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Ian Romanickee34e6e2006-06-12 16:26:29 +00001/*
2 * Mesa 3-D graphics library
3 * Version: 6.5
4 *
5 * Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
6 * (C) Copyright IBM Corporation 2006
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL OR IBM BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
22 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
23 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
24 * SOFTWARE.
25 */
26
27
28/**
29 * \file arrayobj.c
30 * Functions for the GL_APPLE_vertex_array_object extension.
31 *
32 * \todo
33 * The code in this file borrows a lot from bufferobj.c. There's a certain
34 * amount of cruft left over from that origin that may be unnecessary.
35 *
36 * \author Ian Romanick <idr@us.ibm.com>
37 * \author Brian Paul
38 */
39
40
41#include "glheader.h"
42#include "hash.h"
43#include "imports.h"
44#include "context.h"
45#if FEATURE_ARB_vertex_buffer_object
46#include "bufferobj.h"
47#endif
48#include "arrayobj.h"
49#include "dispatch.h"
50
51
52/**
53 * Look up the array object for the given ID.
54 *
55 * \returns
56 * Either a pointer to the array object with the specified ID or \c NULL for
57 * a non-existent ID. The spec defines ID 0 as being technically
58 * non-existent.
59 */
60
61static INLINE struct gl_array_object *
62lookup_arrayobj(GLcontext *ctx, GLuint id)
63{
64 return (id == 0)
65 ? NULL
66 : (struct gl_array_object *) _mesa_HashLookup(ctx->Shared->ArrayObjects,
67 id);
68}
69
70
71/**
72 * Allocate and initialize a new array object.
73 *
74 * This function is intended to be called via
75 * \c dd_function_table::NewArrayObject.
76 */
77struct gl_array_object *
78_mesa_new_array_object( GLcontext *ctx, GLuint name )
79{
80 struct gl_array_object *obj;
81
82 (void) ctx;
83
84 obj = MALLOC_STRUCT(gl_array_object);
85 _mesa_initialize_array_object(ctx, obj, name);
86 return obj;
87}
88
89
90/**
91 * Delete an array object.
92 *
93 * This function is intended to be called via
94 * \c dd_function_table::DeleteArrayObject.
95 */
96void
97_mesa_delete_array_object( GLcontext *ctx, struct gl_array_object *obj )
98{
99 (void) ctx;
100
101 _mesa_free(obj);
102}
103
104
105void
106_mesa_initialize_array_object( GLcontext *ctx,
107 struct gl_array_object *obj,
108 GLuint name )
109{
110 GLuint i;
111
112
113 obj->Name = name;
114
115 /* Vertex arrays */
116 obj->Vertex.Size = 4;
117 obj->Vertex.Type = GL_FLOAT;
118 obj->Vertex.Stride = 0;
119 obj->Vertex.StrideB = 0;
120 obj->Vertex.Ptr = NULL;
121 obj->Vertex.Enabled = GL_FALSE;
122 obj->Vertex.Flags = CA_CLIENT_DATA;
123 obj->Normal.Type = GL_FLOAT;
124 obj->Normal.Stride = 0;
125 obj->Normal.StrideB = 0;
126 obj->Normal.Ptr = NULL;
127 obj->Normal.Enabled = GL_FALSE;
128 obj->Normal.Flags = CA_CLIENT_DATA;
129 obj->Color.Size = 4;
130 obj->Color.Type = GL_FLOAT;
131 obj->Color.Stride = 0;
132 obj->Color.StrideB = 0;
133 obj->Color.Ptr = NULL;
134 obj->Color.Enabled = GL_FALSE;
135 obj->Color.Flags = CA_CLIENT_DATA;
136 obj->SecondaryColor.Size = 4;
137 obj->SecondaryColor.Type = GL_FLOAT;
138 obj->SecondaryColor.Stride = 0;
139 obj->SecondaryColor.StrideB = 0;
140 obj->SecondaryColor.Ptr = NULL;
141 obj->SecondaryColor.Enabled = GL_FALSE;
142 obj->SecondaryColor.Flags = CA_CLIENT_DATA;
143 obj->FogCoord.Size = 1;
144 obj->FogCoord.Type = GL_FLOAT;
145 obj->FogCoord.Stride = 0;
146 obj->FogCoord.StrideB = 0;
147 obj->FogCoord.Ptr = NULL;
148 obj->FogCoord.Enabled = GL_FALSE;
149 obj->FogCoord.Flags = CA_CLIENT_DATA;
150 obj->Index.Type = GL_FLOAT;
151 obj->Index.Stride = 0;
152 obj->Index.StrideB = 0;
153 obj->Index.Ptr = NULL;
154 obj->Index.Enabled = GL_FALSE;
155 obj->Index.Flags = CA_CLIENT_DATA;
156 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
157 obj->TexCoord[i].Size = 4;
158 obj->TexCoord[i].Type = GL_FLOAT;
159 obj->TexCoord[i].Stride = 0;
160 obj->TexCoord[i].StrideB = 0;
161 obj->TexCoord[i].Ptr = NULL;
162 obj->TexCoord[i].Enabled = GL_FALSE;
163 obj->TexCoord[i].Flags = CA_CLIENT_DATA;
164 }
165 obj->EdgeFlag.Stride = 0;
166 obj->EdgeFlag.StrideB = 0;
167 obj->EdgeFlag.Ptr = NULL;
168 obj->EdgeFlag.Enabled = GL_FALSE;
169 obj->EdgeFlag.Flags = CA_CLIENT_DATA;
170 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
171 obj->VertexAttrib[i].Size = 4;
172 obj->VertexAttrib[i].Type = GL_FLOAT;
173 obj->VertexAttrib[i].Stride = 0;
174 obj->VertexAttrib[i].StrideB = 0;
175 obj->VertexAttrib[i].Ptr = NULL;
176 obj->VertexAttrib[i].Enabled = GL_FALSE;
177 obj->VertexAttrib[i].Normalized = GL_FALSE;
178 obj->VertexAttrib[i].Flags = CA_CLIENT_DATA;
179 }
180
181
182#if FEATURE_ARB_vertex_buffer_object
183 /* Vertex array buffers */
184 obj->Vertex.BufferObj = ctx->Array.NullBufferObj;
185 obj->Normal.BufferObj = ctx->Array.NullBufferObj;
186 obj->Color.BufferObj = ctx->Array.NullBufferObj;
187 obj->SecondaryColor.BufferObj = ctx->Array.NullBufferObj;
188 obj->FogCoord.BufferObj = ctx->Array.NullBufferObj;
189 obj->Index.BufferObj = ctx->Array.NullBufferObj;
190 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
191 obj->TexCoord[i].BufferObj = ctx->Array.NullBufferObj;
192 }
193 obj->EdgeFlag.BufferObj = ctx->Array.NullBufferObj;
194 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
195 obj->VertexAttrib[i].BufferObj = ctx->Array.NullBufferObj;
196 }
197#endif
198}
199
200
201/**
202 * Add the given array object to the array object pool.
203 */
204void
205_mesa_save_array_object( GLcontext *ctx, struct gl_array_object *obj )
206{
207 if (obj->Name > 0) {
208 /* insert into hash table */
209 _mesa_HashInsert(ctx->Shared->ArrayObjects, obj->Name, obj);
210 }
211}
212
213
214/**
215 * Remove the given array object from the array object pool.
216 * Do not deallocate the array object though.
217 */
218void
219_mesa_remove_array_object( GLcontext *ctx, struct gl_array_object *obj )
220{
221 if (obj->Name > 0) {
222 /* remove from hash table */
223 _mesa_HashRemove(ctx->Shared->ArrayObjects, obj->Name);
224 }
225}
226
227
228/**********************************************************************/
229/* API Functions */
230/**********************************************************************/
231
232/**
233 * Bind a new array.
234 *
235 * \todo
236 * The binding could be done more efficiently by comparing the non-NULL
237 * pointers in the old and new objects. The only arrays that are "dirty" are
238 * the ones that are non-NULL in either object.
239 */
240void GLAPIENTRY
241_mesa_BindVertexArrayAPPLE( GLuint id )
242{
243 GET_CURRENT_CONTEXT(ctx);
244 struct gl_array_object * const oldObj = ctx->Array.ArrayObj;
245 struct gl_array_object *newObj = NULL;
246 ASSERT_OUTSIDE_BEGIN_END(ctx);
247
248
249 ASSERT(oldObj != NULL);
250
251 if ( oldObj->Name == id )
252 return; /* rebinding the same array object- no change */
253
254 /*
255 * Get pointer to new array object (newBufObj)
256 */
257 if (id == 0) {
258 /* The spec says there is no array object named 0, but we use
259 * one internally because it simplifies things.
260 */
261 newObj = ctx->Array.DefaultArrayObj;
262 }
263 else {
264 /* non-default array object */
265 newObj = lookup_arrayobj(ctx, id);
266 if (!newObj) {
267 /* If this is a new array object id, allocate an array object now.
268 */
269
270 newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
271 if (!newObj) {
272 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
273 return;
274 }
275 _mesa_save_array_object(ctx, newObj);
276 }
277 }
278
279
280 ctx->NewState |= _NEW_ARRAY;
281 ctx->Array.NewState |= _NEW_ARRAY_ALL;
282 ctx->Array.ArrayObj = newObj;
283
284
285 /* Pass BindVertexArray call to device driver */
286 if (ctx->Driver.BindArrayObject && newObj)
287 (*ctx->Driver.BindArrayObject)( ctx, newObj );
288}
289
290
291/**
292 * Delete a set of array objects.
293 *
294 * \param n Number of array objects to delete.
295 * \param ids Array of \c n array object IDs.
296 */
297void GLAPIENTRY
298_mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids)
299{
300 GET_CURRENT_CONTEXT(ctx);
301 GLsizei i;
302 ASSERT_OUTSIDE_BEGIN_END(ctx);
303
304 if (n < 0) {
305 _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
306 return;
307 }
308
309 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
310
311 for (i = 0; i < n; i++) {
312 struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]);
313
314 if ( obj != NULL ) {
315 ASSERT( obj->Name == ids[i] );
316
317
318 /* If the array object is currently bound, the spec says "the binding
319 * for that object reverts to zero and the default vertex array
320 * becomes current."
321 */
322 if ( obj == ctx->Array.ArrayObj ) {
323 CALL_BindVertexArrayAPPLE( ctx->Exec, (0) );
324 }
325
326#if FEATURE_ARB_vertex_buffer_object
327 /* Unbind any buffer objects that might be bound to arrays in
328 * this array object.
329 */
330 _mesa_unbind_buffer_object( ctx, obj->Vertex.BufferObj );
331 _mesa_unbind_buffer_object( ctx, obj->Normal.BufferObj );
332 _mesa_unbind_buffer_object( ctx, obj->Color.BufferObj );
333 _mesa_unbind_buffer_object( ctx, obj->SecondaryColor.BufferObj );
334 _mesa_unbind_buffer_object( ctx, obj->FogCoord.BufferObj );
335 _mesa_unbind_buffer_object( ctx, obj->Index.BufferObj );
336 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
337 _mesa_unbind_buffer_object( ctx, obj->TexCoord[i].BufferObj );
338 }
339 _mesa_unbind_buffer_object( ctx, obj->EdgeFlag.BufferObj );
340 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
341 _mesa_unbind_buffer_object( ctx, obj->VertexAttrib[i].BufferObj );
342 }
343#endif
344
345 /* The ID is immediately freed for re-use */
346 _mesa_remove_array_object(ctx, obj);
347 ctx->Driver.DeleteArrayObject(ctx, obj);
348 }
349 }
350
351 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
352}
353
354
355/**
356 * Generate a set of unique array object IDs and store them in \c buffer.
357 *
358 * \param n Number of IDs to generate.
359 * \param buffer Array of \c n locations to store the IDs.
360 */
361void GLAPIENTRY
362_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *buffer)
363{
364 GET_CURRENT_CONTEXT(ctx);
365 GLuint first;
366 GLint i;
367 ASSERT_OUTSIDE_BEGIN_END(ctx);
368
369 if (n < 0) {
370 _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
371 return;
372 }
373
374 if (!buffer) {
375 return;
376 }
377
378 /*
379 * This must be atomic (generation and allocation of array object IDs)
380 */
381 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
382
383 first = _mesa_HashFindFreeKeyBlock(ctx->Shared->ArrayObjects, n);
384
385 /* Allocate new, empty array objects and return identifiers */
386 for (i = 0; i < n; i++) {
387 struct gl_array_object *obj;
388 GLuint name = first + i;
389
390 obj = (*ctx->Driver.NewArrayObject)( ctx, name );
391 if (!obj) {
392 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
393 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
394 return;
395 }
396 _mesa_save_array_object(ctx, obj);
397 buffer[i] = first + i;
398 }
399
400 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
401}
402
403
404/**
405 * Determine if ID is the name of an array object.
406 *
407 * \param id ID of the potential array object.
408 * \return \c GL_TRUE if \c id is the name of a array object,
409 * \c GL_FALSE otherwise.
410 */
411GLboolean GLAPIENTRY
412_mesa_IsVertexArrayAPPLE( GLuint id )
413{
414 struct gl_array_object * obj;
415 GET_CURRENT_CONTEXT(ctx);
416 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
417
418 if (id == 0)
419 return GL_FALSE;
420
421 _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
422 obj = lookup_arrayobj(ctx, id);
423 _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
424
425 return (obj != NULL) ? GL_TRUE : GL_FALSE;
426}