glamor: Replace the glDrawPixels in glamor_finish_access with GLSL.

Root weave displays. \o/
This commit is contained in:
Eric Anholt 2010-02-08 14:40:06 +01:00 committed by Zhigang Gong
parent d8d3fa1034
commit 45de3d24b4
3 changed files with 91 additions and 2 deletions

View File

@ -224,6 +224,7 @@ glamor_init(ScreenPtr screen)
glamor_init_tile_shader(screen);
glamor_init_putimage_shaders(screen);
glamor_init_composite_shaders(screen);
glamor_init_finish_access_shaders(screen);
return TRUE;

View File

@ -378,13 +378,67 @@ glamor_prepare_access(DrawablePtr drawable, glamor_access_t access)
return TRUE;
}
void
glamor_init_finish_access_shaders(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
const char *vs_source =
"void main()\n"
"{\n"
" gl_Position = gl_Vertex;\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"}\n";
const char *fs_source =
"varying vec2 texcoords;\n"
"uniform sampler2D sampler;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(sampler, gl_TexCoord[0].xy);\n"
"}\n";
GLint fs_prog, vs_prog;
glamor_priv->finish_access_prog = glCreateProgramObjectARB();
if (GLEW_ARB_fragment_shader) {
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER_ARB, vs_source);
fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER_ARB, fs_source);
glAttachObjectARB(glamor_priv->finish_access_prog, vs_prog);
glAttachObjectARB(glamor_priv->finish_access_prog, fs_prog);
} else {
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER_ARB, vs_source);
glAttachObjectARB(glamor_priv->finish_access_prog, vs_prog);
}
glamor_link_glsl_prog(glamor_priv->finish_access_prog);
if (GLEW_ARB_fragment_shader) {
GLint sampler_uniform_location;
sampler_uniform_location =
glGetUniformLocationARB(glamor_priv->finish_access_prog, "sampler");
glUseProgramObjectARB(glamor_priv->finish_access_prog);
glUniform1iARB(sampler_uniform_location, 0);
glUseProgramObjectARB(0);
}
}
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;
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;
if (pixmap_priv == NULL)
return;
@ -397,6 +451,10 @@ glamor_finish_access(DrawablePtr drawable)
return;
}
/* Check if finish_access was already called once on this */
if (pixmap->devPrivate.ptr == NULL)
return;
switch (drawable->depth) {
case 1:
format = GL_COLOR_INDEX;
@ -420,18 +478,44 @@ glamor_finish_access(DrawablePtr drawable)
stride = PixmapBytePad(pixmap->drawable.width, drawable->depth);
glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, vertices);
glEnableClientState(GL_VERTEX_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, pixmap_priv->fb);
glViewport(0, 0, pixmap->drawable.width, pixmap->drawable.height);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride * 8 /
pixmap->drawable.bitsPerPixel);
glRasterPos2i(0, 0);
glDrawPixels(pixmap->drawable.width, pixmap->drawable.height,
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
pixmap->drawable.width, pixmap->drawable.height, 0,
format, type, pixmap->devPrivate.ptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glEnable(GL_TEXTURE_2D);
assert(GLEW_ARB_fragment_shader);
glUseProgramObjectARB(glamor_priv->finish_access_prog);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisable(GL_TEXTURE_2D);
glUseProgramObjectARB(0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDeleteTextures(1, &tex);
xfree(pixmap->devPrivate.ptr);
pixmap->devPrivate.ptr = NULL;
}
/**
* Calls uxa_prepare_access with UXA_PREPARE_SRC for the tile, if that is the
* current fill style.

View File

@ -63,6 +63,9 @@ typedef struct glamor_screen_private {
ChangeWindowAttributesProcPtr saved_change_window_attributes;
BitmapToRegionProcPtr saved_bitmap_to_region;
/* glamor_finishaccess */
GLint finish_access_prog;
/* glamor_solid */
GLint solid_prog;
GLint solid_color_uniform_location;
@ -142,6 +145,7 @@ Bool glamor_prepare_access_window(WindowPtr window);
void glamor_finish_access_window(WindowPtr window);
Bool glamor_prepare_access_gc(GCPtr gc);
void glamor_finish_access_gc(GCPtr gc);
void glamor_init_finish_access_shaders(ScreenPtr screen);
const Bool glamor_get_drawable_location(const DrawablePtr drawable);
Bool glamor_create_gc(GCPtr gc);
void glamor_stipple(PixmapPtr pixmap, PixmapPtr stipple,