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>
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>
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>
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>
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>
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>
By default, fallback to frame buffer currently. This commit
makes us pass the rendercheck's triangles testing.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
For 1bpp pixmap, software fb get better performance than
GL surface. The main reason is that fbo doesn't support
1bpp texture as internal format, so we have to translate
a 1bpp bitmap to a 8bit alpha format each time which is
very inefficient. And the previous implementation is
not supported by the latest OpenGL 4.0, the GL_BITMAP
was deprecated.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Added comments to glamor_pixmap_create. To be refined in the future.
We need to identify whether a pixmap is a CPU memory pixmap or a
GPU pixmap. Current implementation is not correct. There are three
cases:
1. Too large pixmap, we direct it to CPU memory pixmap.
2. w ==0 || h == 0 pixmap, this case has two possibilities:
2.1 It will become a screen pixmap latter, then it should be
GPU type.
2.2 It's a scratch pixmap or created from a share memory, then
it should belong to CPU memory.
XXX, need to be refined latter.
If pixmap's size exceeds the limitation of the MESA library, the
rendering will fail. So we switch to software fb if it is the case.
Add one new element for pixmap private structure to indicate whehter
we are a software fb type or a opengl type.
Due to the coordinate system on EGL is different from FBO
object. To support EGL surface well, we add this new feature.
When calling glamor_init from EGL ddx driver, it should use
the new flag GLAMOR_INVERTED_Y_AXIS.
move the original glamor_fini to glamor_close_screen. And wrap the CloseScreen
with glamor_close_screen, Then we can do some thing before call the underlying
CloseScreen().
The root cause is that glamor_fini will be called after the ->CloseScreen().
This may trigger a segmentation fault at
glamor_unrealize_glyph_caches() at calling into FreePicture().