xserver-multidpi/glamor/glamor_fill.c

196 lines
5.4 KiB
C

/*
* 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 <dix-config.h>
#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);
if (!glamor_set_planemask(pixmap, planemask))
goto fail;
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);
fail:
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);
}