glamor/xv: add vbo support (v2.1)

This converts the Xv code to using VBOs instead of
client ptrs. This is necessary to move towards using
the core profile later.

v2: put all boxes into single vbo, use draw arrays
to offset things. (Eric)
v2.1: brown paper bag with releasing vbo.

Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Dave Airlie <airlied@redhat.com>
This commit is contained in:
Dave Airlie 2016-01-19 10:34:14 +10:00
parent 5582ad1b9b
commit d99204fb5e

View File

@ -245,7 +245,6 @@ glamor_xv_render(glamor_port_private *port_priv)
PixmapPtr pixmap = port_priv->pPixmap;
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
glamor_pixmap_private *src_pixmap_priv[3];
float vertices[32], texcoords[8];
BoxPtr box = REGION_RECTS(&port_priv->clip);
int nBox = REGION_NUM_RECTS(&port_priv->clip);
int dst_x_off, dst_y_off;
@ -260,6 +259,8 @@ glamor_xv_render(glamor_port_private *port_priv)
float bright, cont, gamma;
int ref = port_priv->transform_index;
GLint uloc, sampler_loc;
GLfloat *v;
char *vbo_offset;
if (!glamor_priv->xv_prog)
glamor_init_xv_shader(screen);
@ -335,16 +336,13 @@ glamor_xv_render(glamor_port_private *port_priv)
sampler_loc = glGetUniformLocation(glamor_priv->xv_prog, "v_sampler");
glUniform1i(sampler_loc, 2);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
GL_FLOAT, GL_FALSE,
2 * sizeof(float), texcoords);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), vertices);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glEnable(GL_SCISSOR_TEST);
v = glamor_get_vbo_space(screen, 16 * sizeof(GLfloat) * nBox, &vbo_offset);
for (i = 0; i < nBox; i++) {
float off_x = box[i].x1 - port_priv->drw_x;
float off_y = box[i].y1 - port_priv->drw_y;
@ -352,6 +350,8 @@ glamor_xv_render(glamor_port_private *port_priv)
float diff_y = (float) port_priv->src_h / (float) port_priv->dst_h;
float srcx, srcy, srcw, srch;
int dstx, dsty, dstw, dsth;
GLfloat *vptr = v + (i * 8);
GLfloat *tptr = vptr + (8 * nBox);
dstx = box[i].x1 + dst_x_off;
dsty = box[i].y1 + dst_y_off;
@ -369,7 +369,7 @@ glamor_xv_render(glamor_port_private *port_priv)
dsty,
dstx + dstw,
dsty + dsth * 2,
vertices);
vptr);
glamor_set_normalize_tcoords(src_pixmap_priv[0],
src_xscale[0],
@ -378,10 +378,29 @@ glamor_xv_render(glamor_port_private *port_priv)
srcy,
srcx + srcw,
srcy + srch * 2,
texcoords);
tptr);
}
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2,
GL_FLOAT, GL_FALSE,
2 * sizeof(float), vbo_offset);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
GL_FLOAT, GL_FALSE,
2 * sizeof(float), vbo_offset + (nBox * 8 * sizeof(GLfloat)));
glamor_put_vbo_space(screen);
for (i = 0; i < nBox; i++) {
int dstx, dsty, dstw, dsth;
dstx = box[i].x1 + dst_x_off;
dsty = box[i].y1 + dst_y_off;
dstw = box[i].x2 - box[i].x1;
dsth = box[i].y2 - box[i].y1;
glScissor(dstx, dsty, dstw, dsth);
glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
glDrawArrays(GL_TRIANGLE_FAN, i * 4, 3);
}
glDisable(GL_SCISSOR_TEST);