ac0589c916
For 1bpp pixmap, software fb get better performance than GL surface. The main reason is that fbo doesn't support 1bpp texture as internal format, so we have to translate a 1bpp bitmap to a 8bit alpha format each time which is very inefficient. And the previous implementation is not supported by the latest OpenGL 4.0, the GL_BITMAP was deprecated. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
332 lines
10 KiB
C
332 lines
10 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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*
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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->pScreen->GetWindowPixmap((WindowPtr)drawable);
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else
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return (PixmapPtr)drawable;
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}
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void
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glamor_set_pixmap_texture(PixmapPtr pixmap, int w, int h, 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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pixmap_priv = glamor_get_pixmap_private(pixmap);
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assert(pixmap_priv);
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pixmap_priv->tex = tex;
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/* Create a framebuffer object wrapping the texture so that we can render
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* to it.
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*/
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glGenFramebuffersEXT(1, &pixmap_priv->fb);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, pixmap_priv->fb);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
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GL_COLOR_ATTACHMENT0_EXT,
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GL_TEXTURE_2D,
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pixmap_priv->tex,
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0);
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screen->ModifyPixmapHeader(pixmap, w, h, 0, 0,
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(((w * pixmap->drawable.bitsPerPixel +
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7) / 8) + 3) & ~3,
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NULL);
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}
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/* XXX For the screen pixmap, the w and h maybe 0,0 too, but it should
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* be GLAMOR_GL pixmap. Now, all the pixmap will have a valid pixmap_priv.
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* This is not good enough. After we can identify which is the screen
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* pixmap and which is not, then we can split the pixmap to exclusive
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* two types GLAMOR_GL and GLAMOR_FB, and for those GLAMOR_FB pixmaps,
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* we don't need to allocate pixmap_priv. */
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static 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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GLenum format;
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GLuint tex;
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glamor_pixmap_private *pixmap_priv;
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enum glamor_pixmap_type type = GLAMOR_GL;
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if (w > 32767 || h > 32767)
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return NullPixmap;
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if (w > MAX_WIDTH || h > MAX_HEIGHT || ( depth == 1 && w != 0 && h != 0)) {
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/* MESA can only support upto MAX_WIDTH*MAX_HEIGHT fbo.
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If we exceed such limitation, we have to use framebuffer.*/
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type = GLAMOR_FB;
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pixmap = fbCreatePixmap (screen, w, h, depth, usage);
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screen->ModifyPixmapHeader(pixmap, w, h, 0, 0,
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(((w * pixmap->drawable.bitsPerPixel +
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7) / 8) + 3) & ~3,
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NULL);
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glamor_fallback("fallback to software fb for pixmap %p , %d x %d depth %d\n", pixmap, w, h, depth);
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} else
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pixmap = fbCreatePixmap (screen, 0, 0, depth, usage);
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if (dixAllocatePrivates(&pixmap->devPrivates, PRIVATE_PIXMAP) != TRUE) {
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fbDestroyPixmap(pixmap);
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ErrorF("Fail to allocate privates for PIXMAP.\n");
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return NullPixmap;
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}
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if (w == 0 || h == 0 || type == GLAMOR_FB)
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return pixmap;
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/* We should probably take advantage of ARB_fbo's allowance of GL_ALPHA.
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* FBOs, which EXT_fbo forgot to do.
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*/
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switch (depth) {
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case 24:
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format = GL_RGB;
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break;
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default:
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format = GL_RGBA;
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break;
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}
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/* Create the texture used to store the pixmap's data. */
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0,
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format, GL_UNSIGNED_BYTE, NULL);
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glamor_set_pixmap_texture(pixmap, w, h, tex);
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return pixmap;
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}
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static Bool
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glamor_destroy_pixmap(PixmapPtr pixmap)
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{
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if (pixmap->refcnt == 1) {
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glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
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glDeleteFramebuffersEXT(1, &pixmap_priv->fb);
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glDeleteTextures(1, &pixmap_priv->tex);
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}
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return fbDestroyPixmap(pixmap);
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}
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static void
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glamor_block_handler(void *data, OSTimePtr timeout, void *last_select_mask)
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{
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glFlush();
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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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/** 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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#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(glamor_screen_private_key,PRIVATE_SCREEN,
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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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}
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dixSetPrivate(&screen->devPrivates, glamor_screen_private_key, glamor_priv);
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if (!dixRegisterPrivateKey(glamor_pixmap_private_key,PRIVATE_PIXMAP,
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sizeof(glamor_pixmap_private))) {
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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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}
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glewInit();
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if (!GLEW_EXT_framebuffer_object) {
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ErrorF("GL_EXT_framebuffer_object required\n");
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goto fail;
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}
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if (!GLEW_ARB_shader_objects) {
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ErrorF("GL_ARB_shader_objects required\n");
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goto fail;
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}
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if (!GLEW_ARB_vertex_shader) {
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ErrorF("GL_ARB_vertex_shader required\n");
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goto fail;
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}
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if (!GLEW_ARB_pixel_buffer_object) {
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ErrorF("GL_ARB_pixel_buffer_object required\n");
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goto fail;
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}
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if (!GLEW_EXT_bgra) {
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ErrorF("GL_EXT_bgra required\n");
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goto fail;
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}
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if (!RegisterBlockAndWakeupHandlers(glamor_block_handler,
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glamor_wakeup_handler,
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NULL)) {
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goto fail;
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}
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glamor_priv->saved_close_screen = screen->CloseScreen;
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screen->CloseScreen = glamor_close_screen;
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glamor_priv->saved_create_gc = screen->CreateGC;
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screen->CreateGC = glamor_create_gc;
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glamor_priv->saved_create_pixmap = screen->CreatePixmap;
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screen->CreatePixmap = glamor_create_pixmap;
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glamor_priv->saved_destroy_pixmap = screen->DestroyPixmap;
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screen->DestroyPixmap = glamor_destroy_pixmap;
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glamor_priv->saved_get_spans = screen->GetSpans;
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screen->GetSpans = glamor_get_spans;
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glamor_priv->saved_get_image = screen->GetImage;
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screen->GetImage = miGetImage;
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glamor_priv->saved_change_window_attributes = screen->ChangeWindowAttributes;
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screen->ChangeWindowAttributes = glamor_change_window_attributes;
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glamor_priv->saved_copy_window = screen->CopyWindow;
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screen->CopyWindow = glamor_copy_window;
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glamor_priv->saved_bitmap_to_region = screen->BitmapToRegion;
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screen->BitmapToRegion = glamor_bitmap_to_region;
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#ifdef RENDER
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glamor_priv->saved_composite = ps->Composite;
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ps->Composite = glamor_composite;
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glamor_priv->saved_trapezoids = ps->Trapezoids;
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ps->Trapezoids = glamor_trapezoids;
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glamor_priv->saved_glyphs = ps->Glyphs;
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ps->Glyphs = glamor_glyphs;
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glamor_init_composite_shaders(screen);
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#endif
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glamor_init_solid_shader(screen);
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glamor_init_tile_shader(screen);
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glamor_init_putimage_shaders(screen);
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glamor_init_finish_access_shaders(screen);
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glamor_glyphs_init(screen);
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return TRUE;
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fail:
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free(glamor_priv);
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dixSetPrivate(&screen->devPrivates, glamor_screen_private_key, NULL);
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return FALSE;
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}
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Bool
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glamor_close_screen(int idx, ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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#ifdef RENDER
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PictureScreenPtr ps = GetPictureScreenIfSet(screen);
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#endif
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glamor_glyphs_fini(screen);
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screen->CloseScreen = glamor_priv->saved_close_screen;
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screen->CreateGC = glamor_priv->saved_create_gc;
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screen->CreatePixmap = glamor_priv->saved_create_pixmap;
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screen->DestroyPixmap = glamor_priv->saved_destroy_pixmap;
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screen->GetSpans = glamor_priv->saved_get_spans;
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screen->ChangeWindowAttributes = glamor_priv->saved_change_window_attributes;
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screen->CopyWindow = glamor_priv->saved_copy_window;
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screen->BitmapToRegion = glamor_priv->saved_bitmap_to_region;
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#ifdef RENDER
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if (ps) {
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ps->Composite = glamor_priv->saved_composite;
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ps->Trapezoids = glamor_priv->saved_trapezoids;
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ps->Glyphs = glamor_priv->saved_glyphs;
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}
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#endif
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free(glamor_priv);
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return screen->CloseScreen(idx, screen);
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}
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void
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glamor_fini(ScreenPtr screen)
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{
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/* Do nothing currently. */
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}
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