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vertex-buffer: remove the unstrided CBO type
When we come to submitting the users given attributes we sort them into different types of buffers. Previously we had three types; strided, unstrided and multi-pack. Really though unstrided was just a limited form of multi-pack buffer and didn't imply any hind of special optimization so this patch consolidates some code by reducing to just two types; strided and multi-pack.
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@ -110,9 +110,8 @@ typedef struct _CoglVertexBufferAttrib
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typedef enum _CoglVertexBufferVBOFlags
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{
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COGL_VERTEX_BUFFER_VBO_FLAG_UNSTRIDED = 1<<0,
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COGL_VERTEX_BUFFER_VBO_FLAG_STRIDED = 1<<1,
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COGL_VERTEX_BUFFER_VBO_FLAG_MULTIPACK = 1<<2,
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COGL_VERTEX_BUFFER_VBO_FLAG_STRIDED = 1<<0,
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COGL_VERTEX_BUFFER_VBO_FLAG_MULTIPACK = 1<<1,
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/* FIXME - flatten into one flag, since its used as a boolean */
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COGL_VERTEX_BUFFER_VBO_FLAG_INFREQUENT_RESUBMIT = 1<<3,
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@ -1088,7 +1088,7 @@ upload_gl_vbo (CoglVertexBufferVBO *cogl_vbo)
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else
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memcpy (cogl_vbo->vbo_name, pointer, cogl_vbo->vbo_bytes);
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}
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else if (cogl_vbo->flags & COGL_VERTEX_BUFFER_VBO_FLAG_MULTIPACK)
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else /* MULTIPACK */
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{
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/* First we make it obvious to the driver that we want to update the
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* whole buffer (without this, the driver is more likley to block
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@ -1111,24 +1111,6 @@ upload_gl_vbo (CoglVertexBufferVBO *cogl_vbo)
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if (!upload_multipack_vbo_via_map_buffer (cogl_vbo))
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upload_multipack_vbo_via_buffer_sub_data (cogl_vbo);
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}
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else
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{
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CoglVertexBufferAttrib *attribute = cogl_vbo->attributes->data;
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if (!fallback)
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{
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GE (glBufferData (GL_ARRAY_BUFFER,
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cogl_vbo->vbo_bytes,
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attribute->u.pointer,
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usage));
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}
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else
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memcpy (cogl_vbo->vbo_name, attribute->u.pointer, cogl_vbo->vbo_bytes);
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/* We forget this pointer now since the client will be free
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* to re-use this memory */
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attribute->u.pointer = NULL;
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attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_SUBMITTED;
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}
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cogl_vbo->flags |= COGL_VERTEX_BUFFER_VBO_FLAG_SUBMITTED;
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@ -1247,15 +1229,12 @@ cogl_vertex_buffer_submit_real (CoglVertexBuffer *buffer)
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* be re-used) to determine what other CBOs can be re-used, due to being
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* superseded, and what new GL VBOs need to be created.
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*
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* We have three kinds of CBOs:
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* - Unstrided CBOs
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* These contain a single tightly packed attribute
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* These are currently the only ones ever marked as FREQUENT_SUBMIT
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* We have two kinds of CBOs:
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* - Multi Pack CBOs
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* These contain multiple attributes tightly packed back to back)
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* - Strided CBOs
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* These typically contain multiple interleved sets of attributes,
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* though they can contain just one attribute with a stride
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* - Multi Pack CBOs
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* These contain multiple attributes tightly packed back to back)
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*
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* First create a new-CBOs entry "new-multipack-CBO"
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* Tag "new-multipack-CBO" as MULTIPACK + INFREQUENT_RESUBMIT
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@ -1280,7 +1259,7 @@ cogl_vertex_buffer_submit_real (CoglVertexBuffer *buffer)
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* else if not found:
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* create a new-CBOs entry tagged STRIDED + INFREQUENT_RESUBMIT
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* else if unstrided && tagged with FREQUENT_RESUBMIT:
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* create a new-CBOs entry tagged UNSTRIDED + FREQUENT_RESUBMIT
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* create a new-CBOs entry tagged MULTIPACK + FREQUENT_RESUBMIT
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* else
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* add to the new-multipack-CBO
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* free list of unsorted-attribs
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@ -1403,7 +1382,7 @@ cogl_vertex_buffer_submit_real (CoglVertexBuffer *buffer)
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cogl_vbo->vbo_name = NULL;
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cogl_vbo->flags =
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COGL_VERTEX_BUFFER_VBO_FLAG_UNSTRIDED
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COGL_VERTEX_BUFFER_VBO_FLAG_MULTIPACK
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| COGL_VERTEX_BUFFER_VBO_FLAG_FREQUENT_RESUBMIT;
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cogl_vbo->attributes = NULL;
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cogl_vbo->attributes = g_list_prepend (cogl_vbo->attributes,
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