/* * Copyright © 2001 Keith Packard * Copyright © 2008 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_core.c * * This file covers core X rendering in glamor. */ #ifdef HAVE_DIX_CONFIG_H #include #endif #include #include "glamor_priv.h" const Bool glamor_get_drawable_location(const DrawablePtr drawable) { PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable); glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap); glamor_screen_private *glamor_priv = glamor_get_screen_private(drawable->pScreen); if (pixmap_priv == NULL || pixmap_priv->gl_fbo == 0) return 'm'; if (pixmap_priv->fbo->fb == glamor_priv->screen_fbo) return 's'; else return 'f'; } GLint glamor_compile_glsl_prog(glamor_gl_dispatch * dispatch, GLenum type, const char *source) { GLint ok; GLint prog; prog = dispatch->glCreateShader(type); dispatch->glShaderSource(prog, 1, (const GLchar **) &source, NULL); dispatch->glCompileShader(prog); dispatch->glGetShaderiv(prog, GL_COMPILE_STATUS, &ok); if (!ok) { GLchar *info; GLint size; dispatch->glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size); info = malloc(size); dispatch->glGetShaderInfoLog(prog, size, NULL, info); ErrorF("Failed to compile %s: %s\n", type == GL_FRAGMENT_SHADER ? "FS" : "VS", info); ErrorF("Program source:\n%s", source); FatalError("GLSL compile failure\n"); } return prog; } void glamor_link_glsl_prog(glamor_gl_dispatch * dispatch, GLint prog) { GLint ok; dispatch->glLinkProgram(prog); dispatch->glGetProgramiv(prog, GL_LINK_STATUS, &ok); if (!ok) { GLchar *info; GLint size; dispatch->glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &size); info = malloc(size); dispatch->glGetProgramInfoLog(prog, size, NULL, info); ErrorF("Failed to link: %s\n", info); FatalError("GLSL link failure\n"); } } Bool glamor_prepare_access(DrawablePtr drawable, glamor_access_t access) { PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable); return glamor_download_pixmap_to_cpu(pixmap, access); } void glamor_init_finish_access_shaders(ScreenPtr screen) { glamor_screen_private *glamor_priv; glamor_gl_dispatch *dispatch; const char *vs_source = "attribute vec4 v_position;\n" "attribute vec4 v_texcoord0;\n" "varying vec2 source_texture;\n" "void main()\n" "{\n" " gl_Position = v_position;\n" " source_texture = v_texcoord0.xy;\n" "}\n"; const char *fs_source = GLAMOR_DEFAULT_PRECISION "varying vec2 source_texture;\n" "uniform sampler2D sampler;\n" "uniform int no_revert;\n" "uniform int swap_rb;\n" "void main()\n" "{\n" " if (no_revert == 1) \n" " { \n" " if (swap_rb == 1) \n" " gl_FragColor = texture2D(sampler, source_texture).bgra;\n" " else \n" " gl_FragColor = texture2D(sampler, source_texture).rgba;\n" " } \n" " else \n" " { \n" " if (swap_rb == 1) \n" " gl_FragColor = texture2D(sampler, source_texture).argb;\n" " else \n" " gl_FragColor = texture2D(sampler, source_texture).abgr;\n" " } \n" "}\n"; const char *set_alpha_source = GLAMOR_DEFAULT_PRECISION "varying vec2 source_texture;\n" "uniform sampler2D sampler;\n" "uniform int no_revert;\n" "uniform int swap_rb;\n" "void main()\n" "{\n" " if (no_revert == 1) \n" " { \n" " if (swap_rb == 1) \n" " gl_FragColor = vec4(texture2D(sampler, source_texture).bgr, 1);\n" " else \n" " gl_FragColor = vec4(texture2D(sampler, source_texture).rgb, 1);\n" " } \n" " else \n" " { \n" " if (swap_rb == 1) \n" " gl_FragColor = vec4(1, texture2D(sampler, source_texture).rgb);\n" " else \n" " gl_FragColor = vec4(1, texture2D(sampler, source_texture).bgr);\n" " } \n" "}\n"; GLint fs_prog, vs_prog, avs_prog, set_alpha_prog; GLint sampler_uniform_location; glamor_priv = glamor_get_screen_private(screen); dispatch = &glamor_priv->dispatch; glamor_priv->finish_access_prog[0] = dispatch->glCreateProgram(); glamor_priv->finish_access_prog[1] = dispatch->glCreateProgram(); vs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, vs_source); fs_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER, fs_source); dispatch->glAttachShader(glamor_priv->finish_access_prog[0], vs_prog); dispatch->glAttachShader(glamor_priv->finish_access_prog[0], fs_prog); avs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, vs_source); set_alpha_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER, set_alpha_source); dispatch->glAttachShader(glamor_priv->finish_access_prog[1], avs_prog); dispatch->glAttachShader(glamor_priv->finish_access_prog[1], set_alpha_prog); dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[0], GLAMOR_VERTEX_POS, "v_position"); dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[0], GLAMOR_VERTEX_SOURCE, "v_texcoord0"); glamor_link_glsl_prog(dispatch, glamor_priv->finish_access_prog[0]); dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[1], GLAMOR_VERTEX_POS, "v_position"); dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[1], GLAMOR_VERTEX_SOURCE, "v_texcoord0"); glamor_link_glsl_prog(dispatch, glamor_priv->finish_access_prog[1]); glamor_priv->finish_access_no_revert[0] = dispatch-> glGetUniformLocation(glamor_priv->finish_access_prog[0], "no_revert"); glamor_priv->finish_access_swap_rb[0] = dispatch-> glGetUniformLocation(glamor_priv->finish_access_prog[0], "swap_rb"); sampler_uniform_location = dispatch-> glGetUniformLocation(glamor_priv->finish_access_prog[0], "sampler"); dispatch->glUseProgram(glamor_priv->finish_access_prog[0]); dispatch->glUniform1i(sampler_uniform_location, 0); dispatch->glUniform1i(glamor_priv->finish_access_no_revert[0], 1); dispatch->glUniform1i(glamor_priv->finish_access_swap_rb[0], 0); dispatch->glUseProgram(0); glamor_priv->finish_access_no_revert[1] = dispatch-> glGetUniformLocation(glamor_priv->finish_access_prog[1], "no_revert"); glamor_priv->finish_access_swap_rb[1] = dispatch-> glGetUniformLocation(glamor_priv->finish_access_prog[1], "swap_rb"); sampler_uniform_location = dispatch-> glGetUniformLocation(glamor_priv->finish_access_prog[1], "sampler"); dispatch->glUseProgram(glamor_priv->finish_access_prog[1]); dispatch->glUniform1i(glamor_priv->finish_access_no_revert[1], 1); dispatch->glUniform1i(sampler_uniform_location, 0); dispatch->glUniform1i(glamor_priv->finish_access_swap_rb[1], 0); dispatch->glUseProgram(0); } void glamor_fini_finish_access_shaders(ScreenPtr screen) { glamor_screen_private *glamor_priv; glamor_gl_dispatch *dispatch; glamor_priv = glamor_get_screen_private(screen); dispatch = &glamor_priv->dispatch; dispatch->glDeleteProgram(glamor_priv->finish_access_prog[0]); dispatch->glDeleteProgram(glamor_priv->finish_access_prog[1]); } void glamor_finish_access(DrawablePtr drawable, glamor_access_t access_mode) { PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable); glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap); glamor_screen_private *glamor_priv = glamor_get_screen_private(drawable->pScreen); glamor_gl_dispatch *dispatch = &glamor_priv->dispatch; if (!GLAMOR_PIXMAP_PRIV_HAS_FBO_DOWNLOADED(pixmap_priv)) return; if (access_mode != GLAMOR_ACCESS_RO) { glamor_restore_pixmap_to_texture(pixmap); } if (pixmap_priv->fbo->pbo != 0 && pixmap_priv->fbo->pbo_valid) { assert(glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP); dispatch->glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); dispatch->glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); pixmap_priv->fbo->pbo_valid = FALSE; dispatch->glDeleteBuffers(1, &pixmap_priv->fbo->pbo); pixmap_priv->fbo->pbo = 0; } else { free(pixmap->devPrivate.ptr); } if (pixmap_priv->gl_fbo == GLAMOR_FBO_DOWNLOADED) pixmap_priv->gl_fbo = GLAMOR_FBO_NORMAL; pixmap->devPrivate.ptr = NULL; } /** * Calls uxa_prepare_access with UXA_PREPARE_SRC for the tile, if that is the * current fill style. * * Solid doesn't use an extra pixmap source, so we don't worry about them. * Stippled/OpaqueStippled are 1bpp and can be in fb, so we should worry * about them. */ Bool glamor_prepare_access_gc(GCPtr gc) { if (gc->stipple) { if (!glamor_prepare_access (&gc->stipple->drawable, GLAMOR_ACCESS_RO)) return FALSE; } if (gc->fillStyle == FillTiled) { if (!glamor_prepare_access(&gc->tile.pixmap->drawable, GLAMOR_ACCESS_RO)) { if (gc->stipple) glamor_finish_access(&gc-> stipple->drawable, GLAMOR_ACCESS_RO); return FALSE; } } return TRUE; } /** * Finishes access to the tile in the GC, if used. */ void glamor_finish_access_gc(GCPtr gc) { if (gc->fillStyle == FillTiled) glamor_finish_access(&gc->tile.pixmap->drawable, GLAMOR_ACCESS_RO); if (gc->stipple) glamor_finish_access(&gc->stipple->drawable, GLAMOR_ACCESS_RO); } Bool glamor_stipple(PixmapPtr pixmap, PixmapPtr stipple, int x, int y, int width, int height, unsigned char alu, unsigned long planemask, unsigned long fg_pixel, unsigned long bg_pixel, int stipple_x, int stipple_y) { glamor_fallback("stubbed out stipple depth %d\n", pixmap->drawable.depth); return FALSE; } GCOps glamor_gc_ops = { .FillSpans = glamor_fill_spans, .SetSpans = glamor_set_spans, .PutImage = glamor_put_image, .CopyArea = glamor_copy_area, .CopyPlane = glamor_copy_plane, .PolyPoint = glamor_poly_point, .Polylines = glamor_poly_lines, .PolySegment = glamor_poly_segment, .PolyRectangle = miPolyRectangle, .PolyArc = miPolyArc, .FillPolygon = miFillPolygon, .PolyFillRect = glamor_poly_fill_rect, .PolyFillArc = miPolyFillArc, .PolyText8 = miPolyText8, .PolyText16 = miPolyText16, .ImageText8 = miImageText8, .ImageText16 = miImageText16, .ImageGlyphBlt = glamor_image_glyph_blt, //miImageGlyphBlt, .PolyGlyphBlt = glamor_poly_glyph_blt, //miPolyGlyphBlt, .PushPixels = glamor_push_pixels, //miPushPixels, }; /** * uxa_validate_gc() sets the ops to glamor's implementations, which may be * accelerated or may sync the card and fall back to fb. */ void glamor_validate_gc(GCPtr gc, unsigned long changes, DrawablePtr drawable) { /* fbValidateGC will do direct access to pixmaps if the tiling has changed. * Preempt fbValidateGC by doing its work and masking the change out, so * that we can do the Prepare/finish_access. */ #ifdef FB_24_32BIT if ((changes & GCTile) && fbGetRotatedPixmap(gc)) { gc->pScreen->DestroyPixmap(fbGetRotatedPixmap(gc)); fbGetRotatedPixmap(gc) = 0; } if (gc->fillStyle == FillTiled) { PixmapPtr old_tile, new_tile; old_tile = gc->tile.pixmap; if (old_tile->drawable.bitsPerPixel != drawable->bitsPerPixel) { new_tile = fbGetRotatedPixmap(gc); if (!new_tile || new_tile->drawable.bitsPerPixel != drawable->bitsPerPixel) { if (new_tile) gc->pScreen->DestroyPixmap (new_tile); /* fb24_32ReformatTile will do direct access of a newly- * allocated pixmap. */ glamor_fallback ("GC %p tile FB_24_32 transformat %p.\n", gc, old_tile); if (glamor_prepare_access (&old_tile->drawable, GLAMOR_ACCESS_RO)) { new_tile = fb24_32ReformatTile (old_tile, drawable->bitsPerPixel); glamor_finish_access (&old_tile->drawable, GLAMOR_ACCESS_RO); } } if (new_tile) { fbGetRotatedPixmap(gc) = old_tile; gc->tile.pixmap = new_tile; changes |= GCTile; } } } #endif if (changes & GCTile) { if (!gc->tileIsPixel) { glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(gc->tile.pixmap); if ((!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) && FbEvenTile(gc->tile.pixmap->drawable.width * drawable->bitsPerPixel)) { glamor_fallback ("GC %p tile changed %p.\n", gc, gc->tile.pixmap); if (glamor_prepare_access (&gc->tile.pixmap->drawable, GLAMOR_ACCESS_RW)) { fbPadPixmap(gc->tile.pixmap); glamor_finish_access (&gc->tile.pixmap->drawable, GLAMOR_ACCESS_RW); } } } /* Mask out the GCTile change notification, now that we've done FB's * job for it. */ changes &= ~GCTile; } if (changes & GCStipple && gc->stipple) { /* We can't inline stipple handling like we do for GCTile because * it sets fbgc privates. */ if (glamor_prepare_access (&gc->stipple->drawable, GLAMOR_ACCESS_RW)) { fbValidateGC(gc, changes, drawable); glamor_finish_access(&gc->stipple->drawable, GLAMOR_ACCESS_RW); } } else { fbValidateGC(gc, changes, drawable); } gc->ops = &glamor_gc_ops; } static GCFuncs glamor_gc_funcs = { glamor_validate_gc, miChangeGC, miCopyGC, miDestroyGC, miChangeClip, miDestroyClip, miCopyClip }; /** * exaCreateGC makes a new GC and hooks up its funcs handler, so that * exaValidateGC() will get called. */ int glamor_create_gc(GCPtr gc) { if (!fbCreateGC(gc)) return FALSE; gc->funcs = &glamor_gc_funcs; return TRUE; } RegionPtr glamor_bitmap_to_region(PixmapPtr pixmap) { RegionPtr ret; glamor_fallback("pixmap %p \n", pixmap); if (!glamor_prepare_access(&pixmap->drawable, GLAMOR_ACCESS_RO)) return NULL; ret = fbPixmapToRegion(pixmap); glamor_finish_access(&pixmap->drawable, GLAMOR_ACCESS_RO); return ret; } /* Borrow from cairo. */ Bool glamor_gl_has_extension(char *extension) { const char *gl_extensions; char *pext; int ext_len; ext_len = strlen(extension); gl_extensions = (const char *) glGetString(GL_EXTENSIONS); pext = (char *) gl_extensions; if (pext == NULL || extension == NULL) return FALSE; while ((pext = strstr(pext, extension)) != NULL) { if (pext[ext_len] == ' ' || pext[ext_len] == '\0') return TRUE; pext += ext_len; } return FALSE; } int glamor_gl_get_version(void) { int major, minor; const char *version = (const char *) glGetString(GL_VERSION); const char *dot = version == NULL ? NULL : strchr(version, '.'); const char *major_start = dot; /* Sanity check */ if (dot == NULL || dot == version || *(dot + 1) == '\0') { major = 0; minor = 0; } else { /* Find the start of the major version in the string */ while (major_start > version && *major_start != ' ') --major_start; major = strtol(major_start, NULL, 10); minor = strtol(dot + 1, NULL, 10); } return GLAMOR_GL_VERSION_ENCODE(major, minor); }