xserver-multidpi/glamor/glamor_trapezoid.c
Junyan He 0b0391765f Add macro of vertex setting for triangle stripe
Add macro of vertex setting for triangle stripe draw,
  and make the code clear.

Signed-off-by: Junyan He <junyan.he@linux.intel.com>
2013-12-18 11:23:52 -08:00

766 lines
29 KiB
C

/*
* 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:
* Junyan He <junyan.he@linux.intel.com>
*
*/
/** @file glamor_trapezoid.c
*
* Trapezoid acceleration implementation
*/
#include "glamor_priv.h"
#ifdef RENDER
#include "mipict.h"
#include "fbpict.h"
#ifdef GLAMOR_TRAPEZOID_SHADER
void
glamor_init_trapezoid_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
GLint fs_prog, vs_prog;
const char *trapezoid_vs =
GLAMOR_DEFAULT_PRECISION
"attribute vec4 v_position;\n"
"attribute vec4 v_texcoord;\n"
"varying vec2 source_texture;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = v_position;\n"
" source_texture = v_texcoord.xy;\n"
"}\n";
/*
* Because some GL fill function do not support the MultSample
* anti-alias, we need to do the MSAA here. This manner like
* pixman, will caculate the value of area in trapezoid dividing
* the totol area for each pixel, as follow:
|
----+------------------------------------------------------>
|
| -------------
| / \
| / \
| / \
| / +----------------+
| / |.....\ |
| / |......\ |
| / |.......\ |
| / |........\ |
| /-------------------+---------\ |
| | |
| | |
| +----------------+
|
\|/
*/
const char *trapezoid_fs =
GLAMOR_DEFAULT_PRECISION
"varying vec2 source_texture; \n"
"uniform float x_per_pix; \n"
"uniform float y_per_pix; \n"
"uniform float trap_top; \n"
"uniform float trap_bottom; \n"
"uniform float trap_left_x; \n"
"uniform float trap_left_y; \n"
"uniform float trap_left_slope; \n"
"uniform int trap_left_vertical; \n"
"uniform float trap_right_x; \n"
"uniform float trap_right_y; \n"
"uniform float trap_right_slope; \n"
"uniform int trap_right_vertical; \n"
"\n"
"float get_alpha_val() \n"
"{ \n"
" float x_up_cut_left; \n"
" float x_bottom_cut_left; \n"
" float x_up_cut_right; \n"
" float x_bottom_cut_right; \n"
" \n"
" if(trap_left_vertical == 1) { \n"
" x_up_cut_left = trap_left_x; \n"
" x_bottom_cut_left = trap_left_x; \n"
" } else { \n"
" x_up_cut_left = trap_left_x \n"
" + (source_texture.y - y_per_pix/2.0 - trap_left_y) \n"
" / trap_left_slope; \n"
" x_bottom_cut_left = trap_left_x \n"
" + (source_texture.y + y_per_pix/2.0 - trap_left_y) \n"
" / trap_left_slope; \n"
" } \n"
" \n"
" if(trap_right_vertical == 1) { \n"
" x_up_cut_right = trap_right_x; \n"
" x_bottom_cut_right = trap_right_x; \n"
" } else { \n"
" x_up_cut_right = trap_right_x \n"
" + (source_texture.y - y_per_pix/2.0 - trap_right_y) \n"
" / trap_right_slope; \n"
" x_bottom_cut_right = trap_right_x \n"
" + (source_texture.y + y_per_pix/2.0 - trap_right_y) \n"
" / trap_right_slope; \n"
" } \n"
" \n"
" if((x_up_cut_left <= source_texture.x - x_per_pix/2.0) && \n"
" (x_bottom_cut_left <= source_texture.x - x_per_pix/2.0) && \n"
" (x_up_cut_right >= source_texture.x + x_per_pix/2.0) && \n"
" (x_bottom_cut_right >= source_texture.x + x_per_pix/2.0) && \n"
" (trap_top <= source_texture.y - y_per_pix/2.0) && \n"
" (trap_bottom >= source_texture.y + y_per_pix/2.0)) { \n"
// The complete inside case.
" return 1.0; \n"
" } else if((trap_top > source_texture.y + y_per_pix/2.0) || \n"
" (trap_bottom < source_texture.y - y_per_pix/2.0)) { \n"
// The complete outside. Above the top or Below the bottom.
" return 0.0; \n"
" } else { \n"
" if((x_up_cut_right < source_texture.x - x_per_pix/2.0 && \n"
" x_bottom_cut_right < source_texture.x - x_per_pix/2.0) \n"
" || (x_up_cut_left > source_texture.x + x_per_pix/2.0 && \n"
" x_bottom_cut_left > source_texture.x + x_per_pix/2.0)) { \n"
// The complete outside. At Left or Right of the trapezoide.
" return 0.0; \n"
" } \n"
" } \n"
// Get here, the pix is partly inside the trapezoid.
" { \n"
" float percent = 0.0; \n"
" float up = (source_texture.y - y_per_pix/2.0) >= trap_top ? \n"
" (source_texture.y - y_per_pix/2.0) : trap_top; \n"
" float bottom = (source_texture.y + y_per_pix/2.0) <= trap_bottom ? \n"
" (source_texture.y + y_per_pix/2.0) : trap_bottom; \n"
" float left = source_texture.x - x_per_pix/2.0; \n"
" float right = source_texture.x + x_per_pix/2.0; \n"
" \n"
" percent = (bottom - up) / y_per_pix; \n"
" \n"
" if(trap_left_vertical == 1) { \n"
" if(trap_left_x > source_texture.x - x_per_pix/2.0 && \n"
" trap_left_x < source_texture.x + x_per_pix/2.0) \n"
" left = trap_left_x; \n"
" } \n"
" if(trap_right_vertical == 1) { \n"
" if(trap_right_x > source_texture.x - x_per_pix/2.0 && \n"
" trap_right_x < source_texture.x + x_per_pix/2.0) \n"
" right = trap_right_x; \n"
" } \n"
" if((up >= bottom) || (left >= right)) \n"
" return 0.0; \n"
" \n"
" percent = percent * ((right - left)/x_per_pix); \n"
" if(trap_left_vertical == 1 && trap_right_vertical == 1) \n"
" return percent; \n"
" \n"
" if(trap_left_vertical != 1) { \n"
" float area; \n"
// the slope should never be 0.0 here
" float up_x = trap_left_x + (up - trap_left_y)/trap_left_slope; \n"
" float bottom_x = trap_left_x + (bottom - trap_left_y)/trap_left_slope; \n"
" if(trap_left_slope < 0.0 && up_x > left) { \n"
/* case 1
|
----+------------------------------------->
| /
| /
| +---/--------+
| | /.........|
| | /..........|
| |/...........|
| /............|
| /|............|
| +------------+
|
\|/
*/
" float left_y = trap_left_y + trap_left_slope*(left - trap_left_x); \n"
" if((up_x > left) && (left_y > up)) { \n"
" area = 0.5 * (up_x - left) * (left_y - up); \n"
" if(up_x > right) { \n"
" float right_y = trap_left_y \n"
" + trap_left_slope*(right - trap_left_x); \n"
" area = area - 0.5 * (up_x - right) * (right_y - up); \n"
" } \n"
" if(left_y > bottom) { \n"
" area = area - 0.5 * (bottom_x - left) * (left_y - bottom); \n"
" } \n"
" } else { \n"
" area = 0.0; \n"
" } \n"
" percent = percent * (1.0 - (area/((right-left)*(bottom-up)))); \n"
" } else if(trap_left_slope > 0.0 && bottom_x > left) { \n"
/* case 2
|
----+------------------------------------->
| \
| \
| +\-----------+
| | \..........|
| | \.........|
| | \........|
| | \.......|
| | \......|
| +------\-----+
| \
| \
\|/
*/
" float right_y = trap_left_y + trap_left_slope*(right - trap_left_x); \n"
" if((up_x < right) && (right_y > up)) { \n"
" area = 0.5 * (right - up_x) * (right_y - up); \n"
" if(up_x < left) { \n"
" float left_y = trap_left_y \n"
" + trap_left_slope*(left - trap_left_x); \n"
" area = area - 0.5 * (left - up_x) * (left_y - up); \n"
" } \n"
" if(right_y > bottom) { \n"
" area = area - 0.5 * (right - bottom_x) * (right_y - bottom); \n"
" } \n"
" } else { \n"
" area = 0.0; \n"
" } \n"
" percent = percent * (area/((right-left)*(bottom-up))); \n"
" } \n"
" } \n"
" \n"
" if(trap_right_vertical != 1) { \n"
" float area; \n"
// the slope should never be 0.0 here
" float up_x = trap_right_x + (up - trap_right_y)/trap_right_slope; \n"
" float bottom_x = trap_right_x + (bottom - trap_right_y)/trap_right_slope; \n"
" if(trap_right_slope < 0.0 && bottom_x < right) { \n"
/* case 3
|
----+------------------------------------->
| /
| +--------/---+
| |......./ |
| |....../ |
| |...../ |
| |..../ |
| |.../ |
| +--/---------+
| /
|
\|/
*/
" float left_y = trap_right_y + trap_right_slope*(left - trap_right_x); \n"
" if((up_x > left) && (left_y > up)) { \n"
" area = 0.5 * (up_x - left) * (left_y - up); \n"
" if(up_x > right) { \n"
" float right_y = trap_right_y \n"
" + trap_right_slope*(right - trap_right_x); \n"
" area = area - 0.5 * (up_x - right) * (right_y - up); \n"
" } \n"
" if(left_y > bottom) { \n"
" area = area - 0.5 * (bottom_x - left) * (left_y - bottom); \n"
" } \n"
" } else { \n"
" area = 0.0; \n"
" } \n"
" percent = percent * (area/((right-left)*(bottom-up))); \n"
" } else if(trap_right_slope > 0.0 && up_x < right) { \n"
/* case 4
|
----+------------------------------------->
| \
| +--------\---+
| |.........\ |
| |..........\ |
| |...........\|
| |............\
| |............|\
| +------------+ \
| \
|
\|/
*/
" float right_y = trap_right_y + trap_right_slope*(right - trap_right_x); \n"
" if((up_x < right) && (right_y > up)) { \n"
" area = 0.5 * (right - up_x) * (right_y - up); \n"
" if(up_x < left) { \n"
" float left_y = trap_right_y \n"
" + trap_right_slope*(left - trap_right_x); \n"
" area = area - 0.5 * (left - up_x) * (left_y - up); \n"
" } \n"
" if(right_y > bottom) { \n"
" area = area - 0.5 * (right - bottom_x) * (right_y - bottom); \n"
" } \n"
" } else { \n"
" area = 0.0; \n"
" } \n"
" percent = percent * (1.0 - (area/((right-left)*(bottom-up)))); \n"
" } \n"
" } \n"
" \n"
" return percent; \n"
" } \n"
"} \n"
"\n"
"void main() \n"
"{ \n"
" float alpha_val = get_alpha_val(); \n"
" gl_FragColor = vec4(0.0, 0.0, 0.0, alpha_val); \n"
"}\n";
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
glamor_priv->trapezoid_prog = dispatch->glCreateProgram();
vs_prog = glamor_compile_glsl_prog(dispatch,
GL_VERTEX_SHADER, trapezoid_vs);
fs_prog = glamor_compile_glsl_prog(dispatch,
GL_FRAGMENT_SHADER, trapezoid_fs);
dispatch->glAttachShader(glamor_priv->trapezoid_prog, vs_prog);
dispatch->glAttachShader(glamor_priv->trapezoid_prog, fs_prog);
dispatch->glBindAttribLocation(glamor_priv->trapezoid_prog,
GLAMOR_VERTEX_POS, "v_positionsition");
dispatch->glBindAttribLocation(glamor_priv->trapezoid_prog,
GLAMOR_VERTEX_SOURCE, "v_texcoord");
glamor_link_glsl_prog(dispatch, glamor_priv->trapezoid_prog);
dispatch->glUseProgram(0);
glamor_put_dispatch(glamor_priv);
}
void
glamor_fini_trapezoid_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->trapezoid_prog);
glamor_put_dispatch(glamor_priv);
}
static Bool
_glamor_generate_trapezoid_with_shader(ScreenPtr screen, PicturePtr picture,
xTrapezoid * traps, int ntrap, BoxRec *bounds)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
glamor_pixmap_private *pixmap_priv;
PixmapPtr pixmap = NULL;
GLint x_per_pix_uniform_location;
GLint y_per_pix_uniform_location;
GLint trap_top_uniform_location;
GLint trap_bottom_uniform_location;
GLint trap_left_x_uniform_location;
GLint trap_left_y_uniform_location;
GLint trap_left_slope_uniform_location;
GLint trap_right_x_uniform_location;
GLint trap_right_y_uniform_location;
GLint trap_right_slope_uniform_location;
GLint trap_left_vertical_uniform_location;
GLint trap_right_vertical_uniform_location;
GLint trapezoid_prog;
float width, height;
xFixed width_fix, height_fix;
GLfloat xscale, yscale;
float left_slope, right_slope;
xTrapezoid *ptrap;
BoxRec one_trap_bound;
float vertices[8];
float tex_vertices[8];
float tmp;
int i;
glamor_priv = glamor_get_screen_private(screen);
trapezoid_prog = glamor_priv->trapezoid_prog;
pixmap = glamor_get_drawable_pixmap(picture->pDrawable);
pixmap_priv = glamor_get_pixmap_private(pixmap);
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) { /* should always have here. */
DEBUGF("GLAMOR_PIXMAP_PRIV_HAS_FBO check failed, fallback\n");
return FALSE;
}
/* First, clear all to zero */
if (!glamor_solid(pixmap, 0, 0, pixmap_priv->container->drawable.width,
pixmap_priv->container->drawable.height,
GXclear, 0xFFFFFFFF, 0)) {
DEBUGF("glamor_solid failed, fallback\n");
return FALSE;
}
dispatch = glamor_get_dispatch(glamor_priv);
/* Bind all the uniform vars .*/
x_per_pix_uniform_location =
dispatch->glGetUniformLocation(trapezoid_prog, "x_per_pix");
y_per_pix_uniform_location =
dispatch->glGetUniformLocation(trapezoid_prog, "y_per_pix");
trap_top_uniform_location =
dispatch->glGetUniformLocation(trapezoid_prog, "trap_top");
trap_bottom_uniform_location =
dispatch->glGetUniformLocation(trapezoid_prog, "trap_bottom");
trap_left_x_uniform_location =
dispatch->glGetUniformLocation(trapezoid_prog, "trap_left_x");
trap_left_y_uniform_location =
dispatch->glGetUniformLocation(trapezoid_prog, "trap_left_y");
trap_left_slope_uniform_location =
dispatch->glGetUniformLocation(trapezoid_prog, "trap_left_slope");
trap_left_vertical_uniform_location =
dispatch->glGetUniformLocation(trapezoid_prog, "trap_left_vertical");
trap_right_x_uniform_location =
dispatch->glGetUniformLocation(trapezoid_prog, "trap_right_x");
trap_right_y_uniform_location =
dispatch->glGetUniformLocation(trapezoid_prog, "trap_right_y");
trap_right_slope_uniform_location =
dispatch->glGetUniformLocation(trapezoid_prog, "trap_right_slope");
trap_right_vertical_uniform_location =
dispatch->glGetUniformLocation(trapezoid_prog, "trap_right_vertical");
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
pixmap_priv_get_dest_scale(pixmap_priv, (&xscale), (&yscale));
width = (float)(bounds->x2 - bounds->x1);
height = (float)(bounds->y2 - bounds->y1);
width_fix = IntToxFixed((bounds->x2 - bounds->x1));
height_fix = IntToxFixed((bounds->y2 - bounds->y1));
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
/* Now draw the Trapezoid mask. */
dispatch->glUseProgram(trapezoid_prog);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 0, vertices);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
GL_FALSE, 0, tex_vertices);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glEnable(GL_BLEND);
dispatch->glBlendFunc(GL_ONE, GL_ONE);
for (i = 0; i < ntrap; i++) {
ptrap = traps + i;
DEBUGF("--- The parameter of xTrapezoid is:\ntop: %d 0x%x\tbottom: %d 0x%x\n"
"left: p1 (%d 0x%x, %d 0x%x)\tp2 (%d 0x%x, %d 0x%x)\n"
"right: p1 (%d 0x%x, %d 0x%x)\tp2 (%d 0x%x, %d 0x%x)\n",
xFixedToInt(ptrap->top), ptrap->top,
xFixedToInt(ptrap->bottom), ptrap->bottom,
xFixedToInt(ptrap->left.p1.x), ptrap->left.p1.x,
xFixedToInt(ptrap->left.p1.y), ptrap->left.p1.y,
xFixedToInt(ptrap->left.p2.x), ptrap->left.p2.x,
xFixedToInt(ptrap->left.p2.y), ptrap->left.p2.y,
xFixedToInt(ptrap->right.p1.x), ptrap->right.p1.x,
xFixedToInt(ptrap->right.p1.y), ptrap->right.p1.y,
xFixedToInt(ptrap->right.p2.x), ptrap->right.p2.x,
xFixedToInt(ptrap->right.p2.y), ptrap->right.p2.y);
miTrapezoidBounds(1, ptrap, &one_trap_bound);
glamor_set_tcoords_tri_strip((pixmap_priv->container->drawable.width),
(pixmap_priv->container->drawable.height),
(one_trap_bound.x1),
(one_trap_bound.y1),
(one_trap_bound.x2),
(one_trap_bound.y2),
glamor_priv->yInverted, tex_vertices);
/* Need to rebase. */
one_trap_bound.x1 -= bounds->x1;
one_trap_bound.x2 -= bounds->x1;
one_trap_bound.y1 -= bounds->y1;
one_trap_bound.y2 -= bounds->y1;
glamor_set_normalize_vcoords_tri_strip(xscale, yscale,
one_trap_bound.x1, one_trap_bound.y1,
one_trap_bound.x2, one_trap_bound.y2,
glamor_priv->yInverted, vertices);
DEBUGF("vertices --> leftup : %f X %f, rightup: %f X %f,"
"rightbottom: %f X %f, leftbottom : %f X %f\n",
vertices[0], vertices[1], vertices[2], vertices[3],
vertices[4], vertices[5], vertices[6], vertices[7]);
DEBUGF("tex_vertices --> leftup : %f X %f, rightup: %f X %f,"
"rightbottom: %f X %f, leftbottom : %f X %f\n",
tex_vertices[0], tex_vertices[1], tex_vertices[2], tex_vertices[3],
tex_vertices[4], tex_vertices[5], tex_vertices[6], tex_vertices[7]);
if (ptrap->left.p1.x == ptrap->left.p2.x) {
left_slope = 0.0;
dispatch->glUniform1i(trap_left_vertical_uniform_location, 1);
} else {
left_slope = ((float)(ptrap->left.p1.y - ptrap->left.p2.y))
/ ((float)(ptrap->left.p1.x - ptrap->left.p2.x));
dispatch->glUniform1i(trap_left_vertical_uniform_location, 0);
}
dispatch->glUniform1f(trap_left_slope_uniform_location, left_slope);
if (ptrap->right.p1.x == ptrap->right.p2.x) {
right_slope = 0.0;
dispatch->glUniform1i(trap_right_vertical_uniform_location, 1);
} else {
right_slope = ((float)(ptrap->right.p1.y - ptrap->right.p2.y))
/ ((float)(ptrap->right.p1.x - ptrap->right.p2.x));
dispatch->glUniform1i(trap_right_vertical_uniform_location, 0);
}
dispatch->glUniform1f(trap_right_slope_uniform_location, right_slope);
dispatch->glUniform1f(x_per_pix_uniform_location,
((float)width_fix) / (65536 * width));
dispatch->glUniform1f(y_per_pix_uniform_location,
((float)height_fix) / (65536 * height));
dispatch->glUniform1f(trap_top_uniform_location,
((float)ptrap->top) / 65536);
dispatch->glUniform1f(trap_bottom_uniform_location,
((float)ptrap->bottom) / 65536);
dispatch->glUniform1f(trap_left_x_uniform_location,
((float)ptrap->left.p1.x) / 65536);
dispatch->glUniform1f(trap_left_y_uniform_location,
((float)ptrap->left.p1.y) / 65536);
dispatch->glUniform1f(trap_right_x_uniform_location,
((float)ptrap->right.p1.x) / 65536);
dispatch->glUniform1f(trap_right_y_uniform_location,
((float)ptrap->right.p1.y) / 65536);
DEBUGF("x_per_pix = %f, y_per_pix = %f, trap_top = %f, trap_bottom = %f, "
"trap_left_x = %f, trap_left_y = %f, left_slope = %f, "
"trap_right_x = %f, trap_right_y = %f, right_slope = %f\n",
((float)width_fix) / (65536*width), ((float)height_fix) / (65536*height),
((float)ptrap->top) / 65536, ((float)ptrap->bottom) / 65536,
((float)ptrap->left.p1.x) / 65536, ((float)ptrap->left.p1.y) / 65536,
left_slope,
((float)ptrap->right.p1.x) / 65536, ((float)ptrap->right.p1.y) / 65536,
right_slope);
/* Now rendering. */
dispatch->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
dispatch->glBlendFunc(GL_ONE, GL_ZERO);
dispatch->glDisable(GL_BLEND);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glUseProgram(0);
glamor_put_dispatch(glamor_priv);
return TRUE;
}
#endif /*GLAMOR_TRAPEZOID_SHADER */
/**
* Creates an appropriate picture for temp mask use.
*/
static PicturePtr
glamor_create_mask_picture(ScreenPtr screen,
PicturePtr dst,
PictFormatPtr pict_format,
CARD16 width, CARD16 height, int gpu)
{
PixmapPtr pixmap;
PicturePtr picture;
int error;
if (!pict_format) {
if (dst->polyEdge == PolyEdgeSharp)
pict_format =
PictureMatchFormat(screen, 1, PICT_a1);
else
pict_format =
PictureMatchFormat(screen, 8, PICT_a8);
if (!pict_format)
return 0;
}
if (gpu) {
pixmap = glamor_create_pixmap(screen, width, height,
pict_format->depth, 0);
} else {
pixmap = glamor_create_pixmap(screen, 0, 0,
pict_format->depth,
GLAMOR_CREATE_PIXMAP_CPU);
}
if (!pixmap)
return 0;
picture = CreatePicture(0, &pixmap->drawable, pict_format,
0, 0, serverClient, &error);
glamor_destroy_pixmap(pixmap);
return picture;
}
/**
* glamor_trapezoids will first try to create a trapezoid mask using shader,
* if failed, miTrapezoids will generate trapezoid mask accumulating in
* system memory.
*/
static Bool
_glamor_trapezoids(CARD8 op,
PicturePtr src, PicturePtr dst,
PictFormatPtr mask_format, INT16 x_src, INT16 y_src,
int ntrap, xTrapezoid * traps, Bool fallback)
{
ScreenPtr screen = dst->pDrawable->pScreen;
BoxRec bounds;
PicturePtr picture;
INT16 x_dst, y_dst;
INT16 x_rel, y_rel;
int width, height, stride;
PixmapPtr pixmap;
pixman_image_t *image = NULL;
int ret = 0;
/* If a mask format wasn't provided, we get to choose, but behavior should
* be as if there was no temporary mask the traps were accumulated into.
*/
if (!mask_format) {
if (dst->polyEdge == PolyEdgeSharp)
mask_format =
PictureMatchFormat(screen, 1, PICT_a1);
else
mask_format =
PictureMatchFormat(screen, 8, PICT_a8);
for (; ntrap; ntrap--, traps++)
glamor_trapezoids(op, src, dst, mask_format, x_src,
y_src, 1, traps);
return TRUE;
}
miTrapezoidBounds(ntrap, traps, &bounds);
DEBUGF("The bounds for all traps is: bounds.x1 = %d, bounds.x2 = %d, "
"bounds.y1 = %d, bounds.y2 = %d\n", bounds.x1, bounds.x2,
bounds.y1, bounds.y2);
if (bounds.y1 >= bounds.y2 || bounds.x1 >= bounds.x2)
return TRUE;
x_dst = traps[0].left.p1.x >> 16;
y_dst = traps[0].left.p1.y >> 16;
width = bounds.x2 - bounds.x1;
height = bounds.y2 - bounds.y1;
stride = PixmapBytePad(width, mask_format->depth);
#ifdef GLAMOR_TRAPEZOID_SHADER
picture = glamor_create_mask_picture(screen, dst, mask_format,
width, height, 1);
if (!picture)
return TRUE;
ret = _glamor_generate_trapezoid_with_shader(screen, picture, traps, ntrap, &bounds);
if (!ret)
FreePicture(picture, 0);
#endif
if (!ret) {
DEBUGF("Fallback to sw rasterize of trapezoid\n");
picture = glamor_create_mask_picture(screen, dst, mask_format,
width, height, 0);
if (!picture)
return TRUE;
image = pixman_image_create_bits(picture->format,
width, height, NULL, stride);
if (!image) {
FreePicture(picture, 0);
return TRUE;
}
for (; ntrap; ntrap--, traps++)
pixman_rasterize_trapezoid(image,
(pixman_trapezoid_t *) traps,
-bounds.x1, -bounds.y1);
pixmap = glamor_get_drawable_pixmap(picture->pDrawable);
screen->ModifyPixmapHeader(pixmap, width, height,
mask_format->depth,
BitsPerPixel(mask_format->depth),
PixmapBytePad(width,
mask_format->depth),
pixman_image_get_data(image));
}
x_rel = bounds.x1 + x_src - x_dst;
y_rel = bounds.y1 + y_src - y_dst;
DEBUGF("x_src = %d, y_src = %d, x_dst = %d, y_dst = %d, "
"x_rel = %d, y_rel = %d\n", x_src, y_src, x_dst,
y_dst, x_rel, y_rel);
CompositePicture(op, src, picture, dst,
x_rel, y_rel,
0, 0,
bounds.x1, bounds.y1,
bounds.x2 - bounds.x1, bounds.y2 - bounds.y1);
if (image)
pixman_image_unref(image);
FreePicture(picture, 0);
return TRUE;
}
void
glamor_trapezoids(CARD8 op,
PicturePtr src, PicturePtr dst,
PictFormatPtr mask_format, INT16 x_src, INT16 y_src,
int ntrap, xTrapezoid * traps)
{
DEBUGF("x_src = %d, y_src = %d, ntrap = %d\n", x_src, y_src, ntrap);
_glamor_trapezoids(op, src, dst, mask_format, x_src,
y_src, ntrap, traps, TRUE);
}
Bool
glamor_trapezoids_nf(CARD8 op,
PicturePtr src, PicturePtr dst,
PictFormatPtr mask_format, INT16 x_src, INT16 y_src,
int ntrap, xTrapezoid * traps)
{
DEBUGF("x_src = %d, y_src = %d, ntrap = %d\n", x_src, y_src, ntrap);
return _glamor_trapezoids(op, src, dst, mask_format, x_src,
y_src, ntrap, traps, FALSE);
}
#endif /* RENDER */