_mesa_delete_array_object( GLcontext *ctx, struct gl_array_object *obj )
{
(void) ctx;
+ _glthread_DESTROY_MUTEX(obj->Mutex);
_mesa_free(obj);
}
+/**
+ * Set ptr to arrayObj w/ reference counting.
+ */
+void
+_mesa_reference_array_object(GLcontext *ctx,
+ struct gl_array_object **ptr,
+ struct gl_array_object *arrayObj)
+{
+ if (*ptr == arrayObj)
+ return;
+
+ if (*ptr) {
+ /* Unreference the old array object */
+ GLboolean deleteFlag = GL_FALSE;
+ struct gl_array_object *oldObj = *ptr;
+
+ _glthread_LOCK_MUTEX(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);
+ _glthread_UNLOCK_MUTEX(oldObj->Mutex);
+
+ if (deleteFlag) {
+ ASSERT(ctx->Driver.DeleteArrayObject);
+ ctx->Driver.DeleteArrayObject(ctx, oldObj);
+ }
+
+ *ptr = NULL;
+ }
+ ASSERT(!*ptr);
+
+ if (arrayObj) {
+ /* 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);
+ }
+}
+
+
+
static void
init_array(GLcontext *ctx,
struct gl_client_array *array, GLint size, GLint type)
obj->Name = name;
+ _glthread_INIT_MUTEX(obj->Mutex);
+ obj->RefCount = 1;
+
/* Init the individual arrays */
init_array(ctx, &obj->Vertex, 4, GL_FLOAT);
init_array(ctx, &obj->Normal, 3, GL_FLOAT);
if (!newObj) {
/* If this is a new array object id, allocate an array object now.
*/
-
newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
if (!newObj) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
}
}
-
ctx->NewState |= _NEW_ARRAY;
ctx->Array.NewState |= _NEW_ARRAY_ALL;
- ctx->Array.ArrayObj = newObj;
-
+ _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj);
/* Pass BindVertexArray call to device driver */
if (ctx->Driver.BindArrayObject && newObj)
* Internal functions
*/
-struct gl_array_object * _mesa_new_array_object( GLcontext *ctx,
- GLuint name );
+extern struct gl_array_object *
+_mesa_new_array_object( GLcontext *ctx, GLuint name );
-void _mesa_delete_array_object( GLcontext *ctx, struct gl_array_object *obj );
+extern void
+_mesa_delete_array_object( GLcontext *ctx, struct gl_array_object *obj );
-void _mesa_initialize_array_object( GLcontext *ctx,
- struct gl_array_object *obj, GLuint name );
+extern void
+_mesa_reference_array_object(GLcontext *ctx,
+ struct gl_array_object **ptr,
+ struct gl_array_object *arrayObj);
-void _mesa_save_array_object( GLcontext *ctx, struct gl_array_object *obj );
+extern void
+_mesa_initialize_array_object( GLcontext *ctx,
+ struct gl_array_object *obj, GLuint name );
-void _mesa_remove_array_object( GLcontext *ctx, struct gl_array_object *obj );
+extern void
+_mesa_save_array_object( GLcontext *ctx, struct gl_array_object *obj );
+
+extern void
+_mesa_remove_array_object( GLcontext *ctx, struct gl_array_object *obj );