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/*
* Mesa 3-D graphics library
*
* 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
* THE AUTHORS OR COPYRIGHT HOLDERS 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
*
* Implementation of Vertex Array Objects (VAOs), from OpenGL 3.1+,
* the GL_ARB_vertex_array_object extension, or the older
* 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 "image.h"
#include "imports.h"
#include "context.h"
#include "bufferobj.h"
#include "arrayobj.h"
#include "macros.h"
#include "mtypes.h"
#include "varray.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.
*/
struct gl_vertex_array_object *
_mesa_lookup_vao(struct gl_context *ctx, GLuint id)
{
if (id == 0)
return NULL;
else
return (struct gl_vertex_array_object *)
_mesa_HashLookup(ctx->Array.Objects, id);
}
/**
* For all the vertex binding points 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_vertex_array_object *obj)
{
GLuint i;
for (i = 0; i < Elements(obj->VertexBinding); i++)
_mesa_reference_buffer_object(ctx, &obj->VertexBinding[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_vertex_array_object *
_mesa_new_vao(struct gl_context *ctx, GLuint name)
{
struct gl_vertex_array_object *obj = CALLOC_STRUCT(gl_vertex_array_object);
if (obj)
_mesa_initialize_vao(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_vao(struct gl_context *ctx, struct gl_vertex_array_object *obj)
{
unbind_array_object_vbos(ctx, obj);
_mesa_reference_buffer_object(ctx, &obj->IndexBufferObj, NULL);
_glthread_DESTROY_MUTEX(obj->Mutex);
free(obj->Label);
free(obj);
}
/**
* Set ptr to vao w/ reference counting.
* Note: this should only be called from the _mesa_reference_vao()
* inline function.
*/
void
_mesa_reference_vao_(struct gl_context *ctx,
struct gl_vertex_array_object **ptr,
struct gl_vertex_array_object *vao)
{
assert(*ptr != vao);
if (*ptr) {
/* Unreference the old array object */
GLboolean deleteFlag = GL_FALSE;
struct gl_vertex_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 (vao) {
/* reference new array object */
_glthread_LOCK_MUTEX(vao->Mutex);
if (vao->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 {
vao->RefCount++;
#if 0
printf("ArrayObj %p %d INCR to %d\n",
(void *) vao, vao->Name, vao->RefCount);
#endif
*ptr = vao;
}
_glthread_UNLOCK_MUTEX(vao->Mutex);
}
}
static void
init_array(struct gl_context *ctx,
struct gl_vertex_array_object *obj, GLuint index, GLint size, GLint type)
{
struct gl_vertex_attrib_array *array = &obj->VertexAttrib[index];
struct gl_vertex_buffer_binding *binding = &obj->VertexBinding[index];
array->Size = size;
array->Type = type;
array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */
array->Stride = 0;
array->Ptr = NULL;
array->RelativeOffset = 0;
array->Enabled = GL_FALSE;
array->Normalized = GL_FALSE;
array->Integer = GL_FALSE;
array->_ElementSize = size * _mesa_sizeof_type(type);
array->VertexBinding = index;
binding->Offset = 0;
binding->Stride = array->_ElementSize;
binding->BufferObj = NULL;
binding->_BoundArrays = BITFIELD64_BIT(index);
/* Vertex array buffers */
_mesa_reference_buffer_object(ctx, &binding->BufferObj,
ctx->Shared->NullBufferObj);
}
/**
* Initialize a gl_vertex_array_object's arrays.
*/
void
_mesa_initialize_vao(struct gl_context *ctx,
struct gl_vertex_array_object *obj,
GLuint name)
{
GLuint i;
obj->Name = name;
_glthread_INIT_MUTEX(obj->Mutex);
obj->RefCount = 1;
/* Init the individual arrays */
for (i = 0; i < Elements(obj->_VertexAttrib); i++) {
switch (i) {
case VERT_ATTRIB_WEIGHT:
init_array(ctx, obj, VERT_ATTRIB_WEIGHT, 1, GL_FLOAT);
break;
case VERT_ATTRIB_NORMAL:
init_array(ctx, obj, VERT_ATTRIB_NORMAL, 3, GL_FLOAT);
break;
case VERT_ATTRIB_COLOR1:
init_array(ctx, obj, VERT_ATTRIB_COLOR1, 3, GL_FLOAT);
break;
case VERT_ATTRIB_FOG:
init_array(ctx, obj, VERT_ATTRIB_FOG, 1, GL_FLOAT);
break;
case VERT_ATTRIB_COLOR_INDEX:
init_array(ctx, obj, VERT_ATTRIB_COLOR_INDEX, 1, GL_FLOAT);
break;
case VERT_ATTRIB_EDGEFLAG:
init_array(ctx, obj, VERT_ATTRIB_EDGEFLAG, 1, GL_BOOL);
break;
case VERT_ATTRIB_POINT_SIZE:
init_array(ctx, obj, VERT_ATTRIB_POINT_SIZE, 1, GL_FLOAT);
break;
default:
init_array(ctx, obj, i, 4, GL_FLOAT);
break;
}
}
_mesa_reference_buffer_object(ctx, &obj->IndexBufferObj,
ctx->Shared->NullBufferObj);
}
/**
* Add the given array object to the array object pool.
*/
static void
save_array_object( struct gl_context *ctx, struct gl_vertex_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_vertex_array_object *obj )
{
if (obj->Name > 0) {
/* remove from hash table */
_mesa_HashRemove(ctx->Array.Objects, obj->Name);
}
}
/**
* Helper for _mesa_update_vao_max_element().
* \return min(vao->_VertexAttrib[*]._MaxElement).
*/
static GLuint
compute_max_element(struct gl_vertex_array_object *vao, GLbitfield64 enabled)
{
GLuint min = ~((GLuint)0);
while (enabled) {
struct gl_client_array *client_array;
GLint attrib = ffsll(enabled) - 1;
enabled ^= BITFIELD64_BIT(attrib);
client_array = &vao->_VertexAttrib[attrib];
assert(client_array->Enabled);
_mesa_update_array_max_element(client_array);
min = MIN2(min, client_array->_MaxElement);
}
return min;
}
/**
* Examine vertex arrays to update the gl_vertex_array_object::_MaxElement field.
*/
void
_mesa_update_vao_max_element(struct gl_context *ctx,
struct gl_vertex_array_object *vao)
{
GLbitfield64 enabled;
if (!ctx->VertexProgram._Current ||
ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram) {
enabled = _mesa_array_object_get_enabled_ff(vao);
} else {
enabled = _mesa_array_object_get_enabled_arb(vao);
}
/* _MaxElement is one past the last legal array element */
vao->_MaxElement = compute_max_element(vao, enabled);
}
/**
* Updates the derived gl_client_arrays when a gl_vertex_attrib_array
* or a gl_vertex_buffer_binding has changed.
*/
void
_mesa_update_vao_client_arrays(struct gl_context *ctx,
struct gl_vertex_array_object *vao)
{
GLbitfield64 arrays = vao->NewArrays;
while (arrays) {
struct gl_client_array *client_array;
struct gl_vertex_attrib_array *attrib_array;
struct gl_vertex_buffer_binding *buffer_binding;
GLint attrib = ffsll(arrays) - 1;
arrays ^= BITFIELD64_BIT(attrib);
attrib_array = &vao->VertexAttrib[attrib];
buffer_binding = &vao->VertexBinding[attrib_array->VertexBinding];
client_array = &vao->_VertexAttrib[attrib];
_mesa_update_client_array(ctx, client_array, attrib_array,
buffer_binding);
}
}
/**********************************************************************/
/* 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_vertex_array_object * const oldObj = ctx->Array.VAO;
struct gl_vertex_array_object *newObj = NULL;
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.DefaultVAO;
}
else {
/* non-default array object */
newObj = _mesa_lookup_vao(ctx, id);
if (!newObj) {
if (genRequired) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glBindVertexArray(non-gen name)");
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);
}
if (!newObj->EverBound) {
/* The "Interactions with APPLE_vertex_array_object" section of the
* GL_ARB_vertex_array_object spec says:
*
* "The first bind call, either BindVertexArray or
* BindVertexArrayAPPLE, determines the semantic of the object."
*/
newObj->ARBsemantics = genRequired;
newObj->EverBound = GL_TRUE;
}
}
ctx->NewState |= _NEW_ARRAY;
_mesa_reference_vao(ctx, &ctx->Array.VAO, 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_DeleteVertexArrays(GLsizei n, const GLuint *ids)
{
GET_CURRENT_CONTEXT(ctx);
GLsizei i;
if (n < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArray(n)");
return;
}
for (i = 0; i < n; i++) {
struct gl_vertex_array_object *obj = _mesa_lookup_vao(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.VAO ) {
_mesa_BindVertexArray(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_vao(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)
{
GLuint first;
GLint i;
if (n < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArrays");
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_vertex_array_object *obj;
GLuint name = first + i;
obj = (*ctx->Driver.NewArrayObject)( ctx, name );
if (!obj) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArrays");
return;
}
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);
}
/**
* 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);
}
/**
* 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_IsVertexArray( GLuint id )
{
struct gl_vertex_array_object * obj;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
if (id == 0)
return GL_FALSE;
obj = _mesa_lookup_vao(ctx, id);
if (obj == NULL)
return GL_FALSE;
return obj->EverBound;
}
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