glamor: Drop feature dependent optimization on startup.

We don't care that much about startup time to write different code paths...

Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Markus Wick 2014-03-18 09:42:55 +01:00 committed by Eric Anholt
parent 2e75d974bc
commit 2e040f41de

View File

@ -412,27 +412,10 @@ glamor_init_composite_shaders(ScreenPtr screen)
eb_size = GLAMOR_COMPOSITE_VBO_VERT_CNT * sizeof(short) * 2;
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
glBufferData(GL_ELEMENT_ARRAY_BUFFER, eb_size, NULL, GL_STATIC_DRAW);
eb = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
}
else {
eb = malloc(eb_size);
}
if (eb == NULL)
FatalError
("fatal error, fail to get element buffer. GL context may be not created correctly.\n");
eb = XNFalloc(eb_size);
glamor_init_eb(eb, GLAMOR_COMPOSITE_VBO_VERT_CNT);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
}
else {
glBufferData(GL_ELEMENT_ARRAY_BUFFER, eb_size, eb, GL_STATIC_DRAW);
free(eb);
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER, eb_size, eb, GL_STATIC_DRAW);
free(eb);
glamor_put_context(glamor_priv);
}