From 321c01267ae1c446f1bd22b642567fcafa016c02 Mon Sep 17 00:00:00 2001 From: marha Date: Tue, 4 Mar 2014 08:57:07 +0100 Subject: libX11 libxcb mesa xserver xcb-proto xkeyboard-config git update 4 Mar 2014 xserver commit b634e909895f6001e7d9543e1350b20c82c8c01c libxcb commit 4ffa6f83b92763eb901c7ddb7c20775e24d507ca libxcb/xcb-proto commit 4270141a7cb3c68f50251be19a5a628aa18553e6 xkeyboard-config commit d9e3d0ec1a48a5f61ea6dd6d20b8682eeecf3a39 libX11 commit d6bd988bc00494914b38b95ee5df77ac4f32f19f libXdmcp commit 089081dca4ba3598c6f9bf401c029378943b5854 libXext commit d5447c0156f556114dbf97d6064c0c7b0fcd5f70 libfontenc commit 0037a42107b952c9d903719615747e760e4e7247 libXinerama commit edd95182b26eb5d576d4878c559e0f17dddaa909 libXau commit 1e4635be11154dd8262f37b379511bd627defa2a xkbcomp commit 31b90ee4ffc774e0da540277907fc5540c0b012c pixman commit 82d094654a46bd97d47f1f132a01ae0a74b986f3 xextproto commit 66afec3f49e8eb0d4c2e9af7088fc3116d4bafd7 randrproto commit a4a6694c059d74247c16527eef4a0ec9f56bbef6 glproto commit f84853d97d5749308992412a215fa518b6536eb3 mkfontscale commit eac564e0fc9052a39981ea47b271f7f3d2821944 xwininfo commit ba0d1b0da21d2dbdd81098ed5778f3792b472e13 libXft commit 4acfdaf95adb0a05c2a25550bdde036c865902f4 libXmu commit 22d9c590901e121936f50dee97dc60c4f7defb63 libxtrans commit 3f0de269abe59353acbd7a5587d68ce0da91db67 fontconfig commit e310d2fac2d874d5aa76c609df70cc7b871c0b6d mesa commit 1a568e0f2b65e4e1e1d19a6dece3a792a33da825 --- xorg-server/glamor/glamor_gradient.c | 619 ++++++++++++++--------------------- 1 file changed, 253 insertions(+), 366 deletions(-) (limited to 'xorg-server/glamor/glamor_gradient.c') diff --git a/xorg-server/glamor/glamor_gradient.c b/xorg-server/glamor/glamor_gradient.c index df2ccb8a0..9f6f1b1cf 100644 --- a/xorg-server/glamor/glamor_gradient.c +++ b/xorg-server/glamor/glamor_gradient.c @@ -42,15 +42,13 @@ #ifdef GLAMOR_GRADIENT_SHADER -static GLint -_glamor_create_getcolor_fs_program(ScreenPtr screen, int stops_count, - int use_array) +static const char * +_glamor_create_getcolor_fs_source(ScreenPtr screen, int stops_count, + int use_array) { glamor_screen_private *glamor_priv; - glamor_gl_dispatch *dispatch; char *gradient_fs = NULL; - GLint fs_getcolor_prog; #define gradient_fs_getcolor\ GLAMOR_DEFAULT_PRECISION\ @@ -177,22 +175,16 @@ _glamor_create_getcolor_fs_program(ScreenPtr screen, int stops_count, "}\n"; glamor_priv = glamor_get_screen_private(screen); - dispatch = glamor_get_dispatch(glamor_priv); + glamor_get_context(glamor_priv); if (use_array) { XNFasprintf(&gradient_fs, gradient_fs_getcolor, stops_count, stops_count); - fs_getcolor_prog = - glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER, gradient_fs); - free(gradient_fs); + return gradient_fs; } else { - fs_getcolor_prog = - glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER, - gradient_fs_getcolor_no_array); + return XNFstrdup(gradient_fs_getcolor_no_array); } - - return fs_getcolor_prog; } static void @@ -200,12 +192,11 @@ _glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count, int dyn_gen) { glamor_screen_private *glamor_priv; - glamor_gl_dispatch *dispatch; int index; GLint gradient_prog = 0; char *gradient_fs = NULL; - GLint fs_main_prog, fs_getcolor_prog, vs_prog; + GLint fs_prog, vs_prog; const char *gradient_vs = GLAMOR_DEFAULT_PRECISION @@ -346,7 +337,10 @@ _glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count, " } else {\n"\ " gl_FragColor = get_color(stop_len);\n"\ " }\n"\ - "}\n" + "}\n"\ + "\n"\ + "%s\n" /* fs_getcolor_source */ + const char *fs_getcolor_source; glamor_priv = glamor_get_screen_private(screen); @@ -355,61 +349,42 @@ _glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count, return; } - dispatch = glamor_get_dispatch(glamor_priv); + glamor_get_context(glamor_priv); if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]) { - dispatch->glDeleteShader(glamor_priv-> - radial_gradient_shaders - [SHADER_GRADIENT_VS_PROG][2]); - glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][2] = 0; - - dispatch->glDeleteShader(glamor_priv-> - radial_gradient_shaders - [SHADER_GRADIENT_FS_MAIN_PROG][2]); - glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][2] = - 0; - - dispatch->glDeleteShader(glamor_priv-> - radial_gradient_shaders - [SHADER_GRADIENT_FS_GETCOLOR_PROG][2]); - glamor_priv-> - radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][2] = 0; - - dispatch->glDeleteProgram(glamor_priv-> - gradient_prog[SHADER_GRADIENT_RADIAL][2]); + glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]); glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2] = 0; } - gradient_prog = dispatch->glCreateProgram(); + gradient_prog = glCreateProgram(); + + vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, gradient_vs); - vs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, gradient_vs); + fs_getcolor_source = + _glamor_create_getcolor_fs_source(screen, stops_count, + (stops_count > 0)); XNFasprintf(&gradient_fs, gradient_radial_fs_template, PIXMAN_REPEAT_NONE, PIXMAN_REPEAT_NORMAL, - PIXMAN_REPEAT_REFLECT); + PIXMAN_REPEAT_REFLECT, + fs_getcolor_source); - fs_main_prog = glamor_compile_glsl_prog(dispatch, - GL_FRAGMENT_SHADER, gradient_fs); + fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, gradient_fs); free(gradient_fs); - fs_getcolor_prog = - _glamor_create_getcolor_fs_program(screen, stops_count, - (stops_count > 0)); + glAttachShader(gradient_prog, vs_prog); + glAttachShader(gradient_prog, fs_prog); + glDeleteShader(vs_prog); + glDeleteShader(fs_prog); - dispatch->glAttachShader(gradient_prog, vs_prog); - dispatch->glAttachShader(gradient_prog, fs_getcolor_prog); - dispatch->glAttachShader(gradient_prog, fs_main_prog); + glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_position"); + glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord"); - dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, - "v_positionsition"); - dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, - "v_texcoord"); + glamor_link_glsl_prog(gradient_prog); - glamor_link_glsl_prog(dispatch, gradient_prog); - - dispatch->glUseProgram(0); + glUseProgram(0); if (dyn_gen) { index = 2; @@ -423,15 +398,8 @@ _glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count, } glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][index] = gradient_prog; - glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][index] = - vs_prog; - glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][index] = - fs_main_prog; - glamor_priv-> - radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][index] = - fs_getcolor_prog; - - glamor_put_dispatch(glamor_priv); + + glamor_put_context(glamor_priv); } static void @@ -439,12 +407,11 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int dyn_gen) { glamor_screen_private *glamor_priv; - glamor_gl_dispatch *dispatch; int index = 0; GLint gradient_prog = 0; char *gradient_fs = NULL; - GLint fs_main_prog, fs_getcolor_prog, vs_prog; + GLint fs_prog, vs_prog; const char *gradient_vs = GLAMOR_DEFAULT_PRECISION @@ -587,7 +554,10 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, "{\n"\ " float stop_len = get_stop_len();\n"\ " gl_FragColor = get_color(stop_len);\n"\ - "}\n" + "}\n"\ + "\n"\ + "%s" /* fs_getcolor_source */ + const char *fs_getcolor_source; glamor_priv = glamor_get_screen_private(screen); @@ -596,58 +566,38 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, return; } - dispatch = glamor_get_dispatch(glamor_priv); + glamor_get_context(glamor_priv); if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]) { - dispatch->glDeleteShader(glamor_priv-> - linear_gradient_shaders - [SHADER_GRADIENT_VS_PROG][2]); - glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][2] = 0; - - dispatch->glDeleteShader(glamor_priv-> - linear_gradient_shaders - [SHADER_GRADIENT_FS_MAIN_PROG][2]); - glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][2] = - 0; - - dispatch->glDeleteShader(glamor_priv-> - linear_gradient_shaders - [SHADER_GRADIENT_FS_GETCOLOR_PROG][2]); - glamor_priv-> - linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][2] = 0; - - dispatch->glDeleteProgram(glamor_priv-> - gradient_prog[SHADER_GRADIENT_LINEAR][2]); + glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]); glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2] = 0; } - gradient_prog = dispatch->glCreateProgram(); + gradient_prog = glCreateProgram(); - vs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, gradient_vs); + vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, gradient_vs); + + fs_getcolor_source = + _glamor_create_getcolor_fs_source(screen, stops_count, stops_count > 0); XNFasprintf(&gradient_fs, gradient_fs_template, - PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT); + PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT, + fs_getcolor_source); - fs_main_prog = glamor_compile_glsl_prog(dispatch, - GL_FRAGMENT_SHADER, gradient_fs); + fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, gradient_fs); free(gradient_fs); - fs_getcolor_prog = - _glamor_create_getcolor_fs_program(screen, stops_count, - (stops_count > 0)); - - dispatch->glAttachShader(gradient_prog, vs_prog); - dispatch->glAttachShader(gradient_prog, fs_getcolor_prog); - dispatch->glAttachShader(gradient_prog, fs_main_prog); + glAttachShader(gradient_prog, vs_prog); + glAttachShader(gradient_prog, fs_prog); + glDeleteShader(vs_prog); + glDeleteShader(fs_prog); - dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, - "v_position"); - dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, - "v_texcoord"); + glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_position"); + glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord"); - glamor_link_glsl_prog(dispatch, gradient_prog); + glamor_link_glsl_prog(gradient_prog); - dispatch->glUseProgram(0); + glUseProgram(0); if (dyn_gen) { index = 2; @@ -661,15 +611,8 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, } glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][index] = gradient_prog; - glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][index] = - vs_prog; - glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][index] = - fs_main_prog; - glamor_priv-> - linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][index] = - fs_getcolor_prog; - - glamor_put_dispatch(glamor_priv); + + glamor_put_context(glamor_priv); } void @@ -682,18 +625,7 @@ glamor_init_gradient_shader(ScreenPtr screen) for (i = 0; i < 3; i++) { glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][i] = 0; - glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][i] = 0; - glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i] = - 0; - glamor_priv-> - linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i] = 0; - glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][i] = 0; - glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][i] = 0; - glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i] = - 0; - glamor_priv-> - radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i] = 0; } glamor_priv->linear_max_nstops = 0; glamor_priv->radial_max_nstops = 0; @@ -709,59 +641,23 @@ void glamor_fini_gradient_shader(ScreenPtr screen) { glamor_screen_private *glamor_priv; - glamor_gl_dispatch *dispatch; int i = 0; glamor_priv = glamor_get_screen_private(screen); - dispatch = glamor_get_dispatch(glamor_priv); + glamor_get_context(glamor_priv); for (i = 0; i < 3; i++) { /* Linear Gradient */ - if (glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][i]) - dispatch->glDeleteShader(glamor_priv-> - linear_gradient_shaders - [SHADER_GRADIENT_VS_PROG][i]); - - if (glamor_priv-> - linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i]) - dispatch->glDeleteShader(glamor_priv-> - linear_gradient_shaders - [SHADER_GRADIENT_FS_MAIN_PROG][i]); - - if (glamor_priv-> - linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i]) - dispatch->glDeleteShader(glamor_priv-> - linear_gradient_shaders - [SHADER_GRADIENT_FS_GETCOLOR_PROG][i]); - if (glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][i]) - dispatch->glDeleteProgram(glamor_priv-> - gradient_prog[SHADER_GRADIENT_LINEAR][i]); - - /* Radial Gradient */ - if (glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][i]) - dispatch->glDeleteShader(glamor_priv-> - radial_gradient_shaders - [SHADER_GRADIENT_VS_PROG][i]); - - if (glamor_priv-> - radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i]) - dispatch->glDeleteShader(glamor_priv-> - radial_gradient_shaders - [SHADER_GRADIENT_FS_MAIN_PROG][i]); - - if (glamor_priv-> - radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i]) - dispatch->glDeleteShader(glamor_priv-> - radial_gradient_shaders - [SHADER_GRADIENT_FS_GETCOLOR_PROG][i]); + glDeleteProgram(glamor_priv->gradient_prog + [SHADER_GRADIENT_LINEAR][i]); if (glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][i]) - dispatch->glDeleteProgram(glamor_priv-> - gradient_prog[SHADER_GRADIENT_RADIAL][i]); + glDeleteProgram(glamor_priv->gradient_prog + [SHADER_GRADIENT_RADIAL][i]); } - glamor_put_dispatch(glamor_priv); + glamor_put_context(glamor_priv); } static void @@ -835,7 +731,6 @@ _glamor_gradient_set_pixmap_destination(ScreenPtr screen, { glamor_pixmap_private *pixmap_priv; PixmapPtr pixmap = NULL; - glamor_gl_dispatch *dispatch = NULL; pixmap = glamor_get_drawable_pixmap(dst_picture->pDrawable); pixmap_priv = glamor_get_pixmap_private(pixmap); @@ -893,17 +788,17 @@ _glamor_gradient_set_pixmap_destination(ScreenPtr screen, tex_vertices[0], tex_vertices[1], tex_vertices[2], tex_vertices[3], tex_vertices[4], tex_vertices[5], tex_vertices[6], tex_vertices[7]); - dispatch = glamor_get_dispatch(glamor_priv); + glamor_get_context(glamor_priv); - dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, - GL_FALSE, 0, vertices); - dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, - GL_FALSE, 0, tex_vertices); + glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, + GL_FALSE, 0, vertices); + glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, + GL_FALSE, 0, tex_vertices); - dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS); - dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE); + glEnableVertexAttribArray(GLAMOR_VERTEX_POS); + glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE); - glamor_put_dispatch(glamor_priv); + glamor_put_context(glamor_priv); return 1; } @@ -996,7 +891,6 @@ glamor_generate_radial_gradient_picture(ScreenPtr screen, PictFormatShort format) { glamor_screen_private *glamor_priv; - glamor_gl_dispatch *dispatch; PicturePtr dst_picture = NULL; PixmapPtr pixmap = NULL; GLint gradient_prog = 0; @@ -1047,7 +941,7 @@ glamor_generate_radial_gradient_picture(ScreenPtr screen, GLint r2_uniform_location = 0; glamor_priv = glamor_get_screen_private(screen); - dispatch = glamor_get_dispatch(glamor_priv); + glamor_get_context(glamor_priv); /* Create a pixmap with VBO. */ pixmap = glamor_create_pixmap(screen, @@ -1088,77 +982,74 @@ glamor_generate_radial_gradient_picture(ScreenPtr screen, } /* Bind all the uniform vars . */ - transform_mat_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "transform_mat"); - repeat_type_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "repeat_type"); - n_stop_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "n_stop"); - A_value_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "A_value"); - repeat_type_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "repeat_type"); - c1_uniform_location = dispatch->glGetUniformLocation(gradient_prog, "c1"); - r1_uniform_location = dispatch->glGetUniformLocation(gradient_prog, "r1"); - c2_uniform_location = dispatch->glGetUniformLocation(gradient_prog, "c2"); - r2_uniform_location = dispatch->glGetUniformLocation(gradient_prog, "r2"); + transform_mat_uniform_location = glGetUniformLocation(gradient_prog, + "transform_mat"); + repeat_type_uniform_location = glGetUniformLocation(gradient_prog, + "repeat_type"); + n_stop_uniform_location = glGetUniformLocation(gradient_prog, "n_stop"); + A_value_uniform_location = glGetUniformLocation(gradient_prog, "A_value"); + repeat_type_uniform_location =glGetUniformLocation(gradient_prog, + "repeat_type"); + c1_uniform_location = glGetUniformLocation(gradient_prog, "c1"); + r1_uniform_location = glGetUniformLocation(gradient_prog, "r1"); + c2_uniform_location = glGetUniformLocation(gradient_prog, "c2"); + r2_uniform_location = glGetUniformLocation(gradient_prog, "r2"); if (src_picture->pSourcePict->radial.nstops + 2 <= RADIAL_SMALL_STOPS) { stop0_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop0"); + glGetUniformLocation(gradient_prog, "stop0"); stop1_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop1"); + glGetUniformLocation(gradient_prog, "stop1"); stop2_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop2"); + glGetUniformLocation(gradient_prog, "stop2"); stop3_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop3"); + glGetUniformLocation(gradient_prog, "stop3"); stop4_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop4"); + glGetUniformLocation(gradient_prog, "stop4"); stop5_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop5"); + glGetUniformLocation(gradient_prog, "stop5"); stop6_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop6"); + glGetUniformLocation(gradient_prog, "stop6"); stop7_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop7"); + glGetUniformLocation(gradient_prog, "stop7"); stop_color0_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop_color0"); + glGetUniformLocation(gradient_prog, "stop_color0"); stop_color1_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop_color1"); + glGetUniformLocation(gradient_prog, "stop_color1"); stop_color2_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop_color2"); + glGetUniformLocation(gradient_prog, "stop_color2"); stop_color3_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop_color3"); + glGetUniformLocation(gradient_prog, "stop_color3"); stop_color4_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop_color4"); + glGetUniformLocation(gradient_prog, "stop_color4"); stop_color5_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop_color5"); + glGetUniformLocation(gradient_prog, "stop_color5"); stop_color6_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop_color6"); + glGetUniformLocation(gradient_prog, "stop_color6"); stop_color7_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop_color7"); + glGetUniformLocation(gradient_prog, "stop_color7"); } else { stops_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stops"); + glGetUniformLocation(gradient_prog, "stops"); stop_colors_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop_colors"); + glGetUniformLocation(gradient_prog, "stop_colors"); } - dispatch->glUseProgram(gradient_prog); + glUseProgram(gradient_prog); - dispatch->glUniform1i(repeat_type_uniform_location, - src_picture->repeatType); + glUniform1i(repeat_type_uniform_location, src_picture->repeatType); if (src_picture->transform) { _glamor_gradient_convert_trans_matrix(src_picture->transform, transform_mat, width, height, 0); - dispatch->glUniformMatrix3fv(transform_mat_uniform_location, - 1, 1, &transform_mat[0][0]); + glUniformMatrix3fv(transform_mat_uniform_location, + 1, 1, &transform_mat[0][0]); } else { - dispatch->glUniformMatrix3fv(transform_mat_uniform_location, - 1, 1, &identity_mat[0][0]); + glUniformMatrix3fv(transform_mat_uniform_location, + 1, 1, &identity_mat[0][0]); } if (!_glamor_gradient_set_pixmap_destination @@ -1193,54 +1084,53 @@ glamor_generate_radial_gradient_picture(ScreenPtr screen, if (src_picture->pSourcePict->linear.nstops + 2 <= RADIAL_SMALL_STOPS) { int j = 0; - dispatch->glUniform4f(stop_color0_uniform_location, - stop_colors[4 * j + 0], stop_colors[4 * j + 1], - stop_colors[4 * j + 2], stop_colors[4 * j + 3]); + glUniform4f(stop_color0_uniform_location, + stop_colors[4 * j + 0], stop_colors[4 * j + 1], + stop_colors[4 * j + 2], stop_colors[4 * j + 3]); j++; - dispatch->glUniform4f(stop_color1_uniform_location, - stop_colors[4 * j + 0], stop_colors[4 * j + 1], - stop_colors[4 * j + 2], stop_colors[4 * j + 3]); + glUniform4f(stop_color1_uniform_location, + stop_colors[4 * j + 0], stop_colors[4 * j + 1], + stop_colors[4 * j + 2], stop_colors[4 * j + 3]); j++; - dispatch->glUniform4f(stop_color2_uniform_location, - stop_colors[4 * j + 0], stop_colors[4 * j + 1], - stop_colors[4 * j + 2], stop_colors[4 * j + 3]); + glUniform4f(stop_color2_uniform_location, + stop_colors[4 * j + 0], stop_colors[4 * j + 1], + stop_colors[4 * j + 2], stop_colors[4 * j + 3]); j++; - dispatch->glUniform4f(stop_color3_uniform_location, - stop_colors[4 * j + 0], stop_colors[4 * j + 1], - stop_colors[4 * j + 2], stop_colors[4 * j + 3]); + glUniform4f(stop_color3_uniform_location, + stop_colors[4 * j + 0], stop_colors[4 * j + 1], + stop_colors[4 * j + 2], stop_colors[4 * j + 3]); j++; - dispatch->glUniform4f(stop_color4_uniform_location, - stop_colors[4 * j + 0], stop_colors[4 * j + 1], - stop_colors[4 * j + 2], stop_colors[4 * j + 3]); + glUniform4f(stop_color4_uniform_location, + stop_colors[4 * j + 0], stop_colors[4 * j + 1], + stop_colors[4 * j + 2], stop_colors[4 * j + 3]); j++; - dispatch->glUniform4f(stop_color5_uniform_location, - stop_colors[4 * j + 0], stop_colors[4 * j + 1], - stop_colors[4 * j + 2], stop_colors[4 * j + 3]); + glUniform4f(stop_color5_uniform_location, + stop_colors[4 * j + 0], stop_colors[4 * j + 1], + stop_colors[4 * j + 2], stop_colors[4 * j + 3]); j++; - dispatch->glUniform4f(stop_color6_uniform_location, - stop_colors[4 * j + 0], stop_colors[4 * j + 1], - stop_colors[4 * j + 2], stop_colors[4 * j + 3]); + glUniform4f(stop_color6_uniform_location, + stop_colors[4 * j + 0], stop_colors[4 * j + 1], + stop_colors[4 * j + 2], stop_colors[4 * j + 3]); j++; - dispatch->glUniform4f(stop_color7_uniform_location, - stop_colors[4 * j + 0], stop_colors[4 * j + 1], - stop_colors[4 * j + 2], stop_colors[4 * j + 3]); + glUniform4f(stop_color7_uniform_location, + stop_colors[4 * j + 0], stop_colors[4 * j + 1], + stop_colors[4 * j + 2], stop_colors[4 * j + 3]); j = 0; - dispatch->glUniform1f(stop0_uniform_location, n_stops[j++]); - dispatch->glUniform1f(stop1_uniform_location, n_stops[j++]); - dispatch->glUniform1f(stop2_uniform_location, n_stops[j++]); - dispatch->glUniform1f(stop3_uniform_location, n_stops[j++]); - dispatch->glUniform1f(stop4_uniform_location, n_stops[j++]); - dispatch->glUniform1f(stop5_uniform_location, n_stops[j++]); - dispatch->glUniform1f(stop6_uniform_location, n_stops[j++]); - dispatch->glUniform1f(stop7_uniform_location, n_stops[j++]); - dispatch->glUniform1i(n_stop_uniform_location, count); + glUniform1f(stop0_uniform_location, n_stops[j++]); + glUniform1f(stop1_uniform_location, n_stops[j++]); + glUniform1f(stop2_uniform_location, n_stops[j++]); + glUniform1f(stop3_uniform_location, n_stops[j++]); + glUniform1f(stop4_uniform_location, n_stops[j++]); + glUniform1f(stop5_uniform_location, n_stops[j++]); + glUniform1f(stop6_uniform_location, n_stops[j++]); + glUniform1f(stop7_uniform_location, n_stops[j++]); + glUniform1i(n_stop_uniform_location, count); } else { - dispatch->glUniform4fv(stop_colors_uniform_location, count, - stop_colors); - dispatch->glUniform1fv(stops_uniform_location, count, n_stops); - dispatch->glUniform1i(n_stop_uniform_location, count); + glUniform4fv(stop_colors_uniform_location, count, stop_colors); + glUniform1fv(stops_uniform_location, count, n_stops); + glUniform1i(n_stop_uniform_location, count); } c1x = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.x); @@ -1255,25 +1145,25 @@ glamor_generate_radial_gradient_picture(ScreenPtr screen, glamor_set_circle_centre(width, height, c1x, c1y, glamor_priv->yInverted, cxy); - dispatch->glUniform2fv(c1_uniform_location, 1, cxy); - dispatch->glUniform1f(r1_uniform_location, r1); + glUniform2fv(c1_uniform_location, 1, cxy); + glUniform1f(r1_uniform_location, r1); glamor_set_circle_centre(width, height, c2x, c2y, glamor_priv->yInverted, cxy); - dispatch->glUniform2fv(c2_uniform_location, 1, cxy); - dispatch->glUniform1f(r2_uniform_location, r2); + glUniform2fv(c2_uniform_location, 1, cxy); + glUniform1f(r2_uniform_location, r2); A_value = (c2x - c1x) * (c2x - c1x) + (c2y - c1y) * (c2y - c1y) - (r2 - r1) * (r2 - r1); - dispatch->glUniform1f(A_value_uniform_location, A_value); + glUniform1f(A_value_uniform_location, A_value); DEBUGF("C1:(%f, %f) R1:%f\nC2:(%f, %f) R2:%f\nA = %f\n", c1x, c1y, r1, c2x, c2y, r2, A_value); /* Now rendering. */ - dispatch->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); /* Do the clear logic. */ if (stops_count > RADIAL_SMALL_STOPS) { @@ -1281,14 +1171,14 @@ glamor_generate_radial_gradient_picture(ScreenPtr screen, free(stop_colors); } - dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0); - dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS); - dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); - dispatch->glUseProgram(0); + glDisableVertexAttribArray(GLAMOR_VERTEX_POS); + glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); + glUseProgram(0); - glamor_put_dispatch(glamor_priv); + glamor_put_context(glamor_priv); return dst_picture; GRADIENT_FAIL: @@ -1303,13 +1193,13 @@ glamor_generate_radial_gradient_picture(ScreenPtr screen, free(stop_colors); } - dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0); - dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS); - dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); - dispatch->glUseProgram(0); - glamor_put_dispatch(glamor_priv); + glDisableVertexAttribArray(GLAMOR_VERTEX_POS); + glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); + glUseProgram(0); + glamor_put_context(glamor_priv); return NULL; } @@ -1321,7 +1211,6 @@ glamor_generate_linear_gradient_picture(ScreenPtr screen, PictFormatShort format) { glamor_screen_private *glamor_priv; - glamor_gl_dispatch *dispatch; PicturePtr dst_picture = NULL; PixmapPtr pixmap = NULL; GLint gradient_prog = 0; @@ -1374,7 +1263,7 @@ glamor_generate_linear_gradient_picture(ScreenPtr screen, GLint pt_distance_uniform_location = 0; glamor_priv = glamor_get_screen_private(screen); - dispatch = glamor_get_dispatch(glamor_priv); + glamor_get_context(glamor_priv); /* Create a pixmap with VBO. */ pixmap = glamor_create_pixmap(screen, @@ -1417,79 +1306,78 @@ glamor_generate_linear_gradient_picture(ScreenPtr screen, /* Bind all the uniform vars . */ n_stop_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "n_stop"); + glGetUniformLocation(gradient_prog, "n_stop"); pt_slope_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "pt_slope"); + glGetUniformLocation(gradient_prog, "pt_slope"); repeat_type_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "repeat_type"); + glGetUniformLocation(gradient_prog, "repeat_type"); hor_ver_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "hor_ver"); + glGetUniformLocation(gradient_prog, "hor_ver"); transform_mat_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "transform_mat"); + glGetUniformLocation(gradient_prog, "transform_mat"); cos_val_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "cos_val"); + glGetUniformLocation(gradient_prog, "cos_val"); p1_distance_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "p1_distance"); + glGetUniformLocation(gradient_prog, "p1_distance"); pt_distance_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "pt_distance"); + glGetUniformLocation(gradient_prog, "pt_distance"); if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) { stop0_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop0"); + glGetUniformLocation(gradient_prog, "stop0"); stop1_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop1"); + glGetUniformLocation(gradient_prog, "stop1"); stop2_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop2"); + glGetUniformLocation(gradient_prog, "stop2"); stop3_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop3"); + glGetUniformLocation(gradient_prog, "stop3"); stop4_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop4"); + glGetUniformLocation(gradient_prog, "stop4"); stop5_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop5"); + glGetUniformLocation(gradient_prog, "stop5"); stop6_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop6"); + glGetUniformLocation(gradient_prog, "stop6"); stop7_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop7"); + glGetUniformLocation(gradient_prog, "stop7"); stop_color0_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop_color0"); + glGetUniformLocation(gradient_prog, "stop_color0"); stop_color1_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop_color1"); + glGetUniformLocation(gradient_prog, "stop_color1"); stop_color2_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop_color2"); + glGetUniformLocation(gradient_prog, "stop_color2"); stop_color3_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop_color3"); + glGetUniformLocation(gradient_prog, "stop_color3"); stop_color4_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop_color4"); + glGetUniformLocation(gradient_prog, "stop_color4"); stop_color5_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop_color5"); + glGetUniformLocation(gradient_prog, "stop_color5"); stop_color6_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop_color6"); + glGetUniformLocation(gradient_prog, "stop_color6"); stop_color7_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop_color7"); + glGetUniformLocation(gradient_prog, "stop_color7"); } else { stops_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stops"); + glGetUniformLocation(gradient_prog, "stops"); stop_colors_uniform_location = - dispatch->glGetUniformLocation(gradient_prog, "stop_colors"); + glGetUniformLocation(gradient_prog, "stop_colors"); } - dispatch->glUseProgram(gradient_prog); + glUseProgram(gradient_prog); - dispatch->glUniform1i(repeat_type_uniform_location, - src_picture->repeatType); + glUniform1i(repeat_type_uniform_location, src_picture->repeatType); /* set the transform matrix. */ if (src_picture->transform) { _glamor_gradient_convert_trans_matrix(src_picture->transform, transform_mat, width, height, 1); - dispatch->glUniformMatrix3fv(transform_mat_uniform_location, - 1, 1, &transform_mat[0][0]); + glUniformMatrix3fv(transform_mat_uniform_location, + 1, 1, &transform_mat[0][0]); } else { - dispatch->glUniformMatrix3fv(transform_mat_uniform_location, - 1, 1, &identity_mat[0][0]); + glUniformMatrix3fv(transform_mat_uniform_location, + 1, 1, &identity_mat[0][0]); } if (!_glamor_gradient_set_pixmap_destination @@ -1547,66 +1435,65 @@ glamor_generate_linear_gradient_picture(ScreenPtr screen, if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) { int j = 0; - dispatch->glUniform4f(stop_color0_uniform_location, - stop_colors[4 * j + 0], stop_colors[4 * j + 1], - stop_colors[4 * j + 2], stop_colors[4 * j + 3]); + glUniform4f(stop_color0_uniform_location, + stop_colors[4 * j + 0], stop_colors[4 * j + 1], + stop_colors[4 * j + 2], stop_colors[4 * j + 3]); j++; - dispatch->glUniform4f(stop_color1_uniform_location, - stop_colors[4 * j + 0], stop_colors[4 * j + 1], - stop_colors[4 * j + 2], stop_colors[4 * j + 3]); + glUniform4f(stop_color1_uniform_location, + stop_colors[4 * j + 0], stop_colors[4 * j + 1], + stop_colors[4 * j + 2], stop_colors[4 * j + 3]); j++; - dispatch->glUniform4f(stop_color2_uniform_location, - stop_colors[4 * j + 0], stop_colors[4 * j + 1], - stop_colors[4 * j + 2], stop_colors[4 * j + 3]); + glUniform4f(stop_color2_uniform_location, + stop_colors[4 * j + 0], stop_colors[4 * j + 1], + stop_colors[4 * j + 2], stop_colors[4 * j + 3]); j++; - dispatch->glUniform4f(stop_color3_uniform_location, - stop_colors[4 * j + 0], stop_colors[4 * j + 1], - stop_colors[4 * j + 2], stop_colors[4 * j + 3]); + glUniform4f(stop_color3_uniform_location, + stop_colors[4 * j + 0], stop_colors[4 * j + 1], + stop_colors[4 * j + 2], stop_colors[4 * j + 3]); j++; - dispatch->glUniform4f(stop_color4_uniform_location, - stop_colors[4 * j + 0], stop_colors[4 * j + 1], - stop_colors[4 * j + 2], stop_colors[4 * j + 3]); + glUniform4f(stop_color4_uniform_location, + stop_colors[4 * j + 0], stop_colors[4 * j + 1], + stop_colors[4 * j + 2], stop_colors[4 * j + 3]); j++; - dispatch->glUniform4f(stop_color5_uniform_location, - stop_colors[4 * j + 0], stop_colors[4 * j + 1], - stop_colors[4 * j + 2], stop_colors[4 * j + 3]); + glUniform4f(stop_color5_uniform_location, + stop_colors[4 * j + 0], stop_colors[4 * j + 1], + stop_colors[4 * j + 2], stop_colors[4 * j + 3]); j++; - dispatch->glUniform4f(stop_color6_uniform_location, - stop_colors[4 * j + 0], stop_colors[4 * j + 1], - stop_colors[4 * j + 2], stop_colors[4 * j + 3]); + glUniform4f(stop_color6_uniform_location, + stop_colors[4 * j + 0], stop_colors[4 * j + 1], + stop_colors[4 * j + 2], stop_colors[4 * j + 3]); j++; - dispatch->glUniform4f(stop_color7_uniform_location, - stop_colors[4 * j + 0], stop_colors[4 * j + 1], - stop_colors[4 * j + 2], stop_colors[4 * j + 3]); + glUniform4f(stop_color7_uniform_location, + stop_colors[4 * j + 0], stop_colors[4 * j + 1], + stop_colors[4 * j + 2], stop_colors[4 * j + 3]); j = 0; - dispatch->glUniform1f(stop0_uniform_location, n_stops[j++]); - dispatch->glUniform1f(stop1_uniform_location, n_stops[j++]); - dispatch->glUniform1f(stop2_uniform_location, n_stops[j++]); - dispatch->glUniform1f(stop3_uniform_location, n_stops[j++]); - dispatch->glUniform1f(stop4_uniform_location, n_stops[j++]); - dispatch->glUniform1f(stop5_uniform_location, n_stops[j++]); - dispatch->glUniform1f(stop6_uniform_location, n_stops[j++]); - dispatch->glUniform1f(stop7_uniform_location, n_stops[j++]); - - dispatch->glUniform1i(n_stop_uniform_location, count); + glUniform1f(stop0_uniform_location, n_stops[j++]); + glUniform1f(stop1_uniform_location, n_stops[j++]); + glUniform1f(stop2_uniform_location, n_stops[j++]); + glUniform1f(stop3_uniform_location, n_stops[j++]); + glUniform1f(stop4_uniform_location, n_stops[j++]); + glUniform1f(stop5_uniform_location, n_stops[j++]); + glUniform1f(stop6_uniform_location, n_stops[j++]); + glUniform1f(stop7_uniform_location, n_stops[j++]); + + glUniform1i(n_stop_uniform_location, count); } else { - dispatch->glUniform4fv(stop_colors_uniform_location, count, - stop_colors); - dispatch->glUniform1fv(stops_uniform_location, count, n_stops); - dispatch->glUniform1i(n_stop_uniform_location, count); + glUniform4fv(stop_colors_uniform_location, count, stop_colors); + glUniform1fv(stops_uniform_location, count, n_stops); + glUniform1i(n_stop_uniform_location, count); } if (src_picture->pSourcePict->linear.p2.y == src_picture->pSourcePict->linear.p1.y) { // The horizontal case. - dispatch->glUniform1i(hor_ver_uniform_location, 1); + glUniform1i(hor_ver_uniform_location, 1); DEBUGF("p1.y: %f, p2.y: %f, enter the horizontal case\n", pt1[1], pt2[1]); p1_distance = pt1[0]; pt_distance = (pt2[0] - p1_distance); - dispatch->glUniform1f(p1_distance_uniform_location, p1_distance); - dispatch->glUniform1f(pt_distance_uniform_location, pt_distance); + glUniform1f(p1_distance_uniform_location, p1_distance); + glUniform1f(pt_distance_uniform_location, pt_distance); } else { /* The slope need to compute here. In shader, the viewport set will change @@ -1616,20 +1503,20 @@ glamor_generate_linear_gradient_picture(ScreenPtr screen, (float) (src_picture->pSourcePict->linear.p2.y - src_picture->pSourcePict->linear.p1.y); slope = slope * yscale / xscale; - dispatch->glUniform1f(pt_slope_uniform_location, slope); - dispatch->glUniform1i(hor_ver_uniform_location, 0); + glUniform1f(pt_slope_uniform_location, slope); + glUniform1i(hor_ver_uniform_location, 0); cos_val = sqrt(1.0 / (slope * slope + 1.0)); - dispatch->glUniform1f(cos_val_uniform_location, cos_val); + glUniform1f(cos_val_uniform_location, cos_val); p1_distance = (pt1[1] - pt1[0] * slope) * cos_val; pt_distance = (pt2[1] - pt2[0] * slope) * cos_val - p1_distance; - dispatch->glUniform1f(p1_distance_uniform_location, p1_distance); - dispatch->glUniform1f(pt_distance_uniform_location, pt_distance); + glUniform1f(p1_distance_uniform_location, p1_distance); + glUniform1f(pt_distance_uniform_location, pt_distance); } /* Now rendering. */ - dispatch->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); /* Do the clear logic. */ if (stops_count > LINEAR_SMALL_STOPS) { @@ -1637,14 +1524,14 @@ glamor_generate_linear_gradient_picture(ScreenPtr screen, free(stop_colors); } - dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0); - dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS); - dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); - dispatch->glUseProgram(0); + glDisableVertexAttribArray(GLAMOR_VERTEX_POS); + glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); + glUseProgram(0); - glamor_put_dispatch(glamor_priv); + glamor_put_context(glamor_priv); return dst_picture; GRADIENT_FAIL: @@ -1659,13 +1546,13 @@ glamor_generate_linear_gradient_picture(ScreenPtr screen, free(stop_colors); } - dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0); - dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS); - dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); - dispatch->glUseProgram(0); - glamor_put_dispatch(glamor_priv); + glDisableVertexAttribArray(GLAMOR_VERTEX_POS); + glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); + glUseProgram(0); + glamor_put_context(glamor_priv); return NULL; } -- cgit v1.2.3