6ba6cc57e1
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>
386 lines
12 KiB
C
386 lines
12 KiB
C
/*
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* Copyright © 2014 Keith Packard
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*
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* Permission to use, copy, modify, distribute, and sell this software and its
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* documentation for any purpose is hereby granted without fee, provided that
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* the above copyright notice appear in all copies and that both that copyright
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* notice and this permission notice appear in supporting documentation, and
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* that the name of the copyright holders not be used in advertising or
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* publicity pertaining to distribution of the software without specific,
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* written prior permission. The copyright holders make no representations
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* about the suitability of this software for any purpose. It is provided "as
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* is" without express or implied warranty.
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*
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* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
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* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
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* EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
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* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
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* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
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* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
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* OF THIS SOFTWARE.
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*/
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#include "glamor_priv.h"
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#include "glamor_transform.h"
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#include "glamor_transfer.h"
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glamor_program fill_spans_progs[4];
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static const glamor_facet glamor_facet_fillspans_130 = {
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.name = "fill_spans",
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.version = 130,
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.vs_vars = "attribute vec3 primitive;\n",
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.vs_exec = (" vec2 pos = vec2(primitive.z,1) * vec2(gl_VertexID&1, (gl_VertexID&2)>>1);\n"
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GLAMOR_POS(gl_Position, (primitive.xy + pos))),
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};
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static const glamor_facet glamor_facet_fillspans_120 = {
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.name = "fill_spans",
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.vs_vars = "attribute vec2 primitive;\n",
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.vs_exec = (" vec2 pos = vec2(0,0);\n"
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GLAMOR_POS(gl_Position, primitive.xy)),
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};
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static Bool
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glamor_fill_spans_gl(DrawablePtr drawable,
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GCPtr gc,
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int n, DDXPointPtr points, int *widths, int sorted)
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{
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ScreenPtr screen = drawable->pScreen;
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
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glamor_pixmap_private *pixmap_priv;
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glamor_program *prog;
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int off_x, off_y;
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GLshort *v;
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char *vbo_offset;
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int c;
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int box_x, box_y;
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pixmap_priv = glamor_get_pixmap_private(pixmap);
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if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
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goto bail;
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glamor_make_current(glamor_priv);
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if (glamor_priv->glsl_version >= 130) {
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prog = glamor_use_program_fill(pixmap, gc, &glamor_priv->fill_spans_program,
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&glamor_facet_fillspans_130);
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if (!prog)
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goto bail;
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/* Set up the vertex buffers for the points */
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v = glamor_get_vbo_space(drawable->pScreen, n * (4 * sizeof (GLshort)), &vbo_offset);
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glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
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glVertexAttribDivisor(GLAMOR_VERTEX_POS, 1);
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glVertexAttribPointer(GLAMOR_VERTEX_POS, 3, GL_SHORT, GL_FALSE,
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4 * sizeof (GLshort), vbo_offset);
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for (c = 0; c < n; c++) {
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v[0] = points->x;
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v[1] = points->y;
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v[2] = *widths++;
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points++;
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v += 4;
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}
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glamor_put_vbo_space(screen);
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} else {
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prog = glamor_use_program_fill(pixmap, gc, &glamor_priv->fill_spans_program,
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&glamor_facet_fillspans_120);
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if (!prog)
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goto bail;
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/* Set up the vertex buffers for the points */
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v = glamor_get_vbo_space(drawable->pScreen, n * 8 * sizeof (short), &vbo_offset);
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glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
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glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_SHORT, GL_FALSE,
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2 * sizeof (short), vbo_offset);
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for (c = 0; c < n; c++) {
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v[0] = points->x; v[1] = points->y;
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v[2] = points->x; v[3] = points->y + 1;
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v[4] = points->x + *widths; v[5] = points->y + 1;
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v[6] = points->x + *widths; v[7] = points->y;
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widths++;
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points++;
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v += 8;
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}
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glamor_put_vbo_space(screen);
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}
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glEnable(GL_SCISSOR_TEST);
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glamor_pixmap_loop(pixmap_priv, box_x, box_y) {
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int nbox = RegionNumRects(gc->pCompositeClip);
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BoxPtr box = RegionRects(gc->pCompositeClip);
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glamor_set_destination_drawable(drawable, box_x, box_y, FALSE, FALSE, prog->matrix_uniform, &off_x, &off_y);
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while (nbox--) {
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glScissor(box->x1 + off_x,
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box->y1 + off_y,
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box->x2 - box->x1,
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box->y2 - box->y1);
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box++;
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if (glamor_priv->glsl_version >= 130)
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, n);
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else {
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if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
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glDrawArrays(GL_QUADS, 0, 4 * n);
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} else {
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int i;
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for (i = 0; i < n; i++) {
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glDrawArrays(GL_TRIANGLE_FAN, i * 4, 4);
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}
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}
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}
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}
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}
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glDisable(GL_SCISSOR_TEST);
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if (glamor_priv->glsl_version >= 130)
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glVertexAttribDivisor(GLAMOR_VERTEX_POS, 0);
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glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
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return TRUE;
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bail:
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return FALSE;
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}
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static void
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glamor_fill_spans_bail(DrawablePtr drawable,
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GCPtr gc,
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int n, DDXPointPtr points, int *widths, int sorted)
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{
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if (glamor_prepare_access(drawable, GLAMOR_ACCESS_RW) &&
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glamor_prepare_access_gc(gc)) {
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fbFillSpans(drawable, gc, n, points, widths, sorted);
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}
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glamor_finish_access_gc(gc);
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glamor_finish_access(drawable);
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}
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void
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glamor_fill_spans(DrawablePtr drawable,
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GCPtr gc,
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int n, DDXPointPtr points, int *widths, int sorted)
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{
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if (glamor_fill_spans_gl(drawable, gc, n, points, widths, sorted))
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return;
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glamor_fill_spans_bail(drawable, gc, n, points, widths, sorted);
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}
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static Bool
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glamor_get_spans_gl(DrawablePtr drawable, int wmax,
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DDXPointPtr points, int *widths, int count, char *dst)
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{
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ScreenPtr screen = drawable->pScreen;
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
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glamor_pixmap_private *pixmap_priv;
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int box_x, box_y;
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int n;
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char *d;
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GLenum type;
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GLenum format;
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int off_x, off_y;
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pixmap_priv = glamor_get_pixmap_private(pixmap);
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if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
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goto bail;
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glamor_get_drawable_deltas(drawable, pixmap, &off_x, &off_y);
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glamor_format_for_pixmap(pixmap, &format, &type);
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glamor_make_current(glamor_priv);
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glamor_pixmap_loop(pixmap_priv, box_x, box_y) {
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BoxPtr box = glamor_pixmap_box_at(pixmap_priv, box_x, box_y);
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glamor_pixmap_fbo *fbo = glamor_pixmap_fbo_at(pixmap_priv, box_x, box_y);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo->fb);
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glPixelStorei(GL_PACK_ALIGNMENT, 4);
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d = dst;
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for (n = 0; n < count; n++) {
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int x1 = points[n].x + off_x;
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int y = points[n].y + off_y;
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int w = widths[n];
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int x2 = x1 + w;
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char *l;
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l = d;
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d += PixmapBytePad(w, drawable->depth);
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/* clip */
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if (x1 < box->x1) {
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l += (box->x1 - x1) * (drawable->bitsPerPixel >> 3);
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x1 = box->x1;
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}
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if (x2 > box->x2)
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x2 = box->x2;
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if (x1 >= x2)
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continue;
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if (y < box->y1)
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continue;
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if (y >= box->y2)
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continue;
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glReadPixels(x1 - box->x1, y - box->y1, x2 - x1, 1, format, type, l);
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}
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}
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return TRUE;
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bail:
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return FALSE;
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}
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static void
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glamor_get_spans_bail(DrawablePtr drawable, int wmax,
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DDXPointPtr points, int *widths, int count, char *dst)
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{
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if (glamor_prepare_access(drawable, GLAMOR_ACCESS_RO))
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fbGetSpans(drawable, wmax, points, widths, count, dst);
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glamor_finish_access(drawable);
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}
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void
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glamor_get_spans(DrawablePtr drawable, int wmax,
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DDXPointPtr points, int *widths, int count, char *dst)
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{
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if (glamor_get_spans_gl(drawable, wmax, points, widths, count, dst))
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return;
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glamor_get_spans_bail(drawable, wmax, points, widths, count, dst);
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}
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static Bool
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glamor_set_spans_gl(DrawablePtr drawable, GCPtr gc, char *src,
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DDXPointPtr points, int *widths, int numPoints, int sorted)
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{
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ScreenPtr screen = drawable->pScreen;
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
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glamor_pixmap_private *pixmap_priv;
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int box_x, box_y;
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int n;
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char *s;
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GLenum type;
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GLenum format;
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int off_x, off_y;
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pixmap_priv = glamor_get_pixmap_private(pixmap);
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if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
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goto bail;
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if (gc->alu != GXcopy)
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goto bail;
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if (!glamor_pm_is_solid(&pixmap->drawable, gc->planemask))
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goto bail;
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glamor_get_drawable_deltas(drawable, pixmap, &off_x, &off_y);
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glamor_format_for_pixmap(pixmap, &format, &type);
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glamor_make_current(glamor_priv);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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glamor_pixmap_loop(pixmap_priv, box_x, box_y) {
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BoxPtr box = glamor_pixmap_box_at(pixmap_priv, box_x, box_y);
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glamor_pixmap_fbo *fbo = glamor_pixmap_fbo_at(pixmap_priv, box_x, box_y);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, fbo->tex);
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s = src;
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for (n = 0; n < numPoints; n++) {
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BoxPtr clip_box = RegionRects(gc->pCompositeClip);
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int nclip_box = RegionNumRects(gc->pCompositeClip);
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int w = widths[n];
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int y = points[n].y;
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int x = points[n].x;
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while (nclip_box--) {
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int x1 = x;
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int x2 = x + w;
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int y1 = y;
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char *l = s;
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/* clip to composite clip */
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if (x1 < clip_box->x1) {
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l += (clip_box->x1 - x1) * (drawable->bitsPerPixel >> 3);
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x1 = clip_box->x1;
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}
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if (x2 > clip_box->x2)
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x2 = clip_box->x2;
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if (y < clip_box->y1)
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continue;
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if (y >= clip_box->y2)
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continue;
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/* adjust to pixmap coordinates */
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x1 += off_x;
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x2 += off_x;
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y1 += off_y;
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if (x1 < box->x1) {
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l += (box->x1 - x1) * (drawable->bitsPerPixel >> 3);
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x1 = box->x1;
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}
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if (x2 > box->x2)
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x2 = box->x2;
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if (x1 >= x2)
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continue;
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if (y1 < box->y1)
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continue;
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if (y1 >= box->y2)
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continue;
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glTexSubImage2D(GL_TEXTURE_2D, 0,
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x1 - box->x1, y1 - box->y1, x2 - x1, 1,
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format, type,
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l);
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}
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s += PixmapBytePad(w, drawable->depth);
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}
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}
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return TRUE;
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bail:
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return FALSE;
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}
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static void
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glamor_set_spans_bail(DrawablePtr drawable, GCPtr gc, char *src,
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DDXPointPtr points, int *widths, int numPoints, int sorted)
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{
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if (glamor_prepare_access(drawable, GLAMOR_ACCESS_RW) && glamor_prepare_access_gc(gc))
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fbSetSpans(drawable, gc, src, points, widths, numPoints, sorted);
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glamor_finish_access_gc(gc);
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glamor_finish_access(drawable);
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}
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void
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glamor_set_spans(DrawablePtr drawable, GCPtr gc, char *src,
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DDXPointPtr points, int *widths, int numPoints, int sorted)
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{
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if (glamor_set_spans_gl(drawable, gc, src, points, widths, numPoints, sorted))
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return;
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glamor_set_spans_bail(drawable, gc, src, points, widths, numPoints, sorted);
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}
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