glamor: Simplify XV vertex setup.
We were clipping the drawn rectangle to each clip box, then expanding the box to a big triangle to avoid tearing, then drawing each triangle to the destination through a scissor. If we're using a scissor for clipping, though, then we don't need to clip the drawn primitive on the CPU in the first place. Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Dave Airlie <airlied@redhat.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@ -343,45 +343,36 @@ glamor_xv_render(glamor_port_private *port_priv)
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glEnable(GL_SCISSOR_TEST);
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v = glamor_get_vbo_space(screen, 16 * sizeof(GLfloat) * nBox, &vbo_offset);
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v = glamor_get_vbo_space(screen, 3 * 4 * sizeof(GLfloat), &vbo_offset);
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for (i = 0; i < nBox; i++) {
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float off_x = box[i].x1 - port_priv->drw_x;
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float off_y = box[i].y1 - port_priv->drw_y;
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float diff_x = (float) port_priv->src_w / (float) port_priv->dst_w;
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float diff_y = (float) port_priv->src_h / (float) port_priv->dst_h;
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float srcx, srcy, srcw, srch;
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int dstx, dsty, dstw, dsth;
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GLfloat *vptr = v + (i * 8);
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GLfloat *tptr = vptr + (8 * nBox);
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/* Set up a single primitive covering the area being drawn. We'll
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* clip it to port_priv->clip using GL scissors instead of just
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* emitting a GL_QUAD per box, because this way we hopefully avoid
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* diagonal tearing between the two trangles used to rasterize a
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* GL_QUAD.
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*/
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i = 0;
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v[i++] = v_from_x_coord_x(dst_xscale, port_priv->drw_x + dst_x_off);
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v[i++] = v_from_x_coord_y(dst_yscale, port_priv->drw_y + dst_y_off);
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dstx = box[i].x1 + dst_x_off;
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dsty = box[i].y1 + dst_y_off;
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dstw = box[i].x2 - box[i].x1;
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dsth = box[i].y2 - box[i].y1;
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v[i++] = v_from_x_coord_x(dst_xscale, port_priv->drw_x + dst_x_off +
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port_priv->dst_w * 2);
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v[i++] = v_from_x_coord_y(dst_yscale, port_priv->drw_y + dst_y_off);
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srcx = port_priv->src_x + off_x * diff_x;
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srcy = port_priv->src_y + off_y * diff_y;
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srcw = (port_priv->src_w * dstw) / (float) port_priv->dst_w;
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srch = (port_priv->src_h * dsth) / (float) port_priv->dst_h;
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v[i++] = v_from_x_coord_x(dst_xscale, port_priv->drw_x + dst_x_off);
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v[i++] = v_from_x_coord_y(dst_yscale, port_priv->drw_y + dst_y_off +
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port_priv->dst_h * 2);
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glamor_set_normalize_vcoords(pixmap_priv,
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dst_xscale, dst_yscale,
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dstx - dstw,
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dsty,
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dstx + dstw,
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dsty + dsth * 2,
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vptr);
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v[i++] = t_from_x_coord_x(src_xscale[0], port_priv->src_x);
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v[i++] = t_from_x_coord_y(src_yscale[0], port_priv->src_y);
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glamor_set_normalize_tcoords(src_pixmap_priv[0],
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src_xscale[0],
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src_yscale[0],
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srcx - srcw,
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srcy,
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srcx + srcw,
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srcy + srch * 2,
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tptr);
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}
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v[i++] = t_from_x_coord_x(src_xscale[0], port_priv->src_x +
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port_priv->src_w * 2);
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v[i++] = t_from_x_coord_y(src_yscale[0], port_priv->src_y);
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v[i++] = t_from_x_coord_x(src_xscale[0], port_priv->src_x);
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v[i++] = t_from_x_coord_y(src_yscale[0], port_priv->src_y +
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port_priv->src_h * 2);
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glVertexAttribPointer(GLAMOR_VERTEX_POS, 2,
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GL_FLOAT, GL_FALSE,
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@ -389,10 +380,11 @@ glamor_xv_render(glamor_port_private *port_priv)
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glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
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GL_FLOAT, GL_FALSE,
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2 * sizeof(float), vbo_offset + (nBox * 8 * sizeof(GLfloat)));
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2 * sizeof(float), vbo_offset + 6 * sizeof(GLfloat));
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glamor_put_vbo_space(screen);
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/* Now draw our big triangle, clipped to each of the clip boxes. */
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for (i = 0; i < nBox; i++) {
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int dstx, dsty, dstw, dsth;
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@ -402,7 +394,7 @@ glamor_xv_render(glamor_port_private *port_priv)
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dsth = box[i].y2 - box[i].y1;
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glScissor(dstx, dsty, dstw, dsth);
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glDrawArrays(GL_TRIANGLE_FAN, i * 4, 3);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
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}
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glDisable(GL_SCISSOR_TEST);
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