meta: Use common vertex setup code for _mesa_meta_Bitmap too

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Ian Romanick 2013-12-14 19:33:02 -08:00 committed by Eric Anholt
parent 75227a0968
commit b514f24101

View file

@ -2942,9 +2942,6 @@ _mesa_meta_Bitmap(struct gl_context *ctx,
const GLenum texIntFormat = GL_ALPHA;
const struct gl_pixelstore_attrib unpackSave = *unpack;
GLubyte fg, bg;
struct vertex {
GLfloat x, y, z, s, t, r, g, b, a;
};
struct vertex verts[4];
GLboolean newTex;
GLubyte *bitmap8;
@ -2978,34 +2975,13 @@ _mesa_meta_Bitmap(struct gl_context *ctx,
MESA_META_VERTEX |
MESA_META_VIEWPORT));
if (bitmap->VAO == 0) {
/* one-time setup */
/* create vertex array object */
_mesa_GenVertexArrays(1, &bitmap->VAO);
_mesa_BindVertexArray(bitmap->VAO);
/* create vertex array buffer */
_mesa_GenBuffers(1, &bitmap->VBO);
_mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, bitmap->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(s));
_mesa_ColorPointer(4, GL_FLOAT, sizeof(struct vertex), OFFSET(r));
_mesa_EnableClientState(GL_VERTEX_ARRAY);
_mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
_mesa_EnableClientState(GL_COLOR_ARRAY);
}
else {
_mesa_BindVertexArray(bitmap->VAO);
_mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, bitmap->VBO);
}
setup_vertex_objects(&bitmap->VAO, &bitmap->VBO, false, 3, 2, 4);
newTex = alloc_texture(tex, width, height, texIntFormat);
/* Silence valgrind warnings about reading uninitialized stack. */
memset(verts, 0, sizeof(verts));
/* vertex positions, texcoords, colors (after texture allocation!) */
{
const GLfloat x0 = (GLfloat) x;
@ -3018,23 +2994,23 @@ _mesa_meta_Bitmap(struct gl_context *ctx,
verts[0].x = x0;
verts[0].y = y0;
verts[0].z = z;
verts[0].s = 0.0F;
verts[0].t = 0.0F;
verts[0].tex[0] = 0.0F;
verts[0].tex[1] = 0.0F;
verts[1].x = x1;
verts[1].y = y0;
verts[1].z = z;
verts[1].s = tex->Sright;
verts[1].t = 0.0F;
verts[1].tex[0] = tex->Sright;
verts[1].tex[1] = 0.0F;
verts[2].x = x1;
verts[2].y = y1;
verts[2].z = z;
verts[2].s = tex->Sright;
verts[2].t = tex->Ttop;
verts[2].tex[0] = tex->Sright;
verts[2].tex[1] = tex->Ttop;
verts[3].x = x0;
verts[3].y = y1;
verts[3].z = z;
verts[3].s = 0.0F;
verts[3].t = tex->Ttop;
verts[3].tex[0] = 0.0F;
verts[3].tex[1] = tex->Ttop;
for (i = 0; i < 4; i++) {
verts[i].r = ctx->Current.RasterColor[0];