/*
* Mesa 3-D graphics library
- * Version: 6.5
*
- * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
* (C) Copyright IBM Corporation 2006
+ * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* 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, 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
#include "glheader.h"
#include "hash.h"
+#include "image.h"
#include "imports.h"
#include "context.h"
-#if FEATURE_ARB_vertex_buffer_object
#include "bufferobj.h"
-#endif
#include "arrayobj.h"
-#include "dispatch.h"
+#include "macros.h"
+#include "mtypes.h"
+#include "varray.h"
+#include "main/dispatch.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(GLcontext *ctx, GLuint id)
+struct gl_vertex_array_object *
+_mesa_lookup_vao(struct gl_context *ctx, GLuint id)
{
- return (id == 0)
- ? NULL
- : (struct gl_array_object *) _mesa_HashLookup(ctx->Shared->ArrayObjects,
- id);
+ if (id == 0)
+ return NULL;
+ else
+ return (struct gl_vertex_array_object *)
+ _mesa_HashLookup(ctx->Array.Objects, id);
+}
+
+
+/**
+ * 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_HashLookup(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 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_vertex_array_object *obj)
+{
+ GLuint i;
+
+ for (i = 0; i < ARRAY_SIZE(obj->VertexBinding); i++)
+ _mesa_reference_buffer_object(ctx, &obj->VertexBinding[i].BufferObj, NULL);
+
+ 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( GLcontext *ctx, GLuint name )
+struct gl_vertex_array_object *
+_mesa_new_vao(struct gl_context *ctx, GLuint name)
{
- struct gl_array_object *obj = MALLOC_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( GLcontext *ctx, struct gl_array_object *obj )
+_mesa_delete_vao(struct gl_context *ctx, struct gl_vertex_array_object *obj)
{
- (void) ctx;
- _mesa_free(obj);
+ unbind_array_object_vbos(ctx, obj);
+ _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_vao()
+ * inline function.
+ */
void
-_mesa_initialize_array_object( GLcontext *ctx,
- struct gl_array_object *obj,
- GLuint name )
+_mesa_reference_vao_(struct gl_context *ctx,
+ struct gl_vertex_array_object **ptr,
+ struct gl_vertex_array_object *vao)
{
- GLuint i;
+ assert(*ptr != vao);
+
+ 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--;
+#if 0
+ printf("ArrayObj %p %d DECR to %d\n",
+ (void *) oldObj, oldObj->Name, oldObj->RefCount);
+#endif
+ deleteFlag = (oldObj->RefCount == 0);
+ mtx_unlock(&oldObj->Mutex);
- obj->Name = name;
+ if (deleteFlag) {
+ assert(ctx->Driver.DeleteArrayObject);
+ ctx->Driver.DeleteArrayObject(ctx, oldObj);
+ }
- /* Vertex arrays */
- obj->Vertex.Size = 4;
- obj->Vertex.Type = GL_FLOAT;
- obj->Vertex.Stride = 0;
- obj->Vertex.StrideB = 0;
- obj->Vertex.Ptr = NULL;
- obj->Vertex.Enabled = GL_FALSE;
- obj->Normal.Type = GL_FLOAT;
- obj->Normal.Stride = 0;
- obj->Normal.StrideB = 0;
- obj->Normal.Ptr = NULL;
- obj->Normal.Enabled = GL_FALSE;
- obj->Color.Size = 4;
- obj->Color.Type = GL_FLOAT;
- obj->Color.Stride = 0;
- obj->Color.StrideB = 0;
- obj->Color.Ptr = NULL;
- obj->Color.Enabled = GL_FALSE;
- obj->SecondaryColor.Size = 4;
- obj->SecondaryColor.Type = GL_FLOAT;
- obj->SecondaryColor.Stride = 0;
- obj->SecondaryColor.StrideB = 0;
- obj->SecondaryColor.Ptr = NULL;
- obj->SecondaryColor.Enabled = GL_FALSE;
- obj->FogCoord.Size = 1;
- obj->FogCoord.Type = GL_FLOAT;
- obj->FogCoord.Stride = 0;
- obj->FogCoord.StrideB = 0;
- obj->FogCoord.Ptr = NULL;
- obj->FogCoord.Enabled = GL_FALSE;
- obj->Index.Type = GL_FLOAT;
- obj->Index.Stride = 0;
- obj->Index.StrideB = 0;
- obj->Index.Ptr = NULL;
- obj->Index.Enabled = GL_FALSE;
- for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
- obj->TexCoord[i].Size = 4;
- obj->TexCoord[i].Type = GL_FLOAT;
- obj->TexCoord[i].Stride = 0;
- obj->TexCoord[i].StrideB = 0;
- obj->TexCoord[i].Ptr = NULL;
- obj->TexCoord[i].Enabled = GL_FALSE;
+ *ptr = NULL;
}
- obj->EdgeFlag.Stride = 0;
- obj->EdgeFlag.StrideB = 0;
- obj->EdgeFlag.Ptr = NULL;
- obj->EdgeFlag.Enabled = GL_FALSE;
- for (i = 0; i < VERT_ATTRIB_MAX; i++) {
- obj->VertexAttrib[i].Size = 4;
- obj->VertexAttrib[i].Type = GL_FLOAT;
- obj->VertexAttrib[i].Stride = 0;
- obj->VertexAttrib[i].StrideB = 0;
- obj->VertexAttrib[i].Ptr = NULL;
- obj->VertexAttrib[i].Enabled = GL_FALSE;
- obj->VertexAttrib[i].Normalized = GL_FALSE;
+ assert(!*ptr);
+
+ 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++;
+#if 0
+ printf("ArrayObj %p %d INCR to %d\n",
+ (void *) vao, vao->Name, vao->RefCount);
+#endif
+ *ptr = vao;
+ }
+ mtx_unlock(&vao->Mutex);
}
+}
+
+
+
+static void
+init_array(struct gl_context *ctx,
+ 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];
+
+ array->Size = size;
+ array->Type = type;
+ array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */
+ array->Stride = 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);
+ array->VertexBinding = index;
+
+ binding->Offset = 0;
+ binding->Stride = array->_ElementSize;
+ binding->BufferObj = NULL;
+ binding->_BoundArrays = BITFIELD64_BIT(index);
-#if FEATURE_ARB_vertex_buffer_object
/* Vertex array buffers */
- obj->Vertex.BufferObj = ctx->Array.NullBufferObj;
- obj->Normal.BufferObj = ctx->Array.NullBufferObj;
- obj->Color.BufferObj = ctx->Array.NullBufferObj;
- obj->SecondaryColor.BufferObj = ctx->Array.NullBufferObj;
- obj->FogCoord.BufferObj = ctx->Array.NullBufferObj;
- obj->Index.BufferObj = ctx->Array.NullBufferObj;
- for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
- obj->TexCoord[i].BufferObj = ctx->Array.NullBufferObj;
- }
- obj->EdgeFlag.BufferObj = ctx->Array.NullBufferObj;
- for (i = 0; i < VERT_ATTRIB_MAX; i++) {
- obj->VertexAttrib[i].BufferObj = ctx->Array.NullBufferObj;
+ _mesa_reference_buffer_object(ctx, &binding->BufferObj,
+ ctx->Shared->NullBufferObj);
+}
+
+
+/**
+ * Initialize a gl_vertex_array_object's arrays.
+ */
+void
+_mesa_initialize_vao(struct gl_context *ctx,
+ struct gl_vertex_array_object *obj,
+ GLuint name)
+{
+ GLuint i;
+
+ obj->Name = name;
+
+ mtx_init(&obj->Mutex, mtx_plain);
+ obj->RefCount = 1;
+
+ /* Init the individual arrays */
+ for (i = 0; i < ARRAY_SIZE(obj->VertexAttrib); i++) {
+ switch (i) {
+ case VERT_ATTRIB_WEIGHT:
+ init_array(ctx, obj, VERT_ATTRIB_WEIGHT, 1, GL_FLOAT);
+ break;
+ case VERT_ATTRIB_NORMAL:
+ init_array(ctx, obj, VERT_ATTRIB_NORMAL, 3, GL_FLOAT);
+ break;
+ case VERT_ATTRIB_COLOR1:
+ init_array(ctx, obj, VERT_ATTRIB_COLOR1, 3, GL_FLOAT);
+ break;
+ case VERT_ATTRIB_FOG:
+ init_array(ctx, obj, VERT_ATTRIB_FOG, 1, GL_FLOAT);
+ break;
+ case VERT_ATTRIB_COLOR_INDEX:
+ init_array(ctx, obj, VERT_ATTRIB_COLOR_INDEX, 1, GL_FLOAT);
+ break;
+ case VERT_ATTRIB_EDGEFLAG:
+ init_array(ctx, obj, VERT_ATTRIB_EDGEFLAG, 1, GL_BOOL);
+ break;
+ case VERT_ATTRIB_POINT_SIZE:
+ init_array(ctx, obj, VERT_ATTRIB_POINT_SIZE, 1, GL_FLOAT);
+ break;
+ default:
+ init_array(ctx, obj, i, 4, GL_FLOAT);
+ break;
+ }
}
-#endif
+
+ _mesa_reference_buffer_object(ctx, &obj->IndexBufferObj,
+ ctx->Shared->NullBufferObj);
}
/**
* Add the given array object to the array object pool.
*/
-void
-_mesa_save_array_object( GLcontext *ctx, struct gl_array_object *obj )
+static void
+save_array_object( struct gl_context *ctx, struct gl_vertex_array_object *obj )
{
if (obj->Name > 0) {
/* insert into hash table */
- _mesa_HashInsert(ctx->Shared->ArrayObjects, obj->Name, obj);
+ _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj);
}
}
* Remove the given array object from the array object pool.
* Do not deallocate the array object though.
*/
-void
-_mesa_remove_array_object( GLcontext *ctx, struct gl_array_object *obj )
+static void
+remove_array_object( struct gl_context *ctx, struct gl_vertex_array_object *obj )
{
if (obj->Name > 0) {
/* remove from hash table */
- _mesa_HashRemove(ctx->Shared->ArrayObjects, obj->Name);
+ _mesa_HashRemove(ctx->Array.Objects, obj->Name);
+ }
+}
+
+
+/**
+ * Updates the derived gl_client_arrays when a gl_vertex_attrib_array
+ * or a gl_vertex_buffer_binding has changed.
+ */
+void
+_mesa_update_vao_client_arrays(struct gl_context *ctx,
+ struct gl_vertex_array_object *vao)
+{
+ GLbitfield64 arrays = vao->NewArrays;
+
+ while (arrays) {
+ struct gl_client_array *client_array;
+ struct gl_vertex_attrib_array *attrib_array;
+ struct gl_vertex_buffer_binding *buffer_binding;
+
+ GLint attrib = ffsll(arrays) - 1;
+ arrays ^= BITFIELD64_BIT(attrib);
+
+ attrib_array = &vao->VertexAttrib[attrib];
+ buffer_binding = &vao->VertexBinding[attrib_array->VertexBinding];
+ client_array = &vao->_VertexAttrib[attrib];
+
+ _mesa_update_client_array(ctx, client_array, attrib_array,
+ buffer_binding);
}
}
/* API Functions */
/**********************************************************************/
+
/**
- * 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.
+ * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE().
+ * \param genRequired specifies behavour when id was not generated with
+ * glGenVertexArrays().
*/
-void GLAPIENTRY
-_mesa_BindVertexArrayAPPLE( GLuint id )
+static void
+bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
{
- GET_CURRENT_CONTEXT(ctx);
- 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 )
return; /* rebinding the same array object- no change */
/*
- * Get pointer to new array object (newBufObj)
+ * Get pointer to new array object (newObj)
*/
if (id == 0) {
/* 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);
+ newObj = _mesa_lookup_vao(ctx, id);
if (!newObj) {
- /* If this is a new array object id, allocate an array object now.
- */
+ if (genRequired) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glBindVertexArray(non-gen name)");
+ 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;
}
- _mesa_save_array_object(ctx, newObj);
+
+ save_array_object(ctx, newObj);
+ }
+
+ 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;
}
}
+ 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;
+ }
ctx->NewState |= _NEW_ARRAY;
- ctx->Array.NewState |= _NEW_ARRAY_ALL;
- ctx->Array.ArrayObj = newObj;
-
+ _mesa_reference_vao(ctx, &ctx->Array.VAO, newObj);
/* Pass BindVertexArray call to device driver */
if (ctx->Driver.BindArrayObject && newObj)
- (*ctx->Driver.BindArrayObject)( ctx, newObj );
+ ctx->Driver.BindArrayObject(ctx, 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 )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ bind_vertex_array(ctx, id, GL_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 )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ bind_vertex_array(ctx, id, GL_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)
+_mesa_DeleteVertexArrays(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)");
+ _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArray(n)");
return;
}
- _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
-
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] );
-
+ 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 ( obj == ctx->Array.VAO ) {
+ _mesa_BindVertexArray(0);
}
-#if FEATURE_ARB_vertex_buffer_object
- /* Unbind any buffer objects that might be bound to arrays in
- * this array object.
- */
- _mesa_unbind_buffer_object( ctx, obj->Vertex.BufferObj );
- _mesa_unbind_buffer_object( ctx, obj->Normal.BufferObj );
- _mesa_unbind_buffer_object( ctx, obj->Color.BufferObj );
- _mesa_unbind_buffer_object( ctx, obj->SecondaryColor.BufferObj );
- _mesa_unbind_buffer_object( ctx, obj->FogCoord.BufferObj );
- _mesa_unbind_buffer_object( ctx, obj->Index.BufferObj );
- for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
- _mesa_unbind_buffer_object( ctx, obj->TexCoord[i].BufferObj );
- }
- _mesa_unbind_buffer_object( ctx, obj->EdgeFlag.BufferObj );
- for (i = 0; i < VERT_ATTRIB_MAX; i++) {
- _mesa_unbind_buffer_object( ctx, obj->VertexAttrib[i].BufferObj );
- }
-#endif
-
/* The ID is immediately freed for re-use */
- _mesa_remove_array_object(ctx, obj);
- ctx->Driver.DeleteArrayObject(ctx, obj);
+ remove_array_object(ctx, obj);
+
+ 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_vao(ctx, &obj, NULL);
}
}
-
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
}
/**
* Generate a set of unique array object IDs and store them in \c arrays.
- *
+ * Helper for _mesa_GenVertexArrays[APPLE]() and _mesa_CreateVertexArrays()
+ * below.
+ *
* \param n Number of IDs to generate.
* \param arrays Array of \c n locations to store the IDs.
+ * \param create Indicates that the objects should also be created.
+ * \param func The name of the GL entry point.
*/
-void GLAPIENTRY
-_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
+static void
+gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays,
+ bool create, const char *func)
{
- GET_CURRENT_CONTEXT(ctx);
GLuint first;
GLint i;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
if (n < 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s(n < 0)", func);
return;
}
return;
}
- /*
- * This must be atomic (generation and allocation of array object IDs)
- */
- _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
-
- first = _mesa_HashFindFreeKeyBlock(ctx->Shared->ArrayObjects, n);
+ 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 );
if (!obj) {
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", func);
return;
}
- _mesa_save_array_object(ctx, obj);
+ obj->EverBound = create;
+ save_array_object(ctx, obj);
arrays[i] = first + i;
}
+}
+
+
+/**
+ * ARB version of glGenVertexArrays()
+ * All arrays will be required to live in VBOs.
+ */
+void GLAPIENTRY
+_mesa_GenVertexArrays(GLsizei n, GLuint *arrays)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ gen_vertex_arrays(ctx, n, arrays, false, "glGenVertexArrays");
+}
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+
+/**
+ * APPLE version of glGenVertexArraysAPPLE()
+ * Arrays may live in VBOs or ordinary memory.
+ */
+void GLAPIENTRY
+_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ gen_vertex_arrays(ctx, n, arrays, false, "glGenVertexArraysAPPLE");
+}
+
+
+/**
+ * ARB_direct_state_access
+ * Generates ID's and creates the array objects.
+ */
+void GLAPIENTRY
+_mesa_CreateVertexArrays(GLsizei n, GLuint *arrays)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ gen_vertex_arrays(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;
- _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
- obj = lookup_arrayobj(ctx, id);
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+ obj = _mesa_lookup_vao(ctx, id);
+ if (obj == NULL)
+ return GL_FALSE;
+
+ return 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).
+ */
+void GLAPIENTRY
+_mesa_VertexArrayElementBuffer(GLuint vaobj, GLuint buffer)
+{
+ 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;
+
+ /* 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
+ bufObj = ctx->Shared->NullBufferObj;
+
+ if (bufObj)
+ _mesa_reference_buffer_object(ctx, &vao->IndexBufferObj, bufObj);
+}
+
+
+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;
}