On 02/13/2016 01:03 PM, Ilia Mirkin wrote:
On Fri, Feb 12, 2016 at 10:43 AM, Brian Paul <bri...@vmware.com> wrote:
diff --git a/src/mesa/state_tracker/st_context.c
b/src/mesa/state_tracker/st_context.c
index 9016846..cb2c390 100644
--- a/src/mesa/state_tracker/st_context.c
+++ b/src/mesa/state_tracker/st_context.c
@@ -241,16 +241,23 @@ st_create_context_priv( struct gl_context *ctx, struct
pipe_context *pipe,
else
st->internal_target = PIPE_TEXTURE_RECT;
- /* Vertex element objects used for drawing rectangles for glBitmap,
- * glDrawPixels, glClear, etc.
+ /* Setup vertex element info for 'struct st_util_vertex'.
*/
- for (i = 0; i < ARRAY_SIZE(st->velems_util_draw); i++) {
- memset(&st->velems_util_draw[i], 0, sizeof(struct pipe_vertex_element));
- st->velems_util_draw[i].src_offset = i * 4 * sizeof(float);
- st->velems_util_draw[i].instance_divisor = 0;
- st->velems_util_draw[i].vertex_buffer_index =
- cso_get_aux_vertex_buffer_slot(st->cso_context);
- st->velems_util_draw[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
+ {
+ const unsigned slot = cso_get_aux_vertex_buffer_slot(st->cso_context);
Can the aux vertex buffer slot change over time? If so, you need some
logic to update the vertex_buffer_index for these. From what I can
tell it's always 0, not sure what the intention behind it is... seems
like it'll be a very annoying problem to debug down the line should it
ever change. Thoughts?
It's hard-wired to zero as you say but I imagine it could be computed by
examining the current vertex buffer bindings state to find a free slot
such that we might be able to avoid saving/restoring all the vertex
buffer bindings. I believe Marek wrote the code in question.
In any case, my patch doesn't change how/where the
cso_get_aux_vertex_buffer_slot() function is used. For now, I could add
an assertion that slot==0 to help catch future issues.
Sound OK?
Does the series look OK to you overall?
-Brian
+
+ STATIC_ASSERT(sizeof(struct st_util_vertex) == 9 * sizeof(float));
+
+ memset(&st->util_velems, 0, sizeof(st->util_velems));
+ st->util_velems[0].src_offset = 0;
+ st->util_velems[0].vertex_buffer_index = slot;
+ st->util_velems[0].src_format = PIPE_FORMAT_R32G32B32_FLOAT;
+ st->util_velems[1].src_offset = 3 * sizeof(float);
+ st->util_velems[1].vertex_buffer_index = slot;
+ st->util_velems[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
+ st->util_velems[2].src_offset = 7 * sizeof(float);
+ st->util_velems[2].vertex_buffer_index = slot;
+ st->util_velems[2].src_format = PIPE_FORMAT_R32G32_FLOAT;
}
/* we want all vertex data to be placed in buffer objects */
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