xserver-multidpi/glamor/glamor.c
RobinHe bd180be619 Use shader to generate the temp trapezoid mask
The old manner of trapezoid render uses pixman to
 generate a mask pixmap and upload it to the GPU.
 This effect the performance. We now use shader to
 generate the temp trapezoid mask to avoid the
 uploading of this pixmap.
 We implement a anti-alias manner in the shader
 according to pixman, which will caculate the area
 inside the trapezoid dividing total area for every
 pixel and assign it to the alpha value of that pixel.
 The pixman use a int-to-fix manner to approximate but
 the shader use float, so the result may have some
 difference.
 Because the array in the shader has optimization problem,
 we need to emit the vertex of every trapezoid every
 time, which will effect the performance a lot. Need to
 improve it.

Signed-off-by: Junyan He <junyan.he@linux.intel.com>
2013-12-18 11:23:52 -08:00

530 lines
15 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>
* Zhigang Gong <zhigang.gong@linux.intel.com>
*
*/
/** @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;
}
_X_EXPORT void
glamor_set_pixmap_type(PixmapPtr pixmap, glamor_pixmap_type_t type)
{
glamor_pixmap_private *pixmap_priv;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(pixmap->drawable.pScreen);
pixmap_priv = dixLookupPrivate(&pixmap->devPrivates,
glamor_pixmap_private_key);
if (pixmap_priv == NULL) {
pixmap_priv = calloc(sizeof(*pixmap_priv), 1);
glamor_set_pixmap_private(pixmap, pixmap_priv);
pixmap_priv->base.pixmap = pixmap;
pixmap_priv->base.glamor_priv = glamor_priv;
}
pixmap_priv->type = type;
}
_X_EXPORT void
glamor_set_pixmap_texture(PixmapPtr pixmap, unsigned int tex)
{
ScreenPtr screen = pixmap->drawable.pScreen;
glamor_pixmap_private *pixmap_priv;
glamor_screen_private *glamor_priv;
glamor_pixmap_fbo *fbo;
GLenum format;
glamor_priv = glamor_get_screen_private(screen);
pixmap_priv = glamor_get_pixmap_private(pixmap);
if (pixmap_priv->base.fbo) {
fbo = glamor_pixmap_detach_fbo(pixmap_priv);
glamor_destroy_fbo(fbo);
}
gl_iformat_for_depth(pixmap->drawable.depth, &format);
fbo = glamor_create_fbo_from_tex(glamor_priv, pixmap->drawable.width,
pixmap->drawable.height,
format, tex, 0);
if (fbo == NULL) {
ErrorF("XXX fail to create fbo.\n");
return;
}
glamor_pixmap_attach_fbo(pixmap, fbo);
}
void
glamor_set_screen_pixmap(PixmapPtr screen_pixmap, PixmapPtr *back_pixmap)
{
glamor_pixmap_private *pixmap_priv;
glamor_screen_private *glamor_priv;
glamor_priv = glamor_get_screen_private(screen_pixmap->drawable.pScreen);
pixmap_priv = glamor_get_pixmap_private(screen_pixmap);
glamor_priv->screen_fbo = pixmap_priv->base.fbo->fb;
pixmap_priv->base.fbo->width = screen_pixmap->drawable.width;
pixmap_priv->base.fbo->height = screen_pixmap->drawable.height;
glamor_priv->back_pixmap = back_pixmap;
}
PixmapPtr
glamor_create_pixmap(ScreenPtr screen, int w, int h, int depth,
unsigned int usage)
{
PixmapPtr pixmap;
glamor_pixmap_type_t type = GLAMOR_TEXTURE_ONLY;
glamor_pixmap_private *pixmap_priv;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
glamor_pixmap_fbo *fbo;
int pitch;
GLenum format;
if (w > 32767 || h > 32767)
return NullPixmap;
if ((usage == GLAMOR_CREATE_PIXMAP_CPU
|| (w == 0 && h == 0)
|| !glamor_check_pixmap_fbo_depth(depth))
|| (!GLAMOR_TEXTURED_LARGE_PIXMAP &&
!glamor_check_fbo_size(glamor_priv, w, h)))
return fbCreatePixmap(screen, w, h, depth, usage);
else
pixmap = fbCreatePixmap(screen, 0, 0, depth, usage);
pixmap_priv = calloc(1, sizeof(*pixmap_priv));
if (!pixmap_priv) {
fbDestroyPixmap(pixmap);
return fbCreatePixmap(screen, w, h, depth, usage);
}
glamor_set_pixmap_private(pixmap, pixmap_priv);
if (usage == GLAMOR_CREATE_PIXMAP_MAP)
type = GLAMOR_MEMORY_MAP;
pixmap_priv->base.pixmap = pixmap;
pixmap_priv->base.glamor_priv = glamor_priv;
gl_iformat_for_depth(depth, &format);
pitch = (((w * pixmap->drawable.bitsPerPixel + 7) / 8) + 3) & ~3;
screen->ModifyPixmapHeader(pixmap, w, h, 0, 0, pitch, NULL);
if (type == GLAMOR_MEMORY_MAP || glamor_check_fbo_size(glamor_priv, w, h)) {
pixmap_priv->type = type;
fbo = glamor_create_fbo(glamor_priv, w, h, format, usage);
}
else {
DEBUGF("Create LARGE pixmap %p width %d height %d\n", pixmap, w, h);
pixmap_priv->type = GLAMOR_TEXTURE_LARGE;
fbo = glamor_create_fbo_array(glamor_priv, w, h, format, usage,
glamor_priv->max_fbo_size,
glamor_priv->max_fbo_size,
pixmap_priv);
}
if (fbo == NULL) {
fbDestroyPixmap(pixmap);
free(pixmap_priv);
return fbCreatePixmap(screen, w, h, depth, usage);
}
glamor_pixmap_attach_fbo(pixmap, fbo);
return pixmap;
}
void
glamor_destroy_textured_pixmap(PixmapPtr pixmap)
{
if (pixmap->refcnt == 1) {
glamor_pixmap_private *pixmap_priv;
pixmap_priv = glamor_get_pixmap_private(pixmap);
if (pixmap_priv != NULL)
glamor_pixmap_destroy_fbo(pixmap_priv);
}
}
Bool
glamor_destroy_pixmap(PixmapPtr pixmap)
{
glamor_destroy_textured_pixmap(pixmap);
return fbDestroyPixmap(pixmap);
}
void
glamor_block_handler(ScreenPtr screen)
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch;
dispatch = glamor_get_dispatch(glamor_priv);
glamor_priv->tick++;
dispatch->glFlush();
glamor_fbo_expire(glamor_priv);
glamor_put_dispatch(glamor_priv);
}
static void
_glamor_block_handler(void *data, OSTimePtr timeout,
void *last_select_mask)
{
glamor_screen_private *glamor_priv = data;
glamor_gl_dispatch *dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glFlush();
glamor_put_dispatch(glamor_priv);
}
static void
_glamor_wakeup_handler(void *data, int result, void *last_select_mask)
{
}
static void
glamor_set_debug_level(int *debug_level)
{
char *debug_level_string;
debug_level_string = getenv("GLAMOR_DEBUG");
if (debug_level_string
&& sscanf(debug_level_string, "%d", debug_level) == 1)
return;
*debug_level = 0;
}
int glamor_debug_level;
/** Set up glamor for an already-configured GL context. */
Bool
glamor_init(ScreenPtr screen, unsigned int flags)
{
glamor_screen_private *glamor_priv;
int gl_version;
#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);
goto fail;
}
glamor_set_screen_private(screen, glamor_priv);
if (!dixRegisterPrivateKey
(glamor_pixmap_private_key, PRIVATE_PIXMAP, 0)) {
LogMessage(X_WARNING,
"glamor%d: Failed to allocate pixmap private\n",
screen->myNum);
goto fail;;
}
gl_version = glamor_gl_get_version();
#ifndef GLAMOR_GLES2
if (gl_version < GLAMOR_GL_VERSION_ENCODE(1, 3)) {
ErrorF("Require OpenGL version 1.3 or latter.\n");
goto fail;
}
#else
if (gl_version < GLAMOR_GL_VERSION_ENCODE(2, 0)) {
ErrorF("Require Open GLES2.0 or latter.\n");
goto fail;
}
#endif
glamor_gl_dispatch_init(screen, &glamor_priv->_dispatch, gl_version);
#ifdef GLAMOR_GLES2
if (!glamor_gl_has_extension("GL_EXT_texture_format_BGRA8888")) {
ErrorF("GL_EXT_texture_format_BGRA8888 required\n");
goto fail;
}
#endif
glamor_priv->has_pack_invert =
glamor_gl_has_extension("GL_MESA_pack_invert");
glamor_priv->has_fbo_blit =
glamor_gl_has_extension("GL_EXT_framebuffer_blit");
glamor_priv->_dispatch.glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE,
&glamor_priv->max_fbo_size);
#ifdef MAX_FBO_SIZE
glamor_priv->max_fbo_size = MAX_FBO_SIZE;
#endif
glamor_set_debug_level(&glamor_debug_level);
#ifdef GLAMOR_GLES2
glamor_priv->gl_flavor = GLAMOR_GL_ES2;
#else
glamor_priv->gl_flavor = GLAMOR_GL_DESKTOP;
#endif
/* If we are using egl screen, call egl screen init to
* register correct close screen function. */
if (flags & GLAMOR_USE_EGL_SCREEN)
glamor_egl_screen_init(screen);
glamor_priv->saved_procs.close_screen = screen->CloseScreen;
screen->CloseScreen = glamor_close_screen;
if (flags & GLAMOR_USE_SCREEN) {
if (!RegisterBlockAndWakeupHandlers(_glamor_block_handler,
_glamor_wakeup_handler,
glamor_priv)) {
goto fail;
}
glamor_priv->saved_procs.create_gc = screen->CreateGC;
screen->CreateGC = glamor_create_gc;
glamor_priv->saved_procs.create_pixmap = screen->CreatePixmap;
screen->CreatePixmap = glamor_create_pixmap;
glamor_priv->saved_procs.destroy_pixmap = screen->DestroyPixmap;
screen->DestroyPixmap = glamor_destroy_pixmap;
glamor_priv->saved_procs.get_spans = screen->GetSpans;
screen->GetSpans = glamor_get_spans;
glamor_priv->saved_procs.get_image = screen->GetImage;
screen->GetImage = glamor_get_image;
glamor_priv->saved_procs.change_window_attributes =
screen->ChangeWindowAttributes;
screen->ChangeWindowAttributes =
glamor_change_window_attributes;
glamor_priv->saved_procs.copy_window = screen->CopyWindow;
screen->CopyWindow = glamor_copy_window;
glamor_priv->saved_procs.bitmap_to_region =
screen->BitmapToRegion;
screen->BitmapToRegion = glamor_bitmap_to_region;
}
#ifdef RENDER
if (flags & GLAMOR_USE_PICTURE_SCREEN) {
glamor_priv->saved_procs.composite = ps->Composite;
ps->Composite = glamor_composite;
glamor_priv->saved_procs.trapezoids = ps->Trapezoids;
ps->Trapezoids = glamor_trapezoids;
glamor_priv->saved_procs.glyphs = ps->Glyphs;
ps->Glyphs = glamor_glyphs;
glamor_priv->saved_procs.triangles = ps->Triangles;
ps->Triangles = glamor_triangles;
glamor_priv->saved_procs.addtraps = ps->AddTraps;
ps->AddTraps = glamor_add_traps;
glamor_priv->saved_procs.unrealize_glyph = ps->UnrealizeGlyph;
ps->UnrealizeGlyph = glamor_glyph_unrealize;
}
glamor_priv->saved_procs.create_picture = ps->CreatePicture;
ps->CreatePicture = glamor_create_picture;
glamor_priv->saved_procs.destroy_picture = ps->DestroyPicture;
ps->DestroyPicture = glamor_destroy_picture;
glamor_init_composite_shaders(screen);
#endif
glamor_init_pixmap_fbo(screen);
glamor_init_solid_shader(screen);
glamor_init_tile_shader(screen);
#ifdef GLAMOR_TRAPEZOID_SHADER
glamor_init_trapezoid_shader(screen);
#endif
glamor_init_putimage_shaders(screen);
glamor_init_finish_access_shaders(screen);
#ifdef GLAMOR_GRADIENT_SHADER
glamor_init_gradient_shader(screen);
#endif
glamor_pixmap_init(screen);
glamor_priv->flags = flags;
glamor_priv->screen = screen;
return TRUE;
fail:
free(glamor_priv);
glamor_set_screen_private(screen, NULL);
return FALSE;
}
static void
glamor_release_screen_priv(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_priv = glamor_get_screen_private(screen);
#ifdef RENDER
glamor_fini_composite_shaders(screen);
#endif
glamor_fini_pixmap_fbo(screen);
glamor_fini_solid_shader(screen);
glamor_fini_tile_shader(screen);
#ifdef GLAMOR_TRAPEZOID_SHADER
glamor_fini_trapezoid_shader(screen);
#endif
glamor_fini_putimage_shaders(screen);
glamor_fini_finish_access_shaders(screen);
#ifdef GLAMOR_GRADIENT_SHADER
glamor_fini_gradient_shader(screen);
#endif
glamor_pixmap_fini(screen);
free(glamor_priv);
glamor_set_screen_private(screen, NULL);
}
_X_EXPORT void
glamor_set_pixmap_private(PixmapPtr pixmap, glamor_pixmap_private *priv)
{
glamor_pixmap_private *old_priv;
glamor_pixmap_fbo *fbo;
old_priv = dixGetPrivate(&pixmap->devPrivates, glamor_pixmap_private_key);
if (priv) {
assert(old_priv == NULL);
} else {
if (old_priv == NULL)
return;
fbo = glamor_pixmap_detach_fbo(old_priv);
glamor_purge_fbo(fbo);
free(old_priv);
}
dixSetPrivate(&pixmap->devPrivates,
glamor_pixmap_private_key,
priv);
}
Bool
glamor_close_screen(int idx, ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
PixmapPtr screen_pixmap;
int flags;
#ifdef RENDER
PictureScreenPtr ps = GetPictureScreenIfSet(screen);
#endif
glamor_priv = glamor_get_screen_private(screen);
flags = glamor_priv->flags;
glamor_glyphs_fini(screen);
screen->CloseScreen = glamor_priv->saved_procs.close_screen;
if (flags & GLAMOR_USE_SCREEN) {
screen->CreateGC = glamor_priv->saved_procs.create_gc;
screen->CreatePixmap = glamor_priv->saved_procs.create_pixmap;
screen->DestroyPixmap = glamor_priv->saved_procs.destroy_pixmap;
screen->GetSpans = glamor_priv->saved_procs.get_spans;
screen->ChangeWindowAttributes =
glamor_priv->saved_procs.change_window_attributes;
screen->CopyWindow = glamor_priv->saved_procs.copy_window;
screen->BitmapToRegion = glamor_priv->saved_procs.bitmap_to_region;
}
#ifdef RENDER
if (ps && (flags & GLAMOR_USE_PICTURE_SCREEN)) {
ps->Composite = glamor_priv->saved_procs.composite;
ps->Trapezoids = glamor_priv->saved_procs.trapezoids;
ps->Glyphs = glamor_priv->saved_procs.glyphs;
ps->Triangles = glamor_priv->saved_procs.triangles;
ps->CreatePicture = glamor_priv->saved_procs.create_picture;
}
#endif
screen_pixmap = screen->GetScreenPixmap(screen);
glamor_set_pixmap_private(screen_pixmap, NULL);
if (glamor_priv->back_pixmap && *glamor_priv->back_pixmap)
glamor_set_pixmap_private(*glamor_priv->back_pixmap, NULL);
glamor_release_screen_priv(screen);
return screen->CloseScreen(idx, screen);
}
void
glamor_fini(ScreenPtr screen)
{
/* Do nothing currently. */
}