xserver-multidpi/glamor/glamor_glyphblt.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

246 lines
8.2 KiB
C

/*
* Copyright © 2009 Intel Corporation
* Copyright © 1998 Keith Packard
*
* 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:
* Zhigang Gong <zhigang.gong@gmail.com>
*
*/
#include "glamor_priv.h"
#include <dixfontstr.h>
#include "glamor_transform.h"
static const glamor_facet glamor_facet_poly_glyph_blt = {
.name = "poly_glyph_blt",
.vs_vars = "attribute vec2 primitive;\n",
.vs_exec = (" vec2 pos = vec2(0,0);\n"
GLAMOR_POS(gl_Position, primitive)),
};
static Bool
glamor_poly_glyph_blt_gl(DrawablePtr drawable, GCPtr gc,
int start_x, int y, unsigned int nglyph,
CharInfoPtr *ppci, void *pglyph_base)
{
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_program *prog;
RegionPtr clip = gc->pCompositeClip;
int box_x, box_y;
pixmap_priv = glamor_get_pixmap_private(pixmap);
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
goto bail;
glamor_make_current(glamor_priv);
prog = glamor_use_program_fill(pixmap, gc,
&glamor_priv->poly_glyph_blt_progs,
&glamor_facet_poly_glyph_blt);
if (!prog)
goto bail;
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
start_x += drawable->x;
y += drawable->y;
glamor_pixmap_loop(pixmap_priv, box_x, box_y) {
int x;
int n;
int num_points, max_points;
INT16 *points = NULL;
int off_x, off_y;
char *vbo_offset;
glamor_set_destination_drawable(drawable, box_x, box_y, FALSE, TRUE,
prog->matrix_uniform, &off_x, &off_y);
max_points = 500;
num_points = 0;
x = start_x;
for (n = 0; n < nglyph; n++) {
CharInfoPtr charinfo = ppci[n];
int w = GLYPHWIDTHPIXELS(charinfo);
int h = GLYPHHEIGHTPIXELS(charinfo);
uint8_t *glyphbits = FONTGLYPHBITS(NULL, charinfo);
if (w && h) {
int glyph_x = x + charinfo->metrics.leftSideBearing;
int glyph_y = y - charinfo->metrics.ascent;
int glyph_stride = GLYPHWIDTHBYTESPADDED(charinfo);
int xx, yy;
for (yy = 0; yy < h; yy++) {
uint8_t *glyph = glyphbits;
for (xx = 0; xx < w; glyph += ((xx&7) == 7), xx++) {
int pt_x_i = glyph_x + xx;
int pt_y_i = glyph_y + yy;
if (!(*glyph & (1 << (xx & 7))))
continue;
if (!RegionContainsPoint(clip, pt_x_i, pt_y_i, NULL))
continue;
if (!num_points) {
points = glamor_get_vbo_space(screen,
max_points *
(2 * sizeof (INT16)),
&vbo_offset);
glVertexAttribPointer(GLAMOR_VERTEX_POS,
2, GL_SHORT,
GL_FALSE, 0, vbo_offset);
}
*points++ = pt_x_i;
*points++ = pt_y_i;
num_points++;
if (num_points == max_points) {
glamor_put_vbo_space(screen);
glDrawArrays(GL_POINTS, 0, num_points);
num_points = 0;
}
}
glyphbits += glyph_stride;
}
}
x += charinfo->metrics.characterWidth;
}
if (num_points) {
glamor_put_vbo_space(screen);
glDrawArrays(GL_POINTS, 0, num_points);
}
}
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
return TRUE;
bail:
return FALSE;
}
void
glamor_poly_glyph_blt(DrawablePtr drawable, GCPtr gc,
int start_x, int y, unsigned int nglyph,
CharInfoPtr *ppci, void *pglyph_base)
{
if (glamor_poly_glyph_blt_gl(drawable, gc, start_x, y, nglyph, ppci,
pglyph_base))
return;
miPolyGlyphBlt(drawable, gc, start_x, y, nglyph,
ppci, pglyph_base);
}
static Bool
glamor_push_pixels_gl(GCPtr gc, PixmapPtr bitmap,
DrawablePtr drawable, int w, int h, int x, int y)
{
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;
uint8_t *bitmap_data = bitmap->devPrivate.ptr;
int bitmap_stride = bitmap->devKind;
glamor_program *prog;
RegionPtr clip = gc->pCompositeClip;
int box_x, box_y;
int yy, xx;
int num_points;
INT16 *points = NULL;
char *vbo_offset;
if (w * h > MAXINT / (2 * sizeof(float)))
goto bail;
pixmap_priv = glamor_get_pixmap_private(pixmap);
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
goto bail;
glamor_make_current(glamor_priv);
prog = glamor_use_program_fill(pixmap, gc,
&glamor_priv->poly_glyph_blt_progs,
&glamor_facet_poly_glyph_blt);
if (!prog)
goto bail;
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
points = glamor_get_vbo_space(screen, w * h * sizeof(INT16) * 2,
&vbo_offset);
num_points = 0;
/* Note that because fb sets miTranslate in the GC, our incoming X
* and Y are in screen coordinate space (same for spans, but not
* other operations).
*/
for (yy = 0; yy < h; yy++) {
uint8_t *bitmap_row = bitmap_data + yy * bitmap_stride;
for (xx = 0; xx < w; xx++) {
if (bitmap_row[xx / 8] & (1 << xx % 8) &&
RegionContainsPoint(clip,
x + xx,
y + yy,
NULL)) {
*points++ = x + xx;
*points++ = y + yy;
num_points++;
}
}
}
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_SHORT,
GL_FALSE, 0, vbo_offset);
glamor_put_vbo_space(screen);
glamor_pixmap_loop(pixmap_priv, box_x, box_y) {
glamor_set_destination_drawable(drawable, box_x, box_y, FALSE, TRUE,
prog->matrix_uniform, NULL, NULL);
glDrawArrays(GL_POINTS, 0, num_points);
}
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
return TRUE;
bail:
return FALSE;
}
void
glamor_push_pixels(GCPtr pGC, PixmapPtr pBitmap,
DrawablePtr pDrawable, int w, int h, int x, int y)
{
if (glamor_push_pixels_gl(pGC, pBitmap, pDrawable, w, h, x, y))
return;
miPushPixels(pGC, pBitmap, pDrawable, w, h, x, y);
}