xserver-multidpi/glamor/glamor_render.c

3499 lines
112 KiB
C
Raw Normal View History

/*
* Copyright © 2009 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_render.c
*
* Render acceleration implementation
*/
#include "glamor_priv.h"
#ifdef RENDER
#include "mipict.h"
2010-02-08 11:23:14 +01:00
#include "fbpict.h"
struct shader_key {
enum shader_source source;
enum shader_mask mask;
enum shader_in in;
};
struct blendinfo {
Bool dest_alpha;
Bool source_alpha;
GLenum source_blend;
GLenum dest_blend;
};
static struct blendinfo composite_op_info[] = {
[PictOpClear] = {0, 0, GL_ZERO, GL_ZERO},
[PictOpSrc] = {0, 0, GL_ONE, GL_ZERO},
[PictOpDst] = {0, 0, GL_ZERO, GL_ONE},
[PictOpOver] = {0, 1, GL_ONE, GL_ONE_MINUS_SRC_ALPHA},
[PictOpOverReverse] = {1, 0, GL_ONE_MINUS_DST_ALPHA, GL_ONE},
[PictOpIn] = {1, 0, GL_DST_ALPHA, GL_ZERO},
[PictOpInReverse] = {0, 1, GL_ZERO, GL_SRC_ALPHA},
[PictOpOut] = {1, 0, GL_ONE_MINUS_DST_ALPHA, GL_ZERO},
[PictOpOutReverse] = {0, 1, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA},
[PictOpAtop] = {1, 1, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA},
[PictOpAtopReverse] = {1, 1, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA},
[PictOpXor] =
{1, 1, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA},
[PictOpAdd] = {0, 0, GL_ONE, GL_ONE},
};
static GLuint
glamor_create_composite_fs(glamor_gl_dispatch * dispatch,
struct shader_key *key)
{
const char *repeat_define =
"#define RepeatNone 0\n"
"#define RepeatNormal 1\n"
"#define RepeatPad 2\n"
"#define RepeatReflect 3\n"
"uniform int source_repeat_mode;\n"
"uniform int mask_repeat_mode;\n";
const char *relocate_texture =
GLAMOR_DEFAULT_PRECISION
"vec2 rel_tex_coord(vec2 texture, vec2 wh, int repeat) \n"
"{\n"
" vec2 rel_tex; \n"
" rel_tex = texture * wh; \n"
" if (repeat == RepeatNormal) \n"
" rel_tex = floor(rel_tex) + (fract(rel_tex) / wh); \n"
" else if(repeat == RepeatPad) { \n"
" if (rel_tex.x > 1.0) rel_tex.x = 1.0; \n"
" else if(rel_tex.x < 0.0) rel_tex.x = 0.0; \n"
" if (rel_tex.y > 1.0) rel_tex.y = 1.0; \n"
" else if(rel_tex.y < 0.0) rel_tex.y = 0.0; \n"
" rel_tex = rel_tex / wh; \n"
" } \n"
" else if(repeat == RepeatReflect) {\n"
" if ((1.0 - mod(abs(floor(rel_tex.x)), 2.0)) < 0.001)\n"
" rel_tex.x = 2.0 - (1.0 - fract(rel_tex.x))/wh.x;\n"
" else \n"
" rel_tex.x = fract(rel_tex.x)/wh.x;\n"
" if ((1.0 - mod(abs(floor(rel_tex.y)), 2.0)) < 0.001)\n"
" rel_tex.y = 2.0 - (1.0 - fract(rel_tex.y))/wh.y;\n"
" else \n"
" rel_tex.y = fract(rel_tex.y)/wh.y;\n"
" } \n"
" return rel_tex; \n"
"}\n";
const char *source_solid_fetch =
GLAMOR_DEFAULT_PRECISION
"uniform vec4 source;\n"
"vec4 get_source()\n" "{\n" " return source;\n" "}\n";
const char *source_alpha_pixmap_fetch =
GLAMOR_DEFAULT_PRECISION
"varying vec2 source_texture;\n"
"uniform sampler2D source_sampler;\n"
"uniform vec2 source_wh;"
"vec4 get_source()\n"
"{\n"
" if (source_repeat_mode == RepeatNone) \n"
" return texture2D(source_sampler, source_texture);\n"
" else \n"
" return texture2D(source_sampler,\n"
" rel_tex_coord(source_texture,\n"
" source_wh, source_repeat_mode));\n"
"}\n";
const char *source_pixmap_fetch =
GLAMOR_DEFAULT_PRECISION "varying vec2 source_texture;\n"
"uniform sampler2D source_sampler;\n"
"uniform vec2 source_wh;\n"
"vec4 get_source()\n"
"{\n"
" if (source_repeat_mode == RepeatNone) \n"
" return vec4(texture2D(source_sampler, source_texture).rgb, 1);\n"
" else \n"
" return vec4(texture2D(source_sampler, \n"
" rel_tex_coord(source_texture,\n"
" source_wh, source_repeat_mode)).rgb, 1);\n"
"}\n";
const char *mask_solid_fetch =
GLAMOR_DEFAULT_PRECISION "uniform vec4 mask;\n"
"vec4 get_mask()\n" "{\n" " return mask;\n" "}\n";
const char *mask_alpha_pixmap_fetch =
GLAMOR_DEFAULT_PRECISION "varying vec2 mask_texture;\n"
"uniform sampler2D mask_sampler;\n"
"uniform vec2 mask_wh;\n"
"vec4 get_mask()\n"
"{\n"
" if (mask_repeat_mode == RepeatNone) \n"
" return texture2D(mask_sampler, mask_texture);\n"
" else \n"
" return texture2D(mask_sampler, \n"
" rel_tex_coord(mask_texture, \n"
" mask_wh, mask_repeat_mode));\n"
"}\n";
const char *mask_pixmap_fetch =
GLAMOR_DEFAULT_PRECISION "varying vec2 mask_texture;\n"
"uniform sampler2D mask_sampler;\n"
"uniform vec2 mask_wh;\n"
"vec4 get_mask()\n"
"{\n"
" if (mask_repeat_mode == RepeatNone) \n"
" return vec4(texture2D(mask_sampler, mask_texture).rgb, 1);\n"
" else \n"
" return vec4(texture2D(mask_sampler, \n"
" rel_tex_coord(mask_texture, \n"
" mask_wh, mask_repeat_mode)).rgb, 1);\n"
"}\n";
const char *in_source_only =
GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
" gl_FragColor = get_source();\n" "}\n";
const char *in_normal =
GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
" gl_FragColor = get_source() * get_mask().a;\n" "}\n";
const char *in_ca_source =
GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
" gl_FragColor = get_source() * get_mask();\n" "}\n";
const char *in_ca_alpha =
GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
" gl_FragColor = get_source().a * get_mask();\n" "}\n";
char *source;
const char *source_fetch;
const char *mask_fetch = "";
const char *in;
GLuint prog;
switch (key->source) {
case SHADER_SOURCE_SOLID:
source_fetch = source_solid_fetch;
break;
case SHADER_SOURCE_TEXTURE_ALPHA:
source_fetch = source_alpha_pixmap_fetch;
break;
case SHADER_SOURCE_TEXTURE:
source_fetch = source_pixmap_fetch;
break;
default:
FatalError("Bad composite shader source");
}
switch (key->mask) {
case SHADER_MASK_NONE:
break;
case SHADER_MASK_SOLID:
mask_fetch = mask_solid_fetch;
break;
case SHADER_MASK_TEXTURE_ALPHA:
mask_fetch = mask_alpha_pixmap_fetch;
break;
case SHADER_MASK_TEXTURE:
mask_fetch = mask_pixmap_fetch;
break;
default:
FatalError("Bad composite shader mask");
}
switch (key->in) {
case SHADER_IN_SOURCE_ONLY:
in = in_source_only;
break;
case SHADER_IN_NORMAL:
in = in_normal;
break;
case SHADER_IN_CA_SOURCE:
in = in_ca_source;
break;
case SHADER_IN_CA_ALPHA:
in = in_ca_alpha;
break;
default:
FatalError("Bad composite IN type");
}
XNFasprintf(&source, "%s%s%s%s%s", repeat_define, relocate_texture, source_fetch, mask_fetch, in);
prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
source);
free(source);
return prog;
}
static GLuint
glamor_create_composite_vs(glamor_gl_dispatch * dispatch,
struct shader_key *key)
{
const char *main_opening =
"attribute vec4 v_position;\n"
"attribute vec4 v_texcoord0;\n"
"attribute vec4 v_texcoord1;\n"
"varying vec2 source_texture;\n"
"varying vec2 mask_texture;\n"
"void main()\n" "{\n" " gl_Position = v_position;\n";
const char *source_coords =
" source_texture = v_texcoord0.xy;\n";
const char *mask_coords = " mask_texture = v_texcoord1.xy;\n";
const char *main_closing = "}\n";
const char *source_coords_setup = "";
const char *mask_coords_setup = "";
char *source;
GLuint prog;
if (key->source != SHADER_SOURCE_SOLID)
source_coords_setup = source_coords;
if (key->mask != SHADER_MASK_NONE
&& key->mask != SHADER_MASK_SOLID)
mask_coords_setup = mask_coords;
XNFasprintf(&source,
"%s%s%s%s",
main_opening,
source_coords_setup, mask_coords_setup, main_closing);
prog =
glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, source);
free(source);
return prog;
}
static void
glamor_create_composite_shader(ScreenPtr screen, struct shader_key *key,
glamor_composite_shader * shader)
{
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);
if (vs == 0)
goto out;
fs = glamor_create_composite_fs(dispatch, key);
if (fs == 0)
goto out;
prog = dispatch->glCreateProgram();
dispatch->glAttachShader(prog, vs);
dispatch->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");
glamor_link_glsl_prog(dispatch, prog);
shader->prog = prog;
dispatch->glUseProgram(prog);
if (key->source == SHADER_SOURCE_SOLID) {
shader->source_uniform_location =
dispatch->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");
shader->source_repeat_mode = dispatch->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");
} 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");
shader->mask_repeat_mode = dispatch->glGetUniformLocation(prog, "mask_repeat_mode");
}
}
out:
glamor_put_dispatch(glamor_priv);
}
static glamor_composite_shader *
glamor_lookup_composite_shader(ScreenPtr screen, struct
shader_key
*key)
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
glamor_composite_shader *shader;
shader =
&glamor_priv->composite_shader[key->source][key->
mask][key->in];
if (shader->prog == 0)
glamor_create_composite_shader(screen, key, shader);
return shader;
}
#define GLAMOR_COMPOSITE_VBO_VERT_CNT 1024
static void
glamor_init_eb(unsigned short *eb, int vert_cnt)
{
int i, j;
for(i = 0, j = 0; j < vert_cnt; i += 6, j += 4)
{
eb[i] = j;
eb[i + 1] = j + 1;
eb[i + 2] = j + 2;
eb[i + 3] = j;
eb[i + 4] = j + 2;
eb[i + 5] = j + 3;
}
}
void
glamor_init_composite_shaders(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
unsigned short *eb;
float *vb;
int eb_size;
int vb_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);
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_DYNAMIC_DRAW);
eb = dispatch->glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
}
else {
vb = malloc(GLAMOR_COMPOSITE_VBO_VERT_CNT * sizeof(float) * 2);
if (vb == NULL)
FatalError("Failed to allocate vb memory.\n");
eb = malloc(eb_size);
}
if (eb == NULL)
FatalError("fatal error, fail to get eb.\n");
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);
} else {
dispatch->glBufferData(GL_ELEMENT_ARRAY_BUFFER,
eb_size,
eb, GL_DYNAMIC_DRAW);
dispatch->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);
free(eb);
glamor_priv->vb = (char*)vb;
}
glamor_put_dispatch(glamor_priv);
}
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);
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);
}
if (glamor_priv->gl_flavor != GLAMOR_GL_DESKTOP
&& glamor_priv->vb)
free(glamor_priv->vb);
glamor_put_dispatch(glamor_priv);
}
static Bool
glamor_set_composite_op(ScreenPtr screen,
CARD8 op, PicturePtr dest, PicturePtr mask)
{
GLenum source_blend, dest_blend;
struct blendinfo *op_info;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch;
if (op >= ARRAY_SIZE(composite_op_info)) {
glamor_fallback("unsupported render op %d \n", op);
return GL_FALSE;
}
op_info = &composite_op_info[op];
source_blend = op_info->source_blend;
dest_blend = op_info->dest_blend;
/* If there's no dst alpha channel, adjust the blend op so that we'll treat
* it as always 1.
*/
if (PICT_FORMAT_A(dest->format) == 0 && op_info->dest_alpha) {
if (source_blend == GL_DST_ALPHA)
source_blend = GL_ONE;
else if (source_blend == GL_ONE_MINUS_DST_ALPHA)
source_blend = GL_ZERO;
}
/* Set up the source alpha value for blending in component alpha mode. */
if (mask && mask->componentAlpha
&& PICT_FORMAT_RGB(mask->format) != 0 && op_info->source_alpha)
{
if (dest_blend == GL_SRC_ALPHA)
dest_blend = GL_SRC_COLOR;
else if (dest_blend == GL_ONE_MINUS_SRC_ALPHA)
dest_blend = GL_ONE_MINUS_SRC_COLOR;
}
dispatch = glamor_get_dispatch(glamor_priv);
if (source_blend == GL_ONE && dest_blend == GL_ZERO) {
dispatch->glDisable(GL_BLEND);
} else {
dispatch->glEnable(GL_BLEND);
dispatch->glBlendFunc(source_blend, dest_blend);
}
glamor_put_dispatch(glamor_priv);
return TRUE;
}
static void
glamor_set_composite_texture(ScreenPtr screen, int unit,
PicturePtr picture,
glamor_pixmap_private * pixmap_priv,
GLuint wh_location, GLuint repeat_location)
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch;
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glActiveTexture(GL_TEXTURE0 + unit);
dispatch->glBindTexture(GL_TEXTURE_2D, pixmap_priv->fbo->tex);
float wh[2];
Bool has_repeat;
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);
#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);
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);
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);
break;
}
switch (picture->filter) {
case PictFilterNearest:
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
break;
case PictFilterBilinear:
default:
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
break;
}
#ifndef GLAMOR_GLES2
dispatch->glEnable(GL_TEXTURE_2D);
#endif
if (picture->repeatType == RepeatNone) {
has_repeat = picture->transform
&& !pixman_transform_is_int_translate(picture->transform);
if (has_repeat)
dispatch->glUniform1i(repeat_location, RepeatNormal);
}
else {
has_repeat = TRUE;
dispatch->glUniform1i(repeat_location, picture->repeatType);
}
wh[0] = (float)pixmap_priv->fbo->width / pixmap_priv->container->drawable.width;
wh[1] = (float)pixmap_priv->fbo->height / pixmap_priv->container->drawable.height;
dispatch->glUniform2fv(wh_location, 1, wh);
glamor_put_dispatch(glamor_priv);
}
static void
glamor_set_composite_solid(glamor_gl_dispatch * dispatch, float *color,
GLint uniform_location)
{
dispatch->glUniform4fv(uniform_location, 1, color);
}
static int
compatible_formats(CARD8 op, PicturePtr dst, PicturePtr src)
{
if (op == PictOpSrc) {
if (src->format == dst->format)
return 1;
if (src->format == PICT_a8r8g8b8
&& dst->format == PICT_x8r8g8b8)
return 1;
if (src->format == PICT_a8b8g8r8
&& dst->format == PICT_x8b8g8r8)
return 1;
} else if (op == PictOpOver) {
if (src->alphaMap || dst->alphaMap)
return 0;
if (src->format != dst->format)
return 0;
if (src->format == PICT_x8r8g8b8
|| src->format == PICT_x8b8g8r8)
return 1;
}
return 0;
}
static char
glamor_get_picture_location(PicturePtr picture)
{
if (picture == NULL)
return ' ';
if (picture->pDrawable == NULL) {
switch (picture->pSourcePict->type) {
case SourcePictTypeSolidFill:
return 'c';
case SourcePictTypeLinear:
return 'l';
case SourcePictTypeRadial:
return 'r';
default:
return '?';
}
}
return glamor_get_drawable_location(picture->pDrawable);
}
static Bool
glamor_composite_with_copy(CARD8 op,
PicturePtr source,
PicturePtr dest,
INT16 x_source,
INT16 y_source,
INT16 x_dest,
INT16 y_dest, CARD16 width, CARD16 height)
{
RegionRec region;
int ret = FALSE;
if (!source->pDrawable)
return FALSE;
if (!compatible_formats(op, dest, source))
return FALSE;
if (source->repeat || source->transform)
return FALSE;
x_dest += dest->pDrawable->x;
y_dest += dest->pDrawable->y;
x_source += source->pDrawable->x;
y_source += source->pDrawable->y;
if (!miComputeCompositeRegion(&region,
source, NULL, dest,
x_source, y_source,
0, 0, x_dest, y_dest, width, height))
return TRUE;
if (PICT_FORMAT_A(source->format) == 0) {
/* Fallback if we sample outside the source so that we
* swizzle the correct clear color for out-of-bounds texels.
*/
if (region.extents.x1 + x_source - x_dest < 0)
goto cleanup_region;
if (region.extents.x2 + x_source - x_dest > source->pDrawable->width)
goto cleanup_region;
if (region.extents.y1 + y_source - y_dest < 0)
goto cleanup_region;
if (region.extents.y2 + y_source - y_dest > source->pDrawable->height)
goto cleanup_region;
}
ret = glamor_copy_n_to_n_nf(source->pDrawable,
dest->pDrawable, NULL,
REGION_RECTS(&region),
REGION_NUM_RECTS(&region),
x_source - x_dest, y_source - y_dest,
FALSE, FALSE, 0, NULL);
cleanup_region:
REGION_UNINIT(dest->pDrawable->pScreen, &region);
return ret;
}
static void
glamor_setup_composite_vbo(ScreenPtr screen, int n_verts)
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch;
glamor_priv->vbo_offset = 0;
glamor_priv->vbo_offset = 0;
glamor_priv->render_nr_verts = 0;
glamor_priv->vbo_size = n_verts * sizeof(float) * 2;
glamor_priv->vb_stride = 2 * sizeof(float);
if (glamor_priv->has_source_coords)
glamor_priv->vb_stride += 2 * sizeof(float);
if (glamor_priv->has_mask_coords)
glamor_priv->vb_stride += 2 * sizeof(float);
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
dispatch->glBufferData(GL_ARRAY_BUFFER,
n_verts * sizeof(float) * 2,
NULL, GL_DYNAMIC_DRAW);
glamor_priv->vb = dispatch->glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
}
dispatch->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);
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);
}
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);
}
glamor_put_dispatch(glamor_priv);
}
static void
glamor_emit_composite_vert(ScreenPtr screen,
const float *src_coords,
const float *mask_coords,
const float *dst_coords, int i)
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
float *vb = (float *) (glamor_priv->vb + glamor_priv->vbo_offset);
int j = 0;
vb[j++] = dst_coords[i * 2 + 0];
vb[j++] = dst_coords[i * 2 + 1];
if (glamor_priv->has_source_coords) {
vb[j++] = src_coords[i * 2 + 0];
vb[j++] = src_coords[i * 2 + 1];
}
if (glamor_priv->has_mask_coords) {
vb[j++] = mask_coords[i * 2 + 0];
vb[j++] = mask_coords[i * 2 + 1];
}
glamor_priv->render_nr_verts++;
glamor_priv->vbo_offset += glamor_priv->vb_stride;
}
static void
glamor_flush_composite_rects(ScreenPtr screen)
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch;
if (!glamor_priv->render_nr_verts)
return;
dispatch = glamor_get_dispatch(glamor_priv);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
dispatch->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);
}
dispatch->glDrawElements(GL_TRIANGLES, (glamor_priv->render_nr_verts * 3) / 2,
GL_UNSIGNED_SHORT, NULL);
glamor_put_dispatch(glamor_priv);
}
static void
glamor_emit_composite_rect(ScreenPtr screen,
const float *src_coords,
const float *mask_coords,
const float *dst_coords)
{
glamor_emit_composite_vert(screen, src_coords, mask_coords,
dst_coords, 0);
glamor_emit_composite_vert(screen, src_coords, mask_coords,
dst_coords, 1);
glamor_emit_composite_vert(screen, src_coords, mask_coords,
dst_coords, 2);
glamor_emit_composite_vert(screen, src_coords, mask_coords,
dst_coords, 3);
glamor : Add dynamic texture uploading feature. Major refactoring. 1. Rewrite the pixmap texture uploading and downloading functions. Add some new functions for both the prepare/finish access and the new performance feature dynamic texture uploading, which could download and upload the current image to/from a private texture/fbo. In the uploading or downloading phase, we need to handle two things: The first is the yInverted option, If it set, then we don't need to flip y. If not set, if it is from a dynamic texture uploading then we don't need to flip either if the current drawing process will flip it latter. If it is from finish_access, then we must flip the y axis. The second thing is the alpha channel hanlding, if the pixmap's format is something like x8a8r8g8, x1r5g5b5 which means it doesn't has alpha channel, but it do has those extra bits. Then we need to wire those bits to 1. 2. Add almost all the required picture format support. This is not as trivial as it looks like. The previous implementation only support GL_a8,GL_a8r8g8b8,GL_x8r8g8b8. All the other format, we have to fallback to cpu. The reason why we can't simply add those other color format is because the exists of picture. one drawable pixmap may has one or even more container pictures. The drawable pixmap's depth can't map to a specified color format, for example depth 16 can mapped to r5g6b5, x1r5g5b5, a1r5g5b5, or even b5g6r5. So we can't get get the color format just from the depth value. But the pixmap do not has a pict_format element. We have to make a new one in the pixmap private data structure. Reroute the CreatePicture to glamor_create_picture and then store the picture's format to the pixmap's private structure. This is not an ideal solution, as there may be more than one pictures refer to the same pixmap. Then we will have trouble. There is an example in glamor_composite_with_shader. The source and mask often share the same pixmap, but use different picture format. Our current solution is to combine those two different picture formats to one which will not lose any data. Then change the source's format to this new format and then upload the pixmap to texture once. It works. If we fail to find a matched new format then we fallback. There still is a potential problem, if two pictures refer to the same pixmap, and one of them destroy the picture, but the other still remained to be used latter. We don't handle that situation currently. To be fixed. 3. Dynamic texture uploading. This is a performance feature. Although we don't like the client to hold a pixmap data to shared memory and we can't accelerate it. And even worse, we may need to fallback all the required pixmaps to cpu memory and then process them on CPU. This feature is to mitigate this penalty. When the target pixmap has a valid gl fbo attached to it. But the other pixmaps are not. Then it will be more efficient to upload the other pixmaps to GPU and then do the blitting or rendering on GPU than fallback all the pixmaps to CPU. To enable this feature, I experienced a significant performance improvement in the Game "Mines" :). 4. Debug facility. Modify the debug output mechanism. Now add a new macro: glamor_debug_output(_level_, _format_,...) to conditional output some messages according to the environment variable GLAMOR_DEBUG. We have the following levels currently. exports GLAMOR_DEBUG to 3 will enable all the above messages. 5. Changes in pixmap private data structure. Add some for the full color format supports and relate it to the pictures which already described. Also Add the following new elements: gl_fbo - to indicates whether this pixmap is on gpu only. gl_tex - to indicates whether the tex is valid and is containing the pixmap's image originally. As we bring the dynamic pixmap uploading feature, so a cpu memory pixmap may also has a valid fbo or tex attached to it. So we will have to use the above new element to check it true type. After this commit, we can pass the rendercheck testing for all the picture formats. And is much much fater than fallback to cpu when doing rendercheck testing. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2011-06-21 12:31:11 +02:00
}
int pict_format_combine_tab[][3] = {
{PICT_TYPE_ARGB, PICT_TYPE_A, PICT_TYPE_ARGB},
{PICT_TYPE_ABGR, PICT_TYPE_A, PICT_TYPE_ABGR},
};
glamor : Add dynamic texture uploading feature. Major refactoring. 1. Rewrite the pixmap texture uploading and downloading functions. Add some new functions for both the prepare/finish access and the new performance feature dynamic texture uploading, which could download and upload the current image to/from a private texture/fbo. In the uploading or downloading phase, we need to handle two things: The first is the yInverted option, If it set, then we don't need to flip y. If not set, if it is from a dynamic texture uploading then we don't need to flip either if the current drawing process will flip it latter. If it is from finish_access, then we must flip the y axis. The second thing is the alpha channel hanlding, if the pixmap's format is something like x8a8r8g8, x1r5g5b5 which means it doesn't has alpha channel, but it do has those extra bits. Then we need to wire those bits to 1. 2. Add almost all the required picture format support. This is not as trivial as it looks like. The previous implementation only support GL_a8,GL_a8r8g8b8,GL_x8r8g8b8. All the other format, we have to fallback to cpu. The reason why we can't simply add those other color format is because the exists of picture. one drawable pixmap may has one or even more container pictures. The drawable pixmap's depth can't map to a specified color format, for example depth 16 can mapped to r5g6b5, x1r5g5b5, a1r5g5b5, or even b5g6r5. So we can't get get the color format just from the depth value. But the pixmap do not has a pict_format element. We have to make a new one in the pixmap private data structure. Reroute the CreatePicture to glamor_create_picture and then store the picture's format to the pixmap's private structure. This is not an ideal solution, as there may be more than one pictures refer to the same pixmap. Then we will have trouble. There is an example in glamor_composite_with_shader. The source and mask often share the same pixmap, but use different picture format. Our current solution is to combine those two different picture formats to one which will not lose any data. Then change the source's format to this new format and then upload the pixmap to texture once. It works. If we fail to find a matched new format then we fallback. There still is a potential problem, if two pictures refer to the same pixmap, and one of them destroy the picture, but the other still remained to be used latter. We don't handle that situation currently. To be fixed. 3. Dynamic texture uploading. This is a performance feature. Although we don't like the client to hold a pixmap data to shared memory and we can't accelerate it. And even worse, we may need to fallback all the required pixmaps to cpu memory and then process them on CPU. This feature is to mitigate this penalty. When the target pixmap has a valid gl fbo attached to it. But the other pixmaps are not. Then it will be more efficient to upload the other pixmaps to GPU and then do the blitting or rendering on GPU than fallback all the pixmaps to CPU. To enable this feature, I experienced a significant performance improvement in the Game "Mines" :). 4. Debug facility. Modify the debug output mechanism. Now add a new macro: glamor_debug_output(_level_, _format_,...) to conditional output some messages according to the environment variable GLAMOR_DEBUG. We have the following levels currently. exports GLAMOR_DEBUG to 3 will enable all the above messages. 5. Changes in pixmap private data structure. Add some for the full color format supports and relate it to the pictures which already described. Also Add the following new elements: gl_fbo - to indicates whether this pixmap is on gpu only. gl_tex - to indicates whether the tex is valid and is containing the pixmap's image originally. As we bring the dynamic pixmap uploading feature, so a cpu memory pixmap may also has a valid fbo or tex attached to it. So we will have to use the above new element to check it true type. After this commit, we can pass the rendercheck testing for all the picture formats. And is much much fater than fallback to cpu when doing rendercheck testing. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2011-06-21 12:31:11 +02:00
static Bool
combine_pict_format(PictFormatShort * des, const PictFormatShort src,
const PictFormatShort mask, enum shader_in in_ca)
glamor : Add dynamic texture uploading feature. Major refactoring. 1. Rewrite the pixmap texture uploading and downloading functions. Add some new functions for both the prepare/finish access and the new performance feature dynamic texture uploading, which could download and upload the current image to/from a private texture/fbo. In the uploading or downloading phase, we need to handle two things: The first is the yInverted option, If it set, then we don't need to flip y. If not set, if it is from a dynamic texture uploading then we don't need to flip either if the current drawing process will flip it latter. If it is from finish_access, then we must flip the y axis. The second thing is the alpha channel hanlding, if the pixmap's format is something like x8a8r8g8, x1r5g5b5 which means it doesn't has alpha channel, but it do has those extra bits. Then we need to wire those bits to 1. 2. Add almost all the required picture format support. This is not as trivial as it looks like. The previous implementation only support GL_a8,GL_a8r8g8b8,GL_x8r8g8b8. All the other format, we have to fallback to cpu. The reason why we can't simply add those other color format is because the exists of picture. one drawable pixmap may has one or even more container pictures. The drawable pixmap's depth can't map to a specified color format, for example depth 16 can mapped to r5g6b5, x1r5g5b5, a1r5g5b5, or even b5g6r5. So we can't get get the color format just from the depth value. But the pixmap do not has a pict_format element. We have to make a new one in the pixmap private data structure. Reroute the CreatePicture to glamor_create_picture and then store the picture's format to the pixmap's private structure. This is not an ideal solution, as there may be more than one pictures refer to the same pixmap. Then we will have trouble. There is an example in glamor_composite_with_shader. The source and mask often share the same pixmap, but use different picture format. Our current solution is to combine those two different picture formats to one which will not lose any data. Then change the source's format to this new format and then upload the pixmap to texture once. It works. If we fail to find a matched new format then we fallback. There still is a potential problem, if two pictures refer to the same pixmap, and one of them destroy the picture, but the other still remained to be used latter. We don't handle that situation currently. To be fixed. 3. Dynamic texture uploading. This is a performance feature. Although we don't like the client to hold a pixmap data to shared memory and we can't accelerate it. And even worse, we may need to fallback all the required pixmaps to cpu memory and then process them on CPU. This feature is to mitigate this penalty. When the target pixmap has a valid gl fbo attached to it. But the other pixmaps are not. Then it will be more efficient to upload the other pixmaps to GPU and then do the blitting or rendering on GPU than fallback all the pixmaps to CPU. To enable this feature, I experienced a significant performance improvement in the Game "Mines" :). 4. Debug facility. Modify the debug output mechanism. Now add a new macro: glamor_debug_output(_level_, _format_,...) to conditional output some messages according to the environment variable GLAMOR_DEBUG. We have the following levels currently. exports GLAMOR_DEBUG to 3 will enable all the above messages. 5. Changes in pixmap private data structure. Add some for the full color format supports and relate it to the pictures which already described. Also Add the following new elements: gl_fbo - to indicates whether this pixmap is on gpu only. gl_tex - to indicates whether the tex is valid and is containing the pixmap's image originally. As we bring the dynamic pixmap uploading feature, so a cpu memory pixmap may also has a valid fbo or tex attached to it. So we will have to use the above new element to check it true type. After this commit, we can pass the rendercheck testing for all the picture formats. And is much much fater than fallback to cpu when doing rendercheck testing. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2011-06-21 12:31:11 +02:00
{
PictFormatShort new_vis;
int src_type, mask_type, src_bpp, mask_bpp;
int i;
if (src == mask) {
*des = src;
return TRUE;
}
src_bpp = PICT_FORMAT_BPP(src);
mask_bpp = PICT_FORMAT_BPP(mask);
assert(src_bpp == mask_bpp);
new_vis = PICT_FORMAT_VIS(src) | PICT_FORMAT_VIS(mask);
switch (in_ca) {
case SHADER_IN_SOURCE_ONLY:
return TRUE;
case SHADER_IN_NORMAL:
src_type = PICT_FORMAT_TYPE(src);
mask_type = PICT_TYPE_A;
break;
case SHADER_IN_CA_SOURCE:
src_type = PICT_FORMAT_TYPE(src);
mask_type = PICT_FORMAT_TYPE(mask);
break;
case SHADER_IN_CA_ALPHA:
src_type = PICT_TYPE_A;
mask_type = PICT_FORMAT_TYPE(mask);
break;
default:
return FALSE;
}
if (src_type == mask_type) {
*des = PICT_VISFORMAT(src_bpp, src_type, new_vis);
return TRUE;
}
for (i = 0;
i <
sizeof(pict_format_combine_tab) /
sizeof(pict_format_combine_tab[0]); i++) {
if ((src_type == pict_format_combine_tab[i][0]
&& mask_type == pict_format_combine_tab[i][1])
|| (src_type == pict_format_combine_tab[i][1]
&& mask_type == pict_format_combine_tab[i][0])) {
*des = PICT_VISFORMAT(src_bpp,
pict_format_combine_tab[i]
[2], new_vis);
return TRUE;
}
}
return FALSE;
}
static Bool
glamor_composite_with_shader(CARD8 op,
PicturePtr source,
PicturePtr mask,
PicturePtr dest,
int nrect, glamor_composite_rect_t * rects)
{
ScreenPtr screen = dest->pDrawable->pScreen;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch;
PixmapPtr dest_pixmap =
glamor_get_drawable_pixmap(dest->pDrawable);
PixmapPtr source_pixmap = NULL, mask_pixmap = NULL;
glamor_pixmap_private *source_pixmap_priv = NULL;
glamor_pixmap_private *mask_pixmap_priv = NULL;
glamor_pixmap_private *dest_pixmap_priv = NULL;
GLfloat dst_xscale, dst_yscale;
GLfloat mask_xscale = 1, mask_yscale = 1, src_xscale =
1, src_yscale = 1;
struct shader_key key;
glamor_composite_shader *shader;
float vertices[8], source_texcoords[8], mask_texcoords[8];
int dest_x_off, dest_y_off;
int source_x_off, source_y_off;
int mask_x_off, mask_y_off;
enum glamor_pixmap_status source_status = GLAMOR_NONE;
enum glamor_pixmap_status mask_status = GLAMOR_NONE;
PictFormatShort saved_source_format = 0;
float src_matrix[9], mask_matrix[9];
GLfloat source_solid_color[4], mask_solid_color[4];
dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap);
int vert_stride = 4;
int nrect_max;
GLX: Enable glx support. If we are using MESA as our GL library, then both xserver's GLX and glamor are link to the same library. As xserver's GLX has its own _glapi_get/set_context/dispatch etc, and it is a simplified version derived from mesa thus is not sufficient for mesa/egl's dri loader which is used by glamor. Then if glx module is loaded before glamoregl module, the initialization of mesa/egl/opengl will not be correct, and will fail at a very early stage, most likely fail to map the element buffer. Two methodis to fix this problem, first is to modify the xserver's glx's glapi.c to fit mesa's requirement. The second is to put a glamor.conf as below, to the system's xorg.conf path. Section "Module" Load "glamoregl" EndSection Then glamor will be loaded firstly, and the mesa's libglapi.so will be used. As current xserver's dispatch table is the same as mesa's, then the glx's dri loader can work without problem. We took the second method as it don't need any change to xorg.:) Although this is not a graceful implementation as it depends on the xserver's dispatch table and the mesa's dispatch table is the same and the context set and get is using the same method. Anyway it works. As by default, xserver will enable GLX_USE_TLS. But mesa will not enable it, you may need to enable that when build mesa. Three pre-requirements to make this glamor version work: 0. Make sure xserver has commit 66e603, if not please pull the latest master branch. 1. Rebuild mesa by enable GLX_USE_TLS. 2. Put the glamor.conf to your system's xorg.conf path and make sure it loaded prior to glx module. Preliminary testing shows indirect glxgears works fine. If user want to use GLES2 for glamor by using MESA, GLX will not work correctly. If you are not using normal MESA, for example PVR's private GLES implementation, then it should be ok to use GLES2 glamor and the GLX should work as expected. In this commit, I use gbm to check whether we are using MESA or non-mesa. Maybe not the best way. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2012-02-10 09:04:07 +01:00
Bool ret = FALSE;
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dest_pixmap_priv)) {
glamor_fallback("dest has no fbo.\n");
goto fail;
}
memset(&key, 0, sizeof(key));
if (!source->pDrawable) {
if (source->pSourcePict->type == SourcePictTypeSolidFill) {
key.source = SHADER_SOURCE_SOLID;
glamor_get_rgba_from_pixel(source->
pSourcePict->solidFill.
color,
&source_solid_color[0],
&source_solid_color[1],
&source_solid_color[2],
&source_solid_color[3],
PICT_a8r8g8b8);
} else {
glamor_fallback("gradient source\n");
goto fail;
}
} else {
key.source = SHADER_SOURCE_TEXTURE_ALPHA;
}
if (mask) {
if (!mask->pDrawable) {
if (mask->pSourcePict->type ==
SourcePictTypeSolidFill) {
key.mask = SHADER_MASK_SOLID;
glamor_get_rgba_from_pixel
(mask->pSourcePict->solidFill.color,
&mask_solid_color[0],
&mask_solid_color[1],
&mask_solid_color[2],
&mask_solid_color[3], PICT_a8r8g8b8);
} else {
glamor_fallback("gradient mask\n");
goto fail;
}
} else {
key.mask = SHADER_MASK_TEXTURE_ALPHA;
}
if (!mask->componentAlpha) {
key.in = SHADER_IN_NORMAL;
} else {
if (op == PictOpClear)
key.mask = SHADER_MASK_NONE;
else if (op == PictOpSrc || op == PictOpAdd
|| op == PictOpIn || op == PictOpOut
|| op == PictOpOverReverse)
key.in = SHADER_IN_CA_SOURCE;
else if (op == PictOpOutReverse || op == PictOpInReverse) {
key.in = SHADER_IN_CA_ALPHA;
} else {
glamor_fallback
("Unsupported component alpha op: %d\n", op);
goto fail;
}
}
} else {
key.mask = SHADER_MASK_NONE;
key.in = SHADER_IN_SOURCE_ONLY;
}
if (source->alphaMap) {
glamor_fallback("source alphaMap\n");
goto fail;
}
if (mask && mask->alphaMap) {
glamor_fallback("mask alphaMap\n");
goto fail;
}
if (key.source == SHADER_SOURCE_TEXTURE ||
key.source == SHADER_SOURCE_TEXTURE_ALPHA) {
source_pixmap =
glamor_get_drawable_pixmap(source->pDrawable);
source_pixmap_priv =
glamor_get_pixmap_private(source_pixmap);
if (source_pixmap == dest_pixmap) {
glamor_fallback("source == dest\n");
goto fail;
}
if (!source_pixmap_priv || source_pixmap_priv->gl_fbo == 0) {
/* XXX in Xephyr, we may have gl_fbo equal to 1 but gl_tex
* equal to zero when the pixmap is screen pixmap. Then we may
* refer the tex zero directly latter in the composition.
* It seems that it works fine, but it may have potential problem*/
glamor : Add dynamic texture uploading feature. Major refactoring. 1. Rewrite the pixmap texture uploading and downloading functions. Add some new functions for both the prepare/finish access and the new performance feature dynamic texture uploading, which could download and upload the current image to/from a private texture/fbo. In the uploading or downloading phase, we need to handle two things: The first is the yInverted option, If it set, then we don't need to flip y. If not set, if it is from a dynamic texture uploading then we don't need to flip either if the current drawing process will flip it latter. If it is from finish_access, then we must flip the y axis. The second thing is the alpha channel hanlding, if the pixmap's format is something like x8a8r8g8, x1r5g5b5 which means it doesn't has alpha channel, but it do has those extra bits. Then we need to wire those bits to 1. 2. Add almost all the required picture format support. This is not as trivial as it looks like. The previous implementation only support GL_a8,GL_a8r8g8b8,GL_x8r8g8b8. All the other format, we have to fallback to cpu. The reason why we can't simply add those other color format is because the exists of picture. one drawable pixmap may has one or even more container pictures. The drawable pixmap's depth can't map to a specified color format, for example depth 16 can mapped to r5g6b5, x1r5g5b5, a1r5g5b5, or even b5g6r5. So we can't get get the color format just from the depth value. But the pixmap do not has a pict_format element. We have to make a new one in the pixmap private data structure. Reroute the CreatePicture to glamor_create_picture and then store the picture's format to the pixmap's private structure. This is not an ideal solution, as there may be more than one pictures refer to the same pixmap. Then we will have trouble. There is an example in glamor_composite_with_shader. The source and mask often share the same pixmap, but use different picture format. Our current solution is to combine those two different picture formats to one which will not lose any data. Then change the source's format to this new format and then upload the pixmap to texture once. It works. If we fail to find a matched new format then we fallback. There still is a potential problem, if two pictures refer to the same pixmap, and one of them destroy the picture, but the other still remained to be used latter. We don't handle that situation currently. To be fixed. 3. Dynamic texture uploading. This is a performance feature. Although we don't like the client to hold a pixmap data to shared memory and we can't accelerate it. And even worse, we may need to fallback all the required pixmaps to cpu memory and then process them on CPU. This feature is to mitigate this penalty. When the target pixmap has a valid gl fbo attached to it. But the other pixmaps are not. Then it will be more efficient to upload the other pixmaps to GPU and then do the blitting or rendering on GPU than fallback all the pixmaps to CPU. To enable this feature, I experienced a significant performance improvement in the Game "Mines" :). 4. Debug facility. Modify the debug output mechanism. Now add a new macro: glamor_debug_output(_level_, _format_,...) to conditional output some messages according to the environment variable GLAMOR_DEBUG. We have the following levels currently. exports GLAMOR_DEBUG to 3 will enable all the above messages. 5. Changes in pixmap private data structure. Add some for the full color format supports and relate it to the pictures which already described. Also Add the following new elements: gl_fbo - to indicates whether this pixmap is on gpu only. gl_tex - to indicates whether the tex is valid and is containing the pixmap's image originally. As we bring the dynamic pixmap uploading feature, so a cpu memory pixmap may also has a valid fbo or tex attached to it. So we will have to use the above new element to check it true type. After this commit, we can pass the rendercheck testing for all the picture formats. And is much much fater than fallback to cpu when doing rendercheck testing. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2011-06-21 12:31:11 +02:00
#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
source_status = GLAMOR_UPLOAD_PENDING;
glamor : Add dynamic texture uploading feature. Major refactoring. 1. Rewrite the pixmap texture uploading and downloading functions. Add some new functions for both the prepare/finish access and the new performance feature dynamic texture uploading, which could download and upload the current image to/from a private texture/fbo. In the uploading or downloading phase, we need to handle two things: The first is the yInverted option, If it set, then we don't need to flip y. If not set, if it is from a dynamic texture uploading then we don't need to flip either if the current drawing process will flip it latter. If it is from finish_access, then we must flip the y axis. The second thing is the alpha channel hanlding, if the pixmap's format is something like x8a8r8g8, x1r5g5b5 which means it doesn't has alpha channel, but it do has those extra bits. Then we need to wire those bits to 1. 2. Add almost all the required picture format support. This is not as trivial as it looks like. The previous implementation only support GL_a8,GL_a8r8g8b8,GL_x8r8g8b8. All the other format, we have to fallback to cpu. The reason why we can't simply add those other color format is because the exists of picture. one drawable pixmap may has one or even more container pictures. The drawable pixmap's depth can't map to a specified color format, for example depth 16 can mapped to r5g6b5, x1r5g5b5, a1r5g5b5, or even b5g6r5. So we can't get get the color format just from the depth value. But the pixmap do not has a pict_format element. We have to make a new one in the pixmap private data structure. Reroute the CreatePicture to glamor_create_picture and then store the picture's format to the pixmap's private structure. This is not an ideal solution, as there may be more than one pictures refer to the same pixmap. Then we will have trouble. There is an example in glamor_composite_with_shader. The source and mask often share the same pixmap, but use different picture format. Our current solution is to combine those two different picture formats to one which will not lose any data. Then change the source's format to this new format and then upload the pixmap to texture once. It works. If we fail to find a matched new format then we fallback. There still is a potential problem, if two pictures refer to the same pixmap, and one of them destroy the picture, but the other still remained to be used latter. We don't handle that situation currently. To be fixed. 3. Dynamic texture uploading. This is a performance feature. Although we don't like the client to hold a pixmap data to shared memory and we can't accelerate it. And even worse, we may need to fallback all the required pixmaps to cpu memory and then process them on CPU. This feature is to mitigate this penalty. When the target pixmap has a valid gl fbo attached to it. But the other pixmaps are not. Then it will be more efficient to upload the other pixmaps to GPU and then do the blitting or rendering on GPU than fallback all the pixmaps to CPU. To enable this feature, I experienced a significant performance improvement in the Game "Mines" :). 4. Debug facility. Modify the debug output mechanism. Now add a new macro: glamor_debug_output(_level_, _format_,...) to conditional output some messages according to the environment variable GLAMOR_DEBUG. We have the following levels currently. exports GLAMOR_DEBUG to 3 will enable all the above messages. 5. Changes in pixmap private data structure. Add some for the full color format supports and relate it to the pictures which already described. Also Add the following new elements: gl_fbo - to indicates whether this pixmap is on gpu only. gl_tex - to indicates whether the tex is valid and is containing the pixmap's image originally. As we bring the dynamic pixmap uploading feature, so a cpu memory pixmap may also has a valid fbo or tex attached to it. So we will have to use the above new element to check it true type. After this commit, we can pass the rendercheck testing for all the picture formats. And is much much fater than fallback to cpu when doing rendercheck testing. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2011-06-21 12:31:11 +02:00
#else
glamor_fallback("no texture in source\n");
goto fail;
glamor : Add dynamic texture uploading feature. Major refactoring. 1. Rewrite the pixmap texture uploading and downloading functions. Add some new functions for both the prepare/finish access and the new performance feature dynamic texture uploading, which could download and upload the current image to/from a private texture/fbo. In the uploading or downloading phase, we need to handle two things: The first is the yInverted option, If it set, then we don't need to flip y. If not set, if it is from a dynamic texture uploading then we don't need to flip either if the current drawing process will flip it latter. If it is from finish_access, then we must flip the y axis. The second thing is the alpha channel hanlding, if the pixmap's format is something like x8a8r8g8, x1r5g5b5 which means it doesn't has alpha channel, but it do has those extra bits. Then we need to wire those bits to 1. 2. Add almost all the required picture format support. This is not as trivial as it looks like. The previous implementation only support GL_a8,GL_a8r8g8b8,GL_x8r8g8b8. All the other format, we have to fallback to cpu. The reason why we can't simply add those other color format is because the exists of picture. one drawable pixmap may has one or even more container pictures. The drawable pixmap's depth can't map to a specified color format, for example depth 16 can mapped to r5g6b5, x1r5g5b5, a1r5g5b5, or even b5g6r5. So we can't get get the color format just from the depth value. But the pixmap do not has a pict_format element. We have to make a new one in the pixmap private data structure. Reroute the CreatePicture to glamor_create_picture and then store the picture's format to the pixmap's private structure. This is not an ideal solution, as there may be more than one pictures refer to the same pixmap. Then we will have trouble. There is an example in glamor_composite_with_shader. The source and mask often share the same pixmap, but use different picture format. Our current solution is to combine those two different picture formats to one which will not lose any data. Then change the source's format to this new format and then upload the pixmap to texture once. It works. If we fail to find a matched new format then we fallback. There still is a potential problem, if two pictures refer to the same pixmap, and one of them destroy the picture, but the other still remained to be used latter. We don't handle that situation currently. To be fixed. 3. Dynamic texture uploading. This is a performance feature. Although we don't like the client to hold a pixmap data to shared memory and we can't accelerate it. And even worse, we may need to fallback all the required pixmaps to cpu memory and then process them on CPU. This feature is to mitigate this penalty. When the target pixmap has a valid gl fbo attached to it. But the other pixmaps are not. Then it will be more efficient to upload the other pixmaps to GPU and then do the blitting or rendering on GPU than fallback all the pixmaps to CPU. To enable this feature, I experienced a significant performance improvement in the Game "Mines" :). 4. Debug facility. Modify the debug output mechanism. Now add a new macro: glamor_debug_output(_level_, _format_,...) to conditional output some messages according to the environment variable GLAMOR_DEBUG. We have the following levels currently. exports GLAMOR_DEBUG to 3 will enable all the above messages. 5. Changes in pixmap private data structure. Add some for the full color format supports and relate it to the pictures which already described. Also Add the following new elements: gl_fbo - to indicates whether this pixmap is on gpu only. gl_tex - to indicates whether the tex is valid and is containing the pixmap's image originally. As we bring the dynamic pixmap uploading feature, so a cpu memory pixmap may also has a valid fbo or tex attached to it. So we will have to use the above new element to check it true type. After this commit, we can pass the rendercheck testing for all the picture formats. And is much much fater than fallback to cpu when doing rendercheck testing. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2011-06-21 12:31:11 +02:00
#endif
}
}
if (key.mask == SHADER_MASK_TEXTURE ||
key.mask == SHADER_MASK_TEXTURE_ALPHA) {
mask_pixmap = glamor_get_drawable_pixmap(mask->pDrawable);
mask_pixmap_priv = glamor_get_pixmap_private(mask_pixmap);
if (mask_pixmap == dest_pixmap) {
glamor_fallback("mask == dest\n");
goto fail;
}
if (!mask_pixmap_priv || mask_pixmap_priv->gl_fbo == 0) {
glamor : Add dynamic texture uploading feature. Major refactoring. 1. Rewrite the pixmap texture uploading and downloading functions. Add some new functions for both the prepare/finish access and the new performance feature dynamic texture uploading, which could download and upload the current image to/from a private texture/fbo. In the uploading or downloading phase, we need to handle two things: The first is the yInverted option, If it set, then we don't need to flip y. If not set, if it is from a dynamic texture uploading then we don't need to flip either if the current drawing process will flip it latter. If it is from finish_access, then we must flip the y axis. The second thing is the alpha channel hanlding, if the pixmap's format is something like x8a8r8g8, x1r5g5b5 which means it doesn't has alpha channel, but it do has those extra bits. Then we need to wire those bits to 1. 2. Add almost all the required picture format support. This is not as trivial as it looks like. The previous implementation only support GL_a8,GL_a8r8g8b8,GL_x8r8g8b8. All the other format, we have to fallback to cpu. The reason why we can't simply add those other color format is because the exists of picture. one drawable pixmap may has one or even more container pictures. The drawable pixmap's depth can't map to a specified color format, for example depth 16 can mapped to r5g6b5, x1r5g5b5, a1r5g5b5, or even b5g6r5. So we can't get get the color format just from the depth value. But the pixmap do not has a pict_format element. We have to make a new one in the pixmap private data structure. Reroute the CreatePicture to glamor_create_picture and then store the picture's format to the pixmap's private structure. This is not an ideal solution, as there may be more than one pictures refer to the same pixmap. Then we will have trouble. There is an example in glamor_composite_with_shader. The source and mask often share the same pixmap, but use different picture format. Our current solution is to combine those two different picture formats to one which will not lose any data. Then change the source's format to this new format and then upload the pixmap to texture once. It works. If we fail to find a matched new format then we fallback. There still is a potential problem, if two pictures refer to the same pixmap, and one of them destroy the picture, but the other still remained to be used latter. We don't handle that situation currently. To be fixed. 3. Dynamic texture uploading. This is a performance feature. Although we don't like the client to hold a pixmap data to shared memory and we can't accelerate it. And even worse, we may need to fallback all the required pixmaps to cpu memory and then process them on CPU. This feature is to mitigate this penalty. When the target pixmap has a valid gl fbo attached to it. But the other pixmaps are not. Then it will be more efficient to upload the other pixmaps to GPU and then do the blitting or rendering on GPU than fallback all the pixmaps to CPU. To enable this feature, I experienced a significant performance improvement in the Game "Mines" :). 4. Debug facility. Modify the debug output mechanism. Now add a new macro: glamor_debug_output(_level_, _format_,...) to conditional output some messages according to the environment variable GLAMOR_DEBUG. We have the following levels currently. exports GLAMOR_DEBUG to 3 will enable all the above messages. 5. Changes in pixmap private data structure. Add some for the full color format supports and relate it to the pictures which already described. Also Add the following new elements: gl_fbo - to indicates whether this pixmap is on gpu only. gl_tex - to indicates whether the tex is valid and is containing the pixmap's image originally. As we bring the dynamic pixmap uploading feature, so a cpu memory pixmap may also has a valid fbo or tex attached to it. So we will have to use the above new element to check it true type. After this commit, we can pass the rendercheck testing for all the picture formats. And is much much fater than fallback to cpu when doing rendercheck testing. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2011-06-21 12:31:11 +02:00
#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
mask_status = GLAMOR_UPLOAD_PENDING;
glamor : Add dynamic texture uploading feature. Major refactoring. 1. Rewrite the pixmap texture uploading and downloading functions. Add some new functions for both the prepare/finish access and the new performance feature dynamic texture uploading, which could download and upload the current image to/from a private texture/fbo. In the uploading or downloading phase, we need to handle two things: The first is the yInverted option, If it set, then we don't need to flip y. If not set, if it is from a dynamic texture uploading then we don't need to flip either if the current drawing process will flip it latter. If it is from finish_access, then we must flip the y axis. The second thing is the alpha channel hanlding, if the pixmap's format is something like x8a8r8g8, x1r5g5b5 which means it doesn't has alpha channel, but it do has those extra bits. Then we need to wire those bits to 1. 2. Add almost all the required picture format support. This is not as trivial as it looks like. The previous implementation only support GL_a8,GL_a8r8g8b8,GL_x8r8g8b8. All the other format, we have to fallback to cpu. The reason why we can't simply add those other color format is because the exists of picture. one drawable pixmap may has one or even more container pictures. The drawable pixmap's depth can't map to a specified color format, for example depth 16 can mapped to r5g6b5, x1r5g5b5, a1r5g5b5, or even b5g6r5. So we can't get get the color format just from the depth value. But the pixmap do not has a pict_format element. We have to make a new one in the pixmap private data structure. Reroute the CreatePicture to glamor_create_picture and then store the picture's format to the pixmap's private structure. This is not an ideal solution, as there may be more than one pictures refer to the same pixmap. Then we will have trouble. There is an example in glamor_composite_with_shader. The source and mask often share the same pixmap, but use different picture format. Our current solution is to combine those two different picture formats to one which will not lose any data. Then change the source's format to this new format and then upload the pixmap to texture once. It works. If we fail to find a matched new format then we fallback. There still is a potential problem, if two pictures refer to the same pixmap, and one of them destroy the picture, but the other still remained to be used latter. We don't handle that situation currently. To be fixed. 3. Dynamic texture uploading. This is a performance feature. Although we don't like the client to hold a pixmap data to shared memory and we can't accelerate it. And even worse, we may need to fallback all the required pixmaps to cpu memory and then process them on CPU. This feature is to mitigate this penalty. When the target pixmap has a valid gl fbo attached to it. But the other pixmaps are not. Then it will be more efficient to upload the other pixmaps to GPU and then do the blitting or rendering on GPU than fallback all the pixmaps to CPU. To enable this feature, I experienced a significant performance improvement in the Game "Mines" :). 4. Debug facility. Modify the debug output mechanism. Now add a new macro: glamor_debug_output(_level_, _format_,...) to conditional output some messages according to the environment variable GLAMOR_DEBUG. We have the following levels currently. exports GLAMOR_DEBUG to 3 will enable all the above messages. 5. Changes in pixmap private data structure. Add some for the full color format supports and relate it to the pictures which already described. Also Add the following new elements: gl_fbo - to indicates whether this pixmap is on gpu only. gl_tex - to indicates whether the tex is valid and is containing the pixmap's image originally. As we bring the dynamic pixmap uploading feature, so a cpu memory pixmap may also has a valid fbo or tex attached to it. So we will have to use the above new element to check it true type. After this commit, we can pass the rendercheck testing for all the picture formats. And is much much fater than fallback to cpu when doing rendercheck testing. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2011-06-21 12:31:11 +02:00
#else
glamor_fallback("no texture in mask\n");
goto fail;
glamor : Add dynamic texture uploading feature. Major refactoring. 1. Rewrite the pixmap texture uploading and downloading functions. Add some new functions for both the prepare/finish access and the new performance feature dynamic texture uploading, which could download and upload the current image to/from a private texture/fbo. In the uploading or downloading phase, we need to handle two things: The first is the yInverted option, If it set, then we don't need to flip y. If not set, if it is from a dynamic texture uploading then we don't need to flip either if the current drawing process will flip it latter. If it is from finish_access, then we must flip the y axis. The second thing is the alpha channel hanlding, if the pixmap's format is something like x8a8r8g8, x1r5g5b5 which means it doesn't has alpha channel, but it do has those extra bits. Then we need to wire those bits to 1. 2. Add almost all the required picture format support. This is not as trivial as it looks like. The previous implementation only support GL_a8,GL_a8r8g8b8,GL_x8r8g8b8. All the other format, we have to fallback to cpu. The reason why we can't simply add those other color format is because the exists of picture. one drawable pixmap may has one or even more container pictures. The drawable pixmap's depth can't map to a specified color format, for example depth 16 can mapped to r5g6b5, x1r5g5b5, a1r5g5b5, or even b5g6r5. So we can't get get the color format just from the depth value. But the pixmap do not has a pict_format element. We have to make a new one in the pixmap private data structure. Reroute the CreatePicture to glamor_create_picture and then store the picture's format to the pixmap's private structure. This is not an ideal solution, as there may be more than one pictures refer to the same pixmap. Then we will have trouble. There is an example in glamor_composite_with_shader. The source and mask often share the same pixmap, but use different picture format. Our current solution is to combine those two different picture formats to one which will not lose any data. Then change the source's format to this new format and then upload the pixmap to texture once. It works. If we fail to find a matched new format then we fallback. There still is a potential problem, if two pictures refer to the same pixmap, and one of them destroy the picture, but the other still remained to be used latter. We don't handle that situation currently. To be fixed. 3. Dynamic texture uploading. This is a performance feature. Although we don't like the client to hold a pixmap data to shared memory and we can't accelerate it. And even worse, we may need to fallback all the required pixmaps to cpu memory and then process them on CPU. This feature is to mitigate this penalty. When the target pixmap has a valid gl fbo attached to it. But the other pixmaps are not. Then it will be more efficient to upload the other pixmaps to GPU and then do the blitting or rendering on GPU than fallback all the pixmaps to CPU. To enable this feature, I experienced a significant performance improvement in the Game "Mines" :). 4. Debug facility. Modify the debug output mechanism. Now add a new macro: glamor_debug_output(_level_, _format_,...) to conditional output some messages according to the environment variable GLAMOR_DEBUG. We have the following levels currently. exports GLAMOR_DEBUG to 3 will enable all the above messages. 5. Changes in pixmap private data structure. Add some for the full color format supports and relate it to the pictures which already described. Also Add the following new elements: gl_fbo - to indicates whether this pixmap is on gpu only. gl_tex - to indicates whether the tex is valid and is containing the pixmap's image originally. As we bring the dynamic pixmap uploading feature, so a cpu memory pixmap may also has a valid fbo or tex attached to it. So we will have to use the above new element to check it true type. After this commit, we can pass the rendercheck testing for all the picture formats. And is much much fater than fallback to cpu when doing rendercheck testing. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2011-06-21 12:31:11 +02:00
#endif
}
}
glamor : Add dynamic texture uploading feature. Major refactoring. 1. Rewrite the pixmap texture uploading and downloading functions. Add some new functions for both the prepare/finish access and the new performance feature dynamic texture uploading, which could download and upload the current image to/from a private texture/fbo. In the uploading or downloading phase, we need to handle two things: The first is the yInverted option, If it set, then we don't need to flip y. If not set, if it is from a dynamic texture uploading then we don't need to flip either if the current drawing process will flip it latter. If it is from finish_access, then we must flip the y axis. The second thing is the alpha channel hanlding, if the pixmap's format is something like x8a8r8g8, x1r5g5b5 which means it doesn't has alpha channel, but it do has those extra bits. Then we need to wire those bits to 1. 2. Add almost all the required picture format support. This is not as trivial as it looks like. The previous implementation only support GL_a8,GL_a8r8g8b8,GL_x8r8g8b8. All the other format, we have to fallback to cpu. The reason why we can't simply add those other color format is because the exists of picture. one drawable pixmap may has one or even more container pictures. The drawable pixmap's depth can't map to a specified color format, for example depth 16 can mapped to r5g6b5, x1r5g5b5, a1r5g5b5, or even b5g6r5. So we can't get get the color format just from the depth value. But the pixmap do not has a pict_format element. We have to make a new one in the pixmap private data structure. Reroute the CreatePicture to glamor_create_picture and then store the picture's format to the pixmap's private structure. This is not an ideal solution, as there may be more than one pictures refer to the same pixmap. Then we will have trouble. There is an example in glamor_composite_with_shader. The source and mask often share the same pixmap, but use different picture format. Our current solution is to combine those two different picture formats to one which will not lose any data. Then change the source's format to this new format and then upload the pixmap to texture once. It works. If we fail to find a matched new format then we fallback. There still is a potential problem, if two pictures refer to the same pixmap, and one of them destroy the picture, but the other still remained to be used latter. We don't handle that situation currently. To be fixed. 3. Dynamic texture uploading. This is a performance feature. Although we don't like the client to hold a pixmap data to shared memory and we can't accelerate it. And even worse, we may need to fallback all the required pixmaps to cpu memory and then process them on CPU. This feature is to mitigate this penalty. When the target pixmap has a valid gl fbo attached to it. But the other pixmaps are not. Then it will be more efficient to upload the other pixmaps to GPU and then do the blitting or rendering on GPU than fallback all the pixmaps to CPU. To enable this feature, I experienced a significant performance improvement in the Game "Mines" :). 4. Debug facility. Modify the debug output mechanism. Now add a new macro: glamor_debug_output(_level_, _format_,...) to conditional output some messages according to the environment variable GLAMOR_DEBUG. We have the following levels currently. exports GLAMOR_DEBUG to 3 will enable all the above messages. 5. Changes in pixmap private data structure. Add some for the full color format supports and relate it to the pictures which already described. Also Add the following new elements: gl_fbo - to indicates whether this pixmap is on gpu only. gl_tex - to indicates whether the tex is valid and is containing the pixmap's image originally. As we bring the dynamic pixmap uploading feature, so a cpu memory pixmap may also has a valid fbo or tex attached to it. So we will have to use the above new element to check it true type. After this commit, we can pass the rendercheck testing for all the picture formats. And is much much fater than fallback to cpu when doing rendercheck testing. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2011-06-21 12:31:11 +02:00
#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
if (source_status == GLAMOR_UPLOAD_PENDING
&& mask_status == GLAMOR_UPLOAD_PENDING
&& source_pixmap == mask_pixmap) {
if (source->format != mask->format) {
saved_source_format = source->format;
if (!combine_pict_format
(&source->format, source->format,
mask->format, key.in)) {
glamor_fallback
("combine source %x mask %x failed.\n",
source->format, mask->format);
goto fail;
}
if (source->format != saved_source_format) {
glamor_picture_format_fixup(source,
source_pixmap_priv);
}
/* XXX
* By default, glamor_upload_picture_to_texture will wire alpha to 1
* if one picture doesn't have alpha. So we don't do that again in
* rendering function. But here is a special case, as source and
* mask share the same texture but may have different formats. For
* example, source doesn't have alpha, but mask has alpha. Then the
* texture will have the alpha value for the mask. And will not wire
* to 1 for the source. In this case, we have to use different shader
* to wire the source's alpha to 1.
*
* But this may cause a potential problem if the source's repeat mode
* is REPEAT_NONE, and if the source is smaller than the dest, then
* for the region not covered by the source may be painted incorrectly.
* because we wire the alpha to 1.
*
**/
if (!PICT_FORMAT_A(saved_source_format)
&& PICT_FORMAT_A(mask->format))
key.source = SHADER_SOURCE_TEXTURE;
if (!PICT_FORMAT_A(mask->format)
&& PICT_FORMAT_A(saved_source_format))
key.mask = SHADER_MASK_TEXTURE;
mask_status = GLAMOR_NONE;
}
source_status = glamor_upload_picture_to_texture(source);
if (source_status != GLAMOR_UPLOAD_DONE) {
glamor_fallback
("Failed to upload source texture.\n");
goto fail;
}
} else {
if (source_status == GLAMOR_UPLOAD_PENDING) {
source_status = glamor_upload_picture_to_texture(source);
if (source_status != GLAMOR_UPLOAD_DONE) {
glamor_fallback
("Failed to upload source texture.\n");
goto fail;
}
}
if (mask_status == GLAMOR_UPLOAD_PENDING) {
mask_status = glamor_upload_picture_to_texture(mask);
if (mask_status != GLAMOR_UPLOAD_DONE) {
glamor_fallback
("Failed to upload mask texture.\n");
goto fail;
}
}
}
glamor : Add dynamic texture uploading feature. Major refactoring. 1. Rewrite the pixmap texture uploading and downloading functions. Add some new functions for both the prepare/finish access and the new performance feature dynamic texture uploading, which could download and upload the current image to/from a private texture/fbo. In the uploading or downloading phase, we need to handle two things: The first is the yInverted option, If it set, then we don't need to flip y. If not set, if it is from a dynamic texture uploading then we don't need to flip either if the current drawing process will flip it latter. If it is from finish_access, then we must flip the y axis. The second thing is the alpha channel hanlding, if the pixmap's format is something like x8a8r8g8, x1r5g5b5 which means it doesn't has alpha channel, but it do has those extra bits. Then we need to wire those bits to 1. 2. Add almost all the required picture format support. This is not as trivial as it looks like. The previous implementation only support GL_a8,GL_a8r8g8b8,GL_x8r8g8b8. All the other format, we have to fallback to cpu. The reason why we can't simply add those other color format is because the exists of picture. one drawable pixmap may has one or even more container pictures. The drawable pixmap's depth can't map to a specified color format, for example depth 16 can mapped to r5g6b5, x1r5g5b5, a1r5g5b5, or even b5g6r5. So we can't get get the color format just from the depth value. But the pixmap do not has a pict_format element. We have to make a new one in the pixmap private data structure. Reroute the CreatePicture to glamor_create_picture and then store the picture's format to the pixmap's private structure. This is not an ideal solution, as there may be more than one pictures refer to the same pixmap. Then we will have trouble. There is an example in glamor_composite_with_shader. The source and mask often share the same pixmap, but use different picture format. Our current solution is to combine those two different picture formats to one which will not lose any data. Then change the source's format to this new format and then upload the pixmap to texture once. It works. If we fail to find a matched new format then we fallback. There still is a potential problem, if two pictures refer to the same pixmap, and one of them destroy the picture, but the other still remained to be used latter. We don't handle that situation currently. To be fixed. 3. Dynamic texture uploading. This is a performance feature. Although we don't like the client to hold a pixmap data to shared memory and we can't accelerate it. And even worse, we may need to fallback all the required pixmaps to cpu memory and then process them on CPU. This feature is to mitigate this penalty. When the target pixmap has a valid gl fbo attached to it. But the other pixmaps are not. Then it will be more efficient to upload the other pixmaps to GPU and then do the blitting or rendering on GPU than fallback all the pixmaps to CPU. To enable this feature, I experienced a significant performance improvement in the Game "Mines" :). 4. Debug facility. Modify the debug output mechanism. Now add a new macro: glamor_debug_output(_level_, _format_,...) to conditional output some messages according to the environment variable GLAMOR_DEBUG. We have the following levels currently. exports GLAMOR_DEBUG to 3 will enable all the above messages. 5. Changes in pixmap private data structure. Add some for the full color format supports and relate it to the pictures which already described. Also Add the following new elements: gl_fbo - to indicates whether this pixmap is on gpu only. gl_tex - to indicates whether the tex is valid and is containing the pixmap's image originally. As we bring the dynamic pixmap uploading feature, so a cpu memory pixmap may also has a valid fbo or tex attached to it. So we will have to use the above new element to check it true type. After this commit, we can pass the rendercheck testing for all the picture formats. And is much much fater than fallback to cpu when doing rendercheck testing. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2011-06-21 12:31:11 +02:00
#endif
glamor_set_destination_pixmap_priv_nc(dest_pixmap_priv);
if (!glamor_set_composite_op(screen, op, dest, mask)) {
goto fail;
}
shader = glamor_lookup_composite_shader(screen, &key);
if (shader->prog == 0) {
glamor_fallback
("no shader program for this render acccel mode\n");
goto fail;
}
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glUseProgram(shader->prog);
if (key.source == SHADER_SOURCE_SOLID) {
glamor_set_composite_solid(dispatch, source_solid_color,
shader->source_uniform_location);
} else {
glamor_set_composite_texture(screen, 0, source,
source_pixmap_priv, shader->source_wh,
shader->source_repeat_mode);
}
if (key.mask != SHADER_MASK_NONE) {
if (key.mask == SHADER_MASK_SOLID) {
glamor_set_composite_solid(dispatch,
mask_solid_color,
shader->mask_uniform_location);
} else {
glamor_set_composite_texture(screen, 1, mask,
mask_pixmap_priv, shader->mask_wh,
shader->mask_repeat_mode);
}
}
glamor_priv->has_source_coords = key.source != SHADER_SOURCE_SOLID;
glamor_priv->has_mask_coords = (key.mask != SHADER_MASK_NONE &&
key.mask != SHADER_MASK_SOLID);
glamor_get_drawable_deltas(dest->pDrawable, dest_pixmap,
&dest_x_off, &dest_y_off);
pixmap_priv_get_scale(dest_pixmap_priv, &dst_xscale, &dst_yscale);
if (glamor_priv->has_source_coords) {
glamor_get_drawable_deltas(source->pDrawable,
source_pixmap, &source_x_off,
&source_y_off);
pixmap_priv_get_scale(source_pixmap_priv, &src_xscale,
&src_yscale);
glamor_picture_get_matrixf(source, src_matrix);
vert_stride += 4;
}
if (glamor_priv->has_mask_coords) {
glamor_get_drawable_deltas(mask->pDrawable, mask_pixmap,
&mask_x_off, &mask_y_off);
pixmap_priv_get_scale(mask_pixmap_priv, &mask_xscale,
&mask_yscale);
glamor_picture_get_matrixf(mask, mask_matrix);
vert_stride += 4;
}
nrect_max = (vert_stride * nrect) > GLAMOR_COMPOSITE_VBO_VERT_CNT ?
(GLAMOR_COMPOSITE_VBO_VERT_CNT / vert_stride) : nrect;
while(nrect) {
int mrect, rect_processed;
mrect = nrect > nrect_max ? nrect_max : nrect ;
glamor_setup_composite_vbo(screen, mrect * vert_stride);
rect_processed = mrect;
while (mrect--) {
INT16 x_source;
INT16 y_source;
INT16 x_mask;
INT16 y_mask;
INT16 x_dest;
INT16 y_dest;
CARD16 width;
CARD16 height;
x_dest = rects->x_dst + dest_x_off;
y_dest = rects->y_dst + dest_y_off;
x_source = rects->x_src + source_x_off;;
y_source = rects->y_src + source_y_off;
x_mask = rects->x_mask + mask_x_off;
y_mask = rects->y_mask + mask_y_off;
width = rects->width;
height = rects->height;
glamor_set_normalize_vcoords(dst_xscale,
dst_yscale,
x_dest, y_dest,
x_dest + width, y_dest + height,
glamor_priv->yInverted,
vertices);
if (key.source != SHADER_SOURCE_SOLID) {
if (source->transform)
glamor_set_transformed_normalize_tcoords
(src_matrix, src_xscale,
src_yscale, x_source, y_source,
x_source + width, y_source + height,
glamor_priv->yInverted,
source_texcoords);
else
glamor_set_normalize_tcoords
(src_xscale, src_yscale,
x_source, y_source,
x_source + width, y_source + height,
glamor_priv->yInverted,
source_texcoords);
}
if (key.mask != SHADER_MASK_NONE
&& key.mask != SHADER_MASK_SOLID) {
if (mask->transform)
glamor_set_transformed_normalize_tcoords
(mask_matrix,
mask_xscale,
mask_yscale, x_mask, y_mask,
x_mask + width, y_mask + height,
glamor_priv->yInverted,
mask_texcoords);
else
glamor_set_normalize_tcoords
(mask_xscale,
mask_yscale, x_mask, y_mask,
x_mask + width, y_mask + height,
glamor_priv->yInverted,
mask_texcoords);
}
glamor_emit_composite_rect(screen,
source_texcoords,
mask_texcoords,
vertices);
rects++;
}
glamor_flush_composite_rects(screen);
nrect -= rect_processed;
}
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);
#ifndef GLAMOR_GLES2
dispatch->glActiveTexture(GL_TEXTURE0);
dispatch->glDisable(GL_TEXTURE_2D);
dispatch->glActiveTexture(GL_TEXTURE1);
dispatch->glDisable(GL_TEXTURE_2D);
#endif
dispatch->glUseProgram(0);
if (saved_source_format)
source->format = saved_source_format;
glamor_put_dispatch(glamor_priv);
GLX: Enable glx support. If we are using MESA as our GL library, then both xserver's GLX and glamor are link to the same library. As xserver's GLX has its own _glapi_get/set_context/dispatch etc, and it is a simplified version derived from mesa thus is not sufficient for mesa/egl's dri loader which is used by glamor. Then if glx module is loaded before glamoregl module, the initialization of mesa/egl/opengl will not be correct, and will fail at a very early stage, most likely fail to map the element buffer. Two methodis to fix this problem, first is to modify the xserver's glx's glapi.c to fit mesa's requirement. The second is to put a glamor.conf as below, to the system's xorg.conf path. Section "Module" Load "glamoregl" EndSection Then glamor will be loaded firstly, and the mesa's libglapi.so will be used. As current xserver's dispatch table is the same as mesa's, then the glx's dri loader can work without problem. We took the second method as it don't need any change to xorg.:) Although this is not a graceful implementation as it depends on the xserver's dispatch table and the mesa's dispatch table is the same and the context set and get is using the same method. Anyway it works. As by default, xserver will enable GLX_USE_TLS. But mesa will not enable it, you may need to enable that when build mesa. Three pre-requirements to make this glamor version work: 0. Make sure xserver has commit 66e603, if not please pull the latest master branch. 1. Rebuild mesa by enable GLX_USE_TLS. 2. Put the glamor.conf to your system's xorg.conf path and make sure it loaded prior to glx module. Preliminary testing shows indirect glxgears works fine. If user want to use GLES2 for glamor by using MESA, GLX will not work correctly. If you are not using normal MESA, for example PVR's private GLES implementation, then it should be ok to use GLES2 glamor and the GLX should work as expected. In this commit, I use gbm to check whether we are using MESA or non-mesa. Maybe not the best way. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2012-02-10 09:04:07 +01:00
ret = TRUE;
goto done;
fail:
if (saved_source_format)
source->format = saved_source_format;
GLX: Enable glx support. If we are using MESA as our GL library, then both xserver's GLX and glamor are link to the same library. As xserver's GLX has its own _glapi_get/set_context/dispatch etc, and it is a simplified version derived from mesa thus is not sufficient for mesa/egl's dri loader which is used by glamor. Then if glx module is loaded before glamoregl module, the initialization of mesa/egl/opengl will not be correct, and will fail at a very early stage, most likely fail to map the element buffer. Two methodis to fix this problem, first is to modify the xserver's glx's glapi.c to fit mesa's requirement. The second is to put a glamor.conf as below, to the system's xorg.conf path. Section "Module" Load "glamoregl" EndSection Then glamor will be loaded firstly, and the mesa's libglapi.so will be used. As current xserver's dispatch table is the same as mesa's, then the glx's dri loader can work without problem. We took the second method as it don't need any change to xorg.:) Although this is not a graceful implementation as it depends on the xserver's dispatch table and the mesa's dispatch table is the same and the context set and get is using the same method. Anyway it works. As by default, xserver will enable GLX_USE_TLS. But mesa will not enable it, you may need to enable that when build mesa. Three pre-requirements to make this glamor version work: 0. Make sure xserver has commit 66e603, if not please pull the latest master branch. 1. Rebuild mesa by enable GLX_USE_TLS. 2. Put the glamor.conf to your system's xorg.conf path and make sure it loaded prior to glx module. Preliminary testing shows indirect glxgears works fine. If user want to use GLES2 for glamor by using MESA, GLX will not work correctly. If you are not using normal MESA, for example PVR's private GLES implementation, then it should be ok to use GLES2 glamor and the GLX should work as expected. In this commit, I use gbm to check whether we are using MESA or non-mesa. Maybe not the best way. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2012-02-10 09:04:07 +01:00
done:
return ret;
}
static GLint
_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 gradient_prog = 0;
GLint fs_getcolor_prog;
const char *gradient_fs_getcolor =
GLAMOR_DEFAULT_PRECISION
"uniform int n_stop;\n"
"uniform float stops[%d];\n"
"uniform vec4 stop_colors[%d];\n"
"vec4 get_color(float stop_len)\n"
"{\n"
" int i = 0;\n"
" float new_alpha; \n"
" vec4 gradient_color;\n"
" float percentage; \n"
" for(i = 0; i < n_stop - 1; i++) {\n"
" if(stop_len < stops[i])\n"
" break; \n"
" }\n"
" \n"
" percentage = (stop_len - stops[i-1])/(stops[i] - stops[i-1]);\n"
" if(stops[i] - stops[i-1] > 2.0)\n"
" percentage = 0.0;\n" //For comply with pixman, walker->stepper overflow.
" new_alpha = percentage * stop_colors[i].a + \n"
" (1.0-percentage) * stop_colors[i-1].a; \n"
" gradient_color = vec4((percentage * stop_colors[i].rgb \n"
" + (1.0-percentage) * stop_colors[i-1].rgb)*new_alpha, \n"
" new_alpha);\n"
" \n"
" return gradient_color;\n"
"}\n";
/* Because the array access for shader is very slow, the performance is very low
if use array. So use global uniform to replace for it if the number of n_stops is small.*/
const char *gradient_fs_getcolor_no_array =
GLAMOR_DEFAULT_PRECISION
"uniform int n_stop;\n"
"uniform float stop0;\n"
"uniform float stop1;\n"
"uniform float stop2;\n"
"uniform float stop3;\n"
"uniform float stop4;\n"
"uniform float stop5;\n"
"uniform float stop6;\n"
"uniform float stop7;\n"
"uniform vec4 stop_color0;\n"
"uniform vec4 stop_color1;\n"
"uniform vec4 stop_color2;\n"
"uniform vec4 stop_color3;\n"
"uniform vec4 stop_color4;\n"
"uniform vec4 stop_color5;\n"
"uniform vec4 stop_color6;\n"
"uniform vec4 stop_color7;\n"
"\n"
"vec4 get_color(float stop_len)\n"
"{\n"
" float stop_after;\n"
" float stop_before;\n"
" vec4 stop_color_before;\n"
" vec4 stop_color_after;\n"
" float new_alpha; \n"
" vec4 gradient_color;\n"
" float percentage; \n"
" \n"
" if((stop_len < stop0) && (n_stop >= 1)) {\n"
" stop_color_before = stop_color0;\n"
" stop_color_after = stop_color0;\n"
" stop_after = stop0;\n"
" stop_before = stop0;\n"
" percentage = 0.0;\n"
" } else if((stop_len < stop1) && (n_stop >= 2)) {\n"
" stop_color_before = stop_color0;\n"
" stop_color_after = stop_color1;\n"
" stop_after = stop1;\n"
" stop_before = stop0;\n"
" percentage = (stop_len - stop0)/(stop1 - stop0);\n"
" } else if((stop_len < stop2) && (n_stop >= 3)) {\n"
" stop_color_before = stop_color1;\n"
" stop_color_after = stop_color2;\n"
" stop_after = stop2;\n"
" stop_before = stop1;\n"
" percentage = (stop_len - stop1)/(stop2 - stop1);\n"
" } else if((stop_len < stop3) && (n_stop >= 4)){\n"
" stop_color_before = stop_color2;\n"
" stop_color_after = stop_color3;\n"
" stop_after = stop3;\n"
" stop_before = stop2;\n"
" percentage = (stop_len - stop2)/(stop3 - stop2);\n"
" } else if((stop_len < stop4) && (n_stop >= 5)){\n"
" stop_color_before = stop_color3;\n"
" stop_color_after = stop_color4;\n"
" stop_after = stop4;\n"
" stop_before = stop3;\n"
" percentage = (stop_len - stop3)/(stop4 - stop3);\n"
" } else if((stop_len < stop5) && (n_stop >= 6)){\n"
" stop_color_before = stop_color4;\n"
" stop_color_after = stop_color5;\n"
" stop_after = stop5;\n"
" stop_before = stop4;\n"
" percentage = (stop_len - stop4)/(stop5 - stop4);\n"
" } else if((stop_len < stop6) && (n_stop >= 7)){\n"
" stop_color_before = stop_color5;\n"
" stop_color_after = stop_color6;\n"
" stop_after = stop6;\n"
" stop_before = stop5;\n"
" percentage = (stop_len - stop5)/(stop6 - stop5);\n"
" } else if((stop_len < stop7) && (n_stop >= 8)){\n"
" stop_color_before = stop_color6;\n"
" stop_color_after = stop_color7;\n"
" stop_after = stop7;\n"
" stop_before = stop6;\n"
" percentage = (stop_len - stop6)/(stop7 - stop6);\n"
" } else {\n"
" stop_color_before = stop_color7;\n"
" stop_color_after = stop_color7;\n"
" stop_after = stop7;\n"
" stop_before = stop7;\n"
" percentage = 0.0;\n"
" }\n"
" if(stop_after - stop_before > 2.0)\n"
" percentage = 0.0;\n"//For comply with pixman, walker->stepper overflow.
" new_alpha = percentage * stop_color_after.a + \n"
" (1.0-percentage) * stop_color_before.a; \n"
" gradient_color = vec4((percentage * stop_color_after.rgb \n"
" + (1.0-percentage) * stop_color_before.rgb)*new_alpha, \n"
" new_alpha);\n"
" \n"
" return gradient_color;\n"
"}\n";
glamor_priv = glamor_get_screen_private(screen);
dispatch = 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);
free(gradient_fs);
} else {
fs_getcolor_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
gradient_fs_getcolor_no_array);
}
return fs_getcolor_prog;
}
static void
_glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count, int dyn_gen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
int index;
GLint gradient_prog = 0;
char *gradient_fs = NULL;
GLint fs_main_prog, fs_getcolor_prog, vs_prog;
const char *gradient_vs =
GLAMOR_DEFAULT_PRECISION
"attribute vec4 v_position;\n"
"attribute vec4 v_texcoord;\n"
"varying vec2 source_texture;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = v_position;\n"
" source_texture = v_texcoord.xy;\n"
"}\n";
/*
* Refer to pixman radial gradient.
*
* The problem is given the two circles of c1 and c2 with the radius of r1 and
* r1, we need to caculate the t, which is used to do interpolate with stops,
* using the fomula:
* length((1-t)*c1 + t*c2 - p) = (1-t)*r1 + t*r2
* expand the fomula with xy coond, get the following:
* sqrt(sqr((1-t)*c1.x + t*c2.x - p.x) + sqr((1-t)*c1.y + t*c2.y - p.y))
* = (1-t)r1 + t*r2
* <====> At*t- 2Bt + C = 0
* where A = sqr(c2.x - c1.x) + sqr(c2.y - c1.y) - sqr(r2 -r1)
* B = (p.x - c1.x)*(c2.x - c1.x) + (p.y - c1.y)*(c2.y - c1.y) + r1*(r2 -r1)
* C = sqr(p.x - c1.x) + sqr(p.y - c1.y) - r1*r1
*
* solve the fomula and we get the result of
* t = (B + sqrt(B*B - A*C)) / A or
* t = (B - sqrt(B*B - A*C)) / A (quadratic equation have two solutions)
*
* The solution we are going to prefer is the bigger one, unless the
* radius associated to it is negative (or it falls outside the valid t range)
*/
const char *gradient_fs_template =
GLAMOR_DEFAULT_PRECISION
"uniform mat3 transform_mat;\n"
"uniform int repeat_type;\n"
"uniform float A_value;\n"
"uniform vec2 c1;\n"
"uniform float r1;\n"
"uniform vec2 c2;\n"
"uniform float r2;\n"
"varying vec2 source_texture;\n"
"\n"
"vec4 get_color(float stop_len);\n"
"\n"
"int t_invalid;\n"
"\n"
"float get_stop_len()\n"
"{\n"
" float t = 0.0;\n"
" float sqrt_value;\n"
" int revserse = 0;\n"
" t_invalid = 0;\n"
" \n"
" vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"
" vec3 source_texture_trans = transform_mat * tmp;\n"
" source_texture_trans.xy = source_texture_trans.xy/source_texture_trans.z;\n"
" float B_value = (source_texture_trans.x - c1.x) * (c2.x - c1.x)\n"
" + (source_texture_trans.y - c1.y) * (c2.y - c1.y)\n"
" + r1 * (r2 - r1);\n"
" float C_value = (source_texture_trans.x - c1.x) * (source_texture_trans.x - c1.x)\n"
" + (source_texture_trans.y - c1.y) * (source_texture_trans.y - c1.y)\n"
" - r1*r1;\n"
" if(abs(A_value) < 0.00001) {\n"
" if(B_value == 0.0) {\n"
" t_invalid = 1;\n"
" return t;\n"
" }\n"
" t = 0.5 * C_value / B_value;"
" } else {\n"
" sqrt_value = B_value * B_value - A_value * C_value;\n"
" if(sqrt_value < 0.0) {\n"
" t_invalid = 1;\n"
" return t;\n"
" }\n"
" sqrt_value = sqrt(sqrt_value);\n"
" t = (B_value + sqrt_value) / A_value;\n"
" }\n"
" if(repeat_type == %d) {\n" // RepeatNone case.
" if((t <= 0.0) || (t > 1.0))\n"
// try another if first one invalid
" t = (B_value - sqrt_value) / A_value;\n"
" \n"
" if((t <= 0.0) || (t > 1.0)) {\n" //still invalid, return.
" t_invalid = 1;\n"
" return t;\n"
" }\n"
" } else {\n"
" if(t * (r2 - r1) <= -1.0 * r1)\n"
// try another if first one invalid
" t = (B_value - sqrt_value) / A_value;\n"
" \n"
" if(t * (r2 -r1) <= -1.0 * r1) {\n" //still invalid, return.
" t_invalid = 1;\n"
" return t;\n"
" }\n"
" }\n"
" \n"
" if(repeat_type == %d){\n" // repeat normal
" while(t > 1.0) \n"
" t = t - 1.0; \n"
" while(t < 0.0) \n"
" t = t + 1.0; \n"
" }\n"
" \n"
" if(repeat_type == %d) {\n" // repeat reflect
" while(t > 1.0) {\n"
" t = t - 1.0; \n"
" if(revserse == 0)\n"
" revserse = 1;\n"
" else\n"
" revserse = 0;\n"
" }\n"
" while(t < 0.0) {\n"
" t = t + 1.0; \n"
" if(revserse == 0)\n"
" revserse = 1;\n"
" else\n"
" revserse = 0;\n"
" }\n"
" if(revserse == 1) {\n"
" t = 1.0 - t; \n"
" }\n"
" }\n"
" \n"
" return t;\n"
"}\n"
"\n"
"void main()\n"
"{\n"
" float stop_len = get_stop_len();\n"
" if(t_invalid == 1) {\n"
" gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
" } else {\n"
" gl_FragColor = get_color(stop_len);\n"
" }\n"
"}\n";
glamor_priv = glamor_get_screen_private(screen);
if ((glamor_priv->radial_max_nstops >= stops_count) && (dyn_gen)) {
/* Very Good, not to generate again. */
return;
}
if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]) {
dispatch->glDeleteShader(
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][2]);
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][2] = 0;
dispatch->glDeleteShader(
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][2]);
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][2] = 0;
dispatch->glDeleteShader(
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][2]);
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][2] = 0;
dispatch->glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]);
glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2] = 0;
}
dispatch = glamor_get_dispatch(glamor_priv);
gradient_prog = dispatch->glCreateProgram();
vs_prog = glamor_compile_glsl_prog(dispatch,
GL_VERTEX_SHADER, gradient_vs);
XNFasprintf(&gradient_fs,
gradient_fs_template,
PIXMAN_REPEAT_NONE, PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT);
fs_main_prog = glamor_compile_glsl_prog(dispatch,
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);
dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_positionsition");
dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord");
glamor_link_glsl_prog(dispatch, gradient_prog);
dispatch->glUseProgram(0);
if (dyn_gen) {
index = 2;
glamor_priv->radial_max_nstops = stops_count;
} else if (stops_count) {
index = 1;
} else {
index = 0;
}
glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][index] = gradient_prog;
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][index] = vs_prog;
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][index] = fs_main_prog;
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][index] = fs_getcolor_prog;
glamor_put_dispatch(glamor_priv);
}
static void
_glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int dyn_gen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
int index = 0;
GLint gradient_prog = 0;
char *gradient_fs = NULL;
GLint fs_main_prog, fs_getcolor_prog, vs_prog;
const char *gradient_vs =
GLAMOR_DEFAULT_PRECISION
"attribute vec4 v_position;\n"
"attribute vec4 v_texcoord;\n"
"varying vec2 source_texture;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = v_position;\n"
" source_texture = v_texcoord.xy;\n"
"}\n";
/*
* |
* |\
* | \
* | \
* | \
* |\ \
* | \ \
* cos_val = |\ p1d \ /
* sqrt(1/(slope*slope+1.0)) ------>\ \ \ /
* | \ \ \
* | \ \ / \
* | \ *Pt1\
* *p1 | \ \ *P
* \ | / \ \ /
* \ | / \ \ /
* \ | pd \
* \ | \ / \
* p2* | \ / \ /
* slope = (p2.y - p1.y) / | / p2d /
* (p2.x - p1.x) | / \ /
* | / \ /
* | / /
* | / /
* | / *Pt2
* | /
* | /
* | /
* | /
* | /
* -------+---------------------------------
* O|
* |
* |
*
* step 1: compute the distance of p, pt1 and pt2 in the slope direction.
* Caculate the distance on Y axis first and multiply cos_val to
* get the value on slope direction(pd, p1d and p2d represent the
* distance of p, pt1, and pt2 respectively).
*
* step 2: caculate the percentage of (pd - p1d)/(p2d - p1d).
* If (pd - p1d) > (p2d - p1d) or < 0, then sub or add (p2d - p1d)
* to make it in the range of [0, (p2d - p1d)].
*
* step 3: compare the percentage to every stop and find the stpos just
* before and after it. Use the interpolation fomula to compute RGBA.
*/
const char *gradient_fs_template =
GLAMOR_DEFAULT_PRECISION
"uniform mat3 transform_mat;\n"
"uniform int repeat_type;\n"
"uniform int hor_ver;\n"
"uniform vec4 pt1;\n"
"uniform vec4 pt2;\n"
"uniform float pt_slope;\n"
"uniform float cos_val;\n"
"uniform float p1_distance;\n"
"uniform float pt_distance;\n"
"varying vec2 source_texture;\n"
"\n"
"vec4 get_color(float stop_len);\n"
"\n"
"float get_stop_len()\n"
"{\n"
" vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"
" float len_percentage;\n"
" float distance;\n"
" float _p1_distance;\n"
" float _pt_distance;\n"
" float y_dist;\n"
" float stop_after;\n"
" float stop_before;\n"
" vec4 stop_color_before;\n"
" vec4 stop_color_after;\n"
" float new_alpha; \n"
" int revserse = 0;\n"
" vec4 gradient_color;\n"
" float percentage; \n"
" vec3 source_texture_trans = transform_mat * tmp;\n"
" \n"
" if(hor_ver == 0) { \n" //Normal case.
" y_dist = source_texture_trans.y - source_texture_trans.x*pt_slope;\n"
" distance = y_dist * cos_val;\n"
" _p1_distance = p1_distance * source_texture_trans.z;\n"
" _pt_distance = pt_distance * source_texture_trans.z;\n"
" \n"
" } else if (hor_ver == 1) {\n"//horizontal case.
" distance = source_texture_trans.x;\n"
" _p1_distance = p1_distance * source_texture_trans.z;\n"
" _pt_distance = pt_distance * source_texture_trans.z;\n"
" } else if (hor_ver == 2) {\n"//vertical case.
" distance = source_texture_trans.y;\n"
" _p1_distance = p1_distance * source_texture_trans.z;\n"
" _pt_distance = pt_distance * source_texture_trans.z;\n"
" } \n"
" \n"
" distance = distance - _p1_distance; \n"
" \n"
" if(repeat_type == %d){\n" // repeat normal
" while(distance > _pt_distance) \n"
" distance = distance - (_pt_distance); \n"
" while(distance < 0.0) \n"
" distance = distance + (_pt_distance); \n"
" }\n"
" \n"
" if(repeat_type == %d) {\n" // repeat reflect
" while(distance > _pt_distance) {\n"
" distance = distance - (_pt_distance); \n"
" if(revserse == 0)\n"
" revserse = 1;\n"
" else\n"
" revserse = 0;\n"
" }\n"
" while(distance < 0.0) {\n"
" distance = distance + (_pt_distance); \n"
" if(revserse == 0)\n"
" revserse = 1;\n"
" else\n"
" revserse = 0;\n"
" }\n"
" if(revserse == 1) {\n"
" distance = (_pt_distance) - distance; \n"
" }\n"
" }\n"
" \n"
" len_percentage = distance/(_pt_distance);\n"
" \n"
" return len_percentage;\n"
"}\n"
"\n"
"void main()\n"
"{\n"
" float stop_len = get_stop_len();\n"
" gl_FragColor = get_color(stop_len);\n"
"}\n";
glamor_priv = glamor_get_screen_private(screen);
if ((glamor_priv->linear_max_nstops >= stops_count) && (dyn_gen)) {
/* Very Good, not to generate again. */
return;
}
if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]) {
dispatch->glDeleteShader(
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][2]);
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][2] = 0;
dispatch->glDeleteShader(
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][2]);
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][2] = 0;
dispatch->glDeleteShader(
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][2]);
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][2] = 0;
dispatch->glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]);
glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2] = 0;
}
dispatch = glamor_get_dispatch(glamor_priv);
gradient_prog = dispatch->glCreateProgram();
vs_prog = glamor_compile_glsl_prog(dispatch,
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);
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);
dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_position");
dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord");
glamor_link_glsl_prog(dispatch, gradient_prog);
dispatch->glUseProgram(0);
if (dyn_gen) {
index = 2;
glamor_priv->linear_max_nstops = stops_count;
} else if (stops_count) {
index = 1;
} else {
index = 0;
}
glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][index] = gradient_prog;
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][index] = vs_prog;
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][index] = fs_main_prog;
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][index] = fs_getcolor_prog;
glamor_put_dispatch(glamor_priv);
}
#define LINEAR_SMALL_STOPS 6 + 2
#define LINEAR_LARGE_STOPS 16 + 2
#define RADIAL_SMALL_STOPS 6 + 2
#define RADIAL_LARGE_STOPS 16 + 2
void
glamor_init_gradient_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
int i;
glamor_priv = glamor_get_screen_private(screen);
for (i = 0; i < 3; i++) {
glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][i] = 0;
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][i] = 0;
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i] = 0;
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i] = 0;
glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][i] = 0;
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][i] = 0;
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i] = 0;
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i] = 0;
}
glamor_priv->linear_max_nstops = 0;
glamor_priv->radial_max_nstops = 0;
_glamor_create_linear_gradient_program(screen, 0, 0);
_glamor_create_linear_gradient_program(screen, LINEAR_LARGE_STOPS, 0);
_glamor_create_radial_gradient_program(screen, 0, 0);
_glamor_create_radial_gradient_program(screen, RADIAL_LARGE_STOPS, 0);
}
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);
for (i = 0; i < 3; i++) {
/* Linear Gradient */
if (glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][i])
dispatch->glDeleteShader(
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][i]);
if (glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i])
dispatch->glDeleteShader(
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i]);
if (glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i])
dispatch->glDeleteShader(
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i]);
if (glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][i])
dispatch->glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][i]);
/* Radial Gradient */
if (glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][i])
dispatch->glDeleteShader(
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][i]);
if (glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i])
dispatch->glDeleteShader(
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i]);
if (glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i])
dispatch->glDeleteShader(
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i]);
if (glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][i])
dispatch->glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][i]);
}
glamor_put_dispatch(glamor_priv);
}
static void
_glamor_gradient_convert_trans_matrix(PictTransform *from, float to[3][3],
int width, int height, int normalize)
{
/*
* Because in the shader program, we normalize all the pixel cood to [0, 1],
* so with the transform matrix, the correct logic should be:
* v_s = A*T*v
* v_s: point vector in shader after normalized.
* A: The transition matrix from width X height --> 1.0 X 1.0
* T: The transform matrix.
* v: point vector in width X height space.
*
* result is OK if we use this fomula. But for every point in width X height space,
* we can just use their normalized point vector in shader, namely we can just
* use the result of A*v in shader. So we have no chance to insert T in A*v.
* We can just convert v_s = A*T*v to v_s = A*T*inv(A)*A*v, where inv(A) is the
* inverse matrix of A. Now, v_s = (A*T*inv(A)) * (A*v)
* So, to get the correct v_s, we need to cacula1 the matrix: (A*T*inv(A)), and
* we name this matrix T_s.
*
* Firstly, because A is for the scale convertion, we find
* -- --
* |1/w 0 0 |
* A = | 0 1/h 0 |
* | 0 0 1.0|
* -- --
* so T_s = A*T*inv(a) and result
*
* -- --
* | t11 h*t12/w t13/w|
* T_s = | w*t21/h t22 t23/h|
* | w*t31 h*t32 t33 |
* -- --
*/
to[0][0] = (float)pixman_fixed_to_double(from->matrix[0][0]);
to[0][1] = (float)pixman_fixed_to_double(from->matrix[0][1])
* (normalize ? (((float)height) / ((float)width)) : 1.0);
to[0][2] = (float)pixman_fixed_to_double(from->matrix[0][2])
/ (normalize ? ((float)width) : 1.0);
to[1][0] = (float)pixman_fixed_to_double(from->matrix[1][0])
* (normalize ? (((float)width) / ((float)height)) : 1.0);
to[1][1] = (float)pixman_fixed_to_double(from->matrix[1][1]);
to[1][2] = (float)pixman_fixed_to_double(from->matrix[1][2])
/ (normalize ? ((float)height) : 1.0);
to[2][0] = (float)pixman_fixed_to_double(from->matrix[2][0])
* (normalize ? ((float)width) : 1.0);
to[2][1] = (float)pixman_fixed_to_double(from->matrix[2][1])
* (normalize ? ((float)height) : 1.0);
to[2][2] = (float)pixman_fixed_to_double(from->matrix[2][2]);
DEBUGF("the transform matrix is:\n%f\t%f\t%f\n%f\t%f\t%f\n%f\t%f\t%f\n",
to[0][0], to[0][1], to[0][2],
to[1][0], to[1][1], to[1][2],
to[2][0], to[2][1], to[2][2]);
}
static int
_glamor_gradient_set_pixmap_destination(ScreenPtr screen,
glamor_screen_private *glamor_priv,
PicturePtr dst_picture,
GLfloat *xscale, GLfloat *yscale,
int x_source, int y_source,
float vertices[8],
float tex_vertices[8],
int tex_normalize)
{
glamor_pixmap_private *pixmap_priv;
PixmapPtr pixmap = NULL;
pixmap = glamor_get_drawable_pixmap(dst_picture->pDrawable);
pixmap_priv = glamor_get_pixmap_private(pixmap);
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) { /* should always have here. */
return 0;
}
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
pixmap_priv_get_scale(pixmap_priv, xscale, yscale);
glamor_priv->has_source_coords = 1;
glamor_priv->has_mask_coords = 0;
glamor_setup_composite_vbo(screen, 4*2);
DEBUGF("xscale = %f, yscale = %f,"
" x_source = %d, y_source = %d, width = %d, height = %d\n",
*xscale, *yscale, x_source, y_source,
dst_picture->pDrawable->width, dst_picture->pDrawable->height);
glamor_set_normalize_vcoords(*xscale, *yscale,
0, 0,
(INT16)(dst_picture->pDrawable->width),
(INT16)(dst_picture->pDrawable->height),
glamor_priv->yInverted, vertices);
if (tex_normalize) {
glamor_set_normalize_tcoords(*xscale, *yscale,
0, 0,
(INT16)(dst_picture->pDrawable->width),
(INT16)(dst_picture->pDrawable->height),
glamor_priv->yInverted, tex_vertices);
} else {
glamor_set_tcoords(0, 0,
(INT16)(dst_picture->pDrawable->width),
(INT16)(dst_picture->pDrawable->height),
glamor_priv->yInverted, tex_vertices);
}
DEBUGF("vertices --> leftup : %f X %f, rightup: %f X %f,"
"rightbottom: %f X %f, leftbottom : %f X %f\n",
vertices[0], vertices[1], vertices[2], vertices[3],
vertices[4], vertices[5], vertices[6], vertices[7]);
DEBUGF("tex_vertices --> leftup : %f X %f, rightup: %f X %f,"
"rightbottom: %f X %f, leftbottom : %f X %f\n",
tex_vertices[0], tex_vertices[1], tex_vertices[2], tex_vertices[3],
tex_vertices[4], tex_vertices[5], tex_vertices[6], tex_vertices[7]);
return 1;
}
static int
_glamor_gradient_set_stops(PicturePtr src_picture, PictGradient * pgradient,
GLfloat *stop_colors, GLfloat *n_stops)
{
int i;
int count = 1;
for (i = 0; i < pgradient->nstops; i++) {
/* We find some gradient picture set the stops at the same percentage, which
will cause the shader problem because the (stops[i] - stops[i-1]) will
be used as divisor. We just keep the later one if stops[i] == stops[i-1] */
if (i < pgradient->nstops - 1
&& pgradient->stops[i].x == pgradient->stops[i+1].x)
continue;
stop_colors[count*4] = pixman_fixed_to_double(
pgradient->stops[i].color.red);
stop_colors[count*4+1] = pixman_fixed_to_double(
pgradient->stops[i].color.green);
stop_colors[count*4+2] = pixman_fixed_to_double(
pgradient->stops[i].color.blue);
stop_colors[count*4+3] = pixman_fixed_to_double(
pgradient->stops[i].color.alpha);
n_stops[count] = (GLfloat)pixman_fixed_to_double(
pgradient->stops[i].x);
count++;
}
/* for the end stop. */
count++;
switch (src_picture->repeatType) {
#define REPEAT_FILL_STOPS(m, n) \
stop_colors[(m)*4 + 0] = stop_colors[(n)*4 + 0]; \
stop_colors[(m)*4 + 1] = stop_colors[(n)*4 + 1]; \
stop_colors[(m)*4 + 2] = stop_colors[(n)*4 + 2]; \
stop_colors[(m)*4 + 3] = stop_colors[(n)*4 + 3];
default:
case PIXMAN_REPEAT_NONE:
stop_colors[0] = 0.0; //R
stop_colors[1] = 0.0; //G
stop_colors[2] = 0.0; //B
stop_colors[3] = 0.0; //Alpha
n_stops[0] = -(float)INT_MAX; //should be small enough.
stop_colors[0 + (count-1)*4] = 0.0; //R
stop_colors[1 + (count-1)*4] = 0.0; //G
stop_colors[2 + (count-1)*4] = 0.0; //B
stop_colors[3 + (count-1)*4] = 0.0; //Alpha
n_stops[count-1] = (float)INT_MAX; //should be large enough.
break;
case PIXMAN_REPEAT_NORMAL:
REPEAT_FILL_STOPS(0, count - 2);
n_stops[0] = n_stops[count-2] - 1.0;
REPEAT_FILL_STOPS(count - 1, 1);
n_stops[count-1] = n_stops[1] + 1.0;
break;
case PIXMAN_REPEAT_REFLECT:
REPEAT_FILL_STOPS(0, 1);
n_stops[0] = -n_stops[1];
REPEAT_FILL_STOPS(count - 1, count - 2);
n_stops[count-1] = 1.0 + 1.0 - n_stops[count-2];
break;
case PIXMAN_REPEAT_PAD:
REPEAT_FILL_STOPS(0, 1);
n_stops[0] = -(float)INT_MAX;
REPEAT_FILL_STOPS(count - 1, count - 2);
n_stops[count-1] = (float)INT_MAX;
break;
#undef REPEAT_FILL_STOPS
}
for (i = 0; i < count; i++) {
DEBUGF("n_stops[%d] = %f, color = r:%f g:%f b:%f a:%f\n",
i, n_stops[i],
stop_colors[i*4], stop_colors[i*4+1],
stop_colors[i*4+2], stop_colors[i*4+3]);
}
return count;
}
static PicturePtr
_glamor_generate_radial_gradient_picture(ScreenPtr screen,
PicturePtr src_picture,
int x_source, int y_source,
int width, int height,
PictFormatShort format)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
PicturePtr dst_picture = NULL;
PixmapPtr pixmap = NULL;
glamor_pixmap_private *pixmap_priv;
GLint gradient_prog = 0;
int error;
float tex_vertices[8];
int stops_count;
int count = 0;
GLfloat *stop_colors = NULL;
GLfloat *n_stops = NULL;
GLfloat xscale, yscale;
float vertices[8];
float transform_mat[3][3];
static const float identity_mat[3][3] = {{1.0, 0.0, 0.0},
{0.0, 1.0, 0.0},
{0.0, 0.0, 1.0}};
GLfloat stop_colors_st[RADIAL_SMALL_STOPS*4];
GLfloat n_stops_st[RADIAL_SMALL_STOPS];
GLfloat A_value;
GLfloat cxy[4];
float c1x, c1y, c2x, c2y, r1, r2;
GLint transform_mat_uniform_location;
GLint repeat_type_uniform_location;
GLint n_stop_uniform_location;
GLint stops_uniform_location;
GLint stop_colors_uniform_location;
GLint stop0_uniform_location;
GLint stop1_uniform_location;
GLint stop2_uniform_location;
GLint stop3_uniform_location;
GLint stop4_uniform_location;
GLint stop5_uniform_location;
GLint stop6_uniform_location;
GLint stop7_uniform_location;
GLint stop_color0_uniform_location;
GLint stop_color1_uniform_location;
GLint stop_color2_uniform_location;
GLint stop_color3_uniform_location;
GLint stop_color4_uniform_location;
GLint stop_color5_uniform_location;
GLint stop_color6_uniform_location;
GLint stop_color7_uniform_location;
GLint A_value_uniform_location;
GLint c1_uniform_location;
GLint r1_uniform_location;
GLint c2_uniform_location;
GLint r2_uniform_location;
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
/* Create a pixmap with VBO. */
pixmap = glamor_create_pixmap(screen,
width, height,
PIXMAN_FORMAT_DEPTH(format),
0);
if (!pixmap)
goto GRADIENT_FAIL;
dst_picture = CreatePicture(0, &pixmap->drawable,
PictureMatchFormat(screen,
PIXMAN_FORMAT_DEPTH(format), format),
0, 0, serverClient, &error);
/* Release the reference, picture will hold the last one. */
glamor_destroy_pixmap(pixmap);
if (!dst_picture)
goto GRADIENT_FAIL;
ValidatePicture(dst_picture);
stops_count = src_picture->pSourcePict->radial.nstops + 2;
/* Because the max value of nstops is unkown, so create a program
when nstops > LINEAR_LARGE_STOPS.*/
if (stops_count <= RADIAL_SMALL_STOPS) {
gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][0];
} else if (stops_count <= RADIAL_LARGE_STOPS) {
gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][1];
} else {
_glamor_create_radial_gradient_program(screen, src_picture->pSourcePict->linear.nstops + 2, 1);
gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2];
}
/* 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");
if (src_picture->pSourcePict->radial.nstops + 2 <= RADIAL_SMALL_STOPS) {
stop0_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop0");
stop1_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop1");
stop2_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop2");
stop3_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop3");
stop4_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop4");
stop5_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop5");
stop6_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop6");
stop7_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop7");
stop_color0_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color0");
stop_color1_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color1");
stop_color2_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color2");
stop_color3_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color3");
stop_color4_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color4");
stop_color5_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color5");
stop_color6_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color6");
stop_color7_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color7");
} else {
stops_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stops");
stop_colors_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_colors");
}
dispatch->glUseProgram(gradient_prog);
dispatch->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]);
} else {
dispatch->glUniformMatrix3fv(transform_mat_uniform_location,
1, 1, &identity_mat[0][0]);
}
if (!_glamor_gradient_set_pixmap_destination(screen, glamor_priv, dst_picture,
&xscale, &yscale, x_source, y_source,
vertices, tex_vertices, 0))
goto GRADIENT_FAIL;
/* Set all the stops and colors to shader. */
if (stops_count > RADIAL_SMALL_STOPS) {
stop_colors = malloc(4 * stops_count * sizeof(float));
if (stop_colors == NULL) {
ErrorF("Failed to allocate stop_colors memory.\n");
goto GRADIENT_FAIL;
}
n_stops = malloc(stops_count * sizeof(float));
if (n_stops == NULL) {
ErrorF("Failed to allocate n_stops memory.\n");
goto GRADIENT_FAIL;
}
} else {
stop_colors = stop_colors_st;
n_stops = n_stops_st;
}
count = _glamor_gradient_set_stops(src_picture, &src_picture->pSourcePict->gradient,
stop_colors, n_stops);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
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);
} 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);
}
c1x = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.x);
c1y = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.y);
c2x = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.x);
c2y = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.y);
r1 = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.radius);
r2 = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.radius);
cxy[0] = c1x;
cxy[1] = c1y;
dispatch->glUniform2fv(c1_uniform_location, 1, cxy);
dispatch->glUniform1f(r1_uniform_location, r1);
cxy[0] = c2x;
cxy[1] = c2y;
dispatch->glUniform2fv(c2_uniform_location, 1, cxy);
dispatch->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);
DEBUGF("C1:(%f, %f) R1:%f\nC2:(%f, %f) R2:%f\nA = %f\n",
c1x, c1y, r1, c2x, c2y, r2, A_value);
glamor_emit_composite_rect(screen, tex_vertices, NULL, vertices);
if (glamor_priv->render_nr_verts) {
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
dispatch->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);
}
dispatch->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
}
/* Do the clear logic.*/
if (stops_count > RADIAL_SMALL_STOPS) {
free(n_stops);
free(stop_colors);
}
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glUseProgram(0);
glamor_put_dispatch(glamor_priv);
return dst_picture;
GRADIENT_FAIL:
if (dst_picture) {
FreePicture(dst_picture, 0);
}
if (stops_count > RADIAL_SMALL_STOPS) {
if (n_stops)
free(n_stops);
if (stop_colors)
free(stop_colors);
}
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glUseProgram(0);
glamor_put_dispatch(glamor_priv);
return NULL;
}
static PicturePtr
_glamor_generate_linear_gradient_picture(ScreenPtr screen,
PicturePtr src_picture,
int x_source, int y_source,
int width, int height,
PictFormatShort format)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
PicturePtr dst_picture = NULL;
PixmapPtr pixmap = NULL;
GLint gradient_prog = 0;
int error;
float pt_distance;
float p1_distance;
GLfloat cos_val;
float tex_vertices[8];
int stops_count;
GLfloat *stop_colors = NULL;
GLfloat *n_stops = NULL;
int i = 0;
int count = 0;
float slope;
GLfloat xscale, yscale;
GLfloat pt1[4], pt2[4];
float vertices[8];
float transform_mat[3][3];
static const float identity_mat[3][3] = {{1.0, 0.0, 0.0},
{0.0, 1.0, 0.0},
{0.0, 0.0, 1.0}};
GLfloat stop_colors_st[LINEAR_SMALL_STOPS*4];
GLfloat n_stops_st[LINEAR_SMALL_STOPS];
GLint transform_mat_uniform_location;
GLint pt1_uniform_location;
GLint pt2_uniform_location;
GLint n_stop_uniform_location;
GLint stops_uniform_location;
GLint stop0_uniform_location;
GLint stop1_uniform_location;
GLint stop2_uniform_location;
GLint stop3_uniform_location;
GLint stop4_uniform_location;
GLint stop5_uniform_location;
GLint stop6_uniform_location;
GLint stop7_uniform_location;
GLint stop_colors_uniform_location;
GLint stop_color0_uniform_location;
GLint stop_color1_uniform_location;
GLint stop_color2_uniform_location;
GLint stop_color3_uniform_location;
GLint stop_color4_uniform_location;
GLint stop_color5_uniform_location;
GLint stop_color6_uniform_location;
GLint stop_color7_uniform_location;
GLint pt_slope_uniform_location;
GLint repeat_type_uniform_location;
GLint hor_ver_uniform_location;
GLint cos_val_uniform_location;
GLint p1_distance_uniform_location;
GLint pt_distance_uniform_location;
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
/* Create a pixmap with VBO. */
pixmap = glamor_create_pixmap(screen,
width, height,
PIXMAN_FORMAT_DEPTH(format),
0);
if (!pixmap)
goto GRADIENT_FAIL;
dst_picture = CreatePicture(0, &pixmap->drawable,
PictureMatchFormat(screen,
PIXMAN_FORMAT_DEPTH(format), format),
0, 0, serverClient, &error);
/* Release the reference, picture will hold the last one. */
glamor_destroy_pixmap(pixmap);
if (!dst_picture)
goto GRADIENT_FAIL;
ValidatePicture(dst_picture);
stops_count = src_picture->pSourcePict->linear.nstops + 2;
/* Because the max value of nstops is unkown, so create a program
when nstops > LINEAR_LARGE_STOPS.*/
if (stops_count <= LINEAR_SMALL_STOPS) {
gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][0];
} else if (stops_count <= LINEAR_LARGE_STOPS) {
gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][1];
} else {
_glamor_create_linear_gradient_program(screen,
src_picture->pSourcePict->linear.nstops + 2, 1);
gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2];
}
/* Bind all the uniform vars .*/
pt1_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "pt1");
pt2_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "pt2");
n_stop_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "n_stop");
pt_slope_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "pt_slope");
repeat_type_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "repeat_type");
hor_ver_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "hor_ver");
transform_mat_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "transform_mat");
cos_val_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "cos_val");
p1_distance_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "p1_distance");
pt_distance_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "pt_distance");
if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) {
stop0_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop0");
stop1_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop1");
stop2_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop2");
stop3_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop3");
stop4_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop4");
stop5_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop5");
stop6_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop6");
stop7_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop7");
stop_color0_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color0");
stop_color1_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color1");
stop_color2_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color2");
stop_color3_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color3");
stop_color4_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color4");
stop_color5_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color5");
stop_color6_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color6");
stop_color7_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_color7");
} else {
stops_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stops");
stop_colors_uniform_location =
dispatch->glGetUniformLocation(gradient_prog, "stop_colors");
}
dispatch->glUseProgram(gradient_prog);
dispatch->glUniform1i(repeat_type_uniform_location, src_picture->repeatType);
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]);
} else {
dispatch->glUniformMatrix3fv(transform_mat_uniform_location,
1, 1, &identity_mat[0][0]);
}
if (!_glamor_gradient_set_pixmap_destination(screen, glamor_priv, dst_picture,
&xscale, &yscale, x_source, y_source,
vertices, tex_vertices, 1))
goto GRADIENT_FAIL;
/* Normalize the PTs. */
glamor_set_normalize_pt(xscale, yscale,
pixman_fixed_to_int(src_picture->pSourcePict->linear.p1.x),
x_source,
pixman_fixed_to_int(src_picture->pSourcePict->linear.p1.y),
y_source,
glamor_priv->yInverted,
pt1);
dispatch->glUniform4fv(pt1_uniform_location, 1, pt1);
DEBUGF("pt1:(%f %f)\n", pt1[0], pt1[1]);
glamor_set_normalize_pt(xscale, yscale,
pixman_fixed_to_int(src_picture->pSourcePict->linear.p2.x),
x_source,
pixman_fixed_to_int(src_picture->pSourcePict->linear.p2.y),
y_source,
glamor_priv->yInverted,
pt2);
dispatch->glUniform4fv(pt2_uniform_location, 1, pt2);
DEBUGF("pt2:(%f %f)\n", pt2[0], pt2[1]);
/* Set all the stops and colors to shader. */
if (stops_count > LINEAR_SMALL_STOPS) {
stop_colors = malloc(4 * stops_count * sizeof(float));
if (stop_colors == NULL) {
ErrorF("Failed to allocate stop_colors memory.\n");
goto GRADIENT_FAIL;
}
n_stops = malloc(stops_count * sizeof(float));
if (n_stops == NULL) {
ErrorF("Failed to allocate n_stops memory.\n");
goto GRADIENT_FAIL;
}
} else {
stop_colors = stop_colors_st;
n_stops = n_stops_st;
}
count = _glamor_gradient_set_stops(src_picture, &src_picture->pSourcePict->gradient,
stop_colors, n_stops);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
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]);
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);
} 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);
}
if ((pt2[1] - pt1[1]) / yscale < 1.0) { // The horizontal case.
dispatch->glUniform1i(hor_ver_uniform_location, 1);
DEBUGF("p1.x: %f, p2.x: %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);
} else if ((pt2[0] - pt1[0]) / xscale < 1.0) { //The vertical case.
dispatch->glUniform1i(hor_ver_uniform_location, 2);
DEBUGF("p1.y: %f, p2.y: %f, enter the vertical case\n", pt1[0], pt2[0]);
p1_distance = pt1[1];
pt_distance = (pt2[1] - p1_distance);
dispatch->glUniform1f(p1_distance_uniform_location, p1_distance);
dispatch->glUniform1f(pt_distance_uniform_location, pt_distance);
} else {
/* The slope need to compute here. In shader, the viewport set will change
the orginal slope and the slope which is vertical to it will not be correct.*/
slope = - (float)(src_picture->pSourcePict->linear.p2.x - src_picture->pSourcePict->linear.p1.x) /
(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);
cos_val = sqrt(1.0 / (slope * slope + 1.0));
dispatch->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);
}
/* set the transform matrix. */ /* Now rendering. */
glamor_emit_composite_rect(screen, tex_vertices, NULL, vertices);
if (glamor_priv->render_nr_verts) {
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
dispatch->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);
}
dispatch->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
}
/* Do the clear logic.*/
if (stops_count > LINEAR_SMALL_STOPS) {
free(n_stops);
free(stop_colors);
}
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glUseProgram(0);
glamor_put_dispatch(glamor_priv);
return dst_picture;
GRADIENT_FAIL:
if (dst_picture) {
FreePicture(dst_picture, 0);
}
if (stops_count > LINEAR_SMALL_STOPS) {
if (n_stops)
free(n_stops);
if (stop_colors)
free(stop_colors);
}
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glUseProgram(0);
glamor_put_dispatch(glamor_priv);
return NULL;
}
#undef LINEAR_DEFAULT_STOPS
static PicturePtr
glamor_convert_gradient_picture(ScreenPtr screen,
PicturePtr source,
int x_source,
int y_source, int width, int height)
{
PixmapPtr pixmap;
PicturePtr dst = NULL;
int error;
PictFormatShort format;
if (!source->pDrawable)
format = PICT_a8r8g8b8;
else
format = source->format;
#ifdef GLAMOR_GRADIENT_SHADER
if (!source->pDrawable) {
if (source->pSourcePict->type == SourcePictTypeLinear) {
dst = _glamor_generate_linear_gradient_picture(screen,
source, x_source, y_source, width, height, format);
} else if (source->pSourcePict->type == SourcePictTypeRadial) {
dst = _glamor_generate_radial_gradient_picture(screen,
source, x_source, y_source, width, height, format);
}
if (dst) {
#if 0 /* Debug to compare it to pixman, Enable it if needed. */
glamor_compare_pictures(screen, source,
dst, x_source, y_source, width, height,
0, 3);
#endif
return dst;
}
}
#endif
pixmap = glamor_create_pixmap(screen,
width,
height,
PIXMAN_FORMAT_DEPTH(format),
GLAMOR_CREATE_PIXMAP_CPU);
if (!pixmap)
return NULL;
dst = CreatePicture(0,
&pixmap->drawable,
PictureMatchFormat(screen,
PIXMAN_FORMAT_DEPTH(format),
format),
0, 0, serverClient, &error);
glamor_destroy_pixmap(pixmap);
if (!dst)
return NULL;
ValidatePicture(dst);
fbComposite(PictOpSrc, source, NULL, dst, x_source, y_source,
0, 0, 0, 0, width, height);
return dst;
}
static Bool
_glamor_composite(CARD8 op,
PicturePtr source,
PicturePtr mask,
PicturePtr dest,
INT16 x_source,
INT16 y_source,
INT16 x_mask,
INT16 y_mask,
INT16 x_dest, INT16 y_dest,
CARD16 width, CARD16 height, Bool fallback)
{
ScreenPtr screen = dest->pDrawable->pScreen;
glamor_pixmap_private *dest_pixmap_priv;
glamor_pixmap_private *source_pixmap_priv =
NULL, *mask_pixmap_priv = NULL;
PixmapPtr dest_pixmap =
glamor_get_drawable_pixmap(dest->pDrawable);
PixmapPtr source_pixmap = NULL, mask_pixmap = NULL;
PicturePtr temp_src = source, temp_mask = mask;
int x_temp_src, y_temp_src, x_temp_mask, y_temp_mask;
glamor_composite_rect_t rect[10];
glamor_composite_rect_t *prect = rect;
int prect_size = ARRAY_SIZE(rect);
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
Bool ret = TRUE;
RegionRec region;
BoxPtr box;
int nbox, i, ok;
PixmapPtr sub_dest_pixmap = NULL;
PixmapPtr sub_source_pixmap = NULL;
PixmapPtr sub_mask_pixmap = NULL;
int dest_x_off, dest_y_off, saved_dest_x, saved_dest_y;
int source_x_off, source_y_off, saved_source_x, saved_source_y;
int mask_x_off, mask_y_off, saved_mask_x, saved_mask_y;
DrawablePtr saved_dest_drawable;
DrawablePtr saved_source_drawable;
DrawablePtr saved_mask_drawable;
x_temp_src = x_source;
y_temp_src = y_source;
x_temp_mask = x_mask;
y_temp_mask = y_mask;
dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap);
/* Currently. Always fallback to cpu if destination is in CPU memory. */
if (source->pDrawable) {
source_pixmap = glamor_get_drawable_pixmap(source->pDrawable);
source_pixmap_priv = glamor_get_pixmap_private(source_pixmap);
if (source_pixmap_priv && source_pixmap_priv->type == GLAMOR_DRM_ONLY)
goto fail;
}
if (mask && mask->pDrawable) {
mask_pixmap = glamor_get_drawable_pixmap(mask->pDrawable);
mask_pixmap_priv = glamor_get_pixmap_private(mask_pixmap);
if (mask_pixmap_priv && mask_pixmap_priv->type == GLAMOR_DRM_ONLY)
goto fail;
}
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dest_pixmap_priv)) {
goto fail;
}
if (op >= ARRAY_SIZE(composite_op_info))
goto fail;
/*XXXXX, maybe we can make a copy of dest pixmap.*/
if (source_pixmap == dest_pixmap)
goto full_fallback;
if ((!source->pDrawable
&& (source->pSourcePict->type != SourcePictTypeSolidFill))
|| (source->pDrawable
&& !GLAMOR_PIXMAP_PRIV_HAS_FBO(source_pixmap_priv)
&&
((width * height * 4 <
(source_pixmap->drawable.width *
source_pixmap->drawable.height))
||
!(glamor_check_fbo_size
(glamor_priv, source_pixmap->drawable.width,
source_pixmap->drawable.height))))) {
temp_src =
glamor_convert_gradient_picture(screen, source,
x_source, y_source,
width, height);
if (!temp_src) {
temp_src = source;
goto fail;
}
x_temp_src = y_temp_src = 0;
}
if (mask
&&
((!mask->pDrawable
&& (mask->pSourcePict->type != SourcePictTypeSolidFill))
|| (mask->pDrawable
&& (!GLAMOR_PIXMAP_PRIV_HAS_FBO(mask_pixmap_priv))
&&
((width * height * 4 <
(mask_pixmap->drawable.width *
mask_pixmap->drawable.height))
||
!(glamor_check_fbo_size
(glamor_priv, mask_pixmap->drawable.width,
mask_pixmap->drawable.height)))))) {
/* XXX if mask->pDrawable is the same as source->pDrawable, we have an opportunity
* to do reduce one convertion. */
temp_mask =
glamor_convert_gradient_picture(screen, mask,
x_mask, y_mask,
width, height);
if (!temp_mask) {
temp_mask = mask;
goto fail;
}
x_temp_mask = y_temp_mask = 0;
}
/* Do two-pass PictOpOver componentAlpha, until we enable
* dual source color blending.
*/
if (mask && mask->componentAlpha) {
if (op == PictOpOver) {
glamor_composite(PictOpOutReverse,
temp_src, temp_mask, dest,
x_temp_src, y_temp_src,
x_temp_mask, y_temp_mask,
x_dest, y_dest, width, height);
glamor_composite(PictOpAdd,
temp_src, temp_mask, dest,
x_temp_src, y_temp_src,
x_temp_mask, y_temp_mask,
x_dest, y_dest, width, height);
goto done;
} else if (op == PictOpAtop
|| op == PictOpAtopReverse
|| op == PictOpXor
|| op >= PictOpSaturate) {
glamor_fallback
("glamor_composite(): component alpha op %x\n", op);
goto fail;
}
}
if (!mask) {
if (glamor_composite_with_copy(op, temp_src, dest,
x_temp_src, y_temp_src,
x_dest, y_dest, width,
height))
goto done;
}
x_dest += dest->pDrawable->x;
y_dest += dest->pDrawable->y;
if (temp_src->pDrawable) {
x_temp_src += temp_src->pDrawable->x;
y_temp_src += temp_src->pDrawable->y;
}
if (temp_mask && temp_mask->pDrawable) {
x_temp_mask += temp_mask->pDrawable->x;
y_temp_mask += temp_mask->pDrawable->y;
}
if (!miComputeCompositeRegion(&region,
temp_src, temp_mask, dest,
x_temp_src, y_temp_src,
x_temp_mask, y_temp_mask,
x_dest, y_dest, width,
height))
goto done;
box = REGION_RECTS(&region);
nbox = REGION_NUM_RECTS(&region);
if (nbox > ARRAY_SIZE(rect)) {
prect = calloc(nbox, sizeof(*prect));
if (prect)
prect_size = nbox;
else {
prect = rect;
prect_size = ARRAY_SIZE(rect);
}
}
while(nbox) {
int box_cnt;
box_cnt = nbox > prect_size ? prect_size : nbox;
for (i = 0; i < box_cnt; i++) {
prect[i].x_src = box[i].x1 + x_temp_src - x_dest;
prect[i].y_src = box[i].y1 + y_temp_src - y_dest;
prect[i].x_mask = box[i].x1 + x_temp_mask - x_dest;
prect[i].y_mask = box[i].y1 + y_temp_mask - y_dest;
prect[i].x_dst = box[i].x1;
prect[i].y_dst = box[i].y1;
prect[i].width = box[i].x2 - box[i].x1;
prect[i].height = box[i].y2 - box[i].y1;
}
ok = glamor_composite_with_shader(op, temp_src, temp_mask,
dest, box_cnt, prect);
if (!ok)
break;
nbox -= box_cnt;
box += box_cnt;
}
REGION_UNINIT(dest->pDrawable->pScreen, &region);
if (ok)
goto done;
GLX: Enable glx support. If we are using MESA as our GL library, then both xserver's GLX and glamor are link to the same library. As xserver's GLX has its own _glapi_get/set_context/dispatch etc, and it is a simplified version derived from mesa thus is not sufficient for mesa/egl's dri loader which is used by glamor. Then if glx module is loaded before glamoregl module, the initialization of mesa/egl/opengl will not be correct, and will fail at a very early stage, most likely fail to map the element buffer. Two methodis to fix this problem, first is to modify the xserver's glx's glapi.c to fit mesa's requirement. The second is to put a glamor.conf as below, to the system's xorg.conf path. Section "Module" Load "glamoregl" EndSection Then glamor will be loaded firstly, and the mesa's libglapi.so will be used. As current xserver's dispatch table is the same as mesa's, then the glx's dri loader can work without problem. We took the second method as it don't need any change to xorg.:) Although this is not a graceful implementation as it depends on the xserver's dispatch table and the mesa's dispatch table is the same and the context set and get is using the same method. Anyway it works. As by default, xserver will enable GLX_USE_TLS. But mesa will not enable it, you may need to enable that when build mesa. Three pre-requirements to make this glamor version work: 0. Make sure xserver has commit 66e603, if not please pull the latest master branch. 1. Rebuild mesa by enable GLX_USE_TLS. 2. Put the glamor.conf to your system's xorg.conf path and make sure it loaded prior to glx module. Preliminary testing shows indirect glxgears works fine. If user want to use GLES2 for glamor by using MESA, GLX will not work correctly. If you are not using normal MESA, for example PVR's private GLES implementation, then it should be ok to use GLES2 glamor and the GLX should work as expected. In this commit, I use gbm to check whether we are using MESA or non-mesa. Maybe not the best way. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2012-02-10 09:04:07 +01:00
fail:
if (!fallback
&& glamor_ddx_fallback_check_pixmap(&dest_pixmap->drawable)
&& (!source_pixmap
|| glamor_ddx_fallback_check_pixmap(&source_pixmap->drawable))
&& (!mask_pixmap
|| glamor_ddx_fallback_check_pixmap(&mask_pixmap->drawable))) {
ret = FALSE;
goto done;
}
glamor_fallback
("from picts %p:%p %dx%d / %p:%p %d x %d (%c,%c) to pict %p:%p %dx%d (%c)\n",
source, source->pDrawable,
source->pDrawable ? source->pDrawable->width : 0,
source->pDrawable ? source->pDrawable->height : 0, mask,
(!mask) ? NULL : mask->pDrawable, (!mask
|| !mask->pDrawable) ? 0 :
mask->pDrawable->width, (!mask
|| !mask->
pDrawable) ? 0 : mask->pDrawable->
height, glamor_get_picture_location(source),
glamor_get_picture_location(mask), dest, dest->pDrawable,
dest->pDrawable->width, dest->pDrawable->height,
glamor_get_picture_location(dest));
#define GET_SUB_PICTURE(p, access) do { \
glamor_get_drawable_deltas(p->pDrawable, p ##_pixmap, \
& p ##_x_off, & p ##_y_off); \
sub_ ##p ##_pixmap = glamor_get_sub_pixmap(p ##_pixmap, \
x_ ##p + p ##_x_off + p->pDrawable->x, \
y_ ##p + p ##_y_off + p->pDrawable->y, \
width, height, access); \
if (sub_ ##p ##_pixmap != NULL) { \
saved_ ##p ##_drawable = p->pDrawable; \
p->pDrawable = &sub_ ##p ##_pixmap->drawable; \
saved_ ##p ##_x = x_ ##p; \
saved_ ##p ##_y = y_ ##p; \
if (p->pCompositeClip) \
pixman_region_translate (p->pCompositeClip, \
-p->pDrawable->x - x_ ##p, \
-p->pDrawable->y - y_ ##p); \
x_ ##p = 0; \
y_ ##p = 0; \
} } while(0)
GET_SUB_PICTURE(dest, GLAMOR_ACCESS_RW);
if (source->pDrawable)
GET_SUB_PICTURE(source, GLAMOR_ACCESS_RO);
if (mask && mask->pDrawable)
GET_SUB_PICTURE(mask, GLAMOR_ACCESS_RO);
full_fallback:
if (glamor_prepare_access_picture(dest, GLAMOR_ACCESS_RW)) {
if (source_pixmap == dest_pixmap || glamor_prepare_access_picture
(source, GLAMOR_ACCESS_RO)) {
if (!mask
|| glamor_prepare_access_picture(mask,
GLAMOR_ACCESS_RO))
{
fbComposite(op,
source, mask, dest,
x_source, y_source,
x_mask, y_mask, x_dest,
y_dest, width, height);
if (mask)
glamor_finish_access_picture(mask, GLAMOR_ACCESS_RO);
}
if (source_pixmap != dest_pixmap)
glamor_finish_access_picture(source, GLAMOR_ACCESS_RO);
}
glamor_finish_access_picture(dest, GLAMOR_ACCESS_RW);
}
#define PUT_SUB_PICTURE(p, access) do { \
if (sub_ ##p ##_pixmap != NULL) { \
x_ ##p = saved_ ##p ##_x; \
y_ ##p = saved_ ##p ##_y; \
if (p->pCompositeClip) \
pixman_region_translate (p->pCompositeClip, \
p->pDrawable->x + x_ ##p, \
p->pDrawable->y + y_ ##p); \
p->pDrawable = saved_ ##p ##_drawable; \
glamor_put_sub_pixmap(sub_ ##p ##_pixmap, p ##_pixmap, \
x_ ##p + p ##_x_off + p->pDrawable->x, \
y_ ##p + p ##_y_off + p->pDrawable->y, \
width, height, access); \
}} while(0)
if (mask && mask->pDrawable)
PUT_SUB_PICTURE(mask, GLAMOR_ACCESS_RO);
if (source->pDrawable)
PUT_SUB_PICTURE(source, GLAMOR_ACCESS_RO);
PUT_SUB_PICTURE(dest, GLAMOR_ACCESS_RW);
done:
if (temp_src != source)
FreePicture(temp_src, 0);
if (temp_mask != mask)
FreePicture(temp_mask, 0);
if (prect != rect)
free(prect);
return ret;
}
void
glamor_composite(CARD8 op,
PicturePtr source,
PicturePtr mask,
PicturePtr dest,
INT16 x_source,
INT16 y_source,
INT16 x_mask,
INT16 y_mask,
INT16 x_dest, INT16 y_dest,
CARD16 width, CARD16 height)
{
_glamor_composite(op, source, mask, dest, x_source, y_source,
x_mask, y_mask, x_dest, y_dest, width, height,
TRUE);
}
Bool
glamor_composite_nf(CARD8 op,
PicturePtr source,
PicturePtr mask,
PicturePtr dest,
INT16 x_source,
INT16 y_source,
INT16 x_mask,
INT16 y_mask,
INT16 x_dest, INT16 y_dest,
CARD16 width, CARD16 height)
{
return _glamor_composite(op, source, mask, dest, x_source, y_source,
x_mask, y_mask, x_dest, y_dest, width, height,
FALSE);
}
/**
* Creates an appropriate picture to upload our alpha mask into (which
* we calculated in system memory)
*/
static PicturePtr
glamor_create_mask_picture(ScreenPtr screen,
PicturePtr dst,
PictFormatPtr pict_format,
CARD16 width, CARD16 height)
{
PixmapPtr pixmap;
PicturePtr picture;
int error;
if (!pict_format) {
if (dst->polyEdge == PolyEdgeSharp)
pict_format =
PictureMatchFormat(screen, 1, PICT_a1);
else
pict_format =
PictureMatchFormat(screen, 8, PICT_a8);
if (!pict_format)
return 0;
}
pixmap = glamor_create_pixmap(screen, 0, 0,
pict_format->depth,
GLAMOR_CREATE_PIXMAP_CPU);
if (!pixmap)
return 0;
picture = CreatePicture(0, &pixmap->drawable, pict_format,
0, 0, serverClient, &error);
screen->DestroyPixmap(pixmap);
return picture;
}
/**
* glamor_trapezoids is a copy of miTrapezoids that does all the trapezoid
* accumulation in system memory.
*/
static Bool
_glamor_trapezoids(CARD8 op,
PicturePtr src, PicturePtr dst,
PictFormatPtr mask_format, INT16 x_src, INT16 y_src,
int ntrap, xTrapezoid * traps, Bool fallback)
{
ScreenPtr screen = dst->pDrawable->pScreen;
BoxRec bounds;
PicturePtr picture;
INT16 x_dst, y_dst;
INT16 x_rel, y_rel;
int width, height, stride;
PixmapPtr pixmap;
pixman_image_t *image;
/* If a mask format wasn't provided, we get to choose, but behavior should
* be as if there was no temporary mask the traps were accumulated into.
*/
if (!mask_format) {
if (dst->polyEdge == PolyEdgeSharp)
mask_format =
PictureMatchFormat(screen, 1, PICT_a1);
else
mask_format =
PictureMatchFormat(screen, 8, PICT_a8);
for (; ntrap; ntrap--, traps++)
glamor_trapezoids(op, src, dst, mask_format, x_src,
y_src, 1, traps);
return TRUE;
}
miTrapezoidBounds(ntrap, traps, &bounds);
if (bounds.y1 >= bounds.y2 || bounds.x1 >= bounds.x2)
return TRUE;
x_dst = traps[0].left.p1.x >> 16;
y_dst = traps[0].left.p1.y >> 16;
width = bounds.x2 - bounds.x1;
height = bounds.y2 - bounds.y1;
stride = PixmapBytePad(width, mask_format->depth);
picture = glamor_create_mask_picture(screen, dst, mask_format,
width, height);
if (!picture)
return TRUE;
image = pixman_image_create_bits(picture->format,
width, height, NULL, stride);
if (!image) {
FreePicture(picture, 0);
return TRUE;
}
for (; ntrap; ntrap--, traps++)
pixman_rasterize_trapezoid(image,
(pixman_trapezoid_t *) traps,
-bounds.x1, -bounds.y1);
pixmap = glamor_get_drawable_pixmap(picture->pDrawable);
screen->ModifyPixmapHeader(pixmap, width, height,
mask_format->depth,
BitsPerPixel(mask_format->depth),
PixmapBytePad(width,
mask_format->depth),
pixman_image_get_data(image));
x_rel = bounds.x1 + x_src - x_dst;
y_rel = bounds.y1 + y_src - y_dst;
CompositePicture(op, src, picture, dst,
x_rel, y_rel,
0, 0,
bounds.x1, bounds.y1,
bounds.x2 - bounds.x1, bounds.y2 - bounds.y1);
pixman_image_unref(image);
FreePicture(picture, 0);
return TRUE;
}
void
glamor_trapezoids(CARD8 op,
PicturePtr src, PicturePtr dst,
PictFormatPtr mask_format, INT16 x_src, INT16 y_src,
int ntrap, xTrapezoid * traps)
{
_glamor_trapezoids(op, src, dst, mask_format, x_src,
y_src, ntrap, traps, TRUE);
}
Bool
glamor_trapezoids_nf(CARD8 op,
PicturePtr src, PicturePtr dst,
PictFormatPtr mask_format, INT16 x_src, INT16 y_src,
int ntrap, xTrapezoid * traps)
{
return _glamor_trapezoids(op, src, dst, mask_format, x_src,
y_src, ntrap, traps, FALSE);
}
void
glamor_composite_glyph_rects(CARD8 op,
PicturePtr src, PicturePtr mask, PicturePtr dst,
int nrect, glamor_composite_rect_t * rects)
{
int n;
glamor_composite_rect_t *r;
ValidatePicture(src);
ValidatePicture(dst);
if (glamor_composite_with_shader(op, src, mask, dst, nrect, rects))
return;
n = nrect;
r = rects;
while (n--) {
CompositePicture(op,
src,
mask,
dst,
r->x_src, r->y_src,
r->x_mask, r->y_mask,
r->x_dst, r->y_dst, r->width, r->height);
r++;
}
}
static Bool
_glamor_composite_rects (CARD8 op,
PicturePtr pDst,
xRenderColor *color,
int nRect,
xRectangle *rects,
Bool fallback)
{
miCompositeRects(op, pDst, color, nRect, rects);
return TRUE;
}
void
glamor_composite_rects (CARD8 op,
PicturePtr pDst,
xRenderColor *color,
int nRect,
xRectangle *rects)
{
_glamor_composite_rects(op, pDst, color, nRect, rects, TRUE);
}
Bool
glamor_composite_rects_nf (CARD8 op,
PicturePtr pDst,
xRenderColor *color,
int nRect,
xRectangle *rects)
{
return _glamor_composite_rects(op, pDst, color, nRect, rects, FALSE);
}
#endif /* RENDER */