xserver-multidpi/glamor/glamor.c

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/*
* Copyright © 2008 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* Authors:
* Eric Anholt <eric@anholt.net>
*
*/
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/** @file glamor.c
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* This file covers the initialization and teardown of glamor, and has various
* functions not responsible for performing rendering.
*/
#ifdef HAVE_DIX_CONFIG_H
#include <dix-config.h>
#endif
#include <stdlib.h>
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#include "glamor_priv.h"
static int glamor_screen_private_key_index;
DevPrivateKey glamor_screen_private_key = &glamor_screen_private_key_index;
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static int glamor_pixmap_private_key_index;
DevPrivateKey glamor_pixmap_private_key = &glamor_pixmap_private_key_index;
/**
* glamor_get_drawable_pixmap() returns a backing pixmap for a given drawable.
*
* @param drawable the drawable being requested.
*
* This function returns the backing pixmap for a drawable, whether it is a
* redirected window, unredirected window, or already a pixmap. Note that
* coordinate translation is needed when drawing to the backing pixmap of a
* redirected window, and the translation coordinates are provided by calling
* exaGetOffscreenPixmap() on the drawable.
*/
PixmapPtr
glamor_get_drawable_pixmap(DrawablePtr drawable)
{
if (drawable->type == DRAWABLE_WINDOW)
return drawable->pScreen->GetWindowPixmap((WindowPtr)drawable);
else
return (PixmapPtr)drawable;
}
static PixmapPtr
glamor_create_pixmap(ScreenPtr screen, int w, int h, int depth,
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unsigned int usage)
{
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PixmapPtr pixmap;
glamor_pixmap_private *pixmap_priv;
GLenum format;
if (w > 32767 || h > 32767)
return NullPixmap;
pixmap = fbCreatePixmap (screen, 0, 0, depth, usage);
pixmap_priv = glamor_get_pixmap_private(pixmap);
if (w == 0 || h == 0)
return pixmap;
/* We should probably take advantage of ARB_fbo's allowance of GL_ALPHA.
* FBOs, which EXT_fbo forgot to do.
*/
switch (depth) {
case 24:
format = GL_RGB;
break;
default:
format = GL_RGBA;
break;
}
/* Create the texture used to store the pixmap's data. */
glGenTextures(1, &pixmap_priv->tex);
glBindTexture(GL_TEXTURE_2D, pixmap_priv->tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0,
format, GL_UNSIGNED_BYTE, NULL);
/* Create a framebuffer object wrapping the texture so that we can render
* to it.
*/
glGenFramebuffersEXT(1, &pixmap_priv->fb);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, pixmap_priv->fb);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D,
pixmap_priv->tex,
0);
screen->ModifyPixmapHeader(pixmap, w, h, 0, 0,
(w * pixmap->drawable.bitsPerPixel + 7) / 8,
NULL);
return pixmap;
}
static Bool
glamor_destroy_pixmap(PixmapPtr pixmap)
{
if (pixmap->refcnt == 1) {
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
glDeleteFramebuffersEXT(1, &pixmap_priv->fb);
glDeleteTextures(1, &pixmap_priv->tex);
}
return fbDestroyPixmap(pixmap);
}
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static void
glamor_block_handler(void *data, OSTimePtr timeout, void *last_select_mask)
{
glFlush();
}
static void
glamor_wakeup_handler(void *data, int result, void *last_select_mask)
{
}
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/** Set up glamor for an already-configured GL context. */
Bool
glamor_init(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
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#ifdef RENDER
PictureScreenPtr ps = GetPictureScreenIfSet(screen);
#endif
glamor_priv = xcalloc(1, sizeof(*glamor_priv));
if (glamor_priv == NULL)
return FALSE;
dixSetPrivate(&screen->devPrivates, glamor_screen_private_key, glamor_priv);
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if (!dixRequestPrivate(glamor_pixmap_private_key,
sizeof(glamor_pixmap_private))) {
LogMessage(X_WARNING,
"glamor%d: Failed to allocate pixmap private\n",
screen->myNum);
}
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glewInit();
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if (!GLEW_EXT_framebuffer_object) {
ErrorF("GL_EXT_framebuffer_object required\n");
goto fail;
}
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if (!GLEW_ARB_shader_objects) {
ErrorF("GL_ARB_shader_objects required\n");
goto fail;
}
if (!GLEW_ARB_vertex_shader) {
ErrorF("GL_ARB_vertex_shader required\n");
goto fail;
}
if (!GLEW_ARB_pixel_buffer_object) {
ErrorF("GL_ARB_pixel_buffer_object required\n");
goto fail;
}
if (!GLEW_EXT_bgra) {
ErrorF("GL_EXT_bgra required\n");
goto fail;
}
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if (!RegisterBlockAndWakeupHandlers(glamor_block_handler,
glamor_wakeup_handler,
NULL)) {
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goto fail;
}
glamor_priv->saved_create_gc = screen->CreateGC;
screen->CreateGC = glamor_create_gc;
glamor_priv->saved_create_pixmap = screen->CreatePixmap;
screen->CreatePixmap = glamor_create_pixmap;
glamor_priv->saved_destroy_pixmap = screen->DestroyPixmap;
screen->DestroyPixmap = glamor_destroy_pixmap;
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glamor_priv->saved_get_spans = screen->GetSpans;
screen->GetSpans = glamor_get_spans;
glamor_priv->saved_get_image = screen->GetImage;
screen->GetImage = miGetImage;
glamor_priv->saved_change_window_attributes = screen->ChangeWindowAttributes;
screen->ChangeWindowAttributes = glamor_change_window_attributes;
glamor_priv->saved_bitmap_to_region = screen->BitmapToRegion;
screen->BitmapToRegion = glamor_bitmap_to_region;
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#ifdef RENDER
glamor_priv->saved_composite = ps->Composite;
ps->Composite = glamor_composite;
glamor_priv->saved_trapezoids = ps->Trapezoids;
ps->Trapezoids = glamor_trapezoids;
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#endif
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glamor_init_solid_shader(screen);
glamor_init_tile_shader(screen);
glamor_init_putimage_shaders(screen);
glamor_init_composite_shaders(screen);
glamor_init_finish_access_shaders(screen);
return TRUE;
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fail:
xfree(glamor_priv);
dixSetPrivate(&screen->devPrivates, glamor_screen_private_key, NULL);
return FALSE;
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}
void
glamor_fini(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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#ifdef RENDER
PictureScreenPtr ps = GetPictureScreenIfSet(screen);
#endif
screen->CreateGC = glamor_priv->saved_create_gc;
screen->CreatePixmap = glamor_priv->saved_create_pixmap;
screen->DestroyPixmap = glamor_priv->saved_destroy_pixmap;
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screen->GetSpans = glamor_priv->saved_get_spans;
screen->ChangeWindowAttributes = glamor_priv->saved_change_window_attributes;
screen->BitmapToRegion = glamor_priv->saved_bitmap_to_region;
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#ifdef RENDER
ps->Composite = glamor_priv->saved_composite;
#endif
}