arrayobj.c revision c1f859d4
1/*
2 * Mesa 3-D graphics library
3 * Version:  7.2
4 *
5 * Copyright (C) 1999-2008  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 "glapi/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 = CALLOC_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_COORD_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_point_size_array
168   obj->PointSize.Type = GL_FLOAT;
169   obj->PointSize.Stride = 0;
170   obj->PointSize.StrideB = 0;
171   obj->PointSize.Ptr = NULL;
172   obj->PointSize.Enabled = GL_FALSE;
173   obj->PointSize.BufferObj = ctx->Array.NullBufferObj;
174#endif
175
176#if FEATURE_ARB_vertex_buffer_object
177   /* Vertex array buffers */
178   obj->Vertex.BufferObj = ctx->Array.NullBufferObj;
179   obj->Normal.BufferObj = ctx->Array.NullBufferObj;
180   obj->Color.BufferObj = ctx->Array.NullBufferObj;
181   obj->SecondaryColor.BufferObj = ctx->Array.NullBufferObj;
182   obj->FogCoord.BufferObj = ctx->Array.NullBufferObj;
183   obj->Index.BufferObj = ctx->Array.NullBufferObj;
184   for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
185      obj->TexCoord[i].BufferObj = ctx->Array.NullBufferObj;
186   }
187   obj->EdgeFlag.BufferObj = ctx->Array.NullBufferObj;
188   for (i = 0; i < VERT_ATTRIB_MAX; i++) {
189      obj->VertexAttrib[i].BufferObj = ctx->Array.NullBufferObj;
190   }
191#endif
192}
193
194
195/**
196 * Add the given array object to the array object pool.
197 */
198void
199_mesa_save_array_object( GLcontext *ctx, struct gl_array_object *obj )
200{
201   if (obj->Name > 0) {
202      /* insert into hash table */
203      _mesa_HashInsert(ctx->Shared->ArrayObjects, obj->Name, obj);
204   }
205}
206
207
208/**
209 * Remove the given array object from the array object pool.
210 * Do not deallocate the array object though.
211 */
212void
213_mesa_remove_array_object( GLcontext *ctx, struct gl_array_object *obj )
214{
215   if (obj->Name > 0) {
216      /* remove from hash table */
217      _mesa_HashRemove(ctx->Shared->ArrayObjects, obj->Name);
218   }
219}
220
221
222static void
223unbind_buffer_object( GLcontext *ctx, struct gl_buffer_object *bufObj )
224{
225   if (bufObj != ctx->Array.NullBufferObj) {
226      _mesa_reference_buffer_object(ctx, &bufObj, NULL);
227   }
228}
229
230
231/**********************************************************************/
232/* API Functions                                                      */
233/**********************************************************************/
234
235/**
236 * Bind a new array.
237 *
238 * \todo
239 * The binding could be done more efficiently by comparing the non-NULL
240 * pointers in the old and new objects.  The only arrays that are "dirty" are
241 * the ones that are non-NULL in either object.
242 */
243void GLAPIENTRY
244_mesa_BindVertexArrayAPPLE( GLuint id )
245{
246   GET_CURRENT_CONTEXT(ctx);
247   struct gl_array_object * const oldObj = ctx->Array.ArrayObj;
248   struct gl_array_object *newObj = NULL;
249   ASSERT_OUTSIDE_BEGIN_END(ctx);
250
251   ASSERT(oldObj != NULL);
252
253   if ( oldObj->Name == id )
254      return;   /* rebinding the same array object- no change */
255
256   /*
257    * Get pointer to new array object (newBufObj)
258    */
259   if (id == 0) {
260      /* The spec says there is no array object named 0, but we use
261       * one internally because it simplifies things.
262       */
263      newObj = ctx->Array.DefaultArrayObj;
264   }
265   else {
266      /* non-default array object */
267      newObj = lookup_arrayobj(ctx, id);
268      if (!newObj) {
269         /* If this is a new array object id, allocate an array object now.
270	  */
271
272	 newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
273         if (!newObj) {
274            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
275            return;
276         }
277         _mesa_save_array_object(ctx, newObj);
278      }
279   }
280
281
282   ctx->NewState |= _NEW_ARRAY;
283   ctx->Array.NewState |= _NEW_ARRAY_ALL;
284   ctx->Array.ArrayObj = newObj;
285
286
287   /* Pass BindVertexArray call to device driver */
288   if (ctx->Driver.BindArrayObject && newObj)
289      (*ctx->Driver.BindArrayObject)( ctx, newObj );
290}
291
292
293/**
294 * Delete a set of array objects.
295 *
296 * \param n      Number of array objects to delete.
297 * \param ids    Array of \c n array object IDs.
298 */
299void GLAPIENTRY
300_mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids)
301{
302   GET_CURRENT_CONTEXT(ctx);
303   GLsizei i;
304   ASSERT_OUTSIDE_BEGIN_END(ctx);
305
306   if (n < 0) {
307      _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
308      return;
309   }
310
311   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
312
313   for (i = 0; i < n; i++) {
314      struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]);
315
316      if ( obj != NULL ) {
317	 ASSERT( obj->Name == ids[i] );
318
319
320	 /* If the array object is currently bound, the spec says "the binding
321	  * for that object reverts to zero and the default vertex array
322	  * becomes current."
323	  */
324	 if ( obj == ctx->Array.ArrayObj ) {
325	    CALL_BindVertexArrayAPPLE( ctx->Exec, (0) );
326	 }
327
328#if FEATURE_ARB_vertex_buffer_object
329	 /* Unbind any buffer objects that might be bound to arrays in
330	  * this array object.
331	  */
332	 unbind_buffer_object( ctx, obj->Vertex.BufferObj );
333	 unbind_buffer_object( ctx, obj->Normal.BufferObj );
334	 unbind_buffer_object( ctx, obj->Color.BufferObj );
335	 unbind_buffer_object( ctx, obj->SecondaryColor.BufferObj );
336	 unbind_buffer_object( ctx, obj->FogCoord.BufferObj );
337	 unbind_buffer_object( ctx, obj->Index.BufferObj );
338	 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
339	    unbind_buffer_object( ctx, obj->TexCoord[i].BufferObj );
340	 }
341	 unbind_buffer_object( ctx, obj->EdgeFlag.BufferObj );
342	 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
343	    unbind_buffer_object( ctx, obj->VertexAttrib[i].BufferObj );
344	 }
345#endif
346
347	 /* The ID is immediately freed for re-use */
348	 _mesa_remove_array_object(ctx, obj);
349	 ctx->Driver.DeleteArrayObject(ctx, obj);
350      }
351   }
352
353   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
354}
355
356
357/**
358 * Generate a set of unique array object IDs and store them in \c arrays.
359 *
360 * \param n       Number of IDs to generate.
361 * \param arrays  Array of \c n locations to store the IDs.
362 */
363void GLAPIENTRY
364_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
365{
366   GET_CURRENT_CONTEXT(ctx);
367   GLuint first;
368   GLint i;
369   ASSERT_OUTSIDE_BEGIN_END(ctx);
370
371   if (n < 0) {
372      _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
373      return;
374   }
375
376   if (!arrays) {
377      return;
378   }
379
380   /*
381    * This must be atomic (generation and allocation of array object IDs)
382    */
383   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
384
385   first = _mesa_HashFindFreeKeyBlock(ctx->Shared->ArrayObjects, n);
386
387   /* Allocate new, empty array objects and return identifiers */
388   for (i = 0; i < n; i++) {
389      struct gl_array_object *obj;
390      GLuint name = first + i;
391
392      obj = (*ctx->Driver.NewArrayObject)( ctx, name );
393      if (!obj) {
394         _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
395         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
396         return;
397      }
398      _mesa_save_array_object(ctx, obj);
399      arrays[i] = first + i;
400   }
401
402   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
403}
404
405
406/**
407 * Determine if ID is the name of an array object.
408 *
409 * \param id  ID of the potential array object.
410 * \return  \c GL_TRUE if \c id is the name of a array object,
411 *          \c GL_FALSE otherwise.
412 */
413GLboolean GLAPIENTRY
414_mesa_IsVertexArrayAPPLE( GLuint id )
415{
416   struct gl_array_object * obj;
417   GET_CURRENT_CONTEXT(ctx);
418   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
419
420   if (id == 0)
421      return GL_FALSE;
422
423   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
424   obj = lookup_arrayobj(ctx, id);
425   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
426
427   return (obj != NULL) ? GL_TRUE : GL_FALSE;
428}
429