Commit 74be466d authored by Eric Anholt's avatar Eric Anholt

glamor: Avoid GL errors from mapping with size == 0.

GL 4.5 / GLES 3.0 require throwing GL errors at map time, and Mesa
before that might throw errors accidentally if a malloc(0) call was
made to return the mapping.
Signed-off-by: 's avatarEric Anholt <eric@anholt.net>
Reviewed-by: 's avatarRob Clark <robdclark@gmail.com>
parent a6cddb8c
......@@ -251,6 +251,7 @@ typedef struct glamor_screen_private {
/** Next offset within the VBO that glamor_get_vbo_space() will use. */
int vbo_offset;
int vbo_size;
Bool vbo_mapped;
/**
* Pointer to glamor_get_vbo_space()'s current VBO mapping.
*
......
......@@ -96,6 +96,15 @@ glamor_get_vbo_space(ScreenPtr screen, unsigned size, char **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;
......@@ -109,9 +118,9 @@ glamor_get_vbo_space(ScreenPtr screen, unsigned size, char **vbo_offset)
GL_MAP_WRITE_BIT |
GL_MAP_UNSYNCHRONIZED_BIT |
GL_MAP_INVALIDATE_RANGE_BIT);
assert(data != NULL);
*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.
......@@ -145,7 +154,10 @@ glamor_put_vbo_space(ScreenPtr screen)
* reach the end of the buffer.
*/
} else if (glamor_priv->has_map_buffer_range) {
glUnmapBuffer(GL_ARRAY_BUFFER);
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);
......
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