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