/* * Copyright © 2008,2011 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 * Zhigang Gong * Chad Versace */ /** @file glamor.c * This file covers the initialization and teardown of glamor, and has various * functions not responsible for performing rendering. */ #include #include "glamor_priv.h" #include "mipict.h" DevPrivateKeyRec glamor_screen_private_key; DevPrivateKeyRec glamor_pixmap_private_key; DevPrivateKeyRec glamor_gc_private_key; /** * glamor_get_drawable_pixmap() returns a backing pixmap for a given drawable. * * @param drawable the drawable being requested. * * This function returns the backing pixmap for a drawable, whether it is a * redirected window, unredirected window, or already a pixmap. Note that * coordinate translation is needed when drawing to the backing pixmap of a * redirected window, and the translation coordinates are provided by calling * exaGetOffscreenPixmap() on the drawable. */ PixmapPtr glamor_get_drawable_pixmap(DrawablePtr drawable) { if (drawable->type == DRAWABLE_WINDOW) return drawable->pScreen->GetWindowPixmap((WindowPtr) drawable); else return (PixmapPtr) drawable; } static void glamor_init_pixmap_private_small(PixmapPtr pixmap, glamor_pixmap_private *pixmap_priv) { pixmap_priv->box.x1 = 0; pixmap_priv->box.x2 = pixmap->drawable.width; pixmap_priv->box.y1 = 0; pixmap_priv->box.y2 = pixmap->drawable.height; pixmap_priv->block_w = pixmap->drawable.width; pixmap_priv->block_h = pixmap->drawable.height; pixmap_priv->block_hcnt = 1; pixmap_priv->block_wcnt = 1; pixmap_priv->box_array = &pixmap_priv->box; pixmap_priv->fbo_array = &pixmap_priv->fbo; } _X_EXPORT void glamor_set_pixmap_type(PixmapPtr pixmap, glamor_pixmap_type_t type) { glamor_pixmap_private *pixmap_priv; pixmap_priv = glamor_get_pixmap_private(pixmap); pixmap_priv->type = type; glamor_init_pixmap_private_small(pixmap, pixmap_priv); } _X_EXPORT void glamor_set_pixmap_texture(PixmapPtr pixmap, unsigned int tex) { ScreenPtr screen = pixmap->drawable.pScreen; glamor_pixmap_private *pixmap_priv; glamor_screen_private *glamor_priv; glamor_pixmap_fbo *fbo; GLenum format; glamor_priv = glamor_get_screen_private(screen); pixmap_priv = glamor_get_pixmap_private(pixmap); if (pixmap_priv->fbo) { fbo = glamor_pixmap_detach_fbo(pixmap_priv); glamor_destroy_fbo(glamor_priv, fbo); } format = gl_iformat_for_pixmap(pixmap); fbo = glamor_create_fbo_from_tex(glamor_priv, pixmap->drawable.width, pixmap->drawable.height, format, tex, 0); if (fbo == NULL) { ErrorF("XXX fail to create fbo.\n"); return; } fbo->external = TRUE; glamor_pixmap_attach_fbo(pixmap, fbo); } void glamor_set_screen_pixmap(PixmapPtr screen_pixmap, PixmapPtr *back_pixmap) { glamor_pixmap_private *pixmap_priv; glamor_screen_private *glamor_priv; glamor_priv = glamor_get_screen_private(screen_pixmap->drawable.pScreen); pixmap_priv = glamor_get_pixmap_private(screen_pixmap); glamor_priv->screen_fbo = pixmap_priv->fbo->fb; pixmap_priv->fbo->width = screen_pixmap->drawable.width; pixmap_priv->fbo->height = screen_pixmap->drawable.height; } uint32_t glamor_get_pixmap_texture(PixmapPtr pixmap) { glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap); if (pixmap_priv->type != GLAMOR_TEXTURE_ONLY) return 0; return pixmap_priv->fbo->tex; } void glamor_bind_texture(glamor_screen_private *glamor_priv, GLenum texture, glamor_pixmap_fbo *fbo, Bool destination_red) { glActiveTexture(texture); glBindTexture(GL_TEXTURE_2D, fbo->tex); /* If we're pulling data from a GL_RED texture, then whether we * want to make it an A,0,0,0 result or a 0,0,0,R result depends * on whether the destination is also a GL_RED texture. * * For GL_RED destinations, we need to leave the bits in the R * channel. For all other destinations, we need to clear out the R * channel so that it returns zero for R, G and B. * * Note that we're leaving the SWIZZLE_A value alone; for GL_RED * destinations, that means we'll actually be returning R,0,0,R, * but it doesn't matter as the bits in the alpha channel aren't * going anywhere. */ /* Is the operand a GL_RED fbo? */ if (glamor_fbo_red_is_alpha(glamor_priv, fbo)) { /* If destination is also GL_RED, then preserve the bits in * the R channel */ if (destination_red) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED); else glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_ZERO); } } PixmapPtr glamor_create_pixmap(ScreenPtr screen, int w, int h, int depth, unsigned int usage) { PixmapPtr pixmap; glamor_pixmap_private *pixmap_priv; glamor_screen_private *glamor_priv = glamor_get_screen_private(screen); glamor_pixmap_fbo *fbo = NULL; int pitch; GLenum format; if (w > 32767 || h > 32767) return NullPixmap; if ((usage == GLAMOR_CREATE_PIXMAP_CPU || (usage == CREATE_PIXMAP_USAGE_GLYPH_PICTURE && w <= glamor_priv->glyph_max_dim && h <= glamor_priv->glyph_max_dim) || (w == 0 && h == 0) || !glamor_check_pixmap_fbo_depth(depth)) || (!GLAMOR_TEXTURED_LARGE_PIXMAP && !glamor_check_fbo_size(glamor_priv, w, h))) return fbCreatePixmap(screen, w, h, depth, usage); else pixmap = fbCreatePixmap(screen, 0, 0, depth, usage); pixmap_priv = glamor_get_pixmap_private(pixmap); format = gl_iformat_for_pixmap(pixmap); pitch = (((w * pixmap->drawable.bitsPerPixel + 7) / 8) + 3) & ~3; screen->ModifyPixmapHeader(pixmap, w, h, 0, 0, pitch, NULL); pixmap_priv->type = GLAMOR_TEXTURE_ONLY; if (usage == GLAMOR_CREATE_PIXMAP_NO_TEXTURE) { glamor_init_pixmap_private_small(pixmap, pixmap_priv); return pixmap; } else if (usage == GLAMOR_CREATE_NO_LARGE || glamor_check_fbo_size(glamor_priv, w, h)) { glamor_init_pixmap_private_small(pixmap, pixmap_priv); fbo = glamor_create_fbo(glamor_priv, w, h, format, usage); } else { int tile_size = glamor_priv->max_fbo_size; DEBUGF("Create LARGE pixmap %p width %d height %d, tile size %d\n", pixmap, w, h, tile_size); fbo = glamor_create_fbo_array(glamor_priv, w, h, format, usage, tile_size, tile_size, pixmap_priv); } if (fbo == NULL) { fbDestroyPixmap(pixmap); return fbCreatePixmap(screen, w, h, depth, usage); } glamor_pixmap_attach_fbo(pixmap, fbo); return pixmap; } void glamor_destroy_textured_pixmap(PixmapPtr pixmap) { if (pixmap->refcnt == 1) { #if GLAMOR_HAS_GBM glamor_egl_destroy_pixmap_image(pixmap); #endif glamor_pixmap_destroy_fbo(pixmap); } } Bool glamor_destroy_pixmap(PixmapPtr pixmap) { glamor_destroy_textured_pixmap(pixmap); return fbDestroyPixmap(pixmap); } void glamor_block_handler(ScreenPtr screen) { glamor_screen_private *glamor_priv = glamor_get_screen_private(screen); glamor_make_current(glamor_priv); glamor_priv->tick++; glFlush(); glamor_fbo_expire(glamor_priv); } static void _glamor_block_handler(ScreenPtr screen, void *timeout, void *readmask) { glamor_screen_private *glamor_priv = glamor_get_screen_private(screen); screen->BlockHandler = glamor_priv->saved_procs.block_handler; screen->BlockHandler(screen, timeout, readmask); glamor_priv->saved_procs.block_handler = screen->BlockHandler; screen->BlockHandler = _glamor_block_handler; glamor_make_current(glamor_priv); glFlush(); } static void glamor_set_debug_level(int *debug_level) { char *debug_level_string; debug_level_string = getenv("GLAMOR_DEBUG"); if (debug_level_string && sscanf(debug_level_string, "%d", debug_level) == 1) return; *debug_level = 0; } int glamor_debug_level; void glamor_gldrawarrays_quads_using_indices(glamor_screen_private *glamor_priv, unsigned count) { unsigned i; /* For a single quad, don't bother with an index buffer. */ if (count == 1) goto fallback; if (glamor_priv->ib_size < count) { /* Basic GLES2 doesn't have any way to map buffer objects for * writing, but it's long past time for drivers to have * MapBufferRange. */ if (!glamor_priv->has_map_buffer_range) goto fallback; /* Lazy create the buffer name, and only bind it once since * none of the glamor code binds it to anything else. */ if (!glamor_priv->ib) { glGenBuffers(1, &glamor_priv->ib); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ib); } /* For now, only support GL_UNSIGNED_SHORTs. */ if (count > ((1 << 16) - 1) / 4) { goto fallback; } else { uint16_t *data; size_t size = count * 6 * sizeof(GLushort); glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, NULL, GL_STATIC_DRAW); data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); for (i = 0; i < count; i++) { data[i * 6 + 0] = i * 4 + 0; data[i * 6 + 1] = i * 4 + 1; data[i * 6 + 2] = i * 4 + 2; data[i * 6 + 3] = i * 4 + 0; data[i * 6 + 4] = i * 4 + 2; data[i * 6 + 5] = i * 4 + 3; } glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); glamor_priv->ib_size = count; glamor_priv->ib_type = GL_UNSIGNED_SHORT; } } glDrawElements(GL_TRIANGLES, count * 6, glamor_priv->ib_type, NULL); return; fallback: for (i = 0; i < count; i++) glDrawArrays(GL_TRIANGLE_FAN, i * 4, 4); } /** * Creates any pixmaps used internally by glamor, since those can't be * allocated at ScreenInit time. */ static Bool glamor_create_screen_resources(ScreenPtr screen) { glamor_screen_private *glamor_priv = glamor_get_screen_private(screen); Bool ret = TRUE; screen->CreateScreenResources = glamor_priv->saved_procs.create_screen_resources; if (screen->CreateScreenResources) ret = screen->CreateScreenResources(screen); screen->CreateScreenResources = glamor_create_screen_resources; return ret; } static Bool glamor_check_instruction_count(int gl_version) { GLint max_native_alu_instructions; /* Avoid using glamor if the reported instructions limit is too low, * as this would cause glamor to fallback on sw due to large shaders * which ends up being unbearably slow. */ if (gl_version < 30) { if (!epoxy_has_gl_extension("GL_ARB_fragment_program")) { ErrorF("GL_ARB_fragment_program required\n"); return FALSE; } glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB, &max_native_alu_instructions); if (max_native_alu_instructions < GLAMOR_MIN_ALU_INSTRUCTIONS) { LogMessage(X_WARNING, "glamor requires at least %d instructions (%d reported)\n", GLAMOR_MIN_ALU_INSTRUCTIONS, max_native_alu_instructions); return FALSE; } } return TRUE; } static void GLAPIENTRY glamor_debug_output_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam) { ScreenPtr screen = (void *)userParam; glamor_screen_private *glamor_priv = glamor_get_screen_private(screen); if (glamor_priv->suppress_gl_out_of_memory_logging && source == GL_DEBUG_SOURCE_API && type == GL_DEBUG_TYPE_ERROR) { return; } LogMessageVerb(X_ERROR, 0, "glamor%d: GL error: %*s\n", screen->myNum, length, message); } /** * Configures GL_ARB_debug_output to give us immediate callbacks when * GL errors occur, so that we can log them. */ static void glamor_setup_debug_output(ScreenPtr screen) { if (!epoxy_has_gl_extension("GL_ARB_debug_output")) return; glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); /* Disable debugging messages other than GL API errors */ glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_FALSE); glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_ERROR, GL_DONT_CARE, 0, NULL, GL_TRUE); glDebugMessageCallback(glamor_debug_output_callback, screen); /* If KHR_debug is present, all debug output is disabled by * default on non-debug contexts. */ if (epoxy_has_gl_extension("GL_KHR_debug")) glEnable(GL_DEBUG_OUTPUT); } /** Set up glamor for an already-configured GL context. */ Bool glamor_init(ScreenPtr screen, unsigned int flags) { glamor_screen_private *glamor_priv; int gl_version; int glsl_major, glsl_minor; int max_viewport_size[2]; const char *shading_version_string; int shading_version_offset; PictureScreenPtr ps = GetPictureScreenIfSet(screen); if (flags & ~GLAMOR_VALID_FLAGS) { ErrorF("glamor_init: Invalid flags %x\n", flags); return FALSE; } glamor_priv = calloc(1, sizeof(*glamor_priv)); if (glamor_priv == NULL) return FALSE; glamor_priv->flags = flags; if (!dixRegisterPrivateKey(&glamor_screen_private_key, PRIVATE_SCREEN, 0)) { LogMessage(X_WARNING, "glamor%d: Failed to allocate screen private\n", screen->myNum); goto fail; } glamor_set_screen_private(screen, glamor_priv); if (!dixRegisterPrivateKey(&glamor_pixmap_private_key, PRIVATE_PIXMAP, sizeof(struct glamor_pixmap_private))) { LogMessage(X_WARNING, "glamor%d: Failed to allocate pixmap private\n", screen->myNum); goto fail; } if (!dixRegisterPrivateKey(&glamor_gc_private_key, PRIVATE_GC, sizeof (glamor_gc_private))) { LogMessage(X_WARNING, "glamor%d: Failed to allocate gc private\n", screen->myNum); goto fail; } glamor_priv->saved_procs.close_screen = screen->CloseScreen; screen->CloseScreen = glamor_close_screen; /* If we are using egl screen, call egl screen init to * register correct close screen function. */ if (flags & GLAMOR_USE_EGL_SCREEN) { glamor_egl_screen_init(screen, &glamor_priv->ctx); } else { if (!glamor_glx_screen_init(&glamor_priv->ctx)) goto fail; } glamor_make_current(glamor_priv); if (epoxy_is_desktop_gl()) glamor_priv->gl_flavor = GLAMOR_GL_DESKTOP; else glamor_priv->gl_flavor = GLAMOR_GL_ES2; gl_version = epoxy_gl_version(); shading_version_string = (char *) glGetString(GL_SHADING_LANGUAGE_VERSION); if (!shading_version_string) { LogMessage(X_WARNING, "glamor%d: Failed to get GLSL version\n", screen->myNum); goto fail; } shading_version_offset = 0; if (strncmp("OpenGL ES GLSL ES ", shading_version_string, 18) == 0) shading_version_offset = 18; if (sscanf(shading_version_string + shading_version_offset, "%i.%i", &glsl_major, &glsl_minor) != 2) { LogMessage(X_WARNING, "glamor%d: Failed to parse GLSL version string %s\n", screen->myNum, shading_version_string); goto fail; } glamor_priv->glsl_version = glsl_major * 100 + glsl_minor; if (glamor_priv->gl_flavor == GLAMOR_GL_ES2) { /* Force us back to the base version of our programs on an ES * context, anyway. Basically glamor only uses desktop 1.20 * or 1.30 currently. 1.30's new features are also present in * ES 3.0, but our glamor_program.c constructions use a lot of * compatibility features (to reduce the diff between 1.20 and * 1.30 programs). */ glamor_priv->glsl_version = 120; } /* We'd like to require GL_ARB_map_buffer_range or * GL_OES_map_buffer_range, since it offers more information to * the driver than plain old glMapBuffer() or glBufferSubData(). * It's been supported on Mesa on the desktop since 2009 and on * GLES2 since October 2012. It's supported on Apple's iOS * drivers for SGX535 and A7, but apparently not on most Android * devices (the OES extension spec wasn't released until June * 2012). * * 82% of 0 A.D. players (desktop GL) submitting hardware reports * have support for it, with most of the ones lacking it being on * Windows with Intel 4-series (G45) graphics or older. */ if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) { if (gl_version < 21) { ErrorF("Require OpenGL version 2.1 or later.\n"); goto fail; } if (!glamor_check_instruction_count(gl_version)) goto fail; } else { if (gl_version < 20) { ErrorF("Require Open GLES2.0 or later.\n"); goto fail; } if (!epoxy_has_gl_extension("GL_EXT_texture_format_BGRA8888")) { ErrorF("GL_EXT_texture_format_BGRA8888 required\n"); goto fail; } } glamor_priv->has_rw_pbo = FALSE; if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) glamor_priv->has_rw_pbo = TRUE; glamor_priv->has_khr_debug = epoxy_has_gl_extension("GL_KHR_debug"); glamor_priv->has_pack_invert = epoxy_has_gl_extension("GL_MESA_pack_invert"); glamor_priv->has_fbo_blit = epoxy_has_gl_extension("GL_EXT_framebuffer_blit"); glamor_priv->has_map_buffer_range = epoxy_has_gl_extension("GL_ARB_map_buffer_range") || epoxy_has_gl_extension("GL_EXT_map_buffer_range"); glamor_priv->has_buffer_storage = epoxy_has_gl_extension("GL_ARB_buffer_storage"); glamor_priv->has_nv_texture_barrier = epoxy_has_gl_extension("GL_NV_texture_barrier"); glamor_priv->has_unpack_subimage = glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP || epoxy_gl_version() >= 30 || epoxy_has_gl_extension("GL_EXT_unpack_subimage"); glamor_priv->has_pack_subimage = glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP || epoxy_gl_version() >= 30 || epoxy_has_gl_extension("GL_NV_pack_subimage"); glamor_priv->has_vertex_array_object = epoxy_has_gl_extension("GL_ARB_vertex_array_object"); glamor_priv->has_dual_blend = epoxy_has_gl_extension("GL_ARB_blend_func_extended"); /* assume a core profile if we are GL 3.1 and don't have ARB_compatibility */ glamor_priv->is_core_profile = gl_version >= 31 && !epoxy_has_gl_extension("GL_ARB_compatibility"); glamor_setup_debug_output(screen); glamor_priv->use_quads = (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) && !glamor_priv->is_core_profile; /* Driver-specific hack: Avoid using GL_QUADS on VC4, where * they'll be emulated more expensively than we can with our * cached IB. */ if (strstr((char *)glGetString(GL_VENDOR), "Broadcom") && strstr((char *)glGetString(GL_RENDERER), "VC4")) glamor_priv->use_quads = FALSE; glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &glamor_priv->max_fbo_size); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glamor_priv->max_fbo_size); glGetIntegerv(GL_MAX_VIEWPORT_DIMS, max_viewport_size); glamor_priv->max_fbo_size = MIN(glamor_priv->max_fbo_size, max_viewport_size[0]); glamor_priv->max_fbo_size = MIN(glamor_priv->max_fbo_size, max_viewport_size[1]); #ifdef MAX_FBO_SIZE glamor_priv->max_fbo_size = MAX_FBO_SIZE; #endif glamor_priv->one_channel_format = GL_ALPHA; if (epoxy_has_gl_extension("GL_ARB_texture_rg") && epoxy_has_gl_extension("GL_ARB_texture_swizzle")) glamor_priv->one_channel_format = GL_RED; glamor_set_debug_level(&glamor_debug_level); glamor_priv->saved_procs.create_screen_resources = screen->CreateScreenResources; screen->CreateScreenResources = glamor_create_screen_resources; if (!glamor_font_init(screen)) goto fail; glamor_priv->saved_procs.block_handler = screen->BlockHandler; screen->BlockHandler = _glamor_block_handler; if (!glamor_composite_glyphs_init(screen)) { ErrorF("Failed to initialize composite masks\n"); goto fail; } glamor_priv->saved_procs.create_gc = screen->CreateGC; screen->CreateGC = glamor_create_gc; glamor_priv->saved_procs.create_pixmap = screen->CreatePixmap; screen->CreatePixmap = glamor_create_pixmap; glamor_priv->saved_procs.destroy_pixmap = screen->DestroyPixmap; screen->DestroyPixmap = glamor_destroy_pixmap; glamor_priv->saved_procs.get_spans = screen->GetSpans; screen->GetSpans = glamor_get_spans; glamor_priv->saved_procs.get_image = screen->GetImage; screen->GetImage = glamor_get_image; glamor_priv->saved_procs.change_window_attributes = screen->ChangeWindowAttributes; screen->ChangeWindowAttributes = glamor_change_window_attributes; glamor_priv->saved_procs.copy_window = screen->CopyWindow; screen->CopyWindow = glamor_copy_window; glamor_priv->saved_procs.bitmap_to_region = screen->BitmapToRegion; screen->BitmapToRegion = glamor_bitmap_to_region; glamor_priv->saved_procs.composite = ps->Composite; ps->Composite = glamor_composite; glamor_priv->saved_procs.trapezoids = ps->Trapezoids; ps->Trapezoids = glamor_trapezoids; glamor_priv->saved_procs.triangles = ps->Triangles; ps->Triangles = glamor_triangles; glamor_priv->saved_procs.addtraps = ps->AddTraps; ps->AddTraps = glamor_add_traps; glamor_priv->saved_procs.composite_rects = ps->CompositeRects; ps->CompositeRects = glamor_composite_rectangles; glamor_priv->saved_procs.glyphs = ps->Glyphs; ps->Glyphs = glamor_composite_glyphs; glamor_init_vbo(screen); glamor_init_pixmap_fbo(screen); glamor_init_finish_access_shaders(screen); #ifdef GLAMOR_GRADIENT_SHADER glamor_init_gradient_shader(screen); #endif glamor_pixmap_init(screen); glamor_sync_init(screen); glamor_priv->screen = screen; return TRUE; fail: free(glamor_priv); glamor_set_screen_private(screen, NULL); return FALSE; } static void glamor_release_screen_priv(ScreenPtr screen) { glamor_screen_private *glamor_priv; glamor_priv = glamor_get_screen_private(screen); glamor_fini_vbo(screen); glamor_fini_pixmap_fbo(screen); glamor_pixmap_fini(screen); free(glamor_priv); glamor_set_screen_private(screen, NULL); } Bool glamor_close_screen(ScreenPtr screen) { glamor_screen_private *glamor_priv; PixmapPtr screen_pixmap; PictureScreenPtr ps = GetPictureScreenIfSet(screen); glamor_priv = glamor_get_screen_private(screen); glamor_sync_close(screen); glamor_composite_glyphs_fini(screen); screen->CloseScreen = glamor_priv->saved_procs.close_screen; screen->CreateScreenResources = glamor_priv->saved_procs.create_screen_resources; screen->CreateGC = glamor_priv->saved_procs.create_gc; screen->CreatePixmap = glamor_priv->saved_procs.create_pixmap; screen->DestroyPixmap = glamor_priv->saved_procs.destroy_pixmap; screen->GetSpans = glamor_priv->saved_procs.get_spans; screen->ChangeWindowAttributes = glamor_priv->saved_procs.change_window_attributes; screen->CopyWindow = glamor_priv->saved_procs.copy_window; screen->BitmapToRegion = glamor_priv->saved_procs.bitmap_to_region; screen->BlockHandler = glamor_priv->saved_procs.block_handler; ps->Composite = glamor_priv->saved_procs.composite; ps->Trapezoids = glamor_priv->saved_procs.trapezoids; ps->Triangles = glamor_priv->saved_procs.triangles; ps->CompositeRects = glamor_priv->saved_procs.composite_rects; ps->Glyphs = glamor_priv->saved_procs.glyphs; screen_pixmap = screen->GetScreenPixmap(screen); glamor_pixmap_destroy_fbo(screen_pixmap); glamor_release_screen_priv(screen); return screen->CloseScreen(screen); } void glamor_fini(ScreenPtr screen) { /* Do nothing currently. */ } void glamor_enable_dri3(ScreenPtr screen) { glamor_screen_private *glamor_priv = glamor_get_screen_private(screen); glamor_priv->dri3_enabled = TRUE; } Bool glamor_supports_pixmap_import_export(ScreenPtr screen) { glamor_screen_private *glamor_priv = glamor_get_screen_private(screen); return glamor_priv->dri3_enabled; } _X_EXPORT int glamor_fd_from_pixmap(ScreenPtr screen, PixmapPtr pixmap, CARD16 *stride, CARD32 *size) { glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap); glamor_screen_private *glamor_priv = glamor_get_screen_private(pixmap->drawable.pScreen); if (!glamor_priv->dri3_enabled) return -1; switch (pixmap_priv->type) { case GLAMOR_TEXTURE_DRM: case GLAMOR_TEXTURE_ONLY: if (!glamor_pixmap_ensure_fbo(pixmap, GL_RGBA, 0)) return -1; return glamor_egl_dri3_fd_name_from_tex(screen, pixmap, pixmap_priv->fbo->tex, FALSE, stride, size); default: break; } return -1; } int glamor_name_from_pixmap(PixmapPtr pixmap, CARD16 *stride, CARD32 *size) { glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap); glamor_screen_private *glamor_priv = glamor_get_screen_private(pixmap->drawable.pScreen); switch (pixmap_priv->type) { case GLAMOR_TEXTURE_DRM: case GLAMOR_TEXTURE_ONLY: if (!glamor_pixmap_ensure_fbo(pixmap, GL_RGBA, 0)) return -1; return glamor_egl_dri3_fd_name_from_tex(pixmap->drawable.pScreen, pixmap, pixmap_priv->fbo->tex, TRUE, stride, size); default: break; } return -1; } void glamor_finish(ScreenPtr screen) { glamor_screen_private *glamor_priv = glamor_get_screen_private(screen); glamor_make_current(glamor_priv); glFinish(); }