xserver-multidpi/glamor/glamor_render.c
Zhigang Gong ca1908e11d glamor: Concentrate and reduce some coords processing code.
Concentrate the verties and texture coords processing code to a new
file glamor_utils.h. Change most of the code to macro. Will have some
performance benefit on slow machine. And reduce most of the duplicate
code when calculate the normalized coords.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2011-09-26 16:46:35 +08:00

1335 lines
36 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>
*
*/
/** @file glamor_render.c
*
* Render acceleration implementation
*/
#include "glamor_priv.h"
#ifdef RENDER
#include "mipict.h"
#include "fbpict.h"
#include "glu3/glu3.h"
struct shader_key {
enum shader_source source;
enum shader_mask mask;
enum shader_in in;
};
struct blendinfo {
Bool dest_alpha;
Bool source_alpha;
GLenum source_blend;
GLenum dest_blend;
};
static struct blendinfo composite_op_info[] = {
[PictOpClear] = {0, 0, GL_ZERO, GL_ZERO},
[PictOpSrc] = {0, 0, GL_ONE, GL_ZERO},
[PictOpDst] = {0, 0, GL_ZERO, GL_ONE},
[PictOpOver] = {0, 1, GL_ONE, GL_ONE_MINUS_SRC_ALPHA},
[PictOpOverReverse] = {1, 0, GL_ONE_MINUS_DST_ALPHA, GL_ONE},
[PictOpIn] = {1, 0, GL_DST_ALPHA, GL_ZERO},
[PictOpInReverse] = {0, 1, GL_ZERO, GL_SRC_ALPHA},
[PictOpOut] = {1, 0, GL_ONE_MINUS_DST_ALPHA, GL_ZERO},
[PictOpOutReverse] = {0, 1, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA},
[PictOpAtop] = {1, 1, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA},
[PictOpAtopReverse] = {1, 1, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA},
[PictOpXor] = {1, 1, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA},
[PictOpAdd] = {0, 0, GL_ONE, GL_ONE},
};
static GLuint
glamor_create_composite_fs(struct shader_key *key)
{
const char *source_solid_fetch =
"uniform vec4 source;\n"
"vec4 get_source()\n"
"{\n"
" return source;\n"
"}\n";
const char *source_alpha_pixmap_fetch =
"uniform sampler2D source_sampler;\n"
"vec4 get_source()\n"
"{\n"
" return texture2D(source_sampler, gl_TexCoord[0].xy);\n"
"}\n";
const char *source_pixmap_fetch =
"uniform sampler2D source_sampler;\n"
"vec4 get_source()\n"
"{\n"
" return vec4(texture2D(source_sampler, gl_TexCoord[0].xy).rgb, 1);\n"
"}\n";
const char *mask_solid_fetch =
"uniform vec4 mask;\n"
"vec4 get_mask()\n"
"{\n"
" return mask;\n"
"}\n";
const char *mask_alpha_pixmap_fetch =
"uniform sampler2D mask_sampler;\n"
"vec4 get_mask()\n"
"{\n"
" return texture2D(mask_sampler, gl_TexCoord[1].xy);\n"
"}\n";
const char *mask_pixmap_fetch =
"uniform sampler2D mask_sampler;\n"
"vec4 get_mask()\n"
"{\n"
" return vec4(texture2D(mask_sampler, gl_TexCoord[1].xy).rgb, 1);\n"
"}\n";
const char *in_source_only =
"void main()\n"
"{\n"
" gl_FragColor = get_source();\n"
"}\n";
const char *in_normal =
"void main()\n"
"{\n"
" gl_FragColor = get_source() * get_mask().a;\n"
"}\n";
const char *in_ca_source =
"void main()\n"
"{\n"
" gl_FragColor = get_source() * get_mask();\n"
"}\n";
const char *in_ca_alpha =
"void main()\n"
"{\n"
" gl_FragColor = get_source().a * get_mask();\n"
"}\n";
char *source;
const char *source_fetch;
const char *mask_fetch = "";
const char *in;
GLuint prog;
switch (key->source) {
case SHADER_SOURCE_SOLID:
source_fetch = source_solid_fetch;
break;
case SHADER_SOURCE_TEXTURE_ALPHA:
source_fetch = source_alpha_pixmap_fetch;
break;
case SHADER_SOURCE_TEXTURE:
source_fetch = source_pixmap_fetch;
break;
default:
FatalError("Bad composite shader source");
}
switch (key->mask) {
case SHADER_MASK_NONE:
break;
case SHADER_MASK_SOLID:
mask_fetch = mask_solid_fetch;
break;
case SHADER_MASK_TEXTURE_ALPHA:
mask_fetch = mask_alpha_pixmap_fetch;
break;
case SHADER_MASK_TEXTURE:
mask_fetch = mask_pixmap_fetch;
break;
default:
FatalError("Bad composite shader mask");
}
switch (key->in) {
case SHADER_IN_SOURCE_ONLY:
in = in_source_only;
break;
case SHADER_IN_NORMAL:
in = in_normal;
break;
case SHADER_IN_CA_SOURCE:
in = in_ca_source;
break;
case SHADER_IN_CA_ALPHA:
in = in_ca_alpha;
break;
default:
FatalError("Bad composite IN type");
}
XNFasprintf(&source,
"%s%s%s",
source_fetch,
mask_fetch,
in);
prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER_ARB, source);
free(source);
return prog;
}
static GLuint
glamor_create_composite_vs(struct shader_key *key)
{
const char *main_opening =
"void main()\n"
"{\n"
" gl_Position = gl_Vertex;\n";
const char *source_coords =
" gl_TexCoord[0] = gl_MultiTexCoord0;\n";
const char *mask_coords =
" gl_TexCoord[1] = gl_MultiTexCoord1;\n";
const char *main_closing =
"}\n";
const char *source_coords_setup = "";
const char *mask_coords_setup = "";
char *source;
GLuint prog;
if (key->source != SHADER_SOURCE_SOLID)
source_coords_setup = source_coords;
if (key->mask != SHADER_MASK_NONE && key->mask != SHADER_MASK_SOLID)
mask_coords_setup = mask_coords;
XNFasprintf(&source,
"%s%s%s%s",
main_opening,
source_coords_setup,
mask_coords_setup,
main_closing);
prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER_ARB, source);
free(source);
return prog;
}
static void
glamor_create_composite_shader(ScreenPtr screen, struct shader_key *key,
glamor_composite_shader *shader)
{
GLuint vs, fs, prog;
GLint source_sampler_uniform_location, mask_sampler_uniform_location;
vs = glamor_create_composite_vs(key);
if (vs == 0)
return;
fs = glamor_create_composite_fs(key);
if (fs == 0)
return;
prog = glCreateProgramObjectARB();
glAttachObjectARB(prog, vs);
glAttachObjectARB(prog, fs);
glamor_link_glsl_prog(prog);
shader->prog = prog;
glUseProgramObjectARB(prog);
if (key->source == SHADER_SOURCE_SOLID) {
shader->source_uniform_location = glGetUniformLocationARB(prog,
"source");
} else {
source_sampler_uniform_location = glGetUniformLocationARB(prog,
"source_sampler");
glUniform1i(source_sampler_uniform_location, 0);
}
if (key->mask != SHADER_MASK_NONE) {
if (key->mask == SHADER_MASK_SOLID) {
shader->mask_uniform_location = glGetUniformLocationARB(prog,
"mask");
} else {
mask_sampler_uniform_location = glGetUniformLocationARB(prog,
"mask_sampler");
glUniform1i(mask_sampler_uniform_location, 1);
}
}
}
static glamor_composite_shader *
glamor_lookup_composite_shader(ScreenPtr screen, struct shader_key *key)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_composite_shader *shader;
shader = &glamor_priv->composite_shader[key->source][key->mask][key->in];
if (shader->prog == 0)
glamor_create_composite_shader(screen, key, shader);
return shader;
}
void
glamor_init_composite_shaders(ScreenPtr screen)
{
}
static Bool
glamor_set_composite_op(ScreenPtr screen,
CARD8 op, PicturePtr dest, PicturePtr mask)
{
GLenum source_blend, dest_blend;
struct blendinfo *op_info;
if (op >= ARRAY_SIZE(composite_op_info)) {
glamor_fallback("unsupported render op %d \n", op);
return GL_FALSE;
}
op_info = &composite_op_info[op];
source_blend = op_info->source_blend;
dest_blend = op_info->dest_blend;
/* If there's no dst alpha channel, adjust the blend op so that we'll treat
* it as always 1.
*/
if (PICT_FORMAT_A(dest->format) == 0 && op_info->dest_alpha) {
if (source_blend == GL_DST_ALPHA)
source_blend = GL_ONE;
else if (source_blend == GL_ONE_MINUS_DST_ALPHA)
source_blend = GL_ZERO;
}
/* Set up the source alpha value for blending in component alpha mode. */
if (mask && mask->componentAlpha && PICT_FORMAT_RGB(mask->format) != 0 &&
op_info->source_alpha) {
if (source_blend != GL_ZERO) {
glamor_fallback("Dual-source composite blending not supported\n");
return GL_FALSE;
}
if (dest_blend == GL_SRC_ALPHA)
dest_blend = GL_SRC_COLOR;
else if (dest_blend == GL_ONE_MINUS_SRC_ALPHA)
dest_blend = GL_ONE_MINUS_SRC_COLOR;
}
if (source_blend == GL_ONE && dest_blend == GL_ZERO) {
glDisable(GL_BLEND);
} else {
glEnable(GL_BLEND);
glBlendFunc(source_blend, dest_blend);
}
return TRUE;
}
static void
glamor_set_composite_texture(ScreenPtr screen, int unit, PicturePtr picture,
glamor_pixmap_private *pixmap_priv)
{
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, pixmap_priv->tex);
switch (picture->repeatType) {
case RepeatNone:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
break;
case RepeatNormal:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
break;
case RepeatPad:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
break;
case RepeatReflect:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
break;
}
switch (picture->filter) {
case PictFilterNearest:
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case PictFilterBilinear:
default:
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
}
glEnable(GL_TEXTURE_2D);
}
static void
glamor_set_composite_solid(PicturePtr picture, GLint uniform_location)
{
CARD32 c = picture->pSourcePict->solidFill.color; /* a8r8g8b8 */
float color[4]; /* rgba */
color[0] = ((c >> 16) & 0xff) / 255.0;
color[1] = ((c >> 8) & 0xff) / 255.0;
color[2] = ((c >> 0) & 0xff) / 255.0;
color[3] = ((c >> 24) & 0xff) / 255.0;
glUniform4fvARB(uniform_location, 1, color);
}
static int
compatible_formats (CARD8 op, PicturePtr dst, PicturePtr src)
{
if (op == PictOpSrc) {
if (src->format == dst->format)
return 1;
if (src->format == PICT_a8r8g8b8 && dst->format == PICT_x8r8g8b8)
return 1;
if (src->format == PICT_a8b8g8r8 && dst->format == PICT_x8b8g8r8)
return 1;
} else if (op == PictOpOver) {
if (src->alphaMap || dst->alphaMap)
return 0;
if (src->format != dst->format)
return 0;
if (src->format == PICT_x8r8g8b8 || src->format == PICT_x8b8g8r8)
return 1;
}
return 0;
}
static char
glamor_get_picture_location(PicturePtr picture)
{
if (picture == NULL)
return ' ';
if (picture->pDrawable == NULL) {
switch (picture->pSourcePict->type) {
case SourcePictTypeSolidFill:
return 'c';
case SourcePictTypeLinear:
return 'l';
case SourcePictTypeRadial:
return 'r';
default:
return '?';
}
}
return glamor_get_drawable_location(picture->pDrawable);
}
static Bool
glamor_composite_with_copy(CARD8 op,
PicturePtr source,
PicturePtr dest,
INT16 x_source,
INT16 y_source,
INT16 x_dest,
INT16 y_dest,
CARD16 width,
CARD16 height)
{
RegionRec region;
if (!source->pDrawable)
return FALSE;
if (!compatible_formats(op, dest, source))
return FALSE;
if (source->repeat || source->transform)
return FALSE;
x_dest += dest->pDrawable->x;
y_dest += dest->pDrawable->y;
x_source += source->pDrawable->x;
y_source += source->pDrawable->y;
if (!miComputeCompositeRegion(&region,
source, NULL, dest,
x_source, y_source,
0, 0,
x_dest, y_dest,
width, height))
return TRUE;
glamor_copy_n_to_n(source->pDrawable,
dest->pDrawable, NULL,
REGION_RECTS(&region),
REGION_NUM_RECTS(&region),
x_source - x_dest, y_source - y_dest,
FALSE, FALSE, 0, NULL);
REGION_UNINIT(dest->pDrawable->pScreen,
&region);
return TRUE;
}
static Bool
good_source_format(PicturePtr picture)
{
switch (picture->format) {
case PICT_a1:
case PICT_a8:
case PICT_a8r8g8b8:
case PICT_x8r8g8b8:
return TRUE;
default:
return TRUE;
glamor_fallback("Bad source format 0x%08x\n", picture->format);
return FALSE;
}
}
static Bool
good_mask_format(PicturePtr picture)
{
switch (picture->format) {
case PICT_a1:
case PICT_a8:
case PICT_a8r8g8b8:
case PICT_x8r8g8b8:
return TRUE;
default:
return TRUE;
glamor_fallback("Bad mask format 0x%08x\n", picture->format);
return FALSE;
}
}
static Bool
good_dest_format(PicturePtr picture)
{
switch (picture->format) {
case PICT_a8:
case PICT_a8r8g8b8:
case PICT_x8r8g8b8:
return TRUE;
default:
return TRUE;
glamor_fallback("Bad dest format 0x%08x\n", picture->format);
return FALSE;
}
}
static void
glamor_setup_composite_vbo(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_priv->vb_stride = 2 * sizeof(float);
if (glamor_priv->has_source_coords)
glamor_priv->vb_stride += 2 * sizeof(float);
if (glamor_priv->has_mask_coords)
glamor_priv->vb_stride += 2 * sizeof(float);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, glamor_priv->vbo);
glVertexPointer(2, GL_FLOAT, glamor_priv->vb_stride,
(void *)((long)glamor_priv->vbo_offset));
glEnableClientState(GL_VERTEX_ARRAY);
if (glamor_priv->has_source_coords) {
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, glamor_priv->vb_stride,
(void *)(glamor_priv->vbo_offset + 2 * sizeof(float)));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
if (glamor_priv->has_mask_coords) {
glClientActiveTexture(GL_TEXTURE1);
glTexCoordPointer(2, GL_FLOAT, glamor_priv->vb_stride,
(void *)(glamor_priv->vbo_offset +
(glamor_priv->has_source_coords ? 4 : 2) *
sizeof(float)));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
static void
glamor_emit_composite_vert(ScreenPtr screen,
const float *src_coords,
const float *mask_coords,
const float *dst_coords,
int i)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
float *vb = (float *)(glamor_priv->vb + glamor_priv->vbo_offset);
int j = 0;
vb[j++] = dst_coords[i * 2 + 0];
vb[j++] = dst_coords[i * 2 + 1];
if (glamor_priv->has_source_coords) {
vb[j++] = src_coords[i * 2 + 0];
vb[j++] = src_coords[i * 2 + 1];
}
if (glamor_priv->has_mask_coords) {
vb[j++] = mask_coords[i * 2 + 0];
vb[j++] = mask_coords[i * 2 + 1];
}
glamor_priv->render_nr_verts++;
glamor_priv->vbo_offset += glamor_priv->vb_stride;
}
static void
glamor_flush_composite_rects(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
if (!glamor_priv->render_nr_verts)
return;
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
glamor_priv->vb = NULL;
glDrawArrays(GL_QUADS, 0, glamor_priv->render_nr_verts);
glamor_priv->render_nr_verts = 0;
glamor_priv->vbo_size = 0;
}
static void
glamor_emit_composite_rect(ScreenPtr screen,
const float *src_coords,
const float *mask_coords,
const float *dst_coords)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
if (glamor_priv->vbo_offset + 4 * glamor_priv->vb_stride >
glamor_priv->vbo_size)
{
glamor_flush_composite_rects(screen);
}
if (glamor_priv->vbo_size == 0) {
if (glamor_priv->vbo == 0)
glGenBuffersARB(1, &glamor_priv->vbo);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, glamor_priv->vbo);
glamor_priv->vbo_size = 4096;
glBufferDataARB(GL_ARRAY_BUFFER_ARB, glamor_priv->vbo_size, NULL,
GL_STREAM_DRAW_ARB);
glamor_priv->vbo_offset = 0;
glamor_priv->vb = glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
glamor_setup_composite_vbo(screen);
}
glamor_emit_composite_vert(screen, src_coords, mask_coords, dst_coords, 0);
glamor_emit_composite_vert(screen, src_coords, mask_coords, dst_coords, 1);
glamor_emit_composite_vert(screen, src_coords, mask_coords, dst_coords, 2);
glamor_emit_composite_vert(screen, src_coords, mask_coords, dst_coords, 3);
}
int pict_format_combine_tab[][3] =
{
{PICT_TYPE_ARGB, PICT_TYPE_A, PICT_TYPE_ARGB},
{PICT_TYPE_ABGR, PICT_TYPE_A, PICT_TYPE_ABGR},
};
static Bool
combine_pict_format(PictFormatShort *des, const PictFormatShort src,
const PictFormatShort mask, enum shader_in in_ca)
{
PictFormatShort new_vis;
int src_type, mask_type, src_bpp, mask_bpp;
int i;
if (src == mask) {
*des = src;
return TRUE;
}
src_bpp = PICT_FORMAT_BPP(src);
mask_bpp = PICT_FORMAT_BPP(mask);
assert(src_bpp == mask_bpp);
new_vis = PICT_FORMAT_VIS(src) | PICT_FORMAT_VIS(mask);
switch(in_ca) {
case SHADER_IN_SOURCE_ONLY:
return TRUE;
case SHADER_IN_NORMAL:
src_type = PICT_FORMAT_TYPE(src);
mask_type = PICT_TYPE_A;
break;
case SHADER_IN_CA_SOURCE:
src_type = PICT_FORMAT_TYPE(src);
mask_type = PICT_FORMAT_TYPE(mask);
break;
case SHADER_IN_CA_ALPHA:
src_type = PICT_TYPE_A;
mask_type = PICT_FORMAT_TYPE(mask);
break;
default:
return FALSE;
}
if (src_type == mask_type) {
*des = PICT_VISFORMAT(src_bpp, src_type, new_vis);
return TRUE;
}
for(i = 0;
i < sizeof(pict_format_combine_tab)/sizeof(pict_format_combine_tab[0]);
i++)
{
if ((src_type == pict_format_combine_tab[i][0]
&& mask_type == pict_format_combine_tab[i][1])
||(src_type == pict_format_combine_tab[i][1]
&& mask_type == pict_format_combine_tab[i][0])) {
*des = PICT_VISFORMAT(src_bpp, pict_format_combine_tab[i][2], new_vis);
return TRUE;
}
}
return FALSE;
}
static Bool
glamor_composite_with_shader(CARD8 op,
PicturePtr source,
PicturePtr mask,
PicturePtr dest,
int nrect,
glamor_composite_rect_t *rects)
{
ScreenPtr screen = dest->pDrawable->pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
PixmapPtr dest_pixmap = glamor_get_drawable_pixmap(dest->pDrawable);
PixmapPtr source_pixmap = NULL, mask_pixmap = NULL;
glamor_pixmap_private *source_pixmap_priv = NULL;
glamor_pixmap_private *mask_pixmap_priv = NULL;
glamor_pixmap_private *dest_pixmap_priv = NULL;
GLfloat dst_xscale, dst_yscale;
GLfloat mask_xscale = 1, mask_yscale = 1, src_xscale = 1, src_yscale = 1;
struct shader_key key;
glamor_composite_shader *shader;
RegionRec region;
float vertices[8], source_texcoords[8], mask_texcoords[8];
int i;
BoxPtr box;
int dest_x_off, dest_y_off;
int source_x_off, source_y_off;
int mask_x_off, mask_y_off;
enum glamor_pixmap_status source_status = GLAMOR_NONE;
enum glamor_pixmap_status mask_status = GLAMOR_NONE;
PictFormatShort saved_source_format = 0;
float src_matrix[9], mask_matrix[9];
dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap);
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dest_pixmap_priv)) {
glamor_fallback("dest has no fbo.\n");
goto fail;
}
memset(&key, 0, sizeof(key));
if (!source->pDrawable) {
if (source->pSourcePict->type == SourcePictTypeSolidFill) {
key.source = SHADER_SOURCE_SOLID;
} else {
glamor_fallback("gradient source\n");
goto fail;
}
} else {
key.source = SHADER_SOURCE_TEXTURE_ALPHA;
}
if (mask) {
if (!mask->pDrawable) {
if (mask->pSourcePict->type == SourcePictTypeSolidFill) {
key.mask = SHADER_MASK_SOLID;
} else {
glamor_fallback("gradient mask\n");
goto fail;
}
} else {
key.mask = SHADER_MASK_TEXTURE_ALPHA;
}
if (!mask->componentAlpha) {
key.in = SHADER_IN_NORMAL;
} else {
/* We only handle two CA modes. */
if (op == PictOpAdd)
key.in = SHADER_IN_CA_SOURCE;
else if (op == PictOpOutReverse) {
key.in = SHADER_IN_CA_ALPHA;
} else {
glamor_fallback("Unsupported component alpha op: %d\n", op);
goto fail;
}
}
} else {
key.mask = SHADER_MASK_NONE;
key.in = SHADER_IN_SOURCE_ONLY;
}
if (source->alphaMap) {
glamor_fallback("source alphaMap\n");
goto fail;
}
if (mask && mask->alphaMap) {
glamor_fallback("mask alphaMap\n");
goto fail;
}
if (key.source == SHADER_SOURCE_TEXTURE ||
key.source == SHADER_SOURCE_TEXTURE_ALPHA) {
source_pixmap = glamor_get_drawable_pixmap(source->pDrawable);
source_pixmap_priv = glamor_get_pixmap_private(source_pixmap);
if (source_pixmap == dest_pixmap) {
glamor_fallback("source == dest\n");
goto fail;
}
if (!source_pixmap_priv || source_pixmap_priv->gl_tex == 0) {
#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
source_status = GLAMOR_UPLOAD_PENDING;
#else
glamor_fallback("no texture in source\n");
goto fail;
#endif
}
if ((source_status != GLAMOR_UPLOAD_PENDING)
&& !good_source_format(source)) {
goto fail;
}
}
if (key.mask == SHADER_MASK_TEXTURE ||
key.mask == SHADER_MASK_TEXTURE_ALPHA) {
mask_pixmap = glamor_get_drawable_pixmap(mask->pDrawable);
mask_pixmap_priv = glamor_get_pixmap_private(mask_pixmap);
if (mask_pixmap == dest_pixmap) {
glamor_fallback("mask == dest\n");
goto fail;
}
if (!mask_pixmap_priv || mask_pixmap_priv->gl_tex == 0) {
#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
mask_status = GLAMOR_UPLOAD_PENDING;
#else
glamor_fallback("no texture in mask\n");
goto fail;
#endif
}
if ((mask_status != GLAMOR_UPLOAD_PENDING)
&& !good_mask_format(mask)) {
goto fail;
}
}
if (!good_dest_format(dest)) {
goto fail;
}
if (!glamor_set_composite_op(screen, op, dest, mask)) {
goto fail;
}
#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
if (source_status == GLAMOR_UPLOAD_PENDING
&& mask_status == GLAMOR_UPLOAD_PENDING
&& source_pixmap == mask_pixmap) {
if (source->format != mask->format) {
saved_source_format = source->format;
/* XXX
* when need to flip the texture and mask and source share the same pixmap,
* there is a bug, need to be fixed. *
*/
if (!glamor_priv->yInverted)
goto fail;
if (!combine_pict_format(&source->format, source->format, mask->format, key.in)) {
glamor_fallback("combine source %x mask %x failed.\n",
source->format, mask->format);
goto fail;
}
if (source->format != saved_source_format) {
glamor_picture_format_fixup(source, source_pixmap_priv);
}
/* XXX
* By default, glamor_upload_picture_to_texture will wire alpha to 1
* if one picture doesn't have alpha. So we don't do that again in
* rendering function. But here is a special case, as source and
* mask share the same texture but may have different formats. For
* example, source doesn't have alpha, but mask has alpha. Then the
* texture will have the alpha value for the mask. And will not wire
* to 1 for the source. In this case, we have to use different shader
* to wire the source's alpha to 1.
*
* But this may cause a potential problem if the source's repeat mode
* is REPEAT_NONE, and if the source is smaller than the dest, then
* for the region not covered by the source may be painted incorrectly.
* because we wire the alpha to 1.
*
**/
if (!PICT_FORMAT_A(saved_source_format) && PICT_FORMAT_A(mask->format))
key.source = SHADER_SOURCE_TEXTURE;
if (!PICT_FORMAT_A(mask->format) && PICT_FORMAT_A(saved_source_format))
key.mask = SHADER_MASK_TEXTURE;
mask_status = GLAMOR_NONE;
}
source_status = glamor_upload_picture_to_texture(source);
if (source_status != GLAMOR_UPLOAD_DONE) {
glamor_fallback("Failed to upload source texture.\n");
goto fail;
}
}
else {
if (source_status == GLAMOR_UPLOAD_PENDING) {
source_status = glamor_upload_picture_to_texture(source);
if (source_status != GLAMOR_UPLOAD_DONE) {
glamor_fallback("Failed to upload source texture.\n");
goto fail;
}
}
if (mask_status == GLAMOR_UPLOAD_PENDING) {
mask_status = glamor_upload_picture_to_texture(mask);
if (mask_status != GLAMOR_UPLOAD_DONE) {
glamor_fallback("Failed to upload mask texture.\n");
goto fail;
}
}
}
#endif
glamor_set_destination_pixmap_priv_nc(dest_pixmap_priv);
shader = glamor_lookup_composite_shader(screen, &key);
if (shader->prog == 0) {
glamor_fallback("no shader program for this render acccel mode\n");
goto fail;
}
glUseProgramObjectARB(shader->prog);
if (key.source == SHADER_SOURCE_SOLID) {
glamor_set_composite_solid(source, shader->source_uniform_location);
} else {
glamor_set_composite_texture(screen, 0, source, source_pixmap_priv);
}
if (key.mask != SHADER_MASK_NONE) {
if (key.mask == SHADER_MASK_SOLID) {
glamor_set_composite_solid(mask, shader->mask_uniform_location);
} else {
glamor_set_composite_texture(screen, 1, mask, mask_pixmap_priv);
}
}
glamor_priv->has_source_coords = key.source != SHADER_SOURCE_SOLID;
glamor_priv->has_mask_coords = (key.mask != SHADER_MASK_NONE &&
key.mask != SHADER_MASK_SOLID);
glamor_get_drawable_deltas(dest->pDrawable, dest_pixmap,
&dest_x_off, &dest_y_off);
pixmap_priv_get_scale(dest_pixmap_priv, &dst_xscale, &dst_yscale);
if (source_pixmap) {
glamor_get_drawable_deltas(source->pDrawable, source_pixmap,
&source_x_off, &source_y_off);
pixmap_priv_get_scale(source_pixmap_priv, &src_xscale, &src_yscale);
glamor_picture_get_matrixf(source, src_matrix);
}
if (mask_pixmap) {
glamor_get_drawable_deltas(mask->pDrawable, mask_pixmap,
&mask_x_off, &mask_y_off);
pixmap_priv_get_scale(mask_pixmap_priv, &mask_xscale, &mask_yscale);
glamor_picture_get_matrixf(mask, mask_matrix);
}
while (nrect--) {
INT16 x_source;
INT16 y_source;
INT16 x_mask;
INT16 y_mask;
INT16 x_dest;
INT16 y_dest;
CARD16 width;
CARD16 height;
x_dest = rects->x_dst;
y_dest = rects->y_dst;
x_source = rects->x_src;
y_source = rects->y_src;
x_mask = rects->x_mask;
y_mask = rects->y_mask;
width = rects->width;
height = rects->height;
x_dest += dest->pDrawable->x;
y_dest += dest->pDrawable->y;
if (source->pDrawable) {
x_source += source->pDrawable->x;
y_source += source->pDrawable->y;
}
if (mask && mask->pDrawable) {
x_mask += mask->pDrawable->x;
y_mask += mask->pDrawable->y;
}
if (!miComputeCompositeRegion(&region,
source, mask, dest,
x_source, y_source,
x_mask, y_mask,
x_dest, y_dest,
width, height))
continue;
x_source += source_x_off;
y_source += source_y_off;
x_mask += mask_x_off;
y_mask += mask_y_off;
box = REGION_RECTS(&region);
for (i = 0; i < REGION_NUM_RECTS(&region); i++) {
int vx1 = box[i].x1 + dest_x_off;
int vx2 = box[i].x2 + dest_x_off;
int vy1 = box[i].y1 + dest_y_off;
int vy2 = box[i].y2 + dest_y_off;
glamor_set_normalize_vcoords(dst_xscale, dst_yscale, vx1, vy1, vx2, vy2,
glamor_priv->yInverted, vertices);
if (key.source != SHADER_SOURCE_SOLID) {
int tx1 = box[i].x1 + x_source - x_dest;
int ty1 = box[i].y1 + y_source - y_dest;
int tx2 = box[i].x2 + x_source - x_dest;
int ty2 = box[i].y2 + y_source - y_dest;
if (source->transform)
glamor_set_transformed_normalize_tcoords(src_matrix, src_xscale, src_yscale,
tx1, ty1, tx2, ty2,
glamor_priv->yInverted,
source_texcoords);
else
glamor_set_normalize_tcoords(src_xscale, src_yscale, tx1, ty1, tx2, ty2,
glamor_priv->yInverted, source_texcoords);
}
if (key.mask != SHADER_MASK_NONE && key.mask != SHADER_MASK_SOLID) {
float tx1 = box[i].x1 + x_mask - x_dest;
float ty1 = box[i].y1 + y_mask - y_dest;
float tx2 = box[i].x2 + x_mask - x_dest;
float ty2 = box[i].y2 + y_mask - y_dest;
if (mask->transform)
glamor_set_transformed_normalize_tcoords(mask_matrix, mask_xscale, mask_yscale,
tx1, ty1, tx2, ty2,
glamor_priv->yInverted,
mask_texcoords);
else
glamor_set_normalize_tcoords(mask_xscale, mask_yscale, tx1, ty1, tx2, ty2,
glamor_priv->yInverted, mask_texcoords);
}
glamor_emit_composite_rect(screen, source_texcoords,
mask_texcoords, vertices);
}
rects++;
}
glamor_flush_composite_rects(screen);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glClientActiveTexture(GL_TEXTURE0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
REGION_UNINIT(dst->pDrawable->pScreen, &region);
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glUseProgramObjectARB(0);
if (saved_source_format)
source->format = saved_source_format;
return TRUE;
fail:
if (saved_source_format)
source->format = saved_source_format;
glDisable(GL_BLEND);
glUseProgramObjectARB(0);
return FALSE;
}
void
glamor_composite(CARD8 op,
PicturePtr source,
PicturePtr mask,
PicturePtr dest,
INT16 x_source,
INT16 y_source,
INT16 x_mask,
INT16 y_mask,
INT16 x_dest,
INT16 y_dest,
CARD16 width,
CARD16 height)
{
glamor_composite_rect_t rect;
/* Do two-pass PictOpOver componentAlpha, until we enable
* dual source color blending.
*/
if (mask && mask->componentAlpha) {
if (op == PictOpOver) {
glamor_composite(PictOpOutReverse,
source, mask, dest,
x_source, y_source,
x_mask, y_mask,
x_dest, y_dest,
width, height);
glamor_composite(PictOpAdd,
source, mask, dest,
x_source, y_source,
x_mask, y_mask,
x_dest, y_dest,
width, height);
return;
} else if (op != PictOpAdd && op != PictOpOutReverse) {
glamor_fallback("glamor_composite(): component alpha\n");
goto fail;
}
}
if (!mask) {
if (glamor_composite_with_copy(op, source, dest,
x_source, y_source,
x_dest, y_dest,
width, height))
return;
}
rect.x_src = x_source;
rect.y_src = y_source;
rect.x_mask = x_mask;
rect.y_mask = y_mask;
rect.x_dst = x_dest;
rect.y_dst = y_dest;
rect.width = width;
rect.height = height;
if (glamor_composite_with_shader(op, source, mask, dest, 1, &rect))
return;
fail:
glamor_fallback("glamor_composite(): "
"from picts %p/%p(%c,%c) to pict %p (%c)\n",
source, mask,
glamor_get_picture_location(source),
glamor_get_picture_location(mask),
dest,
glamor_get_picture_location(dest));
glUseProgramObjectARB(0);
glDisable(GL_BLEND);
if (glamor_prepare_access_picture(dest, GLAMOR_ACCESS_RW)) {
if (glamor_prepare_access_picture(source, GLAMOR_ACCESS_RO))
{
if (!mask ||
glamor_prepare_access_picture(mask, GLAMOR_ACCESS_RO))
{
fbComposite(op,
source, mask, dest,
x_source, y_source,
x_mask, y_mask,
x_dest, y_dest,
width, height);
if (mask)
glamor_finish_access_picture(mask);
}
glamor_finish_access_picture(source);
}
glamor_finish_access_picture(dest);
}
}
/**
* Creates an appropriate picture to upload our alpha mask into (which
* we calculated in system memory)
*/
static PicturePtr
glamor_create_mask_picture(ScreenPtr screen,
PicturePtr dst,
PictFormatPtr pict_format,
CARD16 width,
CARD16 height)
{
PixmapPtr pixmap;
PicturePtr picture;
int error;
if (!pict_format) {
if (dst->polyEdge == PolyEdgeSharp)
pict_format = PictureMatchFormat(screen, 1, PICT_a1);
else
pict_format = PictureMatchFormat(screen, 8, PICT_a8);
if (!pict_format)
return 0;
}
pixmap = screen->CreatePixmap(screen, width, height,
pict_format->depth,
0);
if (!pixmap)
return 0;
picture = CreatePicture(0, &pixmap->drawable, pict_format,
0, 0, serverClient, &error);
screen->DestroyPixmap(pixmap);
return picture;
}
/**
* glamor_trapezoids is a copy of miTrapezoids that does all the trapezoid
* accumulation in system memory.
*/
void
glamor_trapezoids(CARD8 op,
PicturePtr src, PicturePtr dst,
PictFormatPtr mask_format, INT16 x_src, INT16 y_src,
int ntrap, xTrapezoid *traps)
{
ScreenPtr screen = dst->pDrawable->pScreen;
BoxRec bounds;
PicturePtr picture;
INT16 x_dst, y_dst;
INT16 x_rel, y_rel;
int width, height, stride;
PixmapPtr pixmap;
GCPtr gc;
pixman_image_t *image;
/* If a mask format wasn't provided, we get to choose, but behavior should
* be as if there was no temporary mask the traps were accumulated into.
*/
if (!mask_format) {
if (dst->polyEdge == PolyEdgeSharp)
mask_format = PictureMatchFormat(screen, 1, PICT_a1);
else
mask_format = PictureMatchFormat(screen, 8, PICT_a8);
for (; ntrap; ntrap--, traps++)
glamor_trapezoids(op, src, dst, mask_format, x_src, y_src,
1, traps);
return;
}
miTrapezoidBounds(ntrap, traps, &bounds);
if (bounds.y1 >= bounds.y2 || bounds.x1 >= bounds.x2)
return;
x_dst = traps[0].left.p1.x >> 16;
y_dst = traps[0].left.p1.y >> 16;
width = bounds.x2 - bounds.x1;
height = bounds.y2 - bounds.y1;
stride = (width * BitsPerPixel(mask_format->depth) + 7) / 8;
picture = glamor_create_mask_picture(screen, dst, mask_format,
width, height);
if (!picture)
return;
image = pixman_image_create_bits(picture->format,
width, height,
NULL, stride);
if (!image) {
FreePicture(picture, 0);
return;
}
for (; ntrap; ntrap--, traps++)
pixman_rasterize_trapezoid(image, (pixman_trapezoid_t *) traps,
-bounds.x1, -bounds.y1);
pixmap = GetScratchPixmapHeader(screen, width, height,
mask_format->depth,
BitsPerPixel(mask_format->depth),
PixmapBytePad(width, mask_format->depth),
pixman_image_get_data(image));
if (!pixmap) {
FreePicture(picture, 0);
pixman_image_unref(image);
return;
}
gc = GetScratchGC(picture->pDrawable->depth, screen);
if (!gc) {
FreeScratchPixmapHeader(pixmap);
pixman_image_unref (image);
FreePicture(picture, 0);
return;
}
ValidateGC(picture->pDrawable, gc);
gc->ops->CopyArea(&pixmap->drawable, picture->pDrawable,
gc, 0, 0, width, height, 0, 0);
FreeScratchGC(gc);
FreeScratchPixmapHeader(pixmap);
pixman_image_unref(image);
x_rel = bounds.x1 + x_src - x_dst;
y_rel = bounds.y1 + y_src - y_dst;
CompositePicture(op, src, picture, dst,
x_rel, y_rel,
0, 0,
bounds.x1, bounds.y1,
bounds.x2 - bounds.x1, bounds.y2 - bounds.y1);
FreePicture(picture, 0);
}
void
glamor_composite_rects(CARD8 op,
PicturePtr src, PicturePtr dst,
int nrect, glamor_composite_rect_t *rects)
{
int n;
glamor_composite_rect_t *r;
ValidatePicture(src);
ValidatePicture(dst);
if (glamor_composite_with_shader(op, src, NULL, dst, nrect, rects))
return;
n = nrect;
r = rects;
while (n--) {
CompositePicture(op,
src,
NULL,
dst,
r->x_src, r->y_src,
0, 0,
r->x_dst, r->y_dst,
r->width, r->height);
r++;
}
}
#endif /* RENDER */