ace35e408c
This is the first commit to add support for large pixmap. The large here means a pixmap is larger than the texutre's size limitation thus can't fit into one single texutre. The previous implementation will simply fallback to use a in memory pixmap to contain the large pixmap which is very slow in practice. The basic idea here is to use an array of texture to hold the large pixmap. And when we need to get a specific area of the pixmap, we just need to compute/clip the correct region and find the corresponding fbo. We need to implement some auxiliary routines to clip every rendering operations into small pieces which can fit into one texture. The complex part is the transformation/repeat/repeatReflect and repeat pad and their comination. We will support all of them step by step. This commit just add some necessary data structure to represent the large pixmap, and doesn't change any rendering process. This commit doesn't add real large pixmap support. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
612 lines
18 KiB
C
612 lines
18 KiB
C
/*
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* Copyright © 2001 Keith Packard
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* Copyright © 2008 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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* Authors:
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* Eric Anholt <eric@anholt.net>
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*
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*/
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/** @file glamor_core.c
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*
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* This file covers core X rendering in glamor.
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*/
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#include <stdlib.h>
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#include "glamor_priv.h"
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const Bool
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glamor_get_drawable_location(const DrawablePtr drawable)
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{
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PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
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glamor_pixmap_private *pixmap_priv =
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glamor_get_pixmap_private(pixmap);
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glamor_screen_private *glamor_priv =
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glamor_get_screen_private(drawable->pScreen);
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if (pixmap_priv == NULL || pixmap_priv->base.gl_fbo == 0)
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return 'm';
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if (pixmap_priv->base.fbo->fb == glamor_priv->screen_fbo)
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return 's';
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else
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return 'f';
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}
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GLint
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glamor_compile_glsl_prog(glamor_gl_dispatch * dispatch, GLenum type,
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const char *source)
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{
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GLint ok;
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GLint prog;
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prog = dispatch->glCreateShader(type);
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dispatch->glShaderSource(prog, 1, (const GLchar **) &source, NULL);
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dispatch->glCompileShader(prog);
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dispatch->glGetShaderiv(prog, GL_COMPILE_STATUS, &ok);
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if (!ok) {
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GLchar *info;
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GLint size;
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dispatch->glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size);
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info = malloc(size);
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dispatch->glGetShaderInfoLog(prog, size, NULL, info);
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ErrorF("Failed to compile %s: %s\n",
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type == GL_FRAGMENT_SHADER ? "FS" : "VS", info);
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ErrorF("Program source:\n%s", source);
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FatalError("GLSL compile failure\n");
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}
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return prog;
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}
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void
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glamor_link_glsl_prog(glamor_gl_dispatch * dispatch, GLint prog)
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{
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GLint ok;
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dispatch->glLinkProgram(prog);
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dispatch->glGetProgramiv(prog, GL_LINK_STATUS, &ok);
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if (!ok) {
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GLchar *info;
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GLint size;
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dispatch->glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &size);
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info = malloc(size);
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dispatch->glGetProgramInfoLog(prog, size, NULL, info);
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ErrorF("Failed to link: %s\n", info);
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FatalError("GLSL link failure\n");
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}
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}
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Bool
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glamor_prepare_access(DrawablePtr drawable, glamor_access_t access)
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{
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PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
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return glamor_download_pixmap_to_cpu(pixmap, access);
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}
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/*
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* When downloading a unsupported color format to CPU memory,
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we need to shuffle the color elements and then use a supported
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color format to read it back to CPU memory.
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For an example, the picture's format is PICT_b8g8r8a8,
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Then the expecting color layout is as below (little endian):
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0 1 2 3 : address
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a r g b
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Now the in GLES2 the supported color format is GL_RGBA, type is
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GL_UNSIGNED_TYPE, then we need to shuffle the fragment
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color as :
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frag_color = sample(texture).argb;
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before we use glReadPixel to get it back.
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For the uploading process, the shuffle is a revert shuffle.
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We still use GL_RGBA, GL_UNSIGNED_BYTE to upload the color
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to a texture, then let's see
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0 1 2 3 : address
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a r g b : correct colors
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R G B A : GL_RGBA with GL_UNSIGNED_BYTE
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Now we need to shuffle again, the mapping rule is
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r = G, g = B, b = A, a = R. Then the uploading shuffle is as
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below:
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frag_color = sample(texture).gbar;
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*/
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void
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glamor_init_finish_access_shaders(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv;
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glamor_gl_dispatch *dispatch;
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const char *vs_source =
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"attribute vec4 v_position;\n"
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"attribute vec4 v_texcoord0;\n"
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"varying vec2 source_texture;\n"
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"void main()\n"
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"{\n"
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" gl_Position = v_position;\n"
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" source_texture = v_texcoord0.xy;\n" "}\n";
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const char *common_source =
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GLAMOR_DEFAULT_PRECISION
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"varying vec2 source_texture;\n"
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"uniform sampler2D sampler;\n"
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"uniform int revert;\n"
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"uniform int swap_rb;\n"
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"#define REVERT_NONE 0\n"
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"#define REVERT_NORMAL 1\n"
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"#define SWAP_NONE_DOWNLOADING 0\n"
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"#define SWAP_DOWNLOADING 1\n"
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"#define SWAP_UPLOADING 2\n"
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"#define SWAP_NONE_UPLOADING 3\n";
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const char *fs_source =
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"void main()\n"
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"{\n"
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" if (revert == REVERT_NONE) \n"
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" { \n"
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" if ((swap_rb != SWAP_NONE_DOWNLOADING) && (swap_rb != SWAP_NONE_UPLOADING)) \n"
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" gl_FragColor = texture2D(sampler, source_texture).bgra;\n"
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" else \n"
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" gl_FragColor = texture2D(sampler, source_texture).rgba;\n"
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" } \n"
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" else \n"
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" { \n"
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" if (swap_rb == SWAP_DOWNLOADING) \n"
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" gl_FragColor = texture2D(sampler, source_texture).argb;\n"
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" else if (swap_rb == SWAP_NONE_DOWNLOADING)\n"
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" gl_FragColor = texture2D(sampler, source_texture).abgr;\n"
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" else if (swap_rb == SWAP_UPLOADING)\n"
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" gl_FragColor = texture2D(sampler, source_texture).gbar;\n"
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" else if (swap_rb == SWAP_NONE_UPLOADING)\n"
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" gl_FragColor = texture2D(sampler, source_texture).abgr;\n"
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" } \n" "}\n";
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const char *set_alpha_source =
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"void main()\n"
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"{\n"
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" if (revert == REVERT_NONE) \n"
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" { \n"
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" if ((swap_rb != SWAP_NONE_DOWNLOADING) && (swap_rb != SWAP_NONE_UPLOADING)) \n"
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" gl_FragColor = vec4(texture2D(sampler, source_texture).bgr, 1);\n"
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" else \n"
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" gl_FragColor = vec4(texture2D(sampler, source_texture).rgb, 1);\n"
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" } \n"
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" else \n"
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" { \n"
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" if (swap_rb == SWAP_DOWNLOADING) \n"
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" gl_FragColor = vec4(1, texture2D(sampler, source_texture).rgb);\n"
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" else if (swap_rb == SWAP_NONE_DOWNLOADING)\n"
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" gl_FragColor = vec4(1, texture2D(sampler, source_texture).bgr);\n"
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" else if (swap_rb == SWAP_UPLOADING)\n"
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" gl_FragColor = vec4(texture2D(sampler, source_texture).gba, 1);\n"
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" else if (swap_rb == SWAP_NONE_UPLOADING)\n"
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" gl_FragColor = vec4(texture2D(sampler, source_texture).abg, 1);\n"
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" } \n"
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"}\n";
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GLint fs_prog, vs_prog, avs_prog, set_alpha_prog;
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GLint sampler_uniform_location;
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char *source;
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glamor_priv = glamor_get_screen_private(screen);
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dispatch = glamor_get_dispatch(glamor_priv);
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glamor_priv->finish_access_prog[0] = dispatch->glCreateProgram();
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glamor_priv->finish_access_prog[1] = dispatch->glCreateProgram();
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vs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER,
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vs_source);
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XNFasprintf(&source, "%s%s", common_source, fs_source);
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fs_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
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source);
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free(source);
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dispatch->glAttachShader(glamor_priv->finish_access_prog[0],
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vs_prog);
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dispatch->glAttachShader(glamor_priv->finish_access_prog[0],
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fs_prog);
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avs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER,
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vs_source);
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XNFasprintf(&source, "%s%s", common_source, set_alpha_source);
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set_alpha_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
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source);
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free(source);
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dispatch->glAttachShader(glamor_priv->finish_access_prog[1],
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avs_prog);
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dispatch->glAttachShader(glamor_priv->finish_access_prog[1],
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set_alpha_prog);
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dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[0],
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GLAMOR_VERTEX_POS, "v_position");
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dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[0],
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GLAMOR_VERTEX_SOURCE,
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"v_texcoord0");
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glamor_link_glsl_prog(dispatch,
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glamor_priv->finish_access_prog[0]);
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dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[1],
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GLAMOR_VERTEX_POS, "v_position");
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dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[1],
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GLAMOR_VERTEX_SOURCE,
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"v_texcoord0");
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glamor_link_glsl_prog(dispatch,
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glamor_priv->finish_access_prog[1]);
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glamor_priv->finish_access_revert[0] =
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dispatch->
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glGetUniformLocation(glamor_priv->finish_access_prog[0],
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"revert");
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glamor_priv->finish_access_swap_rb[0] =
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dispatch->
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glGetUniformLocation(glamor_priv->finish_access_prog[0],
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"swap_rb");
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sampler_uniform_location =
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dispatch->
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glGetUniformLocation(glamor_priv->finish_access_prog[0],
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"sampler");
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dispatch->glUseProgram(glamor_priv->finish_access_prog[0]);
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dispatch->glUniform1i(sampler_uniform_location, 0);
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dispatch->glUniform1i(glamor_priv->finish_access_revert[0], 0);
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dispatch->glUniform1i(glamor_priv->finish_access_swap_rb[0], 0);
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dispatch->glUseProgram(0);
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glamor_priv->finish_access_revert[1] =
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dispatch->
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glGetUniformLocation(glamor_priv->finish_access_prog[1],
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"revert");
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glamor_priv->finish_access_swap_rb[1] =
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dispatch->
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glGetUniformLocation(glamor_priv->finish_access_prog[1],
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"swap_rb");
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sampler_uniform_location =
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dispatch->
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glGetUniformLocation(glamor_priv->finish_access_prog[1],
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"sampler");
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dispatch->glUseProgram(glamor_priv->finish_access_prog[1]);
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dispatch->glUniform1i(glamor_priv->finish_access_revert[1], 0);
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dispatch->glUniform1i(sampler_uniform_location, 0);
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dispatch->glUniform1i(glamor_priv->finish_access_swap_rb[1], 0);
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dispatch->glUseProgram(0);
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glamor_put_dispatch(glamor_priv);
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}
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void
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glamor_fini_finish_access_shaders(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv;
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glamor_gl_dispatch *dispatch;
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glamor_priv = glamor_get_screen_private(screen);
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dispatch = glamor_get_dispatch(glamor_priv);
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dispatch->glDeleteProgram(glamor_priv->finish_access_prog[0]);
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dispatch->glDeleteProgram(glamor_priv->finish_access_prog[1]);
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glamor_put_dispatch(glamor_priv);
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}
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void
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glamor_finish_access(DrawablePtr drawable, glamor_access_t access_mode)
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{
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PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
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glamor_pixmap_private *pixmap_priv =
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glamor_get_pixmap_private(pixmap);
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glamor_screen_private *glamor_priv =
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glamor_get_screen_private(drawable->pScreen);
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if (!GLAMOR_PIXMAP_PRIV_HAS_FBO_DOWNLOADED(pixmap_priv))
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return;
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if (access_mode != GLAMOR_ACCESS_RO) {
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glamor_restore_pixmap_to_texture(pixmap);
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}
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if (pixmap_priv->base.fbo->pbo != 0 && pixmap_priv->base.fbo->pbo_valid) {
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glamor_gl_dispatch *dispatch;
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assert(glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP);
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dispatch = glamor_get_dispatch(glamor_priv);
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dispatch->glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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dispatch->glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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dispatch->glDeleteBuffers(1, &pixmap_priv->base.fbo->pbo);
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glamor_put_dispatch(glamor_priv);
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pixmap_priv->base.fbo->pbo_valid = FALSE;
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pixmap_priv->base.fbo->pbo = 0;
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} else {
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free(pixmap->devPrivate.ptr);
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}
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if (pixmap_priv->type == GLAMOR_TEXTURE_DRM)
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pixmap->devKind = pixmap_priv->base.drm_stride;
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if (pixmap_priv->base.gl_fbo == GLAMOR_FBO_DOWNLOADED)
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pixmap_priv->base.gl_fbo = GLAMOR_FBO_NORMAL;
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pixmap->devPrivate.ptr = NULL;
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}
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/**
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* Calls uxa_prepare_access with UXA_PREPARE_SRC for the tile, if that is the
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* current fill style.
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*
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* Solid doesn't use an extra pixmap source, so we don't worry about them.
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* Stippled/OpaqueStippled are 1bpp and can be in fb, so we should worry
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* about them.
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*/
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Bool
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glamor_prepare_access_gc(GCPtr gc)
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{
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if (gc->stipple) {
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if (!glamor_prepare_access
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(&gc->stipple->drawable, GLAMOR_ACCESS_RO))
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return FALSE;
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}
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if (gc->fillStyle == FillTiled) {
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if (!glamor_prepare_access(&gc->tile.pixmap->drawable,
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GLAMOR_ACCESS_RO)) {
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if (gc->stipple)
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glamor_finish_access(&gc->
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stipple->drawable,
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GLAMOR_ACCESS_RO);
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return FALSE;
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}
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}
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return TRUE;
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}
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/**
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* Finishes access to the tile in the GC, if used.
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*/
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void
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glamor_finish_access_gc(GCPtr gc)
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{
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if (gc->fillStyle == FillTiled)
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glamor_finish_access(&gc->tile.pixmap->drawable, GLAMOR_ACCESS_RO);
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if (gc->stipple)
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glamor_finish_access(&gc->stipple->drawable, GLAMOR_ACCESS_RO);
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}
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Bool
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glamor_stipple(PixmapPtr pixmap, PixmapPtr stipple,
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int x, int y, int width, int height,
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unsigned char alu, unsigned long planemask,
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unsigned long fg_pixel, unsigned long bg_pixel,
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int stipple_x, int stipple_y)
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{
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glamor_fallback("stubbed out stipple depth %d\n",
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pixmap->drawable.depth);
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return FALSE;
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}
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GCOps glamor_gc_ops = {
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.FillSpans = glamor_fill_spans,
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.SetSpans = glamor_set_spans,
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.PutImage = glamor_put_image,
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.CopyArea = glamor_copy_area,
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.CopyPlane = glamor_copy_plane,
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.PolyPoint = glamor_poly_point,
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.Polylines = glamor_poly_lines,
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.PolySegment = glamor_poly_segment,
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.PolyRectangle = miPolyRectangle,
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.PolyArc = miPolyArc,
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.FillPolygon = miFillPolygon,
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.PolyFillRect = glamor_poly_fill_rect,
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.PolyFillArc = miPolyFillArc,
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.PolyText8 = miPolyText8,
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.PolyText16 = miPolyText16,
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.ImageText8 = miImageText8,
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.ImageText16 = miImageText16,
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.ImageGlyphBlt = glamor_image_glyph_blt, //miImageGlyphBlt,
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.PolyGlyphBlt = glamor_poly_glyph_blt, //miPolyGlyphBlt,
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.PushPixels = glamor_push_pixels, //miPushPixels,
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};
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/**
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* uxa_validate_gc() sets the ops to glamor's implementations, which may be
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* accelerated or may sync the card and fall back to fb.
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*/
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void
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glamor_validate_gc(GCPtr gc, unsigned long changes, DrawablePtr drawable)
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{
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/* fbValidateGC will do direct access to pixmaps if the tiling has changed.
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* Preempt fbValidateGC by doing its work and masking the change out, so
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* that we can do the Prepare/finish_access.
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*/
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#ifdef FB_24_32BIT
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if ((changes & GCTile) && fbGetRotatedPixmap(gc)) {
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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(char *extension)
|
|
{
|
|
const char *gl_extensions;
|
|
char *pext;
|
|
int ext_len;
|
|
ext_len = strlen(extension);
|
|
|
|
gl_extensions = (const char *) glGetString(GL_EXTENSIONS);
|
|
pext = (char *) 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);
|
|
}
|