arrayobj.c revision 496bf04905197dc46c2dffe281008bd7f5edf8a8
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 "image.h" 45#include "imports.h" 46#include "context.h" 47#include "mfeatures.h" 48#if FEATURE_ARB_vertex_buffer_object 49#include "bufferobj.h" 50#endif 51#include "arrayobj.h" 52#include "macros.h" 53#include "mtypes.h" 54#include "varray.h" 55#include "main/dispatch.h" 56 57 58/** 59 * Look up the array object for the given ID. 60 * 61 * \returns 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 64 * non-existent. 65 */ 66 67static INLINE struct gl_array_object * 68lookup_arrayobj(struct gl_context *ctx, GLuint id) 69{ 70 if (id == 0) 71 return NULL; 72 else 73 return (struct gl_array_object *) 74 _mesa_HashLookup(ctx->Array.Objects, id); 75} 76 77 78/** 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. 82 */ 83static void 84unbind_array_object_vbos(struct gl_context *ctx, struct gl_array_object *obj) 85{ 86 GLuint i; 87 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); 96 97 for (i = 0; i < Elements(obj->TexCoord); i++) 98 _mesa_reference_buffer_object(ctx, &obj->TexCoord[i].BufferObj, NULL); 99 100 for (i = 0; i < Elements(obj->VertexAttrib); i++) 101 _mesa_reference_buffer_object(ctx, &obj->VertexAttrib[i].BufferObj,NULL); 102 103#if FEATURE_point_size_array 104 _mesa_reference_buffer_object(ctx, &obj->PointSize.BufferObj, NULL); 105#endif 106} 107 108 109/** 110 * Allocate and initialize a new vertex array object. 111 * 112 * This function is intended to be called via 113 * \c dd_function_table::NewArrayObject. 114 */ 115struct gl_array_object * 116_mesa_new_array_object( struct gl_context *ctx, GLuint name ) 117{ 118 struct gl_array_object *obj = CALLOC_STRUCT(gl_array_object); 119 if (obj) 120 _mesa_initialize_array_object(ctx, obj, name); 121 return obj; 122} 123 124 125/** 126 * Delete an array object. 127 * 128 * This function is intended to be called via 129 * \c dd_function_table::DeleteArrayObject. 130 */ 131void 132_mesa_delete_array_object( struct gl_context *ctx, struct gl_array_object *obj ) 133{ 134 (void) ctx; 135 unbind_array_object_vbos(ctx, obj); 136 _glthread_DESTROY_MUTEX(obj->Mutex); 137 free(obj); 138} 139 140 141/** 142 * Set ptr to arrayObj w/ reference counting. 143 */ 144void 145_mesa_reference_array_object(struct gl_context *ctx, 146 struct gl_array_object **ptr, 147 struct gl_array_object *arrayObj) 148{ 149 if (*ptr == arrayObj) 150 return; 151 152 if (*ptr) { 153 /* Unreference the old array object */ 154 GLboolean deleteFlag = GL_FALSE; 155 struct gl_array_object *oldObj = *ptr; 156 157 _glthread_LOCK_MUTEX(oldObj->Mutex); 158 ASSERT(oldObj->RefCount > 0); 159 oldObj->RefCount--; 160#if 0 161 printf("ArrayObj %p %d DECR to %d\n", 162 (void *) oldObj, oldObj->Name, oldObj->RefCount); 163#endif 164 deleteFlag = (oldObj->RefCount == 0); 165 _glthread_UNLOCK_MUTEX(oldObj->Mutex); 166 167 if (deleteFlag) { 168 ASSERT(ctx->Driver.DeleteArrayObject); 169 ctx->Driver.DeleteArrayObject(ctx, oldObj); 170 } 171 172 *ptr = NULL; 173 } 174 ASSERT(!*ptr); 175 176 if (arrayObj) { 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"); 183 *ptr = NULL; 184 } 185 else { 186 arrayObj->RefCount++; 187#if 0 188 printf("ArrayObj %p %d INCR to %d\n", 189 (void *) arrayObj, arrayObj->Name, arrayObj->RefCount); 190#endif 191 *ptr = arrayObj; 192 } 193 _glthread_UNLOCK_MUTEX(arrayObj->Mutex); 194 } 195} 196 197 198 199static void 200init_array(struct gl_context *ctx, 201 struct gl_client_array *array, GLint size, GLint type) 202{ 203 array->Size = size; 204 array->Type = type; 205 array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */ 206 array->Stride = 0; 207 array->StrideB = 0; 208 array->Ptr = NULL; 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); 216#endif 217} 218 219 220/** 221 * Initialize a gl_array_object's arrays. 222 */ 223void 224_mesa_initialize_array_object( struct gl_context *ctx, 225 struct gl_array_object *obj, 226 GLuint name ) 227{ 228 GLuint i; 229 230 obj->Name = name; 231 232 _glthread_INIT_MUTEX(obj->Mutex); 233 obj->RefCount = 1; 234 235 /* 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); 245 } 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); 249 } 250 251#if FEATURE_point_size_array 252 init_array(ctx, &obj->PointSize, 1, GL_FLOAT); 253#endif 254} 255 256 257/** 258 * Add the given array object to the array object pool. 259 */ 260static void 261save_array_object( struct gl_context *ctx, struct gl_array_object *obj ) 262{ 263 if (obj->Name > 0) { 264 /* insert into hash table */ 265 _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj); 266 } 267} 268 269 270/** 271 * Remove the given array object from the array object pool. 272 * Do not deallocate the array object though. 273 */ 274static void 275remove_array_object( struct gl_context *ctx, struct gl_array_object *obj ) 276{ 277 if (obj->Name > 0) { 278 /* remove from hash table */ 279 _mesa_HashRemove(ctx->Array.Objects, obj->Name); 280 } 281} 282 283 284 285/** 286 * Helper for update_arrays(). 287 * \return min(current min, array->_MaxElement). 288 */ 289static GLuint 290update_min(GLuint min, struct gl_client_array *array) 291{ 292 if (array->Enabled) { 293 _mesa_update_array_max_element(array); 294 return MIN2(min, array->_MaxElement); 295 } 296 else 297 return min; 298} 299 300 301/** 302 * Examine vertex arrays to update the gl_array_object::_MaxElement field. 303 */ 304void 305_mesa_update_array_object_max_element(struct gl_context *ctx, 306 struct gl_array_object *arrayObj) 307{ 308 GLuint i, min = ~0; 309 310 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); 320#endif 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]); 325 326 /* _MaxElement is one past the last legal array element */ 327 arrayObj->_MaxElement = min; 328} 329 330 331/**********************************************************************/ 332/* API Functions */ 333/**********************************************************************/ 334 335 336/** 337 * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE(). 338 * \param genRequired specifies behavour when id was not generated with 339 * glGenVertexArrays(). 340 */ 341static void 342bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired) 343{ 344 struct gl_array_object * const oldObj = ctx->Array.ArrayObj; 345 struct gl_array_object *newObj = NULL; 346 ASSERT_OUTSIDE_BEGIN_END(ctx); 347 348 ASSERT(oldObj != NULL); 349 350 if ( oldObj->Name == id ) 351 return; /* rebinding the same array object- no change */ 352 353 /* 354 * Get pointer to new array object (newObj) 355 */ 356 if (id == 0) { 357 /* The spec says there is no array object named 0, but we use 358 * one internally because it simplifies things. 359 */ 360 newObj = ctx->Array.DefaultArrayObj; 361 } 362 else { 363 /* non-default array object */ 364 newObj = lookup_arrayobj(ctx, id); 365 if (!newObj) { 366 if (genRequired) { 367 _mesa_error(ctx, GL_INVALID_OPERATION, "glBindVertexArray(id)"); 368 return; 369 } 370 371 /* For APPLE version, generate a new array object now */ 372 newObj = (*ctx->Driver.NewArrayObject)(ctx, id); 373 if (!newObj) { 374 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE"); 375 return; 376 } 377 save_array_object(ctx, newObj); 378 } 379 } 380 381 ctx->NewState |= _NEW_ARRAY; 382 ctx->Array.NewState |= _NEW_ARRAY_ALL; 383 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj); 384 385 /* Pass BindVertexArray call to device driver */ 386 if (ctx->Driver.BindArrayObject && newObj) 387 ctx->Driver.BindArrayObject(ctx, newObj); 388} 389 390 391/** 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](). 396 */ 397void GLAPIENTRY 398_mesa_BindVertexArray( GLuint id ) 399{ 400 GET_CURRENT_CONTEXT(ctx); 401 bind_vertex_array(ctx, id, GL_TRUE); 402} 403 404 405/** 406 * Bind a new array. 407 * 408 * \todo 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. 412 */ 413void GLAPIENTRY 414_mesa_BindVertexArrayAPPLE( GLuint id ) 415{ 416 GET_CURRENT_CONTEXT(ctx); 417 bind_vertex_array(ctx, id, GL_FALSE); 418} 419 420 421/** 422 * Delete a set of array objects. 423 * 424 * \param n Number of array objects to delete. 425 * \param ids Array of \c n array object IDs. 426 */ 427void GLAPIENTRY 428_mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids) 429{ 430 GET_CURRENT_CONTEXT(ctx); 431 GLsizei i; 432 ASSERT_OUTSIDE_BEGIN_END(ctx); 433 434 if (n < 0) { 435 _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)"); 436 return; 437 } 438 439 for (i = 0; i < n; i++) { 440 struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]); 441 442 if ( obj != NULL ) { 443 ASSERT( obj->Name == ids[i] ); 444 445 /* If the array object is currently bound, the spec says "the binding 446 * for that object reverts to zero and the default vertex array 447 * becomes current." 448 */ 449 if ( obj == ctx->Array.ArrayObj ) { 450 CALL_BindVertexArrayAPPLE( ctx->Exec, (0) ); 451 } 452 453 /* The ID is immediately freed for re-use */ 454 remove_array_object(ctx, obj); 455 456 /* Unreference the array object. 457 * If refcount hits zero, the object will be deleted. 458 */ 459 _mesa_reference_array_object(ctx, &obj, NULL); 460 } 461 } 462} 463 464 465/** 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? 471 */ 472static void 473gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays, 474 GLboolean vboOnly) 475{ 476 GLuint first; 477 GLint i; 478 ASSERT_OUTSIDE_BEGIN_END(ctx); 479 480 if (n < 0) { 481 _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE"); 482 return; 483 } 484 485 if (!arrays) { 486 return; 487 } 488 489 first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n); 490 491 /* 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; 495 496 obj = (*ctx->Driver.NewArrayObject)( ctx, name ); 497 if (!obj) { 498 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE"); 499 return; 500 } 501 obj->VBOonly = vboOnly; 502 save_array_object(ctx, obj); 503 arrays[i] = first + i; 504 } 505} 506 507 508/** 509 * ARB version of glGenVertexArrays() 510 * All arrays will be required to live in VBOs. 511 */ 512void GLAPIENTRY 513_mesa_GenVertexArrays(GLsizei n, GLuint *arrays) 514{ 515 GET_CURRENT_CONTEXT(ctx); 516 gen_vertex_arrays(ctx, n, arrays, GL_TRUE); 517} 518 519 520/** 521 * APPLE version of glGenVertexArraysAPPLE() 522 * Arrays may live in VBOs or ordinary memory. 523 */ 524void GLAPIENTRY 525_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays) 526{ 527 GET_CURRENT_CONTEXT(ctx); 528 gen_vertex_arrays(ctx, n, arrays, GL_FALSE); 529} 530 531 532/** 533 * Determine if ID is the name of an array object. 534 * 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. 538 */ 539GLboolean GLAPIENTRY 540_mesa_IsVertexArrayAPPLE( GLuint id ) 541{ 542 struct gl_array_object * obj; 543 GET_CURRENT_CONTEXT(ctx); 544 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); 545 546 if (id == 0) 547 return GL_FALSE; 548 549 obj = lookup_arrayobj(ctx, id); 550 551 return (obj != NULL) ? GL_TRUE : GL_FALSE; 552} 553