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/programs/develop/libraries/Mesa/src/mesa/main/arrayobj.c
0,0 → 1,576
/*
* Mesa 3-D graphics library
* Version: 7.6
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
* (C) Copyright IBM Corporation 2006
* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL OR IBM BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
 
 
/**
* \file arrayobj.c
* Functions for the GL_APPLE_vertex_array_object extension.
*
* \todo
* The code in this file borrows a lot from bufferobj.c. There's a certain
* amount of cruft left over from that origin that may be unnecessary.
*
* \author Ian Romanick <idr@us.ibm.com>
* \author Brian Paul
*/
 
 
#include "glheader.h"
#include "hash.h"
#include "imports.h"
#include "context.h"
#if FEATURE_ARB_vertex_buffer_object
#include "bufferobj.h"
#endif
#include "arrayobj.h"
#include "macros.h"
#include "main/dispatch.h"
 
 
/**
* Look up the array object for the given ID.
*
* \returns
* Either a pointer to the array object with the specified ID or \c NULL for
* a non-existent ID. The spec defines ID 0 as being technically
* non-existent.
*/
 
static INLINE struct gl_array_object *
lookup_arrayobj(struct gl_context *ctx, GLuint id)
{
if (id == 0)
return NULL;
else
return (struct gl_array_object *)
_mesa_HashLookup(ctx->Array.Objects, id);
}
 
 
/**
* For all the vertex arrays in the array object, unbind any pointers
* to any buffer objects (VBOs).
* This is done just prior to array object destruction.
*/
static void
unbind_array_object_vbos(struct gl_context *ctx, struct gl_array_object *obj)
{
GLuint i;
 
_mesa_reference_buffer_object(ctx, &obj->Vertex.BufferObj, NULL);
_mesa_reference_buffer_object(ctx, &obj->Weight.BufferObj, NULL);
_mesa_reference_buffer_object(ctx, &obj->Normal.BufferObj, NULL);
_mesa_reference_buffer_object(ctx, &obj->Color.BufferObj, NULL);
_mesa_reference_buffer_object(ctx, &obj->SecondaryColor.BufferObj, NULL);
_mesa_reference_buffer_object(ctx, &obj->FogCoord.BufferObj, NULL);
_mesa_reference_buffer_object(ctx, &obj->Index.BufferObj, NULL);
_mesa_reference_buffer_object(ctx, &obj->EdgeFlag.BufferObj, NULL);
 
for (i = 0; i < Elements(obj->TexCoord); i++)
_mesa_reference_buffer_object(ctx, &obj->TexCoord[i].BufferObj, NULL);
 
for (i = 0; i < Elements(obj->VertexAttrib); i++)
_mesa_reference_buffer_object(ctx, &obj->VertexAttrib[i].BufferObj,NULL);
 
#if FEATURE_point_size_array
_mesa_reference_buffer_object(ctx, &obj->PointSize.BufferObj, NULL);
#endif
}
 
 
/**
* Allocate and initialize a new vertex array object.
*
* This function is intended to be called via
* \c dd_function_table::NewArrayObject.
*/
struct gl_array_object *
_mesa_new_array_object( struct gl_context *ctx, GLuint name )
{
struct gl_array_object *obj = CALLOC_STRUCT(gl_array_object);
if (obj)
_mesa_initialize_array_object(ctx, obj, name);
return obj;
}
 
 
/**
* Delete an array object.
*
* This function is intended to be called via
* \c dd_function_table::DeleteArrayObject.
*/
void
_mesa_delete_array_object( struct gl_context *ctx, struct gl_array_object *obj )
{
(void) ctx;
unbind_array_object_vbos(ctx, obj);
_glthread_DESTROY_MUTEX(obj->Mutex);
free(obj);
}
 
 
/**
* Set ptr to arrayObj w/ reference counting.
*/
void
_mesa_reference_array_object(struct gl_context *ctx,
struct gl_array_object **ptr,
struct gl_array_object *arrayObj)
{
if (*ptr == arrayObj)
return;
 
if (*ptr) {
/* Unreference the old array object */
GLboolean deleteFlag = GL_FALSE;
struct gl_array_object *oldObj = *ptr;
 
_glthread_LOCK_MUTEX(oldObj->Mutex);
ASSERT(oldObj->RefCount > 0);
oldObj->RefCount--;
#if 0
printf("ArrayObj %p %d DECR to %d\n",
(void *) oldObj, oldObj->Name, oldObj->RefCount);
#endif
deleteFlag = (oldObj->RefCount == 0);
_glthread_UNLOCK_MUTEX(oldObj->Mutex);
 
if (deleteFlag) {
ASSERT(ctx->Driver.DeleteArrayObject);
ctx->Driver.DeleteArrayObject(ctx, oldObj);
}
 
*ptr = NULL;
}
ASSERT(!*ptr);
 
if (arrayObj) {
/* reference new array object */
_glthread_LOCK_MUTEX(arrayObj->Mutex);
if (arrayObj->RefCount == 0) {
/* this array's being deleted (look just above) */
/* Not sure this can every really happen. Warn if it does. */
_mesa_problem(NULL, "referencing deleted array object");
*ptr = NULL;
}
else {
arrayObj->RefCount++;
#if 0
printf("ArrayObj %p %d INCR to %d\n",
(void *) arrayObj, arrayObj->Name, arrayObj->RefCount);
#endif
*ptr = arrayObj;
}
_glthread_UNLOCK_MUTEX(arrayObj->Mutex);
}
}
 
 
 
static void
init_array(struct gl_context *ctx,
struct gl_client_array *array, GLint size, GLint type)
{
array->Size = size;
array->Type = type;
array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */
array->Stride = 0;
array->StrideB = 0;
array->Ptr = NULL;
array->Enabled = GL_FALSE;
array->Normalized = GL_FALSE;
#if FEATURE_ARB_vertex_buffer_object
/* Vertex array buffers */
_mesa_reference_buffer_object(ctx, &array->BufferObj,
ctx->Shared->NullBufferObj);
#endif
}
 
 
/**
* Initialize a gl_array_object's arrays.
*/
void
_mesa_initialize_array_object( struct gl_context *ctx,
struct gl_array_object *obj,
GLuint name )
{
GLuint i;
 
obj->Name = name;
 
_glthread_INIT_MUTEX(obj->Mutex);
obj->RefCount = 1;
 
/* Init the individual arrays */
init_array(ctx, &obj->Vertex, 4, GL_FLOAT);
init_array(ctx, &obj->Weight, 1, GL_FLOAT);
init_array(ctx, &obj->Normal, 3, GL_FLOAT);
init_array(ctx, &obj->Color, 4, GL_FLOAT);
init_array(ctx, &obj->SecondaryColor, 3, GL_FLOAT);
init_array(ctx, &obj->FogCoord, 1, GL_FLOAT);
init_array(ctx, &obj->Index, 1, GL_FLOAT);
for (i = 0; i < Elements(obj->TexCoord); i++) {
init_array(ctx, &obj->TexCoord[i], 4, GL_FLOAT);
}
init_array(ctx, &obj->EdgeFlag, 1, GL_BOOL);
for (i = 0; i < Elements(obj->VertexAttrib); i++) {
init_array(ctx, &obj->VertexAttrib[i], 4, GL_FLOAT);
}
 
#if FEATURE_point_size_array
init_array(ctx, &obj->PointSize, 1, GL_FLOAT);
#endif
}
 
 
/**
* Add the given array object to the array object pool.
*/
static void
save_array_object( struct gl_context *ctx, struct gl_array_object *obj )
{
if (obj->Name > 0) {
/* insert into hash table */
_mesa_HashInsert(ctx->Array.Objects, obj->Name, obj);
}
}
 
 
/**
* Remove the given array object from the array object pool.
* Do not deallocate the array object though.
*/
static void
remove_array_object( struct gl_context *ctx, struct gl_array_object *obj )
{
if (obj->Name > 0) {
/* remove from hash table */
_mesa_HashRemove(ctx->Array.Objects, obj->Name);
}
}
 
 
 
/**
* Compute the index of the last array element that can be safely accessed
* in a vertex array. We can really only do this when the array lives in
* a VBO.
* The array->_MaxElement field will be updated.
* Later in glDrawArrays/Elements/etc we can do some bounds checking.
*/
static void
compute_max_element(struct gl_client_array *array)
{
if (array->BufferObj->Name) {
/* Compute the max element we can access in the VBO without going
* out of bounds.
*/
array->_MaxElement = ((GLsizeiptrARB) array->BufferObj->Size
- (GLsizeiptrARB) array->Ptr + array->StrideB
- array->_ElementSize) / array->StrideB;
if (0)
printf("%s Object %u Size %u MaxElement %u\n",
__FUNCTION__,
array->BufferObj->Name,
(GLuint) array->BufferObj->Size,
array->_MaxElement);
}
else {
/* user-space array, no idea how big it is */
array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */
}
}
 
 
/**
* Helper for update_arrays().
* \return min(current min, array->_MaxElement).
*/
static GLuint
update_min(GLuint min, struct gl_client_array *array)
{
compute_max_element(array);
if (array->Enabled)
return MIN2(min, array->_MaxElement);
else
return min;
}
 
 
/**
* Examine vertex arrays to update the gl_array_object::_MaxElement field.
*/
void
_mesa_update_array_object_max_element(struct gl_context *ctx,
struct gl_array_object *arrayObj)
{
GLuint i, min = ~0;
 
min = update_min(min, &arrayObj->Vertex);
min = update_min(min, &arrayObj->Weight);
min = update_min(min, &arrayObj->Normal);
min = update_min(min, &arrayObj->Color);
min = update_min(min, &arrayObj->SecondaryColor);
min = update_min(min, &arrayObj->FogCoord);
min = update_min(min, &arrayObj->Index);
min = update_min(min, &arrayObj->EdgeFlag);
#if FEATURE_point_size_array
min = update_min(min, &arrayObj->PointSize);
#endif
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
min = update_min(min, &arrayObj->TexCoord[i]);
for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
min = update_min(min, &arrayObj->VertexAttrib[i]);
 
/* _MaxElement is one past the last legal array element */
arrayObj->_MaxElement = min;
}
 
 
/**********************************************************************/
/* API Functions */
/**********************************************************************/
 
 
/**
* Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE().
* \param genRequired specifies behavour when id was not generated with
* glGenVertexArrays().
*/
static void
bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
{
struct gl_array_object * const oldObj = ctx->Array.ArrayObj;
struct gl_array_object *newObj = NULL;
ASSERT_OUTSIDE_BEGIN_END(ctx);
 
ASSERT(oldObj != NULL);
 
if ( oldObj->Name == id )
return; /* rebinding the same array object- no change */
 
/*
* Get pointer to new array object (newObj)
*/
if (id == 0) {
/* The spec says there is no array object named 0, but we use
* one internally because it simplifies things.
*/
newObj = ctx->Array.DefaultArrayObj;
}
else {
/* non-default array object */
newObj = lookup_arrayobj(ctx, id);
if (!newObj) {
if (genRequired) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glBindVertexArray(id)");
return;
}
 
/* For APPLE version, generate a new array object now */
newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
if (!newObj) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
return;
}
save_array_object(ctx, newObj);
}
}
 
ctx->NewState |= _NEW_ARRAY;
ctx->Array.NewState |= _NEW_ARRAY_ALL;
_mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj);
 
/* Pass BindVertexArray call to device driver */
if (ctx->Driver.BindArrayObject && newObj)
ctx->Driver.BindArrayObject(ctx, newObj);
}
 
 
/**
* ARB version of glBindVertexArray()
* This function behaves differently from glBindVertexArrayAPPLE() in
* that this function requires all ids to have been previously generated
* by glGenVertexArrays[APPLE]().
*/
void GLAPIENTRY
_mesa_BindVertexArray( GLuint id )
{
GET_CURRENT_CONTEXT(ctx);
bind_vertex_array(ctx, id, GL_TRUE);
}
 
 
/**
* Bind a new array.
*
* \todo
* The binding could be done more efficiently by comparing the non-NULL
* pointers in the old and new objects. The only arrays that are "dirty" are
* the ones that are non-NULL in either object.
*/
void GLAPIENTRY
_mesa_BindVertexArrayAPPLE( GLuint id )
{
GET_CURRENT_CONTEXT(ctx);
bind_vertex_array(ctx, id, GL_FALSE);
}
 
 
/**
* Delete a set of array objects.
*
* \param n Number of array objects to delete.
* \param ids Array of \c n array object IDs.
*/
void GLAPIENTRY
_mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids)
{
GET_CURRENT_CONTEXT(ctx);
GLsizei i;
ASSERT_OUTSIDE_BEGIN_END(ctx);
 
if (n < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
return;
}
 
for (i = 0; i < n; i++) {
struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]);
 
if ( obj != NULL ) {
ASSERT( obj->Name == ids[i] );
 
/* If the array object is currently bound, the spec says "the binding
* for that object reverts to zero and the default vertex array
* becomes current."
*/
if ( obj == ctx->Array.ArrayObj ) {
CALL_BindVertexArrayAPPLE( ctx->Exec, (0) );
}
 
/* The ID is immediately freed for re-use */
remove_array_object(ctx, obj);
 
/* Unreference the array object.
* If refcount hits zero, the object will be deleted.
*/
_mesa_reference_array_object(ctx, &obj, NULL);
}
}
}
 
 
/**
* Generate a set of unique array object IDs and store them in \c arrays.
* Helper for _mesa_GenVertexArrays[APPLE]() functions below.
* \param n Number of IDs to generate.
* \param arrays Array of \c n locations to store the IDs.
* \param vboOnly Will arrays have to reside in VBOs?
*/
static void
gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays, GLboolean vboOnly)
{
GLuint first;
GLint i;
ASSERT_OUTSIDE_BEGIN_END(ctx);
 
if (n < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
return;
}
 
if (!arrays) {
return;
}
 
first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n);
 
/* Allocate new, empty array objects and return identifiers */
for (i = 0; i < n; i++) {
struct gl_array_object *obj;
GLuint name = first + i;
 
obj = (*ctx->Driver.NewArrayObject)( ctx, name );
if (!obj) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
return;
}
obj->VBOonly = vboOnly;
save_array_object(ctx, obj);
arrays[i] = first + i;
}
}
 
 
/**
* ARB version of glGenVertexArrays()
* All arrays will be required to live in VBOs.
*/
void GLAPIENTRY
_mesa_GenVertexArrays(GLsizei n, GLuint *arrays)
{
GET_CURRENT_CONTEXT(ctx);
gen_vertex_arrays(ctx, n, arrays, GL_TRUE);
}
 
 
/**
* APPLE version of glGenVertexArraysAPPLE()
* Arrays may live in VBOs or ordinary memory.
*/
void GLAPIENTRY
_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
{
GET_CURRENT_CONTEXT(ctx);
gen_vertex_arrays(ctx, n, arrays, GL_FALSE);
}
 
 
/**
* Determine if ID is the name of an array object.
*
* \param id ID of the potential array object.
* \return \c GL_TRUE if \c id is the name of a array object,
* \c GL_FALSE otherwise.
*/
GLboolean GLAPIENTRY
_mesa_IsVertexArrayAPPLE( GLuint id )
{
struct gl_array_object * obj;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
 
if (id == 0)
return GL_FALSE;
 
obj = lookup_arrayobj(ctx, id);
 
return (obj != NULL) ? GL_TRUE : GL_FALSE;
}