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glamor: Extract the streamed vertex data code used by Render.
We should be uploading any vertex data using this kind of upload
style, since it saves a bunch of extra copies of our vertex data.
v2:
- Add a simple comment about what the function does.
- Use get_vbo_space()'s return in trapezoids, instead of dereffing
glamor_priv->vb (by Markus Wick).
- Fix the double-unmapping by moving put_vbo_space() outside of
flush_composite_rects().
- Remove the rest of the composite_vbo_offset usage, and just always
use get_vbo_space()'s return value.
v3:
- Fix failure to put_vbo_space in traps when no prims were
generated.
- Unbind the VBO from put_vbo_space(). Keeps callers from
forgetting to do so.
v4:
- Split out some changes into the previous 3 commits while trying to
track down a regression.
- Fix regression due to rebase fail where glamor_priv->vbo_offset
wasn't incremented.
v5:
- Fix GLES2 VBO sizing.
- Add a comment about resize behavior.
- Move glamor_vbo.c init code to glamor_vbo.c from
glamor_render.c. (Derived from Markus's changes, but the GLES2 fix
dropped almost all of the code in the functions).
v6:
- Drop the initial BufferData on GLES2 (it happens at put() time).
- Don't forget to set vbo_offset to the size on GLES2.
- Use char * instead of void * in the cast to return the vbo_offset.
- Resize the default FBO to 512kb, to be similar to previous
behavior. +1.66124% +/- 0.284223% (n=679) on aa10text.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus at selfnet.de>
This commit is contained in:
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7 changed files with 183 additions and 114 deletions
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@ -439,6 +439,7 @@ glamor_init(ScreenPtr screen, unsigned int flags)
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ps->DestroyPicture = glamor_destroy_picture;
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glamor_init_composite_shaders(screen);
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#endif
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glamor_init_vbo(screen);
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glamor_init_pixmap_fbo(screen);
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glamor_init_solid_shader(screen);
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glamor_init_tile_shader(screen);
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@ -478,6 +479,7 @@ glamor_release_screen_priv(ScreenPtr screen)
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#ifdef RENDER
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glamor_fini_composite_shaders(screen);
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#endif
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glamor_fini_vbo(screen);
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glamor_fini_pixmap_fbo(screen);
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glamor_fini_solid_shader(screen);
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glamor_fini_tile_shader(screen);
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