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meta: Track VBO using gl_buffer_object instead of GL API object handle in _mesa_meta_DrawTex
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
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2 changed files with 19 additions and 6 deletions
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@ -3310,20 +3310,32 @@ _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
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if (drawtex->VAO == 0) {
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/* one-time setup */
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GLint active_texture;
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GLuint VBO;
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/* create vertex array object */
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_mesa_GenVertexArrays(1, &drawtex->VAO);
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_mesa_BindVertexArray(drawtex->VAO);
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/* create vertex array buffer */
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_mesa_CreateBuffers(1, &drawtex->VBO);
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_mesa_NamedBufferData(drawtex->VBO, sizeof(verts),
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NULL, GL_DYNAMIC_DRAW_ARB);
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_mesa_CreateBuffers(1, &VBO);
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drawtex->buf_obj = _mesa_lookup_bufferobj(ctx, VBO);
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/* _mesa_lookup_bufferobj only returns NULL if name is 0. If the object
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* does not yet exist (i.e., hasn't been bound) it will return a dummy
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* object that you can't do anything with.
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*/
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assert(drawtex->buf_obj != NULL && (drawtex->buf_obj)->Name == VBO);
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assert(drawtex->buf_obj == ctx->Array.ArrayBufferObj);
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_mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
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GL_DYNAMIC_DRAW, __func__);
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assert(drawtex->buf_obj->Size == sizeof(verts));
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/* client active texture is not part of the array object */
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active_texture = ctx->Array.ActiveTexture;
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_mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
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_mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, VBO);
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/* setup vertex arrays */
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_mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
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@ -3403,7 +3415,8 @@ _mesa_meta_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
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verts[3].st[i][1] = t1;
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}
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_mesa_NamedBufferSubData(drawtex->VBO, 0, sizeof(verts), verts);
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_mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts,
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__func__);
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}
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_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
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@ -408,7 +408,7 @@ struct decompress_state
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struct drawtex_state
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{
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GLuint VAO;
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GLuint VBO;
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struct gl_buffer_object *buf_obj;
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};
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#define MAX_META_OPS_DEPTH 8
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