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:
parent
f34dc7fa96
commit
0373b3f4f7
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@ -2069,7 +2069,7 @@ dnl glamor
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AM_CONDITIONAL([GLAMOR], [test "x$GLAMOR" = xyes])
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if test "x$GLAMOR" = xyes; then
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AC_DEFINE(GLAMOR, 1, [Build glamor])
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PKG_CHECK_MODULES([GLAMOR], [egl gl])
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PKG_CHECK_MODULES([GLAMOR], [epoxy])
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fi
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dnl XWin DDX
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@ -10,11 +10,9 @@ libglamor_la_SOURCES = \
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glamor_copywindow.c \
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glamor_core.c \
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glamor_debug.h \
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glamor_gl_dispatch.h \
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glamor_fill.c \
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glamor_fillspans.c \
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glamor_getspans.c \
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glamor_glext.h \
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glamor_glyphs.c \
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glamor_polyfillrect.c \
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glamor_polylines.c \
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@ -35,7 +33,6 @@ libglamor_la_SOURCES = \
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glamor_largepixmap.c\
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glamor_picture.c\
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glamor_window.c\
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glamor_gl_dispatch.c\
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glamor_fbo.c\
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glamor_compositerects.c\
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glamor_xv.c\
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@ -218,11 +218,10 @@ void
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glamor_block_handler(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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glamor_gl_dispatch *dispatch;
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dispatch = glamor_get_dispatch(glamor_priv);
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glamor_get_dispatch(glamor_priv);
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glamor_priv->tick++;
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dispatch->glFlush();
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glFlush();
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glamor_fbo_expire(glamor_priv);
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glamor_put_dispatch(glamor_priv);
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if (glamor_priv->state == RENDER_STATE
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@ -236,9 +235,9 @@ static void
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_glamor_block_handler(void *data, OSTimePtr timeout, void *last_select_mask)
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{
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glamor_screen_private *glamor_priv = data;
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glamor_gl_dispatch *dispatch = glamor_get_dispatch(glamor_priv);
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dispatch->glFlush();
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glamor_get_dispatch(glamor_priv);
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glFlush();
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glamor_put_dispatch(glamor_priv);
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}
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@ -316,8 +315,6 @@ glamor_init(ScreenPtr screen, unsigned int flags)
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}
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#endif
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glamor_gl_dispatch_init(screen, &glamor_priv->_dispatch, gl_version);
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#ifdef GLAMOR_GLES2
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if (!glamor_gl_has_extension("GL_EXT_texture_format_BGRA8888")) {
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ErrorF("GL_EXT_texture_format_BGRA8888 required\n");
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@ -329,8 +326,7 @@ glamor_init(ScreenPtr screen, unsigned int flags)
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glamor_gl_has_extension("GL_MESA_pack_invert");
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glamor_priv->has_fbo_blit =
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glamor_gl_has_extension("GL_EXT_framebuffer_blit");
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glamor_priv->_dispatch.glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE,
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&glamor_priv->max_fbo_size);
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glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &glamor_priv->max_fbo_size);
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#ifdef MAX_FBO_SIZE
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glamor_priv->max_fbo_size = MAX_FBO_SIZE;
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#endif
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@ -42,7 +42,6 @@ glamor_copy_n_to_n_fbo_blit(DrawablePtr src,
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PixmapPtr src_pixmap = glamor_get_drawable_pixmap(src);
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glamor_pixmap_private *src_pixmap_priv, *dst_pixmap_priv;
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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glamor_gl_dispatch *dispatch;
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int dst_x_off, dst_y_off, src_x_off, src_y_off, i;
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int fbo_x_off, fbo_y_off;
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int src_fbo_x_off, src_fbo_y_off;
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@ -72,9 +71,8 @@ glamor_copy_n_to_n_fbo_blit(DrawablePtr src,
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pixmap_priv_get_fbo_off(dst_pixmap_priv, &fbo_x_off, &fbo_y_off);
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pixmap_priv_get_fbo_off(src_pixmap_priv, &src_fbo_x_off, &src_fbo_y_off);
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dispatch = glamor_get_dispatch(glamor_priv);
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dispatch->glBindFramebuffer(GL_READ_FRAMEBUFFER_EXT,
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src_pixmap_priv->base.fbo->fb);
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glamor_get_dispatch(glamor_priv);
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glBindFramebuffer(GL_READ_FRAMEBUFFER_EXT, src_pixmap_priv->base.fbo->fb);
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glamor_get_drawable_deltas(dst, dst_pixmap, &dst_x_off, &dst_y_off);
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glamor_get_drawable_deltas(src, src_pixmap, &src_x_off, &src_y_off);
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dst_x_off += fbo_x_off;
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@ -84,23 +82,15 @@ glamor_copy_n_to_n_fbo_blit(DrawablePtr src,
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for (i = 0; i < nbox; i++) {
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if (glamor_priv->yInverted) {
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dispatch->glBlitFramebuffer((box[i].x1 + dx +
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src_x_off),
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(box[i].y1 +
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src_y_off),
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(box[i].x2 + dx +
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src_x_off),
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(box[i].y2 +
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src_y_off),
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(box[i].x1 +
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dst_x_off),
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(box[i].y1 +
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dst_y_off),
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(box[i].x2 +
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dst_x_off),
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(box[i].y2 +
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dst_y_off),
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBlitFramebuffer(box[i].x1 + dx + src_x_off,
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box[i].y1 + src_y_off,
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box[i].x2 + dx + src_x_off,
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box[i].y2 + src_y_off,
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box[i].x1 + dst_x_off,
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box[i].y1 + dst_y_off,
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box[i].x2 + dst_x_off,
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box[i].y2 + dst_y_off,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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else {
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int flip_dst_y1 =
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@ -112,19 +102,15 @@ glamor_copy_n_to_n_fbo_blit(DrawablePtr src,
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int flip_src_y2 =
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src_pixmap->drawable.height - (box[i].y1 + src_y_off);
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dispatch->glBlitFramebuffer(box[i].x1 + dx +
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src_x_off,
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flip_src_y1,
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box[i].x2 + dx +
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src_x_off,
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flip_src_y2,
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box[i].x1 +
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dst_x_off,
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flip_dst_y1,
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box[i].x2 +
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dst_x_off,
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flip_dst_y2,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBlitFramebuffer(box[i].x1 + dx + src_x_off,
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flip_src_y1,
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box[i].x2 + dx + src_x_off,
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flip_src_y2,
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box[i].x1 + dst_x_off,
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flip_dst_y1,
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box[i].x2 + dst_x_off,
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flip_dst_y2,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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}
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glamor_put_dispatch(glamor_priv);
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@ -140,7 +126,6 @@ glamor_copy_n_to_n_textured(DrawablePtr src,
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{
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glamor_screen_private *glamor_priv =
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glamor_get_screen_private(dst->pScreen);
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glamor_gl_dispatch *dispatch;
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PixmapPtr src_pixmap = glamor_get_drawable_pixmap(src);
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PixmapPtr dst_pixmap = glamor_get_drawable_pixmap(dst);
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int i;
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@ -172,37 +157,33 @@ glamor_copy_n_to_n_textured(DrawablePtr src,
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glamor_get_drawable_deltas(dst, dst_pixmap, &dst_x_off, &dst_y_off);
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dispatch = glamor_get_dispatch(glamor_priv);
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glamor_get_dispatch(glamor_priv);
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glamor_set_destination_pixmap_priv_nc(dst_pixmap_priv);
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dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
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GL_FALSE, 2 * sizeof(float), vertices);
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dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
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glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
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GL_FALSE, 2 * sizeof(float), vertices);
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glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
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glamor_get_drawable_deltas(src, src_pixmap, &src_x_off, &src_y_off);
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dx += src_x_off;
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dy += src_y_off;
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dispatch->glActiveTexture(GL_TEXTURE0);
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dispatch->glBindTexture(GL_TEXTURE_2D, src_pixmap_priv->base.fbo->tex);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, src_pixmap_priv->base.fbo->tex);
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#ifndef GLAMOR_GLES2
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dispatch->glEnable(GL_TEXTURE_2D);
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dispatch->glTexParameteri(GL_TEXTURE_2D,
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GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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dispatch->glTexParameteri(GL_TEXTURE_2D,
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GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glEnable(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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#endif
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dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
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GL_FLOAT, GL_FALSE,
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2 * sizeof(float), texcoords);
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dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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dispatch->glUseProgram(glamor_priv->finish_access_prog[0]);
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dispatch->glUniform1i(glamor_priv->finish_access_revert[0], REVERT_NONE);
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dispatch->glUniform1i(glamor_priv->finish_access_swap_rb[0],
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SWAP_NONE_UPLOADING);
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glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, GL_FALSE,
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2 * sizeof(float), texcoords);
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glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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glUseProgram(glamor_priv->finish_access_prog[0]);
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glUniform1i(glamor_priv->finish_access_revert[0], REVERT_NONE);
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glUniform1i(glamor_priv->finish_access_swap_rb[0], SWAP_NONE_UPLOADING);
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for (i = 0; i < nbox; i++) {
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box[i].x2 + dx,
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box[i].y2 + dy,
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glamor_priv->yInverted, texcoords);
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dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
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dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
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glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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#ifndef GLAMOR_GLES2
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dispatch->glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_2D);
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#endif
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dispatch->glUseProgram(0);
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glUseProgram(0);
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/* The source texture is bound to a fbo, we have to flush it here. */
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glamor_put_dispatch(glamor_priv);
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glamor_priv->state = RENDER_STATE;
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@ -367,7 +348,6 @@ _glamor_copy_n_to_n(DrawablePtr src,
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PixmapPtr dst_pixmap, src_pixmap;
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glamor_pixmap_private *dst_pixmap_priv, *src_pixmap_priv;
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glamor_screen_private *glamor_priv;
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glamor_gl_dispatch *dispatch;
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BoxPtr extent;
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RegionRec region;
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int src_x_off, src_y_off, dst_x_off, dst_y_off;
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@ -394,8 +374,8 @@ _glamor_copy_n_to_n(DrawablePtr src,
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if (gc) {
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if (!glamor_set_planemask(dst_pixmap, gc->planemask))
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goto fall_back;
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dispatch = glamor_get_dispatch(glamor_priv);
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if (!glamor_set_alu(dispatch, gc->alu)) {
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glamor_get_dispatch(glamor_priv);
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if (!glamor_set_alu(gc->alu)) {
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glamor_put_dispatch(glamor_priv);
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goto fail;
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}
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@ -572,8 +552,8 @@ _glamor_copy_n_to_n(DrawablePtr src,
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}
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fail:
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dispatch = glamor_get_dispatch(glamor_priv);
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glamor_set_alu(dispatch, GXcopy);
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glamor_get_dispatch(glamor_priv);
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glamor_set_alu(GXcopy);
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glamor_put_dispatch(glamor_priv);
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if (ok)
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@ -51,24 +51,23 @@ glamor_get_drawable_location(const DrawablePtr drawable)
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}
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GLint
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glamor_compile_glsl_prog(glamor_gl_dispatch * dispatch, GLenum type,
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const char *source)
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glamor_compile_glsl_prog(GLenum type, const char *source)
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{
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GLint ok;
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GLint prog;
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prog = dispatch->glCreateShader(type);
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dispatch->glShaderSource(prog, 1, (const GLchar **) &source, NULL);
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dispatch->glCompileShader(prog);
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dispatch->glGetShaderiv(prog, GL_COMPILE_STATUS, &ok);
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prog = glCreateShader(type);
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glShaderSource(prog, 1, (const GLchar **) &source, NULL);
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glCompileShader(prog);
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glGetShaderiv(prog, GL_COMPILE_STATUS, &ok);
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if (!ok) {
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GLchar *info;
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GLint size;
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dispatch->glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size);
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glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size);
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info = malloc(size);
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if (info) {
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dispatch->glGetShaderInfoLog(prog, size, NULL, info);
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glGetShaderInfoLog(prog, size, NULL, info);
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ErrorF("Failed to compile %s: %s\n",
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type == GL_FRAGMENT_SHADER ? "FS" : "VS", info);
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ErrorF("Program source:\n%s", source);
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@ -83,20 +82,20 @@ glamor_compile_glsl_prog(glamor_gl_dispatch * dispatch, GLenum type,
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}
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void
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glamor_link_glsl_prog(glamor_gl_dispatch * dispatch, GLint prog)
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glamor_link_glsl_prog(GLint prog)
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{
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GLint ok;
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dispatch->glLinkProgram(prog);
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dispatch->glGetProgramiv(prog, GL_LINK_STATUS, &ok);
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glLinkProgram(prog);
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glGetProgramiv(prog, GL_LINK_STATUS, &ok);
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if (!ok) {
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GLchar *info;
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GLint size;
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dispatch->glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &size);
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glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &size);
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info = malloc(size);
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dispatch->glGetProgramInfoLog(prog, size, NULL, info);
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glGetProgramInfoLog(prog, size, NULL, info);
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ErrorF("Failed to link: %s\n", info);
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FatalError("GLSL link failure\n");
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}
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@ -143,7 +142,6 @@ void
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glamor_init_finish_access_shaders(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv;
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glamor_gl_dispatch *dispatch;
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const char *vs_source =
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"attribute vec4 v_position;\n"
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"attribute vec4 v_texcoord0;\n"
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@ -217,72 +215,65 @@ glamor_init_finish_access_shaders(ScreenPtr screen)
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char *source;
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glamor_priv = glamor_get_screen_private(screen);
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dispatch = glamor_get_dispatch(glamor_priv);
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glamor_priv->finish_access_prog[0] = dispatch->glCreateProgram();
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glamor_priv->finish_access_prog[1] = dispatch->glCreateProgram();
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glamor_get_dispatch(glamor_priv);
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glamor_priv->finish_access_prog[0] = glCreateProgram();
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glamor_priv->finish_access_prog[1] = glCreateProgram();
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vs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, vs_source);
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vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, vs_source);
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XNFasprintf(&source, "%s%s", common_source, fs_source);
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fs_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER, source);
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fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, source);
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free(source);
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dispatch->glAttachShader(glamor_priv->finish_access_prog[0], vs_prog);
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dispatch->glAttachShader(glamor_priv->finish_access_prog[0], fs_prog);
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glAttachShader(glamor_priv->finish_access_prog[0], vs_prog);
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glAttachShader(glamor_priv->finish_access_prog[0], fs_prog);
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avs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, vs_source);
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avs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, vs_source);
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XNFasprintf(&source, "%s%s", common_source, set_alpha_source);
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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;
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
}
|
|
@ -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);
|
|
@ -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
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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(®ion);
|
||||
nbox = REGION_NUM_RECTS(®ion);
|
||||
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;
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue