There's no reason to waste memory storing redundant copies of the same
pointer all over the system; just pass in pointers as necessary to
each function.
Signed-off-by: Keith Packard <keithp@keithp.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
The core rendering code already requires that FBOs be allocated at
exactly the pixmap size so that tiling and stippling work
correctly. Remove the allocation support for that, along with the
render code.
Signed-off-by: Keith Packard <keithp@keithp.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
These were used by the non-standard glamor implementation in the intel
driver.
Signed-off-by: Keith Packard <keithp@keithp.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
It's unused since keithp's copy acceleration code completely replaced
glamor_copyarea.c and removed the blit path.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
All users of glamor had the same value set, and it complicated things
for no reason.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
To understand this patch, let's start at the protocol interface where
the relationship between the coordinate spaces is documented:
static Bool
_glamor_composite(CARD8 op,
PicturePtr source,
PicturePtr mask,
PicturePtr dest,
INT16 x_source,
INT16 y_source,
INT16 x_mask,
INT16 y_mask,
INT16 x_dest, INT16 y_dest,
CARD16 width, CARD16 height, Bool fallback)
The coordinates are passed to this function directly off the wire and
are all relative to their respective drawables. For Windows, this means
that they are relative to the upper left corner of the window, in
whatever pixmap that window is getting drawn to.
_glamor_composite calls miComputeCompositeRegion to construct a clipped
region to actually render to. In reality, miComputeCompositeRegion clips
only to the destination these days; source clip region based clipping
would have to respect the transform, which isn't really possible. The
returned region is relative to the screen in which dest lives; offset by
dest->drawable.x and dest->drawable.y.
What is important to realize here is that, because of clipping, the
composite region may not have the same position within the destination
drawable as x_dest, y_dest. The protocol coordinates now exist solely to
'pin' the three objects together.
extents->x1,y1 Screen origin of clipped operation
width,height Extents of the clipped operation
x_dest,y_dest Unclipped destination-relative operation coordinate
x_source,y_source Unclipped source-relative operation coordinate
x_mask,y_mask Unclipped mask-relative operation coordinate
One thing we want to know is what the offset is from the original
operation origin to the clipped origin
Destination drawable relative coordinates of the clipped operation:
x_dest_clipped = extents->x1 - dest->drawable.x
y_dest_clipped = extents->y1 - dest->drawable.y
Offset from the original operation origin:
x_off_clipped = x_dest_clipped - x_dest
y_off_clipped = y_dest_clipped - y_dest
Source drawable relative coordinates of the clipped operation:
x_source_clipped = x_source + x_off_clipped;
y_source_clipped = y_source + y_off_clipped;
Mask drawable relative coordinates of the clipped operation:
x_mask_clipped = x_source + x_off_clipped;
y_mask_clipped = y_source + y_off_clipped;
This is where the original code fails -- it doesn't subtract the
destination drawable location when computing the distance that the
operation has been moved by clipping. Here's what it does when
constructing a temporary source picture:
temp_src =
glamor_convert_gradient_picture(screen, source,
extent->x1 + x_source - x_dest,
extent->y1 + y_source - y_dest,
width, height);
...
x_temp_src = -extent->x1 + x_dest;
y_temp_src = -extent->y1 + y_dest;
glamor_convert_gradient_picture needs source drawable relative
coordinates, but that is not what it's getting; it's getting
screen-relative coordinates for the destination, adjusted by the
distance between the provided source and destination operation
coordinates. We want x_source_clipped and y_source_clipped:
x_source_clipped = x_source + x_off_clipped
= x_source + x_dest_clipped - x_dest
= x_source + extents->x1 - dest->drawable.x - x_dest
x_temp_src/y_temp_src are supposed to be the coordinates of the original
operation translated to the temporary picture:
x_temp_src = x_source - x_source_clipped;
y_temp_src = y_source - y_source_clipped;
Note that x_source_clipped/y_source_clipped will never be less than
x_source/y_source because all we're doing is clipping. This means that
x_temp_src/y_temp_src will always be non-positive; the original source
coordinate can never be strictly *inside* the temporary image or we
could have made the temporary image smaller.
x_temp_src = x_source - x_source_clipped
= x_source - (x_source + x_off_clipped)
= -x_off_clipped
= x_dest - x_dest_clipped
= x_dest - (extents->x1 - dest->drawable.x)
Again, this is off by the destination origin within the screen
coordinate space.
The code should look like:
temp_src =
glamor_convert_gradient_picture(screen, source,
extent->x1 + x_source - x_dest - dest->pDrawable->x,
extent->y1 + y_source - y_dest - dest->pDrawable->y,
width, height);
x_temp_src = -extent->x1 + x_dest + dest->pDrawable->x;
y_temp_src = -extent->y1 + y_dest + dest->pDrawable->y;
Signed-off-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Markus Wick <markus@selfnet.de>
This reverts commit 4e9aabb6fc.
It broke kwin decorations with XRender compositing.
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Keith Packard <keithp@keithp.com>
Paints with textures, using a temporary buffer for overlapping copies
Performs CPU to GPU transfers for pixmaps in memory. Accelerates copy
plane when both objects are in the GPU. Includes copy_window
acceleration too.
v2: Use NV_texture_barrier for non-overlapping copies within the same
drawable
v3: Switch to glamor_make_current
v4: Do overlap check on the bounding box of the region rather than
on individual boxes
v5: Use Eric Anholt's re-written comments which provide a more accurate
description of the code
v6: Use floating point uniform for copy plane bit multiplier. This
avoids an int to float conversion in the copy plane fragment shader.
Use round() instead of adding 0.5 in copy plane. round() and +0.5
end up generating equivalent code, and performance measurements
confirm that they are the same speed. Round() is a bit clearer
though, so we'll use it.
Signed-off-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus@selfnet.de>
These offer a simpler and more efficient means for temporarily
transitioning to CPU-accessible memory for fallback implementations.
v2: Do not attempt fallbacks with GLAMOR_DRM_ONLY pixmaps
glamor cannot transfer pixels for GLAMOR_DRM_ONLY pixmaps using
glReadPixels and glTexSubImage2D, and so there's no way to perform
fallback operations with these pixmaps.
v3: Clear ->pbo field when deleting the PBO. Otherwise, we'd reuse
the old name next time we fall back on the pixmap, which would
potentially conflict with some other pixmap that genned a new
name, or just do a lazy allocation of the name (compat GL context,
like we currently use) or error out (core GL context, like we hope
to use some day). Also, style fixes. Changes by anholt, acked by
keithp.
Signed-off-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
There were actually two issues with the original code I believe, the
first is that the call to glamor_convert_gradient_picture wasn't
properly referencing the coordinates of the source/mask pictures. The
second, was that the updated references (x_temp/y_temp) were also
improperly set, they should always be 0 because the temp pictures are
new ones that start at (0, 0). The reason it worked in certain cases
and it didn't in others (notably the tray icons) was due to the
numbers working out based on the call to glamor_composite. In the
cases that it did work extent->x1 would equal x_dest and extent->y1
would equal y_dest, making it so what was actually passed into
glamor_convert_gradient_picture and the settings for x_temp/y_temp
were correct. However, for the case when extent->x1 wouldn't equal
x_dest and extent->y1 wouldn't equal y_dest (for example with the tray
icons) then the wrong parameters get passed into
glamor_convert_gradient_picture and x_temp/y_temp are set improperly.
Fixes issues with tray icons not appearing properly in certain cases.
Bug:
https://bugs.freedesktop.org/show_bug.cgi?id=64738
Signed-Off-by: Anthony Waters <awaters1@gmail.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
When sourcing a picture that has no alpha values, make sure any
texture fetches wire the alpha value to one. This ensures that bits
beyond the depth of the pixmap, or bits other than the RGB values
aren't used.
Signed-off-by: Keith Packard <keithp@keithp.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
Now that we have the DIX global state for the current context, we
don't need to track nesting to try to reduce MakeCurrent overhead.
v2: Fix a mistaken replacement of a put_context with make_current in
glamor_fill_spans_gl() (caught by keithp).
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Michel Dänzer <michel.daenzer@amd.com> (v1)
Reviewed-by: Adam Jackson <ajax@redhat.com> (v1)
There is some complicated code to support tweaking the format as we
upload from a SHM pixmap (aka the GTK icon cache), but if we weren't
sourcing from a SHM pixmap we just forgot to check that the formats
matched at all.
We could potentially be a little more discerning here (xRGB source and
ARGB mask would be fine, for example), but this will all change with
texture views anyway, so just get the rendering working for 1.16
release.
Fixes the new rendercheck gtk_argb_xbgr test.
v2: Squash in keithp's fix for checking that we have a non-NULL
pixmap, and reword the comment even more.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
We don't care that much about startup time to write different code paths...
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
We don't use fixed function rendering, so there is no need to reset
the program at all. This lets the driver avoid checking for state
changes between draw calls when we rebind the same program.
Improves xephyr x11perf -f8text performance by 6.03062% +/- 1.64928%
(n=20)
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
This will help tools like fips, apitrace, or INTEL_DEBUG=shader_time
provide useful information about the shaders in use.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus@selfnet.de>
Now that the core deals with that for us, we can avoid all this extra
carefulness.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus@selfnet.de>
The old Xephyr codebase was using the GL window system framebuffer for
the screen pixmap, but that meant you couldn't texture from it to do
operations sourcing from the screen, so in the version that landed I
instead had the screen just be a plain texture.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
This unpacks the bitfield into an int size, but my experience has been
that packing bitfields doesn't matter for performance.
v2: Convert more comparisons against numbers or implicit bool
comparisons to comparisons against the enum names, and fix up some
comments.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus@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>
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)
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>
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>
Add Fast/Good/Best and appropriately map to Nearest and
Bilinear. Additionally, add a fallback path for unsupported filters.
Notably, this fixes window shadow rendering with Compiz, which uses
PictFilterConvolution for some odd reason.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
This lets us explicitly specify the range of vertices that are used,
which the OpenGL driver can use for optimization. Particularly,
it results in lower CPU overhead with Mesa-based drivers.
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
After increase to gcc4.7, it reports more warnings, now
fix them.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Tested-by: Junyan He<junyan.he@linux.intel.com>
In some cases we allocate the VBO but have no vertex to
emit, which cause the VBO fail to be released. Fix it.
Signed-off-by: Junyan He <junyan.he@linux.intel.com>
Previous patch doesn't set the offset to zero for GLESv2
path. Now fix it.
This patch also fix a minor problem in pixmap uploading
preparation. If the revert is not REVERT_NORMAL, then we
don't need to prepare a fbo for it. As current mesa i965
gles2 driver doesn't support to set a A8 texture as a fbo
target, we must fix this problem. As some A1/A8 picture
need to be uploaded, this is the only place a A8 texture
may be attached to a fbo.
This patch also enable the shader gradient for GLESv2.
The reason we disable it before is that some glsl linker
doesn't support link different objects which have cross
reference. Now we don't have that problem.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Fixes incorrectly clipped rendering. E.g. the cursor in Evolution
composer windows became invisible.
Signed-off-by: Michel Daenzer <michel.daenzer@amd.com>
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Practically, for pure 2D blit, the blit copy is much faster
than textured copy. For the x11perf copywinwin100, it's about
3x faster. But if we have heavy rendering/compositing, then use
textured copy will get much better (>30%)performance for most
of the cases.
So we simply add a data element to track current state. For
rendering state we use textured copy, otherwise, we use blit
copy.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
We can reuse the last one if the last one is big enough
to contain current vertext data. In the meantime, Use
MapBufferRange instead of MapBuffer.
Testing shows, this patch brings some benefit for
aa10text/rgb10text. Not too much, but indeed faster.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
For the componentAlpha with PictOpOver, we use two pass
rendering to implement it. Previous implementation call
two times the glamor_composite_... independently which is
very inefficient. Now we change the control flow, and do
the two pass internally and avoid duplicate works.
For the x11perf -rgb10text, this optimization can get about
30% improvement.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
One case we need force clip when download/upload a drm_texture
pixmap. Actually, this is only meaningful for testing purpose.
As we may set the max_fbo_size to a very small value, but the
drm texture may exceed this value but the drm texture pixmap
is not largepixmap. This is not a problem with OpenGL. But for
GLES2, we may need to call glamor_es2_pixmap_read_prepare to
create a temporary fbo to do the color conversion. Then we have
to force clip the drm pixmap here to avoid large pixmap handling
at glamor_es2_pixmap_read_prepare.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
We change some macros to put the vert to the vertex buffer
directly when we cacluating it. This way, we can get about
4% performance gain.
This commit also fixed one RepeatPad bug, when we RepeatPad
a not eaxct size fbo. We need to calculate the edge. The edge
should be 1.0 - half point, not 1.0.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
We seperate the composite to two phases, firstly to
select the shader according to source type and logic
op, setting the right parameters. Then we emit the
vertex array to generate the dest result.
The reason why we do this is that the shader may be
used to composite no only rect, trapezoid and triangle
render function can also use it to render triangles and
polygens. The old function glamor_composite_with_shader
do the whole two phases work and can not match the
new request.
Signed-off-by: Junyan He <junyan.he@linux.intel.com>
Create the file glamor_trapezoid.c, extract the logic
relating to trapezoid from glamor_render.c to this file.
Signed-off-by: Junyan He <junyan.he@linux.intel.com>
The simplest way to support large pixmap's self compositing
is to just clone a pixmap private data structure, and change
the fbo and box to point to the correct postions. Don't need
to copy a new box.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
This commit implement almost all the needed functions for
the large pixmap support. It's almost complete.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Now we start to enable glamor_composite on large pixmap.
We need to do a three layer clipping to split the dest/source/mask
to small pieces. This commit only support non-transformation and
repeat normal case.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Added infrastructure for largepixmap, this commit implemented:
1. Create/Destroy large pixmap.
2. Upload/Download large pixmap.
3. Implement basic repeat normal support.
3. tile/fill/copyarea large pixmap get supported.
The most complicated part glamor_composite still not implemented.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
This is the first commit to add support for large pixmap.
The large here means a pixmap is larger than the texutre's
size limitation thus can't fit into one single texutre.
The previous implementation will simply fallback to use a
in memory pixmap to contain the large pixmap which is
very slow in practice.
The basic idea here is to use an array of texture to hold
the large pixmap. And when we need to get a specific area
of the pixmap, we just need to compute/clip the correct
region and find the corresponding fbo.
We need to implement some auxiliary routines to clip every
rendering operations into small pieces which can fit into
one texture.
The complex part is the transformation/repeat/repeatReflect
and repeat pad and their comination. We will support all of
them step by step.
This commit just add some necessary data structure to represent
the large pixmap, and doesn't change any rendering process.
This commit doesn't add real large pixmap support.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
1. Extract the logic of gradient from the glamor_render.c
to the file glamor_gradient.c.
2. Modify the logic of gradient pixmap gl draw. Use the
logic like composite before, but the gradient always just
have one rect to render, so no need to set the VB and EB,
replace it with just call glDrawArrays. 3.Kill all the
warning in glamor_render.c
Reviewed-by: Zhigang Gong<zhigang.gong@linux.intel.com>
Signed-off-by: Junyan He <junyan.he@linux.intel.com>
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Previous implementation set the whole fbo's width and height as the
viewpoint. This may increase the numerical error as we may only has
a partial region as the valid pixmap. So add a new marco
pixmap_priv_get_dest_scale to get proper scale factor for the
destination pixmap. For the source/mask pixmap, we still need to
consider the whole fbo's size.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
We miss the strict warning flags for a long time, now add it back.
This commit also fixed most of the warnings after enable the strict
flags.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
As GLES2 doesn't support clamp to the border, we have to
handle it seprately from the normal case.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Use partial texture as the pixmap for the transformation
source/mask may introduce extra errors. have to use
eaxct size.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
We should use difference calculation for these two repeat mode
when we are a sub region within one texture.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Fix the bug caused by gradient picture set the stops at
the same percentage. The (stops[i] - stops[i-1]) will
be used as divisor in the shader, which will cause
problem. We just keep the later one if stops[i] ==
stops[i-1].
Signed-off-by: Junyan He <junyan.he@linux.intel.com>
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Fix the problem of memory leak in gradient pixmap
generating. The problem caused by we do not call
glDeleteShader when destroy a shader program. This patch
will split the gradient pixmap generating to three
category. If nstops < 6, we will use the no array version
of the shader, which has the best performance. Else if
nstops < 16, we use array version of the shader, which is
compiled and linked at screen init stage. Else if nstops >
16, we dynamically create a new shader program, and this
program will be cached until bigger nstops.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
We have disabled this feature for a long time, and previous
testing shows that this(pending fill) will not bring observed
performance gain. Now remove it.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Actually only PictOpAtop,PictOpAtopReverse and PictOpXor
can't be implemented by using single source blending.
All the other can be easily support. Slightly change
the code to support them. Consider those three Ops
are not frequenly used in real application. We simply
fallback them currently.
PictOpAtop: s*mask*dst.a + (1 - s.a*mask)*dst
PictOpAtopReverse: s*mask*(1 - dst.a) + dst *s.a*mask
PictOpXor: s*mask*(1 - dst.a) + dst * (1 - s.a*mask)
The two oprands in the above three ops are all reated to dst and
the blend factors are not constant (0 or 1), it's hardly to
convert it to single source blend.
Now, the rendercheck is runing more smoothly.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
I found when enable the gradient shader, the firefox's tab's
background has incorrect rendering result.
Need furthr investigation, for now, just disable it.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Add the feature for radial gradient using shader. The
transform matrix and the 4 type of repeat mode are
supported. Less than 2/255 difference for every color
component comparing to pixman's result. Extract the
common logic of linear and radial's to another shader.
Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Add the feature of generating linear gradient picture
by using shader. This logic will replace the original
linear gradient picture generating manner in glamor
which firstly use pixman and then upload it to GPU.
Compare it to the result generated by pixman, the
difference of each color component of each pixel is
normally 0, sometimes 1/255, and 2/255 at most. The
pixman use fixed-point but shader use float-point, so may have
difference. The feature of transform matrix and 4 types
of repeat modes have been supported. The array usage in
shader seems slow, so use 8 uniform variables to avoid
using array when stops number is not very big. This
make code look verbose but the performance improved a
lot.
We still have slightly performance regression compare to
original pixman version. There are one further optimization
opportunity which is to merge the gradient pixmap generation
and the latter compositing into one shader, then we don't need
to generate the extra texture, we can use the gradient value
directly at the compositing shader. Hope that can beat pixman
version. Will do that latter.
Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Prepare for modification of gradient using shader. The
gradient pixmaps now is generated by pixman and we will
replace them with shader. Add structure fields and
dispatch functions which will be needed. Some auxiliary
macro for vertex convert.
Reviewed-by: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Slightly optimize the fragment shader, as if we are not
repeat case and not exceed the valid texture range, then
we don't need to recalculate the coords.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Then we don't need to fixup the larger pixmap to the exact
size, just need to let the shader to re-calculate the correct
texture coords.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Renaming glamor_priv->dispatch and wrapping the access to
the dispatch table with a function that also ensured the
context was bound.
dispatch = glamor_get_dispatch(glamor_priv);
...
glamor_put_dispatch(glamor_priv);
So that we catch all places where we attempt to call into GL withouta
context. As an optimisation we can then do glamor_get_context();
glamor_put_context() around the rendering entry points to reduce the
frequency of having to restore the old context. (Along with allowing
the context to be recursively acquired and making the old context part of
the glamor_egl state.)
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
If we are using MESA as our GL library, then both xserver's
GLX and glamor are link to the same library. As xserver's
GLX has its own _glapi_get/set_context/dispatch etc, and it
is a simplified version derived from mesa thus is not
sufficient for mesa/egl's dri loader which is used by glamor.
Then if glx module is loaded before glamoregl module, the
initialization of mesa/egl/opengl will not be correct, and
will fail at a very early stage, most likely fail to map
the element buffer.
Two methodis to fix this problem, first is to modify the xserver's
glx's glapi.c to fit mesa's requirement. The second is to put
a glamor.conf as below, to the system's xorg.conf path.
Section "Module"
Load "glamoregl"
EndSection
Then glamor will be loaded firstly, and the mesa's libglapi.so
will be used. As current xserver's dispatch table is the same
as mesa's, then the glx's dri loader can work without problem.
We took the second method as it don't need any change to xorg.:)
Although this is not a graceful implementation as it depends
on the xserver's dispatch table and the mesa's dispatch table
is the same and the context set and get is using the same method.
Anyway it works.
As by default, xserver will enable GLX_USE_TLS. But mesa will not
enable it, you may need to enable that when build mesa.
Three pre-requirements to make this glamor version work:
0. Make sure xserver has commit 66e603, if not please pull the latest
master branch.
1. Rebuild mesa by enable GLX_USE_TLS.
2. Put the glamor.conf to your system's xorg.conf path and make sure
it loaded prior to glx module.
Preliminary testing shows indirect glxgears works fine.
If user want to use GLES2 for glamor by using MESA, GLX will not
work correctly.
If you are not using normal MESA, for example PVR's private GLES
implementation, then it should be ok to use GLES2 glamor and the
GLX should work as expected. In this commit, I use gbm to check
whether we are using MESA or non-mesa. Maybe not the best way.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
In order to reduce a composite operation to a source, we need to provide
Render semantics for the pixel values of samples outside of the source
pixmap, i.e. they need to be rgba(0, 0, 0, 0). This is provided by using
the CLAMP_TO_BORDER repeat mode, but only if the texture has an alpha
channel.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
In order to maintain Render semantics, samples outside of the source
should return CLEAR. The copy routines instead are based on the core
protocol and expects the source rectangle to be wholly contained within
the drawable and so does no fixup.
Fixes the rendering of GTK icons.
Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
As some GLES implementations' glMapOES /glUnmapOES is
not so efficient, we implement the in memory vertex array
for them.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Fixup three special cases, one is in tile and the other is in
composite. Both cases are due to repeat texture issue. Maybe
we can refine the shader to recalculate texture coords to
support partial texture's repeating.
The third is when upload a memory pixmap to texture, as now
the texture may not have the exact size as the pixmap, we
should not use the full rect coords.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
We classify the cache according to the texture's format/width/height.
As openGL doesn't allow us to change a texture's format/width/height
after the internal texture object is already allocated, we can't
just calculate the size and then according ths size to put the
fbo to an bucket which is just like SNA does. We can only put
the fbo to the corresponding format/width/height bucket.
This commit only support the exact size match. The following patch
will remove this restriction, just need to handle the repeat/tile
case when the size is not exactly match.
Should use fls instead of ffs when decide the width/height bucket,
thanks for Chris to point this out.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
This is the first patch to implement a fbo/tex pool mechanism which
is like the sna's BO cache list. We firstly need to decopule the
fbo/tex from each pixmap. The new glamor_pixmap_fbo data
structure is for that purpose. It's somehow independent to each
pixmap and can be reused latter by other pixmaps once it's detached
from the current pixmap.
And this commit also slightly change the way to create a
memory pixmap. We will not create a pixmap private data structure
by default, instead we will crete that structure when a memory
pixmap is attaching a fbo to it.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Use a fixed VBO is not efficient. Some times we may only has less than
100 verts, and some times we may have larger than 4K verts. We change
it to allocate VBO buffer dynamically, and this can bring about 10%
performance gain for both aa10text/rgb10text and some cairo benchmarks.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
To split a rectangle (0,1,2,3) to two separated triangles need to feed
6 vertices, (0,1,2) and (0,2,3). use glDrawElements can reuse the shared
vertices.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Computing the composite region at the composite_with_shader is very
inefficient. As when we call to here from the glamor_glyph's temproary
picture, we don't need to compute this region at all. So we move this
computing out from this function and do that at the glamor_composite
function. This can get about 5% performance gain for aa10text/rgb10text.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
As we now add the checking to the Macro, we don't need to check
the pointer outside the Macro.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
This commit exports all the rest rendering/drawing functions
to the DDX drivers. And introduce some new pixmap type. For
a pixmap which has a separated texture, we never fallback
it to the DDX layer.
This commit also adds the following new functions:
glamor_composite_rects, glamor_get_image_nf which are needed
by UXA framework. Just a simple wrapper function of miXXX.
Will consider to optimize them next few weeks.
This commit also Fixed a glyphs rendering bug pointed by Chris.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
When glamor is rendering pixmaps, and needs to create some
temporary pixmap, it's better to use glamor version create
pixmap directly. As if goes to external DDX's create pixmap,
it may create a external DRM buffer which is not necessary.
All the case within glamor scope is to create a texture only
pixmap or a in memory pixmap.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Change the finish_access to pass in the access mode, and remove
the access mode from the pixmap structure. This element should
not be a pixmap's property.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Exports all necessary rendering functions to DDx drivers, including
CopyArea, Glyphs, Composite, Triangles, ....
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Create a new structure glamor_gl_dispatch to hold all the
gl function's pointer and initialize them at run time ,
rather than use them directly. To do this is to avoid
symbol conflicts.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
This commit applying the latest uxa's glyphs cache mechanism
and give up the old hash based cache algorithm. And the cache
picture now is much larger than the previous one also.
This new algorithm can avoid the hash insert/remove and also
the expensive sha1 checking. It could obtain about 10%
performance gain when rendering glyphs.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>