arrayobj.c revision 32f2fd1c5d6088692551c80352b7d6fa35b0cd09
1/* 2 * Mesa 3-D graphics library 3 * Version: 7.6 4 * 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. 8 * 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: 15 * 16 * The above copyright notice and this permission notice shall be included 17 * in all copies or substantial portions of the Software. 18 * 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 25 * SOFTWARE. 26 */ 27 28 29/** 30 * \file arrayobj.c 31 * Functions for the GL_APPLE_vertex_array_object extension. 32 * 33 * \todo 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. 36 * 37 * \author Ian Romanick <idr@us.ibm.com> 38 * \author Brian Paul 39 */ 40 41 42#include "glheader.h" 43#include "hash.h" 44#include "imports.h" 45#include "context.h" 46#if FEATURE_ARB_vertex_buffer_object 47#include "bufferobj.h" 48#endif 49#include "arrayobj.h" 50#include "macros.h" 51#include "glapi/dispatch.h" 52 53 54/** 55 * Look up the array object for the given ID. 56 * 57 * \returns 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 60 * non-existent. 61 */ 62 63static INLINE struct gl_array_object * 64lookup_arrayobj(GLcontext *ctx, GLuint id) 65{ 66 if (id == 0) 67 return NULL; 68 else 69 return (struct gl_array_object *) 70 _mesa_HashLookup(ctx->Array.Objects, id); 71} 72 73 74/** 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. 78 */ 79static void 80unbind_array_object_vbos(GLcontext *ctx, struct gl_array_object *obj) 81{ 82 GLuint i; 83 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); 92 93 for (i = 0; i < Elements(obj->TexCoord); i++) 94 _mesa_reference_buffer_object(ctx, &obj->TexCoord[i].BufferObj, NULL); 95 96 for (i = 0; i < Elements(obj->VertexAttrib); i++) 97 _mesa_reference_buffer_object(ctx, &obj->VertexAttrib[i].BufferObj,NULL); 98 99#if FEATURE_point_size_array 100 _mesa_reference_buffer_object(ctx, &obj->PointSize.BufferObj, NULL); 101#endif 102} 103 104 105/** 106 * Allocate and initialize a new vertex array object. 107 * 108 * This function is intended to be called via 109 * \c dd_function_table::NewArrayObject. 110 */ 111struct gl_array_object * 112_mesa_new_array_object( GLcontext *ctx, GLuint name ) 113{ 114 struct gl_array_object *obj = CALLOC_STRUCT(gl_array_object); 115 if (obj) 116 _mesa_initialize_array_object(ctx, obj, name); 117 return obj; 118} 119 120 121/** 122 * Delete an array object. 123 * 124 * This function is intended to be called via 125 * \c dd_function_table::DeleteArrayObject. 126 */ 127void 128_mesa_delete_array_object( GLcontext *ctx, struct gl_array_object *obj ) 129{ 130 (void) ctx; 131 unbind_array_object_vbos(ctx, obj); 132 _glthread_DESTROY_MUTEX(obj->Mutex); 133 free(obj); 134} 135 136 137/** 138 * Set ptr to arrayObj w/ reference counting. 139 */ 140void 141_mesa_reference_array_object(GLcontext *ctx, 142 struct gl_array_object **ptr, 143 struct gl_array_object *arrayObj) 144{ 145 if (*ptr == arrayObj) 146 return; 147 148 if (*ptr) { 149 /* Unreference the old array object */ 150 GLboolean deleteFlag = GL_FALSE; 151 struct gl_array_object *oldObj = *ptr; 152 153 _glthread_LOCK_MUTEX(oldObj->Mutex); 154 ASSERT(oldObj->RefCount > 0); 155 oldObj->RefCount--; 156#if 0 157 printf("ArrayObj %p %d DECR to %d\n", 158 (void *) oldObj, oldObj->Name, oldObj->RefCount); 159#endif 160 deleteFlag = (oldObj->RefCount == 0); 161 _glthread_UNLOCK_MUTEX(oldObj->Mutex); 162 163 if (deleteFlag) { 164 ASSERT(ctx->Driver.DeleteArrayObject); 165 ctx->Driver.DeleteArrayObject(ctx, oldObj); 166 } 167 168 *ptr = NULL; 169 } 170 ASSERT(!*ptr); 171 172 if (arrayObj) { 173 /* reference new array object */ 174 _glthread_LOCK_MUTEX(arrayObj->Mutex); 175 if (arrayObj->RefCount == 0) { 176 /* this array's being deleted (look just above) */ 177 /* Not sure this can every really happen. Warn if it does. */ 178 _mesa_problem(NULL, "referencing deleted array object"); 179 *ptr = NULL; 180 } 181 else { 182 arrayObj->RefCount++; 183#if 0 184 printf("ArrayObj %p %d INCR to %d\n", 185 (void *) arrayObj, arrayObj->Name, arrayObj->RefCount); 186#endif 187 *ptr = arrayObj; 188 } 189 _glthread_UNLOCK_MUTEX(arrayObj->Mutex); 190 } 191} 192 193 194 195static void 196init_array(GLcontext *ctx, 197 struct gl_client_array *array, GLint size, GLint type) 198{ 199 array->Size = size; 200 array->Type = type; 201 array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */ 202 array->Stride = 0; 203 array->StrideB = 0; 204 array->Ptr = NULL; 205 array->Enabled = GL_FALSE; 206 array->Normalized = GL_FALSE; 207#if FEATURE_ARB_vertex_buffer_object 208 /* Vertex array buffers */ 209 _mesa_reference_buffer_object(ctx, &array->BufferObj, 210 ctx->Shared->NullBufferObj); 211#endif 212} 213 214 215/** 216 * Initialize a gl_array_object's arrays. 217 */ 218void 219_mesa_initialize_array_object( GLcontext *ctx, 220 struct gl_array_object *obj, 221 GLuint name ) 222{ 223 GLuint i; 224 225 obj->Name = name; 226 227 _glthread_INIT_MUTEX(obj->Mutex); 228 obj->RefCount = 1; 229 230 /* Init the individual arrays */ 231 init_array(ctx, &obj->Vertex, 4, GL_FLOAT); 232 init_array(ctx, &obj->Weight, 1, GL_FLOAT); 233 init_array(ctx, &obj->Normal, 3, GL_FLOAT); 234 init_array(ctx, &obj->Color, 4, GL_FLOAT); 235 init_array(ctx, &obj->SecondaryColor, 4, GL_FLOAT); 236 init_array(ctx, &obj->FogCoord, 1, GL_FLOAT); 237 init_array(ctx, &obj->Index, 1, GL_FLOAT); 238 for (i = 0; i < Elements(obj->TexCoord); i++) { 239 init_array(ctx, &obj->TexCoord[i], 4, GL_FLOAT); 240 } 241 init_array(ctx, &obj->EdgeFlag, 1, GL_BOOL); 242 for (i = 0; i < Elements(obj->VertexAttrib); i++) { 243 init_array(ctx, &obj->VertexAttrib[i], 4, GL_FLOAT); 244 } 245 246#if FEATURE_point_size_array 247 init_array(ctx, &obj->PointSize, 1, GL_FLOAT); 248#endif 249} 250 251 252/** 253 * Add the given array object to the array object pool. 254 */ 255static void 256save_array_object( GLcontext *ctx, struct gl_array_object *obj ) 257{ 258 if (obj->Name > 0) { 259 /* insert into hash table */ 260 _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj); 261 } 262} 263 264 265/** 266 * Remove the given array object from the array object pool. 267 * Do not deallocate the array object though. 268 */ 269static void 270remove_array_object( GLcontext *ctx, struct gl_array_object *obj ) 271{ 272 if (obj->Name > 0) { 273 /* remove from hash table */ 274 _mesa_HashRemove(ctx->Array.Objects, obj->Name); 275 } 276} 277 278 279 280/** 281 * Compute the index of the last array element that can be safely accessed 282 * in a vertex array. We can really only do this when the array lives in 283 * a VBO. 284 * The array->_MaxElement field will be updated. 285 * Later in glDrawArrays/Elements/etc we can do some bounds checking. 286 */ 287static void 288compute_max_element(struct gl_client_array *array) 289{ 290 if (array->BufferObj->Name) { 291 /* Compute the max element we can access in the VBO without going 292 * out of bounds. 293 */ 294 array->_MaxElement = ((GLsizeiptrARB) array->BufferObj->Size 295 - (GLsizeiptrARB) array->Ptr + array->StrideB 296 - array->_ElementSize) / array->StrideB; 297 if (0) 298 _mesa_printf("%s Object %u Size %u MaxElement %u\n", 299 __FUNCTION__, 300 array->BufferObj->Name, 301 (GLuint) array->BufferObj->Size, 302 array->_MaxElement); 303 } 304 else { 305 /* user-space array, no idea how big it is */ 306 array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */ 307 } 308} 309 310 311/** 312 * Helper for update_arrays(). 313 * \return min(current min, array->_MaxElement). 314 */ 315static GLuint 316update_min(GLuint min, struct gl_client_array *array) 317{ 318 compute_max_element(array); 319 if (array->Enabled) 320 return MIN2(min, array->_MaxElement); 321 else 322 return min; 323} 324 325 326/** 327 * Examine vertex arrays to update the gl_array_object::_MaxElement field. 328 */ 329void 330_mesa_update_array_object_max_element(GLcontext *ctx, 331 struct gl_array_object *arrayObj) 332{ 333 GLuint i, min = ~0; 334 335 min = update_min(min, &arrayObj->Vertex); 336 min = update_min(min, &arrayObj->Weight); 337 min = update_min(min, &arrayObj->Normal); 338 min = update_min(min, &arrayObj->Color); 339 min = update_min(min, &arrayObj->SecondaryColor); 340 min = update_min(min, &arrayObj->FogCoord); 341 min = update_min(min, &arrayObj->Index); 342 min = update_min(min, &arrayObj->EdgeFlag); 343#if FEATURE_point_size_array 344 min = update_min(min, &arrayObj->PointSize); 345#endif 346 for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) 347 min = update_min(min, &arrayObj->TexCoord[i]); 348 for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) 349 min = update_min(min, &arrayObj->VertexAttrib[i]); 350 351 /* _MaxElement is one past the last legal array element */ 352 arrayObj->_MaxElement = min; 353} 354 355 356/**********************************************************************/ 357/* API Functions */ 358/**********************************************************************/ 359 360 361/** 362 * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE(). 363 * \param genRequired specifies behavour when id was not generated with 364 * glGenVertexArrays(). 365 */ 366static void 367bind_vertex_array(GLcontext *ctx, GLuint id, GLboolean genRequired) 368{ 369 struct gl_array_object * const oldObj = ctx->Array.ArrayObj; 370 struct gl_array_object *newObj = NULL; 371 ASSERT_OUTSIDE_BEGIN_END(ctx); 372 373 ASSERT(oldObj != NULL); 374 375 if ( oldObj->Name == id ) 376 return; /* rebinding the same array object- no change */ 377 378 /* 379 * Get pointer to new array object (newObj) 380 */ 381 if (id == 0) { 382 /* The spec says there is no array object named 0, but we use 383 * one internally because it simplifies things. 384 */ 385 newObj = ctx->Array.DefaultArrayObj; 386 } 387 else { 388 /* non-default array object */ 389 newObj = lookup_arrayobj(ctx, id); 390 if (!newObj) { 391 if (genRequired) { 392 _mesa_error(ctx, GL_INVALID_OPERATION, "glBindVertexArray(id)"); 393 return; 394 } 395 396 /* For APPLE version, generate a new array object now */ 397 newObj = (*ctx->Driver.NewArrayObject)(ctx, id); 398 if (!newObj) { 399 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE"); 400 return; 401 } 402 save_array_object(ctx, newObj); 403 } 404 } 405 406 ctx->NewState |= _NEW_ARRAY; 407 ctx->Array.NewState |= _NEW_ARRAY_ALL; 408 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj); 409 410 /* Pass BindVertexArray call to device driver */ 411 if (ctx->Driver.BindArrayObject && newObj) 412 ctx->Driver.BindArrayObject(ctx, newObj); 413} 414 415 416/** 417 * ARB version of glBindVertexArray() 418 * This function behaves differently from glBindVertexArrayAPPLE() in 419 * that this function requires all ids to have been previously generated 420 * by glGenVertexArrays[APPLE](). 421 */ 422void GLAPIENTRY 423_mesa_BindVertexArray( GLuint id ) 424{ 425 GET_CURRENT_CONTEXT(ctx); 426 bind_vertex_array(ctx, id, GL_TRUE); 427} 428 429 430/** 431 * Bind a new array. 432 * 433 * \todo 434 * The binding could be done more efficiently by comparing the non-NULL 435 * pointers in the old and new objects. The only arrays that are "dirty" are 436 * the ones that are non-NULL in either object. 437 */ 438void GLAPIENTRY 439_mesa_BindVertexArrayAPPLE( GLuint id ) 440{ 441 GET_CURRENT_CONTEXT(ctx); 442 bind_vertex_array(ctx, id, GL_FALSE); 443} 444 445 446/** 447 * Delete a set of array objects. 448 * 449 * \param n Number of array objects to delete. 450 * \param ids Array of \c n array object IDs. 451 */ 452void GLAPIENTRY 453_mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids) 454{ 455 GET_CURRENT_CONTEXT(ctx); 456 GLsizei i; 457 ASSERT_OUTSIDE_BEGIN_END(ctx); 458 459 if (n < 0) { 460 _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)"); 461 return; 462 } 463 464 for (i = 0; i < n; i++) { 465 struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]); 466 467 if ( obj != NULL ) { 468 ASSERT( obj->Name == ids[i] ); 469 470 /* If the array object is currently bound, the spec says "the binding 471 * for that object reverts to zero and the default vertex array 472 * becomes current." 473 */ 474 if ( obj == ctx->Array.ArrayObj ) { 475 CALL_BindVertexArrayAPPLE( ctx->Exec, (0) ); 476 } 477 478 /* The ID is immediately freed for re-use */ 479 remove_array_object(ctx, obj); 480 481 /* Unreference the array object. 482 * If refcount hits zero, the object will be deleted. 483 */ 484 _mesa_reference_array_object(ctx, &obj, NULL); 485 } 486 } 487} 488 489 490/** 491 * Generate a set of unique array object IDs and store them in \c arrays. 492 * Helper for _mesa_GenVertexArrays[APPLE]() functions below. 493 * \param n Number of IDs to generate. 494 * \param arrays Array of \c n locations to store the IDs. 495 * \param vboOnly Will arrays have to reside in VBOs? 496 */ 497static void 498gen_vertex_arrays(GLcontext *ctx, GLsizei n, GLuint *arrays, GLboolean vboOnly) 499{ 500 GLuint first; 501 GLint i; 502 ASSERT_OUTSIDE_BEGIN_END(ctx); 503 504 if (n < 0) { 505 _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE"); 506 return; 507 } 508 509 if (!arrays) { 510 return; 511 } 512 513 first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n); 514 515 /* Allocate new, empty array objects and return identifiers */ 516 for (i = 0; i < n; i++) { 517 struct gl_array_object *obj; 518 GLuint name = first + i; 519 520 obj = (*ctx->Driver.NewArrayObject)( ctx, name ); 521 if (!obj) { 522 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE"); 523 return; 524 } 525 obj->VBOonly = vboOnly; 526 save_array_object(ctx, obj); 527 arrays[i] = first + i; 528 } 529} 530 531 532/** 533 * ARB version of glGenVertexArrays() 534 * All arrays will be required to live in VBOs. 535 */ 536void GLAPIENTRY 537_mesa_GenVertexArrays(GLsizei n, GLuint *arrays) 538{ 539 GET_CURRENT_CONTEXT(ctx); 540 gen_vertex_arrays(ctx, n, arrays, GL_TRUE); 541} 542 543 544/** 545 * APPLE version of glGenVertexArraysAPPLE() 546 * Arrays may live in VBOs or ordinary memory. 547 */ 548void GLAPIENTRY 549_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays) 550{ 551 GET_CURRENT_CONTEXT(ctx); 552 gen_vertex_arrays(ctx, n, arrays, GL_FALSE); 553} 554 555 556/** 557 * Determine if ID is the name of an array object. 558 * 559 * \param id ID of the potential array object. 560 * \return \c GL_TRUE if \c id is the name of a array object, 561 * \c GL_FALSE otherwise. 562 */ 563GLboolean GLAPIENTRY 564_mesa_IsVertexArrayAPPLE( GLuint id ) 565{ 566 struct gl_array_object * obj; 567 GET_CURRENT_CONTEXT(ctx); 568 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); 569 570 if (id == 0) 571 return GL_FALSE; 572 573 obj = lookup_arrayobj(ctx, id); 574 575 return (obj != NULL) ? GL_TRUE : GL_FALSE; 576} 577