glamor: Replace the glDrawPixels in glamor_finish_access with GLSL.
Root weave displays. \o/
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@ -224,6 +224,7 @@ glamor_init(ScreenPtr screen)
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glamor_init_tile_shader(screen);
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glamor_init_putimage_shaders(screen);
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glamor_init_composite_shaders(screen);
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glamor_init_finish_access_shaders(screen);
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return TRUE;
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@ -378,13 +378,67 @@ glamor_prepare_access(DrawablePtr drawable, glamor_access_t access)
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return TRUE;
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}
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void
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glamor_init_finish_access_shaders(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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const char *vs_source =
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"void main()\n"
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"{\n"
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" gl_Position = gl_Vertex;\n"
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" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
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"}\n";
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const char *fs_source =
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"varying vec2 texcoords;\n"
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"uniform sampler2D sampler;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = texture2D(sampler, gl_TexCoord[0].xy);\n"
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"}\n";
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GLint fs_prog, vs_prog;
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glamor_priv->finish_access_prog = glCreateProgramObjectARB();
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if (GLEW_ARB_fragment_shader) {
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vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER_ARB, vs_source);
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fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER_ARB, fs_source);
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glAttachObjectARB(glamor_priv->finish_access_prog, vs_prog);
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glAttachObjectARB(glamor_priv->finish_access_prog, fs_prog);
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} else {
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vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER_ARB, vs_source);
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glAttachObjectARB(glamor_priv->finish_access_prog, vs_prog);
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}
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glamor_link_glsl_prog(glamor_priv->finish_access_prog);
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if (GLEW_ARB_fragment_shader) {
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GLint sampler_uniform_location;
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sampler_uniform_location =
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glGetUniformLocationARB(glamor_priv->finish_access_prog, "sampler");
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glUseProgramObjectARB(glamor_priv->finish_access_prog);
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glUniform1iARB(sampler_uniform_location, 0);
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glUseProgramObjectARB(0);
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}
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}
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void
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glamor_finish_access(DrawablePtr drawable)
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{
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glamor_screen_private *glamor_priv =
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glamor_get_screen_private(drawable->pScreen);
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PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
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glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
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unsigned int stride;
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GLenum format, type;
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static float vertices[4][2] = {{-1, -1},
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{ 1, -1},
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{ 1, 1},
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{-1, 1}};
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static float texcoords[4][2] = {{0, 1},
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{1, 1},
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{1, 0},
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{0, 0}};
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GLuint tex;
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if (pixmap_priv == NULL)
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return;
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@ -397,6 +451,10 @@ glamor_finish_access(DrawablePtr drawable)
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return;
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}
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/* Check if finish_access was already called once on this */
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if (pixmap->devPrivate.ptr == NULL)
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return;
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switch (drawable->depth) {
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case 1:
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format = GL_COLOR_INDEX;
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@ -420,18 +478,44 @@ glamor_finish_access(DrawablePtr drawable)
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stride = PixmapBytePad(pixmap->drawable.width, drawable->depth);
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glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, vertices);
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glEnableClientState(GL_VERTEX_ARRAY);
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glClientActiveTexture(GL_TEXTURE0);
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glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, texcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, pixmap_priv->fb);
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glViewport(0, 0, pixmap->drawable.width, pixmap->drawable.height);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, stride * 8 /
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pixmap->drawable.bitsPerPixel);
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glRasterPos2i(0, 0);
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glDrawPixels(pixmap->drawable.width, pixmap->drawable.height,
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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pixmap->drawable.width, pixmap->drawable.height, 0,
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format, type, pixmap->devPrivate.ptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glEnable(GL_TEXTURE_2D);
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assert(GLEW_ARB_fragment_shader);
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glUseProgramObjectARB(glamor_priv->finish_access_prog);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisable(GL_TEXTURE_2D);
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glUseProgramObjectARB(0);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDeleteTextures(1, &tex);
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xfree(pixmap->devPrivate.ptr);
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pixmap->devPrivate.ptr = NULL;
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}
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/**
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* Calls uxa_prepare_access with UXA_PREPARE_SRC for the tile, if that is the
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* current fill style.
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@ -63,6 +63,9 @@ typedef struct glamor_screen_private {
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ChangeWindowAttributesProcPtr saved_change_window_attributes;
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BitmapToRegionProcPtr saved_bitmap_to_region;
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/* glamor_finishaccess */
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GLint finish_access_prog;
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/* glamor_solid */
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GLint solid_prog;
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GLint solid_color_uniform_location;
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@ -142,6 +145,7 @@ Bool glamor_prepare_access_window(WindowPtr window);
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void glamor_finish_access_window(WindowPtr window);
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Bool glamor_prepare_access_gc(GCPtr gc);
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void glamor_finish_access_gc(GCPtr gc);
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void glamor_init_finish_access_shaders(ScreenPtr screen);
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const Bool glamor_get_drawable_location(const DrawablePtr drawable);
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Bool glamor_create_gc(GCPtr gc);
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void glamor_stipple(PixmapPtr pixmap, PixmapPtr stipple,
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