/**
* \file arrayobj.c
*
- * Implementation of Vertex Array Objects (VAOs), from OpenGL 3.1+,
- * the GL_ARB_vertex_array_object extension, or the older
- * 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
struct gl_vertex_array_object *
_mesa_lookup_vao(struct gl_context *ctx, GLuint id)
{
- if (id == 0)
+ if (id == 0) {
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;
+ }
}
vao = ctx->Array.LastLookedUpVAO;
} else {
vao = (struct gl_vertex_array_object *)
- _mesa_HashLookup(ctx->Array.Objects, id);
+ _mesa_HashLookupLocked(ctx->Array.Objects, id);
/* The ARB_direct_state_access specification says:
*
{
unbind_array_object_vbos(ctx, obj);
_mesa_reference_buffer_object(ctx, &obj->IndexBufferObj, NULL);
- mtx_destroy(&obj->Mutex);
free(obj->Label);
free(obj);
}
if (*ptr) {
/* Unreference the old array object */
- GLboolean deleteFlag = GL_FALSE;
struct gl_vertex_array_object *oldObj = *ptr;
- mtx_lock(&oldObj->Mutex);
assert(oldObj->RefCount > 0);
oldObj->RefCount--;
- deleteFlag = (oldObj->RefCount == 0);
- mtx_unlock(&oldObj->Mutex);
- if (deleteFlag)
+ if (oldObj->RefCount == 0)
_mesa_delete_vao(ctx, oldObj);
*ptr = NULL;
if (vao) {
/* reference new array object */
- 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. */
- _mesa_problem(NULL, "referencing deleted array object");
- *ptr = NULL;
- }
- else {
- vao->RefCount++;
- *ptr = vao;
- }
- mtx_unlock(&vao->Mutex);
+ assert(vao->RefCount > 0);
+
+ vao->RefCount++;
+ *ptr = vao;
}
}
/**
- * Initialize attribtes of a vertex array within a vertex array object.
+ * 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
static void
init_array(struct gl_context *ctx,
struct gl_vertex_array_object *vao,
- GLuint index, GLint size, GLint type)
+ gl_vert_attrib index, GLint size, GLint type)
{
+ 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->Integer = GL_FALSE;
array->Doubles = GL_FALSE;
array->_ElementSize = size * _mesa_sizeof_type(type);
+ ASSERT_BITFIELD_SIZE(struct gl_array_attributes, BufferBindingIndex,
+ VERT_ATTRIB_MAX - 1);
array->BufferBindingIndex = index;
binding->Offset = 0;
binding->Stride = array->_ElementSize;
binding->BufferObj = NULL;
- binding->_BoundArrays = BITFIELD64_BIT(index);
+ binding->_BoundArrays = BITFIELD_BIT(index);
/* Vertex array buffers */
_mesa_reference_buffer_object(ctx, &binding->BufferObj,
vao->Name = name;
- mtx_init(&vao->Mutex, mtx_plain);
vao->RefCount = 1;
/* Init the individual arrays */
for (i = 0; i < ARRAY_SIZE(vao->VertexAttrib); i++) {
switch (i) {
- case VERT_ATTRIB_WEIGHT:
- init_array(ctx, vao, VERT_ATTRIB_WEIGHT, 1, GL_FLOAT);
- break;
case VERT_ATTRIB_NORMAL:
init_array(ctx, vao, VERT_ATTRIB_NORMAL, 3, GL_FLOAT);
break;
/**
- * Add the given array object to the array object pool.
- */
-static void
-save_array_object(struct gl_context *ctx, struct gl_vertex_array_object *vao)
-{
- if (vao->Name > 0) {
- /* insert into hash table */
- _mesa_HashInsert(ctx->Array.Objects, vao->Name, vao);
- }
-}
-
-
-/**
- * Remove the given array object from the array object pool.
- * Do not deallocate the array object though.
- */
-static void
-remove_array_object(struct gl_context *ctx, struct gl_vertex_array_object *vao)
-{
- if (vao->Name > 0) {
- /* remove from hash table */
- _mesa_HashRemove(ctx->Array.Objects, vao->Name);
- }
-}
-
-
-/**
- * Updates the derived gl_client_arrays when a gl_vertex_attrib_array
+ * Updates the derived gl_vertex_arrays when a gl_array_attributes
* or a gl_vertex_buffer_binding has changed.
*/
void
-_mesa_update_vao_client_arrays(struct gl_context *ctx,
- struct gl_vertex_array_object *vao)
+_mesa_update_vao_derived_arrays(struct gl_context *ctx,
+ struct gl_vertex_array_object *vao)
{
- GLbitfield64 arrays = vao->NewArrays;
+ GLbitfield arrays = vao->NewArrays;
while (arrays) {
- const int attrib = u_bit_scan64(&arrays);
- struct gl_client_array *client_array = &vao->_VertexAttrib[attrib];
+ const int attrib = u_bit_scan(&arrays);
+ struct gl_vertex_array *client_array = &vao->_VertexAttrib[attrib];
const struct gl_array_attributes *attrib_array =
&vao->VertexAttrib[attrib];
const struct gl_vertex_buffer_binding *buffer_binding =
&vao->BufferBinding[attrib_array->BufferBindingIndex];
- _mesa_update_client_array(ctx, client_array, attrib_array,
+ _mesa_update_vertex_array(ctx, client_array, attrib_array,
buffer_binding);
}
}
_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;
+ 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 = ffsll(mask) - 1;
+ const int i = ffs(mask) - 1;
const struct gl_array_attributes *attrib_array =
&vao->VertexAttrib[i];
const struct gl_vertex_buffer_binding *buffer_binding =
_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;
+ GLbitfield mask = vao->_Enabled & vao->VertexAttribBufferMask;
while (mask) {
- const int i = ffsll(mask) - 1;
+ const int i = ffs(mask) - 1;
const struct gl_array_attributes *attrib_array =
&vao->VertexAttrib[i];
const struct gl_vertex_buffer_binding *buffer_binding =
/**
- * 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);
- if ( oldObj->Name == id )
+ if (oldObj->Name == id)
return; /* rebinding the same array object- no change */
/*
else {
/* non-default array object */
newObj = _mesa_lookup_vao(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 = _mesa_new_vao(ctx, id);
- if (!newObj) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
- return;
- }
-
- save_array_object(ctx, newObj);
+ 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;
}
- 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;
- }
+ /* 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_drawing_arrays(ctx, NULL);
ctx->NewState |= _NEW_ARRAY;
_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, "glDeleteVertexArray(n)");
- return;
- }
-
for (i = 0; i < n; i++) {
struct gl_vertex_array_object *obj = _mesa_lookup_vao(ctx, ids[i]);
- if ( obj != NULL ) {
- assert( obj->Name == ids[i] );
+ if (obj) {
+ 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
- * becomes current."
- */
- if ( obj == ctx->Array.VAO ) {
- _mesa_BindVertexArray(0);
- }
+ /* 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 */
- remove_array_object(ctx, obj);
+ /* 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);
}
+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]() and _mesa_CreateVertexArrays()
+ * Helper for _mesa_GenVertexArrays() and _mesa_CreateVertexArrays()
* below.
*
* \param n Number of IDs to generate.
GLuint first;
GLint i;
- if (n < 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "%s(n < 0)", func);
+ if (!arrays)
return;
- }
-
- if (!arrays) {
- return;
- }
first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n);
return;
}
obj->EverBound = create;
- save_array_object(ctx, obj);
+ _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(GLsizei n, GLuint *arrays)
+_mesa_GenVertexArrays_no_error(GLsizei n, GLuint *arrays)
{
GET_CURRENT_CONTEXT(ctx);
gen_vertex_arrays(ctx, n, arrays, false, "glGenVertexArrays");
}
-/**
- * APPLE version of glGenVertexArraysAPPLE()
- * Arrays may live in VBOs or ordinary memory.
- */
void GLAPIENTRY
-_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
+_mesa_GenVertexArrays(GLsizei n, GLuint *arrays)
{
GET_CURRENT_CONTEXT(ctx);
- gen_vertex_arrays(ctx, n, arrays, false, "glGenVertexArraysAPPLE");
+ gen_vertex_arrays_err(ctx, n, arrays, false, "glGenVertexArrays");
}
* Generates ID's and creates the array objects.
*/
void GLAPIENTRY
-_mesa_CreateVertexArrays(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_err(ctx, n, arrays, true, "glCreateVertexArrays");
+}
+
+
/**
* Determine if ID is the name of an array object.
*
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);
- if (obj == NULL)
- return GL_FALSE;
- return obj->EverBound;
+ return obj != NULL && obj->EverBound;
}
* This is the ARB_direct_state_access equivalent of
* glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer).
*/
-void GLAPIENTRY
-_mesa_VertexArrayElementBuffer(GLuint vaobj, GLuint buffer)
+static ALWAYS_INLINE void
+vertex_array_element_buffer(struct gl_context *ctx, GLuint vaobj, GLuint buffer,
+ bool no_error)
{
- 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;
+ 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, "glVertexArrayElementBuffer");
+ if (!vao)
+ return;
+ } else {
+ vao = _mesa_lookup_vao(ctx, vaobj);
+ }
- /* 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
+ 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)
_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)
{