2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 * (C) Copyright IBM Corporation 2006
7 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL OR IBM BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
23 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
24 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
31 * Functions for the GL_APPLE_vertex_array_object extension.
34 * The code in this file borrows a lot from bufferobj.c. There's a certain
35 * amount of cruft left over from that origin that may be unnecessary.
37 * \author Ian Romanick <idr@us.ibm.com>
46 #if FEATURE_ARB_vertex_buffer_object
47 #include "bufferobj.h"
51 #include "glapi/dispatch.h"
55 * Look up the array object for the given ID.
58 * Either a pointer to the array object with the specified ID or \c NULL for
59 * a non-existent ID. The spec defines ID 0 as being technically
63 static INLINE struct gl_array_object *
64 lookup_arrayobj(GLcontext *ctx, GLuint id)
69 return (struct gl_array_object *)
70 _mesa_HashLookup(ctx->Array.Objects, id);
75 * For all the vertex arrays in the array object, unbind any pointers
76 * to any buffer objects (VBOs).
77 * This is done just prior to array object destruction.
80 unbind_array_object_vbos(GLcontext *ctx, struct gl_array_object *obj)
84 _mesa_reference_buffer_object(ctx, &obj->Vertex.BufferObj, NULL);
85 _mesa_reference_buffer_object(ctx, &obj->Weight.BufferObj, NULL);
86 _mesa_reference_buffer_object(ctx, &obj->Normal.BufferObj, NULL);
87 _mesa_reference_buffer_object(ctx, &obj->Color.BufferObj, NULL);
88 _mesa_reference_buffer_object(ctx, &obj->SecondaryColor.BufferObj, NULL);
89 _mesa_reference_buffer_object(ctx, &obj->FogCoord.BufferObj, NULL);
90 _mesa_reference_buffer_object(ctx, &obj->Index.BufferObj, NULL);
91 _mesa_reference_buffer_object(ctx, &obj->EdgeFlag.BufferObj, NULL);
93 for (i = 0; i < Elements(obj->TexCoord); i++)
94 _mesa_reference_buffer_object(ctx, &obj->TexCoord[i].BufferObj, NULL);
96 for (i = 0; i < Elements(obj->VertexAttrib); i++)
97 _mesa_reference_buffer_object(ctx, &obj->VertexAttrib[i].BufferObj,NULL);
102 * Allocate and initialize a new vertex array object.
104 * This function is intended to be called via
105 * \c dd_function_table::NewArrayObject.
107 struct gl_array_object *
108 _mesa_new_array_object( GLcontext *ctx, GLuint name )
110 struct gl_array_object *obj = CALLOC_STRUCT(gl_array_object);
112 _mesa_initialize_array_object(ctx, obj, name);
118 * Delete an array object.
120 * This function is intended to be called via
121 * \c dd_function_table::DeleteArrayObject.
124 _mesa_delete_array_object( GLcontext *ctx, struct gl_array_object *obj )
127 unbind_array_object_vbos(ctx, obj);
128 _glthread_DESTROY_MUTEX(obj->Mutex);
134 * Set ptr to arrayObj w/ reference counting.
137 _mesa_reference_array_object(GLcontext *ctx,
138 struct gl_array_object **ptr,
139 struct gl_array_object *arrayObj)
141 if (*ptr == arrayObj)
145 /* Unreference the old array object */
146 GLboolean deleteFlag = GL_FALSE;
147 struct gl_array_object *oldObj = *ptr;
149 _glthread_LOCK_MUTEX(oldObj->Mutex);
150 ASSERT(oldObj->RefCount > 0);
153 printf("ArrayObj %p %d DECR to %d\n",
154 (void *) oldObj, oldObj->Name, oldObj->RefCount);
156 deleteFlag = (oldObj->RefCount == 0);
157 _glthread_UNLOCK_MUTEX(oldObj->Mutex);
160 ASSERT(ctx->Driver.DeleteArrayObject);
161 ctx->Driver.DeleteArrayObject(ctx, oldObj);
169 /* reference new array object */
170 _glthread_LOCK_MUTEX(arrayObj->Mutex);
171 if (arrayObj->RefCount == 0) {
172 /* this array's being deleted (look just above) */
173 /* Not sure this can every really happen. Warn if it does. */
174 _mesa_problem(NULL, "referencing deleted array object");
178 arrayObj->RefCount++;
180 printf("ArrayObj %p %d INCR to %d\n",
181 (void *) arrayObj, arrayObj->Name, arrayObj->RefCount);
185 _glthread_UNLOCK_MUTEX(arrayObj->Mutex);
192 init_array(GLcontext *ctx,
193 struct gl_client_array *array, GLint size, GLint type)
197 array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */
201 array->Enabled = GL_FALSE;
202 array->Normalized = GL_FALSE;
203 #if FEATURE_ARB_vertex_buffer_object
204 /* Vertex array buffers */
205 _mesa_reference_buffer_object(ctx, &array->BufferObj,
206 ctx->Shared->NullBufferObj);
212 * Initialize a gl_array_object's arrays.
215 _mesa_initialize_array_object( GLcontext *ctx,
216 struct gl_array_object *obj,
223 _glthread_INIT_MUTEX(obj->Mutex);
226 /* Init the individual arrays */
227 init_array(ctx, &obj->Vertex, 4, GL_FLOAT);
228 init_array(ctx, &obj->Weight, 1, GL_FLOAT);
229 init_array(ctx, &obj->Normal, 3, GL_FLOAT);
230 init_array(ctx, &obj->Color, 4, GL_FLOAT);
231 init_array(ctx, &obj->SecondaryColor, 4, GL_FLOAT);
232 init_array(ctx, &obj->FogCoord, 1, GL_FLOAT);
233 init_array(ctx, &obj->Index, 1, GL_FLOAT);
234 for (i = 0; i < Elements(obj->TexCoord); i++) {
235 init_array(ctx, &obj->TexCoord[i], 4, GL_FLOAT);
237 init_array(ctx, &obj->EdgeFlag, 1, GL_BOOL);
238 for (i = 0; i < Elements(obj->VertexAttrib); i++) {
239 init_array(ctx, &obj->VertexAttrib[i], 4, GL_FLOAT);
242 #if FEATURE_point_size_array
243 init_array(ctx, &obj->PointSize, 1, GL_FLOAT);
249 * Add the given array object to the array object pool.
252 save_array_object( GLcontext *ctx, struct gl_array_object *obj )
255 /* insert into hash table */
256 _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj);
262 * Remove the given array object from the array object pool.
263 * Do not deallocate the array object though.
266 remove_array_object( GLcontext *ctx, struct gl_array_object *obj )
269 /* remove from hash table */
270 _mesa_HashRemove(ctx->Array.Objects, obj->Name);
277 * Compute the index of the last array element that can be safely accessed
278 * in a vertex array. We can really only do this when the array lives in
280 * The array->_MaxElement field will be updated.
281 * Later in glDrawArrays/Elements/etc we can do some bounds checking.
284 compute_max_element(struct gl_client_array *array)
286 if (array->BufferObj->Name) {
287 /* Compute the max element we can access in the VBO without going
290 array->_MaxElement = ((GLsizeiptrARB) array->BufferObj->Size
291 - (GLsizeiptrARB) array->Ptr + array->StrideB
292 - array->_ElementSize) / array->StrideB;
294 _mesa_printf("%s Object %u Size %u MaxElement %u\n",
296 array->BufferObj->Name,
297 (GLuint) array->BufferObj->Size,
301 /* user-space array, no idea how big it is */
302 array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */
308 * Helper for update_arrays().
309 * \return min(current min, array->_MaxElement).
312 update_min(GLuint min, struct gl_client_array *array)
314 compute_max_element(array);
316 return MIN2(min, array->_MaxElement);
323 * Examine vertex arrays to update the gl_array_object::_MaxElement field.
326 _mesa_update_array_object_max_element(GLcontext *ctx,
327 struct gl_array_object *arrayObj)
331 min = update_min(min, &arrayObj->Vertex);
332 min = update_min(min, &arrayObj->Weight);
333 min = update_min(min, &arrayObj->Normal);
334 min = update_min(min, &arrayObj->Color);
335 min = update_min(min, &arrayObj->SecondaryColor);
336 min = update_min(min, &arrayObj->FogCoord);
337 min = update_min(min, &arrayObj->Index);
338 min = update_min(min, &arrayObj->EdgeFlag);
339 #if FEATURE_point_size_array
340 min = update_min(min, &arrayObj->PointSize);
342 for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
343 min = update_min(min, &arrayObj->TexCoord[i]);
344 for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
345 min = update_min(min, &arrayObj->VertexAttrib[i]);
347 /* _MaxElement is one past the last legal array element */
348 arrayObj->_MaxElement = min;
352 /**********************************************************************/
354 /**********************************************************************/
360 * The binding could be done more efficiently by comparing the non-NULL
361 * pointers in the old and new objects. The only arrays that are "dirty" are
362 * the ones that are non-NULL in either object.
365 _mesa_BindVertexArrayAPPLE( GLuint id )
367 GET_CURRENT_CONTEXT(ctx);
368 struct gl_array_object * const oldObj = ctx->Array.ArrayObj;
369 struct gl_array_object *newObj = NULL;
370 ASSERT_OUTSIDE_BEGIN_END(ctx);
372 ASSERT(oldObj != NULL);
374 if ( oldObj->Name == id )
375 return; /* rebinding the same array object- no change */
378 * Get pointer to new array object (newObj)
381 /* The spec says there is no array object named 0, but we use
382 * one internally because it simplifies things.
384 newObj = ctx->Array.DefaultArrayObj;
387 /* non-default array object */
388 newObj = lookup_arrayobj(ctx, id);
390 /* If this is a new array object id, allocate an array object now.
392 newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
394 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
397 save_array_object(ctx, newObj);
401 ctx->NewState |= _NEW_ARRAY;
402 ctx->Array.NewState |= _NEW_ARRAY_ALL;
403 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj);
405 /* Pass BindVertexArray call to device driver */
406 if (ctx->Driver.BindArrayObject && newObj)
407 (*ctx->Driver.BindArrayObject)( ctx, newObj );
412 * Delete a set of array objects.
414 * \param n Number of array objects to delete.
415 * \param ids Array of \c n array object IDs.
418 _mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids)
420 GET_CURRENT_CONTEXT(ctx);
422 ASSERT_OUTSIDE_BEGIN_END(ctx);
425 _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
429 for (i = 0; i < n; i++) {
430 struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]);
433 ASSERT( obj->Name == ids[i] );
435 /* If the array object is currently bound, the spec says "the binding
436 * for that object reverts to zero and the default vertex array
439 if ( obj == ctx->Array.ArrayObj ) {
440 CALL_BindVertexArrayAPPLE( ctx->Exec, (0) );
443 /* The ID is immediately freed for re-use */
444 remove_array_object(ctx, obj);
446 /* Unreference the array object.
447 * If refcount hits zero, the object will be deleted.
449 _mesa_reference_array_object(ctx, &obj, NULL);
456 * Generate a set of unique array object IDs and store them in \c arrays.
458 * \param n Number of IDs to generate.
459 * \param arrays Array of \c n locations to store the IDs.
462 _mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
464 GET_CURRENT_CONTEXT(ctx);
467 ASSERT_OUTSIDE_BEGIN_END(ctx);
470 _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
478 first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n);
480 /* Allocate new, empty array objects and return identifiers */
481 for (i = 0; i < n; i++) {
482 struct gl_array_object *obj;
483 GLuint name = first + i;
485 obj = (*ctx->Driver.NewArrayObject)( ctx, name );
487 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
490 save_array_object(ctx, obj);
491 arrays[i] = first + i;
497 * Determine if ID is the name of an array object.
499 * \param id ID of the potential array object.
500 * \return \c GL_TRUE if \c id is the name of a array object,
501 * \c GL_FALSE otherwise.
504 _mesa_IsVertexArrayAPPLE( GLuint id )
506 struct gl_array_object * obj;
507 GET_CURRENT_CONTEXT(ctx);
508 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
513 obj = lookup_arrayobj(ctx, id);
515 return (obj != NULL) ? GL_TRUE : GL_FALSE;