This accelerates poly point when possible by off-loading all geometry
computation to the GPU.
Improves x11perf -dot performance by 28109.5% +/- 1022.01% (n=3)
Signed-off-by: Keith Packard <keithp@keithp.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
There's no reason to mix PolyPoint and PolySegment in the same file.
Signed-off-by: Keith Packard <keithp@keithp.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-off-by: Eric Anholt <eric@anholt.net>
This just adds a bunch of support code to construct shaders from
'facets', which bundle attributes needed for each layer of the
rendering system. At this point, that includes only the primitive and
the fill stuff.
v2: Correct comment in glamor transform about 1/2 pixel correction needed
for GL_POINT. (Eric Anholt)
v3: Rebase on Markus's cleanups (change by anholt)
Signed-off-by: Keith Packard <keithp@keithp.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
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>
Porting this code to be non-xorg-dependent is going to take
significant hacking, so just dump it in the glamoregl module for the
moment, so I can hack on it while regression testing.
v2: Fix compiler warnings by adding #include dix-config.h at the top,
don't try to auto-init (I'll try to fix the xv ABI later).
v3: Fix last minute breakage of having reintroduced xf86ScrnToScreen
(one of the compat macros). Just use the drawable's pScreen instead.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Adam Jackson <ajax@redhat.com>
The GLX side just gets the context from the current state. That's
also something I want to do for EGL, so that the making a context is
separate from initializing glamor, but I think I need the modesetting
driver in the server before I think about hacking on that more.
The previous code was rather incestuous, along with pulling in xf86
dependencies to our dix code. The new code just initializes itself
from the current state.
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>
For now we're just building an uninstalled library. The extra EGL
stubs are required so that we can get the DIX building and usable
without pulling in the xf86 DDX code in glamor_egl.c.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Reviewed-by: Keith Packard <keithp@keithp.com>
We only needed this because glx was directly bashing glapi tables.
Since that's not the case anymore, we should just MakeCurrent like a
real GL app.
v2: Hand-resolve against rebase onto newer server (by anholt)
Signed-off-by: Adam Jackson <ajax@redhat.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Reviewed-by: Keith Packard <keithp@keithp.com>
Xfuncproto.h has equivalents for these already.
v2: Adjust a couple more likelies after the rebase (anholt)
Signed-off-by: Adam Jackson <ajax@redhat.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Reviewed-by: Keith Packard <keithp@keithp.com>
Automake always provide -I. It is at the beginning of the list of compiler
options.
Not needed either to find glamor_egl.c source.
Signed-off-by: Gaetan Nadon <memsize@videotron.ca>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
In toplevel makefile:
nostdinc: only xserver, no other X modules
aclocaldir: no local macros to install
xkb_path: xserver only
"Gross hack": xserver only
In src/makefile:
SOLARIS_ASM_CFLAGS; server only
XORG_INCS: undefined variable
DIX_CFLAGS: undefined variable
Signed-off-by: Gaetan Nadon <memsize@videotron.ca>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
This does YV12 and I420 for now, not sure if we can do packed without
a GL extension.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
This just adds the headers, then it falls over on the sdk_HEADERS
as it overrides proper install paths by the looks of it.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Don't call miCompositeRects. Use glamor_composite_clipped_region
to render those boxes at once.
Also add a new function glamor_solid_boxes to fill boxes at once.
Signed-off-by: Zhigang Gong <zhigang.gong@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>
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>
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>
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>
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>
As Xorg module loader will normalize module name which will
remove '_' when we put "glamor_egl" to the configure file,
then it will fail to find us.
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>
As we want to take over all the possible GC ops from the DDX
layer, we need to add all the missed functions.
This commit also fixed one bug at polylines.
We simply drop the bugy optimized code now, as it did not
consider of clip info.
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>
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>
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>
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>
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>