meta: Use internal functions for buffer object and VAO access
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
This commit is contained in:
@@ -342,12 +342,16 @@ _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
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GLuint VBO;
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if (*VAO == 0) {
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struct gl_vertex_array_object *array_obj;
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assert(*buf_obj == NULL);
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/* create vertex array object */
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_mesa_GenVertexArrays(1, VAO);
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_mesa_BindVertexArray(*VAO);
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array_obj = _mesa_lookup_vao(ctx, *VAO);
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assert(array_obj != NULL);
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/* create vertex array buffer */
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_mesa_CreateBuffers(1, &VBO);
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*buf_obj = _mesa_lookup_bufferobj(ctx, VBO);
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@@ -360,8 +364,8 @@ _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
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assert(*buf_obj != NULL && (*buf_obj)->Name == VBO);
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assert(*buf_obj != ctx->Array.ArrayBufferObj);
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_mesa_NamedBufferData(VBO, 4 * sizeof(struct vertex), NULL,
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GL_DYNAMIC_DRAW);
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_mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
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GL_DYNAMIC_DRAW, __func__);
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assert((*buf_obj)->Size == 4 * sizeof(struct vertex));
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@@ -369,45 +373,51 @@ _mesa_meta_setup_vertex_objects(struct gl_context *ctx,
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if (use_generic_attributes) {
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assert(color_size == 0);
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_mesa_VertexArrayAttribFormat(*VAO, 0, vertex_size, GL_FLOAT,
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GL_FALSE, OFFSET(x));
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_mesa_VertexArrayVertexBuffer(*VAO, 0, VBO, 0,
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sizeof(struct vertex));
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_mesa_EnableVertexAttribArray(0);
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_mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
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vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
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GL_FALSE, GL_FALSE,
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offsetof(struct vertex, x), true);
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_mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
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*buf_obj, 0, sizeof(struct vertex));
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_mesa_enable_vertex_array_attrib(ctx, array_obj,
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VERT_ATTRIB_GENERIC(0));
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if (texcoord_size > 0) {
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_mesa_VertexArrayAttribFormat(*VAO, 1, texcoord_size, GL_FLOAT,
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GL_FALSE, OFFSET(tex));
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_mesa_VertexArrayVertexBuffer(*VAO, 1, VBO, 0,
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sizeof(struct vertex));
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_mesa_EnableVertexAttribArray(1);
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_mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
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texcoord_size, GL_FLOAT, GL_RGBA,
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GL_FALSE, GL_FALSE, GL_FALSE,
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offsetof(struct vertex, tex), false);
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_mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
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*buf_obj, 0, sizeof(struct vertex));
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_mesa_enable_vertex_array_attrib(ctx, array_obj,
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VERT_ATTRIB_GENERIC(1));
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}
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} else {
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_mesa_BindBuffer(GL_ARRAY_BUFFER, VBO);
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_mesa_VertexPointer(vertex_size, GL_FLOAT, sizeof(struct vertex),
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OFFSET(x));
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_mesa_EnableClientState(GL_VERTEX_ARRAY);
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_mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
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vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
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GL_FALSE, GL_FALSE,
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offsetof(struct vertex, x), true);
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_mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
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*buf_obj, 0, sizeof(struct vertex));
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_mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
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if (texcoord_size > 0) {
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_mesa_TexCoordPointer(texcoord_size, GL_FLOAT,
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sizeof(struct vertex), OFFSET(tex));
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_mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
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_mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(0),
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vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
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GL_FALSE, GL_FALSE,
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offsetof(struct vertex, tex), false);
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_mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(0),
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*buf_obj, 0, sizeof(struct vertex));
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_mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(0));
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}
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if (color_size > 0) {
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_mesa_ColorPointer(color_size, GL_FLOAT,
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sizeof(struct vertex), OFFSET(r));
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_mesa_EnableClientState(GL_COLOR_ARRAY);
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}
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/* Restore the old VBO. This is done because we don't want the new VBO
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* to be bound on exit. It would be nicer to use DSA type functions,
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* but there are no DSA functions to bind a VBO to a VAO for
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* fixed-function vertex attributes.
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*/
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{
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struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
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_mesa_BindBuffer(GL_ARRAY_BUFFER, save->ArrayBufferObj->Name);
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_mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_COLOR0,
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vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
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GL_FALSE, GL_FALSE,
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offsetof(struct vertex, r), false);
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_mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_COLOR0,
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*buf_obj, 0, sizeof(struct vertex));
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_mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_COLOR0);
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}
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}
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} else {
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