glamor: Fix and enable tile fill acceleration (aka the root weave).
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86a2065253
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d61a13cf3f
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@ -80,8 +80,8 @@ glamor_fill(DrawablePtr drawable,
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height,
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gc->alu,
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gc->planemask,
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gc->patOrg.x,
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gc->patOrg.y);
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drawable->x + x - gc->patOrg.x,
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drawable->y + y - gc->patOrg.y);
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break;
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}
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}
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@ -52,7 +52,7 @@ glamor_poly_fill_rect(DrawablePtr drawable,
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int xorg, yorg;
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int n;
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if (gc->fillStyle != FillSolid)
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if (gc->fillStyle != FillSolid && gc->fillStyle != FillTiled)
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goto fail;
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xorg = drawable->x;
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@ -136,7 +136,6 @@ typedef struct glamor_screen_private {
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/* glamor_tile */
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GLint tile_prog;
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glamor_transform_uniforms tile_transform;
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/* glamor_putimage */
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GLint put_image_xybitmap_prog;
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@ -41,17 +41,10 @@ glamor_init_tile_shader(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 *tile_vs =
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"uniform float x_bias;\n"
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"uniform float x_scale;\n"
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"uniform float y_bias;\n"
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"uniform float y_scale;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4((gl_Vertex.x + x_bias) * x_scale,\n"
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" (gl_Vertex.y + y_bias) * y_scale,\n"
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" 0,\n"
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" 1);\n"
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" gl_TexCoord[0] = vec4(gl_MultiTexCoord0.xy, 0, 1);\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 *tile_fs =
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"uniform sampler2D sampler;\n"
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@ -76,8 +69,7 @@ glamor_init_tile_shader(ScreenPtr screen)
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glGetUniformLocationARB(glamor_priv->tile_prog, "sampler");
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glUseProgramObjectARB(glamor_priv->tile_prog);
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glUniform1iARB(sampler_uniform_location, 0);
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glamor_get_transform_uniform_locations(glamor_priv->tile_prog,
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&glamor_priv->tile_transform);
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glUseProgramObjectARB(0);
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}
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void
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@ -97,6 +89,8 @@ glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
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int tile_y1 = tile_y;
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int tile_y2 = tile_y + height;
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glamor_pixmap_private *tile_priv = glamor_get_pixmap_private(tile);
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float vertices[4][2];
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float source_texcoords[4][2];
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if (glamor_priv->tile_prog == 0) {
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ErrorF("Tiling unsupported\n");
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@ -105,32 +99,56 @@ glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
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if (!glamor_set_destination_pixmap(pixmap))
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goto fail;
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if (tile_priv->fb == 0) {
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ErrorF("Non-FBO tile pixmap\n");
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if (tile_priv->tex == 0) {
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ErrorF("Non-texture tile pixmap\n");
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goto fail;
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}
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if (!glamor_set_planemask(pixmap, planemask))
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goto fail;
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glamor_set_alu(alu);
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glUseProgramObjectARB(glamor_priv->tile_prog);
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glamor_set_transform_for_pixmap(pixmap, &glamor_priv->tile_transform);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tile_priv->tex);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glEnable(GL_TEXTURE_2D);
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glBegin(GL_TRIANGLE_FAN);
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glMultiTexCoord2f(0, tile_x1, tile_y1);
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glVertex2f(x1, y1);
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glMultiTexCoord2f(0, tile_x1, tile_y2);
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glVertex2f(x1, y2);
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glMultiTexCoord2f(0, tile_x2, tile_y2);
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glVertex2f(x2, y2);
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glMultiTexCoord2f(0, tile_x2, tile_y1);
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glVertex2f(x2, y1);
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glEnd();
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vertices[0][0] = v_from_x_coord_x(pixmap, x1);
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vertices[0][1] = v_from_x_coord_y(pixmap, y1);
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vertices[1][0] = v_from_x_coord_x(pixmap, x2);
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vertices[1][1] = v_from_x_coord_y(pixmap, y1);
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vertices[2][0] = v_from_x_coord_x(pixmap, x2);
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vertices[2][1] = v_from_x_coord_y(pixmap, y2);
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vertices[3][0] = v_from_x_coord_x(pixmap, x1);
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vertices[3][1] = v_from_x_coord_y(pixmap, y2);
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source_texcoords[0][0] = t_from_x_coord_x(tile, tile_x1);
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source_texcoords[0][1] = t_from_x_coord_y(tile, tile_y1);
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source_texcoords[1][0] = t_from_x_coord_x(tile, tile_x2);
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source_texcoords[1][1] = t_from_x_coord_y(tile, tile_y1);
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source_texcoords[2][0] = t_from_x_coord_x(tile, tile_x2);
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source_texcoords[2][1] = t_from_x_coord_y(tile, tile_y2);
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source_texcoords[3][0] = t_from_x_coord_x(tile, tile_x1);
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source_texcoords[3][1] = t_from_x_coord_y(tile, tile_y2);
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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, source_texcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glClientActiveTexture(GL_TEXTURE0);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glUseProgramObjectARB(0);
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glDisable(GL_TEXTURE_2D);
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