xserver-multidpi/glamor/glamor.c
Eric Anholt 0e3f1252da glamor: Avoid using GL_QUADS on VC4.
Improves text rendering from about 284k glyphs per second to 320k
glyphs per second.  There's no GL extension for probing this, because
of the philosophy of "Don't expose whether things are really in
hardware or not."

Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Dave Airlie <airlied@redhat.com>
2015-06-29 21:43:36 -07:00

800 lines
26 KiB
C

/*
* Copyright © 2008,2011 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 <eric@anholt.net>
* Zhigang Gong <zhigang.gong@linux.intel.com>
* Chad Versace <chad.versace@linux.intel.com>
*/
/** @file glamor.c
* This file covers the initialization and teardown of glamor, and has various
* functions not responsible for performing rendering.
*/
#include <stdlib.h>
#include "glamor_priv.h"
#include "mipict.h"
DevPrivateKeyRec glamor_screen_private_key;
DevPrivateKeyRec glamor_pixmap_private_key;
DevPrivateKeyRec glamor_gc_private_key;
/**
* glamor_get_drawable_pixmap() returns a backing pixmap for a given drawable.
*
* @param drawable the drawable being requested.
*
* This function returns the backing pixmap for a drawable, whether it is a
* redirected window, unredirected window, or already a pixmap. Note that
* coordinate translation is needed when drawing to the backing pixmap of a
* redirected window, and the translation coordinates are provided by calling
* exaGetOffscreenPixmap() on the drawable.
*/
PixmapPtr
glamor_get_drawable_pixmap(DrawablePtr drawable)
{
if (drawable->type == DRAWABLE_WINDOW)
return drawable->pScreen->GetWindowPixmap((WindowPtr) drawable);
else
return (PixmapPtr) drawable;
}
static void
glamor_init_pixmap_private_small(PixmapPtr pixmap, glamor_pixmap_private *pixmap_priv)
{
pixmap_priv->box.x1 = 0;
pixmap_priv->box.x2 = pixmap->drawable.width;
pixmap_priv->box.y1 = 0;
pixmap_priv->box.y2 = pixmap->drawable.height;
pixmap_priv->block_w = pixmap->drawable.width;
pixmap_priv->block_h = pixmap->drawable.height;
pixmap_priv->block_hcnt = 1;
pixmap_priv->block_wcnt = 1;
pixmap_priv->box_array = &pixmap_priv->box;
pixmap_priv->fbo_array = &pixmap_priv->fbo;
}
_X_EXPORT void
glamor_set_pixmap_type(PixmapPtr pixmap, glamor_pixmap_type_t type)
{
glamor_pixmap_private *pixmap_priv;
pixmap_priv = dixLookupPrivate(&pixmap->devPrivates,
&glamor_pixmap_private_key);
if (pixmap_priv == NULL) {
pixmap_priv = calloc(sizeof(*pixmap_priv), 1);
glamor_set_pixmap_private(pixmap, pixmap_priv);
}
pixmap_priv->type = type;
glamor_init_pixmap_private_small(pixmap, pixmap_priv);
}
_X_EXPORT void
glamor_set_pixmap_texture(PixmapPtr pixmap, unsigned int tex)
{
ScreenPtr screen = pixmap->drawable.pScreen;
glamor_pixmap_private *pixmap_priv;
glamor_screen_private *glamor_priv;
glamor_pixmap_fbo *fbo;
GLenum format;
glamor_priv = glamor_get_screen_private(screen);
pixmap_priv = glamor_get_pixmap_private(pixmap);
if (pixmap_priv->fbo) {
fbo = glamor_pixmap_detach_fbo(pixmap_priv);
glamor_destroy_fbo(glamor_priv, fbo);
}
format = gl_iformat_for_pixmap(pixmap);
fbo = glamor_create_fbo_from_tex(glamor_priv, pixmap->drawable.width,
pixmap->drawable.height, format, tex, 0);
if (fbo == NULL) {
ErrorF("XXX fail to create fbo.\n");
return;
}
fbo->external = TRUE;
glamor_pixmap_attach_fbo(pixmap, fbo);
}
void
glamor_set_screen_pixmap(PixmapPtr screen_pixmap, PixmapPtr *back_pixmap)
{
glamor_pixmap_private *pixmap_priv;
glamor_screen_private *glamor_priv;
glamor_priv = glamor_get_screen_private(screen_pixmap->drawable.pScreen);
pixmap_priv = glamor_get_pixmap_private(screen_pixmap);
glamor_priv->screen_fbo = pixmap_priv->fbo->fb;
pixmap_priv->fbo->width = screen_pixmap->drawable.width;
pixmap_priv->fbo->height = screen_pixmap->drawable.height;
}
uint32_t
glamor_get_pixmap_texture(PixmapPtr pixmap)
{
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
if (pixmap_priv->type != GLAMOR_TEXTURE_ONLY)
return 0;
return pixmap_priv->fbo->tex;
}
PixmapPtr
glamor_create_pixmap(ScreenPtr screen, int w, int h, int depth,
unsigned int usage)
{
PixmapPtr pixmap;
glamor_pixmap_private *pixmap_priv;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_pixmap_fbo *fbo = NULL;
int pitch;
GLenum format;
if (w > 32767 || h > 32767)
return NullPixmap;
if ((usage == GLAMOR_CREATE_PIXMAP_CPU
|| (usage == CREATE_PIXMAP_USAGE_GLYPH_PICTURE &&
w <= glamor_priv->glyph_max_dim &&
h <= glamor_priv->glyph_max_dim)
|| (w == 0 && h == 0)
|| !glamor_check_pixmap_fbo_depth(depth))
|| (!GLAMOR_TEXTURED_LARGE_PIXMAP &&
!glamor_check_fbo_size(glamor_priv, w, h)))
return fbCreatePixmap(screen, w, h, depth, usage);
else
pixmap = fbCreatePixmap(screen, 0, 0, depth, usage);
pixmap_priv = calloc(1, sizeof(*pixmap_priv));
if (!pixmap_priv) {
fbDestroyPixmap(pixmap);
return fbCreatePixmap(screen, w, h, depth, usage);
}
glamor_set_pixmap_private(pixmap, pixmap_priv);
format = gl_iformat_for_pixmap(pixmap);
pitch = (((w * pixmap->drawable.bitsPerPixel + 7) / 8) + 3) & ~3;
screen->ModifyPixmapHeader(pixmap, w, h, 0, 0, pitch, NULL);
pixmap_priv->type = GLAMOR_TEXTURE_ONLY;
if (usage == GLAMOR_CREATE_PIXMAP_NO_TEXTURE) {
glamor_init_pixmap_private_small(pixmap, pixmap_priv);
return pixmap;
}
else if (usage == GLAMOR_CREATE_NO_LARGE ||
glamor_check_fbo_size(glamor_priv, w, h))
{
glamor_init_pixmap_private_small(pixmap, pixmap_priv);
fbo = glamor_create_fbo(glamor_priv, w, h, format, usage);
} else {
int tile_size = glamor_priv->max_fbo_size;
DEBUGF("Create LARGE pixmap %p width %d height %d, tile size %d\n",
pixmap, w, h, tile_size);
fbo = glamor_create_fbo_array(glamor_priv, w, h, format, usage,
tile_size, tile_size, pixmap_priv);
}
if (fbo == NULL) {
fbDestroyPixmap(pixmap);
free(pixmap_priv);
return fbCreatePixmap(screen, w, h, depth, usage);
}
glamor_pixmap_attach_fbo(pixmap, fbo);
return pixmap;
}
void
glamor_destroy_textured_pixmap(PixmapPtr pixmap)
{
if (pixmap->refcnt == 1) {
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
if (pixmap_priv != NULL) {
#if GLAMOR_HAS_GBM
glamor_egl_destroy_pixmap_image(pixmap);
#endif
glamor_set_pixmap_private(pixmap, NULL);
}
}
}
Bool
glamor_destroy_pixmap(PixmapPtr pixmap)
{
glamor_destroy_textured_pixmap(pixmap);
return fbDestroyPixmap(pixmap);
}
void
glamor_block_handler(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_make_current(glamor_priv);
glamor_priv->tick++;
glFlush();
glamor_fbo_expire(glamor_priv);
}
static void
_glamor_block_handler(ScreenPtr screen, void *timeout, void *readmask)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
screen->BlockHandler = glamor_priv->saved_procs.block_handler;
screen->BlockHandler(screen, timeout, readmask);
glamor_priv->saved_procs.block_handler = screen->BlockHandler;
screen->BlockHandler = _glamor_block_handler;
glamor_make_current(glamor_priv);
glFlush();
}
static void
glamor_set_debug_level(int *debug_level)
{
char *debug_level_string;
debug_level_string = getenv("GLAMOR_DEBUG");
if (debug_level_string
&& sscanf(debug_level_string, "%d", debug_level) == 1)
return;
*debug_level = 0;
}
int glamor_debug_level;
void
glamor_gldrawarrays_quads_using_indices(glamor_screen_private *glamor_priv,
unsigned count)
{
unsigned i;
/* For a single quad, don't bother with an index buffer. */
if (count == 1)
goto fallback;
if (glamor_priv->ib_size < count) {
/* Basic GLES2 doesn't have any way to map buffer objects for
* writing, but it's long past time for drivers to have
* MapBufferRange.
*/
if (!glamor_priv->has_map_buffer_range)
goto fallback;
/* Lazy create the buffer name, and only bind it once since
* none of the glamor code binds it to anything else.
*/
if (!glamor_priv->ib) {
glGenBuffers(1, &glamor_priv->ib);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ib);
}
/* For now, only support GL_UNSIGNED_SHORTs. */
if (count > ((1 << 16) - 1) / 4) {
goto fallback;
} else {
uint16_t *data;
size_t size = count * 6 * sizeof(GLushort);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, NULL, GL_STATIC_DRAW);
data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,
0, size,
GL_MAP_WRITE_BIT |
GL_MAP_INVALIDATE_BUFFER_BIT);
for (i = 0; i < count; i++) {
data[i * 6 + 0] = i * 4 + 0;
data[i * 6 + 1] = i * 4 + 1;
data[i * 6 + 2] = i * 4 + 2;
data[i * 6 + 3] = i * 4 + 0;
data[i * 6 + 4] = i * 4 + 2;
data[i * 6 + 5] = i * 4 + 3;
}
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
glamor_priv->ib_size = count;
glamor_priv->ib_type = GL_UNSIGNED_SHORT;
}
}
glDrawElements(GL_TRIANGLES, count * 6, glamor_priv->ib_type, NULL);
return;
fallback:
for (i = 0; i < count; i++)
glDrawArrays(GL_TRIANGLE_FAN, i * 4, 4);
}
/**
* Creates any pixmaps used internally by glamor, since those can't be
* allocated at ScreenInit time.
*/
static Bool
glamor_create_screen_resources(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
Bool ret = TRUE;
screen->CreateScreenResources =
glamor_priv->saved_procs.create_screen_resources;
if (screen->CreateScreenResources)
ret = screen->CreateScreenResources(screen);
screen->CreateScreenResources = glamor_create_screen_resources;
return ret;
}
static Bool
glamor_check_instruction_count(int gl_version)
{
GLint max_native_alu_instructions;
/* Avoid using glamor if the reported instructions limit is too low,
* as this would cause glamor to fallback on sw due to large shaders
* which ends up being unbearably slow.
*/
if (gl_version < 30) {
if (!epoxy_has_gl_extension("GL_ARB_fragment_program")) {
ErrorF("GL_ARB_fragment_program required\n");
return FALSE;
}
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB,
GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB,
&max_native_alu_instructions);
if (max_native_alu_instructions < GLAMOR_MIN_ALU_INSTRUCTIONS) {
LogMessage(X_WARNING,
"glamor requires at least %d instructions (%d reported)\n",
GLAMOR_MIN_ALU_INSTRUCTIONS, max_native_alu_instructions);
return FALSE;
}
}
return TRUE;
}
/** Set up glamor for an already-configured GL context. */
Bool
glamor_init(ScreenPtr screen, unsigned int flags)
{
glamor_screen_private *glamor_priv;
int gl_version;
int glsl_major, glsl_minor;
int max_viewport_size[2];
const char *shading_version_string;
int shading_version_offset;
PictureScreenPtr ps = GetPictureScreenIfSet(screen);
if (flags & ~GLAMOR_VALID_FLAGS) {
ErrorF("glamor_init: Invalid flags %x\n", flags);
return FALSE;
}
glamor_priv = calloc(1, sizeof(*glamor_priv));
if (glamor_priv == NULL)
return FALSE;
glamor_priv->flags = flags;
if (!dixRegisterPrivateKey(&glamor_screen_private_key, PRIVATE_SCREEN, 0)) {
LogMessage(X_WARNING,
"glamor%d: Failed to allocate screen private\n",
screen->myNum);
goto fail;
}
glamor_set_screen_private(screen, glamor_priv);
if (!dixRegisterPrivateKey(&glamor_pixmap_private_key, PRIVATE_PIXMAP, 0)) {
LogMessage(X_WARNING,
"glamor%d: Failed to allocate pixmap private\n",
screen->myNum);
goto fail;
}
if (!dixRegisterPrivateKey(&glamor_gc_private_key, PRIVATE_GC,
sizeof (glamor_gc_private))) {
LogMessage(X_WARNING,
"glamor%d: Failed to allocate gc private\n",
screen->myNum);
goto fail;
}
if (epoxy_is_desktop_gl())
glamor_priv->gl_flavor = GLAMOR_GL_DESKTOP;
else
glamor_priv->gl_flavor = GLAMOR_GL_ES2;
gl_version = epoxy_gl_version();
shading_version_string = (char *) glGetString(GL_SHADING_LANGUAGE_VERSION);
if (!shading_version_string) {
LogMessage(X_WARNING,
"glamor%d: Failed to get GLSL version\n",
screen->myNum);
goto fail;
}
shading_version_offset = 0;
if (strncmp("OpenGL ES GLSL ES ", shading_version_string, 18) == 0)
shading_version_offset = 18;
if (sscanf(shading_version_string + shading_version_offset,
"%i.%i",
&glsl_major,
&glsl_minor) != 2) {
LogMessage(X_WARNING,
"glamor%d: Failed to parse GLSL version string %s\n",
screen->myNum, shading_version_string);
goto fail;
}
glamor_priv->glsl_version = glsl_major * 100 + glsl_minor;
if (glamor_priv->gl_flavor == GLAMOR_GL_ES2) {
/* Force us back to the base version of our programs on an ES
* context, anyway. Basically glamor only uses desktop 1.20
* or 1.30 currently. 1.30's new features are also present in
* ES 3.0, but our glamor_program.c constructions use a lot of
* compatibility features (to reduce the diff between 1.20 and
* 1.30 programs).
*/
glamor_priv->glsl_version = 120;
}
/* We'd like to require GL_ARB_map_buffer_range or
* GL_OES_map_buffer_range, since it offers more information to
* the driver than plain old glMapBuffer() or glBufferSubData().
* It's been supported on Mesa on the desktop since 2009 and on
* GLES2 since October 2012. It's supported on Apple's iOS
* drivers for SGX535 and A7, but apparently not on most Android
* devices (the OES extension spec wasn't released until June
* 2012).
*
* 82% of 0 A.D. players (desktop GL) submitting hardware reports
* have support for it, with most of the ones lacking it being on
* Windows with Intel 4-series (G45) graphics or older.
*/
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
if (gl_version < 21) {
ErrorF("Require OpenGL version 2.1 or later.\n");
goto fail;
}
if (!glamor_check_instruction_count(gl_version))
goto fail;
} else {
if (gl_version < 20) {
ErrorF("Require Open GLES2.0 or later.\n");
goto fail;
}
if (!epoxy_has_gl_extension("GL_EXT_texture_format_BGRA8888")) {
ErrorF("GL_EXT_texture_format_BGRA8888 required\n");
goto fail;
}
}
glamor_priv->has_rw_pbo = FALSE;
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
glamor_priv->has_rw_pbo = TRUE;
glamor_priv->has_khr_debug = epoxy_has_gl_extension("GL_KHR_debug");
glamor_priv->has_pack_invert =
epoxy_has_gl_extension("GL_MESA_pack_invert");
glamor_priv->has_fbo_blit =
epoxy_has_gl_extension("GL_EXT_framebuffer_blit");
glamor_priv->has_map_buffer_range =
epoxy_has_gl_extension("GL_ARB_map_buffer_range") ||
epoxy_has_gl_extension("GL_EXT_map_buffer_range");
glamor_priv->has_buffer_storage =
epoxy_has_gl_extension("GL_ARB_buffer_storage");
glamor_priv->has_nv_texture_barrier =
epoxy_has_gl_extension("GL_NV_texture_barrier");
glamor_priv->has_unpack_subimage =
glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP ||
epoxy_gl_version() >= 30 ||
epoxy_has_gl_extension("GL_EXT_unpack_subimage");
glamor_priv->has_pack_subimage =
glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP ||
epoxy_gl_version() >= 30 ||
epoxy_has_gl_extension("GL_NV_pack_subimage");
glamor_priv->use_quads = (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP);
/* Driver-specific hack: Avoid using GL_QUADS on VC4, where
* they'll be emulated more expensively than we can with our
* cached IB.
*/
if (strstr((char *)glGetString(GL_VENDOR), "Broadcom") &&
strstr((char *)glGetString(GL_RENDERER), "VC4"))
glamor_priv->use_quads = FALSE;
glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &glamor_priv->max_fbo_size);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glamor_priv->max_fbo_size);
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, max_viewport_size);
glamor_priv->max_fbo_size = MIN(glamor_priv->max_fbo_size, max_viewport_size[0]);
glamor_priv->max_fbo_size = MIN(glamor_priv->max_fbo_size, max_viewport_size[1]);
#ifdef MAX_FBO_SIZE
glamor_priv->max_fbo_size = MAX_FBO_SIZE;
#endif
glamor_set_debug_level(&glamor_debug_level);
glamor_priv->saved_procs.close_screen = screen->CloseScreen;
screen->CloseScreen = glamor_close_screen;
/* If we are using egl screen, call egl screen init to
* register correct close screen function. */
if (flags & GLAMOR_USE_EGL_SCREEN) {
glamor_egl_screen_init(screen, &glamor_priv->ctx);
} else {
if (!glamor_glx_screen_init(&glamor_priv->ctx))
goto fail;
}
glamor_priv->saved_procs.create_screen_resources =
screen->CreateScreenResources;
screen->CreateScreenResources = glamor_create_screen_resources;
if (!glamor_font_init(screen))
goto fail;
glamor_priv->saved_procs.block_handler = screen->BlockHandler;
screen->BlockHandler = _glamor_block_handler;
if (!glamor_composite_glyphs_init(screen)) {
ErrorF("Failed to initialize composite masks\n");
goto fail;
}
glamor_priv->saved_procs.create_gc = screen->CreateGC;
screen->CreateGC = glamor_create_gc;
glamor_priv->saved_procs.create_pixmap = screen->CreatePixmap;
screen->CreatePixmap = glamor_create_pixmap;
glamor_priv->saved_procs.destroy_pixmap = screen->DestroyPixmap;
screen->DestroyPixmap = glamor_destroy_pixmap;
glamor_priv->saved_procs.get_spans = screen->GetSpans;
screen->GetSpans = glamor_get_spans;
glamor_priv->saved_procs.get_image = screen->GetImage;
screen->GetImage = glamor_get_image;
glamor_priv->saved_procs.change_window_attributes =
screen->ChangeWindowAttributes;
screen->ChangeWindowAttributes = glamor_change_window_attributes;
glamor_priv->saved_procs.copy_window = screen->CopyWindow;
screen->CopyWindow = glamor_copy_window;
glamor_priv->saved_procs.bitmap_to_region = screen->BitmapToRegion;
screen->BitmapToRegion = glamor_bitmap_to_region;
glamor_priv->saved_procs.composite = ps->Composite;
ps->Composite = glamor_composite;
glamor_priv->saved_procs.trapezoids = ps->Trapezoids;
ps->Trapezoids = glamor_trapezoids;
glamor_priv->saved_procs.triangles = ps->Triangles;
ps->Triangles = glamor_triangles;
glamor_priv->saved_procs.addtraps = ps->AddTraps;
ps->AddTraps = glamor_add_traps;
glamor_priv->saved_procs.composite_rects = ps->CompositeRects;
ps->CompositeRects = miCompositeRects;
glamor_priv->saved_procs.glyphs = ps->Glyphs;
ps->Glyphs = glamor_composite_glyphs;
glamor_priv->saved_procs.create_picture = ps->CreatePicture;
ps->CreatePicture = glamor_create_picture;
glamor_priv->saved_procs.destroy_picture = ps->DestroyPicture;
ps->DestroyPicture = glamor_destroy_picture;
glamor_priv->saved_procs.set_window_pixmap = screen->SetWindowPixmap;
screen->SetWindowPixmap = glamor_set_window_pixmap;
glamor_init_vbo(screen);
glamor_init_pixmap_fbo(screen);
glamor_init_finish_access_shaders(screen);
#ifdef GLAMOR_GRADIENT_SHADER
glamor_init_gradient_shader(screen);
#endif
glamor_pixmap_init(screen);
glamor_sync_init(screen);
glamor_priv->screen = screen;
return TRUE;
fail:
free(glamor_priv);
glamor_set_screen_private(screen, NULL);
return FALSE;
}
static void
glamor_release_screen_priv(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_priv = glamor_get_screen_private(screen);
glamor_fini_vbo(screen);
glamor_fini_pixmap_fbo(screen);
glamor_pixmap_fini(screen);
free(glamor_priv);
glamor_set_screen_private(screen, NULL);
}
_X_EXPORT void
glamor_set_pixmap_private(PixmapPtr pixmap, glamor_pixmap_private *priv)
{
glamor_pixmap_private *old_priv;
old_priv = dixGetPrivate(&pixmap->devPrivates, &glamor_pixmap_private_key);
if (priv) {
assert(old_priv == NULL);
}
else {
if (old_priv == NULL)
return;
glamor_pixmap_destroy_fbo(glamor_get_screen_private(pixmap->drawable.pScreen),
old_priv);
free(old_priv);
}
dixSetPrivate(&pixmap->devPrivates, &glamor_pixmap_private_key, priv);
}
Bool
glamor_close_screen(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
PixmapPtr screen_pixmap;
PictureScreenPtr ps = GetPictureScreenIfSet(screen);
glamor_priv = glamor_get_screen_private(screen);
glamor_sync_close(screen);
glamor_composite_glyphs_fini(screen);
screen->CloseScreen = glamor_priv->saved_procs.close_screen;
screen->CreateScreenResources =
glamor_priv->saved_procs.create_screen_resources;
screen->CreateGC = glamor_priv->saved_procs.create_gc;
screen->CreatePixmap = glamor_priv->saved_procs.create_pixmap;
screen->DestroyPixmap = glamor_priv->saved_procs.destroy_pixmap;
screen->GetSpans = glamor_priv->saved_procs.get_spans;
screen->ChangeWindowAttributes =
glamor_priv->saved_procs.change_window_attributes;
screen->CopyWindow = glamor_priv->saved_procs.copy_window;
screen->BitmapToRegion = glamor_priv->saved_procs.bitmap_to_region;
screen->BlockHandler = glamor_priv->saved_procs.block_handler;
ps->Composite = glamor_priv->saved_procs.composite;
ps->Trapezoids = glamor_priv->saved_procs.trapezoids;
ps->Triangles = glamor_priv->saved_procs.triangles;
ps->CreatePicture = glamor_priv->saved_procs.create_picture;
ps->CompositeRects = glamor_priv->saved_procs.composite_rects;
ps->Glyphs = glamor_priv->saved_procs.glyphs;
screen->SetWindowPixmap = glamor_priv->saved_procs.set_window_pixmap;
screen_pixmap = screen->GetScreenPixmap(screen);
glamor_set_pixmap_private(screen_pixmap, NULL);
glamor_release_screen_priv(screen);
return screen->CloseScreen(screen);
}
void
glamor_fini(ScreenPtr screen)
{
/* Do nothing currently. */
}
void
glamor_enable_dri3(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_priv->dri3_enabled = TRUE;
}
Bool
glamor_supports_pixmap_import_export(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
return glamor_priv->dri3_enabled;
}
_X_EXPORT int
glamor_fd_from_pixmap(ScreenPtr screen,
PixmapPtr pixmap, CARD16 *stride, CARD32 *size)
{
glamor_pixmap_private *pixmap_priv;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(pixmap->drawable.pScreen);
pixmap_priv = glamor_get_pixmap_private(pixmap);
if (pixmap_priv == NULL || !glamor_priv->dri3_enabled)
return -1;
switch (pixmap_priv->type) {
case GLAMOR_TEXTURE_DRM:
case GLAMOR_TEXTURE_ONLY:
if (!glamor_pixmap_ensure_fbo(pixmap, GL_RGBA, 0))
return -1;
return glamor_egl_dri3_fd_name_from_tex(screen,
pixmap,
pixmap_priv->fbo->tex,
FALSE, stride, size);
default:
break;
}
return -1;
}
int
glamor_name_from_pixmap(PixmapPtr pixmap, CARD16 *stride, CARD32 *size)
{
glamor_pixmap_private *pixmap_priv;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(pixmap->drawable.pScreen);
pixmap_priv = glamor_get_pixmap_private(pixmap);
if (pixmap_priv == NULL || !glamor_priv->dri3_enabled)
return -1;
switch (pixmap_priv->type) {
case GLAMOR_TEXTURE_DRM:
case GLAMOR_TEXTURE_ONLY:
if (!glamor_pixmap_ensure_fbo(pixmap, GL_RGBA, 0))
return -1;
return glamor_egl_dri3_fd_name_from_tex(pixmap->drawable.pScreen,
pixmap,
pixmap_priv->fbo->tex,
TRUE, stride, size);
default:
break;
}
return -1;
}