xserver-multidpi/glamor/glamor_fill.c
Zhigang Gong c7e79d6acf glamor-fbo-pool: Implement fbo cache mechanism.
We classify the cache according to the texture's format/width/height.
As openGL doesn't allow us to change a texture's format/width/height
after the internal texture object is already allocated, we can't
just calculate the size and then according ths size to put the
fbo to an bucket which is just like SNA does. We can only put
the fbo to the corresponding format/width/height bucket.

This commit only support the exact size match. The following patch
will remove this restriction, just need to handle the repeat/tile
case when the size is not exactly match.

Should use fls instead of ffs when decide the width/height bucket,
thanks for Chris to point this out.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:47 -08:00

215 lines
6.3 KiB
C

/*
* Copyright © 2008 Intel Corporation
* Copyright © 1998 Keith Packard
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* the above copyright notice appear in all copies and that both that
* copyright notice and this permission notice appear in supporting
* documentation, and that the name of Keith Packard not be used in
* advertising or publicity pertaining to distribution of the software without
* specific, written prior permission. Keith Packard makes no
* representations about the suitability of this software for any purpose. It
* is provided "as is" without express or implied warranty.
*
* KEITH PACKARD DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
* EVENT SHALL KEITH PACKARD BE LIABLE FOR ANY SPECIAL, INDIRECT OR
* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
#ifdef HAVE_DIX_CONFIG_H
#include <dix-config.h>
#endif
#include "glamor_priv.h"
/** @file glamor_fillspans.c
*
* GC fill implementation, based loosely on fb_fill.c
*/
Bool
glamor_fill(DrawablePtr drawable,
GCPtr gc, int x, int y, int width, int height, Bool fallback)
{
PixmapPtr dst_pixmap = glamor_get_drawable_pixmap(drawable);
int off_x, off_y;
glamor_get_drawable_deltas(drawable, dst_pixmap, &off_x, &off_y);
switch (gc->fillStyle) {
case FillSolid:
if (!glamor_solid(dst_pixmap,
x + off_x,
y + off_y,
width, height, gc->alu, gc->planemask,
gc->fgPixel))
goto fail;
break;
case FillStippled:
case FillOpaqueStippled:
if (!glamor_stipple(dst_pixmap,
gc->stipple,
x + off_x,
y + off_y,
width,
height,
gc->alu,
gc->planemask,
gc->fgPixel,
gc->bgPixel, gc->patOrg.x,
gc->patOrg.y))
goto fail;
break;
case FillTiled:
if (!glamor_tile(dst_pixmap,
gc->tile.pixmap,
x + off_x,
y + off_y,
width,
height,
gc->alu,
gc->planemask,
drawable->x + x + off_x - gc->patOrg.x,
drawable->y + y + off_y - gc->patOrg.y))
goto fail;
break;
}
return TRUE;
fail:
if (!fallback) {
if (glamor_ddx_fallback_check_pixmap(&dst_pixmap->drawable)
&& glamor_ddx_fallback_check_gc(gc))
return FALSE;
}
if (glamor_prepare_access(drawable, GLAMOR_ACCESS_RW)) {
if (glamor_prepare_access_gc(gc)) {
fbFill(drawable, gc, x, y, width, height);
glamor_finish_access_gc(gc);
}
glamor_finish_access(drawable, GLAMOR_ACCESS_RW);
}
return TRUE;
}
void
glamor_init_solid_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
const char *solid_vs =
"attribute vec4 v_position;"
"void main()\n" "{\n" " gl_Position = v_position;\n"
"}\n";
const char *solid_fs =
GLAMOR_DEFAULT_PRECISION "uniform vec4 color;\n"
"void main()\n" "{\n" " gl_FragColor = color;\n" "}\n";
GLint fs_prog, vs_prog;
glamor_priv = glamor_get_screen_private(screen);
dispatch = &glamor_priv->dispatch;
glamor_priv->solid_prog = dispatch->glCreateProgram();
vs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, solid_vs);
fs_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
solid_fs);
dispatch->glAttachShader(glamor_priv->solid_prog, vs_prog);
dispatch->glAttachShader(glamor_priv->solid_prog, fs_prog);
dispatch->glBindAttribLocation(glamor_priv->solid_prog,
GLAMOR_VERTEX_POS, "v_position");
glamor_link_glsl_prog(dispatch, glamor_priv->solid_prog);
glamor_priv->solid_color_uniform_location =
dispatch->glGetUniformLocation(glamor_priv->solid_prog,
"color");
}
void
glamor_fini_solid_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
glamor_priv = glamor_get_screen_private(screen);
dispatch = &glamor_priv->dispatch;
dispatch->glDeleteProgram(glamor_priv->solid_prog);
}
Bool
glamor_solid(PixmapPtr pixmap, int x, int y, int width, int height,
unsigned char alu, unsigned long planemask,
unsigned long fg_pixel)
{
ScreenPtr screen = pixmap->drawable.pScreen;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
glamor_pixmap_private *pixmap_priv =
glamor_get_pixmap_private(pixmap);
glamor_gl_dispatch *dispatch = &glamor_priv->dispatch;
int x1 = x;
int x2 = x + width;
int y1 = y;
int y2 = y + height;
GLfloat color[4];
float vertices[8];
GLfloat xscale, yscale;
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) {
glamor_fallback("dest %p has no fbo.\n", pixmap);
goto fail;
}
glamor_set_alu(dispatch, alu);
if (!glamor_set_planemask(pixmap, planemask)) {
glamor_fallback
("Failedto set planemask in glamor_solid.\n");
goto fail;
}
glamor_get_rgba_from_pixel(fg_pixel,
&color[0],
&color[1],
&color[2],
&color[3], format_for_pixmap(pixmap));
#ifdef GLAMOR_DELAYED_FILLING
if (x == 0 && y == 0
&& width == pixmap->drawable.width
&& height == pixmap->drawable.height
&& pixmap_priv->fb != glamor_priv->screen_fbo) {
pixmap_priv->pending_op.type = GLAMOR_PENDING_FILL;
memcpy(&pixmap_priv->pending_op.fill.color4fv,
color, 4 * sizeof(GLfloat));
pixmap_priv->pending_op.fill.colori = fg_pixel;
return TRUE;
}
#endif
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
glamor_validate_pixmap(pixmap);
dispatch->glUseProgram(glamor_priv->solid_prog);
dispatch->glUniform4fv(glamor_priv->solid_color_uniform_location,
1, color);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float),
vertices);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
pixmap_priv_get_scale(pixmap_priv, &xscale, &yscale);
glamor_set_normalize_vcoords(xscale, yscale, x1, y1, x2, y2,
glamor_priv->yInverted, vertices);
dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glUseProgram(0);
return TRUE;
fail:
glamor_set_alu(dispatch, GXcopy);
glamor_set_planemask(pixmap, ~0);
return FALSE;
}