xserver-multidpi/glamor/glamor_core.c

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/*
* 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:
* Eric Anholt <eric@anholt.net>
*
*/
/** @file glamor_core.c
*
* This file covers core X rendering in glamor.
*/
#ifdef HAVE_DIX_CONFIG_H
#include <dix-config.h>
#endif
#include <stdlib.h>
#include "glamor_priv.h"
const Bool
glamor_get_drawable_location(const DrawablePtr drawable)
{
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
if (pixmap_priv == NULL)
return 'm';
if (pixmap_priv->fb == 0)
return 's';
else
return 'f';
}
/**
* Sets the offsets to add to coordinates to make them address the same bits in
* the backing drawable. These coordinates are nonzero only for redirected
* windows.
*/
void
glamor_get_drawable_deltas(DrawablePtr drawable, PixmapPtr pixmap,
int *x, int *y)
{
#ifdef COMPOSITE
if (drawable->type == DRAWABLE_WINDOW) {
*x = -pixmap->screen_x;
*y = -pixmap->screen_y;
return;
}
#endif
*x = 0;
*y = 0;
}
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Bool
glamor_set_destination_pixmap(PixmapPtr pixmap)
{
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glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
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if (pixmap_priv == NULL) {
glamor_fallback("glamor_set_destination_pixmap(): no pixmap priv");
return FALSE;
}
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if (pixmap_priv->fb == 0) {
ScreenPtr screen = pixmap->drawable.pScreen;
PixmapPtr screen_pixmap = screen->GetScreenPixmap(screen);
if (pixmap != screen_pixmap) {
glamor_fallback("glamor_set_destination_pixmap(): no fbo");
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return FALSE;
}
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, pixmap_priv->fb);
glViewport(0, 0,
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pixmap->drawable.width,
pixmap->drawable.height);
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return TRUE;
}
Bool
glamor_set_planemask(PixmapPtr pixmap, unsigned long planemask)
{
if (glamor_pm_is_solid(&pixmap->drawable, planemask)) {
return GL_TRUE;
}
ErrorF("unsupported planemask\n");
return GL_FALSE;
}
void
glamor_set_alu(unsigned char alu)
{
if (alu == GXcopy) {
glDisable(GL_COLOR_LOGIC_OP);
return;
}
glEnable(GL_COLOR_LOGIC_OP);
switch (alu) {
case GXclear:
glLogicOp(GL_CLEAR);
break;
case GXand:
glLogicOp(GL_AND);
break;
case GXandReverse:
glLogicOp(GL_AND_REVERSE);
break;
case GXandInverted:
glLogicOp(GL_AND_INVERTED);
break;
case GXnoop:
glLogicOp(GL_NOOP);
break;
case GXxor:
glLogicOp(GL_XOR);
break;
case GXor:
glLogicOp(GL_OR);
break;
case GXnor:
glLogicOp(GL_NOR);
break;
case GXequiv:
glLogicOp(GL_EQUIV);
break;
case GXinvert:
glLogicOp(GL_INVERT);
break;
case GXorReverse:
glLogicOp(GL_OR_REVERSE);
break;
case GXcopyInverted:
glLogicOp(GL_COPY_INVERTED);
break;
case GXorInverted:
glLogicOp(GL_OR_INVERTED);
break;
case GXnand:
glLogicOp(GL_NAND);
break;
case GXset:
glLogicOp(GL_SET);
break;
default:
FatalError("unknown logic op\n");
}
}
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void
glamor_get_transform_uniform_locations(GLint prog,
glamor_transform_uniforms *uniform_locations)
{
uniform_locations->x_bias = glGetUniformLocationARB(prog, "x_bias");
uniform_locations->x_scale = glGetUniformLocationARB(prog, "x_scale");
uniform_locations->y_bias = glGetUniformLocationARB(prog, "y_bias");
uniform_locations->y_scale = glGetUniformLocationARB(prog, "y_scale");
}
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/* We don't use a full matrix for our transformations because it's
* wasteful when all we want is to rescale to NDC and possibly do a flip
* if it's the front buffer.
*/
void
glamor_set_transform_for_pixmap(PixmapPtr pixmap,
glamor_transform_uniforms *uniform_locations)
{
glUniform1fARB(uniform_locations->x_bias, -pixmap->drawable.width / 2.0f);
glUniform1fARB(uniform_locations->x_scale, 2.0f / pixmap->drawable.width);
glUniform1fARB(uniform_locations->y_bias, -pixmap->drawable.height / 2.0f);
glUniform1fARB(uniform_locations->y_scale, -2.0f / pixmap->drawable.height);
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}
GLint
glamor_compile_glsl_prog(GLenum type, const char *source)
{
GLint ok;
GLint prog;
prog = glCreateShaderObjectARB(type);
glShaderSourceARB(prog, 1, (const GLchar **)&source, NULL);
glCompileShaderARB(prog);
glGetObjectParameterivARB(prog, GL_OBJECT_COMPILE_STATUS_ARB, &ok);
if (!ok) {
GLchar *info;
GLint size;
glGetObjectParameterivARB(prog, GL_OBJECT_INFO_LOG_LENGTH_ARB, &size);
info = malloc(size);
glGetInfoLogARB(prog, size, NULL, info);
ErrorF("Failed to compile %s: %s\n",
type == GL_FRAGMENT_SHADER ? "FS" : "VS",
info);
ErrorF("Program source:\n%s", source);
FatalError("GLSL compile failure\n");
}
return prog;
}
void
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glamor_link_glsl_prog(GLint prog)
{
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GLint ok;
glLinkProgram(prog);
glGetObjectParameterivARB(prog, GL_OBJECT_LINK_STATUS_ARB, &ok);
if (!ok) {
GLchar *info;
GLint size;
glGetObjectParameterivARB(prog, GL_OBJECT_INFO_LOG_LENGTH_ARB, &size);
info = malloc(size);
glGetInfoLogARB(prog, size, NULL, info);
ErrorF("Failed to link: %s\n",
info);
FatalError("GLSL link failure\n");
}
}
static float ubyte_to_float(uint8_t b)
{
return b / 255.0f;
}
void
glamor_get_color_4f_from_pixel(PixmapPtr pixmap, unsigned long fg_pixel,
GLfloat *color)
{
switch (pixmap->drawable.depth) {
case 1:
color[0] = 0.0;
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color[1] = 0.0;
color[2] = 0.0;
color[3] = fg_pixel & 0x01;
break;
case 8:
color[0] = 0.0;
color[1] = 0.0;
color[2] = 0.0;
color[3] = (fg_pixel & 0xff) / 255.0;
break;
case 24:
case 32:
color[0] = ubyte_to_float((fg_pixel >> 16) & 0xFF);
color[1] = ubyte_to_float((fg_pixel >> 8) & 0xFF);
color[2] = ubyte_to_float((fg_pixel >> 0) & 0xFF);
color[3] = ubyte_to_float((fg_pixel >> 24) & 0xFF);
break;
default:
ErrorF("pixmap with bad depth: %d\n", pixmap->drawable.depth);
color[0] = 1.0;
color[1] = 0.0;
color[2] = 1.0;
color[3] = 1.0;
break;
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}
}
Bool
glamor_prepare_access(DrawablePtr drawable, glamor_access_t access)
{
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
unsigned int stride, row_length, x, y;
GLenum format, type;
uint8_t *data, *read;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(drawable->pScreen);
if (pixmap_priv == NULL)
return TRUE;
if (pixmap_priv->fb == 0) {
ScreenPtr screen = pixmap->drawable.pScreen;
PixmapPtr screen_pixmap = screen->GetScreenPixmap(screen);
if (pixmap != screen_pixmap)
return TRUE;
}
stride = pixmap->devKind;
row_length = (stride * 8) / pixmap->drawable.bitsPerPixel;
switch (drawable->depth) {
case 1:
format = GL_ALPHA;
type = GL_UNSIGNED_BYTE;
row_length = stride;
break;
case 8:
format = GL_ALPHA;
type = GL_UNSIGNED_BYTE;
break;
case 24:
assert(drawable->bitsPerPixel == 32);
/* FALLTHROUGH */
case 32:
format = GL_BGRA;
type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
default:
ErrorF("Unknown prepareaccess depth %d\n", drawable->depth);
return FALSE;
}
pixmap_priv->access_mode = access;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, pixmap_priv->fb);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_PACK_ROW_LENGTH, row_length);
if (GLEW_MESA_pack_invert || glamor_priv->yInverted) {
if (!glamor_priv->yInverted)
glPixelStorei(GL_PACK_INVERT_MESA, 1);
glGenBuffersARB (1, &pixmap_priv->pbo);
glBindBufferARB (GL_PIXEL_PACK_BUFFER_EXT, pixmap_priv->pbo);
glBufferDataARB (GL_PIXEL_PACK_BUFFER_EXT,
stride * pixmap->drawable.height,
NULL, GL_DYNAMIC_DRAW_ARB);
glReadPixels (0, 0,
row_length, pixmap->drawable.height,
format, type, 0);
data = glMapBufferARB (GL_PIXEL_PACK_BUFFER_EXT, GL_READ_WRITE_ARB);
if (!glamor_priv->yInverted)
glPixelStorei(GL_PACK_INVERT_MESA, 0);
} else {
data = malloc(stride * pixmap->drawable.height);
glGenBuffersARB(1, &pixmap_priv->pbo);
glBindBufferARB(GL_PIXEL_PACK_BUFFER_EXT, pixmap_priv->pbo);
glBufferDataARB(GL_PIXEL_PACK_BUFFER_EXT,
stride * pixmap->drawable.height,
NULL, GL_STREAM_READ_ARB);
glReadPixels (0, 0, row_length, pixmap->drawable.height,
format, type, 0);
read = glMapBufferARB(GL_PIXEL_PACK_BUFFER_EXT, GL_READ_ONLY_ARB);
for (y = 0; y < pixmap->drawable.height; y++)
memcpy(data + y * stride,
read + (pixmap->drawable.height - y - 1) * stride, stride);
glUnmapBufferARB(GL_PIXEL_PACK_BUFFER_EXT);
glBindBufferARB(GL_PIXEL_PACK_BUFFER_EXT, 0);
glDeleteBuffersARB(1, &pixmap_priv->pbo);
pixmap_priv->pbo = 0;
}
pixmap->devPrivate.ptr = data;
return TRUE;
}
void
glamor_init_finish_access_shaders(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
const char *vs_source =
"void main()\n"
"{\n"
" gl_Position = gl_Vertex;\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"}\n";
const char *fs_source =
"varying vec2 texcoords;\n"
"uniform sampler2D sampler;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(sampler, gl_TexCoord[0].xy);\n"
"}\n";
GLint fs_prog, vs_prog;
glamor_priv->finish_access_prog = glCreateProgramObjectARB();
if (GLEW_ARB_fragment_shader) {
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER_ARB, vs_source);
fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER_ARB, fs_source);
glAttachObjectARB(glamor_priv->finish_access_prog, vs_prog);
glAttachObjectARB(glamor_priv->finish_access_prog, fs_prog);
} else {
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER_ARB, vs_source);
glAttachObjectARB(glamor_priv->finish_access_prog, vs_prog);
}
glamor_link_glsl_prog(glamor_priv->finish_access_prog);
if (GLEW_ARB_fragment_shader) {
GLint sampler_uniform_location;
sampler_uniform_location =
glGetUniformLocationARB(glamor_priv->finish_access_prog, "sampler");
glUseProgramObjectARB(glamor_priv->finish_access_prog);
glUniform1iARB(sampler_uniform_location, 0);
glUseProgramObjectARB(0);
}
}
void
glamor_finish_access(DrawablePtr drawable)
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(drawable->pScreen);
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
unsigned int stride, row_length;
GLenum format, type;
static float vertices[4][2] = {{-1, -1},
{ 1, -1},
{ 1, 1},
{-1, 1}};
static float texcoords[4][2] = {{0, 1},
{1, 1},
{1, 0},
{0, 0}};
GLuint tex;
static float texcoords_inverted[4][2] = {{0, 0},
{1, 0},
{1, 1},
{0, 1}};
static float *ptexcoords;
if (pixmap_priv == NULL)
return;
if (glamor_priv->yInverted)
ptexcoords = &texcoords_inverted[0][0];
else
ptexcoords = &texcoords[0][0];
if (pixmap_priv->fb == 0) {
ScreenPtr screen = pixmap->drawable.pScreen;
PixmapPtr screen_pixmap = screen->GetScreenPixmap(screen);
if (pixmap != screen_pixmap)
return;
}
/* Check if finish_access was already called once on this */
if (pixmap->devPrivate.ptr == NULL)
return;
if (pixmap_priv->access_mode == GLAMOR_ACCESS_RO)
goto read_only;
stride = pixmap->devKind;
row_length = (stride * 8) / pixmap->drawable.bitsPerPixel;
switch (drawable->depth) {
case 1:
format = GL_COLOR_INDEX;
type = GL_BITMAP;
row_length = stride;
break;
case 8:
format = GL_ALPHA;
type = GL_UNSIGNED_BYTE;
break;
case 24:
assert(drawable->bitsPerPixel == 32);
/* FALLTHROUGH */
case 32:
format = GL_BGRA;
type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
default:
ErrorF("Unknown finishaccess depth %d\n", drawable->depth);
return;
}
glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, vertices);
glEnableClientState(GL_VERTEX_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, ptexcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, pixmap_priv->fb);
glViewport(0, 0, pixmap->drawable.width, pixmap->drawable.height);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
glGenTextures(1, &tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
pixmap->drawable.width, pixmap->drawable.height, 0,
format, type, pixmap->devPrivate.ptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glEnable(GL_TEXTURE_2D);
assert(GLEW_ARB_fragment_shader);
glUseProgramObjectARB(glamor_priv->finish_access_prog);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisable(GL_TEXTURE_2D);
glUseProgramObjectARB(0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDeleteTextures(1, &tex);
read_only:
if (GLEW_MESA_pack_invert || glamor_priv->yInverted) {
glBindBufferARB (GL_PIXEL_PACK_BUFFER_EXT, pixmap_priv->pbo);
glUnmapBufferARB (GL_PIXEL_PACK_BUFFER_EXT);
glBindBufferARB (GL_PIXEL_PACK_BUFFER_EXT, 0);
glDeleteBuffersARB (1, &pixmap_priv->pbo);
pixmap_priv->pbo = 0;
} else
free(pixmap->devPrivate.ptr);
pixmap->devPrivate.ptr = NULL;
}
/**
* Calls uxa_prepare_access with UXA_PREPARE_SRC for the tile, if that is the
* current fill style.
*
* Solid doesn't use an extra pixmap source, so we don't worry about them.
* Stippled/OpaqueStippled are 1bpp and can be in fb, so we should worry
* about them.
*/
Bool
glamor_prepare_access_gc(GCPtr gc)
{
if (gc->stipple)
if (!glamor_prepare_access(&gc->stipple->drawable, GLAMOR_ACCESS_RO))
return FALSE;
if (gc->fillStyle == FillTiled) {
if (!glamor_prepare_access (&gc->tile.pixmap->drawable,
GLAMOR_ACCESS_RO)) {
if (gc->stipple)
glamor_finish_access(&gc->stipple->drawable);
return FALSE;
}
}
return TRUE;
}
/**
* Finishes access to the tile in the GC, if used.
*/
void
glamor_finish_access_gc(GCPtr gc)
{
if (gc->fillStyle == FillTiled)
glamor_finish_access(&gc->tile.pixmap->drawable);
if (gc->stipple)
glamor_finish_access(&gc->stipple->drawable);
}
void
glamor_stipple(PixmapPtr pixmap, PixmapPtr stipple,
int x, int y, int width, int height,
unsigned char alu, unsigned long planemask,
unsigned long fg_pixel, unsigned long bg_pixel,
int stipple_x, int stipple_y)
{
ErrorF("stubbed out stipple depth %d\n", pixmap->drawable.depth);
glamor_solid_fail_region(pixmap, x, y, width, height);
}
GCOps glamor_gc_ops = {
.FillSpans = glamor_fill_spans,
.SetSpans = glamor_set_spans,
.PutImage = glamor_put_image,
.CopyArea = glamor_copy_area,
.CopyPlane = miCopyPlane,
.PolyPoint = miPolyPoint,
.Polylines = glamor_poly_lines,
.PolySegment = miPolySegment,
.PolyRectangle = miPolyRectangle,
.PolyArc = miPolyArc,
.FillPolygon = miFillPolygon,
.PolyFillRect = glamor_poly_fill_rect,
.PolyFillArc = miPolyFillArc,
.PolyText8 = miPolyText8,
.PolyText16 = miPolyText16,
.ImageText8 = miImageText8,
.ImageText16 = miImageText16,
.ImageGlyphBlt = miImageGlyphBlt,
.PolyGlyphBlt = miPolyGlyphBlt,
.PushPixels = miPushPixels,
};
/**
* uxa_validate_gc() sets the ops to glamor's implementations, which may be
* accelerated or may sync the card and fall back to fb.
*/
static void
glamor_validate_gc(GCPtr gc, unsigned long changes, DrawablePtr drawable)
{
/* fbValidateGC will do direct access to pixmaps if the tiling has changed.
* Preempt fbValidateGC by doing its work and masking the change out, so
* that we can do the Prepare/finish_access.
*/
#ifdef FB_24_32BIT
if ((changes & GCTile) && fbGetRotatedPixmap(gc)) {
gc->pScreen->DestroyPixmap(fbGetRotatedPixmap(gc));
fbGetRotatedPixmap(gc) = 0;
}
if (gc->fillStyle == FillTiled) {
PixmapPtr old_tile, new_tile;
old_tile = gc->tile.pixmap;
if (old_tile->drawable.bitsPerPixel != drawable->bitsPerPixel) {
new_tile = fbGetRotatedPixmap(gc);
if (!new_tile ||
new_tile ->drawable.bitsPerPixel != drawable->bitsPerPixel)
{
if (new_tile)
gc->pScreen->DestroyPixmap(new_tile);
/* fb24_32ReformatTile will do direct access of a newly-
* allocated pixmap.
*/
if (glamor_prepare_access(&old_tile->drawable,
GLAMOR_ACCESS_RO)) {
new_tile = fb24_32ReformatTile(old_tile,
drawable->bitsPerPixel);
glamor_finish_access(&old_tile->drawable);
}
}
if (new_tile) {
fbGetRotatedPixmap(gc) = old_tile;
gc->tile.pixmap = new_tile;
changes |= GCTile;
}
}
}
#endif
if (changes & GCTile) {
if (!gc->tileIsPixel && FbEvenTile(gc->tile.pixmap->drawable.width *
drawable->bitsPerPixel))
{
if (glamor_prepare_access(&gc->tile.pixmap->drawable,
GLAMOR_ACCESS_RW)) {
fbPadPixmap(gc->tile.pixmap);
glamor_finish_access(&gc->tile.pixmap->drawable);
}
}
/* Mask out the GCTile change notification, now that we've done FB's
* job for it.
*/
changes &= ~GCTile;
}
if (changes & GCStipple && gc->stipple) {
/* We can't inline stipple handling like we do for GCTile because
* it sets fbgc privates.
*/
if (glamor_prepare_access(&gc->stipple->drawable, GLAMOR_ACCESS_RW)) {
fbValidateGC(gc, changes, drawable);
glamor_finish_access(&gc->stipple->drawable);
}
} else {
fbValidateGC(gc, changes, drawable);
}
gc->ops = &glamor_gc_ops;
}
static GCFuncs glamor_gc_funcs = {
glamor_validate_gc,
miChangeGC,
miCopyGC,
miDestroyGC,
miChangeClip,
miDestroyClip,
miCopyClip
};
/**
* exaCreateGC makes a new GC and hooks up its funcs handler, so that
* exaValidateGC() will get called.
*/
int
glamor_create_gc(GCPtr gc)
{
if (!fbCreateGC(gc))
return FALSE;
gc->funcs = &glamor_gc_funcs;
return TRUE;
}
Bool
glamor_prepare_access_window(WindowPtr window)
{
if (window->backgroundState == BackgroundPixmap) {
if (!glamor_prepare_access(&window->background.pixmap->drawable,
GLAMOR_ACCESS_RO))
return FALSE;
}
if (window->borderIsPixel == FALSE) {
if (!glamor_prepare_access(&window->border.pixmap->drawable,
GLAMOR_ACCESS_RO)) {
if (window->backgroundState == BackgroundPixmap)
glamor_finish_access(&window->background.pixmap->drawable);
return FALSE;
}
}
return TRUE;
}
void
glamor_finish_access_window(WindowPtr window)
{
if (window->backgroundState == BackgroundPixmap)
glamor_finish_access(&window->background.pixmap->drawable);
if (window->borderIsPixel == FALSE)
glamor_finish_access(&window->border.pixmap->drawable);
}
Bool
glamor_change_window_attributes(WindowPtr window, unsigned long mask)
{
Bool ret;
if (!glamor_prepare_access_window(window))
return FALSE;
ret = fbChangeWindowAttributes(window, mask);
glamor_finish_access_window(window);
return ret;
}
RegionPtr
glamor_bitmap_to_region(PixmapPtr pixmap)
{
RegionPtr ret;
if (!glamor_prepare_access(&pixmap->drawable, GLAMOR_ACCESS_RO))
return NULL;
ret = fbPixmapToRegion(pixmap);
glamor_finish_access(&pixmap->drawable);
return ret;
}