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authorEric Anholt <eric@anholt.net>2015-06-19 16:34:55 -0700
committerEric Anholt <eric@anholt.net>2015-06-29 21:43:35 -0700
commit4fc4cde0ce7d1a35bab3b3bbd787d688cd415d78 (patch)
tree2d6dd39d7b0852a46885b4b5e2ef3ae6a680a27f /glamor/glamor_priv.h
parentc5e6fffbdd88ad714454b9de1ac1c3eb9f6bf196 (diff)
glamor: Use the normal GL_QUADS drawing helper in the render code.
We use this for all of our other performance-sensitive rendering, too. Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Dave Airlie <airlied@redhat.com>
Diffstat (limited to 'glamor/glamor_priv.h')
-rw-r--r--glamor/glamor_priv.h7
1 files changed, 3 insertions, 4 deletions
diff --git a/glamor/glamor_priv.h b/glamor/glamor_priv.h
index 438d1e9a4..c80df229c 100644
--- a/glamor/glamor_priv.h
+++ b/glamor/glamor_priv.h
@@ -248,8 +248,8 @@ typedef struct glamor_screen_private {
int glyph_max_dim;
char *glyph_defines;
- /* vertext/elment_index buffer object for render */
- GLuint vbo, ebo;
+ /** Vertex buffer for all GPU rendering. */
+ GLuint vbo;
/** Next offset within the VBO that glamor_get_vbo_space() will use. */
int vbo_offset;
int vbo_size;
@@ -262,7 +262,7 @@ typedef struct glamor_screen_private {
char *vb;
int vb_stride;
Bool has_source_coords, has_mask_coords;
- int render_nr_verts;
+ int render_nr_quads;
glamor_composite_shader composite_shader[SHADER_SOURCE_COUNT]
[SHADER_MASK_COUNT]
[SHADER_IN_COUNT];
@@ -701,7 +701,6 @@ void glamor_composite(CARD8 op,
INT16 yMask,
INT16 xDst, INT16 yDst, CARD16 width, CARD16 height);
-void glamor_init_composite_shaders(ScreenPtr screen);
void glamor_composite_rects(CARD8 op,
PicturePtr pDst,
xRenderColor *color, int nRect, xRectangle *rects);