/* * Copyright (c) 2006 Sun Microsystems, Inc. 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 com.sun.opengl.impl; import java.util.*; import javax.media.opengl.*; /** * Tracks as closely as possible the sizes of allocated OpenGL buffer * objects. When glMapBuffer or glMapBufferARB is called, in order to * turn the resulting base address into a java.nio.ByteBuffer, we need * to know the size in bytes of the allocated OpenGL buffer object. * Previously we would compute this size by using * glGetBufferParameterivARB with a pname of GL_BUFFER_SIZE, but * it appears doing so each time glMapBuffer is called is too costly * on at least Apple's new multithreaded OpenGL implementation.

* * Instead we now try to track the sizes of allocated buffer objects. * We watch calls to glBindBuffer to see which buffer is bound to * which target and to glBufferData to see how large the buffer's * allocated size is. When glMapBuffer is called, we consult our table * of buffer sizes to see if we can return an answer without a glGet * call.

* * We share the GLBufferSizeTracker objects among all GLContexts for * which sharing is enabled, because the namespace for buffer objects * is the same for these contexts.

* * Tracking the state of which buffer objects are bound is done in the * GLBufferStateTracker and is not completely trivial. In the face of * calls to glPushClientAttrib / glPopClientAttrib we currently punt * and re-fetch the bound buffer object for the state in question; * see, for example, glVertexPointer and the calls down to * GLBufferStateTracker.getBoundBufferObject(). Note that we currently * ignore new binding targets such as GL_TRANSFORM_FEEDBACK_BUFFER_NV; * the fact that new binding targets may be added in the future makes * it impossible to cache state for these new targets.

* * Ignoring new binding targets, the primary situation in which we may * not be able to return a cached answer is in the case of an error, * where glBindBuffer may not have been called before trying to call * glBufferData. Also, if external native code modifies a buffer * object, we may return an incorrect answer. (FIXME: this case * requires more thought, and perhaps stochastic and * exponential-fallback checking. However, note that it can only occur * in the face of external native code which requires that the * application be signed anyway, so there is no security risk in this * area.) */ public class GLBufferSizeTracker { // Map from buffer names to sizes. // Note: should probably have some way of shrinking this map, but // can't just make it a WeakHashMap because nobody holds on to the // keys; would have to always track creation and deletion of buffer // objects, which is probably sub-optimal. The expected usage // pattern of buffer objects indicates that the fact that this map // never shrinks is probably not that bad. private Map/**/ bufferSizeMap = Collections.synchronizedMap(new HashMap/**/()); private static final boolean DEBUG = Debug.debug("GLBufferSizeTracker"); public GLBufferSizeTracker() { } public void setBufferSize(GLBufferStateTracker bufferStateTracker, int target, GL caller, int size) { // Need to do some similar queries to getBufferSize below int buffer = bufferStateTracker.getBoundBufferObject(target, caller); boolean valid = bufferStateTracker.isBoundBufferObjectKnown(target); if (valid) { if (buffer == 0) { // FIXME: this really should not happen if we know what's // going on. Very likely there is an OpenGL error in the // application if we get here. Could silently return 0, but it // seems better to get an early warning that something is // wrong. throw new GLException("Error: no OpenGL buffer object appears to be bound to target 0x" + Integer.toHexString(target)); } bufferSizeMap.put(new Integer(buffer), new Integer(size)); } // We don't know the current buffer state. Note that the buffer // state tracker will have made the appropriate OpenGL query if it // didn't know what was going on, so at this point we have nothing // left to do except drop this piece of information on the floor. } public int getBufferSize(GLBufferStateTracker bufferStateTracker, int target, GL caller) { // See whether we know what buffer is currently bound to the given // state int buffer = bufferStateTracker.getBoundBufferObject(target, caller); boolean valid = bufferStateTracker.isBoundBufferObjectKnown(target); if (valid) { if (buffer == 0) { // FIXME: this really should not happen if we know what's // going on. Very likely there is an OpenGL error in the // application if we get here. Could silently return 0, but it // seems better to get an early warning that something is // wrong. throw new GLException("Error: no OpenGL buffer object appears to be bound to target 0x" + Integer.toHexString(target)); } // See whether we know the size of this buffer object; at this // point we almost certainly should if the application is // written correctly Integer key = new Integer(buffer); Integer sz = (Integer) bufferSizeMap.get(key); if (sz == null) { // For robustness, try to query this value from the GL as we used to int[] tmp = new int[1]; caller.glGetBufferParameteriv(target, GL.GL_BUFFER_SIZE, tmp, 0); if (tmp[0] == 0) { // Assume something is wrong rather than silently going along throw new GLException("Error: buffer size returned by glGetBufferParameteriv was zero; probably application error"); } // Assume we just don't know what's happening sz = new Integer(tmp[0]); bufferSizeMap.put(key, sz); if (DEBUG) { System.err.println("GLBufferSizeTracker.getBufferSize(): made slow query to cache size " + tmp[0] + " for buffer " + buffer); } } return sz.intValue(); } // We don't know what's going on in this case; query the GL for an answer int[] tmp = new int[1]; caller.glGetBufferParameteriv(target, GL.GL_BUFFER_SIZE, tmp, 0); if (DEBUG) { System.err.println("GLBufferSizeTracker.getBufferSize(): no cached buffer information"); } return tmp[0]; } // This should be called on any major event where we might start // producing wrong answers, such as OpenGL context creation and // destruction if we don't know whether there are other currently- // created contexts that might be keeping the buffer objects alive // that we're dealing with public void clearCachedBufferSizes() { bufferSizeMap.clear(); } }