4f58590a42
Tested by naddy@, jsg@ & kettenis@
559 lines
18 KiB
C
559 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 = 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 ||
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pixmap_priv->base.gl_fbo == GLAMOR_FBO_UNATTACHED)
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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(GLenum type, const char *source)
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{
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GLint ok;
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GLint prog;
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prog = glCreateShader(type);
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glShaderSource(prog, 1, (const GLchar **) &source, NULL);
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glCompileShader(prog);
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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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glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size);
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info = malloc(size);
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if (info) {
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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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free(info);
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}
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else
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ErrorF("Failed to get shader compilation info.\n");
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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(ScreenPtr screen, GLint prog, const char *format, ...)
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{
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GLint ok;
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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glLinkProgram(prog);
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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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glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &size);
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info = malloc(size);
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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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if (glamor_priv->has_khr_debug) {
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char *label;
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va_list va;
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va_start(va, format);
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XNFvasprintf(&label, format, va);
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glObjectLabel(GL_PROGRAM, prog, -1, label);
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free(label);
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va_end(va);
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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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glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
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if (pixmap->devPrivate.ptr) {
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/* Already mapped, nothing needs to be done. Note that we
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* aren't allowing promotion from RO to RW, because it would
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* require re-mapping the PBO.
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*/
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assert(!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv) ||
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access == GLAMOR_ACCESS_RO ||
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pixmap_priv->base.map_access == GLAMOR_ACCESS_RW);
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return TRUE;
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}
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pixmap_priv->base.map_access = access;
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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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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"
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"}\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"
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"}\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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glamor_make_current(glamor_priv);
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glamor_priv->finish_access_prog[0] = glCreateProgram();
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glamor_priv->finish_access_prog[1] = glCreateProgram();
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vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, vs_source);
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XNFasprintf(&source, "%s%s", common_source, fs_source);
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fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, source);
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free(source);
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glAttachShader(glamor_priv->finish_access_prog[0], vs_prog);
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glAttachShader(glamor_priv->finish_access_prog[0], fs_prog);
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avs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, 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(GL_FRAGMENT_SHADER,
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source);
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free(source);
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glAttachShader(glamor_priv->finish_access_prog[1], avs_prog);
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glAttachShader(glamor_priv->finish_access_prog[1], set_alpha_prog);
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glBindAttribLocation(glamor_priv->finish_access_prog[0],
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GLAMOR_VERTEX_POS, "v_position");
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glBindAttribLocation(glamor_priv->finish_access_prog[0],
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GLAMOR_VERTEX_SOURCE, "v_texcoord0");
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glamor_link_glsl_prog(screen, glamor_priv->finish_access_prog[0],
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"finish access 0");
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glBindAttribLocation(glamor_priv->finish_access_prog[1],
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GLAMOR_VERTEX_POS, "v_position");
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glBindAttribLocation(glamor_priv->finish_access_prog[1],
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GLAMOR_VERTEX_SOURCE, "v_texcoord0");
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glamor_link_glsl_prog(screen, glamor_priv->finish_access_prog[1],
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"finish access 1");
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glamor_priv->finish_access_revert[0] =
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glGetUniformLocation(glamor_priv->finish_access_prog[0], "revert");
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glamor_priv->finish_access_swap_rb[0] =
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glGetUniformLocation(glamor_priv->finish_access_prog[0], "swap_rb");
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sampler_uniform_location =
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glGetUniformLocation(glamor_priv->finish_access_prog[0], "sampler");
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glUseProgram(glamor_priv->finish_access_prog[0]);
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glUniform1i(sampler_uniform_location, 0);
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glUniform1i(glamor_priv->finish_access_revert[0], 0);
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glUniform1i(glamor_priv->finish_access_swap_rb[0], 0);
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glamor_priv->finish_access_revert[1] =
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glGetUniformLocation(glamor_priv->finish_access_prog[1], "revert");
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glamor_priv->finish_access_swap_rb[1] =
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glGetUniformLocation(glamor_priv->finish_access_prog[1], "swap_rb");
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sampler_uniform_location =
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glGetUniformLocation(glamor_priv->finish_access_prog[1], "sampler");
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glUseProgram(glamor_priv->finish_access_prog[1]);
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glUniform1i(glamor_priv->finish_access_revert[1], 0);
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glUniform1i(sampler_uniform_location, 0);
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glUniform1i(glamor_priv->finish_access_swap_rb[1], 0);
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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_priv = glamor_get_screen_private(screen);
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glamor_make_current(glamor_priv);
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glDeleteProgram(glamor_priv->finish_access_prog[0]);
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glDeleteProgram(glamor_priv->finish_access_prog[1]);
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}
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void
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glamor_finish_access(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 = 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 we are doing a series of unmaps from a nested map, we're
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* done. None of the callers do any rendering to maps after
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* starting an unmap sequence, so we don't need to delay until the
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* last nested unmap.
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*/
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if (!pixmap->devPrivate.ptr)
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return;
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if (pixmap_priv->base.map_access == GLAMOR_ACCESS_RW) {
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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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assert(glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP);
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glamor_make_current(glamor_priv);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glDeleteBuffers(1, &pixmap_priv->base.fbo->pbo);
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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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}
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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(&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->stipple->drawable);
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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);
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if (gc->stipple)
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glamor_finish_access(&gc->stipple->drawable);
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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", 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 = glamor_poly_text8,
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.PolyText16 = glamor_poly_text16,
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.ImageText8 = glamor_image_text8,
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.ImageText16 = glamor_image_text16,
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.ImageGlyphBlt = miImageGlyphBlt,
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.PolyGlyphBlt = glamor_poly_glyph_blt,
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.PushPixels = glamor_push_pixels,
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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));
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fbGetRotatedPixmap(gc) = 0;
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}
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if (gc->fillStyle == FillTiled) {
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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);
|
|
}
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
/* 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);
|
|
}
|
|
}
|
|
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);
|
|
return ret;
|
|
}
|
|
|