e927c03e30
Note that indirect GLX is now disbled by default.
198 lines
7.1 KiB
C
198 lines
7.1 KiB
C
/*
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* Copyright © 2014 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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/**
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* @file glamor_vbo.c
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*
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* Helpers for managing streamed vertex bufffers used in glamor.
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*/
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#include "glamor_priv.h"
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/** Default size of the VBO, in bytes.
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*
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* If a single request is larger than this size, we'll resize the VBO
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* and return an appropriate mapping, but we'll resize back down after
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* that to avoid hogging that memory forever. We don't anticipate
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* normal usage actually requiring larger VBO sizes.
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*/
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#define GLAMOR_VBO_SIZE (512 * 1024)
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/**
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* Returns a pointer to @size bytes of VBO storage, which should be
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* accessed by the GL using vbo_offset within the VBO.
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*/
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void *
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glamor_get_vbo_space(ScreenPtr screen, unsigned size, char **vbo_offset)
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{
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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void *data;
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glamor_make_current(glamor_priv);
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glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
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if (glamor_priv->has_buffer_storage) {
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if (glamor_priv->vbo_size < glamor_priv->vbo_offset + size) {
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if (glamor_priv->vbo_size)
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glUnmapBuffer(GL_ARRAY_BUFFER);
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if (size > glamor_priv->vbo_size) {
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glamor_priv->vbo_size = MAX(GLAMOR_VBO_SIZE, size);
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/* We aren't allowed to resize glBufferStorage()
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* buffers, so we need to gen a new one.
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*/
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glDeleteBuffers(1, &glamor_priv->vbo);
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glGenBuffers(1, &glamor_priv->vbo);
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glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
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assert(glGetError() == GL_NO_ERROR);
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glBufferStorage(GL_ARRAY_BUFFER, glamor_priv->vbo_size, NULL,
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GL_MAP_WRITE_BIT |
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GL_MAP_PERSISTENT_BIT |
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GL_MAP_COHERENT_BIT);
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if (glGetError() != GL_NO_ERROR) {
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/* If the driver failed our coherent mapping, fall
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* back to the ARB_mbr path.
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*/
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glamor_priv->has_buffer_storage = false;
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glamor_priv->vbo_size = 0;
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return glamor_get_vbo_space(screen, size, vbo_offset);
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}
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}
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glamor_priv->vbo_offset = 0;
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glamor_priv->vb = glMapBufferRange(GL_ARRAY_BUFFER,
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0, glamor_priv->vbo_size,
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GL_MAP_WRITE_BIT |
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GL_MAP_INVALIDATE_BUFFER_BIT |
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GL_MAP_PERSISTENT_BIT |
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GL_MAP_COHERENT_BIT);
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}
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*vbo_offset = (void *)(uintptr_t)glamor_priv->vbo_offset;
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data = glamor_priv->vb + glamor_priv->vbo_offset;
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glamor_priv->vbo_offset += size;
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} else if (glamor_priv->has_map_buffer_range) {
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/* Avoid GL errors on GL 4.5 / ES 3.0 with mapping size == 0,
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* which callers may sometimes pass us (for example, if
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* clipping leads to zero rectangles left). Prior to that
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* version, Mesa would sometimes throw errors on unmapping a
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* zero-size mapping.
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*/
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if (size == 0)
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return NULL;
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if (glamor_priv->vbo_size < glamor_priv->vbo_offset + size) {
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glamor_priv->vbo_size = MAX(GLAMOR_VBO_SIZE, size);
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glamor_priv->vbo_offset = 0;
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glBufferData(GL_ARRAY_BUFFER,
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glamor_priv->vbo_size, NULL, GL_STREAM_DRAW);
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}
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data = glMapBufferRange(GL_ARRAY_BUFFER,
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glamor_priv->vbo_offset,
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size,
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GL_MAP_WRITE_BIT |
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GL_MAP_UNSYNCHRONIZED_BIT |
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GL_MAP_INVALIDATE_RANGE_BIT);
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*vbo_offset = (char *)(uintptr_t)glamor_priv->vbo_offset;
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glamor_priv->vbo_offset += size;
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glamor_priv->vbo_mapped = TRUE;
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} else {
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/* Return a pointer to the statically allocated non-VBO
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* memory. We'll upload it through glBufferData() later.
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*/
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if (glamor_priv->vbo_size < size) {
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glamor_priv->vbo_size = MAX(GLAMOR_VBO_SIZE, size);
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free(glamor_priv->vb);
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glamor_priv->vb = XNFalloc(glamor_priv->vbo_size);
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}
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*vbo_offset = NULL;
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/* We point to the start of glamor_priv->vb every time, and
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* the vbo_offset determines the size of the glBufferData().
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*/
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glamor_priv->vbo_offset = size;
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data = glamor_priv->vb;
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}
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return data;
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}
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void
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glamor_put_vbo_space(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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glamor_make_current(glamor_priv);
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if (glamor_priv->has_buffer_storage) {
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/* If we're in the ARB_buffer_storage path, we have a
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* persistent mapping, so we can leave it around until we
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* reach the end of the buffer.
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*/
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} else if (glamor_priv->has_map_buffer_range) {
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if (glamor_priv->vbo_mapped) {
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glamor_priv->vbo_mapped = FALSE;
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}
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} else {
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glBufferData(GL_ARRAY_BUFFER, glamor_priv->vbo_offset,
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glamor_priv->vb, GL_DYNAMIC_DRAW);
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void
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glamor_init_vbo(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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glamor_make_current(glamor_priv);
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glGenBuffers(1, &glamor_priv->vbo);
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if (glamor_priv->has_vertex_array_object) {
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glGenVertexArrays(1, &glamor_priv->vao);
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glBindVertexArray(glamor_priv->vao);
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} else
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glamor_priv->vao = 0;
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}
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void
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glamor_fini_vbo(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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glamor_make_current(glamor_priv);
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if (glamor_priv->vao != 0) {
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glDeleteVertexArrays(1, &glamor_priv->vao);
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glamor_priv->vao = 0;
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}
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if (!glamor_priv->has_map_buffer_range)
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free(glamor_priv->vb);
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}
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