
None of the remaining FEATURE_x symbols in mfeatures.h are used anymore. Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
555 lines
15 KiB
C
555 lines
15 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 "image.h"
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#include "imports.h"
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#include "context.h"
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#include "bufferobj.h"
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#include "arrayobj.h"
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#include "macros.h"
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#include "mtypes.h"
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#include "varray.h"
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#include "main/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(struct gl_context *ctx, GLuint id)
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{
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if (id == 0)
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return NULL;
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else
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return (struct gl_array_object *)
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_mesa_HashLookup(ctx->Array.Objects, 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(struct gl_context *ctx, struct gl_array_object *obj)
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{
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GLuint i;
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for (i = 0; i < Elements(obj->VertexAttrib); 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( struct gl_context *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( struct gl_context *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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_mesa_reference_buffer_object(ctx, &obj->ElementArrayBufferObj, NULL);
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_glthread_DESTROY_MUTEX(obj->Mutex);
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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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* Note: this should only be called from the _mesa_reference_array_object()
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* inline function.
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*/
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void
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_mesa_reference_array_object_(struct gl_context *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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assert(*ptr != arrayObj);
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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(struct gl_context *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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array->Integer = GL_FALSE;
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array->_ElementSize = size * _mesa_sizeof_type(type);
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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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}
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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( struct gl_context *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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for (i = 0; i < Elements(obj->VertexAttrib); i++) {
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switch (i) {
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case VERT_ATTRIB_WEIGHT:
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init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_WEIGHT], 1, GL_FLOAT);
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break;
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case VERT_ATTRIB_NORMAL:
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init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_NORMAL], 3, GL_FLOAT);
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break;
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case VERT_ATTRIB_COLOR1:
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init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_COLOR1], 3, GL_FLOAT);
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break;
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case VERT_ATTRIB_FOG:
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init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_FOG], 1, GL_FLOAT);
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break;
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case VERT_ATTRIB_COLOR_INDEX:
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init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX], 1, GL_FLOAT);
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break;
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case VERT_ATTRIB_EDGEFLAG:
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init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_EDGEFLAG], 1, GL_BOOL);
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break;
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case VERT_ATTRIB_POINT_SIZE:
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init_array(ctx, &obj->VertexAttrib[VERT_ATTRIB_POINT_SIZE], 1, GL_FLOAT);
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break;
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default:
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init_array(ctx, &obj->VertexAttrib[i], 4, GL_FLOAT);
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break;
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}
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}
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_mesa_reference_buffer_object(ctx, &obj->ElementArrayBufferObj,
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ctx->Shared->NullBufferObj);
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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( struct gl_context *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->Array.Objects, 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( struct gl_context *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->Array.Objects, obj->Name);
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}
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}
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/**
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* Helper for _mesa_update_array_object_max_element().
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* \return min(arrayObj->VertexAttrib[*]._MaxElement).
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*/
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static GLuint
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compute_max_element(struct gl_array_object *arrayObj, GLbitfield64 enabled)
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{
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GLuint min = ~((GLuint)0);
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while (enabled) {
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struct gl_client_array *client_array;
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GLint attrib = ffsll(enabled) - 1;
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enabled ^= BITFIELD64_BIT(attrib);
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client_array = &arrayObj->VertexAttrib[attrib];
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assert(client_array->Enabled);
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_mesa_update_array_max_element(client_array);
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min = MIN2(min, client_array->_MaxElement);
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}
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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(struct gl_context *ctx,
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struct gl_array_object *arrayObj)
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{
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GLbitfield64 enabled;
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if (!ctx->VertexProgram._Current ||
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ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram) {
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enabled = _mesa_array_object_get_enabled_ff(arrayObj);
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} else {
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enabled = _mesa_array_object_get_enabled_arb(arrayObj);
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}
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/* _MaxElement is one past the last legal array element */
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arrayObj->_MaxElement = compute_max_element(arrayObj, enabled);
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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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* Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE().
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* \param genRequired specifies behavour when id was not generated with
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* glGenVertexArrays().
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*/
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static void
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bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
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{
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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(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 (genRequired) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "glBindVertexArray(non-gen name)");
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return;
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}
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/* For APPLE version, generate a new array object now */
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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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if (!newObj->EverBound) {
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/* The "Interactions with APPLE_vertex_array_object" section of the
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* GL_ARB_vertex_array_object spec says:
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*
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* "The first bind call, either BindVertexArray or
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* BindVertexArrayAPPLE, determines the semantic of the object."
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*/
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newObj->ARBsemantics = genRequired;
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newObj->EverBound = GL_TRUE;
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}
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}
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ctx->NewState |= _NEW_ARRAY;
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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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* ARB version of glBindVertexArray()
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* This function behaves differently from glBindVertexArrayAPPLE() in
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* that this function requires all ids to have been previously generated
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* by glGenVertexArrays[APPLE]().
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*/
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void GLAPIENTRY
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_mesa_BindVertexArray( GLuint id )
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{
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GET_CURRENT_CONTEXT(ctx);
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bind_vertex_array(ctx, id, GL_TRUE);
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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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bind_vertex_array(ctx, id, GL_FALSE);
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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_DeleteVertexArrays(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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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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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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_mesa_BindVertexArray(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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}
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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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* Helper for _mesa_GenVertexArrays[APPLE]() functions below.
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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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* \param vboOnly Will arrays have to reside in VBOs?
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*/
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static void
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gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays)
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{
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GLuint first;
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GLint i;
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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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first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, 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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_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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}
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/**
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* ARB version of glGenVertexArrays()
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* All arrays will be required to live in VBOs.
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*/
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void GLAPIENTRY
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_mesa_GenVertexArrays(GLsizei n, GLuint *arrays)
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{
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GET_CURRENT_CONTEXT(ctx);
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gen_vertex_arrays(ctx, n, arrays);
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}
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/**
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* APPLE version of glGenVertexArraysAPPLE()
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* Arrays may live in VBOs or ordinary memory.
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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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gen_vertex_arrays(ctx, n, arrays);
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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_IsVertexArray( 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);
|
|
|
|
if (id == 0)
|
|
return GL_FALSE;
|
|
|
|
obj = lookup_arrayobj(ctx, id);
|
|
if (obj == NULL)
|
|
return GL_FALSE;
|
|
|
|
return obj->EverBound;
|
|
}
|