xserver-multidpi/glamor/glamor_render.c
Junyan He 5f1560c84a Modilfy the composite logic to two phases
We seperate the composite to two phases, firstly to
 select the shader according to source type and logic
 op, setting the right parameters. Then we emit the
 vertex array to generate the dest result.
 The reason why we do this is that the shader may be
 used to composite no only rect, trapezoid and triangle
 render function can also use it to render triangles and
 polygens. The old function glamor_composite_with_shader
 do the whole two phases work and can not match the
 new request.

Signed-off-by: Junyan He <junyan.he@linux.intel.com>
2013-12-18 11:23:52 -08:00

1998 lines
59 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>
* Zhigang Gong <zhigang.gong@linux.intel.com>
* Junyan He <junyan.he@linux.intel.com>
*
*/
/** @file glamor_render.c
*
* Render acceleration implementation
*/
#include "glamor_priv.h"
#ifdef RENDER
#include "mipict.h"
#include "fbpict.h"
#if 0
//#define DEBUGF(str, ...) do {} while(0)
#define DEBUGF(str, ...) ErrorF(str, ##__VA_ARGS__)
//#define DEBUGRegionPrint(x) do {} while (0)
#define DEBUGRegionPrint RegionPrint
#endif
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},
};
#define RepeatFix 10
static GLuint
glamor_create_composite_fs(glamor_gl_dispatch * dispatch,
struct shader_key *key)
{
const char *repeat_define =
"#define RepeatNone 0\n"
"#define RepeatNormal 1\n"
"#define RepeatPad 2\n"
"#define RepeatReflect 3\n"
"#define RepeatFix 10\n"
"uniform int source_repeat_mode;\n"
"uniform int mask_repeat_mode;\n";
const char *relocate_texture =
GLAMOR_DEFAULT_PRECISION
"vec2 rel_tex_coord(vec2 texture, vec2 wh, int repeat) \n"
"{\n"
" vec2 rel_tex; \n"
" rel_tex = texture * wh; \n"
" if (repeat == RepeatNone)\n"
" return rel_tex; \n"
" else if (repeat == RepeatNormal) \n"
" rel_tex = floor(rel_tex) + (fract(rel_tex) / wh); \n"
" else if(repeat == RepeatPad) { \n"
" if (rel_tex.x > 1.0) rel_tex.x = 1.0; \n"
" else if(rel_tex.x < 0.0) rel_tex.x = 0.0; \n"
" if (rel_tex.y > 1.0) rel_tex.y = 1.0; \n"
" else if(rel_tex.y < 0.0) rel_tex.y = 0.0; \n"
" rel_tex = rel_tex / wh; \n"
" } \n"
" else if(repeat == RepeatReflect) {\n"
" if ((1.0 - mod(abs(floor(rel_tex.x)), 2.0)) < 0.001)\n"
" rel_tex.x = 2.0 - (1.0 - fract(rel_tex.x))/wh.x;\n"
" else \n"
" rel_tex.x = fract(rel_tex.x)/wh.x;\n"
" if ((1.0 - mod(abs(floor(rel_tex.y)), 2.0)) < 0.001)\n"
" rel_tex.y = 2.0 - (1.0 - fract(rel_tex.y))/wh.y;\n"
" else \n"
" rel_tex.y = fract(rel_tex.y)/wh.y;\n"
" } \n"
" return rel_tex; \n"
"}\n";
/* The texture and the pixmap size is not match eaxctly, so can't sample it directly.
* rel_sampler will recalculate the texture coords.*/
const char *rel_sampler =
" vec4 rel_sampler(sampler2D tex_image, vec2 tex, vec2 wh, int repeat, int set_alpha)\n"
"{\n"
" tex = rel_tex_coord(tex, wh, repeat - RepeatFix);\n"
" if (repeat == RepeatFix) {\n"
" if (!(tex.x >= 0.0 && tex.x <= 1.0 \n"
" && tex.y >= 0.0 && tex.y <= 1.0))\n"
" return vec4(0.0, 0.0, 0.0, set_alpha);\n"
" tex = (fract(tex) / wh);\n"
" }\n"
" if (set_alpha != 1)\n"
" return texture2D(tex_image, tex);\n"
" else\n"
" return vec4(texture2D(tex_image, tex).rgb, 1.0);\n"
"}\n";
const char *source_solid_fetch =
GLAMOR_DEFAULT_PRECISION
"uniform vec4 source;\n"
"vec4 get_source()\n" "{\n" " return source;\n" "}\n";
const char *source_alpha_pixmap_fetch =
GLAMOR_DEFAULT_PRECISION
"varying vec2 source_texture;\n"
"uniform sampler2D source_sampler;\n"
"uniform vec2 source_wh;"
"vec4 get_source()\n"
"{\n"
" if (source_repeat_mode < RepeatFix)\n"
" return texture2D(source_sampler, source_texture);\n"
" else \n"
" return rel_sampler(source_sampler, source_texture,\n"
" source_wh, source_repeat_mode, 0);\n"
"}\n";
const char *source_pixmap_fetch =
GLAMOR_DEFAULT_PRECISION "varying vec2 source_texture;\n"
"uniform sampler2D source_sampler;\n"
"uniform vec2 source_wh;\n"
"vec4 get_source()\n"
"{\n"
" if (source_repeat_mode < RepeatFix) \n"
" return vec4(texture2D(source_sampler, source_texture).rgb, 1);\n"
" else \n"
" return rel_sampler(source_sampler, source_texture,\n"
" source_wh, source_repeat_mode, 1);\n"
"}\n";
const char *mask_solid_fetch =
GLAMOR_DEFAULT_PRECISION "uniform vec4 mask;\n"
"vec4 get_mask()\n" "{\n" " return mask;\n" "}\n";
const char *mask_alpha_pixmap_fetch =
GLAMOR_DEFAULT_PRECISION "varying vec2 mask_texture;\n"
"uniform sampler2D mask_sampler;\n"
"uniform vec2 mask_wh;\n"
"vec4 get_mask()\n"
"{\n"
" if (mask_repeat_mode < RepeatFix) \n"
" return texture2D(mask_sampler, mask_texture);\n"
" else \n"
" return rel_sampler(mask_sampler, mask_texture,\n"
" mask_wh, mask_repeat_mode, 0);\n"
"}\n";
const char *mask_pixmap_fetch =
GLAMOR_DEFAULT_PRECISION "varying vec2 mask_texture;\n"
"uniform sampler2D mask_sampler;\n"
"uniform vec2 mask_wh;\n"
"vec4 get_mask()\n"
"{\n"
" if (mask_repeat_mode < RepeatFix) \n"
" return vec4(texture2D(mask_sampler, mask_texture).rgb, 1);\n"
" else \n"
" return rel_sampler(mask_sampler, mask_texture,\n"
" mask_wh, mask_repeat_mode, 1);\n"
"}\n";
const char *in_source_only =
GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
" gl_FragColor = get_source();\n" "}\n";
const char *in_normal =
GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
" gl_FragColor = get_source() * get_mask().a;\n" "}\n";
const char *in_ca_source =
GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
" gl_FragColor = get_source() * get_mask();\n" "}\n";
const char *in_ca_alpha =
GLAMOR_DEFAULT_PRECISION "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%s%s%s", repeat_define, relocate_texture, rel_sampler,source_fetch, mask_fetch, in);
prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
source);
free(source);
return prog;
}
static GLuint
glamor_create_composite_vs(glamor_gl_dispatch * dispatch,
struct shader_key *key)
{
const char *main_opening =
"attribute vec4 v_position;\n"
"attribute vec4 v_texcoord0;\n"
"attribute vec4 v_texcoord1;\n"
"varying vec2 source_texture;\n"
"varying vec2 mask_texture;\n"
"void main()\n" "{\n" " gl_Position = v_position;\n";
const char *source_coords =
" source_texture = v_texcoord0.xy;\n";
const char *mask_coords = " mask_texture = v_texcoord1.xy;\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(dispatch, GL_VERTEX_SHADER, 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;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch;
dispatch = glamor_get_dispatch(glamor_priv);
vs = glamor_create_composite_vs(dispatch, key);
if (vs == 0)
goto out;
fs = glamor_create_composite_fs(dispatch, key);
if (fs == 0)
goto out;
prog = dispatch->glCreateProgram();
dispatch->glAttachShader(prog, vs);
dispatch->glAttachShader(prog, fs);
dispatch->glBindAttribLocation(prog, GLAMOR_VERTEX_POS,
"v_position");
dispatch->glBindAttribLocation(prog, GLAMOR_VERTEX_SOURCE,
"v_texcoord0");
dispatch->glBindAttribLocation(prog, GLAMOR_VERTEX_MASK,
"v_texcoord1");
glamor_link_glsl_prog(dispatch, prog);
shader->prog = prog;
dispatch->glUseProgram(prog);
if (key->source == SHADER_SOURCE_SOLID) {
shader->source_uniform_location =
dispatch->glGetUniformLocation(prog, "source");
} else {
source_sampler_uniform_location =
dispatch->glGetUniformLocation(prog, "source_sampler");
dispatch->glUniform1i(source_sampler_uniform_location, 0);
shader->source_wh = dispatch->glGetUniformLocation(prog, "source_wh");
shader->source_repeat_mode = dispatch->glGetUniformLocation(prog, "source_repeat_mode");
}
if (key->mask != SHADER_MASK_NONE) {
if (key->mask == SHADER_MASK_SOLID) {
shader->mask_uniform_location =
dispatch->glGetUniformLocation(prog, "mask");
} else {
mask_sampler_uniform_location =
dispatch->glGetUniformLocation(prog,
"mask_sampler");
dispatch->glUniform1i
(mask_sampler_uniform_location, 1);
shader->mask_wh = dispatch->glGetUniformLocation(prog, "mask_wh");
shader->mask_repeat_mode = dispatch->glGetUniformLocation(prog, "mask_repeat_mode");
}
}
out:
glamor_put_dispatch(glamor_priv);
}
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;
}
static void
glamor_init_eb(unsigned short *eb, int vert_cnt)
{
int i, j;
for(i = 0, j = 0; j < vert_cnt; i += 6, j += 4)
{
eb[i] = j;
eb[i + 1] = j + 1;
eb[i + 2] = j + 2;
eb[i + 3] = j;
eb[i + 4] = j + 2;
eb[i + 5] = j + 3;
}
}
void
glamor_init_composite_shaders(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
unsigned short *eb;
float *vb = NULL;
int eb_size;
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glGenBuffers(1, &glamor_priv->vbo);
dispatch->glGenBuffers(1, &glamor_priv->ebo);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
eb_size = GLAMOR_COMPOSITE_VBO_VERT_CNT * sizeof(short) * 2;
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
dispatch->glBufferData(GL_ELEMENT_ARRAY_BUFFER,
eb_size,
NULL, GL_DYNAMIC_DRAW);
eb = dispatch->glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
}
else {
vb = malloc(GLAMOR_COMPOSITE_VBO_VERT_CNT * sizeof(float) * 2);
if (vb == NULL)
FatalError("Failed to allocate vb memory.\n");
eb = malloc(eb_size);
}
if (eb == NULL)
FatalError("fatal error, fail to get element buffer. GL context may be not created correctly.\n");
glamor_init_eb(eb, GLAMOR_COMPOSITE_VBO_VERT_CNT);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
dispatch->glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
} else {
dispatch->glBufferData(GL_ELEMENT_ARRAY_BUFFER,
eb_size,
eb, GL_DYNAMIC_DRAW);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
dispatch->glBufferData(GL_ARRAY_BUFFER,
GLAMOR_COMPOSITE_VBO_VERT_CNT * sizeof(float) * 2,
NULL, GL_DYNAMIC_DRAW);
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
free(eb);
glamor_priv->vb = (char*)vb;
}
glamor_put_dispatch(glamor_priv);
}
void
glamor_fini_composite_shaders(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
glamor_composite_shader *shader;
int i,j,k;
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glDeleteBuffers(1, &glamor_priv->vbo);
dispatch->glDeleteBuffers(1, &glamor_priv->ebo);
for(i = 0; i < SHADER_SOURCE_COUNT; i++)
for(j = 0; j < SHADER_MASK_COUNT; j++)
for(k = 0; k < SHADER_IN_COUNT; k++)
{
shader = &glamor_priv->composite_shader[i][j][k];
if (shader->prog)
dispatch->glDeleteProgram(shader->prog);
}
if (glamor_priv->gl_flavor != GLAMOR_GL_DESKTOP
&& glamor_priv->vb)
free(glamor_priv->vb);
glamor_put_dispatch(glamor_priv);
}
static Bool
glamor_set_composite_op(ScreenPtr screen,
CARD8 op, PicturePtr dest, PicturePtr mask)
{
GLenum source_blend, dest_blend;
struct blendinfo *op_info;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch;
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 (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;
}
dispatch = glamor_get_dispatch(glamor_priv);
if (source_blend == GL_ONE && dest_blend == GL_ZERO) {
dispatch->glDisable(GL_BLEND);
} else {
dispatch->glEnable(GL_BLEND);
dispatch->glBlendFunc(source_blend, dest_blend);
}
glamor_put_dispatch(glamor_priv);
return TRUE;
}
static void
glamor_set_composite_texture(ScreenPtr screen, int unit,
PicturePtr picture,
glamor_pixmap_private * pixmap_priv,
GLuint wh_location, GLuint repeat_location)
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch;
float wh[2];
int repeat_type;
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glActiveTexture(GL_TEXTURE0 + unit);
dispatch->glBindTexture(GL_TEXTURE_2D, pixmap_priv->base.fbo->tex);
repeat_type = picture->repeatType;
switch (picture->repeatType) {
case RepeatNone:
#ifndef GLAMOR_GLES2
/* XXX GLES2 doesn't support GL_CLAMP_TO_BORDER. */
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_BORDER);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_BORDER);
#else
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
#endif
break;
case RepeatNormal:
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_REPEAT);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_REPEAT);
break;
case RepeatPad:
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
break;
case RepeatReflect:
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_MIRRORED_REPEAT);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_MIRRORED_REPEAT);
break;
}
switch (picture->filter) {
default:
case PictFilterNearest:
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
break;
case PictFilterBilinear:
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
break;
}
#ifndef GLAMOR_GLES2
dispatch->glEnable(GL_TEXTURE_2D);
#endif
/* XXX may be we can eaxctly check whether we need to touch
* the out-of-box area then determine whether we need to fix.
**/
/*if (pixmap_priv->type != GLAMOR_TEXTURE_LARGE)*/ {
if (repeat_type != RepeatNone)
repeat_type += RepeatFix;
else if (glamor_priv->gl_flavor == GLAMOR_GL_ES2
|| pixmap_priv->type == GLAMOR_TEXTURE_LARGE) {
if (picture->transform
|| (GLAMOR_PIXMAP_FBO_NOT_EAXCT_SIZE(pixmap_priv)))
repeat_type += RepeatFix;
}
if (repeat_type >= RepeatFix) {
glamor_pixmap_fbo_fix_wh_ratio(wh, pixmap_priv);
dispatch->glUniform2fv(wh_location, 1, wh);
}
}
dispatch->glUniform1i(repeat_location, repeat_type);
glamor_put_dispatch(glamor_priv);
}
static void
glamor_set_composite_solid(glamor_gl_dispatch * dispatch, float *color,
GLint uniform_location)
{
dispatch->glUniform4fv(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,
RegionPtr region)
{
int ret = FALSE;
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 (PICT_FORMAT_A(source->format) == 0) {
/* Fallback if we sample outside the source so that we
* swizzle the correct clear color for out-of-bounds texels.
*/
if (region->extents.x1 + x_source - x_dest < 0)
goto cleanup_region;
if (region->extents.x2 + x_source - x_dest > source->pDrawable->width)
goto cleanup_region;
if (region->extents.y1 + y_source - y_dest < 0)
goto cleanup_region;
if (region->extents.y2 + y_source - y_dest > source->pDrawable->height)
goto cleanup_region;
}
ret = glamor_copy_n_to_n_nf(source->pDrawable,
dest->pDrawable, NULL,
RegionRects(region), RegionNumRects(region),
x_source - x_dest, y_source - y_dest,
FALSE, FALSE, 0, NULL);
cleanup_region:
return ret;
}
void
glamor_setup_composite_vbo(ScreenPtr screen, int n_verts)
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch;
glamor_priv->vbo_offset = 0;
glamor_priv->render_nr_verts = 0;
glamor_priv->vbo_size = n_verts * sizeof(float) * 2;
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);
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
dispatch->glBufferData(GL_ARRAY_BUFFER,
n_verts * sizeof(float) * 2,
NULL, GL_DYNAMIC_DRAW);
glamor_priv->vb = dispatch->glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
}
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, glamor_priv->vb_stride,
(void *) ((long)
glamor_priv->vbo_offset));
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
if (glamor_priv->has_source_coords) {
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
GL_FLOAT, GL_FALSE,
glamor_priv->vb_stride,
(void *) ((long)
glamor_priv->vbo_offset
+
2 *
sizeof(float)));
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
}
if (glamor_priv->has_mask_coords) {
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_MASK, 2,
GL_FLOAT, GL_FALSE,
glamor_priv->vb_stride,
(void *) ((long)
glamor_priv->vbo_offset
+
(glamor_priv->has_source_coords
? 4 : 2) *
sizeof(float)));
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_MASK);
}
glamor_put_dispatch(glamor_priv);
}
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);
glamor_gl_dispatch *dispatch;
if (!glamor_priv->render_nr_verts)
return;
dispatch = glamor_get_dispatch(glamor_priv);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
dispatch->glUnmapBuffer(GL_ARRAY_BUFFER);
else {
dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
dispatch->glBufferData(GL_ARRAY_BUFFER,
glamor_priv->vbo_offset,
glamor_priv->vb, GL_DYNAMIC_DRAW);
}
dispatch->glDrawElements(GL_TRIANGLES, (glamor_priv->render_nr_verts * 3) / 2,
GL_UNSIGNED_SHORT, NULL);
glamor_put_dispatch(glamor_priv);
}
static void
glamor_emit_composite_rect(ScreenPtr screen,
const float *src_coords,
const float *mask_coords,
const float *dst_coords)
{
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 void
glamor_set_normalize_tcoords_generic(glamor_pixmap_private *priv,
int repeat_type,
float *matrix,
float xscale, float yscale,
int x1, int y1, int x2, int y2,
int yInverted, float *texcoords)
{
if (!matrix && repeat_type == RepeatNone)
glamor_set_normalize_tcoords(priv, xscale, yscale,
x1, y1,
x2, y2,
yInverted,
texcoords);
else if (matrix && repeat_type == RepeatNone)
glamor_set_transformed_normalize_tcoords(priv, matrix, xscale,
yscale, x1, y1,
x2, y2,
yInverted,
texcoords);
else if (!matrix && repeat_type != RepeatNone)
glamor_set_repeat_normalize_tcoords(priv, repeat_type,
xscale, yscale,
x1, y1,
x2, y2,
yInverted,
texcoords);
else if (matrix && repeat_type != RepeatNone)
glamor_set_repeat_transformed_normalize_tcoords(priv, repeat_type,
matrix, xscale, yscale,
x1, y1,
x2, y2,
yInverted,
texcoords);
}
Bool glamor_composite_choose_shader(CARD8 op,
PicturePtr source,
PicturePtr mask,
PicturePtr dest,
glamor_pixmap_private *source_pixmap_priv,
glamor_pixmap_private *mask_pixmap_priv,
glamor_pixmap_private *dest_pixmap_priv,
struct shader_key *s_key,
PictFormatShort *psaved_source_format)
{
ScreenPtr screen = dest->pDrawable->pScreen;
glamor_screen_private *glamor_priv = dest_pixmap_priv->base.glamor_priv;
PixmapPtr dest_pixmap = dest_pixmap_priv->base.pixmap;
PixmapPtr source_pixmap = NULL;
PixmapPtr mask_pixmap = NULL;
enum glamor_pixmap_status source_status = GLAMOR_NONE;
enum glamor_pixmap_status mask_status = GLAMOR_NONE;
PictFormatShort saved_source_format = 0;
struct shader_key key;
GLfloat source_solid_color[4];
GLfloat mask_solid_color[4];
glamor_composite_shader *shader = NULL;
glamor_gl_dispatch *dispatch = NULL;
Bool ret = FALSE;
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) {
key.source = SHADER_SOURCE_SOLID;
source_solid_color[0] = 0.0;
source_solid_color[1] = 0.0;
source_solid_color[2] = 0.0;
source_solid_color[3] = 0.0;
} else 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 {
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 {
key.mask = SHADER_MASK_TEXTURE_ALPHA;
}
if (!mask->componentAlpha) {
key.in = SHADER_IN_NORMAL;
} else {
if (op == PictOpClear)
key.mask = SHADER_MASK_NONE;
else if (op == PictOpSrc || op == PictOpAdd
|| op == PictOpIn || op == PictOpOut
|| op == PictOpOverReverse)
key.in = SHADER_IN_CA_SOURCE;
else if (op == PictOpOutReverse || op == PictOpInReverse) {
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 && 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 = source_pixmap_priv->base.pixmap;
if (source_pixmap == dest_pixmap) {
/* XXX source and the dest share the same texture.
* Does it need special handle? */
glamor_fallback("source == dest\n");
}
if (source_pixmap_priv->base.gl_fbo == 0) {
/* XXX in Xephyr, we may have gl_fbo equal to 1 but gl_tex
* equal to zero when the pixmap is screen pixmap. Then we may
* refer the tex zero directly latter in the composition.
* It seems that it works fine, but it may have potential problem*/
#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
source_status = GLAMOR_UPLOAD_PENDING;
#else
glamor_fallback("no texture in source\n");
goto fail;
#endif
}
}
if (key.mask == SHADER_MASK_TEXTURE ||
key.mask == SHADER_MASK_TEXTURE_ALPHA) {
mask_pixmap = mask_pixmap_priv->base.pixmap;
if (mask_pixmap == dest_pixmap) {
glamor_fallback("mask == dest\n");
goto fail;
}
if (mask_pixmap_priv->base.gl_fbo == 0) {
#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
mask_status = GLAMOR_UPLOAD_PENDING;
#else
glamor_fallback("no texture in mask\n");
goto fail;
#endif
}
}
#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
/*Before enter the rendering stage, we need to fixup
* transformed source and mask, if the transform is not int translate. */
if (key.source != SHADER_SOURCE_SOLID
&& source->transform
&& !pixman_transform_is_int_translate(source->transform)
&& source_pixmap_priv->type != GLAMOR_TEXTURE_LARGE) {
if (!glamor_fixup_pixmap_priv(screen, source_pixmap_priv))
goto fail;
}
if (key.mask != SHADER_MASK_NONE && key.mask != SHADER_MASK_SOLID
&& mask->transform
&& !pixman_transform_is_int_translate(mask->transform)
&& mask_pixmap_priv->type != GLAMOR_TEXTURE_LARGE) {
if (!glamor_fixup_pixmap_priv(screen, mask_pixmap_priv))
goto fail;
}
glamor_set_destination_pixmap_priv_nc(dest_pixmap_priv);
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;
}
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glUseProgram(shader->prog);
if (key.source == SHADER_SOURCE_SOLID) {
glamor_set_composite_solid(dispatch, source_solid_color,
shader->source_uniform_location);
} else {
glamor_set_composite_texture(screen, 0, source,
source_pixmap_priv, shader->source_wh,
shader->source_repeat_mode);
}
if (key.mask != SHADER_MASK_NONE) {
if (key.mask == SHADER_MASK_SOLID) {
glamor_set_composite_solid(dispatch,
mask_solid_color,
shader->mask_uniform_location);
} else {
glamor_set_composite_texture(screen, 1, mask,
mask_pixmap_priv, shader->mask_wh,
shader->mask_repeat_mode);
}
}
glamor_put_dispatch(glamor_priv);
ret = TRUE;
memcpy(s_key, &key, sizeof(key));
*psaved_source_format = saved_source_format;
goto done;
fail:
if (saved_source_format)
source->format = saved_source_format;
done:
return ret;
}
static Bool
glamor_composite_with_shader(CARD8 op,
PicturePtr source,
PicturePtr mask,
PicturePtr dest,
glamor_pixmap_private *source_pixmap_priv,
glamor_pixmap_private *mask_pixmap_priv,
glamor_pixmap_private *dest_pixmap_priv,
int nrect, glamor_composite_rect_t * rects)
{
ScreenPtr screen = dest->pDrawable->pScreen;
glamor_screen_private *glamor_priv = dest_pixmap_priv->base.glamor_priv;
PixmapPtr dest_pixmap = dest_pixmap_priv->base.pixmap;
PixmapPtr source_pixmap = NULL;
PixmapPtr mask_pixmap = NULL;
glamor_gl_dispatch *dispatch = NULL;
GLfloat dst_xscale, dst_yscale;
GLfloat mask_xscale = 1, mask_yscale = 1,
src_xscale = 1, src_yscale = 1;
struct shader_key key;
float vertices[8], source_texcoords[8], mask_texcoords[8];
int dest_x_off, dest_y_off;
int source_x_off, source_y_off;
int mask_x_off, mask_y_off;
PictFormatShort saved_source_format = 0;
float src_matrix[9], mask_matrix[9];
float *psrc_matrix = NULL, *pmask_matrix = NULL;
int vert_stride = 4;
int nrect_max;
Bool ret = FALSE;
if(!glamor_composite_choose_shader(op, source, mask, dest,
source_pixmap_priv, mask_pixmap_priv,
dest_pixmap_priv,
&key, &saved_source_format)) {
glamor_fallback("glamor_composite_choose_shader failed\n");
return ret;
}
dispatch = glamor_get_dispatch(glamor_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);
dest_pixmap = glamor_get_drawable_pixmap(dest->pDrawable);
dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap);
glamor_get_drawable_deltas(dest->pDrawable, dest_pixmap,
&dest_x_off, &dest_y_off);
pixmap_priv_get_dest_scale(dest_pixmap_priv, &dst_xscale, &dst_yscale);
if (glamor_priv->has_source_coords) {
source_pixmap = glamor_get_drawable_pixmap(source->pDrawable);
source_pixmap_priv = glamor_get_pixmap_private(source_pixmap);
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);
if (source->transform) {
psrc_matrix = src_matrix;
glamor_picture_get_matrixf(source, psrc_matrix);
}
vert_stride += 4;
}
if (glamor_priv->has_mask_coords) {
mask_pixmap = glamor_get_drawable_pixmap(mask->pDrawable);
mask_pixmap_priv = glamor_get_pixmap_private(mask_pixmap);
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);
if (mask->transform) {
pmask_matrix = mask_matrix;
glamor_picture_get_matrixf(mask, pmask_matrix);
}
vert_stride += 4;
}
nrect_max = (vert_stride * nrect) > GLAMOR_COMPOSITE_VBO_VERT_CNT ?
(GLAMOR_COMPOSITE_VBO_VERT_CNT / vert_stride) : nrect;
while(nrect) {
int mrect, rect_processed;
mrect = nrect > nrect_max ? nrect_max : nrect ;
glamor_setup_composite_vbo(screen, mrect * vert_stride);
rect_processed = mrect;
while (mrect--) {
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 + dest_x_off;
y_dest = rects->y_dst + dest_y_off;
x_source = rects->x_src + source_x_off;
y_source = rects->y_src + source_y_off;
x_mask = rects->x_mask + mask_x_off;
y_mask = rects->y_mask + mask_y_off;
width = rects->width;
height = rects->height;
DEBUGF("dest(%d,%d) source(%d %d) mask (%d %d), width %d height %d \n",
x_dest, y_dest, x_source, y_source,x_mask,y_mask,width,height);
glamor_set_normalize_vcoords(dest_pixmap_priv, dst_xscale,
dst_yscale,
x_dest, y_dest,
x_dest + width, y_dest + height,
glamor_priv->yInverted,
vertices);
if (key.source != SHADER_SOURCE_SOLID)
glamor_set_normalize_tcoords_generic(
source_pixmap_priv, source->repeatType, psrc_matrix,
src_xscale, src_yscale, x_source, y_source,
x_source + width, y_source + height,
glamor_priv->yInverted, source_texcoords);
if (key.mask != SHADER_MASK_NONE
&& key.mask != SHADER_MASK_SOLID)
glamor_set_normalize_tcoords_generic(
mask_pixmap_priv, mask->repeatType, pmask_matrix,
mask_xscale, mask_yscale, x_mask, y_mask,
x_mask + width, y_mask + height,
glamor_priv->yInverted, mask_texcoords);
glamor_emit_composite_rect(screen,
source_texcoords,
mask_texcoords,
vertices);
rects++;
}
glamor_flush_composite_rects(screen);
nrect -= rect_processed;
}
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_MASK);
dispatch->glDisable(GL_BLEND);
#ifndef GLAMOR_GLES2
dispatch->glActiveTexture(GL_TEXTURE0);
dispatch->glDisable(GL_TEXTURE_2D);
dispatch->glActiveTexture(GL_TEXTURE1);
dispatch->glDisable(GL_TEXTURE_2D);
#endif
DEBUGF("finish rendering.\n");
dispatch->glUseProgram(0);
if (saved_source_format)
source->format = saved_source_format;
glamor_put_dispatch(glamor_priv);
ret = TRUE;
return ret;
}
PicturePtr
glamor_convert_gradient_picture(ScreenPtr screen,
PicturePtr source,
int x_source,
int y_source, int width, int height)
{
PixmapPtr pixmap;
PicturePtr dst = NULL;
int error;
PictFormatShort format;
if (!source->pDrawable)
format = PICT_a8r8g8b8;
else
format = source->format;
#ifdef GLAMOR_GRADIENT_SHADER
if (!source->pDrawable) {
if (source->pSourcePict->type == SourcePictTypeLinear) {
dst = glamor_generate_linear_gradient_picture(screen,
source, x_source, y_source, width, height, format);
} else if (source->pSourcePict->type == SourcePictTypeRadial) {
dst = glamor_generate_radial_gradient_picture(screen,
source, x_source, y_source, width, height, format);
}
if (dst) {
#if 0 /* Debug to compare it to pixman, Enable it if needed. */
glamor_compare_pictures(screen, source,
dst, x_source, y_source, width, height,
0, 3);
#endif
return dst;
}
}
#endif
pixmap = glamor_create_pixmap(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);
glamor_destroy_pixmap(pixmap);
if (!dst)
return NULL;
ValidatePicture(dst);
fbComposite(PictOpSrc, source, NULL, dst, x_source, y_source,
0, 0, 0, 0, width, height);
return dst;
}
Bool
glamor_composite_clipped_region(CARD8 op,
PicturePtr source,
PicturePtr mask,
PicturePtr dest,
glamor_pixmap_private *source_pixmap_priv,
glamor_pixmap_private *mask_pixmap_priv,
glamor_pixmap_private *dest_pixmap_priv,
RegionPtr region,
int x_source,
int y_source,
int x_mask,
int y_mask,
int x_dest,
int y_dest)
{
ScreenPtr screen = dest->pDrawable->pScreen;
PixmapPtr source_pixmap = NULL, mask_pixmap = NULL;
PicturePtr temp_src = source, temp_mask = mask;
glamor_pixmap_private *temp_src_priv = source_pixmap_priv;
glamor_pixmap_private *temp_mask_priv = mask_pixmap_priv;
int x_temp_src, y_temp_src, x_temp_mask, y_temp_mask;
BoxPtr extent;
glamor_composite_rect_t rect[10];
glamor_composite_rect_t *prect = rect;
int prect_size = ARRAY_SIZE(rect);
int ok = FALSE;
int i;
int width;
int height;
BoxPtr box;
int nbox;
extent = RegionExtents(region);
box = RegionRects(region);
nbox = RegionNumRects(region);
width = extent->x2 - extent->x1;
height = extent->y2 - extent->y1;
x_temp_src = x_source;
y_temp_src = y_source;
x_temp_mask = x_mask;
y_temp_mask = y_mask;
DEBUGF("clipped (%d %d) (%d %d) (%d %d) width %d height %d \n",
x_source, y_source, x_mask, y_mask, x_dest, y_dest, width, height);
if (source_pixmap_priv)
source_pixmap = source_pixmap_priv->base.pixmap;
if (mask_pixmap_priv)
mask_pixmap = mask_pixmap_priv->base.pixmap;
/* XXX is it possible source mask have non-zero drawable.x/y? */
if (source
&& ((!source->pDrawable
&& (source->pSourcePict->type != SourcePictTypeSolidFill))
|| (source->pDrawable
&& !GLAMOR_PIXMAP_PRIV_HAS_FBO(source_pixmap_priv)
&& (source_pixmap->drawable.width != width
|| source_pixmap->drawable.height != height)))) {
temp_src =
glamor_convert_gradient_picture(screen, source,
extent->x1 + x_source - x_dest,
extent->y1 + y_source - y_dest,
width, height);
if (!temp_src) {
temp_src = source;
goto out;
}
temp_src_priv = glamor_get_pixmap_private((PixmapPtr)(temp_src->pDrawable));
x_temp_src = - extent->x1 + x_dest;
y_temp_src = - extent->y1 + y_dest;
}
if (mask
&&
((!mask->pDrawable
&& (mask->pSourcePict->type != SourcePictTypeSolidFill))
|| (mask->pDrawable
&& !GLAMOR_PIXMAP_PRIV_HAS_FBO(mask_pixmap_priv)
&& (mask_pixmap->drawable.width != width
|| mask_pixmap->drawable.height != 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,
extent->x1 + x_mask - x_dest,
extent->y1 + y_mask - y_dest,
width, height);
if (!temp_mask) {
temp_mask = mask;
goto out;
}
temp_mask_priv = glamor_get_pixmap_private((PixmapPtr)(temp_mask->pDrawable));
x_temp_mask = - extent->x1 + x_dest;
y_temp_mask = - extent->y1 + y_dest;
}
/* Do two-pass PictOpOver componentAlpha, until we enable
* dual source color blending.
*/
if (mask && mask->componentAlpha) {
if (op == PictOpOver) {
glamor_composite_clipped_region(PictOpOutReverse,
temp_src, temp_mask, dest,
temp_src_priv, temp_mask_priv, dest_pixmap_priv,
region,
x_temp_src, y_temp_src,
x_temp_mask, y_temp_mask,
x_dest, y_dest);
glamor_composite_clipped_region(PictOpAdd,
temp_src, temp_mask, dest,
temp_src_priv, temp_mask_priv, dest_pixmap_priv,
region,
x_temp_src, y_temp_src,
x_temp_mask, y_temp_mask,
x_dest, y_dest);
ok = TRUE;
goto out;
}
}
if (!mask && temp_src) {
if (glamor_composite_with_copy(op, temp_src, dest,
x_temp_src, y_temp_src,
x_dest, y_dest, region)) {
ok = TRUE;
goto out;
}
}
/*XXXXX, self copy?*/
x_dest += dest->pDrawable->x;
y_dest += dest->pDrawable->y;
if (temp_src && temp_src->pDrawable) {
x_temp_src += temp_src->pDrawable->x;
y_temp_src += temp_src->pDrawable->y;
}
if (temp_mask && temp_mask->pDrawable) {
x_temp_mask += temp_mask->pDrawable->x;
y_temp_mask += temp_mask->pDrawable->y;
}
if (nbox > ARRAY_SIZE(rect)) {
prect = calloc(nbox, sizeof(*prect));
if (prect)
prect_size = nbox;
else {
prect = rect;
prect_size = ARRAY_SIZE(rect);
}
}
while(nbox) {
int box_cnt;
box_cnt = nbox > prect_size ? prect_size : nbox;
for (i = 0; i < box_cnt; i++) {
prect[i].x_src = box[i].x1 + x_temp_src - x_dest;
prect[i].y_src = box[i].y1 + y_temp_src - y_dest;
prect[i].x_mask = box[i].x1 + x_temp_mask - x_dest;
prect[i].y_mask = box[i].y1 + y_temp_mask - y_dest;
prect[i].x_dst = box[i].x1;
prect[i].y_dst = box[i].y1;
prect[i].width = box[i].x2 - box[i].x1;
prect[i].height = box[i].y2 - box[i].y1;
}
ok = glamor_composite_with_shader(op, temp_src, temp_mask, dest,
temp_src_priv, temp_mask_priv,
dest_pixmap_priv,
box_cnt, prect);
if (!ok)
break;
nbox -= box_cnt;
box += box_cnt;
}
if (prect != rect)
free(prect);
out:
if (temp_src != source)
FreePicture(temp_src, 0);
if (temp_mask != mask)
FreePicture(temp_mask, 0);
return ok;
}
static Bool
_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, Bool fallback)
{
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;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
Bool ret = TRUE;
RegionRec region;
BoxPtr box, extent;
int nbox, ok = FALSE;
PixmapPtr sub_dest_pixmap = NULL;
PixmapPtr sub_source_pixmap = NULL;
PixmapPtr sub_mask_pixmap = NULL;
int dest_x_off, dest_y_off, saved_dest_x, saved_dest_y;
int source_x_off, source_y_off, saved_source_x, saved_source_y;
int mask_x_off, mask_y_off, saved_mask_x, saved_mask_y;
DrawablePtr saved_dest_drawable;
DrawablePtr saved_source_drawable;
DrawablePtr saved_mask_drawable;
int force_clip = 0;
dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap);
if (source->pDrawable) {
source_pixmap = glamor_get_drawable_pixmap(source->pDrawable);
source_pixmap_priv = glamor_get_pixmap_private(source_pixmap);
if (source_pixmap_priv && source_pixmap_priv->type == GLAMOR_DRM_ONLY)
goto fail;
}
if (mask && mask->pDrawable) {
mask_pixmap = glamor_get_drawable_pixmap(mask->pDrawable);
mask_pixmap_priv = glamor_get_pixmap_private(mask_pixmap);
if (mask_pixmap_priv && mask_pixmap_priv->type == GLAMOR_DRM_ONLY)
goto fail;
}
DEBUGF("source pixmap %p (%d %d) mask(%d %d) dest(%d %d) width %d height %d \n",
source_pixmap, x_source, y_source, x_mask, y_mask, x_dest, y_dest, width, height);
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dest_pixmap_priv)) {
goto fail;
}
if (op >= ARRAY_SIZE(composite_op_info))
goto fail;
if (mask && mask->componentAlpha) {
if (op == PictOpAtop
|| op == PictOpAtopReverse
|| op == PictOpXor
|| op >= PictOpSaturate) {
glamor_fallback
("glamor_composite(): component alpha op %x\n", op);
goto fail;
}
}
if (!miComputeCompositeRegion(&region,
source, mask, dest,
x_source + (source_pixmap ? source->pDrawable->x : 0),
y_source + (source_pixmap ? source->pDrawable->y : 0),
x_mask + (mask_pixmap ? mask->pDrawable->x : 0),
y_mask + (mask_pixmap ? mask->pDrawable->y : 0),
x_dest + dest->pDrawable->x,
y_dest + dest->pDrawable->y,
width,
height)) {
ret = TRUE;
goto done;
}
box = REGION_RECTS(&region);
nbox = REGION_NUM_RECTS(&region);
DEBUGF("first clipped when compositing.\n");
DEBUGRegionPrint(&region);
extent = RegionExtents(&region);
if (nbox == 0) {
ret = TRUE;
goto done;
}
/* If destination is not a large pixmap, but the region is larger
* than texture size limitation, and source or mask is memory pixmap,
* then there may be need to load a large memory pixmap to a
* texture, and this is not permitted. Then we force to clip the
* destination and make sure latter will not upload a large memory
* pixmap. */
if (!glamor_check_fbo_size(glamor_priv,
extent->x2 - extent->x1, extent->y2 - extent->y1)
&& (dest_pixmap_priv->type != GLAMOR_TEXTURE_LARGE)
&& ((source_pixmap_priv
&& (source_pixmap_priv->type == GLAMOR_MEMORY || source->repeatType == RepeatPad))
|| (mask_pixmap_priv
&& (mask_pixmap_priv->type == GLAMOR_MEMORY || mask->repeatType == RepeatPad))
|| (!source_pixmap_priv
&& (source->pSourcePict->type != SourcePictTypeSolidFill))
|| (!mask_pixmap_priv && mask
&& mask->pSourcePict->type != SourcePictTypeSolidFill)))
force_clip = 1;
if (force_clip || dest_pixmap_priv->type == GLAMOR_TEXTURE_LARGE
|| (source_pixmap_priv
&& source_pixmap_priv->type == GLAMOR_TEXTURE_LARGE)
|| (mask_pixmap_priv
&& mask_pixmap_priv->type == GLAMOR_TEXTURE_LARGE))
ok = glamor_composite_largepixmap_region(op,
source, mask, dest,
source_pixmap_priv,
mask_pixmap_priv,
dest_pixmap_priv,
&region, force_clip,
x_source, y_source,
x_mask, y_mask,
x_dest, y_dest,
width, height);
else
ok = glamor_composite_clipped_region(op, source,
mask, dest,
source_pixmap_priv,
mask_pixmap_priv,
dest_pixmap_priv,
&region,
x_source, y_source,
x_mask, y_mask,
x_dest, y_dest);
REGION_UNINIT(dest->pDrawable->pScreen, &region);
if (ok)
goto done;
fail:
if (!fallback
&& glamor_ddx_fallback_check_pixmap(&dest_pixmap->drawable)
&& (!source_pixmap
|| glamor_ddx_fallback_check_pixmap(&source_pixmap->drawable))
&& (!mask_pixmap
|| glamor_ddx_fallback_check_pixmap(&mask_pixmap->drawable))) {
ret = FALSE;
goto done;
}
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));
#define GET_SUB_PICTURE(p, access) do { \
glamor_get_drawable_deltas(p->pDrawable, p ##_pixmap, \
& p ##_x_off, & p ##_y_off); \
sub_ ##p ##_pixmap = glamor_get_sub_pixmap(p ##_pixmap, \
x_ ##p + p ##_x_off + p->pDrawable->x, \
y_ ##p + p ##_y_off + p->pDrawable->y, \
width, height, access); \
if (sub_ ##p ##_pixmap != NULL) { \
saved_ ##p ##_drawable = p->pDrawable; \
p->pDrawable = &sub_ ##p ##_pixmap->drawable; \
saved_ ##p ##_x = x_ ##p; \
saved_ ##p ##_y = y_ ##p; \
if (p->pCompositeClip) \
pixman_region_translate (p->pCompositeClip, \
-p->pDrawable->x - x_ ##p, \
-p->pDrawable->y - y_ ##p); \
x_ ##p = 0; \
y_ ##p = 0; \
} } while(0)
GET_SUB_PICTURE(dest, GLAMOR_ACCESS_RW);
if (source->pDrawable && !source->transform)
GET_SUB_PICTURE(source, GLAMOR_ACCESS_RO);
if (mask && mask->pDrawable && !mask->transform)
GET_SUB_PICTURE(mask, GLAMOR_ACCESS_RO);
full_fallback:
if (glamor_prepare_access_picture(dest, GLAMOR_ACCESS_RW)) {
if (source_pixmap == dest_pixmap || 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_ACCESS_RO);
}
if (source_pixmap != dest_pixmap)
glamor_finish_access_picture(source, GLAMOR_ACCESS_RO);
}
glamor_finish_access_picture(dest, GLAMOR_ACCESS_RW);
}
#define PUT_SUB_PICTURE(p, access) do { \
if (sub_ ##p ##_pixmap != NULL) { \
x_ ##p = saved_ ##p ##_x; \
y_ ##p = saved_ ##p ##_y; \
if (p->pCompositeClip) \
pixman_region_translate (p->pCompositeClip, \
p->pDrawable->x + x_ ##p, \
p->pDrawable->y + y_ ##p); \
p->pDrawable = saved_ ##p ##_drawable; \
glamor_put_sub_pixmap(sub_ ##p ##_pixmap, p ##_pixmap, \
x_ ##p + p ##_x_off + p->pDrawable->x, \
y_ ##p + p ##_y_off + p->pDrawable->y, \
width, height, access); \
}} while(0)
if (mask && mask->pDrawable)
PUT_SUB_PICTURE(mask, GLAMOR_ACCESS_RO);
if (source->pDrawable)
PUT_SUB_PICTURE(source, GLAMOR_ACCESS_RO);
PUT_SUB_PICTURE(dest, GLAMOR_ACCESS_RW);
done:
return ret;
}
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)
{
_glamor_composite(op, source, mask, dest, x_source, y_source,
x_mask, y_mask, x_dest, y_dest, width, height,
TRUE);
}
Bool
glamor_composite_nf(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)
{
return _glamor_composite(op, source, mask, dest, x_source, y_source,
x_mask, y_mask, x_dest, y_dest, width, height,
FALSE);
}
void
glamor_composite_glyph_rects(CARD8 op,
PicturePtr src, PicturePtr mask, PicturePtr dst,
int nrect, glamor_composite_rect_t * rects)
{
int n;
glamor_composite_rect_t *r;
ValidatePicture(src);
ValidatePicture(dst);
if (!(glamor_is_large_picture(src)
|| (mask && glamor_is_large_picture(mask))
|| glamor_is_large_picture(dst))) {
glamor_pixmap_private *src_pixmap_priv = NULL;
glamor_pixmap_private *mask_pixmap_priv = NULL;
glamor_pixmap_private *dst_pixmap_priv;
dst_pixmap_priv = glamor_get_pixmap_private(glamor_get_drawable_pixmap(dst->pDrawable));
if (mask && mask->pDrawable)
mask_pixmap_priv = glamor_get_pixmap_private(glamor_get_drawable_pixmap(mask->pDrawable));
if (src->pDrawable)
src_pixmap_priv = glamor_get_pixmap_private(glamor_get_drawable_pixmap(src->pDrawable));
if (glamor_composite_with_shader(op, src, mask, dst, src_pixmap_priv,
mask_pixmap_priv, dst_pixmap_priv, nrect, rects))
return;
}
n = nrect;
r = rects;
while (n--) {
CompositePicture(op,
src,
mask,
dst,
r->x_src, r->y_src,
r->x_mask, r->y_mask,
r->x_dst, r->y_dst, r->width, r->height);
r++;
}
}
static Bool
_glamor_composite_rects (CARD8 op,
PicturePtr pDst,
xRenderColor *color,
int nRect,
xRectangle *rects,
Bool fallback)
{
miCompositeRects(op, pDst, color, nRect, rects);
return TRUE;
}
void
glamor_composite_rects (CARD8 op,
PicturePtr pDst,
xRenderColor *color,
int nRect,
xRectangle *rects)
{
_glamor_composite_rects(op, pDst, color, nRect, rects, TRUE);
}
Bool
glamor_composite_rects_nf (CARD8 op,
PicturePtr pDst,
xRenderColor *color,
int nRect,
xRectangle *rects)
{
return _glamor_composite_rects(op, pDst, color, nRect, rects, FALSE);
}
#endif /* RENDER */