glamor: Fix and enable tile fill acceleration (aka the root weave).

This commit is contained in:
Eric Anholt 2010-02-11 14:52:04 -08:00 committed by Zhigang Gong
parent 86a2065253
commit d61a13cf3f
4 changed files with 45 additions and 28 deletions

View File

@ -80,8 +80,8 @@ glamor_fill(DrawablePtr drawable,
height,
gc->alu,
gc->planemask,
gc->patOrg.x,
gc->patOrg.y);
drawable->x + x - gc->patOrg.x,
drawable->y + y - gc->patOrg.y);
break;
}
}

View File

@ -52,7 +52,7 @@ glamor_poly_fill_rect(DrawablePtr drawable,
int xorg, yorg;
int n;
if (gc->fillStyle != FillSolid)
if (gc->fillStyle != FillSolid && gc->fillStyle != FillTiled)
goto fail;
xorg = drawable->x;

View File

@ -136,7 +136,6 @@ typedef struct glamor_screen_private {
/* glamor_tile */
GLint tile_prog;
glamor_transform_uniforms tile_transform;
/* glamor_putimage */
GLint put_image_xybitmap_prog;

View File

@ -41,17 +41,10 @@ glamor_init_tile_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
const char *tile_vs =
"uniform float x_bias;\n"
"uniform float x_scale;\n"
"uniform float y_bias;\n"
"uniform float y_scale;\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"
" gl_TexCoord[0] = vec4(gl_MultiTexCoord0.xy, 0, 1);\n"
" gl_Position = gl_Vertex;\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"}\n";
const char *tile_fs =
"uniform sampler2D sampler;\n"
@ -76,8 +69,7 @@ glamor_init_tile_shader(ScreenPtr screen)
glGetUniformLocationARB(glamor_priv->tile_prog, "sampler");
glUseProgramObjectARB(glamor_priv->tile_prog);
glUniform1iARB(sampler_uniform_location, 0);
glamor_get_transform_uniform_locations(glamor_priv->tile_prog,
&glamor_priv->tile_transform);
glUseProgramObjectARB(0);
}
void
@ -97,6 +89,8 @@ glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
int tile_y1 = tile_y;
int tile_y2 = tile_y + height;
glamor_pixmap_private *tile_priv = glamor_get_pixmap_private(tile);
float vertices[4][2];
float source_texcoords[4][2];
if (glamor_priv->tile_prog == 0) {
ErrorF("Tiling unsupported\n");
@ -105,32 +99,56 @@ glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
if (!glamor_set_destination_pixmap(pixmap))
goto fail;
if (tile_priv->fb == 0) {
ErrorF("Non-FBO tile pixmap\n");
if (tile_priv->tex == 0) {
ErrorF("Non-texture tile pixmap\n");
goto fail;
}
if (!glamor_set_planemask(pixmap, planemask))
goto fail;
glamor_set_alu(alu);
glUseProgramObjectARB(glamor_priv->tile_prog);
glamor_set_transform_for_pixmap(pixmap, &glamor_priv->tile_transform);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tile_priv->tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glEnable(GL_TEXTURE_2D);
glBegin(GL_TRIANGLE_FAN);
glMultiTexCoord2f(0, tile_x1, tile_y1);
glVertex2f(x1, y1);
glMultiTexCoord2f(0, tile_x1, tile_y2);
glVertex2f(x1, y2);
glMultiTexCoord2f(0, tile_x2, tile_y2);
glVertex2f(x2, y2);
glMultiTexCoord2f(0, tile_x2, tile_y1);
glVertex2f(x2, y1);
glEnd();
vertices[0][0] = v_from_x_coord_x(pixmap, x1);
vertices[0][1] = v_from_x_coord_y(pixmap, y1);
vertices[1][0] = v_from_x_coord_x(pixmap, x2);
vertices[1][1] = v_from_x_coord_y(pixmap, y1);
vertices[2][0] = v_from_x_coord_x(pixmap, x2);
vertices[2][1] = v_from_x_coord_y(pixmap, y2);
vertices[3][0] = v_from_x_coord_x(pixmap, x1);
vertices[3][1] = v_from_x_coord_y(pixmap, y2);
source_texcoords[0][0] = t_from_x_coord_x(tile, tile_x1);
source_texcoords[0][1] = t_from_x_coord_y(tile, tile_y1);
source_texcoords[1][0] = t_from_x_coord_x(tile, tile_x2);
source_texcoords[1][1] = t_from_x_coord_y(tile, tile_y1);
source_texcoords[2][0] = t_from_x_coord_x(tile, tile_x2);
source_texcoords[2][1] = t_from_x_coord_y(tile, tile_y2);
source_texcoords[3][0] = t_from_x_coord_x(tile, tile_x1);
source_texcoords[3][1] = t_from_x_coord_y(tile, tile_y2);
glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, vertices);
glEnableClientState(GL_VERTEX_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, source_texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glClientActiveTexture(GL_TEXTURE0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glUseProgramObjectARB(0);
glDisable(GL_TEXTURE_2D);