glamor: Remove 'tiling' shader code
The core rendering paths all use the glamor_program fill functions now Signed-off-by: Keith Packard <keithp@keithp.com> Reviewed-by: Eric Anholt <eric@anholt.net>
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18c09e60bf
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ef2bf0e645
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@ -32,7 +32,6 @@ libglamor_la_SOURCES = \
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glamor_transform.c \
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glamor_transform.h \
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glamor_trapezoid.c \
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glamor_tile.c \
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glamor_triangles.c\
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glamor_addtraps.c\
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glamor_glyphblt.c\
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@ -514,7 +514,6 @@ glamor_init(ScreenPtr screen, unsigned int flags)
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glamor_init_vbo(screen);
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glamor_init_pixmap_fbo(screen);
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glamor_init_tile_shader(screen);
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#ifdef GLAMOR_TRAPEZOID_SHADER
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glamor_init_trapezoid_shader(screen);
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#endif
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@ -546,7 +545,6 @@ glamor_release_screen_priv(ScreenPtr screen)
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#endif
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glamor_fini_vbo(screen);
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glamor_fini_pixmap_fbo(screen);
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glamor_fini_tile_shader(screen);
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#ifdef GLAMOR_TRAPEZOID_SHADER
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glamor_fini_trapezoid_shader(screen);
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#endif
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@ -273,10 +273,6 @@ typedef struct glamor_screen_private {
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GLint finish_access_revert[2];
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GLint finish_access_swap_rb[2];
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/* glamor_tile */
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GLint tile_prog;
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GLint tile_wh;
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/* glamor gradient, 0 for small nstops, 1 for
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large nstops and 2 for dynamic generate. */
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GLint gradient_prog[SHADER_GRADIENT_COUNT][3];
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@ -760,14 +756,6 @@ void glamor_trapezoids(CARD8 op,
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PictFormatPtr mask_format, INT16 x_src, INT16 y_src,
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int ntrap, xTrapezoid *traps);
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/* glamor_tile.c */
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Bool glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
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int x, int y, int width, int height,
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unsigned char alu, unsigned long planemask,
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int tile_x, int tile_y);
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void glamor_init_tile_shader(ScreenPtr screen);
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void glamor_fini_tile_shader(ScreenPtr screen);
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/* glamor_gradient.c */
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void glamor_init_gradient_shader(ScreenPtr screen);
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void glamor_fini_gradient_shader(ScreenPtr screen);
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@ -1,293 +0,0 @@
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/*
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* Copyright © 2009 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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* Authors:
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* Eric Anholt <eric@anholt.net>
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* Zhigang Gong <zhigang.gong@linux.intel.com>
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*
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*/
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#include "glamor_priv.h"
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/** @file glamor_tile.c
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*
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* Implements the basic fill-with-a-tile support used by multiple GC ops.
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*/
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void
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glamor_init_tile_shader(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv;
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const char *tile_vs =
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"attribute vec4 v_position;\n"
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"attribute vec4 v_texcoord0;\n"
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"varying vec2 tile_texture;\n"
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"void main()\n"
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"{\n"
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" gl_Position = v_position;\n"
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" tile_texture = v_texcoord0.xy;\n"
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"}\n";
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const char *tile_fs =
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GLAMOR_DEFAULT_PRECISION
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"varying vec2 tile_texture;\n"
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"uniform sampler2D sampler;\n"
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"uniform vec2 wh;"
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"void main()\n"
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"{\n"
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" vec2 rel_tex;"
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" rel_tex = tile_texture * wh; \n"
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" rel_tex = floor(rel_tex) + (fract(rel_tex) / wh); \n"
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" gl_FragColor = texture2D(sampler, rel_tex);\n"
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"}\n";
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GLint fs_prog, vs_prog;
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GLint sampler_uniform_location;
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glamor_priv = glamor_get_screen_private(screen);
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glamor_make_current(glamor_priv);
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glamor_priv->tile_prog = glCreateProgram();
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vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, tile_vs);
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fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, tile_fs);
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glAttachShader(glamor_priv->tile_prog, vs_prog);
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glAttachShader(glamor_priv->tile_prog, fs_prog);
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glBindAttribLocation(glamor_priv->tile_prog,
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GLAMOR_VERTEX_POS, "v_position");
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glBindAttribLocation(glamor_priv->tile_prog,
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GLAMOR_VERTEX_SOURCE, "v_texcoord0");
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glamor_link_glsl_prog(screen, glamor_priv->tile_prog, "tile");
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sampler_uniform_location =
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glGetUniformLocation(glamor_priv->tile_prog, "sampler");
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glUseProgram(glamor_priv->tile_prog);
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glUniform1i(sampler_uniform_location, 0);
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glamor_priv->tile_wh =
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glGetUniformLocation(glamor_priv->tile_prog, "wh");
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}
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void
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glamor_fini_tile_shader(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv;
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glamor_priv = glamor_get_screen_private(screen);
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glamor_make_current(glamor_priv);
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glDeleteProgram(glamor_priv->tile_prog);
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}
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static void
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_glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
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int x, int y, int width, int height, int tile_x, int tile_y)
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{
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ScreenPtr screen = pixmap->drawable.pScreen;
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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int x1 = x;
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int x2 = x + width;
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int y1 = y;
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int y2 = y + height;
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int tile_x1 = tile_x;
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int tile_x2 = tile_x + width;
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int tile_y1 = tile_y;
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int tile_y2 = tile_y + height;
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float vertices[8];
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float source_texcoords[8];
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GLfloat dst_xscale, dst_yscale, src_xscale, src_yscale;
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glamor_pixmap_private *src_pixmap_priv;
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glamor_pixmap_private *dst_pixmap_priv;
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float wh[4];
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src_pixmap_priv = glamor_get_pixmap_private(tile);
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dst_pixmap_priv = glamor_get_pixmap_private(pixmap);
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glamor_set_destination_pixmap_priv_nc(dst_pixmap_priv);
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pixmap_priv_get_dest_scale(dst_pixmap_priv, &dst_xscale, &dst_yscale);
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pixmap_priv_get_scale(src_pixmap_priv, &src_xscale, &src_yscale);
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glamor_make_current(glamor_priv);
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glUseProgram(glamor_priv->tile_prog);
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glamor_pixmap_fbo_fix_wh_ratio(wh, src_pixmap_priv);
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glUniform2fv(glamor_priv->tile_wh, 1, wh);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, src_pixmap_priv->base.fbo->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_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glamor_set_repeat_normalize_tcoords
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(src_pixmap_priv, RepeatNormal,
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src_xscale, src_yscale,
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tile_x1, tile_y1,
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tile_x2, tile_y2, glamor_priv->yInverted, source_texcoords);
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glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, GL_FALSE,
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2 * sizeof(float), source_texcoords);
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glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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glamor_set_normalize_vcoords(dst_pixmap_priv, dst_xscale, dst_yscale,
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x1, y1,
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x2, y2, glamor_priv->yInverted, vertices);
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glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE,
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2 * sizeof(float), vertices);
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glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
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glamor_priv->state = RENDER_STATE;
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glamor_priv->render_idle_cnt = 0;
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}
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Bool
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glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
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int x, int y, int width, int height,
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unsigned char alu, unsigned long planemask, int tile_x, int tile_y)
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{
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ScreenPtr screen = pixmap->drawable.pScreen;
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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glamor_pixmap_private *dst_pixmap_priv;
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glamor_pixmap_private *src_pixmap_priv;
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dst_pixmap_priv = glamor_get_pixmap_private(pixmap);
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src_pixmap_priv = glamor_get_pixmap_private(tile);
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if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dst_pixmap_priv))
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return FALSE;
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if (glamor_priv->tile_prog == 0) {
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glamor_fallback("Tiling unsupported\n");
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goto fail;
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}
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if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(src_pixmap_priv)) {
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/* XXX dynamic uploading candidate. */
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glamor_fallback("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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glamor_fallback("unsupported planemask %lx\n", planemask);
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goto fail;
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}
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glamor_make_current(glamor_priv);
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if (!glamor_set_alu(screen, alu)) {
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glamor_fallback("unsupported alu %x\n", alu);
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goto fail;
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}
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if (dst_pixmap_priv->type == GLAMOR_TEXTURE_LARGE
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|| src_pixmap_priv->type == GLAMOR_TEXTURE_LARGE) {
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glamor_pixmap_clipped_regions *clipped_dst_regions;
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int n_dst_region, i, j, k;
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BoxRec box;
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RegionRec region;
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box.x1 = x;
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box.y1 = y;
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box.x2 = x + width;
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box.y2 = y + height;
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RegionInitBoxes(®ion, &box, 1);
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clipped_dst_regions = glamor_compute_clipped_regions(dst_pixmap_priv,
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®ion,
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&n_dst_region, 0,
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0, 0);
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for (i = 0; i < n_dst_region; i++) {
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int n_src_region;
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glamor_pixmap_clipped_regions *clipped_src_regions;
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BoxPtr current_boxes;
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int n_current_boxes;
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SET_PIXMAP_FBO_CURRENT(dst_pixmap_priv,
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clipped_dst_regions[i].block_idx);
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if (src_pixmap_priv->type == GLAMOR_TEXTURE_LARGE) {
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RegionTranslate(clipped_dst_regions[i].region,
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tile_x - x, tile_y - y);
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DEBUGF("tiled a large src pixmap. %dx%d \n",
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tile->drawable.width, tile->drawable.height);
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clipped_src_regions =
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glamor_compute_clipped_regions(src_pixmap_priv,
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clipped_dst_regions[i].
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region, &n_src_region, 1, 0,
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0);
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DEBUGF("got %d src regions %d \n", n_src_region);
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for (j = 0; j < n_src_region; j++) {
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SET_PIXMAP_FBO_CURRENT(src_pixmap_priv,
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clipped_src_regions[j].block_idx);
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RegionTranslate(clipped_src_regions[j].region,
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x - tile_x, y - tile_y);
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current_boxes = RegionRects(clipped_src_regions[j].region);
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n_current_boxes =
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RegionNumRects(clipped_src_regions[j].region);
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for (k = 0; k < n_current_boxes; k++) {
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DEBUGF
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("Tile on %d %d %d %d dst block id %d tile block id %d tilex %d tiley %d\n",
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current_boxes[k].x1, current_boxes[k].y1,
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current_boxes[k].x2 - current_boxes[k].x1,
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current_boxes[k].y2 - current_boxes[k].y1,
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clipped_dst_regions[i].block_idx,
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clipped_src_regions[j].block_idx,
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(tile_x + (current_boxes[k].x1 - x)),
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tile_y + (current_boxes[k].y1 - y));
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_glamor_tile(pixmap, tile,
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current_boxes[k].x1, current_boxes[k].y1,
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current_boxes[k].x2 - current_boxes[k].x1,
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current_boxes[k].y2 - current_boxes[k].y1,
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(tile_x + (current_boxes[k].x1 - x)),
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(tile_y + (current_boxes[k].y1 - y)));
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}
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RegionDestroy(clipped_src_regions[j].region);
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}
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free(clipped_src_regions);
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}
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else {
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current_boxes = RegionRects(clipped_dst_regions[i].region);
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n_current_boxes = RegionNumRects(clipped_dst_regions[i].region);
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for (k = 0; k < n_current_boxes; k++) {
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_glamor_tile(pixmap, tile,
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current_boxes[k].x1, current_boxes[k].y1,
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current_boxes[k].x2 - current_boxes[k].x1,
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current_boxes[k].y2 - current_boxes[k].y1,
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(tile_x + (current_boxes[k].x1 - x)),
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(tile_y + (current_boxes[k].y1 - y)));
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}
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}
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RegionDestroy(clipped_dst_regions[i].region);
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}
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free(clipped_dst_regions);
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RegionUninit(®ion);
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}
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else
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_glamor_tile(pixmap, tile, x, y, width, height, tile_x, tile_y);
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glamor_set_alu(screen, GXcopy);
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return TRUE;
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fail:
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return FALSE;
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}
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