xserver-multidpi/glamor/glamor_core.c
Eric Anholt 95d4a5a6ab glamor: Enable fill acceleration and flip opposite for pixmaps too.
Here's my theory for the flipping: It doesn't really matter which
orientation we store the pixmaps if we don't scan them out.  We have
to flip coordinates for the window system framebuffer.  Doing so for
everything else makes things consistent.  I'm not sure how this will
interact with future GLX integration, though.
2011-09-26 16:46:32 +08:00

740 lines
19 KiB
C

/*
* Copyright © 2001 Keith Packard
* Copyright © 2008 Intel Corporation
*
* 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:
* Eric Anholt <eric@anholt.net>
*
*/
/** @file glamor_core.c
*
* This file covers core X rendering in glamor.
*/
#ifdef HAVE_DIX_CONFIG_H
#include <dix-config.h>
#endif
#include <stdlib.h>
#include "glamor_priv.h"
const Bool
glamor_get_drawable_location(const DrawablePtr drawable)
{
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
if (pixmap_priv == NULL)
return 'm';
if (pixmap_priv->fb == 0)
return 's';
else
return 'f';
}
Bool
glamor_set_destination_pixmap(PixmapPtr pixmap)
{
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
if (pixmap_priv == NULL) {
glamor_fallback("glamor_set_destination_pixmap(): no pixmap priv");
return FALSE;
}
if (pixmap_priv->fb == 0) {
ScreenPtr screen = pixmap->drawable.pScreen;
PixmapPtr screen_pixmap = screen->GetScreenPixmap(screen);
if (pixmap != screen_pixmap) {
glamor_fallback("glamor_set_destination_pixmap(): no fbo");
return FALSE;
}
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, pixmap_priv->fb);
glViewport(0, 0,
pixmap->drawable.width,
pixmap->drawable.height);
return TRUE;
}
Bool
glamor_set_planemask(PixmapPtr pixmap, unsigned long planemask)
{
if (glamor_pm_is_solid(&pixmap->drawable, planemask)) {
return GL_TRUE;
}
ErrorF("unsupported planemask\n");
return GL_FALSE;
}
void
glamor_set_alu(unsigned char alu)
{
if (alu == GXcopy) {
glDisable(GL_LOGIC_OP);
return;
}
glEnable(GL_LOGIC_OP);
switch (alu) {
case GXclear:
glLogicOp(GL_CLEAR);
break;
case GXand:
glLogicOp(GL_AND);
break;
case GXandReverse:
glLogicOp(GL_AND_REVERSE);
break;
case GXandInverted:
glLogicOp(GL_AND_INVERTED);
break;
case GXnoop:
glLogicOp(GL_NOOP);
break;
case GXxor:
glLogicOp(GL_XOR);
break;
case GXor:
glLogicOp(GL_OR);
break;
case GXnor:
glLogicOp(GL_NOR);
break;
case GXequiv:
glLogicOp(GL_EQUIV);
break;
case GXinvert:
glLogicOp(GL_INVERT);
break;
case GXorReverse:
glLogicOp(GL_OR_REVERSE);
break;
case GXcopyInverted:
glLogicOp(GL_COPY_INVERTED);
break;
case GXorInverted:
glLogicOp(GL_OR_INVERTED);
break;
case GXnand:
glLogicOp(GL_NAND);
break;
case GXset:
glLogicOp(GL_SET);
break;
default:
FatalError("unknown logic op\n");
}
}
void
glamor_get_transform_uniform_locations(GLint prog,
glamor_transform_uniforms *uniform_locations)
{
uniform_locations->x_bias = glGetUniformLocationARB(prog, "x_bias");
uniform_locations->x_scale = glGetUniformLocationARB(prog, "x_scale");
uniform_locations->y_bias = glGetUniformLocationARB(prog, "y_bias");
uniform_locations->y_scale = glGetUniformLocationARB(prog, "y_scale");
}
/* We don't use a full matrix for our transformations because it's
* wasteful when all we want is to rescale to NDC and possibly do a flip
* if it's the front buffer.
*/
void
glamor_set_transform_for_pixmap(PixmapPtr pixmap,
glamor_transform_uniforms *uniform_locations)
{
ScreenPtr screen = pixmap->drawable.pScreen;
PixmapPtr screen_pixmap = screen->GetScreenPixmap(screen);
glUniform1fARB(uniform_locations->x_bias, -pixmap->drawable.width / 2.0f);
glUniform1fARB(uniform_locations->x_scale, 2.0f / pixmap->drawable.width);
glUniform1fARB(uniform_locations->y_bias, -pixmap->drawable.height / 2.0f);
glUniform1fARB(uniform_locations->y_scale, -2.0f / pixmap->drawable.height);
}
GLint
glamor_compile_glsl_prog(GLenum type, const char *source)
{
GLint ok;
GLint prog;
prog = glCreateShaderObjectARB(type);
glShaderSourceARB(prog, 1, (const GLchar **)&source, NULL);
glCompileShaderARB(prog);
glGetObjectParameterivARB(prog, GL_OBJECT_COMPILE_STATUS_ARB, &ok);
if (!ok) {
GLchar *info;
GLint size;
glGetObjectParameterivARB(prog, GL_OBJECT_INFO_LOG_LENGTH_ARB, &size);
info = malloc(size);
glGetInfoLogARB(prog, size, NULL, info);
ErrorF("Failed to compile %s: %s\n",
type == GL_FRAGMENT_SHADER ? "FS" : "VS",
info);
ErrorF("Program source:\n%s", source);
FatalError("GLSL compile failure\n");
}
return prog;
}
void
glamor_link_glsl_prog(GLint prog)
{
GLint ok;
glLinkProgram(prog);
glGetObjectParameterivARB(prog, GL_OBJECT_LINK_STATUS_ARB, &ok);
if (!ok) {
GLchar *info;
GLint size;
glGetObjectParameterivARB(prog, GL_OBJECT_INFO_LOG_LENGTH_ARB, &size);
info = malloc(size);
glGetInfoLogARB(prog, size, NULL, info);
ErrorF("Failed to link: %s\n",
info);
FatalError("GLSL link failure\n");
}
}
static float ubyte_to_float(uint8_t b)
{
return b / 255.0f;
}
void
glamor_get_color_4f_from_pixel(PixmapPtr pixmap, unsigned long fg_pixel,
GLfloat *color)
{
switch (pixmap->drawable.depth) {
case 1:
color[0] = 0.0;
color[1] = 0.0;
color[2] = 0.0;
color[3] = fg_pixel & 0x01;
break;
case 8:
color[0] = 0.0;
color[1] = 0.0;
color[2] = 0.0;
color[3] = (fg_pixel & 0xff) / 255.0;
break;
case 24:
case 32:
color[0] = ubyte_to_float(fg_pixel >> 16);
color[1] = ubyte_to_float(fg_pixel >> 8);
color[2] = ubyte_to_float(fg_pixel >> 0);
color[3] = ubyte_to_float(fg_pixel >> 24);
break;
default:
ErrorF("pixmap with bad depth: %d\n", pixmap->drawable.depth);
color[0] = 1.0;
color[1] = 0.0;
color[2] = 1.0;
color[3] = 1.0;
break;
}
}
Bool
glamor_prepare_access(DrawablePtr drawable, glamor_access_t access)
{
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
unsigned int stride, read_stride, x, y;
GLenum format, type;
uint8_t *data, *read;
if (pixmap_priv == NULL)
return TRUE;
if (pixmap_priv->fb == 0) {
ScreenPtr screen = pixmap->drawable.pScreen;
PixmapPtr screen_pixmap = screen->GetScreenPixmap(screen);
if (pixmap != screen_pixmap)
return TRUE;
}
stride = pixmap->devKind;
read_stride = stride;
data = xalloc(stride * pixmap->drawable.height);
switch (drawable->depth) {
case 1:
format = GL_ALPHA;
type = GL_UNSIGNED_BYTE;
read_stride = pixmap->drawable.width;
break;
case 8:
format = GL_ALPHA;
type = GL_UNSIGNED_BYTE;
break;
case 24:
assert(drawable->bitsPerPixel == 32);
/* FALLTHROUGH */
case 32:
format = GL_BGRA;
type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
default:
ErrorF("Unknown prepareaccess depth %d\n", drawable->depth);
xfree(data);
return FALSE;
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, pixmap_priv->fb);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
if (drawable->depth != 1) {
glPixelStorei(GL_PACK_ROW_LENGTH, read_stride * 8 /
pixmap->drawable.bitsPerPixel);
} else {
glPixelStorei(GL_PACK_ROW_LENGTH, read_stride);
}
if (GLEW_MESA_pack_invert && drawable->depth != 1) {
glPixelStorei(GL_PACK_INVERT_MESA, 1);
glReadPixels(0, 0,
pixmap->drawable.width, pixmap->drawable.height,
format, type, data);
glPixelStorei(GL_PACK_INVERT_MESA, 0);
} else {
glGenBuffersARB(1, &pixmap_priv->pbo);
glBindBufferARB(GL_PIXEL_PACK_BUFFER_EXT, pixmap_priv->pbo);
glBufferDataARB(GL_PIXEL_PACK_BUFFER_EXT,
read_stride * pixmap->drawable.height,
NULL, GL_STREAM_READ_ARB);
glReadPixels(0, 0,
pixmap->drawable.width, pixmap->drawable.height,
format, type, 0);
read = glMapBufferARB(GL_PIXEL_PACK_BUFFER_EXT, GL_READ_ONLY_ARB);
if (pixmap->drawable.depth == 1) {
for (y = 0; y < pixmap->drawable.height; y++) {
uint8_t *read_row = read +
read_stride * (pixmap->drawable.height - y - 1);
uint8_t *write_row = data + y * stride;
for (x = 0; x < pixmap->drawable.width; x++) {
int index = x / 8;
int bit = 1 << (x % 8);
if (read_row[x])
write_row[index] |= bit;
else
write_row[index] &= ~bit;
}
}
} else {
for (y = 0; y < pixmap->drawable.height; y++)
memcpy(data + y * stride,
read + (pixmap->drawable.height - y - 1) * stride, stride);
}
glUnmapBufferARB(GL_PIXEL_PACK_BUFFER_EXT);
glBindBufferARB(GL_PIXEL_PACK_BUFFER_EXT, 0);
glDeleteBuffersARB(1, &pixmap_priv->pbo);
pixmap_priv->pbo = 0;
}
pixmap->devPrivate.ptr = data;
return TRUE;
}
void
glamor_init_finish_access_shaders(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
const char *vs_source =
"void main()\n"
"{\n"
" gl_Position = gl_Vertex;\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"}\n";
const char *fs_source =
"varying vec2 texcoords;\n"
"uniform sampler2D sampler;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(sampler, gl_TexCoord[0].xy);\n"
"}\n";
GLint fs_prog, vs_prog;
glamor_priv->finish_access_prog = glCreateProgramObjectARB();
if (GLEW_ARB_fragment_shader) {
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER_ARB, vs_source);
fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER_ARB, fs_source);
glAttachObjectARB(glamor_priv->finish_access_prog, vs_prog);
glAttachObjectARB(glamor_priv->finish_access_prog, fs_prog);
} else {
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER_ARB, vs_source);
glAttachObjectARB(glamor_priv->finish_access_prog, vs_prog);
}
glamor_link_glsl_prog(glamor_priv->finish_access_prog);
if (GLEW_ARB_fragment_shader) {
GLint sampler_uniform_location;
sampler_uniform_location =
glGetUniformLocationARB(glamor_priv->finish_access_prog, "sampler");
glUseProgramObjectARB(glamor_priv->finish_access_prog);
glUniform1iARB(sampler_uniform_location, 0);
glUseProgramObjectARB(0);
}
}
void
glamor_finish_access(DrawablePtr drawable)
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(drawable->pScreen);
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
unsigned int stride;
GLenum format, type;
static float vertices[4][2] = {{-1, -1},
{ 1, -1},
{ 1, 1},
{-1, 1}};
static float texcoords[4][2] = {{0, 1},
{1, 1},
{1, 0},
{0, 0}};
GLuint tex;
if (pixmap_priv == NULL)
return;
if (pixmap_priv->fb == 0) {
ScreenPtr screen = pixmap->drawable.pScreen;
PixmapPtr screen_pixmap = screen->GetScreenPixmap(screen);
if (pixmap != screen_pixmap)
return;
}
/* Check if finish_access was already called once on this */
if (pixmap->devPrivate.ptr == NULL)
return;
switch (drawable->depth) {
case 1:
format = GL_COLOR_INDEX;
type = GL_BITMAP;
break;
case 8:
format = GL_ALPHA;
type = GL_UNSIGNED_BYTE;
break;
case 24:
assert(drawable->bitsPerPixel == 32);
/* FALLTHROUGH */
case 32:
format = GL_BGRA;
type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
default:
ErrorF("Unknown finishaccess depth %d\n", drawable->depth);
return;
}
stride = pixmap->devKind;
glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, vertices);
glEnableClientState(GL_VERTEX_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, pixmap_priv->fb);
glViewport(0, 0, pixmap->drawable.width, pixmap->drawable.height);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride * 8 /
pixmap->drawable.bitsPerPixel);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
pixmap->drawable.width, pixmap->drawable.height, 0,
format, type, pixmap->devPrivate.ptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glEnable(GL_TEXTURE_2D);
assert(GLEW_ARB_fragment_shader);
glUseProgramObjectARB(glamor_priv->finish_access_prog);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisable(GL_TEXTURE_2D);
glUseProgramObjectARB(0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDeleteTextures(1, &tex);
xfree(pixmap->devPrivate.ptr);
pixmap->devPrivate.ptr = NULL;
}
/**
* Calls uxa_prepare_access with UXA_PREPARE_SRC for the tile, if that is the
* current fill style.
*
* Solid doesn't use an extra pixmap source, so we don't worry about them.
* Stippled/OpaqueStippled are 1bpp and can be in fb, so we should worry
* about them.
*/
Bool
glamor_prepare_access_gc(GCPtr gc)
{
if (gc->stipple)
if (!glamor_prepare_access(&gc->stipple->drawable, GLAMOR_ACCESS_RO))
return FALSE;
if (gc->fillStyle == FillTiled) {
if (!glamor_prepare_access (&gc->tile.pixmap->drawable,
GLAMOR_ACCESS_RO)) {
if (gc->stipple)
glamor_finish_access(&gc->stipple->drawable);
return FALSE;
}
}
return TRUE;
}
/**
* Finishes access to the tile in the GC, if used.
*/
void
glamor_finish_access_gc(GCPtr gc)
{
if (gc->fillStyle == FillTiled)
glamor_finish_access(&gc->tile.pixmap->drawable);
if (gc->stipple)
glamor_finish_access(&gc->stipple->drawable);
}
void
glamor_stipple(PixmapPtr pixmap, PixmapPtr stipple,
int x, int y, int width, int height,
unsigned char alu, unsigned long planemask,
unsigned long fg_pixel, unsigned long bg_pixel,
int stipple_x, int stipple_y)
{
ErrorF("stubbed out stipple depth %d\n", pixmap->drawable.depth);
glamor_solid_fail_region(pixmap, x, y, width, height);
}
GCOps glamor_gc_ops = {
.FillSpans = glamor_fill_spans,
.SetSpans = glamor_set_spans,
.PutImage = glamor_put_image,
.CopyArea = glamor_copy_area,
.CopyPlane = miCopyPlane,
.PolyPoint = miPolyPoint,
.Polylines = glamor_poly_lines,
.PolySegment = miPolySegment,
.PolyRectangle = miPolyRectangle,
.PolyArc = miPolyArc,
.FillPolygon = miFillPolygon,
.PolyFillRect = glamor_poly_fill_rect,
.PolyFillArc = miPolyFillArc,
.PolyText8 = miPolyText8,
.PolyText16 = miPolyText16,
.ImageText8 = miImageText8,
.ImageText16 = miImageText16,
.ImageGlyphBlt = miImageGlyphBlt,
.PolyGlyphBlt = miPolyGlyphBlt,
.PushPixels = miPushPixels,
};
/**
* uxa_validate_gc() sets the ops to glamor's implementations, which may be
* accelerated or may sync the card and fall back to fb.
*/
static void
glamor_validate_gc(GCPtr gc, unsigned long changes, DrawablePtr drawable)
{
/* fbValidateGC will do direct access to pixmaps if the tiling has changed.
* Preempt fbValidateGC by doing its work and masking the change out, so
* that we can do the Prepare/finish_access.
*/
#ifdef FB_24_32BIT
if ((changes & GCTile) && fbGetRotatedPixmap(gc)) {
gc->pScreen->DestroyPixmap(fbGetRotatedPixmap(gc));
fbGetRotatedPixmap(gc) = 0;
}
if (gc->fillStyle == FillTiled) {
PixmapPtr old_tile, new_tile;
old_tile = gc->tile.pixmap;
if (old_tile->drawable.bitsPerPixel != drawable->bitsPerPixel) {
new_tile = fbGetRotatedPixmap(gc);
if (!new_tile ||
new_tile ->drawable.bitsPerPixel != drawable->bitsPerPixel)
{
if (new_tile)
gc->pScreen->DestroyPixmap(new_tile);
/* fb24_32ReformatTile will do direct access of a newly-
* allocated pixmap.
*/
if (glamor_prepare_access(&old_tile->drawable,
GLAMOR_ACCESS_RO)) {
new_tile = fb24_32ReformatTile(old_tile,
drawable->bitsPerPixel);
glamor_finish_access(&old_tile->drawable);
}
}
if (new_tile) {
fbGetRotatedPixmap(gc) = old_tile;
gc->tile.pixmap = new_tile;
changes |= GCTile;
}
}
}
#endif
if (changes & GCTile) {
if (!gc->tileIsPixel && FbEvenTile(gc->tile.pixmap->drawable.width *
drawable->bitsPerPixel))
{
if (glamor_prepare_access(&gc->tile.pixmap->drawable,
GLAMOR_ACCESS_RW)) {
fbPadPixmap(gc->tile.pixmap);
glamor_finish_access(&gc->tile.pixmap->drawable);
}
}
/* Mask out the GCTile change notification, now that we've done FB's
* job for it.
*/
changes &= ~GCTile;
}
if (changes & GCStipple && gc->stipple) {
/* We can't inline stipple handling like we do for GCTile because
* it sets fbgc privates.
*/
if (glamor_prepare_access(&gc->stipple->drawable, GLAMOR_ACCESS_RW)) {
fbValidateGC(gc, changes, drawable);
glamor_finish_access(&gc->stipple->drawable);
}
} else {
fbValidateGC(gc, changes, drawable);
}
gc->ops = &glamor_gc_ops;
}
static GCFuncs glamor_gc_funcs = {
glamor_validate_gc,
miChangeGC,
miCopyGC,
miDestroyGC,
miChangeClip,
miDestroyClip,
miCopyClip
};
/**
* exaCreateGC makes a new GC and hooks up its funcs handler, so that
* exaValidateGC() will get called.
*/
int
glamor_create_gc(GCPtr gc)
{
if (!fbCreateGC(gc))
return FALSE;
gc->funcs = &glamor_gc_funcs;
return TRUE;
}
Bool
glamor_prepare_access_window(WindowPtr window)
{
if (window->backgroundState == BackgroundPixmap) {
if (!glamor_prepare_access(&window->background.pixmap->drawable,
GLAMOR_ACCESS_RO))
return FALSE;
}
if (window->borderIsPixel == FALSE) {
if (!glamor_prepare_access(&window->border.pixmap->drawable,
GLAMOR_ACCESS_RO)) {
if (window->backgroundState == BackgroundPixmap)
glamor_finish_access(&window->background.pixmap->drawable);
return FALSE;
}
}
return TRUE;
}
void
glamor_finish_access_window(WindowPtr window)
{
if (window->backgroundState == BackgroundPixmap)
glamor_finish_access(&window->background.pixmap->drawable);
if (window->borderIsPixel == FALSE)
glamor_finish_access(&window->border.pixmap->drawable);
}
Bool
glamor_change_window_attributes(WindowPtr window, unsigned long mask)
{
Bool ret;
if (!glamor_prepare_access_window(window))
return FALSE;
ret = fbChangeWindowAttributes(window, mask);
glamor_finish_access_window(window);
return ret;
}
RegionPtr
glamor_bitmap_to_region(PixmapPtr pixmap)
{
RegionPtr ret;
if (!glamor_prepare_access(&pixmap->drawable, GLAMOR_ACCESS_RO))
return NULL;
ret = fbPixmapToRegion(pixmap);
glamor_finish_access(&pixmap->drawable);
return ret;
}