xserver-multidpi/glamor/glamor_tile.c
Zhigang Gong eb3487a448 glamor: Add new feature which is to flip output on y axis.
Due to the coordinate system on EGL is different from FBO
object. To support EGL surface well, we add this new feature.
When calling glamor_init from EGL ddx driver, it should use
the new flag GLAMOR_INVERTED_Y_AXIS.
2011-09-26 16:46:34 +08:00

176 lines
5.9 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 =
"void main()\n"
"{\n"
" gl_Position = gl_Vertex;\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\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);
glUseProgramObjectARB(0);
}
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;
int tile_x2 = tile_x + width;
int tile_y1 = tile_y;
int tile_y2 = tile_y + height;
glamor_pixmap_private *tile_priv = glamor_get_pixmap_private(tile);
float vertices[4][2];
float source_texcoords[4][2];
if (glamor_priv->tile_prog == 0) {
ErrorF("Tiling unsupported\n");
goto fail;
}
if (!glamor_set_destination_pixmap(pixmap))
goto fail;
if (tile_priv->tex == 0) {
ErrorF("Non-texture tile pixmap\n");
goto fail;
}
if (!glamor_set_planemask(pixmap, planemask))
goto fail;
glamor_set_alu(alu);
glUseProgramObjectARB(glamor_priv->tile_prog);
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glEnable(GL_TEXTURE_2D);
vertices[0][0] = v_from_x_coord_x(pixmap, x1);
vertices[1][0] = v_from_x_coord_x(pixmap, x2);
vertices[2][0] = v_from_x_coord_x(pixmap, x2);
vertices[3][0] = v_from_x_coord_x(pixmap, x1);
source_texcoords[0][0] = t_from_x_coord_x(tile, tile_x1);
source_texcoords[1][0] = t_from_x_coord_x(tile, tile_x2);
source_texcoords[2][0] = t_from_x_coord_x(tile, tile_x2);
source_texcoords[3][0] = t_from_x_coord_x(tile, tile_x1);
if (glamor_priv->yInverted) {
vertices[0][1] = v_from_x_coord_y_inverted(pixmap, y1);
vertices[1][1] = v_from_x_coord_y_inverted(pixmap, y1);
vertices[2][1] = v_from_x_coord_y_inverted(pixmap, y2);
vertices[3][1] = v_from_x_coord_y_inverted(pixmap, y2);
source_texcoords[0][1] = t_from_x_coord_y_inverted(tile, tile_y1);
source_texcoords[1][1] = t_from_x_coord_y_inverted(tile, tile_y1);
source_texcoords[2][1] = t_from_x_coord_y_inverted(tile, tile_y2);
source_texcoords[3][1] = t_from_x_coord_y_inverted(tile, tile_y2);
} else {
vertices[0][1] = v_from_x_coord_y(pixmap, y1);
vertices[1][1] = v_from_x_coord_y(pixmap, y1);
vertices[2][1] = v_from_x_coord_y(pixmap, y2);
vertices[3][1] = v_from_x_coord_y(pixmap, y2);
source_texcoords[0][1] = t_from_x_coord_y(tile, tile_y1);
source_texcoords[1][1] = t_from_x_coord_y(tile, tile_y1);
source_texcoords[2][1] = t_from_x_coord_y(tile, tile_y2);
source_texcoords[3][1] = t_from_x_coord_y(tile, tile_y2);
}
glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, vertices);
glEnableClientState(GL_VERTEX_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, source_texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glClientActiveTexture(GL_TEXTURE0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
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;
}