/**
* \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, or the older
+ * GL_APPLE_vertex_array_object extension.
*
* \todo
* The code in this file borrows a lot from bufferobj.c. There's a certain
* non-existent.
*/
-struct gl_array_object *
-_mesa_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)
return NULL;
else
- return (struct gl_array_object *)
+ return (struct gl_vertex_array_object *)
_mesa_HashLookup(ctx->Array.Objects, id);
}
* 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;
* 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;
}
* \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);
+ mtx_destroy(&obj->Mutex);
free(obj->Label);
free(obj);
}
/**
* Set ptr to vao w/ reference counting.
- * Note: this should only be called from the _mesa_reference_array_object()
+ * 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 *vao)
+_mesa_reference_vao_(struct gl_context *ctx,
+ struct gl_vertex_array_object **ptr,
+ struct gl_vertex_array_object *vao)
{
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);
+ mtx_lock(&oldObj->Mutex);
ASSERT(oldObj->RefCount > 0);
oldObj->RefCount--;
#if 0
(void *) oldObj, oldObj->Name, oldObj->RefCount);
#endif
deleteFlag = (oldObj->RefCount == 0);
- _glthread_UNLOCK_MUTEX(oldObj->Mutex);
+ mtx_unlock(&oldObj->Mutex);
if (deleteFlag) {
ASSERT(ctx->Driver.DeleteArrayObject);
if (vao) {
/* reference new array object */
- _glthread_LOCK_MUTEX(vao->Mutex);
+ 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. */
#endif
*ptr = vao;
}
- _glthread_UNLOCK_MUTEX(vao->Mutex);
+ mtx_unlock(&vao->Mutex);
}
}
static void
init_array(struct gl_context *ctx,
- struct gl_array_object *obj, GLuint index, GLint size, GLint type)
+ struct gl_vertex_array_object *obj, GLuint index, GLint size, GLint type)
{
struct gl_vertex_attrib_array *array = &obj->VertexAttrib[index];
struct gl_vertex_buffer_binding *binding = &obj->VertexBinding[index];
/**
- * 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 *obj,
+ GLuint name)
{
GLuint i;
obj->Name = name;
- _glthread_INIT_MUTEX(obj->Mutex);
+ mtx_init(&obj->Mutex, mtx_plain);
obj->RefCount = 1;
/* Init the individual arrays */
}
}
- _mesa_reference_buffer_object(ctx, &obj->ElementArrayBufferObj,
+ _mesa_reference_buffer_object(ctx, &obj->IndexBufferObj,
ctx->Shared->NullBufferObj);
}
* Add the given array object to the array object pool.
*/
static void
-save_array_object( struct gl_context *ctx, struct gl_array_object *obj )
+save_array_object( struct gl_context *ctx, struct gl_vertex_array_object *obj )
{
if (obj->Name > 0) {
/* insert into hash table */
* Do not deallocate the array object though.
*/
static void
-remove_array_object( struct gl_context *ctx, struct gl_array_object *obj )
+remove_array_object( struct gl_context *ctx, struct gl_vertex_array_object *obj )
{
if (obj->Name > 0) {
/* remove from hash table */
/**
- * Helper for _mesa_update_array_object_max_element().
+ * Helper for _mesa_update_vao_max_element().
* \return min(vao->_VertexAttrib[*]._MaxElement).
*/
static GLuint
-compute_max_element(struct gl_array_object *vao, GLbitfield64 enabled)
+compute_max_element(struct gl_vertex_array_object *vao, GLbitfield64 enabled)
{
GLuint min = ~((GLuint)0);
/**
- * Examine vertex arrays to update the gl_array_object::_MaxElement field.
+ * Examine vertex arrays to update the gl_vertex_array_object::_MaxElement field.
*/
void
-_mesa_update_array_object_max_element(struct gl_context *ctx,
- struct gl_array_object *vao)
+_mesa_update_vao_max_element(struct gl_context *ctx,
+ struct gl_vertex_array_object *vao)
{
GLbitfield64 enabled;
* or a gl_vertex_buffer_binding has changed.
*/
void
-_mesa_update_array_object_client_arrays(struct gl_context *ctx,
- struct gl_array_object *vao)
+_mesa_update_vao_client_arrays(struct gl_context *ctx,
+ struct gl_vertex_array_object *vao)
{
GLbitfield64 arrays = vao->NewArrays;
static void
bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
{
- struct gl_array_object * const oldObj = ctx->Array.VAO;
- struct gl_array_object *newObj = NULL;
+ 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_arrayobj(ctx, id);
+ newObj = _mesa_lookup_vao(ctx, id);
if (!newObj) {
if (genRequired) {
_mesa_error(ctx, GL_INVALID_OPERATION,
}
ctx->NewState |= _NEW_ARRAY;
- _mesa_reference_array_object(ctx, &ctx->Array.VAO, newObj);
+ _mesa_reference_vao(ctx, &ctx->Array.VAO, newObj);
/* Pass BindVertexArray call to device driver */
if (ctx->Driver.BindArrayObject && newObj)
GLsizei i;
if (n < 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
+ _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArray(n)");
return;
}
for (i = 0; i < n; i++) {
- struct gl_array_object *obj = _mesa_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] );
/* 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);
}
}
}
GLint i;
if (n < 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArrays");
return;
}
/* Allocate new, empty array objects and return identifiers */
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 );
if (!obj) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArrays");
return;
}
save_array_object(ctx, obj);
GLboolean GLAPIENTRY
_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_arrayobj(ctx, id);
+ obj = _mesa_lookup_vao(ctx, id);
if (obj == NULL)
return GL_FALSE;