| /* |
| * 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 <idr@us.ibm.com> |
| * \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: |
| * |
| * "<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_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: |
| * |
| * "<vaobj> 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 <vaobj> 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. |
| */ |
| void |
| _mesa_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) |
| { |
| _mesa_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); |
| * |
| * <insert code to handle the vertex buffer object at binding> |
| * |
| * 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); |
| * |
| * <insert code to handle the vertex element refering to the binding> |
| * } |
| * 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); |
| * |
| * <insert code to handle a set of interleaved user space arrays at binding> |
| * |
| * 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); |
| * |
| * <insert code to handle non vbo vertex arrays> |
| * } |
| * 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); |
| * |
| * <insert code to handle current values> |
| * } |
| * |
| * |
| * 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); |
| |
| /* Fast path when the VAO is updated too often. */ |
| if (vao->IsDynamic) |
| return; |
| |
| /* More than 4 updates turn the VAO to dynamic. */ |
| if (ctx->Const.AllowDynamicVAOFastPath && ++vao->NumUpdates > 4) { |
| vao->IsDynamic = true; |
| return; |
| } |
| |
| /* 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) |
| { |
| GLint i; |
| |
| if (!arrays) |
| return; |
| |
| _mesa_HashFindFreeKeys(ctx->Array.Objects, arrays, 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; |
| |
| obj = _mesa_new_vao(ctx, arrays[i]); |
| if (!obj) { |
| _mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", func); |
| return; |
| } |
| obj->EverBound = create; |
| _mesa_HashInsertLocked(ctx->Array.Objects, obj->Name, obj, true); |
| } |
| } |
| |
| |
| 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 <vaobj> 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 <buffer> 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 <vaobj> 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 <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 ? vao->IndexBufferObj->Name : 0; |
| } |