/* * 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 "context.h" #include "bufferobj.h" #include "arrayobj.h" #include "macros.h" #include "mtypes.h" #include "state.h" #include "varray.h" #include "util/bitscan.h" #include "util/u_atomic.h" #include "util/u_math.h" #include "util/u_memory.h" const GLubyte _mesa_vao_attribute_map[ATTRIBUTE_MAP_MODE_MAX][VERT_ATTRIB_MAX] = { /* ATTRIBUTE_MAP_MODE_IDENTITY * * Grab vertex processing attribute VERT_ATTRIB_POS from * the VAO attribute VERT_ATTRIB_POS, and grab vertex processing * attribute VERT_ATTRIB_GENERIC0 from the VAO attribute * VERT_ATTRIB_GENERIC0. */ { VERT_ATTRIB_POS, /* VERT_ATTRIB_POS */ VERT_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */ VERT_ATTRIB_COLOR0, /* VERT_ATTRIB_COLOR0 */ VERT_ATTRIB_COLOR1, /* VERT_ATTRIB_COLOR1 */ VERT_ATTRIB_FOG, /* VERT_ATTRIB_FOG */ VERT_ATTRIB_COLOR_INDEX, /* VERT_ATTRIB_COLOR_INDEX */ VERT_ATTRIB_EDGEFLAG, /* VERT_ATTRIB_EDGEFLAG */ VERT_ATTRIB_TEX0, /* VERT_ATTRIB_TEX0 */ VERT_ATTRIB_TEX1, /* VERT_ATTRIB_TEX1 */ VERT_ATTRIB_TEX2, /* VERT_ATTRIB_TEX2 */ VERT_ATTRIB_TEX3, /* VERT_ATTRIB_TEX3 */ VERT_ATTRIB_TEX4, /* VERT_ATTRIB_TEX4 */ VERT_ATTRIB_TEX5, /* VERT_ATTRIB_TEX5 */ VERT_ATTRIB_TEX6, /* VERT_ATTRIB_TEX6 */ VERT_ATTRIB_TEX7, /* VERT_ATTRIB_TEX7 */ VERT_ATTRIB_POINT_SIZE, /* VERT_ATTRIB_POINT_SIZE */ VERT_ATTRIB_GENERIC0, /* VERT_ATTRIB_GENERIC0 */ VERT_ATTRIB_GENERIC1, /* VERT_ATTRIB_GENERIC1 */ VERT_ATTRIB_GENERIC2, /* VERT_ATTRIB_GENERIC2 */ VERT_ATTRIB_GENERIC3, /* VERT_ATTRIB_GENERIC3 */ VERT_ATTRIB_GENERIC4, /* VERT_ATTRIB_GENERIC4 */ VERT_ATTRIB_GENERIC5, /* VERT_ATTRIB_GENERIC5 */ VERT_ATTRIB_GENERIC6, /* VERT_ATTRIB_GENERIC6 */ VERT_ATTRIB_GENERIC7, /* VERT_ATTRIB_GENERIC7 */ VERT_ATTRIB_GENERIC8, /* VERT_ATTRIB_GENERIC8 */ VERT_ATTRIB_GENERIC9, /* VERT_ATTRIB_GENERIC9 */ VERT_ATTRIB_GENERIC10, /* VERT_ATTRIB_GENERIC10 */ VERT_ATTRIB_GENERIC11, /* VERT_ATTRIB_GENERIC11 */ VERT_ATTRIB_GENERIC12, /* VERT_ATTRIB_GENERIC12 */ VERT_ATTRIB_GENERIC13, /* VERT_ATTRIB_GENERIC13 */ VERT_ATTRIB_GENERIC14, /* VERT_ATTRIB_GENERIC14 */ VERT_ATTRIB_GENERIC15 /* VERT_ATTRIB_GENERIC15 */ }, /* ATTRIBUTE_MAP_MODE_POSITION * * Grab vertex processing attribute VERT_ATTRIB_POS as well as * vertex processing attribute VERT_ATTRIB_GENERIC0 from the * VAO attribute VERT_ATTRIB_POS. */ { VERT_ATTRIB_POS, /* VERT_ATTRIB_POS */ VERT_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */ VERT_ATTRIB_COLOR0, /* VERT_ATTRIB_COLOR0 */ VERT_ATTRIB_COLOR1, /* VERT_ATTRIB_COLOR1 */ VERT_ATTRIB_FOG, /* VERT_ATTRIB_FOG */ VERT_ATTRIB_COLOR_INDEX, /* VERT_ATTRIB_COLOR_INDEX */ VERT_ATTRIB_EDGEFLAG, /* VERT_ATTRIB_EDGEFLAG */ VERT_ATTRIB_TEX0, /* VERT_ATTRIB_TEX0 */ VERT_ATTRIB_TEX1, /* VERT_ATTRIB_TEX1 */ VERT_ATTRIB_TEX2, /* VERT_ATTRIB_TEX2 */ VERT_ATTRIB_TEX3, /* VERT_ATTRIB_TEX3 */ VERT_ATTRIB_TEX4, /* VERT_ATTRIB_TEX4 */ VERT_ATTRIB_TEX5, /* VERT_ATTRIB_TEX5 */ VERT_ATTRIB_TEX6, /* VERT_ATTRIB_TEX6 */ VERT_ATTRIB_TEX7, /* VERT_ATTRIB_TEX7 */ VERT_ATTRIB_POINT_SIZE, /* VERT_ATTRIB_POINT_SIZE */ VERT_ATTRIB_POS, /* VERT_ATTRIB_GENERIC0 */ VERT_ATTRIB_GENERIC1, /* VERT_ATTRIB_GENERIC1 */ VERT_ATTRIB_GENERIC2, /* VERT_ATTRIB_GENERIC2 */ VERT_ATTRIB_GENERIC3, /* VERT_ATTRIB_GENERIC3 */ VERT_ATTRIB_GENERIC4, /* VERT_ATTRIB_GENERIC4 */ VERT_ATTRIB_GENERIC5, /* VERT_ATTRIB_GENERIC5 */ VERT_ATTRIB_GENERIC6, /* VERT_ATTRIB_GENERIC6 */ VERT_ATTRIB_GENERIC7, /* VERT_ATTRIB_GENERIC7 */ VERT_ATTRIB_GENERIC8, /* VERT_ATTRIB_GENERIC8 */ VERT_ATTRIB_GENERIC9, /* VERT_ATTRIB_GENERIC9 */ VERT_ATTRIB_GENERIC10, /* VERT_ATTRIB_GENERIC10 */ VERT_ATTRIB_GENERIC11, /* VERT_ATTRIB_GENERIC11 */ VERT_ATTRIB_GENERIC12, /* VERT_ATTRIB_GENERIC12 */ VERT_ATTRIB_GENERIC13, /* VERT_ATTRIB_GENERIC13 */ VERT_ATTRIB_GENERIC14, /* VERT_ATTRIB_GENERIC14 */ VERT_ATTRIB_GENERIC15 /* VERT_ATTRIB_GENERIC15 */ }, /* ATTRIBUTE_MAP_MODE_GENERIC0 * * Grab vertex processing attribute VERT_ATTRIB_POS as well as * vertex processing attribute VERT_ATTRIB_GENERIC0 from the * VAO attribute VERT_ATTRIB_GENERIC0. */ { VERT_ATTRIB_GENERIC0, /* VERT_ATTRIB_POS */ VERT_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */ VERT_ATTRIB_COLOR0, /* VERT_ATTRIB_COLOR0 */ VERT_ATTRIB_COLOR1, /* VERT_ATTRIB_COLOR1 */ VERT_ATTRIB_FOG, /* VERT_ATTRIB_FOG */ VERT_ATTRIB_COLOR_INDEX, /* VERT_ATTRIB_COLOR_INDEX */ VERT_ATTRIB_EDGEFLAG, /* VERT_ATTRIB_EDGEFLAG */ VERT_ATTRIB_TEX0, /* VERT_ATTRIB_TEX0 */ VERT_ATTRIB_TEX1, /* VERT_ATTRIB_TEX1 */ VERT_ATTRIB_TEX2, /* VERT_ATTRIB_TEX2 */ VERT_ATTRIB_TEX3, /* VERT_ATTRIB_TEX3 */ VERT_ATTRIB_TEX4, /* VERT_ATTRIB_TEX4 */ VERT_ATTRIB_TEX5, /* VERT_ATTRIB_TEX5 */ VERT_ATTRIB_TEX6, /* VERT_ATTRIB_TEX6 */ VERT_ATTRIB_TEX7, /* VERT_ATTRIB_TEX7 */ VERT_ATTRIB_POINT_SIZE, /* VERT_ATTRIB_POINT_SIZE */ VERT_ATTRIB_GENERIC0, /* VERT_ATTRIB_GENERIC0 */ VERT_ATTRIB_GENERIC1, /* VERT_ATTRIB_GENERIC1 */ VERT_ATTRIB_GENERIC2, /* VERT_ATTRIB_GENERIC2 */ VERT_ATTRIB_GENERIC3, /* VERT_ATTRIB_GENERIC3 */ VERT_ATTRIB_GENERIC4, /* VERT_ATTRIB_GENERIC4 */ VERT_ATTRIB_GENERIC5, /* VERT_ATTRIB_GENERIC5 */ VERT_ATTRIB_GENERIC6, /* VERT_ATTRIB_GENERIC6 */ VERT_ATTRIB_GENERIC7, /* VERT_ATTRIB_GENERIC7 */ VERT_ATTRIB_GENERIC8, /* VERT_ATTRIB_GENERIC8 */ VERT_ATTRIB_GENERIC9, /* VERT_ATTRIB_GENERIC9 */ VERT_ATTRIB_GENERIC10, /* VERT_ATTRIB_GENERIC10 */ VERT_ATTRIB_GENERIC11, /* VERT_ATTRIB_GENERIC11 */ VERT_ATTRIB_GENERIC12, /* VERT_ATTRIB_GENERIC12 */ VERT_ATTRIB_GENERIC13, /* VERT_ATTRIB_GENERIC13 */ VERT_ATTRIB_GENERIC14, /* VERT_ATTRIB_GENERIC14 */ VERT_ATTRIB_GENERIC15 /* VERT_ATTRIB_GENERIC15 */ } }; /** * 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) { /* 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_COMPAT) return ctx->Array.DefaultVAO; 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. * * While _mesa_lookup_vao doesn't generate an error if the object does not * exist, this function comes in two variants. * If is_ext_dsa is false, 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. * If is_ext_dsa is true, 0 is not a valid name. If the name exists but * the object has never been bound, it is initialized. */ struct gl_vertex_array_object * _mesa_lookup_vao_err(struct gl_context *ctx, GLuint id, bool is_ext_dsa, 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 (is_ext_dsa || ctx->API == API_OPENGL_CORE) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(zero is not valid vaobj name%s)", caller, is_ext_dsa ? "" : " in a core profile context"); 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 || (!is_ext_dsa && !vao->EverBound)) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(non-existent vaobj=%u)", caller, id); return NULL; } /* The EXT_direct_state_access specification says: * * "If the vertex array object named by the vaobj parameter has not * been previously bound but has been generated (without subsequent * deletion) by GenVertexArrays, the GL first creates a new state * vector in the same manner as when BindVertexArray creates a new * vertex array object." */ if (vao && is_ext_dsa && !vao->EverBound) vao->EverBound = true; _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); } /** * 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 = MALLOC_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; bool deleteFlag; if (oldObj->SharedAndImmutable) { deleteFlag = p_atomic_dec_zero(&oldObj->RefCount); } else { assert(oldObj->RefCount > 0); oldObj->RefCount--; deleteFlag = (oldObj->RefCount == 0); } if (deleteFlag) _mesa_delete_vao(ctx, oldObj); *ptr = NULL; } assert(!*ptr); if (vao) { /* reference new array object */ if (vao->SharedAndImmutable) { p_atomic_inc(&vao->RefCount); } else { assert(vao->RefCount > 0); vao->RefCount++; } *ptr = vao; } } /** * Initialize a gl_vertex_array_object's arrays. */ void _mesa_initialize_vao(struct gl_context *ctx, struct gl_vertex_array_object *vao, GLuint name) { memcpy(vao, &ctx->Array.DefaultVAOState, sizeof(*vao)); vao->Name = name; } /** * Compute the offset range for the provided binding. * * This is a helper function for the below. */ static void compute_vbo_offset_range(const struct gl_vertex_array_object *vao, const struct gl_vertex_buffer_binding *binding, GLsizeiptr* min, GLsizeiptr* max) { /* The function is meant to work on VBO bindings */ assert(binding->BufferObj); /* Start with an inverted range of relative offsets. */ GLuint min_offset = ~(GLuint)0; GLuint max_offset = 0; /* We work on the unmapped originaly VAO array entries. */ GLbitfield mask = vao->Enabled & binding->_BoundArrays; /* The binding should be active somehow, not to return inverted ranges */ assert(mask); while (mask) { const int i = u_bit_scan(&mask); const GLuint off = vao->VertexAttrib[i].RelativeOffset; min_offset = MIN2(off, min_offset); max_offset = MAX2(off, max_offset); } *min = binding->Offset + (GLsizeiptr)min_offset; *max = binding->Offset + (GLsizeiptr)max_offset; } /** * Update the unique binding and pos/generic0 map tracking in the vao. * * The idea is to build up information in the vao so that a consuming * backend can execute the following to set up buffer and vertex element * information: * * const GLbitfield inputs_read = VERT_BIT_ALL; // backend vp inputs * * // Attribute data is in a VBO. * GLbitfield vbomask = inputs_read & _mesa_draw_vbo_array_bits(ctx); * while (vbomask) { * // The attribute index to start pulling a binding * const gl_vert_attrib i = ffs(vbomask) - 1; * const struct gl_vertex_buffer_binding *const binding * = _mesa_draw_buffer_binding(vao, i); * * * * const GLbitfield boundmask = _mesa_draw_bound_attrib_bits(binding); * GLbitfield attrmask = vbomask & boundmask; * assert(attrmask); * // Walk attributes belonging to the binding * while (attrmask) { * const gl_vert_attrib attr = u_bit_scan(&attrmask); * const struct gl_array_attributes *const attrib * = _mesa_draw_array_attrib(vao, attr); * * * } * vbomask &= ~boundmask; * } * * // Process user space buffers * GLbitfield usermask = inputs_read & _mesa_draw_user_array_bits(ctx); * while (usermask) { * // The attribute index to start pulling a binding * const gl_vert_attrib i = ffs(usermask) - 1; * const struct gl_vertex_buffer_binding *const binding * = _mesa_draw_buffer_binding(vao, i); * * * * const GLbitfield boundmask = _mesa_draw_bound_attrib_bits(binding); * GLbitfield attrmask = usermask & boundmask; * assert(attrmask); * // Walk interleaved attributes with a common stride and instance divisor * while (attrmask) { * const gl_vert_attrib attr = u_bit_scan(&attrmask); * const struct gl_array_attributes *const attrib * = _mesa_draw_array_attrib(vao, attr); * * * } * usermask &= ~boundmask; * } * * // Process values that should have better been uniforms in the application * GLbitfield curmask = inputs_read & _mesa_draw_current_bits(ctx); * while (curmask) { * const gl_vert_attrib attr = u_bit_scan(&curmask); * const struct gl_array_attributes *const attrib * = _mesa_draw_current_attrib(ctx, attr); * * * } * * * Note that the scan below must not incoporate any context state. * The rationale is that once a VAO is finalized it should not * be touched anymore. That means, do not incorporate the * gl_context::Array._DrawVAOEnabledAttribs bitmask into this scan. * A backend driver may further reduce the handled vertex processing * inputs based on their vertex shader inputs. But scanning for * collapsable binding points to reduce relocs is done based on the * enabled arrays. * Also VAOs may be shared between contexts due to their use in dlists * thus no context state should bleed into the VAO. */ void _mesa_update_vao_derived_arrays(struct gl_context *ctx, struct gl_vertex_array_object *vao) { /* Make sure we do not run into problems with shared objects */ assert(!vao->SharedAndImmutable || vao->NewArrays == 0); /* Limit used for common binding scanning below. */ const GLsizeiptr MaxRelativeOffset = ctx->Const.MaxVertexAttribRelativeOffset; /* The gl_vertex_array_object::_AttributeMapMode denotes the way * VERT_ATTRIB_{POS,GENERIC0} mapping is done. * * This mapping is used to map between the OpenGL api visible * VERT_ATTRIB_* arrays to mesa driver arrayinputs or shader inputs. * The mapping only depends on the enabled bits of the * VERT_ATTRIB_{POS,GENERIC0} arrays and is tracked in the VAO. * * This map needs to be applied when finally translating to the bitmasks * as consumed by the driver backends. The duplicate scanning is here * can as well be done in the OpenGL API numbering without this map. */ const gl_attribute_map_mode mode = vao->_AttributeMapMode; /* Enabled array bits. */ const GLbitfield enabled = vao->Enabled; /* VBO array bits. */ const GLbitfield vbos = vao->VertexAttribBufferMask; const GLbitfield divisor_is_nonzero = vao->NonZeroDivisorMask; /* Compute and store effectively enabled and mapped vbo arrays */ vao->_EffEnabledVBO = _mesa_vao_enable_to_vp_inputs(mode, enabled & vbos); vao->_EffEnabledNonZeroDivisor = _mesa_vao_enable_to_vp_inputs(mode, enabled & divisor_is_nonzero); /* Walk those enabled arrays that have a real vbo attached */ GLbitfield mask = enabled; while (mask) { /* Do not use u_bit_scan as we can walk multiple attrib arrays at once */ const int i = ffs(mask) - 1; /* The binding from the first to be processed attribute. */ const GLuint bindex = vao->VertexAttrib[i].BufferBindingIndex; struct gl_vertex_buffer_binding *binding = &vao->BufferBinding[bindex]; /* The scan goes different for user space arrays than vbos */ if (binding->BufferObj) { /* The bound arrays. */ const GLbitfield bound = enabled & binding->_BoundArrays; /* Start this current effective binding with the actual bound arrays */ GLbitfield eff_bound_arrays = bound; /* * If there is nothing left to scan just update the effective binding * information. If the VAO is already only using a single binding point * we end up here. So the overhead of this scan for an application * carefully preparing the VAO for draw is low. */ GLbitfield scanmask = mask & vbos & ~bound; /* Is there something left to scan? */ if (scanmask == 0) { /* Just update the back reference from the attrib to the binding and * the effective offset. */ GLbitfield attrmask = eff_bound_arrays; while (attrmask) { const int j = u_bit_scan(&attrmask); struct gl_array_attributes *attrib2 = &vao->VertexAttrib[j]; /* Update the index into the common binding point and offset */ attrib2->_EffBufferBindingIndex = bindex; attrib2->_EffRelativeOffset = attrib2->RelativeOffset; assert(attrib2->_EffRelativeOffset <= MaxRelativeOffset); } /* Finally this is the set of effectively bound arrays with the * original binding offset. */ binding->_EffOffset = binding->Offset; /* The bound arrays past the VERT_ATTRIB_{POS,GENERIC0} mapping. */ binding->_EffBoundArrays = _mesa_vao_enable_to_vp_inputs(mode, eff_bound_arrays); } else { /* In the VBO case, scan for attribute/binding * combinations with relative bindings in the range of * [0, ctx->Const.MaxVertexAttribRelativeOffset]. * Note that this does also go beyond just interleaved arrays * as long as they use the same VBO, binding parameters and the * offsets stay within bounds that the backend still can handle. */ GLsizeiptr min_offset, max_offset; compute_vbo_offset_range(vao, binding, &min_offset, &max_offset); assert(max_offset <= min_offset + MaxRelativeOffset); /* Now scan. */ while (scanmask) { /* Do not use u_bit_scan as we can walk multiple * attrib arrays at once */ const int j = ffs(scanmask) - 1; const struct gl_array_attributes *attrib2 = &vao->VertexAttrib[j]; const struct gl_vertex_buffer_binding *binding2 = &vao->BufferBinding[attrib2->BufferBindingIndex]; /* Remove those attrib bits from the mask that are bound to the * same effective binding point. */ const GLbitfield bound2 = enabled & binding2->_BoundArrays; scanmask &= ~bound2; /* Check if we have an identical binding */ if (binding->Stride != binding2->Stride) continue; if (binding->InstanceDivisor != binding2->InstanceDivisor) continue; if (binding->BufferObj != binding2->BufferObj) continue; /* Check if we can fold both bindings into a common binding */ GLsizeiptr min_offset2, max_offset2; compute_vbo_offset_range(vao, binding2, &min_offset2, &max_offset2); /* If the relative offset is within the limits ... */ if (min_offset + MaxRelativeOffset < max_offset2) continue; if (min_offset2 + MaxRelativeOffset < max_offset) continue; /* ... add this array to the effective binding */ eff_bound_arrays |= bound2; min_offset = MIN2(min_offset, min_offset2); max_offset = MAX2(max_offset, max_offset2); assert(max_offset <= min_offset + MaxRelativeOffset); } /* Update the back reference from the attrib to the binding */ GLbitfield attrmask = eff_bound_arrays; while (attrmask) { const int j = u_bit_scan(&attrmask); struct gl_array_attributes *attrib2 = &vao->VertexAttrib[j]; const struct gl_vertex_buffer_binding *binding2 = &vao->BufferBinding[attrib2->BufferBindingIndex]; /* Update the index into the common binding point and offset */ attrib2->_EffBufferBindingIndex = bindex; attrib2->_EffRelativeOffset = binding2->Offset + attrib2->RelativeOffset - min_offset; assert(attrib2->_EffRelativeOffset <= MaxRelativeOffset); } /* Finally this is the set of effectively bound arrays */ binding->_EffOffset = min_offset; /* The bound arrays past the VERT_ATTRIB_{POS,GENERIC0} mapping. */ binding->_EffBoundArrays = _mesa_vao_enable_to_vp_inputs(mode, eff_bound_arrays); } /* Mark all the effective bound arrays as processed. */ mask &= ~eff_bound_arrays; } else { /* Scanning of common bindings for user space arrays. */ const struct gl_array_attributes *attrib = &vao->VertexAttrib[i]; const GLbitfield bound = VERT_BIT(i); /* Note that user space array pointers can only happen using a one * to one binding point to array mapping. * The OpenGL 4.x/ARB_vertex_attrib_binding api does not support * user space arrays collected at multiple binding points. * The only provider of user space interleaved arrays with a single * binding point is the mesa internal vbo module. But that one * provides a perfect interleaved set of arrays. * * If this would not be true we would potentially get attribute arrays * with user space pointers that may not lie within the * MaxRelativeOffset range but still attached to a single binding. * Then we would need to store the effective attribute and binding * grouping information in a seperate array beside * gl_array_attributes/gl_vertex_buffer_binding. */ assert(util_bitcount(binding->_BoundArrays & vao->Enabled) == 1 || (vao->Enabled & ~binding->_BoundArrays) == 0); /* Start this current effective binding with the array */ GLbitfield eff_bound_arrays = bound; const GLubyte *ptr = attrib->Ptr; unsigned vertex_end = attrib->Format._ElementSize; /* Walk other user space arrays and see which are interleaved * using the same binding parameters. */ GLbitfield scanmask = mask & ~vbos & ~bound; while (scanmask) { const int j = u_bit_scan(&scanmask); const struct gl_array_attributes *attrib2 = &vao->VertexAttrib[j]; const struct gl_vertex_buffer_binding *binding2 = &vao->BufferBinding[attrib2->BufferBindingIndex]; /* See the comment at the same assert above. */ assert(util_bitcount(binding2->_BoundArrays & vao->Enabled) == 1 || (vao->Enabled & ~binding->_BoundArrays) == 0); /* Check if we have an identical binding */ if (binding->Stride != binding2->Stride) continue; if (binding->InstanceDivisor != binding2->InstanceDivisor) continue; if (ptr <= attrib2->Ptr) { if (ptr + binding->Stride < attrib2->Ptr + attrib2->Format._ElementSize) continue; unsigned end = attrib2->Ptr + attrib2->Format._ElementSize - ptr; vertex_end = MAX2(vertex_end, end); } else { if (attrib2->Ptr + binding->Stride < ptr + vertex_end) continue; vertex_end += (GLsizei)(ptr - attrib2->Ptr); ptr = attrib2->Ptr; } /* User space buffer object */ assert(!binding2->BufferObj); eff_bound_arrays |= VERT_BIT(j); } /* Update the back reference from the attrib to the binding */ GLbitfield attrmask = eff_bound_arrays; while (attrmask) { const int j = u_bit_scan(&attrmask); struct gl_array_attributes *attrib2 = &vao->VertexAttrib[j]; /* Update the index into the common binding point and the offset */ attrib2->_EffBufferBindingIndex = bindex; attrib2->_EffRelativeOffset = attrib2->Ptr - ptr; assert(attrib2->_EffRelativeOffset <= binding->Stride); } /* Finally this is the set of effectively bound arrays */ binding->_EffOffset = (GLintptr)ptr; /* The bound arrays past the VERT_ATTRIB_{POS,GENERIC0} mapping. */ binding->_EffBoundArrays = _mesa_vao_enable_to_vp_inputs(mode, eff_bound_arrays); /* Mark all the effective bound arrays as processed. */ mask &= ~eff_bound_arrays; } } #ifndef NDEBUG /* Make sure the above code works as expected. */ for (gl_vert_attrib attr = 0; attr < VERT_ATTRIB_MAX; ++attr) { /* Query the original api defined attrib/binding information ... */ const unsigned char *const map =_mesa_vao_attribute_map[mode]; if (vao->Enabled & VERT_BIT(map[attr])) { const struct gl_array_attributes *attrib = &vao->VertexAttrib[map[attr]]; const struct gl_vertex_buffer_binding *binding = &vao->BufferBinding[attrib->BufferBindingIndex]; /* ... and compare that with the computed attrib/binding */ const struct gl_vertex_buffer_binding *binding2 = &vao->BufferBinding[attrib->_EffBufferBindingIndex]; assert(binding->Stride == binding2->Stride); assert(binding->InstanceDivisor == binding2->InstanceDivisor); assert(binding->BufferObj == binding2->BufferObj); if (binding->BufferObj) { assert(attrib->_EffRelativeOffset <= MaxRelativeOffset); assert(binding->Offset + attrib->RelativeOffset == binding2->_EffOffset + attrib->_EffRelativeOffset); } else { assert(attrib->_EffRelativeOffset < binding->Stride); assert((GLintptr)attrib->Ptr == binding2->_EffOffset + attrib->_EffRelativeOffset); } } } #endif } void _mesa_set_vao_immutable(struct gl_context *ctx, struct gl_vertex_array_object *vao) { _mesa_update_vao_derived_arrays(ctx, vao); vao->NewArrays = 0; vao->SharedAndImmutable = true; } bool _mesa_all_varyings_in_vbos(const struct gl_vertex_array_object *vao) { /* Walk those enabled arrays that have the default vbo attached */ GLbitfield 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 = ffs(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]; /* We have already masked out vao->VertexAttribBufferMask */ assert(!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 */ GLbitfield mask = vao->Enabled & vao->VertexAttribBufferMask; while (mask) { const int i = ffs(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]; /* We have already masked with vao->VertexAttribBufferMask */ assert(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; } /** * Map buffer objects used in attribute arrays. */ void _mesa_vao_map_arrays(struct gl_context *ctx, struct gl_vertex_array_object *vao, GLbitfield access) { GLbitfield mask = vao->Enabled & vao->VertexAttribBufferMask; while (mask) { /* Do not use u_bit_scan as we can walk multiple attrib arrays at once */ const gl_vert_attrib attr = ffs(mask) - 1; const GLubyte bindex = vao->VertexAttrib[attr].BufferBindingIndex; struct gl_vertex_buffer_binding *binding = &vao->BufferBinding[bindex]; mask &= ~binding->_BoundArrays; struct gl_buffer_object *bo = binding->BufferObj; assert(bo); if (_mesa_bufferobj_mapped(bo, MAP_INTERNAL)) continue; ctx->Driver.MapBufferRange(ctx, 0, bo->Size, access, bo, MAP_INTERNAL); } } /** * Map buffer objects used in the vao, attribute arrays and index buffer. */ void _mesa_vao_map(struct gl_context *ctx, struct gl_vertex_array_object *vao, GLbitfield access) { struct gl_buffer_object *bo = vao->IndexBufferObj; /* map the index buffer, if there is one, and not already mapped */ if (bo && !_mesa_bufferobj_mapped(bo, MAP_INTERNAL)) ctx->Driver.MapBufferRange(ctx, 0, bo->Size, access, bo, MAP_INTERNAL); _mesa_vao_map_arrays(ctx, vao, access); } /** * Unmap buffer objects used in attribute arrays. */ void _mesa_vao_unmap_arrays(struct gl_context *ctx, struct gl_vertex_array_object *vao) { GLbitfield mask = vao->Enabled & vao->VertexAttribBufferMask; while (mask) { /* Do not use u_bit_scan as we can walk multiple attrib arrays at once */ const gl_vert_attrib attr = ffs(mask) - 1; const GLubyte bindex = vao->VertexAttrib[attr].BufferBindingIndex; struct gl_vertex_buffer_binding *binding = &vao->BufferBinding[bindex]; mask &= ~binding->_BoundArrays; struct gl_buffer_object *bo = binding->BufferObj; assert(bo); if (!_mesa_bufferobj_mapped(bo, MAP_INTERNAL)) continue; ctx->Driver.UnmapBuffer(ctx, bo, MAP_INTERNAL); } } /** * Unmap buffer objects used in the vao, attribute arrays and index buffer. */ void _mesa_vao_unmap(struct gl_context *ctx, struct gl_vertex_array_object *vao) { struct gl_buffer_object *bo = vao->IndexBufferObj; /* unmap the index buffer, if there is one, and still mapped */ if (bo && _mesa_bufferobj_mapped(bo, MAP_INTERNAL)) ctx->Driver.UnmapBuffer(ctx, bo, MAP_INTERNAL); _mesa_vao_unmap_arrays(ctx, vao); } /**********************************************************************/ /* 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; } /* 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. */ _mesa_set_draw_vao(ctx, ctx->Array._EmptyVAO, 0); _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++) { /* IDs equal to 0 should be silently ignored. */ if (!ids[i]) continue; 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); if (ctx->Array._DrawVAO == obj) _mesa_set_draw_vao(ctx, ctx->Array._EmptyVAO, 0); /* 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, false, "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); } if (!bufObj) return; bufObj->UsageHistory |= USAGE_ELEMENT_ARRAY_BUFFER; } else { bufObj = NULL; } _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, false, "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 ? vao->IndexBufferObj->Name : 0; }