glamor: Use vertex array objects

Core contexts require the use of vertex array objects, so switch both glamor
and ephyr/glamor over.

Signed-off-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
Keith Packard 2014-09-10 16:17:52 -07:00 committed by Dave Airlie
parent d99204fb5e
commit 49aa5e3ea4
4 changed files with 75 additions and 24 deletions

View File

@ -574,6 +574,8 @@ glamor_init(ScreenPtr screen, unsigned int flags)
glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP ||
epoxy_gl_version() >= 30 ||
epoxy_has_gl_extension("GL_NV_pack_subimage");
glamor_priv->has_vertex_array_object =
epoxy_has_gl_extension("GL_ARB_vertex_array_object");
glamor_setup_debug_output(screen);

View File

@ -201,6 +201,7 @@ typedef struct glamor_screen_private {
Bool has_unpack_subimage;
Bool has_rw_pbo;
Bool use_quads;
Bool has_vertex_array_object;
int max_fbo_size;
struct xorg_list
@ -247,6 +248,7 @@ 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;

View File

@ -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);
}

View File

@ -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;
}