diff options
author | Ian Romanick <[email protected]> | 2013-12-14 11:24:36 -0800 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2014-02-11 14:24:02 -0800 |
commit | f34d599a5b86fe05be22201e7cf279d5578feb7f (patch) | |
tree | 3907e61f2ad5b20ec045d2ff9ea9db79ae334d89 /src | |
parent | beb33fc5b719f608db2036360f1a2e482ec3e4ec (diff) |
meta: Refactor common VAO and VBO initialization code
v2: Clean up some stray binding calls
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Brian Paul <[email protected]> (v1)
Reviewed-by: Eric Anholt <[email protected]> (v2)
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/drivers/common/meta.c | 326 |
1 files changed, 99 insertions, 227 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index 51ea42ac6c1..cdff9902de4 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -351,6 +351,10 @@ struct gl_meta_state struct drawtex_state DrawTex; /**< For _mesa_meta_DrawTex() */ }; +struct vertex { + GLfloat x, y, z, tex[4]; +}; + static void meta_glsl_blit_cleanup(struct blit_state *blit); static void cleanup_temp_texture(struct temp_texture *tex); static void meta_glsl_clear_cleanup(struct clear_state *clear); @@ -426,6 +430,89 @@ link_program_with_debug(struct gl_context *ctx, GLuint program) } /** + * Configure vertex buffer and vertex array objects for tests + * + * Regardless of whether a new VAO and new VBO are created, the objects + * referenced by \c VAO and \c VBO will be bound into the GL state vector + * when this function terminates. + * + * \param VAO Storage for vertex array object handle. If 0, a new VAO + * will be created. + * \param VBO Storage for vertex buffer object handle. If 0, a new VBO + * will be created. The new VBO will have storage for 4 + * \c vertex structures. + * \param use_generic_attributes Should generic attributes 0 and 1 be used, + * or should traditional, fixed-function color and texture + * coordinate be used? + * \param vertex_size Number of components for attribute 0 / vertex. + * \param texcoord_size Number of components for attribute 1 / texture + * coordinate. If this is 0, attribute 1 will not be set or + * enabled. + * \param color_size Number of components for attribute 1 / primary color. + * If this is 0, attribute 1 will not be set or enabled. + * + * \note Either \c texcoord_size or \c color_size \b must be zero! The same + * data location is used for both values, so only one can be active at a time. + * + * \note If \c use_generic_attributes is \c true, \c color_size must be zero. + * Use \c texcoord_size instead. + */ +static void +setup_vertex_objects(GLuint *VAO, GLuint *VBO, bool use_generic_attributes, + unsigned vertex_size, unsigned texcoord_size, + unsigned color_size) +{ + if (*VAO == 0) { + assert(*VBO == 0); + assert(color_size == 0 || texcoord_size == 0); + + /* create vertex array object */ + _mesa_GenVertexArrays(1, VAO); + _mesa_BindVertexArray(*VAO); + + /* create vertex array buffer */ + _mesa_GenBuffers(1, VBO); + _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO); + _mesa_BufferData(GL_ARRAY_BUFFER, 4 * sizeof(struct vertex), NULL, + GL_DYNAMIC_DRAW); + + /* setup vertex arrays */ + if (use_generic_attributes) { + assert(color_size == 0); + + _mesa_VertexAttribPointer(0, vertex_size, GL_FLOAT, GL_FALSE, + sizeof(struct vertex), OFFSET(x)); + _mesa_EnableVertexAttribArray(0); + + if (texcoord_size > 0) { + _mesa_VertexAttribPointer(1, texcoord_size, GL_FLOAT, GL_FALSE, + sizeof(struct vertex), OFFSET(tex)); + _mesa_EnableVertexAttribArray(1); + } + } else { + _mesa_VertexPointer(vertex_size, GL_FLOAT, sizeof(struct vertex), + OFFSET(x)); + _mesa_EnableClientState(GL_VERTEX_ARRAY); + + if (texcoord_size > 0) { + _mesa_TexCoordPointer(texcoord_size, GL_FLOAT, + sizeof(struct vertex), OFFSET(tex)); + _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); + } + + if (color_size > 0) { + _mesa_ColorPointer(color_size, GL_FLOAT, + sizeof(struct vertex), OFFSET(tex)); + _mesa_EnableClientState(GL_COLOR_ARRAY); + } + } + } else { + _mesa_BindVertexArray(*VAO); + _mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO); + } +} + +/** * Initialize meta-ops for a context. * To be called once during context creation. */ @@ -1459,30 +1546,7 @@ init_blit_depth_pixels(struct gl_context *ctx) static void setup_ff_blit_framebuffer(struct blit_state *blit) { - struct vertex { - GLfloat x, y, z, tex[4]; - }; - struct vertex verts[4]; - - if (blit->VAO == 0) { - /* one-time setup */ - - /* create vertex array object */ - _mesa_GenVertexArrays(1, &blit->VAO); - _mesa_BindVertexArray(blit->VAO); - - /* create vertex array buffer */ - _mesa_GenBuffers(1, &blit->VBO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); - _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), - NULL, GL_DYNAMIC_DRAW_ARB); - - /* setup vertex arrays */ - _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); - _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(tex)); - _mesa_EnableClientState(GL_VERTEX_ARRAY); - _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); - } + setup_vertex_objects(&blit->VAO, &blit->VBO, false, 2, 2, 0); /* setup projection matrix */ _mesa_MatrixMode(GL_PROJECTION); @@ -1496,10 +1560,6 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx, struct blit_state *blit, GLenum target) { - struct vertex { - GLfloat x, y, z, tex[4]; - }; - struct vertex verts[4]; const char *vs_source; char *fs_source; GLuint vs, fs; @@ -1510,28 +1570,7 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx, /* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */ assert(_mesa_is_desktop_gl(ctx) || texture_2d); - /* Check if already initialized */ - if (blit->VAO == 0) { - - /* create vertex array object */ - _mesa_GenVertexArrays(1, &blit->VAO); - _mesa_BindVertexArray(blit->VAO); - - /* create vertex array buffer */ - _mesa_GenBuffers(1, &blit->VBO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); - _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), - NULL, GL_DYNAMIC_DRAW_ARB); - - /* setup vertex arrays */ - _mesa_VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, - sizeof(struct vertex), OFFSET(x)); - _mesa_VertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, - sizeof(struct vertex), OFFSET(tex)); - - _mesa_EnableVertexAttribArray(0); - _mesa_EnableVertexAttribArray(1); - } + setup_vertex_objects(&blit->VAO, &blit->VBO, true, 2, 2, 0); /* Generate a relevant fragment shader program for the texture target */ if ((target == GL_TEXTURE_2D && blit->ShaderProg != 0) || @@ -1688,9 +1727,6 @@ blitframebuffer_texture(struct gl_context *ctx, setup_ff_blit_framebuffer(&ctx->Meta->Blit); } - _mesa_BindVertexArray(blit->VAO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); - _mesa_GenSamplers(1, &sampler); _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler); @@ -1727,9 +1763,6 @@ blitframebuffer_texture(struct gl_context *ctx, /* Prepare vertex data (the VBO was previously created and bound) */ { - struct vertex { - GLfloat x, y, z, tex[4]; - }; struct vertex verts[4]; GLfloat s0, t0, s1, t1; @@ -1829,9 +1862,6 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, const GLint flipX = srcFlipX * dstFlipX; const GLint flipY = srcFlipY * dstFlipY; - struct vertex { - GLfloat x, y, z, tex[4]; - }; struct vertex verts[4]; GLboolean newTex; const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader && @@ -1876,9 +1906,6 @@ _mesa_meta_BlitFramebuffer(struct gl_context *ctx, setup_ff_blit_framebuffer(blit); } - _mesa_BindVertexArray(blit->VAO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, blit->VBO); - /* Silence valgrind warnings about reading uninitialized stack. */ memset(verts, 0, sizeof(verts)); @@ -2037,9 +2064,6 @@ void _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers) { struct clear_state *clear = &ctx->Meta->Clear; - struct vertex { - GLfloat x, y, z, tex[4]; - }; struct vertex verts[4]; /* save all state but scissor, pixel pack/unpack */ GLbitfield metaSave = (MESA_META_ALL - @@ -2056,27 +2080,7 @@ _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers) _mesa_meta_begin(ctx, metaSave); - if (clear->VAO == 0) { - /* one-time setup */ - - /* create vertex array object */ - _mesa_GenVertexArrays(1, &clear->VAO); - _mesa_BindVertexArray(clear->VAO); - - /* create vertex array buffer */ - _mesa_GenBuffers(1, &clear->VBO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO); - - /* setup vertex arrays */ - _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); - _mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(tex)); - _mesa_EnableClientState(GL_VERTEX_ARRAY); - _mesa_EnableClientState(GL_COLOR_ARRAY); - } - else { - _mesa_BindVertexArray(clear->VAO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO); - } + setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4); /* GL_COLOR_BUFFER_BIT */ if (buffers & BUFFER_BITS_COLOR) { @@ -2189,21 +2193,10 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) GLuint vs, gs = 0, fs; bool has_integer_textures; - if (clear->VAO != 0) - return; - - /* create vertex array object */ - _mesa_GenVertexArrays(1, &clear->VAO); - _mesa_BindVertexArray(clear->VAO); - - /* create vertex array buffer */ - _mesa_GenBuffers(1, &clear->VBO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO); + setup_vertex_objects(&clear->VAO, &clear->VBO, true, 3, 0, 0); - /* setup vertex arrays */ - _mesa_VertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 7, - (void *)0); - _mesa_EnableVertexAttribArray(0); + if (clear->ShaderProg != 0) + return; vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER); _mesa_ShaderSource(vs, 1, &vs_source, NULL); @@ -2329,9 +2322,7 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) const float x1 = ((float)fb->_Xmax / fb->Width) * 2.0f - 1.0f; const float y1 = ((float)fb->_Ymax / fb->Height) * 2.0f - 1.0f; const float z = -invert_z(ctx->Depth.Clear); - struct vertex { - GLfloat x, y, z, tex[4]; - } verts[4]; + struct vertex verts[4]; metaSave = (MESA_META_ALPHA_TEST | MESA_META_BLEND | @@ -2367,9 +2358,6 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) ctx->Color.ClearColor.f); } - _mesa_BindVertexArray(clear->VAO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, clear->VBO); - /* GL_COLOR_BUFFER_BIT */ if (buffers & BUFFER_BITS_COLOR) { /* leave colormask, glDrawBuffer state as-is */ @@ -2452,9 +2440,6 @@ _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY, { struct copypix_state *copypix = &ctx->Meta->CopyPix; struct temp_texture *tex = get_temp_texture(ctx); - struct vertex { - GLfloat x, y, z, tex[4]; - }; struct vertex verts[4]; GLboolean newTex; GLenum intFormat = GL_RGBA; @@ -2480,29 +2465,7 @@ _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY, MESA_META_VERTEX | MESA_META_VIEWPORT)); - if (copypix->VAO == 0) { - /* one-time setup */ - - /* create vertex array object */ - _mesa_GenVertexArrays(1, ©pix->VAO); - _mesa_BindVertexArray(copypix->VAO); - - /* create vertex array buffer */ - _mesa_GenBuffers(1, ©pix->VBO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, copypix->VBO); - _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), - NULL, GL_DYNAMIC_DRAW_ARB); - - /* setup vertex arrays */ - _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); - _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(tex)); - _mesa_EnableClientState(GL_VERTEX_ARRAY); - _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); - } - else { - _mesa_BindVertexArray(copypix->VAO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, copypix->VBO); - } + setup_vertex_objects(©pix->VAO, ©pix->VBO, false, 3, 2, 0); newTex = alloc_texture(tex, width, height, intFormat); @@ -2729,9 +2692,6 @@ _mesa_meta_DrawPixels(struct gl_context *ctx, struct temp_texture *tex = get_temp_texture(ctx); const struct gl_pixelstore_attrib unpackSave = ctx->Unpack; const GLuint origStencilMask = ctx->Stencil.WriteMask[0]; - struct vertex { - GLfloat x, y, z, tex[4]; - }; struct vertex verts[4]; GLenum texIntFormat; GLboolean fallback, newTex; @@ -2827,26 +2787,7 @@ _mesa_meta_DrawPixels(struct gl_context *ctx, newTex = alloc_texture(tex, width, height, texIntFormat); - if (drawpix->VAO == 0) { - /* one-time setup: create vertex array object */ - _mesa_GenVertexArrays(1, &drawpix->VAO); - _mesa_BindVertexArray(drawpix->VAO); - - /* create vertex array buffer */ - _mesa_GenBuffers(1, &drawpix->VBO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawpix->VBO); - _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), - NULL, GL_DYNAMIC_DRAW_ARB); - - /* setup vertex arrays */ - _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); - _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(tex)); - _mesa_EnableClientState(GL_VERTEX_ARRAY); - _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); - } else { - _mesa_BindVertexArray(drawpix->VAO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawpix->VBO); - } + setup_vertex_objects(&drawpix->VAO, &drawpix->VBO, false, 3, 2, 0); /* Silence valgrind warnings about reading uninitialized stack. */ memset(verts, 0, sizeof(verts)); @@ -3410,25 +3351,7 @@ setup_texture_coords(GLenum faceTarget, static void setup_ff_generate_mipmap(struct gen_mipmap_state *mipmap) { - struct vertex { - GLfloat x, y, z, tex[4]; - }; - - if (mipmap->VAO == 0) { - /* one-time setup */ - /* create vertex array object */ - _mesa_GenVertexArrays(1, &mipmap->VAO); - _mesa_BindVertexArray(mipmap->VAO); - - /* create vertex array buffer */ - _mesa_GenBuffers(1, &mipmap->VBO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, mipmap->VBO); - /* setup vertex arrays */ - _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); - _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex)); - _mesa_EnableClientState(GL_VERTEX_ARRAY); - _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); - } + setup_vertex_objects(&mipmap->VAO, &mipmap->VBO, false, 2, 3, 0); /* setup projection matrix */ _mesa_MatrixMode(GL_PROJECTION); @@ -3487,34 +3410,13 @@ setup_glsl_generate_mipmap(struct gl_context *ctx, struct gen_mipmap_state *mipmap, GLenum target) { - struct vertex { - GLfloat x, y, z, tex[4]; - }; struct glsl_sampler *sampler; const char *vs_source; char *fs_source; GLuint vs, fs; void *mem_ctx; - /* Check if already initialized */ - if (mipmap->VAO == 0) { - - /* create vertex array object */ - _mesa_GenVertexArrays(1, &mipmap->VAO); - _mesa_BindVertexArray(mipmap->VAO); - - /* create vertex array buffer */ - _mesa_GenBuffers(1, &mipmap->VBO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, mipmap->VBO); - - /* setup vertex arrays */ - _mesa_VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, - sizeof(struct vertex), OFFSET(x)); - _mesa_VertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, - sizeof(struct vertex), OFFSET(tex)); - _mesa_EnableVertexAttribArray(0); - _mesa_EnableVertexAttribArray(1); - } + setup_vertex_objects(&mipmap->VAO, &mipmap->VBO, true, 2, 3, 0); /* Generate a fragment shader program appropriate for the texture target */ sampler = setup_texture_sampler(target, mipmap); @@ -3633,9 +3535,6 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, struct gl_texture_object *texObj) { struct gen_mipmap_state *mipmap = &ctx->Meta->Mipmap; - struct vertex { - GLfloat x, y, z, tex[4]; - }; struct vertex verts[4]; const GLuint baseLevel = texObj->BaseLevel; const GLuint maxLevel = texObj->MaxLevel; @@ -3679,9 +3578,6 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target, _mesa_set_enable(ctx, target, GL_TRUE); } - _mesa_BindVertexArray(mipmap->VAO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, mipmap->VBO); - samplerSave = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ? ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0; @@ -4035,9 +3931,6 @@ decompress_texture_image(struct gl_context *ctx, const GLint depth = texImage->Height; const GLenum target = texObj->Target; GLenum faceTarget; - struct vertex { - GLfloat x, y, z, tex[4]; - }; struct vertex verts[4]; GLuint fboDrawSave, fboReadSave; GLuint rbSave; @@ -4106,28 +3999,7 @@ decompress_texture_image(struct gl_context *ctx, decompress->Height = height; } - /* setup VBO data */ - if (decompress->VAO == 0) { - /* create vertex array object */ - _mesa_GenVertexArrays(1, &decompress->VAO); - _mesa_BindVertexArray(decompress->VAO); - - /* create vertex array buffer */ - _mesa_GenBuffers(1, &decompress->VBO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, decompress->VBO); - _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), - NULL, GL_DYNAMIC_DRAW_ARB); - - /* setup vertex arrays */ - _mesa_VertexPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(x)); - _mesa_TexCoordPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(tex)); - _mesa_EnableClientState(GL_VERTEX_ARRAY); - _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY); - } - else { - _mesa_BindVertexArray(decompress->VAO); - _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, decompress->VBO); - } + setup_vertex_objects(&decompress->VAO, &decompress->VBO, false, 2, 3, 0); if (!decompress->Sampler) { _mesa_GenSamplers(1, &decompress->Sampler); |