/* * 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. */ #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->base.gl_fbo == GLAMOR_FBO_UNATTACHED) return 'm'; if (pixmap_priv->base.fbo->fb == glamor_priv->screen_fbo) return 's'; else return 'f'; } GLint glamor_compile_glsl_prog(GLenum type, const char *source) { GLint ok; GLint prog; prog = glCreateShader(type); glShaderSource(prog, 1, (const GLchar **) &source, NULL); glCompileShader(prog); glGetShaderiv(prog, GL_COMPILE_STATUS, &ok); if (!ok) { GLchar *info; GLint size; glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size); info = malloc(size); if (info) { 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); free(info); } else ErrorF("Failed to get shader compilation info.\n"); FatalError("GLSL compile failure\n"); } return prog; } void glamor_link_glsl_prog(ScreenPtr screen, GLint prog, const char *format, ...) { GLint ok; glamor_screen_private *glamor_priv = glamor_get_screen_private(screen); glLinkProgram(prog); glGetProgramiv(prog, GL_LINK_STATUS, &ok); if (!ok) { GLchar *info; GLint size; glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &size); info = malloc(size); glGetProgramInfoLog(prog, size, NULL, info); ErrorF("Failed to link: %s\n", info); FatalError("GLSL link failure\n"); } if (glamor_priv->has_khr_debug) { char *label; va_list va; va_start(va, format); XNFvasprintf(&label, format, va); glObjectLabel(GL_PROGRAM, prog, -1, label); free(label); va_end(va); } } Bool glamor_prepare_access(DrawablePtr drawable, glamor_access_t access) { PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable); glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap); if (pixmap->devPrivate.ptr) { /* Already mapped, nothing needs to be done. Note that we * aren't allowing promotion from RO to RW, because it would * require re-mapping the PBO. */ assert(!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv) || access == GLAMOR_ACCESS_RO || pixmap_priv->base.map_access == GLAMOR_ACCESS_RW); return TRUE; } pixmap_priv->base.map_access = access; return glamor_download_pixmap_to_cpu(pixmap, access); } /* * When downloading a unsupported color format to CPU memory, we need to shuffle the color elements and then use a supported color format to read it back to CPU memory. For an example, the picture's format is PICT_b8g8r8a8, Then the expecting color layout is as below (little endian): 0 1 2 3 : address a r g b Now the in GLES2 the supported color format is GL_RGBA, type is GL_UNSIGNED_TYPE, then we need to shuffle the fragment color as : frag_color = sample(texture).argb; before we use glReadPixel to get it back. For the uploading process, the shuffle is a revert shuffle. We still use GL_RGBA, GL_UNSIGNED_BYTE to upload the color to a texture, then let's see 0 1 2 3 : address a r g b : correct colors R G B A : GL_RGBA with GL_UNSIGNED_BYTE Now we need to shuffle again, the mapping rule is r = G, g = B, b = A, a = R. Then the uploading shuffle is as below: frag_color = sample(texture).gbar; */ void glamor_init_finish_access_shaders(ScreenPtr screen) { glamor_screen_private *glamor_priv; 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 *common_source = GLAMOR_DEFAULT_PRECISION "varying vec2 source_texture;\n" "uniform sampler2D sampler;\n" "uniform int revert;\n" "uniform int swap_rb;\n" "#define REVERT_NONE 0\n" "#define REVERT_NORMAL 1\n" "#define SWAP_NONE_DOWNLOADING 0\n" "#define SWAP_DOWNLOADING 1\n" "#define SWAP_UPLOADING 2\n" "#define SWAP_NONE_UPLOADING 3\n"; const char *fs_source = "void main()\n" "{\n" " if (revert == REVERT_NONE) \n" " { \n" " if ((swap_rb != SWAP_NONE_DOWNLOADING) && (swap_rb != SWAP_NONE_UPLOADING)) \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 == SWAP_DOWNLOADING) \n" " gl_FragColor = texture2D(sampler, source_texture).argb;\n" " else if (swap_rb == SWAP_NONE_DOWNLOADING)\n" " gl_FragColor = texture2D(sampler, source_texture).abgr;\n" " else if (swap_rb == SWAP_UPLOADING)\n" " gl_FragColor = texture2D(sampler, source_texture).gbar;\n" " else if (swap_rb == SWAP_NONE_UPLOADING)\n" " gl_FragColor = texture2D(sampler, source_texture).abgr;\n" " } \n" "}\n"; const char *set_alpha_source = "void main()\n" "{\n" " if (revert == REVERT_NONE) \n" " { \n" " if ((swap_rb != SWAP_NONE_DOWNLOADING) && (swap_rb != SWAP_NONE_UPLOADING)) \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 == SWAP_DOWNLOADING) \n" " gl_FragColor = vec4(1, texture2D(sampler, source_texture).rgb);\n" " else if (swap_rb == SWAP_NONE_DOWNLOADING)\n" " gl_FragColor = vec4(1, texture2D(sampler, source_texture).bgr);\n" " else if (swap_rb == SWAP_UPLOADING)\n" " gl_FragColor = vec4(texture2D(sampler, source_texture).gba, 1);\n" " else if (swap_rb == SWAP_NONE_UPLOADING)\n" " gl_FragColor = vec4(texture2D(sampler, source_texture).abg, 1);\n" " } \n" "}\n"; GLint fs_prog, vs_prog, avs_prog, set_alpha_prog; GLint sampler_uniform_location; char *source; glamor_priv = glamor_get_screen_private(screen); glamor_make_current(glamor_priv); glamor_priv->finish_access_prog[0] = glCreateProgram(); glamor_priv->finish_access_prog[1] = glCreateProgram(); vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, vs_source); XNFasprintf(&source, "%s%s", common_source, fs_source); fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, source); free(source); glAttachShader(glamor_priv->finish_access_prog[0], vs_prog); glAttachShader(glamor_priv->finish_access_prog[0], fs_prog); avs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, vs_source); XNFasprintf(&source, "%s%s", common_source, set_alpha_source); set_alpha_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, source); free(source); glAttachShader(glamor_priv->finish_access_prog[1], avs_prog); glAttachShader(glamor_priv->finish_access_prog[1], set_alpha_prog); glBindAttribLocation(glamor_priv->finish_access_prog[0], GLAMOR_VERTEX_POS, "v_position"); glBindAttribLocation(glamor_priv->finish_access_prog[0], GLAMOR_VERTEX_SOURCE, "v_texcoord0"); glamor_link_glsl_prog(screen, glamor_priv->finish_access_prog[0], "finish access 0"); glBindAttribLocation(glamor_priv->finish_access_prog[1], GLAMOR_VERTEX_POS, "v_position"); glBindAttribLocation(glamor_priv->finish_access_prog[1], GLAMOR_VERTEX_SOURCE, "v_texcoord0"); glamor_link_glsl_prog(screen, glamor_priv->finish_access_prog[1], "finish access 1"); glamor_priv->finish_access_revert[0] = glGetUniformLocation(glamor_priv->finish_access_prog[0], "revert"); glamor_priv->finish_access_swap_rb[0] = glGetUniformLocation(glamor_priv->finish_access_prog[0], "swap_rb"); sampler_uniform_location = glGetUniformLocation(glamor_priv->finish_access_prog[0], "sampler"); glUseProgram(glamor_priv->finish_access_prog[0]); glUniform1i(sampler_uniform_location, 0); glUniform1i(glamor_priv->finish_access_revert[0], 0); glUniform1i(glamor_priv->finish_access_swap_rb[0], 0); glamor_priv->finish_access_revert[1] = glGetUniformLocation(glamor_priv->finish_access_prog[1], "revert"); glamor_priv->finish_access_swap_rb[1] = glGetUniformLocation(glamor_priv->finish_access_prog[1], "swap_rb"); sampler_uniform_location = glGetUniformLocation(glamor_priv->finish_access_prog[1], "sampler"); glUseProgram(glamor_priv->finish_access_prog[1]); glUniform1i(glamor_priv->finish_access_revert[1], 0); glUniform1i(sampler_uniform_location, 0); glUniform1i(glamor_priv->finish_access_swap_rb[1], 0); } void glamor_fini_finish_access_shaders(ScreenPtr screen) { glamor_screen_private *glamor_priv; glamor_priv = glamor_get_screen_private(screen); glamor_make_current(glamor_priv); glDeleteProgram(glamor_priv->finish_access_prog[0]); glDeleteProgram(glamor_priv->finish_access_prog[1]); } void glamor_finish_access(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 (!GLAMOR_PIXMAP_PRIV_HAS_FBO_DOWNLOADED(pixmap_priv)) return; /* If we are doing a series of unmaps from a nested map, we're * done. None of the callers do any rendering to maps after * starting an unmap sequence, so we don't need to delay until the * last nested unmap. */ if (!pixmap->devPrivate.ptr) return; if (pixmap_priv->base.map_access == GLAMOR_ACCESS_RW) { glamor_restore_pixmap_to_texture(pixmap); } if (pixmap_priv->base.fbo->pbo != 0 && pixmap_priv->base.fbo->pbo_valid) { assert(glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP); glamor_make_current(glamor_priv); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); glDeleteBuffers(1, &pixmap_priv->base.fbo->pbo); pixmap_priv->base.fbo->pbo_valid = FALSE; pixmap_priv->base.fbo->pbo = 0; } else { free(pixmap->devPrivate.ptr); } if (pixmap_priv->type == GLAMOR_TEXTURE_DRM) pixmap->devKind = pixmap_priv->base.drm_stride; if (pixmap_priv->base.gl_fbo == GLAMOR_FBO_DOWNLOADED) pixmap_priv->base.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); 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); if (gc->stipple) glamor_finish_access(&gc->stipple->drawable); } 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 = glamor_poly_text8, .PolyText16 = glamor_poly_text16, .ImageText8 = glamor_image_text8, .ImageText16 = glamor_image_text16, .ImageGlyphBlt = miImageGlyphBlt, .PolyGlyphBlt = glamor_poly_glyph_blt, .PushPixels = glamor_push_pixels, }; /** * 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); } } 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); } } } /* 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); } } 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); return ret; }