| /* |
| * Mesa 3-D graphics library |
| * Version: 7.6 |
| * |
| * 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"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice shall be included |
| * in all copies or substantial portions of 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. |
| */ |
| |
| |
| /** |
| * \file arrayobj.c |
| * Functions for the GL_APPLE_vertex_array_object extension. |
| * |
| * \todo |
| * The code in this file borrows a lot from bufferobj.c. There's a certain |
| * amount of cruft left over from that origin that may be unnecessary. |
| * |
| * \author Ian Romanick <idr@us.ibm.com> |
| * \author Brian Paul |
| */ |
| |
| |
| #include "glheader.h" |
| #include "hash.h" |
| #include "imports.h" |
| #include "context.h" |
| #if FEATURE_ARB_vertex_buffer_object |
| #include "bufferobj.h" |
| #endif |
| #include "arrayobj.h" |
| #include "macros.h" |
| #include "glapi/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) |
| { |
| if (id == 0) |
| return NULL; |
| else |
| return (struct gl_array_object *) |
| _mesa_HashLookup(ctx->Array.Objects, id); |
| } |
| |
| |
| /** |
| * For all the vertex arrays 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(GLcontext *ctx, struct gl_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 < 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 |
| } |
| |
| |
| /** |
| * 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_array_object *obj = CALLOC_STRUCT(gl_array_object); |
| if (obj) |
| _mesa_initialize_array_object(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 ) |
| { |
| (void) ctx; |
| unbind_array_object_vbos(ctx, obj); |
| _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) |
| { |
| 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->Enabled = GL_FALSE; |
| array->Normalized = GL_FALSE; |
| #if FEATURE_ARB_vertex_buffer_object |
| /* Vertex array buffers */ |
| _mesa_reference_buffer_object(ctx, &array->BufferObj, |
| ctx->Shared->NullBufferObj); |
| #endif |
| } |
| |
| |
| /** |
| * Initialize a gl_array_object's arrays. |
| */ |
| void |
| _mesa_initialize_array_object( GLcontext *ctx, |
| struct gl_array_object *obj, |
| GLuint name ) |
| { |
| GLuint i; |
| |
| 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->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, 4, 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); |
| } |
| |
| #if FEATURE_point_size_array |
| init_array(ctx, &obj->PointSize, 1, GL_FLOAT); |
| #endif |
| } |
| |
| |
| /** |
| * Add the given array object to the array object pool. |
| */ |
| static void |
| save_array_object( GLcontext *ctx, struct gl_array_object *obj ) |
| { |
| if (obj->Name > 0) { |
| /* insert into hash table */ |
| _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. |
| */ |
| static void |
| remove_array_object( GLcontext *ctx, struct gl_array_object *obj ) |
| { |
| if (obj->Name > 0) { |
| /* remove from hash table */ |
| _mesa_HashRemove(ctx->Array.Objects, obj->Name); |
| } |
| } |
| |
| |
| |
| /** |
| * Compute the index of the last array element that can be safely accessed |
| * in a vertex array. We can really only do this when the array lives in |
| * a VBO. |
| * The array->_MaxElement field will be updated. |
| * Later in glDrawArrays/Elements/etc we can do some bounds checking. |
| */ |
| static void |
| compute_max_element(struct gl_client_array *array) |
| { |
| if (array->BufferObj->Name) { |
| /* Compute the max element we can access in the VBO without going |
| * out of bounds. |
| */ |
| array->_MaxElement = ((GLsizeiptrARB) array->BufferObj->Size |
| - (GLsizeiptrARB) array->Ptr + array->StrideB |
| - array->_ElementSize) / array->StrideB; |
| if (0) |
| _mesa_printf("%s Object %u Size %u MaxElement %u\n", |
| __FUNCTION__, |
| array->BufferObj->Name, |
| (GLuint) array->BufferObj->Size, |
| array->_MaxElement); |
| } |
| else { |
| /* user-space array, no idea how big it is */ |
| array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */ |
| } |
| } |
| |
| |
| /** |
| * Helper for update_arrays(). |
| * \return min(current min, array->_MaxElement). |
| */ |
| static GLuint |
| update_min(GLuint min, struct gl_client_array *array) |
| { |
| compute_max_element(array); |
| if (array->Enabled) |
| return MIN2(min, array->_MaxElement); |
| else |
| return min; |
| } |
| |
| |
| /** |
| * Examine vertex arrays to update the gl_array_object::_MaxElement field. |
| */ |
| void |
| _mesa_update_array_object_max_element(GLcontext *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; |
| } |
| |
| |
| /**********************************************************************/ |
| /* API Functions */ |
| /**********************************************************************/ |
| |
| |
| /** |
| * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE(). |
| * \param genRequired specifies behavour when id was not generated with |
| * glGenVertexArrays(). |
| */ |
| static void |
| bind_vertex_array(GLcontext *ctx, GLuint id, GLboolean genRequired) |
| { |
| struct gl_array_object * const oldObj = ctx->Array.ArrayObj; |
| struct gl_array_object *newObj = NULL; |
| ASSERT_OUTSIDE_BEGIN_END(ctx); |
| |
| ASSERT(oldObj != NULL); |
| |
| if ( oldObj->Name == id ) |
| return; /* rebinding the same array object- no change */ |
| |
| /* |
| * 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; |
| } |
| 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); |
| } |
| } |
| |
| ctx->NewState |= _NEW_ARRAY; |
| ctx->Array.NewState |= _NEW_ARRAY_ALL; |
| _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj); |
| |
| /* Pass BindVertexArray call to device driver */ |
| if (ctx->Driver.BindArrayObject && 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) |
| { |
| 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]); |
| |
| if ( obj != NULL ) { |
| 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) ); |
| } |
| |
| /* The ID is immediately freed for re-use */ |
| remove_array_object(ctx, obj); |
| |
| /* Unreference the array object. |
| * If refcount hits zero, the object will be deleted. |
| */ |
| _mesa_reference_array_object(ctx, &obj, NULL); |
| } |
| } |
| } |
| |
| |
| /** |
| * Generate a set of unique array object IDs and store them in \c arrays. |
| * Helper for _mesa_GenVertexArrays[APPLE]() functions 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? |
| */ |
| static void |
| gen_vertex_arrays(GLcontext *ctx, GLsizei n, GLuint *arrays, GLboolean vboOnly) |
| { |
| GLuint first; |
| GLint i; |
| ASSERT_OUTSIDE_BEGIN_END(ctx); |
| |
| if (n < 0) { |
| _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE"); |
| return; |
| } |
| |
| if (!arrays) { |
| return; |
| } |
| |
| first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n); |
| |
| /* Allocate new, empty array objects and return identifiers */ |
| for (i = 0; i < n; i++) { |
| struct gl_array_object *obj; |
| GLuint name = first + i; |
| |
| obj = (*ctx->Driver.NewArrayObject)( ctx, name ); |
| if (!obj) { |
| _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE"); |
| return; |
| } |
| obj->VBOonly = vboOnly; |
| 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, GL_TRUE); |
| } |
| |
| |
| /** |
| * 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, GL_FALSE); |
| } |
| |
| |
| /** |
| * 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, |
| * \c GL_FALSE otherwise. |
| */ |
| GLboolean GLAPIENTRY |
| _mesa_IsVertexArrayAPPLE( GLuint id ) |
| { |
| struct gl_array_object * obj; |
| GET_CURRENT_CONTEXT(ctx); |
| ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); |
| |
| if (id == 0) |
| return GL_FALSE; |
| |
| obj = lookup_arrayobj(ctx, id); |
| |
| return (obj != NULL) ? GL_TRUE : GL_FALSE; |
| } |