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 #include "bufferobj.h"
49 #include "arrayobj.h"
50 #include "macros.h"
51 #include "mtypes.h"
52 #include "varray.h"
53 #include "main/dispatch.h"
54
55
56 /**
57 * Look up the array object for the given ID.
58 *
59 * \returns
60 * Either a pointer to the array object with the specified ID or \c NULL for
61 * a non-existent ID. The spec defines ID 0 as being technically
62 * non-existent.
63 */
64
65 static inline struct gl_array_object *
lookup_arrayobj(struct gl_context * ctx,GLuint id)66 lookup_arrayobj(struct gl_context *ctx, GLuint id)
67 {
68 if (id == 0)
69 return NULL;
70 else
71 return (struct gl_array_object *)
72 _mesa_HashLookup(ctx->Array.Objects, id);
73 }
74
75
76 /**
77 * For all the vertex arrays in the array object, unbind any pointers
78 * to any buffer objects (VBOs).
79 * This is done just prior to array object destruction.
80 */
81 static void
unbind_array_object_vbos(struct gl_context * ctx,struct gl_array_object * obj)82 unbind_array_object_vbos(struct gl_context *ctx, struct gl_array_object *obj)
83 {
84 GLuint i;
85
86 for (i = 0; i < Elements(obj->VertexAttrib); i++)
87 _mesa_reference_buffer_object(ctx, &obj->VertexAttrib[i].BufferObj, NULL);
88 }
89
90
91 /**
92 * Allocate and initialize a new vertex array object.
93 *
94 * This function is intended to be called via
95 * \c dd_function_table::NewArrayObject.
96 */
97 struct gl_array_object *
_mesa_new_array_object(struct gl_context * ctx,GLuint name)98 _mesa_new_array_object( struct gl_context *ctx, GLuint name )
99 {
100 struct gl_array_object *obj = CALLOC_STRUCT(gl_array_object);
101 if (obj)
102 _mesa_initialize_array_object(ctx, obj, name);
103 return obj;
104 }
105
106
107 /**
108 * Delete an array object.
109 *
110 * This function is intended to be called via
111 * \c dd_function_table::DeleteArrayObject.
112 */
113 void
_mesa_delete_array_object(struct gl_context * ctx,struct gl_array_object * obj)114 _mesa_delete_array_object( struct gl_context *ctx, struct gl_array_object *obj )
115 {
116 (void) ctx;
117 unbind_array_object_vbos(ctx, obj);
118 _mesa_reference_buffer_object(ctx, &obj->ElementArrayBufferObj, NULL);
119 _glthread_DESTROY_MUTEX(obj->Mutex);
120 free(obj);
121 }
122
123
124 /**
125 * Set ptr to arrayObj w/ reference counting.
126 * Note: this should only be called from the _mesa_reference_array_object()
127 * inline function.
128 */
129 void
_mesa_reference_array_object_(struct gl_context * ctx,struct gl_array_object ** ptr,struct gl_array_object * arrayObj)130 _mesa_reference_array_object_(struct gl_context *ctx,
131 struct gl_array_object **ptr,
132 struct gl_array_object *arrayObj)
133 {
134 assert(*ptr != arrayObj);
135
136 if (*ptr) {
137 /* Unreference the old array object */
138 GLboolean deleteFlag = GL_FALSE;
139 struct gl_array_object *oldObj = *ptr;
140
141 _glthread_LOCK_MUTEX(oldObj->Mutex);
142 ASSERT(oldObj->RefCount > 0);
143 oldObj->RefCount--;
144 #if 0
145 printf("ArrayObj %p %d DECR to %d\n",
146 (void *) oldObj, oldObj->Name, oldObj->RefCount);
147 #endif
148 deleteFlag = (oldObj->RefCount == 0);
149 _glthread_UNLOCK_MUTEX(oldObj->Mutex);
150
151 if (deleteFlag) {
152 ASSERT(ctx->Driver.DeleteArrayObject);
153 ctx->Driver.DeleteArrayObject(ctx, oldObj);
154 }
155
156 *ptr = NULL;
157 }
158 ASSERT(!*ptr);
159
160 if (arrayObj) {
161 /* reference new array object */
162 _glthread_LOCK_MUTEX(arrayObj->Mutex);
163 if (arrayObj->RefCount == 0) {
164 /* this array's being deleted (look just above) */
165 /* Not sure this can every really happen. Warn if it does. */
166 _mesa_problem(NULL, "referencing deleted array object");
167 *ptr = NULL;
168 }
169 else {
170 arrayObj->RefCount++;
171 #if 0
172 printf("ArrayObj %p %d INCR to %d\n",
173 (void *) arrayObj, arrayObj->Name, arrayObj->RefCount);
174 #endif
175 *ptr = arrayObj;
176 }
177 _glthread_UNLOCK_MUTEX(arrayObj->Mutex);
178 }
179 }
180
181
182
183 static void
init_array(struct gl_context * ctx,struct gl_client_array * array,GLint size,GLint type)184 init_array(struct gl_context *ctx,
185 struct gl_client_array *array, GLint size, GLint type)
186 {
187 array->Size = size;
188 array->Type = type;
189 array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */
190 array->Stride = 0;
191 array->StrideB = 0;
192 array->Ptr = NULL;
193 array->Enabled = GL_FALSE;
194 array->Normalized = GL_FALSE;
195 array->Integer = GL_FALSE;
196 array->_ElementSize = size * _mesa_sizeof_type(type);
197 /* Vertex array buffers */
198 _mesa_reference_buffer_object(ctx, &array->BufferObj,
199 ctx->Shared->NullBufferObj);
200 }
201
202
203 /**
204 * Initialize a gl_array_object's arrays.
205 */
206 void
_mesa_initialize_array_object(struct gl_context * ctx,struct gl_array_object * obj,GLuint name)207 _mesa_initialize_array_object( struct gl_context *ctx,
208 struct gl_array_object *obj,
209 GLuint name )
210 {
211 GLuint i;
212
213 obj->Name = name;
214
215 _glthread_INIT_MUTEX(obj->Mutex);
216 obj->RefCount = 1;
217
218 /* Init the individual arrays */
219 for (i = 0; i < Elements(obj->VertexAttrib); i++) {
220 switch (i) {
221 case VERT_ATTRIB_WEIGHT:
222 init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_WEIGHT], 1, GL_FLOAT);
223 break;
224 case VERT_ATTRIB_NORMAL:
225 init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_NORMAL], 3, GL_FLOAT);
226 break;
227 case VERT_ATTRIB_COLOR1:
228 init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_COLOR1], 3, GL_FLOAT);
229 break;
230 case VERT_ATTRIB_FOG:
231 init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_FOG], 1, GL_FLOAT);
232 break;
233 case VERT_ATTRIB_COLOR_INDEX:
234 init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX], 1, GL_FLOAT);
235 break;
236 case VERT_ATTRIB_EDGEFLAG:
237 init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_EDGEFLAG], 1, GL_BOOL);
238 break;
239 #if FEATURE_point_size_array
240 case VERT_ATTRIB_POINT_SIZE:
241 init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_POINT_SIZE], 1, GL_FLOAT);
242 break;
243 #endif
244 default:
245 init_array(ctx, &obj->VertexAttrib[i], 4, GL_FLOAT);
246 break;
247 }
248 }
249
250 _mesa_reference_buffer_object(ctx, &obj->ElementArrayBufferObj,
251 ctx->Shared->NullBufferObj);
252 }
253
254
255 /**
256 * Add the given array object to the array object pool.
257 */
258 static void
save_array_object(struct gl_context * ctx,struct gl_array_object * obj)259 save_array_object( struct gl_context *ctx, struct gl_array_object *obj )
260 {
261 if (obj->Name > 0) {
262 /* insert into hash table */
263 _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj);
264 }
265 }
266
267
268 /**
269 * Remove the given array object from the array object pool.
270 * Do not deallocate the array object though.
271 */
272 static void
remove_array_object(struct gl_context * ctx,struct gl_array_object * obj)273 remove_array_object( struct gl_context *ctx, struct gl_array_object *obj )
274 {
275 if (obj->Name > 0) {
276 /* remove from hash table */
277 _mesa_HashRemove(ctx->Array.Objects, obj->Name);
278 }
279 }
280
281
282
283 /**
284 * Helper for _mesa_update_array_object_max_element().
285 * \return min(arrayObj->VertexAttrib[*]._MaxElement).
286 */
287 static GLuint
compute_max_element(struct gl_array_object * arrayObj,GLbitfield64 enabled)288 compute_max_element(struct gl_array_object *arrayObj, GLbitfield64 enabled)
289 {
290 GLuint min = ~((GLuint)0);
291
292 while (enabled) {
293 struct gl_client_array *client_array;
294 GLint attrib = ffsll(enabled) - 1;
295 enabled ^= BITFIELD64_BIT(attrib);
296
297 client_array = &arrayObj->VertexAttrib[attrib];
298 assert(client_array->Enabled);
299 _mesa_update_array_max_element(client_array);
300 min = MIN2(min, client_array->_MaxElement);
301 }
302
303 return min;
304 }
305
306
307 /**
308 * Examine vertex arrays to update the gl_array_object::_MaxElement field.
309 */
310 void
_mesa_update_array_object_max_element(struct gl_context * ctx,struct gl_array_object * arrayObj)311 _mesa_update_array_object_max_element(struct gl_context *ctx,
312 struct gl_array_object *arrayObj)
313 {
314 GLbitfield64 enabled;
315
316 if (!ctx->VertexProgram._Current ||
317 ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram) {
318 enabled = _mesa_array_object_get_enabled_ff(arrayObj);
319 } else if (ctx->VertexProgram._Current->IsNVProgram) {
320 enabled = _mesa_array_object_get_enabled_nv(arrayObj);
321 } else {
322 enabled = _mesa_array_object_get_enabled_arb(arrayObj);
323 }
324
325 /* _MaxElement is one past the last legal array element */
326 arrayObj->_MaxElement = compute_max_element(arrayObj, enabled);
327 }
328
329
330 /**********************************************************************/
331 /* API Functions */
332 /**********************************************************************/
333
334
335 /**
336 * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE().
337 * \param genRequired specifies behavour when id was not generated with
338 * glGenVertexArrays().
339 */
340 static void
bind_vertex_array(struct gl_context * ctx,GLuint id,GLboolean genRequired)341 bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
342 {
343 struct gl_array_object * const oldObj = ctx->Array.ArrayObj;
344 struct gl_array_object *newObj = NULL;
345 ASSERT_OUTSIDE_BEGIN_END(ctx);
346
347 ASSERT(oldObj != NULL);
348
349 if ( oldObj->Name == id )
350 return; /* rebinding the same array object- no change */
351
352 /*
353 * Get pointer to new array object (newObj)
354 */
355 if (id == 0) {
356 /* The spec says there is no array object named 0, but we use
357 * one internally because it simplifies things.
358 */
359 newObj = ctx->Array.DefaultArrayObj;
360 }
361 else {
362 /* non-default array object */
363 newObj = lookup_arrayobj(ctx, id);
364 if (!newObj) {
365 if (genRequired) {
366 _mesa_error(ctx, GL_INVALID_OPERATION, "glBindVertexArray(id)");
367 return;
368 }
369
370 /* For APPLE version, generate a new array object now */
371 newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
372 if (!newObj) {
373 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
374 return;
375 }
376
377 save_array_object(ctx, newObj);
378 }
379
380 if (!newObj->_Used) {
381 /* The "Interactions with APPLE_vertex_array_object" section of the
382 * GL_ARB_vertex_array_object spec says:
383 *
384 * "The first bind call, either BindVertexArray or
385 * BindVertexArrayAPPLE, determines the semantic of the object."
386 */
387 newObj->ARBsemantics = genRequired;
388 newObj->_Used = GL_TRUE;
389 }
390 }
391
392 ctx->NewState |= _NEW_ARRAY;
393 _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj);
394
395 /* Pass BindVertexArray call to device driver */
396 if (ctx->Driver.BindArrayObject && newObj)
397 ctx->Driver.BindArrayObject(ctx, newObj);
398 }
399
400
401 /**
402 * ARB version of glBindVertexArray()
403 * This function behaves differently from glBindVertexArrayAPPLE() in
404 * that this function requires all ids to have been previously generated
405 * by glGenVertexArrays[APPLE]().
406 */
407 void GLAPIENTRY
_mesa_BindVertexArray(GLuint id)408 _mesa_BindVertexArray( GLuint id )
409 {
410 GET_CURRENT_CONTEXT(ctx);
411 bind_vertex_array(ctx, id, GL_TRUE);
412 }
413
414
415 /**
416 * Bind a new array.
417 *
418 * \todo
419 * The binding could be done more efficiently by comparing the non-NULL
420 * pointers in the old and new objects. The only arrays that are "dirty" are
421 * the ones that are non-NULL in either object.
422 */
423 void GLAPIENTRY
_mesa_BindVertexArrayAPPLE(GLuint id)424 _mesa_BindVertexArrayAPPLE( GLuint id )
425 {
426 GET_CURRENT_CONTEXT(ctx);
427 bind_vertex_array(ctx, id, GL_FALSE);
428 }
429
430
431 /**
432 * Delete a set of array objects.
433 *
434 * \param n Number of array objects to delete.
435 * \param ids Array of \c n array object IDs.
436 */
437 void GLAPIENTRY
_mesa_DeleteVertexArraysAPPLE(GLsizei n,const GLuint * ids)438 _mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids)
439 {
440 GET_CURRENT_CONTEXT(ctx);
441 GLsizei i;
442 ASSERT_OUTSIDE_BEGIN_END(ctx);
443
444 if (n < 0) {
445 _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
446 return;
447 }
448
449 for (i = 0; i < n; i++) {
450 struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]);
451
452 if ( obj != NULL ) {
453 ASSERT( obj->Name == ids[i] );
454
455 /* If the array object is currently bound, the spec says "the binding
456 * for that object reverts to zero and the default vertex array
457 * becomes current."
458 */
459 if ( obj == ctx->Array.ArrayObj ) {
460 _mesa_BindVertexArray(0);
461 }
462
463 /* The ID is immediately freed for re-use */
464 remove_array_object(ctx, obj);
465
466 /* Unreference the array object.
467 * If refcount hits zero, the object will be deleted.
468 */
469 _mesa_reference_array_object(ctx, &obj, NULL);
470 }
471 }
472 }
473
474
475 /**
476 * Generate a set of unique array object IDs and store them in \c arrays.
477 * Helper for _mesa_GenVertexArrays[APPLE]() functions below.
478 * \param n Number of IDs to generate.
479 * \param arrays Array of \c n locations to store the IDs.
480 * \param vboOnly Will arrays have to reside in VBOs?
481 */
482 static void
gen_vertex_arrays(struct gl_context * ctx,GLsizei n,GLuint * arrays)483 gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays)
484 {
485 GLuint first;
486 GLint i;
487 ASSERT_OUTSIDE_BEGIN_END(ctx);
488
489 if (n < 0) {
490 _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
491 return;
492 }
493
494 if (!arrays) {
495 return;
496 }
497
498 first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n);
499
500 /* Allocate new, empty array objects and return identifiers */
501 for (i = 0; i < n; i++) {
502 struct gl_array_object *obj;
503 GLuint name = first + i;
504
505 obj = (*ctx->Driver.NewArrayObject)( ctx, name );
506 if (!obj) {
507 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
508 return;
509 }
510 save_array_object(ctx, obj);
511 arrays[i] = first + i;
512 }
513 }
514
515
516 /**
517 * ARB version of glGenVertexArrays()
518 * All arrays will be required to live in VBOs.
519 */
520 void GLAPIENTRY
_mesa_GenVertexArrays(GLsizei n,GLuint * arrays)521 _mesa_GenVertexArrays(GLsizei n, GLuint *arrays)
522 {
523 GET_CURRENT_CONTEXT(ctx);
524 gen_vertex_arrays(ctx, n, arrays);
525 }
526
527
528 /**
529 * APPLE version of glGenVertexArraysAPPLE()
530 * Arrays may live in VBOs or ordinary memory.
531 */
532 void GLAPIENTRY
_mesa_GenVertexArraysAPPLE(GLsizei n,GLuint * arrays)533 _mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
534 {
535 GET_CURRENT_CONTEXT(ctx);
536 gen_vertex_arrays(ctx, n, arrays);
537 }
538
539
540 /**
541 * Determine if ID is the name of an array object.
542 *
543 * \param id ID of the potential array object.
544 * \return \c GL_TRUE if \c id is the name of a array object,
545 * \c GL_FALSE otherwise.
546 */
547 GLboolean GLAPIENTRY
_mesa_IsVertexArrayAPPLE(GLuint id)548 _mesa_IsVertexArrayAPPLE( GLuint id )
549 {
550 struct gl_array_object * obj;
551 GET_CURRENT_CONTEXT(ctx);
552 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
553
554 if (id == 0)
555 return GL_FALSE;
556
557 obj = lookup_arrayobj(ctx, id);
558
559 return (obj != NULL) ? GL_TRUE : GL_FALSE;
560 }
561