meta: Don't leave the VBO bound after _mesa_meta_setup_vertex_objects

Meta currently does this, but future changes will make this impossible.
Explicitly do it as a step in the patch series now to catch any possible
kinks.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
(cherry picked from commit 3b5a7d450d)
This commit is contained in:
Ian Romanick 2015-11-02 20:11:02 -08:00
parent bf3f0b9e9b
commit 4a5c29d877
5 changed files with 38 additions and 21 deletions

View file

@ -310,9 +310,9 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
/**
* 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.
* Regardless of whether a new VAO is created, the object referenced by \c VAO
* will be bound into the GL state vector when this function terminates. The
* object referenced by \c VBO will \b not be bound.
*
* \param VAO Storage for vertex array object handle. If 0, a new VAO
* will be created.
@ -333,7 +333,8 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
* Use \c texcoord_size instead.
*/
void
_mesa_meta_setup_vertex_objects(GLuint *VAO, GLuint *VBO,
_mesa_meta_setup_vertex_objects(struct gl_context *ctx,
GLuint *VAO, GLuint *VBO,
bool use_generic_attributes,
unsigned vertex_size, unsigned texcoord_size,
unsigned color_size)
@ -381,9 +382,18 @@ _mesa_meta_setup_vertex_objects(GLuint *VAO, GLuint *VBO,
_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);
}
} else {
_mesa_BindVertexArray(*VAO);
_mesa_BindBuffer(GL_ARRAY_BUFFER, *VBO);
}
}
@ -1490,10 +1500,11 @@ _mesa_meta_setup_drawpix_texture(struct gl_context *ctx,
}
void
_mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO,
_mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx,
GLuint *VAO, GLuint *VBO,
unsigned texcoord_size)
{
_mesa_meta_setup_vertex_objects(VAO, VBO, false, 2, texcoord_size, 0);
_mesa_meta_setup_vertex_objects(ctx, VAO, VBO, false, 2, texcoord_size, 0);
/* setup projection matrix */
_mesa_MatrixMode(GL_PROJECTION);
@ -1538,7 +1549,8 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
GLuint vs, fs;
bool has_integer_textures;
_mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, true, 3, 0, 0);
_mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->VBO, true,
3, 0, 0);
if (clear->ShaderProg != 0)
return;
@ -1734,7 +1746,8 @@ meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f;
z = -invert_z(ctx->Depth.Clear);
} else {
_mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4);
_mesa_meta_setup_vertex_objects(ctx, &clear->VAO, &clear->VBO, false,
3, 0, 4);
x0 = (float) fb->_Xmin;
y0 = (float) fb->_Ymin;
@ -1863,7 +1876,7 @@ _mesa_meta_CopyPixels(struct gl_context *ctx, GLint srcX, GLint srcY,
MESA_META_VERTEX |
MESA_META_VIEWPORT));
_mesa_meta_setup_vertex_objects(&copypix->VAO, &copypix->VBO, false,
_mesa_meta_setup_vertex_objects(ctx, &copypix->VAO, &copypix->VBO, false,
3, 2, 0);
/* Silence valgrind warnings about reading uninitialized stack. */
@ -2184,7 +2197,7 @@ _mesa_meta_DrawPixels(struct gl_context *ctx,
newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
_mesa_meta_setup_vertex_objects(&drawpix->VAO, &drawpix->VBO, false,
_mesa_meta_setup_vertex_objects(ctx, &drawpix->VAO, &drawpix->VBO, false,
3, 2, 0);
/* Silence valgrind warnings about reading uninitialized stack. */
@ -2376,7 +2389,8 @@ _mesa_meta_Bitmap(struct gl_context *ctx,
MESA_META_VERTEX |
MESA_META_VIEWPORT));
_mesa_meta_setup_vertex_objects(&bitmap->VAO, &bitmap->VBO, false, 3, 2, 4);
_mesa_meta_setup_vertex_objects(ctx, &bitmap->VAO, &bitmap->VBO, false,
3, 2, 4);
newTex = _mesa_meta_alloc_texture(tex, width, height, texIntFormat);
@ -3077,12 +3091,12 @@ decompress_texture_image(struct gl_context *ctx,
}
if (use_glsl_version) {
_mesa_meta_setup_vertex_objects(&decompress->VAO, &decompress->VBO, true,
_mesa_meta_setup_vertex_objects(ctx, &decompress->VAO, &decompress->VBO, true,
2, 4, 0);
_mesa_meta_setup_blit_shader(ctx, target, false, &decompress->shaders);
} else {
_mesa_meta_setup_ff_tnl_for_blit(&decompress->VAO, &decompress->VBO, 3);
_mesa_meta_setup_ff_tnl_for_blit(ctx, &decompress->VAO, &decompress->VBO, 3);
}
if (!decompress->Sampler) {

View file

@ -620,13 +620,15 @@ struct temp_texture *
_mesa_meta_get_temp_depth_texture(struct gl_context *ctx);
void
_mesa_meta_setup_vertex_objects(GLuint *VAO, GLuint *VBO,
_mesa_meta_setup_vertex_objects(struct gl_context *ctx,
GLuint *VAO, GLuint *VBO,
bool use_generic_attributes,
unsigned vertex_size, unsigned texcoord_size,
unsigned color_size);
void
_mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO,
_mesa_meta_setup_ff_tnl_for_blit(struct gl_context *ctx,
GLuint *VAO, GLuint *VBO,
unsigned texcoord_size);
void

View file

@ -565,7 +565,7 @@ setup_glsl_blit_framebuffer(struct gl_context *ctx,
texcoord_size = 2 + (src_rb->Depth > 1 ? 1 : 0);
_mesa_meta_setup_vertex_objects(&blit->VAO, &blit->VBO, true,
_mesa_meta_setup_vertex_objects(ctx, &blit->VAO, &blit->VBO, true,
2, texcoord_size, 0);
if (is_target_multisample && is_filter_scaled_resolve && is_scaled_blit) {
@ -691,7 +691,8 @@ blitframebuffer_texture(struct gl_context *ctx,
do_depth);
}
else {
_mesa_meta_setup_ff_tnl_for_blit(&ctx->Meta->Blit.VAO,
_mesa_meta_setup_ff_tnl_for_blit(ctx,
&ctx->Meta->Blit.VAO,
&ctx->Meta->Blit.VBO,
2);
}

View file

@ -196,11 +196,11 @@ _mesa_meta_GenerateMipmap(struct gl_context *ctx, GLenum target,
* GenerateMipmap function.
*/
if (use_glsl_version) {
_mesa_meta_setup_vertex_objects(&mipmap->VAO, &mipmap->VBO, true,
_mesa_meta_setup_vertex_objects(ctx, &mipmap->VAO, &mipmap->VBO, true,
2, 4, 0);
_mesa_meta_setup_blit_shader(ctx, target, false, &mipmap->shaders);
} else {
_mesa_meta_setup_ff_tnl_for_blit(&mipmap->VAO, &mipmap->VBO, 3);
_mesa_meta_setup_ff_tnl_for_blit(ctx, &mipmap->VAO, &mipmap->VBO, 3);
_mesa_set_enable(ctx, target, GL_TRUE);
}

View file

@ -286,7 +286,7 @@ setup_program(struct brw_context *brw, bool msaa_tex)
char *fs_source;
const struct sampler_and_fetch *sampler = &samplers[msaa_tex];
_mesa_meta_setup_vertex_objects(&blit->VAO, &blit->VBO, true, 2, 2, 0);
_mesa_meta_setup_vertex_objects(ctx, &blit->VAO, &blit->VBO, true, 2, 2, 0);
GLuint *prog_id = &brw->meta_stencil_blit_programs[msaa_tex];