xserver-multidpi/glamor/glamor_render.c
Michel Dänzer 5ff75da317 glamor: Cannot use copies when accessing outside of composite source
Commit b64108fa ("glamor: Check for composite operations which are
equivalent to copies") failed to copy conditions from exaComposite which
ensure that the composite operation doesn't access outside of the source
picture.

This fixes rendercheck regressions from the commit above.

Reviewed-by: Keith Packard <keithp@keithp.com>
2016-05-30 17:49:32 +09:00

1740 lines
63 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>
* Zhigang Gong <zhigang.gong@linux.intel.com>
* Junyan He <junyan.he@linux.intel.com>
*
*/
/** @file glamor_render.c
*
* Render acceleration implementation
*/
#include "glamor_priv.h"
#include "mipict.h"
#include "fbpict.h"
#if 0
//#define DEBUGF(str, ...) do {} while(0)
#define DEBUGF(str, ...) ErrorF(str, ##__VA_ARGS__)
//#define DEBUGRegionPrint(x) do {} while (0)
#define DEBUGRegionPrint RegionPrint
#endif
static struct blendinfo composite_op_info[] = {
[PictOpClear] = {0, 0, GL_ZERO, GL_ZERO},
[PictOpSrc] = {0, 0, GL_ONE, GL_ZERO},
[PictOpDst] = {0, 0, GL_ZERO, GL_ONE},
[PictOpOver] = {0, 1, GL_ONE, GL_ONE_MINUS_SRC_ALPHA},
[PictOpOverReverse] = {1, 0, GL_ONE_MINUS_DST_ALPHA, GL_ONE},
[PictOpIn] = {1, 0, GL_DST_ALPHA, GL_ZERO},
[PictOpInReverse] = {0, 1, GL_ZERO, GL_SRC_ALPHA},
[PictOpOut] = {1, 0, GL_ONE_MINUS_DST_ALPHA, GL_ZERO},
[PictOpOutReverse] = {0, 1, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA},
[PictOpAtop] = {1, 1, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA},
[PictOpAtopReverse] = {1, 1, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA},
[PictOpXor] = {1, 1, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA},
[PictOpAdd] = {0, 0, GL_ONE, GL_ONE},
};
#define RepeatFix 10
static GLuint
glamor_create_composite_fs(struct shader_key *key)
{
const char *repeat_define =
"#define RepeatNone 0\n"
"#define RepeatNormal 1\n"
"#define RepeatPad 2\n"
"#define RepeatReflect 3\n"
"#define RepeatFix 10\n"
"uniform int source_repeat_mode;\n"
"uniform int mask_repeat_mode;\n";
const char *relocate_texture =
"vec2 rel_tex_coord(vec2 texture, vec4 wh, int repeat) \n"
"{\n"
" vec2 rel_tex; \n"
" rel_tex = texture * wh.xy; \n"
" if (repeat == RepeatFix + RepeatNone)\n"
" return rel_tex; \n"
" else if (repeat == RepeatFix + RepeatNormal) \n"
" rel_tex = floor(rel_tex) + (fract(rel_tex) / wh.xy); \n"
" else if (repeat == RepeatFix + RepeatPad) { \n"
" if (rel_tex.x >= 1.0) \n"
" rel_tex.x = 1.0 - wh.z * wh.x / 2.; \n"
" else if (rel_tex.x < 0.0) \n"
" rel_tex.x = 0.0; \n"
" if (rel_tex.y >= 1.0) \n"
" rel_tex.y = 1.0 - wh.w * wh.y / 2.; \n"
" else if (rel_tex.y < 0.0) \n"
" rel_tex.y = 0.0; \n"
" rel_tex = rel_tex / wh.xy; \n"
" } else if (repeat == RepeatFix + RepeatReflect) {\n"
" if ((1.0 - mod(abs(floor(rel_tex.x)), 2.0)) < 0.001)\n"
" rel_tex.x = 2.0 - (1.0 - fract(rel_tex.x)) / wh.x;\n"
" else \n"
" rel_tex.x = fract(rel_tex.x) / wh.x;\n"
" if ((1.0 - mod(abs(floor(rel_tex.y)), 2.0)) < 0.001)\n"
" rel_tex.y = 2.0 - (1.0 - fract(rel_tex.y)) / wh.y;\n"
" else \n"
" rel_tex.y = fract(rel_tex.y) / wh.y;\n"
" } \n"
" return rel_tex; \n"
"}\n";
/* The texture and the pixmap size is not match eaxctly, so can't sample it directly.
* rel_sampler will recalculate the texture coords.*/
const char *rel_sampler =
" vec4 rel_sampler_rgba(sampler2D tex_image, vec2 tex, vec4 wh, int repeat)\n"
"{\n"
" if (repeat >= RepeatFix) {\n"
" tex = rel_tex_coord(tex, wh, repeat);\n"
" if (repeat == RepeatFix + RepeatNone) {\n"
" if (tex.x < 0.0 || tex.x >= 1.0 || \n"
" tex.y < 0.0 || tex.y >= 1.0)\n"
" return vec4(0.0, 0.0, 0.0, 0.0);\n"
" tex = (fract(tex) / wh.xy);\n"
" }\n"
" }\n"
" return texture2D(tex_image, tex);\n"
"}\n"
" vec4 rel_sampler_rgbx(sampler2D tex_image, vec2 tex, vec4 wh, int repeat)\n"
"{\n"
" if (repeat >= RepeatFix) {\n"
" tex = rel_tex_coord(tex, wh, repeat);\n"
" if (repeat == RepeatFix + RepeatNone) {\n"
" if (tex.x < 0.0 || tex.x >= 1.0 || \n"
" tex.y < 0.0 || tex.y >= 1.0)\n"
" return vec4(0.0, 0.0, 0.0, 0.0);\n"
" tex = (fract(tex) / wh.xy);\n"
" }\n"
" }\n"
" return vec4(texture2D(tex_image, tex).rgb, 1.0);\n"
"}\n";
const char *source_solid_fetch =
"uniform vec4 source;\n"
"vec4 get_source()\n"
"{\n"
" return source;\n"
"}\n";
const char *source_alpha_pixmap_fetch =
"varying vec2 source_texture;\n"
"uniform sampler2D source_sampler;\n"
"uniform vec4 source_wh;"
"vec4 get_source()\n"
"{\n"
" return rel_sampler_rgba(source_sampler, source_texture,\n"
" source_wh, source_repeat_mode);\n"
"}\n";
const char *source_pixmap_fetch =
"varying vec2 source_texture;\n"
"uniform sampler2D source_sampler;\n"
"uniform vec4 source_wh;\n"
"vec4 get_source()\n"
"{\n"
" return rel_sampler_rgbx(source_sampler, source_texture,\n"
" source_wh, source_repeat_mode);\n"
"}\n";
const char *mask_none =
"vec4 get_mask()\n"
"{\n"
" return vec4(0.0, 0.0, 0.0, 1.0);\n"
"}\n";
const char *mask_solid_fetch =
"uniform vec4 mask;\n"
"vec4 get_mask()\n"
"{\n"
" return mask;\n"
"}\n";
const char *mask_alpha_pixmap_fetch =
"varying vec2 mask_texture;\n"
"uniform sampler2D mask_sampler;\n"
"uniform vec4 mask_wh;\n"
"vec4 get_mask()\n"
"{\n"
" return rel_sampler_rgba(mask_sampler, mask_texture,\n"
" mask_wh, mask_repeat_mode);\n"
"}\n";
const char *mask_pixmap_fetch =
"varying vec2 mask_texture;\n"
"uniform sampler2D mask_sampler;\n"
"uniform vec4 mask_wh;\n"
"vec4 get_mask()\n"
"{\n"
" return rel_sampler_rgbx(mask_sampler, mask_texture,\n"
" mask_wh, mask_repeat_mode);\n"
"}\n";
const char *dest_swizzle_default =
"vec4 dest_swizzle(vec4 color)\n"
"{"
" return color;"
"}";
const char *dest_swizzle_alpha_to_red =
"vec4 dest_swizzle(vec4 color)\n"
"{"
" float undef;\n"
" return vec4(color.a, undef, undef, undef);"
"}";
const char *in_normal =
"void main()\n"
"{\n"
" gl_FragColor = dest_swizzle(get_source() * get_mask().a);\n"
"}\n";
const char *in_ca_source =
"void main()\n"
"{\n"
" gl_FragColor = dest_swizzle(get_source() * get_mask());\n"
"}\n";
const char *in_ca_alpha =
"void main()\n"
"{\n"
" gl_FragColor = dest_swizzle(get_source().a * get_mask());\n"
"}\n";
const char *in_ca_dual_blend =
"out vec4 color0;\n"
"out vec4 color1;\n"
"void main()\n"
"{\n"
" color0 = dest_swizzle(get_source() * get_mask());\n"
" color1 = dest_swizzle(get_source().a * get_mask());\n"
"}\n";
const char *header_ca_dual_blend =
"#version 130\n";
char *source;
const char *source_fetch;
const char *mask_fetch = "";
const char *in;
const char *header;
const char *header_norm = "";
const char *dest_swizzle;
GLuint prog;
switch (key->source) {
case SHADER_SOURCE_SOLID:
source_fetch = source_solid_fetch;
break;
case SHADER_SOURCE_TEXTURE_ALPHA:
source_fetch = source_alpha_pixmap_fetch;
break;
case SHADER_SOURCE_TEXTURE:
source_fetch = source_pixmap_fetch;
break;
default:
FatalError("Bad composite shader source");
}
switch (key->mask) {
case SHADER_MASK_NONE:
mask_fetch = mask_none;
break;
case SHADER_MASK_SOLID:
mask_fetch = mask_solid_fetch;
break;
case SHADER_MASK_TEXTURE_ALPHA:
mask_fetch = mask_alpha_pixmap_fetch;
break;
case SHADER_MASK_TEXTURE:
mask_fetch = mask_pixmap_fetch;
break;
default:
FatalError("Bad composite shader mask");
}
/* If we're storing to an a8 texture but our texture format is
* GL_RED because of a core context, then we need to make sure to
* put the alpha into the red channel.
*/
switch (key->dest_swizzle) {
case SHADER_DEST_SWIZZLE_DEFAULT:
dest_swizzle = dest_swizzle_default;
break;
case SHADER_DEST_SWIZZLE_ALPHA_TO_RED:
dest_swizzle = dest_swizzle_alpha_to_red;
break;
default:
FatalError("Bad composite shader dest swizzle");
}
header = header_norm;
switch (key->in) {
case glamor_program_alpha_normal:
in = in_normal;
break;
case glamor_program_alpha_ca_first:
in = in_ca_source;
break;
case glamor_program_alpha_ca_second:
in = in_ca_alpha;
break;
case glamor_program_alpha_dual_blend:
in = in_ca_dual_blend;
header = header_ca_dual_blend;
break;
default:
FatalError("Bad composite IN type");
}
XNFasprintf(&source,
"%s"
GLAMOR_DEFAULT_PRECISION
"%s%s%s%s%s%s%s", header, repeat_define, relocate_texture,
rel_sampler, source_fetch, mask_fetch, dest_swizzle, in);
prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, source);
free(source);
return prog;
}
static GLuint
glamor_create_composite_vs(struct shader_key *key)
{
const char *main_opening =
"attribute vec4 v_position;\n"
"attribute vec4 v_texcoord0;\n"
"attribute vec4 v_texcoord1;\n"
"varying vec2 source_texture;\n"
"varying vec2 mask_texture;\n"
"void main()\n"
"{\n"
" gl_Position = v_position;\n";
const char *source_coords = " source_texture = v_texcoord0.xy;\n";
const char *mask_coords = " mask_texture = v_texcoord1.xy;\n";
const char *main_closing = "}\n";
const char *source_coords_setup = "";
const char *mask_coords_setup = "";
char *source;
GLuint prog;
if (key->source != SHADER_SOURCE_SOLID)
source_coords_setup = source_coords;
if (key->mask != SHADER_MASK_NONE && key->mask != SHADER_MASK_SOLID)
mask_coords_setup = mask_coords;
XNFasprintf(&source,
"%s%s%s%s",
main_opening,
source_coords_setup, mask_coords_setup, main_closing);
prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, source);
free(source);
return prog;
}
static void
glamor_create_composite_shader(ScreenPtr screen, struct shader_key *key,
glamor_composite_shader *shader)
{
GLuint vs, fs, prog;
GLint source_sampler_uniform_location, mask_sampler_uniform_location;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_make_current(glamor_priv);
vs = glamor_create_composite_vs(key);
if (vs == 0)
return;
fs = glamor_create_composite_fs(key);
if (fs == 0)
return;
prog = glCreateProgram();
glAttachShader(prog, vs);
glAttachShader(prog, fs);
glBindAttribLocation(prog, GLAMOR_VERTEX_POS, "v_position");
glBindAttribLocation(prog, GLAMOR_VERTEX_SOURCE, "v_texcoord0");
glBindAttribLocation(prog, GLAMOR_VERTEX_MASK, "v_texcoord1");
if (key->in == glamor_program_alpha_dual_blend) {
glBindFragDataLocationIndexed(prog, 0, 0, "color0");
glBindFragDataLocationIndexed(prog, 0, 1, "color1");
}
glamor_link_glsl_prog(screen, prog, "composite");
shader->prog = prog;
glUseProgram(prog);
if (key->source == SHADER_SOURCE_SOLID) {
shader->source_uniform_location = glGetUniformLocation(prog, "source");
}
else {
source_sampler_uniform_location =
glGetUniformLocation(prog, "source_sampler");
glUniform1i(source_sampler_uniform_location, 0);
shader->source_wh = glGetUniformLocation(prog, "source_wh");
shader->source_repeat_mode =
glGetUniformLocation(prog, "source_repeat_mode");
}
if (key->mask != SHADER_MASK_NONE) {
if (key->mask == SHADER_MASK_SOLID) {
shader->mask_uniform_location = glGetUniformLocation(prog, "mask");
}
else {
mask_sampler_uniform_location =
glGetUniformLocation(prog, "mask_sampler");
glUniform1i(mask_sampler_uniform_location, 1);
shader->mask_wh = glGetUniformLocation(prog, "mask_wh");
shader->mask_repeat_mode =
glGetUniformLocation(prog, "mask_repeat_mode");
}
}
}
static glamor_composite_shader *
glamor_lookup_composite_shader(ScreenPtr screen, struct
shader_key
*key)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_composite_shader *shader;
shader = &glamor_priv->composite_shader[key->source][key->mask][key->in][key->dest_swizzle];
if (shader->prog == 0)
glamor_create_composite_shader(screen, key, shader);
return shader;
}
static GLenum
glamor_translate_blend_alpha_to_red(GLenum blend)
{
switch (blend) {
case GL_SRC_ALPHA:
return GL_SRC_COLOR;
case GL_DST_ALPHA:
return GL_DST_COLOR;
case GL_ONE_MINUS_SRC_ALPHA:
return GL_ONE_MINUS_SRC_COLOR;
case GL_ONE_MINUS_DST_ALPHA:
return GL_ONE_MINUS_DST_COLOR;
default:
return blend;
}
}
static Bool
glamor_set_composite_op(ScreenPtr screen,
CARD8 op, struct blendinfo *op_info_result,
PicturePtr dest, PicturePtr mask,
enum ca_state ca_state,
struct shader_key *key)
{
GLenum source_blend, dest_blend;
struct blendinfo *op_info;
if (op >= ARRAY_SIZE(composite_op_info)) {
glamor_fallback("unsupported render op %d \n", op);
return GL_FALSE;
}
op_info = &composite_op_info[op];
source_blend = op_info->source_blend;
dest_blend = op_info->dest_blend;
/* If there's no dst alpha channel, adjust the blend op so that we'll treat
* it as always 1.
*/
if (PICT_FORMAT_A(dest->format) == 0 && op_info->dest_alpha) {
if (source_blend == GL_DST_ALPHA)
source_blend = GL_ONE;
else if (source_blend == GL_ONE_MINUS_DST_ALPHA)
source_blend = GL_ZERO;
}
/* Set up the source alpha value for blending in component alpha mode. */
if (ca_state == CA_DUAL_BLEND) {
switch (dest_blend) {
case GL_SRC_ALPHA:
dest_blend = GL_SRC1_COLOR;
break;
case GL_ONE_MINUS_SRC_ALPHA:
dest_blend = GL_ONE_MINUS_SRC1_COLOR;
break;
}
} else if (mask && mask->componentAlpha
&& PICT_FORMAT_RGB(mask->format) != 0 && op_info->source_alpha) {
switch (dest_blend) {
case GL_SRC_ALPHA:
dest_blend = GL_SRC_COLOR;
break;
case GL_ONE_MINUS_SRC_ALPHA:
dest_blend = GL_ONE_MINUS_SRC_COLOR;
break;
}
}
/* If we're outputting our alpha to the red channel, then any
* reads of alpha for blending need to come from the red channel.
*/
if (key->dest_swizzle == SHADER_DEST_SWIZZLE_ALPHA_TO_RED) {
source_blend = glamor_translate_blend_alpha_to_red(source_blend);
dest_blend = glamor_translate_blend_alpha_to_red(dest_blend);
}
op_info_result->source_blend = source_blend;
op_info_result->dest_blend = dest_blend;
op_info_result->source_alpha = op_info->source_alpha;
op_info_result->dest_alpha = op_info->dest_alpha;
return TRUE;
}
static void
glamor_set_composite_texture(glamor_screen_private *glamor_priv, int unit,
PicturePtr picture,
PixmapPtr pixmap,
GLuint wh_location, GLuint repeat_location,
glamor_pixmap_private *dest_priv)
{
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
glamor_pixmap_fbo *fbo = pixmap_priv->fbo;
float wh[4];
int repeat_type;
glamor_make_current(glamor_priv);
/* The red channel swizzling doesn't depend on whether we're using
* 'fbo' as source or mask as we must have the same answer in case
* the same fbo is being used for both. That means the mask
* channel will sometimes get red bits in the R channel, and
* sometimes get zero bits in the R channel, which is harmless.
*/
glamor_bind_texture(glamor_priv, GL_TEXTURE0 + unit, fbo,
glamor_fbo_red_is_alpha(glamor_priv, dest_priv->fbo));
repeat_type = picture->repeatType;
switch (picture->repeatType) {
case RepeatNone:
if (glamor_priv->gl_flavor != GLAMOR_GL_ES2) {
/* XXX GLES2 doesn't support GL_CLAMP_TO_BORDER. */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_BORDER);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
break;
case RepeatNormal:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
break;
case RepeatPad:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
break;
case RepeatReflect:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
break;
}
switch (picture->filter) {
default:
case PictFilterFast:
case PictFilterNearest:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case PictFilterGood:
case PictFilterBest:
case PictFilterBilinear:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
}
/*
* GLES2 doesn't support RepeatNone. We need to fix it anyway.
*
**/
if (glamor_pixmap_priv_is_large(pixmap_priv) ||
((!PICT_FORMAT_A(picture->format) || glamor_priv->gl_flavor == GLAMOR_GL_ES2) &&
repeat_type == RepeatNone && picture->transform)) {
glamor_pixmap_fbo_fix_wh_ratio(wh, pixmap, pixmap_priv);
glUniform4fv(wh_location, 1, wh);
repeat_type += RepeatFix;
}
glUniform1i(repeat_location, repeat_type);
}
static void
glamor_set_composite_solid(float *color, GLint uniform_location)
{
glUniform4fv(uniform_location, 1, color);
}
static char
glamor_get_picture_location(PicturePtr picture)
{
if (picture == NULL)
return ' ';
if (picture->pDrawable == NULL) {
switch (picture->pSourcePict->type) {
case SourcePictTypeSolidFill:
return 'c';
case SourcePictTypeLinear:
return 'l';
case SourcePictTypeRadial:
return 'r';
default:
return '?';
}
}
return glamor_get_drawable_location(picture->pDrawable);
}
static void *
glamor_setup_composite_vbo(ScreenPtr screen, int n_verts)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
int vert_size;
char *vbo_offset;
float *vb;
glamor_priv->render_nr_quads = 0;
glamor_priv->vb_stride = 2 * sizeof(float);
if (glamor_priv->has_source_coords)
glamor_priv->vb_stride += 2 * sizeof(float);
if (glamor_priv->has_mask_coords)
glamor_priv->vb_stride += 2 * sizeof(float);
vert_size = n_verts * glamor_priv->vb_stride;
glamor_make_current(glamor_priv);
vb = glamor_get_vbo_space(screen, vert_size, &vbo_offset);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE,
glamor_priv->vb_stride, vbo_offset);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
if (glamor_priv->has_source_coords) {
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
GL_FLOAT, GL_FALSE,
glamor_priv->vb_stride,
vbo_offset + 2 * sizeof(float));
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
}
if (glamor_priv->has_mask_coords) {
glVertexAttribPointer(GLAMOR_VERTEX_MASK, 2, GL_FLOAT, GL_FALSE,
glamor_priv->vb_stride,
vbo_offset + (glamor_priv->has_source_coords ?
4 : 2) * sizeof(float));
glEnableVertexAttribArray(GLAMOR_VERTEX_MASK);
}
return vb;
}
static void
glamor_flush_composite_rects(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_make_current(glamor_priv);
if (!glamor_priv->render_nr_quads)
return;
glamor_glDrawArrays_GL_QUADS(glamor_priv, glamor_priv->render_nr_quads);
}
static const int pict_format_combine_tab[][3] = {
{PICT_TYPE_ARGB, PICT_TYPE_A, PICT_TYPE_ARGB},
{PICT_TYPE_ABGR, PICT_TYPE_A, PICT_TYPE_ABGR},
};
static Bool
combine_pict_format(PictFormatShort * des, const PictFormatShort src,
const PictFormatShort mask, glamor_program_alpha in_ca)
{
PictFormatShort new_vis;
int src_type, mask_type, src_bpp;
int i;
if (src == mask) {
*des = src;
return TRUE;
}
src_bpp = PICT_FORMAT_BPP(src);
assert(src_bpp == PICT_FORMAT_BPP(mask));
new_vis = PICT_FORMAT_VIS(src) | PICT_FORMAT_VIS(mask);
switch (in_ca) {
case glamor_program_alpha_normal:
src_type = PICT_FORMAT_TYPE(src);
mask_type = PICT_TYPE_A;
break;
case glamor_program_alpha_ca_first:
src_type = PICT_FORMAT_TYPE(src);
mask_type = PICT_FORMAT_TYPE(mask);
break;
case glamor_program_alpha_ca_second:
src_type = PICT_TYPE_A;
mask_type = PICT_FORMAT_TYPE(mask);
break;
case glamor_program_alpha_dual_blend:
src_type = PICT_FORMAT_TYPE(src);
mask_type = PICT_FORMAT_TYPE(mask);
break;
default:
return FALSE;
}
if (src_type == mask_type) {
*des = PICT_VISFORMAT(src_bpp, src_type, new_vis);
return TRUE;
}
for (i = 0; i < ARRAY_SIZE(pict_format_combine_tab); i++) {
if ((src_type == pict_format_combine_tab[i][0]
&& mask_type == pict_format_combine_tab[i][1])
|| (src_type == pict_format_combine_tab[i][1]
&& mask_type == pict_format_combine_tab[i][0])) {
*des = PICT_VISFORMAT(src_bpp, pict_format_combine_tab[i]
[2], new_vis);
return TRUE;
}
}
return FALSE;
}
static void
glamor_set_normalize_tcoords_generic(PixmapPtr pixmap,
glamor_pixmap_private *priv,
int repeat_type,
float *matrix,
float xscale, float yscale,
int x1, int y1, int x2, int y2,
float *texcoords,
int stride)
{
if (!matrix && repeat_type == RepeatNone)
glamor_set_normalize_tcoords_ext(priv, xscale, yscale,
x1, y1,
x2, y2, texcoords, stride);
else if (matrix && repeat_type == RepeatNone)
glamor_set_transformed_normalize_tcoords_ext(priv, matrix, xscale,
yscale, x1, y1,
x2, y2,
texcoords, stride);
else if (!matrix && repeat_type != RepeatNone)
glamor_set_repeat_normalize_tcoords_ext(pixmap, priv, repeat_type,
xscale, yscale,
x1, y1,
x2, y2,
texcoords, stride);
else if (matrix && repeat_type != RepeatNone)
glamor_set_repeat_transformed_normalize_tcoords_ext(pixmap, priv, repeat_type,
matrix, xscale,
yscale, x1, y1, x2,
y2,
texcoords, stride);
}
/**
* Returns whether the general composite path supports this picture
* format for a pixmap that is permanently stored in an FBO (as
* opposed to the GLAMOR_PIXMAP_DYNAMIC_UPLOAD path).
*
* We could support many more formats by using GL_ARB_texture_view to
* parse the same bits as different formats. For now, we only support
* tweaking whether we sample the alpha bits of an a8r8g8b8, or just
* force them to 1.
*/
static Bool
glamor_render_format_is_supported(PictFormatShort format)
{
switch (format) {
case PICT_a8r8g8b8:
case PICT_x8r8g8b8:
case PICT_a8:
return TRUE;
default:
return FALSE;
}
}
static Bool
glamor_composite_choose_shader(CARD8 op,
PicturePtr source,
PicturePtr mask,
PicturePtr dest,
PixmapPtr source_pixmap,
PixmapPtr mask_pixmap,
PixmapPtr dest_pixmap,
glamor_pixmap_private *source_pixmap_priv,
glamor_pixmap_private *mask_pixmap_priv,
glamor_pixmap_private *dest_pixmap_priv,
struct shader_key *s_key,
glamor_composite_shader ** shader,
struct blendinfo *op_info,
PictFormatShort *psaved_source_format,
enum ca_state ca_state)
{
ScreenPtr screen = dest->pDrawable->pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
Bool source_needs_upload = FALSE;
Bool mask_needs_upload = FALSE;
PictFormatShort saved_source_format = 0;
struct shader_key key;
GLfloat source_solid_color[4];
GLfloat mask_solid_color[4];
Bool ret = FALSE;
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dest_pixmap_priv)) {
glamor_fallback("dest has no fbo.\n");
goto fail;
}
if (!glamor_render_format_is_supported(dest->format)) {
glamor_fallback("Unsupported dest picture format.\n");
goto fail;
}
memset(&key, 0, sizeof(key));
if (!source) {
key.source = SHADER_SOURCE_SOLID;
source_solid_color[0] = 0.0;
source_solid_color[1] = 0.0;
source_solid_color[2] = 0.0;
source_solid_color[3] = 0.0;
}
else if (!source->pDrawable) {
if (source->pSourcePict->type == SourcePictTypeSolidFill) {
key.source = SHADER_SOURCE_SOLID;
glamor_get_rgba_from_pixel(source->pSourcePict->solidFill.color,
&source_solid_color[0],
&source_solid_color[1],
&source_solid_color[2],
&source_solid_color[3], PICT_a8r8g8b8);
}
else
goto fail;
}
else {
if (PICT_FORMAT_A(source->format))
key.source = SHADER_SOURCE_TEXTURE_ALPHA;
else
key.source = SHADER_SOURCE_TEXTURE;
}
if (mask) {
if (!mask->pDrawable) {
if (mask->pSourcePict->type == SourcePictTypeSolidFill) {
key.mask = SHADER_MASK_SOLID;
glamor_get_rgba_from_pixel
(mask->pSourcePict->solidFill.color,
&mask_solid_color[0],
&mask_solid_color[1],
&mask_solid_color[2], &mask_solid_color[3], PICT_a8r8g8b8);
}
else
goto fail;
}
else {
key.mask = SHADER_MASK_TEXTURE_ALPHA;
}
if (!mask->componentAlpha) {
key.in = glamor_program_alpha_normal;
}
else {
if (op == PictOpClear)
key.mask = SHADER_MASK_NONE;
else if (glamor_priv->has_dual_blend)
key.in = glamor_program_alpha_dual_blend;
else if (op == PictOpSrc || op == PictOpAdd
|| op == PictOpIn || op == PictOpOut
|| op == PictOpOverReverse)
key.in = glamor_program_alpha_ca_second;
else if (op == PictOpOutReverse || op == PictOpInReverse) {
key.in = glamor_program_alpha_ca_first;
}
else {
glamor_fallback("Unsupported component alpha op: %d\n", op);
goto fail;
}
}
}
else {
key.mask = SHADER_MASK_NONE;
}
if (dest_pixmap->drawable.bitsPerPixel <= 8 &&
glamor_priv->one_channel_format == GL_RED) {
key.dest_swizzle = SHADER_DEST_SWIZZLE_ALPHA_TO_RED;
} else {
key.dest_swizzle = SHADER_DEST_SWIZZLE_DEFAULT;
}
if (source && source->alphaMap) {
glamor_fallback("source alphaMap\n");
goto fail;
}
if (mask && mask->alphaMap) {
glamor_fallback("mask alphaMap\n");
goto fail;
}
if (key.source == SHADER_SOURCE_TEXTURE ||
key.source == SHADER_SOURCE_TEXTURE_ALPHA) {
if (source_pixmap == dest_pixmap) {
/* XXX source and the dest share the same texture.
* Does it need special handle? */
glamor_fallback("source == dest\n");
}
if (source_pixmap_priv->gl_fbo == GLAMOR_FBO_UNATTACHED) {
#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
source_needs_upload = TRUE;
#else
glamor_fallback("no texture in source\n");
goto fail;
#endif
}
}
if (key.mask == SHADER_MASK_TEXTURE ||
key.mask == SHADER_MASK_TEXTURE_ALPHA) {
if (mask_pixmap == dest_pixmap) {
glamor_fallback("mask == dest\n");
goto fail;
}
if (mask_pixmap_priv->gl_fbo == GLAMOR_FBO_UNATTACHED) {
#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
mask_needs_upload = TRUE;
#else
glamor_fallback("no texture in mask\n");
goto fail;
#endif
}
}
#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
if (source_needs_upload && mask_needs_upload
&& source_pixmap == mask_pixmap) {
if (source->format != mask->format) {
saved_source_format = source->format;
if (!combine_pict_format(&source->format, source->format,
mask->format, key.in)) {
glamor_fallback("combine source %x mask %x failed.\n",
source->format, mask->format);
goto fail;
}
/* XXX
* By default, glamor_upload_picture_to_texture will wire alpha to 1
* if one picture doesn't have alpha. So we don't do that again in
* rendering function. But here is a special case, as source and
* mask share the same texture but may have different formats. For
* example, source doesn't have alpha, but mask has alpha. Then the
* texture will have the alpha value for the mask. And will not wire
* to 1 for the source. In this case, we have to use different shader
* to wire the source's alpha to 1.
*
* But this may cause a potential problem if the source's repeat mode
* is REPEAT_NONE, and if the source is smaller than the dest, then
* for the region not covered by the source may be painted incorrectly.
* because we wire the alpha to 1.
*
**/
if (!PICT_FORMAT_A(saved_source_format)
&& PICT_FORMAT_A(mask->format))
key.source = SHADER_SOURCE_TEXTURE;
if (!PICT_FORMAT_A(mask->format)
&& PICT_FORMAT_A(saved_source_format))
key.mask = SHADER_MASK_TEXTURE;
}
if (!glamor_upload_picture_to_texture(source)) {
glamor_fallback("Failed to upload source texture.\n");
goto fail;
}
mask_needs_upload = FALSE;
}
else {
if (source_needs_upload) {
if (!glamor_upload_picture_to_texture(source)) {
glamor_fallback("Failed to upload source texture.\n");
goto fail;
}
} else {
if (!glamor_render_format_is_supported(source->format)) {
glamor_fallback("Unsupported source picture format.\n");
goto fail;
}
}
if (mask_needs_upload) {
if (!glamor_upload_picture_to_texture(mask)) {
glamor_fallback("Failed to upload mask texture.\n");
goto fail;
}
} else if (mask) {
if (!glamor_render_format_is_supported(mask->format)) {
glamor_fallback("Unsupported mask picture format.\n");
goto fail;
}
}
}
#endif
/* If the source and mask are two differently-formatted views of
* the same pixmap bits, and the pixmap was already uploaded (so
* the dynamic code above doesn't apply), then fall back to
* software. We should use texture views to fix this properly.
*/
if (source_pixmap && source_pixmap == mask_pixmap &&
source->format != mask->format) {
goto fail;
}
if (!glamor_set_composite_op(screen, op, op_info, dest, mask, ca_state,
&key)) {
goto fail;
}
*shader = glamor_lookup_composite_shader(screen, &key);
if ((*shader)->prog == 0) {
glamor_fallback("no shader program for this render acccel mode\n");
goto fail;
}
if (key.source == SHADER_SOURCE_SOLID)
memcpy(&(*shader)->source_solid_color[0],
source_solid_color, 4 * sizeof(float));
else {
(*shader)->source_pixmap = source_pixmap;
(*shader)->source = source;
}
if (key.mask == SHADER_MASK_SOLID)
memcpy(&(*shader)->mask_solid_color[0],
mask_solid_color, 4 * sizeof(float));
else {
(*shader)->mask_pixmap = mask_pixmap;
(*shader)->mask = mask;
}
ret = TRUE;
memcpy(s_key, &key, sizeof(key));
*psaved_source_format = saved_source_format;
goto done;
fail:
if (saved_source_format)
source->format = saved_source_format;
done:
return ret;
}
static void
glamor_composite_set_shader_blend(glamor_screen_private *glamor_priv,
glamor_pixmap_private *dest_priv,
struct shader_key *key,
glamor_composite_shader *shader,
struct blendinfo *op_info)
{
glamor_make_current(glamor_priv);
glUseProgram(shader->prog);
if (key->source == SHADER_SOURCE_SOLID) {
glamor_set_composite_solid(shader->source_solid_color,
shader->source_uniform_location);
}
else {
glamor_set_composite_texture(glamor_priv, 0,
shader->source,
shader->source_pixmap, shader->source_wh,
shader->source_repeat_mode,
dest_priv);
}
if (key->mask != SHADER_MASK_NONE) {
if (key->mask == SHADER_MASK_SOLID) {
glamor_set_composite_solid(shader->mask_solid_color,
shader->mask_uniform_location);
}
else {
glamor_set_composite_texture(glamor_priv, 1,
shader->mask,
shader->mask_pixmap, shader->mask_wh,
shader->mask_repeat_mode,
dest_priv);
}
}
if (glamor_priv->gl_flavor != GLAMOR_GL_ES2)
glDisable(GL_COLOR_LOGIC_OP);
if (op_info->source_blend == GL_ONE && op_info->dest_blend == GL_ZERO) {
glDisable(GL_BLEND);
}
else {
glEnable(GL_BLEND);
glBlendFunc(op_info->source_blend, op_info->dest_blend);
}
}
static Bool
glamor_composite_with_shader(CARD8 op,
PicturePtr source,
PicturePtr mask,
PicturePtr dest,
PixmapPtr source_pixmap,
PixmapPtr mask_pixmap,
PixmapPtr dest_pixmap,
glamor_pixmap_private *source_pixmap_priv,
glamor_pixmap_private *mask_pixmap_priv,
glamor_pixmap_private *dest_pixmap_priv,
int nrect, glamor_composite_rect_t *rects,
enum ca_state ca_state)
{
ScreenPtr screen = dest->pDrawable->pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
GLfloat dst_xscale, dst_yscale;
GLfloat mask_xscale = 1, mask_yscale = 1, src_xscale = 1, src_yscale = 1;
struct shader_key key, key_ca;
int dest_x_off, dest_y_off;
int source_x_off, source_y_off;
int mask_x_off, mask_y_off;
PictFormatShort saved_source_format = 0;
float src_matrix[9], mask_matrix[9];
float *psrc_matrix = NULL, *pmask_matrix = NULL;
int nrect_max;
Bool ret = FALSE;
glamor_composite_shader *shader = NULL, *shader_ca = NULL;
struct blendinfo op_info, op_info_ca;
if (!glamor_composite_choose_shader(op, source, mask, dest,
source_pixmap, mask_pixmap, dest_pixmap,
source_pixmap_priv, mask_pixmap_priv,
dest_pixmap_priv,
&key, &shader, &op_info,
&saved_source_format, ca_state)) {
glamor_fallback("glamor_composite_choose_shader failed\n");
goto fail;
}
if (ca_state == CA_TWO_PASS) {
if (!glamor_composite_choose_shader(PictOpAdd, source, mask, dest,
source_pixmap, mask_pixmap, dest_pixmap,
source_pixmap_priv,
mask_pixmap_priv, dest_pixmap_priv,
&key_ca, &shader_ca, &op_info_ca,
&saved_source_format, ca_state)) {
glamor_fallback("glamor_composite_choose_shader failed\n");
goto fail;
}
}
glamor_make_current(glamor_priv);
glamor_set_destination_pixmap_priv_nc(glamor_priv, dest_pixmap, dest_pixmap_priv);
glamor_composite_set_shader_blend(glamor_priv, dest_pixmap_priv, &key, shader, &op_info);
glamor_set_alu(screen, GXcopy);
glamor_priv->has_source_coords = key.source != SHADER_SOURCE_SOLID;
glamor_priv->has_mask_coords = (key.mask != SHADER_MASK_NONE &&
key.mask != SHADER_MASK_SOLID);
dest_pixmap = glamor_get_drawable_pixmap(dest->pDrawable);
dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap);
glamor_get_drawable_deltas(dest->pDrawable, dest_pixmap,
&dest_x_off, &dest_y_off);
pixmap_priv_get_dest_scale(dest_pixmap, dest_pixmap_priv, &dst_xscale, &dst_yscale);
if (glamor_priv->has_source_coords) {
glamor_get_drawable_deltas(source->pDrawable,
source_pixmap, &source_x_off, &source_y_off);
pixmap_priv_get_scale(source_pixmap_priv, &src_xscale, &src_yscale);
if (source->transform) {
psrc_matrix = src_matrix;
glamor_picture_get_matrixf(source, psrc_matrix);
}
}
if (glamor_priv->has_mask_coords) {
glamor_get_drawable_deltas(mask->pDrawable, mask_pixmap,
&mask_x_off, &mask_y_off);
pixmap_priv_get_scale(mask_pixmap_priv, &mask_xscale, &mask_yscale);
if (mask->transform) {
pmask_matrix = mask_matrix;
glamor_picture_get_matrixf(mask, pmask_matrix);
}
}
nrect_max = MIN(nrect, GLAMOR_COMPOSITE_VBO_VERT_CNT / 4);
while (nrect) {
int mrect, rect_processed;
int vb_stride;
float *vertices;
mrect = nrect > nrect_max ? nrect_max : nrect;
vertices = glamor_setup_composite_vbo(screen, mrect * 4);
rect_processed = mrect;
vb_stride = glamor_priv->vb_stride / sizeof(float);
while (mrect--) {
INT16 x_source;
INT16 y_source;
INT16 x_mask;
INT16 y_mask;
INT16 x_dest;
INT16 y_dest;
CARD16 width;
CARD16 height;
x_dest = rects->x_dst + dest_x_off;
y_dest = rects->y_dst + dest_y_off;
x_source = rects->x_src + source_x_off;
y_source = rects->y_src + source_y_off;
x_mask = rects->x_mask + mask_x_off;
y_mask = rects->y_mask + mask_y_off;
width = rects->width;
height = rects->height;
DEBUGF
("dest(%d,%d) source(%d %d) mask (%d %d), width %d height %d \n",
x_dest, y_dest, x_source, y_source, x_mask, y_mask, width,
height);
glamor_set_normalize_vcoords_ext(dest_pixmap_priv, dst_xscale,
dst_yscale, x_dest, y_dest,
x_dest + width, y_dest + height,
vertices,
vb_stride);
vertices += 2;
if (key.source != SHADER_SOURCE_SOLID) {
glamor_set_normalize_tcoords_generic(source_pixmap,
source_pixmap_priv,
source->repeatType,
psrc_matrix, src_xscale,
src_yscale, x_source,
y_source, x_source + width,
y_source + height,
vertices, vb_stride);
vertices += 2;
}
if (key.mask != SHADER_MASK_NONE && key.mask != SHADER_MASK_SOLID) {
glamor_set_normalize_tcoords_generic(mask_pixmap,
mask_pixmap_priv,
mask->repeatType,
pmask_matrix, mask_xscale,
mask_yscale, x_mask,
y_mask, x_mask + width,
y_mask + height,
vertices, vb_stride);
vertices += 2;
}
glamor_priv->render_nr_quads++;
rects++;
/* We've incremented by one of our 4 verts, now do the other 3. */
vertices += 3 * vb_stride;
}
glamor_put_vbo_space(screen);
glamor_flush_composite_rects(screen);
nrect -= rect_processed;
if (ca_state == CA_TWO_PASS) {
glamor_composite_set_shader_blend(glamor_priv, dest_pixmap_priv,
&key_ca, shader_ca, &op_info_ca);
glamor_flush_composite_rects(screen);
if (nrect)
glamor_composite_set_shader_blend(glamor_priv, dest_pixmap_priv,
&key, shader, &op_info);
}
}
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDisableVertexAttribArray(GLAMOR_VERTEX_MASK);
glDisable(GL_BLEND);
DEBUGF("finish rendering.\n");
if (saved_source_format)
source->format = saved_source_format;
ret = TRUE;
fail:
if (mask_pixmap && glamor_pixmap_is_memory(mask_pixmap))
glamor_pixmap_destroy_fbo(mask_pixmap);
if (source_pixmap && glamor_pixmap_is_memory(source_pixmap))
glamor_pixmap_destroy_fbo(source_pixmap);
return ret;
}
static PicturePtr
glamor_convert_gradient_picture(ScreenPtr screen,
PicturePtr source,
int x_source,
int y_source, int width, int height)
{
PixmapPtr pixmap;
PicturePtr dst = NULL;
int error;
PictFormatPtr pFormat;
PictFormatShort format;
if (source->pDrawable) {
pFormat = source->pFormat;
format = pFormat->format;
} else {
format = PICT_a8r8g8b8;
pFormat = PictureMatchFormat(screen, 32, format);
}
#ifdef GLAMOR_GRADIENT_SHADER
if (!source->pDrawable) {
if (source->pSourcePict->type == SourcePictTypeLinear) {
dst = glamor_generate_linear_gradient_picture(screen,
source, x_source,
y_source, width,
height, format);
}
else if (source->pSourcePict->type == SourcePictTypeRadial) {
dst = glamor_generate_radial_gradient_picture(screen,
source, x_source,
y_source, width,
height, format);
}
if (dst) {
#if 0 /* Debug to compare it to pixman, Enable it if needed. */
glamor_compare_pictures(screen, source,
dst, x_source, y_source, width, height,
0, 3);
#endif
return dst;
}
}
#endif
pixmap = glamor_create_pixmap(screen,
width,
height,
PIXMAN_FORMAT_DEPTH(format),
GLAMOR_CREATE_PIXMAP_CPU);
if (!pixmap)
return NULL;
dst = CreatePicture(0,
&pixmap->drawable, pFormat, 0, 0, serverClient, &error);
glamor_destroy_pixmap(pixmap);
if (!dst)
return NULL;
ValidatePicture(dst);
fbComposite(PictOpSrc, source, NULL, dst, x_source, y_source,
0, 0, 0, 0, width, height);
return dst;
}
Bool
glamor_composite_clipped_region(CARD8 op,
PicturePtr source,
PicturePtr mask,
PicturePtr dest,
PixmapPtr source_pixmap,
PixmapPtr mask_pixmap,
PixmapPtr dest_pixmap,
RegionPtr region,
int x_source,
int y_source,
int x_mask, int y_mask, int x_dest, int y_dest)
{
glamor_pixmap_private *source_pixmap_priv = glamor_get_pixmap_private(source_pixmap);
glamor_pixmap_private *mask_pixmap_priv = glamor_get_pixmap_private(mask_pixmap);
glamor_pixmap_private *dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap);
glamor_screen_private *glamor_priv = glamor_get_screen_private(dest_pixmap->drawable.pScreen);
ScreenPtr screen = dest->pDrawable->pScreen;
PicturePtr temp_src = source, temp_mask = mask;
PixmapPtr temp_src_pixmap = source_pixmap;
PixmapPtr temp_mask_pixmap = mask_pixmap;
glamor_pixmap_private *temp_src_priv = source_pixmap_priv;
glamor_pixmap_private *temp_mask_priv = mask_pixmap_priv;
int x_temp_src, y_temp_src, x_temp_mask, y_temp_mask;
BoxPtr extent;
glamor_composite_rect_t rect[10];
glamor_composite_rect_t *prect = rect;
int prect_size = ARRAY_SIZE(rect);
int ok = FALSE;
int i;
int width;
int height;
BoxPtr box;
int nbox;
enum ca_state ca_state = CA_NONE;
extent = RegionExtents(region);
box = RegionRects(region);
nbox = RegionNumRects(region);
width = extent->x2 - extent->x1;
height = extent->y2 - extent->y1;
x_temp_src = x_source;
y_temp_src = y_source;
x_temp_mask = x_mask;
y_temp_mask = y_mask;
DEBUGF("clipped (%d %d) (%d %d) (%d %d) width %d height %d \n",
x_source, y_source, x_mask, y_mask, x_dest, y_dest, width, height);
/* Is the composite operation equivalent to a copy? */
if (!mask && !source->alphaMap && !dest->alphaMap
&& source->pDrawable && !source->transform
&& ((op == PictOpSrc
&& (source->format == dest->format
|| (PICT_FORMAT_COLOR(dest->format)
&& PICT_FORMAT_COLOR(source->format)
&& dest->format == PICT_FORMAT(PICT_FORMAT_BPP(source->format),
PICT_FORMAT_TYPE(source->format),
0,
PICT_FORMAT_R(source->format),
PICT_FORMAT_G(source->format),
PICT_FORMAT_B(source->format)))))
|| (op == PictOpOver
&& source->format == dest->format
&& !PICT_FORMAT_A(source->format)))
&& x_source >= 0 && y_source >= 0
&& (x_source + width) <= source->pDrawable->width
&& (y_source + height) <= source->pDrawable->height) {
x_source += source->pDrawable->x;
y_source += source->pDrawable->y;
x_dest += dest->pDrawable->x;
y_dest += dest->pDrawable->y;
glamor_copy(source->pDrawable, dest->pDrawable, NULL,
box, nbox, x_source - x_dest,
y_source - y_dest, FALSE, FALSE, 0, NULL);
ok = TRUE;
goto out;
}
/* XXX is it possible source mask have non-zero drawable.x/y? */
if (source
&& ((!source->pDrawable
&& (source->pSourcePict->type != SourcePictTypeSolidFill))
|| (source->pDrawable
&& !GLAMOR_PIXMAP_PRIV_HAS_FBO(source_pixmap_priv)
&& (source_pixmap->drawable.width != width
|| source_pixmap->drawable.height != height)))) {
temp_src =
glamor_convert_gradient_picture(screen, source,
extent->x1 + x_source - x_dest - dest->pDrawable->x,
extent->y1 + y_source - y_dest - dest->pDrawable->y,
width, height);
if (!temp_src) {
temp_src = source;
goto out;
}
temp_src_pixmap = (PixmapPtr) (temp_src->pDrawable);
temp_src_priv = glamor_get_pixmap_private(temp_src_pixmap);
x_temp_src = -extent->x1 + x_dest + dest->pDrawable->x;
y_temp_src = -extent->y1 + y_dest + dest->pDrawable->y;
}
if (mask
&&
((!mask->pDrawable
&& (mask->pSourcePict->type != SourcePictTypeSolidFill))
|| (mask->pDrawable && !GLAMOR_PIXMAP_PRIV_HAS_FBO(mask_pixmap_priv)
&& (mask_pixmap->drawable.width != width
|| mask_pixmap->drawable.height != height)))) {
/* XXX if mask->pDrawable is the same as source->pDrawable, we have an opportunity
* to do reduce one convertion. */
temp_mask =
glamor_convert_gradient_picture(screen, mask,
extent->x1 + x_mask - x_dest - dest->pDrawable->x,
extent->y1 + y_mask - y_dest - dest->pDrawable->y,
width, height);
if (!temp_mask) {
temp_mask = mask;
goto out;
}
temp_mask_pixmap = (PixmapPtr) (temp_mask->pDrawable);
temp_mask_priv = glamor_get_pixmap_private(temp_mask_pixmap);
x_temp_mask = -extent->x1 + x_dest + dest->pDrawable->x;
y_temp_mask = -extent->y1 + y_dest + dest->pDrawable->y;
}
if (mask && mask->componentAlpha) {
if (glamor_priv->has_dual_blend) {
ca_state = CA_DUAL_BLEND;
} else {
if (op == PictOpOver) {
ca_state = CA_TWO_PASS;
op = PictOpOutReverse;
}
}
}
if (temp_src_pixmap == dest_pixmap) {
glamor_fallback("source and dest pixmaps are the same\n");
goto out;
}
if (temp_mask_pixmap == dest_pixmap) {
glamor_fallback("mask and dest pixmaps are the same\n");
goto out;
}
x_dest += dest->pDrawable->x;
y_dest += dest->pDrawable->y;
if (temp_src && temp_src->pDrawable) {
x_temp_src += temp_src->pDrawable->x;
y_temp_src += temp_src->pDrawable->y;
}
if (temp_mask && temp_mask->pDrawable) {
x_temp_mask += temp_mask->pDrawable->x;
y_temp_mask += temp_mask->pDrawable->y;
}
if (nbox > ARRAY_SIZE(rect)) {
prect = calloc(nbox, sizeof(*prect));
if (prect)
prect_size = nbox;
else {
prect = rect;
prect_size = ARRAY_SIZE(rect);
}
}
while (nbox) {
int box_cnt;
box_cnt = nbox > prect_size ? prect_size : nbox;
for (i = 0; i < box_cnt; i++) {
prect[i].x_src = box[i].x1 + x_temp_src - x_dest;
prect[i].y_src = box[i].y1 + y_temp_src - y_dest;
prect[i].x_mask = box[i].x1 + x_temp_mask - x_dest;
prect[i].y_mask = box[i].y1 + y_temp_mask - y_dest;
prect[i].x_dst = box[i].x1;
prect[i].y_dst = box[i].y1;
prect[i].width = box[i].x2 - box[i].x1;
prect[i].height = box[i].y2 - box[i].y1;
DEBUGF("dest %d %d \n", prect[i].x_dst, prect[i].y_dst);
}
ok = glamor_composite_with_shader(op, temp_src, temp_mask, dest,
temp_src_pixmap, temp_mask_pixmap, dest_pixmap,
temp_src_priv, temp_mask_priv,
dest_pixmap_priv,
box_cnt, prect, ca_state);
if (!ok)
break;
nbox -= box_cnt;
box += box_cnt;
}
if (prect != rect)
free(prect);
out:
if (temp_src != source)
FreePicture(temp_src, 0);
if (temp_mask != mask)
FreePicture(temp_mask, 0);
return ok;
}
void
glamor_composite(CARD8 op,
PicturePtr source,
PicturePtr mask,
PicturePtr dest,
INT16 x_source,
INT16 y_source,
INT16 x_mask,
INT16 y_mask,
INT16 x_dest, INT16 y_dest, CARD16 width, CARD16 height)
{
ScreenPtr screen = dest->pDrawable->pScreen;
PixmapPtr dest_pixmap = glamor_get_drawable_pixmap(dest->pDrawable);
PixmapPtr source_pixmap = NULL, mask_pixmap = NULL;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
RegionRec region;
BoxPtr extent;
int nbox, ok = FALSE;
int force_clip = 0;
if (source->pDrawable) {
source_pixmap = glamor_get_drawable_pixmap(source->pDrawable);
if (glamor_pixmap_drm_only(source_pixmap))
goto fail;
}
if (mask && mask->pDrawable) {
mask_pixmap = glamor_get_drawable_pixmap(mask->pDrawable);
if (glamor_pixmap_drm_only(mask_pixmap))
goto fail;
}
DEBUGF
("source pixmap %p (%d %d) mask(%d %d) dest(%d %d) width %d height %d \n",
source_pixmap, x_source, y_source, x_mask, y_mask, x_dest, y_dest,
width, height);
if (!glamor_pixmap_has_fbo(dest_pixmap))
goto fail;
if (op >= ARRAY_SIZE(composite_op_info)) {
glamor_fallback("Unsupported composite op %x\n", op);
goto fail;
}
if (mask && mask->componentAlpha && !glamor_priv->has_dual_blend) {
if (op == PictOpAtop
|| op == PictOpAtopReverse
|| op == PictOpXor || op >= PictOpSaturate) {
glamor_fallback("glamor_composite(): component alpha op %x\n", op);
goto fail;
}
}
if ((source && source->filter >= PictFilterConvolution)
|| (mask && mask->filter >= PictFilterConvolution)) {
glamor_fallback("glamor_composite(): unsupported filter\n");
goto fail;
}
if (!miComputeCompositeRegion(&region,
source, mask, dest,
x_source +
(source_pixmap ? source->pDrawable->x : 0),
y_source +
(source_pixmap ? source->pDrawable->y : 0),
x_mask +
(mask_pixmap ? mask->pDrawable->x : 0),
y_mask +
(mask_pixmap ? mask->pDrawable->y : 0),
x_dest + dest->pDrawable->x,
y_dest + dest->pDrawable->y, width, height)) {
return;
}
nbox = REGION_NUM_RECTS(&region);
DEBUGF("first clipped when compositing.\n");
DEBUGRegionPrint(&region);
extent = RegionExtents(&region);
if (nbox == 0)
return;
/* If destination is not a large pixmap, but the region is larger
* than texture size limitation, and source or mask is memory pixmap,
* then there may be need to load a large memory pixmap to a
* texture, and this is not permitted. Then we force to clip the
* destination and make sure latter will not upload a large memory
* pixmap. */
if (!glamor_check_fbo_size(glamor_priv,
extent->x2 - extent->x1, extent->y2 - extent->y1)
&& glamor_pixmap_is_large(dest_pixmap)
&& ((source_pixmap
&& (glamor_pixmap_is_memory(source_pixmap) ||
source->repeatType == RepeatPad))
|| (mask_pixmap &&
(glamor_pixmap_is_memory(mask_pixmap) ||
mask->repeatType == RepeatPad))
|| (!source_pixmap &&
(source->pSourcePict->type != SourcePictTypeSolidFill))
|| (!mask_pixmap && mask &&
mask->pSourcePict->type != SourcePictTypeSolidFill)))
force_clip = 1;
if (force_clip || glamor_pixmap_is_large(dest_pixmap)
|| (source_pixmap
&& glamor_pixmap_is_large(source_pixmap))
|| (mask_pixmap && glamor_pixmap_is_large(mask_pixmap)))
ok = glamor_composite_largepixmap_region(op,
source, mask, dest,
source_pixmap,
mask_pixmap,
dest_pixmap,
&region, force_clip,
x_source, y_source,
x_mask, y_mask,
x_dest, y_dest, width, height);
else
ok = glamor_composite_clipped_region(op, source,
mask, dest,
source_pixmap,
mask_pixmap,
dest_pixmap,
&region,
x_source, y_source,
x_mask, y_mask, x_dest, y_dest);
REGION_UNINIT(dest->pDrawable->pScreen, &region);
if (ok)
return;
fail:
glamor_fallback
("from picts %p:%p %dx%d / %p:%p %d x %d (%c,%c) to pict %p:%p %dx%d (%c)\n",
source, source->pDrawable,
source->pDrawable ? source->pDrawable->width : 0,
source->pDrawable ? source->pDrawable->height : 0, mask,
(!mask) ? NULL : mask->pDrawable, (!mask
|| !mask->pDrawable) ? 0 :
mask->pDrawable->width, (!mask
|| !mask->pDrawable) ? 0 : mask->
pDrawable->height, glamor_get_picture_location(source),
glamor_get_picture_location(mask), dest, dest->pDrawable,
dest->pDrawable->width, dest->pDrawable->height,
glamor_get_picture_location(dest));
if (glamor_prepare_access_picture_box(dest, GLAMOR_ACCESS_RW,
x_dest, y_dest, width, height) &&
glamor_prepare_access_picture_box(source, GLAMOR_ACCESS_RO,
x_source, y_source, width, height) &&
glamor_prepare_access_picture_box(mask, GLAMOR_ACCESS_RO,
x_mask, y_mask, width, height))
{
fbComposite(op,
source, mask, dest,
x_source, y_source,
x_mask, y_mask, x_dest, y_dest, width, height);
}
glamor_finish_access_picture(mask);
glamor_finish_access_picture(source);
glamor_finish_access_picture(dest);
}