There are two places we need to do color conversion.
1. When upload a image data to a texture.
2. When download a texture to a memory buffer.
As the color format may not be supported in GLES2. We may
need to do the following two operations to convert dat.
a. revert argb to bgra / abgr to rgba.
b. swap argb to abgr / bgra to rgba.
Signed-off-by: Zhigang Gong <zhigang.gong@gmail.com>
As glVertexPointer is not supported by GLES2, I totally
replaced it by VertexAttribArray. This commit remove those
old code.
Signed-off-by: Zhigang Gong <zhigang.gong@gmail.com>
As some platform doesn't support to use ALPHA8 texture as
draw target, we have to disable it. It seems there is no
easy way to check that.
Signed-off-by: Zhigang Gong <zhigang.gong@gmail.com>
Glamor doesn't need to use GLEW. We can parse the extension by
ourself. This patch also fix the fbo size checking from a hard
coded style to a dynamic checking style.
Signed-off-by: Zhigang Gong <zhigang.gong@gmail.com>
Now, to build a gles2 version of glamor server, we could
use ./autogen.sh --enable-glamor-ddx --enable-glamor-gles2
Signed-off-by: Zhigang Gong <zhigang.gong@gmail.com>
ES2.0 doesn't support QUADS and also doesn't support
some EXT APIs. Fix some of them in this commit.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
First commit to enable gles2 support. --enable-glamor-ddx
--enable-glamor-gles2 will set thwo MACROs GLAMOR_DDX and
GLAMOR_GLES2.
Currently, the gles2 support is still incomplete.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Xephyr doesn't has a bounded valid texture. It seems that we can't
load texture 0 directly sometimes. Especially in the copyarea, function
if that is the case, we prefer to use fbo blit to read the screen pixmap
rather than load the bound texture.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
It turns out that the use of fbo blit is one of the root cause
which lead to slow drawing, especially slow filling rects.
We guess there should be a performance bug in the mesa driver
or even in the kernel drm driver. Currently, the only thing
glamor can do is to avoid calling those functions.
We check whether the copy source and destination has overlapped
region, if it has, we have to call fbo blit function. If it has
not, we can load the source texture directly and draw it to the
target texture. We totally don't need the glCopyPixels here, so
remove it.
By apply this patch, the rendering time of firefox-planet-gnome
decrease to 10.4 seconds. At the same platform, uxa driver get 13
seconds. This is the first time we get better performance than
uxa driver.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
When we need to solid fill an entire pixmap with a specific color,
we do not need to draw it immediately. We can defer it to the
following occasions:
1. The pixmap will be used as source, then we can just use a shader
to instead of one copyarea.
2. The pixmap will be used as target, then we can do the filling
just before drawing new pixel onto it. The filling and drawing
will have the same target texture, we can save one time of
fbo context switching.
Actually, for the 2nd case, we have opportunity to further optimize
it. We can just fill the untouched region.
By applying this patch, the cairo-trace for the firefox-planet-gnome's
rendering time decrease to 14seconds from 16 seconds.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
We already handle all format checking in pixmap uploading and
converting, don't need to do that again.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
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>
This reverts commit eb16fe0b7c8ea27b5cf9122d02e48bf585495228.
As currently glamor_prepare_access/finish_access will touch
the whole pixmap, not just the request region, then write only
mode will not work correctly. We may need to revisit all fallback
case, and convert the image to the right size before do the
prepare/finish processing.
Signed-off-by: Zhigang Gong <zhigang.gong@gmail.com>
Some strange web page has 20000*1 png picture, and actually only use
partial of it. We force to convert it to a actuall size rather than
its original size,if it is the case. Then to avoid latter's failure
uploading.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
It will return when the destination pixmap has a fbo but will continue
when it doesn't have a fbo.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
If we only need a short part of the source or mask's drawable
pixmap, we can convert it to a new small picture before
call to the low level compositing function. Then it will only
upload the smaller picture latter.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
glamor_fill is only called from internal functions
glamor_fillspancs and glamor_polyfillrect. And both functions
already add the offset to the coords, so the coords are already
relative value, we can't add the offset once again.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
If the dest pixmap is in texture memory, but source pixmap is not.
Then we need to upload the source pixmap to texture memory. Previous
version will upload the whole source pixmap. This commit preprocess
the source pixmap, and reduce it to a smaller tempory pixmap only
contains the required region.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Some special case we want to get a cpu memory pixmap. For example
to gather a large cpu memory pixmap's block to a small pixmap.
Add pixmap's priviate data's deallocation when destroy a pixmap.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Access mapped vbo address is too slow. And by use system memory
directly, rgb10text/aa10text increases from 980K/1160K to 117K/140K.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
This reduce the time when running cairo-performance-trace with
the firefox-planet-gnome.trace from 23.5 seconds to 21.5 seconds.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
If the pixmap is write-only, then use a pbo mapping will not
get too much benefit. And even worse, when the software
rendering is access this mapped data range, it's much slower
than just using a system memory. From the glamor_prepare_access
glamor_finish_access view, we have two options here:
option 1:
1.0 create a pbo
1.1 copy texture to the pbo
1.2 map the pbo to va
1.3 access the va directly in software rendering.
1.4 bind the pbo as unpack buffer & draw it back to texture.
option 2:
2.0 allocate a block memory in system memory space.
2.1 read the texture memory to the system memory.
2.2 access the system memory and do rendering.
2.3 draw the system memory back to texture.
In general, 1.1 plush 1.2 is much faster than 2.1.
And 1.3 is slower than 2.2. 1.4 is faster than 2.3.
If the access mode is read only or read write, option 1
may be fater, but if the access mode is write only. Then
most of the time option 1 is much faster.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
This is a bug, as if we do blend set up before do the pixmap
dynamic uploading. We will have a incorrect blend env when
doing the uploading.
Signed-off-by: Zhigang Gong <zhigang.gong@gmail.com>
When try to upload a pixmap without yInverted set, we must
set up a fbo for it to do the y flip. Previous implementation
only consider the ax bit. After fix this problem, we can
enable the dynamic uploading feature in copyarea function when
the yInverted is not set (from Xephyr).
Signed-off-by: Zhigang Gong <zhigang.gong@gmail.com>
When calling from ephyr, we forgot to initialize it to the correct
value. Will cause segfault when run Xephyr.
Signed-off-by: Zhigang Gong <zhigang.gong@gmail.com>
Change the glamor_change_window_attributes's handling. We don't need
to fallback every thing to cpu at the beginning. Only when there
is a real need to change the pixmap's format, we need to do something.
Otherwise, we need do nothing here.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Concentrate the verties and texture coords processing code to a new
file glamor_utils.h. Change most of the code to macro. Will have some
performance benefit on slow machine. And reduce most of the duplicate
code when calculate the normalized coords.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Major refactoring.
1. Rewrite the pixmap texture uploading and downloading functions.
Add some new functions for both the prepare/finish access and
the new performance feature dynamic texture uploading, which
could download and upload the current image to/from a private
texture/fbo. In the uploading or downloading phase, we need to
handle two things:
The first is the yInverted option, If it set, then we don't need
to flip y. If not set, if it is from a dynamic texture uploading
then we don't need to flip either if the current drawing process
will flip it latter. If it is from finish_access, then we must
flip the y axis.
The second thing is the alpha channel hanlding, if the pixmap's
format is something like x8a8r8g8, x1r5g5b5 which means it doesn't
has alpha channel, but it do has those extra bits. Then we need to
wire those bits to 1.
2. Add almost all the required picture format support.
This is not as trivial as it looks like. The previous implementation
only support GL_a8,GL_a8r8g8b8,GL_x8r8g8b8. All the other format,
we have to fallback to cpu. The reason why we can't simply add those
other color format is because the exists of picture. one drawable
pixmap may has one or even more container pictures. The drawable pixmap's
depth can't map to a specified color format, for example depth 16 can
mapped to r5g6b5, x1r5g5b5, a1r5g5b5, or even b5g6r5. So we can't get
get the color format just from the depth value. But the pixmap do not
has a pict_format element. We have to make a new one in the pixmap
private data structure. Reroute the CreatePicture to glamor_create_picture
and then store the picture's format to the pixmap's private structure.
This is not an ideal solution, as there may be more than one pictures
refer to the same pixmap. Then we will have trouble. There is an example
in glamor_composite_with_shader. The source and mask often share the
same pixmap, but use different picture format. Our current solution is to
combine those two different picture formats to one which will not lose any
data. Then change the source's format to this new format and then upload
the pixmap to texture once. It works. If we fail to find a matched new
format then we fallback.
There still is a potential problem, if two pictures refer to the same
pixmap, and one of them destroy the picture, but the other still remained
to be used latter. We don't handle that situation currently. To be fixed.
3. Dynamic texture uploading.
This is a performance feature. Although we don't like the client to hold
a pixmap data to shared memory and we can't accelerate it. And even worse,
we may need to fallback all the required pixmaps to cpu memory and then
process them on CPU. This feature is to mitigate this penalty. When the
target pixmap has a valid gl fbo attached to it. But the other pixmaps are
not. Then it will be more efficient to upload the other pixmaps to GPU and
then do the blitting or rendering on GPU than fallback all the pixmaps to CPU.
To enable this feature, I experienced a significant performance improvement
in the Game "Mines" :).
4. Debug facility.
Modify the debug output mechanism. Now add a new macro:
glamor_debug_output(_level_, _format_,...) to conditional output some messages
according to the environment variable GLAMOR_DEBUG. We have the following
levels currently.
exports GLAMOR_DEBUG to 3 will enable all the above messages.
5. Changes in pixmap private data structure.
Add some for the full color format supports and relate it to the pictures which
already described. Also Add the following new elements:
gl_fbo - to indicates whether this pixmap is on gpu only.
gl_tex - to indicates whether the tex is valid and is containing the pixmap's
image originally.
As we bring the dynamic pixmap uploading feature, so a cpu memory pixmap may
also has a valid fbo or tex attached to it. So we will have to use the above
new element to check it true type.
After this commit, we can pass the rendercheck testing for all the picture formats.
And is much much fater than fallback to cpu when doing rendercheck testing.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
This commit was borrowed from uxa driver contributed by Eric.
commit number is e0066e77e026b0dd0daa0c3765473c7d63aa6753. commit log paste as
below:
We were clipping each span against the bounds of the clip, throwing
out the span early if it was all clipped, and then walked the clip box
clipping against each of the cliprects. We would expect spans to
typically be clipped against one box, and not thrown out, so we were
not saving any work there. For multiple cliprects, we were adding
work. Only for many spans clipped entirely out of a complicated clip
region would it have saved work, and it clearly didn't save bugs as
evidenced by the many fix attempts here.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>