/* * 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 * */ #ifdef HAVE_DIX_CONFIG_H #include #endif #include "glamor_priv.h" /** @file glamor_tile.c * * Implements the basic fill-with-a-tile support used by multiple GC ops. */ void glamor_init_tile_shader(ScreenPtr screen) { glamor_screen_private *glamor_priv = glamor_get_screen_private(screen); const char *tile_vs = "uniform float x_bias;\n" "uniform float x_scale;\n" "uniform float y_bias;\n" "uniform float y_scale;\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" " gl_TexCoord[0] = vec4(gl_MultiTexCoord0.xy, 0, 1);\n" "}\n"; const char *tile_fs = "uniform sampler2D sampler;\n" "void main()\n" "{\n" " gl_FragColor = texture2D(sampler, gl_TexCoord[0].xy);\n" "}\n"; GLint fs_prog, vs_prog; GLint sampler_uniform_location; if (!GLEW_ARB_fragment_shader) return; glamor_priv->tile_prog = glCreateProgramObjectARB(); vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER_ARB, tile_vs); fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER_ARB, tile_fs); glAttachObjectARB(glamor_priv->tile_prog, vs_prog); glAttachObjectARB(glamor_priv->tile_prog, fs_prog); glamor_link_glsl_prog(glamor_priv->tile_prog); sampler_uniform_location = glGetUniformLocationARB(glamor_priv->tile_prog, "sampler"); glUseProgramObjectARB(glamor_priv->tile_prog); glUniform1iARB(sampler_uniform_location, 0); glamor_get_transform_uniform_locations(glamor_priv->tile_prog, &glamor_priv->tile_transform); } void glamor_tile(PixmapPtr pixmap, PixmapPtr tile, int x, int y, int width, int height, unsigned char alu, unsigned long planemask, int tile_x, int tile_y) { ScreenPtr screen = pixmap->drawable.pScreen; glamor_screen_private *glamor_priv = glamor_get_screen_private(screen); int x1 = x; int x2 = x + width; int y1 = y; int y2 = y + height; int tile_x1 = tile_x + tile->screen_x; int tile_x2 = tile_x + tile->screen_x + width; int tile_y1 = tile_y + tile->screen_y; int tile_y2 = tile_y + tile->screen_y + height; glamor_pixmap_private *tile_priv = glamor_get_pixmap_private(tile); if (glamor_priv->tile_prog == 0) { ErrorF("Tiling unsupported\n"); goto fail; } if (!glamor_set_destination_pixmap(pixmap)) goto fail; if (tile_priv->fb == 0) { ErrorF("Non-FBO tile pixmap\n"); goto fail; } if (!glamor_pm_is_solid(&pixmap->drawable, planemask)) { ErrorF("tile pm\n"); goto fail; } glamor_set_alu(alu); glUseProgramObjectARB(glamor_priv->tile_prog); glamor_set_transform_for_pixmap(pixmap, &glamor_priv->tile_transform); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, tile_priv->tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glEnable(GL_TEXTURE_2D); tile_x += tile->screen_x; tile_y += tile->screen_y; glBegin(GL_TRIANGLE_FAN); glMultiTexCoord2f(0, tile_x1, tile_y1); glVertex2f(x1, y1); glMultiTexCoord2f(0, tile_x1, tile_y2); glVertex2f(x1, y2); glMultiTexCoord2f(0, tile_x2, tile_y2); glVertex2f(x2, y2); glMultiTexCoord2f(0, tile_x2, tile_y1); glVertex2f(x2, y1); glEnd(); glUseProgramObjectARB(0); glDisable(GL_TEXTURE_2D); glamor_set_alu(GXcopy); return; fail: glamor_solid_fail_region(pixmap, x, y, width, height); return; }