xserver-multidpi/glamor/glamor_fill.c
Zhigang Gong 32a7438bf7 glamor_copyarea: Use blitcopy if current state is not render.
Practically, for pure 2D blit, the blit copy is much faster
than textured copy. For the x11perf copywinwin100, it's about
3x faster. But if we have heavy rendering/compositing, then use
textured copy will get much better (>30%)performance for most
of the cases.

So we simply add a data element to track current state. For
rendering state we use textured copy, otherwise, we use blit
copy.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:53 -08:00

357 lines
9.6 KiB
C

/*
* Copyright © 2008 Intel Corporation
* Copyright © 1998 Keith Packard
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* the above copyright notice appear in all copies and that both that
* copyright notice and this permission notice appear in supporting
* documentation, and that the name of Keith Packard not be used in
* advertising or publicity pertaining to distribution of the software without
* specific, written prior permission. Keith Packard makes no
* representations about the suitability of this software for any purpose. It
* is provided "as is" without express or implied warranty.
*
* KEITH PACKARD DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
* EVENT SHALL KEITH PACKARD BE LIABLE FOR ANY SPECIAL, INDIRECT OR
* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*
* Authors:
* Eric Anholt <eric@anholt.net>
* Zhigang Gong <zhigang.gong@linux.intel.com>
*/
#include "glamor_priv.h"
/** @file glamor_fillspans.c
*
* GC fill implementation, based loosely on fb_fill.c
*/
Bool
glamor_fill(DrawablePtr drawable,
GCPtr gc, int x, int y, int width, int height, Bool fallback)
{
PixmapPtr dst_pixmap = glamor_get_drawable_pixmap(drawable);
int off_x, off_y;
PixmapPtr sub_pixmap = NULL;
glamor_access_t sub_pixmap_access;
DrawablePtr saved_drawable = NULL;
int saved_x = x, saved_y = y;
glamor_get_drawable_deltas(drawable, dst_pixmap, &off_x, &off_y);
switch (gc->fillStyle) {
case FillSolid:
if (!glamor_solid(dst_pixmap,
x + off_x,
y + off_y,
width, height, gc->alu, gc->planemask,
gc->fgPixel))
goto fail;
break;
case FillStippled:
case FillOpaqueStippled:
if (!glamor_stipple(dst_pixmap,
gc->stipple,
x + off_x,
y + off_y,
width,
height,
gc->alu,
gc->planemask,
gc->fgPixel,
gc->bgPixel, gc->patOrg.x,
gc->patOrg.y))
goto fail;
break;
case FillTiled:
if (!glamor_tile(dst_pixmap,
gc->tile.pixmap,
x + off_x,
y + off_y,
width,
height,
gc->alu,
gc->planemask,
x - drawable->x - gc->patOrg.x,
y - drawable->y - gc->patOrg.y))
goto fail;
break;
}
return TRUE;
fail:
if (!fallback) {
if (glamor_ddx_fallback_check_pixmap(&dst_pixmap->drawable)
&& glamor_ddx_fallback_check_gc(gc))
return FALSE;
}
/* Is it possible to set the access as WO? */
sub_pixmap_access = GLAMOR_ACCESS_RW;
sub_pixmap = glamor_get_sub_pixmap(dst_pixmap, x + off_x,
y + off_y, width, height,
sub_pixmap_access);
if (sub_pixmap != NULL) {
if (gc->fillStyle != FillSolid) {
gc->patOrg.x += (drawable->x - x);
gc->patOrg.y += (drawable->y - y);
}
saved_drawable = drawable;
drawable = &sub_pixmap->drawable;
saved_x = x;
saved_y = y;
x = 0;
y = 0;
}
if (glamor_prepare_access(drawable, GLAMOR_ACCESS_RW)) {
if (glamor_prepare_access_gc(gc)) {
fbFill(drawable, gc, x, y, width, height);
glamor_finish_access_gc(gc);
}
glamor_finish_access(drawable, GLAMOR_ACCESS_RW);
}
if (sub_pixmap != NULL) {
if (gc->fillStyle != FillSolid) {
gc->patOrg.x -= (saved_drawable->x - saved_x);
gc->patOrg.y -= (saved_drawable->y - saved_y);
}
x = saved_x;
y = saved_y;
glamor_put_sub_pixmap(sub_pixmap, dst_pixmap,
x + off_x, y + off_y,
width, height, sub_pixmap_access);
}
return TRUE;
}
void
glamor_init_solid_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
const char *solid_vs =
"attribute vec4 v_position;"
"void main()\n" "{\n" " gl_Position = v_position;\n"
"}\n";
const char *solid_fs =
GLAMOR_DEFAULT_PRECISION "uniform vec4 color;\n"
"void main()\n" "{\n" " gl_FragColor = color;\n" "}\n";
GLint fs_prog, vs_prog;
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
glamor_priv->solid_prog = dispatch->glCreateProgram();
vs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, solid_vs);
fs_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
solid_fs);
dispatch->glAttachShader(glamor_priv->solid_prog, vs_prog);
dispatch->glAttachShader(glamor_priv->solid_prog, fs_prog);
dispatch->glBindAttribLocation(glamor_priv->solid_prog,
GLAMOR_VERTEX_POS, "v_position");
glamor_link_glsl_prog(dispatch, glamor_priv->solid_prog);
glamor_priv->solid_color_uniform_location =
dispatch->glGetUniformLocation(glamor_priv->solid_prog,
"color");
glamor_put_dispatch(glamor_priv);
}
void
glamor_fini_solid_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glDeleteProgram(glamor_priv->solid_prog);
glamor_put_dispatch(glamor_priv);
}
static void
_glamor_solid_boxes(PixmapPtr pixmap, BoxPtr box, int nbox, float *color)
{
ScreenPtr screen = pixmap->drawable.pScreen;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
glamor_pixmap_private *pixmap_priv =
glamor_get_pixmap_private(pixmap);
glamor_gl_dispatch *dispatch;
GLfloat xscale, yscale;
float vertices[32];
float *pvertices = vertices;
int valid_nbox = ARRAY_SIZE(vertices);
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glUseProgram(glamor_priv->solid_prog);
dispatch->glUniform4fv(glamor_priv->solid_color_uniform_location,
1, color);
pixmap_priv_get_dest_scale(pixmap_priv, &xscale, &yscale);
if (unlikely(nbox*4*2 > ARRAY_SIZE(vertices))) {
int allocated_box;
if (nbox * 6 > GLAMOR_COMPOSITE_VBO_VERT_CNT) {
allocated_box = GLAMOR_COMPOSITE_VBO_VERT_CNT / 6;
} else
allocated_box = nbox;
pvertices = malloc(allocated_box * 4 * 2 * sizeof(float));
if (pvertices)
valid_nbox = allocated_box;
else {
pvertices = vertices;
valid_nbox = ARRAY_SIZE(vertices) / (4*2);
}
}
#define GLAMOR_COMPOSITE_VBO_VERT_CNT 1024
if (unlikely(nbox > 1))
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float),
pvertices);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
while(nbox) {
int box_cnt, i;
float *valid_vertices;
valid_vertices = pvertices;
box_cnt = nbox > valid_nbox ? valid_nbox : nbox;
for (i = 0; i < box_cnt; i++) {
glamor_set_normalize_vcoords(pixmap_priv, xscale, yscale,
box[i].x1, box[i].y1,
box[i].x2, box[i].y2,
glamor_priv->yInverted,
valid_vertices);
valid_vertices += 4*2;
}
if (box_cnt == 1)
dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, box_cnt * 4);
else
dispatch->glDrawElements(GL_TRIANGLES,
box_cnt * 6,
GL_UNSIGNED_SHORT,
NULL);
nbox -= box_cnt;
box += box_cnt;
}
if (pvertices != vertices)
free(pvertices);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glUseProgram(0);
glamor_put_dispatch(glamor_priv);
glamor_priv->state = RENDER_STATE;
glamor_priv->render_idle_cnt = 0;
}
Bool
glamor_solid_boxes(PixmapPtr pixmap,
BoxPtr box, int nbox,
unsigned long fg_pixel)
{
glamor_pixmap_private *pixmap_priv;
GLfloat color[4];
pixmap_priv = glamor_get_pixmap_private(pixmap);
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
return FALSE;
glamor_get_rgba_from_pixel(fg_pixel,
&color[0],
&color[1],
&color[2],
&color[3], format_for_pixmap(pixmap));
if (pixmap_priv->type == GLAMOR_TEXTURE_LARGE) {
RegionRec region;
int n_region;
glamor_pixmap_clipped_regions *clipped_regions;
int i;
RegionInitBoxes(&region, box, nbox);
clipped_regions = glamor_compute_clipped_regions(pixmap_priv, &region, &n_region, 0, 0, 0);
for(i = 0; i < n_region; i++)
{
BoxPtr inner_box;
int inner_nbox;
SET_PIXMAP_FBO_CURRENT(pixmap_priv, clipped_regions[i].block_idx);
inner_box = RegionRects(clipped_regions[i].region);
inner_nbox = RegionNumRects(clipped_regions[i].region);
_glamor_solid_boxes(pixmap, inner_box, inner_nbox, color);
RegionDestroy(clipped_regions[i].region);
}
free(clipped_regions);
RegionUninit(&region);
} else
_glamor_solid_boxes(pixmap, box, nbox, color);
return TRUE;
}
Bool
glamor_solid(PixmapPtr pixmap, int x, int y, int width, int height,
unsigned char alu, unsigned long planemask,
unsigned long fg_pixel)
{
ScreenPtr screen = pixmap->drawable.pScreen;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
glamor_pixmap_private *pixmap_priv;
glamor_gl_dispatch *dispatch;
BoxRec box;
pixmap_priv = glamor_get_pixmap_private(pixmap);
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
return FALSE;
if (!glamor_set_planemask(pixmap, planemask)) {
glamor_fallback
("Failedto set planemask in glamor_solid.\n");
return FALSE;
}
dispatch = glamor_get_dispatch(glamor_priv);
if (!glamor_set_alu(dispatch, alu)) {
if (alu == GXclear)
fg_pixel = 0;
else {
glamor_fallback("unsupported alu %x\n", alu);
glamor_put_dispatch(glamor_priv);
return FALSE;
}
}
box.x1 = x;
box.y1 = y;
box.x2 = x + width;
box.y2 = y + height;
glamor_solid_boxes(pixmap, &box, 1, fg_pixel);
glamor_set_alu(dispatch, GXcopy);
glamor_put_dispatch(glamor_priv);
return TRUE;
}