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>
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@ -579,6 +579,12 @@ glamor_init(ScreenPtr screen, unsigned int flags)
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}
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}
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if (!epoxy_has_gl_extension("GL_ARB_vertex_array_object") &&
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!epoxy_has_gl_extension("GL_OES_vertex_array_object")) {
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ErrorF("GL_{ARB,OES}_vertex_array_object required\n");
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goto fail;
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}
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glamor_priv->has_rw_pbo = FALSE;
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if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
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glamor_priv->has_rw_pbo = TRUE;
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@ -605,8 +611,6 @@ glamor_init(ScreenPtr screen, unsigned int flags)
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glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP ||
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epoxy_gl_version() >= 30 ||
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epoxy_has_gl_extension("GL_NV_pack_subimage");
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glamor_priv->has_vertex_array_object =
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epoxy_has_gl_extension("GL_ARB_vertex_array_object");
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glamor_priv->has_dual_blend =
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epoxy_has_gl_extension("GL_ARB_blend_func_extended");
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@ -197,7 +197,6 @@ typedef struct glamor_screen_private {
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Bool has_unpack_subimage;
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Bool has_rw_pbo;
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Bool use_quads;
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Bool has_vertex_array_object;
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Bool has_dual_blend;
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Bool has_texture_swizzle;
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Bool is_core_profile;
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@ -174,11 +174,8 @@ glamor_init_vbo(ScreenPtr screen)
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glamor_make_current(glamor_priv);
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glGenBuffers(1, &glamor_priv->vbo);
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if (glamor_priv->has_vertex_array_object) {
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glGenVertexArrays(1, &glamor_priv->vao);
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glBindVertexArray(glamor_priv->vao);
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} else
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glamor_priv->vao = 0;
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glGenVertexArrays(1, &glamor_priv->vao);
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glBindVertexArray(glamor_priv->vao);
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}
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void
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@ -188,10 +185,8 @@ glamor_fini_vbo(ScreenPtr screen)
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glamor_make_current(glamor_priv);
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if (glamor_priv->vao != 0) {
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glDeleteVertexArrays(1, &glamor_priv->vao);
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glamor_priv->vao = 0;
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}
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glDeleteVertexArrays(1, &glamor_priv->vao);
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glamor_priv->vao = 0;
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if (!glamor_priv->has_map_buffer_range)
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free(glamor_priv->vb);
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}
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@ -208,13 +208,6 @@ ephyr_glamor_set_vertices(struct ephyr_glamor *glamor)
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glEnableVertexAttribArray(glamor->texture_shader_texcoord_loc);
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}
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static void
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ephyr_glamor_clear_vertices(struct ephyr_glamor *glamor)
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{
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glDisableVertexAttribArray(glamor->texture_shader_position_loc);
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glDisableVertexAttribArray(glamor->texture_shader_texcoord_loc);
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}
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void
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ephyr_glamor_damage_redisplay(struct ephyr_glamor *glamor,
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struct pixman_region16 *damage)
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@ -230,13 +223,8 @@ ephyr_glamor_damage_redisplay(struct ephyr_glamor *glamor,
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glXMakeCurrent(dpy, glamor->glx_win, glamor->ctx);
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if (glamor->vao) {
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &old_vao);
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glBindVertexArray(glamor->vao);
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} else {
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glBindBuffer(GL_ARRAY_BUFFER, glamor->vbo);
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ephyr_glamor_set_vertices(glamor);
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}
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &old_vao);
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glBindVertexArray(glamor->vao);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glUseProgram(glamor->texture_shader);
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@ -248,10 +236,7 @@ ephyr_glamor_damage_redisplay(struct ephyr_glamor *glamor,
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glBindTexture(GL_TEXTURE_2D, glamor->tex);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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if (glamor->vao)
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glBindVertexArray(old_vao);
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else
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ephyr_glamor_clear_vertices(glamor);
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glBindVertexArray(old_vao);
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glXSwapBuffers(dpy, glamor->glx_win);
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}
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@ -374,23 +359,17 @@ ephyr_glamor_glx_screen_init(xcb_window_t win)
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glamor->glx_win = glx_win;
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ephyr_glamor_setup_texturing_shader(glamor);
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if (epoxy_has_gl_extension("GL_ARB_vertex_array_object")) {
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glGenVertexArrays(1, &glamor->vao);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &old_vao);
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glBindVertexArray(glamor->vao);
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} else
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glamor->vao = 0;
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glGenVertexArrays(1, &glamor->vao);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &old_vao);
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glBindVertexArray(glamor->vao);
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glGenBuffers(1, &glamor->vbo);
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glBindBuffer(GL_ARRAY_BUFFER, glamor->vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof (position), position, GL_STATIC_DRAW);
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if (glamor->vao) {
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ephyr_glamor_set_vertices(glamor);
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glBindVertexArray(old_vao);
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} else
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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ephyr_glamor_set_vertices(glamor);
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glBindVertexArray(old_vao);
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return glamor;
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}
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