[PATCH 7/9] glamor: Extract the streamed vertex data code used by Render.
Eric Anholt
eric at anholt.net
Sat Mar 8 20:07:08 PST 2014
We should be uploading any vertex data using this kind of upload
style, since it saves a bunch of extra copies of our vertex data.
v2:
- Add a simple comment about what the function does.
- Use get_vbo_space()'s return in trapezoids, instead of dereffing
glamor_priv->vb (by Markus Wick).
- Fix the double-unmapping by moving put_vbo_space() outside of
flush_composite_rects().
- Remove the rest of the composite_vbo_offset usage, and just always
use get_vbo_space()'s return value.
v3:
- Fix failure to put_vbo_space in traps when no prims were
generated.
- Unbind the VBO from put_vbo_space(). Keeps callers from
forgetting to do so.
v4:
- Split out some changes into the previous 3 commits while trying to
track down a regression.
- Fix regression due to rebase fail where glamor_priv->vbo_offset
wasn't incremented.
v5:
- Fix GLES2 VBO sizing.
- Add a comment about resize behavior.
- Move glamor_vbo.c init code to glamor_vbo.c from
glamor_render.c. (Derived from Markus's changes, but the GLES2 fix
dropped almost all of the code in the functions).
Signed-off-by: Eric Anholt <eric at anholt.net>
---
glamor/Makefile.am | 1 +
glamor/glamor.c | 2 +
glamor/glamor.h | 1 +
glamor/glamor_priv.h | 18 ++++++
glamor/glamor_render.c | 66 +++-------------------
glamor/glamor_trapezoid.c | 72 +++++-------------------
glamor/glamor_vbo.c | 138 ++++++++++++++++++++++++++++++++++++++++++++++
7 files changed, 184 insertions(+), 114 deletions(-)
create mode 100644 glamor/glamor_vbo.c
diff --git a/glamor/Makefile.am b/glamor/Makefile.am
index 77492bc..ffc8c23 100644
--- a/glamor/Makefile.am
+++ b/glamor/Makefile.am
@@ -34,6 +34,7 @@ libglamor_la_SOURCES = \
glamor_pixmap.c\
glamor_largepixmap.c\
glamor_picture.c\
+ glamor_vbo.c \
glamor_window.c\
glamor_fbo.c\
glamor_compositerects.c\
diff --git a/glamor/glamor.c b/glamor/glamor.c
index fe9f761..dc69c72 100644
--- a/glamor/glamor.c
+++ b/glamor/glamor.c
@@ -439,6 +439,7 @@ glamor_init(ScreenPtr screen, unsigned int flags)
ps->DestroyPicture = glamor_destroy_picture;
glamor_init_composite_shaders(screen);
#endif
+ glamor_init_vbo(screen);
glamor_init_pixmap_fbo(screen);
glamor_init_solid_shader(screen);
glamor_init_tile_shader(screen);
@@ -478,6 +479,7 @@ glamor_release_screen_priv(ScreenPtr screen)
#ifdef RENDER
glamor_fini_composite_shaders(screen);
#endif
+ glamor_fini_vbo(screen);
glamor_fini_pixmap_fbo(screen);
glamor_fini_solid_shader(screen);
glamor_fini_tile_shader(screen);
diff --git a/glamor/glamor.h b/glamor/glamor.h
index e12f497..e25dc73 100644
--- a/glamor/glamor.h
+++ b/glamor/glamor.h
@@ -324,6 +324,7 @@ extern _X_EXPORT int glamor_create_gc(GCPtr gc);
extern _X_EXPORT void glamor_validate_gc(GCPtr gc, unsigned long changes,
DrawablePtr drawable);
+
/* Glamor rendering/drawing functions with XXX_nf.
* nf means no fallback within glamor internal if possible. If glamor
* fail to accelerate the operation, glamor will return a false, and the
diff --git a/glamor/glamor_priv.h b/glamor/glamor_priv.h
index b23c12b..986e729 100644
--- a/glamor/glamor_priv.h
+++ b/glamor/glamor_priv.h
@@ -220,8 +220,15 @@ typedef struct glamor_screen_private {
/* vertext/elment_index buffer object for render */
GLuint vbo, ebo;
+ /** Next offset within the VBO that glamor_get_vbo_space() will use. */
int vbo_offset;
int vbo_size;
+ /**
+ * Pointer to glamor_get_vbo_space()'s current VBO mapping.
+ *
+ * Note that this is not necessarily equal to the pointer returned
+ * by glamor_get_vbo_space(), so it can't be used in place of that.
+ */
char *vb;
int vb_stride;
Bool has_source_coords, has_mask_coords;
@@ -744,6 +751,17 @@ void glamor_triangles(CARD8 op,
void glamor_pixmap_init(ScreenPtr screen);
void glamor_pixmap_fini(ScreenPtr screen);
+/* glamor_vbo.c */
+
+void glamor_init_vbo(ScreenPtr screen);
+void glamor_fini_vbo(ScreenPtr screen);
+
+void *
+glamor_get_vbo_space(ScreenPtr screen, unsigned size, char **vbo_offset);
+
+void
+glamor_put_vbo_space(ScreenPtr screen);
+
/**
* Download a pixmap's texture to cpu memory. If success,
* One copy of current pixmap's texture will be put into
diff --git a/glamor/glamor_render.c b/glamor/glamor_render.c
index 69a22d9..7829977 100644
--- a/glamor/glamor_render.c
+++ b/glamor/glamor_render.c
@@ -403,12 +403,10 @@ glamor_init_composite_shaders(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
unsigned short *eb;
- float *vb = NULL;
int eb_size;
glamor_priv = glamor_get_screen_private(screen);
glamor_get_context(glamor_priv);
- glGenBuffers(1, &glamor_priv->vbo);
glGenBuffers(1, &glamor_priv->ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
@@ -419,9 +417,6 @@ glamor_init_composite_shaders(ScreenPtr screen)
eb = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
}
else {
- vb = malloc(GLAMOR_COMPOSITE_VBO_VERT_CNT * sizeof(float) * 2);
- if (vb == NULL)
- FatalError("Failed to allocate vb memory.\n");
eb = malloc(eb_size);
}
@@ -438,14 +433,7 @@ glamor_init_composite_shaders(ScreenPtr screen)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, eb_size, eb, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
- glBufferData(GL_ARRAY_BUFFER,
- GLAMOR_COMPOSITE_VBO_VERT_CNT * sizeof(float) *
- 2, NULL, GL_DYNAMIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
free(eb);
- glamor_priv->vb = (char *) vb;
}
glamor_put_context(glamor_priv);
@@ -460,7 +448,6 @@ glamor_fini_composite_shaders(ScreenPtr screen)
glamor_priv = glamor_get_screen_private(screen);
glamor_get_context(glamor_priv);
- glDeleteBuffers(1, &glamor_priv->vbo);
glDeleteBuffers(1, &glamor_priv->ebo);
for (i = 0; i < SHADER_SOURCE_COUNT; i++)
@@ -470,8 +457,6 @@ glamor_fini_composite_shaders(ScreenPtr screen)
if (shader->prog)
glDeleteProgram(shader->prog);
}
- if (glamor_priv->gl_flavor != GLAMOR_GL_DESKTOP && glamor_priv->vb)
- free(glamor_priv->vb);
glamor_put_context(glamor_priv);
}
@@ -706,6 +691,8 @@ glamor_setup_composite_vbo(ScreenPtr screen, int n_verts)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
int vert_size;
+ char *vbo_offset;
+ float *vb;
glamor_priv->render_nr_verts = 0;
glamor_priv->vb_stride = 2 * sizeof(float);
@@ -717,56 +704,32 @@ glamor_setup_composite_vbo(ScreenPtr screen, int n_verts)
vert_size = n_verts * glamor_priv->vb_stride;
glamor_get_context(glamor_priv);
- glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
- if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
- if (glamor_priv->vbo_size < (glamor_priv->vbo_offset + vert_size)) {
- glamor_priv->vbo_size = GLAMOR_COMPOSITE_VBO_VERT_CNT *
- glamor_priv->vb_stride;
- glamor_priv->vbo_offset = 0;
- glBufferData(GL_ARRAY_BUFFER,
- glamor_priv->vbo_size, NULL, GL_STREAM_DRAW);
- }
-
- glamor_priv->vb = glMapBufferRange(GL_ARRAY_BUFFER,
- glamor_priv->vbo_offset,
- vert_size,
- GL_MAP_WRITE_BIT |
- GL_MAP_UNSYNCHRONIZED_BIT |
- GL_MAP_INVALIDATE_RANGE_BIT);
- assert(glamor_priv->vb != NULL);
- glamor_priv->vb -= glamor_priv->vbo_offset;
- }
- else
- glamor_priv->vbo_offset = 0;
+ vb = glamor_get_vbo_space(screen, vert_size, &vbo_offset);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE,
- glamor_priv->vb_stride,
- (void *) ((long)
- glamor_priv->vbo_offset));
+ glamor_priv->vb_stride, vbo_offset);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
if (glamor_priv->has_source_coords) {
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
GL_FLOAT, GL_FALSE,
glamor_priv->vb_stride,
- (void *) ((long) glamor_priv->vbo_offset +
- 2 * sizeof(float)));
+ vbo_offset + 2 * sizeof(float));
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
}
if (glamor_priv->has_mask_coords) {
glVertexAttribPointer(GLAMOR_VERTEX_MASK, 2, GL_FLOAT, GL_FALSE,
glamor_priv->vb_stride,
- (void *) ((long) glamor_priv->vbo_offset +
- (glamor_priv->has_source_coords ?
- 4 : 2) * sizeof(float)));
+ vbo_offset + (glamor_priv->has_source_coords ?
+ 4 : 2) * sizeof(float));
glEnableVertexAttribArray(GLAMOR_VERTEX_MASK);
}
glamor_put_context(glamor_priv);
- return glamor_priv->vb + glamor_priv->vbo_offset;
+ return vb;
}
static void
@@ -775,14 +738,6 @@ glamor_flush_composite_rects(ScreenPtr screen)
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_get_context(glamor_priv);
- if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
- glUnmapBuffer(GL_ARRAY_BUFFER);
- else {
-
- glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
- glBufferData(GL_ARRAY_BUFFER, glamor_priv->vbo_offset,
- glamor_priv->vb, GL_DYNAMIC_DRAW);
- }
if (!glamor_priv->render_nr_verts)
return;
@@ -1334,8 +1289,6 @@ glamor_composite_with_shader(CARD8 op,
x_dest, y_dest, x_source, y_source, x_mask, y_mask, width,
height);
- assert(glamor_priv->vbo_offset <
- glamor_priv->vbo_size - glamor_priv->vb_stride);
glamor_set_normalize_vcoords_ext(dest_pixmap_priv, dst_xscale,
dst_yscale, x_dest, y_dest,
x_dest + width, y_dest + height,
@@ -1366,12 +1319,12 @@ glamor_composite_with_shader(CARD8 op,
vertices += 2;
}
glamor_priv->render_nr_verts += 4;
- glamor_priv->vbo_offset += glamor_priv->vb_stride * 4;
rects++;
/* We've incremented by one of our 4 verts, now do the other 3. */
vertices += 3 * vb_stride;
}
+ glamor_put_vbo_space(screen);
glamor_flush_composite_rects(screen);
nrect -= rect_processed;
if (two_pass_ca) {
@@ -1384,7 +1337,6 @@ glamor_composite_with_shader(CARD8 op,
}
}
- glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
diff --git a/glamor/glamor_trapezoid.c b/glamor/glamor_trapezoid.c
index 4d2360d..115ad33 100644
--- a/glamor/glamor_trapezoid.c
+++ b/glamor/glamor_trapezoid.c
@@ -213,7 +213,6 @@ glamor_emit_composite_vert(ScreenPtr screen,
}
glamor_priv->render_nr_verts++;
- glamor_priv->vbo_offset += glamor_priv->vb_stride;
}
static void
@@ -237,14 +236,7 @@ glamor_flush_composite_triangles(ScreenPtr screen)
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_get_context(glamor_priv);
- if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
- glUnmapBuffer(GL_ARRAY_BUFFER);
- else {
-
- glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
- glBufferData(GL_ARRAY_BUFFER, glamor_priv->vbo_offset,
- glamor_priv->vb, GL_DYNAMIC_DRAW);
- }
+ glamor_put_vbo_space(screen);
if (!glamor_priv->render_nr_verts)
return;
@@ -613,6 +605,8 @@ glamor_setup_composite_vbo_for_trapezoid(ScreenPtr screen, int n_verts)
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
int stride;
int vert_size;
+ char *vbo_offset;
+ void *vb;
glamor_priv->render_nr_verts = 0;
@@ -641,68 +635,43 @@ glamor_setup_composite_vbo_for_trapezoid(ScreenPtr screen, int n_verts)
glDisableVertexAttribArray(GLAMOR_VERTEX_LEFT_PARAM);
glDisableVertexAttribArray(GLAMOR_VERTEX_RIGHT_PARAM);
- glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
- if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
- if (glamor_priv->vbo_size < (glamor_priv->vbo_offset + vert_size)) {
- glamor_priv->vbo_size = GLAMOR_COMPOSITE_VBO_VERT_CNT *
- glamor_priv->vb_stride;
- glamor_priv->vbo_offset = 0;
- glBufferData(GL_ARRAY_BUFFER,
- glamor_priv->vbo_size, NULL, GL_STREAM_DRAW);
- }
-
- glamor_priv->vb = glMapBufferRange(GL_ARRAY_BUFFER,
- glamor_priv->vbo_offset,
- vert_size,
- GL_MAP_WRITE_BIT |
- GL_MAP_UNSYNCHRONIZED_BIT);
-
- assert(glamor_priv->vb != NULL);
- glamor_priv->vb -= glamor_priv->vbo_offset;
- }
- else {
- glamor_priv->vbo_offset = 0;
- }
+ vb = glamor_get_vbo_space(screen, vert_size, &vbo_offset);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
/* Set the vertex pointer. */
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, glamor_priv->vb_stride,
- (void *) ((long) glamor_priv->vbo_offset));
+ vbo_offset);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
stride = 2;
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
GL_FALSE, glamor_priv->vb_stride,
- (void *) ((long) glamor_priv->vbo_offset +
- stride * sizeof(float)));
+ vbo_offset + stride * sizeof(float));
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
stride += 2;
glVertexAttribPointer(GLAMOR_VERTEX_TOP_BOTTOM, 2, GL_FLOAT,
- GL_FALSE, glamor_priv->vb_stride,
- (void *) ((long) glamor_priv->vbo_offset +
- stride * sizeof(float)));
+ GL_FALSE, glamor_priv->vb_stride,
+ vbo_offset + stride * sizeof(float));
glEnableVertexAttribArray(GLAMOR_VERTEX_TOP_BOTTOM);
stride += 2;
glVertexAttribPointer(GLAMOR_VERTEX_LEFT_PARAM, 4, GL_FLOAT,
- GL_FALSE, glamor_priv->vb_stride,
- (void *) ((long) glamor_priv->vbo_offset +
- stride * sizeof(float)));
+ GL_FALSE, glamor_priv->vb_stride,
+ vbo_offset + stride * sizeof(float));
glEnableVertexAttribArray(GLAMOR_VERTEX_LEFT_PARAM);
stride += 4;
glVertexAttribPointer(GLAMOR_VERTEX_RIGHT_PARAM, 4, GL_FLOAT,
- GL_FALSE, glamor_priv->vb_stride,
- (void *) ((long) glamor_priv->vbo_offset +
- stride * sizeof(float)));
+ GL_FALSE, glamor_priv->vb_stride,
+ vbo_offset + stride * sizeof(float));
glEnableVertexAttribArray(GLAMOR_VERTEX_RIGHT_PARAM);
glamor_put_context(glamor_priv);
- return glamor_priv->vb + glamor_priv->vbo_offset;
+ return vb;
}
static Bool
@@ -1008,7 +977,6 @@ _glamor_trapezoids_with_shader(CARD8 op,
ret = TRUE;
TRAPEZOID_RESET_GL:
- glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
@@ -1450,7 +1418,6 @@ _glamor_generate_trapezoid_with_shader(ScreenPtr screen, PicturePtr picture,
pixmap_priv_get_dest_scale(pixmap_priv, (&xscale), (&yscale));
- glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
/* Now draw the Trapezoid mask. */
@@ -1575,25 +1542,17 @@ _glamor_generate_trapezoid_with_shader(ScreenPtr screen, PicturePtr picture,
((float) ptrap->right.p1.y) / 65536, right_slope);
glamor_priv->render_nr_verts += 4;
- glamor_priv->vbo_offset += glamor_priv->vb_stride * 4;
-
vertices += 3 * stride;
}
i += mrect;
+ glamor_put_vbo_space(screen);
+
/* Now rendering. */
if (!glamor_priv->render_nr_verts)
continue;
- if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
- glUnmapBuffer(GL_ARRAY_BUFFER);
- else {
- glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
- glBufferData(GL_ARRAY_BUFFER, glamor_priv->vbo_offset,
- glamor_priv->vb, GL_DYNAMIC_DRAW);
- }
-
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
glDrawRangeElements(GL_TRIANGLES, 0,
glamor_priv->render_nr_verts,
@@ -1606,7 +1565,6 @@ _glamor_generate_trapezoid_with_shader(ScreenPtr screen, PicturePtr picture,
}
}
- glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_BLEND);
diff --git a/glamor/glamor_vbo.c b/glamor/glamor_vbo.c
new file mode 100644
index 0000000..be2c2af
--- /dev/null
+++ b/glamor/glamor_vbo.c
@@ -0,0 +1,138 @@
+/*
+ * Copyright © 2014 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+/**
+ * @file glamor_vbo.c
+ *
+ * Helpers for managing streamed vertex bufffers used in glamor.
+ */
+
+#include "glamor_priv.h"
+
+/** Default size of the VBO, in bytes.
+ *
+ * If a single request is larger than this size, we'll resize the VBO
+ * and return an appropriate mapping, but we'll resize back down after
+ * that to avoid hogging that memory forever. We don't anticipate
+ * normal usage actually requiring larger VBO sizes.
+ */
+#define GLAMOR_VBO_SIZE (64 * 1024)
+
+/**
+ * Returns a pointer to @size bytes of VBO storage, which should be
+ * accessed by the GL using vbo_offset within the VBO.
+ */
+void *
+glamor_get_vbo_space(ScreenPtr screen, unsigned size, char **vbo_offset)
+{
+ glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
+ void *data;
+
+ glamor_get_context(glamor_priv);
+
+ glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
+
+ if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
+ if (glamor_priv->vbo_size < glamor_priv->vbo_offset + size) {
+ glamor_priv->vbo_size = MAX(GLAMOR_VBO_SIZE, size);
+ glamor_priv->vbo_offset = 0;
+ glBufferData(GL_ARRAY_BUFFER,
+ glamor_priv->vbo_size, NULL, GL_STREAM_DRAW);
+ }
+
+ data = glMapBufferRange(GL_ARRAY_BUFFER,
+ glamor_priv->vbo_offset,
+ size,
+ GL_MAP_WRITE_BIT |
+ GL_MAP_UNSYNCHRONIZED_BIT |
+ GL_MAP_INVALIDATE_RANGE_BIT);
+ assert(data != NULL);
+ *vbo_offset = (void *)(uintptr_t)glamor_priv->vbo_offset;
+ glamor_priv->vbo_offset += size;
+ } else {
+ /* Return a pointer to the statically allocated non-VBO
+ * memory. We'll upload it through glBufferData() later.
+ */
+ if (glamor_priv->vbo_size < size) {
+ glamor_priv->vbo_size = MAX(GLAMOR_VBO_SIZE, size);
+
+ glBufferData(GL_ARRAY_BUFFER,
+ glamor_priv->vbo_size, NULL, GL_STREAM_DRAW);
+
+ free(glamor_priv->vb);
+ glamor_priv->vb = XNFalloc(size);
+ }
+ *vbo_offset = NULL;
+ glamor_priv->vbo_offset = 0;
+ data = glamor_priv->vb;
+ }
+
+ glamor_put_context(glamor_priv);
+
+ return data;
+}
+
+void
+glamor_put_vbo_space(ScreenPtr screen)
+{
+ glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
+
+ glamor_get_context(glamor_priv);
+
+ if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+ } else {
+ glBufferData(GL_ARRAY_BUFFER, glamor_priv->vbo_offset,
+ glamor_priv->vb, GL_DYNAMIC_DRAW);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ glamor_put_context(glamor_priv);
+}
+
+void
+glamor_init_vbo(ScreenPtr screen)
+{
+ glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
+
+ glamor_get_context(glamor_priv);
+
+ glGenBuffers(1, &glamor_priv->vbo);
+
+ glamor_put_context(glamor_priv);
+}
+
+void
+glamor_fini_vbo(ScreenPtr screen)
+{
+ glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
+
+ glamor_get_context(glamor_priv);
+
+ glDeleteBuffers(1, &glamor_priv->vbo);
+ if (glamor_priv->gl_flavor != GLAMOR_GL_DESKTOP)
+ free(glamor_priv->vb);
+
+ glamor_put_context(glamor_priv);
+}
--
1.9.0
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