meta: Use DSA functions for VBOs in _mesa_meta_setup_vertex_objects

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@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
This commit is contained in:
Ian Romanick 2015-11-03 15:55:14 -08:00
parent 1035e00a81
commit 52921f8e08

View file

@ -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);