/* * 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. * * \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 * \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 { 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_HashLookupLocked(ctx->Array.Objects, id); _mesa_reference_vao(ctx, &ctx->Array.LastLookedUpVAO, vao); } return vao; } } /** * 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: * * " 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_HashLookupLocked(ctx->Array.Objects, id); /* The ARB_direct_state_access specification says: * * "An INVALID_OPERATION error is generated if 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); 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 */ struct gl_vertex_array_object *oldObj = *ptr; assert(oldObj->RefCount > 0); oldObj->RefCount--; if (oldObj->RefCount == 0) _mesa_delete_vao(ctx, oldObj); *ptr = NULL; } assert(!*ptr); if (vao) { /* reference new array object */ assert(vao->RefCount > 0); vao->RefCount++; *ptr = vao; } } /** * 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; 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); } /** * 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 */ /**********************************************************************/ /** * ARB version of glBindVertexArray() */ static ALWAYS_INLINE void bind_vertex_array(struct gl_context *ctx, GLuint id, bool no_error) { 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 (!no_error && !newObj) { _mesa_error(ctx, GL_INVALID_OPERATION, "glBindVertexArray(non-gen name)"); return; } 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); } void GLAPIENTRY _mesa_BindVertexArray_no_error(GLuint id) { GET_CURRENT_CONTEXT(ctx); bind_vertex_array(ctx, id, true); } void GLAPIENTRY _mesa_BindVertexArray(GLuint id) { GET_CURRENT_CONTEXT(ctx); bind_vertex_array(ctx, id, false); } /** * Delete a set of array objects. * * \param n Number of array objects to delete. * \param ids Array of \c n array object IDs. */ static void delete_vertex_arrays(struct gl_context *ctx, GLsizei n, const GLuint *ids) { GLsizei i; for (i = 0; i < n; i++) { struct gl_vertex_array_object *obj = _mesa_lookup_vao(ctx, ids[i]); if (obj) { 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_no_error(0); /* The ID is immediately freed for re-use */ _mesa_HashRemoveLocked(ctx->Array.Objects, obj->Name); 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); } } } void GLAPIENTRY _mesa_DeleteVertexArrays_no_error(GLsizei n, const GLuint *ids) { GET_CURRENT_CONTEXT(ctx); delete_vertex_arrays(ctx, n, ids); } void GLAPIENTRY _mesa_DeleteVertexArrays(GLsizei n, const GLuint *ids) { GET_CURRENT_CONTEXT(ctx); if (n < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArray(n)"); return; } delete_vertex_arrays(ctx, n, ids); } /** * Generate a set of unique array object IDs and store them in \c arrays. * Helper for _mesa_GenVertexArrays() 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 (!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; _mesa_HashInsertLocked(ctx->Array.Objects, obj->Name, obj); arrays[i] = first + i; } } static void gen_vertex_arrays_err(struct gl_context *ctx, GLsizei n, GLuint *arrays, bool create, const char *func) { if (n < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(n < 0)", func); return; } gen_vertex_arrays(ctx, n, arrays, create, func); } /** * ARB version of glGenVertexArrays() * All arrays will be required to live in VBOs. */ void GLAPIENTRY _mesa_GenVertexArrays_no_error(GLsizei n, GLuint *arrays) { GET_CURRENT_CONTEXT(ctx); gen_vertex_arrays(ctx, n, arrays, false, "glGenVertexArrays"); } void GLAPIENTRY _mesa_GenVertexArrays(GLsizei n, GLuint *arrays) { GET_CURRENT_CONTEXT(ctx); gen_vertex_arrays_err(ctx, n, arrays, false, "glGenVertexArrays"); } /** * ARB_direct_state_access * Generates ID's and creates the array objects. */ void GLAPIENTRY _mesa_CreateVertexArrays_no_error(GLsizei n, GLuint *arrays) { GET_CURRENT_CONTEXT(ctx); gen_vertex_arrays(ctx, n, arrays, true, "glCreateVertexArrays"); } void GLAPIENTRY _mesa_CreateVertexArrays(GLsizei n, GLuint *arrays) { GET_CURRENT_CONTEXT(ctx); gen_vertex_arrays_err(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); obj = _mesa_lookup_vao(ctx, id); return obj != NULL && 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). */ static ALWAYS_INLINE void vertex_array_element_buffer(struct gl_context *ctx, GLuint vaobj, GLuint buffer, bool no_error) { struct gl_vertex_array_object *vao; struct gl_buffer_object *bufObj; ASSERT_OUTSIDE_BEGIN_END(ctx); if (!no_error) { /* The GL_ARB_direct_state_access specification says: * * "An INVALID_OPERATION error is generated by * VertexArrayElementBuffer if 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; } else { vao = _mesa_lookup_vao(ctx, vaobj); } if (buffer != 0) { if (!no_error) { /* The GL_ARB_direct_state_access specification says: * * "An INVALID_OPERATION error is generated if is not zero * or the name of an existing buffer object." */ bufObj = _mesa_lookup_bufferobj_err(ctx, buffer, "glVertexArrayElementBuffer"); } else { bufObj = _mesa_lookup_bufferobj(ctx, buffer); } } else { bufObj = ctx->Shared->NullBufferObj; } if (bufObj) _mesa_reference_buffer_object(ctx, &vao->IndexBufferObj, bufObj); } void GLAPIENTRY _mesa_VertexArrayElementBuffer_no_error(GLuint vaobj, GLuint buffer) { GET_CURRENT_CONTEXT(ctx); vertex_array_element_buffer(ctx, vaobj, buffer, true); } void GLAPIENTRY _mesa_VertexArrayElementBuffer(GLuint vaobj, GLuint buffer) { GET_CURRENT_CONTEXT(ctx); vertex_array_element_buffer(ctx, vaobj, buffer, false); } 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 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 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; }