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/*
* 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_ARB, but
* it appears doing so each time glMapBuffer is called is too costly
* on at least Apple's new multithreaded OpenGL implementation. <P>
*
* 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. <P>
*
* 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. <P>
*
* 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. <P>
*
* 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/*<Integer,Integer>*/ bufferSizeMap =
Collections.synchronizedMap(new HashMap/*<Integer,Integer>*/());
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();
}
}
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