mesa: reference counting for gl_array_object

Every kind of object that can be shared by multiple contexts should be
refcounted.
This commit is contained in:
Brian Paul
2009-05-07 13:52:26 -06:00
parent 9bb6684799
commit 1030bf0ded
4 changed files with 83 additions and 14 deletions

View File

@@ -94,10 +94,69 @@ void
_mesa_delete_array_object( GLcontext *ctx, struct gl_array_object *obj )
{
(void) ctx;
_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)
@@ -130,6 +189,9 @@ _mesa_initialize_array_object( GLcontext *ctx,
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->Normal, 3, GL_FLOAT);
@@ -227,7 +289,6 @@ _mesa_BindVertexArrayAPPLE( GLuint id )
if (!newObj) {
/* If this is a new array object id, allocate an array object now.
*/
newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
if (!newObj) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
@@ -237,11 +298,9 @@ _mesa_BindVertexArrayAPPLE( GLuint id )
}
}
ctx->NewState |= _NEW_ARRAY;
ctx->Array.NewState |= _NEW_ARRAY_ALL;
ctx->Array.ArrayObj = newObj;
_mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj);
/* Pass BindVertexArray call to device driver */
if (ctx->Driver.BindArrayObject && newObj)

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@@ -41,17 +41,26 @@
* Internal functions
*/
struct gl_array_object * _mesa_new_array_object( GLcontext *ctx,
GLuint name );
extern struct gl_array_object *
_mesa_new_array_object( GLcontext *ctx, GLuint name );
void _mesa_delete_array_object( GLcontext *ctx, struct gl_array_object *obj );
extern void
_mesa_delete_array_object( GLcontext *ctx, struct gl_array_object *obj );
void _mesa_initialize_array_object( GLcontext *ctx,
struct gl_array_object *obj, GLuint name );
extern void
_mesa_reference_array_object(GLcontext *ctx,
struct gl_array_object **ptr,
struct gl_array_object *arrayObj);
void _mesa_save_array_object( GLcontext *ctx, struct gl_array_object *obj );
extern void
_mesa_initialize_array_object( GLcontext *ctx,
struct gl_array_object *obj, GLuint name );
void _mesa_remove_array_object( GLcontext *ctx, struct gl_array_object *obj );
extern void
_mesa_save_array_object( GLcontext *ctx, struct gl_array_object *obj );
extern void
_mesa_remove_array_object( GLcontext *ctx, struct gl_array_object *obj );

View File

@@ -1557,7 +1557,8 @@ struct gl_array_object
/** Name of the array object as received from glGenVertexArrayAPPLE. */
GLuint Name;
/** XXX Need a refcount here */
GLint RefCount;
_glthread_Mutex Mutex;
/** Conventional vertex arrays */
/*@{*/

View File

@@ -1039,7 +1039,7 @@ void
_mesa_init_varray(GLcontext *ctx)
{
ctx->Array.DefaultArrayObj = _mesa_new_array_object(ctx, 0);
ctx->Array.ArrayObj = ctx->Array.DefaultArrayObj;
_mesa_reference_array_object(ctx, &ctx->Array.ArrayObj,
ctx->Array.DefaultArrayObj);
ctx->Array.ActiveTexture = 0; /* GL_ARB_multitexture */
}