xserver-multidpi/glamor/glamor_fill.c
Eric Anholt 95d4a5a6ab glamor: Enable fill acceleration and flip opposite for pixmaps too.
Here's my theory for the flipping: It doesn't really matter which
orientation we store the pixmaps if we don't scan them out.  We have
to flip coordinates for the window system framebuffer.  Doing so for
everything else makes things consistent.  I'm not sure how this will
interact with future GLX integration, though.
2011-09-26 16:46:32 +08:00

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);
}