xenocara/xserver/glamor/glamor.c
matthieu 6e1bcfb3c6 Update to xserver 1.18.4
tested by krw@ and dcoppa@ ok dcoppa@
2016-08-09 18:59:50 +00:00

862 lines
28 KiB
C

/*
* 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 <eric@anholt.net>
* Zhigang Gong <zhigang.gong@linux.intel.com>
* Chad Versace <chad.versace@linux.intel.com>
*/
/** @file glamor.c
* This file covers the initialization and teardown of glamor, and has various
* functions not responsible for performing rendering.
*/
#include <stdlib.h>
#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();
}