glamor: Drop the non-VAO rendering path

GLES spells this extension as GL_OES_vertex_array_object, but it is
functionally equivalent to the GL_ARB version. Mesa has supported both
since 9.0, let's go ahead and require it.

Signed-off-by: Adam Jackson <ajax@redhat.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Adam Jackson 2017-11-02 16:10:50 -04:00
parent dbda03d5d1
commit 66e8eaa456
4 changed files with 18 additions and 41 deletions

View File

@ -579,6 +579,12 @@ glamor_init(ScreenPtr screen, unsigned int flags)
}
}
if (!epoxy_has_gl_extension("GL_ARB_vertex_array_object") &&
!epoxy_has_gl_extension("GL_OES_vertex_array_object")) {
ErrorF("GL_{ARB,OES}_vertex_array_object required\n");
goto fail;
}
glamor_priv->has_rw_pbo = FALSE;
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
glamor_priv->has_rw_pbo = TRUE;
@ -605,8 +611,6 @@ 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_priv->has_dual_blend =
epoxy_has_gl_extension("GL_ARB_blend_func_extended");

View File

@ -197,7 +197,6 @@ typedef struct glamor_screen_private {
Bool has_unpack_subimage;
Bool has_rw_pbo;
Bool use_quads;
Bool has_vertex_array_object;
Bool has_dual_blend;
Bool has_texture_swizzle;
Bool is_core_profile;

View File

@ -174,11 +174,8 @@ 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;
glGenVertexArrays(1, &glamor_priv->vao);
glBindVertexArray(glamor_priv->vao);
}
void
@ -188,10 +185,8 @@ glamor_fini_vbo(ScreenPtr screen)
glamor_make_current(glamor_priv);
if (glamor_priv->vao != 0) {
glDeleteVertexArrays(1, &glamor_priv->vao);
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

@ -208,13 +208,6 @@ ephyr_glamor_set_vertices(struct ephyr_glamor *glamor)
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)
@ -230,13 +223,8 @@ ephyr_glamor_damage_redisplay(struct ephyr_glamor *glamor,
glXMakeCurrent(dpy, glamor->glx_win, glamor->ctx);
if (glamor->vao) {
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &old_vao);
glBindVertexArray(glamor->vao);
} else {
glBindBuffer(GL_ARRAY_BUFFER, glamor->vbo);
ephyr_glamor_set_vertices(glamor);
}
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &old_vao);
glBindVertexArray(glamor->vao);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(glamor->texture_shader);
@ -248,10 +236,7 @@ ephyr_glamor_damage_redisplay(struct ephyr_glamor *glamor,
glBindTexture(GL_TEXTURE_2D, glamor->tex);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
if (glamor->vao)
glBindVertexArray(old_vao);
else
ephyr_glamor_clear_vertices(glamor);
glBindVertexArray(old_vao);
glXSwapBuffers(dpy, glamor->glx_win);
}
@ -374,23 +359,17 @@ 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;
glGenVertexArrays(1, &glamor->vao);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &old_vao);
glBindVertexArray(glamor->vao);
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);
ephyr_glamor_set_vertices(glamor);
glBindVertexArray(old_vao);
return glamor;
}