xserver-multidpi/glamor/glamor_tile.c

145 lines
4.6 KiB
C

/*
* Copyright © 2009 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>
*
*/
#ifdef HAVE_DIX_CONFIG_H
#include <dix-config.h>
#endif
#include "glamor_priv.h"
/** @file glamor_tile.c
*
* Implements the basic fill-with-a-tile support used by multiple GC ops.
*/
void
glamor_init_tile_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
const char *tile_vs =
"uniform float x_bias;\n"
"uniform float x_scale;\n"
"uniform float y_bias;\n"
"uniform float y_scale;\n"
"void main()\n"
"{\n"
" gl_Position = vec4((gl_Vertex.x + x_bias) * x_scale,\n"
" (gl_Vertex.y + y_bias) * y_scale,\n"
" 0,\n"
" 1);\n"
" gl_TexCoord[0] = vec4(gl_MultiTexCoord0.xy, 0, 1);\n"
"}\n";
const char *tile_fs =
"uniform sampler2D sampler;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(sampler, gl_TexCoord[0].xy);\n"
"}\n";
GLint fs_prog, vs_prog;
GLint sampler_uniform_location;
if (!GLEW_ARB_fragment_shader)
return;
glamor_priv->tile_prog = glCreateProgramObjectARB();
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER_ARB, tile_vs);
fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER_ARB, tile_fs);
glAttachObjectARB(glamor_priv->tile_prog, vs_prog);
glAttachObjectARB(glamor_priv->tile_prog, fs_prog);
glamor_link_glsl_prog(glamor_priv->tile_prog);
sampler_uniform_location =
glGetUniformLocationARB(glamor_priv->tile_prog, "sampler");
glUseProgramObjectARB(glamor_priv->tile_prog);
glUniform1iARB(sampler_uniform_location, 0);
glamor_get_transform_uniform_locations(glamor_priv->tile_prog,
&glamor_priv->tile_transform);
}
void
glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
int x, int y, int width, int height,
unsigned char alu, unsigned long planemask,
int tile_x, int tile_y)
{
ScreenPtr screen = pixmap->drawable.pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
int x1 = x;
int x2 = x + width;
int y1 = y;
int y2 = y + height;
int tile_x1 = tile_x - tile->screen_x;
int tile_x2 = tile_x - tile->screen_x + width;
int tile_y1 = tile_y - tile->screen_y;
int tile_y2 = tile_y - tile->screen_y + height;
glamor_pixmap_private *tile_priv = glamor_get_pixmap_private(tile);
if (glamor_priv->tile_prog == 0) {
ErrorF("Tiling unsupported\n");
goto fail;
}
if (!glamor_set_destination_pixmap(pixmap))
goto fail;
if (tile_priv->fb == 0) {
ErrorF("Non-FBO tile pixmap\n");
goto fail;
}
if (!glamor_set_planemask(pixmap, planemask))
goto fail;
glamor_set_alu(alu);
glUseProgramObjectARB(glamor_priv->tile_prog);
glamor_set_transform_for_pixmap(pixmap, &glamor_priv->tile_transform);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tile_priv->tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glEnable(GL_TEXTURE_2D);
glBegin(GL_TRIANGLE_FAN);
glMultiTexCoord2f(0, tile_x1, tile_y1);
glVertex2f(x1, y1);
glMultiTexCoord2f(0, tile_x1, tile_y2);
glVertex2f(x1, y2);
glMultiTexCoord2f(0, tile_x2, tile_y2);
glVertex2f(x2, y2);
glMultiTexCoord2f(0, tile_x2, tile_y1);
glVertex2f(x2, y1);
glEnd();
glUseProgramObjectARB(0);
glDisable(GL_TEXTURE_2D);
glamor_set_alu(GXcopy);
glamor_set_planemask(pixmap, ~0);
return;
fail:
glamor_solid_fail_region(pixmap, x, y, width, height);
return;
}