diff options
Diffstat (limited to 'mesalib/src/mesa/main/arrayobj.c')
-rw-r--r-- | mesalib/src/mesa/main/arrayobj.c | 572 |
1 files changed, 572 insertions, 0 deletions
diff --git a/mesalib/src/mesa/main/arrayobj.c b/mesalib/src/mesa/main/arrayobj.c new file mode 100644 index 000000000..fd35d4e38 --- /dev/null +++ b/mesalib/src/mesa/main/arrayobj.c @@ -0,0 +1,572 @@ +/* + * 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 "glapi/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(GLcontext *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(GLcontext *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); +} + + +/** + * 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( GLcontext *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( GLcontext *ctx, struct gl_array_object *obj ) +{ + (void) ctx; + unbind_array_object_vbos(ctx, obj); + _glthread_DESTROY_MUTEX(obj->Mutex); + _mesa_free(obj); +} + + +/** + * Set ptr to arrayObj w/ reference counting. + */ +void +_mesa_reference_array_object(GLcontext *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(GLcontext *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( GLcontext *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, 4, 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( GLcontext *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( GLcontext *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) + _mesa_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(GLcontext *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(GLcontext *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(GLcontext *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; +} |