glamor: Convert XV to using glamor_program.c.

One less custom path!  By following the common glamor_program.c use
pattern, we get the ability to handle large pixmaps as the
destination.  It's also one less place where glamor_utils.h coordinate
transformation happens.

Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Eric Anholt 2016-01-26 15:19:50 -08:00
parent f368a0ba3a
commit 03f34f8556
2 changed files with 70 additions and 77 deletions

View File

@ -318,7 +318,7 @@ typedef struct glamor_screen_private {
Bool logged_any_fbo_allocation_failure;
/* xv */
GLint xv_prog;
glamor_program xv_prog;
struct glamor_context ctx;
} glamor_screen_private;

View File

@ -37,6 +37,7 @@
#endif
#include "glamor_priv.h"
#include "glamor_transform.h"
#include "glamor_transfer.h"
#include <X11/extensions/Xv.h>
@ -58,36 +59,36 @@ typedef struct tagREF_TRANSFORM {
#define RTFContrast(a) (1.0 + ((a)*1.0)/1000.0)
#define RTFHue(a) (((a)*3.1416)/1000.0)
static const char *xv_vs = "attribute vec4 v_position;\n"
"attribute vec4 v_texcoord0;\n"
"varying vec2 tcs;\n"
"void main()\n"
"{\n"
" gl_Position = v_position;\n"
"tcs = v_texcoord0.xy;\n"
"}\n";
static const glamor_facet glamor_facet_xv_planar = {
.name = "xv_planar",
static const char *xv_ps = GLAMOR_DEFAULT_PRECISION
"uniform sampler2D y_sampler;\n"
"uniform sampler2D u_sampler;\n"
"uniform sampler2D v_sampler;\n"
"uniform vec4 offsetyco;\n"
"uniform vec4 ucogamma;\n"
"uniform vec4 vco;\n"
"varying vec2 tcs;\n"
"float sample;\n"
"vec4 temp1;\n"
"void main()\n"
"{\n"
"sample = texture2D(y_sampler, tcs).w;\n"
"temp1.xyz = offsetyco.www * vec3(sample) + offsetyco.xyz;\n"
"sample = texture2D(u_sampler, tcs).w;\n"
"temp1.xyz = ucogamma.xyz * vec3(sample) + temp1.xyz;\n"
"sample = texture2D(v_sampler, tcs).w;\n"
"temp1.xyz = clamp(vco.xyz * vec3(sample) + temp1.xyz, 0.0, 1.0);\n"
"temp1.w = 1.0;\n"
"gl_FragColor = temp1;\n"
"}\n";
.source_name = "v_texcoord0",
.vs_vars = ("attribute vec2 position;\n"
"attribute vec2 v_texcoord0;\n"
"varying vec2 tcs;\n"),
.vs_exec = (GLAMOR_POS(gl_Position, position)
" tcs = v_texcoord0;\n"),
.fs_vars = ("uniform sampler2D y_sampler;\n"
"uniform sampler2D u_sampler;\n"
"uniform sampler2D v_sampler;\n"
"uniform vec4 offsetyco;\n"
"uniform vec4 ucogamma;\n"
"uniform vec4 vco;\n"
"varying vec2 tcs;\n"),
.fs_exec = (
" float sample;\n"
" vec4 temp1;\n"
" sample = texture2D(y_sampler, tcs).w;\n"
" temp1.xyz = offsetyco.www * vec3(sample) + offsetyco.xyz;\n"
" sample = texture2D(u_sampler, tcs).w;\n"
" temp1.xyz = ucogamma.xyz * vec3(sample) + temp1.xyz;\n"
" sample = texture2D(v_sampler, tcs).w;\n"
" temp1.xyz = clamp(vco.xyz * vec3(sample) + temp1.xyz, 0.0, 1.0);\n"
" temp1.w = 1.0;\n"
" gl_FragColor = temp1;\n"
),
};
#define MAKE_ATOM(a) MakeAtom(a, sizeof(a) - 1, TRUE)
@ -113,30 +114,19 @@ int glamor_xv_num_images = ARRAY_SIZE(glamor_xv_images);
static void
glamor_init_xv_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
GLint fs_prog, vs_prog, sampler_loc;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
GLint sampler_loc;
glamor_priv = glamor_get_screen_private(screen);
glamor_make_current(glamor_priv);
glamor_priv->xv_prog = glCreateProgram();
glamor_build_program(screen,
&glamor_priv->xv_prog,
&glamor_facet_xv_planar, NULL, NULL, NULL);
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, xv_vs);
fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, xv_ps);
glAttachShader(glamor_priv->xv_prog, vs_prog);
glAttachShader(glamor_priv->xv_prog, fs_prog);
glBindAttribLocation(glamor_priv->xv_prog,
GLAMOR_VERTEX_POS, "v_position");
glBindAttribLocation(glamor_priv->xv_prog,
GLAMOR_VERTEX_SOURCE, "v_texcoord0");
glamor_link_glsl_prog(screen, glamor_priv->xv_prog, "xv");
glUseProgram(glamor_priv->xv_prog);
sampler_loc = glGetUniformLocation(glamor_priv->xv_prog, "y_sampler");
glUseProgram(glamor_priv->xv_prog.prog);
sampler_loc = glGetUniformLocation(glamor_priv->xv_prog.prog, "y_sampler");
glUniform1i(sampler_loc, 0);
sampler_loc = glGetUniformLocation(glamor_priv->xv_prog, "u_sampler");
sampler_loc = glGetUniformLocation(glamor_priv->xv_prog.prog, "u_sampler");
glUniform1i(sampler_loc, 1);
sampler_loc = glGetUniformLocation(glamor_priv->xv_prog, "v_sampler");
sampler_loc = glGetUniformLocation(glamor_priv->xv_prog.prog, "v_sampler");
glUniform1i(sampler_loc, 2);
}
@ -256,8 +246,6 @@ glamor_xv_render(glamor_port_private *port_priv)
glamor_pixmap_private *src_pixmap_priv[3];
BoxPtr box = REGION_RECTS(&port_priv->clip);
int nBox = REGION_NUM_RECTS(&port_priv->clip);
int dst_x_off, dst_y_off;
GLfloat dst_xscale, dst_yscale;
GLfloat src_xscale[3], src_yscale[3];
int i;
const float Loff = -0.0627;
@ -270,8 +258,9 @@ glamor_xv_render(glamor_port_private *port_priv)
GLint uloc;
GLfloat *v;
char *vbo_offset;
int dst_box_x, dst_box_y;
if (!glamor_priv->xv_prog)
if (!glamor_priv->xv_prog.prog)
glamor_init_xv_shader(screen);
cont = RTFContrast(port_priv->contrast);
@ -293,10 +282,6 @@ glamor_xv_render(glamor_port_private *port_priv)
off[2] = Loff * yco + Coff * (uco[2] + vco[2]) + bright;
gamma = 1.0;
pixmap_priv_get_dest_scale(pixmap, pixmap_priv, &dst_xscale, &dst_yscale);
glamor_get_drawable_deltas(port_priv->pDraw, port_priv->pPixmap, &dst_x_off,
&dst_y_off);
glamor_set_destination_pixmap_priv_nc(glamor_priv, pixmap, pixmap_priv);
glamor_set_alu(screen, GXcopy);
for (i = 0; i < 3; i++) {
@ -308,13 +293,13 @@ glamor_xv_render(glamor_port_private *port_priv)
}
}
glamor_make_current(glamor_priv);
glUseProgram(glamor_priv->xv_prog);
glUseProgram(glamor_priv->xv_prog.prog);
uloc = glGetUniformLocation(glamor_priv->xv_prog, "offsetyco");
uloc = glGetUniformLocation(glamor_priv->xv_prog.prog, "offsetyco");
glUniform4f(uloc, off[0], off[1], off[2], yco);
uloc = glGetUniformLocation(glamor_priv->xv_prog, "ucogamma");
uloc = glGetUniformLocation(glamor_priv->xv_prog.prog, "ucogamma");
glUniform4f(uloc, uco[0], uco[1], uco[2], gamma);
uloc = glGetUniformLocation(glamor_priv->xv_prog, "vco");
uloc = glGetUniformLocation(glamor_priv->xv_prog.prog, "vco");
glUniform4f(uloc, vco[0], vco[1], vco[2], 0);
glActiveTexture(GL_TEXTURE0);
@ -352,16 +337,14 @@ glamor_xv_render(glamor_port_private *port_priv)
* GL_QUAD.
*/
i = 0;
v[i++] = v_from_x_coord_x(dst_xscale, port_priv->drw_x + dst_x_off);
v[i++] = v_from_x_coord_y(dst_yscale, port_priv->drw_y + dst_y_off);
v[i++] = port_priv->drw_x;
v[i++] = port_priv->drw_y;
v[i++] = v_from_x_coord_x(dst_xscale, port_priv->drw_x + dst_x_off +
port_priv->dst_w * 2);
v[i++] = v_from_x_coord_y(dst_yscale, port_priv->drw_y + dst_y_off);
v[i++] = port_priv->drw_x + port_priv->dst_w * 2;
v[i++] = port_priv->drw_y;
v[i++] = v_from_x_coord_x(dst_xscale, port_priv->drw_x + dst_x_off);
v[i++] = v_from_x_coord_y(dst_yscale, port_priv->drw_y + dst_y_off +
port_priv->dst_h * 2);
v[i++] = port_priv->drw_x;
v[i++] = port_priv->drw_y + port_priv->dst_h * 2;
v[i++] = t_from_x_coord_x(src_xscale[0], port_priv->src_x);
v[i++] = t_from_x_coord_y(src_yscale[0], port_priv->src_y);
@ -385,16 +368,26 @@ glamor_xv_render(glamor_port_private *port_priv)
glamor_put_vbo_space(screen);
/* Now draw our big triangle, clipped to each of the clip boxes. */
for (i = 0; i < nBox; i++) {
int dstx, dsty, dstw, dsth;
glamor_pixmap_loop(pixmap_priv, dst_box_x, dst_box_y) {
int dst_off_x, dst_off_y;
dstx = box[i].x1 + dst_x_off;
dsty = box[i].y1 + dst_y_off;
dstw = box[i].x2 - box[i].x1;
dsth = box[i].y2 - box[i].y1;
glamor_set_destination_drawable(port_priv->pDraw,
dst_box_x, dst_box_y,
FALSE, FALSE,
glamor_priv->xv_prog.matrix_uniform,
&dst_off_x, &dst_off_y);
glScissor(dstx, dsty, dstw, dsth);
glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
for (i = 0; i < nBox; i++) {
int dstx, dsty, dstw, dsth;
dstx = box[i].x1 + dst_off_x;
dsty = box[i].y1 + dst_off_y;
dstw = box[i].x2 - box[i].x1;
dsth = box[i].y2 - box[i].y1;
glScissor(dstx, dsty, dstw, dsth);
glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
}
}
glDisable(GL_SCISSOR_TEST);