/* * Mesa 3-D graphics library * Version: 7.6 * * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. * (C) Copyright IBM Corporation 2006 * Copyright (C) 2009 VMware, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL OR IBM BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ /** * \file arrayobj.c * Functions for the GL_APPLE_vertex_array_object extension. * * \todo * The code in this file borrows a lot from bufferobj.c. There's a certain * amount of cruft left over from that origin that may be unnecessary. * * \author Ian Romanick * \author Brian Paul */ #include "glheader.h" #include "hash.h" #include "imports.h" #include "context.h" #if FEATURE_ARB_vertex_buffer_object #include "bufferobj.h" #endif #include "arrayobj.h" #include "macros.h" #include "glapi/dispatch.h" /** * Look up the array object for the given ID. * * \returns * Either a pointer to the array object with the specified ID or \c NULL for * a non-existent ID. The spec defines ID 0 as being technically * non-existent. */ static INLINE struct gl_array_object * lookup_arrayobj(GLcontext *ctx, GLuint id) { if (id == 0) return NULL; else return (struct gl_array_object *) _mesa_HashLookup(ctx->Array.Objects, id); } /** * For all the vertex arrays in the array object, unbind any pointers * to any buffer objects (VBOs). * This is done just prior to array object destruction. */ static void unbind_array_object_vbos(GLcontext *ctx, struct gl_array_object *obj) { GLuint i; _mesa_reference_buffer_object(ctx, &obj->Vertex.BufferObj, NULL); _mesa_reference_buffer_object(ctx, &obj->Weight.BufferObj, NULL); _mesa_reference_buffer_object(ctx, &obj->Normal.BufferObj, NULL); _mesa_reference_buffer_object(ctx, &obj->Color.BufferObj, NULL); _mesa_reference_buffer_object(ctx, &obj->SecondaryColor.BufferObj, NULL); _mesa_reference_buffer_object(ctx, &obj->FogCoord.BufferObj, NULL); _mesa_reference_buffer_object(ctx, &obj->Index.BufferObj, NULL); _mesa_reference_buffer_object(ctx, &obj->EdgeFlag.BufferObj, NULL); for (i = 0; i < Elements(obj->TexCoord); i++) _mesa_reference_buffer_object(ctx, &obj->TexCoord[i].BufferObj, NULL); for (i = 0; i < Elements(obj->VertexAttrib); i++) _mesa_reference_buffer_object(ctx, &obj->VertexAttrib[i].BufferObj,NULL); } /** * Allocate and initialize a new vertex array object. * * This function is intended to be called via * \c dd_function_table::NewArrayObject. */ struct gl_array_object * _mesa_new_array_object( GLcontext *ctx, GLuint name ) { struct gl_array_object *obj = CALLOC_STRUCT(gl_array_object); if (obj) _mesa_initialize_array_object(ctx, obj, name); return obj; } /** * Delete an array object. * * This function is intended to be called via * \c dd_function_table::DeleteArrayObject. */ void _mesa_delete_array_object( GLcontext *ctx, struct gl_array_object *obj ) { (void) ctx; unbind_array_object_vbos(ctx, obj); _glthread_DESTROY_MUTEX(obj->Mutex); _mesa_free(obj); } /** * Set ptr to arrayObj w/ reference counting. */ void _mesa_reference_array_object(GLcontext *ctx, struct gl_array_object **ptr, struct gl_array_object *arrayObj) { if (*ptr == arrayObj) return; if (*ptr) { /* Unreference the old array object */ GLboolean deleteFlag = GL_FALSE; struct gl_array_object *oldObj = *ptr; _glthread_LOCK_MUTEX(oldObj->Mutex); ASSERT(oldObj->RefCount > 0); oldObj->RefCount--; #if 0 printf("ArrayObj %p %d DECR to %d\n", (void *) oldObj, oldObj->Name, oldObj->RefCount); #endif deleteFlag = (oldObj->RefCount == 0); _glthread_UNLOCK_MUTEX(oldObj->Mutex); if (deleteFlag) { ASSERT(ctx->Driver.DeleteArrayObject); ctx->Driver.DeleteArrayObject(ctx, oldObj); } *ptr = NULL; } ASSERT(!*ptr); if (arrayObj) { /* reference new array object */ _glthread_LOCK_MUTEX(arrayObj->Mutex); if (arrayObj->RefCount == 0) { /* this array's being deleted (look just above) */ /* Not sure this can every really happen. Warn if it does. */ _mesa_problem(NULL, "referencing deleted array object"); *ptr = NULL; } else { arrayObj->RefCount++; #if 0 printf("ArrayObj %p %d INCR to %d\n", (void *) arrayObj, arrayObj->Name, arrayObj->RefCount); #endif *ptr = arrayObj; } _glthread_UNLOCK_MUTEX(arrayObj->Mutex); } } static void init_array(GLcontext *ctx, struct gl_client_array *array, GLint size, GLint type) { array->Size = size; array->Type = type; array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */ array->Stride = 0; array->StrideB = 0; array->Ptr = NULL; array->Enabled = GL_FALSE; array->Normalized = GL_FALSE; #if FEATURE_ARB_vertex_buffer_object /* Vertex array buffers */ _mesa_reference_buffer_object(ctx, &array->BufferObj, ctx->Shared->NullBufferObj); #endif } /** * Initialize a gl_array_object's arrays. */ void _mesa_initialize_array_object( GLcontext *ctx, struct gl_array_object *obj, GLuint name ) { GLuint i; obj->Name = name; _glthread_INIT_MUTEX(obj->Mutex); obj->RefCount = 1; /* Init the individual arrays */ init_array(ctx, &obj->Vertex, 4, GL_FLOAT); init_array(ctx, &obj->Weight, 1, GL_FLOAT); init_array(ctx, &obj->Normal, 3, GL_FLOAT); init_array(ctx, &obj->Color, 4, GL_FLOAT); init_array(ctx, &obj->SecondaryColor, 4, GL_FLOAT); init_array(ctx, &obj->FogCoord, 1, GL_FLOAT); init_array(ctx, &obj->Index, 1, GL_FLOAT); for (i = 0; i < Elements(obj->TexCoord); i++) { init_array(ctx, &obj->TexCoord[i], 4, GL_FLOAT); } init_array(ctx, &obj->EdgeFlag, 1, GL_BOOL); for (i = 0; i < Elements(obj->VertexAttrib); i++) { init_array(ctx, &obj->VertexAttrib[i], 4, GL_FLOAT); } #if FEATURE_point_size_array init_array(ctx, &obj->PointSize, 1, GL_FLOAT); #endif } /** * Add the given array object to the array object pool. */ static void save_array_object( GLcontext *ctx, struct gl_array_object *obj ) { if (obj->Name > 0) { /* insert into hash table */ _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj); } } /** * Remove the given array object from the array object pool. * Do not deallocate the array object though. */ static void remove_array_object( GLcontext *ctx, struct gl_array_object *obj ) { if (obj->Name > 0) { /* remove from hash table */ _mesa_HashRemove(ctx->Array.Objects, obj->Name); } } /** * Compute the index of the last array element that can be safely accessed * in a vertex array. We can really only do this when the array lives in * a VBO. * The array->_MaxElement field will be updated. * Later in glDrawArrays/Elements/etc we can do some bounds checking. */ static void compute_max_element(struct gl_client_array *array) { if (array->BufferObj->Name) { /* Compute the max element we can access in the VBO without going * out of bounds. */ array->_MaxElement = ((GLsizeiptrARB) array->BufferObj->Size - (GLsizeiptrARB) array->Ptr + array->StrideB - array->_ElementSize) / array->StrideB; if (0) _mesa_printf("%s Object %u Size %u MaxElement %u\n", __FUNCTION__, array->BufferObj->Name, (GLuint) array->BufferObj->Size, array->_MaxElement); } else { /* user-space array, no idea how big it is */ array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */ } } /** * Helper for update_arrays(). * \return min(current min, array->_MaxElement). */ static GLuint update_min(GLuint min, struct gl_client_array *array) { compute_max_element(array); if (array->Enabled) return MIN2(min, array->_MaxElement); else return min; } /** * Examine vertex arrays to update the gl_array_object::_MaxElement field. */ void _mesa_update_array_object_max_element(GLcontext *ctx, struct gl_array_object *arrayObj) { GLuint i, min = ~0; min = update_min(min, &arrayObj->Vertex); min = update_min(min, &arrayObj->Weight); min = update_min(min, &arrayObj->Normal); min = update_min(min, &arrayObj->Color); min = update_min(min, &arrayObj->SecondaryColor); min = update_min(min, &arrayObj->FogCoord); min = update_min(min, &arrayObj->Index); min = update_min(min, &arrayObj->EdgeFlag); #if FEATURE_point_size_array min = update_min(min, &arrayObj->PointSize); #endif for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) min = update_min(min, &arrayObj->TexCoord[i]); for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) min = update_min(min, &arrayObj->VertexAttrib[i]); /* _MaxElement is one past the last legal array element */ arrayObj->_MaxElement = min; } /**********************************************************************/ /* API Functions */ /**********************************************************************/ /** * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE(). * \param genRequired specifies behavour when id was not generated with * glGenVertexArrays(). */ static void bind_vertex_array(GLcontext *ctx, GLuint id, GLboolean genRequired) { struct gl_array_object * const oldObj = ctx->Array.ArrayObj; struct gl_array_object *newObj = NULL; ASSERT_OUTSIDE_BEGIN_END(ctx); ASSERT(oldObj != NULL); if ( oldObj->Name == id ) return; /* rebinding the same array object- no change */ /* * Get pointer to new array object (newObj) */ if (id == 0) { /* The spec says there is no array object named 0, but we use * one internally because it simplifies things. */ newObj = ctx->Array.DefaultArrayObj; } else { /* non-default array object */ newObj = lookup_arrayobj(ctx, id); if (!newObj) { if (genRequired) { _mesa_error(ctx, GL_INVALID_OPERATION, "glBindVertexArray(id)"); return; } /* For APPLE version, generate a new array object now */ newObj = (*ctx->Driver.NewArrayObject)(ctx, id); if (!newObj) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE"); return; } save_array_object(ctx, newObj); } } ctx->NewState |= _NEW_ARRAY; ctx->Array.NewState |= _NEW_ARRAY_ALL; _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj); /* Pass BindVertexArray call to device driver */ if (ctx->Driver.BindArrayObject && newObj) ctx->Driver.BindArrayObject(ctx, newObj); } /** * ARB version of glBindVertexArray() * This function behaves differently from glBindVertexArrayAPPLE() in * that this function requires all ids to have been previously generated * by glGenVertexArrays[APPLE](). */ void GLAPIENTRY _mesa_BindVertexArray( GLuint id ) { GET_CURRENT_CONTEXT(ctx); bind_vertex_array(ctx, id, GL_TRUE); } /** * Bind a new array. * * \todo * The binding could be done more efficiently by comparing the non-NULL * pointers in the old and new objects. The only arrays that are "dirty" are * the ones that are non-NULL in either object. */ void GLAPIENTRY _mesa_BindVertexArrayAPPLE( GLuint id ) { GET_CURRENT_CONTEXT(ctx); bind_vertex_array(ctx, id, GL_FALSE); } /** * Delete a set of array objects. * * \param n Number of array objects to delete. * \param ids Array of \c n array object IDs. */ void GLAPIENTRY _mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids) { GET_CURRENT_CONTEXT(ctx); GLsizei i; ASSERT_OUTSIDE_BEGIN_END(ctx); if (n < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)"); return; } for (i = 0; i < n; i++) { struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]); if ( obj != NULL ) { ASSERT( obj->Name == ids[i] ); /* If the array object is currently bound, the spec says "the binding * for that object reverts to zero and the default vertex array * becomes current." */ if ( obj == ctx->Array.ArrayObj ) { CALL_BindVertexArrayAPPLE( ctx->Exec, (0) ); } /* The ID is immediately freed for re-use */ remove_array_object(ctx, obj); /* Unreference the array object. * If refcount hits zero, the object will be deleted. */ _mesa_reference_array_object(ctx, &obj, NULL); } } } /** * Generate a set of unique array object IDs and store them in \c arrays. * Helper for _mesa_GenVertexArrays[APPLE]() functions below. * \param n Number of IDs to generate. * \param arrays Array of \c n locations to store the IDs. * \param vboOnly Will arrays have to reside in VBOs? */ static void gen_vertex_arrays(GLcontext *ctx, GLsizei n, GLuint *arrays, GLboolean vboOnly) { GLuint first; GLint i; ASSERT_OUTSIDE_BEGIN_END(ctx); if (n < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE"); return; } if (!arrays) { return; } first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n); /* Allocate new, empty array objects and return identifiers */ for (i = 0; i < n; i++) { struct gl_array_object *obj; GLuint name = first + i; obj = (*ctx->Driver.NewArrayObject)( ctx, name ); if (!obj) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE"); return; } obj->VBOonly = vboOnly; save_array_object(ctx, obj); arrays[i] = first + i; } } /** * ARB version of glGenVertexArrays() * All arrays will be required to live in VBOs. */ void GLAPIENTRY _mesa_GenVertexArrays(GLsizei n, GLuint *arrays) { GET_CURRENT_CONTEXT(ctx); gen_vertex_arrays(ctx, n, arrays, GL_TRUE); } /** * APPLE version of glGenVertexArraysAPPLE() * Arrays may live in VBOs or ordinary memory. */ void GLAPIENTRY _mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays) { GET_CURRENT_CONTEXT(ctx); gen_vertex_arrays(ctx, n, arrays, GL_FALSE); } /** * Determine if ID is the name of an array object. * * \param id ID of the potential array object. * \return \c GL_TRUE if \c id is the name of a array object, * \c GL_FALSE otherwise. */ GLboolean GLAPIENTRY _mesa_IsVertexArrayAPPLE( GLuint id ) { struct gl_array_object * obj; GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); if (id == 0) return GL_FALSE; obj = lookup_arrayobj(ctx, id); return (obj != NULL) ? GL_TRUE : GL_FALSE; }