xserver-multidpi/glamor/glamor_picture.c

379 lines
12 KiB
C
Raw Normal View History

/*
* Copyright © 2016 Broadcom
* Copyright © 2009 Intel Corporation
* Copyright © 1998 Keith Packard
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
/**
* @file glamor_picture.c
*
* Implements temporary uploads of GL_MEMORY Pixmaps to a texture that
* is swizzled appropriately for a given Render picture format.
* laid *
*
* This is important because GTK likes to use SHM Pixmaps for Render
* blending operations, and we don't want a blend operation to fall
* back to software (readback is more expensive than the upload we do
* here, and you'd have to re-upload the fallback output anyway).
*/
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
#include <stdlib.h>
#include "glamor_priv.h"
#include "mipict.h"
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 void byte_swap_swizzle(GLenum *swizzle)
{
GLenum temp;
temp = swizzle[0];
swizzle[0] = swizzle[3];
swizzle[3] = temp;
temp = swizzle[1];
swizzle[1] = swizzle[2];
swizzle[2] = temp;
}
/**
* Returns the GL format and type for uploading our bits to a given PictFormat.
*
* We may need to tell the caller to translate the bits to another
* format, as in PICT_a1 (which GL doesn't support). We may also need
* to tell the GL to swizzle the texture on sampling, because GLES3
* doesn't support the GL_UNSIGNED_INT_8_8_8_8{,_REV} types, so we
* don't have enough channel reordering options at upload time without
* it.
*/
static Bool
glamor_get_tex_format_type_from_pictformat(ScreenPtr pScreen,
PictFormatShort format,
PictFormatShort *temp_format,
GLenum *tex_format,
GLenum *tex_type,
GLenum *swizzle)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(pScreen);
Bool is_little_endian = IMAGE_BYTE_ORDER == LSBFirst;
*temp_format = format;
swizzle[0] = GL_RED;
swizzle[1] = GL_GREEN;
swizzle[2] = GL_BLUE;
swizzle[3] = GL_ALPHA;
switch (format) {
case PICT_a1:
*tex_format = glamor_priv->formats[1].format;
*tex_type = GL_UNSIGNED_BYTE;
*temp_format = PICT_a8;
break;
case PICT_b8g8r8x8:
case PICT_b8g8r8a8:
if (!glamor_priv->is_gles) {
*tex_format = GL_BGRA;
*tex_type = GL_UNSIGNED_INT_8_8_8_8;
} else {
*tex_format = GL_RGBA;
*tex_type = GL_UNSIGNED_BYTE;
swizzle[0] = GL_GREEN;
swizzle[1] = GL_BLUE;
swizzle[2] = GL_ALPHA;
swizzle[3] = GL_RED;
if (!is_little_endian)
byte_swap_swizzle(swizzle);
}
break;
case PICT_x8r8g8b8:
case PICT_a8r8g8b8:
if (!glamor_priv->is_gles) {
*tex_format = GL_BGRA;
*tex_type = GL_UNSIGNED_INT_8_8_8_8_REV;
} else {
*tex_format = GL_RGBA;
*tex_type = GL_UNSIGNED_BYTE;
swizzle[0] = GL_BLUE;
swizzle[2] = GL_RED;
if (!is_little_endian)
byte_swap_swizzle(swizzle);
break;
}
break;
case PICT_x8b8g8r8:
case PICT_a8b8g8r8:
*tex_format = GL_RGBA;
if (!glamor_priv->is_gles) {
*tex_type = GL_UNSIGNED_INT_8_8_8_8_REV;
} else {
*tex_format = GL_RGBA;
*tex_type = GL_UNSIGNED_BYTE;
if (!is_little_endian)
byte_swap_swizzle(swizzle);
}
break;
case PICT_x2r10g10b10:
case PICT_a2r10g10b10:
if (!glamor_priv->is_gles) {
*tex_format = GL_BGRA;
*tex_type = GL_UNSIGNED_INT_2_10_10_10_REV;
} else {
return FALSE;
}
break;
case PICT_x2b10g10r10:
case PICT_a2b10g10r10:
if (!glamor_priv->is_gles) {
*tex_format = GL_RGBA;
*tex_type = GL_UNSIGNED_INT_2_10_10_10_REV;
} else {
return FALSE;
}
break;
case PICT_r5g6b5:
*tex_format = GL_RGB;
*tex_type = GL_UNSIGNED_SHORT_5_6_5;
break;
case PICT_b5g6r5:
*tex_format = GL_RGB;
if (!glamor_priv->is_gles) {
*tex_type = GL_UNSIGNED_SHORT_5_6_5_REV;
} else {
*tex_type = GL_UNSIGNED_SHORT_5_6_5;
swizzle[0] = GL_BLUE;
swizzle[2] = GL_RED;
}
break;
case PICT_x1b5g5r5:
case PICT_a1b5g5r5:
*tex_format = GL_RGBA;
if (!glamor_priv->is_gles) {
*tex_type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
} else {
return FALSE;
}
break;
case PICT_x1r5g5b5:
case PICT_a1r5g5b5:
if (!glamor_priv->is_gles) {
*tex_format = GL_BGRA;
*tex_type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
} else {
return FALSE;
}
break;
case PICT_a8:
*tex_format = glamor_priv->formats[8].format;
*tex_type = GL_UNSIGNED_BYTE;
break;
case PICT_x4r4g4b4:
case PICT_a4r4g4b4:
if (!glamor_priv->is_gles) {
*tex_format = GL_BGRA;
*tex_type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
} else {
/* XXX */
*tex_format = GL_RGBA;
*tex_type = GL_UNSIGNED_SHORT_4_4_4_4;
}
break;
case PICT_x4b4g4r4:
case PICT_a4b4g4r4:
if (!glamor_priv->is_gles) {
*tex_format = GL_RGBA;
*tex_type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
} else {
/* XXX */
*tex_format = GL_RGBA;
*tex_type = GL_UNSIGNED_SHORT_4_4_4_4;
}
break;
default:
return FALSE;
}
if (!PICT_FORMAT_A(format))
swizzle[3] = GL_ONE;
return TRUE;
}
/**
* Takes a set of source bits with a given format and returns an
* in-memory pixman image of those bits in a destination format.
*/
static pixman_image_t *
glamor_get_converted_image(PictFormatShort dst_format,
PictFormatShort src_format,
void *src_bits,
int src_stride,
int w, int h)
{
pixman_image_t *dst_image;
pixman_image_t *src_image;
dst_image = pixman_image_create_bits(dst_format, w, h, NULL, 0);
if (dst_image == NULL) {
return NULL;
}
src_image = pixman_image_create_bits(src_format, w, h, src_bits, src_stride);
if (src_image == NULL) {
pixman_image_unref(dst_image);
return NULL;
}
pixman_image_composite(PictOpSrc, src_image, NULL, dst_image,
0, 0, 0, 0, 0, 0, w, h);
pixman_image_unref(src_image);
return dst_image;
}
/**
* Uploads a picture based on a GLAMOR_MEMORY pixmap to a texture in a
* temporary FBO.
*/
Bool
glamor_upload_picture_to_texture(PicturePtr picture)
{
PixmapPtr pixmap = glamor_get_drawable_pixmap(picture->pDrawable);
ScreenPtr screen = pixmap->drawable.pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
PictFormatShort converted_format;
void *bits = pixmap->devPrivate.ptr;
int stride = pixmap->devKind;
GLenum format, type;
GLenum swizzle[4];
GLenum iformat;
Bool ret = TRUE;
Bool needs_swizzle;
pixman_image_t *converted_image = NULL;
const struct glamor_format *f = glamor_format_for_pixmap(pixmap);
assert(glamor_pixmap_is_memory(pixmap));
assert(!pixmap_priv->fbo);
glamor_make_current(glamor_priv);
/* No handling of large pixmap pictures here (would need to make
* an FBO array and split the uploads across it).
*/
if (!glamor_check_fbo_size(glamor_priv,
pixmap->drawable.width,
pixmap->drawable.height)) {
return FALSE;
}
if (!glamor_get_tex_format_type_from_pictformat(screen,
picture->format,
&converted_format,
&format,
&type,
swizzle)) {
glamor_fallback("Unknown pixmap depth %d.\n", pixmap->drawable.depth);
return FALSE;
}
needs_swizzle = (swizzle[0] != GL_RED ||
swizzle[1] != GL_GREEN ||
swizzle[2] != GL_BLUE ||
swizzle[3] != GL_ALPHA);
if (!glamor_priv->has_texture_swizzle && needs_swizzle) {
glamor_fallback("Couldn't upload temporary picture due to missing "
"GL_ARB_texture_swizzle.\n");
return FALSE;
}
if (converted_format != picture->format) {
converted_image = glamor_get_converted_image(converted_format,
picture->format,
bits, stride,
pixmap->drawable.width,
pixmap->drawable.height);
if (!converted_image)
return FALSE;
bits = pixman_image_get_data(converted_image);
stride = pixman_image_get_stride(converted_image);
}
if (!glamor_priv->is_gles)
iformat = f->internalformat;
else
iformat = format;
if (!glamor_pixmap_ensure_fbo(pixmap, GLAMOR_CREATE_FBO_NO_FBO)) {
ret = FALSE;
goto fail;
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glamor_priv->suppress_gl_out_of_memory_logging = true;
/* We can't use glamor_pixmap_loop() because GLAMOR_MEMORY pixmaps
* don't have initialized boxes.
*/
glBindTexture(GL_TEXTURE_2D, pixmap_priv->fbo->tex);
glTexImage2D(GL_TEXTURE_2D, 0, iformat,
pixmap->drawable.width, pixmap->drawable.height, 0,
format, type, bits);
if (needs_swizzle) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, swizzle[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, swizzle[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, swizzle[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, swizzle[3]);
}
glamor_priv->suppress_gl_out_of_memory_logging = false;
if (glGetError() == GL_OUT_OF_MEMORY) {
ret = FALSE;
}
fail:
if (converted_image)
pixman_image_unref(converted_image);
return ret;
}