Bool
radeon_glamor_create_screen_resources(ScreenPtr screen)
{
	ScrnInfoPtr scrn = xf86ScreenToScrn(screen);
	RADEONInfoPtr info = RADEONPTR(scrn);

	if (!info->use_glamor)
		return TRUE;

	if (!glamor_glyphs_init(screen))
		return FALSE;

	if (!glamor_egl_create_textured_screen_ext(screen,
						   info->front_bo->handle,
						   scrn->displayWidth *
						   info->pixel_bytes,
						   NULL))
		return FALSE;

	return TRUE;
}
コード例 #2
0
ファイル: glamor.c プロジェクト: fourks/xserver-xsdl-SIXEL
/** 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 max_viewport_size[2];

#ifdef RENDER
    PictureScreenPtr ps = GetPictureScreenIfSet(screen);
#endif
    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, 0)) {
        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;
    }

    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();

    /* Would be nice to have a cleaner test for GLSL 1.30 support,
     * but for now this should suffice
     */
    if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP && gl_version >= 30)
        glamor_priv->glsl_version = 130;
    else
        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;
        }
    } 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");
    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");

    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_set_debug_level(&glamor_debug_level);

    /* 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_priv->saved_procs.close_screen = screen->CloseScreen;
    screen->CloseScreen = glamor_close_screen;

    glamor_priv->saved_procs.create_screen_resources =
        screen->CreateScreenResources;
    screen->CreateScreenResources = glamor_create_screen_resources;

    if (!glamor_font_init(screen))
        goto fail;

    if (flags & GLAMOR_USE_SCREEN) {
        if (!RegisterBlockAndWakeupHandlers(_glamor_block_handler,
                                            _glamor_wakeup_handler,
                                            glamor_priv)) {
            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;
    }
#ifdef RENDER
    if (flags & GLAMOR_USE_PICTURE_SCREEN) {
        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_glyphs;

    glamor_priv->saved_procs.unrealize_glyph = ps->UnrealizeGlyph;
    ps->UnrealizeGlyph = glamor_glyph_unrealize;

    glamor_priv->saved_procs.create_picture = ps->CreatePicture;
    ps->CreatePicture = glamor_create_picture;

    glamor_priv->saved_procs.destroy_picture = ps->DestroyPicture;
    ps->DestroyPicture = glamor_destroy_picture;
    glamor_init_composite_shaders(screen);
#endif
    glamor_priv->saved_procs.set_window_pixmap = screen->SetWindowPixmap;
    screen->SetWindowPixmap = glamor_set_window_pixmap;

    glamor_init_vbo(screen);
    glamor_init_pixmap_fbo(screen);
#ifdef GLAMOR_TRAPEZOID_SHADER
    glamor_init_trapezoid_shader(screen);
#endif
    glamor_init_finish_access_shaders(screen);
#ifdef GLAMOR_GRADIENT_SHADER
    glamor_init_gradient_shader(screen);
#endif
    glamor_pixmap_init(screen);
    glamor_glyphs_init(screen);
    glamor_sync_init(screen);

    glamor_priv->screen = screen;

    return TRUE;

 fail:
    free(glamor_priv);
    glamor_set_screen_private(screen, NULL);
    return FALSE;
}