xserver-multidpi/glamor/glamor_program.c
Keith Packard e977b404d7 glamor: * 1/size is faster than / size in VS
Pass the inverse of the texture size to glamor vertex shaders so that
we multiply by that instead of dividing by the size as multiplication
is generally faster than division.

Signed-off-by: Keith Packard <keithp@keithp.com>
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
2015-03-24 12:43:35 -07:00

408 lines
13 KiB
C

/*
* Copyright © 2014 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 the copyright holders not be used in advertising or
* publicity pertaining to distribution of the software without specific,
* written prior permission. The copyright holders make no representations
* about the suitability of this software for any purpose. It is provided "as
* is" without express or implied warranty.
*
* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
* EVENT SHALL THE COPYRIGHT HOLDERS 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.
*/
#include "glamor_priv.h"
#include "glamor_transform.h"
#include "glamor_program.h"
static Bool
use_solid(PixmapPtr pixmap, GCPtr gc, glamor_program *prog, void *arg)
{
return glamor_set_solid(pixmap, gc, TRUE, prog->fg_uniform);
}
const glamor_facet glamor_fill_solid = {
.name = "solid",
.fs_exec = " gl_FragColor = fg;\n",
.locations = glamor_program_location_fg,
.use = use_solid,
};
static Bool
use_tile(PixmapPtr pixmap, GCPtr gc, glamor_program *prog, void *arg)
{
return glamor_set_tiled(pixmap, gc, prog->fill_offset_uniform, prog->fill_size_inv_uniform);
}
static const glamor_facet glamor_fill_tile = {
.name = "tile",
.vs_exec = " fill_pos = (fill_offset + primitive.xy + pos) * fill_size_inv;\n",
.fs_exec = " gl_FragColor = texture2D(sampler, fill_pos);\n",
.locations = glamor_program_location_fill,
.use = use_tile,
};
static Bool
use_stipple(PixmapPtr pixmap, GCPtr gc, glamor_program *prog, void *arg)
{
return glamor_set_stippled(pixmap, gc, prog->fg_uniform,
prog->fill_offset_uniform,
prog->fill_size_inv_uniform);
}
static const glamor_facet glamor_fill_stipple = {
.name = "stipple",
.vs_exec = " fill_pos = (fill_offset + primitive.xy + pos) * fill_size_inv;\n",
.fs_exec = (" float a = texture2D(sampler, fill_pos).w;\n"
" if (a == 0.0)\n"
" discard;\n"
" gl_FragColor = fg;\n"),
.locations = glamor_program_location_fg | glamor_program_location_fill,
.use = use_stipple,
};
static Bool
use_opaque_stipple(PixmapPtr pixmap, GCPtr gc, glamor_program *prog, void *arg)
{
if (!use_stipple(pixmap, gc, prog, arg))
return FALSE;
glamor_set_color(pixmap, gc->bgPixel, prog->bg_uniform);
return TRUE;
}
static const glamor_facet glamor_fill_opaque_stipple = {
.name = "opaque_stipple",
.vs_exec = " fill_pos = (fill_offset + primitive.xy + pos) * fill_size_inv;\n",
.fs_exec = (" float a = texture2D(sampler, fill_pos).w;\n"
" if (a == 0.0)\n"
" gl_FragColor = bg;\n"
" else\n"
" gl_FragColor = fg;\n"),
.locations = glamor_program_location_fg | glamor_program_location_bg | glamor_program_location_fill,
.use = use_opaque_stipple
};
static const glamor_facet *glamor_facet_fill[4] = {
&glamor_fill_solid,
&glamor_fill_tile,
&glamor_fill_stipple,
&glamor_fill_opaque_stipple,
};
typedef struct {
glamor_program_location location;
const char *vs_vars;
const char *fs_vars;
} glamor_location_var;
static glamor_location_var location_vars[] = {
{
.location = glamor_program_location_fg,
.fs_vars = "uniform vec4 fg;\n"
},
{
.location = glamor_program_location_bg,
.fs_vars = "uniform vec4 bg;\n"
},
{
.location = glamor_program_location_fill,
.vs_vars = ("uniform vec2 fill_offset;\n"
"uniform vec2 fill_size_inv;\n"
"varying vec2 fill_pos;\n"),
.fs_vars = ("uniform sampler2D sampler;\n"
"uniform vec2 fill_size_inv;\n"
"varying vec2 fill_pos;\n")
},
{
.location = glamor_program_location_font,
.fs_vars = "uniform usampler2D font;\n",
},
{
.location = glamor_program_location_bitplane,
.fs_vars = ("uniform uvec4 bitplane;\n"
"uniform vec4 bitmul;\n"),
},
{
.location = glamor_program_location_dash,
.vs_vars = "uniform float dash_length;\n",
.fs_vars = "uniform sampler2D dash;\n",
},
};
#define NUM_LOCATION_VARS (sizeof location_vars / sizeof location_vars[0])
static char *
add_var(char *cur, const char *add)
{
char *new;
if (!add)
return cur;
new = realloc(cur, strlen(cur) + strlen(add) + 1);
if (!new) {
free(cur);
return NULL;
}
strcat(new, add);
return new;
}
static char *
vs_location_vars(glamor_program_location locations)
{
int l;
char *vars = strdup("");
for (l = 0; vars && l < NUM_LOCATION_VARS; l++)
if (locations & location_vars[l].location)
vars = add_var(vars, location_vars[l].vs_vars);
return vars;
}
static char *
fs_location_vars(glamor_program_location locations)
{
int l;
char *vars = strdup("");
for (l = 0; vars && l < NUM_LOCATION_VARS; l++)
if (locations & location_vars[l].location)
vars = add_var(vars, location_vars[l].fs_vars);
return vars;
}
static const char vs_template[] =
"%s" /* version */
"%s" /* prim vs_vars */
"%s" /* fill vs_vars */
"%s" /* location vs_vars */
GLAMOR_DECLARE_MATRIX
"void main() {\n"
"%s" /* prim vs_exec, outputs 'pos' and gl_Position */
"%s" /* fill vs_exec */
"}\n";
static const char fs_template[] =
"%s" /* version */
GLAMOR_DEFAULT_PRECISION
"%s" /* prim fs_vars */
"%s" /* fill fs_vars */
"%s" /* location fs_vars */
"void main() {\n"
"%s" /* prim fs_exec */
"%s" /* fill fs_exec */
"}\n";
static const char *
str(const char *s)
{
if (!s)
return "";
return s;
}
static const glamor_facet facet_null_fill = {
.name = ""
};
#define DBG 0
static GLint
glamor_get_uniform(glamor_program *prog,
glamor_program_location location,
const char *name)
{
GLint uniform;
if (location && (prog->locations & location) == 0)
return -2;
uniform = glGetUniformLocation(prog->prog, name);
#if DBG
ErrorF("%s uniform %d\n", name, uniform);
#endif
return uniform;
}
Bool
glamor_build_program(ScreenPtr screen,
glamor_program *prog,
const glamor_facet *prim,
const glamor_facet *fill)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_program_location locations = prim->locations;
glamor_program_flag flags = prim->flags;
int version = prim->version;
char *version_string = NULL;
char *fs_vars = NULL;
char *vs_vars = NULL;
char *vs_prog_string;
char *fs_prog_string;
GLint fs_prog, vs_prog;
if (!fill)
fill = &facet_null_fill;
locations |= fill->locations;
flags |= fill->flags;
version = MAX(version, fill->version);
if (version > glamor_priv->glsl_version)
goto fail;
vs_vars = vs_location_vars(locations);
fs_vars = fs_location_vars(locations);
if (!vs_vars)
goto fail;
if (!fs_vars)
goto fail;
if (version) {
if (asprintf(&version_string, "#version %d\n", version) < 0)
version_string = NULL;
if (!version_string)
goto fail;
}
if (asprintf(&vs_prog_string,
vs_template,
str(version_string),
str(prim->vs_vars),
str(fill->vs_vars),
vs_vars,
str(prim->vs_exec),
str(fill->vs_exec)) < 0)
vs_prog_string = NULL;
if (asprintf(&fs_prog_string,
fs_template,
str(version_string),
str(prim->fs_vars),
str(fill->fs_vars),
fs_vars,
str(prim->fs_exec),
str(fill->fs_exec)) < 0)
fs_prog_string = NULL;
if (!vs_prog_string || !fs_prog_string)
goto fail;
#if DBG
ErrorF("\nPrograms for %s %s\nVertex shader:\n\n%s\n\nFragment Shader:\n\n%s",
prim->name, fill->name, vs_prog_string, fs_prog_string);
#endif
prog->prog = glCreateProgram();
prog->flags = flags;
prog->locations = locations;
prog->prim_use = prim->use;
prog->fill_use = fill->use;
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, vs_prog_string);
fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, fs_prog_string);
free(vs_prog_string);
free(fs_prog_string);
glAttachShader(prog->prog, vs_prog);
glDeleteShader(vs_prog);
glAttachShader(prog->prog, fs_prog);
glDeleteShader(fs_prog);
glBindAttribLocation(prog->prog, GLAMOR_VERTEX_POS, "primitive");
if (prim->source_name) {
#if DBG
ErrorF("Bind GLAMOR_VERTEX_SOURCE to %s\n", prim->source_name);
#endif
glBindAttribLocation(prog->prog, GLAMOR_VERTEX_SOURCE, prim->source_name);
}
glamor_link_glsl_prog(screen, prog->prog, "%s_%s", prim->name, fill->name);
prog->matrix_uniform = glamor_get_uniform(prog, glamor_program_location_none, "v_matrix");
prog->fg_uniform = glamor_get_uniform(prog, glamor_program_location_fg, "fg");
prog->bg_uniform = glamor_get_uniform(prog, glamor_program_location_bg, "bg");
prog->fill_offset_uniform = glamor_get_uniform(prog, glamor_program_location_fill, "fill_offset");
prog->fill_size_inv_uniform = glamor_get_uniform(prog, glamor_program_location_fill, "fill_size_inv");
prog->font_uniform = glamor_get_uniform(prog, glamor_program_location_font, "font");
prog->bitplane_uniform = glamor_get_uniform(prog, glamor_program_location_bitplane, "bitplane");
prog->bitmul_uniform = glamor_get_uniform(prog, glamor_program_location_bitplane, "bitmul");
prog->dash_uniform = glamor_get_uniform(prog, glamor_program_location_dash, "dash");
prog->dash_length_uniform = glamor_get_uniform(prog, glamor_program_location_dash, "dash_length");
free(version_string);
free(fs_vars);
free(vs_vars);
return TRUE;
fail:
prog->failed = 1;
if (prog->prog) {
glDeleteProgram(prog->prog);
prog->prog = 0;
}
free(version_string);
free(fs_vars);
free(vs_vars);
return FALSE;
}
Bool
glamor_use_program(PixmapPtr pixmap,
GCPtr gc,
glamor_program *prog,
void *arg)
{
glUseProgram(prog->prog);
if (prog->prim_use && !prog->prim_use(pixmap, gc, prog, arg))
return FALSE;
if (prog->fill_use && !prog->fill_use(pixmap, gc, prog, arg))
return FALSE;
return TRUE;
}
glamor_program *
glamor_use_program_fill(PixmapPtr pixmap,
GCPtr gc,
glamor_program_fill *program_fill,
const glamor_facet *prim)
{
ScreenPtr screen = pixmap->drawable.pScreen;
glamor_program *prog = &program_fill->progs[gc->fillStyle];
int fill_style = gc->fillStyle;
const glamor_facet *fill;
if (prog->failed)
return FALSE;
if (!prog->prog) {
fill = glamor_facet_fill[fill_style];
if (!fill)
return NULL;
if (!glamor_build_program(screen, prog, prim, fill))
return NULL;
}
if (!glamor_use_program(pixmap, gc, prog, NULL))
return NULL;
return prog;
}