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_HashLookupLocked(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;
+ }
}
}
-/**
- * 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_HashInsertLocked(ctx->Array.Objects, vao->Name, vao);
- }
-}
-
-
/**
* Updates the derived gl_vertex_arrays when a gl_vertex_attrib_array
* or a gl_vertex_buffer_binding has changed.
/**
* ARB version of glBindVertexArray()
*/
-void GLAPIENTRY
-_mesa_BindVertexArray( GLuint id )
+static ALWAYS_INLINE void
+bind_vertex_array(struct gl_context *ctx, GLuint id, bool no_error)
{
- GET_CURRENT_CONTEXT(ctx);
-
- 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);
else {
/* non-default array object */
newObj = _mesa_lookup_vao(ctx, id);
- if (!newObj) {
+ if (!no_error && !newObj) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glBindVertexArray(non-gen name)");
return;
}
+void GLAPIENTRY
+_mesa_BindVertexArray_no_error(GLuint id)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ bind_vertex_array(ctx, id, true);
+}
+
+
+void GLAPIENTRY
+_mesa_BindVertexArray(GLuint id)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ 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_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]);
* becomes current."
*/
if (obj == ctx->Array.VAO)
- _mesa_BindVertexArray(0);
+ _mesa_BindVertexArray_no_error(0);
/* The ID is immediately freed for re-use */
_mesa_HashRemoveLocked(ctx->Array.Objects, obj->Name);
}
+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() and _mesa_CreateVertexArrays()
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");
}
+void GLAPIENTRY
+_mesa_GenVertexArrays(GLsizei n, GLuint *arrays)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ gen_vertex_arrays_err(ctx, n, arrays, false, "glGenVertexArrays");
+}
+
+
/**
* ARB_direct_state_access
* 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.
*
* 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)
{