xserver-multidpi/glamor/glamor_dash.c
Eric Anholt 6ba6cc57e1 glamor: Just set the logic op to what we want at the start of all rendering.
By dropping the unconditional logic op disable at the end of
rendering, this fixes GL errors being thrown in GLES2 contexts (which
don't have logic ops).  On desktop, this also means a little less
overhead per draw call from taking one less trip through the
glEnable/glDisable switch statement of doom in Mesa.

The exchange here is that we end up taking a trip through it in the
XV, Render, and gradient-generation paths.  If the glEnable() is
actually costly, we should probably cache our logic op state in our
screen, since there's no way the GL could make that switch statement
as cheap as the caller caching it would be.

v2: Don't forget to set the logic op in Xephyr's drawing.

Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
2015-03-24 12:43:34 -07:00

368 lines
10 KiB
C

/*
* Copyright © 2014 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 the copyright holders not be used in advertising or
* publicity pertaining to distribution of the software without specific,
* written prior permission. The copyright holders make no representations
* about the suitability of this software for any purpose. It is provided "as
* is" without express or implied warranty.
*
* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
* EVENT SHALL THE COPYRIGHT HOLDERS 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.
*/
#include "glamor_priv.h"
#include "glamor_program.h"
#include "glamor_transform.h"
#include "glamor_transfer.h"
#include "glamor_prepare.h"
static const char dash_vs_vars[] =
"attribute vec3 primitive;\n"
"varying float dash_offset;\n";
static const char dash_vs_exec[] =
" dash_offset = primitive.z / dash_length;\n"
GLAMOR_POS(gl_Position, primitive.xy);
static const char dash_fs_vars[] =
"varying float dash_offset;\n";
static const char on_off_fs_exec[] =
" float pattern = texture2D(dash, vec2(dash_offset, 0.5)).w;\n"
" if (pattern == 0.0)\n"
" discard;\n";
/* XXX deal with stippled double dashed lines once we have stippling support */
static const char double_fs_exec[] =
" float pattern = texture2D(dash, vec2(dash_offset, 0.5)).w;\n"
" if (pattern == 0.0)\n"
" gl_FragColor = bg;\n"
" else\n"
" gl_FragColor = fg;\n";
static const glamor_facet glamor_facet_on_off_dash_lines = {
.version = 130,
.name = "poly_lines_on_off_dash",
.vs_vars = dash_vs_vars,
.vs_exec = dash_vs_exec,
.fs_vars = dash_fs_vars,
.fs_exec = on_off_fs_exec,
.locations = glamor_program_location_dash,
};
static const glamor_facet glamor_facet_double_dash_lines = {
.version = 130,
.name = "poly_lines_double_dash",
.vs_vars = dash_vs_vars,
.vs_exec = dash_vs_exec,
.fs_vars = dash_fs_vars,
.fs_exec = double_fs_exec,
.locations = (glamor_program_location_dash|
glamor_program_location_fg|
glamor_program_location_bg),
};
static PixmapPtr
glamor_get_dash_pixmap(GCPtr gc)
{
glamor_gc_private *gc_priv = glamor_get_gc_private(gc);
ScreenPtr screen = gc->pScreen;
PixmapPtr pixmap;
int offset;
int d;
uint32_t pixel;
GCPtr scratch_gc;
if (gc_priv->dash)
return gc_priv->dash;
offset = 0;
for (d = 0; d < gc->numInDashList; d++)
offset += gc->dash[d];
pixmap = glamor_create_pixmap(screen, offset, 1, 8, 0);
if (!pixmap)
goto bail;
scratch_gc = GetScratchGC(8, screen);
if (!scratch_gc)
goto bail_pixmap;
pixel = 0xffffffff;
offset = 0;
for (d = 0; d < gc->numInDashList; d++) {
xRectangle rect;
ChangeGCVal changes;
changes.val = pixel;
(void) ChangeGC(NullClient, scratch_gc,
GCForeground, &changes);
ValidateGC(&pixmap->drawable, scratch_gc);
rect.x = offset;
rect.y = 0;
rect.width = gc->dash[d];
rect.height = 1;
scratch_gc->ops->PolyFillRect (&pixmap->drawable, scratch_gc, 1, &rect);
offset += gc->dash[d];
pixel = ~pixel;
}
FreeScratchGC(scratch_gc);
gc_priv->dash = pixmap;
return pixmap;
bail_pixmap:
glamor_destroy_pixmap(pixmap);
bail:
return NULL;
}
static glamor_program *
glamor_dash_setup(DrawablePtr drawable, GCPtr gc)
{
ScreenPtr screen = drawable->pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
PixmapPtr dash_pixmap;
glamor_pixmap_private *dash_priv;
glamor_program *prog;
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
goto bail;
if (gc->lineWidth != 0)
goto bail;
dash_pixmap = glamor_get_dash_pixmap(gc);
dash_priv = glamor_get_pixmap_private(pixmap);
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dash_priv))
goto bail;
glamor_make_current(glamor_priv);
switch (gc->lineStyle) {
case LineOnOffDash:
prog = glamor_use_program_fill(pixmap, gc,
&glamor_priv->on_off_dash_line_progs,
&glamor_facet_on_off_dash_lines);
if (!prog)
goto bail;
break;
case LineDoubleDash:
if (gc->fillStyle != FillSolid)
goto bail;
prog = &glamor_priv->double_dash_line_prog;
if (!prog->prog) {
if (!glamor_build_program(screen, prog,
&glamor_facet_double_dash_lines,
NULL))
goto bail;
}
if (!glamor_use_program(pixmap, gc, prog, NULL))
goto bail;
glamor_set_color(pixmap, gc->fgPixel, prog->fg_uniform);
glamor_set_color(pixmap, gc->bgPixel, prog->bg_uniform);
break;
default:
goto bail;
}
/* Set the dash pattern as texture 1 */
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, dash_priv->fbo->tex);
glUniform1i(prog->dash_uniform, 1);
glUniform1f(prog->dash_length_uniform, dash_pixmap->drawable.width);
return prog;
bail:
return NULL;
}
static void
glamor_dash_loop(DrawablePtr drawable, GCPtr gc, glamor_program *prog,
int n, GLenum mode)
{
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
int box_x, box_y;
int off_x, off_y;
glEnable(GL_SCISSOR_TEST);
glamor_pixmap_loop(pixmap_priv, box_x, box_y) {
int nbox = RegionNumRects(gc->pCompositeClip);
BoxPtr box = RegionRects(gc->pCompositeClip);
glamor_set_destination_drawable(drawable, box_x, box_y, TRUE, TRUE,
prog->matrix_uniform, &off_x, &off_y);
while (nbox--) {
glScissor(box->x1 + off_x,
box->y1 + off_y,
box->x2 - box->x1,
box->y2 - box->y1);
box++;
glDrawArrays(mode, 0, n);
}
}
glDisable(GL_SCISSOR_TEST);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
}
static int
glamor_line_length(short x1, short y1, short x2, short y2)
{
return max(abs(x2 - x1), abs(y2 - y1));
}
Bool
glamor_poly_lines_dash_gl(DrawablePtr drawable, GCPtr gc,
int mode, int n, DDXPointPtr points)
{
ScreenPtr screen = drawable->pScreen;
glamor_program *prog;
short *v;
char *vbo_offset;
int add_last;
int dash_pos;
int prev_x, prev_y;
int i;
if (n < 2)
return TRUE;
if (!(prog = glamor_dash_setup(drawable, gc)))
return FALSE;
add_last = 0;
if (gc->capStyle != CapNotLast)
add_last = 1;
/* Set up the vertex buffers for the points */
v = glamor_get_vbo_space(drawable->pScreen,
(n + add_last) * 3 * sizeof (short),
&vbo_offset);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 3, GL_SHORT, GL_FALSE,
3 * sizeof (short), vbo_offset);
dash_pos = gc->dashOffset;
prev_x = prev_y = 0;
for (i = 0; i < n; i++) {
int this_x = points[i].x;
int this_y = points[i].y;
if (i) {
if (mode == CoordModePrevious) {
this_x += prev_x;
this_y += prev_y;
}
dash_pos += glamor_line_length(prev_x, prev_y,
this_x, this_y);
}
v[0] = prev_x = this_x;
v[1] = prev_y = this_y;
v[2] = dash_pos;
v += 3;
}
if (add_last) {
v[0] = prev_x + 1;
v[1] = prev_y;
v[2] = dash_pos + 1;
}
glamor_put_vbo_space(screen);
glamor_dash_loop(drawable, gc, prog, n + add_last, GL_LINE_STRIP);
return TRUE;
}
static short *
glamor_add_segment(short *v, short x1, short y1, short x2, short y2,
int dash_start, int dash_end)
{
v[0] = x1;
v[1] = y1;
v[2] = dash_start;
v[3] = x2;
v[4] = y2;
v[5] = dash_end;
return v + 6;
}
Bool
glamor_poly_segment_dash_gl(DrawablePtr drawable, GCPtr gc,
int nseg, xSegment *segs)
{
ScreenPtr screen = drawable->pScreen;
glamor_program *prog;
short *v;
char *vbo_offset;
int dash_start = gc->dashOffset;
int add_last;
int i;
if (!(prog = glamor_dash_setup(drawable, gc)))
return FALSE;
add_last = 0;
if (gc->capStyle != CapNotLast)
add_last = 1;
/* Set up the vertex buffers for the points */
v = glamor_get_vbo_space(drawable->pScreen,
(nseg<<add_last) * 6 * sizeof (short),
&vbo_offset);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 3, GL_SHORT, GL_FALSE,
3 * sizeof (short), vbo_offset);
for (i = 0; i < nseg; i++) {
int dash_end = dash_start + glamor_line_length(segs[i].x1, segs[i].y1,
segs[i].x2, segs[i].y2);
v = glamor_add_segment(v,
segs[i].x1, segs[i].y1,
segs[i].x2, segs[i].y2,
dash_start, dash_end);
if (add_last)
v = glamor_add_segment(v,
segs[i].x2, segs[i].y2,
segs[i].x2 + 1, segs[i].y2,
dash_end, dash_end + 1);
}
glamor_put_vbo_space(screen);
glamor_dash_loop(drawable, gc, prog, nseg << (1 + add_last), GL_LINES);
return TRUE;
}