xserver-multidpi/glamor/glamor_pixmap.c
Zhigang Gong ef3ea0f46b glamor: Don't need to check status when set the target.
As we already checked the status when create the fbo.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2011-09-26 16:47:02 +08:00

744 lines
20 KiB
C

#ifdef HAVE_DIX_CONFIG_H
#include <dix-config.h>
#endif
#include <stdlib.h>
#include "glamor_priv.h"
/**
* Sets the offsets to add to coordinates to make them address the same bits in
* the backing drawable. These coordinates are nonzero only for redirected
* windows.
*/
void
glamor_get_drawable_deltas(DrawablePtr drawable, PixmapPtr pixmap,
int *x, int *y)
{
#ifdef COMPOSITE
if (drawable->type == DRAWABLE_WINDOW) {
*x = -pixmap->screen_x;
*y = -pixmap->screen_y;
return;
}
#endif
*x = 0;
*y = 0;
}
static void
_glamor_pixmap_validate_filling(glamor_screen_private *glamor_priv,
glamor_pixmap_private *pixmap_priv)
{
GLfloat vertices[8];
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE,
2 * sizeof(float), vertices);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glUseProgram(glamor_priv->solid_prog);
glUniform4fv(glamor_priv->solid_color_uniform_location,
1, pixmap_priv->pending_op.fill.color4fv);
vertices[0] = -1;
vertices[1] = -1;
vertices[2] = 1;
vertices[3] = -1;
vertices[4] = 1;
vertices[5] = 1;
vertices[6] = -1;
vertices[7] = 1;
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glUseProgram(0);
pixmap_priv->pending_op.type = GLAMOR_PENDING_NONE;
}
glamor_pixmap_validate_function_t pixmap_validate_funcs[] = {
NULL,
_glamor_pixmap_validate_filling
};
void
glamor_pixmap_init(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_priv->pixmap_validate_funcs = pixmap_validate_funcs;
}
void
glamor_validate_pixmap(PixmapPtr pixmap)
{
glamor_pixmap_validate_function_t validate_op;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(pixmap->drawable.pScreen);
glamor_pixmap_private *pixmap_priv =
glamor_get_pixmap_private(pixmap);
validate_op = glamor_priv->pixmap_validate_funcs[pixmap_priv->pending_op.type];
if (validate_op) {
(*validate_op)(glamor_priv, pixmap_priv);
}
}
void
glamor_set_destination_pixmap_priv_nc(glamor_pixmap_private *pixmap_priv)
{
glBindFramebuffer(GL_FRAMEBUFFER, pixmap_priv->fb);
#ifndef GLAMOR_GLES2
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
#endif
glViewport(0, 0,
pixmap_priv->container->drawable.width,
pixmap_priv->container->drawable.height);
}
int
glamor_set_destination_pixmap_priv(glamor_pixmap_private *pixmap_priv)
{
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
return -1;
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
return 0;
}
int
glamor_set_destination_pixmap(PixmapPtr pixmap)
{
int err;
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
err = glamor_set_destination_pixmap_priv(pixmap_priv);
return err;
}
Bool
glamor_set_planemask(PixmapPtr pixmap, unsigned long planemask)
{
if (glamor_pm_is_solid(&pixmap->drawable, planemask)) {
return GL_TRUE;
}
glamor_fallback("unsupported planemask %lx\n", planemask);
return GL_FALSE;
}
void
glamor_set_alu(unsigned char alu)
{
#ifndef GLAMOR_GLES2
if (alu == GXcopy) {
glDisable(GL_COLOR_LOGIC_OP);
return;
}
glEnable(GL_COLOR_LOGIC_OP);
switch (alu) {
case GXclear:
glLogicOp(GL_CLEAR);
break;
case GXand:
glLogicOp(GL_AND);
break;
case GXandReverse:
glLogicOp(GL_AND_REVERSE);
break;
case GXandInverted:
glLogicOp(GL_AND_INVERTED);
break;
case GXnoop:
glLogicOp(GL_NOOP);
break;
case GXxor:
glLogicOp(GL_XOR);
break;
case GXor:
glLogicOp(GL_OR);
break;
case GXnor:
glLogicOp(GL_NOR);
break;
case GXequiv:
glLogicOp(GL_EQUIV);
break;
case GXinvert:
glLogicOp(GL_INVERT);
break;
case GXorReverse:
glLogicOp(GL_OR_REVERSE);
break;
case GXcopyInverted:
glLogicOp(GL_COPY_INVERTED);
break;
case GXorInverted:
glLogicOp(GL_OR_INVERTED);
break;
case GXnand:
glLogicOp(GL_NAND);
break;
case GXset:
glLogicOp(GL_SET);
break;
default:
FatalError("unknown logic op\n");
}
#else
if (alu != GXcopy)
ErrorF("unsupported alu %x \n", alu);
#endif
}
/**
* Upload pixmap to a specified texture.
* This texture may not be the one attached to it.
**/
int in_restore = 0;
static void
__glamor_upload_pixmap_to_texture(PixmapPtr pixmap, GLenum format, GLenum type, GLuint tex)
{
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
glamor_screen_private *glamor_priv = glamor_get_screen_private(pixmap->drawable.pScreen);
unsigned int stride, row_length;
void *texels;
GLenum iformat;
switch (pixmap->drawable.depth) {
#if 0
case 8:
iformat = GL_ALPHA;
break;
#endif
case 24:
iformat = GL_RGB;
break;
default:
iformat = GL_RGBA;
break;
}
if (glamor_priv->gl_flavor == GLAMOR_GL_ES2) {
iformat = format;
}
stride = pixmap->devKind;
row_length = (stride * 8) / pixmap->drawable.bitsPerPixel;
glBindTexture(GL_TEXTURE_2D, tex);
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
}
else {
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
}
if (pixmap_priv->pbo && pixmap_priv->pbo_valid) {
texels = NULL;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixmap_priv->pbo);
}
else
texels = pixmap->devPrivate.ptr;
glTexImage2D(GL_TEXTURE_2D,
0,
iformat,
pixmap->drawable.width,
pixmap->drawable.height, 0,
format, type, texels);
}
/*
* Load texture from the pixmap's data pointer and then
* draw the texture to the fbo, and flip the y axis.
* */
static void
_glamor_upload_pixmap_to_texture(PixmapPtr pixmap, GLenum format,
GLenum type, int no_alpha, int no_revert,
int flip)
{
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
glamor_screen_private *glamor_priv =
glamor_get_screen_private(pixmap->drawable.pScreen);
static float vertices[8] = {-1, -1,
1, -1,
1, 1,
-1, 1};
static float texcoords[8] = {0, 1,
1, 1,
1, 0,
0, 0};
static float texcoords_inv[8] = {0, 0,
1, 0,
1, 1,
0, 1};
float *ptexcoords;
GLuint tex;
int need_flip;
need_flip = (flip && !glamor_priv->yInverted);
/* Try fast path firstly, upload the pixmap to the texture attached
* to the fbo directly. */
if (no_alpha == 0 && no_revert == 1 && !need_flip) {
__glamor_upload_pixmap_to_texture(pixmap, format, type, pixmap_priv->tex);
return;
}
if (need_flip)
ptexcoords = texcoords;
else
ptexcoords = texcoords_inv;
/* Slow path, we need to flip y or wire alpha to 1. */
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE,
2 * sizeof(float),
vertices);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, GL_FALSE,
2 * sizeof(float),
ptexcoords);
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
glGenTextures(1, &tex);
__glamor_upload_pixmap_to_texture(pixmap, format, type, tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#ifndef GLAMOR_GLES2
glEnable(GL_TEXTURE_2D);
#endif
glUseProgram(glamor_priv->finish_access_prog[no_alpha]);
glUniform1i(glamor_priv->finish_access_no_revert[no_alpha], no_revert);
glUniform1i(glamor_priv->finish_access_swap_rb[no_alpha],0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
#ifndef GLAMOR_GLES2
glDisable(GL_TEXTURE_2D);
#endif
glUseProgram(0);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDeleteTextures(1, &tex);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void
glamor_pixmap_ensure_fb(PixmapPtr pixmap)
{
int status;
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
if (pixmap_priv->fb == 0)
glGenFramebuffers(1, &pixmap_priv->fb);
assert(pixmap_priv->tex != 0);
glBindFramebuffer(GL_FRAMEBUFFER, pixmap_priv->fb);
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
pixmap_priv->tex,
0);
status = glCheckFramebufferStatus (GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
const char *str;
switch (status) {
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: str= "incomplete attachment"; break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: str= "incomplete/missing attachment"; break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: str= "incomplete draw buffer"; break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: str= "incomplete read buffer"; break;
case GL_FRAMEBUFFER_UNSUPPORTED: str= "unsupported"; break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: str= "incomplete multiple"; break;
default: str = "unknown error"; break;
}
LogMessageVerb(X_INFO, 0,
"destination is framebuffer incomplete: %s [%#x]\n",
str, status);
assert(0);
}
}
/*
* Prepare to upload a pixmap to texture memory.
* no_alpha equals 1 means the format needs to wire alpha to 1.
* Two condtion need to setup a fbo for a pixmap
* 1. !yInverted, we need to do flip if we are not yInverted.
* 2. no_alpha != 0, we need to wire the alpha.
* */
static int
glamor_pixmap_upload_prepare(PixmapPtr pixmap, int no_alpha, int no_revert)
{
int need_fbo;
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
glamor_screen_private *glamor_priv = glamor_get_screen_private(pixmap->drawable.pScreen);
if (!glamor_check_fbo_size(glamor_priv, pixmap->drawable.width , pixmap->drawable.height)
|| !glamor_check_fbo_depth(pixmap->drawable.depth)) {
glamor_fallback("upload failed reason: bad size or depth %d x %d @depth %d \n",
pixmap->drawable.width, pixmap->drawable.height, pixmap->drawable.depth);
return -1;
}
if (GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
return 0;
if (no_alpha != 0 || no_revert == 0 || !glamor_priv->yInverted)
need_fbo = 1;
else
need_fbo = 0;
if (pixmap_priv->tex == 0)
glGenTextures(1, &pixmap_priv->tex);
if (need_fbo) {
glBindTexture(GL_TEXTURE_2D, pixmap_priv->tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, pixmap->drawable.width,
pixmap->drawable.height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glamor_pixmap_ensure_fb(pixmap);
}
return 0;
}
enum glamor_pixmap_status
glamor_upload_pixmap_to_texture(PixmapPtr pixmap)
{
GLenum format, type;
int no_alpha, no_revert;
if (glamor_get_tex_format_type_from_pixmap(pixmap,
&format,
&type,
&no_alpha,
&no_revert)) {
glamor_fallback("Unknown pixmap depth %d.\n", pixmap->drawable.depth);
return GLAMOR_UPLOAD_FAILED;
}
if (glamor_pixmap_upload_prepare(pixmap, no_alpha, no_revert))
return GLAMOR_UPLOAD_FAILED;
glamor_debug_output(GLAMOR_DEBUG_TEXTURE_DYNAMIC_UPLOAD,
"Uploading pixmap %p %dx%d depth%d.\n",
pixmap,
pixmap->drawable.width,
pixmap->drawable.height,
pixmap->drawable.depth);
_glamor_upload_pixmap_to_texture(pixmap, format, type, no_alpha, no_revert, 1);
return GLAMOR_UPLOAD_DONE;
}
#if 0
enum glamor_pixmap_status
glamor_upload_pixmap_to_texure_from_data(PixmapPtr pixmap, void *data)
{
enum glamor_pixmap_status upload_status;
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
assert(pixmap_priv->pbo_valid == 0);
assert(pixmap->devPrivate.ptr == NULL);
pixmap->devPrivate.ptr = data;
upload_status = glamor_upload_pixmap_to_texture(pixmap);
pixmap->devPrivate.ptr = NULL;
return upload_status;
}
#endif
void
glamor_restore_pixmap_to_texture(PixmapPtr pixmap)
{
GLenum format, type;
int no_alpha, no_revert;
if (glamor_get_tex_format_type_from_pixmap(pixmap,
&format,
&type,
&no_alpha,
&no_revert)) {
ErrorF("Unknown pixmap depth %d.\n", pixmap->drawable.depth);
assert(0);
}
in_restore = 1;
_glamor_upload_pixmap_to_texture(pixmap, format, type, no_alpha, no_revert, 1);
in_restore = 0;
}
/*
* as gles2 only support a very small set of color format and
* type when do glReadPixel,
* Before we use glReadPixels to get back a textured pixmap,
* Use shader to convert it to a supported format and thus
* get a new temporary pixmap returned.
* */
PixmapPtr
glamor_es2_pixmap_read_prepare(PixmapPtr source, GLenum *format,
GLenum *type, int no_alpha, int no_revert)
{
glamor_pixmap_private *source_priv;
glamor_screen_private *glamor_priv;
ScreenPtr screen;
PixmapPtr temp_pixmap;
glamor_pixmap_private *temp_pixmap_priv;
static float vertices[8] = {-1, -1,
1, -1,
1, 1,
-1, 1};
static float texcoords[8] = {0, 0,
1, 0,
1, 1,
0, 1};
int swap_rb = 0;
screen = source->drawable.pScreen;
glamor_priv = glamor_get_screen_private(screen);
source_priv = glamor_get_pixmap_private(source);
if (*format == GL_BGRA) {
*format = GL_RGBA;
swap_rb = 1;
}
temp_pixmap = (*screen->CreatePixmap)(screen,
source->drawable.width,
source->drawable.height,
source->drawable.depth,
0);
temp_pixmap_priv = glamor_get_pixmap_private(temp_pixmap);
glBindTexture(GL_TEXTURE_2D, temp_pixmap_priv->tex);
glTexImage2D(GL_TEXTURE_2D, 0, *format, source->drawable.width,
source->drawable.height, 0,
*format, *type, NULL);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE,
2 * sizeof(float),
vertices);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, GL_FALSE,
2 * sizeof(float),
texcoords);
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, source_priv->tex);
glamor_set_destination_pixmap_priv_nc(temp_pixmap_priv);
glUseProgram(glamor_priv->finish_access_prog[no_alpha]);
glUniform1i(glamor_priv->finish_access_no_revert[no_alpha], no_revert);
glUniform1i(glamor_priv->finish_access_swap_rb[no_alpha], swap_rb);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glUseProgram(0);
glFlush();
return temp_pixmap;
}
/**
* Move a pixmap to CPU memory.
* The input data is the pixmap's fbo.
* The output data is at pixmap->devPrivate.ptr. We always use pbo
* to read the fbo and then map it to va. If possible, we will use
* it directly as devPrivate.ptr.
* If successfully download a fbo to cpu then return TRUE.
* Otherwise return FALSE.
**/
Bool
glamor_download_pixmap_to_cpu(PixmapPtr pixmap, glamor_access_t access)
{
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
unsigned int stride, row_length, y;
GLenum format, type, gl_access, gl_usage;
int no_alpha, no_revert;
uint8_t *data = NULL, *read;
PixmapPtr temp_pixmap = NULL;
ScreenPtr screen;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(pixmap->drawable.pScreen);
screen = pixmap->drawable.pScreen;
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
return TRUE;
if (glamor_get_tex_format_type_from_pixmap(pixmap,
&format,
&type,
&no_alpha,
&no_revert)) {
ErrorF("Unknown pixmap depth %d.\n", pixmap->drawable.depth);
assert(0); // Should never happen.
return FALSE;
}
pixmap_priv->access_mode = access;
glamor_debug_output(GLAMOR_DEBUG_TEXTURE_DOWNLOAD,
"Downloading pixmap %p %dx%d depth%d\n",
pixmap,
pixmap->drawable.width,
pixmap->drawable.height,
pixmap->drawable.depth);
stride = pixmap->devKind;
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
/* XXX we may don't need to validate it on GPU here,
* we can just validate it on CPU. */
glamor_validate_pixmap(pixmap);
if (glamor_priv->gl_flavor == GLAMOR_GL_ES2
&& ((format != GL_RGBA && format != GL_RGB && format != GL_ALPHA) || no_revert != 1)) {
temp_pixmap = glamor_es2_pixmap_read_prepare(pixmap, &format, &type, no_alpha, no_revert);
}
switch (access) {
case GLAMOR_ACCESS_RO:
gl_access = GL_READ_ONLY;
gl_usage = GL_STREAM_READ;
break;
case GLAMOR_ACCESS_WO:
data = malloc(stride * pixmap->drawable.height);
goto done;
break;
case GLAMOR_ACCESS_RW:
gl_access = GL_READ_WRITE;
gl_usage = GL_DYNAMIC_DRAW;
break;
default:
ErrorF("Glamor: Invalid access code. %d\n", access);
assert(0);
}
if (glamor_priv->gl_flavor == GLAMOR_GL_ES2) {
data = malloc(stride * pixmap->drawable.height);
}
row_length = (stride * 8) / pixmap->drawable.bitsPerPixel;
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_PACK_ROW_LENGTH, row_length);
}
else {
glPixelStorei(GL_PACK_ALIGNMENT, 4);
// glPixelStorei(GL_PACK_ROW_LENGTH, 0);
}
if (glamor_priv->has_pack_invert || glamor_priv->yInverted) {
if (!glamor_priv->yInverted) {
assert(glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP);
glPixelStorei(GL_PACK_INVERT_MESA, 1);
}
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
if (pixmap_priv->pbo == 0)
glGenBuffers (1, &pixmap_priv->pbo);
glBindBuffer (GL_PIXEL_PACK_BUFFER, pixmap_priv->pbo);
glBufferData (GL_PIXEL_PACK_BUFFER,
stride * pixmap->drawable.height,
NULL, gl_usage);
glReadPixels (0, 0,
row_length, pixmap->drawable.height,
format, type, 0);
data = glMapBuffer (GL_PIXEL_PACK_BUFFER, gl_access);
pixmap_priv->pbo_valid = TRUE;
if (!glamor_priv->yInverted) {
assert(glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP);
glPixelStorei(GL_PACK_INVERT_MESA, 0);
}
glBindBuffer (GL_PIXEL_PACK_BUFFER, 0);
} else {
if (type == GL_UNSIGNED_SHORT_1_5_5_5_REV)
type = GL_UNSIGNED_SHORT_5_5_5_1;
glReadPixels (0, 0,
pixmap->drawable.width, pixmap->drawable.height,
format, type, data);
}
} else {
data = malloc(stride * pixmap->drawable.height);
assert(data);
if (access != GLAMOR_ACCESS_WO) {
if (pixmap_priv->pbo == 0)
glGenBuffers(1, &pixmap_priv->pbo);
glBindBuffer(GL_PIXEL_PACK_BUFFER, pixmap_priv->pbo);
glBufferData(GL_PIXEL_PACK_BUFFER,
stride * pixmap->drawable.height,
NULL, GL_STREAM_READ);
glReadPixels (0, 0, row_length, pixmap->drawable.height,
format, type, 0);
read = glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
for (y = 0; y < pixmap->drawable.height; y++)
memcpy(data + y * stride,
read + (pixmap->drawable.height - y - 1) * stride, stride);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
pixmap_priv->pbo_valid = FALSE;
glDeleteBuffers(1, &pixmap_priv->pbo);
pixmap_priv->pbo = 0;
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
done:
pixmap->devPrivate.ptr = data;
if (temp_pixmap) {
glFlush();
(*screen->DestroyPixmap)(temp_pixmap);
}
return TRUE;
}
static void
_glamor_destroy_upload_pixmap(PixmapPtr pixmap)
{
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
assert(pixmap_priv->gl_fbo == 0);
if (pixmap_priv->fb)
glDeleteFramebuffers(1, &pixmap_priv->fb);
if (pixmap_priv->tex)
glDeleteTextures(1, &pixmap_priv->tex);
if (pixmap_priv->pbo)
glDeleteBuffers(1, &pixmap_priv->pbo);
pixmap_priv->fb = pixmap_priv->tex = pixmap_priv->pbo = 0;
}
void glamor_destroy_upload_pixmap(PixmapPtr pixmap)
{
_glamor_destroy_upload_pixmap(pixmap);
}