/*
* Mesa 3-D graphics library
- * Version: 7.6
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
* (C) Copyright IBM Corporation 2006
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL OR IBM BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
- * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
- * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- * SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* \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 "image.h"
#include "imports.h"
#include "context.h"
-#include "mfeatures.h"
-#if FEATURE_ARB_vertex_buffer_object
#include "bufferobj.h"
-#endif
#include "arrayobj.h"
#include "macros.h"
#include "mtypes.h"
#include "varray.h"
#include "main/dispatch.h"
+#include "util/bitscan.h"
/**
* Look up the array object for the given ID.
- *
+ *
* \returns
* Either a pointer to the array object with the specified ID or \c NULL for
* a non-existent ID. The spec defines ID 0 as being technically
* non-existent.
*/
-static inline struct gl_array_object *
-lookup_arrayobj(struct gl_context *ctx, GLuint id)
+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_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.
+ *
+ * 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_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 || !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 arrays in the array object, unbind any pointers
+ * For all the vertex binding points in the array object, unbind any pointers
* to any buffer objects (VBOs).
* This is done just prior to array object destruction.
*/
static void
-unbind_array_object_vbos(struct gl_context *ctx, struct gl_array_object *obj)
+unbind_array_object_vbos(struct gl_context *ctx, struct gl_vertex_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 < ARRAY_SIZE(obj->BufferBinding); i++)
+ _mesa_reference_buffer_object(ctx, &obj->BufferBinding[i].BufferObj, NULL);
- 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
+ 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_array_object *
-_mesa_new_array_object( struct gl_context *ctx, GLuint name )
+struct gl_vertex_array_object *
+_mesa_new_vao(struct gl_context *ctx, GLuint name)
{
- struct gl_array_object *obj = CALLOC_STRUCT(gl_array_object);
+ struct gl_vertex_array_object *obj = CALLOC_STRUCT(gl_vertex_array_object);
if (obj)
- _mesa_initialize_array_object(ctx, obj, name);
+ _mesa_initialize_vao(ctx, obj, name);
return obj;
}
/**
* Delete an array object.
- *
- * This function is intended to be called via
- * \c dd_function_table::DeleteArrayObject.
*/
void
-_mesa_delete_array_object( struct gl_context *ctx, struct gl_array_object *obj )
+_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);
}
/**
- * Set ptr to arrayObj w/ reference counting.
+ * Set ptr to vao w/ reference counting.
+ * Note: this should only be called from the _mesa_reference_vao()
+ * inline function.
*/
void
-_mesa_reference_array_object(struct gl_context *ctx,
- struct gl_array_object **ptr,
- struct gl_array_object *arrayObj)
+_mesa_reference_vao_(struct gl_context *ctx,
+ struct gl_vertex_array_object **ptr,
+ struct gl_vertex_array_object *vao)
{
- if (*ptr == arrayObj)
- return;
+ assert(*ptr != vao);
if (*ptr) {
/* Unreference the old array object */
- GLboolean deleteFlag = GL_FALSE;
- struct gl_array_object *oldObj = *ptr;
+ struct gl_vertex_array_object *oldObj = *ptr;
- _glthread_LOCK_MUTEX(oldObj->Mutex);
- ASSERT(oldObj->RefCount > 0);
+ 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);
- }
+
+ if (oldObj->RefCount == 0)
+ _mesa_delete_vao(ctx, oldObj);
*ptr = NULL;
}
- ASSERT(!*ptr);
+ assert(!*ptr);
- if (arrayObj) {
+ if (vao) {
/* reference new array object */
- _glthread_LOCK_MUTEX(arrayObj->Mutex);
- if (arrayObj->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 {
- arrayObj->RefCount++;
-#if 0
- printf("ArrayObj %p %d INCR to %d\n",
- (void *) arrayObj, arrayObj->Name, arrayObj->RefCount);
-#endif
- *ptr = arrayObj;
- }
- _glthread_UNLOCK_MUTEX(arrayObj->Mutex);
+ assert(vao->RefCount > 0);
+
+ vao->RefCount++;
+ *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_client_array *array, GLint size, GLint type)
+ struct gl_vertex_array_object *vao,
+ 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->Type = type;
array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */
array->Stride = 0;
- array->StrideB = 0;
array->Ptr = NULL;
+ array->RelativeOffset = 0;
array->Enabled = GL_FALSE;
array->Normalized = GL_FALSE;
array->Integer = GL_FALSE;
+ array->Doubles = GL_FALSE;
array->_ElementSize = size * _mesa_sizeof_type(type);
-#if FEATURE_ARB_vertex_buffer_object
+ 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 = BITFIELD_BIT(index);
+
/* Vertex array buffers */
- _mesa_reference_buffer_object(ctx, &array->BufferObj,
+ _mesa_reference_buffer_object(ctx, &binding->BufferObj,
ctx->Shared->NullBufferObj);
-#endif
}
/**
- * Initialize a gl_array_object's arrays.
+ * Initialize a gl_vertex_array_object's arrays.
*/
void
-_mesa_initialize_array_object( struct gl_context *ctx,
- struct gl_array_object *obj,
- GLuint name )
+_mesa_initialize_vao(struct gl_context *ctx,
+ 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;
/* 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, 3, 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);
+ for (i = 0; i < ARRAY_SIZE(vao->VertexAttrib); i++) {
+ switch (i) {
+ case VERT_ATTRIB_NORMAL:
+ init_array(ctx, vao, VERT_ATTRIB_NORMAL, 3, GL_FLOAT);
+ break;
+ case VERT_ATTRIB_COLOR1:
+ init_array(ctx, vao, VERT_ATTRIB_COLOR1, 3, GL_FLOAT);
+ break;
+ case VERT_ATTRIB_FOG:
+ init_array(ctx, vao, VERT_ATTRIB_FOG, 1, GL_FLOAT);
+ break;
+ case VERT_ATTRIB_COLOR_INDEX:
+ init_array(ctx, vao, VERT_ATTRIB_COLOR_INDEX, 1, GL_FLOAT);
+ break;
+ case VERT_ATTRIB_EDGEFLAG:
+ init_array(ctx, vao, VERT_ATTRIB_EDGEFLAG, 1, GL_BOOL);
+ break;
+ case VERT_ATTRIB_POINT_SIZE:
+ init_array(ctx, vao, VERT_ATTRIB_POINT_SIZE, 1, GL_FLOAT);
+ break;
+ default:
+ init_array(ctx, vao, i, 4, GL_FLOAT);
+ break;
+ }
}
-#if FEATURE_point_size_array
- init_array(ctx, &obj->PointSize, 1, GL_FLOAT);
-#endif
-
- _mesa_reference_buffer_object(ctx, &obj->ElementArrayBufferObj,
+ _mesa_reference_buffer_object(ctx, &vao->IndexBufferObj,
ctx->Shared->NullBufferObj);
}
/**
- * Add the given array object to the array object pool.
+ * Updates the derived gl_vertex_arrays when a gl_array_attributes
+ * or a gl_vertex_buffer_binding has changed.
*/
-static void
-save_array_object( struct gl_context *ctx, struct gl_array_object *obj )
+void
+_mesa_update_vao_derived_arrays(struct gl_context *ctx,
+ struct gl_vertex_array_object *vao)
{
- if (obj->Name > 0) {
- /* insert into hash table */
- _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj);
+ GLbitfield arrays = vao->NewArrays;
+
+ while (arrays) {
+ 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_vertex_array(ctx, client_array, attrib_array,
+ buffer_binding);
}
}
-/**
- * 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_array_object *obj )
+bool
+_mesa_all_varyings_in_vbos(const struct gl_vertex_array_object *vao)
{
- if (obj->Name > 0) {
- /* remove from hash table */
- _mesa_HashRemove(ctx->Array.Objects, obj->Name);
- }
-}
+ /* 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];
+
+ /* 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;
+}
-/**
- * Helper for update_arrays().
- * \return min(current min, array->_MaxElement).
- */
-static GLuint
-update_min(GLuint min, struct gl_client_array *array)
+bool
+_mesa_all_buffers_are_unmapped(const struct gl_vertex_array_object *vao)
{
- if (array->Enabled) {
- _mesa_update_array_max_element(array);
- return MIN2(min, array->_MaxElement);
+ /* 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];
+
+ /* 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;
}
- else
- return min;
-}
-
-/**
- * Examine vertex arrays to update the gl_array_object::_MaxElement field.
- */
-void
-_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]);
-
- /* _MaxElement is one past the last legal array element */
- arrayObj->_MaxElement = min;
+ return true;
}
-
/**********************************************************************/
/* 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_array_object * const oldObj = ctx->Array.ArrayObj;
- struct gl_array_object *newObj = NULL;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
+ 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 */
/*
/* The spec says there is no array object named 0, but we use
* one internally because it simplifies things.
*/
- newObj = ctx->Array.DefaultArrayObj;
+ newObj = ctx->Array.DefaultVAO;
}
else {
/* non-default array object */
- newObj = lookup_arrayobj(ctx, id);
- if (!newObj) {
- 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");
- 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;
}
+
+ newObj->EverBound = GL_TRUE;
}
- ctx->NewState |= _NEW_ARRAY;
- ctx->Array.NewState |= VERT_BIT_ALL;
- _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, 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_drawing_arrays(ctx, NULL);
- /* Pass BindVertexArray call to device driver */
- if (ctx->Driver.BindArrayObject && newObj)
- ctx->Driver.BindArrayObject(ctx, newObj);
+ 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);
}
/**
* Delete a set of array objects.
- *
+ *
* \param n Number of array objects to delete.
* \param ids Array of \c n array object IDs.
*/
-void GLAPIENTRY
-_mesa_DeleteVertexArraysAPPLE(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;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- if (n < 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
- return;
- }
for (i = 0; i < n; i++) {
- struct gl_array_object *obj = lookup_arrayobj(ctx, ids[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.ArrayObj ) {
- CALL_BindVertexArrayAPPLE( ctx->Exec, (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);
/* Unreference the array object.
* If refcount hits zero, the object will be deleted.
*/
- _mesa_reference_array_object(ctx, &obj, NULL);
+ _mesa_reference_vao(ctx, &obj, 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]() 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
+static void
gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays,
- GLboolean vboOnly)
+ bool create, const char *func)
{
GLuint first;
GLint i;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- 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_array_object *obj;
+ 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;
}
- obj->VBOonly = vboOnly;
- 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, GL_TRUE);
+ 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, GL_FALSE);
+ gen_vertex_arrays_err(ctx, n, arrays, true, "glCreateVertexArrays");
}
/**
* Determine if ID is the name of an array object.
- *
+ *
* \param id ID of the potential array object.
- * \return \c GL_TRUE if \c id is the name of a array object,
+ * \return \c GL_TRUE if \c id is the name of a array object,
* \c GL_FALSE otherwise.
*/
GLboolean GLAPIENTRY
-_mesa_IsVertexArrayAPPLE( GLuint id )
+_mesa_IsVertexArray( GLuint id )
{
- struct gl_array_object * obj;
+ struct gl_vertex_array_object * obj;
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, "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)
+ _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);
+}
+
- obj = lookup_arrayobj(ctx, id);
+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;
+ }
- return (obj != NULL) ? GL_TRUE : GL_FALSE;
+ param[0] = vao->IndexBufferObj->Name;
}