bd180be619
The old manner of trapezoid render uses pixman to generate a mask pixmap and upload it to the GPU. This effect the performance. We now use shader to generate the temp trapezoid mask to avoid the uploading of this pixmap. We implement a anti-alias manner in the shader according to pixman, which will caculate the area inside the trapezoid dividing total area for every pixel and assign it to the alpha value of that pixel. The pixman use a int-to-fix manner to approximate but the shader use float, so the result may have some difference. Because the array in the shader has optimization problem, we need to emit the vertex of every trapezoid every time, which will effect the performance a lot. Need to improve it. Signed-off-by: Junyan He <junyan.he@linux.intel.com>
530 lines
15 KiB
C
530 lines
15 KiB
C
/*
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* Copyright © 2008 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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* Authors:
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* Eric Anholt <eric@anholt.net>
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* Zhigang Gong <zhigang.gong@linux.intel.com>
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*
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*/
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/** @file glamor.c
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* This file covers the initialization and teardown of glamor, and has various
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* functions not responsible for performing rendering.
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*/
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#include <stdlib.h>
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#include "glamor_priv.h"
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static DevPrivateKeyRec glamor_screen_private_key_index;
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DevPrivateKey glamor_screen_private_key = &glamor_screen_private_key_index;
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static DevPrivateKeyRec glamor_pixmap_private_key_index;
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DevPrivateKey glamor_pixmap_private_key = &glamor_pixmap_private_key_index;
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/**
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* glamor_get_drawable_pixmap() returns a backing pixmap for a given drawable.
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*
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* @param drawable the drawable being requested.
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*
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* This function returns the backing pixmap for a drawable, whether it is a
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* redirected window, unredirected window, or already a pixmap. Note that
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* coordinate translation is needed when drawing to the backing pixmap of a
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* redirected window, and the translation coordinates are provided by calling
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* exaGetOffscreenPixmap() on the drawable.
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*/
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PixmapPtr
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glamor_get_drawable_pixmap(DrawablePtr drawable)
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{
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if (drawable->type == DRAWABLE_WINDOW)
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return drawable->
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pScreen->GetWindowPixmap((WindowPtr) drawable);
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else
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return (PixmapPtr) drawable;
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}
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_X_EXPORT void
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glamor_set_pixmap_type(PixmapPtr pixmap, glamor_pixmap_type_t type)
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{
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glamor_pixmap_private *pixmap_priv;
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glamor_screen_private *glamor_priv =
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glamor_get_screen_private(pixmap->drawable.pScreen);
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pixmap_priv = dixLookupPrivate(&pixmap->devPrivates,
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glamor_pixmap_private_key);
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if (pixmap_priv == NULL) {
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pixmap_priv = calloc(sizeof(*pixmap_priv), 1);
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glamor_set_pixmap_private(pixmap, pixmap_priv);
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pixmap_priv->base.pixmap = pixmap;
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pixmap_priv->base.glamor_priv = glamor_priv;
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}
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pixmap_priv->type = type;
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}
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_X_EXPORT void
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glamor_set_pixmap_texture(PixmapPtr pixmap, unsigned int tex)
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{
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ScreenPtr screen = pixmap->drawable.pScreen;
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glamor_pixmap_private *pixmap_priv;
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glamor_screen_private *glamor_priv;
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glamor_pixmap_fbo *fbo;
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GLenum format;
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glamor_priv = glamor_get_screen_private(screen);
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pixmap_priv = glamor_get_pixmap_private(pixmap);
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if (pixmap_priv->base.fbo) {
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fbo = glamor_pixmap_detach_fbo(pixmap_priv);
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glamor_destroy_fbo(fbo);
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}
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gl_iformat_for_depth(pixmap->drawable.depth, &format);
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fbo = glamor_create_fbo_from_tex(glamor_priv, pixmap->drawable.width,
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pixmap->drawable.height,
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format, tex, 0);
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if (fbo == NULL) {
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ErrorF("XXX fail to create fbo.\n");
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return;
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}
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glamor_pixmap_attach_fbo(pixmap, fbo);
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}
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void
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glamor_set_screen_pixmap(PixmapPtr screen_pixmap, PixmapPtr *back_pixmap)
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{
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glamor_pixmap_private *pixmap_priv;
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glamor_screen_private *glamor_priv;
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glamor_priv = glamor_get_screen_private(screen_pixmap->drawable.pScreen);
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pixmap_priv = glamor_get_pixmap_private(screen_pixmap);
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glamor_priv->screen_fbo = pixmap_priv->base.fbo->fb;
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pixmap_priv->base.fbo->width = screen_pixmap->drawable.width;
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pixmap_priv->base.fbo->height = screen_pixmap->drawable.height;
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glamor_priv->back_pixmap = back_pixmap;
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}
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PixmapPtr
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glamor_create_pixmap(ScreenPtr screen, int w, int h, int depth,
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unsigned int usage)
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{
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PixmapPtr pixmap;
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glamor_pixmap_type_t type = GLAMOR_TEXTURE_ONLY;
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glamor_pixmap_private *pixmap_priv;
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glamor_screen_private *glamor_priv =
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glamor_get_screen_private(screen);
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glamor_pixmap_fbo *fbo;
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int pitch;
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GLenum format;
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if (w > 32767 || h > 32767)
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return NullPixmap;
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if ((usage == GLAMOR_CREATE_PIXMAP_CPU
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|| (w == 0 && h == 0)
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|| !glamor_check_pixmap_fbo_depth(depth))
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|| (!GLAMOR_TEXTURED_LARGE_PIXMAP &&
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!glamor_check_fbo_size(glamor_priv, w, h)))
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return fbCreatePixmap(screen, w, h, depth, usage);
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else
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pixmap = fbCreatePixmap(screen, 0, 0, depth, usage);
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pixmap_priv = calloc(1, sizeof(*pixmap_priv));
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if (!pixmap_priv) {
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fbDestroyPixmap(pixmap);
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return fbCreatePixmap(screen, w, h, depth, usage);
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}
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glamor_set_pixmap_private(pixmap, pixmap_priv);
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if (usage == GLAMOR_CREATE_PIXMAP_MAP)
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type = GLAMOR_MEMORY_MAP;
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pixmap_priv->base.pixmap = pixmap;
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pixmap_priv->base.glamor_priv = glamor_priv;
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gl_iformat_for_depth(depth, &format);
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pitch = (((w * pixmap->drawable.bitsPerPixel + 7) / 8) + 3) & ~3;
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screen->ModifyPixmapHeader(pixmap, w, h, 0, 0, pitch, NULL);
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if (type == GLAMOR_MEMORY_MAP || glamor_check_fbo_size(glamor_priv, w, h)) {
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pixmap_priv->type = type;
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fbo = glamor_create_fbo(glamor_priv, w, h, format, usage);
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}
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else {
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DEBUGF("Create LARGE pixmap %p width %d height %d\n", pixmap, w, h);
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pixmap_priv->type = GLAMOR_TEXTURE_LARGE;
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fbo = glamor_create_fbo_array(glamor_priv, w, h, format, usage,
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glamor_priv->max_fbo_size,
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glamor_priv->max_fbo_size,
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pixmap_priv);
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}
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if (fbo == NULL) {
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fbDestroyPixmap(pixmap);
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free(pixmap_priv);
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return fbCreatePixmap(screen, w, h, depth, usage);
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}
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glamor_pixmap_attach_fbo(pixmap, fbo);
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return pixmap;
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}
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void
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glamor_destroy_textured_pixmap(PixmapPtr pixmap)
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{
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if (pixmap->refcnt == 1) {
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glamor_pixmap_private *pixmap_priv;
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pixmap_priv = glamor_get_pixmap_private(pixmap);
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if (pixmap_priv != NULL)
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glamor_pixmap_destroy_fbo(pixmap_priv);
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}
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}
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Bool
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glamor_destroy_pixmap(PixmapPtr pixmap)
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{
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glamor_destroy_textured_pixmap(pixmap);
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return fbDestroyPixmap(pixmap);
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}
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void
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glamor_block_handler(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv =
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glamor_get_screen_private(screen);
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glamor_gl_dispatch *dispatch;
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dispatch = glamor_get_dispatch(glamor_priv);
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glamor_priv->tick++;
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dispatch->glFlush();
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glamor_fbo_expire(glamor_priv);
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glamor_put_dispatch(glamor_priv);
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}
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static void
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_glamor_block_handler(void *data, OSTimePtr timeout,
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void *last_select_mask)
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{
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glamor_screen_private *glamor_priv = data;
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glamor_gl_dispatch *dispatch = glamor_get_dispatch(glamor_priv);
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dispatch->glFlush();
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glamor_put_dispatch(glamor_priv);
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}
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static void
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_glamor_wakeup_handler(void *data, int result, void *last_select_mask)
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{
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}
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static void
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glamor_set_debug_level(int *debug_level)
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{
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char *debug_level_string;
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debug_level_string = getenv("GLAMOR_DEBUG");
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if (debug_level_string
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&& sscanf(debug_level_string, "%d", debug_level) == 1)
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return;
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*debug_level = 0;
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}
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int glamor_debug_level;
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/** Set up glamor for an already-configured GL context. */
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Bool
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glamor_init(ScreenPtr screen, unsigned int flags)
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{
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glamor_screen_private *glamor_priv;
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int gl_version;
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#ifdef RENDER
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PictureScreenPtr ps = GetPictureScreenIfSet(screen);
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#endif
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if (flags & ~GLAMOR_VALID_FLAGS) {
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ErrorF("glamor_init: Invalid flags %x\n", flags);
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return FALSE;
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}
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glamor_priv = calloc(1, sizeof(*glamor_priv));
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if (glamor_priv == NULL)
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return FALSE;
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if (flags & GLAMOR_INVERTED_Y_AXIS) {
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glamor_priv->yInverted = 1;
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} else
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glamor_priv->yInverted = 0;
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if (!dixRegisterPrivateKey
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(glamor_screen_private_key, PRIVATE_SCREEN, 0)) {
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LogMessage(X_WARNING,
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"glamor%d: Failed to allocate screen private\n",
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screen->myNum);
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goto fail;
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}
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glamor_set_screen_private(screen, glamor_priv);
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if (!dixRegisterPrivateKey
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(glamor_pixmap_private_key, PRIVATE_PIXMAP, 0)) {
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LogMessage(X_WARNING,
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"glamor%d: Failed to allocate pixmap private\n",
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screen->myNum);
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goto fail;;
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}
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gl_version = glamor_gl_get_version();
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#ifndef GLAMOR_GLES2
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if (gl_version < GLAMOR_GL_VERSION_ENCODE(1, 3)) {
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ErrorF("Require OpenGL version 1.3 or latter.\n");
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goto fail;
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}
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#else
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if (gl_version < GLAMOR_GL_VERSION_ENCODE(2, 0)) {
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ErrorF("Require Open GLES2.0 or latter.\n");
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goto fail;
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}
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#endif
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glamor_gl_dispatch_init(screen, &glamor_priv->_dispatch, gl_version);
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#ifdef GLAMOR_GLES2
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if (!glamor_gl_has_extension("GL_EXT_texture_format_BGRA8888")) {
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ErrorF("GL_EXT_texture_format_BGRA8888 required\n");
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goto fail;
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}
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#endif
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glamor_priv->has_pack_invert =
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glamor_gl_has_extension("GL_MESA_pack_invert");
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glamor_priv->has_fbo_blit =
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glamor_gl_has_extension("GL_EXT_framebuffer_blit");
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glamor_priv->_dispatch.glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE,
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&glamor_priv->max_fbo_size);
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#ifdef MAX_FBO_SIZE
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glamor_priv->max_fbo_size = MAX_FBO_SIZE;
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#endif
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glamor_set_debug_level(&glamor_debug_level);
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#ifdef GLAMOR_GLES2
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glamor_priv->gl_flavor = GLAMOR_GL_ES2;
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#else
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glamor_priv->gl_flavor = GLAMOR_GL_DESKTOP;
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#endif
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/* If we are using egl screen, call egl screen init to
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* register correct close screen function. */
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if (flags & GLAMOR_USE_EGL_SCREEN)
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glamor_egl_screen_init(screen);
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glamor_priv->saved_procs.close_screen = screen->CloseScreen;
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screen->CloseScreen = glamor_close_screen;
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if (flags & GLAMOR_USE_SCREEN) {
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if (!RegisterBlockAndWakeupHandlers(_glamor_block_handler,
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_glamor_wakeup_handler,
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glamor_priv)) {
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goto fail;
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}
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glamor_priv->saved_procs.create_gc = screen->CreateGC;
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screen->CreateGC = glamor_create_gc;
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glamor_priv->saved_procs.create_pixmap = screen->CreatePixmap;
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screen->CreatePixmap = glamor_create_pixmap;
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glamor_priv->saved_procs.destroy_pixmap = screen->DestroyPixmap;
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screen->DestroyPixmap = glamor_destroy_pixmap;
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glamor_priv->saved_procs.get_spans = screen->GetSpans;
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screen->GetSpans = glamor_get_spans;
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glamor_priv->saved_procs.get_image = screen->GetImage;
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screen->GetImage = glamor_get_image;
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glamor_priv->saved_procs.change_window_attributes =
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screen->ChangeWindowAttributes;
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screen->ChangeWindowAttributes =
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glamor_change_window_attributes;
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glamor_priv->saved_procs.copy_window = screen->CopyWindow;
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screen->CopyWindow = glamor_copy_window;
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glamor_priv->saved_procs.bitmap_to_region =
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screen->BitmapToRegion;
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screen->BitmapToRegion = glamor_bitmap_to_region;
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}
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#ifdef RENDER
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if (flags & GLAMOR_USE_PICTURE_SCREEN) {
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glamor_priv->saved_procs.composite = ps->Composite;
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ps->Composite = glamor_composite;
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glamor_priv->saved_procs.trapezoids = ps->Trapezoids;
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ps->Trapezoids = glamor_trapezoids;
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glamor_priv->saved_procs.glyphs = ps->Glyphs;
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ps->Glyphs = glamor_glyphs;
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glamor_priv->saved_procs.triangles = ps->Triangles;
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ps->Triangles = glamor_triangles;
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glamor_priv->saved_procs.addtraps = ps->AddTraps;
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ps->AddTraps = glamor_add_traps;
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glamor_priv->saved_procs.unrealize_glyph = ps->UnrealizeGlyph;
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ps->UnrealizeGlyph = glamor_glyph_unrealize;
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}
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glamor_priv->saved_procs.create_picture = ps->CreatePicture;
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ps->CreatePicture = glamor_create_picture;
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glamor_priv->saved_procs.destroy_picture = ps->DestroyPicture;
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ps->DestroyPicture = glamor_destroy_picture;
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glamor_init_composite_shaders(screen);
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#endif
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glamor_init_pixmap_fbo(screen);
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glamor_init_solid_shader(screen);
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glamor_init_tile_shader(screen);
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#ifdef GLAMOR_TRAPEZOID_SHADER
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glamor_init_trapezoid_shader(screen);
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#endif
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glamor_init_putimage_shaders(screen);
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glamor_init_finish_access_shaders(screen);
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#ifdef GLAMOR_GRADIENT_SHADER
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glamor_init_gradient_shader(screen);
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#endif
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glamor_pixmap_init(screen);
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glamor_priv->flags = flags;
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glamor_priv->screen = screen;
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return TRUE;
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fail:
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free(glamor_priv);
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glamor_set_screen_private(screen, NULL);
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return FALSE;
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}
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static void
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glamor_release_screen_priv(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv;
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glamor_priv = glamor_get_screen_private(screen);
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#ifdef RENDER
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glamor_fini_composite_shaders(screen);
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#endif
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glamor_fini_pixmap_fbo(screen);
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glamor_fini_solid_shader(screen);
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glamor_fini_tile_shader(screen);
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#ifdef GLAMOR_TRAPEZOID_SHADER
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glamor_fini_trapezoid_shader(screen);
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#endif
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glamor_fini_putimage_shaders(screen);
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glamor_fini_finish_access_shaders(screen);
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#ifdef GLAMOR_GRADIENT_SHADER
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glamor_fini_gradient_shader(screen);
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#endif
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glamor_pixmap_fini(screen);
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free(glamor_priv);
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glamor_set_screen_private(screen, NULL);
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}
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_X_EXPORT void
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glamor_set_pixmap_private(PixmapPtr pixmap, glamor_pixmap_private *priv)
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{
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glamor_pixmap_private *old_priv;
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glamor_pixmap_fbo *fbo;
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old_priv = dixGetPrivate(&pixmap->devPrivates, glamor_pixmap_private_key);
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if (priv) {
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assert(old_priv == NULL);
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} else {
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if (old_priv == NULL)
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return;
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fbo = glamor_pixmap_detach_fbo(old_priv);
|
|
glamor_purge_fbo(fbo);
|
|
free(old_priv);
|
|
}
|
|
|
|
dixSetPrivate(&pixmap->devPrivates,
|
|
glamor_pixmap_private_key,
|
|
priv);
|
|
}
|
|
|
|
Bool
|
|
glamor_close_screen(int idx, ScreenPtr screen)
|
|
{
|
|
glamor_screen_private *glamor_priv;
|
|
PixmapPtr screen_pixmap;
|
|
int flags;
|
|
#ifdef RENDER
|
|
PictureScreenPtr ps = GetPictureScreenIfSet(screen);
|
|
#endif
|
|
glamor_priv = glamor_get_screen_private(screen);
|
|
flags = glamor_priv->flags;
|
|
glamor_glyphs_fini(screen);
|
|
screen->CloseScreen = glamor_priv->saved_procs.close_screen;
|
|
if (flags & GLAMOR_USE_SCREEN) {
|
|
|
|
screen->CreateGC = glamor_priv->saved_procs.create_gc;
|
|
screen->CreatePixmap = glamor_priv->saved_procs.create_pixmap;
|
|
screen->DestroyPixmap = glamor_priv->saved_procs.destroy_pixmap;
|
|
screen->GetSpans = glamor_priv->saved_procs.get_spans;
|
|
screen->ChangeWindowAttributes =
|
|
glamor_priv->saved_procs.change_window_attributes;
|
|
screen->CopyWindow = glamor_priv->saved_procs.copy_window;
|
|
screen->BitmapToRegion = glamor_priv->saved_procs.bitmap_to_region;
|
|
}
|
|
#ifdef RENDER
|
|
if (ps && (flags & GLAMOR_USE_PICTURE_SCREEN)) {
|
|
|
|
ps->Composite = glamor_priv->saved_procs.composite;
|
|
ps->Trapezoids = glamor_priv->saved_procs.trapezoids;
|
|
ps->Glyphs = glamor_priv->saved_procs.glyphs;
|
|
ps->Triangles = glamor_priv->saved_procs.triangles;
|
|
ps->CreatePicture = glamor_priv->saved_procs.create_picture;
|
|
}
|
|
#endif
|
|
screen_pixmap = screen->GetScreenPixmap(screen);
|
|
glamor_set_pixmap_private(screen_pixmap, NULL);
|
|
if (glamor_priv->back_pixmap && *glamor_priv->back_pixmap)
|
|
glamor_set_pixmap_private(*glamor_priv->back_pixmap, NULL);
|
|
|
|
glamor_release_screen_priv(screen);
|
|
|
|
return screen->CloseScreen(idx, screen);
|
|
}
|
|
|
|
|
|
void
|
|
glamor_fini(ScreenPtr screen)
|
|
{
|
|
/* Do nothing currently. */
|
|
}
|