This is also a function which may direct access pixmaps which
may be a glamor only pixmap and DDX doesn't know how to access
it. We have to export this API to DDX driver and let the DDX
driver use it to do the validation.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Before destroy an image which was attached to a texture.
we must call glFlush to make sure the operation on that
texture has been done.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
As at ValidateGC stage, it may need to touch the pixmap directly, for
example the tile pixmap. We must export this interface to DDX driver
and let the DDX driver to route the processing to us. As this pixmap
may be a texture only pixmap, and DDX don't know how to handle it.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
We only need to create image fron external name rather
than use drm_image_mesa to create drm image, so remove
them.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Just in case when wrongly fallback to DDX layer and cause
random memory corruption. Pointed out by Chris.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
If DDX failed to create textured pixmap from its BO's handle,
it can turn to call this API to create a brand new glamor
rather than fallback to pure in memory pixmap.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Discussed with Chris and found the previous logic is not
good. Now change it in this commit, this API will just
try to create a textured pixmap from the handle provided
by DDX driver, if failed simply return FALSE without touch
the pixmap. And the DDX driver can choose how to do next
step.
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>
As we may need to fallback to DDX's rendering path
during the glyphs, we have to call screen's create pixmap
method to create pixmap.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
During the integration with intel driver, we introduce two
new type of pixmap, one is TEXTURE_DRM, the other is DRM_ONLY.
TEXTURE_DRM means we create a texture bind to the DRM buffer
successfully. And then the texture and the external BO is
consistent. DRM_ONLY means that we failed to create a texture
from the external DRM BO. We need to handle those different
types carefully, so we have to track them in the data structure.
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>
Currently, KHR image only support one color format ARGB32.
For all other format, we have to fail to create corresponding
image and texture here.
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>
When create a piccture, we need to attach a pixmap to it.
A pixmap only has a depth, which is not sufficant for glamor.
As in openGL texture only has a few internal formats which
is not sufficant to represent all the possible picture
format. So we always transform the picture format to GL_RGBA.
And when we need to read back the picture, we must know the
original picture format. So we have to override create
and destroy picture to track a pixmap's real picture format
if it is attached to a picture.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Pointed by Chris, we must add xorg-server.h at the top
of each file before we include any other xorg header files.
Otherwise, it may cause incorrect XID length.
This commit also fixes one compilation warning in X86_64
platform.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
If need fallback, this new version just returns FALSE without
doing anything. It's the caller's responsibility to implement
fallback method.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
For the purpose of incrementally intergration of existing intel
driver, for the GC operations we may don't want to use glamor's
internal fallback which is in general much slower than the
implementation in intel driver. If the parameter "fallback" is
false when call the glamor_fillspans, then if glamor found it
can't accelerate it then it will just return a FALSE rather than
fallback to a slow path.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
The previous implementation is to override the CreatePixmap
firstly and assume the first call to CreatePixmap must be
screen pixmap. This is not clean. Now Refine it to normal
way. Let the Xephyr to set texture 0 to screen pixmap
during creating screen resources.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Latest mesa EGL implementation move to use gbm to manage/allocate buffers.
To keep backward compatibility, we still try to use eglGetDRMDisplayMESA
firstly, and if failed, then turn to use eglGetDisplay(gbm).
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
This function is used to support dri2. In the underlying
driver, it will create a buffer object for a given pixmap.
And then call this api to create a egl image from that
buffer object, and then bind that image to a texture, and
then bind that texture to the pixmap.
Normally, this pixmap's content is shared between a dri2
client and the x server.
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>
As in glamor_glyphs_init, we may need to create pixmap. Thus it must
be called after the pixmap resources allocation. Just move it to
screen resource creation stage is good enough for mow.
Also introduce a macro GLAMOR_FOR_XORG to glamor.h. As glamor may
be used by Xephyr which doesn't don't have those xorg header files
and also don't need the egl extension.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Slightly change the API glamor_egl_init,
as this initialization is to initialize the display not
the screen, we should call it in xxx_preinit rather
than xxxScreenInit(). we change the input parameter as
below, as in preInit, the screen may not be allocated
at all. And in glamor_egl_init, it will not call
glamor_init. Driver should call glamor_init at
screen_init stage.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Need to be fixed latter. We should not need any fallback here.
But currently, the implementation for repeating tiling is
broken.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
As glamor_fill may fallback to software rasterization, we'd
better to use the original drawable as input paramter.
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Originaly, we use fbo blit to handle overlaped region copy.
But GLES2 doesn't support that, just simply copy the needed
region to another texture can fix this problem.
Signed-off-by: Zhigang Gong <zhigang.gong@gmail.com>
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>