420 lines
12 KiB
C
420 lines
12 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 6.5
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*
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* Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
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* (C) Copyright IBM Corporation 2006
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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 "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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* 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 = MALLOC_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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_mesa_free(obj);
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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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/* Vertex arrays */
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obj->Vertex.Size = 4;
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obj->Vertex.Type = GL_FLOAT;
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obj->Vertex.Stride = 0;
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obj->Vertex.StrideB = 0;
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obj->Vertex.Ptr = NULL;
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obj->Vertex.Enabled = GL_FALSE;
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obj->Vertex.Flags = CA_CLIENT_DATA;
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obj->Normal.Type = GL_FLOAT;
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obj->Normal.Stride = 0;
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obj->Normal.StrideB = 0;
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obj->Normal.Ptr = NULL;
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obj->Normal.Enabled = GL_FALSE;
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obj->Normal.Flags = CA_CLIENT_DATA;
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obj->Color.Size = 4;
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obj->Color.Type = GL_FLOAT;
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obj->Color.Stride = 0;
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obj->Color.StrideB = 0;
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obj->Color.Ptr = NULL;
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obj->Color.Enabled = GL_FALSE;
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obj->Color.Flags = CA_CLIENT_DATA;
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obj->SecondaryColor.Size = 4;
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obj->SecondaryColor.Type = GL_FLOAT;
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obj->SecondaryColor.Stride = 0;
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obj->SecondaryColor.StrideB = 0;
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obj->SecondaryColor.Ptr = NULL;
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obj->SecondaryColor.Enabled = GL_FALSE;
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obj->SecondaryColor.Flags = CA_CLIENT_DATA;
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obj->FogCoord.Size = 1;
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obj->FogCoord.Type = GL_FLOAT;
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obj->FogCoord.Stride = 0;
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obj->FogCoord.StrideB = 0;
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obj->FogCoord.Ptr = NULL;
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obj->FogCoord.Enabled = GL_FALSE;
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obj->FogCoord.Flags = CA_CLIENT_DATA;
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obj->Index.Type = GL_FLOAT;
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obj->Index.Stride = 0;
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obj->Index.StrideB = 0;
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obj->Index.Ptr = NULL;
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obj->Index.Enabled = GL_FALSE;
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obj->Index.Flags = CA_CLIENT_DATA;
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for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
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obj->TexCoord[i].Size = 4;
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obj->TexCoord[i].Type = GL_FLOAT;
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obj->TexCoord[i].Stride = 0;
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obj->TexCoord[i].StrideB = 0;
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obj->TexCoord[i].Ptr = NULL;
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obj->TexCoord[i].Enabled = GL_FALSE;
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obj->TexCoord[i].Flags = CA_CLIENT_DATA;
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}
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obj->EdgeFlag.Stride = 0;
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obj->EdgeFlag.StrideB = 0;
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obj->EdgeFlag.Ptr = NULL;
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obj->EdgeFlag.Enabled = GL_FALSE;
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obj->EdgeFlag.Flags = CA_CLIENT_DATA;
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for (i = 0; i < VERT_ATTRIB_MAX; i++) {
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obj->VertexAttrib[i].Size = 4;
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obj->VertexAttrib[i].Type = GL_FLOAT;
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obj->VertexAttrib[i].Stride = 0;
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obj->VertexAttrib[i].StrideB = 0;
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obj->VertexAttrib[i].Ptr = NULL;
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obj->VertexAttrib[i].Enabled = GL_FALSE;
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obj->VertexAttrib[i].Normalized = GL_FALSE;
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obj->VertexAttrib[i].Flags = CA_CLIENT_DATA;
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}
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#if FEATURE_ARB_vertex_buffer_object
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/* Vertex array buffers */
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obj->Vertex.BufferObj = ctx->Array.NullBufferObj;
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obj->Normal.BufferObj = ctx->Array.NullBufferObj;
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obj->Color.BufferObj = ctx->Array.NullBufferObj;
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obj->SecondaryColor.BufferObj = ctx->Array.NullBufferObj;
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obj->FogCoord.BufferObj = ctx->Array.NullBufferObj;
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obj->Index.BufferObj = ctx->Array.NullBufferObj;
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for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
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obj->TexCoord[i].BufferObj = ctx->Array.NullBufferObj;
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}
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obj->EdgeFlag.BufferObj = ctx->Array.NullBufferObj;
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for (i = 0; i < VERT_ATTRIB_MAX; i++) {
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obj->VertexAttrib[i].BufferObj = ctx->Array.NullBufferObj;
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}
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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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void
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_mesa_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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void
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_mesa_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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/* 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 (newBufObj)
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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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_mesa_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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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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#if FEATURE_ARB_vertex_buffer_object
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/* Unbind any buffer objects that might be bound to arrays in
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* this array object.
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*/
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_mesa_unbind_buffer_object( ctx, obj->Vertex.BufferObj );
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_mesa_unbind_buffer_object( ctx, obj->Normal.BufferObj );
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_mesa_unbind_buffer_object( ctx, obj->Color.BufferObj );
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_mesa_unbind_buffer_object( ctx, obj->SecondaryColor.BufferObj );
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_mesa_unbind_buffer_object( ctx, obj->FogCoord.BufferObj );
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_mesa_unbind_buffer_object( ctx, obj->Index.BufferObj );
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for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
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_mesa_unbind_buffer_object( ctx, obj->TexCoord[i].BufferObj );
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}
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_mesa_unbind_buffer_object( ctx, obj->EdgeFlag.BufferObj );
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for (i = 0; i < VERT_ATTRIB_MAX; i++) {
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_mesa_unbind_buffer_object( ctx, obj->VertexAttrib[i].BufferObj );
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}
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#endif
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/* The ID is immediately freed for re-use */
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_mesa_remove_array_object(ctx, obj);
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ctx->Driver.DeleteArrayObject(ctx, obj);
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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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_mesa_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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