summaryrefslogtreecommitdiff
path: root/src/mesa/main/arrayobj.c
blob: d601ee461e69c6c9d5b2d381ac4e9ca1457e55bc (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
/*
 * Mesa 3-D graphics library
 * Version:  6.5
 *
 * Copyright (C) 1999-2004  Brian Paul   All Rights Reserved.
 * (C) Copyright IBM Corporation 2006
 *
 * 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 "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)
{
   return (id == 0) 
     ? NULL 
     : (struct gl_array_object *) _mesa_HashLookup(ctx->Shared->ArrayObjects,
						   id);
}


/**
 * 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 = MALLOC_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;
   _mesa_free(obj);
}


void
_mesa_initialize_array_object( GLcontext *ctx,
			       struct gl_array_object *obj,
			       GLuint name )
{
   GLuint i;

   obj->Name = name;

   /* Vertex arrays */
   obj->Vertex.Size = 4;
   obj->Vertex.Type = GL_FLOAT;
   obj->Vertex.Stride = 0;
   obj->Vertex.StrideB = 0;
   obj->Vertex.Ptr = NULL;
   obj->Vertex.Enabled = GL_FALSE;
   obj->Normal.Type = GL_FLOAT;
   obj->Normal.Stride = 0;
   obj->Normal.StrideB = 0;
   obj->Normal.Ptr = NULL;
   obj->Normal.Enabled = GL_FALSE;
   obj->Color.Size = 4;
   obj->Color.Type = GL_FLOAT;
   obj->Color.Stride = 0;
   obj->Color.StrideB = 0;
   obj->Color.Ptr = NULL;
   obj->Color.Enabled = GL_FALSE;
   obj->SecondaryColor.Size = 4;
   obj->SecondaryColor.Type = GL_FLOAT;
   obj->SecondaryColor.Stride = 0;
   obj->SecondaryColor.StrideB = 0;
   obj->SecondaryColor.Ptr = NULL;
   obj->SecondaryColor.Enabled = GL_FALSE;
   obj->FogCoord.Size = 1;
   obj->FogCoord.Type = GL_FLOAT;
   obj->FogCoord.Stride = 0;
   obj->FogCoord.StrideB = 0;
   obj->FogCoord.Ptr = NULL;
   obj->FogCoord.Enabled = GL_FALSE;
   obj->Index.Type = GL_FLOAT;
   obj->Index.Stride = 0;
   obj->Index.StrideB = 0;
   obj->Index.Ptr = NULL;
   obj->Index.Enabled = GL_FALSE;
   for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
      obj->TexCoord[i].Size = 4;
      obj->TexCoord[i].Type = GL_FLOAT;
      obj->TexCoord[i].Stride = 0;
      obj->TexCoord[i].StrideB = 0;
      obj->TexCoord[i].Ptr = NULL;
      obj->TexCoord[i].Enabled = GL_FALSE;
   }
   obj->EdgeFlag.Stride = 0;
   obj->EdgeFlag.StrideB = 0;
   obj->EdgeFlag.Ptr = NULL;
   obj->EdgeFlag.Enabled = GL_FALSE;
   for (i = 0; i < VERT_ATTRIB_MAX; i++) {
      obj->VertexAttrib[i].Size = 4;
      obj->VertexAttrib[i].Type = GL_FLOAT;
      obj->VertexAttrib[i].Stride = 0;
      obj->VertexAttrib[i].StrideB = 0;
      obj->VertexAttrib[i].Ptr = NULL;
      obj->VertexAttrib[i].Enabled = GL_FALSE;
      obj->VertexAttrib[i].Normalized = GL_FALSE;
   }

#if FEATURE_ARB_vertex_buffer_object
   /* Vertex array buffers */
   obj->Vertex.BufferObj = ctx->Array.NullBufferObj;
   obj->Normal.BufferObj = ctx->Array.NullBufferObj;
   obj->Color.BufferObj = ctx->Array.NullBufferObj;
   obj->SecondaryColor.BufferObj = ctx->Array.NullBufferObj;
   obj->FogCoord.BufferObj = ctx->Array.NullBufferObj;
   obj->Index.BufferObj = ctx->Array.NullBufferObj;
   for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
      obj->TexCoord[i].BufferObj = ctx->Array.NullBufferObj;
   }
   obj->EdgeFlag.BufferObj = ctx->Array.NullBufferObj;
   for (i = 0; i < VERT_ATTRIB_MAX; i++) {
      obj->VertexAttrib[i].BufferObj = ctx->Array.NullBufferObj;
   }
#endif
}


/**
 * Add the given array object to the array object pool.
 */
void
_mesa_save_array_object( GLcontext *ctx, struct gl_array_object *obj )
{
   if (obj->Name > 0) {
      /* insert into hash table */
      _mesa_HashInsert(ctx->Shared->ArrayObjects, obj->Name, obj);
   }
}


/**
 * Remove the given array object from the array object pool.
 * Do not deallocate the array object though.
 */
void
_mesa_remove_array_object( GLcontext *ctx, struct gl_array_object *obj )
{
   if (obj->Name > 0) {
      /* remove from hash table */
      _mesa_HashRemove(ctx->Shared->ArrayObjects, obj->Name);
   }
}


/**********************************************************************/
/* API Functions                                                      */
/**********************************************************************/

/**
 * 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);
   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 (newBufObj)
    */
   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 this is a new array object id, allocate an array object now.
	  */

	 newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
         if (!newObj) {
            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
            return;
         }
         _mesa_save_array_object(ctx, newObj);
      }
   }


   ctx->NewState |= _NEW_ARRAY;
   ctx->Array.NewState |= _NEW_ARRAY_ALL;
   ctx->Array.ArrayObj = newObj;


   /* Pass BindVertexArray call to device driver */
   if (ctx->Driver.BindArrayObject && newObj)
      (*ctx->Driver.BindArrayObject)( ctx, newObj );
}


/**
 * 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;
   }

   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);

   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) );
	 }

#if FEATURE_ARB_vertex_buffer_object
	 /* Unbind any buffer objects that might be bound to arrays in
	  * this array object.
	  */
	 _mesa_unbind_buffer_object( ctx, obj->Vertex.BufferObj );
	 _mesa_unbind_buffer_object( ctx, obj->Normal.BufferObj );
	 _mesa_unbind_buffer_object( ctx, obj->Color.BufferObj );
	 _mesa_unbind_buffer_object( ctx, obj->SecondaryColor.BufferObj );
	 _mesa_unbind_buffer_object( ctx, obj->FogCoord.BufferObj );
	 _mesa_unbind_buffer_object( ctx, obj->Index.BufferObj );
	 for (i = 0; i < MAX_TEXTURE_UNITS; i++) {
	    _mesa_unbind_buffer_object( ctx, obj->TexCoord[i].BufferObj );
	 }
	 _mesa_unbind_buffer_object( ctx, obj->EdgeFlag.BufferObj );
	 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
	    _mesa_unbind_buffer_object( ctx, obj->VertexAttrib[i].BufferObj );
	 }
#endif

	 /* The ID is immediately freed for re-use */
	 _mesa_remove_array_object(ctx, obj);
	 ctx->Driver.DeleteArrayObject(ctx, obj);
      }
   }

   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
}


/**
 * Generate a set of unique array object IDs and store them in \c arrays.
 * 
 * \param n       Number of IDs to generate.
 * \param arrays  Array of \c n locations to store the IDs.
 */
void GLAPIENTRY
_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
{
   GET_CURRENT_CONTEXT(ctx);
   GLuint first;
   GLint i;
   ASSERT_OUTSIDE_BEGIN_END(ctx);

   if (n < 0) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
      return;
   }

   if (!arrays) {
      return;
   }

   /*
    * This must be atomic (generation and allocation of array object IDs)
    */
   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);

   first = _mesa_HashFindFreeKeyBlock(ctx->Shared->ArrayObjects, 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) {
         _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
         _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
         return;
      }
      _mesa_save_array_object(ctx, obj);
      arrays[i] = first + i;
   }

   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
}


/**
 * 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;

   _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
   obj = lookup_arrayobj(ctx, id);
   _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);

   return (obj != NULL) ? GL_TRUE : GL_FALSE;
}