/* * 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 * Zhigang Gong * */ #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_gl_dispatch *dispatch; const char *tile_vs = "attribute vec4 v_position;\n" "attribute vec4 v_texcoord0;\n" "varying vec2 tile_texture;\n" "void main()\n" "{\n" " gl_Position = v_position;\n" " tile_texture = v_texcoord0.xy;\n" "}\n"; const char *tile_fs = GLAMOR_DEFAULT_PRECISION "varying vec2 tile_texture;\n" "uniform sampler2D sampler;\n" "uniform vec2 wh;" "void main()\n" "{\n" " vec2 rel_tex;" " rel_tex = tile_texture * wh; \n" " rel_tex = floor(rel_tex) + (fract(rel_tex) / wh); \n" " gl_FragColor = texture2D(sampler, rel_tex);\n" "}\n"; GLint fs_prog, vs_prog; GLint sampler_uniform_location; glamor_priv = glamor_get_screen_private(screen); dispatch = glamor_get_dispatch(glamor_priv); glamor_priv->tile_prog = dispatch->glCreateProgram(); vs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, tile_vs); fs_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER, tile_fs); dispatch->glAttachShader(glamor_priv->tile_prog, vs_prog); dispatch->glAttachShader(glamor_priv->tile_prog, fs_prog); dispatch->glBindAttribLocation(glamor_priv->tile_prog, GLAMOR_VERTEX_POS, "v_position"); dispatch->glBindAttribLocation(glamor_priv->tile_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord0"); glamor_link_glsl_prog(dispatch, glamor_priv->tile_prog); sampler_uniform_location = dispatch->glGetUniformLocation(glamor_priv->tile_prog, "sampler"); dispatch->glUseProgram(glamor_priv->tile_prog); dispatch->glUniform1i(sampler_uniform_location, 0); glamor_priv->tile_wh = dispatch->glGetUniformLocation(glamor_priv->tile_prog, "wh"); dispatch->glUseProgram(0); glamor_put_dispatch(glamor_priv); } void glamor_fini_tile_shader(ScreenPtr screen) { glamor_screen_private *glamor_priv; glamor_gl_dispatch *dispatch; glamor_priv = glamor_get_screen_private(screen); dispatch = glamor_get_dispatch(glamor_priv); dispatch->glDeleteProgram(glamor_priv->tile_prog); glamor_put_dispatch(glamor_priv); } Bool 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); glamor_gl_dispatch *dispatch; int x1 = x; int x2 = x + width; int y1 = y; int y2 = y + height; int tile_x1 = tile_x; int tile_x2 = tile_x + width; int tile_y1 = tile_y; int tile_y2 = tile_y + height; float vertices[8]; float source_texcoords[8]; GLfloat dst_xscale, dst_yscale, src_xscale, src_yscale; glamor_pixmap_private *src_pixmap_priv; glamor_pixmap_private *dst_pixmap_priv; float wh[2]; src_pixmap_priv = glamor_get_pixmap_private(tile); dst_pixmap_priv = glamor_get_pixmap_private(pixmap); if (src_pixmap_priv == NULL || dst_pixmap_priv == NULL) goto fail; if (glamor_priv->tile_prog == 0) { glamor_fallback("Tiling unsupported\n"); goto fail; } if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dst_pixmap_priv)) { glamor_fallback("dest has no fbo.\n"); goto fail; } if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(src_pixmap_priv)) { /* XXX dynamic uploading candidate. */ glamor_fallback("Non-texture tile pixmap\n"); goto fail; } if (!glamor_set_planemask(pixmap, planemask)) { glamor_fallback("unsupported planemask %lx\n", planemask); goto fail; } glamor_set_destination_pixmap_priv_nc(dst_pixmap_priv); pixmap_priv_get_dest_scale(dst_pixmap_priv, &dst_xscale, &dst_yscale); dispatch = glamor_get_dispatch(glamor_priv); if (!glamor_set_alu(dispatch, alu)) { glamor_put_dispatch(glamor_priv); goto fail; } pixmap_priv_get_scale(src_pixmap_priv, &src_xscale, &src_yscale); dispatch->glUseProgram(glamor_priv->tile_prog); wh[0] = (float)src_pixmap_priv->fbo->width / tile->drawable.width; wh[1] = (float)src_pixmap_priv->fbo->height / tile->drawable.height; dispatch->glUniform2fv(glamor_priv->tile_wh, 1, wh); dispatch->glActiveTexture(GL_TEXTURE0); dispatch->glBindTexture(GL_TEXTURE_2D, src_pixmap_priv->fbo->tex); dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); #ifndef GLAMOR_GLES2 dispatch->glEnable(GL_TEXTURE_2D); #endif glamor_set_normalize_tcoords(src_xscale, src_yscale, tile_x1, tile_y1, tile_x2, tile_y2, glamor_priv->yInverted, source_texcoords); dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), source_texcoords); dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE); glamor_set_normalize_vcoords(dst_xscale, dst_yscale, x1, y1, x2, y2, glamor_priv->yInverted, vertices); dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices); dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS); dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4); dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); #ifndef GLAMOR_GLES2 dispatch->glDisable(GL_TEXTURE_2D); #endif dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS); dispatch->glUseProgram(0); glamor_set_alu(dispatch, GXcopy); glamor_set_planemask(pixmap, ~0); glamor_put_dispatch(glamor_priv); return TRUE; fail: return FALSE; }