Allow re-using VAO objects between different types of cell program

This commit is contained in:
Kovid Goyal
2017-10-04 15:33:15 +05:30
parent ad040271b9
commit bd09e2ebf1
2 changed files with 10 additions and 12 deletions

View File

@@ -175,6 +175,8 @@ destroy_sprite_map() {
// Cell {{{
#define CELL_BUFFERS enum { cell_data_buffer, selection_buffer, uniform_buffer };
typedef struct {
UniformBlock render_data;
ArrayInformation color_table;
@@ -257,11 +259,11 @@ cell_update_uniform_block(ssize_t vao_idx, Screen *screen, int uniform_buffer, G
unmap_vao_buffer(vao_idx, uniform_buffer); rd = NULL;
}
static inline int
static inline void
cell_prepare_to_render(ssize_t vao_idx, Screen *screen, GLfloat xstart, GLfloat ystart, GLfloat dx, GLfloat dy, CursorRenderInfo *cursor) {
size_t sz;
CELL_BUFFERS;
void *address;
enum { cell_data_buffer, selection_buffer, uniform_buffer };
if (screen->scroll_changed || screen->is_dirty) {
sz = sizeof(Cell) * screen->lines * screen->columns;
address = alloc_and_map_vao_buffer(vao_idx, sz, cell_data_buffer, GL_STREAM_DRAW, GL_WRITE_ONLY);
@@ -279,12 +281,13 @@ cell_prepare_to_render(ssize_t vao_idx, Screen *screen, GLfloat xstart, GLfloat
cell_update_uniform_block(vao_idx, screen, uniform_buffer, xstart, ystart, dx, dy, cursor);
ensure_sprite_map();
render_dirty_sprites(render_and_send_dirty_sprites);
return uniform_buffer;
bind_vao_uniform_buffer(vao_idx, uniform_buffer, cell_program_layouts[CELL_PROGRAM].render_data.index);
bind_vertex_array(vao_idx);
}
static void
draw_cells_impl(ssize_t vao_idx, GLfloat xstart, GLfloat ystart, GLfloat dx, GLfloat dy, Screen *screen, CursorRenderInfo *cursor) {
int uniform_buffer = cell_prepare_to_render(vao_idx, screen, xstart, ystart, dx, dy, cursor);
cell_prepare_to_render(vao_idx, screen, xstart, ystart, dx, dy, cursor);
bind_program(CELL_PROGRAM);
static bool cell_constants_set = false;
@@ -292,8 +295,6 @@ draw_cells_impl(ssize_t vao_idx, GLfloat xstart, GLfloat ystart, GLfloat dx, GLf
glUniform1i(glGetUniformLocation(program_id(CELL_PROGRAM), "sprites"), SPRITE_MAP_UNIT); check_gl();
cell_constants_set = true;
}
bind_vao_uniform_buffer(vao_idx, uniform_buffer, cell_program_layouts[CELL_PROGRAM].render_data.index);
bind_vertex_array(vao_idx);
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); check_gl();
}
// }}}