(Using GLSL 1.30 or newer)
The width/height members of xRectangle are unsigned, but they were
being interpreted as signed when converting to floating point for the
vertex shader, producing incorrect drawing for values > 32767.
v2:
* Use separate GL_UNSIGNED_SHORT vertex attribute for width/height.
(Eric Anholt)
Reviewed-by: Eric Anholt <eric@anholt.net>
Scissors provide a critical hint to tiled renderers as to what tiles
need to be load/stored because they could be modified by the
rendering.
The bounds calculation here is limited to when we have a small number
of rects (large enough to cover rounded window corners, but probably
not xeyes) to avoid overhead on desktop GL.
No performance difference on i965 with x11perf -rect1 -repeat 1 -reps
10000 (n=50)
v2: Clamp rectangle bounds addition.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
Check the value returned by glamor_set_destination_drawable() and use
the fallback code path where possible.
Bugzilla: https://bugzilla.redhat.com/1417575
Signed-off-by: Olivier Fourdan <ofourdan@redhat.com>
We had a double loop across h and w, and passed the current x and y
out to callers who then used w to multiply/add to an index. Instead,
just single loop across w * h.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We should do better than this with an index buffer, but for now at
least make it so that we don't have to copy the same code to new
places.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
By dropping the unconditional logic op disable at the end of
rendering, this fixes GL errors being thrown in GLES2 contexts (which
don't have logic ops). On desktop, this also means a little less
overhead per draw call from taking one less trip through the
glEnable/glDisable switch statement of doom in Mesa.
The exchange here is that we end up taking a trip through it in the
XV, Render, and gradient-generation paths. If the glEnable() is
actually costly, we should probably cache our logic op state in our
screen, since there's no way the GL could make that switch statement
as cheap as the caller caching it would be.
v2: Don't forget to set the logic op in Xephyr's drawing.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
These were used by the non-standard glamor implementation in the intel
driver.
Signed-off-by: Keith Packard <keithp@keithp.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
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)
This accelerates poly_fill_rect using GPU-based geometry computation
Improves x11perf -rect100 by 41.5127% +/- 7.63888% (n=10)
Improves x11perf -rect10 by 3745.72% +/- 94.7503% (n=6)
v2: Rebase on skipping the prepare rewrite for now, and fix the GLSL
1.20 and GLES2 cases (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>