arrayobj.c revision 7117f1b4
1/*
2 * Mesa 3-D graphics library
3 * Version:  6.5
4 *
5 * Copyright (C) 1999-2004  Brian Paul   All Rights Reserved.
6 * (C) Copyright IBM Corporation 2006
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
21 * BRIAN PAUL OR IBM BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
22 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
23 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
24 * SOFTWARE.
25 */
26
27
28/**
29 * \file arrayobj.c
30 * Functions for the GL_APPLE_vertex_array_object extension.
31 *
32 * \todo
33 * The code in this file borrows a lot from bufferobj.c.  There's a certain
34 * amount of cruft left over from that origin that may be unnecessary.
35 *
36 * \author Ian Romanick <idr@us.ibm.com>
37 * \author Brian Paul
38 */
39
40
41#include "glheader.h"
42#include "hash.h"
43#include "imports.h"
44#include "context.h"
45#if FEATURE_ARB_vertex_buffer_object
46#include "bufferobj.h"
47#endif
48#include "arrayobj.h"
49#include "dispatch.h"
50
51
52/**
53 * Look up the array object for the given ID.
54 *
55 * \returns
56 * Either a pointer to the array object with the specified ID or \c NULL for
57 * a non-existent ID.  The spec defines ID 0 as being technically
58 * non-existent.
59 */
60
61static INLINE struct gl_array_object *
62lookup_arrayobj(GLcontext *ctx, GLuint id)
63{
64   return (id == 0)
65     ? NULL
66     : (struct gl_array_object *) _mesa_HashLookup(ctx->Shared->ArrayObjects,
67						   id);
68}
69
70
71/**
72 * Allocate and initialize a new vertex array object.
73 *
74 * This function is intended to be called via
75 * \c dd_function_table::NewArrayObject.
76 */
77struct gl_array_object *
78_mesa_new_array_object( GLcontext *ctx, GLuint name )
79{
80   struct gl_array_object *obj = MALLOC_STRUCT(gl_array_object);
81   if (obj)
82      _mesa_initialize_array_object(ctx, obj, name);
83   return obj;
84}
85
86
87/**
88 * Delete an array object.
89 *
90 * This function is intended to be called via
91 * \c dd_function_table::DeleteArrayObject.
92 */
93void
94_mesa_delete_array_object( GLcontext *ctx, struct gl_array_object *obj )
95{
96   (void) ctx;
97   _mesa_free(obj);
98}
99
100
101void
102_mesa_initialize_array_object( GLcontext *ctx,
103			       struct gl_array_object *obj,
104			       GLuint name )
105{
106   GLuint i;
107
108   obj->Name = name;
109
110   /* Vertex arrays */
111   obj->Vertex.Size = 4;
112   obj->Vertex.Type = GL_FLOAT;
113   obj->Vertex.Stride = 0;
114   obj->Vertex.StrideB = 0;
115   obj->Vertex.Ptr = NULL;
116   obj->Vertex.Enabled = GL_FALSE;
117   obj->Normal.Type = GL_FLOAT;
118   obj->Normal.Stride = 0;
119   obj->Normal.StrideB = 0;
120   obj->Normal.Ptr = NULL;
121   obj->Normal.Enabled = GL_FALSE;
122   obj->Color.Size = 4;
123   obj->Color.Type = GL_FLOAT;
124   obj->Color.Stride = 0;
125   obj->Color.StrideB = 0;
126   obj->Color.Ptr = NULL;
127   obj->Color.Enabled = GL_FALSE;
128   obj->SecondaryColor.Size = 4;
129   obj->SecondaryColor.Type = GL_FLOAT;
130   obj->SecondaryColor.Stride = 0;
131   obj->SecondaryColor.StrideB = 0;
132   obj->SecondaryColor.Ptr = NULL;
133   obj->SecondaryColor.Enabled = GL_FALSE;
134   obj->FogCoord.Size = 1;
135   obj->FogCoord.Type = GL_FLOAT;
136   obj->FogCoord.Stride = 0;
137   obj->FogCoord.StrideB = 0;
138   obj->FogCoord.Ptr = NULL;
139   obj->FogCoord.Enabled = GL_FALSE;
140   obj->Index.Type = GL_FLOAT;
141   obj->Index.Stride = 0;
142   obj->Index.StrideB = 0;
143   obj->Index.Ptr = NULL;
144   obj->Index.Enabled = GL_FALSE;
145   for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
146      obj->TexCoord[i].Size = 4;
147      obj->TexCoord[i].Type = GL_FLOAT;
148      obj->TexCoord[i].Stride = 0;
149      obj->TexCoord[i].StrideB = 0;
150      obj->TexCoord[i].Ptr = NULL;
151      obj->TexCoord[i].Enabled = GL_FALSE;
152   }
153   obj->EdgeFlag.Stride = 0;
154   obj->EdgeFlag.StrideB = 0;
155   obj->EdgeFlag.Ptr = NULL;
156   obj->EdgeFlag.Enabled = GL_FALSE;
157   for (i = 0; i < VERT_ATTRIB_MAX; i++) {
158      obj->VertexAttrib[i].Size = 4;
159      obj->VertexAttrib[i].Type = GL_FLOAT;
160      obj->VertexAttrib[i].Stride = 0;
161      obj->VertexAttrib[i].StrideB = 0;
162      obj->VertexAttrib[i].Ptr = NULL;
163      obj->VertexAttrib[i].Enabled = GL_FALSE;
164      obj->VertexAttrib[i].Normalized = GL_FALSE;
165   }
166
167#if FEATURE_ARB_vertex_buffer_object
168   /* Vertex array buffers */
169   obj->Vertex.BufferObj = ctx->Array.NullBufferObj;
170   obj->Normal.BufferObj = ctx->Array.NullBufferObj;
171   obj->Color.BufferObj = ctx->Array.NullBufferObj;
172   obj->SecondaryColor.BufferObj = ctx->Array.NullBufferObj;
173   obj->FogCoord.BufferObj = ctx->Array.NullBufferObj;
174   obj->Index.BufferObj = ctx->Array.NullBufferObj;
175   for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
176      obj->TexCoord[i].BufferObj = ctx->Array.NullBufferObj;
177   }
178   obj->EdgeFlag.BufferObj = ctx->Array.NullBufferObj;
179   for (i = 0; i < VERT_ATTRIB_MAX; i++) {
180      obj->VertexAttrib[i].BufferObj = ctx->Array.NullBufferObj;
181   }
182#endif
183}
184
185
186/**
187 * Add the given array object to the array object pool.
188 */
189void
190_mesa_save_array_object( GLcontext *ctx, struct gl_array_object *obj )
191{
192   if (obj->Name > 0) {
193      /* insert into hash table */
194      _mesa_HashInsert(ctx->Shared->ArrayObjects, obj->Name, obj);
195   }
196}
197
198
199/**
200 * Remove the given array object from the array object pool.
201 * Do not deallocate the array object though.
202 */
203void
204_mesa_remove_array_object( GLcontext *ctx, struct gl_array_object *obj )
205{
206   if (obj->Name > 0) {
207      /* remove from hash table */
208      _mesa_HashRemove(ctx->Shared->ArrayObjects, obj->Name);
209   }
210}
211
212
213/**********************************************************************/
214/* API Functions                                                      */
215/**********************************************************************/
216
217/**
218 * Bind a new array.
219 *
220 * \todo
221 * The binding could be done more efficiently by comparing the non-NULL
222 * pointers in the old and new objects.  The only arrays that are "dirty" are
223 * the ones that are non-NULL in either object.
224 */
225void GLAPIENTRY
226_mesa_BindVertexArrayAPPLE( GLuint id )
227{
228   GET_CURRENT_CONTEXT(ctx);
229   struct gl_array_object * const oldObj = ctx->Array.ArrayObj;
230   struct gl_array_object *newObj = NULL;
231   ASSERT_OUTSIDE_BEGIN_END(ctx);
232
233   ASSERT(oldObj != NULL);
234
235   if ( oldObj->Name == id )
236      return;   /* rebinding the same array object- no change */
237
238   /*
239    * Get pointer to new array object (newBufObj)
240    */
241   if (id == 0) {
242      /* The spec says there is no array object named 0, but we use
243       * one internally because it simplifies things.
244       */
245      newObj = ctx->Array.DefaultArrayObj;
246   }
247   else {
248      /* non-default array object */
249      newObj = lookup_arrayobj(ctx, id);
250      if (!newObj) {
251         /* If this is a new array object id, allocate an array object now.
252	  */
253
254	 newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
255         if (!newObj) {
256            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
257            return;
258         }
259         _mesa_save_array_object(ctx, newObj);
260      }
261   }
262
263
264   ctx->NewState |= _NEW_ARRAY;
265   ctx->Array.NewState |= _NEW_ARRAY_ALL;
266   ctx->Array.ArrayObj = newObj;
267
268
269   /* Pass BindVertexArray call to device driver */
270   if (ctx->Driver.BindArrayObject && newObj)
271      (*ctx->Driver.BindArrayObject)( ctx, newObj );
272}
273
274
275/**
276 * Delete a set of array objects.
277 *
278 * \param n      Number of array objects to delete.
279 * \param ids    Array of \c n array object IDs.
280 */
281void GLAPIENTRY
282_mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids)
283{
284   GET_CURRENT_CONTEXT(ctx);
285   GLsizei i;
286   ASSERT_OUTSIDE_BEGIN_END(ctx);
287
288   if (n < 0) {
289      _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
290      return;
291   }
292
293   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
294
295   for (i = 0; i < n; i++) {
296      struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]);
297
298      if ( obj != NULL ) {
299	 ASSERT( obj->Name == ids[i] );
300
301
302	 /* If the array object is currently bound, the spec says "the binding
303	  * for that object reverts to zero and the default vertex array
304	  * becomes current."
305	  */
306	 if ( obj == ctx->Array.ArrayObj ) {
307	    CALL_BindVertexArrayAPPLE( ctx->Exec, (0) );
308	 }
309
310#if FEATURE_ARB_vertex_buffer_object
311	 /* Unbind any buffer objects that might be bound to arrays in
312	  * this array object.
313	  */
314	 _mesa_unbind_buffer_object( ctx, obj->Vertex.BufferObj );
315	 _mesa_unbind_buffer_object( ctx, obj->Normal.BufferObj );
316	 _mesa_unbind_buffer_object( ctx, obj->Color.BufferObj );
317	 _mesa_unbind_buffer_object( ctx, obj->SecondaryColor.BufferObj );
318	 _mesa_unbind_buffer_object( ctx, obj->FogCoord.BufferObj );
319	 _mesa_unbind_buffer_object( ctx, obj->Index.BufferObj );
320	 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
321	    _mesa_unbind_buffer_object( ctx, obj->TexCoord[i].BufferObj );
322	 }
323	 _mesa_unbind_buffer_object( ctx, obj->EdgeFlag.BufferObj );
324	 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
325	    _mesa_unbind_buffer_object( ctx, obj->VertexAttrib[i].BufferObj );
326	 }
327#endif
328
329	 /* The ID is immediately freed for re-use */
330	 _mesa_remove_array_object(ctx, obj);
331	 ctx->Driver.DeleteArrayObject(ctx, obj);
332      }
333   }
334
335   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
336}
337
338
339/**
340 * Generate a set of unique array object IDs and store them in \c arrays.
341 *
342 * \param n       Number of IDs to generate.
343 * \param arrays  Array of \c n locations to store the IDs.
344 */
345void GLAPIENTRY
346_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
347{
348   GET_CURRENT_CONTEXT(ctx);
349   GLuint first;
350   GLint i;
351   ASSERT_OUTSIDE_BEGIN_END(ctx);
352
353   if (n < 0) {
354      _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
355      return;
356   }
357
358   if (!arrays) {
359      return;
360   }
361
362   /*
363    * This must be atomic (generation and allocation of array object IDs)
364    */
365   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
366
367   first = _mesa_HashFindFreeKeyBlock(ctx->Shared->ArrayObjects, n);
368
369   /* Allocate new, empty array objects and return identifiers */
370   for (i = 0; i < n; i++) {
371      struct gl_array_object *obj;
372      GLuint name = first + i;
373
374      obj = (*ctx->Driver.NewArrayObject)( ctx, name );
375      if (!obj) {
376         _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
377         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
378         return;
379      }
380      _mesa_save_array_object(ctx, obj);
381      arrays[i] = first + i;
382   }
383
384   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
385}
386
387
388/**
389 * Determine if ID is the name of an array object.
390 *
391 * \param id  ID of the potential array object.
392 * \return  \c GL_TRUE if \c id is the name of a array object,
393 *          \c GL_FALSE otherwise.
394 */
395GLboolean GLAPIENTRY
396_mesa_IsVertexArrayAPPLE( GLuint id )
397{
398   struct gl_array_object * obj;
399   GET_CURRENT_CONTEXT(ctx);
400   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
401
402   if (id == 0)
403      return GL_FALSE;
404
405   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
406   obj = lookup_arrayobj(ctx, id);
407   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
408
409   return (obj != NULL) ? GL_TRUE : GL_FALSE;
410}
411