xserver-multidpi/glamor/glamor_transform.c
Adam Jackson 766bf01b21 glamor: Fix more fallback paths with non-GXcopy rop with GLES
Desktop GL can handle arbitrary rops here, GLES can't. The switch
statement attempts to optimize some cases that GLES can still handle if
we precompute the right pixel value, but we were then throwing that
pixel value away and using gc->fgPixel anyway. Fix this, and now
xts-render passes against glamor+gles.
2019-05-28 18:10:56 +00:00

307 lines
9.4 KiB
C

/*
* Copyright © 2014 Keith Packard
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* the above copyright notice appear in all copies and that both that copyright
* notice and this permission notice appear in supporting documentation, and
* that the name of the copyright holders not be used in advertising or
* publicity pertaining to distribution of the software without specific,
* written prior permission. The copyright holders make no representations
* about the suitability of this software for any purpose. It is provided "as
* is" without express or implied warranty.
*
* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
* EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
* OF THIS SOFTWARE.
*/
#include "glamor_priv.h"
#include "glamor_transform.h"
/*
* Set up rendering to target the specified drawable, computing an
* appropriate transform for the vertex shader to convert
* drawable-relative coordinates into pixmap-relative coordinates. If
* requested, the offset from pixmap origin coordinates back to window
* system coordinates will be returned in *p_off_x, *p_off_y so that
* clipping computations can be adjusted as appropriate
*/
Bool
glamor_set_destination_drawable(DrawablePtr drawable,
int box_index,
Bool do_drawable_translate,
Bool center_offset,
GLint matrix_uniform_location,
int *p_off_x,
int *p_off_y)
{
ScreenPtr screen = drawable->pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
int off_x, off_y;
BoxPtr box = glamor_pixmap_box_at(pixmap_priv, box_index);
int w = box->x2 - box->x1;
int h = box->y2 - box->y1;
float scale_x = 2.0f / (float) w;
float scale_y = 2.0f / (float) h;
float center_adjust = 0.0f;
glamor_pixmap_fbo *pixmap_fbo;
pixmap_fbo = glamor_pixmap_fbo_at(pixmap_priv, box_index);
if (!pixmap_fbo)
return FALSE;
glamor_get_drawable_deltas(drawable, pixmap, &off_x, &off_y);
off_x -= box->x1;
off_y -= box->y1;
if (p_off_x) {
*p_off_x = off_x;
*p_off_y = off_y;
}
/* A tricky computation to find the right value for the two linear functions
* that transform rendering coordinates to pixmap coordinates
*
* pixmap_x = render_x + drawable->x + off_x
* pixmap_y = render_y + drawable->y + off_y
*
* gl_x = pixmap_x * 2 / width - 1
* gl_y = pixmap_y * 2 / height - 1
*
* gl_x = (render_x + drawable->x + off_x) * 2 / width - 1
*
* gl_x = (render_x) * 2 / width + (drawable->x + off_x) * 2 / width - 1
*/
if (do_drawable_translate) {
off_x += drawable->x;
off_y += drawable->y;
}
/*
* To get GL_POINTS drawn in the right spot, we need to adjust the
* coordinates by 1/2 a pixel.
*/
if (center_offset)
center_adjust = 0.5f;
glUniform4f(matrix_uniform_location,
scale_x, (off_x + center_adjust) * scale_x - 1.0f,
scale_y, (off_y + center_adjust) * scale_y - 1.0f);
glamor_set_destination_pixmap_fbo(glamor_priv, pixmap_fbo,
0, 0, w, h);
return TRUE;
}
/*
* Set up for solid rendering to the specified pixmap using alu, fg and planemask
* from the specified GC. Load the target color into the specified uniform
*/
void
glamor_set_color_depth(ScreenPtr pScreen,
int depth,
CARD32 pixel,
GLint uniform)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(pScreen);
float color[4];
glamor_get_rgba_from_pixel(pixel,
&color[0], &color[1], &color[2], &color[3],
glamor_priv->formats[depth].render_format);
if ((depth <= 8) && glamor_priv->formats[8].format == GL_RED)
color[0] = color[3];
glUniform4fv(uniform, 1, color);
}
Bool
glamor_set_solid(PixmapPtr pixmap,
GCPtr gc,
Bool use_alu,
GLint uniform)
{
CARD32 pixel;
int alu = use_alu ? gc->alu : GXcopy;
if (!glamor_set_planemask(gc->depth, gc->planemask))
return FALSE;
pixel = gc->fgPixel;
if (!glamor_set_alu(pixmap->drawable.pScreen, alu)) {
switch (gc->alu) {
case GXclear:
pixel = 0;
break;
case GXcopyInverted:
pixel = ~pixel;
break;
case GXset:
pixel = ~0 & gc->planemask;
break;
default:
return FALSE;
}
}
glamor_set_color(pixmap, pixel, uniform);
return TRUE;
}
Bool
glamor_set_texture_pixmap(PixmapPtr texture, Bool destination_red)
{
glamor_pixmap_private *texture_priv;
texture_priv = glamor_get_pixmap_private(texture);
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(texture_priv))
return FALSE;
if (glamor_pixmap_priv_is_large(texture_priv))
return FALSE;
glamor_bind_texture(glamor_get_screen_private(texture->drawable.pScreen),
GL_TEXTURE0,
texture_priv->fbo, destination_red);
/* we're not setting the sampler uniform here as we always use
* GL_TEXTURE0, and the default value for uniforms is zero. So,
* save a bit of CPU time by taking advantage of that.
*/
return TRUE;
}
Bool
glamor_set_texture(PixmapPtr texture,
Bool destination_red,
int off_x,
int off_y,
GLint offset_uniform,
GLint size_inv_uniform)
{
if (!glamor_set_texture_pixmap(texture, destination_red))
return FALSE;
glUniform2f(offset_uniform, off_x, off_y);
glUniform2f(size_inv_uniform, 1.0f/texture->drawable.width, 1.0f/texture->drawable.height);
return TRUE;
}
Bool
glamor_set_tiled(PixmapPtr pixmap,
GCPtr gc,
GLint offset_uniform,
GLint size_inv_uniform)
{
if (!glamor_set_alu(pixmap->drawable.pScreen, gc->alu))
return FALSE;
if (!glamor_set_planemask(gc->depth, gc->planemask))
return FALSE;
return glamor_set_texture(gc->tile.pixmap,
TRUE,
-gc->patOrg.x,
-gc->patOrg.y,
offset_uniform,
size_inv_uniform);
}
static PixmapPtr
glamor_get_stipple_pixmap(GCPtr gc)
{
glamor_gc_private *gc_priv = glamor_get_gc_private(gc);
ScreenPtr screen = gc->pScreen;
PixmapPtr bitmap;
PixmapPtr pixmap;
GCPtr scratch_gc;
ChangeGCVal changes[2];
if (gc_priv->stipple)
return gc_priv->stipple;
bitmap = gc->stipple;
if (!bitmap)
goto bail;
pixmap = glamor_create_pixmap(screen,
bitmap->drawable.width,
bitmap->drawable.height,
8, GLAMOR_CREATE_NO_LARGE);
if (!pixmap)
goto bail;
scratch_gc = GetScratchGC(8, screen);
if (!scratch_gc)
goto bail_pixmap;
changes[0].val = 0xff;
changes[1].val = 0x00;
if (ChangeGC(NullClient, scratch_gc,
GCForeground|GCBackground, changes) != Success)
goto bail_gc;
ValidateGC(&pixmap->drawable, scratch_gc);
(*scratch_gc->ops->CopyPlane)(&bitmap->drawable,
&pixmap->drawable,
scratch_gc,
0, 0,
bitmap->drawable.width,
bitmap->drawable.height,
0, 0, 0x1);
FreeScratchGC(scratch_gc);
gc_priv->stipple = pixmap;
glamor_track_stipple(gc);
return pixmap;
bail_gc:
FreeScratchGC(scratch_gc);
bail_pixmap:
glamor_destroy_pixmap(pixmap);
bail:
return NULL;
}
Bool
glamor_set_stippled(PixmapPtr pixmap,
GCPtr gc,
GLint fg_uniform,
GLint offset_uniform,
GLint size_uniform)
{
PixmapPtr stipple;
stipple = glamor_get_stipple_pixmap(gc);
if (!stipple)
return FALSE;
if (!glamor_set_solid(pixmap, gc, TRUE, fg_uniform))
return FALSE;
return glamor_set_texture(stipple,
FALSE,
-gc->patOrg.x,
-gc->patOrg.y,
offset_uniform,
size_uniform);
}