I can't find any performance benefit to using the GL path and the code
renders this trapezoid incorrectly:
top: FIXED 29.50
bottom: FIXED 30.00
left top: POINT 0.00, 29.50
left bottom: POINT 0.00, 30.50
right top: POINT -127.50, 29.50
right bottom: POINT 52.50, 30.00
This should render a solid line from 0,30 to 52,30 but draws nothing.
The code also uses an area computation for trapezoid coverage which
does not conform to the Render specification which requires a specific
point sampling technique.
Signed-off-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Adam Jackson <ajax@redhat.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>
After keithp's change to drop the old glamor_fill() code, nothing ever
changed these values.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
This provides glamor_solid_boxes and glamor_solid using regular GC
operations instead of calling directly to underlying rendering
functions. This will allow the old rendering code to be removed.
Signed-off-by: Keith Packard <keithp@keithp.com>
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)
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>
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>
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>
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>
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>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=64912
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Reviewed-by: He Junyan <junyan.he@inbox.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>
The trapezoid generating speed of the shader is relatively
slower when the trapezoid area is big. We fallback when
the trapezoid's width and height is bigger enough.
The big traps number will also slow down the render because
of the VBO size. We fallback if ntrap > 256
Signed-off-by: Junyan He <junyan.he@linux.intel.com>
Reviewed-By: Zhigang Gong <zhigang.gong@linux.intel.com>
It seems that the following statement cann't run as expected on SNB.
bool trap_left_vertical = (abs(trap_left_vertical_f - 1.0) <= 0.0001);
Have to rewrite it to another style to let the vertical edge trapezoid
to be rendered correctly.
Reviewed-by: Junyan He <junyan.he@linux.intel.com>
Signed-off-by: Zhigang Gong <zhigang.gong@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>
The precise mode of trapezoid rendering need to sample the trapezoid on
the centre points of an (2*n+1)x(2*n-1) subpixel grid. It is computationally
expensive in shader, and we use inside area ratio to replace it.
The result has some difference, and we just use it if the polymode == Imprecise.
Signed-off-by: Junyan He <junyan.he@linux.intel.com>
Because some uniform variables need to be set for every
trapezoid rendering, we can not use vbo to render multi
trapezoids one time, which have performance big loss.
We now add attributes which contain the same value to bypass
the uniform variable problem. The uniform value for one
trapezoid will be set to the same value to all the vertex
of that trapezoid as an attribute, then in FS, it is still
a constant.
Signed-off-by: Junyan He <junyan.he@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>
We find in some cases the trapezoid will be render as a triangle and
the left edge and right edge will cross with each other just bellow
the top or over the bottom. The distance between the cross poind and
the top or bottom is less than pixman_fixed_1_minus_e, so after the
fixed converted to int, the cross point has the same value with the
top or botton and the triangle should not be affected. But in our
clip logic, the cross point will be clipped out. So add a logic
to fix this problem.
Signed-off-by: Junyan He <junyan.he@linux.intel.com>
Because when mask depth is 1, there is no Anti-Alias at all,
in this case, the directly render can work well and it is faseter.
Signed-off-by: Junyan He <junyan.he@linux.intel.com>
We firstly get the render area by clipping the trapezoid
with the clip rect, then split the clipped area into small
triangles and use the composite logic to generate the result
directly. This manner is fast but have the problem that
some implementation of GL do not implement the Anti-Alias
of triangles fill, so the edge sometimes has sawtooth. It is
not acceptable when use trapezoid to approximate circles and
wide lines.
Signed-off-by: Junyan He <junyan.he@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>
The old manner of trapezoid render uses pixman to
generate a mask pixmap and upload it to the GPU.
This effect the performance. We now use shader to
generate the temp trapezoid mask to avoid the
uploading of this pixmap.
We implement a anti-alias manner in the shader
according to pixman, which will caculate the area
inside the trapezoid dividing total area for every
pixel and assign it to the alpha value of that pixel.
The pixman use a int-to-fix manner to approximate but
the shader use float, so the result may have some
difference.
Because the array in the shader has optimization problem,
we need to emit the vertex of every trapezoid every
time, which will effect the performance a lot. Need to
improve it.
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>