xserver-multidpi/glamor/glamor.c
Olivier Fourdan 4218a1e066 glamor: check max native ALU instructions
When using glamor (either in Xephyr or Xwayland) on hardware with too
low instructions limit, glamor fallbacks to sw due to large shaders.

This makes glamor unbearably slow on such hardware.

Check reported value for GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB
and fail in glamor_init() if the limit is lower than 128.

Fixes: https://bugs.freedesktop.org/show_bug.cgi?id=88316
Signed-off-by: Olivier Fourdan <ofourdan@redhat.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
2015-03-24 12:43:34 -07:00

711 lines
22 KiB
C

/*
* Copyright © 2008 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>
*
*/
/** @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 <= 64 && h <= 64)
|| (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;
/**
* 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;
if (!glamor_glyphs_init(screen)) {
ErrorF("Failed to initialize glyphs\n");
ret = FALSE;
}
if (!glamor_realize_glyph_caches(screen)) {
ErrorF("Failed to initialize glyph cache\n");
ret = FALSE;
}
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 max_viewport_size[2];
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();
/* Would be nice to have a cleaner test for GLSL 1.30 support,
* but for now this should suffice
*/
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP && gl_version >= 30)
glamor_priv->glsl_version = 130;
else
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");
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");
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;
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_glyphs;
glamor_priv->saved_procs.unrealize_glyph = ps->UnrealizeGlyph;
ps->UnrealizeGlyph = glamor_glyph_unrealize;
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_init_composite_shaders(screen);
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_composite_shaders(screen);
glamor_fini_vbo(screen);
glamor_fini_pixmap_fbo(screen);
glamor_fini_finish_access_shaders(screen);
#ifdef GLAMOR_GRADIENT_SHADER
glamor_fini_gradient_shader(screen);
#endif
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_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;
ps->UnrealizeGlyph = glamor_priv->saved_procs.unrealize_glyph;
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;
}