diff --git a/glamor/glamor_copyarea.c b/glamor/glamor_copyarea.c index a373d3d0b..6599d6535 100644 --- a/glamor/glamor_copyarea.c +++ b/glamor/glamor_copyarea.c @@ -49,9 +49,6 @@ glamor_copy_n_to_n_fbo_blit(DrawablePtr src, } src_pixmap_priv = glamor_get_pixmap_private(src_pixmap); - if (src_pixmap_priv->pending_op.type == GLAMOR_PENDING_FILL) - return FALSE; - if (gc) { if (gc->alu != GXcopy) { glamor_delayed_fallback(screen, "non-copy ALU\n"); @@ -69,10 +66,8 @@ glamor_copy_n_to_n_fbo_blit(DrawablePtr src, return FALSE; } - if (glamor_set_destination_pixmap(dst_pixmap)) { + if (glamor_set_destination_pixmap(dst_pixmap)) return FALSE; - } - glamor_validate_pixmap(dst_pixmap); dispatch = glamor_get_dispatch(glamor_priv); dispatch->glBindFramebuffer(GL_READ_FRAMEBUFFER_EXT, @@ -199,58 +194,48 @@ glamor_copy_n_to_n_textured(DrawablePtr src, return FALSE; } - if (alu != GXcopy) { - glamor_set_destination_pixmap_priv_nc (src_pixmap_priv); - glamor_validate_pixmap(src_pixmap); - } glamor_set_destination_pixmap_priv_nc(dst_pixmap_priv); - glamor_validate_pixmap(dst_pixmap); dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices); dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS); - if (GLAMOR_PIXMAP_PRIV_NO_PENDING(src_pixmap_priv)) { - glamor_get_drawable_deltas(src, src_pixmap, &src_x_off, - &src_y_off); - dx += src_x_off; - dy += src_y_off; - pixmap_priv_get_scale(src_pixmap_priv, &src_xscale, - &src_yscale); + glamor_get_drawable_deltas(src, src_pixmap, &src_x_off, + &src_y_off); + dx += src_x_off; + dy += src_y_off; + pixmap_priv_get_scale(src_pixmap_priv, &src_xscale, + &src_yscale); - dispatch->glActiveTexture(GL_TEXTURE0); - dispatch->glBindTexture(GL_TEXTURE_2D, - src_pixmap_priv->fbo->tex); + dispatch->glActiveTexture(GL_TEXTURE0); + dispatch->glBindTexture(GL_TEXTURE_2D, + src_pixmap_priv->fbo->tex); #ifndef GLAMOR_GLES2 - dispatch->glEnable(GL_TEXTURE_2D); - dispatch->glTexParameteri(GL_TEXTURE_2D, - GL_TEXTURE_WRAP_S, - GL_CLAMP_TO_BORDER); - dispatch->glTexParameteri(GL_TEXTURE_2D, - GL_TEXTURE_WRAP_T, - GL_CLAMP_TO_BORDER); + dispatch->glEnable(GL_TEXTURE_2D); + dispatch->glTexParameteri(GL_TEXTURE_2D, + GL_TEXTURE_WRAP_S, + GL_CLAMP_TO_BORDER); + dispatch->glTexParameteri(GL_TEXTURE_2D, + GL_TEXTURE_WRAP_T, + GL_CLAMP_TO_BORDER); #endif - dispatch->glTexParameteri(GL_TEXTURE_2D, - GL_TEXTURE_MIN_FILTER, - GL_NEAREST); - dispatch->glTexParameteri(GL_TEXTURE_2D, - GL_TEXTURE_MAG_FILTER, - GL_NEAREST); + dispatch->glTexParameteri(GL_TEXTURE_2D, + GL_TEXTURE_MIN_FILTER, + GL_NEAREST); + dispatch->glTexParameteri(GL_TEXTURE_2D, + GL_TEXTURE_MAG_FILTER, + GL_NEAREST); - dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, - GL_FLOAT, GL_FALSE, - 2 * sizeof(float), - texcoords); - dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE); - dispatch->glUseProgram(glamor_priv->finish_access_prog[0]); - dispatch->glUniform1i(glamor_priv->finish_access_revert[0], - REVERT_NONE); - dispatch->glUniform1i(glamor_priv->finish_access_swap_rb[0], - SWAP_NONE_UPLOADING); - } else { - GLAMOR_CHECK_PENDING_FILL(dispatch, glamor_priv, - src_pixmap_priv); - } + dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, + GL_FLOAT, GL_FALSE, + 2 * sizeof(float), + texcoords); + dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE); + dispatch->glUseProgram(glamor_priv->finish_access_prog[0]); + dispatch->glUniform1i(glamor_priv->finish_access_revert[0], + REVERT_NONE); + dispatch->glUniform1i(glamor_priv->finish_access_swap_rb[0], + SWAP_NONE_UPLOADING); for (i = 0; i < nbox; i++) { @@ -262,26 +247,22 @@ glamor_copy_n_to_n_textured(DrawablePtr src, glamor_priv->yInverted, vertices); - if (GLAMOR_PIXMAP_PRIV_NO_PENDING(src_pixmap_priv)) - glamor_set_normalize_tcoords(src_xscale, - src_yscale, - box[i].x1 + dx, - box[i].y1 + dy, - box[i].x2 + dx, - box[i].y2 + dy, - glamor_priv->yInverted, - texcoords); - + glamor_set_normalize_tcoords(src_xscale, + src_yscale, + box[i].x1 + dx, + box[i].y1 + dy, + box[i].x2 + dx, + box[i].y2 + dy, + glamor_priv->yInverted, + texcoords); dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS); - if (GLAMOR_PIXMAP_PRIV_NO_PENDING(src_pixmap_priv)) { - dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); + dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); #ifndef GLAMOR_GLES2 - dispatch->glDisable(GL_TEXTURE_2D); + dispatch->glDisable(GL_TEXTURE_2D); #endif - } dispatch->glUseProgram(0); /* The source texture is bound to a fbo, we have to flush it here. */ if (flush_needed) diff --git a/glamor/glamor_fbo.c b/glamor/glamor_fbo.c index e5b98a16c..e261cc2d9 100644 --- a/glamor/glamor_fbo.c +++ b/glamor/glamor_fbo.c @@ -538,12 +538,6 @@ glamor_pixmap_ensure_fbo(PixmapPtr pixmap, GLenum format, int flag) pixmap_priv = glamor_get_pixmap_private(pixmap); return TRUE; } -/* - * XXX how to handle those pending OPs. - * By default, pending OP is disabled. Maybe we will give up the pending - * OP latter. - * - * */ _X_EXPORT void glamor_pixmap_exchange_fbos(PixmapPtr front, PixmapPtr back) diff --git a/glamor/glamor_fill.c b/glamor/glamor_fill.c index 3c171d458..95b070db0 100644 --- a/glamor/glamor_fill.c +++ b/glamor/glamor_fill.c @@ -213,20 +213,8 @@ glamor_solid(PixmapPtr pixmap, int x, int y, int width, int height, &color[1], &color[2], &color[3], format_for_pixmap(pixmap)); -#ifdef GLAMOR_DELAYED_FILLING - if (x == 0 && y == 0 - && width == pixmap->drawable.width - && height == pixmap->drawable.height - && pixmap_priv->fb != glamor_priv->screen_fbo) { - pixmap_priv->pending_op.type = GLAMOR_PENDING_FILL; - memcpy(&pixmap_priv->pending_op.fill.color4fv, - color, 4 * sizeof(GLfloat)); - pixmap_priv->pending_op.fill.colori = fg_pixel; - return TRUE; - } -#endif + glamor_set_destination_pixmap_priv_nc(pixmap_priv); - glamor_validate_pixmap(pixmap); dispatch = glamor_get_dispatch(glamor_priv); if (!glamor_set_alu(dispatch, alu)) { diff --git a/glamor/glamor_pixmap.c b/glamor/glamor_pixmap.c index 78d643a93..c2b196f6d 100644 --- a/glamor/glamor_pixmap.c +++ b/glamor/glamor_pixmap.c @@ -23,47 +23,10 @@ glamor_get_drawable_deltas(DrawablePtr drawable, PixmapPtr pixmap, } -static void -_glamor_pixmap_validate_filling(glamor_screen_private * glamor_priv, - glamor_pixmap_private * pixmap_priv) -{ - glamor_gl_dispatch *dispatch = glamor_get_dispatch(glamor_priv); - GLfloat vertices[8]; - dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, - GL_FALSE, 2 * sizeof(float), - vertices); - dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS); - dispatch->glUseProgram(glamor_priv->solid_prog); - dispatch->glUniform4fv(glamor_priv->solid_color_uniform_location, - 1, pixmap_priv->pending_op.fill.color4fv); - vertices[0] = -1; - vertices[1] = -1; - vertices[2] = 1; - vertices[3] = -1; - vertices[4] = 1; - vertices[5] = 1; - vertices[6] = -1; - vertices[7] = 1; - dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS); - dispatch->glUseProgram(0); - pixmap_priv->pending_op.type = GLAMOR_PENDING_NONE; - glamor_put_dispatch(glamor_priv); -} - - -glamor_pixmap_validate_function_t pixmap_validate_funcs[] = { - NULL, - _glamor_pixmap_validate_filling -}; - void glamor_pixmap_init(ScreenPtr screen) { - glamor_screen_private *glamor_priv; - glamor_priv = glamor_get_screen_private(screen); - glamor_priv->pixmap_validate_funcs = pixmap_validate_funcs; } void @@ -71,23 +34,6 @@ glamor_pixmap_fini(ScreenPtr screen) { } -void -glamor_validate_pixmap(PixmapPtr pixmap) -{ - glamor_pixmap_validate_function_t validate_op; - glamor_screen_private *glamor_priv = - glamor_get_screen_private(pixmap->drawable.pScreen); - glamor_pixmap_private *pixmap_priv = - glamor_get_pixmap_private(pixmap); - - validate_op = - glamor_priv->pixmap_validate_funcs[pixmap_priv-> - pending_op.type]; - if (validate_op) { - (*validate_op) (glamor_priv, pixmap_priv); - } -} - void glamor_set_destination_pixmap_fbo(glamor_pixmap_fbo * fbo) { @@ -865,9 +811,6 @@ glamor_download_sub_pixmap_to_cpu(PixmapPtr pixmap, int x, int y, int w, int h, } glamor_set_destination_pixmap_priv_nc(pixmap_priv); - /* XXX we may don't need to validate it on GPU here, - * we can just validate it on CPU. */ - glamor_validate_pixmap(pixmap); need_post_conversion = (revert > REVERT_NORMAL); if (need_post_conversion) { diff --git a/glamor/glamor_priv.h b/glamor/glamor_priv.h index 46e4dc54c..68d361787 100644 --- a/glamor/glamor_priv.h +++ b/glamor/glamor_priv.h @@ -132,11 +132,6 @@ enum gradient_shader_type { struct glamor_screen_private; struct glamor_pixmap_private; -typedef void (*glamor_pixmap_validate_function_t) (struct - glamor_screen_private *, - struct - glamor_pixmap_private - *); enum glamor_gl_flavor { GLAMOR_GL_DESKTOP, // OPENGL API @@ -246,7 +241,6 @@ typedef struct glamor_screen_private { struct glamor_saved_procs saved_procs; char delayed_fallback_string[GLAMOR_DELAYED_STRING_MAX + 1]; int delayed_fallback_pending; - glamor_pixmap_validate_function_t *pixmap_validate_funcs; int flags; ScreenPtr screen; } glamor_screen_private; @@ -257,22 +251,6 @@ typedef enum glamor_access { GLAMOR_ACCESS_WO, } glamor_access_t; -enum _glamor_pending_op_type { - GLAMOR_PENDING_NONE, - GLAMOR_PENDING_FILL -}; - -typedef struct _glamor_pending_fill { - unsigned int type; - GLfloat color4fv[4]; - CARD32 colori; -} glamor_pending_fill; - -typedef union _glamor_pending_op { - unsigned int type; - glamor_pending_fill fill; -} glamor_pending_op; - #define GLAMOR_FBO_NORMAL 1 #define GLAMOR_FBO_DOWNLOADED 2 /* glamor_pixmap_fbo: @@ -315,7 +293,6 @@ typedef struct glamor_pixmap_fbo { * @gl_tex: The pixmap is in a gl texture originally. * @is_picture: The drawable is attached to a picture. * @pict_format: the corresponding picture's format. - * #pending_op: currently only support pending filling. * @container: The corresponding pixmap's pointer. **/ typedef struct glamor_pixmap_private { @@ -325,7 +302,6 @@ typedef struct glamor_pixmap_private { glamor_pixmap_type_t type; glamor_pixmap_fbo *fbo; PictFormatShort pict_format; - glamor_pending_op pending_op; PixmapPtr container; int drm_stride; glamor_screen_private *glamor_priv; @@ -682,8 +658,6 @@ Bool glamor_upload_bits_to_pixmap_texture(PixmapPtr pixmap, GLenum format, GLenu **/ void glamor_destroy_upload_pixmap(PixmapPtr pixmap); -void glamor_validate_pixmap(PixmapPtr pixmap); - int glamor_create_picture(PicturePtr picture); Bool @@ -754,7 +728,7 @@ glamor_poly_line(DrawablePtr pDrawable, GCPtr pGC, int mode, int npt, * this will increase performance obviously. */ #define GLAMOR_PIXMAP_DYNAMIC_UPLOAD -//#define GLAMOR_DELAYED_FILLING +#define GLAMOR_DELAYED_FILLING //#define GLAMOR_GRADIENT_SHADER diff --git a/glamor/glamor_render.c b/glamor/glamor_render.c index 3bf04d4f1..0e82e98dc 100644 --- a/glamor/glamor_render.c +++ b/glamor/glamor_render.c @@ -997,12 +997,6 @@ glamor_composite_with_shader(CARD8 op, glamor_fallback("no texture in source\n"); goto fail; #endif - } else if (source_pixmap_priv->pending_op.type == - GLAMOR_PENDING_FILL) { - key.source = SHADER_SOURCE_SOLID; - memcpy(source_solid_color, - source_pixmap_priv->pending_op. - fill.color4fv, 4 * sizeof(float)); } } if (key.mask == SHADER_MASK_TEXTURE || @@ -1020,12 +1014,6 @@ glamor_composite_with_shader(CARD8 op, glamor_fallback("no texture in mask\n"); goto fail; #endif - } else if (mask_pixmap_priv->pending_op.type == - GLAMOR_PENDING_FILL) { - key.mask = SHADER_MASK_SOLID; - memcpy(mask_solid_color, - mask_pixmap_priv->pending_op.fill.color4fv, - 4 * sizeof(float)); } } #ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD @@ -1103,7 +1091,6 @@ glamor_composite_with_shader(CARD8 op, } #endif glamor_set_destination_pixmap_priv_nc(dest_pixmap_priv); - glamor_validate_pixmap(dest_pixmap); if (!glamor_set_composite_op(screen, op, dest, mask)) { goto fail; diff --git a/glamor/glamor_tile.c b/glamor/glamor_tile.c index be873ccc2..8e0955364 100644 --- a/glamor/glamor_tile.c +++ b/glamor/glamor_tile.c @@ -152,13 +152,7 @@ glamor_tile(PixmapPtr pixmap, PixmapPtr tile, goto fail; } - if (alu != GXcopy) { - glamor_set_destination_pixmap_priv_nc(src_pixmap_priv); - glamor_validate_pixmap(tile); - } - glamor_set_destination_pixmap_priv_nc(dst_pixmap_priv); - glamor_validate_pixmap(pixmap); pixmap_priv_get_scale(dst_pixmap_priv, &dst_xscale, &dst_yscale); dispatch = glamor_get_dispatch(glamor_priv); @@ -167,45 +161,40 @@ glamor_tile(PixmapPtr pixmap, PixmapPtr tile, goto fail; } - if (GLAMOR_PIXMAP_PRIV_NO_PENDING(src_pixmap_priv)) { - pixmap_priv_get_scale(src_pixmap_priv, &src_xscale, - &src_yscale); - dispatch->glUseProgram(glamor_priv->tile_prog); + pixmap_priv_get_scale(src_pixmap_priv, &src_xscale, + &src_yscale); + dispatch->glUseProgram(glamor_priv->tile_prog); - wh[0] = (float)src_pixmap_priv->fbo->width / tile->drawable.width; - wh[1] = (float)src_pixmap_priv->fbo->height / tile->drawable.height; + wh[0] = (float)src_pixmap_priv->fbo->width / tile->drawable.width; + wh[1] = (float)src_pixmap_priv->fbo->height / tile->drawable.height; - dispatch->glUniform2fv(glamor_priv->tile_wh, 1, wh); - dispatch->glActiveTexture(GL_TEXTURE0); - dispatch->glBindTexture(GL_TEXTURE_2D, - src_pixmap_priv->fbo->tex); - dispatch->glTexParameteri(GL_TEXTURE_2D, - GL_TEXTURE_MIN_FILTER, - GL_NEAREST); - dispatch->glTexParameteri(GL_TEXTURE_2D, - GL_TEXTURE_MAG_FILTER, - GL_NEAREST); - dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, - GL_REPEAT); - dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, - GL_REPEAT); + dispatch->glUniform2fv(glamor_priv->tile_wh, 1, wh); + dispatch->glActiveTexture(GL_TEXTURE0); + dispatch->glBindTexture(GL_TEXTURE_2D, + src_pixmap_priv->fbo->tex); + dispatch->glTexParameteri(GL_TEXTURE_2D, + GL_TEXTURE_MIN_FILTER, + GL_NEAREST); + dispatch->glTexParameteri(GL_TEXTURE_2D, + GL_TEXTURE_MAG_FILTER, + GL_NEAREST); + dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, + GL_REPEAT); + dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, + GL_REPEAT); #ifndef GLAMOR_GLES2 - dispatch->glEnable(GL_TEXTURE_2D); + dispatch->glEnable(GL_TEXTURE_2D); #endif - glamor_set_normalize_tcoords(src_xscale, src_yscale, - tile_x1, tile_y1, - tile_x2, tile_y2, - glamor_priv->yInverted, - source_texcoords); - dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, - GL_FLOAT, GL_FALSE, - 2 * sizeof(float), - source_texcoords); - dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE); - } else { - GLAMOR_CHECK_PENDING_FILL(dispatch, glamor_priv, - src_pixmap_priv); - } + glamor_set_normalize_tcoords(src_xscale, src_yscale, + tile_x1, tile_y1, + tile_x2, tile_y2, + glamor_priv->yInverted, + source_texcoords); + dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, + GL_FLOAT, GL_FALSE, + 2 * sizeof(float), + source_texcoords); + dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE); glamor_set_normalize_vcoords(dst_xscale, dst_yscale, x1, y1, x2, y2, @@ -217,12 +206,10 @@ glamor_tile(PixmapPtr pixmap, PixmapPtr tile, dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS); dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - if (GLAMOR_PIXMAP_PRIV_NO_PENDING(src_pixmap_priv)) { - dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); + dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); #ifndef GLAMOR_GLES2 dispatch->glDisable(GL_TEXTURE_2D); #endif - } dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS); dispatch->glUseProgram(0); glamor_set_alu(dispatch, GXcopy); diff --git a/glamor/glamor_utils.h b/glamor/glamor_utils.h index d2dc6e4eb..27fe62847 100644 --- a/glamor/glamor_utils.h +++ b/glamor/glamor_utils.h @@ -207,23 +207,6 @@ glamor_transform_boxes(BoxPtr boxes, int nbox, int dx, int dy) #define GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv) (pixmap_priv && pixmap_priv->gl_fbo == GLAMOR_FBO_NORMAL) #define GLAMOR_PIXMAP_PRIV_HAS_FBO_DOWNLOADED(pixmap_priv) (pixmap_priv && (pixmap_priv->gl_fbo == GLAMOR_FBO_DOWNLOADED)) -#define GLAMOR_PIXMAP_PRIV_NEED_VALIDATE(pixmap_priv) \ - (GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv) \ - && (pixmap_priv->pending_op.type != GLAMOR_PENDING_NONE)) - -#define GLAMOR_PIXMAP_PRIV_NO_PENDING(pixmap_priv) \ - (pixmap_priv->pending_op.type == GLAMOR_PENDING_NONE) - -#define GLAMOR_CHECK_PENDING_FILL(_dispatch_, _glamor_priv_, _pixmap_priv_) do \ - { \ - if (_pixmap_priv_->pending_op.type == GLAMOR_PENDING_FILL) { \ - _dispatch_->glUseProgram(_glamor_priv_->solid_prog); \ - _dispatch_->glUniform4fv(_glamor_priv_->solid_color_uniform_location, 1, \ - _pixmap_priv_->pending_op.fill.color4fv); \ - } \ - } while(0) - - /** * Borrow from uxa. */