Esempio n. 1
0
glamor_pixmap_fbo *
glamor_es2_pixmap_read_prepare(PixmapPtr source, int x, int y, int w, int h,
                               GLenum format, GLenum type, int no_alpha,
                               int revert, int swap_rb)
{
    glamor_pixmap_private *source_priv;
    glamor_screen_private *glamor_priv;
    ScreenPtr screen;
    glamor_pixmap_fbo *temp_fbo;
    float temp_xscale, temp_yscale, source_xscale, source_yscale;
    static float vertices[8];
    static float texcoords[8];

    screen = source->drawable.pScreen;

    glamor_priv = glamor_get_screen_private(screen);
    source_priv = glamor_get_pixmap_private(source);
    temp_fbo = glamor_create_fbo(glamor_priv, w, h, format, 0);
    if (temp_fbo == NULL)
        return NULL;

    glamor_make_current(glamor_priv);
    temp_xscale = 1.0 / w;
    temp_yscale = 1.0 / h;

    glamor_set_normalize_vcoords((struct glamor_pixmap_private *) NULL,
                                 temp_xscale, temp_yscale, 0, 0, w, h,
                                 vertices);

    glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE,
                          2 * sizeof(float), vertices);
    glEnableVertexAttribArray(GLAMOR_VERTEX_POS);

    pixmap_priv_get_scale(source_priv, &source_xscale, &source_yscale);
    glamor_set_normalize_tcoords(source_priv, source_xscale,
                                 source_yscale,
                                 x, y,
                                 x + w, y + h,
                                 texcoords);

    glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, GL_FALSE,
                          2 * sizeof(float), texcoords);
    glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, source_priv->base.fbo->tex);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    glamor_set_destination_pixmap_fbo(temp_fbo, 0, 0, w, h);
    glUseProgram(glamor_priv->finish_access_prog[no_alpha]);
    glUniform1i(glamor_priv->finish_access_revert[no_alpha], revert);
    glUniform1i(glamor_priv->finish_access_swap_rb[no_alpha], swap_rb);

    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

    glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
    glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
    return temp_fbo;
}
Esempio n. 2
0
static Bool
glamor_copy_n_to_n_textured(DrawablePtr src,
			    DrawablePtr dst,
			    GCPtr gc, BoxPtr box, int nbox, int dx, int dy)
{
	glamor_screen_private *glamor_priv =
	    glamor_get_screen_private(dst->pScreen);
	glamor_gl_dispatch *dispatch;
	PixmapPtr src_pixmap = glamor_get_drawable_pixmap(src);
	PixmapPtr dst_pixmap = glamor_get_drawable_pixmap(dst);
	int i;
	float vertices[8], texcoords[8];
	glamor_pixmap_private *src_pixmap_priv;
	glamor_pixmap_private *dst_pixmap_priv;
	int src_x_off, src_y_off, dst_x_off, dst_y_off;
	GLfloat dst_xscale, dst_yscale, src_xscale, src_yscale;

	src_pixmap_priv = glamor_get_pixmap_private(src_pixmap);
	dst_pixmap_priv = glamor_get_pixmap_private(dst_pixmap);

	glamor_get_drawable_deltas(src, src_pixmap, &src_x_off,
					   &src_y_off);
	glamor_get_drawable_deltas(dst, dst_pixmap, &dst_x_off,
				   &dst_y_off);

	if (!src_pixmap_priv->base.gl_fbo) {
		/* Optimize when the source doesn't have an FBO, just upload
		   the data directly to the dest FBO */
		int src_stride = src_pixmap->devKind;
		int bpp = src_pixmap->drawable.bitsPerPixel;
		void *src_data = NULL;
		if (src->bitsPerPixel != dst->bitsPerPixel) {
			DEBUGF("Non-matching bpp\n");
			return FALSE;
		}
		if (src->bitsPerPixel < 8) {
			DEBUGF("bpp < 8\n");
			return FALSE;
		}
		if (gc && !(gc->alu == GXcopy && glamor_pm_is_solid(src, gc->planemask))) {
			DEBUGF("non gxcopy and solid\n");
			return FALSE;
		}
		for (i = 0; i < nbox; i++) {
			int x = box[i].x1 + dst_x_off;
			int y = box[i].y1 + dst_y_off;
			int w = box[i].x2 - box[i].x1;
			int h = box[i].y2 - box[i].y1;
			src_data = (char *)src_pixmap->devPrivate.ptr + (box[i].y1 + dy +
								src_y_off) * src_stride +
								(box[i].x1 + dx + src_x_off) * (bpp / 8);
			if (!glamor_upload_sub_pixmap_to_texture(dst_pixmap,
					x, y, w, h,
					src_stride, src_data, 0)) {
				ErrorF("Failed to upload the sub pixmap to dst\n");
				return FALSE;
			}
		}
		return TRUE;
	}


	pixmap_priv_get_dest_scale(dst_pixmap_priv, &dst_xscale, &dst_yscale);
	pixmap_priv_get_scale(src_pixmap_priv, &src_xscale, &src_yscale);


	dispatch = glamor_get_dispatch(glamor_priv);


	glamor_set_destination_pixmap_priv_nc(dst_pixmap_priv);
	dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
					GL_FALSE, 2 * sizeof(float),
					vertices);
	dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);


	dx += src_x_off;
	dy += src_y_off;


	dispatch->glActiveTexture(GL_TEXTURE0);
	dispatch->glBindTexture(GL_TEXTURE_2D,
				src_pixmap_priv->base.fbo->tex);
#ifndef GLAMOR_GLES2
	dispatch->glTexParameteri(GL_TEXTURE_2D,
				  GL_TEXTURE_WRAP_S,
				  GL_CLAMP_TO_BORDER);
	dispatch->glTexParameteri(GL_TEXTURE_2D,
				  GL_TEXTURE_WRAP_T,
				  GL_CLAMP_TO_BORDER);
#endif
	dispatch->glTexParameteri(GL_TEXTURE_2D,
				  GL_TEXTURE_MIN_FILTER,
				  GL_NEAREST);
	dispatch->glTexParameteri(GL_TEXTURE_2D,
				  GL_TEXTURE_MAG_FILTER,
				  GL_NEAREST);

	dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
					GL_FLOAT, GL_FALSE,
					2 * sizeof(float),
					texcoords);
	dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
	dispatch->glUseProgram(glamor_priv->finish_access_prog[0]);
	dispatch->glUniform1i(glamor_priv->finish_access_revert[0],
			      REVERT_NONE);
	dispatch->glUniform1i(glamor_priv->finish_access_swap_rb[0],
			      SWAP_NONE_UPLOADING);

	for (i = 0; i < nbox; i++) {

		glamor_set_normalize_vcoords(dst_pixmap_priv,
					     dst_xscale, dst_yscale,
					     box[i].x1 + dst_x_off,
					     box[i].y1 + dst_y_off,
					     box[i].x2 + dst_x_off,
					     box[i].y2 + dst_y_off,
					     glamor_priv->yInverted,
					     vertices);

		glamor_set_normalize_tcoords(src_pixmap_priv,
					     src_xscale,
					     src_yscale,
					     box[i].x1 + dx,
					     box[i].y1 + dy,
					     box[i].x2 + dx,
					     box[i].y2 + dy,
					     glamor_priv->yInverted,
					     texcoords);
		dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
	}

	dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
	dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
	/* The source texture is bound to a fbo, we have to flush it here. */
	glamor_put_dispatch(glamor_priv);
	glamor_priv->state = RENDER_STATE;
	glamor_priv->render_idle_cnt = 0;
	return TRUE;
}