Fixes regressions since Eric's "don't make an FBO for the glyph atlas"
change. The a1 upload was a fallback, as expected. However, fallback
reads use glReadPixels() because there's no glGetTexSubImage2D() to
match glTexSubImage2D(). We were just binding the 0 FBO value, so the
glReadPixels() would throw a GL error instead of getting any data.
After the fallback was done we'd write back the undefined data to the
atlas, blowing away the entire rest of the atlas because we didn't
specify any bounds on our prepare.
To fix the fallbacks to actually work, we'd need a prepare path that
allocates some memory memory do a full glGetTexImage() into, then
memcpy out of that. Instead, just dodge the general fallback by
implementing the specific upload we need to do here, which should also
be *much* faster at uploading a1 glyphs since it's not
readpixels/texsubimaging back and forth.
v3: Use CopyPlane to a temp pixmap for the upload
v4: Rewrite anholt's commit message to be from keithp's perspective
(changes 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>
The GL_QUADS helper takes a number of quads, not a number of vertices.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
VC4 (and many GLES2 renderers) can't render to GL_ALPHA, so our pixmap
would end up as GLAMOR_MEMORY and our dereference of the FBO would
setfault. Instead, tell the pixmap creation that we don't need an FBO
at all. Our glyph upload path was already glTexImage for non-a1, and
a more general software fallback for a1 (since the glyph is also in
system memory).
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
New composite glyphs code uses the updated glamor program
infrastructure to create efficient shaders for drawing render text.
Glyphs are cached in two atlases (one 8-bit, one 32-bit) in a simple
linear fashion. When the atlas fills, it is discarded and a new one
constructed.
v2: Eric Anholt changed the non-GLSL 130 path to use quads instead of
two triangles for a significant performance improvement on hardware
with quads. Someone can fix the GLES quads emulation if they want to
make it faster there.
v3: Eric found more dead code to delete
Signed-off-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Eric Anholt <eric@anholt.net>