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1901 serge 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 
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
}