xserver-multidpi/glamor/glamor_fill.c
Markus Wick 9999a66013 glamor: don't reset the GLSL program
We don't use fixed function rendering, so there is no need to reset
the program at all.  This lets the driver avoid checking for state
changes between draw calls when we rebind the same program.

Improves xephyr x11perf -f8text performance by 6.03062% +/- 1.64928%
(n=20)

Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Eric Anholt <eric@anholt.net>
2014-03-17 14:30:58 -07:00

365 lines
12 KiB
C

/*
* Copyright © 2008 Intel Corporation
* Copyright © 1998 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 Keith Packard not be used in
* advertising or publicity pertaining to distribution of the software without
* specific, written prior permission. Keith Packard makes no
* representations about the suitability of this software for any purpose. It
* is provided "as is" without express or implied warranty.
*
* KEITH PACKARD DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
* EVENT SHALL KEITH PACKARD 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.
*
* Authors:
* Eric Anholt <eric@anholt.net>
* Zhigang Gong <zhigang.gong@linux.intel.com>
*/
#include "glamor_priv.h"
/** @file glamor_fill.c
*
* GC fill implementation, based loosely on fb_fill.c
*/
/**
* Fills the given rectangle of a drawable with the GC's fill style.
*/
Bool
glamor_fill(DrawablePtr drawable,
GCPtr gc, int x, int y, int width, int height, Bool fallback)
{
PixmapPtr dst_pixmap = glamor_get_drawable_pixmap(drawable);
int off_x, off_y;
PixmapPtr sub_pixmap = NULL;
glamor_access_t sub_pixmap_access;
DrawablePtr saved_drawable = NULL;
int saved_x = x, saved_y = y;
glamor_get_drawable_deltas(drawable, dst_pixmap, &off_x, &off_y);
switch (gc->fillStyle) {
case FillSolid:
if (!glamor_solid(dst_pixmap,
x + off_x,
y + off_y,
width, height, gc->alu, gc->planemask, gc->fgPixel))
goto fail;
break;
case FillStippled:
case FillOpaqueStippled:
if (!glamor_stipple(dst_pixmap,
gc->stipple,
x + off_x,
y + off_y,
width,
height,
gc->alu,
gc->planemask,
gc->fgPixel,
gc->bgPixel, gc->patOrg.x, gc->patOrg.y))
goto fail;
break;
case FillTiled:
if (!glamor_tile(dst_pixmap,
gc->tile.pixmap,
x + off_x,
y + off_y,
width,
height,
gc->alu,
gc->planemask,
x - drawable->x - gc->patOrg.x,
y - drawable->y - gc->patOrg.y))
goto fail;
break;
}
return TRUE;
fail:
if (!fallback) {
if (glamor_ddx_fallback_check_pixmap(&dst_pixmap->drawable)
&& glamor_ddx_fallback_check_gc(gc))
return FALSE;
}
/* Is it possible to set the access as WO? */
sub_pixmap_access = GLAMOR_ACCESS_RW;
sub_pixmap = glamor_get_sub_pixmap(dst_pixmap, x + off_x,
y + off_y, width, height,
sub_pixmap_access);
if (sub_pixmap != NULL) {
if (gc->fillStyle != FillSolid) {
gc->patOrg.x += (drawable->x - x);
gc->patOrg.y += (drawable->y - y);
}
saved_drawable = drawable;
drawable = &sub_pixmap->drawable;
saved_x = x;
saved_y = y;
x = 0;
y = 0;
}
if (glamor_prepare_access(drawable, GLAMOR_ACCESS_RW) &&
glamor_prepare_access_gc(gc)) {
fbFill(drawable, gc, x, y, width, height);
}
glamor_finish_access_gc(gc);
glamor_finish_access(drawable);
if (sub_pixmap != NULL) {
if (gc->fillStyle != FillSolid) {
gc->patOrg.x -= (saved_drawable->x - saved_x);
gc->patOrg.y -= (saved_drawable->y - saved_y);
}
x = saved_x;
y = saved_y;
glamor_put_sub_pixmap(sub_pixmap, dst_pixmap,
x + off_x, y + off_y,
width, height, sub_pixmap_access);
}
return TRUE;
}
void
glamor_init_solid_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
const char *solid_vs =
"attribute vec4 v_position;"
"void main()\n"
"{\n"
" gl_Position = v_position;\n"
"}\n";
const char *solid_fs =
GLAMOR_DEFAULT_PRECISION
"uniform vec4 color;\n"
"void main()\n"
"{\n"
" gl_FragColor = color;\n"
"}\n";
GLint fs_prog, vs_prog;
glamor_priv = glamor_get_screen_private(screen);
glamor_get_context(glamor_priv);
glamor_priv->solid_prog = glCreateProgram();
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, solid_vs);
fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, solid_fs);
glAttachShader(glamor_priv->solid_prog, vs_prog);
glAttachShader(glamor_priv->solid_prog, fs_prog);
glBindAttribLocation(glamor_priv->solid_prog,
GLAMOR_VERTEX_POS, "v_position");
glamor_link_glsl_prog(screen, glamor_priv->solid_prog, "solid");
glamor_priv->solid_color_uniform_location =
glGetUniformLocation(glamor_priv->solid_prog, "color");
glamor_put_context(glamor_priv);
}
void
glamor_fini_solid_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_priv = glamor_get_screen_private(screen);
glamor_get_context(glamor_priv);
glDeleteProgram(glamor_priv->solid_prog);
glamor_put_context(glamor_priv);
}
static void
_glamor_solid_boxes(PixmapPtr pixmap, BoxPtr box, int nbox, float *color)
{
ScreenPtr screen = pixmap->drawable.pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
GLfloat xscale, yscale;
float stack_vertices[32];
float *vertices = stack_vertices;
int valid_nbox = ARRAY_SIZE(stack_vertices) / (4 * 2);
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
glamor_get_context(glamor_priv);
glUseProgram(glamor_priv->solid_prog);
glUniform4fv(glamor_priv->solid_color_uniform_location, 1, color);
pixmap_priv_get_dest_scale(pixmap_priv, &xscale, &yscale);
if (nbox > valid_nbox) {
int allocated_nbox;
float *new_vertices;
if (nbox > GLAMOR_COMPOSITE_VBO_VERT_CNT / 6)
allocated_nbox = GLAMOR_COMPOSITE_VBO_VERT_CNT / 6;
else
allocated_nbox = nbox;
new_vertices = malloc(allocated_nbox * 4 * 2 * sizeof(float));
if (new_vertices) {
vertices = new_vertices;
valid_nbox = allocated_nbox;
}
}
if (_X_UNLIKELY(nbox > 1))
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), vertices);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
while (nbox) {
int box_cnt, i;
float *next_box;
next_box = vertices;
box_cnt = nbox > valid_nbox ? valid_nbox : nbox;
for (i = 0; i < box_cnt; i++) {
glamor_set_normalize_vcoords(pixmap_priv, xscale, yscale,
box[i].x1, box[i].y1,
box[i].x2, box[i].y2,
glamor_priv->yInverted,
next_box);
next_box += 4 * 2;
}
if (box_cnt == 1)
glDrawArrays(GL_TRIANGLE_FAN, 0, box_cnt * 4);
else {
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
glDrawRangeElements(GL_TRIANGLES, 0, box_cnt * 4, box_cnt * 6,
GL_UNSIGNED_SHORT, NULL);
} else {
glDrawElements(GL_TRIANGLES, box_cnt * 6, GL_UNSIGNED_SHORT,
NULL);
}
}
nbox -= box_cnt;
box += box_cnt;
}
if (vertices != stack_vertices)
free(vertices);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glamor_put_context(glamor_priv);
glamor_priv->state = RENDER_STATE;
glamor_priv->render_idle_cnt = 0;
}
/**
* Fills the given rectangles of pixmap with an X pixel value.
*
* This is a helper used by other code after clipping and translation
* of coordinates to a glamor backing pixmap.
*/
Bool
glamor_solid_boxes(PixmapPtr pixmap,
BoxPtr box, int nbox, unsigned long fg_pixel)
{
glamor_pixmap_private *pixmap_priv;
GLfloat color[4];
pixmap_priv = glamor_get_pixmap_private(pixmap);
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
return FALSE;
glamor_get_rgba_from_pixel(fg_pixel,
&color[0],
&color[1],
&color[2], &color[3], format_for_pixmap(pixmap));
if (pixmap_priv->type == GLAMOR_TEXTURE_LARGE) {
RegionRec region;
int n_region;
glamor_pixmap_clipped_regions *clipped_regions;
int i;
RegionInitBoxes(&region, box, nbox);
clipped_regions =
glamor_compute_clipped_regions(pixmap_priv, &region, &n_region, 0,
0, 0);
for (i = 0; i < n_region; i++) {
BoxPtr inner_box;
int inner_nbox;
SET_PIXMAP_FBO_CURRENT(pixmap_priv, clipped_regions[i].block_idx);
inner_box = RegionRects(clipped_regions[i].region);
inner_nbox = RegionNumRects(clipped_regions[i].region);
_glamor_solid_boxes(pixmap, inner_box, inner_nbox, color);
RegionDestroy(clipped_regions[i].region);
}
free(clipped_regions);
RegionUninit(&region);
}
else
_glamor_solid_boxes(pixmap, box, nbox, color);
return TRUE;
}
/**
* Fills a rectangle of a pixmap with an X pixel value.
*
* This is a helper used by other glamor code mostly for clearing of
* buffers to 0.
*/
Bool
glamor_solid(PixmapPtr pixmap, int x, int y, int width, int height,
unsigned char alu, unsigned long planemask, unsigned long fg_pixel)
{
ScreenPtr screen = pixmap->drawable.pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_pixmap_private *pixmap_priv;
BoxRec box;
pixmap_priv = glamor_get_pixmap_private(pixmap);
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
return FALSE;
if (!glamor_set_planemask(pixmap, planemask)) {
glamor_fallback("Failedto set planemask in glamor_solid.\n");
return FALSE;
}
glamor_get_context(glamor_priv);
if (!glamor_set_alu(screen, alu)) {
if (alu == GXclear)
fg_pixel = 0;
else {
glamor_fallback("unsupported alu %x\n", alu);
glamor_put_context(glamor_priv);
return FALSE;
}
}
box.x1 = x;
box.y1 = y;
box.x2 = x + width;
box.y2 = y + height;
glamor_solid_boxes(pixmap, &box, 1, fg_pixel);
glamor_set_alu(screen, GXcopy);
glamor_put_context(glamor_priv);
return TRUE;
}