xserver-multidpi/glamor/glamor_render.c
Zhigang Gong 5c4d53c512 glamor: Implement delayed solid filling.
When we need to solid fill an entire pixmap with a specific color,
we do not need to draw it immediately. We can defer it to the
following occasions:

1. The pixmap will be used as source, then we can just use a shader
   to instead of one copyarea.
2. The pixmap will be used as target, then we can do the filling
   just before drawing new pixel onto it. The filling and drawing
   will have the same target texture, we can save one time of
   fbo context switching.

Actually, for the 2nd case, we have opportunity to further optimize
it. We can just fill the untouched region.

By applying this patch, the cairo-trace for the firefox-planet-gnome's
rendering time decrease to 14seconds from 16 seconds.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2011-09-26 16:47:00 +08:00

1399 lines
39 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_render.c
*
* Render acceleration implementation
*/
#include "glamor_priv.h"
#ifdef RENDER
#include "mipict.h"
#include "fbpict.h"
#include "glu3/glu3.h"
struct shader_key {
enum shader_source source;
enum shader_mask mask;
enum shader_in in;
};
struct blendinfo {
Bool dest_alpha;
Bool source_alpha;
GLenum source_blend;
GLenum dest_blend;
};
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},
};
static GLuint
glamor_create_composite_fs(struct shader_key *key)
{
const char *source_solid_fetch =
"uniform vec4 source;\n"
"vec4 get_source()\n"
"{\n"
" return source;\n"
"}\n";
const char *source_alpha_pixmap_fetch =
"uniform sampler2D source_sampler;\n"
"vec4 get_source()\n"
"{\n"
" return texture2D(source_sampler, gl_TexCoord[0].xy);\n"
"}\n";
const char *source_pixmap_fetch =
"uniform sampler2D source_sampler;\n"
"vec4 get_source()\n"
"{\n"
" return vec4(texture2D(source_sampler, gl_TexCoord[0].xy).rgb, 1);\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 =
"uniform sampler2D mask_sampler;\n"
"vec4 get_mask()\n"
"{\n"
" return texture2D(mask_sampler, gl_TexCoord[1].xy);\n"
"}\n";
const char *mask_pixmap_fetch =
"uniform sampler2D mask_sampler;\n"
"vec4 get_mask()\n"
"{\n"
" return vec4(texture2D(mask_sampler, gl_TexCoord[1].xy).rgb, 1);\n"
"}\n";
const char *in_source_only =
"void main()\n"
"{\n"
" gl_FragColor = get_source();\n"
"}\n";
const char *in_normal =
"void main()\n"
"{\n"
" gl_FragColor = get_source() * get_mask().a;\n"
"}\n";
const char *in_ca_source =
"void main()\n"
"{\n"
" gl_FragColor = get_source() * get_mask();\n"
"}\n";
const char *in_ca_alpha =
"void main()\n"
"{\n"
" gl_FragColor = get_source().a * get_mask();\n"
"}\n";
char *source;
const char *source_fetch;
const char *mask_fetch = "";
const char *in;
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:
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");
}
switch (key->in) {
case SHADER_IN_SOURCE_ONLY:
in = in_source_only;
break;
case SHADER_IN_NORMAL:
in = in_normal;
break;
case SHADER_IN_CA_SOURCE:
in = in_ca_source;
break;
case SHADER_IN_CA_ALPHA:
in = in_ca_alpha;
break;
default:
FatalError("Bad composite IN type");
}
XNFasprintf(&source,
"%s%s%s",
source_fetch,
mask_fetch,
in);
prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER_ARB, source);
free(source);
return prog;
}
static GLuint
glamor_create_composite_vs(struct shader_key *key)
{
const char *main_opening =
"void main()\n"
"{\n"
" gl_Position = gl_Vertex;\n";
const char *source_coords =
" gl_TexCoord[0] = gl_MultiTexCoord0;\n";
const char *mask_coords =
" gl_TexCoord[1] = gl_MultiTexCoord1;\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_ARB, 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;
vs = glamor_create_composite_vs(key);
if (vs == 0)
return;
fs = glamor_create_composite_fs(key);
if (fs == 0)
return;
prog = glCreateProgramObjectARB();
glAttachObjectARB(prog, vs);
glAttachObjectARB(prog, fs);
glamor_link_glsl_prog(prog);
shader->prog = prog;
glUseProgramObjectARB(prog);
if (key->source == SHADER_SOURCE_SOLID) {
shader->source_uniform_location = glGetUniformLocationARB(prog,
"source");
} else {
source_sampler_uniform_location = glGetUniformLocationARB(prog,
"source_sampler");
glUniform1i(source_sampler_uniform_location, 0);
}
if (key->mask != SHADER_MASK_NONE) {
if (key->mask == SHADER_MASK_SOLID) {
shader->mask_uniform_location = glGetUniformLocationARB(prog,
"mask");
} else {
mask_sampler_uniform_location = glGetUniformLocationARB(prog,
"mask_sampler");
glUniform1i(mask_sampler_uniform_location, 1);
}
}
}
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];
if (shader->prog == 0)
glamor_create_composite_shader(screen, key, shader);
return shader;
}
#define GLAMOR_COMPOSITE_VBO_SIZE 8192
static void
glamor_reset_composite_vbo(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_priv->vbo_offset = 0;
glamor_priv->vbo_size = GLAMOR_COMPOSITE_VBO_SIZE;
glamor_priv->render_nr_verts = 0;
}
void
glamor_init_composite_shaders(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_priv->vb = malloc(GLAMOR_COMPOSITE_VBO_SIZE);
assert(glamor_priv->vb != NULL);
glamor_reset_composite_vbo(screen);
}
static Bool
glamor_set_composite_op(ScreenPtr screen,
CARD8 op, PicturePtr dest, PicturePtr mask)
{
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 (mask && mask->componentAlpha && PICT_FORMAT_RGB(mask->format) != 0 &&
op_info->source_alpha) {
if (source_blend != GL_ZERO) {
glamor_fallback("Dual-source composite blending not supported\n");
return GL_FALSE;
}
if (dest_blend == GL_SRC_ALPHA)
dest_blend = GL_SRC_COLOR;
else if (dest_blend == GL_ONE_MINUS_SRC_ALPHA)
dest_blend = GL_ONE_MINUS_SRC_COLOR;
}
if (source_blend == GL_ONE && dest_blend == GL_ZERO) {
glDisable(GL_BLEND);
} else {
glEnable(GL_BLEND);
glBlendFunc(source_blend, dest_blend);
}
return TRUE;
}
static void
glamor_set_composite_texture(ScreenPtr screen, int unit, PicturePtr picture,
glamor_pixmap_private *pixmap_priv)
{
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, pixmap_priv->tex);
switch (picture->repeatType) {
case RepeatNone:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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) {
case PictFilterNearest:
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case PictFilterBilinear:
default:
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
}
glEnable(GL_TEXTURE_2D);
}
static void
glamor_set_composite_solid(float *color, GLint uniform_location)
{
glUniform4fvARB(uniform_location, 1, color);
}
static int
compatible_formats (CARD8 op, PicturePtr dst, PicturePtr src)
{
if (op == PictOpSrc) {
if (src->format == dst->format)
return 1;
if (src->format == PICT_a8r8g8b8 && dst->format == PICT_x8r8g8b8)
return 1;
if (src->format == PICT_a8b8g8r8 && dst->format == PICT_x8b8g8r8)
return 1;
} else if (op == PictOpOver) {
if (src->alphaMap || dst->alphaMap)
return 0;
if (src->format != dst->format)
return 0;
if (src->format == PICT_x8r8g8b8 || src->format == PICT_x8b8g8r8)
return 1;
}
return 0;
}
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 Bool
glamor_composite_with_copy(CARD8 op,
PicturePtr source,
PicturePtr dest,
INT16 x_source,
INT16 y_source,
INT16 x_dest,
INT16 y_dest,
CARD16 width,
CARD16 height)
{
RegionRec region;
if (!source->pDrawable)
return FALSE;
if (!compatible_formats(op, dest, source))
return FALSE;
if (source->repeat || source->transform)
return FALSE;
x_dest += dest->pDrawable->x;
y_dest += dest->pDrawable->y;
x_source += source->pDrawable->x;
y_source += source->pDrawable->y;
if (!miComputeCompositeRegion(&region,
source, NULL, dest,
x_source, y_source,
0, 0,
x_dest, y_dest,
width, height))
return TRUE;
glamor_copy_n_to_n(source->pDrawable,
dest->pDrawable, NULL,
REGION_RECTS(&region),
REGION_NUM_RECTS(&region),
x_source - x_dest, y_source - y_dest,
FALSE, FALSE, 0, NULL);
REGION_UNINIT(dest->pDrawable->pScreen,
&region);
return TRUE;
}
static void
glamor_setup_composite_vbo(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, glamor_priv->vbo);
glVertexPointer(2, GL_FLOAT, glamor_priv->vb_stride,
(void *)((long)glamor_priv->vbo_offset));
glEnableClientState(GL_VERTEX_ARRAY);
if (glamor_priv->has_source_coords) {
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, glamor_priv->vb_stride,
(void *)(glamor_priv->vbo_offset + 2 * sizeof(float)));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
if (glamor_priv->has_mask_coords) {
glClientActiveTexture(GL_TEXTURE1);
glTexCoordPointer(2, GL_FLOAT, glamor_priv->vb_stride,
(void *)(glamor_priv->vbo_offset +
(glamor_priv->has_source_coords ? 4 : 2) *
sizeof(float)));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
static void
glamor_emit_composite_vert(ScreenPtr screen,
const float *src_coords,
const float *mask_coords,
const float *dst_coords,
int i)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
float *vb = (float *)(glamor_priv->vb + glamor_priv->vbo_offset);
int j = 0;
vb[j++] = dst_coords[i * 2 + 0];
vb[j++] = dst_coords[i * 2 + 1];
if (glamor_priv->has_source_coords) {
vb[j++] = src_coords[i * 2 + 0];
vb[j++] = src_coords[i * 2 + 1];
}
if (glamor_priv->has_mask_coords) {
vb[j++] = mask_coords[i * 2 + 0];
vb[j++] = mask_coords[i * 2 + 1];
}
glamor_priv->render_nr_verts++;
glamor_priv->vbo_offset += glamor_priv->vb_stride;
}
static void
glamor_flush_composite_rects(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
if (!glamor_priv->render_nr_verts)
return;
glBufferDataARB(GL_ARRAY_BUFFER_ARB, glamor_priv->vbo_offset, glamor_priv->vb,
GL_STREAM_DRAW_ARB);
glDrawArrays(GL_QUADS, 0, glamor_priv->render_nr_verts);
glamor_reset_composite_vbo(screen);
}
static void
glamor_emit_composite_rect(ScreenPtr screen,
const float *src_coords,
const float *mask_coords,
const float *dst_coords)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
if (glamor_priv->vbo_offset + 4 * glamor_priv->vb_stride >
glamor_priv->vbo_size)
{
glamor_flush_composite_rects(screen);
}
if (glamor_priv->vbo_offset == 0) {
if (glamor_priv->vbo == 0)
glGenBuffersARB(1, &glamor_priv->vbo);
glamor_setup_composite_vbo(screen);
}
glamor_emit_composite_vert(screen, src_coords, mask_coords, dst_coords, 0);
glamor_emit_composite_vert(screen, src_coords, mask_coords, dst_coords, 1);
glamor_emit_composite_vert(screen, src_coords, mask_coords, dst_coords, 2);
glamor_emit_composite_vert(screen, src_coords, mask_coords, dst_coords, 3);
}
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, enum shader_in in_ca)
{
PictFormatShort new_vis;
int src_type, mask_type, src_bpp, mask_bpp;
int i;
if (src == mask) {
*des = src;
return TRUE;
}
src_bpp = PICT_FORMAT_BPP(src);
mask_bpp = PICT_FORMAT_BPP(mask);
assert(src_bpp == mask_bpp);
new_vis = PICT_FORMAT_VIS(src) | PICT_FORMAT_VIS(mask);
switch(in_ca) {
case SHADER_IN_SOURCE_ONLY:
return TRUE;
case SHADER_IN_NORMAL:
src_type = PICT_FORMAT_TYPE(src);
mask_type = PICT_TYPE_A;
break;
case SHADER_IN_CA_SOURCE:
src_type = PICT_FORMAT_TYPE(src);
mask_type = PICT_FORMAT_TYPE(mask);
break;
case SHADER_IN_CA_ALPHA:
src_type = PICT_TYPE_A;
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 < sizeof(pict_format_combine_tab)/sizeof(pict_format_combine_tab[0]);
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 Bool
glamor_composite_with_shader(CARD8 op,
PicturePtr source,
PicturePtr mask,
PicturePtr dest,
int nrect,
glamor_composite_rect_t *rects)
{
ScreenPtr screen = dest->pDrawable->pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
PixmapPtr dest_pixmap = glamor_get_drawable_pixmap(dest->pDrawable);
PixmapPtr source_pixmap = NULL, mask_pixmap = NULL;
glamor_pixmap_private *source_pixmap_priv = NULL;
glamor_pixmap_private *mask_pixmap_priv = NULL;
glamor_pixmap_private *dest_pixmap_priv = NULL;
GLfloat dst_xscale, dst_yscale;
GLfloat mask_xscale = 1, mask_yscale = 1, src_xscale = 1, src_yscale = 1;
struct shader_key key;
glamor_composite_shader *shader;
RegionRec region;
float vertices[8], source_texcoords[8], mask_texcoords[8];
int i;
BoxPtr box;
int dest_x_off, dest_y_off;
int source_x_off, source_y_off;
int mask_x_off, mask_y_off;
enum glamor_pixmap_status source_status = GLAMOR_NONE;
enum glamor_pixmap_status mask_status = GLAMOR_NONE;
PictFormatShort saved_source_format = 0;
float src_matrix[9], mask_matrix[9];
GLfloat source_solid_color[4], mask_solid_color[4];
dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap);
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dest_pixmap_priv)) {
glamor_fallback("dest has no fbo.\n");
goto fail;
}
memset(&key, 0, sizeof(key));
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 {
glamor_fallback("gradient source\n");
goto fail;
}
} else {
key.source = SHADER_SOURCE_TEXTURE_ALPHA;
}
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 {
glamor_fallback("gradient mask\n");
goto fail;
}
} else {
key.mask = SHADER_MASK_TEXTURE_ALPHA;
}
if (!mask->componentAlpha) {
key.in = SHADER_IN_NORMAL;
} else {
/* We only handle two CA modes. */
if (op == PictOpAdd)
key.in = SHADER_IN_CA_SOURCE;
else if (op == PictOpOutReverse) {
key.in = SHADER_IN_CA_ALPHA;
} else {
glamor_fallback("Unsupported component alpha op: %d\n", op);
goto fail;
}
}
} else {
key.mask = SHADER_MASK_NONE;
key.in = SHADER_IN_SOURCE_ONLY;
}
if (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) {
source_pixmap = glamor_get_drawable_pixmap(source->pDrawable);
source_pixmap_priv = glamor_get_pixmap_private(source_pixmap);
if (source_pixmap == dest_pixmap) {
glamor_fallback("source == dest\n");
goto fail;
}
if (!source_pixmap_priv || source_pixmap_priv->gl_tex == 0) {
#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
source_status = GLAMOR_UPLOAD_PENDING;
#else
glamor_fallback("no texture in source\n");
goto fail;
#endif
}
else if (source_pixmap_priv->pending_op.type == GLAMOR_PENDING_FILL) {
key.source = SHADER_SOURCE_SOLID;
memcpy(source_solid_color, source_pixmap_priv->pending_op.fill.color4fv, 4 * sizeof(float));
}
}
if (key.mask == SHADER_MASK_TEXTURE ||
key.mask == SHADER_MASK_TEXTURE_ALPHA) {
mask_pixmap = glamor_get_drawable_pixmap(mask->pDrawable);
mask_pixmap_priv = glamor_get_pixmap_private(mask_pixmap);
if (mask_pixmap == dest_pixmap) {
glamor_fallback("mask == dest\n");
goto fail;
}
if (!mask_pixmap_priv || mask_pixmap_priv->gl_tex == 0) {
#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
mask_status = GLAMOR_UPLOAD_PENDING;
#else
glamor_fallback("no texture in mask\n");
goto fail;
#endif
}
else if (mask_pixmap_priv->pending_op.type == GLAMOR_PENDING_FILL) {
key.mask = SHADER_MASK_SOLID;
memcpy(mask_solid_color, mask_pixmap_priv->pending_op.fill.color4fv, 4 * sizeof(float));
}
}
#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
if (source_status == GLAMOR_UPLOAD_PENDING
&& mask_status == GLAMOR_UPLOAD_PENDING
&& 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;
}
if (source->format != saved_source_format) {
glamor_picture_format_fixup(source, source_pixmap_priv);
}
/* 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;
mask_status = GLAMOR_NONE;
}
source_status = glamor_upload_picture_to_texture(source);
if (source_status != GLAMOR_UPLOAD_DONE) {
glamor_fallback("Failed to upload source texture.\n");
goto fail;
}
}
else {
if (source_status == GLAMOR_UPLOAD_PENDING) {
source_status = glamor_upload_picture_to_texture(source);
if (source_status != GLAMOR_UPLOAD_DONE) {
glamor_fallback("Failed to upload source texture.\n");
goto fail;
}
}
if (mask_status == GLAMOR_UPLOAD_PENDING) {
mask_status = glamor_upload_picture_to_texture(mask);
if (mask_status != GLAMOR_UPLOAD_DONE) {
glamor_fallback("Failed to upload mask texture.\n");
goto fail;
}
}
}
#endif
glamor_set_destination_pixmap_priv_nc(dest_pixmap_priv);
glamor_validate_pixmap(dest_pixmap);
if (!glamor_set_composite_op(screen, op, dest, mask)) {
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;
}
glUseProgramObjectARB(shader->prog);
if (key.source == SHADER_SOURCE_SOLID) {
glamor_set_composite_solid(source_solid_color, shader->source_uniform_location);
} else {
glamor_set_composite_texture(screen, 0, source, source_pixmap_priv);
}
if (key.mask != SHADER_MASK_NONE) {
if (key.mask == SHADER_MASK_SOLID) {
glamor_set_composite_solid(mask_solid_color, shader->mask_uniform_location);
} else {
glamor_set_composite_texture(screen, 1, mask, mask_pixmap_priv);
}
}
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);
glamor_get_drawable_deltas(dest->pDrawable, dest_pixmap,
&dest_x_off, &dest_y_off);
pixmap_priv_get_scale(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);
glamor_picture_get_matrixf(source, src_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);
glamor_picture_get_matrixf(mask, mask_matrix);
}
while (nrect--) {
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;
y_dest = rects->y_dst;
x_source = rects->x_src;
y_source = rects->y_src;
x_mask = rects->x_mask;
y_mask = rects->y_mask;
width = rects->width;
height = rects->height;
x_dest += dest->pDrawable->x;
y_dest += dest->pDrawable->y;
if (source->pDrawable) {
x_source += source->pDrawable->x;
y_source += source->pDrawable->y;
}
if (mask && mask->pDrawable) {
x_mask += mask->pDrawable->x;
y_mask += mask->pDrawable->y;
}
if (!miComputeCompositeRegion(&region,
source, mask, dest,
x_source, y_source,
x_mask, y_mask,
x_dest, y_dest,
width, height))
continue;
x_source += source_x_off;
y_source += source_y_off;
x_mask += mask_x_off;
y_mask += mask_y_off;
box = REGION_RECTS(&region);
for (i = 0; i < REGION_NUM_RECTS(&region); i++) {
int vx1 = box[i].x1 + dest_x_off;
int vx2 = box[i].x2 + dest_x_off;
int vy1 = box[i].y1 + dest_y_off;
int vy2 = box[i].y2 + dest_y_off;
glamor_set_normalize_vcoords(dst_xscale, dst_yscale, vx1, vy1, vx2, vy2,
glamor_priv->yInverted, vertices);
if (key.source != SHADER_SOURCE_SOLID) {
int tx1 = box[i].x1 + x_source - x_dest;
int ty1 = box[i].y1 + y_source - y_dest;
int tx2 = box[i].x2 + x_source - x_dest;
int ty2 = box[i].y2 + y_source - y_dest;
if (source->transform)
glamor_set_transformed_normalize_tcoords(src_matrix, src_xscale, src_yscale,
tx1, ty1, tx2, ty2,
glamor_priv->yInverted,
source_texcoords);
else
glamor_set_normalize_tcoords(src_xscale, src_yscale, tx1, ty1, tx2, ty2,
glamor_priv->yInverted, source_texcoords);
}
if (key.mask != SHADER_MASK_NONE && key.mask != SHADER_MASK_SOLID) {
float tx1 = box[i].x1 + x_mask - x_dest;
float ty1 = box[i].y1 + y_mask - y_dest;
float tx2 = box[i].x2 + x_mask - x_dest;
float ty2 = box[i].y2 + y_mask - y_dest;
if (mask->transform)
glamor_set_transformed_normalize_tcoords(mask_matrix, mask_xscale, mask_yscale,
tx1, ty1, tx2, ty2,
glamor_priv->yInverted,
mask_texcoords);
else
glamor_set_normalize_tcoords(mask_xscale, mask_yscale, tx1, ty1, tx2, ty2,
glamor_priv->yInverted, mask_texcoords);
}
glamor_emit_composite_rect(screen, source_texcoords,
mask_texcoords, vertices);
}
rects++;
}
glamor_flush_composite_rects(screen);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glClientActiveTexture(GL_TEXTURE0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
REGION_UNINIT(dst->pDrawable->pScreen, &region);
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glUseProgramObjectARB(0);
if (saved_source_format)
source->format = saved_source_format;
return TRUE;
fail:
if (saved_source_format)
source->format = saved_source_format;
glDisable(GL_BLEND);
glUseProgramObjectARB(0);
return FALSE;
}
static PicturePtr
glamor_convert_gradient_picture(ScreenPtr screen,
PicturePtr source,
int x_source,
int y_source,
int width,
int height)
{
PixmapPtr pixmap;
PicturePtr dst;
int error;
PictFormatShort format;
if (!source->pDrawable)
format = PICT_a8r8g8b8;
else
format = source->format;
pixmap = screen->CreatePixmap(screen,
width,
height,
PIXMAN_FORMAT_DEPTH(format),
GLAMOR_CREATE_PIXMAP_CPU);
if (!pixmap)
return NULL;
dst = CreatePicture(0,
&pixmap->drawable,
PictureMatchFormat(screen,
PIXMAN_FORMAT_DEPTH(format),
format),
0,
0,
serverClient,
&error);
screen->DestroyPixmap(pixmap);
if (!dst)
return NULL;
ValidatePicture(dst);
fbComposite(PictOpSrc, source, NULL, dst, x_source, y_source,
0, 0, 0, 0, width, height);
return dst;
}
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;
glamor_pixmap_private *dest_pixmap_priv;
glamor_pixmap_private *source_pixmap_priv = NULL, *mask_pixmap_priv = NULL;
PixmapPtr dest_pixmap = glamor_get_drawable_pixmap(dest->pDrawable);
PixmapPtr source_pixmap = NULL, mask_pixmap = NULL;
PicturePtr temp_src = source, temp_mask = mask;
int x_temp_src, y_temp_src, x_temp_mask, y_temp_mask;
glamor_composite_rect_t rect;
x_temp_src = x_source;
y_temp_src = y_source;
x_temp_mask = x_mask;
y_temp_mask = y_mask;
dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap);
/* Currently. Always fallback to cpu if destination is in CPU memory. */
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dest_pixmap_priv)) {
goto fail;
}
if (source->pDrawable) {
source_pixmap = glamor_get_drawable_pixmap(source->pDrawable);
source_pixmap_priv = glamor_get_pixmap_private(source_pixmap);
}
if (mask && mask->pDrawable) {
mask_pixmap = glamor_get_drawable_pixmap(mask->pDrawable);
mask_pixmap_priv = glamor_get_pixmap_private(mask_pixmap);
}
if ((!source->pDrawable && (source->pSourcePict->type != SourcePictTypeSolidFill))
|| (source->pDrawable
&& !GLAMOR_PIXMAP_PRIV_HAS_FBO(source_pixmap_priv)
&& ((width * height * 4
< (source_pixmap->drawable.width * source_pixmap->drawable.height))
|| !(glamor_check_fbo_width_height(source_pixmap->drawable.width,
source_pixmap->drawable.height))))) {
temp_src = glamor_convert_gradient_picture(screen, source, x_source, y_source, width, height);
if (!temp_src) {
temp_src = source;
goto fail;
}
x_temp_src = y_temp_src = 0;
}
if (mask
&& ((!mask->pDrawable && (mask->pSourcePict->type != SourcePictTypeSolidFill))
|| (mask->pDrawable
&& (!GLAMOR_PIXMAP_PRIV_HAS_FBO(mask_pixmap_priv))
&& ((width * height * 4
< (mask_pixmap->drawable.width * mask_pixmap->drawable.height))
|| !(glamor_check_fbo_width_height(mask_pixmap->drawable.width,
mask_pixmap->drawable.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, x_mask, y_mask, width, height);
if (!temp_mask) {
temp_mask = mask;
goto fail;
}
x_temp_mask = y_temp_mask = 0;
}
/* Do two-pass PictOpOver componentAlpha, until we enable
* dual source color blending.
*/
if (mask && mask->componentAlpha) {
if (op == PictOpOver) {
glamor_composite(PictOpOutReverse,
temp_src, temp_mask, dest,
x_temp_src, y_temp_src,
x_temp_mask, y_temp_mask,
x_dest, y_dest,
width, height);
glamor_composite(PictOpAdd,
temp_src, temp_mask, dest,
x_temp_src, y_temp_src,
x_temp_mask, y_temp_mask,
x_dest, y_dest,
width, height);
goto done;
} else if (op != PictOpAdd && op != PictOpOutReverse) {
glamor_fallback("glamor_composite(): component alpha\n");
goto fail;
}
}
if (!mask) {
if (glamor_composite_with_copy(op, temp_src, dest,
x_temp_src, y_temp_src,
x_dest, y_dest,
width, height))
goto done;
}
rect.x_src = x_temp_src;
rect.y_src = y_temp_src;
rect.x_mask = x_temp_mask;
rect.y_mask = y_temp_mask;
rect.x_dst = x_dest;
rect.y_dst = y_dest;
rect.width = width;
rect.height = height;
if (glamor_composite_with_shader(op, temp_src, temp_mask, dest, 1, &rect))
goto done;
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));
glUseProgramObjectARB(0);
glDisable(GL_BLEND);
if (glamor_prepare_access_picture(dest, GLAMOR_ACCESS_RW)) {
if (glamor_prepare_access_picture(source, GLAMOR_ACCESS_RO))
{
if (!mask ||
glamor_prepare_access_picture(mask, GLAMOR_ACCESS_RO))
{
fbComposite(op,
source, mask, dest,
x_source, y_source,
x_mask, y_mask,
x_dest, y_dest,
width, height);
if (mask)
glamor_finish_access_picture(mask);
}
glamor_finish_access_picture(source);
}
glamor_finish_access_picture(dest);
}
done:
if (temp_src != source)
FreePicture(temp_src, 0);
if (temp_mask != mask)
FreePicture(temp_mask, 0);
}
/**
* Creates an appropriate picture to upload our alpha mask into (which
* we calculated in system memory)
*/
static PicturePtr
glamor_create_mask_picture(ScreenPtr screen,
PicturePtr dst,
PictFormatPtr pict_format,
CARD16 width,
CARD16 height)
{
PixmapPtr pixmap;
PicturePtr picture;
int error;
if (!pict_format) {
if (dst->polyEdge == PolyEdgeSharp)
pict_format = PictureMatchFormat(screen, 1, PICT_a1);
else
pict_format = PictureMatchFormat(screen, 8, PICT_a8);
if (!pict_format)
return 0;
}
pixmap = screen->CreatePixmap(screen, 0, 0,
pict_format->depth,
GLAMOR_CREATE_PIXMAP_CPU);
if (!pixmap)
return 0;
picture = CreatePicture(0, &pixmap->drawable, pict_format,
0, 0, serverClient, &error);
screen->DestroyPixmap(pixmap);
return picture;
}
/**
* glamor_trapezoids is a copy of miTrapezoids that does all the trapezoid
* accumulation in system memory.
*/
void
glamor_trapezoids(CARD8 op,
PicturePtr src, PicturePtr dst,
PictFormatPtr mask_format, INT16 x_src, INT16 y_src,
int ntrap, xTrapezoid *traps)
{
ScreenPtr screen = dst->pDrawable->pScreen;
BoxRec bounds;
PicturePtr picture;
INT16 x_dst, y_dst;
INT16 x_rel, y_rel;
int width, height, stride;
PixmapPtr pixmap;
pixman_image_t *image;
/* If a mask format wasn't provided, we get to choose, but behavior should
* be as if there was no temporary mask the traps were accumulated into.
*/
if (!mask_format) {
if (dst->polyEdge == PolyEdgeSharp)
mask_format = PictureMatchFormat(screen, 1, PICT_a1);
else
mask_format = PictureMatchFormat(screen, 8, PICT_a8);
for (; ntrap; ntrap--, traps++)
glamor_trapezoids(op, src, dst, mask_format, x_src, y_src,
1, traps);
return;
}
miTrapezoidBounds(ntrap, traps, &bounds);
if (bounds.y1 >= bounds.y2 || bounds.x1 >= bounds.x2)
return;
x_dst = traps[0].left.p1.x >> 16;
y_dst = traps[0].left.p1.y >> 16;
width = bounds.x2 - bounds.x1;
height = bounds.y2 - bounds.y1;
stride = PixmapBytePad(width, mask_format->depth);
picture = glamor_create_mask_picture(screen, dst, mask_format,
width, height);
if (!picture)
return;
image = pixman_image_create_bits(picture->format,
width, height,
NULL, stride);
if (!image) {
FreePicture(picture, 0);
return;
}
for (; ntrap; ntrap--, traps++)
pixman_rasterize_trapezoid(image, (pixman_trapezoid_t *) traps,
-bounds.x1, -bounds.y1);
pixmap = glamor_get_drawable_pixmap(picture->pDrawable);
screen->ModifyPixmapHeader(pixmap, width, height,
mask_format->depth,
BitsPerPixel(mask_format->depth),
PixmapBytePad(width, mask_format->depth),
pixman_image_get_data(image));
x_rel = bounds.x1 + x_src - x_dst;
y_rel = bounds.y1 + y_src - y_dst;
CompositePicture(op, src, picture, dst,
x_rel, y_rel,
0, 0,
bounds.x1, bounds.y1,
bounds.x2 - bounds.x1, bounds.y2 - bounds.y1);
pixman_image_unref(image);
FreePicture(picture, 0);
}
void
glamor_composite_rects(CARD8 op,
PicturePtr src, PicturePtr dst,
int nrect, glamor_composite_rect_t *rects)
{
int n;
glamor_composite_rect_t *r;
ValidatePicture(src);
ValidatePicture(dst);
if (glamor_composite_with_shader(op, src, NULL, dst, nrect, rects))
return;
n = nrect;
r = rects;
while (n--) {
CompositePicture(op,
src,
NULL,
dst,
r->x_src, r->y_src,
0, 0,
r->x_dst, r->y_dst,
r->width, r->height);
r++;
}
}
#endif /* RENDER */