1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 * (C) Copyright IBM Corporation 2006
6 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
22 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
23 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
24 * OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28 /**
29 * \file arrayobj.c
30 *
31 * Implementation of Vertex Array Objects (VAOs), from OpenGL 3.1+,
32 * the GL_ARB_vertex_array_object extension, or the older
33 * GL_APPLE_vertex_array_object extension.
34 *
35 * \todo
36 * The code in this file borrows a lot from bufferobj.c. There's a certain
37 * amount of cruft left over from that origin that may be unnecessary.
38 *
39 * \author Ian Romanick <idr@us.ibm.com>
40 * \author Brian Paul
41 */
42
43
44 #include "glheader.h"
45 #include "hash.h"
46 #include "image.h"
47 #include "imports.h"
48 #include "context.h"
49 #include "bufferobj.h"
50 #include "arrayobj.h"
51 #include "macros.h"
52 #include "mtypes.h"
53 #include "varray.h"
54 #include "main/dispatch.h"
55 #include "util/bitscan.h"
56
57
58 /**
59 * Look up the array object for the given ID.
60 *
61 * \returns
62 * Either a pointer to the array object with the specified ID or \c NULL for
63 * a non-existent ID. The spec defines ID 0 as being technically
64 * non-existent.
65 */
66
67 struct gl_vertex_array_object *
_mesa_lookup_vao(struct gl_context * ctx,GLuint id)68 _mesa_lookup_vao(struct gl_context *ctx, GLuint id)
69 {
70 if (id == 0)
71 return NULL;
72 else
73 return (struct gl_vertex_array_object *)
74 _mesa_HashLookup(ctx->Array.Objects, id);
75 }
76
77
78 /**
79 * Looks up the array object for the given ID.
80 *
81 * Unlike _mesa_lookup_vao, this function generates a GL_INVALID_OPERATION
82 * error if the array object does not exist. It also returns the default
83 * array object when ctx is a compatibility profile context and id is zero.
84 */
85 struct gl_vertex_array_object *
_mesa_lookup_vao_err(struct gl_context * ctx,GLuint id,const char * caller)86 _mesa_lookup_vao_err(struct gl_context *ctx, GLuint id, const char *caller)
87 {
88 /* The ARB_direct_state_access specification says:
89 *
90 * "<vaobj> is [compatibility profile:
91 * zero, indicating the default vertex array object, or]
92 * the name of the vertex array object."
93 */
94 if (id == 0) {
95 if (ctx->API == API_OPENGL_CORE) {
96 _mesa_error(ctx, GL_INVALID_OPERATION,
97 "%s(zero is not valid vaobj name in a core profile "
98 "context)", caller);
99 return NULL;
100 }
101
102 return ctx->Array.DefaultVAO;
103 } else {
104 struct gl_vertex_array_object *vao;
105
106 if (ctx->Array.LastLookedUpVAO &&
107 ctx->Array.LastLookedUpVAO->Name == id) {
108 vao = ctx->Array.LastLookedUpVAO;
109 } else {
110 vao = (struct gl_vertex_array_object *)
111 _mesa_HashLookup(ctx->Array.Objects, id);
112
113 /* The ARB_direct_state_access specification says:
114 *
115 * "An INVALID_OPERATION error is generated if <vaobj> is not
116 * [compatibility profile: zero or] the name of an existing
117 * vertex array object."
118 */
119 if (!vao || !vao->EverBound) {
120 _mesa_error(ctx, GL_INVALID_OPERATION,
121 "%s(non-existent vaobj=%u)", caller, id);
122 return NULL;
123 }
124
125 _mesa_reference_vao(ctx, &ctx->Array.LastLookedUpVAO, vao);
126 }
127
128 return vao;
129 }
130 }
131
132
133 /**
134 * For all the vertex binding points in the array object, unbind any pointers
135 * to any buffer objects (VBOs).
136 * This is done just prior to array object destruction.
137 */
138 static void
unbind_array_object_vbos(struct gl_context * ctx,struct gl_vertex_array_object * obj)139 unbind_array_object_vbos(struct gl_context *ctx, struct gl_vertex_array_object *obj)
140 {
141 GLuint i;
142
143 for (i = 0; i < ARRAY_SIZE(obj->BufferBinding); i++)
144 _mesa_reference_buffer_object(ctx, &obj->BufferBinding[i].BufferObj, NULL);
145
146 for (i = 0; i < ARRAY_SIZE(obj->_VertexAttrib); i++)
147 _mesa_reference_buffer_object(ctx, &obj->_VertexAttrib[i].BufferObj, NULL);
148 }
149
150
151 /**
152 * Allocate and initialize a new vertex array object.
153 */
154 struct gl_vertex_array_object *
_mesa_new_vao(struct gl_context * ctx,GLuint name)155 _mesa_new_vao(struct gl_context *ctx, GLuint name)
156 {
157 struct gl_vertex_array_object *obj = CALLOC_STRUCT(gl_vertex_array_object);
158 if (obj)
159 _mesa_initialize_vao(ctx, obj, name);
160 return obj;
161 }
162
163
164 /**
165 * Delete an array object.
166 */
167 void
_mesa_delete_vao(struct gl_context * ctx,struct gl_vertex_array_object * obj)168 _mesa_delete_vao(struct gl_context *ctx, struct gl_vertex_array_object *obj)
169 {
170 unbind_array_object_vbos(ctx, obj);
171 _mesa_reference_buffer_object(ctx, &obj->IndexBufferObj, NULL);
172 mtx_destroy(&obj->Mutex);
173 free(obj->Label);
174 free(obj);
175 }
176
177
178 /**
179 * Set ptr to vao w/ reference counting.
180 * Note: this should only be called from the _mesa_reference_vao()
181 * inline function.
182 */
183 void
_mesa_reference_vao_(struct gl_context * ctx,struct gl_vertex_array_object ** ptr,struct gl_vertex_array_object * vao)184 _mesa_reference_vao_(struct gl_context *ctx,
185 struct gl_vertex_array_object **ptr,
186 struct gl_vertex_array_object *vao)
187 {
188 assert(*ptr != vao);
189
190 if (*ptr) {
191 /* Unreference the old array object */
192 GLboolean deleteFlag = GL_FALSE;
193 struct gl_vertex_array_object *oldObj = *ptr;
194
195 mtx_lock(&oldObj->Mutex);
196 assert(oldObj->RefCount > 0);
197 oldObj->RefCount--;
198 deleteFlag = (oldObj->RefCount == 0);
199 mtx_unlock(&oldObj->Mutex);
200
201 if (deleteFlag)
202 _mesa_delete_vao(ctx, oldObj);
203
204 *ptr = NULL;
205 }
206 assert(!*ptr);
207
208 if (vao) {
209 /* reference new array object */
210 mtx_lock(&vao->Mutex);
211 if (vao->RefCount == 0) {
212 /* this array's being deleted (look just above) */
213 /* Not sure this can every really happen. Warn if it does. */
214 _mesa_problem(NULL, "referencing deleted array object");
215 *ptr = NULL;
216 }
217 else {
218 vao->RefCount++;
219 *ptr = vao;
220 }
221 mtx_unlock(&vao->Mutex);
222 }
223 }
224
225
226 /**
227 * Initialize attribtes of a vertex array within a vertex array object.
228 * \param vao the container vertex array object
229 * \param index which array in the VAO to initialize
230 * \param size number of components (1, 2, 3 or 4) per attribute
231 * \param type datatype of the attribute (GL_FLOAT, GL_INT, etc).
232 */
233 static void
init_array(struct gl_context * ctx,struct gl_vertex_array_object * vao,GLuint index,GLint size,GLint type)234 init_array(struct gl_context *ctx,
235 struct gl_vertex_array_object *vao,
236 GLuint index, GLint size, GLint type)
237 {
238 struct gl_array_attributes *array = &vao->VertexAttrib[index];
239 struct gl_vertex_buffer_binding *binding = &vao->BufferBinding[index];
240
241 array->Size = size;
242 array->Type = type;
243 array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */
244 array->Stride = 0;
245 array->Ptr = NULL;
246 array->RelativeOffset = 0;
247 array->Enabled = GL_FALSE;
248 array->Normalized = GL_FALSE;
249 array->Integer = GL_FALSE;
250 array->Doubles = GL_FALSE;
251 array->_ElementSize = size * _mesa_sizeof_type(type);
252 array->BufferBindingIndex = index;
253
254 binding->Offset = 0;
255 binding->Stride = array->_ElementSize;
256 binding->BufferObj = NULL;
257 binding->_BoundArrays = BITFIELD64_BIT(index);
258
259 /* Vertex array buffers */
260 _mesa_reference_buffer_object(ctx, &binding->BufferObj,
261 ctx->Shared->NullBufferObj);
262 }
263
264
265 /**
266 * Initialize a gl_vertex_array_object's arrays.
267 */
268 void
_mesa_initialize_vao(struct gl_context * ctx,struct gl_vertex_array_object * vao,GLuint name)269 _mesa_initialize_vao(struct gl_context *ctx,
270 struct gl_vertex_array_object *vao,
271 GLuint name)
272 {
273 GLuint i;
274
275 vao->Name = name;
276
277 mtx_init(&vao->Mutex, mtx_plain);
278 vao->RefCount = 1;
279
280 /* Init the individual arrays */
281 for (i = 0; i < ARRAY_SIZE(vao->VertexAttrib); i++) {
282 switch (i) {
283 case VERT_ATTRIB_WEIGHT:
284 init_array(ctx, vao, VERT_ATTRIB_WEIGHT, 1, GL_FLOAT);
285 break;
286 case VERT_ATTRIB_NORMAL:
287 init_array(ctx, vao, VERT_ATTRIB_NORMAL, 3, GL_FLOAT);
288 break;
289 case VERT_ATTRIB_COLOR1:
290 init_array(ctx, vao, VERT_ATTRIB_COLOR1, 3, GL_FLOAT);
291 break;
292 case VERT_ATTRIB_FOG:
293 init_array(ctx, vao, VERT_ATTRIB_FOG, 1, GL_FLOAT);
294 break;
295 case VERT_ATTRIB_COLOR_INDEX:
296 init_array(ctx, vao, VERT_ATTRIB_COLOR_INDEX, 1, GL_FLOAT);
297 break;
298 case VERT_ATTRIB_EDGEFLAG:
299 init_array(ctx, vao, VERT_ATTRIB_EDGEFLAG, 1, GL_BOOL);
300 break;
301 case VERT_ATTRIB_POINT_SIZE:
302 init_array(ctx, vao, VERT_ATTRIB_POINT_SIZE, 1, GL_FLOAT);
303 break;
304 default:
305 init_array(ctx, vao, i, 4, GL_FLOAT);
306 break;
307 }
308 }
309
310 _mesa_reference_buffer_object(ctx, &vao->IndexBufferObj,
311 ctx->Shared->NullBufferObj);
312 }
313
314
315 /**
316 * Add the given array object to the array object pool.
317 */
318 static void
save_array_object(struct gl_context * ctx,struct gl_vertex_array_object * vao)319 save_array_object(struct gl_context *ctx, struct gl_vertex_array_object *vao)
320 {
321 if (vao->Name > 0) {
322 /* insert into hash table */
323 _mesa_HashInsert(ctx->Array.Objects, vao->Name, vao);
324 }
325 }
326
327
328 /**
329 * Remove the given array object from the array object pool.
330 * Do not deallocate the array object though.
331 */
332 static void
remove_array_object(struct gl_context * ctx,struct gl_vertex_array_object * vao)333 remove_array_object(struct gl_context *ctx, struct gl_vertex_array_object *vao)
334 {
335 if (vao->Name > 0) {
336 /* remove from hash table */
337 _mesa_HashRemove(ctx->Array.Objects, vao->Name);
338 }
339 }
340
341
342 /**
343 * Updates the derived gl_vertex_arrays when a gl_vertex_attrib_array
344 * or a gl_vertex_buffer_binding has changed.
345 */
346 void
_mesa_update_vao_client_arrays(struct gl_context * ctx,struct gl_vertex_array_object * vao)347 _mesa_update_vao_client_arrays(struct gl_context *ctx,
348 struct gl_vertex_array_object *vao)
349 {
350 GLbitfield64 arrays = vao->NewArrays;
351
352 while (arrays) {
353 const int attrib = u_bit_scan64(&arrays);
354 struct gl_vertex_array *client_array = &vao->_VertexAttrib[attrib];
355 const struct gl_array_attributes *attrib_array =
356 &vao->VertexAttrib[attrib];
357 const struct gl_vertex_buffer_binding *buffer_binding =
358 &vao->BufferBinding[attrib_array->BufferBindingIndex];
359
360 _mesa_update_client_array(ctx, client_array, attrib_array,
361 buffer_binding);
362 }
363 }
364
365
366 bool
_mesa_all_varyings_in_vbos(const struct gl_vertex_array_object * vao)367 _mesa_all_varyings_in_vbos(const struct gl_vertex_array_object *vao)
368 {
369 /* Walk those enabled arrays that have the default vbo attached */
370 GLbitfield64 mask = vao->_Enabled & ~vao->VertexAttribBufferMask;
371
372 while (mask) {
373 /* Do not use u_bit_scan64 as we can walk multiple
374 * attrib arrays at once
375 */
376 const int i = ffsll(mask) - 1;
377 const struct gl_array_attributes *attrib_array =
378 &vao->VertexAttrib[i];
379 const struct gl_vertex_buffer_binding *buffer_binding =
380 &vao->BufferBinding[attrib_array->BufferBindingIndex];
381
382 /* Only enabled arrays shall appear in the _Enabled bitmask */
383 assert(attrib_array->Enabled);
384 /* We have already masked out vao->VertexAttribBufferMask */
385 assert(!_mesa_is_bufferobj(buffer_binding->BufferObj));
386
387 /* Bail out once we find the first non vbo with a non zero stride */
388 if (buffer_binding->Stride != 0)
389 return false;
390
391 /* Note that we cannot use the xor variant since the _BoundArray mask
392 * may contain array attributes that are bound but not enabled.
393 */
394 mask &= ~buffer_binding->_BoundArrays;
395 }
396
397 return true;
398 }
399
400 bool
_mesa_all_buffers_are_unmapped(const struct gl_vertex_array_object * vao)401 _mesa_all_buffers_are_unmapped(const struct gl_vertex_array_object *vao)
402 {
403 /* Walk the enabled arrays that have a vbo attached */
404 GLbitfield64 mask = vao->_Enabled & vao->VertexAttribBufferMask;
405
406 while (mask) {
407 const int i = ffsll(mask) - 1;
408 const struct gl_array_attributes *attrib_array =
409 &vao->VertexAttrib[i];
410 const struct gl_vertex_buffer_binding *buffer_binding =
411 &vao->BufferBinding[attrib_array->BufferBindingIndex];
412
413 /* Only enabled arrays shall appear in the _Enabled bitmask */
414 assert(attrib_array->Enabled);
415 /* We have already masked with vao->VertexAttribBufferMask */
416 assert(_mesa_is_bufferobj(buffer_binding->BufferObj));
417
418 /* Bail out once we find the first disallowed mapping */
419 if (_mesa_check_disallowed_mapping(buffer_binding->BufferObj))
420 return false;
421
422 /* We have handled everything that is bound to this buffer_binding. */
423 mask &= ~buffer_binding->_BoundArrays;
424 }
425
426 return true;
427 }
428
429 /**********************************************************************/
430 /* API Functions */
431 /**********************************************************************/
432
433
434 /**
435 * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE().
436 * \param genRequired specifies behavour when id was not generated with
437 * glGenVertexArrays().
438 */
439 static void
bind_vertex_array(struct gl_context * ctx,GLuint id,GLboolean genRequired)440 bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
441 {
442 struct gl_vertex_array_object * const oldObj = ctx->Array.VAO;
443 struct gl_vertex_array_object *newObj = NULL;
444
445 assert(oldObj != NULL);
446
447 if ( oldObj->Name == id )
448 return; /* rebinding the same array object- no change */
449
450 /*
451 * Get pointer to new array object (newObj)
452 */
453 if (id == 0) {
454 /* The spec says there is no array object named 0, but we use
455 * one internally because it simplifies things.
456 */
457 newObj = ctx->Array.DefaultVAO;
458 }
459 else {
460 /* non-default array object */
461 newObj = _mesa_lookup_vao(ctx, id);
462 if (!newObj) {
463 if (genRequired) {
464 _mesa_error(ctx, GL_INVALID_OPERATION,
465 "glBindVertexArray(non-gen name)");
466 return;
467 }
468
469 /* For APPLE version, generate a new array object now */
470 newObj = _mesa_new_vao(ctx, id);
471 if (!newObj) {
472 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
473 return;
474 }
475
476 save_array_object(ctx, newObj);
477 }
478
479 if (!newObj->EverBound) {
480 /* The "Interactions with APPLE_vertex_array_object" section of the
481 * GL_ARB_vertex_array_object spec says:
482 *
483 * "The first bind call, either BindVertexArray or
484 * BindVertexArrayAPPLE, determines the semantic of the object."
485 */
486 newObj->ARBsemantics = genRequired;
487 newObj->EverBound = GL_TRUE;
488 }
489 }
490
491 if (ctx->Array.DrawMethod == DRAW_ARRAYS) {
492 /* The _DrawArrays pointer is pointing at the VAO being unbound and
493 * that VAO may be in the process of being deleted. If it's not going
494 * to be deleted, this will have no effect, because the pointer needs
495 * to be updated by the VBO module anyway.
496 *
497 * Before the VBO module can update the pointer, we have to set it
498 * to NULL for drivers not to set up arrays which are not bound,
499 * or to prevent a crash if the VAO being unbound is going to be
500 * deleted.
501 */
502 ctx->Array._DrawArrays = NULL;
503 ctx->Array.DrawMethod = DRAW_NONE;
504 }
505
506 ctx->NewState |= _NEW_ARRAY;
507 _mesa_reference_vao(ctx, &ctx->Array.VAO, newObj);
508 }
509
510
511 /**
512 * ARB version of glBindVertexArray()
513 * This function behaves differently from glBindVertexArrayAPPLE() in
514 * that this function requires all ids to have been previously generated
515 * by glGenVertexArrays[APPLE]().
516 */
517 void GLAPIENTRY
_mesa_BindVertexArray(GLuint id)518 _mesa_BindVertexArray( GLuint id )
519 {
520 GET_CURRENT_CONTEXT(ctx);
521 bind_vertex_array(ctx, id, GL_TRUE);
522 }
523
524
525 /**
526 * Bind a new array.
527 *
528 * \todo
529 * The binding could be done more efficiently by comparing the non-NULL
530 * pointers in the old and new objects. The only arrays that are "dirty" are
531 * the ones that are non-NULL in either object.
532 */
533 void GLAPIENTRY
_mesa_BindVertexArrayAPPLE(GLuint id)534 _mesa_BindVertexArrayAPPLE( GLuint id )
535 {
536 GET_CURRENT_CONTEXT(ctx);
537 bind_vertex_array(ctx, id, GL_FALSE);
538 }
539
540
541 /**
542 * Delete a set of array objects.
543 *
544 * \param n Number of array objects to delete.
545 * \param ids Array of \c n array object IDs.
546 */
547 void GLAPIENTRY
_mesa_DeleteVertexArrays(GLsizei n,const GLuint * ids)548 _mesa_DeleteVertexArrays(GLsizei n, const GLuint *ids)
549 {
550 GET_CURRENT_CONTEXT(ctx);
551 GLsizei i;
552
553 if (n < 0) {
554 _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArray(n)");
555 return;
556 }
557
558 for (i = 0; i < n; i++) {
559 struct gl_vertex_array_object *obj = _mesa_lookup_vao(ctx, ids[i]);
560
561 if ( obj != NULL ) {
562 assert( obj->Name == ids[i] );
563
564 /* If the array object is currently bound, the spec says "the binding
565 * for that object reverts to zero and the default vertex array
566 * becomes current."
567 */
568 if ( obj == ctx->Array.VAO ) {
569 _mesa_BindVertexArray(0);
570 }
571
572 /* The ID is immediately freed for re-use */
573 remove_array_object(ctx, obj);
574
575 if (ctx->Array.LastLookedUpVAO == obj)
576 _mesa_reference_vao(ctx, &ctx->Array.LastLookedUpVAO, NULL);
577
578 /* Unreference the array object.
579 * If refcount hits zero, the object will be deleted.
580 */
581 _mesa_reference_vao(ctx, &obj, NULL);
582 }
583 }
584 }
585
586
587 /**
588 * Generate a set of unique array object IDs and store them in \c arrays.
589 * Helper for _mesa_GenVertexArrays[APPLE]() and _mesa_CreateVertexArrays()
590 * below.
591 *
592 * \param n Number of IDs to generate.
593 * \param arrays Array of \c n locations to store the IDs.
594 * \param create Indicates that the objects should also be created.
595 * \param func The name of the GL entry point.
596 */
597 static void
gen_vertex_arrays(struct gl_context * ctx,GLsizei n,GLuint * arrays,bool create,const char * func)598 gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays,
599 bool create, const char *func)
600 {
601 GLuint first;
602 GLint i;
603
604 if (n < 0) {
605 _mesa_error(ctx, GL_INVALID_VALUE, "%s(n < 0)", func);
606 return;
607 }
608
609 if (!arrays) {
610 return;
611 }
612
613 first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n);
614
615 /* For the sake of simplicity we create the array objects in both
616 * the Gen* and Create* cases. The only difference is the value of
617 * EverBound, which is set to true in the Create* case.
618 */
619 for (i = 0; i < n; i++) {
620 struct gl_vertex_array_object *obj;
621 GLuint name = first + i;
622
623 obj = _mesa_new_vao(ctx, name);
624 if (!obj) {
625 _mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", func);
626 return;
627 }
628 obj->EverBound = create;
629 save_array_object(ctx, obj);
630 arrays[i] = first + i;
631 }
632 }
633
634
635 /**
636 * ARB version of glGenVertexArrays()
637 * All arrays will be required to live in VBOs.
638 */
639 void GLAPIENTRY
_mesa_GenVertexArrays(GLsizei n,GLuint * arrays)640 _mesa_GenVertexArrays(GLsizei n, GLuint *arrays)
641 {
642 GET_CURRENT_CONTEXT(ctx);
643 gen_vertex_arrays(ctx, n, arrays, false, "glGenVertexArrays");
644 }
645
646
647 /**
648 * APPLE version of glGenVertexArraysAPPLE()
649 * Arrays may live in VBOs or ordinary memory.
650 */
651 void GLAPIENTRY
_mesa_GenVertexArraysAPPLE(GLsizei n,GLuint * arrays)652 _mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
653 {
654 GET_CURRENT_CONTEXT(ctx);
655 gen_vertex_arrays(ctx, n, arrays, false, "glGenVertexArraysAPPLE");
656 }
657
658
659 /**
660 * ARB_direct_state_access
661 * Generates ID's and creates the array objects.
662 */
663 void GLAPIENTRY
_mesa_CreateVertexArrays(GLsizei n,GLuint * arrays)664 _mesa_CreateVertexArrays(GLsizei n, GLuint *arrays)
665 {
666 GET_CURRENT_CONTEXT(ctx);
667 gen_vertex_arrays(ctx, n, arrays, true, "glCreateVertexArrays");
668 }
669
670
671 /**
672 * Determine if ID is the name of an array object.
673 *
674 * \param id ID of the potential array object.
675 * \return \c GL_TRUE if \c id is the name of a array object,
676 * \c GL_FALSE otherwise.
677 */
678 GLboolean GLAPIENTRY
_mesa_IsVertexArray(GLuint id)679 _mesa_IsVertexArray( GLuint id )
680 {
681 struct gl_vertex_array_object * obj;
682 GET_CURRENT_CONTEXT(ctx);
683 ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
684
685 if (id == 0)
686 return GL_FALSE;
687
688 obj = _mesa_lookup_vao(ctx, id);
689 if (obj == NULL)
690 return GL_FALSE;
691
692 return obj->EverBound;
693 }
694
695
696 /**
697 * Sets the element array buffer binding of a vertex array object.
698 *
699 * This is the ARB_direct_state_access equivalent of
700 * glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer).
701 */
702 void GLAPIENTRY
_mesa_VertexArrayElementBuffer(GLuint vaobj,GLuint buffer)703 _mesa_VertexArrayElementBuffer(GLuint vaobj, GLuint buffer)
704 {
705 GET_CURRENT_CONTEXT(ctx);
706 struct gl_vertex_array_object *vao;
707 struct gl_buffer_object *bufObj;
708
709 ASSERT_OUTSIDE_BEGIN_END(ctx);
710
711 /* The GL_ARB_direct_state_access specification says:
712 *
713 * "An INVALID_OPERATION error is generated by VertexArrayElementBuffer
714 * if <vaobj> is not [compatibility profile: zero or] the name of an
715 * existing vertex array object."
716 */
717 vao =_mesa_lookup_vao_err(ctx, vaobj, "glVertexArrayElementBuffer");
718 if (!vao)
719 return;
720
721 /* The GL_ARB_direct_state_access specification says:
722 *
723 * "An INVALID_OPERATION error is generated if <buffer> is not zero or
724 * the name of an existing buffer object."
725 */
726 if (buffer != 0)
727 bufObj = _mesa_lookup_bufferobj_err(ctx, buffer,
728 "glVertexArrayElementBuffer");
729 else
730 bufObj = ctx->Shared->NullBufferObj;
731
732 if (bufObj)
733 _mesa_reference_buffer_object(ctx, &vao->IndexBufferObj, bufObj);
734 }
735
736
737 void GLAPIENTRY
_mesa_GetVertexArrayiv(GLuint vaobj,GLenum pname,GLint * param)738 _mesa_GetVertexArrayiv(GLuint vaobj, GLenum pname, GLint *param)
739 {
740 GET_CURRENT_CONTEXT(ctx);
741 struct gl_vertex_array_object *vao;
742
743 ASSERT_OUTSIDE_BEGIN_END(ctx);
744
745 /* The GL_ARB_direct_state_access specification says:
746 *
747 * "An INVALID_OPERATION error is generated if <vaobj> is not
748 * [compatibility profile: zero or] the name of an existing
749 * vertex array object."
750 */
751 vao =_mesa_lookup_vao_err(ctx, vaobj, "glGetVertexArrayiv");
752 if (!vao)
753 return;
754
755 /* The GL_ARB_direct_state_access specification says:
756 *
757 * "An INVALID_ENUM error is generated if <pname> is not
758 * ELEMENT_ARRAY_BUFFER_BINDING."
759 */
760 if (pname != GL_ELEMENT_ARRAY_BUFFER_BINDING) {
761 _mesa_error(ctx, GL_INVALID_ENUM,
762 "glGetVertexArrayiv(pname != "
763 "GL_ELEMENT_ARRAY_BUFFER_BINDING)");
764 return;
765 }
766
767 param[0] = vao->IndexBufferObj->Name;
768 }
769