xserver-multidpi/glamor/glamor_program.c
Keith Packard 45ebc4e3fa glamor: Add glamor_program based copy acceleration
Paints with textures, using a temporary buffer for overlapping copies

Performs CPU to GPU transfers for pixmaps in memory. Accelerates copy
plane when both objects are in the GPU. Includes copy_window
acceleration too.

v2: Use NV_texture_barrier for non-overlapping copies within the same
drawable

v3: Switch to glamor_make_current

v4: Do overlap check on the bounding box of the region rather than
    on individual boxes

v5: Use Eric Anholt's re-written comments which provide a more accurate
    description of the code

v6: Use floating point uniform for copy plane bit multiplier. This
    avoids an int to float conversion in the copy plane fragment shader.

    Use round() instead of adding 0.5 in copy plane. round() and +0.5
    end up generating equivalent code, and performance measurements
    confirm that they are the same speed. Round() is a bit clearer
    though, so we'll use it.

Signed-off-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Markus Wick <markus@selfnet.de>
2014-06-15 22:02:41 +01:00

395 lines
12 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_uniform);
}
static const glamor_facet glamor_fill_tile = {
.name = "tile",
.vs_exec = " fill_pos = (fill_offset + primitive.xy + pos) / fill_size;\n",
.fs_exec = " gl_FragColor = texture2D(sampler, fill_pos);\n",
.locations = glamor_program_location_fill,
.use = use_tile,
};
#if 0
static Bool
use_stipple(PixmapPtr pixmap, GCPtr gc, glamor_program *prog)
{
return glamor_set_stippled(pixmap, gc, prog->fg_uniform, prog->fill_offset_uniform, prog->fill_size_uniform);
}
static const glamor_facet glamor_fill_stipple = {
.name = "stipple",
.version = 130,
.vs_exec = " fill_pos = fill_offset + primitive.xy + pos;\n";
.fs_exec = (" if (texelFetch(sampler, ivec2(mod(fill_pos,fill_size)), 0).x == 0)\n"
" discard;\n"
" gl_FragColor = fg;\n")
.locations = glamor_program_location_fg | glamor_program_location_fill
.use = use_stipple,
};
static const glamor_facet glamor_fill_opaque_stipple = {
.name = "opaque_stipple",
.version = 130,
.vs_exec = " fill_pos = fill_offset + primitive.xy + pos;\n";
.fs_exec = (" if (texelFetch(sampler, ivec2(mod(fill_pos,fill_size)), 0).x == 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
};
#endif
static const glamor_facet *glamor_facet_fill[4] = {
&glamor_fill_solid,
&glamor_fill_tile,
NULL,
NULL,
};
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;\n"
"varying vec2 fill_pos;\n"),
.fs_vars = ("uniform sampler2D sampler;\n"
"uniform vec2 fill_size;\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"),
},
};
#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_uniform = glamor_get_uniform(prog, glamor_program_location_fill, "fill_size");
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");
if (glGetError() != GL_NO_ERROR)
goto fail;
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;
}