From aa2635b804e7d28322f62d802190bdf0bb799634 Mon Sep 17 00:00:00 2001 From: Markus Wick Date: Thu, 13 Mar 2014 00:24:04 +0100 Subject: [PATCH] glamor: remove disabled code This block was disabled since 2011, so there is likely no need to keep it any more. Signed-off-by: Eric Anholt Reviewed-by: Eric Anholt --- glamor/glamor_putimage.c | 199 --------------------------------------- 1 file changed, 199 deletions(-) diff --git a/glamor/glamor_putimage.c b/glamor/glamor_putimage.c index b77238cfb..cf7197bfc 100644 --- a/glamor/glamor_putimage.c +++ b/glamor/glamor_putimage.c @@ -35,207 +35,8 @@ void glamor_init_putimage_shaders(ScreenPtr screen) { -#if 0 - 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 = glCreateProgram(); - vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, xybitmap_vs); - fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, xybitmap_fs); - glAttachShader(prog, vs_prog); - glAttachShader(prog, fs_prog); - glamor_link_glsl_prog(prog); - - glUseProgram(prog); - sampler_uniform_location = glGetUniformLocation(prog, "bitmap_sampler"); - glUniform1i(sampler_uniform_location, 0); - - glamor_priv->put_image_xybitmap_fg_uniform_location = - glGetUniformLocation(prog, "fg"); - glamor_priv->put_image_xybitmap_bg_uniform_location = - glGetUniformLocation(prog, "bg"); - glamor_get_transform_uniform_locations(prog, - &glamor_priv-> - put_image_xybitmap_transform); - glamor_priv->put_image_xybitmap_prog = prog; - glUseProgram(0); -#endif } -/* 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. - */ -#if 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; -} - -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]; - - const float bitmap_coords[8] = { - 0.0, 0.0, - 1.0, 0.0, - 1.0, 1.0, - 0.0, 1.0, - }; - GLfloat xscale, yscale; - glamor_pixmap_private *pixmap_priv; - - pixmap_priv = glamor_get_pixmap_private(pixmap); - - pixmap_priv_get_scale(pixmap_priv, &xscale, &yscale); - - glamor_set_normalize_vcoords(xscale, yscale, - x, y, - x + w, y + h, - glamor_priv->yInverted, dest_coords); - - glamor_fallback("glamor_put_image_xybitmap: disabled\n"); - goto fail; - - 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; - - glUseProgram(glamor_priv->put_image_xybitmap_prog); - - glamor_get_color_4f_from_pixel(pixmap, gc->fgPixel, fg); - glUniform4fv(glamor_priv->put_image_xybitmap_fg_uniform_location, 1, fg); - glamor_get_color_4f_from_pixel(pixmap, gc->bgPixel, bg); - glUniform4fv(glamor_priv->put_image_xybitmap_bg_uniform_location, 1, bg); - - glGenTextures(1, &tex); - glActiveTexture(GL_TEXTURE0); - 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); - - /* 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); - glDisableClientState(GL_VERTEX_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - return; - glamor_set_alu(GXcopy); - glamor_set_planemask(pixmap, ~0); - glamor_fallback(": to %p (%c)\n", - drawable, glamor_get_drawable_location(drawable)); - fail: - if (glamor_prepare_access(drawable, GLAMOR_ACCESS_RW)) && - glamor_prepare_access_gc(gc)) { - fbPutImage(drawable, gc, 1, x, y, w, h, left_pad, XYBitmap, bits); - } - glamor_finish_access_gc(gc); - glamor_finish_access(drawable); -} -#endif - void glamor_fini_putimage_shaders(ScreenPtr screen) {