xserver-multidpi/glamor/glamor_core.c
Eric Anholt d84d71029a glamor: Apply x-indent.sh.
Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Reviewed-by: Keith Packard <keithp@keithp.com>
2014-01-27 09:30:47 -08:00

583 lines
20 KiB
C

/*
* Copyright © 2001 Keith Packard
* 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>
*
*/
/** @file glamor_core.c
*
* This file covers core X rendering in glamor.
*/
#include <stdlib.h>
#include "glamor_priv.h"
const Bool
glamor_get_drawable_location(const DrawablePtr drawable)
{
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
glamor_screen_private *glamor_priv =
glamor_get_screen_private(drawable->pScreen);
if (pixmap_priv == NULL || pixmap_priv->base.gl_fbo == 0)
return 'm';
if (pixmap_priv->base.fbo->fb == glamor_priv->screen_fbo)
return 's';
else
return 'f';
}
GLint
glamor_compile_glsl_prog(glamor_gl_dispatch * dispatch, GLenum type,
const char *source)
{
GLint ok;
GLint prog;
prog = dispatch->glCreateShader(type);
dispatch->glShaderSource(prog, 1, (const GLchar **) &source, NULL);
dispatch->glCompileShader(prog);
dispatch->glGetShaderiv(prog, GL_COMPILE_STATUS, &ok);
if (!ok) {
GLchar *info;
GLint size;
dispatch->glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size);
info = malloc(size);
if (info) {
dispatch->glGetShaderInfoLog(prog, size, NULL, info);
ErrorF("Failed to compile %s: %s\n",
type == GL_FRAGMENT_SHADER ? "FS" : "VS", info);
ErrorF("Program source:\n%s", source);
free(info);
}
else
ErrorF("Failed to get shader compilation info.\n");
FatalError("GLSL compile failure\n");
}
return prog;
}
void
glamor_link_glsl_prog(glamor_gl_dispatch * dispatch, GLint prog)
{
GLint ok;
dispatch->glLinkProgram(prog);
dispatch->glGetProgramiv(prog, GL_LINK_STATUS, &ok);
if (!ok) {
GLchar *info;
GLint size;
dispatch->glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &size);
info = malloc(size);
dispatch->glGetProgramInfoLog(prog, size, NULL, info);
ErrorF("Failed to link: %s\n", info);
FatalError("GLSL link failure\n");
}
}
Bool
glamor_prepare_access(DrawablePtr drawable, glamor_access_t access)
{
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
return glamor_download_pixmap_to_cpu(pixmap, access);
}
/*
* When downloading a unsupported color format to CPU memory,
we need to shuffle the color elements and then use a supported
color format to read it back to CPU memory.
For an example, the picture's format is PICT_b8g8r8a8,
Then the expecting color layout is as below (little endian):
0 1 2 3 : address
a r g b
Now the in GLES2 the supported color format is GL_RGBA, type is
GL_UNSIGNED_TYPE, then we need to shuffle the fragment
color as :
frag_color = sample(texture).argb;
before we use glReadPixel to get it back.
For the uploading process, the shuffle is a revert shuffle.
We still use GL_RGBA, GL_UNSIGNED_BYTE to upload the color
to a texture, then let's see
0 1 2 3 : address
a r g b : correct colors
R G B A : GL_RGBA with GL_UNSIGNED_BYTE
Now we need to shuffle again, the mapping rule is
r = G, g = B, b = A, a = R. Then the uploading shuffle is as
below:
frag_color = sample(texture).gbar;
*/
void
glamor_init_finish_access_shaders(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
const char *vs_source =
"attribute vec4 v_position;\n"
"attribute vec4 v_texcoord0;\n"
"varying vec2 source_texture;\n"
"void main()\n"
"{\n"
" gl_Position = v_position;\n"
" source_texture = v_texcoord0.xy;\n" "}\n";
const char *common_source =
GLAMOR_DEFAULT_PRECISION
"varying vec2 source_texture;\n"
"uniform sampler2D sampler;\n"
"uniform int revert;\n"
"uniform int swap_rb;\n"
"#define REVERT_NONE 0\n"
"#define REVERT_NORMAL 1\n"
"#define SWAP_NONE_DOWNLOADING 0\n"
"#define SWAP_DOWNLOADING 1\n"
"#define SWAP_UPLOADING 2\n"
"#define SWAP_NONE_UPLOADING 3\n";
const char *fs_source =
"void main()\n"
"{\n"
" if (revert == REVERT_NONE) \n"
" { \n"
" if ((swap_rb != SWAP_NONE_DOWNLOADING) && (swap_rb != SWAP_NONE_UPLOADING)) \n"
" gl_FragColor = texture2D(sampler, source_texture).bgra;\n"
" else \n"
" gl_FragColor = texture2D(sampler, source_texture).rgba;\n"
" } \n"
" else \n"
" { \n"
" if (swap_rb == SWAP_DOWNLOADING) \n"
" gl_FragColor = texture2D(sampler, source_texture).argb;\n"
" else if (swap_rb == SWAP_NONE_DOWNLOADING)\n"
" gl_FragColor = texture2D(sampler, source_texture).abgr;\n"
" else if (swap_rb == SWAP_UPLOADING)\n"
" gl_FragColor = texture2D(sampler, source_texture).gbar;\n"
" else if (swap_rb == SWAP_NONE_UPLOADING)\n"
" gl_FragColor = texture2D(sampler, source_texture).abgr;\n"
" } \n" "}\n";
const char *set_alpha_source =
"void main()\n"
"{\n"
" if (revert == REVERT_NONE) \n"
" { \n"
" if ((swap_rb != SWAP_NONE_DOWNLOADING) && (swap_rb != SWAP_NONE_UPLOADING)) \n"
" gl_FragColor = vec4(texture2D(sampler, source_texture).bgr, 1);\n"
" else \n"
" gl_FragColor = vec4(texture2D(sampler, source_texture).rgb, 1);\n"
" } \n"
" else \n"
" { \n"
" if (swap_rb == SWAP_DOWNLOADING) \n"
" gl_FragColor = vec4(1, texture2D(sampler, source_texture).rgb);\n"
" else if (swap_rb == SWAP_NONE_DOWNLOADING)\n"
" gl_FragColor = vec4(1, texture2D(sampler, source_texture).bgr);\n"
" else if (swap_rb == SWAP_UPLOADING)\n"
" gl_FragColor = vec4(texture2D(sampler, source_texture).gba, 1);\n"
" else if (swap_rb == SWAP_NONE_UPLOADING)\n"
" gl_FragColor = vec4(texture2D(sampler, source_texture).abg, 1);\n"
" } \n" "}\n";
GLint fs_prog, vs_prog, avs_prog, set_alpha_prog;
GLint sampler_uniform_location;
char *source;
glamor_priv = glamor_get_screen_private(screen);
dispatch = glamor_get_dispatch(glamor_priv);
glamor_priv->finish_access_prog[0] = dispatch->glCreateProgram();
glamor_priv->finish_access_prog[1] = dispatch->glCreateProgram();
vs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, vs_source);
XNFasprintf(&source, "%s%s", common_source, fs_source);
fs_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER, source);
free(source);
dispatch->glAttachShader(glamor_priv->finish_access_prog[0], vs_prog);
dispatch->glAttachShader(glamor_priv->finish_access_prog[0], fs_prog);
avs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, vs_source);
XNFasprintf(&source, "%s%s", common_source, set_alpha_source);
set_alpha_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
source);
free(source);
dispatch->glAttachShader(glamor_priv->finish_access_prog[1], avs_prog);
dispatch->glAttachShader(glamor_priv->finish_access_prog[1],
set_alpha_prog);
dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[0],
GLAMOR_VERTEX_POS, "v_position");
dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[0],
GLAMOR_VERTEX_SOURCE, "v_texcoord0");
glamor_link_glsl_prog(dispatch, glamor_priv->finish_access_prog[0]);
dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[1],
GLAMOR_VERTEX_POS, "v_position");
dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[1],
GLAMOR_VERTEX_SOURCE, "v_texcoord0");
glamor_link_glsl_prog(dispatch, glamor_priv->finish_access_prog[1]);
glamor_priv->finish_access_revert[0] =
dispatch->glGetUniformLocation(glamor_priv->finish_access_prog[0],
"revert");
glamor_priv->finish_access_swap_rb[0] =
dispatch->glGetUniformLocation(glamor_priv->finish_access_prog[0],
"swap_rb");
sampler_uniform_location =
dispatch->glGetUniformLocation(glamor_priv->finish_access_prog[0],
"sampler");
dispatch->glUseProgram(glamor_priv->finish_access_prog[0]);
dispatch->glUniform1i(sampler_uniform_location, 0);
dispatch->glUniform1i(glamor_priv->finish_access_revert[0], 0);
dispatch->glUniform1i(glamor_priv->finish_access_swap_rb[0], 0);
dispatch->glUseProgram(0);
glamor_priv->finish_access_revert[1] =
dispatch->glGetUniformLocation(glamor_priv->finish_access_prog[1],
"revert");
glamor_priv->finish_access_swap_rb[1] =
dispatch->glGetUniformLocation(glamor_priv->finish_access_prog[1],
"swap_rb");
sampler_uniform_location =
dispatch->glGetUniformLocation(glamor_priv->finish_access_prog[1],
"sampler");
dispatch->glUseProgram(glamor_priv->finish_access_prog[1]);
dispatch->glUniform1i(glamor_priv->finish_access_revert[1], 0);
dispatch->glUniform1i(sampler_uniform_location, 0);
dispatch->glUniform1i(glamor_priv->finish_access_swap_rb[1], 0);
dispatch->glUseProgram(0);
glamor_put_dispatch(glamor_priv);
}
void
glamor_fini_finish_access_shaders(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->finish_access_prog[0]);
dispatch->glDeleteProgram(glamor_priv->finish_access_prog[1]);
glamor_put_dispatch(glamor_priv);
}
void
glamor_finish_access(DrawablePtr drawable, glamor_access_t access_mode)
{
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
glamor_screen_private *glamor_priv =
glamor_get_screen_private(drawable->pScreen);
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO_DOWNLOADED(pixmap_priv))
return;
if (access_mode != GLAMOR_ACCESS_RO) {
glamor_restore_pixmap_to_texture(pixmap);
}
if (pixmap_priv->base.fbo->pbo != 0 && pixmap_priv->base.fbo->pbo_valid) {
glamor_gl_dispatch *dispatch;
assert(glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP);
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
dispatch->glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
dispatch->glDeleteBuffers(1, &pixmap_priv->base.fbo->pbo);
glamor_put_dispatch(glamor_priv);
pixmap_priv->base.fbo->pbo_valid = FALSE;
pixmap_priv->base.fbo->pbo = 0;
}
else {
free(pixmap->devPrivate.ptr);
}
if (pixmap_priv->type == GLAMOR_TEXTURE_DRM)
pixmap->devKind = pixmap_priv->base.drm_stride;
if (pixmap_priv->base.gl_fbo == GLAMOR_FBO_DOWNLOADED)
pixmap_priv->base.gl_fbo = GLAMOR_FBO_NORMAL;
pixmap->devPrivate.ptr = NULL;
}
/**
* Calls uxa_prepare_access with UXA_PREPARE_SRC for the tile, if that is the
* current fill style.
*
* Solid doesn't use an extra pixmap source, so we don't worry about them.
* Stippled/OpaqueStippled are 1bpp and can be in fb, so we should worry
* about them.
*/
Bool
glamor_prepare_access_gc(GCPtr gc)
{
if (gc->stipple) {
if (!glamor_prepare_access(&gc->stipple->drawable, GLAMOR_ACCESS_RO))
return FALSE;
}
if (gc->fillStyle == FillTiled) {
if (!glamor_prepare_access(&gc->tile.pixmap->drawable,
GLAMOR_ACCESS_RO)) {
if (gc->stipple)
glamor_finish_access(&gc->stipple->drawable, GLAMOR_ACCESS_RO);
return FALSE;
}
}
return TRUE;
}
/**
* Finishes access to the tile in the GC, if used.
*/
void
glamor_finish_access_gc(GCPtr gc)
{
if (gc->fillStyle == FillTiled)
glamor_finish_access(&gc->tile.pixmap->drawable, GLAMOR_ACCESS_RO);
if (gc->stipple)
glamor_finish_access(&gc->stipple->drawable, GLAMOR_ACCESS_RO);
}
Bool
glamor_stipple(PixmapPtr pixmap, PixmapPtr stipple,
int x, int y, int width, int height,
unsigned char alu, unsigned long planemask,
unsigned long fg_pixel, unsigned long bg_pixel,
int stipple_x, int stipple_y)
{
glamor_fallback("stubbed out stipple depth %d\n", pixmap->drawable.depth);
return FALSE;
}
GCOps glamor_gc_ops = {
.FillSpans = glamor_fill_spans,
.SetSpans = glamor_set_spans,
.PutImage = glamor_put_image,
.CopyArea = glamor_copy_area,
.CopyPlane = glamor_copy_plane,
.PolyPoint = glamor_poly_point,
.Polylines = glamor_poly_lines,
.PolySegment = glamor_poly_segment,
.PolyRectangle = miPolyRectangle,
.PolyArc = miPolyArc,
.FillPolygon = miFillPolygon,
.PolyFillRect = glamor_poly_fill_rect,
.PolyFillArc = miPolyFillArc,
.PolyText8 = miPolyText8,
.PolyText16 = miPolyText16,
.ImageText8 = miImageText8,
.ImageText16 = miImageText16,
.ImageGlyphBlt = glamor_image_glyph_blt, //miImageGlyphBlt,
.PolyGlyphBlt = glamor_poly_glyph_blt, //miPolyGlyphBlt,
.PushPixels = glamor_push_pixels, //miPushPixels,
};
/**
* uxa_validate_gc() sets the ops to glamor's implementations, which may be
* accelerated or may sync the card and fall back to fb.
*/
void
glamor_validate_gc(GCPtr gc, unsigned long changes, DrawablePtr drawable)
{
/* fbValidateGC will do direct access to pixmaps if the tiling has changed.
* Preempt fbValidateGC by doing its work and masking the change out, so
* that we can do the Prepare/finish_access.
*/
#ifdef FB_24_32BIT
if ((changes & GCTile) && fbGetRotatedPixmap(gc)) {
gc->pScreen->DestroyPixmap(fbGetRotatedPixmap(gc));
fbGetRotatedPixmap(gc) = 0;
}
if (gc->fillStyle == FillTiled) {
PixmapPtr old_tile, new_tile;
old_tile = gc->tile.pixmap;
if (old_tile->drawable.bitsPerPixel != drawable->bitsPerPixel) {
new_tile = fbGetRotatedPixmap(gc);
if (!new_tile ||
new_tile->drawable.bitsPerPixel != drawable->bitsPerPixel) {
if (new_tile)
gc->pScreen->DestroyPixmap(new_tile);
/* fb24_32ReformatTile will do direct access of a newly-
* allocated pixmap.
*/
glamor_fallback
("GC %p tile FB_24_32 transformat %p.\n", gc, old_tile);
if (glamor_prepare_access
(&old_tile->drawable, GLAMOR_ACCESS_RO)) {
new_tile =
fb24_32ReformatTile(old_tile, drawable->bitsPerPixel);
glamor_finish_access(&old_tile->drawable, GLAMOR_ACCESS_RO);
}
}
if (new_tile) {
fbGetRotatedPixmap(gc) = old_tile;
gc->tile.pixmap = new_tile;
changes |= GCTile;
}
}
}
#endif
if (changes & GCTile) {
if (!gc->tileIsPixel) {
glamor_pixmap_private *pixmap_priv =
glamor_get_pixmap_private(gc->tile.pixmap);
if ((!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
&& FbEvenTile(gc->tile.pixmap->drawable.width *
drawable->bitsPerPixel)) {
glamor_fallback
("GC %p tile changed %p.\n", gc, gc->tile.pixmap);
if (glamor_prepare_access
(&gc->tile.pixmap->drawable, GLAMOR_ACCESS_RW)) {
fbPadPixmap(gc->tile.pixmap);
glamor_finish_access
(&gc->tile.pixmap->drawable, GLAMOR_ACCESS_RW);
}
}
}
/* Mask out the GCTile change notification, now that we've done FB's
* job for it.
*/
changes &= ~GCTile;
}
if (changes & GCStipple && gc->stipple) {
/* We can't inline stipple handling like we do for GCTile because
* it sets fbgc privates.
*/
if (glamor_prepare_access(&gc->stipple->drawable, GLAMOR_ACCESS_RW)) {
fbValidateGC(gc, changes, drawable);
glamor_finish_access(&gc->stipple->drawable, GLAMOR_ACCESS_RW);
}
}
else {
fbValidateGC(gc, changes, drawable);
}
gc->ops = &glamor_gc_ops;
}
static GCFuncs glamor_gc_funcs = {
glamor_validate_gc,
miChangeGC,
miCopyGC,
miDestroyGC,
miChangeClip,
miDestroyClip,
miCopyClip
};
/**
* exaCreateGC makes a new GC and hooks up its funcs handler, so that
* exaValidateGC() will get called.
*/
int
glamor_create_gc(GCPtr gc)
{
if (!fbCreateGC(gc))
return FALSE;
gc->funcs = &glamor_gc_funcs;
return TRUE;
}
RegionPtr
glamor_bitmap_to_region(PixmapPtr pixmap)
{
RegionPtr ret;
glamor_fallback("pixmap %p \n", pixmap);
if (!glamor_prepare_access(&pixmap->drawable, GLAMOR_ACCESS_RO))
return NULL;
ret = fbPixmapToRegion(pixmap);
glamor_finish_access(&pixmap->drawable, GLAMOR_ACCESS_RO);
return ret;
}
/* Borrow from cairo. */
Bool
glamor_gl_has_extension(const char *extension)
{
const char *pext;
int ext_len;
ext_len = strlen(extension);
pext = (const char *) glGetString(GL_EXTENSIONS);
if (pext == NULL || extension == NULL)
return FALSE;
while ((pext = strstr(pext, extension)) != NULL) {
if (pext[ext_len] == ' ' || pext[ext_len] == '\0')
return TRUE;
pext += ext_len;
}
return FALSE;
}
int
glamor_gl_get_version(void)
{
int major, minor;
const char *version = (const char *) glGetString(GL_VERSION);
const char *dot = version == NULL ? NULL : strchr(version, '.');
const char *major_start = dot;
/* Sanity check */
if (dot == NULL || dot == version || *(dot + 1) == '\0') {
major = 0;
minor = 0;
}
else {
/* Find the start of the major version in the string */
while (major_start > version && *major_start != ' ')
--major_start;
major = strtol(major_start, NULL, 10);
minor = strtol(dot + 1, NULL, 10);
}
return GLAMOR_GL_VERSION_ENCODE(major, minor);
}