glamor: Convert to using libepoxy.

Libepoxy hides all the GL versus GLES2 dispatch handling for us, with
higher performance.

v2: Squash in the later patch to drop the later of two repeated
    glamor_get_dispatch()es instead (caught by keithp)

Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
This commit is contained in:
Eric Anholt 2013-12-18 12:18:20 -08:00
parent f34dc7fa96
commit 0373b3f4f7
21 changed files with 885 additions and 1427 deletions

View File

@ -2069,7 +2069,7 @@ dnl glamor
AM_CONDITIONAL([GLAMOR], [test "x$GLAMOR" = xyes])
if test "x$GLAMOR" = xyes; then
AC_DEFINE(GLAMOR, 1, [Build glamor])
PKG_CHECK_MODULES([GLAMOR], [egl gl])
PKG_CHECK_MODULES([GLAMOR], [epoxy])
fi
dnl XWin DDX

View File

@ -10,11 +10,9 @@ libglamor_la_SOURCES = \
glamor_copywindow.c \
glamor_core.c \
glamor_debug.h \
glamor_gl_dispatch.h \
glamor_fill.c \
glamor_fillspans.c \
glamor_getspans.c \
glamor_glext.h \
glamor_glyphs.c \
glamor_polyfillrect.c \
glamor_polylines.c \
@ -35,7 +33,6 @@ libglamor_la_SOURCES = \
glamor_largepixmap.c\
glamor_picture.c\
glamor_window.c\
glamor_gl_dispatch.c\
glamor_fbo.c\
glamor_compositerects.c\
glamor_xv.c\

View File

@ -218,11 +218,10 @@ void
glamor_block_handler(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch;
dispatch = glamor_get_dispatch(glamor_priv);
glamor_get_dispatch(glamor_priv);
glamor_priv->tick++;
dispatch->glFlush();
glFlush();
glamor_fbo_expire(glamor_priv);
glamor_put_dispatch(glamor_priv);
if (glamor_priv->state == RENDER_STATE
@ -236,9 +235,9 @@ static void
_glamor_block_handler(void *data, OSTimePtr timeout, void *last_select_mask)
{
glamor_screen_private *glamor_priv = data;
glamor_gl_dispatch *dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glFlush();
glamor_get_dispatch(glamor_priv);
glFlush();
glamor_put_dispatch(glamor_priv);
}
@ -316,8 +315,6 @@ glamor_init(ScreenPtr screen, unsigned int flags)
}
#endif
glamor_gl_dispatch_init(screen, &glamor_priv->_dispatch, gl_version);
#ifdef GLAMOR_GLES2
if (!glamor_gl_has_extension("GL_EXT_texture_format_BGRA8888")) {
ErrorF("GL_EXT_texture_format_BGRA8888 required\n");
@ -329,8 +326,7 @@ glamor_init(ScreenPtr screen, unsigned int flags)
glamor_gl_has_extension("GL_MESA_pack_invert");
glamor_priv->has_fbo_blit =
glamor_gl_has_extension("GL_EXT_framebuffer_blit");
glamor_priv->_dispatch.glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE,
&glamor_priv->max_fbo_size);
glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &glamor_priv->max_fbo_size);
#ifdef MAX_FBO_SIZE
glamor_priv->max_fbo_size = MAX_FBO_SIZE;
#endif

View File

@ -42,7 +42,6 @@ glamor_copy_n_to_n_fbo_blit(DrawablePtr src,
PixmapPtr src_pixmap = glamor_get_drawable_pixmap(src);
glamor_pixmap_private *src_pixmap_priv, *dst_pixmap_priv;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch;
int dst_x_off, dst_y_off, src_x_off, src_y_off, i;
int fbo_x_off, fbo_y_off;
int src_fbo_x_off, src_fbo_y_off;
@ -72,9 +71,8 @@ glamor_copy_n_to_n_fbo_blit(DrawablePtr src,
pixmap_priv_get_fbo_off(dst_pixmap_priv, &fbo_x_off, &fbo_y_off);
pixmap_priv_get_fbo_off(src_pixmap_priv, &src_fbo_x_off, &src_fbo_y_off);
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glBindFramebuffer(GL_READ_FRAMEBUFFER_EXT,
src_pixmap_priv->base.fbo->fb);
glamor_get_dispatch(glamor_priv);
glBindFramebuffer(GL_READ_FRAMEBUFFER_EXT, src_pixmap_priv->base.fbo->fb);
glamor_get_drawable_deltas(dst, dst_pixmap, &dst_x_off, &dst_y_off);
glamor_get_drawable_deltas(src, src_pixmap, &src_x_off, &src_y_off);
dst_x_off += fbo_x_off;
@ -84,23 +82,15 @@ glamor_copy_n_to_n_fbo_blit(DrawablePtr src,
for (i = 0; i < nbox; i++) {
if (glamor_priv->yInverted) {
dispatch->glBlitFramebuffer((box[i].x1 + dx +
src_x_off),
(box[i].y1 +
src_y_off),
(box[i].x2 + dx +
src_x_off),
(box[i].y2 +
src_y_off),
(box[i].x1 +
dst_x_off),
(box[i].y1 +
dst_y_off),
(box[i].x2 +
dst_x_off),
(box[i].y2 +
dst_y_off),
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(box[i].x1 + dx + src_x_off,
box[i].y1 + src_y_off,
box[i].x2 + dx + src_x_off,
box[i].y2 + src_y_off,
box[i].x1 + dst_x_off,
box[i].y1 + dst_y_off,
box[i].x2 + dst_x_off,
box[i].y2 + dst_y_off,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else {
int flip_dst_y1 =
@ -112,19 +102,15 @@ glamor_copy_n_to_n_fbo_blit(DrawablePtr src,
int flip_src_y2 =
src_pixmap->drawable.height - (box[i].y1 + src_y_off);
dispatch->glBlitFramebuffer(box[i].x1 + dx +
src_x_off,
flip_src_y1,
box[i].x2 + dx +
src_x_off,
flip_src_y2,
box[i].x1 +
dst_x_off,
flip_dst_y1,
box[i].x2 +
dst_x_off,
flip_dst_y2,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(box[i].x1 + dx + src_x_off,
flip_src_y1,
box[i].x2 + dx + src_x_off,
flip_src_y2,
box[i].x1 + dst_x_off,
flip_dst_y1,
box[i].x2 + dst_x_off,
flip_dst_y2,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
}
glamor_put_dispatch(glamor_priv);
@ -140,7 +126,6 @@ glamor_copy_n_to_n_textured(DrawablePtr src,
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(dst->pScreen);
glamor_gl_dispatch *dispatch;
PixmapPtr src_pixmap = glamor_get_drawable_pixmap(src);
PixmapPtr dst_pixmap = glamor_get_drawable_pixmap(dst);
int i;
@ -172,37 +157,33 @@ glamor_copy_n_to_n_textured(DrawablePtr src,
glamor_get_drawable_deltas(dst, dst_pixmap, &dst_x_off, &dst_y_off);
dispatch = glamor_get_dispatch(glamor_priv);
glamor_get_dispatch(glamor_priv);
glamor_set_destination_pixmap_priv_nc(dst_pixmap_priv);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), vertices);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), vertices);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glamor_get_drawable_deltas(src, src_pixmap, &src_x_off, &src_y_off);
dx += src_x_off;
dy += src_y_off;
dispatch->glActiveTexture(GL_TEXTURE0);
dispatch->glBindTexture(GL_TEXTURE_2D, src_pixmap_priv->base.fbo->tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, src_pixmap_priv->base.fbo->tex);
#ifndef GLAMOR_GLES2
dispatch->glEnable(GL_TEXTURE_2D);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
#endif
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
GL_FLOAT, GL_FALSE,
2 * sizeof(float), texcoords);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glUseProgram(glamor_priv->finish_access_prog[0]);
dispatch->glUniform1i(glamor_priv->finish_access_revert[0], REVERT_NONE);
dispatch->glUniform1i(glamor_priv->finish_access_swap_rb[0],
SWAP_NONE_UPLOADING);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, GL_FALSE,
2 * sizeof(float), texcoords);
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glUseProgram(glamor_priv->finish_access_prog[0]);
glUniform1i(glamor_priv->finish_access_revert[0], REVERT_NONE);
glUniform1i(glamor_priv->finish_access_swap_rb[0], SWAP_NONE_UPLOADING);
for (i = 0; i < nbox; i++) {
@ -222,15 +203,15 @@ glamor_copy_n_to_n_textured(DrawablePtr src,
box[i].x2 + dx,
box[i].y2 + dy,
glamor_priv->yInverted, texcoords);
dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
#ifndef GLAMOR_GLES2
dispatch->glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_2D);
#endif
dispatch->glUseProgram(0);
glUseProgram(0);
/* The source texture is bound to a fbo, we have to flush it here. */
glamor_put_dispatch(glamor_priv);
glamor_priv->state = RENDER_STATE;
@ -367,7 +348,6 @@ _glamor_copy_n_to_n(DrawablePtr src,
PixmapPtr dst_pixmap, src_pixmap;
glamor_pixmap_private *dst_pixmap_priv, *src_pixmap_priv;
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
BoxPtr extent;
RegionRec region;
int src_x_off, src_y_off, dst_x_off, dst_y_off;
@ -394,8 +374,8 @@ _glamor_copy_n_to_n(DrawablePtr src,
if (gc) {
if (!glamor_set_planemask(dst_pixmap, gc->planemask))
goto fall_back;
dispatch = glamor_get_dispatch(glamor_priv);
if (!glamor_set_alu(dispatch, gc->alu)) {
glamor_get_dispatch(glamor_priv);
if (!glamor_set_alu(gc->alu)) {
glamor_put_dispatch(glamor_priv);
goto fail;
}
@ -572,8 +552,8 @@ _glamor_copy_n_to_n(DrawablePtr src,
}
fail:
dispatch = glamor_get_dispatch(glamor_priv);
glamor_set_alu(dispatch, GXcopy);
glamor_get_dispatch(glamor_priv);
glamor_set_alu(GXcopy);
glamor_put_dispatch(glamor_priv);
if (ok)

View File

@ -51,24 +51,23 @@ glamor_get_drawable_location(const DrawablePtr drawable)
}
GLint
glamor_compile_glsl_prog(glamor_gl_dispatch * dispatch, GLenum type,
const char *source)
glamor_compile_glsl_prog(GLenum type, const char *source)
{
GLint ok;
GLint prog;
prog = dispatch->glCreateShader(type);
dispatch->glShaderSource(prog, 1, (const GLchar **) &source, NULL);
dispatch->glCompileShader(prog);
dispatch->glGetShaderiv(prog, GL_COMPILE_STATUS, &ok);
prog = glCreateShader(type);
glShaderSource(prog, 1, (const GLchar **) &source, NULL);
glCompileShader(prog);
glGetShaderiv(prog, GL_COMPILE_STATUS, &ok);
if (!ok) {
GLchar *info;
GLint size;
dispatch->glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size);
glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size);
info = malloc(size);
if (info) {
dispatch->glGetShaderInfoLog(prog, size, NULL, info);
glGetShaderInfoLog(prog, size, NULL, info);
ErrorF("Failed to compile %s: %s\n",
type == GL_FRAGMENT_SHADER ? "FS" : "VS", info);
ErrorF("Program source:\n%s", source);
@ -83,20 +82,20 @@ glamor_compile_glsl_prog(glamor_gl_dispatch * dispatch, GLenum type,
}
void
glamor_link_glsl_prog(glamor_gl_dispatch * dispatch, GLint prog)
glamor_link_glsl_prog(GLint prog)
{
GLint ok;
dispatch->glLinkProgram(prog);
dispatch->glGetProgramiv(prog, GL_LINK_STATUS, &ok);
glLinkProgram(prog);
glGetProgramiv(prog, GL_LINK_STATUS, &ok);
if (!ok) {
GLchar *info;
GLint size;
dispatch->glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &size);
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &size);
info = malloc(size);
dispatch->glGetProgramInfoLog(prog, size, NULL, info);
glGetProgramInfoLog(prog, size, NULL, info);
ErrorF("Failed to link: %s\n", info);
FatalError("GLSL link failure\n");
}
@ -143,7 +142,6 @@ void
glamor_init_finish_access_shaders(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
const char *vs_source =
"attribute vec4 v_position;\n"
"attribute vec4 v_texcoord0;\n"
@ -217,72 +215,65 @@ glamor_init_finish_access_shaders(ScreenPtr screen)
char *source;
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
glamor_priv->finish_access_prog[0] = dispatch->glCreateProgram();
glamor_priv->finish_access_prog[1] = dispatch->glCreateProgram();
glamor_get_dispatch(glamor_priv);
glamor_priv->finish_access_prog[0] = glCreateProgram();
glamor_priv->finish_access_prog[1] = glCreateProgram();
vs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, vs_source);
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, vs_source);
XNFasprintf(&source, "%s%s", common_source, fs_source);
fs_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER, source);
fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, source);
free(source);
dispatch->glAttachShader(glamor_priv->finish_access_prog[0], vs_prog);
dispatch->glAttachShader(glamor_priv->finish_access_prog[0], fs_prog);
glAttachShader(glamor_priv->finish_access_prog[0], vs_prog);
glAttachShader(glamor_priv->finish_access_prog[0], fs_prog);
avs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, vs_source);
avs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, vs_source);
XNFasprintf(&source, "%s%s", common_source, set_alpha_source);
set_alpha_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
set_alpha_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER,
source);
free(source);
dispatch->glAttachShader(glamor_priv->finish_access_prog[1], avs_prog);
dispatch->glAttachShader(glamor_priv->finish_access_prog[1],
set_alpha_prog);
glAttachShader(glamor_priv->finish_access_prog[1], avs_prog);
glAttachShader(glamor_priv->finish_access_prog[1], set_alpha_prog);
dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[0],
GLAMOR_VERTEX_POS, "v_position");
dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[0],
GLAMOR_VERTEX_SOURCE, "v_texcoord0");
glamor_link_glsl_prog(dispatch, glamor_priv->finish_access_prog[0]);
glBindAttribLocation(glamor_priv->finish_access_prog[0],
GLAMOR_VERTEX_POS, "v_position");
glBindAttribLocation(glamor_priv->finish_access_prog[0],
GLAMOR_VERTEX_SOURCE, "v_texcoord0");
glamor_link_glsl_prog(glamor_priv->finish_access_prog[0]);
dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[1],
GLAMOR_VERTEX_POS, "v_position");
dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[1],
GLAMOR_VERTEX_SOURCE, "v_texcoord0");
glamor_link_glsl_prog(dispatch, glamor_priv->finish_access_prog[1]);
glBindAttribLocation(glamor_priv->finish_access_prog[1],
GLAMOR_VERTEX_POS, "v_position");
glBindAttribLocation(glamor_priv->finish_access_prog[1],
GLAMOR_VERTEX_SOURCE, "v_texcoord0");
glamor_link_glsl_prog(glamor_priv->finish_access_prog[1]);
glamor_priv->finish_access_revert[0] =
dispatch->glGetUniformLocation(glamor_priv->finish_access_prog[0],
"revert");
glGetUniformLocation(glamor_priv->finish_access_prog[0], "revert");
glamor_priv->finish_access_swap_rb[0] =
dispatch->glGetUniformLocation(glamor_priv->finish_access_prog[0],
"swap_rb");
glGetUniformLocation(glamor_priv->finish_access_prog[0], "swap_rb");
sampler_uniform_location =
dispatch->glGetUniformLocation(glamor_priv->finish_access_prog[0],
"sampler");
dispatch->glUseProgram(glamor_priv->finish_access_prog[0]);
dispatch->glUniform1i(sampler_uniform_location, 0);
dispatch->glUniform1i(glamor_priv->finish_access_revert[0], 0);
dispatch->glUniform1i(glamor_priv->finish_access_swap_rb[0], 0);
dispatch->glUseProgram(0);
glGetUniformLocation(glamor_priv->finish_access_prog[0], "sampler");
glUseProgram(glamor_priv->finish_access_prog[0]);
glUniform1i(sampler_uniform_location, 0);
glUniform1i(glamor_priv->finish_access_revert[0], 0);
glUniform1i(glamor_priv->finish_access_swap_rb[0], 0);
glUseProgram(0);
glamor_priv->finish_access_revert[1] =
dispatch->glGetUniformLocation(glamor_priv->finish_access_prog[1],
"revert");
glGetUniformLocation(glamor_priv->finish_access_prog[1], "revert");
glamor_priv->finish_access_swap_rb[1] =
dispatch->glGetUniformLocation(glamor_priv->finish_access_prog[1],
"swap_rb");
glGetUniformLocation(glamor_priv->finish_access_prog[1], "swap_rb");
sampler_uniform_location =
dispatch->glGetUniformLocation(glamor_priv->finish_access_prog[1],
"sampler");
dispatch->glUseProgram(glamor_priv->finish_access_prog[1]);
dispatch->glUniform1i(glamor_priv->finish_access_revert[1], 0);
dispatch->glUniform1i(sampler_uniform_location, 0);
dispatch->glUniform1i(glamor_priv->finish_access_swap_rb[1], 0);
dispatch->glUseProgram(0);
glGetUniformLocation(glamor_priv->finish_access_prog[1], "sampler");
glUseProgram(glamor_priv->finish_access_prog[1]);
glUniform1i(glamor_priv->finish_access_revert[1], 0);
glUniform1i(sampler_uniform_location, 0);
glUniform1i(glamor_priv->finish_access_swap_rb[1], 0);
glUseProgram(0);
glamor_put_dispatch(glamor_priv);
}
@ -290,12 +281,11 @@ void
glamor_fini_finish_access_shaders(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glDeleteProgram(glamor_priv->finish_access_prog[0]);
dispatch->glDeleteProgram(glamor_priv->finish_access_prog[1]);
glamor_get_dispatch(glamor_priv);
glDeleteProgram(glamor_priv->finish_access_prog[0]);
glDeleteProgram(glamor_priv->finish_access_prog[1]);
glamor_put_dispatch(glamor_priv);
}
@ -315,14 +305,12 @@ glamor_finish_access(DrawablePtr drawable, glamor_access_t access_mode)
}
if (pixmap_priv->base.fbo->pbo != 0 && pixmap_priv->base.fbo->pbo_valid) {
glamor_gl_dispatch *dispatch;
assert(glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP);
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
dispatch->glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
dispatch->glDeleteBuffers(1, &pixmap_priv->base.fbo->pbo);
glamor_get_dispatch(glamor_priv);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glDeleteBuffers(1, &pixmap_priv->base.fbo->pbo);
glamor_put_dispatch(glamor_priv);
pixmap_priv->base.fbo->pbo_valid = FALSE;

View File

@ -37,8 +37,6 @@
#include <errno.h>
#include <xf86.h>
#include <xf86drm.h>
#define GL_GLEXT_PROTOTYPES
#define EGL_EGLEXT_PROTOTYPES
#define EGL_DISPLAY_NO_X_MESA
#ifdef GLAMOR_HAS_GBM
@ -46,19 +44,11 @@
#include <drm_fourcc.h>
#endif
#if GLAMOR_GLES2
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#else
#include <GL/gl.h>
#endif
#define MESA_EGL_NO_X11_HEADERS
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <epoxy/gl.h>
#include <epoxy/egl.h>
#include "glamor.h"
#include "glamor_gl_dispatch.h"
static const char glamor_name[] = "glamor";
@ -91,10 +81,6 @@ struct glamor_egl_screen_private {
int gl_context_depth;
int dri3_capable;
PFNEGLCREATEIMAGEKHRPROC egl_create_image_khr;
PFNEGLDESTROYIMAGEKHRPROC egl_destroy_image_khr;
PFNGLEGLIMAGETARGETTEXTURE2DOESPROC egl_image_target_texture2d_oes;
struct glamor_gl_dispatch *dispatch;
CloseScreenProcPtr saved_close_screen;
xf86FreeScreenProc *saved_free_screen;
};
@ -164,11 +150,11 @@ _glamor_egl_create_image(struct glamor_egl_screen_private *glamor_egl,
attribs[5] = stride;
if (depth != 32 && depth != 24)
return EGL_NO_IMAGE_KHR;
image = glamor_egl->egl_create_image_khr(glamor_egl->display,
glamor_egl->context,
EGL_DRM_BUFFER_MESA,
(void *) (uintptr_t) name,
attribs);
image = eglCreateImageKHR(glamor_egl->display,
glamor_egl->context,
EGL_DRM_BUFFER_MESA,
(void *) (uintptr_t) name,
attribs);
if (image == EGL_NO_IMAGE_KHR)
return EGL_NO_IMAGE_KHR;
@ -192,15 +178,13 @@ glamor_create_texture_from_image(struct glamor_egl_screen_private
*glamor_egl,
EGLImageKHR image, GLuint * texture)
{
glamor_egl->dispatch->glGenTextures(1, texture);
glamor_egl->dispatch->glBindTexture(GL_TEXTURE_2D, *texture);
glamor_egl->dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glamor_egl->dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
(glamor_egl->egl_image_target_texture2d_oes) (GL_TEXTURE_2D, image);
glamor_egl->dispatch->glBindTexture(GL_TEXTURE_2D, 0);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image);
glBindTexture(GL_TEXTURE_2D, 0);
return TRUE;
}
@ -228,15 +212,15 @@ glamor_egl_create_argb8888_based_texture(ScreenPtr screen, int w, int h)
* compile with dri3 support enabled */
native_pixmap = bo;
image = glamor_egl->egl_create_image_khr(glamor_egl->display,
EGL_NO_CONTEXT,
EGL_NATIVE_PIXMAP_KHR,
native_pixmap, NULL);
image = eglCreateImageKHR(glamor_egl->display,
EGL_NO_CONTEXT,
EGL_NATIVE_PIXMAP_KHR,
native_pixmap, NULL);
gbm_bo_destroy(bo);
if (image == EGL_NO_IMAGE_KHR)
return 0;
glamor_create_texture_from_image(glamor_egl, image, &texture);
glamor_egl->egl_destroy_image_khr(glamor_egl->display, image);
eglDestroyImageKHR(glamor_egl->display, image);
return texture;
#else
@ -356,9 +340,9 @@ glamor_egl_create_textured_pixmap_from_gbm_bo(PixmapPtr pixmap, void *bo)
glamor_egl_make_current(screen);
image = glamor_egl->egl_create_image_khr(glamor_egl->display,
glamor_egl->context,
EGL_NATIVE_PIXMAP_KHR, bo, NULL);
image = eglCreateImageKHR(glamor_egl->display,
glamor_egl->context,
EGL_NATIVE_PIXMAP_KHR, bo, NULL);
if (image == EGL_NO_IMAGE_KHR) {
glamor_set_pixmap_type(pixmap, GLAMOR_DRM_ONLY);
goto done;
@ -430,11 +414,11 @@ glamor_egl_dri3_fd_name_from_tex(ScreenPtr screen,
glamor_egl_pixmap_private_key);
if (image == EGL_NO_IMAGE_KHR || image == NULL) {
image = glamor_egl->egl_create_image_khr(glamor_egl->display,
glamor_egl->context,
EGL_GL_TEXTURE_2D_KHR,
(EGLClientBuffer) (uintptr_t)
tex, attribs);
image = eglCreateImageKHR(glamor_egl->display,
glamor_egl->context,
EGL_GL_TEXTURE_2D_KHR,
(EGLClientBuffer) (uintptr_t)
tex, attribs);
if (image == EGL_NO_IMAGE_KHR)
goto failure;
@ -506,10 +490,10 @@ glamor_egl_dri3_pixmap_from_fd(ScreenPtr screen,
attribs[3] = height;
attribs[7] = fd;
attribs[11] = stride;
image = glamor_egl->egl_create_image_khr(glamor_egl->display,
EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT,
NULL, attribs);
image = eglCreateImageKHR(glamor_egl->display,
EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT,
NULL, attribs);
if (image == EGL_NO_IMAGE_KHR)
return NULL;
@ -518,7 +502,7 @@ glamor_egl_dri3_pixmap_from_fd(ScreenPtr screen,
* usage of the image. Use gbm_bo to bypass the limitations. */
bo = gbm_bo_import(glamor_egl->gbm, GBM_BO_IMPORT_EGL_IMAGE, image, 0);
glamor_egl->egl_destroy_image_khr(glamor_egl->display, image);
eglDestroyImageKHR(glamor_egl->display, image);
if (!bo)
return NULL;
@ -555,7 +539,7 @@ _glamor_egl_destroy_pixmap_image(PixmapPtr pixmap)
* a texture. we must call glFlush to make sure the
* operation on that texture has been done.*/
glamor_block_handler(pixmap->drawable.pScreen);
glamor_egl->egl_destroy_image_khr(glamor_egl->display, image);
eglDestroyImageKHR(glamor_egl->display, image);
dixSetPrivate(&pixmap->devPrivates, glamor_egl_pixmap_private_key,
NULL);
}
@ -605,8 +589,7 @@ glamor_egl_close_screen(ScreenPtr screen)
glamor_egl = glamor_egl_get_screen_private(scrn);
screen_pixmap = screen->GetScreenPixmap(screen);
glamor_egl->egl_destroy_image_khr(glamor_egl->display,
glamor_egl->front_image);
eglDestroyImageKHR(glamor_egl->display,glamor_egl->front_image);
dixSetPrivate(&screen_pixmap->devPrivates, glamor_egl_pixmap_private_key,
NULL);
glamor_egl->front_image = NULL;
@ -614,7 +597,7 @@ glamor_egl_close_screen(ScreenPtr screen)
back_image = dixLookupPrivate(&(*glamor_egl->back_pixmap)->devPrivates,
glamor_egl_pixmap_private_key);
if (back_image != NULL && back_image != EGL_NO_IMAGE_KHR) {
glamor_egl->egl_destroy_image_khr(glamor_egl->display, back_image);
eglDestroyImageKHR(glamor_egl->display, back_image);
dixSetPrivate(&(*glamor_egl->back_pixmap)->devPrivates,
glamor_egl_pixmap_private_key, NULL);
}
@ -751,21 +734,6 @@ glamor_egl_init(ScrnInfoPtr scrn, int fd)
glamor_egl_has_extension(glamor_egl, "EGL_EXT_image_dma_buf_import"))
glamor_egl->dri3_capable = TRUE;
#endif
glamor_egl->egl_create_image_khr = (PFNEGLCREATEIMAGEKHRPROC)
eglGetProcAddress("eglCreateImageKHR");
glamor_egl->egl_destroy_image_khr = (PFNEGLDESTROYIMAGEKHRPROC)
eglGetProcAddress("eglDestroyImageKHR");
glamor_egl->egl_image_target_texture2d_oes =
(PFNGLEGLIMAGETARGETTEXTURE2DOESPROC)
eglGetProcAddress("glEGLImageTargetTexture2DOES");
if (!glamor_egl->egl_create_image_khr
|| !glamor_egl->egl_image_target_texture2d_oes) {
xf86DrvMsg(scrn->scrnIndex, X_ERROR, "eglGetProcAddress() failed\n");
return FALSE;
}
glamor_egl->context = eglCreateContext(glamor_egl->display,
NULL, EGL_NO_CONTEXT,
@ -809,17 +777,3 @@ glamor_egl_init_textured_pixmap(ScreenPtr screen)
glamor_enable_dri3(screen);
return TRUE;
}
Bool
glamor_gl_dispatch_init(ScreenPtr screen,
struct glamor_gl_dispatch *dispatch, int gl_version)
{
ScrnInfoPtr scrn = xf86ScreenToScrn(screen);
struct glamor_egl_screen_private *glamor_egl =
glamor_egl_get_screen_private(scrn);
if (!glamor_gl_dispatch_init_impl
(dispatch, gl_version, (get_proc_address_t) eglGetProcAddress))
return FALSE;
glamor_egl->dispatch = dispatch;
return TRUE;
}

View File

@ -129,14 +129,14 @@ glamor_pixmap_fbo_cache_get(glamor_screen_private *glamor_priv,
void
glamor_purge_fbo(glamor_pixmap_fbo *fbo)
{
glamor_gl_dispatch *dispatch = glamor_get_dispatch(fbo->glamor_priv);
glamor_get_dispatch(fbo->glamor_priv);
if (fbo->fb)
dispatch->glDeleteFramebuffers(1, &fbo->fb);
glDeleteFramebuffers(1, &fbo->fb);
if (fbo->tex)
dispatch->glDeleteTextures(1, &fbo->tex);
glDeleteTextures(1, &fbo->tex);
if (fbo->pbo)
dispatch->glDeleteBuffers(1, &fbo->pbo);
glDeleteBuffers(1, &fbo->pbo);
glamor_put_dispatch(fbo->glamor_priv);
free(fbo);
@ -178,19 +178,17 @@ glamor_pixmap_fbo_cache_put(glamor_pixmap_fbo *fbo)
static void
glamor_pixmap_ensure_fb(glamor_pixmap_fbo *fbo)
{
glamor_gl_dispatch *dispatch;
int status;
dispatch = glamor_get_dispatch(fbo->glamor_priv);
glamor_get_dispatch(fbo->glamor_priv);
if (fbo->fb == 0)
dispatch->glGenFramebuffers(1, &fbo->fb);
glGenFramebuffers(1, &fbo->fb);
assert(fbo->tex != 0);
dispatch->glBindFramebuffer(GL_FRAMEBUFFER, fbo->fb);
dispatch->glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, fbo->tex, 0);
status = dispatch->glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, fbo->fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, fbo->tex, 0);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
const char *str;
@ -243,10 +241,8 @@ glamor_create_fbo_from_tex(glamor_screen_private *glamor_priv,
fbo->glamor_priv = glamor_priv;
if (flag == GLAMOR_CREATE_PIXMAP_MAP) {
glamor_gl_dispatch *dispatch;
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glGenBuffers(1, &fbo->pbo);
glamor_get_dispatch(glamor_priv);
glGenBuffers(1, &fbo->pbo);
glamor_put_dispatch(glamor_priv);
goto done;
}
@ -334,7 +330,6 @@ static int
_glamor_create_tex(glamor_screen_private *glamor_priv,
int w, int h, GLenum format)
{
glamor_gl_dispatch *dispatch;
unsigned int tex = 0;
/* With dri3, we want to allocate ARGB8888 pixmaps only.
@ -346,15 +341,13 @@ _glamor_create_tex(glamor_screen_private *glamor_priv,
w, h);
}
if (!tex) {
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glGenTextures(1, &tex);
dispatch->glBindTexture(GL_TEXTURE_2D, tex);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
dispatch->glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0,
format, GL_UNSIGNED_BYTE, NULL);
glamor_get_dispatch(glamor_priv);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0,
format, GL_UNSIGNED_BYTE, NULL);
glamor_put_dispatch(glamor_priv);
}
return tex;

View File

@ -137,7 +137,6 @@ void
glamor_init_solid_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
const char *solid_vs =
"attribute vec4 v_position;"
"void main()\n"
@ -154,19 +153,19 @@ glamor_init_solid_shader(ScreenPtr screen)
GLint fs_prog, vs_prog;
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
glamor_priv->solid_prog = dispatch->glCreateProgram();
vs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, solid_vs);
fs_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER, solid_fs);
dispatch->glAttachShader(glamor_priv->solid_prog, vs_prog);
dispatch->glAttachShader(glamor_priv->solid_prog, fs_prog);
glamor_get_dispatch(glamor_priv);
glamor_priv->solid_prog = glCreateProgram();
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, solid_vs);
fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, solid_fs);
glAttachShader(glamor_priv->solid_prog, vs_prog);
glAttachShader(glamor_priv->solid_prog, fs_prog);
dispatch->glBindAttribLocation(glamor_priv->solid_prog,
GLAMOR_VERTEX_POS, "v_position");
glamor_link_glsl_prog(dispatch, glamor_priv->solid_prog);
glBindAttribLocation(glamor_priv->solid_prog,
GLAMOR_VERTEX_POS, "v_position");
glamor_link_glsl_prog(glamor_priv->solid_prog);
glamor_priv->solid_color_uniform_location =
dispatch->glGetUniformLocation(glamor_priv->solid_prog, "color");
glGetUniformLocation(glamor_priv->solid_prog, "color");
glamor_put_dispatch(glamor_priv);
}
@ -174,11 +173,10 @@ void
glamor_fini_solid_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glDeleteProgram(glamor_priv->solid_prog);
glamor_get_dispatch(glamor_priv);
glDeleteProgram(glamor_priv->solid_prog);
glamor_put_dispatch(glamor_priv);
}
@ -188,7 +186,6 @@ _glamor_solid_boxes(PixmapPtr pixmap, BoxPtr box, int nbox, float *color)
ScreenPtr screen = pixmap->drawable.pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
glamor_gl_dispatch *dispatch;
GLfloat xscale, yscale;
float vertices[32];
float *pvertices = vertices;
@ -196,10 +193,10 @@ _glamor_solid_boxes(PixmapPtr pixmap, BoxPtr box, int nbox, float *color)
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glUseProgram(glamor_priv->solid_prog);
glamor_get_dispatch(glamor_priv);
glUseProgram(glamor_priv->solid_prog);
dispatch->glUniform4fv(glamor_priv->solid_color_uniform_location, 1, color);
glUniform4fv(glamor_priv->solid_color_uniform_location, 1, color);
pixmap_priv_get_dest_scale(pixmap_priv, &xscale, &yscale);
@ -221,11 +218,11 @@ _glamor_solid_boxes(PixmapPtr pixmap, BoxPtr box, int nbox, float *color)
}
if (_X_UNLIKELY(nbox > 1))
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), pvertices);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), pvertices);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
while (nbox) {
int box_cnt, i;
@ -242,16 +239,13 @@ _glamor_solid_boxes(PixmapPtr pixmap, BoxPtr box, int nbox, float *color)
valid_vertices += 4 * 2;
}
if (box_cnt == 1)
dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, box_cnt * 4);
glDrawArrays(GL_TRIANGLE_FAN, 0, box_cnt * 4);
else
#ifndef GLAMOR_GLES2
dispatch->glDrawRangeElements(GL_TRIANGLES,
0,
box_cnt * 4,
box_cnt * 6, GL_UNSIGNED_SHORT, NULL);
glDrawRangeElements(GL_TRIANGLES, 0, box_cnt * 4, box_cnt * 6,
GL_UNSIGNED_SHORT, NULL);
#else
dispatch->glDrawElements(GL_TRIANGLES,
box_cnt * 6, GL_UNSIGNED_SHORT, NULL);
glDrawElements(GL_TRIANGLES, box_cnt * 6, GL_UNSIGNED_SHORT, NULL);
#endif
nbox -= box_cnt;
box += box_cnt;
@ -260,8 +254,8 @@ _glamor_solid_boxes(PixmapPtr pixmap, BoxPtr box, int nbox, float *color)
if (pvertices != vertices)
free(pvertices);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glUseProgram(0);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glUseProgram(0);
glamor_put_dispatch(glamor_priv);
glamor_priv->state = RENDER_STATE;
glamor_priv->render_idle_cnt = 0;
@ -321,7 +315,6 @@ glamor_solid(PixmapPtr pixmap, int x, int y, int width, int height,
ScreenPtr screen = pixmap->drawable.pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_pixmap_private *pixmap_priv;
glamor_gl_dispatch *dispatch;
BoxRec box;
pixmap_priv = glamor_get_pixmap_private(pixmap);
@ -334,8 +327,8 @@ glamor_solid(PixmapPtr pixmap, int x, int y, int width, int height,
return FALSE;
}
dispatch = glamor_get_dispatch(glamor_priv);
if (!glamor_set_alu(dispatch, alu)) {
glamor_get_dispatch(glamor_priv);
if (!glamor_set_alu(alu)) {
if (alu == GXclear)
fg_pixel = 0;
else {
@ -350,7 +343,7 @@ glamor_solid(PixmapPtr pixmap, int x, int y, int width, int height,
box.y2 = y + height;
glamor_solid_boxes(pixmap, &box, 1, fg_pixel);
glamor_set_alu(dispatch, GXcopy);
glamor_set_alu(GXcopy);
glamor_put_dispatch(glamor_priv);
return TRUE;

View File

@ -1,118 +0,0 @@
/*
* Copyright © 2009 Intel Corporation
* Copyright © 1998 Keith Packard
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* Authors:
* Zhigang Gong <zhigang.gong@gmail.com>
*
*/
#include "glamor_priv.h"
#include <dlfcn.h>
#define INIT_FUNC(dst,func_name,get) \
dst->func_name = get(#func_name); \
if (dst->func_name == NULL) { \
dst->func_name = (void *)dlsym(NULL, #func_name); \
if (dst->func_name == NULL) { \
ErrorF("Failed to get function %s\n", #func_name);\
goto fail; \
} \
} \
_X_EXPORT Bool
glamor_gl_dispatch_init_impl(struct glamor_gl_dispatch *dispatch,
int gl_version,
void *(*get_proc_address) (const char *))
{
#ifndef GLAMOR_GLES2
INIT_FUNC(dispatch, glMatrixMode, get_proc_address);
INIT_FUNC(dispatch, glLoadIdentity, get_proc_address);
INIT_FUNC(dispatch, glRasterPos2i, get_proc_address);
INIT_FUNC(dispatch, glDrawPixels, get_proc_address);
INIT_FUNC(dispatch, glLogicOp, get_proc_address);
INIT_FUNC(dispatch, glMapBuffer, get_proc_address);
INIT_FUNC(dispatch, glMapBufferRange, get_proc_address);
INIT_FUNC(dispatch, glUnmapBuffer, get_proc_address);
INIT_FUNC(dispatch, glBlitFramebuffer, get_proc_address);
INIT_FUNC(dispatch, glDrawRangeElements, get_proc_address);
#endif
INIT_FUNC(dispatch, glViewport, get_proc_address);
INIT_FUNC(dispatch, glDrawArrays, get_proc_address);
INIT_FUNC(dispatch, glDrawElements, get_proc_address);
INIT_FUNC(dispatch, glReadPixels, get_proc_address);
INIT_FUNC(dispatch, glPixelStorei, get_proc_address);
INIT_FUNC(dispatch, glTexParameteri, get_proc_address);
INIT_FUNC(dispatch, glTexImage2D, get_proc_address);
INIT_FUNC(dispatch, glGenTextures, get_proc_address);
INIT_FUNC(dispatch, glDeleteTextures, get_proc_address);
INIT_FUNC(dispatch, glBindTexture, get_proc_address);
INIT_FUNC(dispatch, glTexSubImage2D, get_proc_address);
INIT_FUNC(dispatch, glFlush, get_proc_address);
INIT_FUNC(dispatch, glFinish, get_proc_address);
INIT_FUNC(dispatch, glGetIntegerv, get_proc_address);
INIT_FUNC(dispatch, glGetString, get_proc_address);
INIT_FUNC(dispatch, glScissor, get_proc_address);
INIT_FUNC(dispatch, glEnable, get_proc_address);
INIT_FUNC(dispatch, glDisable, get_proc_address);
INIT_FUNC(dispatch, glBlendFunc, get_proc_address);
INIT_FUNC(dispatch, glActiveTexture, get_proc_address);
INIT_FUNC(dispatch, glGenBuffers, get_proc_address);
INIT_FUNC(dispatch, glBufferData, get_proc_address);
INIT_FUNC(dispatch, glBindBuffer, get_proc_address);
INIT_FUNC(dispatch, glDeleteBuffers, get_proc_address);
INIT_FUNC(dispatch, glFramebufferTexture2D, get_proc_address);
INIT_FUNC(dispatch, glBindFramebuffer, get_proc_address);
INIT_FUNC(dispatch, glDeleteFramebuffers, get_proc_address);
INIT_FUNC(dispatch, glGenFramebuffers, get_proc_address);
INIT_FUNC(dispatch, glCheckFramebufferStatus, get_proc_address);
INIT_FUNC(dispatch, glVertexAttribPointer, get_proc_address);
INIT_FUNC(dispatch, glDisableVertexAttribArray, get_proc_address);
INIT_FUNC(dispatch, glEnableVertexAttribArray, get_proc_address);
INIT_FUNC(dispatch, glBindAttribLocation, get_proc_address);
INIT_FUNC(dispatch, glLinkProgram, get_proc_address);
INIT_FUNC(dispatch, glShaderSource, get_proc_address);
INIT_FUNC(dispatch, glUseProgram, get_proc_address);
INIT_FUNC(dispatch, glUniform1i, get_proc_address);
INIT_FUNC(dispatch, glUniform1f, get_proc_address);
INIT_FUNC(dispatch, glUniform4f, get_proc_address);
INIT_FUNC(dispatch, glUniform4fv, get_proc_address);
INIT_FUNC(dispatch, glUniform1fv, get_proc_address);
INIT_FUNC(dispatch, glUniform2fv, get_proc_address);
INIT_FUNC(dispatch, glUniformMatrix3fv, get_proc_address);
INIT_FUNC(dispatch, glCreateProgram, get_proc_address);
INIT_FUNC(dispatch, glDeleteProgram, get_proc_address);
INIT_FUNC(dispatch, glCreateShader, get_proc_address);
INIT_FUNC(dispatch, glCompileShader, get_proc_address);
INIT_FUNC(dispatch, glAttachShader, get_proc_address);
INIT_FUNC(dispatch, glDeleteShader, get_proc_address);
INIT_FUNC(dispatch, glGetShaderiv, get_proc_address);
INIT_FUNC(dispatch, glGetShaderInfoLog, get_proc_address);
INIT_FUNC(dispatch, glGetProgramiv, get_proc_address);
INIT_FUNC(dispatch, glGetProgramInfoLog, get_proc_address);
INIT_FUNC(dispatch, glGetUniformLocation, get_proc_address);
return TRUE;
fail:
return FALSE;
}

View File

@ -1,128 +0,0 @@
typedef struct glamor_gl_dispatch {
/* Transformation functions */
void (*glMatrixMode) (GLenum mode);
void (*glLoadIdentity) (void);
void (*glViewport) (GLint x, GLint y, GLsizei width, GLsizei height);
/* Drawing functions */
void (*glRasterPos2i) (GLint x, GLint y);
/* Vertex Array */
void (*glDrawArrays) (GLenum mode, GLint first, GLsizei count);
/* Elements Array */
void (*glDrawElements) (GLenum mode, GLsizei count, GLenum type,
const GLvoid * indices);
void (*glDrawRangeElements) (GLenum mode, GLuint start, GLuint end,
GLsizei count, GLenum type,
const GLvoid * indices);
/* Raster functions */
void (*glReadPixels) (GLint x, GLint y,
GLsizei width, GLsizei height,
GLenum format, GLenum type, GLvoid * pixels);
void (*glDrawPixels) (GLsizei width, GLsizei height,
GLenum format, GLenum type, const GLvoid * pixels);
void (*glPixelStorei) (GLenum pname, GLint param);
/* Texture Mapping */
void (*glTexParameteri) (GLenum target, GLenum pname, GLint param);
void (*glTexImage2D) (GLenum target, GLint level,
GLint internalFormat,
GLsizei width, GLsizei height,
GLint border, GLenum format, GLenum type,
const GLvoid * pixels);
/* 1.1 */
void (*glGenTextures) (GLsizei n, GLuint * textures);
void (*glDeleteTextures) (GLsizei n, const GLuint * textures);
void (*glBindTexture) (GLenum target, GLuint texture);
void (*glTexSubImage2D) (GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height,
GLenum format, GLenum type, const GLvoid * pixels);
/* MISC */
void (*glFlush) (void);
void (*glFinish) (void);
void (*glGetIntegerv) (GLenum pname, GLint * params);
const GLubyte *(*glGetString) (GLenum name);
void (*glScissor) (GLint x, GLint y, GLsizei width, GLsizei height);
void (*glEnable) (GLenum cap);
void (*glDisable) (GLenum cap);
void (*glBlendFunc) (GLenum sfactor, GLenum dfactor);
void (*glLogicOp) (GLenum opcode);
/* 1.3 */
void (*glActiveTexture) (GLenum texture);
/* GL Extentions */
void (*glGenBuffers) (GLsizei n, GLuint * buffers);
void (*glBufferData) (GLenum target, GLsizeiptr size,
const GLvoid * data, GLenum usage);
GLvoid *(*glMapBuffer) (GLenum target, GLenum access);
GLvoid *(*glMapBufferRange) (GLenum target, GLintptr offset,
GLsizeiptr length, GLbitfield access);
GLboolean(*glUnmapBuffer) (GLenum target);
void (*glBindBuffer) (GLenum target, GLuint buffer);
void (*glDeleteBuffers) (GLsizei n, const GLuint * buffers);
void (*glFramebufferTexture2D) (GLenum target, GLenum attachment,
GLenum textarget, GLuint texture,
GLint level);
void (*glBindFramebuffer) (GLenum target, GLuint framebuffer);
void (*glDeleteFramebuffers) (GLsizei n, const GLuint * framebuffers);
void (*glGenFramebuffers) (GLsizei n, GLuint * framebuffers);
GLenum(*glCheckFramebufferStatus) (GLenum target);
void (*glBlitFramebuffer) (GLint srcX0, GLint srcY0, GLint srcX1,
GLint srcY1, GLint dstX0, GLint dstY0,
GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter);
void (*glVertexAttribPointer) (GLuint index, GLint size,
GLenum type, GLboolean normalized,
GLsizei stride, const GLvoid * pointer);
void (*glDisableVertexAttribArray) (GLuint index);
void (*glEnableVertexAttribArray) (GLuint index);
void (*glBindAttribLocation) (GLuint program, GLuint index,
const GLchar * name);
void (*glLinkProgram) (GLuint program);
void (*glShaderSource) (GLuint shader, GLsizei count,
const GLchar * *string, const GLint * length);
void (*glUseProgram) (GLuint program);
void (*glUniform1i) (GLint location, GLint v0);
void (*glUniform1f) (GLint location, GLfloat v0);
void (*glUniform4f) (GLint location, GLfloat v0, GLfloat v1,
GLfloat v2, GLfloat v3);
void (*glUniform1fv) (GLint location, GLsizei count, const GLfloat * value);
void (*glUniform2fv) (GLint location, GLsizei count, const GLfloat * value);
void (*glUniform4fv) (GLint location, GLsizei count, const GLfloat * value);
void (*glUniformMatrix3fv) (GLint location, GLsizei count,
GLboolean transpose, const GLfloat * value);
GLuint(*glCreateProgram) (void);
GLuint(*glDeleteProgram) (GLuint);
GLuint(*glCreateShader) (GLenum type);
void (*glCompileShader) (GLuint shader);
void (*glAttachShader) (GLuint program, GLuint shader);
void (*glDeleteShader) (GLuint shader);
void (*glGetShaderiv) (GLuint shader, GLenum pname, GLint * params);
void (*glGetShaderInfoLog) (GLuint shader, GLsizei bufSize,
GLsizei * length, GLchar * infoLog);
void (*glGetProgramiv) (GLuint program, GLenum pname, GLint * params);
void (*glGetProgramInfoLog) (GLuint program, GLsizei bufSize,
GLsizei * length, GLchar * infoLog);
GLint(*glGetUniformLocation) (GLuint program, const GLchar * name);
} glamor_gl_dispatch;
typedef void *(*get_proc_address_t) (const char *);
_X_EXPORT Bool
glamor_gl_dispatch_init_impl(struct glamor_gl_dispatch *dispatch,
int gl_version,
get_proc_address_t get_proc_address);
_X_EXPORT Bool
glamor_gl_dispatch_init(ScreenPtr screen,
struct glamor_gl_dispatch *dispatch, int gl_version);

View File

@ -1,63 +0,0 @@
/*
* Copyright © 2001 Keith Packard
* Copyright © 2008 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* Authors:
* Zhigang Gong <zhigang.gong@linux.intel.com>
*
*/
#ifdef GLAMOR_GLES2
#define GL_BGRA GL_BGRA_EXT
#define GL_COLOR_INDEX 0x1900
#define GL_BITMAP 0x1A00
#define GL_UNSIGNED_INT_8_8_8_8 0x8035
#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
#define GL_UNSIGNED_INT_10_10_10_2 0x8036
#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365
#define GL_PIXEL_PACK_BUFFER 0x88EB
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#define GL_CLAMP_TO_BORDER 0x812D
#define GL_READ_WRITE 0x88BA
#define GL_READ_ONLY 0x88B8
#define GL_WRITE_ONLY 0x88B9
#define GL_STREAM_DRAW 0x88E0
#define GL_STREAM_READ 0x88E1
#define GL_PACK_ROW_LENGTH 0x0D02
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB
#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56
#define GL_PACK_INVERT_MESA 0x8758
#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020
#define GL_MAP_READ_BIT 0x0001
#define GL_MAP_WRITE_BIT 0x0002
#endif

View File

@ -1274,14 +1274,12 @@ glamor_buffer_glyph(glamor_screen_private *glamor_priv,
if (buffer->source == NULL)
buffer->source = source;
if (glyphs_dst_mode == GLYPHS_DST_MODE_VIA_MASK_CACHE) {
glamor_gl_dispatch *dispatch;
/* mode 1 means we are using global mask cache,
* thus we have to composite from the cache picture
* to the cache picture, we need a flush here to make
* sure latter we get the corret glyphs data.*/
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glFlush();
glamor_get_dispatch(glamor_priv);
glFlush();
glamor_put_dispatch(glamor_priv);
}
}

View File

@ -47,7 +47,6 @@ _glamor_create_getcolor_fs_program(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;
@ -177,18 +176,18 @@ _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_dispatch(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);
glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, gradient_fs);
free(gradient_fs);
}
else {
fs_getcolor_prog =
glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
glamor_compile_glsl_prog(GL_FRAGMENT_SHADER,
gradient_fs_getcolor_no_array);
}
@ -200,7 +199,6 @@ _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;
@ -355,42 +353,37 @@ _glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count,
return;
}
dispatch = glamor_get_dispatch(glamor_priv);
glamor_get_dispatch(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]);
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]);
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]);
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(dispatch, GL_VERTEX_SHADER, gradient_vs);
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, gradient_vs);
XNFasprintf(&gradient_fs,
gradient_radial_fs_template,
PIXMAN_REPEAT_NONE, PIXMAN_REPEAT_NORMAL,
PIXMAN_REPEAT_REFLECT);
fs_main_prog = glamor_compile_glsl_prog(dispatch,
GL_FRAGMENT_SHADER, gradient_fs);
fs_main_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, gradient_fs);
free(gradient_fs);
@ -398,18 +391,16 @@ _glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count,
_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_getcolor_prog);
glAttachShader(gradient_prog, fs_main_prog);
dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS,
"v_positionsition");
dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE,
"v_texcoord");
glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_positionsition");
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;
@ -439,7 +430,6 @@ _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;
@ -596,58 +586,51 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count,
return;
}
dispatch = glamor_get_dispatch(glamor_priv);
glamor_get_dispatch(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]);
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]);
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]);
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);
XNFasprintf(&gradient_fs,
gradient_fs_template,
PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT);
fs_main_prog = glamor_compile_glsl_prog(dispatch,
GL_FRAGMENT_SHADER, gradient_fs);
fs_main_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_getcolor_prog);
glAttachShader(gradient_prog, fs_main_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;
@ -709,56 +692,49 @@ 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_dispatch(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]);
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]);
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]);
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]);
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]);
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]);
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]);
glDeleteShader(glamor_priv->radial_gradient_shaders
[SHADER_GRADIENT_FS_GETCOLOR_PROG][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);
@ -835,7 +811,6 @@ _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);
@ -893,15 +868,15 @@ _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_dispatch(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);
@ -996,7 +971,6 @@ 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 +1021,7 @@ 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_dispatch(glamor_priv);
/* Create a pixmap with VBO. */
pixmap = glamor_create_pixmap(screen,
@ -1088,77 +1062,74 @@ 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 +1164,53 @@ 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 +1225,25 @@ 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) {
@ -1281,12 +1251,12 @@ 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);
return dst_picture;
@ -1303,12 +1273,12 @@ 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);
return NULL;
}
@ -1321,7 +1291,6 @@ 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 +1343,7 @@ 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_dispatch(glamor_priv);
/* Create a pixmap with VBO. */
pixmap = glamor_create_pixmap(screen,
@ -1417,79 +1386,78 @@ 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 +1515,65 @@ 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++]);
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++]);
dispatch->glUniform1i(n_stop_uniform_location, count);
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 +1583,20 @@ 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) {
@ -1637,12 +1604,12 @@ 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);
return dst_picture;
@ -1659,12 +1626,12 @@ 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);
return NULL;
}

View File

@ -66,16 +66,16 @@ void
glamor_set_destination_pixmap_fbo(glamor_pixmap_fbo *fbo, int x0, int y0,
int width, int height)
{
glamor_gl_dispatch *dispatch = glamor_get_dispatch(fbo->glamor_priv);
glamor_get_dispatch(fbo->glamor_priv);
dispatch->glBindFramebuffer(GL_FRAMEBUFFER, fbo->fb);
glBindFramebuffer(GL_FRAMEBUFFER, fbo->fb);
#ifndef GLAMOR_GLES2
dispatch->glMatrixMode(GL_PROJECTION);
dispatch->glLoadIdentity();
dispatch->glMatrixMode(GL_MODELVIEW);
dispatch->glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
#endif
dispatch->glViewport(x0, y0, width, height);
glViewport(x0, y0, width, height);
glamor_put_dispatch(fbo->glamor_priv);
}
@ -121,59 +121,59 @@ glamor_set_planemask(PixmapPtr pixmap, unsigned long planemask)
}
Bool
glamor_set_alu(struct glamor_gl_dispatch *dispatch, unsigned char alu)
glamor_set_alu(unsigned char alu)
{
#ifndef GLAMOR_GLES2
if (alu == GXcopy) {
dispatch->glDisable(GL_COLOR_LOGIC_OP);
glDisable(GL_COLOR_LOGIC_OP);
return TRUE;
}
dispatch->glEnable(GL_COLOR_LOGIC_OP);
glEnable(GL_COLOR_LOGIC_OP);
switch (alu) {
case GXclear:
dispatch->glLogicOp(GL_CLEAR);
glLogicOp(GL_CLEAR);
break;
case GXand:
dispatch->glLogicOp(GL_AND);
glLogicOp(GL_AND);
break;
case GXandReverse:
dispatch->glLogicOp(GL_AND_REVERSE);
glLogicOp(GL_AND_REVERSE);
break;
case GXandInverted:
dispatch->glLogicOp(GL_AND_INVERTED);
glLogicOp(GL_AND_INVERTED);
break;
case GXnoop:
dispatch->glLogicOp(GL_NOOP);
glLogicOp(GL_NOOP);
break;
case GXxor:
dispatch->glLogicOp(GL_XOR);
glLogicOp(GL_XOR);
break;
case GXor:
dispatch->glLogicOp(GL_OR);
glLogicOp(GL_OR);
break;
case GXnor:
dispatch->glLogicOp(GL_NOR);
glLogicOp(GL_NOR);
break;
case GXequiv:
dispatch->glLogicOp(GL_EQUIV);
glLogicOp(GL_EQUIV);
break;
case GXinvert:
dispatch->glLogicOp(GL_INVERT);
glLogicOp(GL_INVERT);
break;
case GXorReverse:
dispatch->glLogicOp(GL_OR_REVERSE);
glLogicOp(GL_OR_REVERSE);
break;
case GXcopyInverted:
dispatch->glLogicOp(GL_COPY_INVERTED);
glLogicOp(GL_COPY_INVERTED);
break;
case GXorInverted:
dispatch->glLogicOp(GL_OR_INVERTED);
glLogicOp(GL_OR_INVERTED);
break;
case GXnand:
dispatch->glLogicOp(GL_NAND);
glLogicOp(GL_NAND);
break;
case GXset:
dispatch->glLogicOp(GL_SET);
glLogicOp(GL_SET);
break;
default:
glamor_fallback("unsupported alu %x\n", alu);
@ -397,13 +397,12 @@ __glamor_upload_pixmap_to_texture(PixmapPtr pixmap, unsigned int *tex,
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(pixmap->drawable.pScreen);
glamor_gl_dispatch *dispatch;
int non_sub = 0;
unsigned int iformat = 0;
dispatch = glamor_get_dispatch(glamor_priv);
glamor_get_dispatch(glamor_priv);
if (*tex == 0) {
dispatch->glGenTextures(1, tex);
glGenTextures(1, tex);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
gl_iformat_for_depth(pixmap->drawable.depth, &iformat);
else
@ -412,22 +411,20 @@ __glamor_upload_pixmap_to_texture(PixmapPtr pixmap, unsigned int *tex,
assert(x == 0 && y == 0);
}
dispatch->glBindTexture(GL_TEXTURE_2D, *tex);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
dispatch->glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glBindTexture(GL_TEXTURE_2D, *tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
if (bits == NULL)
dispatch->glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
if (non_sub)
dispatch->glTexImage2D(GL_TEXTURE_2D,
0, iformat, w, h, 0, format, type, bits);
glTexImage2D(GL_TEXTURE_2D, 0, iformat, w, h, 0, format, type, bits);
else
dispatch->glTexSubImage2D(GL_TEXTURE_2D,
0, x, y, w, h, format, type, bits);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, format, type, bits);
if (bits == NULL)
dispatch->glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glamor_put_dispatch(glamor_priv);
}
@ -440,7 +437,6 @@ _glamor_upload_bits_to_pixmap_texture(PixmapPtr pixmap, GLenum format,
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
glamor_screen_private *glamor_priv =
glamor_get_screen_private(pixmap->drawable.pScreen);
glamor_gl_dispatch *dispatch;
static float vertices[8];
static float texcoords[8] = { 0, 1,
@ -526,40 +522,39 @@ _glamor_upload_bits_to_pixmap_texture(PixmapPtr pixmap, GLenum format,
x + w, y + h,
glamor_priv->yInverted, vertices);
/* Slow path, we need to flip y or wire alpha to 1. */
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), vertices);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), ptexcoords);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glamor_get_dispatch(glamor_priv);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), vertices);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), ptexcoords);
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
__glamor_upload_pixmap_to_texture(pixmap, &tex,
format, type, 0, 0, w, h, bits, pbo);
dispatch->glActiveTexture(GL_TEXTURE0);
dispatch->glBindTexture(GL_TEXTURE_2D, tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#ifndef GLAMOR_GLES2
dispatch->glEnable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_2D);
#endif
dispatch->glUseProgram(glamor_priv->finish_access_prog[no_alpha]);
dispatch->glUniform1i(glamor_priv->finish_access_revert[no_alpha], revert);
dispatch->glUniform1i(glamor_priv->finish_access_swap_rb[no_alpha],
swap_rb);
glUseProgram(glamor_priv->finish_access_prog[no_alpha]);
glUniform1i(glamor_priv->finish_access_revert[no_alpha], revert);
glUniform1i(glamor_priv->finish_access_swap_rb[no_alpha], swap_rb);
dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
#ifndef GLAMOR_GLES2
dispatch->glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_2D);
#endif
dispatch->glUseProgram(0);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glDeleteTextures(1, &tex);
dispatch->glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(0);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDeleteTextures(1, &tex);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glamor_put_dispatch(glamor_priv);
@ -831,7 +826,6 @@ glamor_es2_pixmap_read_prepare(PixmapPtr source, int x, int y, int w, int h,
glamor_screen_private *glamor_priv;
ScreenPtr screen;
glamor_pixmap_fbo *temp_fbo;
glamor_gl_dispatch *dispatch;
float temp_xscale, temp_yscale, source_xscale, source_yscale;
static float vertices[8];
static float texcoords[8];
@ -844,7 +838,7 @@ glamor_es2_pixmap_read_prepare(PixmapPtr source, int x, int y, int w, int h,
if (temp_fbo == NULL)
return NULL;
dispatch = glamor_get_dispatch(glamor_priv);
glamor_get_dispatch(glamor_priv);
temp_xscale = 1.0 / w;
temp_yscale = 1.0 / h;
@ -852,9 +846,9 @@ glamor_es2_pixmap_read_prepare(PixmapPtr source, int x, int y, int w, int h,
temp_xscale, temp_yscale, 0, 0, w, h,
glamor_priv->yInverted, vertices);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), vertices);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE,
2 * sizeof(float), vertices);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
pixmap_priv_get_scale(source_priv, &source_xscale, &source_yscale);
glamor_set_normalize_tcoords(source_priv, source_xscale,
@ -863,26 +857,25 @@ glamor_es2_pixmap_read_prepare(PixmapPtr source, int x, int y, int w, int h,
x + w, y + h,
glamor_priv->yInverted, texcoords);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), texcoords);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, GL_FALSE,
2 * sizeof(float), texcoords);
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glActiveTexture(GL_TEXTURE0);
dispatch->glBindTexture(GL_TEXTURE_2D, source_priv->base.fbo->tex);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, source_priv->base.fbo->tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glamor_set_destination_pixmap_fbo(temp_fbo, 0, 0, w, h);
dispatch->glUseProgram(glamor_priv->finish_access_prog[no_alpha]);
dispatch->glUniform1i(glamor_priv->finish_access_revert[no_alpha], revert);
dispatch->glUniform1i(glamor_priv->finish_access_swap_rb[no_alpha],
swap_rb);
glUseProgram(glamor_priv->finish_access_prog[no_alpha]);
glUniform1i(glamor_priv->finish_access_revert[no_alpha], revert);
glUniform1i(glamor_priv->finish_access_swap_rb[no_alpha], swap_rb);
dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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);
return temp_fbo;
}
@ -905,7 +898,6 @@ _glamor_download_sub_pixmap_to_cpu(PixmapPtr pixmap, GLenum format,
void *data, *read;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(pixmap->drawable.pScreen);
glamor_gl_dispatch *dispatch;
glamor_pixmap_fbo *temp_fbo = NULL;
int need_post_conversion = 0;
int need_free_data = 0;
@ -964,56 +956,52 @@ _glamor_download_sub_pixmap_to_cpu(PixmapPtr pixmap, GLenum format,
fbo_y_off = 0;
}
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glPixelStorei(GL_PACK_ALIGNMENT, 4);
glamor_get_dispatch(glamor_priv);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
if (glamor_priv->has_pack_invert || glamor_priv->yInverted) {
if (!glamor_priv->yInverted) {
assert(glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP);
dispatch->glPixelStorei(GL_PACK_INVERT_MESA, 1);
glPixelStorei(GL_PACK_INVERT_MESA, 1);
}
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP && data == NULL) {
assert(pbo > 0);
dispatch->glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo);
dispatch->glBufferData(GL_PIXEL_PACK_BUFFER,
stride * h, NULL, gl_usage);
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo);
glBufferData(GL_PIXEL_PACK_BUFFER, stride * h, NULL, gl_usage);
}
dispatch->glReadPixels(x + fbo_x_off, y + fbo_y_off, w, h, format, type,
data);
glReadPixels(x + fbo_x_off, y + fbo_y_off, w, h, format, type, data);
if (!glamor_priv->yInverted) {
assert(glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP);
dispatch->glPixelStorei(GL_PACK_INVERT_MESA, 0);
glPixelStorei(GL_PACK_INVERT_MESA, 0);
}
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP && bits == NULL) {
bits = dispatch->glMapBuffer(GL_PIXEL_PACK_BUFFER, gl_access);
dispatch->glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
bits = glMapBuffer(GL_PIXEL_PACK_BUFFER, gl_access);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
}
else {
unsigned int temp_pbo;
int yy;
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glGenBuffers(1, &temp_pbo);
dispatch->glBindBuffer(GL_PIXEL_PACK_BUFFER, temp_pbo);
dispatch->glBufferData(GL_PIXEL_PACK_BUFFER,
stride * h, NULL, GL_STREAM_READ);
dispatch->glReadPixels(x + fbo_x_off, y + fbo_y_off, w, h,
format, type, 0);
read = dispatch->glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
glamor_get_dispatch(glamor_priv);
glGenBuffers(1, &temp_pbo);
glBindBuffer(GL_PIXEL_PACK_BUFFER, temp_pbo);
glBufferData(GL_PIXEL_PACK_BUFFER, stride * h, NULL, GL_STREAM_READ);
glReadPixels(x + fbo_x_off, y + fbo_y_off, w, h, format, type, 0);
read = glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
for (yy = 0; yy < pixmap->drawable.height; yy++)
memcpy((char *) data + yy * stride,
(char *) read + (h - yy - 1) * stride, stride);
dispatch->glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
dispatch->glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
dispatch->glDeleteBuffers(1, &temp_pbo);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glDeleteBuffers(1, &temp_pbo);
}
dispatch->glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glamor_put_dispatch(glamor_priv);
if (need_post_conversion) {
@ -1168,7 +1156,6 @@ glamor_download_pixmap_to_cpu(PixmapPtr pixmap, glamor_access_t access)
void *data = NULL, *dst;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(pixmap->drawable.pScreen);
glamor_gl_dispatch *dispatch;
int pbo = 0;
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
@ -1189,9 +1176,9 @@ glamor_download_pixmap_to_cpu(PixmapPtr pixmap, glamor_access_t access)
data = malloc(stride * pixmap->drawable.height);
}
else {
dispatch = glamor_get_dispatch(glamor_priv);
glamor_get_dispatch(glamor_priv);
if (pixmap_priv->base.fbo->pbo == 0)
dispatch->glGenBuffers(1, &pixmap_priv->base.fbo->pbo);
glGenBuffers(1, &pixmap_priv->base.fbo->pbo);
glamor_put_dispatch(glamor_priv);
pbo = pixmap_priv->base.fbo->pbo;
}

View File

@ -35,15 +35,11 @@
#endif
#include "glamor.h"
#ifdef GLAMOR_GLES2
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <epoxy/gl.h>
#ifdef GLAMOR_GLES2
#define GLAMOR_DEFAULT_PRECISION "precision mediump float;\n"
#include "glamor_glext.h"
#else
#include <GL/gl.h>
#include <GL/glext.h>
#define GLAMOR_DEFAULT_PRECISION
#endif
@ -178,8 +174,6 @@ typedef struct {
uint16_t evict;
} glamor_glyph_cache_t;
#include "glamor_gl_dispatch.h"
struct glamor_saved_procs {
CloseScreenProcPtr close_screen;
CreateGCProcPtr create_gc;
@ -220,7 +214,6 @@ struct glamor_saved_procs {
#define RENDER_IDEL_MAX 32
typedef struct glamor_screen_private {
struct glamor_gl_dispatch _dispatch;
int yInverted;
unsigned int tick;
enum glamor_gl_flavor gl_flavor;
@ -583,9 +576,8 @@ Bool glamor_stipple(PixmapPtr pixmap, PixmapPtr stipple,
unsigned char alu, unsigned long planemask,
unsigned long fg_pixel, unsigned long bg_pixel,
int stipple_x, int stipple_y);
GLint glamor_compile_glsl_prog(glamor_gl_dispatch *dispatch, GLenum type,
const char *source);
void glamor_link_glsl_prog(glamor_gl_dispatch *dispatch, GLint prog);
GLint glamor_compile_glsl_prog(GLenum type, const char *source);
void glamor_link_glsl_prog(GLint prog);
void glamor_get_color_4f_from_pixel(PixmapPtr pixmap,
unsigned long fg_pixel, GLfloat *color);
@ -604,7 +596,7 @@ glamor_pixmap_fbo *glamor_es2_pixmap_read_prepare(PixmapPtr source, int x,
int no_alpha, int revert,
int swap_rb);
Bool glamor_set_alu(struct glamor_gl_dispatch *dispatch, unsigned char alu);
Bool glamor_set_alu(unsigned char alu);
Bool glamor_set_planemask(PixmapPtr pixmap, unsigned long planemask);
Bool glamor_change_window_attributes(WindowPtr pWin, unsigned long mask);
RegionPtr glamor_bitmap_to_region(PixmapPtr pixmap);

View File

@ -67,27 +67,26 @@ glamor_init_putimage_shaders(ScreenPtr screen)
if (!GLEW_ARB_fragment_shader)
return;
prog = dispatch->glCreateProgram();
prog = glCreateProgram();
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, xybitmap_vs);
fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, xybitmap_fs);
dispatch->glAttachShader(prog, vs_prog);
dispatch->glAttachShader(prog, fs_prog);
glAttachShader(prog, vs_prog);
glAttachShader(prog, fs_prog);
glamor_link_glsl_prog(prog);
dispatch->glUseProgram(prog);
sampler_uniform_location =
dispatch->glGetUniformLocation(prog, "bitmap_sampler");
dispatch->glUniform1i(sampler_uniform_location, 0);
glUseProgram(prog);
sampler_uniform_location = glGetUniformLocation(prog, "bitmap_sampler");
glUniform1i(sampler_uniform_location, 0);
glamor_priv->put_image_xybitmap_fg_uniform_location =
dispatch->glGetUniformLocation(prog, "fg");
glGetUniformLocation(prog, "fg");
glamor_priv->put_image_xybitmap_bg_uniform_location =
dispatch->glGetUniformLocation(prog, "bg");
glGetUniformLocation(prog, "bg");
glamor_get_transform_uniform_locations(prog,
&glamor_priv->
put_image_xybitmap_transform);
glamor_priv->put_image_xybitmap_prog = prog;
dispatch->glUseProgram(0);
glUseProgram(0);
#endif
}
@ -162,40 +161,38 @@ glamor_put_image_xybitmap(DrawablePtr drawable, GCPtr gc,
if (!glamor_set_planemask(pixmap, gc->planemask))
goto fail;
dispatch->glUseProgram(glamor_priv->put_image_xybitmap_prog);
glUseProgram(glamor_priv->put_image_xybitmap_prog);
glamor_get_color_4f_from_pixel(pixmap, gc->fgPixel, fg);
dispatch->glUniform4fv
(glamor_priv->put_image_xybitmap_fg_uniform_location, 1, fg);
glUniform4fv(glamor_priv->put_image_xybitmap_fg_uniform_location, 1, fg);
glamor_get_color_4f_from_pixel(pixmap, gc->bgPixel, bg);
dispatch->glUniform4fv
(glamor_priv->put_image_xybitmap_bg_uniform_location, 1, bg);
glUniform4fv(glamor_priv->put_image_xybitmap_bg_uniform_location, 1, bg);
dispatch->glGenTextures(1, &tex);
dispatch->glActiveTexture(GL_TEXTURE0);
dispatch->glEnable(GL_TEXTURE_2D);
dispatch->glBindTexture(GL_TEXTURE_2D, tex);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
dispatch->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
dispatch->glPixelStorei(GL_UNPACK_ROW_LENGTH, stride * 8);
dispatch->glPixelStorei(GL_UNPACK_SKIP_PIXELS, left_pad);
dispatch->glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA,
w, h, 0, GL_COLOR_INDEX, GL_BITMAP, bits);
dispatch->glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
dispatch->glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glGenTextures(1, &tex);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride * 8);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, left_pad);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA,
w, h, 0, GL_COLOR_INDEX, GL_BITMAP, bits);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
/* Now that we've set up our bitmap texture and the shader, shove
* the destination rectangle through the cliprects and run the
* shader on the resulting fragments.
*/
dispatch->glVertexPointer(2, GL_FLOAT, 0, dest_coords);
dispatch->glEnableClientState(GL_VERTEX_ARRAY);
dispatch->glClientActiveTexture(GL_TEXTURE0);
dispatch->glTexCoordPointer(2, GL_FLOAT, 0, bitmap_coords);
dispatch->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, dest_coords);
glEnableClientState(GL_VERTEX_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, 0, bitmap_coords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
dispatch->glEnable(GL_SCISSOR_TEST);
glEnable(GL_SCISSOR_TEST);
clip = fbGetCompositeClip(gc);
for (nbox = REGION_NUM_RECTS(clip), box = REGION_RECTS(clip); nbox--; box++) {
int x1 = x;
@ -214,19 +211,18 @@ glamor_put_image_xybitmap(DrawablePtr drawable, GCPtr gc,
if (x1 >= x2 || y1 >= y2)
continue;
dispatch->glScissor(box->x1,
y_flip(pixmap, box->y1),
box->x2 - box->x1, box->y2 - box->y1);
dispatch->glDrawArrays(GL_QUADS, 0, 4);
glScissor(box->x1, y_flip(pixmap, box->y1),
box->x2 - box->x1, box->y2 - box->y1);
glDrawArrays(GL_QUADS, 0, 4);
}
dispatch->glDisable(GL_SCISSOR_TEST);
glDisable(GL_SCISSOR_TEST);
glamor_set_alu(GXcopy);
glamor_set_planemask(pixmap, ~0);
dispatch->glDeleteTextures(1, &tex);
dispatch->glDisable(GL_TEXTURE_2D);
dispatch->glDisableClientState(GL_VERTEX_ARRAY);
dispatch->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDeleteTextures(1, &tex);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
return;
glamor_set_alu(GXcopy);
glamor_set_planemask(pixmap, ~0);

View File

@ -62,8 +62,7 @@ static struct blendinfo composite_op_info[] = {
#define RepeatFix 10
static GLuint
glamor_create_composite_fs(glamor_gl_dispatch *dispatch,
struct shader_key *key)
glamor_create_composite_fs(struct shader_key *key)
{
const char *repeat_define =
"#define RepeatNone 0\n"
@ -266,15 +265,14 @@ glamor_create_composite_fs(glamor_gl_dispatch *dispatch,
XNFasprintf(&source, "%s%s%s%s%s%s", repeat_define, relocate_texture,
rel_sampler, source_fetch, mask_fetch, in);
prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER, source);
prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, source);
free(source);
return prog;
}
static GLuint
glamor_create_composite_vs(glamor_gl_dispatch *dispatch,
struct shader_key *key)
glamor_create_composite_vs(struct shader_key *key)
{
const char *main_opening =
"attribute vec4 v_position;\n"
@ -304,7 +302,7 @@ glamor_create_composite_vs(glamor_gl_dispatch *dispatch,
main_opening,
source_coords_setup, mask_coords_setup, main_closing);
prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, source);
prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, source);
free(source);
return prog;
@ -317,55 +315,52 @@ glamor_create_composite_shader(ScreenPtr screen, struct shader_key *key,
GLuint vs, fs, prog;
GLint source_sampler_uniform_location, mask_sampler_uniform_location;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch;
dispatch = glamor_get_dispatch(glamor_priv);
vs = glamor_create_composite_vs(dispatch, key);
glamor_get_dispatch(glamor_priv);
vs = glamor_create_composite_vs(key);
if (vs == 0)
goto out;
fs = glamor_create_composite_fs(dispatch, key);
fs = glamor_create_composite_fs(key);
if (fs == 0)
goto out;
prog = dispatch->glCreateProgram();
dispatch->glAttachShader(prog, vs);
dispatch->glAttachShader(prog, fs);
prog = glCreateProgram();
glAttachShader(prog, vs);
glAttachShader(prog, fs);
dispatch->glBindAttribLocation(prog, GLAMOR_VERTEX_POS, "v_position");
dispatch->glBindAttribLocation(prog, GLAMOR_VERTEX_SOURCE, "v_texcoord0");
dispatch->glBindAttribLocation(prog, GLAMOR_VERTEX_MASK, "v_texcoord1");
glBindAttribLocation(prog, GLAMOR_VERTEX_POS, "v_position");
glBindAttribLocation(prog, GLAMOR_VERTEX_SOURCE, "v_texcoord0");
glBindAttribLocation(prog, GLAMOR_VERTEX_MASK, "v_texcoord1");
glamor_link_glsl_prog(dispatch, prog);
glamor_link_glsl_prog(prog);
shader->prog = prog;
dispatch->glUseProgram(prog);
glUseProgram(prog);
if (key->source == SHADER_SOURCE_SOLID) {
shader->source_uniform_location =
dispatch->glGetUniformLocation(prog, "source");
shader->source_uniform_location = glGetUniformLocation(prog, "source");
}
else {
source_sampler_uniform_location =
dispatch->glGetUniformLocation(prog, "source_sampler");
dispatch->glUniform1i(source_sampler_uniform_location, 0);
shader->source_wh = dispatch->glGetUniformLocation(prog, "source_wh");
glGetUniformLocation(prog, "source_sampler");
glUniform1i(source_sampler_uniform_location, 0);
shader->source_wh = glGetUniformLocation(prog, "source_wh");
shader->source_repeat_mode =
dispatch->glGetUniformLocation(prog, "source_repeat_mode");
glGetUniformLocation(prog, "source_repeat_mode");
}
if (key->mask != SHADER_MASK_NONE) {
if (key->mask == SHADER_MASK_SOLID) {
shader->mask_uniform_location =
dispatch->glGetUniformLocation(prog, "mask");
shader->mask_uniform_location = glGetUniformLocation(prog, "mask");
}
else {
mask_sampler_uniform_location =
dispatch->glGetUniformLocation(prog, "mask_sampler");
dispatch->glUniform1i(mask_sampler_uniform_location, 1);
shader->mask_wh = dispatch->glGetUniformLocation(prog, "mask_wh");
glGetUniformLocation(prog, "mask_sampler");
glUniform1i(mask_sampler_uniform_location, 1);
shader->mask_wh = glGetUniformLocation(prog, "mask_wh");
shader->mask_repeat_mode =
dispatch->glGetUniformLocation(prog, "mask_repeat_mode");
glGetUniformLocation(prog, "mask_repeat_mode");
}
}
@ -407,23 +402,21 @@ void
glamor_init_composite_shaders(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
unsigned short *eb;
float *vb = NULL;
int eb_size;
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glGenBuffers(1, &glamor_priv->vbo);
dispatch->glGenBuffers(1, &glamor_priv->ebo);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
glamor_get_dispatch(glamor_priv);
glGenBuffers(1, &glamor_priv->vbo);
glGenBuffers(1, &glamor_priv->ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
eb_size = GLAMOR_COMPOSITE_VBO_VERT_CNT * sizeof(short) * 2;
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
dispatch->glBufferData(GL_ELEMENT_ARRAY_BUFFER,
eb_size, NULL, GL_STATIC_DRAW);
eb = dispatch->glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, eb_size, NULL, GL_STATIC_DRAW);
eb = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
}
else {
vb = malloc(GLAMOR_COMPOSITE_VBO_VERT_CNT * sizeof(float) * 2);
@ -438,19 +431,18 @@ glamor_init_composite_shaders(ScreenPtr screen)
glamor_init_eb(eb, GLAMOR_COMPOSITE_VBO_VERT_CNT);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
dispatch->glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
else {
dispatch->glBufferData(GL_ELEMENT_ARRAY_BUFFER,
eb_size, eb, GL_STATIC_DRAW);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, eb_size, eb, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
dispatch->glBufferData(GL_ARRAY_BUFFER,
GLAMOR_COMPOSITE_VBO_VERT_CNT * sizeof(float) *
2, NULL, GL_DYNAMIC_DRAW);
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
glBufferData(GL_ARRAY_BUFFER,
GLAMOR_COMPOSITE_VBO_VERT_CNT * sizeof(float) *
2, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
free(eb);
glamor_priv->vb = (char *) vb;
@ -463,21 +455,20 @@ void
glamor_fini_composite_shaders(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
glamor_composite_shader *shader;
int i, j, k;
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glDeleteBuffers(1, &glamor_priv->vbo);
dispatch->glDeleteBuffers(1, &glamor_priv->ebo);
glamor_get_dispatch(glamor_priv);
glDeleteBuffers(1, &glamor_priv->vbo);
glDeleteBuffers(1, &glamor_priv->ebo);
for (i = 0; i < SHADER_SOURCE_COUNT; i++)
for (j = 0; j < SHADER_MASK_COUNT; j++)
for (k = 0; k < SHADER_IN_COUNT; k++) {
shader = &glamor_priv->composite_shader[i][j][k];
if (shader->prog)
dispatch->glDeleteProgram(shader->prog);
glDeleteProgram(shader->prog);
}
if (glamor_priv->gl_flavor != GLAMOR_GL_DESKTOP && glamor_priv->vb)
free(glamor_priv->vb);
@ -535,44 +526,35 @@ glamor_set_composite_texture(glamor_screen_private *glamor_priv, int unit,
glamor_pixmap_private *pixmap_priv,
GLuint wh_location, GLuint repeat_location)
{
glamor_gl_dispatch *dispatch;
float wh[4];
int repeat_type;
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glActiveTexture(GL_TEXTURE0 + unit);
dispatch->glBindTexture(GL_TEXTURE_2D, pixmap_priv->base.fbo->tex);
glamor_get_dispatch(glamor_priv);
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, pixmap_priv->base.fbo->tex);
repeat_type = picture->repeatType;
switch (picture->repeatType) {
case RepeatNone:
#ifndef GLAMOR_GLES2
/* XXX GLES2 doesn't support GL_CLAMP_TO_BORDER. */
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_BORDER);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
#else
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#endif
break;
case RepeatNormal:
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
break;
case RepeatPad:
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
break;
case RepeatReflect:
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_MIRRORED_REPEAT);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
break;
}
@ -580,22 +562,18 @@ glamor_set_composite_texture(glamor_screen_private *glamor_priv, int unit,
default:
case PictFilterFast:
case PictFilterNearest:
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER, GL_NEAREST);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case PictFilterGood:
case PictFilterBest:
case PictFilterBilinear:
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER, GL_LINEAR);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
}
#ifndef GLAMOR_GLES2
dispatch->glEnable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_2D);
#endif
/*
@ -615,19 +593,18 @@ glamor_set_composite_texture(glamor_screen_private *glamor_priv, int unit,
if ((wh[0] != 1.0 || wh[1] != 1.0)
|| (glamor_priv->gl_flavor == GLAMOR_GL_ES2
&& repeat_type == RepeatFix))
dispatch->glUniform4fv(wh_location, 1, wh);
glUniform4fv(wh_location, 1, wh);
else
repeat_type -= RepeatFix;
}
dispatch->glUniform1i(repeat_location, repeat_type);
glUniform1i(repeat_location, repeat_type);
glamor_put_dispatch(glamor_priv);
}
static void
glamor_set_composite_solid(glamor_gl_dispatch *dispatch, float *color,
GLint uniform_location)
glamor_set_composite_solid(float *color, GLint uniform_location)
{
dispatch->glUniform4fv(uniform_location, 1, color);
glUniform4fv(uniform_location, 1, color);
}
static int
@ -729,7 +706,6 @@ void
glamor_setup_composite_vbo(ScreenPtr screen, int n_verts)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch;
int vert_size;
glamor_priv->render_nr_verts = 0;
@ -741,63 +717,52 @@ glamor_setup_composite_vbo(ScreenPtr screen, int n_verts)
vert_size = n_verts * glamor_priv->vb_stride;
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
glamor_get_dispatch(glamor_priv);
glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
if (glamor_priv->vbo_size < (glamor_priv->vbo_offset + vert_size)) {
glamor_priv->vbo_size = GLAMOR_COMPOSITE_VBO_VERT_CNT *
glamor_priv->vb_stride;
glamor_priv->vbo_offset = 0;
dispatch->glBufferData(GL_ARRAY_BUFFER,
glamor_priv->vbo_size, NULL, GL_STREAM_DRAW);
glBufferData(GL_ARRAY_BUFFER,
glamor_priv->vbo_size, NULL, GL_STREAM_DRAW);
}
glamor_priv->vb = dispatch->glMapBufferRange(GL_ARRAY_BUFFER,
glamor_priv->vbo_offset,
vert_size,
GL_MAP_WRITE_BIT |
GL_MAP_UNSYNCHRONIZED_BIT);
glamor_priv->vb = glMapBufferRange(GL_ARRAY_BUFFER,
glamor_priv->vbo_offset,
vert_size,
GL_MAP_WRITE_BIT |
GL_MAP_UNSYNCHRONIZED_BIT);
assert(glamor_priv->vb != NULL);
glamor_priv->vb -= glamor_priv->vbo_offset;
}
else
glamor_priv->vbo_offset = 0;
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, glamor_priv->vb_stride,
(void *) ((long)
glamor_priv->vbo_offset));
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE,
glamor_priv->vb_stride,
(void *) ((long)
glamor_priv->vbo_offset));
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
if (glamor_priv->has_source_coords) {
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
GL_FLOAT, GL_FALSE,
glamor_priv->vb_stride, (void *) ((long)
glamor_priv->
vbo_offset
+
2 *
sizeof
(float)));
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
GL_FLOAT, GL_FALSE,
glamor_priv->vb_stride,
(void *) ((long) glamor_priv->vbo_offset +
2 * sizeof(float)));
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
}
if (glamor_priv->has_mask_coords) {
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_MASK, 2,
GL_FLOAT, GL_FALSE,
glamor_priv->vb_stride, (void *) ((long)
glamor_priv->
vbo_offset
+
(glamor_priv->
has_source_coords
? 4 :
2) *
sizeof
(float)));
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_MASK);
glVertexAttribPointer(GLAMOR_VERTEX_MASK, 2, GL_FLOAT, GL_FALSE,
glamor_priv->vb_stride,
(void *) ((long) glamor_priv->vbo_offset +
(glamor_priv->has_source_coords ?
4 : 2) * sizeof(float)));
glEnableVertexAttribArray(GLAMOR_VERTEX_MASK);
}
glamor_put_dispatch(glamor_priv);
}
@ -831,30 +796,27 @@ static void
glamor_flush_composite_rects(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch;
dispatch = glamor_get_dispatch(glamor_priv);
glamor_get_dispatch(glamor_priv);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
dispatch->glUnmapBuffer(GL_ARRAY_BUFFER);
glUnmapBuffer(GL_ARRAY_BUFFER);
else {
dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
dispatch->glBufferData(GL_ARRAY_BUFFER,
glamor_priv->vbo_offset,
glamor_priv->vb, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
glBufferData(GL_ARRAY_BUFFER, glamor_priv->vbo_offset,
glamor_priv->vb, GL_DYNAMIC_DRAW);
}
if (!glamor_priv->render_nr_verts)
return;
#ifndef GLAMOR_GLES2
dispatch->glDrawRangeElements(GL_TRIANGLES, 0, glamor_priv->render_nr_verts,
(glamor_priv->render_nr_verts * 3) / 2,
GL_UNSIGNED_SHORT, NULL);
glDrawRangeElements(GL_TRIANGLES, 0, glamor_priv->render_nr_verts,
(glamor_priv->render_nr_verts * 3) / 2,
GL_UNSIGNED_SHORT, NULL);
#else
dispatch->glDrawElements(GL_TRIANGLES,
(glamor_priv->render_nr_verts * 3) / 2,
GL_UNSIGNED_SHORT, NULL);
glDrawElements(GL_TRIANGLES, (glamor_priv->render_nr_verts * 3) / 2,
GL_UNSIGNED_SHORT, NULL);
#endif
glamor_put_dispatch(glamor_priv);
}
@ -1228,17 +1190,15 @@ glamor_composite_set_shader_blend(glamor_pixmap_private *dest_priv,
glamor_composite_shader *shader,
struct blendinfo *op_info)
{
glamor_gl_dispatch *dispatch;
glamor_screen_private *glamor_priv;
glamor_priv = dest_priv->base.glamor_priv;
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glUseProgram(shader->prog);
glamor_get_dispatch(glamor_priv);
glUseProgram(shader->prog);
if (key->source == SHADER_SOURCE_SOLID) {
glamor_set_composite_solid(dispatch,
shader->source_solid_color,
glamor_set_composite_solid(shader->source_solid_color,
shader->source_uniform_location);
}
else {
@ -1250,8 +1210,7 @@ glamor_composite_set_shader_blend(glamor_pixmap_private *dest_priv,
if (key->mask != SHADER_MASK_NONE) {
if (key->mask == SHADER_MASK_SOLID) {
glamor_set_composite_solid(dispatch,
shader->mask_solid_color,
glamor_set_composite_solid(shader->mask_solid_color,
shader->mask_uniform_location);
}
else {
@ -1263,11 +1222,11 @@ glamor_composite_set_shader_blend(glamor_pixmap_private *dest_priv,
}
if (op_info->source_blend == GL_ONE && op_info->dest_blend == GL_ZERO) {
dispatch->glDisable(GL_BLEND);
glDisable(GL_BLEND);
}
else {
dispatch->glEnable(GL_BLEND);
dispatch->glBlendFunc(op_info->source_blend, op_info->dest_blend);
glEnable(GL_BLEND);
glBlendFunc(op_info->source_blend, op_info->dest_blend);
}
glamor_put_dispatch(glamor_priv);
@ -1289,7 +1248,6 @@ glamor_composite_with_shader(CARD8 op,
PixmapPtr dest_pixmap = dest_pixmap_priv->base.pixmap;
PixmapPtr source_pixmap = NULL;
PixmapPtr mask_pixmap = NULL;
glamor_gl_dispatch *dispatch = NULL;
GLfloat dst_xscale, dst_yscale;
GLfloat mask_xscale = 1, mask_yscale = 1, src_xscale = 1, src_yscale = 1;
struct shader_key key, key_ca;
@ -1328,7 +1286,7 @@ glamor_composite_with_shader(CARD8 op,
glamor_set_destination_pixmap_priv_nc(dest_pixmap_priv);
glamor_composite_set_shader_blend(dest_pixmap_priv, &key, shader, &op_info);
dispatch = glamor_get_dispatch(glamor_priv);
glamor_get_dispatch(glamor_priv);
glamor_priv->has_source_coords = key.source != SHADER_SOURCE_SOLID;
glamor_priv->has_mask_coords = (key.mask != SHADER_MASK_NONE &&
@ -1445,20 +1403,20 @@ glamor_composite_with_shader(CARD8 op,
}
}
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_MASK);
dispatch->glDisable(GL_BLEND);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDisableVertexAttribArray(GLAMOR_VERTEX_MASK);
glDisable(GL_BLEND);
#ifndef GLAMOR_GLES2
dispatch->glActiveTexture(GL_TEXTURE0);
dispatch->glDisable(GL_TEXTURE_2D);
dispatch->glActiveTexture(GL_TEXTURE1);
dispatch->glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
#endif
DEBUGF("finish rendering.\n");
dispatch->glUseProgram(0);
glUseProgram(0);
glamor_priv->state = RENDER_STATE;
glamor_priv->render_idle_cnt = 0;
if (saved_source_format)

View File

@ -37,7 +37,6 @@ void
glamor_init_tile_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
const char *tile_vs =
"attribute vec4 v_position;\n"
"attribute vec4 v_texcoord0;\n"
@ -63,27 +62,27 @@ glamor_init_tile_shader(ScreenPtr screen)
GLint sampler_uniform_location;
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
glamor_priv->tile_prog = dispatch->glCreateProgram();
vs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, tile_vs);
fs_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER, tile_fs);
dispatch->glAttachShader(glamor_priv->tile_prog, vs_prog);
dispatch->glAttachShader(glamor_priv->tile_prog, fs_prog);
glamor_get_dispatch(glamor_priv);
glamor_priv->tile_prog = glCreateProgram();
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, tile_vs);
fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, tile_fs);
glAttachShader(glamor_priv->tile_prog, vs_prog);
glAttachShader(glamor_priv->tile_prog, fs_prog);
dispatch->glBindAttribLocation(glamor_priv->tile_prog,
GLAMOR_VERTEX_POS, "v_position");
dispatch->glBindAttribLocation(glamor_priv->tile_prog,
GLAMOR_VERTEX_SOURCE, "v_texcoord0");
glamor_link_glsl_prog(dispatch, glamor_priv->tile_prog);
glBindAttribLocation(glamor_priv->tile_prog,
GLAMOR_VERTEX_POS, "v_position");
glBindAttribLocation(glamor_priv->tile_prog,
GLAMOR_VERTEX_SOURCE, "v_texcoord0");
glamor_link_glsl_prog(glamor_priv->tile_prog);
sampler_uniform_location =
dispatch->glGetUniformLocation(glamor_priv->tile_prog, "sampler");
dispatch->glUseProgram(glamor_priv->tile_prog);
dispatch->glUniform1i(sampler_uniform_location, 0);
glGetUniformLocation(glamor_priv->tile_prog, "sampler");
glUseProgram(glamor_priv->tile_prog);
glUniform1i(sampler_uniform_location, 0);
glamor_priv->tile_wh =
dispatch->glGetUniformLocation(glamor_priv->tile_prog, "wh");
dispatch->glUseProgram(0);
glGetUniformLocation(glamor_priv->tile_prog, "wh");
glUseProgram(0);
glamor_put_dispatch(glamor_priv);
}
@ -91,11 +90,10 @@ void
glamor_fini_tile_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glDeleteProgram(glamor_priv->tile_prog);
glamor_get_dispatch(glamor_priv);
glDeleteProgram(glamor_priv->tile_prog);
glamor_put_dispatch(glamor_priv);
}
@ -105,7 +103,6 @@ _glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
{
ScreenPtr screen = pixmap->drawable.pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch;
int x1 = x;
int x2 = x + width;
int y1 = y;
@ -127,19 +124,19 @@ _glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
glamor_set_destination_pixmap_priv_nc(dst_pixmap_priv);
pixmap_priv_get_dest_scale(dst_pixmap_priv, &dst_xscale, &dst_yscale);
pixmap_priv_get_scale(src_pixmap_priv, &src_xscale, &src_yscale);
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glUseProgram(glamor_priv->tile_prog);
glamor_get_dispatch(glamor_priv);
glUseProgram(glamor_priv->tile_prog);
glamor_pixmap_fbo_fix_wh_ratio(wh, src_pixmap_priv);
dispatch->glUniform2fv(glamor_priv->tile_wh, 1, wh);
dispatch->glActiveTexture(GL_TEXTURE0);
dispatch->glBindTexture(GL_TEXTURE_2D, src_pixmap_priv->base.fbo->tex);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glUniform2fv(glamor_priv->tile_wh, 1, wh);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, src_pixmap_priv->base.fbo->tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
#ifndef GLAMOR_GLES2
dispatch->glEnable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_2D);
#endif
glamor_set_repeat_normalize_tcoords
(src_pixmap_priv, RepeatNormal,
@ -147,26 +144,25 @@ _glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
tile_x1, tile_y1,
tile_x2, tile_y2, glamor_priv->yInverted, source_texcoords);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
GL_FLOAT, GL_FALSE,
2 * sizeof(float), source_texcoords);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, GL_FALSE,
2 * sizeof(float), source_texcoords);
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glamor_set_normalize_vcoords(dst_pixmap_priv, dst_xscale, dst_yscale,
x1, y1,
x2, y2, glamor_priv->yInverted, vertices);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), vertices);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE,
2 * sizeof(float), vertices);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
#ifndef GLAMOR_GLES2
dispatch->glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_2D);
#endif
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glUseProgram(0);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glUseProgram(0);
glamor_put_dispatch(glamor_priv);
glamor_priv->state = RENDER_STATE;
@ -182,7 +178,6 @@ glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_pixmap_private *dst_pixmap_priv;
glamor_pixmap_private *src_pixmap_priv;
glamor_gl_dispatch *dispatch;
dst_pixmap_priv = glamor_get_pixmap_private(pixmap);
src_pixmap_priv = glamor_get_pixmap_private(tile);
@ -206,8 +201,8 @@ glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
goto fail;
}
dispatch = glamor_get_dispatch(glamor_priv);
if (!glamor_set_alu(dispatch, alu)) {
glamor_get_dispatch(glamor_priv);
if (!glamor_set_alu(alu)) {
glamor_fallback("unsupported alu %x\n", alu);
glamor_put_dispatch(glamor_priv);
goto fail;
@ -302,7 +297,7 @@ glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
else
_glamor_tile(pixmap, tile, x, y, width, height, tile_x, tile_y);
glamor_set_alu(dispatch, GXcopy);
glamor_set_alu(GXcopy);
glamor_put_dispatch(glamor_priv);
return TRUE;
fail:

View File

@ -204,23 +204,21 @@ static void
glamor_flush_composite_triangles(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch;
dispatch = glamor_get_dispatch(glamor_priv);
glamor_get_dispatch(glamor_priv);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
dispatch->glUnmapBuffer(GL_ARRAY_BUFFER);
glUnmapBuffer(GL_ARRAY_BUFFER);
else {
dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
dispatch->glBufferData(GL_ARRAY_BUFFER,
glamor_priv->vbo_offset,
glamor_priv->vb, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
glBufferData(GL_ARRAY_BUFFER, glamor_priv->vbo_offset,
glamor_priv->vb, GL_DYNAMIC_DRAW);
}
if (!glamor_priv->render_nr_verts)
return;
dispatch->glDrawArrays(GL_TRIANGLES, 0, glamor_priv->render_nr_verts);
glDrawArrays(GL_TRIANGLES, 0, glamor_priv->render_nr_verts);
glamor_put_dispatch(glamor_priv);
}
@ -582,7 +580,6 @@ static void
glamor_setup_composite_vbo_for_trapezoid(ScreenPtr screen, int n_verts)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch;
int stride;
int vert_size;
@ -605,25 +602,25 @@ glamor_setup_composite_vbo_for_trapezoid(ScreenPtr screen, int n_verts)
vert_size = n_verts * glamor_priv->vb_stride;
dispatch = glamor_get_dispatch(glamor_priv);
glamor_get_dispatch(glamor_priv);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_TOP_BOTTOM);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_LEFT_PARAM);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_RIGHT_PARAM);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDisableVertexAttribArray(GLAMOR_VERTEX_TOP_BOTTOM);
glDisableVertexAttribArray(GLAMOR_VERTEX_LEFT_PARAM);
glDisableVertexAttribArray(GLAMOR_VERTEX_RIGHT_PARAM);
dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
if (glamor_priv->vbo_size < (glamor_priv->vbo_offset + vert_size)) {
glamor_priv->vbo_size = GLAMOR_COMPOSITE_VBO_VERT_CNT *
glamor_priv->vb_stride;
glamor_priv->vbo_offset = 0;
dispatch->glBufferData(GL_ARRAY_BUFFER,
glamor_priv->vbo_size, NULL, GL_STREAM_DRAW);
glBufferData(GL_ARRAY_BUFFER,
glamor_priv->vbo_size, NULL, GL_STREAM_DRAW);
}
glamor_priv->vb = dispatch->glMapBufferRange(GL_ARRAY_BUFFER,
glamor_priv->vb = glMapBufferRange(GL_ARRAY_BUFFER,
glamor_priv->vbo_offset,
vert_size,
GL_MAP_WRITE_BIT |
@ -636,41 +633,41 @@ glamor_setup_composite_vbo_for_trapezoid(ScreenPtr screen, int n_verts)
glamor_priv->vbo_offset = 0;
}
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
/* Set the vertex pointer. */
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, glamor_priv->vb_stride,
(void *) ((long) glamor_priv->vbo_offset));
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, glamor_priv->vb_stride,
(void *) ((long) glamor_priv->vbo_offset));
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
stride = 2;
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
GL_FALSE, glamor_priv->vb_stride,
(void *) ((long) glamor_priv->vbo_offset +
stride * sizeof(float)));
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
GL_FALSE, glamor_priv->vb_stride,
(void *) ((long) glamor_priv->vbo_offset +
stride * sizeof(float)));
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
stride += 2;
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_TOP_BOTTOM, 2, GL_FLOAT,
glVertexAttribPointer(GLAMOR_VERTEX_TOP_BOTTOM, 2, GL_FLOAT,
GL_FALSE, glamor_priv->vb_stride,
(void *) ((long) glamor_priv->vbo_offset +
stride * sizeof(float)));
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_TOP_BOTTOM);
glEnableVertexAttribArray(GLAMOR_VERTEX_TOP_BOTTOM);
stride += 2;
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_LEFT_PARAM, 4, GL_FLOAT,
glVertexAttribPointer(GLAMOR_VERTEX_LEFT_PARAM, 4, GL_FLOAT,
GL_FALSE, glamor_priv->vb_stride,
(void *) ((long) glamor_priv->vbo_offset +
stride * sizeof(float)));
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_LEFT_PARAM);
glEnableVertexAttribArray(GLAMOR_VERTEX_LEFT_PARAM);
stride += 4;
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_RIGHT_PARAM, 4, GL_FLOAT,
glVertexAttribPointer(GLAMOR_VERTEX_RIGHT_PARAM, 4, GL_FLOAT,
GL_FALSE, glamor_priv->vb_stride,
(void *) ((long) glamor_priv->vbo_offset +
stride * sizeof(float)));
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_RIGHT_PARAM);
glEnableVertexAttribArray(GLAMOR_VERTEX_RIGHT_PARAM);
glamor_put_dispatch(glamor_priv);
}
@ -701,7 +698,6 @@ _glamor_trapezoids_with_shader(CARD8 op,
GLfloat dst_xscale, dst_yscale;
BoxRec bounds;
PicturePtr temp_src = src;
glamor_gl_dispatch *dispatch = NULL;
int vert_stride = 3;
int ntriangle_per_loop;
int nclip_rect;
@ -815,6 +811,8 @@ _glamor_trapezoids_with_shader(CARD8 op,
goto TRAPEZOID_OUT;
}
glamor_get_dispatch(glamor_priv);
box = REGION_RECTS(&region);
nbox = REGION_NUM_RECTS(&region);
pbox = box;
@ -833,8 +831,6 @@ _glamor_trapezoids_with_shader(CARD8 op,
glamor_priv->has_mask_coords = (key.mask != SHADER_MASK_NONE &&
key.mask != SHADER_MASK_SOLID);
dispatch = glamor_get_dispatch(glamor_priv);
glamor_get_drawable_deltas(dst->pDrawable, dest_pixmap,
&dest_x_off, &dest_y_off);
@ -974,19 +970,20 @@ _glamor_trapezoids_with_shader(CARD8 op,
ret = TRUE;
TRAPEZOID_RESET_GL:
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_MASK);
dispatch->glDisable(GL_BLEND);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDisableVertexAttribArray(GLAMOR_VERTEX_MASK);
glDisable(GL_BLEND);
#ifndef GLAMOR_GLES2
dispatch->glActiveTexture(GL_TEXTURE0);
dispatch->glDisable(GL_TEXTURE_2D);
dispatch->glActiveTexture(GL_TEXTURE1);
dispatch->glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
#endif
dispatch->glUseProgram(0);
glUseProgram(0);
glamor_put_dispatch(glamor_priv);
TRAPEZOID_OUT:
if (box) {
@ -1002,10 +999,6 @@ _glamor_trapezoids_with_shader(CARD8 op,
}
}
if (dispatch) {
glamor_put_dispatch(glamor_priv);
}
return ret;
}
@ -1013,7 +1006,6 @@ void
glamor_init_trapezoid_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
GLint fs_prog, vs_prog;
const char *trapezoid_vs =
@ -1344,32 +1336,30 @@ glamor_init_trapezoid_shader(ScreenPtr screen)
"}\n";
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
glamor_get_dispatch(glamor_priv);
glamor_priv->trapezoid_prog = dispatch->glCreateProgram();
glamor_priv->trapezoid_prog = glCreateProgram();
vs_prog = glamor_compile_glsl_prog(dispatch,
GL_VERTEX_SHADER, trapezoid_vs);
fs_prog = glamor_compile_glsl_prog(dispatch,
GL_FRAGMENT_SHADER, trapezoid_fs);
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, trapezoid_vs);
fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, trapezoid_fs);
dispatch->glAttachShader(glamor_priv->trapezoid_prog, vs_prog);
dispatch->glAttachShader(glamor_priv->trapezoid_prog, fs_prog);
glAttachShader(glamor_priv->trapezoid_prog, vs_prog);
glAttachShader(glamor_priv->trapezoid_prog, fs_prog);
dispatch->glBindAttribLocation(glamor_priv->trapezoid_prog,
GLAMOR_VERTEX_POS, "v_positionsition");
dispatch->glBindAttribLocation(glamor_priv->trapezoid_prog,
GLAMOR_VERTEX_SOURCE, "v_texcoord");
dispatch->glBindAttribLocation(glamor_priv->trapezoid_prog,
GLAMOR_VERTEX_TOP_BOTTOM, "v_top_bottom");
dispatch->glBindAttribLocation(glamor_priv->trapezoid_prog,
GLAMOR_VERTEX_LEFT_PARAM, "v_left_param");
dispatch->glBindAttribLocation(glamor_priv->trapezoid_prog,
GLAMOR_VERTEX_RIGHT_PARAM, "v_right_param");
glBindAttribLocation(glamor_priv->trapezoid_prog,
GLAMOR_VERTEX_POS, "v_positionsition");
glBindAttribLocation(glamor_priv->trapezoid_prog,
GLAMOR_VERTEX_SOURCE, "v_texcoord");
glBindAttribLocation(glamor_priv->trapezoid_prog,
GLAMOR_VERTEX_TOP_BOTTOM, "v_top_bottom");
glBindAttribLocation(glamor_priv->trapezoid_prog,
GLAMOR_VERTEX_LEFT_PARAM, "v_left_param");
glBindAttribLocation(glamor_priv->trapezoid_prog,
GLAMOR_VERTEX_RIGHT_PARAM, "v_right_param");
glamor_link_glsl_prog(dispatch, glamor_priv->trapezoid_prog);
glamor_link_glsl_prog(glamor_priv->trapezoid_prog);
dispatch->glUseProgram(0);
glUseProgram(0);
glamor_put_dispatch(glamor_priv);
}
@ -1378,11 +1368,10 @@ void
glamor_fini_trapezoid_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glDeleteProgram(glamor_priv->trapezoid_prog);
glamor_get_dispatch(glamor_priv);
glDeleteProgram(glamor_priv->trapezoid_prog);
glamor_put_dispatch(glamor_priv);
}
@ -1392,7 +1381,6 @@ _glamor_generate_trapezoid_with_shader(ScreenPtr screen, PicturePtr picture,
BoxRec *bounds)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
glamor_pixmap_private *pixmap_priv;
PixmapPtr pixmap = NULL;
GLint trapezoid_prog;
@ -1425,20 +1413,20 @@ _glamor_generate_trapezoid_with_shader(ScreenPtr screen, PicturePtr picture,
return FALSE;
}
dispatch = glamor_get_dispatch(glamor_priv);
glamor_get_dispatch(glamor_priv);
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
pixmap_priv_get_dest_scale(pixmap_priv, (&xscale), (&yscale));
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
/* Now draw the Trapezoid mask. */
dispatch->glUseProgram(trapezoid_prog);
glUseProgram(trapezoid_prog);
dispatch->glEnable(GL_BLEND);
dispatch->glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
nrect_max = GLAMOR_COMPOSITE_VBO_VERT_CNT / (4 * GLAMOR_VERTEX_RIGHT_PARAM);
@ -1565,36 +1553,35 @@ _glamor_generate_trapezoid_with_shader(ScreenPtr screen, PicturePtr picture,
continue;
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
dispatch->glUnmapBuffer(GL_ARRAY_BUFFER);
glUnmapBuffer(GL_ARRAY_BUFFER);
else {
dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
dispatch->glBufferData(GL_ARRAY_BUFFER,
glamor_priv->vbo_offset,
glamor_priv->vb, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
glBufferData(GL_ARRAY_BUFFER, glamor_priv->vbo_offset,
glamor_priv->vb, GL_DYNAMIC_DRAW);
}
#ifndef GLAMOR_GLES2
dispatch->glDrawRangeElements(GL_TRIANGLES, 0,
glamor_priv->render_nr_verts,
(glamor_priv->render_nr_verts * 3) / 2,
GL_UNSIGNED_SHORT, NULL);
glDrawRangeElements(GL_TRIANGLES, 0,
glamor_priv->render_nr_verts,
(glamor_priv->render_nr_verts * 3) / 2,
GL_UNSIGNED_SHORT, NULL);
#else
dispatch->glDrawElements(GL_TRIANGLES,
(glamor_priv->render_nr_verts * 3) / 2,
GL_UNSIGNED_SHORT, NULL);
glDrawElements(GL_TRIANGLES,
(glamor_priv->render_nr_verts * 3) / 2,
GL_UNSIGNED_SHORT, NULL);
#endif
}
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
dispatch->glBlendFunc(GL_ONE, GL_ZERO);
dispatch->glDisable(GL_BLEND);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_TOP_BOTTOM);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_LEFT_PARAM);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_RIGHT_PARAM);
dispatch->glUseProgram(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_BLEND);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDisableVertexAttribArray(GLAMOR_VERTEX_TOP_BOTTOM);
glDisableVertexAttribArray(GLAMOR_VERTEX_LEFT_PARAM);
glDisableVertexAttribArray(GLAMOR_VERTEX_RIGHT_PARAM);
glUseProgram(0);
glamor_put_dispatch(glamor_priv);
return TRUE;
}

View File

@ -1828,13 +1828,11 @@ glamor_restore_current(ScreenPtr screen)
glamor_egl_restore_context(screen);
}
static inline glamor_gl_dispatch *
static inline void
glamor_get_dispatch(glamor_screen_private * glamor_priv)
{
if (glamor_priv->flags & GLAMOR_USE_EGL_SCREEN)
glamor_make_current(glamor_priv->screen);
return &glamor_priv->_dispatch;
}
static inline void

View File

@ -90,23 +90,22 @@ void
glamor_init_xv_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
GLint fs_prog, vs_prog;
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
glamor_priv->xv_prog = dispatch->glCreateProgram();
glamor_get_dispatch(glamor_priv);
glamor_priv->xv_prog = glCreateProgram();
vs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, xv_vs);
fs_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER, xv_ps);
dispatch->glAttachShader(glamor_priv->xv_prog, vs_prog);
dispatch->glAttachShader(glamor_priv->xv_prog, fs_prog);
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, xv_vs);
fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, xv_ps);
glAttachShader(glamor_priv->xv_prog, vs_prog);
glAttachShader(glamor_priv->xv_prog, fs_prog);
dispatch->glBindAttribLocation(glamor_priv->xv_prog,
GLAMOR_VERTEX_POS, "v_position");
dispatch->glBindAttribLocation(glamor_priv->xv_prog,
GLAMOR_VERTEX_SOURCE, "v_texcoord0");
glamor_link_glsl_prog(dispatch, glamor_priv->xv_prog);
glBindAttribLocation(glamor_priv->xv_prog,
GLAMOR_VERTEX_POS, "v_position");
glBindAttribLocation(glamor_priv->xv_prog,
GLAMOR_VERTEX_SOURCE, "v_texcoord0");
glamor_link_glsl_prog(glamor_priv->xv_prog);
glamor_put_dispatch(glamor_priv);
}
@ -115,12 +114,11 @@ void
glamor_fini_xv_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
glamor_get_dispatch(glamor_priv);
dispatch->glDeleteProgram(glamor_priv->xv_prog);
glDeleteProgram(glamor_priv->xv_prog);
glamor_put_dispatch(glamor_priv);
}
@ -278,7 +276,6 @@ glamor_display_textured_video(glamor_port_private *port_priv)
glamor_pixmap_private *pixmap_priv =
glamor_get_pixmap_private(port_priv->pPixmap);
glamor_pixmap_private *src_pixmap_priv[3];
glamor_gl_dispatch *dispatch;
float vertices[32], texcoords[8];
BoxPtr box = REGION_RECTS(&port_priv->clip);
int nBox = REGION_NUM_RECTS(&port_priv->clip);
@ -327,62 +324,53 @@ glamor_display_textured_video(glamor_port_private *port_priv)
&src_yscale[i]);
}
}
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glUseProgram(glamor_priv->xv_prog);
glamor_get_dispatch(glamor_priv);
glUseProgram(glamor_priv->xv_prog);
uloc = dispatch->glGetUniformLocation(glamor_priv->xv_prog, "offsetyco");
dispatch->glUniform4f(uloc, off[0], off[1], off[2], yco);
uloc = dispatch->glGetUniformLocation(glamor_priv->xv_prog, "ucogamma");
dispatch->glUniform4f(uloc, uco[0], uco[1], uco[2], gamma);
uloc = dispatch->glGetUniformLocation(glamor_priv->xv_prog, "vco");
dispatch->glUniform4f(uloc, vco[0], vco[1], vco[2], 0);
uloc = glGetUniformLocation(glamor_priv->xv_prog, "offsetyco");
glUniform4f(uloc, off[0], off[1], off[2], yco);
uloc = glGetUniformLocation(glamor_priv->xv_prog, "ucogamma");
glUniform4f(uloc, uco[0], uco[1], uco[2], gamma);
uloc = glGetUniformLocation(glamor_priv->xv_prog, "vco");
glUniform4f(uloc, vco[0], vco[1], vco[2], 0);
dispatch->glActiveTexture(GL_TEXTURE0);
dispatch->glBindTexture(GL_TEXTURE_2D, src_pixmap_priv[0]->base.fbo->tex);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, src_pixmap_priv[0]->base.fbo->tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
dispatch->glActiveTexture(GL_TEXTURE1);
dispatch->glBindTexture(GL_TEXTURE_2D, src_pixmap_priv[1]->base.fbo->tex);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, src_pixmap_priv[1]->base.fbo->tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
dispatch->glActiveTexture(GL_TEXTURE2);
dispatch->glBindTexture(GL_TEXTURE_2D, src_pixmap_priv[2]->base.fbo->tex);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, src_pixmap_priv[2]->base.fbo->tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
sampler_loc =
dispatch->glGetUniformLocation(glamor_priv->xv_prog, "y_sampler");
dispatch->glUniform1i(sampler_loc, 0);
sampler_loc =
dispatch->glGetUniformLocation(glamor_priv->xv_prog, "u_sampler");
dispatch->glUniform1i(sampler_loc, 1);
sampler_loc =
dispatch->glGetUniformLocation(glamor_priv->xv_prog, "v_sampler");
dispatch->glUniform1i(sampler_loc, 2);
sampler_loc = glGetUniformLocation(glamor_priv->xv_prog, "y_sampler");
glUniform1i(sampler_loc, 0);
sampler_loc = glGetUniformLocation(glamor_priv->xv_prog, "u_sampler");
glUniform1i(sampler_loc, 1);
sampler_loc = glGetUniformLocation(glamor_priv->xv_prog, "v_sampler");
glUniform1i(sampler_loc, 2);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
GL_FLOAT, GL_FALSE,
2 * sizeof(float), texcoords);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
GL_FLOAT, GL_FALSE,
2 * sizeof(float), texcoords);
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), vertices);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), vertices);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
for (i = 0; i < nBox; i++) {
float off_x = box[i].x1 - port_priv->drw_x;
float off_y = box[i].y1 - port_priv->drw_y;
@ -418,13 +406,13 @@ glamor_display_textured_video(glamor_port_private *port_priv)
srcy + srch,
glamor_priv->yInverted, texcoords);
dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glUseProgram(0);
glUseProgram(0);
glamor_put_dispatch(glamor_priv);
DamageDamageRegion(port_priv->pDraw, &port_priv->clip);
}