#ifdef HAVE_DIX_CONFIG_H #include #endif #include #include "glamor_priv.h" /** * Sets the offsets to add to coordinates to make them address the same bits in * the backing drawable. These coordinates are nonzero only for redirected * windows. */ void glamor_get_drawable_deltas(DrawablePtr drawable, PixmapPtr pixmap, int *x, int *y) { #ifdef COMPOSITE if (drawable->type == DRAWABLE_WINDOW) { *x = -pixmap->screen_x; *y = -pixmap->screen_y; return; } #endif *x = 0; *y = 0; } static void _glamor_pixmap_validate_filling(glamor_screen_private *glamor_priv, glamor_pixmap_private *pixmap_priv) { GLfloat vertices[8]; glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices); glEnableVertexAttribArray(GLAMOR_VERTEX_POS); glUseProgram(glamor_priv->solid_prog); glUniform4fv(glamor_priv->solid_color_uniform_location, 1, pixmap_priv->pending_op.fill.color4fv); vertices[0] = -1; vertices[1] = -1; vertices[2] = 1; vertices[3] = -1; vertices[4] = 1; vertices[5] = 1; vertices[6] = -1; vertices[7] = 1; glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableVertexAttribArray(GLAMOR_VERTEX_POS); glUseProgram(0); pixmap_priv->pending_op.type = GLAMOR_PENDING_NONE; } glamor_pixmap_validate_function_t pixmap_validate_funcs[] = { NULL, _glamor_pixmap_validate_filling }; void glamor_pixmap_init(ScreenPtr screen) { glamor_screen_private *glamor_priv = glamor_get_screen_private(screen); glamor_priv->pixmap_validate_funcs = pixmap_validate_funcs; } void glamor_validate_pixmap(PixmapPtr pixmap) { glamor_pixmap_validate_function_t validate_op; glamor_screen_private *glamor_priv = glamor_get_screen_private(pixmap->drawable.pScreen); glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap); validate_op = glamor_priv->pixmap_validate_funcs[pixmap_priv->pending_op.type]; if (validate_op) { (*validate_op)(glamor_priv, pixmap_priv); } } void glamor_set_destination_pixmap_priv_nc(glamor_pixmap_private *pixmap_priv) { glBindFramebuffer(GL_FRAMEBUFFER, pixmap_priv->fb); #ifndef GLAMOR_GLES2 glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); #endif glViewport(0, 0, pixmap_priv->container->drawable.width, pixmap_priv->container->drawable.height); } int glamor_set_destination_pixmap_priv(glamor_pixmap_private *pixmap_priv) { if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) return -1; glamor_set_destination_pixmap_priv_nc(pixmap_priv); return 0; } int glamor_set_destination_pixmap(PixmapPtr pixmap) { int err; glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap); err = glamor_set_destination_pixmap_priv(pixmap_priv); return err; } Bool glamor_set_planemask(PixmapPtr pixmap, unsigned long planemask) { if (glamor_pm_is_solid(&pixmap->drawable, planemask)) { return GL_TRUE; } glamor_fallback("unsupported planemask %lx\n", planemask); return GL_FALSE; } void glamor_set_alu(unsigned char alu) { #ifndef GLAMOR_GLES2 if (alu == GXcopy) { glDisable(GL_COLOR_LOGIC_OP); return; } glEnable(GL_COLOR_LOGIC_OP); switch (alu) { case GXclear: glLogicOp(GL_CLEAR); break; case GXand: glLogicOp(GL_AND); break; case GXandReverse: glLogicOp(GL_AND_REVERSE); break; case GXandInverted: glLogicOp(GL_AND_INVERTED); break; case GXnoop: glLogicOp(GL_NOOP); break; case GXxor: glLogicOp(GL_XOR); break; case GXor: glLogicOp(GL_OR); break; case GXnor: glLogicOp(GL_NOR); break; case GXequiv: glLogicOp(GL_EQUIV); break; case GXinvert: glLogicOp(GL_INVERT); break; case GXorReverse: glLogicOp(GL_OR_REVERSE); break; case GXcopyInverted: glLogicOp(GL_COPY_INVERTED); break; case GXorInverted: glLogicOp(GL_OR_INVERTED); break; case GXnand: glLogicOp(GL_NAND); break; case GXset: glLogicOp(GL_SET); break; default: FatalError("unknown logic op\n"); } #else if (alu != GXcopy) ErrorF("unsupported alu %x \n", alu); #endif } /** * Upload pixmap to a specified texture. * This texture may not be the one attached to it. **/ int in_restore = 0; static void __glamor_upload_pixmap_to_texture(PixmapPtr pixmap, GLenum format, GLenum type, GLuint tex) { glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap); glamor_screen_private *glamor_priv = glamor_get_screen_private(pixmap->drawable.pScreen); unsigned int stride, row_length; void *texels; GLenum iformat; switch (pixmap->drawable.depth) { #if 0 case 8: iformat = GL_ALPHA; break; #endif case 24: iformat = GL_RGB; break; default: iformat = GL_RGBA; break; } if (glamor_priv->gl_flavor == GLAMOR_GL_ES2) { iformat = format; } stride = pixmap->devKind; row_length = (stride * 8) / pixmap->drawable.bitsPerPixel; glBindTexture(GL_TEXTURE_2D, tex); if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) { glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length); } else { glPixelStorei(GL_UNPACK_ALIGNMENT, 4); } if (pixmap_priv->pbo && pixmap_priv->pbo_valid) { texels = NULL; glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixmap_priv->pbo); } else texels = pixmap->devPrivate.ptr; glTexImage2D(GL_TEXTURE_2D, 0, iformat, pixmap->drawable.width, pixmap->drawable.height, 0, format, type, texels); } /* * Load texture from the pixmap's data pointer and then * draw the texture to the fbo, and flip the y axis. * */ static void _glamor_upload_pixmap_to_texture(PixmapPtr pixmap, GLenum format, GLenum type, int no_alpha, int no_revert, int flip) { glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap); glamor_screen_private *glamor_priv = glamor_get_screen_private(pixmap->drawable.pScreen); static float vertices[8] = {-1, -1, 1, -1, 1, 1, -1, 1}; static float texcoords[8] = {0, 1, 1, 1, 1, 0, 0, 0}; static float texcoords_inv[8] = {0, 0, 1, 0, 1, 1, 0, 1}; float *ptexcoords; GLuint tex; int need_flip; need_flip = (flip && !glamor_priv->yInverted); /* Try fast path firstly, upload the pixmap to the texture attached * to the fbo directly. */ if (no_alpha == 0 && no_revert == 1 && !need_flip) { __glamor_upload_pixmap_to_texture(pixmap, format, type, pixmap_priv->tex); return; } if (need_flip) ptexcoords = texcoords; else ptexcoords = texcoords_inv; /* Slow path, we need to flip y or wire alpha to 1. */ glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices); glEnableVertexAttribArray(GLAMOR_VERTEX_POS); glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), ptexcoords); glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE); glamor_set_destination_pixmap_priv_nc(pixmap_priv); glGenTextures(1, &tex); __glamor_upload_pixmap_to_texture(pixmap, format, type, tex); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); #ifndef GLAMOR_GLES2 glEnable(GL_TEXTURE_2D); #endif glUseProgram(glamor_priv->finish_access_prog[no_alpha]); glUniform1i(glamor_priv->finish_access_no_revert[no_alpha], no_revert); glUniform1i(glamor_priv->finish_access_swap_rb[no_alpha],0); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); #ifndef GLAMOR_GLES2 glDisable(GL_TEXTURE_2D); #endif glUseProgram(0); glDisableVertexAttribArray(GLAMOR_VERTEX_POS); glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); glDeleteTextures(1, &tex); glBindFramebuffer(GL_FRAMEBUFFER, 0); } void glamor_pixmap_ensure_fb(PixmapPtr pixmap) { int status; glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap); if (pixmap_priv->fb == 0) glGenFramebuffers(1, &pixmap_priv->fb); assert(pixmap_priv->tex != 0); glBindFramebuffer(GL_FRAMEBUFFER, pixmap_priv->fb); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pixmap_priv->tex, 0); status = glCheckFramebufferStatus (GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { const char *str; switch (status) { case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: str= "incomplete attachment"; break; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: str= "incomplete/missing attachment"; break; case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: str= "incomplete draw buffer"; break; case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: str= "incomplete read buffer"; break; case GL_FRAMEBUFFER_UNSUPPORTED: str= "unsupported"; break; case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: str= "incomplete multiple"; break; default: str = "unknown error"; break; } LogMessageVerb(X_INFO, 0, "destination is framebuffer incomplete: %s [%#x]\n", str, status); assert(0); } } /* * Prepare to upload a pixmap to texture memory. * no_alpha equals 1 means the format needs to wire alpha to 1. * Two condtion need to setup a fbo for a pixmap * 1. !yInverted, we need to do flip if we are not yInverted. * 2. no_alpha != 0, we need to wire the alpha. * */ static int glamor_pixmap_upload_prepare(PixmapPtr pixmap, int no_alpha, int no_revert) { int need_fbo; glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap); glamor_screen_private *glamor_priv = glamor_get_screen_private(pixmap->drawable.pScreen); if (!glamor_check_fbo_size(glamor_priv, pixmap->drawable.width , pixmap->drawable.height) || !glamor_check_fbo_depth(pixmap->drawable.depth)) { glamor_fallback("upload failed reason: bad size or depth %d x %d @depth %d \n", pixmap->drawable.width, pixmap->drawable.height, pixmap->drawable.depth); return -1; } if (GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) return 0; if (no_alpha != 0 || no_revert == 0 || !glamor_priv->yInverted) need_fbo = 1; else need_fbo = 0; if (pixmap_priv->tex == 0) glGenTextures(1, &pixmap_priv->tex); if (need_fbo) { glBindTexture(GL_TEXTURE_2D, pixmap_priv->tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, pixmap->drawable.width, pixmap->drawable.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glamor_pixmap_ensure_fb(pixmap); } return 0; } enum glamor_pixmap_status glamor_upload_pixmap_to_texture(PixmapPtr pixmap) { GLenum format, type; int no_alpha, no_revert; if (glamor_get_tex_format_type_from_pixmap(pixmap, &format, &type, &no_alpha, &no_revert)) { glamor_fallback("Unknown pixmap depth %d.\n", pixmap->drawable.depth); return GLAMOR_UPLOAD_FAILED; } if (glamor_pixmap_upload_prepare(pixmap, no_alpha, no_revert)) return GLAMOR_UPLOAD_FAILED; glamor_debug_output(GLAMOR_DEBUG_TEXTURE_DYNAMIC_UPLOAD, "Uploading pixmap %p %dx%d depth%d.\n", pixmap, pixmap->drawable.width, pixmap->drawable.height, pixmap->drawable.depth); _glamor_upload_pixmap_to_texture(pixmap, format, type, no_alpha, no_revert, 1); return GLAMOR_UPLOAD_DONE; } #if 0 enum glamor_pixmap_status glamor_upload_pixmap_to_texure_from_data(PixmapPtr pixmap, void *data) { enum glamor_pixmap_status upload_status; glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap); assert(pixmap_priv->pbo_valid == 0); assert(pixmap->devPrivate.ptr == NULL); pixmap->devPrivate.ptr = data; upload_status = glamor_upload_pixmap_to_texture(pixmap); pixmap->devPrivate.ptr = NULL; return upload_status; } #endif void glamor_restore_pixmap_to_texture(PixmapPtr pixmap) { GLenum format, type; int no_alpha, no_revert; if (glamor_get_tex_format_type_from_pixmap(pixmap, &format, &type, &no_alpha, &no_revert)) { ErrorF("Unknown pixmap depth %d.\n", pixmap->drawable.depth); assert(0); } in_restore = 1; _glamor_upload_pixmap_to_texture(pixmap, format, type, no_alpha, no_revert, 1); in_restore = 0; } /* * as gles2 only support a very small set of color format and * type when do glReadPixel, * Before we use glReadPixels to get back a textured pixmap, * Use shader to convert it to a supported format and thus * get a new temporary pixmap returned. * */ PixmapPtr glamor_es2_pixmap_read_prepare(PixmapPtr source, GLenum *format, GLenum *type, int no_alpha, int no_revert) { glamor_pixmap_private *source_priv; glamor_screen_private *glamor_priv; ScreenPtr screen; PixmapPtr temp_pixmap; glamor_pixmap_private *temp_pixmap_priv; static float vertices[8] = {-1, -1, 1, -1, 1, 1, -1, 1}; static float texcoords[8] = {0, 0, 1, 0, 1, 1, 0, 1}; int swap_rb = 0; screen = source->drawable.pScreen; glamor_priv = glamor_get_screen_private(screen); source_priv = glamor_get_pixmap_private(source); if (*format == GL_BGRA) { *format = GL_RGBA; swap_rb = 1; } temp_pixmap = (*screen->CreatePixmap)(screen, source->drawable.width, source->drawable.height, source->drawable.depth, 0); temp_pixmap_priv = glamor_get_pixmap_private(temp_pixmap); glBindTexture(GL_TEXTURE_2D, temp_pixmap_priv->tex); glTexImage2D(GL_TEXTURE_2D, 0, *format, source->drawable.width, source->drawable.height, 0, *format, *type, NULL); glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices); glEnableVertexAttribArray(GLAMOR_VERTEX_POS); glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), texcoords); glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, source_priv->tex); glamor_set_destination_pixmap_priv_nc(temp_pixmap_priv); glUseProgram(glamor_priv->finish_access_prog[no_alpha]); glUniform1i(glamor_priv->finish_access_no_revert[no_alpha], no_revert); glUniform1i(glamor_priv->finish_access_swap_rb[no_alpha], swap_rb); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableVertexAttribArray(GLAMOR_VERTEX_POS); glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); glUseProgram(0); glFlush(); return temp_pixmap; } /** * Move a pixmap to CPU memory. * The input data is the pixmap's fbo. * The output data is at pixmap->devPrivate.ptr. We always use pbo * to read the fbo and then map it to va. If possible, we will use * it directly as devPrivate.ptr. * If successfully download a fbo to cpu then return TRUE. * Otherwise return FALSE. **/ Bool glamor_download_pixmap_to_cpu(PixmapPtr pixmap, glamor_access_t access) { glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap); unsigned int stride, row_length, y; GLenum format, type, gl_access, gl_usage; int no_alpha, no_revert; uint8_t *data = NULL, *read; PixmapPtr temp_pixmap = NULL; ScreenPtr screen; glamor_screen_private *glamor_priv = glamor_get_screen_private(pixmap->drawable.pScreen); screen = pixmap->drawable.pScreen; if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) return TRUE; if (glamor_get_tex_format_type_from_pixmap(pixmap, &format, &type, &no_alpha, &no_revert)) { ErrorF("Unknown pixmap depth %d.\n", pixmap->drawable.depth); assert(0); // Should never happen. return FALSE; } pixmap_priv->access_mode = access; glamor_debug_output(GLAMOR_DEBUG_TEXTURE_DOWNLOAD, "Downloading pixmap %p %dx%d depth%d\n", pixmap, pixmap->drawable.width, pixmap->drawable.height, pixmap->drawable.depth); stride = pixmap->devKind; glamor_set_destination_pixmap_priv_nc(pixmap_priv); /* XXX we may don't need to validate it on GPU here, * we can just validate it on CPU. */ glamor_validate_pixmap(pixmap); if (glamor_priv->gl_flavor == GLAMOR_GL_ES2 && ((format != GL_RGBA && format != GL_RGB && format != GL_ALPHA) || no_revert != 1)) { temp_pixmap = glamor_es2_pixmap_read_prepare(pixmap, &format, &type, no_alpha, no_revert); } switch (access) { case GLAMOR_ACCESS_RO: gl_access = GL_READ_ONLY; gl_usage = GL_STREAM_READ; break; case GLAMOR_ACCESS_WO: data = malloc(stride * pixmap->drawable.height); goto done; break; case GLAMOR_ACCESS_RW: gl_access = GL_READ_WRITE; gl_usage = GL_DYNAMIC_DRAW; break; default: ErrorF("Glamor: Invalid access code. %d\n", access); assert(0); } if (glamor_priv->gl_flavor == GLAMOR_GL_ES2) { data = malloc(stride * pixmap->drawable.height); } row_length = (stride * 8) / pixmap->drawable.bitsPerPixel; if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) { glPixelStorei(GL_PACK_ALIGNMENT, 1); glPixelStorei(GL_PACK_ROW_LENGTH, row_length); } else { glPixelStorei(GL_PACK_ALIGNMENT, 4); // glPixelStorei(GL_PACK_ROW_LENGTH, 0); } if (glamor_priv->has_pack_invert || glamor_priv->yInverted) { if (!glamor_priv->yInverted) { assert(glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP); glPixelStorei(GL_PACK_INVERT_MESA, 1); } if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) { if (pixmap_priv->pbo == 0) glGenBuffers (1, &pixmap_priv->pbo); glBindBuffer (GL_PIXEL_PACK_BUFFER, pixmap_priv->pbo); glBufferData (GL_PIXEL_PACK_BUFFER, stride * pixmap->drawable.height, NULL, gl_usage); glReadPixels (0, 0, row_length, pixmap->drawable.height, format, type, 0); data = glMapBuffer (GL_PIXEL_PACK_BUFFER, gl_access); pixmap_priv->pbo_valid = TRUE; if (!glamor_priv->yInverted) { assert(glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP); glPixelStorei(GL_PACK_INVERT_MESA, 0); } glBindBuffer (GL_PIXEL_PACK_BUFFER, 0); } else { if (type == GL_UNSIGNED_SHORT_1_5_5_5_REV) type = GL_UNSIGNED_SHORT_5_5_5_1; glReadPixels (0, 0, pixmap->drawable.width, pixmap->drawable.height, format, type, data); } } else { data = malloc(stride * pixmap->drawable.height); assert(data); if (access != GLAMOR_ACCESS_WO) { if (pixmap_priv->pbo == 0) glGenBuffers(1, &pixmap_priv->pbo); glBindBuffer(GL_PIXEL_PACK_BUFFER, pixmap_priv->pbo); glBufferData(GL_PIXEL_PACK_BUFFER, stride * pixmap->drawable.height, NULL, GL_STREAM_READ); glReadPixels (0, 0, row_length, pixmap->drawable.height, format, type, 0); read = glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY); for (y = 0; y < pixmap->drawable.height; y++) memcpy(data + y * stride, read + (pixmap->drawable.height - y - 1) * stride, stride); glUnmapBuffer(GL_PIXEL_PACK_BUFFER); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); pixmap_priv->pbo_valid = FALSE; glDeleteBuffers(1, &pixmap_priv->pbo); pixmap_priv->pbo = 0; } } glBindFramebuffer(GL_FRAMEBUFFER, 0); done: pixmap->devPrivate.ptr = data; if (temp_pixmap) { glFlush(); (*screen->DestroyPixmap)(temp_pixmap); } return TRUE; } static void _glamor_destroy_upload_pixmap(PixmapPtr pixmap) { glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap); assert(pixmap_priv->gl_fbo == 0); if (pixmap_priv->fb) glDeleteFramebuffers(1, &pixmap_priv->fb); if (pixmap_priv->tex) glDeleteTextures(1, &pixmap_priv->tex); if (pixmap_priv->pbo) glDeleteBuffers(1, &pixmap_priv->pbo); pixmap_priv->fb = pixmap_priv->tex = pixmap_priv->pbo = 0; } void glamor_destroy_upload_pixmap(PixmapPtr pixmap) { _glamor_destroy_upload_pixmap(pixmap); }