arrayobj.c revision af69d88d
1/* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. 5 * (C) Copyright IBM Corporation 2006 6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved. 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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 22 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 23 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 24 * OTHER DEALINGS IN THE SOFTWARE. 25 */ 26 27 28/** 29 * \file arrayobj.c 30 * 31 * Implementation of Vertex Array Objects (VAOs), from OpenGL 3.1+, 32 * the GL_ARB_vertex_array_object extension, or the older 33 * GL_APPLE_vertex_array_object extension. 34 * 35 * \todo 36 * The code in this file borrows a lot from bufferobj.c. There's a certain 37 * amount of cruft left over from that origin that may be unnecessary. 38 * 39 * \author Ian Romanick <idr@us.ibm.com> 40 * \author Brian Paul 41 */ 42 43 44#include "glheader.h" 45#include "hash.h" 46#include "image.h" 47#include "imports.h" 48#include "context.h" 49#include "bufferobj.h" 50#include "arrayobj.h" 51#include "macros.h" 52#include "mtypes.h" 53#include "varray.h" 54#include "main/dispatch.h" 55 56 57/** 58 * Look up the array object for the given ID. 59 * 60 * \returns 61 * Either a pointer to the array object with the specified ID or \c NULL for 62 * a non-existent ID. The spec defines ID 0 as being technically 63 * non-existent. 64 */ 65 66struct gl_vertex_array_object * 67_mesa_lookup_vao(struct gl_context *ctx, GLuint id) 68{ 69 if (id == 0) 70 return NULL; 71 else 72 return (struct gl_vertex_array_object *) 73 _mesa_HashLookup(ctx->Array.Objects, id); 74} 75 76 77/** 78 * For all the vertex binding points in the array object, unbind any pointers 79 * to any buffer objects (VBOs). 80 * This is done just prior to array object destruction. 81 */ 82static void 83unbind_array_object_vbos(struct gl_context *ctx, struct gl_vertex_array_object *obj) 84{ 85 GLuint i; 86 87 for (i = 0; i < Elements(obj->VertexBinding); i++) 88 _mesa_reference_buffer_object(ctx, &obj->VertexBinding[i].BufferObj, NULL); 89 90 for (i = 0; i < Elements(obj->_VertexAttrib); i++) 91 _mesa_reference_buffer_object(ctx, &obj->_VertexAttrib[i].BufferObj, NULL); 92} 93 94 95/** 96 * Allocate and initialize a new vertex array object. 97 * 98 * This function is intended to be called via 99 * \c dd_function_table::NewArrayObject. 100 */ 101struct gl_vertex_array_object * 102_mesa_new_vao(struct gl_context *ctx, GLuint name) 103{ 104 struct gl_vertex_array_object *obj = CALLOC_STRUCT(gl_vertex_array_object); 105 if (obj) 106 _mesa_initialize_vao(ctx, obj, name); 107 return obj; 108} 109 110 111/** 112 * Delete an array object. 113 * 114 * This function is intended to be called via 115 * \c dd_function_table::DeleteArrayObject. 116 */ 117void 118_mesa_delete_vao(struct gl_context *ctx, struct gl_vertex_array_object *obj) 119{ 120 unbind_array_object_vbos(ctx, obj); 121 _mesa_reference_buffer_object(ctx, &obj->IndexBufferObj, NULL); 122 mtx_destroy(&obj->Mutex); 123 free(obj->Label); 124 free(obj); 125} 126 127 128/** 129 * Set ptr to vao w/ reference counting. 130 * Note: this should only be called from the _mesa_reference_vao() 131 * inline function. 132 */ 133void 134_mesa_reference_vao_(struct gl_context *ctx, 135 struct gl_vertex_array_object **ptr, 136 struct gl_vertex_array_object *vao) 137{ 138 assert(*ptr != vao); 139 140 if (*ptr) { 141 /* Unreference the old array object */ 142 GLboolean deleteFlag = GL_FALSE; 143 struct gl_vertex_array_object *oldObj = *ptr; 144 145 mtx_lock(&oldObj->Mutex); 146 ASSERT(oldObj->RefCount > 0); 147 oldObj->RefCount--; 148#if 0 149 printf("ArrayObj %p %d DECR to %d\n", 150 (void *) oldObj, oldObj->Name, oldObj->RefCount); 151#endif 152 deleteFlag = (oldObj->RefCount == 0); 153 mtx_unlock(&oldObj->Mutex); 154 155 if (deleteFlag) { 156 ASSERT(ctx->Driver.DeleteArrayObject); 157 ctx->Driver.DeleteArrayObject(ctx, oldObj); 158 } 159 160 *ptr = NULL; 161 } 162 ASSERT(!*ptr); 163 164 if (vao) { 165 /* reference new array object */ 166 mtx_lock(&vao->Mutex); 167 if (vao->RefCount == 0) { 168 /* this array's being deleted (look just above) */ 169 /* Not sure this can every really happen. Warn if it does. */ 170 _mesa_problem(NULL, "referencing deleted array object"); 171 *ptr = NULL; 172 } 173 else { 174 vao->RefCount++; 175#if 0 176 printf("ArrayObj %p %d INCR to %d\n", 177 (void *) vao, vao->Name, vao->RefCount); 178#endif 179 *ptr = vao; 180 } 181 mtx_unlock(&vao->Mutex); 182 } 183} 184 185 186 187static void 188init_array(struct gl_context *ctx, 189 struct gl_vertex_array_object *obj, GLuint index, GLint size, GLint type) 190{ 191 struct gl_vertex_attrib_array *array = &obj->VertexAttrib[index]; 192 struct gl_vertex_buffer_binding *binding = &obj->VertexBinding[index]; 193 194 array->Size = size; 195 array->Type = type; 196 array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */ 197 array->Stride = 0; 198 array->Ptr = NULL; 199 array->RelativeOffset = 0; 200 array->Enabled = GL_FALSE; 201 array->Normalized = GL_FALSE; 202 array->Integer = GL_FALSE; 203 array->_ElementSize = size * _mesa_sizeof_type(type); 204 array->VertexBinding = index; 205 206 binding->Offset = 0; 207 binding->Stride = array->_ElementSize; 208 binding->BufferObj = NULL; 209 binding->_BoundArrays = BITFIELD64_BIT(index); 210 211 /* Vertex array buffers */ 212 _mesa_reference_buffer_object(ctx, &binding->BufferObj, 213 ctx->Shared->NullBufferObj); 214} 215 216 217/** 218 * Initialize a gl_vertex_array_object's arrays. 219 */ 220void 221_mesa_initialize_vao(struct gl_context *ctx, 222 struct gl_vertex_array_object *obj, 223 GLuint name) 224{ 225 GLuint i; 226 227 obj->Name = name; 228 229 mtx_init(&obj->Mutex, mtx_plain); 230 obj->RefCount = 1; 231 232 /* Init the individual arrays */ 233 for (i = 0; i < Elements(obj->_VertexAttrib); i++) { 234 switch (i) { 235 case VERT_ATTRIB_WEIGHT: 236 init_array(ctx, obj, VERT_ATTRIB_WEIGHT, 1, GL_FLOAT); 237 break; 238 case VERT_ATTRIB_NORMAL: 239 init_array(ctx, obj, VERT_ATTRIB_NORMAL, 3, GL_FLOAT); 240 break; 241 case VERT_ATTRIB_COLOR1: 242 init_array(ctx, obj, VERT_ATTRIB_COLOR1, 3, GL_FLOAT); 243 break; 244 case VERT_ATTRIB_FOG: 245 init_array(ctx, obj, VERT_ATTRIB_FOG, 1, GL_FLOAT); 246 break; 247 case VERT_ATTRIB_COLOR_INDEX: 248 init_array(ctx, obj, VERT_ATTRIB_COLOR_INDEX, 1, GL_FLOAT); 249 break; 250 case VERT_ATTRIB_EDGEFLAG: 251 init_array(ctx, obj, VERT_ATTRIB_EDGEFLAG, 1, GL_BOOL); 252 break; 253 case VERT_ATTRIB_POINT_SIZE: 254 init_array(ctx, obj, VERT_ATTRIB_POINT_SIZE, 1, GL_FLOAT); 255 break; 256 default: 257 init_array(ctx, obj, i, 4, GL_FLOAT); 258 break; 259 } 260 } 261 262 _mesa_reference_buffer_object(ctx, &obj->IndexBufferObj, 263 ctx->Shared->NullBufferObj); 264} 265 266 267/** 268 * Add the given array object to the array object pool. 269 */ 270static void 271save_array_object( struct gl_context *ctx, struct gl_vertex_array_object *obj ) 272{ 273 if (obj->Name > 0) { 274 /* insert into hash table */ 275 _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj); 276 } 277} 278 279 280/** 281 * Remove the given array object from the array object pool. 282 * Do not deallocate the array object though. 283 */ 284static void 285remove_array_object( struct gl_context *ctx, struct gl_vertex_array_object *obj ) 286{ 287 if (obj->Name > 0) { 288 /* remove from hash table */ 289 _mesa_HashRemove(ctx->Array.Objects, obj->Name); 290 } 291} 292 293 294 295/** 296 * Helper for _mesa_update_vao_max_element(). 297 * \return min(vao->_VertexAttrib[*]._MaxElement). 298 */ 299static GLuint 300compute_max_element(struct gl_vertex_array_object *vao, GLbitfield64 enabled) 301{ 302 GLuint min = ~((GLuint)0); 303 304 while (enabled) { 305 struct gl_client_array *client_array; 306 GLint attrib = ffsll(enabled) - 1; 307 enabled ^= BITFIELD64_BIT(attrib); 308 309 client_array = &vao->_VertexAttrib[attrib]; 310 assert(client_array->Enabled); 311 _mesa_update_array_max_element(client_array); 312 min = MIN2(min, client_array->_MaxElement); 313 } 314 315 return min; 316} 317 318 319/** 320 * Examine vertex arrays to update the gl_vertex_array_object::_MaxElement field. 321 */ 322void 323_mesa_update_vao_max_element(struct gl_context *ctx, 324 struct gl_vertex_array_object *vao) 325{ 326 GLbitfield64 enabled; 327 328 if (!ctx->VertexProgram._Current || 329 ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram) { 330 enabled = _mesa_array_object_get_enabled_ff(vao); 331 } else { 332 enabled = _mesa_array_object_get_enabled_arb(vao); 333 } 334 335 /* _MaxElement is one past the last legal array element */ 336 vao->_MaxElement = compute_max_element(vao, enabled); 337} 338 339 340/** 341 * Updates the derived gl_client_arrays when a gl_vertex_attrib_array 342 * or a gl_vertex_buffer_binding has changed. 343 */ 344void 345_mesa_update_vao_client_arrays(struct gl_context *ctx, 346 struct gl_vertex_array_object *vao) 347{ 348 GLbitfield64 arrays = vao->NewArrays; 349 350 while (arrays) { 351 struct gl_client_array *client_array; 352 struct gl_vertex_attrib_array *attrib_array; 353 struct gl_vertex_buffer_binding *buffer_binding; 354 355 GLint attrib = ffsll(arrays) - 1; 356 arrays ^= BITFIELD64_BIT(attrib); 357 358 attrib_array = &vao->VertexAttrib[attrib]; 359 buffer_binding = &vao->VertexBinding[attrib_array->VertexBinding]; 360 client_array = &vao->_VertexAttrib[attrib]; 361 362 _mesa_update_client_array(ctx, client_array, attrib_array, 363 buffer_binding); 364 } 365} 366 367 368/**********************************************************************/ 369/* API Functions */ 370/**********************************************************************/ 371 372 373/** 374 * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE(). 375 * \param genRequired specifies behavour when id was not generated with 376 * glGenVertexArrays(). 377 */ 378static void 379bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired) 380{ 381 struct gl_vertex_array_object * const oldObj = ctx->Array.VAO; 382 struct gl_vertex_array_object *newObj = NULL; 383 384 ASSERT(oldObj != NULL); 385 386 if ( oldObj->Name == id ) 387 return; /* rebinding the same array object- no change */ 388 389 /* 390 * Get pointer to new array object (newObj) 391 */ 392 if (id == 0) { 393 /* The spec says there is no array object named 0, but we use 394 * one internally because it simplifies things. 395 */ 396 newObj = ctx->Array.DefaultVAO; 397 } 398 else { 399 /* non-default array object */ 400 newObj = _mesa_lookup_vao(ctx, id); 401 if (!newObj) { 402 if (genRequired) { 403 _mesa_error(ctx, GL_INVALID_OPERATION, 404 "glBindVertexArray(non-gen name)"); 405 return; 406 } 407 408 /* For APPLE version, generate a new array object now */ 409 newObj = (*ctx->Driver.NewArrayObject)(ctx, id); 410 if (!newObj) { 411 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE"); 412 return; 413 } 414 415 save_array_object(ctx, newObj); 416 } 417 418 if (!newObj->EverBound) { 419 /* The "Interactions with APPLE_vertex_array_object" section of the 420 * GL_ARB_vertex_array_object spec says: 421 * 422 * "The first bind call, either BindVertexArray or 423 * BindVertexArrayAPPLE, determines the semantic of the object." 424 */ 425 newObj->ARBsemantics = genRequired; 426 newObj->EverBound = GL_TRUE; 427 } 428 } 429 430 if (ctx->Array.DrawMethod == DRAW_ARRAYS) { 431 /* The _DrawArrays pointer is pointing at the VAO being unbound and 432 * that VAO may be in the process of being deleted. If it's not going 433 * to be deleted, this will have no effect, because the pointer needs 434 * to be updated by the VBO module anyway. 435 * 436 * Before the VBO module can update the pointer, we have to set it 437 * to NULL for drivers not to set up arrays which are not bound, 438 * or to prevent a crash if the VAO being unbound is going to be 439 * deleted. 440 */ 441 ctx->Array._DrawArrays = NULL; 442 ctx->Array.DrawMethod = DRAW_NONE; 443 } 444 445 ctx->NewState |= _NEW_ARRAY; 446 _mesa_reference_vao(ctx, &ctx->Array.VAO, newObj); 447 448 /* Pass BindVertexArray call to device driver */ 449 if (ctx->Driver.BindArrayObject && newObj) 450 ctx->Driver.BindArrayObject(ctx, newObj); 451} 452 453 454/** 455 * ARB version of glBindVertexArray() 456 * This function behaves differently from glBindVertexArrayAPPLE() in 457 * that this function requires all ids to have been previously generated 458 * by glGenVertexArrays[APPLE](). 459 */ 460void GLAPIENTRY 461_mesa_BindVertexArray( GLuint id ) 462{ 463 GET_CURRENT_CONTEXT(ctx); 464 bind_vertex_array(ctx, id, GL_TRUE); 465} 466 467 468/** 469 * Bind a new array. 470 * 471 * \todo 472 * The binding could be done more efficiently by comparing the non-NULL 473 * pointers in the old and new objects. The only arrays that are "dirty" are 474 * the ones that are non-NULL in either object. 475 */ 476void GLAPIENTRY 477_mesa_BindVertexArrayAPPLE( GLuint id ) 478{ 479 GET_CURRENT_CONTEXT(ctx); 480 bind_vertex_array(ctx, id, GL_FALSE); 481} 482 483 484/** 485 * Delete a set of array objects. 486 * 487 * \param n Number of array objects to delete. 488 * \param ids Array of \c n array object IDs. 489 */ 490void GLAPIENTRY 491_mesa_DeleteVertexArrays(GLsizei n, const GLuint *ids) 492{ 493 GET_CURRENT_CONTEXT(ctx); 494 GLsizei i; 495 496 if (n < 0) { 497 _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArray(n)"); 498 return; 499 } 500 501 for (i = 0; i < n; i++) { 502 struct gl_vertex_array_object *obj = _mesa_lookup_vao(ctx, ids[i]); 503 504 if ( obj != NULL ) { 505 ASSERT( obj->Name == ids[i] ); 506 507 /* If the array object is currently bound, the spec says "the binding 508 * for that object reverts to zero and the default vertex array 509 * becomes current." 510 */ 511 if ( obj == ctx->Array.VAO ) { 512 _mesa_BindVertexArray(0); 513 } 514 515 /* The ID is immediately freed for re-use */ 516 remove_array_object(ctx, obj); 517 518 /* Unreference the array object. 519 * If refcount hits zero, the object will be deleted. 520 */ 521 _mesa_reference_vao(ctx, &obj, NULL); 522 } 523 } 524} 525 526 527/** 528 * Generate a set of unique array object IDs and store them in \c arrays. 529 * Helper for _mesa_GenVertexArrays[APPLE]() functions below. 530 * \param n Number of IDs to generate. 531 * \param arrays Array of \c n locations to store the IDs. 532 * \param vboOnly Will arrays have to reside in VBOs? 533 */ 534static void 535gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays) 536{ 537 GLuint first; 538 GLint i; 539 540 if (n < 0) { 541 _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArrays"); 542 return; 543 } 544 545 if (!arrays) { 546 return; 547 } 548 549 first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n); 550 551 /* Allocate new, empty array objects and return identifiers */ 552 for (i = 0; i < n; i++) { 553 struct gl_vertex_array_object *obj; 554 GLuint name = first + i; 555 556 obj = (*ctx->Driver.NewArrayObject)( ctx, name ); 557 if (!obj) { 558 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArrays"); 559 return; 560 } 561 save_array_object(ctx, obj); 562 arrays[i] = first + i; 563 } 564} 565 566 567/** 568 * ARB version of glGenVertexArrays() 569 * All arrays will be required to live in VBOs. 570 */ 571void GLAPIENTRY 572_mesa_GenVertexArrays(GLsizei n, GLuint *arrays) 573{ 574 GET_CURRENT_CONTEXT(ctx); 575 gen_vertex_arrays(ctx, n, arrays); 576} 577 578 579/** 580 * APPLE version of glGenVertexArraysAPPLE() 581 * Arrays may live in VBOs or ordinary memory. 582 */ 583void GLAPIENTRY 584_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays) 585{ 586 GET_CURRENT_CONTEXT(ctx); 587 gen_vertex_arrays(ctx, n, arrays); 588} 589 590 591/** 592 * Determine if ID is the name of an array object. 593 * 594 * \param id ID of the potential array object. 595 * \return \c GL_TRUE if \c id is the name of a array object, 596 * \c GL_FALSE otherwise. 597 */ 598GLboolean GLAPIENTRY 599_mesa_IsVertexArray( GLuint id ) 600{ 601 struct gl_vertex_array_object * obj; 602 GET_CURRENT_CONTEXT(ctx); 603 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); 604 605 if (id == 0) 606 return GL_FALSE; 607 608 obj = _mesa_lookup_vao(ctx, id); 609 if (obj == NULL) 610 return GL_FALSE; 611 612 return obj->EverBound; 613} 614