glamor: Add untested PutImage XYBitmap support.

This commit is contained in:
Eric Anholt 2009-08-25 16:56:50 -07:00 committed by Zhigang Gong
parent 8a53566acb
commit 854e9bd20a
3 changed files with 210 additions and 0 deletions

View File

@ -208,6 +208,7 @@ glamor_init(ScreenPtr screen)
glamor_init_solid_shader(screen);
glamor_init_tile_shader(screen);
glamor_init_putimage_shaders(screen);
glamor_init_composite_shaders(screen);
return TRUE;

View File

@ -63,6 +63,12 @@ typedef struct glamor_screen_private {
GLint tile_prog;
glamor_transform_uniforms tile_transform;
/* glamor_putimage */
GLint put_image_xybitmap_prog;
glamor_transform_uniforms put_image_xybitmap_transform;
GLint put_image_xybitmap_fg_uniform_location;
GLint put_image_xybitmap_bg_uniform_location;
/* glamor_composite */
glamor_composite_shader composite_shader[2];
} glamor_screen_private;
@ -163,6 +169,7 @@ void glamor_set_spans(DrawablePtr drawable, GCPtr gc, char *src,
void
glamor_put_image(DrawablePtr drawable, GCPtr gc, int depth, int x, int y,
int w, int h, int leftPad, int format, char *bits);
void glamor_init_putimage_shaders(ScreenPtr screen);
/* glamor_render.c */
void glamor_composite(CARD8 op,

View File

@ -32,6 +32,201 @@
*/
#include "glamor_priv.h"
void
glamor_init_putimage_shaders(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
const char *xybitmap_vs =
"uniform float x_bias;\n"
"uniform float x_scale;\n"
"uniform float y_bias;\n"
"uniform float y_scale;\n"
"varying vec2 bitmap_coords;\n"
"void main()\n"
"{\n"
" gl_Position = vec4((gl_Vertex.x + x_bias) * x_scale,\n"
" (gl_Vertex.y + y_bias) * y_scale,\n"
" 0,\n"
" 1);\n"
" bitmap_coords = gl_MultiTexCoord0.xy;\n"
"}\n";
const char *xybitmap_fs =
"uniform vec4 fg, bg;\n"
"varying vec2 bitmap_coords;\n"
"uniform sampler2D bitmap_sampler;\n"
"void main()\n"
"{\n"
" float bitmap_value = texture2D(bitmap_sampler,\n"
" bitmap_coords).x;\n"
" gl_FragColor = mix(bg, fg, bitmap_value);\n"
"}\n";
GLint fs_prog, vs_prog, prog;
GLint sampler_uniform_location;
if (!GLEW_ARB_fragment_shader)
return;
prog = glCreateProgramObjectARB();
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER_ARB, xybitmap_vs);
fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER_ARB, xybitmap_fs);
glAttachObjectARB(prog, vs_prog);
glAttachObjectARB(prog, fs_prog);
glamor_link_glsl_prog(prog);
glUseProgramObjectARB(prog);
sampler_uniform_location = glGetUniformLocationARB(prog, "bitmap_sampler");
glUniform1iARB(sampler_uniform_location, 0);
glamor_priv->put_image_xybitmap_fg_uniform_location =
glGetUniformLocationARB(prog, "fg");
glamor_priv->put_image_xybitmap_bg_uniform_location =
glGetUniformLocationARB(prog, "bg");
glamor_get_transform_uniform_locations(prog,
&glamor_priv->put_image_xybitmap_transform);
glamor_priv->put_image_xybitmap_prog = prog;
glUseProgramObjectARB(0);
}
static int
y_flip(PixmapPtr pixmap, int y)
{
ScreenPtr screen = pixmap->drawable.pScreen;
PixmapPtr screen_pixmap = screen->GetScreenPixmap(screen);
if (pixmap == screen_pixmap)
return (pixmap->drawable.height - 1) - y;
else
return y;
}
/* Do an XYBitmap putimage. The bits are byte-aligned rows of bitmap
* data (where each row starts at a bit index of left_pad), and the
* destination gets filled with the gc's fg color where the bitmap is set
* and the bg color where the bitmap is unset.
*
* Implement this by passing the bitmap right through to GL, and sampling
* it to choose between fg and bg in the fragment shader. The driver may
* be exploding the bitmap up to be an 8-bit alpha texture, in which
* case we might be better off just doing the fg/bg choosing in the CPU
* and just draw the resulting texture to the destination.
*/
static void
glamor_put_image_xybitmap(DrawablePtr drawable, GCPtr gc,
int x, int y, int w, int h, int left_pad,
int image_format, char *bits)
{
ScreenPtr screen = drawable->pScreen;
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
float fg[4], bg[4];
GLuint tex;
unsigned int stride = PixmapBytePad(1, w + left_pad);
RegionPtr clip;
BoxPtr box;
int nbox;
float dest_coords[8] = {
x, y,
x + w, y,
x + w, y + h,
x, y + h,
};
const float bitmap_coords[8] = {
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
};
if (glamor_priv->put_image_xybitmap_prog == 0) {
ErrorF("no program for xybitmap putimage\n");
goto fail;
}
glamor_set_alu(gc->alu);
if (!glamor_set_planemask(pixmap, gc->planemask))
goto fail;
glUseProgramObjectARB(glamor_priv->put_image_xybitmap_prog);
glamor_get_color_4f_from_pixel(pixmap, gc->fgPixel, fg);
glUniform4fvARB(glamor_priv->put_image_xybitmap_fg_uniform_location,
1, fg);
glamor_get_color_4f_from_pixel(pixmap, gc->bgPixel, bg);
glUniform4fvARB(glamor_priv->put_image_xybitmap_bg_uniform_location,
1, bg);
glamor_set_transform_for_pixmap(pixmap, &glamor_priv->solid_transform);
glGenTextures(1, &tex);
glEnable(GL_TEXTURE_2D);
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, 1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride * 8);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, left_pad);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA,
w, h, 0,
GL_COLOR_INDEX, GL_BITMAP, bits);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glEnable(GL_TEXTURE_2D);
/* Now that we've set up our bitmap texture and the shader, shove
* the destination rectangle through the cliprects and run the
* shader on the resulting fragments.
*/
glVertexPointer(2, GL_FLOAT, 0, dest_coords);
glEnableClientState(GL_VERTEX_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, 0, bitmap_coords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_SCISSOR_TEST);
clip = fbGetCompositeClip(gc);
for (nbox = REGION_NUM_RECTS(clip),
box = REGION_RECTS(clip);
nbox--;
box++)
{
int x1 = x;
int y1 = y;
int x2 = x + w;
int y2 = y + h;
if (x1 < box->x1)
x1 = box->x1;
if (y1 < box->y1)
y1 = box->y1;
if (x2 > box->x2)
x2 = box->x2;
if (y2 > box->y2)
y2 = box->y2;
if (x1 >= x2 || y1 >= y2)
continue;
glScissor(box->x1,
y_flip(pixmap, box->y1),
box->x2 - box->x1,
box->y2 - box->y1);
glDrawArrays(GL_QUADS, 0, 4);
}
glDisable(GL_SCISSOR_TEST);
glamor_set_alu(GXcopy);
glamor_set_planemask(pixmap, ~0);
glDeleteTextures(1, &tex);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
return;
fail:
glamor_set_alu(GXcopy);
glamor_set_planemask(pixmap, ~0);
glamor_solid_fail_region(pixmap, x, y, w, h);
}
void
glamor_put_image(DrawablePtr drawable, GCPtr gc, int depth, int x, int y,
int w, int h, int left_pad, int image_format, char *bits)
@ -50,6 +245,13 @@ glamor_put_image(DrawablePtr drawable, GCPtr gc, int depth, int x, int y,
return;
}
if (image_format == XYBitmap) {
assert(depth == 1);
glamor_put_image_xybitmap(drawable, gc, x, y, w, h,
left_pad, image_format, bits);
return;
}
if (!glamor_set_planemask(pixmap, gc->planemask))
goto fail;
if (image_format != ZPixmap) {