xserver-multidpi/glamor/glamor_priv.h
Zhigang Gong f871d174a8 glamor: Switch to software fb for too large pixmap.
If pixmap's size exceeds the limitation of the MESA library, the
rendering will fail. So we switch to software fb if it is the case.
Add one new element for pixmap private structure to indicate whehter
we are a software fb type or a opengl type.
2011-09-26 16:46:35 +08:00

463 lines
13 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>
*
*/
#ifndef GLAMOR_PRIV_H
#define GLAMOR_PRIV_H
#ifdef HAVE_DIX_CONFIG_H
#include <dix-config.h>
#endif
#include "glamor.h"
#include <GL/glew.h>
#ifdef RENDER
#include "glyphstr.h"
#endif
#ifndef MAX_WIDTH
#define MAX_WIDTH 4096
#endif
#ifndef MAX_HEIGHT
#define MAX_HEIGHT 4096
#endif
typedef enum glamor_access {
GLAMOR_ACCESS_RO,
GLAMOR_ACCESS_RW,
} glamor_access_t;
typedef struct glamor_transform_uniforms {
GLint x_bias;
GLint x_scale;
GLint y_bias;
GLint y_scale;
} glamor_transform_uniforms;
typedef struct glamor_composite_shader {
GLuint prog;
GLint dest_to_dest_uniform_location;
GLint dest_to_source_uniform_location;
GLint dest_to_mask_uniform_location;
GLint source_uniform_location;
GLint mask_uniform_location;
} glamor_composite_shader;
typedef struct {
INT16 x_src;
INT16 y_src;
INT16 x_mask;
INT16 y_mask;
INT16 x_dst;
INT16 y_dst;
INT16 width;
INT16 height;
} glamor_composite_rect_t;
typedef struct {
unsigned char sha1[20];
} glamor_cached_glyph_t;
typedef struct {
/* The identity of the cache, statically configured at initialization */
unsigned int format;
int glyph_width;
int glyph_height;
/* Size of cache; eventually this should be dynamically determined */
int size;
/* Hash table mapping from glyph sha1 to position in the glyph; we use
* open addressing with a hash table size determined based on size and large
* enough so that we always have a good amount of free space, so we can
* use linear probing. (Linear probing is preferrable to double hashing
* here because it allows us to easily remove entries.)
*/
int *hash_entries;
int hash_size;
glamor_cached_glyph_t *glyphs;
int glyph_count; /* Current number of glyphs */
PicturePtr picture; /* Where the glyphs of the cache are stored */
int y_offset; /* y location within the picture where the cache starts */
int columns; /* Number of columns the glyphs are layed out in */
int eviction_position; /* Next random position to evict a glyph */
} glamor_glyph_cache_t;
#define GLAMOR_NUM_GLYPH_CACHES 4
enum shader_source {
SHADER_SOURCE_SOLID,
SHADER_SOURCE_TEXTURE,
SHADER_SOURCE_TEXTURE_ALPHA,
SHADER_SOURCE_COUNT,
};
enum shader_mask {
SHADER_MASK_NONE,
SHADER_MASK_SOLID,
SHADER_MASK_TEXTURE,
SHADER_MASK_TEXTURE_ALPHA,
SHADER_MASK_COUNT,
};
enum shader_in {
SHADER_IN_SOURCE_ONLY,
SHADER_IN_NORMAL,
SHADER_IN_CA_SOURCE,
SHADER_IN_CA_ALPHA,
SHADER_IN_COUNT,
};
typedef struct glamor_screen_private {
CloseScreenProcPtr saved_close_screen;
CreateGCProcPtr saved_create_gc;
CreatePixmapProcPtr saved_create_pixmap;
DestroyPixmapProcPtr saved_destroy_pixmap;
GetSpansProcPtr saved_get_spans;
GetImageProcPtr saved_get_image;
CompositeProcPtr saved_composite;
TrapezoidsProcPtr saved_trapezoids;
GlyphsProcPtr saved_glyphs;
ChangeWindowAttributesProcPtr saved_change_window_attributes;
CopyWindowProcPtr saved_copy_window;
BitmapToRegionProcPtr saved_bitmap_to_region;
char *delayed_fallback_string;
int yInverted;
GLuint vbo;
int vbo_offset;
int vbo_size;
char *vb;
int vb_stride;
/* glamor_finishaccess */
GLint finish_access_prog;
/* glamor_solid */
GLint solid_prog;
GLint solid_color_uniform_location;
/* glamor_tile */
GLint tile_prog;
/* glamor_putimage */
GLint put_image_xybitmap_prog;
glamor_transform_uniforms put_image_xybitmap_transform;
GLint put_image_xybitmap_fg_uniform_location;
GLint put_image_xybitmap_bg_uniform_location;
/* glamor_composite */
glamor_composite_shader composite_shader[SHADER_SOURCE_COUNT]
[SHADER_MASK_COUNT]
[SHADER_IN_COUNT];
Bool has_source_coords, has_mask_coords;
int render_nr_verts;
glamor_glyph_cache_t glyph_caches[GLAMOR_NUM_GLYPH_CACHES];
} glamor_screen_private;
enum glamor_pixmap_type {
GLAMOR_GL,
GLAMOR_FB
};
typedef struct glamor_pixmap_private {
GLuint tex;
GLuint fb;
GLuint pbo;
enum glamor_pixmap_type type;
} glamor_pixmap_private;
extern DevPrivateKey glamor_screen_private_key;
extern DevPrivateKey glamor_pixmap_private_key;
static inline glamor_screen_private *
glamor_get_screen_private(ScreenPtr screen)
{
return (glamor_screen_private *)dixLookupPrivate(&screen->devPrivates,
glamor_screen_private_key);
}
static inline glamor_pixmap_private *
glamor_get_pixmap_private(PixmapPtr pixmap)
{
return dixLookupPrivate(&pixmap->devPrivates, glamor_pixmap_private_key);
}
#define ARRAY_SIZE(x) (sizeof(x) / sizeof(x[0]))
#define ALIGN(i,m) (((i) + (m) - 1) & ~((m) - 1))
#define MIN(a,b) ((a) < (b) ? (a) : (b))
/**
* Returns TRUE if the given planemask covers all the significant bits in the
* pixel values for pDrawable.
*/
static inline Bool
glamor_pm_is_solid(DrawablePtr drawable, unsigned long planemask)
{
return (planemask & FbFullMask(drawable->depth)) ==
FbFullMask(drawable->depth);
}
static inline void
glamor_fallback(char *format, ...)
{
va_list ap;
va_start(ap, format);
LogMessageVerb(X_INFO, 0, "fallback: ");
LogVMessageVerb(X_NONE, 0, format, ap);
va_end(ap);
}
static inline void
glamor_delayed_fallback(ScreenPtr screen, char *format, ...)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
va_list ap;
if (glamor_priv->delayed_fallback_string != NULL)
return;
va_start(ap, format);
XNFvasprintf(&glamor_priv->delayed_fallback_string, format, ap);
va_end(ap);
}
static inline void
glamor_clear_delayed_fallbacks(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
free(glamor_priv->delayed_fallback_string);
glamor_priv->delayed_fallback_string = NULL;
}
static inline void
glamor_report_delayed_fallbacks(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
if (glamor_priv->delayed_fallback_string) {
// LogMessageVerb(X_INFO, 0, "fallback: %s",
// glamor_priv->delayed_fallback_string);
glamor_clear_delayed_fallbacks(screen);
}
}
static inline float
v_from_x_coord_x(PixmapPtr pixmap, int x)
{
return (float)x / pixmap->drawable.width * 2.0 - 1.0;
}
static inline float
v_from_x_coord_y(PixmapPtr pixmap, int y)
{
return (float)y / pixmap->drawable.height * -2.0 + 1.0;
}
static inline float
v_from_x_coord_y_inverted(PixmapPtr pixmap, int y)
{
return (float)y / pixmap->drawable.height * 2.0 - 1.0;
}
static inline float
t_from_x_coord_x(PixmapPtr pixmap, int x)
{
return (float)x / pixmap->drawable.width;
}
static inline float
t_from_x_coord_y(PixmapPtr pixmap, int y)
{
return 1.0 - (float)y / pixmap->drawable.height;
}
static inline float
t_from_x_coord_y_inverted(PixmapPtr pixmap, int y)
{
return (float)y / pixmap->drawable.height;
}
/* glamor.c */
PixmapPtr glamor_get_drawable_pixmap(DrawablePtr drawable);
Bool glamor_close_screen(int idx, ScreenPtr screen);
/* glamor_copyarea.c */
RegionPtr
glamor_copy_area(DrawablePtr src, DrawablePtr dst, GCPtr gc,
int srcx, int srcy, int width, int height, int dstx, int dsty);
void
glamor_copy_n_to_n(DrawablePtr src,
DrawablePtr dst,
GCPtr gc,
BoxPtr box,
int nbox,
int dx,
int dy,
Bool reverse,
Bool upsidedown,
Pixel bitplane,
void *closure);
/* glamor_copywindow.c */
void glamor_copy_window(WindowPtr win, DDXPointRec old_origin,
RegionPtr src_region);
/* glamor_core.c */
Bool glamor_prepare_access(DrawablePtr drawable, glamor_access_t access);
void glamor_finish_access(DrawablePtr drawable);
Bool glamor_prepare_access_window(WindowPtr window);
void glamor_finish_access_window(WindowPtr window);
Bool glamor_prepare_access_gc(GCPtr gc);
void glamor_finish_access_gc(GCPtr gc);
void glamor_init_finish_access_shaders(ScreenPtr screen);
const Bool glamor_get_drawable_location(const DrawablePtr drawable);
void glamor_get_drawable_deltas(DrawablePtr drawable, PixmapPtr pixmap,
int *x, int *y);
Bool glamor_create_gc(GCPtr gc);
void glamor_stipple(PixmapPtr pixmap, PixmapPtr stipple,
int x, int y, int width, int height,
unsigned char alu, unsigned long planemask,
unsigned long fg_pixel, unsigned long bg_pixel,
int stipple_x, int stipple_y);
GLint glamor_compile_glsl_prog(GLenum type, const char *source);
void glamor_link_glsl_prog(GLint prog);
void glamor_get_color_4f_from_pixel(PixmapPtr pixmap, unsigned long fg_pixel,
GLfloat *color);
Bool glamor_set_destination_pixmap(PixmapPtr pixmap);
void glamor_set_alu(unsigned char alu);
Bool glamor_set_planemask(PixmapPtr pixmap, unsigned long planemask);
void glamor_get_transform_uniform_locations(GLint prog,
glamor_transform_uniforms *uniform_locations);
void glamor_set_transform_for_pixmap(PixmapPtr pixmap,
glamor_transform_uniforms *uniform_locations);
Bool glamor_change_window_attributes(WindowPtr pWin, unsigned long mask);
RegionPtr glamor_bitmap_to_region(PixmapPtr pixmap);
/* glamor_fill.c */
void glamor_fill(DrawablePtr drawable,
GCPtr gc,
int x,
int y,
int width,
int height);
void glamor_solid(PixmapPtr pixmap, int x, int y, int width, int height,
unsigned char alu, unsigned long planemask,
unsigned long fg_pixel);
void glamor_solid_fail_region(PixmapPtr pixmap,
int x, int y, int width, int height);
/* glamor_fillspans.c */
void glamor_fill_spans(DrawablePtr drawable,
GCPtr gc,
int n,
DDXPointPtr points,
int *widths,
int sorted);
void glamor_init_solid_shader(ScreenPtr screen);
/* glamor_getspans.c */
void
glamor_get_spans(DrawablePtr drawable,
int wmax,
DDXPointPtr points,
int *widths,
int nspans,
char *dst_start);
/* glamor_glyphs.c */
void glamor_glyphs_init(ScreenPtr screen);
void glamor_glyphs_fini(ScreenPtr screen);
void glamor_glyphs(CARD8 op,
PicturePtr pSrc,
PicturePtr pDst,
PictFormatPtr maskFormat,
INT16 xSrc,
INT16 ySrc, int nlist, GlyphListPtr list, GlyphPtr * glyphs);
/* glamor_setspans.c */
void glamor_set_spans(DrawablePtr drawable, GCPtr gc, char *src,
DDXPointPtr points, int *widths, int n, int sorted);
/* glamor_polyfillrect.c */
void
glamor_poly_fill_rect(DrawablePtr drawable,
GCPtr gc,
int nrect,
xRectangle *prect);
/* glamor_polylines.c */
void
glamor_poly_lines(DrawablePtr drawable, GCPtr gc, int mode, int n,
DDXPointPtr points);
/* glamor_putimage.c */
void
glamor_put_image(DrawablePtr drawable, GCPtr gc, int depth, int x, int y,
int w, int h, int leftPad, int format, char *bits);
void glamor_init_putimage_shaders(ScreenPtr screen);
/* glamor_render.c */
void glamor_composite(CARD8 op,
PicturePtr pSrc,
PicturePtr pMask,
PicturePtr pDst,
INT16 xSrc,
INT16 ySrc,
INT16 xMask,
INT16 yMask,
INT16 xDst,
INT16 yDst,
CARD16 width,
CARD16 height);
void glamor_trapezoids(CARD8 op,
PicturePtr src, PicturePtr dst,
PictFormatPtr mask_format, INT16 x_src, INT16 y_src,
int ntrap, xTrapezoid *traps);
void glamor_init_composite_shaders(ScreenPtr screen);
void glamor_composite_rects(CARD8 op,
PicturePtr src, PicturePtr dst,
int nrect, glamor_composite_rect_t *rects);
/* glamor_tile.c */
void glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
int x, int y, int width, int height,
unsigned char alu, unsigned long planemask,
int tile_x, int tile_y);
void glamor_init_tile_shader(ScreenPtr screen);
#endif /* GLAMOR_PRIV_H */