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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;
import com.jogamp.common.util.IntLongHashMap;
/**
* <b>Buffer Target Mapping (Binding)</b>
* <p>
* 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. <P>
*
* 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. <P>
*
* 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.
* </p>
*
* <b>Buffer Size Mapping</b>
* <p>
* 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. <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.)
* </p>
*/
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 bufferBindingMap;
private final int bufferNotFound = 0xFFFFFFFF;
// 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 final IntLongHashMap bufferSizeMap;
private final long sizeNotFound = 0xFFFFFFFFFFFFFFFFL;
private final int[] bufTmp = new int[1];
public GLBufferStateTracker() {
bufferBindingMap = new IntIntHashMap();
bufferBindingMap.setKeyNotFoundValue(bufferNotFound);
// 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);
bufferSizeMap = new IntLongHashMap();
bufferSizeMap.setKeyNotFoundValue(sizeNotFound);
}
/**
* Clears all states, i.e. issues {@link #clearBufferObjectState()}
* and {@link #clearCachedBufferSizes()}.
*/
public final void clear() {
clearBufferObjectState();
clearCachedBufferSizes();
}
//
// Buffer target mapping (binding)
//
public final void setBoundBufferObject(int target, int value) {
bufferBindingMap.put(target, value);
/***
* Test for clearing bound buffer states when unbinding VAO,
* Bug 692 Comment 5 is invalid, i.e. <https://jogamp.org/bugzilla/show_bug.cgi?id=692#c5>.
* 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 = bufferBindingMap.get(target);
if (bufferNotFound == 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;
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 GL2ES3.GL_PIXEL_PACK_BUFFER: queryTarget = GL2.GL_PIXEL_PACK_BUFFER_BINDING; break;
case GL2ES3.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: queryTarget = 0; 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() {
bufferBindingMap.clear();
if (DEBUG) {
System.err.println("GLBufferStateTracker.clearBufferObjectState()");
//Thread.dumpStack();
}
}
//
// Buffer size mapping
//
public final void setBufferSize(int target, GL caller, long size) {
// Need to do some similar queries to getBufferSize below
int buffer = getBoundBufferObject(target, caller);
if (buffer != 0) {
setDirectStateBufferSize(buffer, caller, 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 final void setDirectStateBufferSize(int buffer, GL caller, long size) {
bufferSizeMap.put(buffer, size);
}
public final long getBufferSize(int target, GL caller) {
// See whether we know what buffer is currently bound to the given
// state
final int buffer = getBoundBufferObject(target, caller);
if (0 != buffer) {
return getBufferSizeImpl(target, buffer, caller);
}
// We don't know what's going on in this case; query the GL for an answer
// FIXME: both functions return 'int' types, which is not suitable,
// since buffer lenght is 64bit ?
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];
}
public final long getDirectStateBufferSize(int buffer, GL caller) {
return getBufferSizeImpl(0, buffer, caller);
}
private final long getBufferSizeImpl(int target, int buffer, GL caller) {
// See whether we know the size of this buffer object; at this
// point we almost certainly should if the application is
// written correctly
long sz = bufferSizeMap.get(buffer);
if (sizeNotFound == sz) {
// For robustness, try to query this value from the GL as we used to
// FIXME: both functions return 'int' types, which is not suitable,
// since buffer length is 64bit ?
int[] tmp = new int[1];
if(0==target) {
// DirectState ..
if(caller.isFunctionAvailable("glGetNamedBufferParameterivEXT")) {
caller.getGL2().glGetNamedBufferParameterivEXT(buffer, GL.GL_BUFFER_SIZE, tmp, 0);
} else {
throw new GLException("Error: getDirectStateBufferSize called with unknown state and GL function 'glGetNamedBufferParameterivEXT' n/a to query size");
}
} else {
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 "+
((0==target)?"glGetNamedBufferParameterivEXT":"glGetBufferParameteriv")+
" was zero; probably application error");
}
// Assume we just don't know what's happening
sz = tmp[0];
bufferSizeMap.put(buffer, sz);
if (DEBUG) {
System.err.println("GLBufferSizeTracker.getBufferSize(): made slow query to cache size " +
sz +
" for buffer " +
buffer);
}
}
return sz;
}
// 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 final void clearCachedBufferSizes() {
bufferSizeMap.clear();
}
}
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