_array_object( struct gl_context *ctx, GLuint name )
{
struct gl_array_object *obj = CALLOC_STRUCT(gl_array_object);
if (obj)
* \c dd_function_table::DeleteArrayObject.
*/
void
-_mesa_delete_array_object( GLcontext *ctx, struct gl_array_object *obj )
+_mesa_delete_array_object( struct gl_context *ctx, struct gl_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_free(obj);
+ free(obj);
}
* Set ptr to arrayObj w/ reference counting.
*/
void
-_mesa_reference_array_object(GLcontext *ctx,
+_mesa_reference_array_object(struct gl_context *ctx,
struct gl_array_object **ptr,
struct gl_array_object *arrayObj)
{
static void
-init_array(GLcontext *ctx,
+init_array(struct gl_context *ctx,
struct gl_client_array *array, GLint size, GLint type)
{
array->Size = size;
array->Ptr = NULL;
array->Enabled = GL_FALSE;
array->Normalized = GL_FALSE;
-#if FEATURE_ARB_vertex_buffer_object
+ array->Integer = GL_FALSE;
+ array->_ElementSize = size * _mesa_sizeof_type(type);
/* Vertex array buffers */
_mesa_reference_buffer_object(ctx, &array->BufferObj,
ctx->Shared->NullBufferObj);
-#endif
}
* Initialize a gl_array_object's arrays.
*/
void
-_mesa_initialize_array_object( GLcontext *ctx,
+_mesa_initialize_array_object( struct gl_context *ctx,
struct gl_array_object *obj,
GLuint name )
{
obj->RefCount = 1;
/* Init the individual arrays */
- init_array(ctx, &obj->Vertex, 4, GL_FLOAT);
- init_array(ctx, &obj->Weight, 1, GL_FLOAT);
- init_array(ctx, &obj->Normal, 3, GL_FLOAT);
- init_array(ctx, &obj->Color, 4, GL_FLOAT);
- init_array(ctx, &obj->SecondaryColor, 4, GL_FLOAT);
- init_array(ctx, &obj->FogCoord, 1, GL_FLOAT);
- init_array(ctx, &obj->Index, 1, GL_FLOAT);
- for (i = 0; i < Elements(obj->TexCoord); i++) {
- init_array(ctx, &obj->TexCoord[i], 4, GL_FLOAT);
- }
- init_array(ctx, &obj->EdgeFlag, 1, GL_BOOL);
for (i = 0; i < Elements(obj->VertexAttrib); i++) {
- init_array(ctx, &obj->VertexAttrib[i], 4, GL_FLOAT);
- }
-
+ switch (i) {
+ case VERT_ATTRIB_WEIGHT:
+ init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_WEIGHT], 1, GL_FLOAT);
+ break;
+ case VERT_ATTRIB_NORMAL:
+ init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_NORMAL], 3, GL_FLOAT);
+ break;
+ case VERT_ATTRIB_COLOR1:
+ init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_COLOR1], 3, GL_FLOAT);
+ break;
+ case VERT_ATTRIB_FOG:
+ init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_FOG], 1, GL_FLOAT);
+ break;
+ case VERT_ATTRIB_COLOR_INDEX:
+ init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX], 1, GL_FLOAT);
+ break;
+ case VERT_ATTRIB_EDGEFLAG:
+ init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_EDGEFLAG], 1, GL_BOOL);
+ break;
#if FEATURE_point_size_array
- init_array(ctx, &obj->PointSize, 1, GL_FLOAT);
+ case VERT_ATTRIB_POINT_SIZE:
+ init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_POINT_SIZE], 1, GL_FLOAT);
+ break;
#endif
+ default:
+ init_array(ctx, &obj->VertexAttrib[i], 4, GL_FLOAT);
+ break;
+ }
+ }
+
+ _mesa_reference_buffer_object(ctx, &obj->ElementArrayBufferObj,
+ ctx->Shared->NullBufferObj);
}
* Add the given array object to the array object pool.
*/
static void
-save_array_object( GLcontext *ctx, struct gl_array_object *obj )
+save_array_object( struct gl_context *ctx, struct gl_array_object *obj )
{
if (obj->Name > 0) {
/* insert into hash table */
* Do not deallocate the array object though.
*/
static void
-remove_array_object( GLcontext *ctx, struct gl_array_object *obj )
+remove_array_object( struct gl_context *ctx, struct gl_array_object *obj )
{
if (obj->Name > 0) {
/* remove from hash table */
-/**
- * Compute the index of the last array element that can be safely accessed
- * in a vertex array. We can really only do this when the array lives in
- * a VBO.
- * The array->_MaxElement field will be updated.
- * Later in glDrawArrays/Elements/etc we can do some bounds checking.
- */
-static void
-compute_max_element(struct gl_client_array *array)
-{
- if (array->BufferObj->Name) {
- /* Compute the max element we can access in the VBO without going
- * out of bounds.
- */
- array->_MaxElement = ((GLsizeiptrARB) array->BufferObj->Size
- - (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);
- }
- else {
- /* user-space array, no idea how big it is */
- array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */
- }
-}
-
-
/**
* Helper for update_arrays().
* \return min(current min, array->_MaxElement).
static GLuint
update_min(GLuint min, struct gl_client_array *array)
{
- compute_max_element(array);
- if (array->Enabled)
- return MIN2(min, array->_MaxElement);
- else
- return min;
+ assert(array->Enabled);
+ _mesa_update_array_max_element(array);
+ return MIN2(min, array->_MaxElement);
}
* Examine vertex arrays to update the gl_array_object::_MaxElement field.
*/
void
-_mesa_update_array_object_max_element(GLcontext *ctx,
+_mesa_update_array_object_max_element(struct gl_context *ctx,
struct gl_array_object *arrayObj)
{
- GLuint i, min = ~0;
-
- min = update_min(min, &arrayObj->Vertex);
- min = update_min(min, &arrayObj->Weight);
- min = update_min(min, &arrayObj->Normal);
- min = update_min(min, &arrayObj->Color);
- min = update_min(min, &arrayObj->SecondaryColor);
- min = update_min(min, &arrayObj->FogCoord);
- min = update_min(min, &arrayObj->Index);
- min = update_min(min, &arrayObj->EdgeFlag);
-#if FEATURE_point_size_array
- min = update_min(min, &arrayObj->PointSize);
-#endif
- for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
- min = update_min(min, &arrayObj->TexCoord[i]);
- for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
- min = update_min(min, &arrayObj->VertexAttrib[i]);
+ GLbitfield64 enabled = arrayObj->_Enabled;
+ GLuint min = ~0u;
+
+ while (enabled) {
+ GLint attrib = _mesa_ffsll(enabled) - 1;
+ enabled &= ~BITFIELD64_BIT(attrib);
+ min = update_min(min, &arrayObj->VertexAttrib[attrib]);
+ }
/* _MaxElement is one past the last legal array element */
arrayObj->_MaxElement = min;
* glGenVertexArrays().
*/
static void
-bind_vertex_array(GLcontext *ctx, GLuint id, GLboolean genRequired)
+bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
{
struct gl_array_object * const oldObj = ctx->Array.ArrayObj;
struct gl_array_object *newObj = NULL;
}
ctx->NewState |= _NEW_ARRAY;
- ctx->Array.NewState |= _NEW_ARRAY_ALL;
+ ctx->Array.NewState |= VERT_BIT_ALL;
_mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj);
/* Pass BindVertexArray call to device driver */
* \param vboOnly Will arrays have to reside in VBOs?
*/
static void
-gen_vertex_arrays(GLcontext *ctx, GLsizei n, GLuint *arrays, GLboolean vboOnly)
+gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays,
+ GLboolean vboOnly)
{
GLuint first;
GLint i;