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>
47 #include "mfeatures.h"
48 #if FEATURE_ARB_vertex_buffer_object
49 #include "bufferobj.h"
55 #include "main/dispatch.h"
59 * Look up the array object for the given ID.
62 * Either a pointer to the array object with the specified ID or \c NULL for
63 * a non-existent ID. The spec defines ID 0 as being technically
67 static INLINE struct gl_array_object *
68 lookup_arrayobj(struct gl_context *ctx, GLuint id)
73 return (struct gl_array_object *)
74 _mesa_HashLookup(ctx->Array.Objects, id);
79 * For all the vertex arrays in the array object, unbind any pointers
80 * to any buffer objects (VBOs).
81 * This is done just prior to array object destruction.
84 unbind_array_object_vbos(struct gl_context *ctx, struct gl_array_object *obj)
88 _mesa_reference_buffer_object(ctx, &obj->Vertex.BufferObj, NULL);
89 _mesa_reference_buffer_object(ctx, &obj->Weight.BufferObj, NULL);
90 _mesa_reference_buffer_object(ctx, &obj->Normal.BufferObj, NULL);
91 _mesa_reference_buffer_object(ctx, &obj->Color.BufferObj, NULL);
92 _mesa_reference_buffer_object(ctx, &obj->SecondaryColor.BufferObj, NULL);
93 _mesa_reference_buffer_object(ctx, &obj->FogCoord.BufferObj, NULL);
94 _mesa_reference_buffer_object(ctx, &obj->Index.BufferObj, NULL);
95 _mesa_reference_buffer_object(ctx, &obj->EdgeFlag.BufferObj, NULL);
97 for (i = 0; i < Elements(obj->TexCoord); i++)
98 _mesa_reference_buffer_object(ctx, &obj->TexCoord[i].BufferObj, NULL);
100 for (i = 0; i < Elements(obj->VertexAttrib); i++)
101 _mesa_reference_buffer_object(ctx, &obj->VertexAttrib[i].BufferObj,NULL);
103 #if FEATURE_point_size_array
104 _mesa_reference_buffer_object(ctx, &obj->PointSize.BufferObj, NULL);
110 * Allocate and initialize a new vertex array object.
112 * This function is intended to be called via
113 * \c dd_function_table::NewArrayObject.
115 struct gl_array_object *
116 _mesa_new_array_object( struct gl_context *ctx, GLuint name )
118 struct gl_array_object *obj = CALLOC_STRUCT(gl_array_object);
120 _mesa_initialize_array_object(ctx, obj, name);
126 * Delete an array object.
128 * This function is intended to be called via
129 * \c dd_function_table::DeleteArrayObject.
132 _mesa_delete_array_object( struct gl_context *ctx, struct gl_array_object *obj )
135 unbind_array_object_vbos(ctx, obj);
136 _glthread_DESTROY_MUTEX(obj->Mutex);
142 * Set ptr to arrayObj w/ reference counting.
145 _mesa_reference_array_object(struct gl_context *ctx,
146 struct gl_array_object **ptr,
147 struct gl_array_object *arrayObj)
149 if (*ptr == arrayObj)
153 /* Unreference the old array object */
154 GLboolean deleteFlag = GL_FALSE;
155 struct gl_array_object *oldObj = *ptr;
157 _glthread_LOCK_MUTEX(oldObj->Mutex);
158 ASSERT(oldObj->RefCount > 0);
161 printf("ArrayObj %p %d DECR to %d\n",
162 (void *) oldObj, oldObj->Name, oldObj->RefCount);
164 deleteFlag = (oldObj->RefCount == 0);
165 _glthread_UNLOCK_MUTEX(oldObj->Mutex);
168 ASSERT(ctx->Driver.DeleteArrayObject);
169 ctx->Driver.DeleteArrayObject(ctx, oldObj);
177 /* reference new array object */
178 _glthread_LOCK_MUTEX(arrayObj->Mutex);
179 if (arrayObj->RefCount == 0) {
180 /* this array's being deleted (look just above) */
181 /* Not sure this can every really happen. Warn if it does. */
182 _mesa_problem(NULL, "referencing deleted array object");
186 arrayObj->RefCount++;
188 printf("ArrayObj %p %d INCR to %d\n",
189 (void *) arrayObj, arrayObj->Name, arrayObj->RefCount);
193 _glthread_UNLOCK_MUTEX(arrayObj->Mutex);
200 init_array(struct gl_context *ctx,
201 struct gl_client_array *array, GLint size, GLint type)
205 array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */
209 array->Enabled = GL_FALSE;
210 array->Normalized = GL_FALSE;
211 array->_ElementSize = size * _mesa_sizeof_type(type);
212 #if FEATURE_ARB_vertex_buffer_object
213 /* Vertex array buffers */
214 _mesa_reference_buffer_object(ctx, &array->BufferObj,
215 ctx->Shared->NullBufferObj);
221 * Initialize a gl_array_object's arrays.
224 _mesa_initialize_array_object( struct gl_context *ctx,
225 struct gl_array_object *obj,
232 _glthread_INIT_MUTEX(obj->Mutex);
235 /* Init the individual arrays */
236 init_array(ctx, &obj->Vertex, 4, GL_FLOAT);
237 init_array(ctx, &obj->Weight, 1, GL_FLOAT);
238 init_array(ctx, &obj->Normal, 3, GL_FLOAT);
239 init_array(ctx, &obj->Color, 4, GL_FLOAT);
240 init_array(ctx, &obj->SecondaryColor, 3, GL_FLOAT);
241 init_array(ctx, &obj->FogCoord, 1, GL_FLOAT);
242 init_array(ctx, &obj->Index, 1, GL_FLOAT);
243 for (i = 0; i < Elements(obj->TexCoord); i++) {
244 init_array(ctx, &obj->TexCoord[i], 4, GL_FLOAT);
246 init_array(ctx, &obj->EdgeFlag, 1, GL_BOOL);
247 for (i = 0; i < Elements(obj->VertexAttrib); i++) {
248 init_array(ctx, &obj->VertexAttrib[i], 4, GL_FLOAT);
251 #if FEATURE_point_size_array
252 init_array(ctx, &obj->PointSize, 1, GL_FLOAT);
258 * Add the given array object to the array object pool.
261 save_array_object( struct gl_context *ctx, struct gl_array_object *obj )
264 /* insert into hash table */
265 _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj);
271 * Remove the given array object from the array object pool.
272 * Do not deallocate the array object though.
275 remove_array_object( struct gl_context *ctx, struct gl_array_object *obj )
278 /* remove from hash table */
279 _mesa_HashRemove(ctx->Array.Objects, obj->Name);
286 * Helper for update_arrays().
287 * \return min(current min, array->_MaxElement).
290 update_min(GLuint min, struct gl_client_array *array)
292 if (array->Enabled) {
293 _mesa_update_array_max_element(array);
294 return MIN2(min, array->_MaxElement);
302 * Examine vertex arrays to update the gl_array_object::_MaxElement field.
305 _mesa_update_array_object_max_element(struct gl_context *ctx,
306 struct gl_array_object *arrayObj)
310 min = update_min(min, &arrayObj->Vertex);
311 min = update_min(min, &arrayObj->Weight);
312 min = update_min(min, &arrayObj->Normal);
313 min = update_min(min, &arrayObj->Color);
314 min = update_min(min, &arrayObj->SecondaryColor);
315 min = update_min(min, &arrayObj->FogCoord);
316 min = update_min(min, &arrayObj->Index);
317 min = update_min(min, &arrayObj->EdgeFlag);
318 #if FEATURE_point_size_array
319 min = update_min(min, &arrayObj->PointSize);
321 for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
322 min = update_min(min, &arrayObj->TexCoord[i]);
323 for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
324 min = update_min(min, &arrayObj->VertexAttrib[i]);
326 /* _MaxElement is one past the last legal array element */
327 arrayObj->_MaxElement = min;
331 /**********************************************************************/
333 /**********************************************************************/
337 * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE().
338 * \param genRequired specifies behavour when id was not generated with
339 * glGenVertexArrays().
342 bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
344 struct gl_array_object * const oldObj = ctx->Array.ArrayObj;
345 struct gl_array_object *newObj = NULL;
346 ASSERT_OUTSIDE_BEGIN_END(ctx);
348 ASSERT(oldObj != NULL);
350 if ( oldObj->Name == id )
351 return; /* rebinding the same array object- no change */
354 * Get pointer to new array object (newObj)
357 /* The spec says there is no array object named 0, but we use
358 * one internally because it simplifies things.
360 newObj = ctx->Array.DefaultArrayObj;
363 /* non-default array object */
364 newObj = lookup_arrayobj(ctx, id);
367 _mesa_error(ctx, GL_INVALID_OPERATION, "glBindVertexArray(id)");
371 /* For APPLE version, generate a new array object now */
372 newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
374 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
377 save_array_object(ctx, newObj);
381 ctx->NewState |= _NEW_ARRAY;
382 ctx->Array.NewState |= _NEW_ARRAY_ALL;
383 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj);
385 /* Pass BindVertexArray call to device driver */
386 if (ctx->Driver.BindArrayObject && newObj)
387 ctx->Driver.BindArrayObject(ctx, newObj);
392 * ARB version of glBindVertexArray()
393 * This function behaves differently from glBindVertexArrayAPPLE() in
394 * that this function requires all ids to have been previously generated
395 * by glGenVertexArrays[APPLE]().
398 _mesa_BindVertexArray( GLuint id )
400 GET_CURRENT_CONTEXT(ctx);
401 bind_vertex_array(ctx, id, GL_TRUE);
409 * The binding could be done more efficiently by comparing the non-NULL
410 * pointers in the old and new objects. The only arrays that are "dirty" are
411 * the ones that are non-NULL in either object.
414 _mesa_BindVertexArrayAPPLE( GLuint id )
416 GET_CURRENT_CONTEXT(ctx);
417 bind_vertex_array(ctx, id, GL_FALSE);
422 * Delete a set of array objects.
424 * \param n Number of array objects to delete.
425 * \param ids Array of \c n array object IDs.
428 _mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids)
430 GET_CURRENT_CONTEXT(ctx);
432 ASSERT_OUTSIDE_BEGIN_END(ctx);
435 _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
439 for (i = 0; i < n; i++) {
440 struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]);
443 ASSERT( obj->Name == ids[i] );
445 /* If the array object is currently bound, the spec says "the binding
446 * for that object reverts to zero and the default vertex array
449 if ( obj == ctx->Array.ArrayObj ) {
450 CALL_BindVertexArrayAPPLE( ctx->Exec, (0) );
453 /* The ID is immediately freed for re-use */
454 remove_array_object(ctx, obj);
456 /* Unreference the array object.
457 * If refcount hits zero, the object will be deleted.
459 _mesa_reference_array_object(ctx, &obj, NULL);
466 * Generate a set of unique array object IDs and store them in \c arrays.
467 * Helper for _mesa_GenVertexArrays[APPLE]() functions below.
468 * \param n Number of IDs to generate.
469 * \param arrays Array of \c n locations to store the IDs.
470 * \param vboOnly Will arrays have to reside in VBOs?
473 gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays,
478 ASSERT_OUTSIDE_BEGIN_END(ctx);
481 _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
489 first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n);
491 /* Allocate new, empty array objects and return identifiers */
492 for (i = 0; i < n; i++) {
493 struct gl_array_object *obj;
494 GLuint name = first + i;
496 obj = (*ctx->Driver.NewArrayObject)( ctx, name );
498 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
501 obj->VBOonly = vboOnly;
502 save_array_object(ctx, obj);
503 arrays[i] = first + i;
509 * ARB version of glGenVertexArrays()
510 * All arrays will be required to live in VBOs.
513 _mesa_GenVertexArrays(GLsizei n, GLuint *arrays)
515 GET_CURRENT_CONTEXT(ctx);
516 gen_vertex_arrays(ctx, n, arrays, GL_TRUE);
521 * APPLE version of glGenVertexArraysAPPLE()
522 * Arrays may live in VBOs or ordinary memory.
525 _mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
527 GET_CURRENT_CONTEXT(ctx);
528 gen_vertex_arrays(ctx, n, arrays, GL_FALSE);
533 * Determine if ID is the name of an array object.
535 * \param id ID of the potential array object.
536 * \return \c GL_TRUE if \c id is the name of a array object,
537 * \c GL_FALSE otherwise.
540 _mesa_IsVertexArrayAPPLE( GLuint id )
542 struct gl_array_object * obj;
543 GET_CURRENT_CONTEXT(ctx);
544 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
549 obj = lookup_arrayobj(ctx, id);
551 return (obj != NULL) ? GL_TRUE : GL_FALSE;