xserver-multidpi/glamor/glamor_segs.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

169 lines
5.4 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_prepare.h"
static const glamor_facet glamor_facet_poly_segment = {
.name = "poly_segment",
.vs_vars = "attribute vec2 primitive;\n",
.vs_exec = (" vec2 pos = vec2(0.0,0.0);\n"
GLAMOR_POS(gl_Position, primitive.xy)),
};
static Bool
glamor_poly_segment_solid_gl(DrawablePtr drawable, GCPtr gc,
int nseg, xSegment *segs)
{
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;
int off_x, off_y;
xSegment *v;
char *vbo_offset;
int box_x, box_y;
int add_last;
pixmap_priv = glamor_get_pixmap_private(pixmap);
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
goto bail;
add_last = 0;
if (gc->capStyle != CapNotLast)
add_last = 1;
glamor_make_current(glamor_priv);
prog = glamor_use_program_fill(pixmap, gc,
&glamor_priv->poly_segment_program,
&glamor_facet_poly_segment);
if (!prog)
goto bail_ctx;
/* Set up the vertex buffers for the points */
v = glamor_get_vbo_space(drawable->pScreen,
(nseg << add_last) * sizeof (xSegment),
&vbo_offset);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_SHORT, GL_FALSE,
sizeof(DDXPointRec), vbo_offset);
if (add_last) {
int i, j;
for (i = 0, j=0; i < nseg; i++) {
v[j++] = segs[i];
v[j].x1 = segs[i].x2;
v[j].y1 = segs[i].y2;
v[j].x2 = segs[i].x2+1;
v[j].y2 = segs[i].y2;
j++;
}
} else
memcpy(v, segs, nseg * sizeof (xSegment));
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_LINES, 0, nseg << (1 + add_last));
}
}
glDisable(GL_SCISSOR_TEST);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
return TRUE;
bail_ctx:
bail:
return FALSE;
}
static Bool
glamor_poly_segment_gl(DrawablePtr drawable, GCPtr gc,
int nseg, xSegment *segs)
{
if (gc->lineWidth != 0)
return FALSE;
switch (gc->lineStyle) {
case LineSolid:
return glamor_poly_segment_solid_gl(drawable, gc, nseg, segs);
case LineOnOffDash:
return glamor_poly_segment_dash_gl(drawable, gc, nseg, segs);
case LineDoubleDash:
if (gc->fillStyle == FillTiled)
return glamor_poly_segment_solid_gl(drawable, gc, nseg, segs);
else
return glamor_poly_segment_dash_gl(drawable, gc, nseg, segs);
default:
return FALSE;
}
}
static void
glamor_poly_segment_bail(DrawablePtr drawable, GCPtr gc,
int nseg, xSegment *segs)
{
glamor_fallback("to %p (%c)\n", drawable,
glamor_get_drawable_location(drawable));
if (gc->lineWidth == 0) {
if (glamor_prepare_access(drawable, GLAMOR_ACCESS_RW) &&
glamor_prepare_access_gc(gc)) {
fbPolySegment(drawable, gc, nseg, segs);
}
glamor_finish_access_gc(gc);
glamor_finish_access(drawable);
} else
miPolySegment(drawable, gc, nseg, segs);
}
void
glamor_poly_segment(DrawablePtr drawable, GCPtr gc,
int nseg, xSegment *segs)
{
if (glamor_poly_segment_gl(drawable, gc, nseg, segs))
return;
glamor_poly_segment_bail(drawable, gc, nseg, segs);
}