xserver-multidpi/glamor/glamor_render.c

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/*
* 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>
* Zhigang Gong <zhigang.gong@linux.intel.com>
* Junyan He <junyan.he@linux.intel.com>
*
*/
/** @file glamor_render.c
*
* Render acceleration implementation
*/
#include "glamor_priv.h"
#include "mipict.h"
2010-02-08 11:23:14 +01:00
#include "fbpict.h"
#if 0
//#define DEBUGF(str, ...) do {} while(0)
#define DEBUGF(str, ...) ErrorF(str, ##__VA_ARGS__)
//#define DEBUGRegionPrint(x) do {} while (0)
#define DEBUGRegionPrint RegionPrint
#endif
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},
};
#define RepeatFix 10
static GLuint
glamor_create_composite_fs(struct shader_key *key)
{
const char *repeat_define =
"#define RepeatNone 0\n"
"#define RepeatNormal 1\n"
"#define RepeatPad 2\n"
"#define RepeatReflect 3\n"
"#define RepeatFix 10\n"
"uniform int source_repeat_mode;\n"
"uniform int mask_repeat_mode;\n";
const char *relocate_texture =
"vec2 rel_tex_coord(vec2 texture, vec4 wh, int repeat) \n"
"{\n"
" vec2 rel_tex; \n"
" rel_tex = texture * wh.xy; \n"
" if (repeat == RepeatFix + RepeatNone)\n"
" return rel_tex; \n"
" else if (repeat == RepeatFix + RepeatNormal) \n"
" rel_tex = floor(rel_tex) + (fract(rel_tex) / wh.xy); \n"
" else if (repeat == RepeatFix + RepeatPad) { \n"
" if (rel_tex.x >= 1.0) \n"
" rel_tex.x = 1.0 - wh.z * wh.x / 2.; \n"
" else if (rel_tex.x < 0.0) \n"
" rel_tex.x = 0.0; \n"
" if (rel_tex.y >= 1.0) \n"
" rel_tex.y = 1.0 - wh.w * wh.y / 2.; \n"
" else if (rel_tex.y < 0.0) \n"
" rel_tex.y = 0.0; \n"
" rel_tex = rel_tex / wh.xy; \n"
" } else if (repeat == RepeatFix + 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";
/* The texture and the pixmap size is not match eaxctly, so can't sample it directly.
* rel_sampler will recalculate the texture coords.*/
const char *rel_sampler =
" vec4 rel_sampler_rgba(sampler2D tex_image, vec2 tex, vec4 wh, int repeat)\n"
"{\n"
" if (repeat >= RepeatFix) {\n"
" tex = rel_tex_coord(tex, wh, repeat);\n"
" if (repeat == RepeatFix + RepeatNone) {\n"
" if (tex.x < 0.0 || tex.x >= 1.0 || \n"
" tex.y < 0.0 || tex.y >= 1.0)\n"
" return vec4(0.0, 0.0, 0.0, 0.0);\n"
" tex = (fract(tex) / wh.xy);\n"
" }\n"
" }\n"
" return texture2D(tex_image, tex);\n"
"}\n"
" vec4 rel_sampler_rgbx(sampler2D tex_image, vec2 tex, vec4 wh, int repeat)\n"
"{\n"
" if (repeat >= RepeatFix) {\n"
" tex = rel_tex_coord(tex, wh, repeat);\n"
" if (repeat == RepeatFix + RepeatNone) {\n"
" if (tex.x < 0.0 || tex.x >= 1.0 || \n"
" tex.y < 0.0 || tex.y >= 1.0)\n"
" return vec4(0.0, 0.0, 0.0, 0.0);\n"
" tex = (fract(tex) / wh.xy);\n"
" }\n"
" }\n"
" return vec4(texture2D(tex_image, tex).rgb, 1.0);\n"
"}\n";
const char *source_solid_fetch =
"uniform vec4 source;\n"
"vec4 get_source()\n"
"{\n"
" return source;\n"
"}\n";
const char *source_alpha_pixmap_fetch =
"varying vec2 source_texture;\n"
"uniform sampler2D source_sampler;\n"
"uniform vec4 source_wh;"
"vec4 get_source()\n"
"{\n"
" return rel_sampler_rgba(source_sampler, source_texture,\n"
" source_wh, source_repeat_mode);\n"
"}\n";
const char *source_pixmap_fetch =
"varying vec2 source_texture;\n"
"uniform sampler2D source_sampler;\n"
"uniform vec4 source_wh;\n"
"vec4 get_source()\n"
"{\n"
" return rel_sampler_rgbx(source_sampler, source_texture,\n"
" source_wh, source_repeat_mode);\n"
"}\n";
const char *mask_none =
"vec4 get_mask()\n"
"{\n"
" return vec4(0.0, 0.0, 0.0, 1.0);\n"
"}\n";
const char *mask_solid_fetch =
"uniform vec4 mask;\n"
"vec4 get_mask()\n"
"{\n"
" return mask;\n"
"}\n";
const char *mask_alpha_pixmap_fetch =
"varying vec2 mask_texture;\n"
"uniform sampler2D mask_sampler;\n"
"uniform vec4 mask_wh;\n"
"vec4 get_mask()\n"
"{\n"
" return rel_sampler_rgba(mask_sampler, mask_texture,\n"
" mask_wh, mask_repeat_mode);\n"
"}\n";
const char *mask_pixmap_fetch =
"varying vec2 mask_texture;\n"
"uniform sampler2D mask_sampler;\n"
"uniform vec4 mask_wh;\n"
"vec4 get_mask()\n"
"{\n"
" return rel_sampler_rgbx(mask_sampler, mask_texture,\n"
" mask_wh, mask_repeat_mode);\n"
"}\n";
const char *dest_swizzle_default =
"vec4 dest_swizzle(vec4 color)\n"
"{"
" return color;"
"}";
const char *dest_swizzle_alpha_to_red =
"vec4 dest_swizzle(vec4 color)\n"
"{"
" float undef;\n"
" return vec4(color.a, undef, undef, undef);"
"}";
const char *in_normal =
"void main()\n"
"{\n"
" gl_FragColor = dest_swizzle(get_source() * get_mask().a);\n"
"}\n";
const char *in_ca_source =
"void main()\n"
"{\n"
" gl_FragColor = dest_swizzle(get_source() * get_mask());\n"
"}\n";
const char *in_ca_alpha =
"void main()\n"
"{\n"
" gl_FragColor = dest_swizzle(get_source().a * get_mask());\n"
"}\n";
const char *in_ca_dual_blend =
"out vec4 color0;\n"
"out vec4 color1;\n"
"void main()\n"
"{\n"
" color0 = dest_swizzle(get_source() * get_mask());\n"
" color1 = dest_swizzle(get_source().a * get_mask());\n"
"}\n";
const char *header_ca_dual_blend =
"#version 130\n";
char *source;
const char *source_fetch;
const char *mask_fetch = "";
const char *in;
const char *header;
const char *header_norm = "";
const char *dest_swizzle;
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:
mask_fetch = 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");
}
/* If we're storing to an a8 texture but our texture format is
* GL_RED because of a core context, then we need to make sure to
* put the alpha into the red channel.
*/
switch (key->dest_swizzle) {
case SHADER_DEST_SWIZZLE_DEFAULT:
dest_swizzle = dest_swizzle_default;
break;
case SHADER_DEST_SWIZZLE_ALPHA_TO_RED:
dest_swizzle = dest_swizzle_alpha_to_red;
break;
default:
FatalError("Bad composite shader dest swizzle");
}
header = header_norm;
switch (key->in) {
case glamor_program_alpha_normal:
in = in_normal;
break;
case glamor_program_alpha_ca_first:
in = in_ca_source;
break;
case glamor_program_alpha_ca_second:
in = in_ca_alpha;
break;
case glamor_program_alpha_dual_blend:
in = in_ca_dual_blend;
header = header_ca_dual_blend;
break;
default:
FatalError("Bad composite IN type");
}
XNFasprintf(&source,
"%s"
GLAMOR_DEFAULT_PRECISION
"%s%s%s%s%s%s%s", header, repeat_define, relocate_texture,
rel_sampler, source_fetch, mask_fetch, dest_swizzle, in);
prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, source);
free(source);
return prog;
}
static GLuint
glamor_create_composite_vs(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(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_make_current(glamor_priv);
vs = glamor_create_composite_vs(key);
if (vs == 0)
return;
fs = glamor_create_composite_fs(key);
if (fs == 0)
return;
prog = glCreateProgram();
glAttachShader(prog, vs);
glAttachShader(prog, fs);
glBindAttribLocation(prog, GLAMOR_VERTEX_POS, "v_position");
glBindAttribLocation(prog, GLAMOR_VERTEX_SOURCE, "v_texcoord0");
glBindAttribLocation(prog, GLAMOR_VERTEX_MASK, "v_texcoord1");
if (key->in == glamor_program_alpha_dual_blend) {
glBindFragDataLocationIndexed(prog, 0, 0, "color0");
glBindFragDataLocationIndexed(prog, 0, 1, "color1");
}
glamor_link_glsl_prog(screen, prog, "composite");
shader->prog = prog;
glUseProgram(prog);
if (key->source == SHADER_SOURCE_SOLID) {
shader->source_uniform_location = glGetUniformLocation(prog, "source");
}
else {
source_sampler_uniform_location =
glGetUniformLocation(prog, "source_sampler");
glUniform1i(source_sampler_uniform_location, 0);
shader->source_wh = glGetUniformLocation(prog, "source_wh");
shader->source_repeat_mode =
glGetUniformLocation(prog, "source_repeat_mode");
}
if (key->mask != SHADER_MASK_NONE) {
if (key->mask == SHADER_MASK_SOLID) {
shader->mask_uniform_location = glGetUniformLocation(prog, "mask");
}
else {
mask_sampler_uniform_location =
glGetUniformLocation(prog, "mask_sampler");
glUniform1i(mask_sampler_uniform_location, 1);
shader->mask_wh = glGetUniformLocation(prog, "mask_wh");
shader->mask_repeat_mode =
glGetUniformLocation(prog, "mask_repeat_mode");
}
}
}
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][key->dest_swizzle];
if (shader->prog == 0)
glamor_create_composite_shader(screen, key, shader);
return shader;
}
static GLenum
glamor_translate_blend_alpha_to_red(GLenum blend)
{
switch (blend) {
case GL_SRC_ALPHA:
return GL_SRC_COLOR;
case GL_DST_ALPHA:
return GL_DST_COLOR;
case GL_ONE_MINUS_SRC_ALPHA:
return GL_ONE_MINUS_SRC_COLOR;
case GL_ONE_MINUS_DST_ALPHA:
return GL_ONE_MINUS_DST_COLOR;
default:
return blend;
}
}
static Bool
glamor_set_composite_op(ScreenPtr screen,
CARD8 op, struct blendinfo *op_info_result,
PicturePtr dest, PicturePtr mask,
enum ca_state ca_state,
struct shader_key *key)
{
GLenum source_blend, dest_blend;
struct blendinfo *op_info;
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 (ca_state == CA_DUAL_BLEND) {
switch (dest_blend) {
case GL_SRC_ALPHA:
dest_blend = GL_SRC1_COLOR;
break;
case GL_ONE_MINUS_SRC_ALPHA:
dest_blend = GL_ONE_MINUS_SRC1_COLOR;
break;
}
} else if (mask && mask->componentAlpha
&& PICT_FORMAT_RGB(mask->format) != 0 && op_info->source_alpha) {
switch (dest_blend) {
case GL_SRC_ALPHA:
dest_blend = GL_SRC_COLOR;
break;
case GL_ONE_MINUS_SRC_ALPHA:
dest_blend = GL_ONE_MINUS_SRC_COLOR;
break;
}
}
/* If we're outputting our alpha to the red channel, then any
* reads of alpha for blending need to come from the red channel.
*/
if (key->dest_swizzle == SHADER_DEST_SWIZZLE_ALPHA_TO_RED) {
source_blend = glamor_translate_blend_alpha_to_red(source_blend);
dest_blend = glamor_translate_blend_alpha_to_red(dest_blend);
}
op_info_result->source_blend = source_blend;
op_info_result->dest_blend = dest_blend;
op_info_result->source_alpha = op_info->source_alpha;
op_info_result->dest_alpha = op_info->dest_alpha;
return TRUE;
}
static void
glamor_set_composite_texture(glamor_screen_private *glamor_priv, int unit,
PicturePtr picture,
PixmapPtr pixmap,
GLuint wh_location, GLuint repeat_location,
glamor_pixmap_private *dest_priv)
{
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
glamor_pixmap_fbo *fbo = pixmap_priv->fbo;
float wh[4];
int repeat_type;
glamor_make_current(glamor_priv);
/* The red channel swizzling doesn't depend on whether we're using
* 'fbo' as source or mask as we must have the same answer in case
* the same fbo is being used for both. That means the mask
* channel will sometimes get red bits in the R channel, and
* sometimes get zero bits in the R channel, which is harmless.
*/
glamor_bind_texture(glamor_priv, GL_TEXTURE0 + unit, fbo,
dest_priv->fbo->is_red);
repeat_type = picture->repeatType;
switch (picture->repeatType) {
case RepeatNone:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
break;
case RepeatNormal:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
break;
case RepeatPad:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
break;
case RepeatReflect:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
break;
}
switch (picture->filter) {
default:
case PictFilterFast:
case PictFilterNearest:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case PictFilterGood:
case PictFilterBest:
case PictFilterBilinear:
2021-09-12 16:41:24 +02:00
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
}
/* Handle RepeatNone in the shader when the source is missing the
* alpha channel, as GL will return an alpha for 1 if the texture
* is RGB (no alpha), which we use for 16bpp textures.
*/
if (glamor_pixmap_priv_is_large(pixmap_priv) ||
(!PICT_FORMAT_A(picture->format) &&
repeat_type == RepeatNone && picture->transform)) {
glamor_pixmap_fbo_fix_wh_ratio(wh, pixmap, pixmap_priv);
glUniform4fv(wh_location, 1, wh);
repeat_type += RepeatFix;
}
glUniform1i(repeat_location, repeat_type);
}
static void
glamor_set_composite_solid(float *color, GLint uniform_location)
{
glUniform4fv(uniform_location, 1, color);
}
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 void *
glamor_setup_composite_vbo(ScreenPtr screen, int n_verts)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
int vert_size;
glamor: Extract the streamed vertex data code used by Render. We should be uploading any vertex data using this kind of upload style, since it saves a bunch of extra copies of our vertex data. v2: - Add a simple comment about what the function does. - Use get_vbo_space()'s return in trapezoids, instead of dereffing glamor_priv->vb (by Markus Wick). - Fix the double-unmapping by moving put_vbo_space() outside of flush_composite_rects(). - Remove the rest of the composite_vbo_offset usage, and just always use get_vbo_space()'s return value. v3: - Fix failure to put_vbo_space in traps when no prims were generated. - Unbind the VBO from put_vbo_space(). Keeps callers from forgetting to do so. v4: - Split out some changes into the previous 3 commits while trying to track down a regression. - Fix regression due to rebase fail where glamor_priv->vbo_offset wasn't incremented. v5: - Fix GLES2 VBO sizing. - Add a comment about resize behavior. - Move glamor_vbo.c init code to glamor_vbo.c from glamor_render.c. (Derived from Markus's changes, but the GLES2 fix dropped almost all of the code in the functions). v6: - Drop the initial BufferData on GLES2 (it happens at put() time). - Don't forget to set vbo_offset to the size on GLES2. - Use char * instead of void * in the cast to return the vbo_offset. - Resize the default FBO to 512kb, to be similar to previous behavior. +1.66124% +/- 0.284223% (n=679) on aa10text. Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Markus Wick <markus at selfnet.de>
2014-01-06 02:29:57 +01:00
char *vbo_offset;
float *vb;
glamor_priv->render_nr_quads = 0;
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);
vert_size = n_verts * glamor_priv->vb_stride;
glamor_make_current(glamor_priv);
glamor: Extract the streamed vertex data code used by Render. We should be uploading any vertex data using this kind of upload style, since it saves a bunch of extra copies of our vertex data. v2: - Add a simple comment about what the function does. - Use get_vbo_space()'s return in trapezoids, instead of dereffing glamor_priv->vb (by Markus Wick). - Fix the double-unmapping by moving put_vbo_space() outside of flush_composite_rects(). - Remove the rest of the composite_vbo_offset usage, and just always use get_vbo_space()'s return value. v3: - Fix failure to put_vbo_space in traps when no prims were generated. - Unbind the VBO from put_vbo_space(). Keeps callers from forgetting to do so. v4: - Split out some changes into the previous 3 commits while trying to track down a regression. - Fix regression due to rebase fail where glamor_priv->vbo_offset wasn't incremented. v5: - Fix GLES2 VBO sizing. - Add a comment about resize behavior. - Move glamor_vbo.c init code to glamor_vbo.c from glamor_render.c. (Derived from Markus's changes, but the GLES2 fix dropped almost all of the code in the functions). v6: - Drop the initial BufferData on GLES2 (it happens at put() time). - Don't forget to set vbo_offset to the size on GLES2. - Use char * instead of void * in the cast to return the vbo_offset. - Resize the default FBO to 512kb, to be similar to previous behavior. +1.66124% +/- 0.284223% (n=679) on aa10text. Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Markus Wick <markus at selfnet.de>
2014-01-06 02:29:57 +01:00
vb = glamor_get_vbo_space(screen, vert_size, &vbo_offset);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE,
glamor: Extract the streamed vertex data code used by Render. We should be uploading any vertex data using this kind of upload style, since it saves a bunch of extra copies of our vertex data. v2: - Add a simple comment about what the function does. - Use get_vbo_space()'s return in trapezoids, instead of dereffing glamor_priv->vb (by Markus Wick). - Fix the double-unmapping by moving put_vbo_space() outside of flush_composite_rects(). - Remove the rest of the composite_vbo_offset usage, and just always use get_vbo_space()'s return value. v3: - Fix failure to put_vbo_space in traps when no prims were generated. - Unbind the VBO from put_vbo_space(). Keeps callers from forgetting to do so. v4: - Split out some changes into the previous 3 commits while trying to track down a regression. - Fix regression due to rebase fail where glamor_priv->vbo_offset wasn't incremented. v5: - Fix GLES2 VBO sizing. - Add a comment about resize behavior. - Move glamor_vbo.c init code to glamor_vbo.c from glamor_render.c. (Derived from Markus's changes, but the GLES2 fix dropped almost all of the code in the functions). v6: - Drop the initial BufferData on GLES2 (it happens at put() time). - Don't forget to set vbo_offset to the size on GLES2. - Use char * instead of void * in the cast to return the vbo_offset. - Resize the default FBO to 512kb, to be similar to previous behavior. +1.66124% +/- 0.284223% (n=679) on aa10text. Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Markus Wick <markus at selfnet.de>
2014-01-06 02:29:57 +01:00
glamor_priv->vb_stride, vbo_offset);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
if (glamor_priv->has_source_coords) {
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
GL_FLOAT, GL_FALSE,
glamor_priv->vb_stride,
glamor: Extract the streamed vertex data code used by Render. We should be uploading any vertex data using this kind of upload style, since it saves a bunch of extra copies of our vertex data. v2: - Add a simple comment about what the function does. - Use get_vbo_space()'s return in trapezoids, instead of dereffing glamor_priv->vb (by Markus Wick). - Fix the double-unmapping by moving put_vbo_space() outside of flush_composite_rects(). - Remove the rest of the composite_vbo_offset usage, and just always use get_vbo_space()'s return value. v3: - Fix failure to put_vbo_space in traps when no prims were generated. - Unbind the VBO from put_vbo_space(). Keeps callers from forgetting to do so. v4: - Split out some changes into the previous 3 commits while trying to track down a regression. - Fix regression due to rebase fail where glamor_priv->vbo_offset wasn't incremented. v5: - Fix GLES2 VBO sizing. - Add a comment about resize behavior. - Move glamor_vbo.c init code to glamor_vbo.c from glamor_render.c. (Derived from Markus's changes, but the GLES2 fix dropped almost all of the code in the functions). v6: - Drop the initial BufferData on GLES2 (it happens at put() time). - Don't forget to set vbo_offset to the size on GLES2. - Use char * instead of void * in the cast to return the vbo_offset. - Resize the default FBO to 512kb, to be similar to previous behavior. +1.66124% +/- 0.284223% (n=679) on aa10text. Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Markus Wick <markus at selfnet.de>
2014-01-06 02:29:57 +01:00
vbo_offset + 2 * sizeof(float));
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
}
if (glamor_priv->has_mask_coords) {
glVertexAttribPointer(GLAMOR_VERTEX_MASK, 2, GL_FLOAT, GL_FALSE,
glamor_priv->vb_stride,
glamor: Extract the streamed vertex data code used by Render. We should be uploading any vertex data using this kind of upload style, since it saves a bunch of extra copies of our vertex data. v2: - Add a simple comment about what the function does. - Use get_vbo_space()'s return in trapezoids, instead of dereffing glamor_priv->vb (by Markus Wick). - Fix the double-unmapping by moving put_vbo_space() outside of flush_composite_rects(). - Remove the rest of the composite_vbo_offset usage, and just always use get_vbo_space()'s return value. v3: - Fix failure to put_vbo_space in traps when no prims were generated. - Unbind the VBO from put_vbo_space(). Keeps callers from forgetting to do so. v4: - Split out some changes into the previous 3 commits while trying to track down a regression. - Fix regression due to rebase fail where glamor_priv->vbo_offset wasn't incremented. v5: - Fix GLES2 VBO sizing. - Add a comment about resize behavior. - Move glamor_vbo.c init code to glamor_vbo.c from glamor_render.c. (Derived from Markus's changes, but the GLES2 fix dropped almost all of the code in the functions). v6: - Drop the initial BufferData on GLES2 (it happens at put() time). - Don't forget to set vbo_offset to the size on GLES2. - Use char * instead of void * in the cast to return the vbo_offset. - Resize the default FBO to 512kb, to be similar to previous behavior. +1.66124% +/- 0.284223% (n=679) on aa10text. Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Markus Wick <markus at selfnet.de>
2014-01-06 02:29:57 +01:00
vbo_offset + (glamor_priv->has_source_coords ?
4 : 2) * sizeof(float));
glEnableVertexAttribArray(GLAMOR_VERTEX_MASK);
}
glamor: Extract the streamed vertex data code used by Render. We should be uploading any vertex data using this kind of upload style, since it saves a bunch of extra copies of our vertex data. v2: - Add a simple comment about what the function does. - Use get_vbo_space()'s return in trapezoids, instead of dereffing glamor_priv->vb (by Markus Wick). - Fix the double-unmapping by moving put_vbo_space() outside of flush_composite_rects(). - Remove the rest of the composite_vbo_offset usage, and just always use get_vbo_space()'s return value. v3: - Fix failure to put_vbo_space in traps when no prims were generated. - Unbind the VBO from put_vbo_space(). Keeps callers from forgetting to do so. v4: - Split out some changes into the previous 3 commits while trying to track down a regression. - Fix regression due to rebase fail where glamor_priv->vbo_offset wasn't incremented. v5: - Fix GLES2 VBO sizing. - Add a comment about resize behavior. - Move glamor_vbo.c init code to glamor_vbo.c from glamor_render.c. (Derived from Markus's changes, but the GLES2 fix dropped almost all of the code in the functions). v6: - Drop the initial BufferData on GLES2 (it happens at put() time). - Don't forget to set vbo_offset to the size on GLES2. - Use char * instead of void * in the cast to return the vbo_offset. - Resize the default FBO to 512kb, to be similar to previous behavior. +1.66124% +/- 0.284223% (n=679) on aa10text. Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Markus Wick <markus at selfnet.de>
2014-01-06 02:29:57 +01:00
return vb;
}
static void
glamor_flush_composite_rects(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_make_current(glamor_priv);
if (!glamor_priv->render_nr_quads)
return;
glamor_glDrawArrays_GL_QUADS(glamor_priv, glamor_priv->render_nr_quads);
}
static const 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, glamor_program_alpha 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;
int i;
if (src == mask) {
*des = src;
return TRUE;
}
src_bpp = PICT_FORMAT_BPP(src);
assert(src_bpp == PICT_FORMAT_BPP(mask));
new_vis = PICT_FORMAT_VIS(src) | PICT_FORMAT_VIS(mask);
switch (in_ca) {
case glamor_program_alpha_normal:
src_type = PICT_FORMAT_TYPE(src);
mask_type = PICT_TYPE_A;
break;
case glamor_program_alpha_ca_first:
src_type = PICT_FORMAT_TYPE(src);
mask_type = PICT_FORMAT_TYPE(mask);
break;
case glamor_program_alpha_ca_second:
src_type = PICT_TYPE_A;
mask_type = PICT_FORMAT_TYPE(mask);
break;
case glamor_program_alpha_dual_blend:
src_type = PICT_FORMAT_TYPE(src);
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 < ARRAY_SIZE(pict_format_combine_tab); 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 void
glamor_set_normalize_tcoords_generic(PixmapPtr pixmap,
glamor_pixmap_private *priv,
int repeat_type,
float *matrix,
float xscale, float yscale,
int x1, int y1, int x2, int y2,
float *texcoords,
int stride)
{
if (!matrix && repeat_type == RepeatNone)
glamor_set_normalize_tcoords_ext(priv, xscale, yscale,
x1, y1,
x2, y2, texcoords, stride);
else if (matrix && repeat_type == RepeatNone)
glamor_set_transformed_normalize_tcoords_ext(priv, matrix, xscale,
yscale, x1, y1,
x2, y2,
texcoords, stride);
else if (!matrix && repeat_type != RepeatNone)
glamor_set_repeat_normalize_tcoords_ext(pixmap, priv, repeat_type,
xscale, yscale,
x1, y1,
x2, y2,
texcoords, stride);
else if (matrix && repeat_type != RepeatNone)
glamor_set_repeat_transformed_normalize_tcoords_ext(pixmap, priv, repeat_type,
matrix, xscale,
yscale, x1, y1, x2,
y2,
texcoords, stride);
}
/**
* Returns whether the general composite path supports this picture
* format for a pixmap that is permanently stored in an FBO (as
* opposed to the dynamic upload path).
*
* We could support many more formats by using GL_ARB_texture_view to
* parse the same bits as different formats. For now, we only support
* tweaking whether we sample the alpha bits, or just force them to 1.
*/
static Bool
glamor_render_format_is_supported(PicturePtr picture)
{
PictFormatShort storage_format;
glamor_screen_private *glamor_priv;
/* Source-only pictures should always work */
if (!picture->pDrawable)
return TRUE;
glamor_priv = glamor_get_screen_private(picture->pDrawable->pScreen);
storage_format =
glamor_priv->formats[picture->pDrawable->depth].render_format;
switch (picture->format) {
case PICT_a2r10g10b10:
return storage_format == PICT_x2r10g10b10;
case PICT_a8r8g8b8:
case PICT_x8r8g8b8:
return storage_format == PICT_a8r8g8b8 || storage_format == PICT_x8r8g8b8;
case PICT_a1r5g5b5:
return storage_format == PICT_x1r5g5b5;
default:
return picture->format == storage_format;
}
}
static Bool
glamor_composite_choose_shader(CARD8 op,
PicturePtr source,
PicturePtr mask,
PicturePtr dest,
PixmapPtr source_pixmap,
PixmapPtr mask_pixmap,
PixmapPtr dest_pixmap,
glamor_pixmap_private *source_pixmap_priv,
glamor_pixmap_private *mask_pixmap_priv,
glamor_pixmap_private *dest_pixmap_priv,
struct shader_key *s_key,
glamor_composite_shader ** shader,
struct blendinfo *op_info,
PictFormatShort *psaved_source_format,
enum ca_state ca_state)
{
ScreenPtr screen = dest->pDrawable->pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
Bool source_needs_upload = FALSE;
Bool mask_needs_upload = FALSE;
PictFormatShort saved_source_format = 0;
struct shader_key key;
GLfloat source_solid_color[4];
GLfloat mask_solid_color[4];
Bool ret = FALSE;
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dest_pixmap_priv)) {
glamor_fallback("dest has no fbo.\n");
goto fail;
}
if (!glamor_render_format_is_supported(dest)) {
glamor_fallback("Unsupported dest picture format.\n");
goto fail;
}
memset(&key, 0, sizeof(key));
if (!source) {
key.source = SHADER_SOURCE_SOLID;
source_solid_color[0] = 0.0;
source_solid_color[1] = 0.0;
source_solid_color[2] = 0.0;
source_solid_color[3] = 0.0;
}
else if (!source->pDrawable) {
SourcePictPtr sp = source->pSourcePict;
if (sp->type == SourcePictTypeSolidFill) {
key.source = SHADER_SOURCE_SOLID;
glamor_get_rgba_from_color(&sp->solidFill.fullcolor,
source_solid_color);
}
else
goto fail;
}
else {
if (PICT_FORMAT_A(source->format))
key.source = SHADER_SOURCE_TEXTURE_ALPHA;
else
key.source = SHADER_SOURCE_TEXTURE;
}
if (mask) {
if (!mask->pDrawable) {
SourcePictPtr sp = mask->pSourcePict;
if (sp->type == SourcePictTypeSolidFill) {
key.mask = SHADER_MASK_SOLID;
glamor_get_rgba_from_color(&sp->solidFill.fullcolor,
mask_solid_color);
}
else
goto fail;
}
else {
if (PICT_FORMAT_A(mask->format))
key.mask = SHADER_MASK_TEXTURE_ALPHA;
else
key.mask = SHADER_MASK_TEXTURE;
}
if (!mask->componentAlpha) {
key.in = glamor_program_alpha_normal;
}
else {
if (op == PictOpClear)
key.mask = SHADER_MASK_NONE;
else if (glamor_priv->has_dual_blend)
key.in = glamor_program_alpha_dual_blend;
else if (op == PictOpSrc || op == PictOpAdd
|| op == PictOpIn || op == PictOpOut
|| op == PictOpOverReverse)
key.in = glamor_program_alpha_ca_second;
else if (op == PictOpOutReverse || op == PictOpInReverse) {
key.in = glamor_program_alpha_ca_first;
}
else {
glamor_fallback("Unsupported component alpha op: %d\n", op);
goto fail;
}
}
}
else {
key.mask = SHADER_MASK_NONE;
}
if (dest_pixmap->drawable.bitsPerPixel <= 8 &&
glamor_priv->formats[8].format == GL_RED) {
key.dest_swizzle = SHADER_DEST_SWIZZLE_ALPHA_TO_RED;
} else {
key.dest_swizzle = SHADER_DEST_SWIZZLE_DEFAULT;
}
if (source && 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) {
if (source_pixmap == dest_pixmap) {
/* XXX source and the dest share the same texture.
* Does it need special handle? */
glamor_fallback("source == dest\n");
}
if (source_pixmap_priv->gl_fbo == GLAMOR_FBO_UNATTACHED) {
source_needs_upload = TRUE;
}
}
if (key.mask == SHADER_MASK_TEXTURE ||
key.mask == SHADER_MASK_TEXTURE_ALPHA) {
if (mask_pixmap == dest_pixmap) {
glamor_fallback("mask == dest\n");
goto fail;
}
if (mask_pixmap_priv->gl_fbo == GLAMOR_FBO_UNATTACHED) {
mask_needs_upload = TRUE;
}
}
if (source_needs_upload && mask_needs_upload
&& 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;
}
/* 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;
}
if (!glamor_upload_picture_to_texture(source)) {
glamor_fallback("Failed to upload source texture.\n");
goto fail;
}
mask_needs_upload = FALSE;
}
else {
if (source_needs_upload) {
if (!glamor_upload_picture_to_texture(source)) {
glamor_fallback("Failed to upload source texture.\n");
goto fail;
}
} else {
if (source && !glamor_render_format_is_supported(source)) {
glamor_fallback("Unsupported source picture format.\n");
goto fail;
}
}
if (mask_needs_upload) {
if (!glamor_upload_picture_to_texture(mask)) {
glamor_fallback("Failed to upload mask texture.\n");
goto fail;
}
} else if (mask) {
if (!glamor_render_format_is_supported(mask)) {
glamor_fallback("Unsupported mask picture format.\n");
goto fail;
}
}
}
/* If the source and mask are two differently-formatted views of
* the same pixmap bits, and the pixmap was already uploaded (so
* the dynamic code above doesn't apply), then fall back to
* software. We should use texture views to fix this properly.
*/
if (source_pixmap && source_pixmap == mask_pixmap &&
source->format != mask->format) {
goto fail;
}
if (!glamor_set_composite_op(screen, op, op_info, dest, mask, ca_state,
&key)) {
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;
}
if (key.source == SHADER_SOURCE_SOLID)
memcpy(&(*shader)->source_solid_color[0],
source_solid_color, 4 * sizeof(float));
else {
(*shader)->source_pixmap = source_pixmap;
(*shader)->source = source;
}
if (key.mask == SHADER_MASK_SOLID)
memcpy(&(*shader)->mask_solid_color[0],
mask_solid_color, 4 * sizeof(float));
else {
(*shader)->mask_pixmap = mask_pixmap;
(*shader)->mask = mask;
}
ret = TRUE;
memcpy(s_key, &key, sizeof(key));
*psaved_source_format = saved_source_format;
goto done;
fail:
if (saved_source_format)
source->format = saved_source_format;
done:
return ret;
}
static void
glamor_composite_set_shader_blend(glamor_screen_private *glamor_priv,
glamor_pixmap_private *dest_priv,
struct shader_key *key,
glamor_composite_shader *shader,
struct blendinfo *op_info)
{
glamor_make_current(glamor_priv);
glUseProgram(shader->prog);
if (key->source == SHADER_SOURCE_SOLID) {
glamor_set_composite_solid(shader->source_solid_color,
shader->source_uniform_location);
}
else {
glamor_set_composite_texture(glamor_priv, 0,
shader->source,
shader->source_pixmap, shader->source_wh,
shader->source_repeat_mode,
dest_priv);
}
if (key->mask != SHADER_MASK_NONE) {
if (key->mask == SHADER_MASK_SOLID) {
glamor_set_composite_solid(shader->mask_solid_color,
shader->mask_uniform_location);
}
else {
glamor_set_composite_texture(glamor_priv, 1,
shader->mask,
shader->mask_pixmap, shader->mask_wh,
shader->mask_repeat_mode,
dest_priv);
}
}
if (!glamor_priv->is_gles)
glDisable(GL_COLOR_LOGIC_OP);
if (op_info->source_blend == GL_ONE && op_info->dest_blend == GL_ZERO) {
glDisable(GL_BLEND);
}
else {
glEnable(GL_BLEND);
glBlendFunc(op_info->source_blend, op_info->dest_blend);
}
}
static Bool
glamor_composite_with_shader(CARD8 op,
PicturePtr source,
PicturePtr mask,
PicturePtr dest,
PixmapPtr source_pixmap,
PixmapPtr mask_pixmap,
PixmapPtr dest_pixmap,
glamor_pixmap_private *source_pixmap_priv,
glamor_pixmap_private *mask_pixmap_priv,
glamor_pixmap_private *dest_pixmap_priv,
int nrect, glamor_composite_rect_t *rects,
enum ca_state ca_state)
{
ScreenPtr screen = dest->pDrawable->pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
GLfloat dst_xscale, dst_yscale;
GLfloat mask_xscale = 1, mask_yscale = 1, src_xscale = 1, src_yscale = 1;
struct shader_key key, key_ca;
int dest_x_off, dest_y_off;
int source_x_off, source_y_off;
int mask_x_off, mask_y_off;
PictFormatShort saved_source_format = 0;
float src_matrix[9], mask_matrix[9];
float *psrc_matrix = NULL, *pmask_matrix = NULL;
int nrect_max;
Bool ret = FALSE;
glamor_composite_shader *shader = NULL, *shader_ca = NULL;
struct blendinfo op_info, op_info_ca;
if (!glamor_composite_choose_shader(op, source, mask, dest,
source_pixmap, mask_pixmap, dest_pixmap,
source_pixmap_priv, mask_pixmap_priv,
dest_pixmap_priv,
&key, &shader, &op_info,
&saved_source_format, ca_state)) {
glamor_fallback("glamor_composite_choose_shader failed\n");
goto fail;
}
if (ca_state == CA_TWO_PASS) {
if (!glamor_composite_choose_shader(PictOpAdd, source, mask, dest,
source_pixmap, mask_pixmap, dest_pixmap,
source_pixmap_priv,
mask_pixmap_priv, dest_pixmap_priv,
&key_ca, &shader_ca, &op_info_ca,
&saved_source_format, ca_state)) {
glamor_fallback("glamor_composite_choose_shader failed\n");
goto fail;
}
}
glamor_make_current(glamor_priv);
glamor_set_destination_pixmap_priv_nc(glamor_priv, dest_pixmap, dest_pixmap_priv);
glamor_composite_set_shader_blend(glamor_priv, dest_pixmap_priv, &key, shader, &op_info);
glamor_set_alu(screen, GXcopy);
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);
dest_pixmap = glamor_get_drawable_pixmap(dest->pDrawable);
dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap);
glamor_get_drawable_deltas(dest->pDrawable, dest_pixmap,
&dest_x_off, &dest_y_off);
pixmap_priv_get_dest_scale(dest_pixmap, 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);
if (source->transform) {
psrc_matrix = src_matrix;
glamor_picture_get_matrixf(source, psrc_matrix);
}
}
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);
if (mask->transform) {
pmask_matrix = mask_matrix;
glamor_picture_get_matrixf(mask, pmask_matrix);
}
}
nrect_max = MIN(nrect, GLAMOR_COMPOSITE_VBO_VERT_CNT / 4);
if (nrect < 100) {
BoxRec bounds = glamor_start_rendering_bounds();
for (int i = 0; i < nrect; i++) {
BoxRec box = {
.x1 = rects[i].x_dst,
.y1 = rects[i].y_dst,
.x2 = rects[i].x_dst + rects[i].width,
.y2 = rects[i].y_dst + rects[i].height,
};
glamor_bounds_union_box(&bounds, &box);
}
if (bounds.x1 >= bounds.x2 || bounds.y1 >= bounds.y2)
goto disable_va;
glEnable(GL_SCISSOR_TEST);
glScissor(bounds.x1 + dest_x_off,
bounds.y1 + dest_y_off,
bounds.x2 - bounds.x1,
bounds.y2 - bounds.y1);
}
while (nrect) {
int mrect, rect_processed;
int vb_stride;
float *vertices;
mrect = nrect > nrect_max ? nrect_max : nrect;
vertices = glamor_setup_composite_vbo(screen, mrect * 4);
rect_processed = mrect;
vb_stride = glamor_priv->vb_stride / sizeof(float);
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;
DEBUGF
("dest(%d,%d) source(%d %d) mask (%d %d), width %d height %d \n",
x_dest, y_dest, x_source, y_source, x_mask, y_mask, width,
height);
glamor_set_normalize_vcoords_ext(dest_pixmap_priv, dst_xscale,
dst_yscale, x_dest, y_dest,
x_dest + width, y_dest + height,
vertices,
vb_stride);
vertices += 2;
if (key.source != SHADER_SOURCE_SOLID) {
glamor_set_normalize_tcoords_generic(source_pixmap,
source_pixmap_priv,
source->repeatType,
psrc_matrix, src_xscale,
src_yscale, x_source,
y_source, x_source + width,
y_source + height,
vertices, vb_stride);
vertices += 2;
}
if (key.mask != SHADER_MASK_NONE && key.mask != SHADER_MASK_SOLID) {
glamor_set_normalize_tcoords_generic(mask_pixmap,
mask_pixmap_priv,
mask->repeatType,
pmask_matrix, mask_xscale,
mask_yscale, x_mask,
y_mask, x_mask + width,
y_mask + height,
vertices, vb_stride);
vertices += 2;
}
glamor_priv->render_nr_quads++;
rects++;
/* We've incremented by one of our 4 verts, now do the other 3. */
vertices += 3 * vb_stride;
}
glamor: Extract the streamed vertex data code used by Render. We should be uploading any vertex data using this kind of upload style, since it saves a bunch of extra copies of our vertex data. v2: - Add a simple comment about what the function does. - Use get_vbo_space()'s return in trapezoids, instead of dereffing glamor_priv->vb (by Markus Wick). - Fix the double-unmapping by moving put_vbo_space() outside of flush_composite_rects(). - Remove the rest of the composite_vbo_offset usage, and just always use get_vbo_space()'s return value. v3: - Fix failure to put_vbo_space in traps when no prims were generated. - Unbind the VBO from put_vbo_space(). Keeps callers from forgetting to do so. v4: - Split out some changes into the previous 3 commits while trying to track down a regression. - Fix regression due to rebase fail where glamor_priv->vbo_offset wasn't incremented. v5: - Fix GLES2 VBO sizing. - Add a comment about resize behavior. - Move glamor_vbo.c init code to glamor_vbo.c from glamor_render.c. (Derived from Markus's changes, but the GLES2 fix dropped almost all of the code in the functions). v6: - Drop the initial BufferData on GLES2 (it happens at put() time). - Don't forget to set vbo_offset to the size on GLES2. - Use char * instead of void * in the cast to return the vbo_offset. - Resize the default FBO to 512kb, to be similar to previous behavior. +1.66124% +/- 0.284223% (n=679) on aa10text. Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Markus Wick <markus at selfnet.de>
2014-01-06 02:29:57 +01:00
glamor_put_vbo_space(screen);
glamor_flush_composite_rects(screen);
nrect -= rect_processed;
if (ca_state == CA_TWO_PASS) {
glamor_composite_set_shader_blend(glamor_priv, dest_pixmap_priv,
&key_ca, shader_ca, &op_info_ca);
glamor_flush_composite_rects(screen);
if (nrect)
glamor_composite_set_shader_blend(glamor_priv, dest_pixmap_priv,
&key, shader, &op_info);
}
}
glDisable(GL_SCISSOR_TEST);
disable_va:
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDisableVertexAttribArray(GLAMOR_VERTEX_MASK);
glDisable(GL_BLEND);
DEBUGF("finish rendering.\n");
if (saved_source_format)
source->format = saved_source_format;
ret = TRUE;
fail:
if (mask_pixmap && glamor_pixmap_is_memory(mask_pixmap))
glamor_pixmap_destroy_fbo(mask_pixmap);
if (source_pixmap && glamor_pixmap_is_memory(source_pixmap))
glamor_pixmap_destroy_fbo(source_pixmap);
return ret;
}
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;
PictFormatPtr pFormat;
PictFormatShort format;
if (source->pDrawable) {
pFormat = source->pFormat;
format = pFormat->format;
} else {
format = PICT_a8r8g8b8;
pFormat = PictureMatchFormat(screen, 32, format);
}
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) {
return dst;
}
}
pixmap = glamor_create_pixmap(screen,
width,
height,
PIXMAN_FORMAT_DEPTH(format),
GLAMOR_CREATE_PIXMAP_CPU);
if (!pixmap)
return NULL;
dst = CreatePicture(0,
&pixmap->drawable, pFormat, 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;
}
Bool
glamor_composite_clipped_region(CARD8 op,
PicturePtr source,
PicturePtr mask,
PicturePtr dest,
PixmapPtr source_pixmap,
PixmapPtr mask_pixmap,
PixmapPtr dest_pixmap,
RegionPtr region,
int x_source,
int y_source,
int x_mask, int y_mask, int x_dest, int y_dest)
{
glamor_pixmap_private *source_pixmap_priv = glamor_get_pixmap_private(source_pixmap);
glamor_pixmap_private *mask_pixmap_priv = glamor_get_pixmap_private(mask_pixmap);
glamor_pixmap_private *dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap);
glamor_screen_private *glamor_priv = glamor_get_screen_private(dest_pixmap->drawable.pScreen);
ScreenPtr screen = dest->pDrawable->pScreen;
PicturePtr temp_src = source, temp_mask = mask;
PixmapPtr temp_src_pixmap = source_pixmap;
PixmapPtr temp_mask_pixmap = mask_pixmap;
glamor_pixmap_private *temp_src_priv = source_pixmap_priv;
glamor_pixmap_private *temp_mask_priv = mask_pixmap_priv;
int x_temp_src, y_temp_src, x_temp_mask, y_temp_mask;
BoxPtr extent;
glamor_composite_rect_t rect[10];
glamor_composite_rect_t *prect = rect;
int prect_size = ARRAY_SIZE(rect);
int ok = FALSE;
int i;
int width;
int height;
BoxPtr box;
int nbox;
enum ca_state ca_state = CA_NONE;
extent = RegionExtents(region);
box = RegionRects(region);
nbox = RegionNumRects(region);
width = extent->x2 - extent->x1;
height = extent->y2 - extent->y1;
x_temp_src = x_source;
y_temp_src = y_source;
x_temp_mask = x_mask;
y_temp_mask = y_mask;
DEBUGF("clipped (%d %d) (%d %d) (%d %d) width %d height %d \n",
x_source, y_source, x_mask, y_mask, x_dest, y_dest, width, height);
/* Is the composite operation equivalent to a copy? */
if (source &&
!mask && !source->alphaMap && !dest->alphaMap
&& source->pDrawable && !source->transform
/* CopyArea is only defined with matching depths. */
&& dest->pDrawable->depth == source->pDrawable->depth
&& ((op == PictOpSrc
&& (source->format == dest->format
|| (PICT_FORMAT_COLOR(dest->format)
&& PICT_FORMAT_COLOR(source->format)
&& dest->format == PICT_FORMAT(PICT_FORMAT_BPP(source->format),
PICT_FORMAT_TYPE(source->format),
0,
PICT_FORMAT_R(source->format),
PICT_FORMAT_G(source->format),
PICT_FORMAT_B(source->format)))))
|| (op == PictOpOver
&& source->format == dest->format
&& !PICT_FORMAT_A(source->format)))
&& x_source >= 0 && y_source >= 0
&& (x_source + width) <= source->pDrawable->width
&& (y_source + height) <= source->pDrawable->height) {
x_source += source->pDrawable->x;
y_source += source->pDrawable->y;
x_dest += dest->pDrawable->x;
y_dest += dest->pDrawable->y;
glamor_copy(source->pDrawable, dest->pDrawable, NULL,
box, nbox, x_source - x_dest,
y_source - y_dest, FALSE, FALSE, 0, NULL);
ok = TRUE;
goto out;
}
/* XXX is it possible source mask have non-zero drawable.x/y? */
if (source
&& ((!source->pDrawable
&& (source->pSourcePict->type != SourcePictTypeSolidFill))
|| (source->pDrawable
&& !GLAMOR_PIXMAP_PRIV_HAS_FBO(source_pixmap_priv)
&& (source_pixmap->drawable.width != width
|| source_pixmap->drawable.height != height)))) {
temp_src =
glamor_convert_gradient_picture(screen, source,
glamor: Fix temp picture coordinates in glamor_composite_clipped_region To understand this patch, let's start at the protocol interface where the relationship between the coordinate spaces is documented: 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) The coordinates are passed to this function directly off the wire and are all relative to their respective drawables. For Windows, this means that they are relative to the upper left corner of the window, in whatever pixmap that window is getting drawn to. _glamor_composite calls miComputeCompositeRegion to construct a clipped region to actually render to. In reality, miComputeCompositeRegion clips only to the destination these days; source clip region based clipping would have to respect the transform, which isn't really possible. The returned region is relative to the screen in which dest lives; offset by dest->drawable.x and dest->drawable.y. What is important to realize here is that, because of clipping, the composite region may not have the same position within the destination drawable as x_dest, y_dest. The protocol coordinates now exist solely to 'pin' the three objects together. extents->x1,y1 Screen origin of clipped operation width,height Extents of the clipped operation x_dest,y_dest Unclipped destination-relative operation coordinate x_source,y_source Unclipped source-relative operation coordinate x_mask,y_mask Unclipped mask-relative operation coordinate One thing we want to know is what the offset is from the original operation origin to the clipped origin Destination drawable relative coordinates of the clipped operation: x_dest_clipped = extents->x1 - dest->drawable.x y_dest_clipped = extents->y1 - dest->drawable.y Offset from the original operation origin: x_off_clipped = x_dest_clipped - x_dest y_off_clipped = y_dest_clipped - y_dest Source drawable relative coordinates of the clipped operation: x_source_clipped = x_source + x_off_clipped; y_source_clipped = y_source + y_off_clipped; Mask drawable relative coordinates of the clipped operation: x_mask_clipped = x_source + x_off_clipped; y_mask_clipped = y_source + y_off_clipped; This is where the original code fails -- it doesn't subtract the destination drawable location when computing the distance that the operation has been moved by clipping. Here's what it does when constructing a temporary source picture: temp_src = glamor_convert_gradient_picture(screen, source, extent->x1 + x_source - x_dest, extent->y1 + y_source - y_dest, width, height); ... x_temp_src = -extent->x1 + x_dest; y_temp_src = -extent->y1 + y_dest; glamor_convert_gradient_picture needs source drawable relative coordinates, but that is not what it's getting; it's getting screen-relative coordinates for the destination, adjusted by the distance between the provided source and destination operation coordinates. We want x_source_clipped and y_source_clipped: x_source_clipped = x_source + x_off_clipped = x_source + x_dest_clipped - x_dest = x_source + extents->x1 - dest->drawable.x - x_dest x_temp_src/y_temp_src are supposed to be the coordinates of the original operation translated to the temporary picture: x_temp_src = x_source - x_source_clipped; y_temp_src = y_source - y_source_clipped; Note that x_source_clipped/y_source_clipped will never be less than x_source/y_source because all we're doing is clipping. This means that x_temp_src/y_temp_src will always be non-positive; the original source coordinate can never be strictly *inside* the temporary image or we could have made the temporary image smaller. x_temp_src = x_source - x_source_clipped = x_source - (x_source + x_off_clipped) = -x_off_clipped = x_dest - x_dest_clipped = x_dest - (extents->x1 - dest->drawable.x) Again, this is off by the destination origin within the screen coordinate space. The code should look like: temp_src = glamor_convert_gradient_picture(screen, source, extent->x1 + x_source - x_dest - dest->pDrawable->x, extent->y1 + y_source - y_dest - dest->pDrawable->y, width, height); x_temp_src = -extent->x1 + x_dest + dest->pDrawable->x; y_temp_src = -extent->y1 + y_dest + dest->pDrawable->y; Signed-off-by: Keith Packard <keithp@keithp.com> Reviewed-by: Markus Wick <markus@selfnet.de>
2014-07-17 01:03:23 +02:00
extent->x1 + x_source - x_dest - dest->pDrawable->x,
extent->y1 + y_source - y_dest - dest->pDrawable->y,
width, height);
if (!temp_src) {
temp_src = source;
goto out;
}
temp_src_pixmap = (PixmapPtr) (temp_src->pDrawable);
temp_src_priv = glamor_get_pixmap_private(temp_src_pixmap);
glamor: Fix temp picture coordinates in glamor_composite_clipped_region To understand this patch, let's start at the protocol interface where the relationship between the coordinate spaces is documented: 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) The coordinates are passed to this function directly off the wire and are all relative to their respective drawables. For Windows, this means that they are relative to the upper left corner of the window, in whatever pixmap that window is getting drawn to. _glamor_composite calls miComputeCompositeRegion to construct a clipped region to actually render to. In reality, miComputeCompositeRegion clips only to the destination these days; source clip region based clipping would have to respect the transform, which isn't really possible. The returned region is relative to the screen in which dest lives; offset by dest->drawable.x and dest->drawable.y. What is important to realize here is that, because of clipping, the composite region may not have the same position within the destination drawable as x_dest, y_dest. The protocol coordinates now exist solely to 'pin' the three objects together. extents->x1,y1 Screen origin of clipped operation width,height Extents of the clipped operation x_dest,y_dest Unclipped destination-relative operation coordinate x_source,y_source Unclipped source-relative operation coordinate x_mask,y_mask Unclipped mask-relative operation coordinate One thing we want to know is what the offset is from the original operation origin to the clipped origin Destination drawable relative coordinates of the clipped operation: x_dest_clipped = extents->x1 - dest->drawable.x y_dest_clipped = extents->y1 - dest->drawable.y Offset from the original operation origin: x_off_clipped = x_dest_clipped - x_dest y_off_clipped = y_dest_clipped - y_dest Source drawable relative coordinates of the clipped operation: x_source_clipped = x_source + x_off_clipped; y_source_clipped = y_source + y_off_clipped; Mask drawable relative coordinates of the clipped operation: x_mask_clipped = x_source + x_off_clipped; y_mask_clipped = y_source + y_off_clipped; This is where the original code fails -- it doesn't subtract the destination drawable location when computing the distance that the operation has been moved by clipping. Here's what it does when constructing a temporary source picture: temp_src = glamor_convert_gradient_picture(screen, source, extent->x1 + x_source - x_dest, extent->y1 + y_source - y_dest, width, height); ... x_temp_src = -extent->x1 + x_dest; y_temp_src = -extent->y1 + y_dest; glamor_convert_gradient_picture needs source drawable relative coordinates, but that is not what it's getting; it's getting screen-relative coordinates for the destination, adjusted by the distance between the provided source and destination operation coordinates. We want x_source_clipped and y_source_clipped: x_source_clipped = x_source + x_off_clipped = x_source + x_dest_clipped - x_dest = x_source + extents->x1 - dest->drawable.x - x_dest x_temp_src/y_temp_src are supposed to be the coordinates of the original operation translated to the temporary picture: x_temp_src = x_source - x_source_clipped; y_temp_src = y_source - y_source_clipped; Note that x_source_clipped/y_source_clipped will never be less than x_source/y_source because all we're doing is clipping. This means that x_temp_src/y_temp_src will always be non-positive; the original source coordinate can never be strictly *inside* the temporary image or we could have made the temporary image smaller. x_temp_src = x_source - x_source_clipped = x_source - (x_source + x_off_clipped) = -x_off_clipped = x_dest - x_dest_clipped = x_dest - (extents->x1 - dest->drawable.x) Again, this is off by the destination origin within the screen coordinate space. The code should look like: temp_src = glamor_convert_gradient_picture(screen, source, extent->x1 + x_source - x_dest - dest->pDrawable->x, extent->y1 + y_source - y_dest - dest->pDrawable->y, width, height); x_temp_src = -extent->x1 + x_dest + dest->pDrawable->x; y_temp_src = -extent->y1 + y_dest + dest->pDrawable->y; Signed-off-by: Keith Packard <keithp@keithp.com> Reviewed-by: Markus Wick <markus@selfnet.de>
2014-07-17 01:03:23 +02:00
x_temp_src = -extent->x1 + x_dest + dest->pDrawable->x;
y_temp_src = -extent->y1 + y_dest + dest->pDrawable->y;
}
if (mask
&&
((!mask->pDrawable
&& (mask->pSourcePict->type != SourcePictTypeSolidFill))
|| (mask->pDrawable && !GLAMOR_PIXMAP_PRIV_HAS_FBO(mask_pixmap_priv)
&& (mask_pixmap->drawable.width != width
|| mask_pixmap->drawable.height != height)))) {
/* XXX if mask->pDrawable is the same as source->pDrawable, we have an opportunity
* to do reduce one conversion. */
temp_mask =
glamor_convert_gradient_picture(screen, mask,
glamor: Fix temp picture coordinates in glamor_composite_clipped_region To understand this patch, let's start at the protocol interface where the relationship between the coordinate spaces is documented: 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) The coordinates are passed to this function directly off the wire and are all relative to their respective drawables. For Windows, this means that they are relative to the upper left corner of the window, in whatever pixmap that window is getting drawn to. _glamor_composite calls miComputeCompositeRegion to construct a clipped region to actually render to. In reality, miComputeCompositeRegion clips only to the destination these days; source clip region based clipping would have to respect the transform, which isn't really possible. The returned region is relative to the screen in which dest lives; offset by dest->drawable.x and dest->drawable.y. What is important to realize here is that, because of clipping, the composite region may not have the same position within the destination drawable as x_dest, y_dest. The protocol coordinates now exist solely to 'pin' the three objects together. extents->x1,y1 Screen origin of clipped operation width,height Extents of the clipped operation x_dest,y_dest Unclipped destination-relative operation coordinate x_source,y_source Unclipped source-relative operation coordinate x_mask,y_mask Unclipped mask-relative operation coordinate One thing we want to know is what the offset is from the original operation origin to the clipped origin Destination drawable relative coordinates of the clipped operation: x_dest_clipped = extents->x1 - dest->drawable.x y_dest_clipped = extents->y1 - dest->drawable.y Offset from the original operation origin: x_off_clipped = x_dest_clipped - x_dest y_off_clipped = y_dest_clipped - y_dest Source drawable relative coordinates of the clipped operation: x_source_clipped = x_source + x_off_clipped; y_source_clipped = y_source + y_off_clipped; Mask drawable relative coordinates of the clipped operation: x_mask_clipped = x_source + x_off_clipped; y_mask_clipped = y_source + y_off_clipped; This is where the original code fails -- it doesn't subtract the destination drawable location when computing the distance that the operation has been moved by clipping. Here's what it does when constructing a temporary source picture: temp_src = glamor_convert_gradient_picture(screen, source, extent->x1 + x_source - x_dest, extent->y1 + y_source - y_dest, width, height); ... x_temp_src = -extent->x1 + x_dest; y_temp_src = -extent->y1 + y_dest; glamor_convert_gradient_picture needs source drawable relative coordinates, but that is not what it's getting; it's getting screen-relative coordinates for the destination, adjusted by the distance between the provided source and destination operation coordinates. We want x_source_clipped and y_source_clipped: x_source_clipped = x_source + x_off_clipped = x_source + x_dest_clipped - x_dest = x_source + extents->x1 - dest->drawable.x - x_dest x_temp_src/y_temp_src are supposed to be the coordinates of the original operation translated to the temporary picture: x_temp_src = x_source - x_source_clipped; y_temp_src = y_source - y_source_clipped; Note that x_source_clipped/y_source_clipped will never be less than x_source/y_source because all we're doing is clipping. This means that x_temp_src/y_temp_src will always be non-positive; the original source coordinate can never be strictly *inside* the temporary image or we could have made the temporary image smaller. x_temp_src = x_source - x_source_clipped = x_source - (x_source + x_off_clipped) = -x_off_clipped = x_dest - x_dest_clipped = x_dest - (extents->x1 - dest->drawable.x) Again, this is off by the destination origin within the screen coordinate space. The code should look like: temp_src = glamor_convert_gradient_picture(screen, source, extent->x1 + x_source - x_dest - dest->pDrawable->x, extent->y1 + y_source - y_dest - dest->pDrawable->y, width, height); x_temp_src = -extent->x1 + x_dest + dest->pDrawable->x; y_temp_src = -extent->y1 + y_dest + dest->pDrawable->y; Signed-off-by: Keith Packard <keithp@keithp.com> Reviewed-by: Markus Wick <markus@selfnet.de>
2014-07-17 01:03:23 +02:00
extent->x1 + x_mask - x_dest - dest->pDrawable->x,
extent->y1 + y_mask - y_dest - dest->pDrawable->y,
width, height);
if (!temp_mask) {
temp_mask = mask;
goto out;
}
temp_mask_pixmap = (PixmapPtr) (temp_mask->pDrawable);
temp_mask_priv = glamor_get_pixmap_private(temp_mask_pixmap);
glamor: Fix temp picture coordinates in glamor_composite_clipped_region To understand this patch, let's start at the protocol interface where the relationship between the coordinate spaces is documented: 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) The coordinates are passed to this function directly off the wire and are all relative to their respective drawables. For Windows, this means that they are relative to the upper left corner of the window, in whatever pixmap that window is getting drawn to. _glamor_composite calls miComputeCompositeRegion to construct a clipped region to actually render to. In reality, miComputeCompositeRegion clips only to the destination these days; source clip region based clipping would have to respect the transform, which isn't really possible. The returned region is relative to the screen in which dest lives; offset by dest->drawable.x and dest->drawable.y. What is important to realize here is that, because of clipping, the composite region may not have the same position within the destination drawable as x_dest, y_dest. The protocol coordinates now exist solely to 'pin' the three objects together. extents->x1,y1 Screen origin of clipped operation width,height Extents of the clipped operation x_dest,y_dest Unclipped destination-relative operation coordinate x_source,y_source Unclipped source-relative operation coordinate x_mask,y_mask Unclipped mask-relative operation coordinate One thing we want to know is what the offset is from the original operation origin to the clipped origin Destination drawable relative coordinates of the clipped operation: x_dest_clipped = extents->x1 - dest->drawable.x y_dest_clipped = extents->y1 - dest->drawable.y Offset from the original operation origin: x_off_clipped = x_dest_clipped - x_dest y_off_clipped = y_dest_clipped - y_dest Source drawable relative coordinates of the clipped operation: x_source_clipped = x_source + x_off_clipped; y_source_clipped = y_source + y_off_clipped; Mask drawable relative coordinates of the clipped operation: x_mask_clipped = x_source + x_off_clipped; y_mask_clipped = y_source + y_off_clipped; This is where the original code fails -- it doesn't subtract the destination drawable location when computing the distance that the operation has been moved by clipping. Here's what it does when constructing a temporary source picture: temp_src = glamor_convert_gradient_picture(screen, source, extent->x1 + x_source - x_dest, extent->y1 + y_source - y_dest, width, height); ... x_temp_src = -extent->x1 + x_dest; y_temp_src = -extent->y1 + y_dest; glamor_convert_gradient_picture needs source drawable relative coordinates, but that is not what it's getting; it's getting screen-relative coordinates for the destination, adjusted by the distance between the provided source and destination operation coordinates. We want x_source_clipped and y_source_clipped: x_source_clipped = x_source + x_off_clipped = x_source + x_dest_clipped - x_dest = x_source + extents->x1 - dest->drawable.x - x_dest x_temp_src/y_temp_src are supposed to be the coordinates of the original operation translated to the temporary picture: x_temp_src = x_source - x_source_clipped; y_temp_src = y_source - y_source_clipped; Note that x_source_clipped/y_source_clipped will never be less than x_source/y_source because all we're doing is clipping. This means that x_temp_src/y_temp_src will always be non-positive; the original source coordinate can never be strictly *inside* the temporary image or we could have made the temporary image smaller. x_temp_src = x_source - x_source_clipped = x_source - (x_source + x_off_clipped) = -x_off_clipped = x_dest - x_dest_clipped = x_dest - (extents->x1 - dest->drawable.x) Again, this is off by the destination origin within the screen coordinate space. The code should look like: temp_src = glamor_convert_gradient_picture(screen, source, extent->x1 + x_source - x_dest - dest->pDrawable->x, extent->y1 + y_source - y_dest - dest->pDrawable->y, width, height); x_temp_src = -extent->x1 + x_dest + dest->pDrawable->x; y_temp_src = -extent->y1 + y_dest + dest->pDrawable->y; Signed-off-by: Keith Packard <keithp@keithp.com> Reviewed-by: Markus Wick <markus@selfnet.de>
2014-07-17 01:03:23 +02:00
x_temp_mask = -extent->x1 + x_dest + dest->pDrawable->x;
y_temp_mask = -extent->y1 + y_dest + dest->pDrawable->y;
}
if (mask && mask->componentAlpha) {
if (glamor_priv->has_dual_blend) {
ca_state = CA_DUAL_BLEND;
} else {
if (op == PictOpOver) {
if (glamor_pixmap_is_memory(mask_pixmap)) {
glamor_fallback("two pass not supported on memory pximaps\n");
goto out;
}
ca_state = CA_TWO_PASS;
op = PictOpOutReverse;
}
}
}
if (temp_src_pixmap == dest_pixmap) {
glamor_fallback("source and dest pixmaps are the same\n");
goto out;
}
if (temp_mask_pixmap == dest_pixmap) {
glamor_fallback("mask and dest pixmaps are the same\n");
goto out;
}
x_dest += dest->pDrawable->x;
y_dest += dest->pDrawable->y;
if (temp_src && 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 (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;
DEBUGF("dest %d %d \n", prect[i].x_dst, prect[i].y_dst);
}
ok = glamor_composite_with_shader(op, temp_src, temp_mask, dest,
temp_src_pixmap, temp_mask_pixmap, dest_pixmap,
temp_src_priv, temp_mask_priv,
dest_pixmap_priv,
box_cnt, prect, ca_state);
if (!ok)
break;
nbox -= box_cnt;
box += box_cnt;
}
if (prect != rect)
free(prect);
out:
if (temp_src != source)
FreePicture(temp_src, 0);
if (temp_mask != mask)
FreePicture(temp_mask, 0);
return ok;
}
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)
{
ScreenPtr screen = dest->pDrawable->pScreen;
PixmapPtr dest_pixmap = glamor_get_drawable_pixmap(dest->pDrawable);
PixmapPtr source_pixmap = NULL, mask_pixmap = NULL;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
RegionRec region;
BoxPtr extent;
int nbox, ok = FALSE;
int force_clip = 0;
if (source->pDrawable) {
source_pixmap = glamor_get_drawable_pixmap(source->pDrawable);
if (glamor_pixmap_drm_only(source_pixmap))
goto fail;
}
if (mask && mask->pDrawable) {
mask_pixmap = glamor_get_drawable_pixmap(mask->pDrawable);
if (glamor_pixmap_drm_only(mask_pixmap))
goto fail;
}
DEBUGF
("source pixmap %p (%d %d) mask(%d %d) dest(%d %d) width %d height %d \n",
source_pixmap, x_source, y_source, x_mask, y_mask, x_dest, y_dest,
width, height);
if (!glamor_pixmap_has_fbo(dest_pixmap))
goto fail;
if (op >= ARRAY_SIZE(composite_op_info)) {
glamor_fallback("Unsupported composite op %x\n", op);
goto fail;
}
if (mask && mask->componentAlpha && !glamor_priv->has_dual_blend) {
if (op == PictOpAtop
|| op == PictOpAtopReverse
|| op == PictOpXor || op >= PictOpSaturate) {
glamor_fallback("glamor_composite(): component alpha op %x\n", op);
goto fail;
}
}
if ((source && source->filter >= PictFilterConvolution)
|| (mask && mask->filter >= PictFilterConvolution)) {
glamor_fallback("glamor_composite(): unsupported filter\n");
goto fail;
}
if (!miComputeCompositeRegion(&region,
source, mask, dest,
x_source +
(source_pixmap ? source->pDrawable->x : 0),
y_source +
(source_pixmap ? source->pDrawable->y : 0),
x_mask +
(mask_pixmap ? mask->pDrawable->x : 0),
y_mask +
(mask_pixmap ? mask->pDrawable->y : 0),
x_dest + dest->pDrawable->x,
y_dest + dest->pDrawable->y, width, height)) {
return;
}
nbox = REGION_NUM_RECTS(&region);
DEBUGF("first clipped when compositing.\n");
DEBUGRegionPrint(&region);
extent = RegionExtents(&region);
if (nbox == 0)
return;
/* If destination is not a large pixmap, but the region is larger
* than texture size limitation, and source or mask is memory pixmap,
* then there may be need to load a large memory pixmap to a
* texture, and this is not permitted. Then we force to clip the
* destination and make sure latter will not upload a large memory
* pixmap. */
if (!glamor_check_fbo_size(glamor_priv,
extent->x2 - extent->x1, extent->y2 - extent->y1)
&& glamor_pixmap_is_large(dest_pixmap)
&& ((source_pixmap
&& (glamor_pixmap_is_memory(source_pixmap) ||
source->repeatType == RepeatPad))
|| (mask_pixmap &&
(glamor_pixmap_is_memory(mask_pixmap) ||
mask->repeatType == RepeatPad))
|| (!source_pixmap &&
(source->pSourcePict->type != SourcePictTypeSolidFill))
|| (!mask_pixmap && mask &&
mask->pSourcePict->type != SourcePictTypeSolidFill)))
force_clip = 1;
if (force_clip || glamor_pixmap_is_large(dest_pixmap)
|| (source_pixmap
&& glamor_pixmap_is_large(source_pixmap))
|| (mask_pixmap && glamor_pixmap_is_large(mask_pixmap)))
ok = glamor_composite_largepixmap_region(op,
source, mask, dest,
source_pixmap,
mask_pixmap,
dest_pixmap,
&region, force_clip,
x_source, y_source,
x_mask, y_mask,
x_dest, y_dest, width, height);
else
ok = glamor_composite_clipped_region(op, source,
mask, dest,
source_pixmap,
mask_pixmap,
dest_pixmap,
&region,
x_source, y_source,
x_mask, y_mask, x_dest, y_dest);
REGION_UNINIT(dest->pDrawable->pScreen, &region);
if (ok)
return;
fail:
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));
if (glamor_prepare_access_picture_box(dest, GLAMOR_ACCESS_RW,
x_dest, y_dest, width, height) &&
glamor_prepare_access_picture_box(source, GLAMOR_ACCESS_RO,
x_source, y_source, width, height) &&
glamor_prepare_access_picture_box(mask, GLAMOR_ACCESS_RO,
x_mask, y_mask, width, height))
{
fbComposite(op,
source, mask, dest,
x_source, y_source,
x_mask, y_mask, x_dest, y_dest, width, height);
}
glamor_finish_access_picture(mask);
glamor_finish_access_picture(source);
glamor_finish_access_picture(dest);
}