glamor: use vbos in gradient/picture code.
This converts two client arrays users to using vbos, this is necessary to move to using core profile later. Reviewed-by: Eric Anholt <eric@anholt.net> Signed-off-by: Dave Airlie <airlied@redhat.com>
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@ -647,12 +647,12 @@ _glamor_gradient_set_pixmap_destination(ScreenPtr screen,
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PicturePtr dst_picture,
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GLfloat *xscale, GLfloat *yscale,
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int x_source, int y_source,
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float vertices[8],
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float tex_vertices[8],
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int tex_normalize)
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{
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glamor_pixmap_private *pixmap_priv;
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PixmapPtr pixmap = NULL;
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GLfloat *v;
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char *vbo_offset;
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pixmap = glamor_get_drawable_pixmap(dst_picture->pDrawable);
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pixmap_priv = glamor_get_pixmap_private(pixmap);
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@ -670,13 +670,15 @@ _glamor_gradient_set_pixmap_destination(ScreenPtr screen,
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*xscale, *yscale, x_source, y_source,
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dst_picture->pDrawable->width, dst_picture->pDrawable->height);
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v = glamor_get_vbo_space(screen, 16 * sizeof(GLfloat), &vbo_offset);
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glamor_set_normalize_vcoords_tri_strip(*xscale, *yscale,
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0, 0,
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(INT16) (dst_picture->pDrawable->
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width),
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(INT16) (dst_picture->pDrawable->
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height),
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vertices);
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v);
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if (tex_normalize) {
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glamor_set_normalize_tcoords_tri_stripe(*xscale, *yscale,
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@ -687,7 +689,7 @@ _glamor_gradient_set_pixmap_destination(ScreenPtr screen,
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(INT16) (dst_picture->
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pDrawable->height +
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y_source),
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tex_vertices);
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&v[8]);
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}
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else {
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glamor_set_tcoords_tri_strip(x_source, y_source,
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@ -695,28 +697,29 @@ _glamor_gradient_set_pixmap_destination(ScreenPtr screen,
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x_source,
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(INT16) (dst_picture->pDrawable->height) +
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y_source,
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tex_vertices);
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&v[8]);
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}
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DEBUGF("vertices --> leftup : %f X %f, rightup: %f X %f,"
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"rightbottom: %f X %f, leftbottom : %f X %f\n",
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vertices[0], vertices[1], vertices[2], vertices[3],
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vertices[4], vertices[5], vertices[6], vertices[7]);
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v[0], v[1], v[2], v[3],
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v[4], v[5], v[6], v[7]);
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DEBUGF("tex_vertices --> leftup : %f X %f, rightup: %f X %f,"
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"rightbottom: %f X %f, leftbottom : %f X %f\n",
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tex_vertices[0], tex_vertices[1], tex_vertices[2], tex_vertices[3],
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tex_vertices[4], tex_vertices[5], tex_vertices[6], tex_vertices[7]);
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v[8], v[9], v[10], v[11],
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v[12], v[13], v[14], v[15]);
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glamor_make_current(glamor_priv);
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glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
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GL_FALSE, 0, vertices);
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GL_FALSE, 0, vbo_offset);
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glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
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GL_FALSE, 0, tex_vertices);
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GL_FALSE, 0, vbo_offset + 8 * sizeof(GLfloat));
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glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
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glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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glamor_put_vbo_space(screen);
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return 1;
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}
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@ -812,13 +815,11 @@ glamor_generate_radial_gradient_picture(ScreenPtr screen,
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PixmapPtr pixmap = NULL;
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GLint gradient_prog = 0;
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int error;
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float tex_vertices[8];
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int stops_count = 0;
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int count = 0;
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GLfloat *stop_colors = NULL;
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GLfloat *n_stops = NULL;
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GLfloat xscale, yscale;
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float vertices[8];
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float transform_mat[3][3];
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static const float identity_mat[3][3] = { {1.0, 0.0, 0.0},
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{0.0, 1.0, 0.0},
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@ -969,7 +970,7 @@ glamor_generate_radial_gradient_picture(ScreenPtr screen,
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if (!_glamor_gradient_set_pixmap_destination
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(screen, glamor_priv, dst_picture, &xscale, &yscale, x_source, y_source,
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vertices, tex_vertices, 0))
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0))
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goto GRADIENT_FAIL;
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glamor_set_alu(screen, GXcopy);
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@ -1123,7 +1124,6 @@ glamor_generate_linear_gradient_picture(ScreenPtr screen,
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float pt_distance;
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float p1_distance;
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GLfloat cos_val;
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float tex_vertices[8];
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int stops_count = 0;
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GLfloat *stop_colors = NULL;
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GLfloat *n_stops = NULL;
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@ -1131,7 +1131,6 @@ glamor_generate_linear_gradient_picture(ScreenPtr screen,
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float slope;
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GLfloat xscale, yscale;
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GLfloat pt1[2], pt2[2];
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float vertices[8];
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float transform_mat[3][3];
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static const float identity_mat[3][3] = { {1.0, 0.0, 0.0},
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{0.0, 1.0, 0.0},
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@ -1287,7 +1286,7 @@ glamor_generate_linear_gradient_picture(ScreenPtr screen,
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if (!_glamor_gradient_set_pixmap_destination
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(screen, glamor_priv, dst_picture, &xscale, &yscale, x_source, y_source,
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vertices, tex_vertices, 1))
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1))
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goto GRADIENT_FAIL;
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glamor_set_alu(screen, GXcopy);
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@ -597,14 +597,6 @@ _glamor_upload_bits_to_pixmap_texture(PixmapPtr pixmap, GLenum format,
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glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
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glamor_screen_private *glamor_priv =
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glamor_get_screen_private(pixmap->drawable.pScreen);
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static float vertices[8];
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static float texcoords_inv[8] = { 0, 0,
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1, 0,
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1, 1,
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0, 1
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};
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float *ptexcoords;
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float dst_xscale, dst_yscale;
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GLuint tex = 0;
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int need_free_bits = 0;
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@ -666,14 +658,22 @@ _glamor_upload_bits_to_pixmap_texture(PixmapPtr pixmap, GLenum format,
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return FALSE;
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}
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} else {
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ptexcoords = texcoords_inv;
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static const float texcoords_inv[8] = { 0, 0,
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1, 0,
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1, 1,
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0, 1
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};
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GLfloat *v;
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char *vbo_offset;
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v = glamor_get_vbo_space(screen, 16 * sizeof(GLfloat), &vbo_offset);
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pixmap_priv_get_dest_scale(pixmap, pixmap_priv, &dst_xscale, &dst_yscale);
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glamor_set_normalize_vcoords(pixmap_priv, dst_xscale,
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dst_yscale,
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x, y,
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x + w, y + h,
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vertices);
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v);
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/* Slow path, we need to flip y or wire alpha to 1. */
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glamor_make_current(glamor_priv);
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@ -685,13 +685,16 @@ _glamor_upload_bits_to_pixmap_texture(PixmapPtr pixmap, GLenum format,
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return FALSE;
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}
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memcpy(&v[8], texcoords_inv, 8 * sizeof(GLfloat));
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glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
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GL_FALSE, 2 * sizeof(float), vertices);
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GL_FALSE, 2 * sizeof(float), vbo_offset);
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glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
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glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
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GL_FALSE, 2 * sizeof(float), ptexcoords);
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GL_FALSE, 2 * sizeof(float), vbo_offset + 8 * sizeof(GLfloat));
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glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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glamor_put_vbo_space(screen);
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glamor_set_destination_pixmap_priv_nc(glamor_priv, pixmap, pixmap_priv);
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glamor_set_alu(screen, GXcopy);
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glActiveTexture(GL_TEXTURE0);
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