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/*
 * Copyright (c) 2006 Sun Microsystems, Inc. All Rights Reserved.
 * Copyright (c) 2010 JogAmp Community. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * - Redistribution of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * - Redistribution in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * Neither the name of Sun Microsystems, Inc. or the names of
 * contributors may be used to endorse or promote products derived from
 * this software without specific prior written permission.
 *
 * This software is provided "AS IS," without a warranty of any kind. ALL
 * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
 * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
 * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN
 * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR
 * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
 * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
 * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR
 * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE
 * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
 * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
 * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
 *
 * You acknowledge that this software is not designed or intended for use
 * in the design, construction, operation or maintenance of any nuclear
 * facility.
 *
 * Sun gratefully acknowledges that this software was originally authored
 * and developed by Kenneth Bradley Russell and Christopher John Kline.
 */

package jogamp.opengl;

import javax.media.opengl.*;

import com.jogamp.common.util.IntIntHashMap;

/**
 * Tracks as closely as possible which OpenGL buffer object is bound
 * to which binding target in the current OpenGL context.
 * GLBufferStateTracker objects are allocated on a per-OpenGL-context basis.
 * This class is used to verify that e.g. the vertex
 * buffer object extension is in use when the glVertexPointer variant
 * taking a long as argument is called. 

* * Note that because the enumerated value used for the binding of a * buffer object (e.g. GL_ARRAY_BUFFER) is different than that used to * query the binding using glGetIntegerv (e.g. * GL_ARRAY_BUFFER_BINDING), then in the face of new binding targets * being added to the GL (e.g. GL_TRANSFORM_FEEDBACK_BUFFER_NV) it is * impossible to set up a query of the buffer object currently bound * to a particular state. It turns out that for some uses, such as * finding the size of the currently bound buffer, this doesn't * matter, though of course without knowing the buffer object we can't * re-associate the queried size with the buffer object ID.

* * Because the namespace of buffer objects is the unsigned integers * with 0 reserved by the GL, and because we have to be able to return * both 0 and other integers as valid answers from * getBoundBufferObject(), we need a second query, which is to ask * whether we know the state of the binding for a given target. For * "unknown" targets such as GL_TRANSFORM_FEEDBACK_BUFFER_NV we return * false from this, but we also clear the valid bit and later refresh * the binding state if glPushClientAttrib / glPopClientAttrib are * called, since we don't want the complexity of tracking stacks of * these attributes. * */ public class GLBufferStateTracker { protected static final boolean DEBUG; static { Debug.initSingleton(); DEBUG = Debug.isPropertyDefined("jogl.debug.GLBufferStateTracker", true); } // Maps binding targets to buffer objects. A null value indicates // that the binding is unknown. A zero value indicates that it is // known that no buffer is bound to the target, according to the // OpenGL specifications. // http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml private final IntIntHashMap bindingMap; private final int keyNotFound = 0xFFFFFFFF; private final int[] bufTmp = new int[1]; public GLBufferStateTracker() { bindingMap = new IntIntHashMap(); bindingMap.setKeyNotFoundValue(keyNotFound); // Start with known unbound targets for known keys // setBoundBufferObject(GL2ES3.GL_VERTEX_ARRAY_BINDING, 0); // not using default VAO (removed in GL3 core) - only explicit setBoundBufferObject(GL.GL_ARRAY_BUFFER, 0); setBoundBufferObject(GL.GL_ELEMENT_ARRAY_BUFFER, 0); setBoundBufferObject(GL2.GL_PIXEL_PACK_BUFFER, 0); setBoundBufferObject(GL2.GL_PIXEL_UNPACK_BUFFER, 0); setBoundBufferObject(GL4.GL_DRAW_INDIRECT_BUFFER, 0); } public final void setBoundBufferObject(int target, int value) { bindingMap.put(target, value); /*** * Test for clearing bound buffer states when unbinding VAO, * Bug 692 Comment 5 is invalid, i.e. . * However spec doesn't mention such behavior, and rendering w/ CPU sourced data * after unbinding a VAO w/o unbinding the VBOs resulted to no visible image. * Leaving code in here for discussion - in case I am wrong. * final int pre = bindingMap.put(target, value); if( GL2ES3.GL_VERTEX_ARRAY_BINDING == target && keyNotFound != pre && 0 == value ) { // Unbinding a previous bound VAO leads to unbinding of all buffers! bindingMap.put(GL.GL_ARRAY_BUFFER, 0); bindingMap.put(GL.GL_ELEMENT_ARRAY_BUFFER, 0); bindingMap.put(GL2.GL_PIXEL_PACK_BUFFER, 0); bindingMap.put(GL2.GL_PIXEL_UNPACK_BUFFER, 0); bindingMap.put(GL4.GL_DRAW_INDIRECT_BUFFER, 0); } */ if (DEBUG) { System.err.println("GLBufferStateTracker.setBoundBufferObject() target 0x" + Integer.toHexString(target) + " -> mapped bound buffer 0x" + Integer.toHexString(value)); // Thread.dumpStack(); } } /** Note: returns an unspecified value if the binding for the specified target (e.g. GL_ARRAY_BUFFER) is currently unknown. You must use isBoundBufferObjectKnown() to see whether the return value is valid. */ public final int getBoundBufferObject(int target, GL caller) { int value = bindingMap.get(target); if (keyNotFound == value) { // User probably either called glPushClientAttrib / // glPopClientAttrib or is querying an unknown target. See // whether we know how to fetch this state. boolean gotQueryTarget = true; int queryTarget = 0; switch (target) { case GL2ES3.GL_VERTEX_ARRAY_BINDING: queryTarget = GL2ES3.GL_VERTEX_ARRAY_BINDING; break; case GL.GL_ARRAY_BUFFER: queryTarget = GL.GL_ARRAY_BUFFER_BINDING; break; case GL.GL_ELEMENT_ARRAY_BUFFER: queryTarget = GL.GL_ELEMENT_ARRAY_BUFFER_BINDING; break; case GL2.GL_PIXEL_PACK_BUFFER: queryTarget = GL2.GL_PIXEL_PACK_BUFFER_BINDING; break; case GL2.GL_PIXEL_UNPACK_BUFFER: queryTarget = GL2.GL_PIXEL_UNPACK_BUFFER_BINDING; break; case GL4.GL_DRAW_INDIRECT_BUFFER: queryTarget = GL4.GL_DRAW_INDIRECT_BUFFER_BINDING; break; default: gotQueryTarget = false; break; } if (gotQueryTarget) { final int glerrPre = caller.glGetError(); // clear caller.glGetIntegerv(queryTarget, bufTmp, 0); final int glerrPost = caller.glGetError(); // be safe, e.g. GL '3.0 Mesa 8.0.4' may produce an error querying GL_PIXEL_UNPACK_BUFFER_BINDING, ignore value if(GL.GL_NO_ERROR == glerrPost) { value = bufTmp[0]; } else { value = 0; } if (DEBUG) { System.err.println("GLBufferStateTracker.getBoundBufferObject() glerr[pre 0x"+Integer.toHexString(glerrPre)+", post 0x"+Integer.toHexString(glerrPost)+"], [queried value]: target 0x" + Integer.toHexString(target) + " / query 0x"+Integer.toHexString(queryTarget)+ " -> mapped bound buffer 0x" + Integer.toHexString(value)); } setBoundBufferObject(target, value); return value; } return 0; } if (DEBUG) { System.err.println("GLBufferStateTracker.getBoundBufferObject() [mapped value]: target 0x" + Integer.toHexString(target) + " -> mapped bound buffer 0x" + Integer.toHexString(value)); } return value; } /** Clears out the known/unknown state of the various buffer object binding states. These will be refreshed later on an as-needed basis. This is called by the implementations of glPushClientAttrib / glPopClientAttrib. Might want to call this from GLContext.makeCurrent() in the future to possibly increase the robustness of these caches in the face of external native code manipulating OpenGL state. */ public final void clearBufferObjectState() { bindingMap.clear(); if (DEBUG) { System.err.println("GLBufferStateTracker.clearBufferObjectState()"); //Thread.dumpStack(); } } }





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