This is the first commit to add support for large pixmap. The large here means a pixmap is larger than the texutre's size limitation thus can't fit into one single texutre. The previous implementation will simply fallback to use a in memory pixmap to contain the large pixmap which is very slow in practice. The basic idea here is to use an array of texture to hold the large pixmap. And when we need to get a specific area of the pixmap, we just need to compute/clip the correct region and find the corresponding fbo. We need to implement some auxiliary routines to clip every rendering operations into small pieces which can fit into one texture. The complex part is the transformation/repeat/repeatReflect and repeat pad and their comination. We will support all of them step by step. This commit just add some necessary data structure to represent the large pixmap, and doesn't change any rendering process. This commit doesn't add real large pixmap support. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
251 lines
7.1 KiB
C
251 lines
7.1 KiB
C
/*
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* Copyright © 2008 Intel Corporation
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* Copyright © 1998 Keith Packard
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*
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* Permission to use, copy, modify, distribute, and sell this software and its
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* documentation for any purpose is hereby granted without fee, provided that
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* the above copyright notice appear in all copies and that both that
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* copyright notice and this permission notice appear in supporting
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* documentation, and that the name of Keith Packard not be used in
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* advertising or publicity pertaining to distribution of the software without
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* specific, written prior permission. Keith Packard makes no
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* representations about the suitability of this software for any purpose. It
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* is provided "as is" without express or implied warranty.
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*
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* KEITH PACKARD DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
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* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
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* EVENT SHALL KEITH PACKARD BE LIABLE FOR ANY SPECIAL, INDIRECT OR
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* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
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* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
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* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*
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* Authors:
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* Eric Anholt <eric@anholt.net>
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* Zhigang Gong <zhigang.gong@linux.intel.com>
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*/
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#include "glamor_priv.h"
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/** @file glamor_fillspans.c
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*
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* GC fill implementation, based loosely on fb_fill.c
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*/
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Bool
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glamor_fill(DrawablePtr drawable,
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GCPtr gc, int x, int y, int width, int height, Bool fallback)
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{
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PixmapPtr dst_pixmap = glamor_get_drawable_pixmap(drawable);
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int off_x, off_y;
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PixmapPtr sub_pixmap = NULL;
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glamor_access_t sub_pixmap_access;
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DrawablePtr saved_drawable = NULL;
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int saved_x = x, saved_y = y;
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glamor_get_drawable_deltas(drawable, dst_pixmap, &off_x, &off_y);
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switch (gc->fillStyle) {
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case FillSolid:
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if (!glamor_solid(dst_pixmap,
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x + off_x,
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y + off_y,
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width, height, gc->alu, gc->planemask,
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gc->fgPixel))
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goto fail;
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break;
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case FillStippled:
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case FillOpaqueStippled:
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if (!glamor_stipple(dst_pixmap,
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gc->stipple,
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x + off_x,
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y + off_y,
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width,
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height,
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gc->alu,
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gc->planemask,
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gc->fgPixel,
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gc->bgPixel, gc->patOrg.x,
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gc->patOrg.y))
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goto fail;
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break;
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case FillTiled:
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if (!glamor_tile(dst_pixmap,
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gc->tile.pixmap,
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x + off_x,
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y + off_y,
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width,
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height,
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gc->alu,
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gc->planemask,
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x - drawable->x - gc->patOrg.x,
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y - drawable->y - gc->patOrg.y))
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goto fail;
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break;
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}
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return TRUE;
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fail:
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if (!fallback) {
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if (glamor_ddx_fallback_check_pixmap(&dst_pixmap->drawable)
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&& glamor_ddx_fallback_check_gc(gc))
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return FALSE;
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}
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/* Is it possible to set the access as WO? */
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sub_pixmap_access = GLAMOR_ACCESS_RW;
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sub_pixmap = glamor_get_sub_pixmap(dst_pixmap, x + off_x,
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y + off_y, width, height,
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sub_pixmap_access);
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if (sub_pixmap != NULL) {
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if (gc->fillStyle != FillSolid) {
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gc->patOrg.x += (drawable->x - x);
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gc->patOrg.y += (drawable->y - y);
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}
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saved_drawable = drawable;
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drawable = &sub_pixmap->drawable;
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saved_x = x;
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saved_y = y;
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x = 0;
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y = 0;
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}
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if (glamor_prepare_access(drawable, GLAMOR_ACCESS_RW)) {
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if (glamor_prepare_access_gc(gc)) {
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fbFill(drawable, gc, x, y, width, height);
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glamor_finish_access_gc(gc);
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}
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glamor_finish_access(drawable, GLAMOR_ACCESS_RW);
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}
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if (sub_pixmap != NULL) {
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if (gc->fillStyle != FillSolid) {
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gc->patOrg.x -= (saved_drawable->x - saved_x);
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gc->patOrg.y -= (saved_drawable->y - saved_y);
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}
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x = saved_x;
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y = saved_y;
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glamor_put_sub_pixmap(sub_pixmap, dst_pixmap,
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x + off_x, y + off_y,
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width, height, sub_pixmap_access);
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}
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return TRUE;
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}
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void
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glamor_init_solid_shader(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv;
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glamor_gl_dispatch *dispatch;
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const char *solid_vs =
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"attribute vec4 v_position;"
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"void main()\n" "{\n" " gl_Position = v_position;\n"
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"}\n";
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const char *solid_fs =
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GLAMOR_DEFAULT_PRECISION "uniform vec4 color;\n"
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"void main()\n" "{\n" " gl_FragColor = color;\n" "}\n";
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GLint fs_prog, vs_prog;
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glamor_priv = glamor_get_screen_private(screen);
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dispatch = glamor_get_dispatch(glamor_priv);
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glamor_priv->solid_prog = dispatch->glCreateProgram();
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vs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, solid_vs);
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fs_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
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solid_fs);
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dispatch->glAttachShader(glamor_priv->solid_prog, vs_prog);
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dispatch->glAttachShader(glamor_priv->solid_prog, fs_prog);
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dispatch->glBindAttribLocation(glamor_priv->solid_prog,
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GLAMOR_VERTEX_POS, "v_position");
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glamor_link_glsl_prog(dispatch, glamor_priv->solid_prog);
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glamor_priv->solid_color_uniform_location =
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dispatch->glGetUniformLocation(glamor_priv->solid_prog,
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"color");
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glamor_put_dispatch(glamor_priv);
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}
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void
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glamor_fini_solid_shader(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv;
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glamor_gl_dispatch *dispatch;
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glamor_priv = glamor_get_screen_private(screen);
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dispatch = glamor_get_dispatch(glamor_priv);
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dispatch->glDeleteProgram(glamor_priv->solid_prog);
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glamor_put_dispatch(glamor_priv);
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}
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Bool
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glamor_solid(PixmapPtr pixmap, int x, int y, int width, int height,
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unsigned char alu, unsigned long planemask,
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unsigned long fg_pixel)
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{
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ScreenPtr screen = pixmap->drawable.pScreen;
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glamor_screen_private *glamor_priv =
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glamor_get_screen_private(screen);
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glamor_pixmap_private *pixmap_priv =
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glamor_get_pixmap_private(pixmap);
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glamor_gl_dispatch *dispatch;
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int x1 = x;
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int x2 = x + width;
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int y1 = y;
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int y2 = y + height;
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GLfloat color[4];
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float vertices[8];
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GLfloat xscale, yscale;
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if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) {
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glamor_fallback("dest %p has no fbo.\n", pixmap);
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return FALSE;
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}
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if (!glamor_set_planemask(pixmap, planemask)) {
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glamor_fallback
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("Failedto set planemask in glamor_solid.\n");
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return FALSE;
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}
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glamor_get_rgba_from_pixel(fg_pixel,
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&color[0],
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&color[1],
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&color[2],
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&color[3], format_for_pixmap(pixmap));
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glamor_set_destination_pixmap_priv_nc(pixmap_priv);
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dispatch = glamor_get_dispatch(glamor_priv);
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if (!glamor_set_alu(dispatch, alu)) {
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if (alu == GXclear)
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color[0] = color[1] = color[2] = color[3] = 0.0;
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else {
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glamor_fallback("unsupported alu %x\n", alu);
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glamor_put_dispatch(glamor_priv);
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return FALSE;
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}
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}
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dispatch->glUseProgram(glamor_priv->solid_prog);
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dispatch->glUniform4fv(glamor_priv->solid_color_uniform_location,
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1, color);
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dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
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GL_FALSE, 2 * sizeof(float),
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vertices);
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dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
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pixmap_priv_get_dest_scale(pixmap_priv, &xscale, &yscale);
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glamor_set_normalize_vcoords(pixmap_priv, xscale, yscale, x1, y1, x2, y2,
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glamor_priv->yInverted, vertices);
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dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
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dispatch->glUseProgram(0);
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glamor_set_alu(dispatch, GXcopy);
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glamor_put_dispatch(glamor_priv);
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return TRUE;
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}
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