glamor: Optimize fallback case for the polylines.
When fallback to cpu for the polylines procedure, we can just download required region to CPU rather than to download the whole pixmap. This significant improve the performance if we have to fallback, for example do non-solid filling in the game Mines. Signed-off-by: Zhigang Gong <zhigang.gong@gmail.com>
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@ -49,6 +49,13 @@ glamor_poly_lines(DrawablePtr drawable, GCPtr gc, int mode, int n,
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xRectangle *rects;
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int x1, x2, y1, y2;
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int i;
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int x_min = MAXSHORT;
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int x_max = MINSHORT;
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int y_min = MAXSHORT;
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int y_max = MINSHORT;
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DrawablePtr temp_dest;
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PixmapPtr temp_pixmap;
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GCPtr temp_gc;
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/* Don't try to do wide lines or non-solid fill style. */
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if (gc->lineWidth != 0) {
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/* This ends up in miSetSpans, which is accelerated as well as we
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@ -103,16 +110,70 @@ glamor_poly_lines(DrawablePtr drawable, GCPtr gc, int mode, int n,
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return;
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fail:
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for(i = 0; i < n; i++)
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{
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if (x_min > points[i].x)
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x_min = points[i].x;
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if (x_max < points[i].x)
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x_max = points[i].x;
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if (y_min > points[i].y)
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y_min = points[i].y;
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if (y_max < points[i].y)
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y_max = points[i].y;
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}
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temp_pixmap = drawable->pScreen->CreatePixmap(drawable->pScreen,
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x_max - x_min + 1, y_max - y_min + 1,
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drawable->depth,
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0);
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if (temp_pixmap) {
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temp_dest = &temp_pixmap->drawable;
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temp_gc = GetScratchGC(temp_dest->depth, temp_dest->pScreen);
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ValidateGC(temp_dest, temp_gc);
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for(i = 0; i < n; i++)
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{
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points[i].x -= x_min;
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points[i].y -= y_min;
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}
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(void)glamor_copy_area(drawable,
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temp_dest,
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temp_gc,
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x_min, y_min,
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x_max - x_min + 1, y_max - y_min + 1,
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0, 0);
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}
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else
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temp_dest = drawable;
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if (gc->lineWidth == 0) {
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if (glamor_prepare_access(drawable, GLAMOR_ACCESS_RW)) {
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if (glamor_prepare_access(temp_dest, GLAMOR_ACCESS_RW)) {
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if (glamor_prepare_access_gc(gc)) {
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fbPolyLine(drawable, gc, mode, n, points);
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fbPolyLine(temp_dest, gc, mode, n, points);
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glamor_finish_access_gc(gc);
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}
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glamor_finish_access(drawable);
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glamor_finish_access(temp_dest);
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}
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return;
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}
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}
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else {
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/* fb calls mi functions in the lineWidth != 0 case. */
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fbPolyLine(drawable, gc, mode, n, points);
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fbPolyLine(drawable, gc, mode, n, points);
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}
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if (temp_dest != drawable) {
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(void)glamor_copy_area(temp_dest,
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drawable,
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temp_gc,
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0, 0,
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x_max - x_min + 1, y_max - y_min + 1,
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x_min, y_min);
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drawable->pScreen->DestroyPixmap(temp_pixmap);
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for(i = 0; i < n; i++)
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{
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points[i].x += x_min;
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points[i].y += y_min;
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}
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FreeScratchGC(temp_gc);
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}
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}
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