xserver-multidpi/glamor/glamor_tile.c
Zhigang Gong c7e79d6acf glamor-fbo-pool: Implement fbo cache mechanism.
We classify the cache according to the texture's format/width/height.
As openGL doesn't allow us to change a texture's format/width/height
after the internal texture object is already allocated, we can't
just calculate the size and then according ths size to put the
fbo to an bucket which is just like SNA does. We can only put
the fbo to the corresponding format/width/height bucket.

This commit only support the exact size match. The following patch
will remove this restriction, just need to handle the repeat/tile
case when the size is not exactly match.

Should use fls instead of ffs when decide the width/height bucket,
thanks for Chris to point this out.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2013-12-18 11:23:47 -08:00

223 lines
6.8 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_gl_dispatch *dispatch;
const char *tile_vs =
"attribute vec4 v_position;\n"
"attribute vec4 v_texcoord0;\n"
"varying vec2 tile_texture;\n"
"void main()\n"
"{\n"
" gl_Position = v_position;\n"
" tile_texture = v_texcoord0.xy;\n" "}\n";
const char *tile_fs =
GLAMOR_DEFAULT_PRECISION
"varying vec2 tile_texture;\n"
"uniform sampler2D sampler;\n"
"void main()\n"
"{\n" " gl_FragColor = texture2D(sampler, tile_texture);\n"
"}\n";
GLint fs_prog, vs_prog;
GLint sampler_uniform_location;
glamor_priv = glamor_get_screen_private(screen);
dispatch = &glamor_priv->dispatch;
glamor_priv->tile_prog = dispatch->glCreateProgram();
vs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, tile_vs);
fs_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
tile_fs);
dispatch->glAttachShader(glamor_priv->tile_prog, vs_prog);
dispatch->glAttachShader(glamor_priv->tile_prog, fs_prog);
dispatch->glBindAttribLocation(glamor_priv->tile_prog,
GLAMOR_VERTEX_POS, "v_position");
dispatch->glBindAttribLocation(glamor_priv->tile_prog,
GLAMOR_VERTEX_SOURCE,
"v_texcoord0");
glamor_link_glsl_prog(dispatch, glamor_priv->tile_prog);
sampler_uniform_location =
dispatch->glGetUniformLocation(glamor_priv->tile_prog,
"sampler");
dispatch->glUseProgram(glamor_priv->tile_prog);
dispatch->glUniform1i(sampler_uniform_location, 0);
dispatch->glUseProgram(0);
}
void
glamor_fini_tile_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
glamor_priv = glamor_get_screen_private(screen);
dispatch = &glamor_priv->dispatch;
dispatch->glDeleteProgram(glamor_priv->tile_prog);
}
Bool
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);
glamor_gl_dispatch *dispatch = &glamor_priv->dispatch;
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;
float vertices[8];
float source_texcoords[8];
GLfloat dst_xscale, dst_yscale, src_xscale, src_yscale;
glamor_pixmap_private *src_pixmap_priv;
glamor_pixmap_private *dst_pixmap_priv;
src_pixmap_priv = glamor_get_pixmap_private(tile);
dst_pixmap_priv = glamor_get_pixmap_private(pixmap);
if (src_pixmap_priv == NULL || dst_pixmap_priv == NULL)
goto fail;
if (((tile_x != 0) && (tile_x + width > tile->drawable.width))
|| ((tile_y != 0)
&& (tile_y + height > tile->drawable.height))) {
goto fail;
}
if (glamor_priv->tile_prog == 0) {
glamor_fallback("Tiling unsupported\n");
goto fail;
}
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dst_pixmap_priv)) {
glamor_fallback("dest has no fbo.\n");
goto fail;
}
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(src_pixmap_priv)) {
/* XXX dynamic uploading candidate. */
glamor_fallback("Non-texture tile pixmap\n");
goto fail;
}
if (!glamor_set_planemask(pixmap, planemask)) {
glamor_fallback("unsupported planemask %lx\n", planemask);
goto fail;
}
if (alu != GXcopy) {
glamor_set_destination_pixmap_priv_nc(src_pixmap_priv);
glamor_validate_pixmap(tile);
}
glamor_set_destination_pixmap_priv_nc(dst_pixmap_priv);
glamor_validate_pixmap(pixmap);
pixmap_priv_get_scale(dst_pixmap_priv, &dst_xscale, &dst_yscale);
glamor_set_alu(dispatch, alu);
if (GLAMOR_PIXMAP_PRIV_NO_PENDING(src_pixmap_priv)) {
pixmap_priv_get_scale(src_pixmap_priv, &src_xscale,
&src_yscale);
dispatch->glUseProgram(glamor_priv->tile_prog);
dispatch->glActiveTexture(GL_TEXTURE0);
dispatch->glBindTexture(GL_TEXTURE_2D,
src_pixmap_priv->fbo->tex);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_REPEAT);
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_REPEAT);
#ifndef GLAMOR_GLES2
dispatch->glEnable(GL_TEXTURE_2D);
#endif
glamor_set_normalize_tcoords(src_xscale, src_yscale,
tile_x1, tile_y1,
tile_x2, tile_y2,
glamor_priv->yInverted,
source_texcoords);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
GL_FLOAT, GL_FALSE,
2 * sizeof(float),
source_texcoords);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
} else {
GLAMOR_CHECK_PENDING_FILL(dispatch, glamor_priv,
src_pixmap_priv);
}
glamor_set_normalize_vcoords(dst_xscale, dst_yscale,
x1, y1, x2, y2,
glamor_priv->yInverted, vertices);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float),
vertices);
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
if (GLAMOR_PIXMAP_PRIV_NO_PENDING(src_pixmap_priv)) {
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
#ifndef GLAMOR_GLES2
dispatch->glDisable(GL_TEXTURE_2D);
#endif
}
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glUseProgram(0);
glamor_set_alu(dispatch, GXcopy);
glamor_set_planemask(pixmap, ~0);
return TRUE;
fail:
return FALSE;
}