[PATCH 3/8] glamor: Use vertex arrays
Dave Airlie
airlied at gmail.com
Mon Jan 18 23:02:29 PST 2016
From: Keith Packard <keithp at keithp.com>
Core contexts require the use of vertex arrays, so switch both glamor
and ephyr/glamor over.
Signed-off-by: Keith Packard <keithp at keithp.com>
Signed-off-by: Dave Airlie <airlied at redhat.com>
---
glamor/glamor.c | 2 +
glamor/glamor_priv.h | 2 +
glamor/glamor_vbo.c | 9 ++++
hw/kdrive/ephyr/ephyr_glamor_glx.c | 86 +++++++++++++++++++++++++++-----------
4 files changed, 75 insertions(+), 24 deletions(-)
diff --git a/glamor/glamor.c b/glamor/glamor.c
index 523f0cb..8828ad3 100644
--- a/glamor/glamor.c
+++ b/glamor/glamor.c
@@ -573,6 +573,8 @@ glamor_init(ScreenPtr screen, unsigned int flags)
epoxy_has_gl_extension("GL_NV_pack_subimage");
glamor_priv->has_dual_blend =
epoxy_has_gl_extension("GL_ARB_blend_func_extended");
+ glamor_priv->has_vertex_array_object =
+ epoxy_has_gl_extension("GL_ARB_vertex_array_object");
glamor_setup_debug_output(screen);
diff --git a/glamor/glamor_priv.h b/glamor/glamor_priv.h
index 6a84548..d26593d 100644
--- a/glamor/glamor_priv.h
+++ b/glamor/glamor_priv.h
@@ -209,6 +209,7 @@ typedef struct glamor_screen_private {
Bool has_rw_pbo;
Bool use_quads;
Bool has_dual_blend;
+ Bool has_vertex_array_object;
int max_fbo_size;
struct xorg_list
@@ -255,6 +256,7 @@ typedef struct glamor_screen_private {
char *glyph_defines;
/** Vertex buffer for all GPU rendering. */
+ GLuint vao;
GLuint vbo;
/** Next offset within the VBO that glamor_get_vbo_space() will use. */
int vbo_offset;
diff --git a/glamor/glamor_vbo.c b/glamor/glamor_vbo.c
index ba60ce6..b8db009 100644
--- a/glamor/glamor_vbo.c
+++ b/glamor/glamor_vbo.c
@@ -174,6 +174,11 @@ glamor_init_vbo(ScreenPtr screen)
glamor_make_current(glamor_priv);
glGenBuffers(1, &glamor_priv->vbo);
+ if (glamor_priv->has_vertex_array_object) {
+ glGenVertexArrays(1, &glamor_priv->vao);
+ glBindVertexArray(glamor_priv->vao);
+ } else
+ glamor_priv->vao = 0;
}
void
@@ -183,6 +188,10 @@ glamor_fini_vbo(ScreenPtr screen)
glamor_make_current(glamor_priv);
+ if (glamor_priv->vao != 0) {
+ glDeleteVertexArrays(1, &glamor_priv->vao);
+ glamor_priv->vao = 0;
+ }
if (!glamor_priv->has_map_buffer_range)
free(glamor_priv->vb);
}
diff --git a/hw/kdrive/ephyr/ephyr_glamor_glx.c b/hw/kdrive/ephyr/ephyr_glamor_glx.c
index 582e3af..30c5245 100644
--- a/hw/kdrive/ephyr/ephyr_glamor_glx.c
+++ b/hw/kdrive/ephyr/ephyr_glamor_glx.c
@@ -71,6 +71,8 @@ struct ephyr_glamor {
/* Size of the window that we're rendering to. */
unsigned width, height;
+
+ GLuint vao, vbo;
};
static GLint
@@ -189,47 +191,53 @@ ephyr_glamor_set_texture(struct ephyr_glamor *glamor, uint32_t tex)
glamor->tex = tex;
}
+static void
+ephyr_glamor_set_vertices(struct ephyr_glamor *glamor)
+{
+ glVertexAttribPointer(glamor->texture_shader_position_loc,
+ 2, GL_FLOAT, FALSE, 0, (void *) 0);
+ glVertexAttribPointer(glamor->texture_shader_texcoord_loc,
+ 2, GL_FLOAT, FALSE, 0, (void *) (sizeof (float) * 8));
+
+ glEnableVertexAttribArray(glamor->texture_shader_position_loc);
+ glEnableVertexAttribArray(glamor->texture_shader_texcoord_loc);
+}
+
+static void
+ephyr_glamor_clear_vertices(struct ephyr_glamor *glamor)
+{
+ glDisableVertexAttribArray(glamor->texture_shader_position_loc);
+ glDisableVertexAttribArray(glamor->texture_shader_texcoord_loc);
+}
+
void
ephyr_glamor_damage_redisplay(struct ephyr_glamor *glamor,
struct pixman_region16 *damage)
{
- /* Redraw the whole screen, since glXSwapBuffers leaves the back
- * buffer undefined.
- */
- static const float position[] = {
- -1, -1,
- 1, -1,
- 1, 1,
- -1, 1,
- };
- static const float texcoords[] = {
- 0, 1,
- 1, 1,
- 1, 0,
- 0, 0,
- };
+ GLint old_vao;
glXMakeCurrent(dpy, glamor->glx_win, glamor->ctx);
+ if (glamor->vao) {
+ glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &old_vao);
+ glBindVertexArray(glamor->vao);
+ } else
+ ephyr_glamor_set_vertices(glamor);
+
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(glamor->texture_shader);
glViewport(0, 0, glamor->width, glamor->height);
if (!ephyr_glamor_gles2)
glDisable(GL_COLOR_LOGIC_OP);
- glVertexAttribPointer(glamor->texture_shader_position_loc,
- 2, GL_FLOAT, FALSE, 0, position);
- glVertexAttribPointer(glamor->texture_shader_texcoord_loc,
- 2, GL_FLOAT, FALSE, 0, texcoords);
- glEnableVertexAttribArray(glamor->texture_shader_position_loc);
- glEnableVertexAttribArray(glamor->texture_shader_texcoord_loc);
-
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, glamor->tex);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- glDisableVertexAttribArray(glamor->texture_shader_position_loc);
- glDisableVertexAttribArray(glamor->texture_shader_texcoord_loc);
+ if (glamor->vao)
+ glBindVertexArray(old_vao);
+ else
+ ephyr_glamor_clear_vertices(glamor);
glXSwapBuffers(dpy, glamor->glx_win);
}
@@ -271,6 +279,18 @@ ephyr_glamor_process_event(xcb_generic_event_t *xev)
struct ephyr_glamor *
ephyr_glamor_glx_screen_init(xcb_window_t win)
{
+ static const float position[] = {
+ -1, -1,
+ 1, -1,
+ 1, 1,
+ -1, 1,
+ 0, 1,
+ 1, 1,
+ 1, 0,
+ 0, 0,
+ };
+ GLint old_vao;
+
GLXContext ctx;
struct ephyr_glamor *glamor;
GLXWindow glx_win;
@@ -312,6 +332,24 @@ ephyr_glamor_glx_screen_init(xcb_window_t win)
glamor->glx_win = glx_win;
ephyr_glamor_setup_texturing_shader(glamor);
+ if (epoxy_has_gl_extension("GL_ARB_vertex_array_object")) {
+ glGenVertexArrays(1, &glamor->vao);
+ glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &old_vao);
+ glBindVertexArray(glamor->vao);
+ } else
+ glamor->vao = 0;
+
+ glGenBuffers(1, &glamor->vbo);
+
+ glBindBuffer(GL_ARRAY_BUFFER, glamor->vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof (position), position, GL_STATIC_DRAW);
+
+ if (glamor->vao) {
+ ephyr_glamor_set_vertices(glamor);
+ glBindVertexArray(old_vao);
+ } else
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
return glamor;
}
--
2.4.3
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