glamor: improve glamor_finish_access.

When the platform's coordinate system is the same as X11's . We
can load the texture to the fbo directly without one extra texture
transformation.
This commit is contained in:
Zhigang Gong 2011-05-24 22:01:49 +08:00 committed by Zhigang Gong
parent 1edf0cc6ab
commit 28835be1b8

View File

@ -425,56 +425,21 @@ glamor_init_finish_access_shaders(ScreenPtr screen)
}
}
void
glamor_finish_access(DrawablePtr drawable)
/* Load the pixmap's data to the fbo's texutre directly.
* Only useful when the platform enable yInverted, for
* example MESA/EGL.
* */
void glamor_load_texture_pixmap_direct(PixmapPtr pixmap)
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(drawable->pScreen);
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
glamor_screen_private *glamor_priv =
glamor_get_screen_private(pixmap->drawable.pScreen);
unsigned int stride, row_length;
GLenum format, type;
static float vertices[4][2] = {{-1, -1},
{ 1, -1},
{ 1, 1},
{-1, 1}};
static float texcoords[4][2] = {{0, 1},
{1, 1},
{1, 0},
{0, 0}};
GLuint tex;
static float texcoords_inverted[4][2] = {{0, 0},
{1, 0},
{1, 1},
{0, 1}};
static float *ptexcoords;
if (pixmap_priv == NULL)
return;
if (glamor_priv->yInverted)
ptexcoords = &texcoords_inverted[0][0];
else
ptexcoords = &texcoords[0][0];
if (pixmap_priv->fb == 0) {
ScreenPtr screen = pixmap->drawable.pScreen;
PixmapPtr screen_pixmap = screen->GetScreenPixmap(screen);
if (pixmap != screen_pixmap)
return;
}
/* Check if finish_access was already called once on this */
if (pixmap->devPrivate.ptr == NULL)
return;
if (pixmap_priv->access_mode == GLAMOR_ACCESS_RO)
goto read_only;
stride = pixmap->devKind;
row_length = (stride * 8) / pixmap->drawable.bitsPerPixel;
switch (drawable->depth) {
switch (pixmap->drawable.depth) {
case 1:
format = GL_COLOR_INDEX;
type = GL_BITMAP;
@ -485,23 +450,80 @@ glamor_finish_access(DrawablePtr drawable)
type = GL_UNSIGNED_BYTE;
break;
case 24:
assert(drawable->bitsPerPixel == 32);
assert(pixmap->drawable.bitsPerPixel == 32);
/* FALLTHROUGH */
case 32:
format = GL_BGRA;
type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
default:
ErrorF("Unknown finishaccess depth %d\n", drawable->depth);
ErrorF("Unknown finishaccess depth %d\n", pixmap->drawable.depth);
return;
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, pixmap_priv->fb);
glBindTexture(GL_TEXTURE_2D, pixmap_priv->tex);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
pixmap->drawable.width, pixmap->drawable.height, 0,
format, type, pixmap->devPrivate.ptr);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
/*
* Load texture from the pixmap's data pointer and then
* draw the texture to the fbo, and flip the y axis.
* */
void
glamor_load_texture_pixmap(PixmapPtr pixmap)
{
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
glamor_screen_private *glamor_priv =
glamor_get_screen_private(pixmap->drawable.pScreen);
unsigned int stride, row_length;
GLenum format, type;
static float vertices[8] = {-1, -1,
1, -1,
1, 1,
-1, 1};
static float texcoords[8] = {0, 1,
1, 1,
1, 0,
0, 0};
GLuint tex;
stride = pixmap->devKind;
row_length = (stride * 8) / pixmap->drawable.bitsPerPixel;
switch (pixmap->drawable.depth) {
case 1:
format = GL_COLOR_INDEX;
type = GL_BITMAP;
row_length = stride;
break;
case 8:
format = GL_ALPHA;
type = GL_UNSIGNED_BYTE;
break;
case 24:
assert(pixmap->drawable.bitsPerPixel == 32);
/* FALLTHROUGH */
case 32:
format = GL_BGRA;
type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
default:
ErrorF("Unknown finishaccess depth %d\n", pixmap->drawable.depth);
return;
}
glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, vertices);
glEnableClientState(GL_VERTEX_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, ptexcoords);
glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, pixmap_priv->fb);
@ -529,8 +551,39 @@ glamor_finish_access(DrawablePtr drawable)
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDeleteTextures(1, &tex);
}
void
glamor_finish_access(DrawablePtr drawable)
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(drawable->pScreen);
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
unsigned int stride, row_length;
GLenum format, type;
/* Check if finish_access was already called once on this */
if (pixmap->devPrivate.ptr == NULL)
return;
if (pixmap_priv == NULL)
return;
if (pixmap_priv->fb == 0) {
ScreenPtr screen = pixmap->drawable.pScreen;
PixmapPtr screen_pixmap = screen->GetScreenPixmap(screen);
if (pixmap != screen_pixmap)
return;
}
if (pixmap_priv->access_mode != GLAMOR_ACCESS_RO) {
if (glamor_priv->yInverted)
glamor_load_texture_pixmap_direct(pixmap);
else
glamor_load_texture_pixmap(pixmap);
}
read_only:
if (GLEW_MESA_pack_invert || glamor_priv->yInverted) {
glBindBufferARB (GL_PIXEL_PACK_BUFFER_EXT, pixmap_priv->pbo);
glUnmapBufferARB (GL_PIXEL_PACK_BUFFER_EXT);
@ -542,7 +595,6 @@ read_only:
pixmap->devPrivate.ptr = NULL;
}
/**
* Calls uxa_prepare_access with UXA_PREPARE_SRC for the tile, if that is the
* current fill style.