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/*
* Copyright © 2014 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
/**
* @file glamor_vbo.c
*
* Helpers for managing streamed vertex bufffers used in glamor.
*/
#include "glamor_priv.h"
/** Default size of the VBO, in bytes.
*
* If a single request is larger than this size, we'll resize the VBO
* and return an appropriate mapping, but we'll resize back down after
* that to avoid hogging that memory forever. We don't anticipate
* normal usage actually requiring larger VBO sizes.
*/
#define GLAMOR_VBO_SIZE (512 * 1024)
/**
* Returns a pointer to @size bytes of VBO storage, which should be
* accessed by the GL using vbo_offset within the VBO.
*/
void *
glamor_get_vbo_space(ScreenPtr screen, unsigned size, char **vbo_offset)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
void *data;
glamor_make_current(glamor_priv);
glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
if (glamor_priv->has_buffer_storage) {
if (glamor_priv->vbo_size < glamor_priv->vbo_offset + size) {
if (glamor_priv->vbo_size)
glUnmapBuffer(GL_ARRAY_BUFFER);
if (size > glamor_priv->vbo_size) {
glamor_priv->vbo_size = MAX(GLAMOR_VBO_SIZE, size);
/* We aren't allowed to resize glBufferStorage()
* buffers, so we need to gen a new one.
*/
glDeleteBuffers(1, &glamor_priv->vbo);
glGenBuffers(1, &glamor_priv->vbo);
glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
assert(glGetError() == GL_NO_ERROR);
glBufferStorage(GL_ARRAY_BUFFER, glamor_priv->vbo_size, NULL,
GL_MAP_WRITE_BIT |
GL_MAP_PERSISTENT_BIT |
GL_MAP_COHERENT_BIT);
if (glGetError() != GL_NO_ERROR) {
/* If the driver failed our coherent mapping, fall
* back to the ARB_mbr path.
*/
glamor_priv->has_buffer_storage = false;
glamor_priv->vbo_size = 0;
return glamor_get_vbo_space(screen, size, vbo_offset);
}
}
glamor_priv->vbo_offset = 0;
glamor_priv->vb = glMapBufferRange(GL_ARRAY_BUFFER,
0, glamor_priv->vbo_size,
GL_MAP_WRITE_BIT |
GL_MAP_INVALIDATE_BUFFER_BIT |
GL_MAP_PERSISTENT_BIT |
GL_MAP_COHERENT_BIT);
}
*vbo_offset = (void *)(uintptr_t)glamor_priv->vbo_offset;
data = glamor_priv->vb + glamor_priv->vbo_offset;
glamor_priv->vbo_offset += size;
} else if (glamor_priv->has_map_buffer_range) {
/* Avoid GL errors on GL 4.5 / ES 3.0 with mapping size == 0,
* which callers may sometimes pass us (for example, if
* clipping leads to zero rectangles left). Prior to that
* version, Mesa would sometimes throw errors on unmapping a
* zero-size mapping.
*/
if (size == 0)
return NULL;
if (glamor_priv->vbo_size < glamor_priv->vbo_offset + size) {
glamor_priv->vbo_size = MAX(GLAMOR_VBO_SIZE, size);
glamor_priv->vbo_offset = 0;
glBufferData(GL_ARRAY_BUFFER,
glamor_priv->vbo_size, NULL, GL_STREAM_DRAW);
}
data = glMapBufferRange(GL_ARRAY_BUFFER,
glamor_priv->vbo_offset,
size,
GL_MAP_WRITE_BIT |
GL_MAP_UNSYNCHRONIZED_BIT |
GL_MAP_INVALIDATE_RANGE_BIT);
*vbo_offset = (char *)(uintptr_t)glamor_priv->vbo_offset;
glamor_priv->vbo_offset += size;
glamor_priv->vbo_mapped = TRUE;
} else {
/* Return a pointer to the statically allocated non-VBO
* memory. We'll upload it through glBufferData() later.
*/
if (glamor_priv->vbo_size < size) {
glamor_priv->vbo_size = MAX(GLAMOR_VBO_SIZE, size);
free(glamor_priv->vb);
glamor_priv->vb = XNFalloc(glamor_priv->vbo_size);
}
*vbo_offset = NULL;
/* We point to the start of glamor_priv->vb every time, and
* the vbo_offset determines the size of the glBufferData().
*/
glamor_priv->vbo_offset = size;
data = glamor_priv->vb;
}
return data;
}
void
glamor_put_vbo_space(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_make_current(glamor_priv);
if (glamor_priv->has_buffer_storage) {
/* If we're in the ARB_buffer_storage path, we have a
* persistent mapping, so we can leave it around until we
* reach the end of the buffer.
*/
} else if (glamor_priv->has_map_buffer_range) {
if (glamor_priv->vbo_mapped) {
glUnmapBuffer(GL_ARRAY_BUFFER);
glamor_priv->vbo_mapped = FALSE;
}
} else {
glBufferData(GL_ARRAY_BUFFER, glamor_priv->vbo_offset,
glamor_priv->vb, GL_DYNAMIC_DRAW);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void
glamor_init_vbo(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_make_current(glamor_priv);
glGenBuffers(1, &glamor_priv->vbo);
if (glamor_priv->has_vertex_array_object) {
glGenVertexArrays(1, &glamor_priv->vao);
glBindVertexArray(glamor_priv->vao);
} else
glamor_priv->vao = 0;
}
void
glamor_fini_vbo(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_make_current(glamor_priv);
if (glamor_priv->vao != 0) {
glDeleteVertexArrays(1, &glamor_priv->vao);
glamor_priv->vao = 0;
}
if (!glamor_priv->has_map_buffer_range)
free(glamor_priv->vb);
}
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