glamor: * 1/size is faster than / size in VS
Pass the inverse of the texture size to glamor vertex shaders so that we multiply by that instead of dividing by the size as multiplication is generally faster than division. Signed-off-by: Keith Packard <keithp@keithp.com> Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Matt Turner <mattst88@gmail.com>
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@ -42,7 +42,7 @@ use_copyarea(PixmapPtr dst, GCPtr gc, glamor_program *prog, void *arg)
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glBindTexture(GL_TEXTURE_2D, src->tex);
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glUniform2f(prog->fill_offset_uniform, args->dx, args->dy);
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glUniform2f(prog->fill_size_uniform, src->width, src->height);
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glUniform2f(prog->fill_size_inv_uniform, 1.0f/src->width, 1.0f/src->height);
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return TRUE;
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}
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@ -51,7 +51,7 @@ static const glamor_facet glamor_facet_copyarea = {
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"copy_area",
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.vs_vars = "attribute vec2 primitive;\n",
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.vs_exec = (GLAMOR_POS(gl_Position, primitive.xy)
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" fill_pos = (fill_offset + primitive.xy) / fill_size;\n"),
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" fill_pos = (fill_offset + primitive.xy) * fill_size_inv;\n"),
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.fs_exec = " gl_FragColor = texture2D(sampler, fill_pos);\n",
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.locations = glamor_program_location_fill,
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.use = use_copyarea,
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@ -71,7 +71,7 @@ use_copyplane(PixmapPtr dst, GCPtr gc, glamor_program *prog, void *arg)
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glBindTexture(GL_TEXTURE_2D, src->tex);
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glUniform2f(prog->fill_offset_uniform, args->dx, args->dy);
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glUniform2f(prog->fill_size_uniform, src->width, src->height);
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glUniform2f(prog->fill_size_inv_uniform, 1.0f/src->width, 1.0f/src->height);
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glamor_set_color(dst, gc->fgPixel, prog->fg_uniform);
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glamor_set_color(dst, gc->bgPixel, prog->bg_uniform);
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@ -134,7 +134,7 @@ static const glamor_facet glamor_facet_copyplane = {
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.version = 130,
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.vs_vars = "attribute vec2 primitive;\n",
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.vs_exec = (GLAMOR_POS(gl_Position, (primitive.xy))
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" fill_pos = (fill_offset + primitive.xy) / fill_size;\n"),
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" fill_pos = (fill_offset + primitive.xy) * fill_size_inv;\n"),
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.fs_exec = (" uvec4 bits = uvec4(round(texture2D(sampler, fill_pos) * bitmul));\n"
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" if ((bits & bitplane) != uvec4(0,0,0,0))\n"
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" gl_FragColor = fg;\n"
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@ -40,12 +40,12 @@ const glamor_facet glamor_fill_solid = {
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static Bool
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use_tile(PixmapPtr pixmap, GCPtr gc, glamor_program *prog, void *arg)
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{
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return glamor_set_tiled(pixmap, gc, prog->fill_offset_uniform, prog->fill_size_uniform);
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return glamor_set_tiled(pixmap, gc, prog->fill_offset_uniform, prog->fill_size_inv_uniform);
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}
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static const glamor_facet glamor_fill_tile = {
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.name = "tile",
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.vs_exec = " fill_pos = (fill_offset + primitive.xy + pos) / fill_size;\n",
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.vs_exec = " fill_pos = (fill_offset + primitive.xy + pos) * fill_size_inv;\n",
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.fs_exec = " gl_FragColor = texture2D(sampler, fill_pos);\n",
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.locations = glamor_program_location_fill,
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.use = use_tile,
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@ -56,12 +56,12 @@ use_stipple(PixmapPtr pixmap, GCPtr gc, glamor_program *prog, void *arg)
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{
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return glamor_set_stippled(pixmap, gc, prog->fg_uniform,
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prog->fill_offset_uniform,
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prog->fill_size_uniform);
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prog->fill_size_inv_uniform);
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}
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static const glamor_facet glamor_fill_stipple = {
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.name = "stipple",
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.vs_exec = " fill_pos = (fill_offset + primitive.xy + pos) / fill_size;\n",
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.vs_exec = " fill_pos = (fill_offset + primitive.xy + pos) * fill_size_inv;\n",
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.fs_exec = (" float a = texture2D(sampler, fill_pos).w;\n"
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" if (a == 0.0)\n"
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" discard;\n"
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@ -81,7 +81,7 @@ use_opaque_stipple(PixmapPtr pixmap, GCPtr gc, glamor_program *prog, void *arg)
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static const glamor_facet glamor_fill_opaque_stipple = {
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.name = "opaque_stipple",
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.vs_exec = " fill_pos = (fill_offset + primitive.xy + pos) / fill_size;\n",
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.vs_exec = " fill_pos = (fill_offset + primitive.xy + pos) * fill_size_inv;\n",
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.fs_exec = (" float a = texture2D(sampler, fill_pos).w;\n"
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" if (a == 0.0)\n"
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" gl_FragColor = bg;\n"
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@ -116,10 +116,10 @@ static glamor_location_var location_vars[] = {
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{
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.location = glamor_program_location_fill,
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.vs_vars = ("uniform vec2 fill_offset;\n"
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"uniform vec2 fill_size;\n"
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"uniform vec2 fill_size_inv;\n"
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"varying vec2 fill_pos;\n"),
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.fs_vars = ("uniform sampler2D sampler;\n"
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"uniform vec2 fill_size;\n"
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"uniform vec2 fill_size_inv;\n"
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"varying vec2 fill_pos;\n")
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},
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{
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@ -336,7 +336,7 @@ glamor_build_program(ScreenPtr screen,
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prog->fg_uniform = glamor_get_uniform(prog, glamor_program_location_fg, "fg");
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prog->bg_uniform = glamor_get_uniform(prog, glamor_program_location_bg, "bg");
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prog->fill_offset_uniform = glamor_get_uniform(prog, glamor_program_location_fill, "fill_offset");
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prog->fill_size_uniform = glamor_get_uniform(prog, glamor_program_location_fill, "fill_size");
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prog->fill_size_inv_uniform = glamor_get_uniform(prog, glamor_program_location_fill, "fill_size_inv");
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prog->font_uniform = glamor_get_uniform(prog, glamor_program_location_font, "font");
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prog->bitplane_uniform = glamor_get_uniform(prog, glamor_program_location_bitplane, "bitplane");
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prog->bitmul_uniform = glamor_get_uniform(prog, glamor_program_location_bitplane, "bitmul");
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@ -60,7 +60,7 @@ struct _glamor_program {
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GLint matrix_uniform;
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GLint fg_uniform;
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GLint bg_uniform;
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GLint fill_size_uniform;
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GLint fill_size_inv_uniform;
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GLint fill_offset_uniform;
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GLint font_uniform;
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GLint bitplane_uniform;
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@ -160,7 +160,7 @@ glamor_set_texture(PixmapPtr pixmap,
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int off_x,
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int off_y,
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GLint offset_uniform,
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GLint size_uniform)
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GLint size_inv_uniform)
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{
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glamor_pixmap_private *texture_priv;
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@ -176,7 +176,7 @@ glamor_set_texture(PixmapPtr pixmap,
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glBindTexture(GL_TEXTURE_2D, texture_priv->fbo->tex);
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glUniform2f(offset_uniform, off_x, off_y);
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glUniform2f(size_uniform, texture->drawable.width, texture->drawable.height);
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glUniform2f(size_inv_uniform, 1.0f/texture->drawable.width, 1.0f/texture->drawable.height);
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return TRUE;
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}
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@ -184,7 +184,7 @@ Bool
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glamor_set_tiled(PixmapPtr pixmap,
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GCPtr gc,
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GLint offset_uniform,
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GLint size_uniform)
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GLint size_inv_uniform)
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{
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if (!glamor_set_alu(pixmap->drawable.pScreen, gc->alu))
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return FALSE;
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@ -197,7 +197,7 @@ glamor_set_tiled(PixmapPtr pixmap,
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-gc->patOrg.x,
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-gc->patOrg.y,
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offset_uniform,
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size_uniform);
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size_inv_uniform);
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}
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static PixmapPtr
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