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  1. /*
  2.  * Mesa 3-D graphics library
  3.  * Version:  7.6
  4.  *
  5.  * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
  6.  * (C) Copyright IBM Corporation 2006
  7.  * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
  8.  *
  9.  * Permission is hereby granted, free of charge, to any person obtaining a
  10.  * copy of this software and associated documentation files (the "Software"),
  11.  * to deal in the Software without restriction, including without limitation
  12.  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
  13.  * and/or sell copies of the Software, and to permit persons to whom the
  14.  * Software is furnished to do so, subject to the following conditions:
  15.  *
  16.  * The above copyright notice and this permission notice shall be included
  17.  * in all copies or substantial portions of the Software.
  18.  *
  19.  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  20.  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  21.  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
  22.  * BRIAN PAUL OR IBM BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
  23.  * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
  24.  * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
  25.  * SOFTWARE.
  26.  */
  27.  
  28.  
  29. /**
  30.  * \file arrayobj.c
  31.  * Functions for the GL_APPLE_vertex_array_object extension.
  32.  *
  33.  * \todo
  34.  * The code in this file borrows a lot from bufferobj.c.  There's a certain
  35.  * amount of cruft left over from that origin that may be unnecessary.
  36.  *
  37.  * \author Ian Romanick <idr@us.ibm.com>
  38.  * \author Brian Paul
  39.  */
  40.  
  41.  
  42. #include "glheader.h"
  43. #include "hash.h"
  44. #include "imports.h"
  45. #include "context.h"
  46. #if FEATURE_ARB_vertex_buffer_object
  47. #include "bufferobj.h"
  48. #endif
  49. #include "arrayobj.h"
  50. #include "macros.h"
  51. #include "main/dispatch.h"
  52.  
  53.  
  54. /**
  55.  * Look up the array object for the given ID.
  56.  *
  57.  * \returns
  58.  * Either a pointer to the array object with the specified ID or \c NULL for
  59.  * a non-existent ID.  The spec defines ID 0 as being technically
  60.  * non-existent.
  61.  */
  62.  
  63. static INLINE struct gl_array_object *
  64. lookup_arrayobj(struct gl_context *ctx, GLuint id)
  65. {
  66.    if (id == 0)
  67.       return NULL;
  68.    else
  69.       return (struct gl_array_object *)
  70.          _mesa_HashLookup(ctx->Array.Objects, id);
  71. }
  72.  
  73.  
  74. /**
  75.  * For all the vertex arrays in the array object, unbind any pointers
  76.  * to any buffer objects (VBOs).
  77.  * This is done just prior to array object destruction.
  78.  */
  79. static void
  80. unbind_array_object_vbos(struct gl_context *ctx, struct gl_array_object *obj)
  81. {
  82.    GLuint i;
  83.  
  84.    _mesa_reference_buffer_object(ctx, &obj->Vertex.BufferObj, NULL);
  85.    _mesa_reference_buffer_object(ctx, &obj->Weight.BufferObj, NULL);
  86.    _mesa_reference_buffer_object(ctx, &obj->Normal.BufferObj, NULL);
  87.    _mesa_reference_buffer_object(ctx, &obj->Color.BufferObj, NULL);
  88.    _mesa_reference_buffer_object(ctx, &obj->SecondaryColor.BufferObj, NULL);
  89.    _mesa_reference_buffer_object(ctx, &obj->FogCoord.BufferObj, NULL);
  90.    _mesa_reference_buffer_object(ctx, &obj->Index.BufferObj, NULL);
  91.    _mesa_reference_buffer_object(ctx, &obj->EdgeFlag.BufferObj, NULL);
  92.  
  93.    for (i = 0; i < Elements(obj->TexCoord); i++)
  94.       _mesa_reference_buffer_object(ctx, &obj->TexCoord[i].BufferObj, NULL);
  95.  
  96.    for (i = 0; i < Elements(obj->VertexAttrib); i++)
  97.       _mesa_reference_buffer_object(ctx, &obj->VertexAttrib[i].BufferObj,NULL);
  98.  
  99. #if FEATURE_point_size_array
  100.    _mesa_reference_buffer_object(ctx, &obj->PointSize.BufferObj, NULL);
  101. #endif
  102. }
  103.  
  104.  
  105. /**
  106.  * Allocate and initialize a new vertex array object.
  107.  *
  108.  * This function is intended to be called via
  109.  * \c dd_function_table::NewArrayObject.
  110.  */
  111. struct gl_array_object *
  112. _mesa_new_array_object( struct gl_context *ctx, GLuint name )
  113. {
  114.    struct gl_array_object *obj = CALLOC_STRUCT(gl_array_object);
  115.    if (obj)
  116.       _mesa_initialize_array_object(ctx, obj, name);
  117.    return obj;
  118. }
  119.  
  120.  
  121. /**
  122.  * Delete an array object.
  123.  *
  124.  * This function is intended to be called via
  125.  * \c dd_function_table::DeleteArrayObject.
  126.  */
  127. void
  128. _mesa_delete_array_object( struct gl_context *ctx, struct gl_array_object *obj )
  129. {
  130.    (void) ctx;
  131.    unbind_array_object_vbos(ctx, obj);
  132.    _glthread_DESTROY_MUTEX(obj->Mutex);
  133.    free(obj);
  134. }
  135.  
  136.  
  137. /**
  138.  * Set ptr to arrayObj w/ reference counting.
  139.  */
  140. void
  141. _mesa_reference_array_object(struct gl_context *ctx,
  142.                              struct gl_array_object **ptr,
  143.                              struct gl_array_object *arrayObj)
  144. {
  145.    if (*ptr == arrayObj)
  146.       return;
  147.  
  148.    if (*ptr) {
  149.       /* Unreference the old array object */
  150.       GLboolean deleteFlag = GL_FALSE;
  151.       struct gl_array_object *oldObj = *ptr;
  152.  
  153.       _glthread_LOCK_MUTEX(oldObj->Mutex);
  154.       ASSERT(oldObj->RefCount > 0);
  155.       oldObj->RefCount--;
  156. #if 0
  157.       printf("ArrayObj %p %d DECR to %d\n",
  158.              (void *) oldObj, oldObj->Name, oldObj->RefCount);
  159. #endif
  160.       deleteFlag = (oldObj->RefCount == 0);
  161.       _glthread_UNLOCK_MUTEX(oldObj->Mutex);
  162.  
  163.       if (deleteFlag) {
  164.          ASSERT(ctx->Driver.DeleteArrayObject);
  165.          ctx->Driver.DeleteArrayObject(ctx, oldObj);
  166.       }
  167.  
  168.       *ptr = NULL;
  169.    }
  170.    ASSERT(!*ptr);
  171.  
  172.    if (arrayObj) {
  173.       /* reference new array object */
  174.       _glthread_LOCK_MUTEX(arrayObj->Mutex);
  175.       if (arrayObj->RefCount == 0) {
  176.          /* this array's being deleted (look just above) */
  177.          /* Not sure this can every really happen.  Warn if it does. */
  178.          _mesa_problem(NULL, "referencing deleted array object");
  179.          *ptr = NULL;
  180.       }
  181.       else {
  182.          arrayObj->RefCount++;
  183. #if 0
  184.          printf("ArrayObj %p %d INCR to %d\n",
  185.                 (void *) arrayObj, arrayObj->Name, arrayObj->RefCount);
  186. #endif
  187.          *ptr = arrayObj;
  188.       }
  189.       _glthread_UNLOCK_MUTEX(arrayObj->Mutex);
  190.    }
  191. }
  192.  
  193.  
  194.  
  195. static void
  196. init_array(struct gl_context *ctx,
  197.            struct gl_client_array *array, GLint size, GLint type)
  198. {
  199.    array->Size = size;
  200.    array->Type = type;
  201.    array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */
  202.    array->Stride = 0;
  203.    array->StrideB = 0;
  204.    array->Ptr = NULL;
  205.    array->Enabled = GL_FALSE;
  206.    array->Normalized = GL_FALSE;
  207. #if FEATURE_ARB_vertex_buffer_object
  208.    /* Vertex array buffers */
  209.    _mesa_reference_buffer_object(ctx, &array->BufferObj,
  210.                                  ctx->Shared->NullBufferObj);
  211. #endif
  212. }
  213.  
  214.  
  215. /**
  216.  * Initialize a gl_array_object's arrays.
  217.  */
  218. void
  219. _mesa_initialize_array_object( struct gl_context *ctx,
  220.                                struct gl_array_object *obj,
  221.                                GLuint name )
  222. {
  223.    GLuint i;
  224.  
  225.    obj->Name = name;
  226.  
  227.    _glthread_INIT_MUTEX(obj->Mutex);
  228.    obj->RefCount = 1;
  229.  
  230.    /* Init the individual arrays */
  231.    init_array(ctx, &obj->Vertex, 4, GL_FLOAT);
  232.    init_array(ctx, &obj->Weight, 1, GL_FLOAT);
  233.    init_array(ctx, &obj->Normal, 3, GL_FLOAT);
  234.    init_array(ctx, &obj->Color, 4, GL_FLOAT);
  235.    init_array(ctx, &obj->SecondaryColor, 3, GL_FLOAT);
  236.    init_array(ctx, &obj->FogCoord, 1, GL_FLOAT);
  237.    init_array(ctx, &obj->Index, 1, GL_FLOAT);
  238.    for (i = 0; i < Elements(obj->TexCoord); i++) {
  239.       init_array(ctx, &obj->TexCoord[i], 4, GL_FLOAT);
  240.    }
  241.    init_array(ctx, &obj->EdgeFlag, 1, GL_BOOL);
  242.    for (i = 0; i < Elements(obj->VertexAttrib); i++) {
  243.       init_array(ctx, &obj->VertexAttrib[i], 4, GL_FLOAT);
  244.    }
  245.  
  246. #if FEATURE_point_size_array
  247.    init_array(ctx, &obj->PointSize, 1, GL_FLOAT);
  248. #endif
  249. }
  250.  
  251.  
  252. /**
  253.  * Add the given array object to the array object pool.
  254.  */
  255. static void
  256. save_array_object( struct gl_context *ctx, struct gl_array_object *obj )
  257. {
  258.    if (obj->Name > 0) {
  259.       /* insert into hash table */
  260.       _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj);
  261.    }
  262. }
  263.  
  264.  
  265. /**
  266.  * Remove the given array object from the array object pool.
  267.  * Do not deallocate the array object though.
  268.  */
  269. static void
  270. remove_array_object( struct gl_context *ctx, struct gl_array_object *obj )
  271. {
  272.    if (obj->Name > 0) {
  273.       /* remove from hash table */
  274.       _mesa_HashRemove(ctx->Array.Objects, obj->Name);
  275.    }
  276. }
  277.  
  278.  
  279.  
  280. /**
  281.  * Compute the index of the last array element that can be safely accessed
  282.  * in a vertex array.  We can really only do this when the array lives in
  283.  * a VBO.
  284.  * The array->_MaxElement field will be updated.
  285.  * Later in glDrawArrays/Elements/etc we can do some bounds checking.
  286.  */
  287. static void
  288. compute_max_element(struct gl_client_array *array)
  289. {
  290.    if (array->BufferObj->Name) {
  291.       /* Compute the max element we can access in the VBO without going
  292.        * out of bounds.
  293.        */
  294.       array->_MaxElement = ((GLsizeiptrARB) array->BufferObj->Size
  295.                             - (GLsizeiptrARB) array->Ptr + array->StrideB
  296.                             - array->_ElementSize) / array->StrideB;
  297.       if (0)
  298.          printf("%s Object %u  Size %u  MaxElement %u\n",
  299.                 __FUNCTION__,
  300.                 array->BufferObj->Name,
  301.                 (GLuint) array->BufferObj->Size,
  302.                 array->_MaxElement);
  303.    }
  304.    else {
  305.       /* user-space array, no idea how big it is */
  306.       array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */
  307.    }
  308. }
  309.  
  310.  
  311. /**
  312.  * Helper for update_arrays().
  313.  * \return  min(current min, array->_MaxElement).
  314.  */
  315. static GLuint
  316. update_min(GLuint min, struct gl_client_array *array)
  317. {
  318.    compute_max_element(array);
  319.    if (array->Enabled)
  320.       return MIN2(min, array->_MaxElement);
  321.    else
  322.       return min;
  323. }
  324.  
  325.  
  326. /**
  327.  * Examine vertex arrays to update the gl_array_object::_MaxElement field.
  328.  */
  329. void
  330. _mesa_update_array_object_max_element(struct gl_context *ctx,
  331.                                       struct gl_array_object *arrayObj)
  332. {
  333.    GLuint i, min = ~0;
  334.  
  335.    min = update_min(min, &arrayObj->Vertex);
  336.    min = update_min(min, &arrayObj->Weight);
  337.    min = update_min(min, &arrayObj->Normal);
  338.    min = update_min(min, &arrayObj->Color);
  339.    min = update_min(min, &arrayObj->SecondaryColor);
  340.    min = update_min(min, &arrayObj->FogCoord);
  341.    min = update_min(min, &arrayObj->Index);
  342.    min = update_min(min, &arrayObj->EdgeFlag);
  343. #if FEATURE_point_size_array
  344.    min = update_min(min, &arrayObj->PointSize);
  345. #endif
  346.    for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
  347.       min = update_min(min, &arrayObj->TexCoord[i]);
  348.    for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
  349.       min = update_min(min, &arrayObj->VertexAttrib[i]);
  350.  
  351.    /* _MaxElement is one past the last legal array element */
  352.    arrayObj->_MaxElement = min;
  353. }
  354.  
  355.  
  356. /**********************************************************************/
  357. /* API Functions                                                      */
  358. /**********************************************************************/
  359.  
  360.  
  361. /**
  362.  * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE().
  363.  * \param genRequired  specifies behavour when id was not generated with
  364.  *                     glGenVertexArrays().
  365.  */
  366. static void
  367. bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
  368. {
  369.    struct gl_array_object * const oldObj = ctx->Array.ArrayObj;
  370.    struct gl_array_object *newObj = NULL;
  371.    ASSERT_OUTSIDE_BEGIN_END(ctx);
  372.  
  373.    ASSERT(oldObj != NULL);
  374.  
  375.    if ( oldObj->Name == id )
  376.       return;   /* rebinding the same array object- no change */
  377.  
  378.    /*
  379.     * Get pointer to new array object (newObj)
  380.     */
  381.    if (id == 0) {
  382.       /* The spec says there is no array object named 0, but we use
  383.        * one internally because it simplifies things.
  384.        */
  385.       newObj = ctx->Array.DefaultArrayObj;
  386.    }
  387.    else {
  388.       /* non-default array object */
  389.       newObj = lookup_arrayobj(ctx, id);
  390.       if (!newObj) {
  391.          if (genRequired) {
  392.             _mesa_error(ctx, GL_INVALID_OPERATION, "glBindVertexArray(id)");
  393.             return;
  394.          }
  395.  
  396.          /* For APPLE version, generate a new array object now */
  397.          newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
  398.          if (!newObj) {
  399.             _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
  400.             return;
  401.          }
  402.          save_array_object(ctx, newObj);
  403.       }
  404.    }
  405.  
  406.    ctx->NewState |= _NEW_ARRAY;
  407.    ctx->Array.NewState |= _NEW_ARRAY_ALL;
  408.    _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj);
  409.  
  410.    /* Pass BindVertexArray call to device driver */
  411.    if (ctx->Driver.BindArrayObject && newObj)
  412.       ctx->Driver.BindArrayObject(ctx, newObj);
  413. }
  414.  
  415.  
  416. /**
  417.  * ARB version of glBindVertexArray()
  418.  * This function behaves differently from glBindVertexArrayAPPLE() in
  419.  * that this function requires all ids to have been previously generated
  420.  * by glGenVertexArrays[APPLE]().
  421.  */
  422. void GLAPIENTRY
  423. _mesa_BindVertexArray( GLuint id )
  424. {
  425.    GET_CURRENT_CONTEXT(ctx);
  426.    bind_vertex_array(ctx, id, GL_TRUE);
  427. }
  428.  
  429.  
  430. /**
  431.  * Bind a new array.
  432.  *
  433.  * \todo
  434.  * The binding could be done more efficiently by comparing the non-NULL
  435.  * pointers in the old and new objects.  The only arrays that are "dirty" are
  436.  * the ones that are non-NULL in either object.
  437.  */
  438. void GLAPIENTRY
  439. _mesa_BindVertexArrayAPPLE( GLuint id )
  440. {
  441.    GET_CURRENT_CONTEXT(ctx);
  442.    bind_vertex_array(ctx, id, GL_FALSE);
  443. }
  444.  
  445.  
  446. /**
  447.  * Delete a set of array objects.
  448.  *
  449.  * \param n      Number of array objects to delete.
  450.  * \param ids    Array of \c n array object IDs.
  451.  */
  452. void GLAPIENTRY
  453. _mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids)
  454. {
  455.    GET_CURRENT_CONTEXT(ctx);
  456.    GLsizei i;
  457.    ASSERT_OUTSIDE_BEGIN_END(ctx);
  458.  
  459.    if (n < 0) {
  460.       _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
  461.       return;
  462.    }
  463.  
  464.    for (i = 0; i < n; i++) {
  465.       struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]);
  466.  
  467.       if ( obj != NULL ) {
  468.          ASSERT( obj->Name == ids[i] );
  469.  
  470.          /* If the array object is currently bound, the spec says "the binding
  471.           * for that object reverts to zero and the default vertex array
  472.           * becomes current."
  473.           */
  474.          if ( obj == ctx->Array.ArrayObj ) {
  475.             CALL_BindVertexArrayAPPLE( ctx->Exec, (0) );
  476.          }
  477.  
  478.          /* The ID is immediately freed for re-use */
  479.          remove_array_object(ctx, obj);
  480.  
  481.          /* Unreference the array object.
  482.           * If refcount hits zero, the object will be deleted.
  483.           */
  484.          _mesa_reference_array_object(ctx, &obj, NULL);
  485.       }
  486.    }
  487. }
  488.  
  489.  
  490. /**
  491.  * Generate a set of unique array object IDs and store them in \c arrays.
  492.  * Helper for _mesa_GenVertexArrays[APPLE]() functions below.
  493.  * \param n       Number of IDs to generate.
  494.  * \param arrays  Array of \c n locations to store the IDs.
  495.  * \param vboOnly Will arrays have to reside in VBOs?
  496.  */
  497. static void
  498. gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays, GLboolean vboOnly)
  499. {
  500.    GLuint first;
  501.    GLint i;
  502.    ASSERT_OUTSIDE_BEGIN_END(ctx);
  503.  
  504.    if (n < 0) {
  505.       _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
  506.       return;
  507.    }
  508.  
  509.    if (!arrays) {
  510.       return;
  511.    }
  512.  
  513.    first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n);
  514.  
  515.    /* Allocate new, empty array objects and return identifiers */
  516.    for (i = 0; i < n; i++) {
  517.       struct gl_array_object *obj;
  518.       GLuint name = first + i;
  519.  
  520.       obj = (*ctx->Driver.NewArrayObject)( ctx, name );
  521.       if (!obj) {
  522.          _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
  523.          return;
  524.       }
  525.       obj->VBOonly = vboOnly;
  526.       save_array_object(ctx, obj);
  527.       arrays[i] = first + i;
  528.    }
  529. }
  530.  
  531.  
  532. /**
  533.  * ARB version of glGenVertexArrays()
  534.  * All arrays will be required to live in VBOs.
  535.  */
  536. void GLAPIENTRY
  537. _mesa_GenVertexArrays(GLsizei n, GLuint *arrays)
  538. {
  539.    GET_CURRENT_CONTEXT(ctx);
  540.    gen_vertex_arrays(ctx, n, arrays, GL_TRUE);
  541. }
  542.  
  543.  
  544. /**
  545.  * APPLE version of glGenVertexArraysAPPLE()
  546.  * Arrays may live in VBOs or ordinary memory.
  547.  */
  548. void GLAPIENTRY
  549. _mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
  550. {
  551.    GET_CURRENT_CONTEXT(ctx);
  552.    gen_vertex_arrays(ctx, n, arrays, GL_FALSE);
  553. }
  554.  
  555.  
  556. /**
  557.  * Determine if ID is the name of an array object.
  558.  *
  559.  * \param id  ID of the potential array object.
  560.  * \return  \c GL_TRUE if \c id is the name of a array object,
  561.  *          \c GL_FALSE otherwise.
  562.  */
  563. GLboolean GLAPIENTRY
  564. _mesa_IsVertexArrayAPPLE( GLuint id )
  565. {
  566.    struct gl_array_object * obj;
  567.    GET_CURRENT_CONTEXT(ctx);
  568.    ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
  569.  
  570.    if (id == 0)
  571.       return GL_FALSE;
  572.  
  573.    obj = lookup_arrayobj(ctx, id);
  574.  
  575.    return (obj != NULL) ? GL_TRUE : GL_FALSE;
  576. }
  577.