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https://github.com/brl/mutter.git
synced 2024-11-26 18:11:05 -05:00
[cogl vertex buffers] Adds fallbacks for drivers without VBO support
Buffer objects aren't currently available for glx indirect contexts, so we now have a fallback that simply allocates fake client side vbos to store the attributes.
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@ -125,7 +125,10 @@ typedef enum _CoglVertexBufferVBOFlags
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typedef struct _CoglVertexBufferVBO
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{
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CoglVertexBufferVBOFlags flags;
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GLuint vbo_name; /*!< The name of the corresponding buffer object */
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/* Note: this is a pointer to handle fallbacks, and normally holds
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* a GLuint value */
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gpointer vbo_name; /*!< The name of the corresponding buffer object */
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gsize vbo_bytes; /*!< The lengh of the allocated buffer object in bytes */
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GList *attributes;
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} CoglVertexBufferVBO;
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@ -5,7 +5,7 @@
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*
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* Vertex Buffer API: Handle extensible arrays of vertex attributes
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*
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* Copyright (C) 2008 Intel Corporation.
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* Copyright (C) 2008, 2009 Intel Corporation.
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*
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* Authored by: Robert Bragg <robert@linux.intel.com>
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*
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@ -893,7 +893,12 @@ cogl_vertex_buffer_vbo_free (CoglVertexBufferVBO *cogl_vbo,
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if (delete_gl_vbo && cogl_vbo->flags &
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COGL_VERTEX_BUFFER_VBO_FLAG_SUBMITTED)
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GE (glDeleteBuffers (1, &cogl_vbo->vbo_name));
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{
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if (cogl_get_features () & COGL_FEATURE_VBOS)
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GE (glDeleteBuffers (1, (GLuint *)&cogl_vbo->vbo_name));
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else
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g_free (cogl_vbo->vbo_name);
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}
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g_slice_free (CoglVertexBufferVBO, cogl_vbo);
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}
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@ -937,11 +942,19 @@ upload_multipack_vbo_via_map_buffer (CoglVertexBufferVBO *cogl_vbo)
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GList *tmp;
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guint offset = 0;
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char *buf;
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gboolean fallback =
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(cogl_get_features () & COGL_FEATURE_VBOS) ? FALSE : TRUE;
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_COGL_GET_CONTEXT (ctx, FALSE);
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buf = glMapBuffer (GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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glGetError();
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if (!fallback)
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{
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buf = glMapBuffer (GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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glGetError();
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}
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else
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buf = cogl_vbo->vbo_name;
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if (!buf)
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return FALSE;
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@ -959,7 +972,9 @@ upload_multipack_vbo_via_map_buffer (CoglVertexBufferVBO *cogl_vbo)
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attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_SUBMITTED;
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offset += attribute_size;
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}
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glUnmapBuffer (GL_ARRAY_BUFFER);
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if (!fallback)
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glUnmapBuffer (GL_ARRAY_BUFFER);
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return TRUE;
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#else
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@ -972,6 +987,8 @@ upload_multipack_vbo_via_buffer_sub_data (CoglVertexBufferVBO *cogl_vbo)
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{
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GList *tmp;
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guint offset = 0;
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gboolean fallback =
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(cogl_get_features () & COGL_FEATURE_VBOS) ? FALSE : TRUE;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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@ -983,10 +1000,19 @@ upload_multipack_vbo_via_buffer_sub_data (CoglVertexBufferVBO *cogl_vbo)
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PAD_FOR_ALIGNMENT (offset, gl_type_size);
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GE (glBufferSubData (GL_ARRAY_BUFFER,
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offset,
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attribute_size,
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attribute->u.pointer));
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if (!fallback)
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{
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GE (glBufferSubData (GL_ARRAY_BUFFER,
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offset,
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attribute_size,
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attribute->u.pointer));
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}
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else
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{
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char *dest = (char *)cogl_vbo->vbo_name + offset;
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memcpy (dest, attribute->u.pointer, attribute_size);
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}
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attribute->u.vbo_offset = offset;
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attribute->flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_SUBMITTED;
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offset += attribute_size;
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@ -997,36 +1023,58 @@ static void
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upload_gl_vbo (CoglVertexBufferVBO *cogl_vbo)
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{
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GLenum usage;
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gboolean fallback =
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(cogl_get_features () & COGL_FEATURE_VBOS) ? FALSE : TRUE;
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_COGL_GET_CONTEXT (ctx, NO_RETVAL);
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g_return_if_fail (cogl_vbo->vbo_name != 0);
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if (cogl_vbo->flags & COGL_VERTEX_BUFFER_VBO_FLAG_FREQUENT_RESUBMIT)
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usage = GL_DYNAMIC_DRAW;
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else
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usage = GL_STATIC_DRAW;
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GE (glBindBuffer (GL_ARRAY_BUFFER, cogl_vbo->vbo_name));
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if (!fallback)
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{
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g_return_if_fail (cogl_vbo->vbo_name != 0);
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GE (glBindBuffer (GL_ARRAY_BUFFER,
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GPOINTER_TO_UINT (cogl_vbo->vbo_name)));
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}
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else if (cogl_vbo->vbo_name == NULL)
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{
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/* If the driver doesn't support VBOs then we simply allocate
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* a client side fake vbo buffer. Unlike VBOs we can't allocate
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* without specifying a size which is why we defer allocation
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* until here. */
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cogl_vbo->vbo_name = g_malloc (cogl_vbo->vbo_bytes);
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}
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if (cogl_vbo->flags & COGL_VERTEX_BUFFER_VBO_FLAG_STRIDED)
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{
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const void *pointer =
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prep_strided_vbo_for_upload (cogl_vbo);
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GE (glBufferData (GL_ARRAY_BUFFER,
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cogl_vbo->vbo_bytes,
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pointer,
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usage));
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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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pointer,
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usage));
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}
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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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{
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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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* if the GPU is busy using the buffer) */
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GE (glBufferData (GL_ARRAY_BUFFER,
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cogl_vbo->vbo_bytes,
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NULL,
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usage));
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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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NULL,
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usage));
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}
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/* I think it might depend on the specific driver/HW whether its better
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* to use glMapBuffer here or glBufferSubData here. There is even a good
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@ -1041,10 +1089,16 @@ upload_gl_vbo (CoglVertexBufferVBO *cogl_vbo)
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else
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{
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CoglVertexBufferAttrib *attribute = cogl_vbo->attributes->data;
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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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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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@ -1053,7 +1107,8 @@ upload_gl_vbo (CoglVertexBufferVBO *cogl_vbo)
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cogl_vbo->flags |= COGL_VERTEX_BUFFER_VBO_FLAG_SUBMITTED;
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GE (glBindBuffer (GL_ARRAY_BUFFER, 0));
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if (!fallback)
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GE (glBindBuffer (GL_ARRAY_BUFFER, 0));
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}
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/* Note: although there ends up being quite a few inner loops involved with
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@ -1112,7 +1167,11 @@ cogl_vertex_buffer_vbo_resolve (CoglVertexBuffer *buffer,
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if (!found_target_vbo)
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{
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GE (glGenBuffers (1, &new_cogl_vbo->vbo_name));
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if (cogl_get_features () & COGL_FEATURE_VBOS)
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GE (glGenBuffers (1, (GLuint *)&new_cogl_vbo->vbo_name));
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else
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new_cogl_vbo->vbo_name = NULL;
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/* this will be allocated at upload time */
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upload_gl_vbo (new_cogl_vbo);
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*final_vbos = g_list_prepend (*final_vbos, new_cogl_vbo);
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@ -1449,8 +1508,25 @@ enable_state_for_drawing_buffer (CoglVertexBuffer *buffer)
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{
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CoglVertexBufferVBO *cogl_vbo = tmp->data;
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GList *tmp2;
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char *base;
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const GLvoid *pointer;
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GE (glBindBuffer (GL_ARRAY_BUFFER, cogl_vbo->vbo_name));
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if (cogl_get_features () & COGL_FEATURE_VBOS)
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{
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GE (glBindBuffer (GL_ARRAY_BUFFER,
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GPOINTER_TO_UINT (cogl_vbo->vbo_name)));
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base = 0;
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}
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else
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base = cogl_vbo->vbo_name;
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/* When GL VBOs are bing used then the "pointer" we pass to
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* glColorPointer glVertexAttribPointer etc is actually an offset into
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* the currently bound VBO.
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*
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* If we don't have VBO support though, then we must point into
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* our fake client side VBO.
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*/
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for (tmp2 = cogl_vbo->attributes; tmp2 != NULL; tmp2 = tmp2->next)
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{
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@ -1467,26 +1543,29 @@ enable_state_for_drawing_buffer (CoglVertexBuffer *buffer)
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case COGL_VERTEX_BUFFER_ATTRIB_FLAG_COLOR_ARRAY:
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enable_flags |= COGL_ENABLE_COLOR_ARRAY | COGL_ENABLE_BLEND;
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/* GE (glEnableClientState (GL_COLOR_ARRAY)); */
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pointer = (const GLvoid *)(base + attribute->u.vbo_offset);
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GE (glColorPointer (attribute->n_components,
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gl_type,
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attribute->stride,
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(const GLvoid *)attribute->u.vbo_offset));
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pointer));
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break;
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case COGL_VERTEX_BUFFER_ATTRIB_FLAG_NORMAL_ARRAY:
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/* FIXME: go through cogl cache to enable normal array */
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GE (glEnableClientState (GL_NORMAL_ARRAY));
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pointer = (const GLvoid *)(base + attribute->u.vbo_offset);
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GE (glNormalPointer (gl_type,
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attribute->stride,
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(const GLvoid *)attribute->u.vbo_offset));
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pointer));
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break;
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case COGL_VERTEX_BUFFER_ATTRIB_FLAG_TEXTURE_COORD_ARRAY:
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GE (glClientActiveTexture (GL_TEXTURE0 +
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attribute->texture_unit));
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GE (glEnableClientState (GL_TEXTURE_COORD_ARRAY));
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pointer = (const GLvoid *)(base + attribute->u.vbo_offset);
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GE (glTexCoordPointer (attribute->n_components,
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gl_type,
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attribute->stride,
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(const GLvoid *)attribute->u.vbo_offset));
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pointer));
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if (attribute->texture_unit > max_texcoord_attrib_unit)
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max_texcoord_attrib_unit = attribute->texture_unit;
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disable_mask &= ~(1 << attribute->texture_unit);
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@ -1494,10 +1573,11 @@ enable_state_for_drawing_buffer (CoglVertexBuffer *buffer)
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case COGL_VERTEX_BUFFER_ATTRIB_FLAG_VERTEX_ARRAY:
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enable_flags |= COGL_ENABLE_VERTEX_ARRAY;
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/* GE (glEnableClientState (GL_VERTEX_ARRAY)); */
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pointer = (const GLvoid *)(base + attribute->u.vbo_offset);
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GE (glVertexPointer (attribute->n_components,
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gl_type,
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attribute->stride,
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(const GLvoid *)attribute->u.vbo_offset));
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pointer));
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break;
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case COGL_VERTEX_BUFFER_ATTRIB_FLAG_CUSTOM_ARRAY:
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{
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@ -1508,13 +1588,13 @@ enable_state_for_drawing_buffer (CoglVertexBuffer *buffer)
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normalized = GL_TRUE;
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/* FIXME: go through cogl cache to enable generic array */
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GE (glEnableVertexAttribArray (generic_index++));
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pointer = (const GLvoid *)(base + attribute->u.vbo_offset);
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GE (glVertexAttribPointer (generic_index,
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attribute->n_components,
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gl_type,
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normalized,
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attribute->stride,
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(const GLvoid *)
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attribute->u.vbo_offset));
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pointer));
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#endif
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}
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break;
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@ -1583,7 +1663,8 @@ disable_state_for_drawing_buffer (CoglVertexBuffer *buffer)
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/* Disable all the client state that cogl doesn't currently know
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* about:
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*/
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GE (glBindBuffer (GL_ARRAY_BUFFER, 0));
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if (cogl_get_features () & COGL_FEATURE_VBOS)
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GE (glBindBuffer (GL_ARRAY_BUFFER, 0));
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for (tmp = buffer->submitted_vbos; tmp != NULL; tmp = tmp->next)
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{
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@ -65,6 +65,8 @@ _cogl_features_init (void)
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flags |= COGL_FEATURE_SHADERS_GLSL | COGL_FEATURE_OFFSCREEN;
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#endif
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flags |= COGL_FEATURE_VBOS;
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/* Cache features */
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ctx->feature_flags = flags;
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ctx->features_cached = TRUE;
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