[Mesa-dev] [PATCH 14/23] meta: Use DSA functions for VBOs in _mesa_meta_setup_vertex_objects

Anuj Phogat anuj.phogat at gmail.com
Tue Nov 10 10:43:08 PST 2015


On Mon, Nov 9, 2015 at 4:56 PM, Ian Romanick <idr at freedesktop.org> wrote:
> From: Ian Romanick <ian.d.romanick at intel.com>
>
> The fixed-function attribute paths don't get the DSA treatment because
> there are no DSA entry-points for fixed-function attributes.  These
> could have been added, but this is a temporary patch intended to make
> later patches easier to review.
>
> Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
> ---
>  src/mesa/drivers/common/meta.c | 43 +++++++++++++++++++++++-------------------
>  1 file changed, 24 insertions(+), 19 deletions(-)
>
> diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
> index 27b860f..8cf0bf9 100644
> --- a/src/mesa/drivers/common/meta.c
> +++ b/src/mesa/drivers/common/meta.c
> @@ -349,19 +349,19 @@ _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
>        _mesa_BindVertexArray(*VAO);
>
>        /* create vertex array buffer */
> -      _mesa_GenBuffers(1, &VBO);
> -      _mesa_BindBuffer(GL_ARRAY_BUFFER, VBO);
> +      _mesa_CreateBuffers(1, &VBO);
>        *buf_obj = _mesa_lookup_bufferobj(ctx, VBO);
>
>        /* _mesa_lookup_bufferobj only returns NULL if name is 0.  If the object
>         * does not yet exist (i.e., hasn't been bound) it will return a dummy
> -       * object that you can't do anything with.
> +       * object that you can't do anything with.  _mesa_CreateBuffers also
> +       * makes the object exist.
>         */
>        assert(*buf_obj != NULL && (*buf_obj)->Name == VBO);
> -      assert(*buf_obj == ctx->Array.ArrayBufferObj);
> +      assert(*buf_obj != ctx->Array.ArrayBufferObj);
>
> -      _mesa_BufferData(GL_ARRAY_BUFFER, 4 * sizeof(struct vertex), NULL,
> -                       GL_DYNAMIC_DRAW);
> +      _mesa_NamedBufferData(VBO, 4 * sizeof(struct vertex), NULL,
> +                            GL_DYNAMIC_DRAW);
>
>        assert((*buf_obj)->Size == 4 * sizeof(struct vertex));
>
> @@ -369,16 +369,21 @@ _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
>        if (use_generic_attributes) {
>           assert(color_size == 0);
>
> -         _mesa_VertexAttribPointer(0, vertex_size, GL_FLOAT, GL_FALSE,
> -                                   sizeof(struct vertex), OFFSET(x));
> +         _mesa_VertexArrayAttribFormat(*VAO, 0, vertex_size, GL_FLOAT,
> +                                       GL_FALSE, OFFSET(x));
> +         _mesa_VertexArrayVertexBuffer(*VAO, 0, VBO, 0,
> +                                       sizeof(struct vertex));
>           _mesa_EnableVertexAttribArray(0);
>
>           if (texcoord_size > 0) {
> -            _mesa_VertexAttribPointer(1, texcoord_size, GL_FLOAT, GL_FALSE,
> -                                      sizeof(struct vertex), OFFSET(tex));
> +            _mesa_VertexArrayAttribFormat(*VAO, 1, texcoord_size, GL_FLOAT,
> +                                          GL_FALSE, OFFSET(tex));
> +            _mesa_VertexArrayVertexBuffer(*VAO, 1, VBO, 0,
> +                                          sizeof(struct vertex));
>              _mesa_EnableVertexAttribArray(1);
>           }
>        } else {
> +         _mesa_BindBuffer(GL_ARRAY_BUFFER, VBO);
>           _mesa_VertexPointer(vertex_size, GL_FLOAT, sizeof(struct vertex),
>                               OFFSET(x));
>           _mesa_EnableClientState(GL_VERTEX_ARRAY);
> @@ -394,16 +399,16 @@ _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
>                                 sizeof(struct vertex), OFFSET(r));
>              _mesa_EnableClientState(GL_COLOR_ARRAY);
>           }
> -      }
>
> -      /* Restore the old VBO.  This is done because we don't want the new VBO
> -       * to be bound on exit.  It would be nicer to use DSA type functions,
> -       * but there are no DSA functions to bind a VBO to a VAO for
> -       * fixed-function vertex attributes.
> -       */
> -      {
> -         struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
> -         _mesa_BindBuffer(GL_ARRAY_BUFFER, save->ArrayBufferObj->Name);
> +         /* Restore the old VBO.  This is done because we don't want the new VBO
> +          * to be bound on exit.  It would be nicer to use DSA type functions,
> +          * but there are no DSA functions to bind a VBO to a VAO for
> +          * fixed-function vertex attributes.
> +          */
> +         {
> +            struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
> +            _mesa_BindBuffer(GL_ARRAY_BUFFER, save->ArrayBufferObj->Name);
> +         }
>        }
>     } else {
>        _mesa_BindVertexArray(*VAO);
> --
> 2.1.0
>
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Reviewed-by: Anuj Phogat <anuj.phogat at gmail.com>


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