choose_blit_shader(GLenum target, struct blit_shader_table *table);
static void cleanup_temp_texture(struct temp_texture *tex);
-static void meta_glsl_clear_cleanup(struct clear_state *clear);
-static void meta_decompress_cleanup(struct decompress_state *decompress);
-static void meta_drawpix_cleanup(struct drawpix_state *drawpix);
+static void meta_glsl_clear_cleanup(struct gl_context *ctx,
+ struct clear_state *clear);
+static void meta_decompress_cleanup(struct gl_context *ctx,
+ struct decompress_state *decompress);
+static void meta_drawpix_cleanup(struct gl_context *ctx,
+ struct drawpix_state *drawpix);
void
_mesa_meta_bind_fbo_image(GLenum fboTarget, GLenum attachment,
unsigned vertex_size, unsigned texcoord_size,
unsigned color_size)
{
- GLuint VBO;
-
if (*VAO == 0) {
+ struct gl_vertex_array_object *array_obj;
assert(*buf_obj == NULL);
/* create vertex array object */
_mesa_GenVertexArrays(1, VAO);
_mesa_BindVertexArray(*VAO);
- /* create vertex array buffer */
- _mesa_GenBuffers(1, &VBO);
- _mesa_BindBuffer(GL_ARRAY_BUFFER, VBO);
- *buf_obj = _mesa_lookup_bufferobj(ctx, VBO);
+ array_obj = _mesa_lookup_vao(ctx, *VAO);
+ assert(array_obj != NULL);
- /* _mesa_lookup_bufferobj only returns NULL if name is 0. If the object
- * does not yet exist (i.e., hasn't been bound) it will return a dummy
- * object that you can't do anything with.
- */
- assert(*buf_obj != NULL && (*buf_obj)->Name == VBO);
- assert(*buf_obj == ctx->Array.ArrayBufferObj);
-
- _mesa_BufferData(GL_ARRAY_BUFFER, 4 * sizeof(struct vertex), NULL,
- GL_DYNAMIC_DRAW);
+ /* create vertex array buffer */
+ *buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
+ if (*buf_obj == NULL)
+ return;
- assert((*buf_obj)->Size == 4 * sizeof(struct vertex));
+ _mesa_buffer_data(ctx, *buf_obj, GL_NONE, 4 * sizeof(struct vertex), NULL,
+ GL_DYNAMIC_DRAW, __func__);
/* setup vertex arrays */
if (use_generic_attributes) {
assert(color_size == 0);
- _mesa_VertexAttribPointer(0, vertex_size, GL_FLOAT, GL_FALSE,
- sizeof(struct vertex), OFFSET(x));
- _mesa_EnableVertexAttribArray(0);
-
+ _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
+ vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
+ GL_FALSE, GL_FALSE,
+ offsetof(struct vertex, x), true);
+ _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(0),
+ *buf_obj, 0, sizeof(struct vertex));
+ _mesa_enable_vertex_array_attrib(ctx, array_obj,
+ VERT_ATTRIB_GENERIC(0));
if (texcoord_size > 0) {
- _mesa_VertexAttribPointer(1, texcoord_size, GL_FLOAT, GL_FALSE,
- sizeof(struct vertex), OFFSET(tex));
- _mesa_EnableVertexAttribArray(1);
+ _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
+ texcoord_size, GL_FLOAT, GL_RGBA,
+ GL_FALSE, GL_FALSE, GL_FALSE,
+ offsetof(struct vertex, tex), false);
+ _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_GENERIC(1),
+ *buf_obj, 0, sizeof(struct vertex));
+ _mesa_enable_vertex_array_attrib(ctx, array_obj,
+ VERT_ATTRIB_GENERIC(1));
}
} else {
- _mesa_VertexPointer(vertex_size, GL_FLOAT, sizeof(struct vertex),
- OFFSET(x));
- _mesa_EnableClientState(GL_VERTEX_ARRAY);
+ _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
+ vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
+ GL_FALSE, GL_FALSE,
+ offsetof(struct vertex, x), true);
+ _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
+ *buf_obj, 0, sizeof(struct vertex));
+ _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
if (texcoord_size > 0) {
- _mesa_TexCoordPointer(texcoord_size, GL_FLOAT,
- sizeof(struct vertex), OFFSET(tex));
- _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
+ _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(0),
+ vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
+ GL_FALSE, GL_FALSE,
+ offsetof(struct vertex, tex), false);
+ _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(0),
+ *buf_obj, 0, sizeof(struct vertex));
+ _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(0));
}
if (color_size > 0) {
- _mesa_ColorPointer(color_size, GL_FLOAT,
- sizeof(struct vertex), OFFSET(r));
- _mesa_EnableClientState(GL_COLOR_ARRAY);
+ _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_COLOR0,
+ vertex_size, GL_FLOAT, GL_RGBA, GL_FALSE,
+ GL_FALSE, GL_FALSE,
+ offsetof(struct vertex, r), false);
+ _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_COLOR0,
+ *buf_obj, 0, sizeof(struct vertex));
+ _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_COLOR0);
}
}
-
- /* Restore the old VBO. This is done because we don't want the new VBO
- * to be bound on exit. It would be nicer to use DSA type functions,
- * but there are no DSA functions to bind a VBO to a VAO for
- * fixed-function vertex attributes.
- */
- {
- struct save_state *save = &ctx->Meta->Save[ctx->Meta->SaveStackDepth - 1];
- _mesa_BindBuffer(GL_ARRAY_BUFFER, save->ArrayBufferObj->Name);
- }
} else {
_mesa_BindVertexArray(*VAO);
}
{
GET_CURRENT_CONTEXT(old_context);
_mesa_make_current(ctx, NULL, NULL);
- _mesa_meta_glsl_blit_cleanup(&ctx->Meta->Blit);
- meta_glsl_clear_cleanup(&ctx->Meta->Clear);
- _mesa_meta_glsl_generate_mipmap_cleanup(&ctx->Meta->Mipmap);
+ _mesa_meta_glsl_blit_cleanup(ctx, &ctx->Meta->Blit);
+ meta_glsl_clear_cleanup(ctx, &ctx->Meta->Clear);
+ _mesa_meta_glsl_generate_mipmap_cleanup(ctx, &ctx->Meta->Mipmap);
cleanup_temp_texture(&ctx->Meta->TempTex);
- meta_decompress_cleanup(&ctx->Meta->Decompress);
- meta_drawpix_cleanup(&ctx->Meta->DrawPix);
+ meta_decompress_cleanup(ctx, &ctx->Meta->Decompress);
+ meta_drawpix_cleanup(ctx, &ctx->Meta->DrawPix);
if (old_context)
_mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
else
GLuint u, tgt;
save->ActiveUnit = ctx->Texture.CurrentUnit;
- save->ClientActiveUnit = ctx->Array.ActiveTexture;
save->EnvMode = ctx->Texture.Unit[0].EnvMode;
/* Disable all texture units */
/* set defaults for unit[0] */
_mesa_ActiveTexture(GL_TEXTURE0);
- _mesa_ClientActiveTexture(GL_TEXTURE0);
_mesa_TexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
/* save vertex array object state */
_mesa_reference_vao(ctx, &save->VAO,
ctx->Array.VAO);
- _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj,
- ctx->Array.ArrayBufferObj);
/* set some default state? */
}
/* restore current unit state */
_mesa_ActiveTexture(GL_TEXTURE0 + save->ActiveUnit);
- _mesa_ClientActiveTexture(GL_TEXTURE0 + save->ClientActiveUnit);
}
if (state & MESA_META_TRANSFORM) {
}
if (state & MESA_META_VERTEX) {
- /* restore vertex buffer object */
- _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, save->ArrayBufferObj->Name);
- _mesa_reference_buffer_object(ctx, &save->ArrayBufferObj, NULL);
-
/* restore vertex array object */
_mesa_BindVertexArray(save->VAO->Name);
_mesa_reference_vao(ctx, &save->VAO, NULL);
const char *vs_source =
"#extension GL_AMD_vertex_shader_layer : enable\n"
"#extension GL_ARB_draw_instanced : enable\n"
- "attribute vec4 position;\n"
+ "#extension GL_ARB_explicit_attrib_location :enable\n"
+ "layout(location = 0) in vec4 position;\n"
"void main()\n"
"{\n"
"#ifdef GL_AMD_vertex_shader_layer\n"
" gl_Position = position;\n"
"}\n";
const char *fs_source =
- "uniform vec4 color;\n"
+ "#extension GL_ARB_explicit_attrib_location :enable\n"
+ "#extension GL_ARB_explicit_uniform_location :enable\n"
+ "layout(location = 0) uniform vec4 color;\n"
"void main()\n"
"{\n"
" gl_FragColor = color;\n"
_mesa_DeleteShader(fs);
_mesa_AttachShader(clear->ShaderProg, vs);
_mesa_DeleteShader(vs);
- _mesa_BindAttribLocation(clear->ShaderProg, 0, "position");
_mesa_ObjectLabel(GL_PROGRAM, clear->ShaderProg, -1, "meta clear");
_mesa_LinkProgram(clear->ShaderProg);
- clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg, "color");
-
has_integer_textures = _mesa_is_gles3(ctx) ||
(_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
"#version 130\n"
"#extension GL_AMD_vertex_shader_layer : enable\n"
"#extension GL_ARB_draw_instanced : enable\n"
- "in vec4 position;\n"
+ "#extension GL_ARB_explicit_attrib_location :enable\n"
+ "layout(location = 0) in vec4 position;\n"
"void main()\n"
"{\n"
"#ifdef GL_AMD_vertex_shader_layer\n"
const char *fs_int_source =
ralloc_asprintf(shader_source_mem_ctx,
"#version 130\n"
- "uniform ivec4 color;\n"
+ "#extension GL_ARB_explicit_attrib_location :enable\n"
+ "#extension GL_ARB_explicit_uniform_location :enable\n"
+ "layout(location = 0) uniform ivec4 color;\n"
"out ivec4 out_color;\n"
"\n"
"void main()\n"
_mesa_DeleteShader(fs);
_mesa_AttachShader(clear->IntegerShaderProg, vs);
_mesa_DeleteShader(vs);
- _mesa_BindAttribLocation(clear->IntegerShaderProg, 0, "position");
/* Note that user-defined out attributes get automatically assigned
* locations starting from 0, so we don't need to explicitly
_mesa_ObjectLabel(GL_PROGRAM, clear->IntegerShaderProg, -1,
"integer clear");
_mesa_meta_link_program_with_debug(ctx, clear->IntegerShaderProg);
-
- clear->IntegerColorLocation =
- _mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
}
}
static void
-meta_glsl_clear_cleanup(struct clear_state *clear)
+meta_glsl_clear_cleanup(struct gl_context *ctx, struct clear_state *clear)
{
if (clear->VAO == 0)
return;
_mesa_DeleteVertexArrays(1, &clear->VAO);
clear->VAO = 0;
- _mesa_DeleteBuffers(1, &clear->buf_obj->Name);
- clear->buf_obj = NULL;
+ _mesa_reference_buffer_object(ctx, &clear->buf_obj, NULL);
_mesa_DeleteProgram(clear->ShaderProg);
clear->ShaderProg = 0;
if (fb->_IntegerColor) {
assert(glsl);
_mesa_UseProgram(clear->IntegerShaderProg);
- _mesa_Uniform4iv(clear->IntegerColorLocation, 1,
- ctx->Color.ClearColor.i);
+ _mesa_Uniform4iv(0, 1, ctx->Color.ClearColor.i);
} else if (glsl) {
_mesa_UseProgram(clear->ShaderProg);
- _mesa_Uniform4fv(clear->ColorLocation, 1,
- ctx->Color.ClearColor.f);
+ _mesa_Uniform4fv(0, 1, ctx->Color.ClearColor.f);
}
/* GL_COLOR_BUFFER_BIT */
}
static void
-meta_drawpix_cleanup(struct drawpix_state *drawpix)
+meta_drawpix_cleanup(struct gl_context *ctx, struct drawpix_state *drawpix)
{
if (drawpix->VAO != 0) {
_mesa_DeleteVertexArrays(1, &drawpix->VAO);
drawpix->VAO = 0;
- _mesa_DeleteBuffers(1, &drawpix->buf_obj->Name);
- drawpix->buf_obj = NULL;
+ _mesa_reference_buffer_object(ctx, &drawpix->buf_obj, NULL);
}
if (drawpix->StencilFP != 0) {
}
static void
-meta_decompress_cleanup(struct decompress_state *decompress)
+meta_decompress_cleanup(struct gl_context *ctx,
+ struct decompress_state *decompress)
{
meta_decompress_fbo_cleanup(&decompress->byteFBO);
meta_decompress_fbo_cleanup(&decompress->floatFBO);
if (decompress->VAO != 0) {
_mesa_DeleteVertexArrays(1, &decompress->VAO);
- _mesa_DeleteBuffers(1, &decompress->buf_obj->Name);
+ _mesa_reference_buffer_object(ctx, &decompress->buf_obj, NULL);
}
if (decompress->Sampler != 0)
if (drawtex->VAO == 0) {
/* one-time setup */
- GLint active_texture;
+ struct gl_vertex_array_object *array_obj;
/* create vertex array object */
_mesa_GenVertexArrays(1, &drawtex->VAO);
_mesa_BindVertexArray(drawtex->VAO);
+ array_obj = _mesa_lookup_vao(ctx, drawtex->VAO);
+ assert(array_obj != NULL);
+
/* create vertex array buffer */
- _mesa_GenBuffers(1, &drawtex->VBO);
- _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
- _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts),
- NULL, GL_DYNAMIC_DRAW_ARB);
+ drawtex->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
+ if (drawtex->buf_obj == NULL)
+ return;
- /* client active texture is not part of the array object */
- active_texture = ctx->Array.ActiveTexture;
+ _mesa_buffer_data(ctx, drawtex->buf_obj, GL_NONE, sizeof(verts), verts,
+ GL_DYNAMIC_DRAW, __func__);
/* setup vertex arrays */
- _mesa_VertexPointer(3, GL_FLOAT, sizeof(struct vertex), OFFSET(x));
- _mesa_EnableClientState(GL_VERTEX_ARRAY);
+ _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_POS,
+ 3, GL_FLOAT, GL_RGBA, GL_FALSE,
+ GL_FALSE, GL_FALSE,
+ offsetof(struct vertex, x), true);
+ _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_POS,
+ drawtex->buf_obj, 0, sizeof(struct vertex));
+ _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_POS);
+
+
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
- _mesa_ClientActiveTexture(GL_TEXTURE0 + i);
- _mesa_TexCoordPointer(2, GL_FLOAT, sizeof(struct vertex), OFFSET(st[i]));
- _mesa_EnableClientState(GL_TEXTURE_COORD_ARRAY);
+ _mesa_update_array_format(ctx, array_obj, VERT_ATTRIB_TEX(i),
+ 2, GL_FLOAT, GL_RGBA, GL_FALSE,
+ GL_FALSE, GL_FALSE,
+ offsetof(struct vertex, st[i]), true);
+ _mesa_bind_vertex_buffer(ctx, array_obj, VERT_ATTRIB_TEX(i),
+ drawtex->buf_obj, 0, sizeof(struct vertex));
+ _mesa_enable_vertex_array_attrib(ctx, array_obj, VERT_ATTRIB_TEX(i));
}
-
- /* restore client active texture */
- _mesa_ClientActiveTexture(GL_TEXTURE0 + active_texture);
}
else {
_mesa_BindVertexArray(drawtex->VAO);
- _mesa_BindBuffer(GL_ARRAY_BUFFER_ARB, drawtex->VBO);
}
/* vertex positions, texcoords */
verts[3].st[i][1] = t1;
}
- _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
+ _mesa_buffer_sub_data(ctx, drawtex->buf_obj, 0, sizeof(verts), verts,
+ __func__);
}
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);