#include "util/u_inlines.h"
#include "util/u_draw_quad.h"
#include "util/u_simple_shaders.h"
+#include "util/u_upload_mgr.h"
#include "program/prog_instruction.h"
#include "cso_cache/cso_context.h"
return pt;
}
-static GLuint
+static void
setup_bitmap_vertex_data(struct st_context *st, bool normalized,
int x, int y, int width, int height,
- float z, const float color[4])
+ float z, const float color[4],
+ struct pipe_resource **vbuf,
+ unsigned *vbuf_offset)
{
- struct pipe_context *pipe = st->pipe;
const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
const GLfloat fb_width = (GLfloat)fb->Width;
const GLfloat fb_height = (GLfloat)fb->Height;
const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
- const GLuint max_slots = 1; /* 4096 / sizeof(st->bitmap.vertices); */
GLuint i;
if(!normalized)
tBot = (GLfloat) height;
}
- /* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
- * no_flush) updates to buffers where we know there is no conflict
- * with previous data. Currently using max_slots > 1 will cause
- * synchronous rendering if the driver flushes its command buffers
- * between one bitmap and the next. Our flush hook below isn't
- * sufficient to catch this as the driver doesn't tell us when it
- * flushes its own command buffers. Until this gets fixed, pay the
- * price of allocating a new buffer for each bitmap cache-flush to
- * avoid synchronous rendering.
- */
- if (st->bitmap.vbuf_slot >= max_slots) {
- pipe_resource_reference(&st->bitmap.vbuf, NULL);
- st->bitmap.vbuf_slot = 0;
- }
-
- if (!st->bitmap.vbuf) {
- st->bitmap.vbuf = pipe_buffer_create(pipe->screen,
- PIPE_BIND_VERTEX_BUFFER,
- PIPE_USAGE_STREAM,
- max_slots *
- sizeof(st->bitmap.vertices));
- if (!st->bitmap.vbuf) {
- /* out of memory */
- return 0;
- }
- }
-
/* Positions are in clip coords since we need to do clipping in case
* the bitmap quad goes beyond the window bounds.
*/
st->bitmap.vertices[i][2][3] = 1.0; /*Q*/
}
- /* put vertex data into vbuf */
- pipe_buffer_write_nooverlap(st->pipe,
- st->bitmap.vbuf,
- st->bitmap.vbuf_slot
- * sizeof(st->bitmap.vertices),
- sizeof st->bitmap.vertices,
- st->bitmap.vertices);
-
- return st->bitmap.vbuf_slot++ * sizeof st->bitmap.vertices;
+ /* Note: *vbuf will be NULL if there's a failure. */
+ u_upload_data(st->uploader, 0,
+ sizeof(st->bitmap.vertices), st->bitmap.vertices,
+ vbuf_offset, vbuf);
+ u_upload_unmap(st->uploader);
}
struct st_fp_variant_key key;
GLuint maxSize;
GLuint offset;
+ struct pipe_resource *vbuf = NULL;
memset(&key, 0, sizeof(key));
key.st = st;
z = z * 2.0f - 1.0f;
/* draw textured quad */
- offset = setup_bitmap_vertex_data(st,
- sv->texture->target != PIPE_TEXTURE_RECT,
- x, y, width, height, z, color);
+ setup_bitmap_vertex_data(st, sv->texture->target != PIPE_TEXTURE_RECT,
+ x, y, width, height, z, color, &vbuf, &offset);
- if (st->bitmap.vbuf) {
- util_draw_vertex_buffer(pipe, st->cso_context, st->bitmap.vbuf, offset,
+ if (vbuf) {
+ util_draw_vertex_buffer(pipe, st->cso_context, vbuf, offset,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
3); /* attribs/vert */
cso_restore_vertex_elements(cso);
cso_restore_vertex_buffers(cso);
cso_restore_stream_outputs(cso);
+
+ pipe_resource_reference(&vbuf, NULL);
}
/**
- * Flush bitmap cache and release vertex buffer.
+ * Flush bitmap cache.
*/
void
st_flush_bitmap( struct st_context *st )
{
st_flush_bitmap_cache(st);
-
- /* Release vertex buffer to avoid synchronous rendering if we were
- * to map it in the next frame.
- */
- pipe_resource_reference(&st->bitmap.vbuf, NULL);
- st->bitmap.vbuf_slot = 0;
}
st->bitmap.vs = NULL;
}
- if (st->bitmap.vbuf) {
- pipe_resource_reference(&st->bitmap.vbuf, NULL);
- st->bitmap.vbuf = NULL;
- }
-
if (cache) {
if (cache->trans) {
pipe_transfer_unmap(pipe, cache->trans);