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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();
}
}
}