xserver-multidpi/glamor/glamor_putimage.c
Zhigang Gong 430bc16ca0 GLX: Enable glx support.
If we are using MESA as our GL library, then both xserver's
GLX and glamor are link to the same library. As xserver's
GLX has its own _glapi_get/set_context/dispatch etc, and it
is a simplified version derived from mesa thus is not
sufficient for mesa/egl's dri loader which is used by glamor.

Then if glx module is loaded before glamoregl module, the
initialization of mesa/egl/opengl will not be correct, and
will fail at a very early stage, most likely fail to map
the element buffer.

Two methodis to fix this problem, first is to modify the xserver's
glx's glapi.c to fit mesa's requirement. The second is to put
a glamor.conf as below, to the system's xorg.conf path.

Section "Module"
        Load  "glamoregl"
EndSection

Then glamor will be loaded firstly, and the mesa's libglapi.so
will be used. As current xserver's dispatch table is the same
as mesa's, then the glx's dri loader can work without problem.

We took the second method as it don't need any change to xorg.:)
Although this is not a graceful implementation as it depends
on the xserver's dispatch table and the mesa's dispatch table
is the same and the context set and get is using the same method.
Anyway it works.

As by default, xserver will enable GLX_USE_TLS. But mesa will not
enable it, you may need to enable that when build mesa.

Three pre-requirements to make this glamor version work:

0. Make sure xserver has commit 66e603, if not please pull the latest
   master branch.
1. Rebuild mesa by enable GLX_USE_TLS.
2. Put the glamor.conf to your system's xorg.conf path and make sure
   it loaded prior to glx module.

Preliminary testing shows indirect glxgears works fine.

If user want to use GLES2 for glamor by using MESA, GLX will not
work correctly.

If you are not using normal MESA, for example PVR's private GLES
implementation, then it should be ok to use GLES2 glamor and the
GLX should work as expected. In this commit, I use gbm to check
whether we are using MESA or non-mesa. Maybe not the best way.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:48 -08:00

444 lines
13 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)
{
#if 0
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 = dispatch->glCreateProgram();
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, xybitmap_vs);
fs_prog =
glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, xybitmap_fs);
dispatch->glAttachShader(prog, vs_prog);
dispatch->glAttachShader(prog, fs_prog);
glamor_link_glsl_prog(prog);
dispatch->glUseProgram(prog);
sampler_uniform_location =
dispatch->glGetUniformLocation(prog, "bitmap_sampler");
dispatch->glUniform1i(sampler_uniform_location, 0);
glamor_priv->put_image_xybitmap_fg_uniform_location =
dispatch->glGetUniformLocation(prog, "fg");
glamor_priv->put_image_xybitmap_bg_uniform_location =
dispatch->glGetUniformLocation(prog, "bg");
glamor_get_transform_uniform_locations(prog,
&glamor_priv->put_image_xybitmap_transform);
glamor_priv->put_image_xybitmap_prog = prog;
dispatch->glUseProgram(0);
#endif
}
/* 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.
*/
#if 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;
}
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];
const float bitmap_coords[8] = {
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 1.0,
};
GLfloat xscale, yscale;
glamor_pixmap_private *pixmap_priv;
pixmap_priv = glamor_get_pixmap_private(pixmap);
pixmap_priv_get_scale(pixmap_priv, &xscale, &yscale);
glamor_set_normalize_vcoords(xscale, yscale,
x, y,
x + w, y + h,
glamor_priv->yInverted, dest_coords);
glamor_fallback("glamor_put_image_xybitmap: disabled\n");
goto fail;
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;
dispatch->glUseProgram(glamor_priv->put_image_xybitmap_prog);
glamor_get_color_4f_from_pixel(pixmap, gc->fgPixel, fg);
dispatch->glUniform4fv
(glamor_priv->put_image_xybitmap_fg_uniform_location, 1, fg);
glamor_get_color_4f_from_pixel(pixmap, gc->bgPixel, bg);
dispatch->glUniform4fv
(glamor_priv->put_image_xybitmap_bg_uniform_location, 1, bg);
dispatch->glGenTextures(1, &tex);
dispatch->glActiveTexture(GL_TEXTURE0);
dispatch->glEnable(GL_TEXTURE_2D);
dispatch->glBindTexture(GL_TEXTURE_2D, tex);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
dispatch->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
dispatch->glPixelStorei(GL_UNPACK_ROW_LENGTH, stride * 8);
dispatch->glPixelStorei(GL_UNPACK_SKIP_PIXELS, left_pad);
dispatch->glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA,
w, h, 0, GL_COLOR_INDEX, GL_BITMAP, bits);
dispatch->glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
dispatch->glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
dispatch->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.
*/
dispatch->glVertexPointer(2, GL_FLOAT, 0, dest_coords);
dispatch->glEnableClientState(GL_VERTEX_ARRAY);
dispatch->glClientActiveTexture(GL_TEXTURE0);
dispatch->glTexCoordPointer(2, GL_FLOAT, 0, bitmap_coords);
dispatch->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
dispatch->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;
dispatch->glScissor(box->x1,
y_flip(pixmap, box->y1),
box->x2 - box->x1, box->y2 - box->y1);
dispatch->glDrawArrays(GL_QUADS, 0, 4);
}
dispatch->glDisable(GL_SCISSOR_TEST);
glamor_set_alu(GXcopy);
glamor_set_planemask(pixmap, ~0);
dispatch->glDeleteTextures(1, &tex);
dispatch->glDisable(GL_TEXTURE_2D);
dispatch->glDisableClientState(GL_VERTEX_ARRAY);
dispatch->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
return;
glamor_set_alu(GXcopy);
glamor_set_planemask(pixmap, ~0);
glamor_fallback(": to %p (%c)\n",
drawable, glamor_get_drawable_location(drawable));
fail:
if (glamor_prepare_access(drawable, GLAMOR_ACCESS_RW)) {
fbPutImage(drawable, gc, 1, x, y, w, h, left_pad, XYBitmap,
bits);
glamor_finish_access(drawable, GLAMOR_ACCESS_RW);
}
}
#endif
void
glamor_fini_putimage_shaders(ScreenPtr screen)
{
}
static Bool
_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, Bool fallback)
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(drawable->pScreen);
glamor_gl_dispatch *dispatch = &glamor_priv->dispatch;
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
glamor_pixmap_private *pixmap_priv =
glamor_get_pixmap_private(pixmap);
GLenum type, format, iformat;
RegionPtr clip;
BoxPtr pbox;
int nbox;
int src_stride = PixmapBytePad(w, drawable->depth);
int x_off, y_off;
float vertices[8], texcoords[8];
GLfloat xscale, yscale, txscale, tyscale;
GLuint tex;
int no_alpha, no_revert;
GLAMOR_DEFINE_CONTEXT;
Bool ret = FALSE;
GLAMOR_SET_CONTEXT(glamor_priv);
if (image_format == XYBitmap) {
assert(depth == 1);
goto fail;
}
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) {
glamor_fallback("has no fbo.\n");
goto fail;
}
if (image_format != ZPixmap) {
glamor_fallback("non-ZPixmap\n");
goto fail;
}
if (!glamor_set_planemask(pixmap, gc->planemask)) {
goto fail;
}
glamor_set_alu(dispatch, gc->alu);
if (glamor_get_tex_format_type_from_pixmap(pixmap,
&format,
&type, &no_alpha,
&no_revert)) {
glamor_fallback("unknown depth. %d \n", drawable->depth);
goto fail;
}
/* XXX consider to reuse a function to do the following work. */
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
glamor_validate_pixmap(pixmap);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float),
vertices);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float),
texcoords);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
dispatch->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
dispatch->glPixelStorei(GL_UNPACK_ROW_LENGTH,
src_stride * 8 /
pixmap->drawable.bitsPerPixel);
} else {
dispatch->glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
}
dispatch->glGenTextures(1, &tex);
dispatch->glActiveTexture(GL_TEXTURE0);
dispatch->glBindTexture(GL_TEXTURE_2D, tex);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
if (glamor_priv->gl_flavor == GLAMOR_GL_ES2) {
iformat = format;
} else {
iformat = GL_RGBA;
}
dispatch->glTexImage2D(GL_TEXTURE_2D, 0, iformat,
w, h, 0, format, type, bits);
#ifndef GLAMOR_GLES2
dispatch->glEnable(GL_TEXTURE_2D);
#endif
dispatch->glUseProgram(glamor_priv->finish_access_prog[no_alpha]);
dispatch->glUniform1i(glamor_priv->
finish_access_no_revert[no_alpha],
no_revert);
dispatch->glUniform1i(glamor_priv->finish_access_swap_rb[no_alpha],
0);
x += drawable->x;
y += drawable->y;
glamor_get_drawable_deltas(drawable, pixmap, &x_off, &y_off);
clip = fbGetCompositeClip(gc);
txscale = 1.0 / w;
tyscale = 1.0 / h;
pixmap_priv_get_scale(pixmap_priv, &xscale, &yscale);
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;
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;
glamor_set_normalize_tcoords(txscale, tyscale,
x1 - x, y1 - y,
x2 - x, y2 - y, 1, texcoords);
glamor_set_normalize_vcoords(xscale, yscale,
x1 + x_off, y1 + y_off,
x2 + x_off, y2 + y_off,
glamor_priv->yInverted,
vertices);
dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
#ifndef GLAMOR_GLES2
dispatch->glDisable(GL_TEXTURE_2D);
#endif
dispatch->glUseProgram(0);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glDeleteTextures(1, &tex);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
dispatch->glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glamor_set_alu(dispatch, GXcopy);
glamor_set_planemask(pixmap, ~0);
ret = TRUE;
goto done;
fail:
glamor_set_planemask(pixmap, ~0);
if (!fallback
&& glamor_ddx_fallback_check_pixmap(&pixmap->drawable))
goto done;
glamor_fallback("to %p (%c)\n",
drawable, glamor_get_drawable_location(drawable));
if (glamor_prepare_access(&pixmap->drawable, GLAMOR_ACCESS_RW)) {
fbPutImage(drawable, gc, depth, x, y, w, h,
left_pad, image_format, bits);
glamor_finish_access(&pixmap->drawable, GLAMOR_ACCESS_RW);
}
ret = TRUE;
done:
GLAMOR_RESTORE_CONTEXT(glamor_priv);
return ret;
}
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)
{
_glamor_put_image(drawable, gc, depth, x, y, w, h,
left_pad, image_format, bits, TRUE);
}
Bool
glamor_put_image_nf(DrawablePtr drawable, GCPtr gc, int depth, int x, int y,
int w, int h, int left_pad, int image_format, char *bits)
{
return _glamor_put_image(drawable, gc, depth, x, y, w, h,
left_pad, image_format, bits, FALSE);
}