blitter: Create helper to set vertex param

Signed-off-by: Elie Tournier <tournier.elie@gmail.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
macos/master
Elie Tournier 5 years ago
parent 81b986f372
commit d56f420217
  1. 25
      src/vrend_blitter.c

@ -661,6 +661,20 @@ static void vrend_set_tex_param(struct vrend_resource *src_res,
} }
} }
static void vrend_set_vertex_param(GLuint prog_id)
{
GLuint pos_loc, tc_loc;
pos_loc = glGetAttribLocation(prog_id, "arg0");
tc_loc = glGetAttribLocation(prog_id, "arg1");
glVertexAttribPointer(pos_loc, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
glVertexAttribPointer(tc_loc, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(4 * sizeof(float)));
glEnableVertexAttribArray(pos_loc);
glEnableVertexAttribArray(tc_loc);
}
/* implement blitting using OpenGL. */ /* implement blitting using OpenGL. */
void vrend_renderer_blit_gl(MAYBE_UNUSED struct vrend_context *ctx, void vrend_renderer_blit_gl(MAYBE_UNUSED struct vrend_context *ctx,
struct vrend_resource *src_res, struct vrend_resource *src_res,
@ -675,7 +689,6 @@ void vrend_renderer_blit_gl(MAYBE_UNUSED struct vrend_context *ctx,
GLuint buffers; GLuint buffers;
GLuint prog_id; GLuint prog_id;
GLuint fs_id; GLuint fs_id;
GLuint pos_loc, tc_loc;
bool has_depth, has_stencil; bool has_depth, has_stencil;
bool blit_stencil, blit_depth; bool blit_stencil, blit_depth;
int dst_z; int dst_z;
@ -726,15 +739,7 @@ void vrend_renderer_blit_gl(MAYBE_UNUSED struct vrend_context *ctx,
glBindTexture(src_res->target, blit_views[0]); glBindTexture(src_res->target, blit_views[0]);
vrend_set_tex_param(src_res, info, has_texture_srgb_decode); vrend_set_tex_param(src_res, info, has_texture_srgb_decode);
vrend_set_vertex_param(prog_id);
pos_loc = glGetAttribLocation(prog_id, "arg0");
tc_loc = glGetAttribLocation(prog_id, "arg1");
glVertexAttribPointer(pos_loc, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
glVertexAttribPointer(tc_loc, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)(4 * sizeof(float)));
glEnableVertexAttribArray(pos_loc);
glEnableVertexAttribArray(tc_loc);
set_dsa_write_depth_keep_stencil(); set_dsa_write_depth_keep_stencil();

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