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