9ff39e53eb
The previous corruption output is caused by GLAMOR/UXA flushing issue. Now get fixed. This reverts commit 0d2d3e4f051e48c3499e1c972e012803a8623526.
214 lines
6.6 KiB
C
214 lines
6.6 KiB
C
/*
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* Copyright © 2009 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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* Authors:
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* Eric Anholt <eric@anholt.net>
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*
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*/
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#ifdef HAVE_DIX_CONFIG_H
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#include <dix-config.h>
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#endif
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#include "glamor_priv.h"
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/** @file glamor_tile.c
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*
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* Implements the basic fill-with-a-tile support used by multiple GC ops.
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*/
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void
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glamor_init_tile_shader(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv =
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glamor_get_screen_private(screen);
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glamor_gl_dispatch *dispatch = &glamor_priv->dispatch;
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const char *tile_vs =
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"attribute vec4 v_position;\n"
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"attribute vec4 v_texcoord0;\n"
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"varying vec2 tile_texture;\n"
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"void main()\n"
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"{\n"
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" gl_Position = v_position;\n"
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" tile_texture = v_texcoord0.xy;\n" "}\n";
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const char *tile_fs =
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GLAMOR_DEFAULT_PRECISION
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"varying vec2 tile_texture;\n"
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"uniform sampler2D sampler;\n"
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"void main()\n"
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"{\n" " gl_FragColor = texture2D(sampler, tile_texture);\n"
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"}\n";
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GLint fs_prog, vs_prog;
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GLint sampler_uniform_location;
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glamor_priv->tile_prog = dispatch->glCreateProgram();
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vs_prog =
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glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, tile_vs);
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fs_prog =
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glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
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tile_fs);
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dispatch->glAttachShader(glamor_priv->tile_prog, vs_prog);
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dispatch->glAttachShader(glamor_priv->tile_prog, fs_prog);
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dispatch->glBindAttribLocation(glamor_priv->tile_prog,
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GLAMOR_VERTEX_POS, "v_position");
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dispatch->glBindAttribLocation(glamor_priv->tile_prog,
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GLAMOR_VERTEX_SOURCE,
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"v_texcoord0");
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glamor_link_glsl_prog(dispatch, glamor_priv->tile_prog);
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sampler_uniform_location =
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dispatch->glGetUniformLocation(glamor_priv->tile_prog,
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"sampler");
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dispatch->glUseProgram(glamor_priv->tile_prog);
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dispatch->glUniform1i(sampler_uniform_location, 0);
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dispatch->glUseProgram(0);
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}
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Bool
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glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
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int x, int y, int width, int height,
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unsigned char alu, unsigned long planemask,
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int tile_x, int tile_y)
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{
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ScreenPtr screen = pixmap->drawable.pScreen;
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glamor_screen_private *glamor_priv =
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glamor_get_screen_private(screen);
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glamor_gl_dispatch *dispatch = &glamor_priv->dispatch;
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int x1 = x;
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int x2 = x + width;
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int y1 = y;
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int y2 = y + height;
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int tile_x1 = tile_x;
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int tile_x2 = tile_x + width;
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int tile_y1 = tile_y;
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int tile_y2 = tile_y + height;
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float vertices[8];
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float source_texcoords[8];
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GLfloat dst_xscale, dst_yscale, src_xscale, src_yscale;
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glamor_pixmap_private *src_pixmap_priv;
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glamor_pixmap_private *dst_pixmap_priv;
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src_pixmap_priv = glamor_get_pixmap_private(tile);
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dst_pixmap_priv = glamor_get_pixmap_private(pixmap);
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if (src_pixmap_priv == NULL || dst_pixmap_priv == NULL)
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goto fail;
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if (((tile_x != 0) && (tile_x + width > tile->drawable.width))
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|| ((tile_y != 0)
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&& (tile_y + height > tile->drawable.height))) {
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ErrorF("tile_x = %d tile_y = %d \n", tile_x, tile_y);
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goto fail;
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}
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if (glamor_priv->tile_prog == 0) {
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glamor_fallback("Tiling unsupported\n");
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goto fail;
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}
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if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dst_pixmap_priv)) {
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glamor_fallback("dest has no fbo.\n");
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goto fail;
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}
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if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(src_pixmap_priv)) {
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/* XXX dynamic uploading candidate. */
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glamor_fallback("Non-texture tile pixmap\n");
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goto fail;
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}
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if (!glamor_set_planemask(pixmap, planemask)) {
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glamor_fallback("unsupported planemask %lx\n", planemask);
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goto fail;
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}
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if (alu != GXcopy) {
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glamor_set_destination_pixmap_priv_nc(src_pixmap_priv);
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glamor_validate_pixmap(tile);
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}
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glamor_set_destination_pixmap_priv_nc(dst_pixmap_priv);
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glamor_validate_pixmap(pixmap);
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pixmap_priv_get_scale(dst_pixmap_priv, &dst_xscale, &dst_yscale);
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glamor_set_alu(dispatch, alu);
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if (GLAMOR_PIXMAP_PRIV_NO_PENDING(src_pixmap_priv)) {
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pixmap_priv_get_scale(src_pixmap_priv, &src_xscale,
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&src_yscale);
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dispatch->glUseProgram(glamor_priv->tile_prog);
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dispatch->glActiveTexture(GL_TEXTURE0);
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dispatch->glBindTexture(GL_TEXTURE_2D,
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src_pixmap_priv->tex);
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dispatch->glTexParameteri(GL_TEXTURE_2D,
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GL_TEXTURE_MIN_FILTER,
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GL_NEAREST);
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dispatch->glTexParameteri(GL_TEXTURE_2D,
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GL_TEXTURE_MAG_FILTER,
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GL_NEAREST);
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dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
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GL_REPEAT);
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dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
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GL_REPEAT);
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#ifndef GLAMOR_GLES2
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dispatch->glEnable(GL_TEXTURE_2D);
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#endif
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glamor_set_normalize_tcoords(src_xscale, src_yscale,
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tile_x1, tile_y1,
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tile_x2, tile_y2,
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glamor_priv->yInverted,
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source_texcoords);
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dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
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GL_FLOAT, GL_FALSE,
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2 * sizeof(float),
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source_texcoords);
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dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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} else {
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GLAMOR_CHECK_PENDING_FILL(dispatch, glamor_priv,
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src_pixmap_priv);
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}
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glamor_set_normalize_vcoords(dst_xscale, dst_yscale,
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x1, y1, x2, y2,
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glamor_priv->yInverted, vertices);
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dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
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GL_FALSE, 2 * sizeof(float),
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vertices);
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dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
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dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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if (GLAMOR_PIXMAP_PRIV_NO_PENDING(src_pixmap_priv)) {
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dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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#ifndef GLAMOR_GLES2
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dispatch->glDisable(GL_TEXTURE_2D);
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#endif
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}
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dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
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dispatch->glUseProgram(0);
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glamor_set_alu(dispatch, GXcopy);
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glamor_set_planemask(pixmap, ~0);
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return TRUE;
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fail:
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return FALSE;
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}
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