xserver-multidpi/glamor/glamor.c
Zhigang Gong ac0589c916 glamor: Use software fb for 1bpp pixmap.
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>
2011-09-26 16:46:35 +08:00

332 lines
10 KiB
C

/*
* 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.c
* This file covers the initialization and teardown of glamor, and has various
* functions not responsible for performing rendering.
*/
#include <stdlib.h>
#include "glamor_priv.h"
static DevPrivateKeyRec glamor_screen_private_key_index;
DevPrivateKey glamor_screen_private_key = &glamor_screen_private_key_index;
static DevPrivateKeyRec glamor_pixmap_private_key_index;
DevPrivateKey glamor_pixmap_private_key = &glamor_pixmap_private_key_index;
/**
* glamor_get_drawable_pixmap() returns a backing pixmap for a given drawable.
*
* @param drawable the drawable being requested.
*
* This function returns the backing pixmap for a drawable, whether it is a
* redirected window, unredirected window, or already a pixmap. Note that
* coordinate translation is needed when drawing to the backing pixmap of a
* redirected window, and the translation coordinates are provided by calling
* exaGetOffscreenPixmap() on the drawable.
*/
PixmapPtr
glamor_get_drawable_pixmap(DrawablePtr drawable)
{
if (drawable->type == DRAWABLE_WINDOW)
return drawable->pScreen->GetWindowPixmap((WindowPtr)drawable);
else
return (PixmapPtr)drawable;
}
void
glamor_set_pixmap_texture(PixmapPtr pixmap, int w, int h, unsigned int tex)
{
ScreenPtr screen = pixmap->drawable.pScreen;
glamor_pixmap_private *pixmap_priv;
pixmap_priv = glamor_get_pixmap_private(pixmap);
assert(pixmap_priv);
pixmap_priv->tex = tex;
/* Create a framebuffer object wrapping the texture so that we can render
* to it.
*/
glGenFramebuffersEXT(1, &pixmap_priv->fb);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, pixmap_priv->fb);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D,
pixmap_priv->tex,
0);
screen->ModifyPixmapHeader(pixmap, w, h, 0, 0,
(((w * pixmap->drawable.bitsPerPixel +
7) / 8) + 3) & ~3,
NULL);
}
/* XXX For the screen pixmap, the w and h maybe 0,0 too, but it should
* be GLAMOR_GL pixmap. Now, all the pixmap will have a valid pixmap_priv.
* This is not good enough. After we can identify which is the screen
* pixmap and which is not, then we can split the pixmap to exclusive
* two types GLAMOR_GL and GLAMOR_FB, and for those GLAMOR_FB pixmaps,
* we don't need to allocate pixmap_priv. */
static PixmapPtr
glamor_create_pixmap(ScreenPtr screen, int w, int h, int depth,
unsigned int usage)
{
PixmapPtr pixmap;
GLenum format;
GLuint tex;
glamor_pixmap_private *pixmap_priv;
enum glamor_pixmap_type type = GLAMOR_GL;
if (w > 32767 || h > 32767)
return NullPixmap;
if (w > MAX_WIDTH || h > MAX_HEIGHT || ( depth == 1 && w != 0 && h != 0)) {
/* MESA can only support upto MAX_WIDTH*MAX_HEIGHT fbo.
If we exceed such limitation, we have to use framebuffer.*/
type = GLAMOR_FB;
pixmap = fbCreatePixmap (screen, w, h, depth, usage);
screen->ModifyPixmapHeader(pixmap, w, h, 0, 0,
(((w * pixmap->drawable.bitsPerPixel +
7) / 8) + 3) & ~3,
NULL);
glamor_fallback("fallback to software fb for pixmap %p , %d x %d depth %d\n", pixmap, w, h, depth);
} else
pixmap = fbCreatePixmap (screen, 0, 0, depth, usage);
if (dixAllocatePrivates(&pixmap->devPrivates, PRIVATE_PIXMAP) != TRUE) {
fbDestroyPixmap(pixmap);
ErrorF("Fail to allocate privates for PIXMAP.\n");
return NullPixmap;
}
if (w == 0 || h == 0 || type == GLAMOR_FB)
return pixmap;
/* We should probably take advantage of ARB_fbo's allowance of GL_ALPHA.
* FBOs, which EXT_fbo forgot to do.
*/
switch (depth) {
case 24:
format = GL_RGB;
break;
default:
format = GL_RGBA;
break;
}
/* Create the texture used to store the pixmap's data. */
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0,
format, GL_UNSIGNED_BYTE, NULL);
glamor_set_pixmap_texture(pixmap, w, h, tex);
return pixmap;
}
static Bool
glamor_destroy_pixmap(PixmapPtr pixmap)
{
if (pixmap->refcnt == 1) {
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
glDeleteFramebuffersEXT(1, &pixmap_priv->fb);
glDeleteTextures(1, &pixmap_priv->tex);
}
return fbDestroyPixmap(pixmap);
}
static void
glamor_block_handler(void *data, OSTimePtr timeout, void *last_select_mask)
{
glFlush();
}
static void
glamor_wakeup_handler(void *data, int result, void *last_select_mask)
{
}
/** Set up glamor for an already-configured GL context. */
Bool
glamor_init(ScreenPtr screen, unsigned int flags)
{
glamor_screen_private *glamor_priv;
#ifdef RENDER
PictureScreenPtr ps = GetPictureScreenIfSet(screen);
#endif
if (flags & ~GLAMOR_VALID_FLAGS) {
ErrorF("glamor_init: Invalid flags %x\n", flags);
return FALSE;
}
glamor_priv = calloc(1, sizeof(*glamor_priv));
if (glamor_priv == NULL)
return FALSE;
if (flags & GLAMOR_INVERTED_Y_AXIS) {
glamor_priv->yInverted = 1;
} else
glamor_priv->yInverted = 0;
if (!dixRegisterPrivateKey(glamor_screen_private_key,PRIVATE_SCREEN,
0)) {
LogMessage(X_WARNING,
"glamor%d: Failed to allocate screen private\n",
screen->myNum);
}
dixSetPrivate(&screen->devPrivates, glamor_screen_private_key, glamor_priv);
if (!dixRegisterPrivateKey(glamor_pixmap_private_key,PRIVATE_PIXMAP,
sizeof(glamor_pixmap_private))) {
LogMessage(X_WARNING,
"glamor%d: Failed to allocate pixmap private\n",
screen->myNum);
}
glewInit();
if (!GLEW_EXT_framebuffer_object) {
ErrorF("GL_EXT_framebuffer_object required\n");
goto fail;
}
if (!GLEW_ARB_shader_objects) {
ErrorF("GL_ARB_shader_objects required\n");
goto fail;
}
if (!GLEW_ARB_vertex_shader) {
ErrorF("GL_ARB_vertex_shader required\n");
goto fail;
}
if (!GLEW_ARB_pixel_buffer_object) {
ErrorF("GL_ARB_pixel_buffer_object required\n");
goto fail;
}
if (!GLEW_EXT_bgra) {
ErrorF("GL_EXT_bgra required\n");
goto fail;
}
if (!RegisterBlockAndWakeupHandlers(glamor_block_handler,
glamor_wakeup_handler,
NULL)) {
goto fail;
}
glamor_priv->saved_close_screen = screen->CloseScreen;
screen->CloseScreen = glamor_close_screen;
glamor_priv->saved_create_gc = screen->CreateGC;
screen->CreateGC = glamor_create_gc;
glamor_priv->saved_create_pixmap = screen->CreatePixmap;
screen->CreatePixmap = glamor_create_pixmap;
glamor_priv->saved_destroy_pixmap = screen->DestroyPixmap;
screen->DestroyPixmap = glamor_destroy_pixmap;
glamor_priv->saved_get_spans = screen->GetSpans;
screen->GetSpans = glamor_get_spans;
glamor_priv->saved_get_image = screen->GetImage;
screen->GetImage = miGetImage;
glamor_priv->saved_change_window_attributes = screen->ChangeWindowAttributes;
screen->ChangeWindowAttributes = glamor_change_window_attributes;
glamor_priv->saved_copy_window = screen->CopyWindow;
screen->CopyWindow = glamor_copy_window;
glamor_priv->saved_bitmap_to_region = screen->BitmapToRegion;
screen->BitmapToRegion = glamor_bitmap_to_region;
#ifdef RENDER
glamor_priv->saved_composite = ps->Composite;
ps->Composite = glamor_composite;
glamor_priv->saved_trapezoids = ps->Trapezoids;
ps->Trapezoids = glamor_trapezoids;
glamor_priv->saved_glyphs = ps->Glyphs;
ps->Glyphs = glamor_glyphs;
glamor_init_composite_shaders(screen);
#endif
glamor_init_solid_shader(screen);
glamor_init_tile_shader(screen);
glamor_init_putimage_shaders(screen);
glamor_init_finish_access_shaders(screen);
glamor_glyphs_init(screen);
return TRUE;
fail:
free(glamor_priv);
dixSetPrivate(&screen->devPrivates, glamor_screen_private_key, NULL);
return FALSE;
}
Bool
glamor_close_screen(int idx, ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
#ifdef RENDER
PictureScreenPtr ps = GetPictureScreenIfSet(screen);
#endif
glamor_glyphs_fini(screen);
screen->CloseScreen = glamor_priv->saved_close_screen;
screen->CreateGC = glamor_priv->saved_create_gc;
screen->CreatePixmap = glamor_priv->saved_create_pixmap;
screen->DestroyPixmap = glamor_priv->saved_destroy_pixmap;
screen->GetSpans = glamor_priv->saved_get_spans;
screen->ChangeWindowAttributes = glamor_priv->saved_change_window_attributes;
screen->CopyWindow = glamor_priv->saved_copy_window;
screen->BitmapToRegion = glamor_priv->saved_bitmap_to_region;
#ifdef RENDER
if (ps) {
ps->Composite = glamor_priv->saved_composite;
ps->Trapezoids = glamor_priv->saved_trapezoids;
ps->Glyphs = glamor_priv->saved_glyphs;
}
#endif
free(glamor_priv);
return screen->CloseScreen(idx, screen);
}
void
glamor_fini(ScreenPtr screen)
{
/* Do nothing currently. */
}