/* * Copyright © 2009 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. * * Authors: * Eric Anholt * */ /** @file glamor_putaimge.c * * XPutImage implementation */ #include "glamor_priv.h" void glamor_init_putimage_shaders(ScreenPtr screen) { #if 0 glamor_screen_private *glamor_priv = glamor_get_screen_private(screen); const char *xybitmap_vs = "uniform float x_bias;\n" "uniform float x_scale;\n" "uniform float y_bias;\n" "uniform float y_scale;\n" "varying vec2 bitmap_coords;\n" "void main()\n" "{\n" " gl_Position = vec4((gl_Vertex.x + x_bias) * x_scale,\n" " (gl_Vertex.y + y_bias) * y_scale,\n" " 0,\n" " 1);\n" " bitmap_coords = gl_MultiTexCoord0.xy;\n" "}\n"; const char *xybitmap_fs = "uniform vec4 fg, bg;\n" "varying vec2 bitmap_coords;\n" "uniform sampler2D bitmap_sampler;\n" "void main()\n" "{\n" " float bitmap_value = texture2D(bitmap_sampler,\n" " bitmap_coords).x;\n" " gl_FragColor = mix(bg, fg, bitmap_value);\n" "}\n"; GLint fs_prog, vs_prog, prog; GLint sampler_uniform_location; if (!GLEW_ARB_fragment_shader) return; prog = dispatch->glCreateProgram(); vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, xybitmap_vs); fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, xybitmap_fs); dispatch->glAttachShader(prog, vs_prog); dispatch->glAttachShader(prog, fs_prog); glamor_link_glsl_prog(prog); dispatch->glUseProgram(prog); sampler_uniform_location = dispatch->glGetUniformLocation(prog, "bitmap_sampler"); dispatch->glUniform1i(sampler_uniform_location, 0); glamor_priv->put_image_xybitmap_fg_uniform_location = dispatch->glGetUniformLocation(prog, "fg"); glamor_priv->put_image_xybitmap_bg_uniform_location = dispatch->glGetUniformLocation(prog, "bg"); glamor_get_transform_uniform_locations(prog, &glamor_priv->put_image_xybitmap_transform); glamor_priv->put_image_xybitmap_prog = prog; dispatch->glUseProgram(0); #endif } /* Do an XYBitmap putimage. The bits are byte-aligned rows of bitmap * data (where each row starts at a bit index of left_pad), and the * destination gets filled with the gc's fg color where the bitmap is set * and the bg color where the bitmap is unset. * * Implement this by passing the bitmap right through to GL, and sampling * it to choose between fg and bg in the fragment shader. The driver may * be exploding the bitmap up to be an 8-bit alpha texture, in which * case we might be better off just doing the fg/bg choosing in the CPU * and just draw the resulting texture to the destination. */ #if 0 static int y_flip(PixmapPtr pixmap, int y) { ScreenPtr screen = pixmap->drawable.pScreen; PixmapPtr screen_pixmap = screen->GetScreenPixmap(screen); if (pixmap == screen_pixmap) return (pixmap->drawable.height - 1) - y; else return y; } static void glamor_put_image_xybitmap(DrawablePtr drawable, GCPtr gc, int x, int y, int w, int h, int left_pad, int image_format, char *bits) { ScreenPtr screen = drawable->pScreen; PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable); glamor_screen_private *glamor_priv = glamor_get_screen_private(screen); float fg[4], bg[4]; GLuint tex; unsigned int stride = PixmapBytePad(1, w + left_pad); RegionPtr clip; BoxPtr box; int nbox; float dest_coords[8]; const float bitmap_coords[8] = { 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, }; GLfloat xscale, yscale; glamor_pixmap_private *pixmap_priv; pixmap_priv = glamor_get_pixmap_private(pixmap); pixmap_priv_get_scale(pixmap_priv, &xscale, &yscale); glamor_set_normalize_vcoords(xscale, yscale, x, y, x + w, y + h, glamor_priv->yInverted, dest_coords); glamor_fallback("glamor_put_image_xybitmap: disabled\n"); goto fail; if (glamor_priv->put_image_xybitmap_prog == 0) { ErrorF("no program for xybitmap putimage\n"); goto fail; } glamor_set_alu(gc->alu); if (!glamor_set_planemask(pixmap, gc->planemask)) goto fail; dispatch->glUseProgram(glamor_priv->put_image_xybitmap_prog); glamor_get_color_4f_from_pixel(pixmap, gc->fgPixel, fg); dispatch->glUniform4fv(glamor_priv->put_image_xybitmap_fg_uniform_location, 1, fg); glamor_get_color_4f_from_pixel(pixmap, gc->bgPixel, bg); dispatch->glUniform4fv(glamor_priv->put_image_xybitmap_bg_uniform_location, 1, bg); dispatch->glGenTextures(1, &tex); dispatch->glActiveTexture(GL_TEXTURE0); dispatch->glEnable(GL_TEXTURE_2D); dispatch->glBindTexture(GL_TEXTURE_2D, tex); dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); dispatch->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); dispatch->glPixelStorei(GL_UNPACK_ROW_LENGTH, stride * 8); dispatch->glPixelStorei(GL_UNPACK_SKIP_PIXELS, left_pad); dispatch->glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_COLOR_INDEX, GL_BITMAP, bits); dispatch->glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); dispatch->glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0); dispatch->glEnable(GL_TEXTURE_2D); /* Now that we've set up our bitmap texture and the shader, shove * the destination rectangle through the cliprects and run the * shader on the resulting fragments. */ dispatch->glVertexPointer(2, GL_FLOAT, 0, dest_coords); dispatch->glEnableClientState(GL_VERTEX_ARRAY); dispatch->glClientActiveTexture(GL_TEXTURE0); dispatch->glTexCoordPointer(2, GL_FLOAT, 0, bitmap_coords); dispatch->glEnableClientState(GL_TEXTURE_COORD_ARRAY); dispatch->glEnable(GL_SCISSOR_TEST); clip = fbGetCompositeClip(gc); for (nbox = REGION_NUM_RECTS(clip), box = REGION_RECTS(clip); nbox--; box++) { int x1 = x; int y1 = y; int x2 = x + w; int y2 = y + h; if (x1 < box->x1) x1 = box->x1; if (y1 < box->y1) y1 = box->y1; if (x2 > box->x2) x2 = box->x2; if (y2 > box->y2) y2 = box->y2; if (x1 >= x2 || y1 >= y2) continue; dispatch->glScissor(box->x1, y_flip(pixmap, box->y1), box->x2 - box->x1, box->y2 - box->y1); dispatch->glDrawArrays(GL_QUADS, 0, 4); } dispatch->glDisable(GL_SCISSOR_TEST); glamor_set_alu(GXcopy); glamor_set_planemask(pixmap, ~0); dispatch->glDeleteTextures(1, &tex); dispatch->glDisable(GL_TEXTURE_2D); dispatch->glDisableClientState(GL_VERTEX_ARRAY); dispatch->glDisableClientState(GL_TEXTURE_COORD_ARRAY); return; glamor_set_alu(GXcopy); glamor_set_planemask(pixmap, ~0); glamor_fallback(": to %p (%c)\n", drawable, glamor_get_drawable_location(drawable)); fail: if (glamor_prepare_access(drawable, GLAMOR_ACCESS_RW)) { fbPutImage(drawable, gc, 1, x, y, w, h, left_pad, XYBitmap, bits); glamor_finish_access(drawable); } } #endif void glamor_put_image(DrawablePtr drawable, GCPtr gc, int depth, int x, int y, int w, int h, int left_pad, int image_format, char *bits) { glamor_screen_private *glamor_priv = glamor_get_screen_private(drawable->pScreen); glamor_gl_dispatch *dispatch = &glamor_priv->dispatch; PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable); glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap); GLenum type, format, iformat; RegionPtr clip; BoxPtr pbox; int nbox; int src_stride = PixmapBytePad(w, drawable->depth); int x_off, y_off; float vertices[8], texcoords[8]; GLfloat xscale, yscale, txscale, tyscale; GLuint tex; int no_alpha, no_revert; if (image_format == XYBitmap) { assert(depth == 1); goto fail; return; } if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) { glamor_fallback("has no fbo.\n"); goto fail; } if (image_format != ZPixmap) { glamor_fallback("non-ZPixmap\n"); goto fail; } if (!glamor_set_planemask(pixmap, gc->planemask)) { goto fail; } glamor_set_alu(dispatch, gc->alu); if (glamor_get_tex_format_type_from_pixmap(pixmap, &format, &type, &no_alpha, &no_revert )) { glamor_fallback("unknown depth. %d \n", drawable->depth); goto fail; } /* XXX consider to reuse a function to do the following work. */ glamor_set_destination_pixmap_priv_nc(pixmap_priv); glamor_validate_pixmap(pixmap); dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices); dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS); dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), texcoords); dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE); if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) { dispatch->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); dispatch->glPixelStorei(GL_UNPACK_ROW_LENGTH, src_stride * 8 / pixmap->drawable.bitsPerPixel); } else { dispatch->glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // dispatch->glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); } dispatch->glGenTextures(1, &tex); dispatch->glActiveTexture(GL_TEXTURE0); dispatch->glBindTexture(GL_TEXTURE_2D, tex); if (glamor_priv->gl_flavor == GLAMOR_GL_ES2) { iformat = format; } else { iformat = GL_RGBA; } dispatch->glTexImage2D(GL_TEXTURE_2D, 0, iformat, w, h, 0, format, type, bits); dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); #ifndef GLAMOR_GLES2 dispatch->glEnable(GL_TEXTURE_2D); #endif dispatch->glUseProgram(glamor_priv->finish_access_prog[no_alpha]); dispatch->glUniform1i(glamor_priv->finish_access_no_revert[no_alpha], no_revert); dispatch->glUniform1i(glamor_priv->finish_access_swap_rb[no_alpha], 0); x += drawable->x; y += drawable->y; glamor_get_drawable_deltas(drawable, pixmap, &x_off, &y_off); clip = fbGetCompositeClip(gc); txscale = 1.0/w; tyscale = 1.0/h; pixmap_priv_get_scale(pixmap_priv, &xscale, &yscale); for (nbox = REGION_NUM_RECTS(clip), pbox = REGION_RECTS(clip); nbox--; pbox++) { int x1 = x; int y1 = y; int x2 = x + w; int y2 = y + h; if (x1 < pbox->x1) x1 = pbox->x1; if (y1 < pbox->y1) y1 = pbox->y1; if (x2 > pbox->x2) x2 = pbox->x2; if (y2 > pbox->y2) y2 = pbox->y2; if (x1 >= x2 || y1 >= y2) continue; glamor_set_normalize_tcoords( txscale, tyscale, x1 - x, y1 - y, x2 - x, y2 - y, 1, texcoords); glamor_set_normalize_vcoords( xscale, yscale, x1 + x_off, y1 + y_off, x2 + x_off, y2 + y_off, glamor_priv->yInverted, vertices); dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } #ifndef GLAMOR_GLES2 dispatch->glDisable(GL_TEXTURE_2D); #endif dispatch->glUseProgram(0); dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS); dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); dispatch->glDeleteTextures(1, &tex); if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) dispatch->glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glamor_set_alu(dispatch, GXcopy); glamor_set_planemask(pixmap, ~0); return; fail: glamor_set_planemask(pixmap, ~0); glamor_fallback("to %p (%c)\n", drawable, glamor_get_drawable_location(drawable)); if (glamor_prepare_access(&pixmap->drawable, GLAMOR_ACCESS_RW)) { fbPutImage(&pixmap->drawable, gc, depth, x, y, w, h, left_pad, image_format, bits); glamor_finish_access(&pixmap->drawable); } }