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IABSD.fr/xenocara/xserver/glamor/glamor_vbo.c

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  • Author : matthieu
    Date : 2021-11-11 09:03:02
    Hash : e086cf5a
    Message : Update to xserver 21.1.0

  • xserver/glamor/glamor_vbo.c
  • /*
     * 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 buffers 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);
        glGenVertexArrays(1, &glamor_priv->vao);
        glBindVertexArray(glamor_priv->vao);
    }
    
    void
    glamor_fini_vbo(ScreenPtr screen)
    {
        glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
    
        glamor_make_current(glamor_priv);
    
        glDeleteVertexArrays(1, &glamor_priv->vao);
        glamor_priv->vao = 0;
        if (!glamor_priv->has_map_buffer_range)
            free(glamor_priv->vb);
    }