glamor: Replace "finish access" shader with texture swizzling.

For pictures without alpha, and for most other formats for GLES2, we
would make a temporary FBO, make another temporary texture, upload our
GLAMOR_MEMORY pixmap to the texture, then run the "finish access" shader
across it to swizzle its values around into the temporary FBO (which we
would use for a single Render operation and then throw away).

We can simplify everything by using GL_ARB_texture_swizzle (or its
GLES3 counterpart).  It's just not worth the complexity to try to
improve the performance of this already low-performance path (SHM
pixmaps + Render) on GLES2.

Reviewed-by: Adam Jackson <ajax@redhat.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Eric Anholt 2016-02-01 13:58:14 -08:00 committed by Adam Jackson
parent b0cc04992c
commit 0b4c0c75d0
5 changed files with 161 additions and 408 deletions

View File

@ -605,9 +605,15 @@ glamor_init(ScreenPtr screen, unsigned int flags)
glamor_priv->max_fbo_size = MAX_FBO_SIZE;
#endif
glamor_priv->has_texture_swizzle =
(epoxy_has_gl_extension("GL_ARB_texture_swizzle") ||
(glamor_priv->gl_flavor != GLAMOR_GL_DESKTOP && gl_version >= 30));
glamor_priv->one_channel_format = GL_ALPHA;
if (epoxy_has_gl_extension("GL_ARB_texture_rg") && epoxy_has_gl_extension("GL_ARB_texture_swizzle"))
if (epoxy_has_gl_extension("GL_ARB_texture_rg") &&
glamor_priv->has_texture_swizzle) {
glamor_priv->one_channel_format = GL_RED;
}
glamor_set_debug_level(&glamor_debug_level);
@ -668,7 +674,6 @@ glamor_init(ScreenPtr screen, unsigned int flags)
glamor_init_vbo(screen);
glamor_init_pixmap_fbo(screen);
glamor_init_finish_access_shaders(screen);
#ifdef GLAMOR_GRADIENT_SHADER
glamor_init_gradient_shader(screen);

View File

@ -113,164 +113,6 @@ glamor_link_glsl_prog(ScreenPtr screen, GLint prog, const char *format, ...)
}
}
/*
* When downloading a unsupported color format to CPU memory,
we need to shuffle the color elements and then use a supported
color format to read it back to CPU memory.
For an example, the picture's format is PICT_b8g8r8a8,
Then the expecting color layout is as below (little endian):
0 1 2 3 : address
a r g b
Now the in GLES2 the supported color format is GL_RGBA, type is
GL_UNSIGNED_TYPE, then we need to shuffle the fragment
color as :
frag_color = sample(texture).argb;
before we use glReadPixel to get it back.
For the uploading process, the shuffle is a revert shuffle.
We still use GL_RGBA, GL_UNSIGNED_BYTE to upload the color
to a texture, then let's see
0 1 2 3 : address
a r g b : correct colors
R G B A : GL_RGBA with GL_UNSIGNED_BYTE
Now we need to shuffle again, the mapping rule is
r = G, g = B, b = A, a = R. Then the uploading shuffle is as
below:
frag_color = sample(texture).gbar;
*/
void
glamor_init_finish_access_shaders(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
const char *vs_source =
"attribute vec4 v_position;\n"
"attribute vec4 v_texcoord0;\n"
"varying vec2 source_texture;\n"
"void main()\n"
"{\n"
" gl_Position = v_position;\n"
" source_texture = v_texcoord0.xy;\n"
"}\n";
const char *common_source =
GLAMOR_DEFAULT_PRECISION
"varying vec2 source_texture;\n"
"uniform sampler2D sampler;\n"
"uniform int revert;\n"
"uniform int swap_rb;\n"
"#define REVERT_NONE 0\n"
"#define REVERT_NORMAL 1\n"
"#define SWAP_UPLOADING 2\n"
"#define SWAP_NONE_UPLOADING 3\n";
const char *fs_source =
"void main()\n"
"{\n"
" vec4 color = texture2D(sampler, source_texture);\n"
" if (revert == REVERT_NONE) \n"
" { \n"
" if ((swap_rb != SWAP_NONE_UPLOADING)) \n"
" gl_FragColor = color.bgra;\n"
" else \n"
" gl_FragColor = color.rgba;\n"
" } \n"
" else \n"
" { \n"
" if (swap_rb == SWAP_UPLOADING)\n"
" gl_FragColor = color.gbar;\n"
" else if (swap_rb == SWAP_NONE_UPLOADING)\n"
" gl_FragColor = color.abgr;\n"
" } \n"
"}\n";
const char *set_alpha_source =
"void main()\n"
"{\n"
" vec4 color = texture2D(sampler, source_texture);\n"
" if (revert == REVERT_NONE) \n"
" { \n"
" if (swap_rb != SWAP_NONE_UPLOADING) \n"
" gl_FragColor = vec4(color.bgr, 1);\n"
" else \n"
" gl_FragColor = vec4(color.rgb, 1);\n"
" } \n"
" else \n"
" { \n"
" if (swap_rb == SWAP_UPLOADING)\n"
" gl_FragColor = vec4(color.gba, 1);\n"
" else if (swap_rb == SWAP_NONE_UPLOADING)\n"
" gl_FragColor = vec4(color.abg, 1);\n"
" } \n"
"}\n";
GLint fs_prog, vs_prog, avs_prog, set_alpha_prog;
GLint sampler_uniform_location;
char *source;
glamor_priv = glamor_get_screen_private(screen);
glamor_make_current(glamor_priv);
glamor_priv->finish_access_prog[0] = glCreateProgram();
glamor_priv->finish_access_prog[1] = glCreateProgram();
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, vs_source);
XNFasprintf(&source, "%s%s", common_source, fs_source);
fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, source);
free(source);
glAttachShader(glamor_priv->finish_access_prog[0], vs_prog);
glAttachShader(glamor_priv->finish_access_prog[0], fs_prog);
avs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, vs_source);
XNFasprintf(&source, "%s%s", common_source, set_alpha_source);
set_alpha_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER,
source);
free(source);
glAttachShader(glamor_priv->finish_access_prog[1], avs_prog);
glAttachShader(glamor_priv->finish_access_prog[1], set_alpha_prog);
glBindAttribLocation(glamor_priv->finish_access_prog[0],
GLAMOR_VERTEX_POS, "v_position");
glBindAttribLocation(glamor_priv->finish_access_prog[0],
GLAMOR_VERTEX_SOURCE, "v_texcoord0");
glamor_link_glsl_prog(screen, glamor_priv->finish_access_prog[0],
"finish access 0");
glBindAttribLocation(glamor_priv->finish_access_prog[1],
GLAMOR_VERTEX_POS, "v_position");
glBindAttribLocation(glamor_priv->finish_access_prog[1],
GLAMOR_VERTEX_SOURCE, "v_texcoord0");
glamor_link_glsl_prog(screen, glamor_priv->finish_access_prog[1],
"finish access 1");
glamor_priv->finish_access_revert[0] =
glGetUniformLocation(glamor_priv->finish_access_prog[0], "revert");
glamor_priv->finish_access_swap_rb[0] =
glGetUniformLocation(glamor_priv->finish_access_prog[0], "swap_rb");
sampler_uniform_location =
glGetUniformLocation(glamor_priv->finish_access_prog[0], "sampler");
glUseProgram(glamor_priv->finish_access_prog[0]);
glUniform1i(sampler_uniform_location, 0);
glUniform1i(glamor_priv->finish_access_revert[0], 0);
glUniform1i(glamor_priv->finish_access_swap_rb[0], 0);
glamor_priv->finish_access_revert[1] =
glGetUniformLocation(glamor_priv->finish_access_prog[1], "revert");
glamor_priv->finish_access_swap_rb[1] =
glGetUniformLocation(glamor_priv->finish_access_prog[1], "swap_rb");
sampler_uniform_location =
glGetUniformLocation(glamor_priv->finish_access_prog[1], "sampler");
glUseProgram(glamor_priv->finish_access_prog[1]);
glUniform1i(glamor_priv->finish_access_revert[1], 0);
glUniform1i(sampler_uniform_location, 0);
glUniform1i(glamor_priv->finish_access_swap_rb[1], 0);
}
static GCOps glamor_gc_ops = {
.FillSpans = glamor_fill_spans,

View File

@ -170,6 +170,17 @@ glamor_pixmap_fbo_cache_put(glamor_screen_private *glamor_priv,
("Put cache entry %p to cache %p w %d h %d format %x fbo %d tex %d \n",
fbo, cache, fbo->width, fbo->height, fbo->format, fbo->fb, fbo->tex);
/* Reset the texture swizzle that may have been set by
* glamor_picture.c. Don't reset GL_RED -> GL_ALPHA swizzle, though
*/
if (glamor_priv->has_texture_swizzle && n_format != 2) {
glBindTexture(GL_TEXTURE_2D, fbo->tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
}
glamor_priv->fbo_cache_watermark += fbo->width * fbo->height;
xorg_list_add(&fbo->list, cache);
fbo->expire = glamor_priv->tick + GLAMOR_CACHE_EXPIRE_MAX;

View File

@ -1,4 +1,5 @@
/*
* Copyright © 2016 Broadcom
* Copyright © 2009 Intel Corporation
* Copyright © 1998 Keith Packard
*
@ -20,10 +21,19 @@
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
/**
* @file glamor_picture.c
*
* Authors:
* Zhigang Gong <zhigang.gong@gmail.com>
* Implements temporary uploads of GL_MEMORY Pixmaps to a texture that
* is swizzled appropriately for a given Render picture format.
* laid *
*
* This is important because GTK likes to use SHM Pixmaps for Render
* blending operations, and we don't want a blend operation to fall
* back to software (readback is more expensive than the upload we do
* here, and you'd have to re-upload the fallback output anyway).
*/
#include <stdlib.h>
@ -31,40 +41,54 @@
#include "glamor_priv.h"
#include "mipict.h"
/*
* Map picture's format to the correct gl texture format and type.
* no_alpha is used to indicate whehter we need to wire alpha to 1.
static void byte_swap_swizzle(GLenum *swizzle)
{
GLenum temp;
temp = swizzle[0];
swizzle[0] = swizzle[3];
swizzle[3] = temp;
temp = swizzle[1];
swizzle[1] = swizzle[2];
swizzle[2] = temp;
}
/**
* Returns the GL format and type for uploading our bits to a given PictFormat.
*
* Although opengl support A1/GL_BITMAP, we still don't use it
* here, it seems that mesa has bugs when uploading a A1 bitmap.
*
* Return 0 if find a matched texture type. Otherwise return -1.
**/
* We may need to tell the caller to translate the bits to another
* format, as in PICT_a1 (which GL doesn't support). We may also need
* to tell the GL to swizzle the texture on sampling, because GLES3
* doesn't support the GL_UNSIGNED_INT_8_8_8_8{,_REV} types, so we
* don't have enough channel reordering options at upload time without
* it.
*/
static Bool
glamor_get_tex_format_type_from_pictformat(ScreenPtr pScreen,
PictFormatShort format,
PictFormatShort *temp_format,
GLenum *tex_format,
GLenum *tex_type,
int *no_alpha,
int *revert,
int *swap_rb)
GLenum *swizzle)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(pScreen);
Bool is_little_endian = IMAGE_BYTE_ORDER == LSBFirst;
*no_alpha = 0;
*revert = REVERT_NONE;
*swap_rb = SWAP_NONE_UPLOADING;
*temp_format = format;
swizzle[0] = GL_RED;
swizzle[1] = GL_GREEN;
swizzle[2] = GL_BLUE;
swizzle[3] = GL_ALPHA;
switch (format) {
case PICT_a1:
*tex_format = glamor_priv->one_channel_format;
*tex_type = GL_UNSIGNED_BYTE;
*revert = REVERT_UPLOADING_A1;
*temp_format = PICT_a8;
break;
case PICT_b8g8r8x8:
*no_alpha = 1;
case PICT_b8g8r8a8:
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
*tex_format = GL_BGRA;
@ -72,13 +96,18 @@ glamor_get_tex_format_type_from_pictformat(ScreenPtr pScreen,
} else {
*tex_format = GL_RGBA;
*tex_type = GL_UNSIGNED_BYTE;
*swap_rb = SWAP_UPLOADING;
*revert = is_little_endian ? REVERT_NORMAL : REVERT_NONE;
swizzle[0] = GL_GREEN;
swizzle[1] = GL_BLUE;
swizzle[2] = GL_ALPHA;
swizzle[3] = GL_RED;
if (!is_little_endian)
byte_swap_swizzle(swizzle);
}
break;
case PICT_x8r8g8b8:
*no_alpha = 1;
case PICT_a8r8g8b8:
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
*tex_format = GL_BGRA;
@ -86,26 +115,31 @@ glamor_get_tex_format_type_from_pictformat(ScreenPtr pScreen,
} else {
*tex_format = GL_RGBA;
*tex_type = GL_UNSIGNED_BYTE;
*swap_rb = SWAP_UPLOADING;
*revert = is_little_endian ? REVERT_NONE : REVERT_NORMAL;
swizzle[0] = GL_BLUE;
swizzle[2] = GL_RED;
if (!is_little_endian)
byte_swap_swizzle(swizzle);
break;
}
break;
case PICT_x8b8g8r8:
*no_alpha = 1;
case PICT_a8b8g8r8:
*tex_format = GL_RGBA;
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
*tex_type = GL_UNSIGNED_INT_8_8_8_8_REV;
} else {
*tex_format = GL_RGBA;
*tex_type = GL_UNSIGNED_BYTE;
*revert = is_little_endian ? REVERT_NONE : REVERT_NORMAL;
if (!is_little_endian)
byte_swap_swizzle(swizzle);
}
break;
case PICT_x2r10g10b10:
*no_alpha = 1;
case PICT_a2r10g10b10:
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
*tex_format = GL_BGRA;
@ -116,7 +150,6 @@ glamor_get_tex_format_type_from_pictformat(ScreenPtr pScreen,
break;
case PICT_x2b10g10r10:
*no_alpha = 1;
case PICT_a2b10g10r10:
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
*tex_format = GL_RGBA;
@ -129,8 +162,6 @@ glamor_get_tex_format_type_from_pictformat(ScreenPtr pScreen,
case PICT_r5g6b5:
*tex_format = GL_RGB;
*tex_type = GL_UNSIGNED_SHORT_5_6_5;
if (glamor_priv->gl_flavor != GLAMOR_GL_DESKTOP)
*revert = is_little_endian ? REVERT_NONE : REVERT_NORMAL;
break;
case PICT_b5g6r5:
*tex_format = GL_RGB;
@ -138,14 +169,12 @@ glamor_get_tex_format_type_from_pictformat(ScreenPtr pScreen,
*tex_type = GL_UNSIGNED_SHORT_5_6_5_REV;
} else {
*tex_type = GL_UNSIGNED_SHORT_5_6_5;
if (is_little_endian)
*swap_rb = SWAP_UPLOADING;
*revert = is_little_endian ? REVERT_NONE : REVERT_NORMAL;
swizzle[0] = GL_BLUE;
swizzle[2] = GL_RED;
}
break;
case PICT_x1b5g5r5:
*no_alpha = 1;
case PICT_a1b5g5r5:
*tex_format = GL_RGBA;
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
@ -156,7 +185,6 @@ glamor_get_tex_format_type_from_pictformat(ScreenPtr pScreen,
break;
case PICT_x1r5g5b5:
*no_alpha = 1;
case PICT_a1r5g5b5:
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
*tex_format = GL_BGRA;
@ -172,35 +200,36 @@ glamor_get_tex_format_type_from_pictformat(ScreenPtr pScreen,
break;
case PICT_x4r4g4b4:
*no_alpha = 1;
case PICT_a4r4g4b4:
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
*tex_format = GL_BGRA;
*tex_type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
} else {
/* XXX */
*tex_format = GL_RGBA;
*tex_type = GL_UNSIGNED_SHORT_4_4_4_4;
*revert = is_little_endian ? REVERT_NORMAL : REVERT_NONE;
*swap_rb = SWAP_UPLOADING;
}
break;
case PICT_x4b4g4r4:
*no_alpha = 1;
case PICT_a4b4g4r4:
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
*tex_format = GL_RGBA;
*tex_type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
} else {
/* XXX */
*tex_format = GL_RGBA;
*tex_type = GL_UNSIGNED_SHORT_4_4_4_4;
*revert = is_little_endian ? REVERT_NORMAL : REVERT_NONE;
}
break;
default:
return FALSE;
}
if (!PICT_FORMAT_A(format))
swizzle[3] = GL_ONE;
return TRUE;
}
@ -237,194 +266,6 @@ glamor_get_converted_image(PictFormatShort dst_format,
return dst_image;
}
/**
* Upload pixmap to a specified texture.
* This texture may not be the one attached to it.
**/
static Bool
__glamor_upload_pixmap_to_texture(PixmapPtr pixmap, unsigned int *tex,
GLenum format,
GLenum type,
int x, int y, int w, int h,
void *bits)
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(pixmap->drawable.pScreen);
int non_sub = 0;
unsigned int iformat = 0;
glamor_make_current(glamor_priv);
if (*tex == 0) {
glGenTextures(1, tex);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
iformat = gl_iformat_for_pixmap(pixmap);
else
iformat = format;
non_sub = 1;
assert(x == 0 && y == 0);
}
glBindTexture(GL_TEXTURE_2D, *tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glamor_priv->suppress_gl_out_of_memory_logging = true;
if (non_sub)
glTexImage2D(GL_TEXTURE_2D, 0, iformat, w, h, 0, format, type, bits);
else
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, format, type, bits);
glamor_priv->suppress_gl_out_of_memory_logging = false;
if (glGetError() == GL_OUT_OF_MEMORY) {
if (non_sub) {
glDeleteTextures(1, tex);
*tex = 0;
}
return FALSE;
}
return TRUE;
}
static Bool
_glamor_upload_bits_to_pixmap_texture(PixmapPtr pixmap, GLenum format,
GLenum type, int no_alpha, int revert,
int swap_rb, int x, int y, int w, int h,
int stride, void *bits)
{
ScreenPtr screen = pixmap->drawable.pScreen;
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
glamor_screen_private *glamor_priv =
glamor_get_screen_private(pixmap->drawable.pScreen);
float dst_xscale, dst_yscale;
GLuint tex = 0;
pixman_image_t *converted_image = NULL;
if (revert == REVERT_UPLOADING_A1) {
converted_image = glamor_get_converted_image(PICT_a8,
PICT_a1,
bits,
PixmapBytePad(w, 1),
w, h);
if (!converted_image)
return FALSE;
bits = pixman_image_get_data(converted_image);
}
/* Try fast path firstly, upload the pixmap to the texture attached
* to the fbo directly. */
if (no_alpha == 0
&& revert == REVERT_NONE && swap_rb == SWAP_NONE_UPLOADING) {
int fbo_x_off, fbo_y_off;
assert(pixmap_priv->fbo->tex);
pixmap_priv_get_fbo_off(pixmap_priv, &fbo_x_off, &fbo_y_off);
assert(x + fbo_x_off >= 0 && y + fbo_y_off >= 0);
assert(x + fbo_x_off + w <= pixmap_priv->fbo->width);
assert(y + fbo_y_off + h <= pixmap_priv->fbo->height);
if (!__glamor_upload_pixmap_to_texture(pixmap, &pixmap_priv->fbo->tex,
format, type,
x + fbo_x_off, y + fbo_y_off,
w, h,
bits)) {
if (converted_image)
pixman_image_unref(bits);
return FALSE;
}
} else {
static const float texcoords_inv[8] = { 0, 0,
1, 0,
1, 1,
0, 1
};
GLfloat *v;
char *vbo_offset;
v = glamor_get_vbo_space(screen, 16 * sizeof(GLfloat), &vbo_offset);
pixmap_priv_get_dest_scale(pixmap, pixmap_priv, &dst_xscale, &dst_yscale);
glamor_set_normalize_vcoords(pixmap_priv, dst_xscale,
dst_yscale,
x, y,
x + w, y + h,
v);
/* Slow path, we need to flip y or wire alpha to 1. */
glamor_make_current(glamor_priv);
if (!__glamor_upload_pixmap_to_texture(pixmap, &tex,
format, type, 0, 0, w, h, bits)) {
if (converted_image)
pixman_image_unref(bits);
return FALSE;
}
memcpy(&v[8], texcoords_inv, 8 * sizeof(GLfloat));
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), vbo_offset);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), vbo_offset + 8 * sizeof(GLfloat));
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glamor_put_vbo_space(screen);
glamor_set_destination_pixmap_priv_nc(glamor_priv, pixmap, pixmap_priv);
glamor_set_alu(screen, GXcopy);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glUseProgram(glamor_priv->finish_access_prog[no_alpha]);
glUniform1i(glamor_priv->finish_access_revert[no_alpha], revert);
glUniform1i(glamor_priv->finish_access_swap_rb[no_alpha], swap_rb);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDeleteTextures(1, &tex);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
if (converted_image)
pixman_image_unref(bits);
return TRUE;
}
/*
* Prepare to upload a pixmap to texture memory.
* no_alpha equals 1 means the format needs to wire alpha to 1.
*/
static int
glamor_pixmap_upload_prepare(PixmapPtr pixmap, GLenum format, int no_alpha,
int revert, int swap_rb)
{
int flag = 0;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(pixmap->drawable.pScreen);
GLenum iformat;
if (!(no_alpha || (revert == REVERT_NORMAL)
|| (swap_rb != SWAP_NONE_UPLOADING))) {
/* We don't need a fbo, a simple texture uploading should work. */
flag = GLAMOR_CREATE_FBO_NO_FBO;
}
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
iformat = gl_iformat_for_pixmap(pixmap);
else
iformat = format;
if (!glamor_pixmap_ensure_fbo(pixmap, iformat, flag))
return -1;
return 0;
}
/**
* Uploads a picture based on a GLAMOR_MEMORY pixmap to a texture in a
* temporary FBO.
@ -433,17 +274,24 @@ Bool
glamor_upload_picture_to_texture(PicturePtr picture)
{
PixmapPtr pixmap = glamor_get_drawable_pixmap(picture->pDrawable);
void *bits = pixmap->devPrivate.ptr;
int stride = pixmap->devKind;
ScreenPtr screen = pixmap->drawable.pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
GLenum format, type;
int no_alpha, revert, swap_rb;
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
PictFormatShort converted_format;
void *bits = pixmap->devPrivate.ptr;
int stride = pixmap->devKind;
GLenum format, type;
GLenum swizzle[4];
GLenum iformat;
Bool ret = TRUE;
Bool needs_swizzle;
pixman_image_t *converted_image = NULL;
assert(glamor_pixmap_is_memory(pixmap));
assert(!pixmap_priv->fbo);
glamor_make_current(glamor_priv);
/* No handling of large pixmap pictures here (would need to make
* an FBO array and split the uploads across it).
*/
@ -455,20 +303,73 @@ glamor_upload_picture_to_texture(PicturePtr picture)
if (!glamor_get_tex_format_type_from_pictformat(screen,
picture->format,
&converted_format,
&format,
&type,
&no_alpha,
&revert, &swap_rb)) {
swizzle)) {
glamor_fallback("Unknown pixmap depth %d.\n", pixmap->drawable.depth);
return FALSE;
}
if (glamor_pixmap_upload_prepare(pixmap, format, no_alpha, revert, swap_rb))
return FALSE;
return _glamor_upload_bits_to_pixmap_texture(pixmap, format, type,
no_alpha, revert, swap_rb,
0, 0,
pixmap->drawable.width,
pixmap->drawable.height,
stride, bits);
needs_swizzle = (swizzle[0] != GL_RED ||
swizzle[1] != GL_GREEN ||
swizzle[2] != GL_BLUE ||
swizzle[3] != GL_ALPHA);
if (!glamor_priv->has_texture_swizzle && needs_swizzle) {
glamor_fallback("Couldn't upload temporary picture due to missing "
"GL_ARB_texture_swizzle.\n");
return FALSE;
}
if (converted_format != picture->format) {
converted_image = glamor_get_converted_image(converted_format,
picture->format,
bits, stride,
pixmap->drawable.width,
pixmap->drawable.height);
if (!converted_image)
return FALSE;
bits = pixman_image_get_data(converted_image);
stride = pixman_image_get_stride(converted_image);
}
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
iformat = gl_iformat_for_pixmap(pixmap);
else
iformat = format;
if (!glamor_pixmap_ensure_fbo(pixmap, iformat, GLAMOR_CREATE_FBO_NO_FBO))
goto fail;
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glamor_priv->suppress_gl_out_of_memory_logging = true;
/* We can't use glamor_pixmap_loop() because GLAMOR_MEMORY pixmaps
* don't have initialized boxes.
*/
glBindTexture(GL_TEXTURE_2D, pixmap_priv->fbo->tex);
glTexImage2D(GL_TEXTURE_2D, 0, iformat,
pixmap->drawable.width, pixmap->drawable.height, 0,
format, type, bits);
if (needs_swizzle) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, swizzle[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, swizzle[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, swizzle[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, swizzle[3]);
}
glamor_priv->suppress_gl_out_of_memory_logging = false;
if (glGetError() == GL_OUT_OF_MEMORY) {
ret = FALSE;
}
fail:
if (converted_image)
pixman_image_unref(converted_image);
return ret;
}

View File

@ -208,6 +208,7 @@ typedef struct glamor_screen_private {
Bool use_quads;
Bool has_vertex_array_object;
Bool has_dual_blend;
Bool has_texture_swizzle;
Bool is_core_profile;
int max_fbo_size;
@ -286,11 +287,6 @@ typedef struct glamor_screen_private {
[glamor_program_alpha_count]
[SHADER_DEST_SWIZZLE_COUNT];
/* shaders to restore a texture to another texture. */
GLint finish_access_prog[2];
GLint finish_access_revert[2];
GLint finish_access_swap_rb[2];
/* glamor gradient, 0 for small nstops, 1 for
large nstops and 2 for dynamic generate. */
GLint gradient_prog[SHADER_GRADIENT_COUNT][3];
@ -586,8 +582,6 @@ void glamor_gldrawarrays_quads_using_indices(glamor_screen_private *glamor_priv,
unsigned count);
/* glamor_core.c */
void glamor_init_finish_access_shaders(ScreenPtr screen);
Bool glamor_get_drawable_location(const DrawablePtr drawable);
void glamor_get_drawable_deltas(DrawablePtr drawable, PixmapPtr pixmap,
int *x, int *y);