xserver-multidpi/glamor/glamor_points.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

121 lines
3.9 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@linux.intel.com>
*
*/
#include "glamor_priv.h"
#include "glamor_transform.h"
static const glamor_facet glamor_facet_point = {
.name = "poly_point",
.vs_vars = "attribute vec2 primitive;\n",
.vs_exec = GLAMOR_POS(gl_Position, primitive),
};
static Bool
glamor_poly_point_gl(DrawablePtr drawable, GCPtr gc, int mode, int npt, DDXPointPtr ppt)
{
ScreenPtr screen = drawable->pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
glamor_program *prog = &glamor_priv->point_prog;
glamor_pixmap_private *pixmap_priv;
int off_x, off_y;
GLshort *vbo_ppt;
char *vbo_offset;
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);
if (prog->failed)
goto bail;
if (!prog->prog) {
if (!glamor_build_program(screen, prog,
&glamor_facet_point,
&glamor_fill_solid))
goto bail;
}
if (!glamor_use_program(pixmap, gc, prog, NULL))
goto bail;
vbo_ppt = glamor_get_vbo_space(screen, npt * (2 * sizeof (INT16)), &vbo_offset);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_SHORT, GL_FALSE, 0, vbo_offset);
if (mode == CoordModePrevious) {
int n = npt;
INT16 x = 0, y = 0;
while (n--) {
vbo_ppt[0] = (x += ppt->x);
vbo_ppt[1] = (y += ppt->y);
vbo_ppt += 2;
ppt++;
}
} else
memcpy(vbo_ppt, ppt, npt * (2 * sizeof (INT16)));
glamor_put_vbo_space(screen);
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(GL_POINTS, 0, npt);
}
}
glDisable(GL_SCISSOR_TEST);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
return TRUE;
bail:
return FALSE;
}
void
glamor_poly_point(DrawablePtr drawable, GCPtr gc, int mode, int npt,
DDXPointPtr ppt)
{
if (glamor_poly_point_gl(drawable, gc, mode, npt, ppt))
return;
miPolyPoint(drawable, gc, mode, npt, ppt);
}