| /* |
| * Mesa 3-D graphics library |
| * Version: 7.2 |
| * |
| * Copyright (C) 1999-2008 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 "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) |
| { |
| 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 = 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; |
| _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); |
| } |
| } |
| |
| |
| static void |
| unbind_buffer_object( GLcontext *ctx, struct gl_buffer_object *bufObj ) |
| { |
| if (bufObj != ctx->Array.NullBufferObj) { |
| _mesa_reference_buffer_object(ctx, &bufObj, NULL); |
| } |
| } |
| |
| |
| /**********************************************************************/ |
| /* 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. |
| */ |
| unbind_buffer_object( ctx, obj->Vertex.BufferObj ); |
| unbind_buffer_object( ctx, obj->Normal.BufferObj ); |
| unbind_buffer_object( ctx, obj->Color.BufferObj ); |
| unbind_buffer_object( ctx, obj->SecondaryColor.BufferObj ); |
| unbind_buffer_object( ctx, obj->FogCoord.BufferObj ); |
| unbind_buffer_object( ctx, obj->Index.BufferObj ); |
| for (i = 0; i < MAX_TEXTURE_UNITS; i++) { |
| unbind_buffer_object( ctx, obj->TexCoord[i].BufferObj ); |
| } |
| unbind_buffer_object( ctx, obj->EdgeFlag.BufferObj ); |
| for (i = 0; i < VERT_ATTRIB_MAX; i++) { |
| 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; |
| } |