Imagine a nbox that was (UINT_MAX + small number) / (4 * 2 *
sizeof(float)). We'd malloc a few bytes after the integer overflow,
but glamor_set_normalize_vcoords would write over gigabytes of heap.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus@selfnet.de>
ARRAY_SIZE(vertices) is 32 (floating point values), so we need to
divide by the number of floats in a box like we do in the overflow
case below.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus@selfnet.de>
No change in generated code size -- apparently the compiler figured it
out.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus@selfnet.de>
Just like for a caller of glamor_dri3_fd_from_pixmap(), otherwise the
consumer of that named buffer has no idea what GL chose for the
stride.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus@selfnet.de>
The flag is already being set at glamor_egl_screen_init() time, so no
need for the driver to separately call this. That said, leave the
function around to keep the ABI compatibility.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus@selfnet.de>
This hasn't actually been a problem, since the server hasn't allocated
any glyphs before our glyph private initialization during
CreateScreenResources. But it's generally not X Server style to do
things this way.
Now that glamor itself drives both parts of glyphs setup, DDX drivers
no longer need to tell glamor to initialize glyphs. We do retain the
old public symbol so they can keep running with no changes.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus@selfnet.de>
There's no reason to hide EGL from the rest of glamor, now that we
have epoxy.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus@selfnet.de>
The theory here was that it (which I copied from EGL) existed to fix
up context switching with indirect GLX. But indirect GLX won't even
try to set the context again unless its lastContext field is cleared,
so we need to solve this a different way.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
v2:
- Make the default buffer size a #define. (by Markus Wick)
- Fix the return offset for mapping with buffer_storage. (oops!)
v3:
- Avoid GL error at first rendering from unmapping no buffer.
- Rebase on the glBindBuffer(GL_ARRAY_BUFFER, 0) change.
v4: Rebase on Markus's vbo init changes.
v5: Fix missing put_context() in the buffer_storage fallback path.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus at selfnet.de>
The argument to setup_composte_vbo is the number of verts.
v2: Drop the now-unused vert_stride value.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus at selfnet.de>
We should be uploading any vertex data using this kind of upload
style, since it saves a bunch of extra copies of our vertex data.
v2:
- Add a simple comment about what the function does.
- Use get_vbo_space()'s return in trapezoids, instead of dereffing
glamor_priv->vb (by Markus Wick).
- Fix the double-unmapping by moving put_vbo_space() outside of
flush_composite_rects().
- Remove the rest of the composite_vbo_offset usage, and just always
use get_vbo_space()'s return value.
v3:
- Fix failure to put_vbo_space in traps when no prims were
generated.
- Unbind the VBO from put_vbo_space(). Keeps callers from
forgetting to do so.
v4:
- Split out some changes into the previous 3 commits while trying to
track down a regression.
- Fix regression due to rebase fail where glamor_priv->vbo_offset
wasn't incremented.
v5:
- Fix GLES2 VBO sizing.
- Add a comment about resize behavior.
- Move glamor_vbo.c init code to glamor_vbo.c from
glamor_render.c. (Derived from Markus's changes, but the GLES2 fix
dropped almost all of the code in the functions).
v6:
- Drop the initial BufferData on GLES2 (it happens at put() time).
- Don't forget to set vbo_offset to the size on GLES2.
- Use char * instead of void * in the cast to return the vbo_offset.
- Resize the default FBO to 512kb, to be similar to previous
behavior. +1.66124% +/- 0.284223% (n=679) on aa10text.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus at selfnet.de>
I want to extract the VBO mapping code, and as part of that I need to
get the global vbo_offset munging to stop.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus at selfnet.de>
It's only used in the nonantialiased, triangle-based trapezoids path.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus at selfnet.de>
We don't need any current contents of the buffer, and this allows an
implementation to make a temporary BO for a streamed upload if it
wants to.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus at selfnet.de>
We don't call GL in this function any more, so we can just drop the
get.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus at selfnet.de>
GLES2 Xephyr is failing due to lack of glMapBuffer() with the read
bits set, and I decided to see if we can just switch everything to
glMapBufferRange(). I'm undecided, and it largely depends on whether
we find people are interested in using glamor for the windows X server.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus at selfnet.de>
The render-nodes case is untested.
v2: Add a flag for wayland to suppress the native DRI3 support.
Wayland isn't running as a master itself, so it can't do the auth
on its own and has to ask the compositor to do it for us. Dropped
XXX about randr provider -- the conclusion from discussion with
keithp was that if the driver's dri3_open for a provider on a
different screen, that's a core dri3 bug.
v3: Don't put quite so much under GLAMOR_NO_DRI3, and add a comment
explaining what this is about.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Adam Jackson <ajax@redhat.com>
There was confusion over whether they should have egl in the name, and
they had DRI3 in the name even though they're useful to have without
DRI3.
v2: Just rename glamor_name_from_pixmap for now -- I'd accidentally
conflict-resolved in adding new parameters from a later commit.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Adam Jackson <ajax@redhat.com>
Porting this code to be non-xorg-dependent is going to take
significant hacking, so just dump it in the glamoregl module for the
moment, so I can hack on it while regression testing.
v2: Fix compiler warnings by adding #include dix-config.h at the top,
don't try to auto-init (I'll try to fix the xv ABI later).
v3: Fix last minute breakage of having reintroduced xf86ScrnToScreen
(one of the compat macros). Just use the drawable's pScreen instead.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Adam Jackson <ajax@redhat.com>
This is not exposing the API we want long term, but it should get
existing DDX drivers up and running while we massage the API into
shape.
v2: Use LIBADD instead of LDFLAGS to fix deps on libglamor.la, and use
version 0.5.1 (the point it was forked from the external repo).
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Adam Jackson <ajax@redhat.com>
v2: Avoid making the Ximage for the screen that we'll never use, and
drive the screen pixmap creation for glamor ourselves.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com> (v1)
Reviewed-by: Adam Jackson <ajax@redhat.com>
There's nothing dependent on the presence of DRI3 code in the server
for this, but it does rely on GBM.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
GLES2 sensibly doesn't allow you to attach multiple shaders for the
same stage to a single program. This means we have to attach the
whole thing in one glShaderSource call.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
They never get reattached to any other program, so saving them to
unreference later is a waste of code.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
Assuming it was the first attribute assigned by the GL, it would have
ended up with location 0 anyway.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
This is the last desktop-versus-ES2 build ifdef in core glamor.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
A pair of 150 lines of inlined switch statements in a header file is
crazy.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
We only ask for GL_RGB on desktop GL as far as I can see, but now if
GLES2 did happen to ask for GL_RGB it would return a cache index
instead of -1.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
v2: Just pass in the PicturePtr to glamor_pict_format_is_compatible()
(suggestion by keithp)
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
Now that we're using epoxy, we can write code using both desktop and
ES symbols and decide what to use at runtime.
v2: Fix a spelling mistake (latter), since the lines were moved
anyway (noticed by Rémi Cardona). Fix condition invert in
glamor_set_composite_texture (caught by Michel Dänzer).
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com> (v1)
Reviewed-by: Adam Jackson <ajax@redhat.com> (v1)
gl_ModelViewProjection and friends aren't used in our shaders, so this
setup didn't do anything.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
Those calls are only for enabling texture handling in the fixed
function pipeline, while everything we do is with shaders.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
The GLX side just gets the context from the current state. That's
also something I want to do for EGL, so that the making a context is
separate from initializing glamor, but I think I need the modesetting
driver in the server before I think about hacking on that more.
The previous code was rather incestuous, along with pulling in xf86
dependencies to our dix code. The new code just initializes itself
from the current state.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
It used to be the thing that returned your dispatch table and happeend
to set up the context, but now it just sets up the context.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
Libepoxy hides all the GL versus GLES2 dispatch handling for us, with
higher performance.
v2: Squash in the later patch to drop the later of two repeated
glamor_get_dispatch()es instead (caught by keithp)
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
For now we're just building an uninstalled library. The extra EGL
stubs are required so that we can get the DIX building and usable
without pulling in the xf86 DDX code in glamor_egl.c.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Reviewed-by: Keith Packard <keithp@keithp.com>
We're not using the extension prototypes, since you have to dlsym them
anyway. Disabling their definitions prevents them from being defined
twice (once by gl.h, once by glext.h).
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>