/*
* 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"
#include "util/bitscan.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);
}
/**
* Looks up the array object for the given ID.
*
* Unlike _mesa_lookup_vao, this function generates a GL_INVALID_OPERATION
* error if the array object does not exist. It also returns the default
* array object when ctx is a compatibility profile context and id is zero.
*/
struct gl_vertex_array_object *
_mesa_lookup_vao_err(struct gl_context *ctx, GLuint id, const char *caller)
{
/* The ARB_direct_state_access specification says:
*
* "<vaobj> is [compatibility profile:
* zero, indicating the default vertex array object, or]
* the name of the vertex array object."
*/
if (id == 0) {
if (ctx->API == API_OPENGL_CORE) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(zero is not valid vaobj name in a core profile "
"context)", caller);
return NULL;
}
return ctx->Array.DefaultVAO;
} else {
struct gl_vertex_array_object *vao;
if (ctx->Array.LastLookedUpVAO &&
ctx->Array.LastLookedUpVAO->Name == id) {
vao = ctx->Array.LastLookedUpVAO;
} else {
vao = (struct gl_vertex_array_object *)
_mesa_HashLookup(ctx->Array.Objects, id);
/* The ARB_direct_state_access specification says:
*
* "An INVALID_OPERATION error is generated if <vaobj> is not
* [compatibility profile: zero or] the name of an existing
* vertex array object."
*/
if (!vao || !vao->EverBound) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(non-existent vaobj=%u)", caller, id);
return NULL;
}
_mesa_reference_vao(ctx, &ctx->Array.LastLookedUpVAO, vao);
}
return vao;
}
}
/**
* 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 < ARRAY_SIZE(obj->BufferBinding); i++)
_mesa_reference_buffer_object(ctx, &obj->BufferBinding[i].BufferObj, NULL);
for (i = 0; i < ARRAY_SIZE(obj->_VertexAttrib); i++)
_mesa_reference_buffer_object(ctx, &obj->_VertexAttrib[i].BufferObj, NULL);
}
/**
* Allocate and initialize a new vertex array object.
*/
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.
*/
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);
mtx_destroy(&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;
mtx_lock(&oldObj->Mutex);
assert(oldObj->RefCount > 0);
oldObj->RefCount--;
deleteFlag = (oldObj->RefCount == 0);
mtx_unlock(&oldObj->Mutex);
if (deleteFlag)
_mesa_delete_vao(ctx, oldObj);
*ptr = NULL;
}
assert(!*ptr);
if (vao) {
/* reference new array object */
mtx_lock(&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++;
*ptr = vao;
}
mtx_unlock(&vao->Mutex);
}
}
/**
* Initialize attribtes of a vertex array within a vertex array object.
* \param vao the container vertex array object
* \param index which array in the VAO to initialize
* \param size number of components (1, 2, 3 or 4) per attribute
* \param type datatype of the attribute (GL_FLOAT, GL_INT, etc).
*/
static void
init_array(struct gl_context *ctx,
struct gl_vertex_array_object *vao,
GLuint index, GLint size, GLint type)
{
struct gl_array_attributes *array = &vao->VertexAttrib[index];
struct gl_vertex_buffer_binding *binding = &vao->BufferBinding[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->Doubles = GL_FALSE;
array->_ElementSize = size * _mesa_sizeof_type(type);
array->BufferBindingIndex = 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 *vao,
GLuint name)
{
GLuint i;
vao->Name = name;
mtx_init(&vao->Mutex, mtx_plain);
vao->RefCount = 1;
/* Init the individual arrays */
for (i = 0; i < ARRAY_SIZE(vao->VertexAttrib); i++) {
switch (i) {
case VERT_ATTRIB_WEIGHT:
init_array(ctx, vao, VERT_ATTRIB_WEIGHT, 1, GL_FLOAT);
break;
case VERT_ATTRIB_NORMAL:
init_array(ctx, vao, VERT_ATTRIB_NORMAL, 3, GL_FLOAT);
break;
case VERT_ATTRIB_COLOR1:
init_array(ctx, vao, VERT_ATTRIB_COLOR1, 3, GL_FLOAT);
break;
case VERT_ATTRIB_FOG:
init_array(ctx, vao, VERT_ATTRIB_FOG, 1, GL_FLOAT);
break;
case VERT_ATTRIB_COLOR_INDEX:
init_array(ctx, vao, VERT_ATTRIB_COLOR_INDEX, 1, GL_FLOAT);
break;
case VERT_ATTRIB_EDGEFLAG:
init_array(ctx, vao, VERT_ATTRIB_EDGEFLAG, 1, GL_BOOL);
break;
case VERT_ATTRIB_POINT_SIZE:
init_array(ctx, vao, VERT_ATTRIB_POINT_SIZE, 1, GL_FLOAT);
break;
default:
init_array(ctx, vao, i, 4, GL_FLOAT);
break;
}
}
_mesa_reference_buffer_object(ctx, &vao->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 *vao)
{
if (vao->Name > 0) {
/* insert into hash table */
_mesa_HashInsert(ctx->Array.Objects, vao->Name, vao);
}
}
/**
* 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 *vao)
{
if (vao->Name > 0) {
/* remove from hash table */
_mesa_HashRemove(ctx->Array.Objects, vao->Name);
}
}
/**
* Updates the derived gl_vertex_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) {
const int attrib = u_bit_scan64(&arrays);
struct gl_vertex_array *client_array = &vao->_VertexAttrib[attrib];
const struct gl_array_attributes *attrib_array =
&vao->VertexAttrib[attrib];
const struct gl_vertex_buffer_binding *buffer_binding =
&vao->BufferBinding[attrib_array->BufferBindingIndex];
_mesa_update_client_array(ctx, client_array, attrib_array,
buffer_binding);
}
}
bool
_mesa_all_varyings_in_vbos(const struct gl_vertex_array_object *vao)
{
/* Walk those enabled arrays that have the default vbo attached */
GLbitfield64 mask = vao->_Enabled & ~vao->VertexAttribBufferMask;
while (mask) {
/* Do not use u_bit_scan64 as we can walk multiple
* attrib arrays at once
*/
const int i = ffsll(mask) - 1;
const struct gl_array_attributes *attrib_array =
&vao->VertexAttrib[i];
const struct gl_vertex_buffer_binding *buffer_binding =
&vao->BufferBinding[attrib_array->BufferBindingIndex];
/* Only enabled arrays shall appear in the _Enabled bitmask */
assert(attrib_array->Enabled);
/* We have already masked out vao->VertexAttribBufferMask */
assert(!_mesa_is_bufferobj(buffer_binding->BufferObj));
/* Bail out once we find the first non vbo with a non zero stride */
if (buffer_binding->Stride != 0)
return false;
/* Note that we cannot use the xor variant since the _BoundArray mask
* may contain array attributes that are bound but not enabled.
*/
mask &= ~buffer_binding->_BoundArrays;
}
return true;
}
bool
_mesa_all_buffers_are_unmapped(const struct gl_vertex_array_object *vao)
{
/* Walk the enabled arrays that have a vbo attached */
GLbitfield64 mask = vao->_Enabled & vao->VertexAttribBufferMask;
while (mask) {
const int i = ffsll(mask) - 1;
const struct gl_array_attributes *attrib_array =
&vao->VertexAttrib[i];
const struct gl_vertex_buffer_binding *buffer_binding =
&vao->BufferBinding[attrib_array->BufferBindingIndex];
/* Only enabled arrays shall appear in the _Enabled bitmask */
assert(attrib_array->Enabled);
/* We have already masked with vao->VertexAttribBufferMask */
assert(_mesa_is_bufferobj(buffer_binding->BufferObj));
/* Bail out once we find the first disallowed mapping */
if (_mesa_check_disallowed_mapping(buffer_binding->BufferObj))
return false;
/* We have handled everything that is bound to this buffer_binding. */
mask &= ~buffer_binding->_BoundArrays;
}
return true;
}
/**********************************************************************/
/* 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 = _mesa_new_vao(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;
}
}
if (ctx->Array.DrawMethod == DRAW_ARRAYS) {
/* The _DrawArrays pointer is pointing at the VAO being unbound and
* that VAO may be in the process of being deleted. If it's not going
* to be deleted, this will have no effect, because the pointer needs
* to be updated by the VBO module anyway.
*
* Before the VBO module can update the pointer, we have to set it
* to NULL for drivers not to set up arrays which are not bound,
* or to prevent a crash if the VAO being unbound is going to be
* deleted.
*/
ctx->Array._DrawArrays = NULL;
ctx->Array.DrawMethod = DRAW_NONE;
}
ctx->NewState |= _NEW_ARRAY;
_mesa_reference_vao(ctx, &ctx->Array.VAO, 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);
if (ctx->Array.LastLookedUpVAO == obj)
_mesa_reference_vao(ctx, &ctx->Array.LastLookedUpVAO, NULL);
/* 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]() and _mesa_CreateVertexArrays()
* below.
*
* \param n Number of IDs to generate.
* \param arrays Array of \c n locations to store the IDs.
* \param create Indicates that the objects should also be created.
* \param func The name of the GL entry point.
*/
static void
gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays,
bool create, const char *func)
{
GLuint first;
GLint i;
if (n < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "%s(n < 0)", func);
return;
}
if (!arrays) {
return;
}
first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n);
/* For the sake of simplicity we create the array objects in both
* the Gen* and Create* cases. The only difference is the value of
* EverBound, which is set to true in the Create* case.
*/
for (i = 0; i < n; i++) {
struct gl_vertex_array_object *obj;
GLuint name = first + i;
obj = _mesa_new_vao(ctx, name);
if (!obj) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", func);
return;
}
obj->EverBound = create;
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, false, "glGenVertexArrays");
}
/**
* 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, false, "glGenVertexArraysAPPLE");
}
/**
* ARB_direct_state_access
* Generates ID's and creates the array objects.
*/
void GLAPIENTRY
_mesa_CreateVertexArrays(GLsizei n, GLuint *arrays)
{
GET_CURRENT_CONTEXT(ctx);
gen_vertex_arrays(ctx, n, arrays, true, "glCreateVertexArrays");
}
/**
* 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;
}
/**
* Sets the element array buffer binding of a vertex array object.
*
* This is the ARB_direct_state_access equivalent of
* glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer).
*/
void GLAPIENTRY
_mesa_VertexArrayElementBuffer(GLuint vaobj, GLuint buffer)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_vertex_array_object *vao;
struct gl_buffer_object *bufObj;
ASSERT_OUTSIDE_BEGIN_END(ctx);
/* The GL_ARB_direct_state_access specification says:
*
* "An INVALID_OPERATION error is generated by VertexArrayElementBuffer
* if <vaobj> is not [compatibility profile: zero or] the name of an
* existing vertex array object."
*/
vao =_mesa_lookup_vao_err(ctx, vaobj, "glVertexArrayElementBuffer");
if (!vao)
return;
/* The GL_ARB_direct_state_access specification says:
*
* "An INVALID_OPERATION error is generated if <buffer> is not zero or
* the name of an existing buffer object."
*/
if (buffer != 0)
bufObj = _mesa_lookup_bufferobj_err(ctx, buffer,
"glVertexArrayElementBuffer");
else
bufObj = ctx->Shared->NullBufferObj;
if (bufObj)
_mesa_reference_buffer_object(ctx, &vao->IndexBufferObj, bufObj);
}
void GLAPIENTRY
_mesa_GetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_vertex_array_object *vao;
ASSERT_OUTSIDE_BEGIN_END(ctx);
/* The GL_ARB_direct_state_access specification says:
*
* "An INVALID_OPERATION error is generated if <vaobj> is not
* [compatibility profile: zero or] the name of an existing
* vertex array object."
*/
vao =_mesa_lookup_vao_err(ctx, vaobj, "glGetVertexArrayiv");
if (!vao)
return;
/* The GL_ARB_direct_state_access specification says:
*
* "An INVALID_ENUM error is generated if <pname> is not
* ELEMENT_ARRAY_BUFFER_BINDING."
*/
if (pname != GL_ELEMENT_ARRAY_BUFFER_BINDING) {
_mesa_error(ctx, GL_INVALID_ENUM,
"glGetVertexArrayiv(pname != "
"GL_ELEMENT_ARRAY_BUFFER_BINDING)");
return;
}
param[0] = vao->IndexBufferObj->Name;
}