336 lines
9.4 KiB
C
336 lines
9.4 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:
|
|
* Eric Anholt <eric@anholt.net>
|
|
*
|
|
*/
|
|
|
|
|
|
/** @file glamor_putaimge.c
|
|
*
|
|
* XPutImage implementation
|
|
*/
|
|
#include "glamor_priv.h"
|
|
|
|
void
|
|
glamor_init_putimage_shaders(ScreenPtr screen)
|
|
{
|
|
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
|
|
const char *xybitmap_vs =
|
|
"uniform float x_bias;\n"
|
|
"uniform float x_scale;\n"
|
|
"uniform float y_bias;\n"
|
|
"uniform float y_scale;\n"
|
|
"varying vec2 bitmap_coords;\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"
|
|
" bitmap_coords = gl_MultiTexCoord0.xy;\n"
|
|
"}\n";
|
|
const char *xybitmap_fs =
|
|
"uniform vec4 fg, bg;\n"
|
|
"varying vec2 bitmap_coords;\n"
|
|
"uniform sampler2D bitmap_sampler;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" float bitmap_value = texture2D(bitmap_sampler,\n"
|
|
" bitmap_coords).x;\n"
|
|
" gl_FragColor = mix(bg, fg, bitmap_value);\n"
|
|
"}\n";
|
|
GLint fs_prog, vs_prog, prog;
|
|
GLint sampler_uniform_location;
|
|
|
|
if (!GLEW_ARB_fragment_shader)
|
|
return;
|
|
|
|
prog = glCreateProgramObjectARB();
|
|
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER_ARB, xybitmap_vs);
|
|
fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER_ARB, xybitmap_fs);
|
|
glAttachObjectARB(prog, vs_prog);
|
|
glAttachObjectARB(prog, fs_prog);
|
|
glamor_link_glsl_prog(prog);
|
|
|
|
glUseProgramObjectARB(prog);
|
|
sampler_uniform_location = glGetUniformLocationARB(prog, "bitmap_sampler");
|
|
glUniform1iARB(sampler_uniform_location, 0);
|
|
|
|
glamor_priv->put_image_xybitmap_fg_uniform_location =
|
|
glGetUniformLocationARB(prog, "fg");
|
|
glamor_priv->put_image_xybitmap_bg_uniform_location =
|
|
glGetUniformLocationARB(prog, "bg");
|
|
glamor_get_transform_uniform_locations(prog,
|
|
&glamor_priv->put_image_xybitmap_transform);
|
|
glamor_priv->put_image_xybitmap_prog = prog;
|
|
glUseProgramObjectARB(0);
|
|
}
|
|
|
|
static int
|
|
y_flip(PixmapPtr pixmap, int y)
|
|
{
|
|
ScreenPtr screen = pixmap->drawable.pScreen;
|
|
PixmapPtr screen_pixmap = screen->GetScreenPixmap(screen);
|
|
|
|
if (pixmap == screen_pixmap)
|
|
return (pixmap->drawable.height - 1) - y;
|
|
else
|
|
return y;
|
|
}
|
|
|
|
/* Do an XYBitmap putimage. The bits are byte-aligned rows of bitmap
|
|
* data (where each row starts at a bit index of left_pad), and the
|
|
* destination gets filled with the gc's fg color where the bitmap is set
|
|
* and the bg color where the bitmap is unset.
|
|
*
|
|
* Implement this by passing the bitmap right through to GL, and sampling
|
|
* it to choose between fg and bg in the fragment shader. The driver may
|
|
* be exploding the bitmap up to be an 8-bit alpha texture, in which
|
|
* case we might be better off just doing the fg/bg choosing in the CPU
|
|
* and just draw the resulting texture to the destination.
|
|
*/
|
|
static void
|
|
glamor_put_image_xybitmap(DrawablePtr drawable, GCPtr gc,
|
|
int x, int y, int w, int h, int left_pad,
|
|
int image_format, char *bits)
|
|
{
|
|
ScreenPtr screen = drawable->pScreen;
|
|
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
|
|
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
|
|
float fg[4], bg[4];
|
|
GLuint tex;
|
|
unsigned int stride = PixmapBytePad(1, w + left_pad);
|
|
RegionPtr clip;
|
|
BoxPtr box;
|
|
int nbox;
|
|
float dest_coords[8] = {
|
|
x, y,
|
|
x + w, y,
|
|
x + w, y + h,
|
|
x, y + h,
|
|
};
|
|
const float bitmap_coords[8] = {
|
|
0.0, 0.0,
|
|
1.0, 0.0,
|
|
1.0, 1.0,
|
|
0.0, 1.0,
|
|
};
|
|
|
|
if (glamor_priv->put_image_xybitmap_prog == 0) {
|
|
ErrorF("no program for xybitmap putimage\n");
|
|
goto fail;
|
|
}
|
|
|
|
glamor_set_alu(gc->alu);
|
|
if (!glamor_set_planemask(pixmap, gc->planemask))
|
|
goto fail;
|
|
|
|
glUseProgramObjectARB(glamor_priv->put_image_xybitmap_prog);
|
|
|
|
glamor_get_color_4f_from_pixel(pixmap, gc->fgPixel, fg);
|
|
glUniform4fvARB(glamor_priv->put_image_xybitmap_fg_uniform_location,
|
|
1, fg);
|
|
glamor_get_color_4f_from_pixel(pixmap, gc->bgPixel, bg);
|
|
glUniform4fvARB(glamor_priv->put_image_xybitmap_bg_uniform_location,
|
|
1, bg);
|
|
|
|
glamor_set_transform_for_pixmap(pixmap, &glamor_priv->solid_transform);
|
|
|
|
glGenTextures(1, &tex);
|
|
glEnable(GL_TEXTURE_2D);
|
|
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);
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride * 8);
|
|
glPixelStorei(GL_UNPACK_SKIP_PIXELS, left_pad);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA,
|
|
w, h, 0,
|
|
GL_COLOR_INDEX, GL_BITMAP, bits);
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
|
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
/* Now that we've set up our bitmap texture and the shader, shove
|
|
* the destination rectangle through the cliprects and run the
|
|
* shader on the resulting fragments.
|
|
*/
|
|
glVertexPointer(2, GL_FLOAT, 0, dest_coords);
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glClientActiveTexture(GL_TEXTURE0);
|
|
glTexCoordPointer(2, GL_FLOAT, 0, bitmap_coords);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
clip = fbGetCompositeClip(gc);
|
|
for (nbox = REGION_NUM_RECTS(clip),
|
|
box = REGION_RECTS(clip);
|
|
nbox--;
|
|
box++)
|
|
{
|
|
int x1 = x;
|
|
int y1 = y;
|
|
int x2 = x + w;
|
|
int y2 = y + h;
|
|
|
|
if (x1 < box->x1)
|
|
x1 = box->x1;
|
|
if (y1 < box->y1)
|
|
y1 = box->y1;
|
|
if (x2 > box->x2)
|
|
x2 = box->x2;
|
|
if (y2 > box->y2)
|
|
y2 = box->y2;
|
|
if (x1 >= x2 || y1 >= y2)
|
|
continue;
|
|
|
|
glScissor(box->x1,
|
|
y_flip(pixmap, box->y1),
|
|
box->x2 - box->x1,
|
|
box->y2 - box->y1);
|
|
glDrawArrays(GL_QUADS, 0, 4);
|
|
}
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glamor_set_alu(GXcopy);
|
|
glamor_set_planemask(pixmap, ~0);
|
|
glDeleteTextures(1, &tex);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
return;
|
|
|
|
fail:
|
|
glamor_set_alu(GXcopy);
|
|
glamor_set_planemask(pixmap, ~0);
|
|
glamor_solid_fail_region(pixmap, x, y, w, h);
|
|
}
|
|
|
|
void
|
|
glamor_put_image(DrawablePtr drawable, GCPtr gc, int depth, int x, int y,
|
|
int w, int h, int left_pad, int image_format, char *bits)
|
|
{
|
|
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
|
|
GLenum type, format;
|
|
RegionPtr clip;
|
|
BoxPtr pbox;
|
|
int nbox;
|
|
int bpp = drawable->bitsPerPixel;
|
|
int src_stride = PixmapBytePad(w, drawable->depth);
|
|
|
|
if (!glamor_set_destination_pixmap(pixmap)) {
|
|
fbPutImage(drawable, gc, depth, x, y, w, h, left_pad,
|
|
image_format, bits);
|
|
return;
|
|
}
|
|
|
|
if (image_format == XYBitmap) {
|
|
assert(depth == 1);
|
|
glamor_put_image_xybitmap(drawable, gc, x, y, w, h,
|
|
left_pad, image_format, bits);
|
|
return;
|
|
}
|
|
|
|
if (bpp == 1 && image_format == XYPixmap)
|
|
image_format = ZPixmap;
|
|
|
|
if (!glamor_set_planemask(pixmap, gc->planemask))
|
|
goto fail;
|
|
if (image_format != ZPixmap) {
|
|
ErrorF("putimage: non-ZPixmap\n");
|
|
goto fail;
|
|
}
|
|
|
|
switch (drawable->depth) {
|
|
case 1:
|
|
format = GL_COLOR_INDEX;
|
|
type = GL_BITMAP;
|
|
break;
|
|
case 8:
|
|
format = GL_ALPHA;
|
|
type = GL_UNSIGNED_BYTE;
|
|
break;
|
|
case 24:
|
|
format = GL_RGB;
|
|
type = GL_UNSIGNED_BYTE;
|
|
break;
|
|
case 32:
|
|
format = GL_BGRA;
|
|
type = GL_UNSIGNED_INT_8_8_8_8_REV;
|
|
break;
|
|
default:
|
|
ErrorF("stub put_image depth %d\n", drawable->depth);
|
|
goto fail;
|
|
}
|
|
|
|
glamor_set_alu(gc->alu);
|
|
|
|
x += drawable->x;
|
|
y += drawable->y;
|
|
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, src_stride * 8 / bpp);
|
|
if (bpp == 1)
|
|
glPixelStorei(GL_UNPACK_SKIP_PIXELS, left_pad);
|
|
clip = fbGetCompositeClip(gc);
|
|
for (nbox = REGION_NUM_RECTS(clip),
|
|
pbox = REGION_RECTS(clip);
|
|
nbox--;
|
|
pbox++)
|
|
{
|
|
int x1 = x;
|
|
int y1 = y;
|
|
int x2 = x + w;
|
|
int y2 = y + h;
|
|
char *src;
|
|
|
|
if (x1 < pbox->x1)
|
|
x1 = pbox->x1;
|
|
if (y1 < pbox->y1)
|
|
y1 = pbox->y1;
|
|
if (x2 > pbox->x2)
|
|
x2 = pbox->x2;
|
|
if (y2 > pbox->y2)
|
|
y2 = pbox->y2;
|
|
if (x1 >= x2 || y1 >= y2)
|
|
continue;
|
|
|
|
src = bits + (y1 - y) * src_stride + (x1 - x) * (bpp / 8);
|
|
glRasterPos2i(x1 - pixmap->screen_x, y1 - pixmap->screen_y);
|
|
glDrawPixels(x2 - x1,
|
|
y2 - y1,
|
|
format, type,
|
|
src);
|
|
}
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
|
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
|
|
glamor_set_alu(GXcopy);
|
|
glamor_set_planemask(pixmap, ~0);
|
|
return;
|
|
|
|
fail:
|
|
glamor_set_planemask(pixmap, ~0);
|
|
glamor_solid_fail_region(pixmap, x, y, w, h);
|
|
}
|