/* * Copyright © 2008 Intel Corporation * Copyright © 1998 Keith Packard * * Permission to use, copy, modify, distribute, and sell this software and its * documentation for any purpose is hereby granted without fee, provided that * the above copyright notice appear in all copies and that both that * copyright notice and this permission notice appear in supporting * documentation, and that the name of Keith Packard not be used in * advertising or publicity pertaining to distribution of the software without * specific, written prior permission. Keith Packard makes no * representations about the suitability of this software for any purpose. It * is provided "as is" without express or implied warranty. * * KEITH PACKARD DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, * INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO * EVENT SHALL KEITH PACKARD BE LIABLE FOR ANY SPECIAL, INDIRECT OR * CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, * DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER * TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */ #ifdef HAVE_DIX_CONFIG_H #include #endif #include "glamor_priv.h" /** @file glamor_fillspans.c * * GC fill implementation, based loosely on fb_fill.c */ void glamor_fill(DrawablePtr drawable, GCPtr gc, int x, int y, int width, int height) { PixmapPtr dst_pixmap = glamor_get_drawable_pixmap(drawable); switch (gc->fillStyle) { case FillSolid: glamor_solid(dst_pixmap, x - dst_pixmap->screen_x, y - dst_pixmap->screen_y, width, height, gc->alu, gc->planemask, gc->fgPixel); break; case FillStippled: case FillOpaqueStippled: glamor_stipple(dst_pixmap, gc->stipple, x - dst_pixmap->screen_x, y - dst_pixmap->screen_y, width, height, gc->alu, gc->planemask, gc->fgPixel, gc->bgPixel, gc->patOrg.x - dst_pixmap->screen_x, gc->patOrg.y - dst_pixmap->screen_y); break; case FillTiled: glamor_tile(dst_pixmap, gc->tile.pixmap, x - dst_pixmap->screen_x, y - dst_pixmap->screen_y, width, height, gc->alu, gc->planemask, gc->patOrg.x - dst_pixmap->screen_y, gc->patOrg.y - dst_pixmap->screen_y); break; } } void glamor_init_solid_shader(ScreenPtr screen) { glamor_screen_private *glamor_priv = glamor_get_screen_private(screen); const char *solid_vs_only = "uniform vec4 color;\n" "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_Color = color;\n" "}\n"; const char *solid_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" "}\n"; const char *solid_fs = "uniform vec4 color;\n" "void main()\n" "{\n" " gl_FragColor = color;\n" "}\n"; GLint fs_prog, vs_prog; glamor_priv->solid_prog = glCreateProgramObjectARB(); if (GLEW_ARB_fragment_shader) { vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER_ARB, solid_vs); fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER_ARB, solid_fs); glAttachObjectARB(glamor_priv->solid_prog, vs_prog); glAttachObjectARB(glamor_priv->solid_prog, fs_prog); } else { vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER_ARB, solid_vs_only); glAttachObjectARB(glamor_priv->solid_prog, vs_prog); } glamor_link_glsl_prog(glamor_priv->solid_prog); glamor_priv->solid_color_uniform_location = glGetUniformLocationARB(glamor_priv->solid_prog, "color"); glamor_get_transform_uniform_locations(glamor_priv->solid_prog, &glamor_priv->solid_transform); } void glamor_solid(PixmapPtr pixmap, int x, int y, int width, int height, unsigned char alu, unsigned long planemask, unsigned long fg_pixel) { 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; GLfloat color[4]; if (!glamor_set_destination_pixmap(pixmap)) return; glamor_set_alu(alu); glUseProgramObjectARB(glamor_priv->solid_prog); glamor_get_color_4f_from_pixel(pixmap, fg_pixel, color); glUniform4fvARB(glamor_priv->solid_color_uniform_location, 1, color); glamor_set_transform_for_pixmap(pixmap, &glamor_priv->solid_transform); glBegin(GL_TRIANGLE_FAN); glVertex2f(x1, y1); glVertex2f(x1, y2); glVertex2f(x2, y2); glVertex2f(x2, y1); glEnd(); glUseProgramObjectARB(0); glamor_set_alu(GXcopy); } /* Highlight places where we're doing it wrong. */ void glamor_solid_fail_region(PixmapPtr pixmap, int x, int y, int width, int height) { unsigned long pixel; switch (pixmap->drawable.depth) { case 24: case 32: pixel = 0x00ff00ff; /* our favorite color */ break; default: case 8: pixel = 0xd0d0d0d0; break; } glamor_solid(pixmap, x, y, width, height, GXcopy, ~0, pixel); }