xenocara/xserver/glamor/glamor_tile.c
matthieu 4f58590a42 Update to xserver 1.16.1.
Tested by naddy@, jsg@ & kettenis@
2014-09-27 17:52:59 +00:00

294 lines
11 KiB
C

/*
* Copyright © 2009 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>
*
*/
#include "glamor_priv.h"
/** @file glamor_tile.c
*
* Implements the basic fill-with-a-tile support used by multiple GC ops.
*/
void
glamor_init_tile_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
const char *tile_vs =
"attribute vec4 v_position;\n"
"attribute vec4 v_texcoord0;\n"
"varying vec2 tile_texture;\n"
"void main()\n"
"{\n"
" gl_Position = v_position;\n"
" tile_texture = v_texcoord0.xy;\n"
"}\n";
const char *tile_fs =
GLAMOR_DEFAULT_PRECISION
"varying vec2 tile_texture;\n"
"uniform sampler2D sampler;\n"
"uniform vec2 wh;"
"void main()\n"
"{\n"
" vec2 rel_tex;"
" rel_tex = tile_texture * wh; \n"
" rel_tex = floor(rel_tex) + (fract(rel_tex) / wh); \n"
" gl_FragColor = texture2D(sampler, rel_tex);\n"
"}\n";
GLint fs_prog, vs_prog;
GLint sampler_uniform_location;
glamor_priv = glamor_get_screen_private(screen);
glamor_make_current(glamor_priv);
glamor_priv->tile_prog = glCreateProgram();
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, tile_vs);
fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, tile_fs);
glAttachShader(glamor_priv->tile_prog, vs_prog);
glAttachShader(glamor_priv->tile_prog, fs_prog);
glBindAttribLocation(glamor_priv->tile_prog,
GLAMOR_VERTEX_POS, "v_position");
glBindAttribLocation(glamor_priv->tile_prog,
GLAMOR_VERTEX_SOURCE, "v_texcoord0");
glamor_link_glsl_prog(screen, glamor_priv->tile_prog, "tile");
sampler_uniform_location =
glGetUniformLocation(glamor_priv->tile_prog, "sampler");
glUseProgram(glamor_priv->tile_prog);
glUniform1i(sampler_uniform_location, 0);
glamor_priv->tile_wh =
glGetUniformLocation(glamor_priv->tile_prog, "wh");
}
void
glamor_fini_tile_shader(ScreenPtr screen)
{
glamor_screen_private *glamor_priv;
glamor_priv = glamor_get_screen_private(screen);
glamor_make_current(glamor_priv);
glDeleteProgram(glamor_priv->tile_prog);
}
static void
_glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
int x, int y, int width, int height, int tile_x, int tile_y)
{
ScreenPtr screen = pixmap->drawable.pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
int x1 = x;
int x2 = x + width;
int y1 = y;
int y2 = y + height;
int tile_x1 = tile_x;
int tile_x2 = tile_x + width;
int tile_y1 = tile_y;
int tile_y2 = tile_y + height;
float vertices[8];
float source_texcoords[8];
GLfloat dst_xscale, dst_yscale, src_xscale, src_yscale;
glamor_pixmap_private *src_pixmap_priv;
glamor_pixmap_private *dst_pixmap_priv;
float wh[4];
src_pixmap_priv = glamor_get_pixmap_private(tile);
dst_pixmap_priv = glamor_get_pixmap_private(pixmap);
glamor_set_destination_pixmap_priv_nc(dst_pixmap_priv);
pixmap_priv_get_dest_scale(dst_pixmap_priv, &dst_xscale, &dst_yscale);
pixmap_priv_get_scale(src_pixmap_priv, &src_xscale, &src_yscale);
glamor_make_current(glamor_priv);
glUseProgram(glamor_priv->tile_prog);
glamor_pixmap_fbo_fix_wh_ratio(wh, src_pixmap_priv);
glUniform2fv(glamor_priv->tile_wh, 1, wh);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, src_pixmap_priv->base.fbo->tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glamor_set_repeat_normalize_tcoords
(src_pixmap_priv, RepeatNormal,
src_xscale, src_yscale,
tile_x1, tile_y1,
tile_x2, tile_y2, glamor_priv->yInverted, source_texcoords);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, GL_FALSE,
2 * sizeof(float), source_texcoords);
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glamor_set_normalize_vcoords(dst_pixmap_priv, dst_xscale, dst_yscale,
x1, y1,
x2, y2, glamor_priv->yInverted, vertices);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE,
2 * sizeof(float), vertices);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glamor_priv->state = RENDER_STATE;
glamor_priv->render_idle_cnt = 0;
}
Bool
glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
int x, int y, int width, int height,
unsigned char alu, unsigned long planemask, int tile_x, int tile_y)
{
ScreenPtr screen = pixmap->drawable.pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_pixmap_private *dst_pixmap_priv;
glamor_pixmap_private *src_pixmap_priv;
dst_pixmap_priv = glamor_get_pixmap_private(pixmap);
src_pixmap_priv = glamor_get_pixmap_private(tile);
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dst_pixmap_priv))
return FALSE;
if (glamor_priv->tile_prog == 0) {
glamor_fallback("Tiling unsupported\n");
goto fail;
}
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(src_pixmap_priv)) {
/* XXX dynamic uploading candidate. */
glamor_fallback("Non-texture tile pixmap\n");
goto fail;
}
if (!glamor_set_planemask(pixmap, planemask)) {
glamor_fallback("unsupported planemask %lx\n", planemask);
goto fail;
}
glamor_make_current(glamor_priv);
if (!glamor_set_alu(screen, alu)) {
glamor_fallback("unsupported alu %x\n", alu);
goto fail;
}
if (dst_pixmap_priv->type == GLAMOR_TEXTURE_LARGE
|| src_pixmap_priv->type == GLAMOR_TEXTURE_LARGE) {
glamor_pixmap_clipped_regions *clipped_dst_regions;
int n_dst_region, i, j, k;
BoxRec box;
RegionRec region;
box.x1 = x;
box.y1 = y;
box.x2 = x + width;
box.y2 = y + height;
RegionInitBoxes(&region, &box, 1);
clipped_dst_regions = glamor_compute_clipped_regions(dst_pixmap_priv,
&region,
&n_dst_region, 0,
0, 0);
for (i = 0; i < n_dst_region; i++) {
int n_src_region;
glamor_pixmap_clipped_regions *clipped_src_regions;
BoxPtr current_boxes;
int n_current_boxes;
SET_PIXMAP_FBO_CURRENT(dst_pixmap_priv,
clipped_dst_regions[i].block_idx);
if (src_pixmap_priv->type == GLAMOR_TEXTURE_LARGE) {
RegionTranslate(clipped_dst_regions[i].region,
tile_x - x, tile_y - y);
DEBUGF("tiled a large src pixmap. %dx%d \n",
tile->drawable.width, tile->drawable.height);
clipped_src_regions =
glamor_compute_clipped_regions(src_pixmap_priv,
clipped_dst_regions[i].
region, &n_src_region, 1, 0,
0);
DEBUGF("got %d src regions %d \n", n_src_region);
for (j = 0; j < n_src_region; j++) {
SET_PIXMAP_FBO_CURRENT(src_pixmap_priv,
clipped_src_regions[j].block_idx);
RegionTranslate(clipped_src_regions[j].region,
x - tile_x, y - tile_y);
current_boxes = RegionRects(clipped_src_regions[j].region);
n_current_boxes =
RegionNumRects(clipped_src_regions[j].region);
for (k = 0; k < n_current_boxes; k++) {
DEBUGF
("Tile on %d %d %d %d dst block id %d tile block id %d tilex %d tiley %d\n",
current_boxes[k].x1, current_boxes[k].y1,
current_boxes[k].x2 - current_boxes[k].x1,
current_boxes[k].y2 - current_boxes[k].y1,
clipped_dst_regions[i].block_idx,
clipped_src_regions[j].block_idx,
(tile_x + (current_boxes[k].x1 - x)),
tile_y + (current_boxes[k].y1 - y));
_glamor_tile(pixmap, tile,
current_boxes[k].x1, current_boxes[k].y1,
current_boxes[k].x2 - current_boxes[k].x1,
current_boxes[k].y2 - current_boxes[k].y1,
(tile_x + (current_boxes[k].x1 - x)),
(tile_y + (current_boxes[k].y1 - y)));
}
RegionDestroy(clipped_src_regions[j].region);
}
free(clipped_src_regions);
}
else {
current_boxes = RegionRects(clipped_dst_regions[i].region);
n_current_boxes = RegionNumRects(clipped_dst_regions[i].region);
for (k = 0; k < n_current_boxes; k++) {
_glamor_tile(pixmap, tile,
current_boxes[k].x1, current_boxes[k].y1,
current_boxes[k].x2 - current_boxes[k].x1,
current_boxes[k].y2 - current_boxes[k].y1,
(tile_x + (current_boxes[k].x1 - x)),
(tile_y + (current_boxes[k].y1 - y)));
}
}
RegionDestroy(clipped_dst_regions[i].region);
}
free(clipped_dst_regions);
RegionUninit(&region);
}
else
_glamor_tile(pixmap, tile, x, y, width, height, tile_x, tile_y);
glamor_set_alu(screen, GXcopy);
return TRUE;
fail:
return FALSE;
}