summaryrefslogtreecommitdiff
path: root/src/mesa/main/arrayobj.c
blob: cba5cbdb01a865a0fa303c48b70d877e5111070b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
/*
 * Mesa 3-D graphics library
 *
 * 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
 * THE AUTHORS OR COPYRIGHT HOLDERS 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
 *
 * Implementation of Vertex Array Objects (VAOs), from OpenGL 3.1+ /
 * the GL_ARB_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 <idr@us.ibm.com>
 * \author Brian Paul
 */


#include "glheader.h"
#include "hash.h"
#include "image.h"
#include "util/imports.h"
#include "context.h"
#include "bufferobj.h"
#include "arrayobj.h"
#include "macros.h"
#include "mtypes.h"
#include "state.h"
#include "varray.h"
#include "util/bitscan.h"
#include "util/u_atomic.h"
#include "util/u_math.h"


const GLubyte
_mesa_vao_attribute_map[ATTRIBUTE_MAP_MODE_MAX][VERT_ATTRIB_MAX] =
{
   /* ATTRIBUTE_MAP_MODE_IDENTITY
    *
    * Grab vertex processing attribute VERT_ATTRIB_POS from
    * the VAO attribute VERT_ATTRIB_POS, and grab vertex processing
    * attribute VERT_ATTRIB_GENERIC0 from the VAO attribute
    * VERT_ATTRIB_GENERIC0.
    */
   {
      VERT_ATTRIB_POS,                 /* VERT_ATTRIB_POS */
      VERT_ATTRIB_NORMAL,              /* VERT_ATTRIB_NORMAL */
      VERT_ATTRIB_COLOR0,              /* VERT_ATTRIB_COLOR0 */
      VERT_ATTRIB_COLOR1,              /* VERT_ATTRIB_COLOR1 */
      VERT_ATTRIB_FOG,                 /* VERT_ATTRIB_FOG */
      VERT_ATTRIB_COLOR_INDEX,         /* VERT_ATTRIB_COLOR_INDEX */
      VERT_ATTRIB_EDGEFLAG,            /* VERT_ATTRIB_EDGEFLAG */
      VERT_ATTRIB_TEX0,                /* VERT_ATTRIB_TEX0 */
      VERT_ATTRIB_TEX1,                /* VERT_ATTRIB_TEX1 */
      VERT_ATTRIB_TEX2,                /* VERT_ATTRIB_TEX2 */
      VERT_ATTRIB_TEX3,                /* VERT_ATTRIB_TEX3 */
      VERT_ATTRIB_TEX4,                /* VERT_ATTRIB_TEX4 */
      VERT_ATTRIB_TEX5,                /* VERT_ATTRIB_TEX5 */
      VERT_ATTRIB_TEX6,                /* VERT_ATTRIB_TEX6 */
      VERT_ATTRIB_TEX7,                /* VERT_ATTRIB_TEX7 */
      VERT_ATTRIB_POINT_SIZE,          /* VERT_ATTRIB_POINT_SIZE */
      VERT_ATTRIB_GENERIC0,            /* VERT_ATTRIB_GENERIC0 */
      VERT_ATTRIB_GENERIC1,            /* VERT_ATTRIB_GENERIC1 */
      VERT_ATTRIB_GENERIC2,            /* VERT_ATTRIB_GENERIC2 */
      VERT_ATTRIB_GENERIC3,            /* VERT_ATTRIB_GENERIC3 */
      VERT_ATTRIB_GENERIC4,            /* VERT_ATTRIB_GENERIC4 */
      VERT_ATTRIB_GENERIC5,            /* VERT_ATTRIB_GENERIC5 */
      VERT_ATTRIB_GENERIC6,            /* VERT_ATTRIB_GENERIC6 */
      VERT_ATTRIB_GENERIC7,            /* VERT_ATTRIB_GENERIC7 */
      VERT_ATTRIB_GENERIC8,            /* VERT_ATTRIB_GENERIC8 */
      VERT_ATTRIB_GENERIC9,            /* VERT_ATTRIB_GENERIC9 */
      VERT_ATTRIB_GENERIC10,           /* VERT_ATTRIB_GENERIC10 */
      VERT_ATTRIB_GENERIC11,           /* VERT_ATTRIB_GENERIC11 */
      VERT_ATTRIB_GENERIC12,           /* VERT_ATTRIB_GENERIC12 */
      VERT_ATTRIB_GENERIC13,           /* VERT_ATTRIB_GENERIC13 */
      VERT_ATTRIB_GENERIC14,           /* VERT_ATTRIB_GENERIC14 */
      VERT_ATTRIB_GENERIC15            /* VERT_ATTRIB_GENERIC15 */
   },

   /* ATTRIBUTE_MAP_MODE_POSITION
    *
    * Grab vertex processing attribute VERT_ATTRIB_POS as well as
    * vertex processing attribute VERT_ATTRIB_GENERIC0 from the
    * VAO attribute VERT_ATTRIB_POS.
    */
   {
      VERT_ATTRIB_POS,                 /* VERT_ATTRIB_POS */
      VERT_ATTRIB_NORMAL,              /* VERT_ATTRIB_NORMAL */
      VERT_ATTRIB_COLOR0,              /* VERT_ATTRIB_COLOR0 */
      VERT_ATTRIB_COLOR1,              /* VERT_ATTRIB_COLOR1 */
      VERT_ATTRIB_FOG,                 /* VERT_ATTRIB_FOG */
      VERT_ATTRIB_COLOR_INDEX,         /* VERT_ATTRIB_COLOR_INDEX */
      VERT_ATTRIB_EDGEFLAG,            /* VERT_ATTRIB_EDGEFLAG */
      VERT_ATTRIB_TEX0,                /* VERT_ATTRIB_TEX0 */
      VERT_ATTRIB_TEX1,                /* VERT_ATTRIB_TEX1 */
      VERT_ATTRIB_TEX2,                /* VERT_ATTRIB_TEX2 */
      VERT_ATTRIB_TEX3,                /* VERT_ATTRIB_TEX3 */
      VERT_ATTRIB_TEX4,                /* VERT_ATTRIB_TEX4 */
      VERT_ATTRIB_TEX5,                /* VERT_ATTRIB_TEX5 */
      VERT_ATTRIB_TEX6,                /* VERT_ATTRIB_TEX6 */
      VERT_ATTRIB_TEX7,                /* VERT_ATTRIB_TEX7 */
      VERT_ATTRIB_POINT_SIZE,          /* VERT_ATTRIB_POINT_SIZE */
      VERT_ATTRIB_POS,                 /* VERT_ATTRIB_GENERIC0 */
      VERT_ATTRIB_GENERIC1,            /* VERT_ATTRIB_GENERIC1 */
      VERT_ATTRIB_GENERIC2,            /* VERT_ATTRIB_GENERIC2 */
      VERT_ATTRIB_GENERIC3,            /* VERT_ATTRIB_GENERIC3 */
      VERT_ATTRIB_GENERIC4,            /* VERT_ATTRIB_GENERIC4 */
      VERT_ATTRIB_GENERIC5,            /* VERT_ATTRIB_GENERIC5 */
      VERT_ATTRIB_GENERIC6,            /* VERT_ATTRIB_GENERIC6 */
      VERT_ATTRIB_GENERIC7,            /* VERT_ATTRIB_GENERIC7 */
      VERT_ATTRIB_GENERIC8,            /* VERT_ATTRIB_GENERIC8 */
      VERT_ATTRIB_GENERIC9,            /* VERT_ATTRIB_GENERIC9 */
      VERT_ATTRIB_GENERIC10,           /* VERT_ATTRIB_GENERIC10 */
      VERT_ATTRIB_GENERIC11,           /* VERT_ATTRIB_GENERIC11 */
      VERT_ATTRIB_GENERIC12,           /* VERT_ATTRIB_GENERIC12 */
      VERT_ATTRIB_GENERIC13,           /* VERT_ATTRIB_GENERIC13 */
      VERT_ATTRIB_GENERIC14,           /* VERT_ATTRIB_GENERIC14 */
      VERT_ATTRIB_GENERIC15            /* VERT_ATTRIB_GENERIC15 */
   },

   /* ATTRIBUTE_MAP_MODE_GENERIC0
    *
    * Grab vertex processing attribute VERT_ATTRIB_POS as well as
    * vertex processing attribute VERT_ATTRIB_GENERIC0 from the
    * VAO attribute VERT_ATTRIB_GENERIC0.
    */
   {
      VERT_ATTRIB_GENERIC0,            /* VERT_ATTRIB_POS */
      VERT_ATTRIB_NORMAL,              /* VERT_ATTRIB_NORMAL */
      VERT_ATTRIB_COLOR0,              /* VERT_ATTRIB_COLOR0 */
      VERT_ATTRIB_COLOR1,              /* VERT_ATTRIB_COLOR1 */
      VERT_ATTRIB_FOG,                 /* VERT_ATTRIB_FOG */
      VERT_ATTRIB_COLOR_INDEX,         /* VERT_ATTRIB_COLOR_INDEX */
      VERT_ATTRIB_EDGEFLAG,            /* VERT_ATTRIB_EDGEFLAG */
      VERT_ATTRIB_TEX0,                /* VERT_ATTRIB_TEX0 */
      VERT_ATTRIB_TEX1,                /* VERT_ATTRIB_TEX1 */
      VERT_ATTRIB_TEX2,                /* VERT_ATTRIB_TEX2 */
      VERT_ATTRIB_TEX3,                /* VERT_ATTRIB_TEX3 */
      VERT_ATTRIB_TEX4,                /* VERT_ATTRIB_TEX4 */
      VERT_ATTRIB_TEX5,                /* VERT_ATTRIB_TEX5 */
      VERT_ATTRIB_TEX6,                /* VERT_ATTRIB_TEX6 */
      VERT_ATTRIB_TEX7,                /* VERT_ATTRIB_TEX7 */
      VERT_ATTRIB_POINT_SIZE,          /* VERT_ATTRIB_POINT_SIZE */
      VERT_ATTRIB_GENERIC0,            /* VERT_ATTRIB_GENERIC0 */
      VERT_ATTRIB_GENERIC1,            /* VERT_ATTRIB_GENERIC1 */
      VERT_ATTRIB_GENERIC2,            /* VERT_ATTRIB_GENERIC2 */
      VERT_ATTRIB_GENERIC3,            /* VERT_ATTRIB_GENERIC3 */
      VERT_ATTRIB_GENERIC4,            /* VERT_ATTRIB_GENERIC4 */
      VERT_ATTRIB_GENERIC5,            /* VERT_ATTRIB_GENERIC5 */
      VERT_ATTRIB_GENERIC6,            /* VERT_ATTRIB_GENERIC6 */
      VERT_ATTRIB_GENERIC7,            /* VERT_ATTRIB_GENERIC7 */
      VERT_ATTRIB_GENERIC8,            /* VERT_ATTRIB_GENERIC8 */
      VERT_ATTRIB_GENERIC9,            /* VERT_ATTRIB_GENERIC9 */
      VERT_ATTRIB_GENERIC10,           /* VERT_ATTRIB_GENERIC10 */
      VERT_ATTRIB_GENERIC11,           /* VERT_ATTRIB_GENERIC11 */
      VERT_ATTRIB_GENERIC12,           /* VERT_ATTRIB_GENERIC12 */
      VERT_ATTRIB_GENERIC13,           /* VERT_ATTRIB_GENERIC13 */
      VERT_ATTRIB_GENERIC14,           /* VERT_ATTRIB_GENERIC14 */
      VERT_ATTRIB_GENERIC15            /* VERT_ATTRIB_GENERIC15 */
   }
};


/**
 * 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.
 */

struct gl_vertex_array_object *
_mesa_lookup_vao(struct gl_context *ctx, GLuint id)
{
   /* The ARB_direct_state_access specification says:
    *
    *    "<vaobj> is [compatibility profile:
    *     zero, indicating the default vertex array object, or]
    *     the name of the vertex array object."
    */
   if (id == 0) {
      if (ctx->API == API_OPENGL_COMPAT)
         return ctx->Array.DefaultVAO;

      return NULL;
   } else {
      struct gl_vertex_array_object *vao;

      if (ctx->Array.LastLookedUpVAO &&
          ctx->Array.LastLookedUpVAO->Name == id) {
         vao = ctx->Array.LastLookedUpVAO;
      } else {
         vao = (struct gl_vertex_array_object *)
            _mesa_HashLookupLocked(ctx->Array.Objects, id);

         _mesa_reference_vao(ctx, &ctx->Array.LastLookedUpVAO, vao);
      }

      return vao;
   }
}


/**
 * Looks up the array object for the given ID.
 *
 * While _mesa_lookup_vao doesn't generate an error if the object does not
 * exist, this function comes in two variants.
 * If is_ext_dsa is false, this function generates a GL_INVALID_OPERATION
 * error if the array object does not exist. It also returns the default
 * array object when ctx is a compatibility profile context and id is zero.
 * If is_ext_dsa is true, 0 is not a valid name. If the name exists but
 * the object has never been bound, it is initialized.
 */
struct gl_vertex_array_object *
_mesa_lookup_vao_err(struct gl_context *ctx, GLuint id,
                     bool is_ext_dsa, const char *caller)
{
   /* The ARB_direct_state_access specification says:
    *
    *    "<vaobj> is [compatibility profile:
    *     zero, indicating the default vertex array object, or]
    *     the name of the vertex array object."
    */
   if (id == 0) {
      if (is_ext_dsa || ctx->API == API_OPENGL_CORE) {
         _mesa_error(ctx, GL_INVALID_OPERATION,
                     "%s(zero is not valid vaobj name%s)",
                     caller,
                     is_ext_dsa ? "" : " in a core profile context");
         return NULL;
      }

      return ctx->Array.DefaultVAO;
   } else {
      struct gl_vertex_array_object *vao;

      if (ctx->Array.LastLookedUpVAO &&
          ctx->Array.LastLookedUpVAO->Name == id) {
         vao = ctx->Array.LastLookedUpVAO;
      } else {
         vao = (struct gl_vertex_array_object *)
            _mesa_HashLookupLocked(ctx->Array.Objects, id);

         /* The ARB_direct_state_access specification says:
          *
          *    "An INVALID_OPERATION error is generated if <vaobj> is not
          *     [compatibility profile: zero or] the name of an existing
          *     vertex array object."
          */
         if (!vao || (!is_ext_dsa && !vao->EverBound)) {
            _mesa_error(ctx, GL_INVALID_OPERATION,
                        "%s(non-existent vaobj=%u)", caller, id);
            return NULL;
         }

         /* The EXT_direct_state_access specification says:
         *
         *    "If the vertex array object named by the vaobj parameter has not
         *     been previously bound but has been generated (without subsequent
         *     deletion) by GenVertexArrays, the GL first creates a new state
         *     vector in the same manner as when BindVertexArray creates a new
         *     vertex array object."
         */
         if (vao && is_ext_dsa && !vao->EverBound)
            vao->EverBound = true;

         _mesa_reference_vao(ctx, &ctx->Array.LastLookedUpVAO, vao);
      }

      return vao;
   }
}


/**
 * For all the vertex binding points 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(struct gl_context *ctx, struct gl_vertex_array_object *obj)
{
   GLuint i;

   for (i = 0; i < ARRAY_SIZE(obj->BufferBinding); i++)
      _mesa_reference_buffer_object(ctx, &obj->BufferBinding[i].BufferObj, NULL);
}


/**
 * Allocate and initialize a new vertex array object.
 */
struct gl_vertex_array_object *
_mesa_new_vao(struct gl_context *ctx, GLuint name)
{
   struct gl_vertex_array_object *obj = MALLOC_STRUCT(gl_vertex_array_object);
   if (obj)
      _mesa_initialize_vao(ctx, obj, name);
   return obj;
}


/**
 * Delete an array object.
 */
void
_mesa_delete_vao(struct gl_context *ctx, struct gl_vertex_array_object *obj)
{
   unbind_array_object_vbos(ctx, obj);
   _mesa_reference_buffer_object(ctx, &obj->IndexBufferObj, NULL);
   free(obj->Label);
   free(obj);
}


/**
 * Set ptr to vao w/ reference counting.
 * Note: this should only be called from the _mesa_reference_vao()
 * inline function.
 */
void
_mesa_reference_vao_(struct gl_context *ctx,
                     struct gl_vertex_array_object **ptr,
                     struct gl_vertex_array_object *vao)
{
   assert(*ptr != vao);

   if (*ptr) {
      /* Unreference the old array object */
      struct gl_vertex_array_object *oldObj = *ptr;

      bool deleteFlag;
      if (oldObj->SharedAndImmutable) {
         deleteFlag = p_atomic_dec_zero(&oldObj->RefCount);
      } else {
         assert(oldObj->RefCount > 0);
         oldObj->RefCount--;
         deleteFlag = (oldObj->RefCount == 0);
      }

      if (deleteFlag)
         _mesa_delete_vao(ctx, oldObj);

      *ptr = NULL;
   }
   assert(!*ptr);

   if (vao) {
      /* reference new array object */
      if (vao->SharedAndImmutable) {
         p_atomic_inc(&vao->RefCount);
      } else {
         assert(vao->RefCount > 0);
         vao->RefCount++;
      }

      *ptr = vao;
   }
}


/**
 * Initialize a gl_vertex_array_object's arrays.
 */
void
_mesa_initialize_vao(struct gl_context *ctx,
                     struct gl_vertex_array_object *vao,
                     GLuint name)
{
   memcpy(vao, &ctx->Array.DefaultVAOState, sizeof(*vao));
   vao->Name = name;
}


/**
 * Compute the offset range for the provided binding.
 *
 * This is a helper function for the below.
 */
static void
compute_vbo_offset_range(const struct gl_vertex_array_object *vao,
                         const struct gl_vertex_buffer_binding *binding,
                         GLsizeiptr* min, GLsizeiptr* max)
{
   /* The function is meant to work on VBO bindings */
   assert(binding->BufferObj);

   /* Start with an inverted range of relative offsets. */
   GLuint min_offset = ~(GLuint)0;
   GLuint max_offset = 0;

   /* We work on the unmapped originaly VAO array entries. */
   GLbitfield mask = vao->Enabled & binding->_BoundArrays;
   /* The binding should be active somehow, not to return inverted ranges */
   assert(mask);
   while (mask) {
      const int i = u_bit_scan(&mask);
      const GLuint off = vao->VertexAttrib[i].RelativeOffset;
      min_offset = MIN2(off, min_offset);
      max_offset = MAX2(off, max_offset);
   }

   *min = binding->Offset + (GLsizeiptr)min_offset;
   *max = binding->Offset + (GLsizeiptr)max_offset;
}


/**
 * Update the unique binding and pos/generic0 map tracking in the vao.
 *
 * The idea is to build up information in the vao so that a consuming
 * backend can execute the following to set up buffer and vertex element
 * information:
 *
 * const GLbitfield inputs_read = VERT_BIT_ALL; // backend vp inputs
 *
 * // Attribute data is in a VBO.
 * GLbitfield vbomask = inputs_read & _mesa_draw_vbo_array_bits(ctx);
 * while (vbomask) {
 *    // The attribute index to start pulling a binding
 *    const gl_vert_attrib i = ffs(vbomask) - 1;
 *    const struct gl_vertex_buffer_binding *const binding
 *       = _mesa_draw_buffer_binding(vao, i);
 *
 *    <insert code to handle the vertex buffer object at binding>
 *
 *    const GLbitfield boundmask = _mesa_draw_bound_attrib_bits(binding);
 *    GLbitfield attrmask = vbomask & boundmask;
 *    assert(attrmask);
 *    // Walk attributes belonging to the binding
 *    while (attrmask) {
 *       const gl_vert_attrib attr = u_bit_scan(&attrmask);
 *       const struct gl_array_attributes *const attrib
 *          = _mesa_draw_array_attrib(vao, attr);
 *
 *       <insert code to handle the vertex element refering to the binding>
 *    }
 *    vbomask &= ~boundmask;
 * }
 *
 * // Process user space buffers
 * GLbitfield usermask = inputs_read & _mesa_draw_user_array_bits(ctx);
 * while (usermask) {
 *    // The attribute index to start pulling a binding
 *    const gl_vert_attrib i = ffs(usermask) - 1;
 *    const struct gl_vertex_buffer_binding *const binding
 *       = _mesa_draw_buffer_binding(vao, i);
 *
 *    <insert code to handle a set of interleaved user space arrays at binding>
 *
 *    const GLbitfield boundmask = _mesa_draw_bound_attrib_bits(binding);
 *    GLbitfield attrmask = usermask & boundmask;
 *    assert(attrmask);
 *    // Walk interleaved attributes with a common stride and instance divisor
 *    while (attrmask) {
 *       const gl_vert_attrib attr = u_bit_scan(&attrmask);
 *       const struct gl_array_attributes *const attrib
 *          = _mesa_draw_array_attrib(vao, attr);
 *
 *       <insert code to handle non vbo vertex arrays>
 *    }
 *    usermask &= ~boundmask;
 * }
 *
 * // Process values that should have better been uniforms in the application
 * GLbitfield curmask = inputs_read & _mesa_draw_current_bits(ctx);
 * while (curmask) {
 *    const gl_vert_attrib attr = u_bit_scan(&curmask);
 *    const struct gl_array_attributes *const attrib
 *       = _mesa_draw_current_attrib(ctx, attr);
 *
 *    <insert code to handle current values>
 * }
 *
 *
 * Note that the scan below must not incoporate any context state.
 * The rationale is that once a VAO is finalized it should not
 * be touched anymore. That means, do not incorporate the
 * gl_context::Array._DrawVAOEnabledAttribs bitmask into this scan.
 * A backend driver may further reduce the handled vertex processing
 * inputs based on their vertex shader inputs. But scanning for
 * collapsable binding points to reduce relocs is done based on the
 * enabled arrays.
 * Also VAOs may be shared between contexts due to their use in dlists
 * thus no context state should bleed into the VAO.
 */
void
_mesa_update_vao_derived_arrays(struct gl_context *ctx,
                                struct gl_vertex_array_object *vao)
{
   /* Make sure we do not run into problems with shared objects */
   assert(!vao->SharedAndImmutable || vao->NewArrays == 0);

   /* Limit used for common binding scanning below. */
   const GLsizeiptr MaxRelativeOffset =
      ctx->Const.MaxVertexAttribRelativeOffset;

   /* The gl_vertex_array_object::_AttributeMapMode denotes the way
    * VERT_ATTRIB_{POS,GENERIC0} mapping is done.
    *
    * This mapping is used to map between the OpenGL api visible
    * VERT_ATTRIB_* arrays to mesa driver arrayinputs or shader inputs.
    * The mapping only depends on the enabled bits of the
    * VERT_ATTRIB_{POS,GENERIC0} arrays and is tracked in the VAO.
    *
    * This map needs to be applied when finally translating to the bitmasks
    * as consumed by the driver backends. The duplicate scanning is here
    * can as well be done in the OpenGL API numbering without this map.
    */
   const gl_attribute_map_mode mode = vao->_AttributeMapMode;
   /* Enabled array bits. */
   const GLbitfield enabled = vao->Enabled;
   /* VBO array bits. */
   const GLbitfield vbos = vao->VertexAttribBufferMask;
   const GLbitfield divisor_is_nonzero = vao->NonZeroDivisorMask;

   /* Compute and store effectively enabled and mapped vbo arrays */
   vao->_EffEnabledVBO = _mesa_vao_enable_to_vp_inputs(mode, enabled & vbos);
   vao->_EffEnabledNonZeroDivisor =
      _mesa_vao_enable_to_vp_inputs(mode, enabled & divisor_is_nonzero);
   /* Walk those enabled arrays that have a real vbo attached */
   GLbitfield mask = enabled;
   while (mask) {
      /* Do not use u_bit_scan as we can walk multiple attrib arrays at once */
      const int i = ffs(mask) - 1;
      /* The binding from the first to be processed attribute. */
      const GLuint bindex = vao->VertexAttrib[i].BufferBindingIndex;
      struct gl_vertex_buffer_binding *binding = &vao->BufferBinding[bindex];

      /* The scan goes different for user space arrays than vbos */
      if (binding->BufferObj) {
         /* The bound arrays. */
         const GLbitfield bound = enabled & binding->_BoundArrays;

         /* Start this current effective binding with the actual bound arrays */
         GLbitfield eff_bound_arrays = bound;

         /*
          * If there is nothing left to scan just update the effective binding
          * information. If the VAO is already only using a single binding point
          * we end up here. So the overhead of this scan for an application
          * carefully preparing the VAO for draw is low.
          */

         GLbitfield scanmask = mask & vbos & ~bound;
         /* Is there something left to scan? */
         if (scanmask == 0) {
            /* Just update the back reference from the attrib to the binding and
             * the effective offset.
             */
            GLbitfield attrmask = eff_bound_arrays;
            while (attrmask) {
               const int j = u_bit_scan(&attrmask);
               struct gl_array_attributes *attrib2 = &vao->VertexAttrib[j];

               /* Update the index into the common binding point and offset */
               attrib2->_EffBufferBindingIndex = bindex;
               attrib2->_EffRelativeOffset = attrib2->RelativeOffset;
               assert(attrib2->_EffRelativeOffset <= MaxRelativeOffset);
            }
            /* Finally this is the set of effectively bound arrays with the
             * original binding offset.
             */
            binding->_EffOffset = binding->Offset;
            /* The bound arrays past the VERT_ATTRIB_{POS,GENERIC0} mapping. */
            binding->_EffBoundArrays =
               _mesa_vao_enable_to_vp_inputs(mode, eff_bound_arrays);

         } else {
            /* In the VBO case, scan for attribute/binding
             * combinations with relative bindings in the range of
             * [0, ctx->Const.MaxVertexAttribRelativeOffset].
             * Note that this does also go beyond just interleaved arrays
             * as long as they use the same VBO, binding parameters and the
             * offsets stay within bounds that the backend still can handle.
             */

            GLsizeiptr min_offset, max_offset;
            compute_vbo_offset_range(vao, binding, &min_offset, &max_offset);
            assert(max_offset <= min_offset + MaxRelativeOffset);

            /* Now scan. */
            while (scanmask) {
               /* Do not use u_bit_scan as we can walk multiple
                * attrib arrays at once
                */
               const int j = ffs(scanmask) - 1;
               const struct gl_array_attributes *attrib2 =
                  &vao->VertexAttrib[j];
               const struct gl_vertex_buffer_binding *binding2 =
                  &vao->BufferBinding[attrib2->BufferBindingIndex];

               /* Remove those attrib bits from the mask that are bound to the
                * same effective binding point.
                */
               const GLbitfield bound2 = enabled & binding2->_BoundArrays;
               scanmask &= ~bound2;

               /* Check if we have an identical binding */
               if (binding->Stride != binding2->Stride)
                  continue;
               if (binding->InstanceDivisor != binding2->InstanceDivisor)
                  continue;
               if (binding->BufferObj != binding2->BufferObj)
                  continue;
               /* Check if we can fold both bindings into a common binding */
               GLsizeiptr min_offset2, max_offset2;
               compute_vbo_offset_range(vao, binding2,
                                        &min_offset2, &max_offset2);
               /* If the relative offset is within the limits ... */
               if (min_offset + MaxRelativeOffset < max_offset2)
                  continue;
               if (min_offset2 + MaxRelativeOffset < max_offset)
                  continue;
               /* ... add this array to the effective binding */
               eff_bound_arrays |= bound2;
               min_offset = MIN2(min_offset, min_offset2);
               max_offset = MAX2(max_offset, max_offset2);
               assert(max_offset <= min_offset + MaxRelativeOffset);
            }

            /* Update the back reference from the attrib to the binding */
            GLbitfield attrmask = eff_bound_arrays;
            while (attrmask) {
               const int j = u_bit_scan(&attrmask);
               struct gl_array_attributes *attrib2 = &vao->VertexAttrib[j];
               const struct gl_vertex_buffer_binding *binding2 =
                  &vao->BufferBinding[attrib2->BufferBindingIndex];

               /* Update the index into the common binding point and offset */
               attrib2->_EffBufferBindingIndex = bindex;
               attrib2->_EffRelativeOffset =
                  binding2->Offset + attrib2->RelativeOffset - min_offset;
               assert(attrib2->_EffRelativeOffset <= MaxRelativeOffset);
            }
            /* Finally this is the set of effectively bound arrays */
            binding->_EffOffset = min_offset;
            /* The bound arrays past the VERT_ATTRIB_{POS,GENERIC0} mapping. */
            binding->_EffBoundArrays =
               _mesa_vao_enable_to_vp_inputs(mode, eff_bound_arrays);
         }

         /* Mark all the effective bound arrays as processed. */
         mask &= ~eff_bound_arrays;

      } else {
         /* Scanning of common bindings for user space arrays.
          */

         const struct gl_array_attributes *attrib = &vao->VertexAttrib[i];
         const GLbitfield bound = VERT_BIT(i);

         /* Note that user space array pointers can only happen using a one
          * to one binding point to array mapping.
          * The OpenGL 4.x/ARB_vertex_attrib_binding api does not support
          * user space arrays collected at multiple binding points.
          * The only provider of user space interleaved arrays with a single
          * binding point is the mesa internal vbo module. But that one
          * provides a perfect interleaved set of arrays.
          *
          * If this would not be true we would potentially get attribute arrays
          * with user space pointers that may not lie within the
          * MaxRelativeOffset range but still attached to a single binding.
          * Then we would need to store the effective attribute and binding
          * grouping information in a seperate array beside
          * gl_array_attributes/gl_vertex_buffer_binding.
          */
         assert(util_bitcount(binding->_BoundArrays & vao->Enabled) == 1
                || (vao->Enabled & ~binding->_BoundArrays) == 0);

         /* Start this current effective binding with the array */
         GLbitfield eff_bound_arrays = bound;

         const GLubyte *ptr = attrib->Ptr;
         unsigned vertex_end = attrib->Format._ElementSize;

         /* Walk other user space arrays and see which are interleaved
          * using the same binding parameters.
          */
         GLbitfield scanmask = mask & ~vbos & ~bound;
         while (scanmask) {
            const int j = u_bit_scan(&scanmask);
            const struct gl_array_attributes *attrib2 = &vao->VertexAttrib[j];
            const struct gl_vertex_buffer_binding *binding2 =
               &vao->BufferBinding[attrib2->BufferBindingIndex];

            /* See the comment at the same assert above. */
            assert(util_bitcount(binding2->_BoundArrays & vao->Enabled) == 1
                   || (vao->Enabled & ~binding->_BoundArrays) == 0);

            /* Check if we have an identical binding */
            if (binding->Stride != binding2->Stride)
               continue;
            if (binding->InstanceDivisor != binding2->InstanceDivisor)
               continue;
            if (ptr <= attrib2->Ptr) {
               if (ptr + binding->Stride < attrib2->Ptr +
                   attrib2->Format._ElementSize)
                  continue;
               unsigned end = attrib2->Ptr + attrib2->Format._ElementSize - ptr;
               vertex_end = MAX2(vertex_end, end);
            } else {
               if (attrib2->Ptr + binding->Stride < ptr + vertex_end)
                  continue;
               vertex_end += (GLsizei)(ptr - attrib2->Ptr);
               ptr = attrib2->Ptr;
            }

            /* User space buffer object */
            assert(!binding2->BufferObj);

            eff_bound_arrays |= VERT_BIT(j);
         }

         /* Update the back reference from the attrib to the binding */
         GLbitfield attrmask = eff_bound_arrays;
         while (attrmask) {
            const int j = u_bit_scan(&attrmask);
            struct gl_array_attributes *attrib2 = &vao->VertexAttrib[j];

            /* Update the index into the common binding point and the offset */
            attrib2->_EffBufferBindingIndex = bindex;
            attrib2->_EffRelativeOffset = attrib2->Ptr - ptr;
            assert(attrib2->_EffRelativeOffset <= binding->Stride);
         }
         /* Finally this is the set of effectively bound arrays */
         binding->_EffOffset = (GLintptr)ptr;
         /* The bound arrays past the VERT_ATTRIB_{POS,GENERIC0} mapping. */
         binding->_EffBoundArrays =
            _mesa_vao_enable_to_vp_inputs(mode, eff_bound_arrays);

         /* Mark all the effective bound arrays as processed. */
         mask &= ~eff_bound_arrays;
      }
   }

#ifndef NDEBUG
   /* Make sure the above code works as expected. */
   for (gl_vert_attrib attr = 0; attr < VERT_ATTRIB_MAX; ++attr) {
      /* Query the original api defined attrib/binding information ... */
      const unsigned char *const map =_mesa_vao_attribute_map[mode];
      if (vao->Enabled & VERT_BIT(map[attr])) {
         const struct gl_array_attributes *attrib =
            &vao->VertexAttrib[map[attr]];
         const struct gl_vertex_buffer_binding *binding =
            &vao->BufferBinding[attrib->BufferBindingIndex];
         /* ... and compare that with the computed attrib/binding */
         const struct gl_vertex_buffer_binding *binding2 =
            &vao->BufferBinding[attrib->_EffBufferBindingIndex];
         assert(binding->Stride == binding2->Stride);
         assert(binding->InstanceDivisor == binding2->InstanceDivisor);
         assert(binding->BufferObj == binding2->BufferObj);
         if (binding->BufferObj) {
            assert(attrib->_EffRelativeOffset <= MaxRelativeOffset);
            assert(binding->Offset + attrib->RelativeOffset ==
                   binding2->_EffOffset + attrib->_EffRelativeOffset);
         } else {
            assert(attrib->_EffRelativeOffset < binding->Stride);
            assert((GLintptr)attrib->Ptr ==
                   binding2->_EffOffset + attrib->_EffRelativeOffset);
         }
      }
   }
#endif
}


void
_mesa_set_vao_immutable(struct gl_context *ctx,
                        struct gl_vertex_array_object *vao)
{
   _mesa_update_vao_derived_arrays(ctx, vao);
   vao->NewArrays = 0;
   vao->SharedAndImmutable = true;
}


bool
_mesa_all_varyings_in_vbos(const struct gl_vertex_array_object *vao)
{
   /* Walk those enabled arrays that have the default vbo attached */
   GLbitfield mask = vao->Enabled & ~vao->VertexAttribBufferMask;

   while (mask) {
      /* Do not use u_bit_scan64 as we can walk multiple
       * attrib arrays at once
       */
      const int i = ffs(mask) - 1;
      const struct gl_array_attributes *attrib_array =
         &vao->VertexAttrib[i];
      const struct gl_vertex_buffer_binding *buffer_binding =
         &vao->BufferBinding[attrib_array->BufferBindingIndex];

      /* We have already masked out vao->VertexAttribBufferMask  */
      assert(!buffer_binding->BufferObj);

      /* Bail out once we find the first non vbo with a non zero stride */
      if (buffer_binding->Stride != 0)
         return false;

      /* Note that we cannot use the xor variant since the _BoundArray mask
       * may contain array attributes that are bound but not enabled.
       */
      mask &= ~buffer_binding->_BoundArrays;
   }

   return true;
}

bool
_mesa_all_buffers_are_unmapped(const struct gl_vertex_array_object *vao)
{
   /* Walk the enabled arrays that have a vbo attached */
   GLbitfield mask = vao->Enabled & vao->VertexAttribBufferMask;

   while (mask) {
      const int i = ffs(mask) - 1;
      const struct gl_array_attributes *attrib_array =
         &vao->VertexAttrib[i];
      const struct gl_vertex_buffer_binding *buffer_binding =
         &vao->BufferBinding[attrib_array->BufferBindingIndex];

      /* We have already masked with vao->VertexAttribBufferMask  */
      assert(buffer_binding->BufferObj);

      /* Bail out once we find the first disallowed mapping */
      if (_mesa_check_disallowed_mapping(buffer_binding->BufferObj))
         return false;

      /* We have handled everything that is bound to this buffer_binding. */
      mask &= ~buffer_binding->_BoundArrays;
   }

   return true;
}


/**
 * Map buffer objects used in attribute arrays.
 */
void
_mesa_vao_map_arrays(struct gl_context *ctx, struct gl_vertex_array_object *vao,
                     GLbitfield access)
{
   GLbitfield mask = vao->Enabled & vao->VertexAttribBufferMask;
   while (mask) {
      /* Do not use u_bit_scan as we can walk multiple attrib arrays at once */
      const gl_vert_attrib attr = ffs(mask) - 1;
      const GLubyte bindex = vao->VertexAttrib[attr].BufferBindingIndex;
      struct gl_vertex_buffer_binding *binding = &vao->BufferBinding[bindex];
      mask &= ~binding->_BoundArrays;

      struct gl_buffer_object *bo = binding->BufferObj;
      assert(bo);
      if (_mesa_bufferobj_mapped(bo, MAP_INTERNAL))
         continue;

      ctx->Driver.MapBufferRange(ctx, 0, bo->Size, access, bo, MAP_INTERNAL);
   }
}


/**
 * Map buffer objects used in the vao, attribute arrays and index buffer.
 */
void
_mesa_vao_map(struct gl_context *ctx, struct gl_vertex_array_object *vao,
              GLbitfield access)
{
   struct gl_buffer_object *bo = vao->IndexBufferObj;

   /* map the index buffer, if there is one, and not already mapped */
   if (bo && !_mesa_bufferobj_mapped(bo, MAP_INTERNAL))
      ctx->Driver.MapBufferRange(ctx, 0, bo->Size, access, bo, MAP_INTERNAL);

   _mesa_vao_map_arrays(ctx, vao, access);
}


/**
 * Unmap buffer objects used in attribute arrays.
 */
void
_mesa_vao_unmap_arrays(struct gl_context *ctx,
                       struct gl_vertex_array_object *vao)
{
   GLbitfield mask = vao->Enabled & vao->VertexAttribBufferMask;
   while (mask) {
      /* Do not use u_bit_scan as we can walk multiple attrib arrays at once */
      const gl_vert_attrib attr = ffs(mask) - 1;
      const GLubyte bindex = vao->VertexAttrib[attr].BufferBindingIndex;
      struct gl_vertex_buffer_binding *binding = &vao->BufferBinding[bindex];
      mask &= ~binding->_BoundArrays;

      struct gl_buffer_object *bo = binding->BufferObj;
      assert(bo);
      if (!_mesa_bufferobj_mapped(bo, MAP_INTERNAL))
         continue;

      ctx->Driver.UnmapBuffer(ctx, bo, MAP_INTERNAL);
   }
}


/**
 * Unmap buffer objects used in the vao, attribute arrays and index buffer.
 */
void
_mesa_vao_unmap(struct gl_context *ctx, struct gl_vertex_array_object *vao)
{
   struct gl_buffer_object *bo = vao->IndexBufferObj;

   /* unmap the index buffer, if there is one, and still mapped */
   if (bo && _mesa_bufferobj_mapped(bo, MAP_INTERNAL))
      ctx->Driver.UnmapBuffer(ctx, bo, MAP_INTERNAL);

   _mesa_vao_unmap_arrays(ctx, vao);
}


/**********************************************************************/
/* API Functions                                                      */
/**********************************************************************/


/**
 * ARB version of glBindVertexArray()
 */
static ALWAYS_INLINE void
bind_vertex_array(struct gl_context *ctx, GLuint id, bool no_error)
{
   struct gl_vertex_array_object *const oldObj = ctx->Array.VAO;
   struct gl_vertex_array_object *newObj = NULL;

   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.DefaultVAO;
   }
   else {
      /* non-default array object */
      newObj = _mesa_lookup_vao(ctx, id);
      if (!no_error && !newObj) {
         _mesa_error(ctx, GL_INVALID_OPERATION,
                     "glBindVertexArray(non-gen name)");
         return;
      }

      newObj->EverBound = GL_TRUE;
   }

   /* The _DrawArrays pointer is pointing at the VAO being unbound and
    * that VAO may be in the process of being deleted. If it's not going
    * to be deleted, this will have no effect, because the pointer needs
    * to be updated by the VBO module anyway.
    *
    * Before the VBO module can update the pointer, we have to set it
    * to NULL for drivers not to set up arrays which are not bound,
    * or to prevent a crash if the VAO being unbound is going to be
    * deleted.
    */
   _mesa_set_draw_vao(ctx, ctx->Array._EmptyVAO, 0);

   _mesa_reference_vao(ctx, &ctx->Array.VAO, newObj);
}


void GLAPIENTRY
_mesa_BindVertexArray_no_error(GLuint id)
{
   GET_CURRENT_CONTEXT(ctx);
   bind_vertex_array(ctx, id, true);
}


void GLAPIENTRY
_mesa_BindVertexArray(GLuint id)
{
   GET_CURRENT_CONTEXT(ctx);
   bind_vertex_array(ctx, id, false);
}


/**
 * Delete a set of array objects.
 *
 * \param n      Number of array objects to delete.
 * \param ids    Array of \c n array object IDs.
 */
static void
delete_vertex_arrays(struct gl_context *ctx, GLsizei n, const GLuint *ids)
{
   GLsizei i;

   for (i = 0; i < n; i++) {
      /* IDs equal to 0 should be silently ignored. */
      if (!ids[i])
         continue;

      struct gl_vertex_array_object *obj = _mesa_lookup_vao(ctx, ids[i]);

      if (obj) {
         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.VAO)
            _mesa_BindVertexArray_no_error(0);

         /* The ID is immediately freed for re-use */
         _mesa_HashRemoveLocked(ctx->Array.Objects, obj->Name);

         if (ctx->Array.LastLookedUpVAO == obj)
            _mesa_reference_vao(ctx, &ctx->Array.LastLookedUpVAO, NULL);
         if (ctx->Array._DrawVAO == obj)
            _mesa_set_draw_vao(ctx, ctx->Array._EmptyVAO, 0);

         /* Unreference the array object. 
          * If refcount hits zero, the object will be deleted.
          */
         _mesa_reference_vao(ctx, &obj, NULL);
      }
   }
}


void GLAPIENTRY
_mesa_DeleteVertexArrays_no_error(GLsizei n, const GLuint *ids)
{
   GET_CURRENT_CONTEXT(ctx);
   delete_vertex_arrays(ctx, n, ids);
}


void GLAPIENTRY
_mesa_DeleteVertexArrays(GLsizei n, const GLuint *ids)
{
   GET_CURRENT_CONTEXT(ctx);

   if (n < 0) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArray(n)");
      return;
   }

   delete_vertex_arrays(ctx, n, ids);
}


/**
 * Generate a set of unique array object IDs and store them in \c arrays.
 * Helper for _mesa_GenVertexArrays() and _mesa_CreateVertexArrays()
 * below.
 *
 * \param n       Number of IDs to generate.
 * \param arrays  Array of \c n locations to store the IDs.
 * \param create  Indicates that the objects should also be created.
 * \param func    The name of the GL entry point.
 */
static void
gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays,
                  bool create, const char *func)
{
   GLuint first;
   GLint i;

   if (!arrays)
      return;

   first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n);

   /* For the sake of simplicity we create the array objects in both
    * the Gen* and Create* cases.  The only difference is the value of
    * EverBound, which is set to true in the Create* case.
    */
   for (i = 0; i < n; i++) {
      struct gl_vertex_array_object *obj;
      GLuint name = first + i;

      obj = _mesa_new_vao(ctx, name);
      if (!obj) {
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", func);
         return;
      }
      obj->EverBound = create;
      _mesa_HashInsertLocked(ctx->Array.Objects, obj->Name, obj);
      arrays[i] = first + i;
   }
}


static void
gen_vertex_arrays_err(struct gl_context *ctx, GLsizei n, GLuint *arrays,
                      bool create, const char *func)
{
   if (n < 0) {
      _mesa_error(ctx, GL_INVALID_VALUE, "%s(n < 0)", func);
      return;
   }

   gen_vertex_arrays(ctx, n, arrays, create, func);
}


/**
 * ARB version of glGenVertexArrays()
 * All arrays will be required to live in VBOs.
 */
void GLAPIENTRY
_mesa_GenVertexArrays_no_error(GLsizei n, GLuint *arrays)
{
   GET_CURRENT_CONTEXT(ctx);
   gen_vertex_arrays(ctx, n, arrays, false, "glGenVertexArrays");
}


void GLAPIENTRY
_mesa_GenVertexArrays(GLsizei n, GLuint *arrays)
{
   GET_CURRENT_CONTEXT(ctx);
   gen_vertex_arrays_err(ctx, n, arrays, false, "glGenVertexArrays");
}


/**
 * ARB_direct_state_access
 * Generates ID's and creates the array objects.
 */
void GLAPIENTRY
_mesa_CreateVertexArrays_no_error(GLsizei n, GLuint *arrays)
{
   GET_CURRENT_CONTEXT(ctx);
   gen_vertex_arrays(ctx, n, arrays, true, "glCreateVertexArrays");
}


void GLAPIENTRY
_mesa_CreateVertexArrays(GLsizei n, GLuint *arrays)
{
   GET_CURRENT_CONTEXT(ctx);
   gen_vertex_arrays_err(ctx, n, arrays, true, "glCreateVertexArrays");
}


/**
 * 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_IsVertexArray( GLuint id )
{
   struct gl_vertex_array_object * obj;
   GET_CURRENT_CONTEXT(ctx);
   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);

   obj = _mesa_lookup_vao(ctx, id);

   return obj != NULL && obj->EverBound;
}


/**
 * Sets the element array buffer binding of a vertex array object.
 *
 * This is the ARB_direct_state_access equivalent of
 * glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer).
 */
static ALWAYS_INLINE void
vertex_array_element_buffer(struct gl_context *ctx, GLuint vaobj, GLuint buffer,
                            bool no_error)
{
   struct gl_vertex_array_object *vao;
   struct gl_buffer_object *bufObj;

   ASSERT_OUTSIDE_BEGIN_END(ctx);

   if (!no_error) {
      /* The GL_ARB_direct_state_access specification says:
       *
       *    "An INVALID_OPERATION error is generated by
       *     VertexArrayElementBuffer if <vaobj> is not [compatibility profile:
       *     zero or] the name of an existing vertex array object."
       */
      vao =_mesa_lookup_vao_err(ctx, vaobj, false, "glVertexArrayElementBuffer");
      if (!vao)
         return;
   } else {
      vao = _mesa_lookup_vao(ctx, vaobj);
   }

   if (buffer != 0) {
      if (!no_error) {
         /* The GL_ARB_direct_state_access specification says:
          *
          *    "An INVALID_OPERATION error is generated if <buffer> is not zero
          *     or the name of an existing buffer object."
          */
         bufObj = _mesa_lookup_bufferobj_err(ctx, buffer,
                                             "glVertexArrayElementBuffer");
      } else {
         bufObj = _mesa_lookup_bufferobj(ctx, buffer);
      }

      if (!bufObj)
         return;

      bufObj->UsageHistory |= USAGE_ELEMENT_ARRAY_BUFFER;
   } else {
      bufObj = NULL;
   }

   _mesa_reference_buffer_object(ctx, &vao->IndexBufferObj, bufObj);
}


void GLAPIENTRY
_mesa_VertexArrayElementBuffer_no_error(GLuint vaobj, GLuint buffer)
{
   GET_CURRENT_CONTEXT(ctx);
   vertex_array_element_buffer(ctx, vaobj, buffer, true);
}


void GLAPIENTRY
_mesa_VertexArrayElementBuffer(GLuint vaobj, GLuint buffer)
{
   GET_CURRENT_CONTEXT(ctx);
   vertex_array_element_buffer(ctx, vaobj, buffer, false);
}


void GLAPIENTRY
_mesa_GetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param)
{
   GET_CURRENT_CONTEXT(ctx);
   struct gl_vertex_array_object *vao;

   ASSERT_OUTSIDE_BEGIN_END(ctx);

   /* The GL_ARB_direct_state_access specification says:
    *
    *   "An INVALID_OPERATION error is generated if <vaobj> is not
    *    [compatibility profile: zero or] the name of an existing
    *    vertex array object."
    */
   vao = _mesa_lookup_vao_err(ctx, vaobj, false, "glGetVertexArrayiv");
   if (!vao)
      return;

   /* The GL_ARB_direct_state_access specification says:
    *
    *   "An INVALID_ENUM error is generated if <pname> is not
    *    ELEMENT_ARRAY_BUFFER_BINDING."
    */
   if (pname != GL_ELEMENT_ARRAY_BUFFER_BINDING) {
      _mesa_error(ctx, GL_INVALID_ENUM,
                  "glGetVertexArrayiv(pname != "
                  "GL_ELEMENT_ARRAY_BUFFER_BINDING)");
      return;
   }

   param[0] = vao->IndexBufferObj ? vao->IndexBufferObj->Name : 0;
}