/* * 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; import com.jogamp.common.util.PropertyAccess; /** * 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. *

* The buffer binding state is local to it's OpenGL context, * i.e. not shared across multiple OpenGL context. * Hence this code is thread safe due to no multithreading usage. *

*

* 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. *

*

* 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 = PropertyAccess.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 bindingNotFound = 0xFFFFFFFF; private final int[] bufTmp = new int[1]; public GLBufferStateTracker() { bindingMap = new IntIntHashMap(); bindingMap.setKeyNotFoundValue(bindingNotFound); // 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(GL4.GL_DRAW_INDIRECT_BUFFER, 0); setBoundBufferObject(GL.GL_ELEMENT_ARRAY_BUFFER, 0); setBoundBufferObject(GL2ES3.GL_PIXEL_PACK_BUFFER, 0); setBoundBufferObject(GL2ES3.GL_PIXEL_UNPACK_BUFFER, 0); } /** * GL_ARRAY_BUFFER​, * GL_ATOMIC_COUNTER_BUFFER​, * GL_COPY_READ_BUFFER​, * GL_COPY_WRITE_BUFFER​, * GL_DRAW_INDIRECT_BUFFER​, * GL_DISPATCH_INDIRECT_BUFFER​, * GL_ELEMENT_ARRAY_BUFFER​, * GL_PIXEL_PACK_BUFFER​, * GL_PIXEL_UNPACK_BUFFER​, * GL_SHADER_STORAGE_BUFFER​, * GL_TEXTURE_BUFFER​, * GL_TRANSFORM_FEEDBACK_BUFFER​ or * GL_UNIFORM_BUFFER​. * * GL_VERTEX_ARRAY_BINDING * */ private static final int getQueryName(final int target) { switch (target) { case GL.GL_ARRAY_BUFFER: return GL.GL_ARRAY_BUFFER_BINDING; case GL4.GL_ATOMIC_COUNTER_BUFFER: return GL4.GL_ATOMIC_COUNTER_BUFFER_BINDING; case GL2ES3.GL_COPY_READ_BUFFER: return GL2ES3.GL_COPY_READ_BUFFER_BINDING; case GL2ES3.GL_COPY_WRITE_BUFFER: return GL2ES3.GL_COPY_WRITE_BUFFER_BINDING; case GL4.GL_DRAW_INDIRECT_BUFFER: return GL4.GL_DRAW_INDIRECT_BUFFER_BINDING; case GL4.GL_DISPATCH_INDIRECT_BUFFER: return GL4.GL_DISPATCH_INDIRECT_BUFFER_BINDING; case GL.GL_ELEMENT_ARRAY_BUFFER: return GL.GL_ELEMENT_ARRAY_BUFFER_BINDING; case GL2ES3.GL_PIXEL_PACK_BUFFER: return GL2ES3.GL_PIXEL_PACK_BUFFER_BINDING; case GL2ES3.GL_PIXEL_UNPACK_BUFFER: return GL2ES3.GL_PIXEL_UNPACK_BUFFER_BINDING; // FIXME case GL4.GL_QUERY_BUFFER: return GL4.GL_QUERY_BUFFER_BINDING; case GL4.GL_SHADER_STORAGE_BUFFER: return GL4.GL_SHADER_STORAGE_BUFFER_BINDING; case GL2GL3.GL_TEXTURE_BUFFER: return GL2GL3.GL_TEXTURE_BINDING_BUFFER; case GL2ES3.GL_TRANSFORM_FEEDBACK_BUFFER: return GL2ES3.GL_TRANSFORM_FEEDBACK_BUFFER_BINDING; case GL2ES3.GL_UNIFORM_BUFFER: return GL2ES3.GL_UNIFORM_BUFFER_BINDING; case GL2ES3.GL_VERTEX_ARRAY_BINDING: return GL2ES3.GL_VERTEX_ARRAY_BINDING; default: throw new GLException(String.format("GL_INVALID_ENUM​: Invalid binding target 0x%X", target)); } } private static final void checkTargetName(final int target) { switch (target) { case GL.GL_ARRAY_BUFFER: case GL4.GL_ATOMIC_COUNTER_BUFFER: case GL2ES3.GL_COPY_READ_BUFFER: case GL2ES3.GL_COPY_WRITE_BUFFER: case GL4.GL_DRAW_INDIRECT_BUFFER: case GL4.GL_DISPATCH_INDIRECT_BUFFER: case GL.GL_ELEMENT_ARRAY_BUFFER: case GL2ES3.GL_PIXEL_PACK_BUFFER: case GL2ES3.GL_PIXEL_UNPACK_BUFFER: // FIXME case GL4.GL_QUERY_BUFFER: case GL4.GL_SHADER_STORAGE_BUFFER: case GL2GL3.GL_TEXTURE_BUFFER: case GL2ES3.GL_TRANSFORM_FEEDBACK_BUFFER: case GL2ES3.GL_UNIFORM_BUFFER: case GL2ES3.GL_VERTEX_ARRAY_BINDING: return; default: throw new GLException(String.format("GL_INVALID_ENUM​: Invalid binding target 0x%X", target)); } } /** * Must be called when binding a buffer, e.g.: * * @param target * @param bufferName */ public final void setBoundBufferObject(final int target, final int bufferName) { checkTargetName(target); final int oldBufferName = bindingMap.put(target, bufferName); /*** * 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, bufferName); if( GL2ES3.GL_VERTEX_ARRAY_BINDING == target && keyNotFound != pre && 0 == bufferName ) { // 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 " + toHexString(target) + ": " + toHexString(oldBufferName) + " -> " + toHexString(bufferName)); // 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(final int target, final GL caller) { int value = bindingMap.get(target); if (bindingNotFound == value) { // User probably either called glPushClientAttrib / // glPopClientAttrib or is querying an unknown target. See // whether we know how to fetch this state. final int queryTarget = getQueryName(target); if ( 0 != queryTarget ) { 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 "+toHexString(glerrPre)+", post "+toHexString(glerrPost)+"], [queried value]: target " + toHexString(target) + " / query "+toHexString(queryTarget)+ " -> mapped bound buffer " + 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 clear() { if (DEBUG) { System.err.println("GLBufferStateTracker.clear() - Thread "+Thread.currentThread().getName()); // Thread.dumpStack(); } bindingMap.clear(); } private final String toHexString(final int i) { return Integer.toHexString(i); } }