static Bool
glamor_copy_fbo_fbo_draw(DrawablePtr src,
                         DrawablePtr dst,
                         GCPtr gc,
                         BoxPtr box,
                         int nbox,
                         int dx,
                         int dy,
                         Bool reverse,
                         Bool upsidedown,
                         Pixel bitplane,
                         void *closure)
{
    ScreenPtr screen = dst->pScreen;
    glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
    PixmapPtr src_pixmap = glamor_get_drawable_pixmap(src);
    PixmapPtr dst_pixmap = glamor_get_drawable_pixmap(dst);
    glamor_pixmap_private *src_priv = glamor_get_pixmap_private(src_pixmap);
    glamor_pixmap_private *dst_priv = glamor_get_pixmap_private(dst_pixmap);
    int src_box_index, dst_box_index;
    int dst_off_x, dst_off_y;
    int src_off_x, src_off_y;
    GLshort *v;
    char *vbo_offset;
    struct copy_args args;
    glamor_program *prog;
    const glamor_facet *copy_facet;
    int n;

    glamor_make_current(glamor_priv);

    if (gc && !glamor_set_planemask(gc->depth, gc->planemask))
        goto bail_ctx;

    if (!glamor_set_alu(screen, gc ? gc->alu : GXcopy))
        goto bail_ctx;

    if (bitplane) {
        prog = &glamor_priv->copy_plane_prog;
        copy_facet = &glamor_facet_copyplane;
    } else {
        prog = &glamor_priv->copy_area_prog;
        copy_facet = &glamor_facet_copyarea;
    }

    if (prog->failed)
        goto bail_ctx;

    if (!prog->prog) {
        if (!glamor_build_program(screen, prog,
                                  copy_facet, NULL, NULL, NULL))
            goto bail_ctx;
    }

    args.src_pixmap = src_pixmap;
    args.bitplane = bitplane;

    /* Set up the vertex buffers for the points */

    v = glamor_get_vbo_space(dst->pScreen, nbox * 8 * sizeof (int16_t), &vbo_offset);

    glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
    glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_SHORT, GL_FALSE,
                          2 * sizeof (GLshort), vbo_offset);

    for (n = 0; n < nbox; n++) {
        v[0] = box->x1; v[1] = box->y1;
        v[2] = box->x1; v[3] = box->y2;
        v[4] = box->x2; v[5] = box->y2;
        v[6] = box->x2; v[7] = box->y1;
        v += 8;
        box++;
    }

    glamor_put_vbo_space(screen);

    glamor_get_drawable_deltas(src, src_pixmap, &src_off_x, &src_off_y);

    glEnable(GL_SCISSOR_TEST);

    glamor_pixmap_loop(src_priv, src_box_index) {
        BoxPtr src_box = glamor_pixmap_box_at(src_priv, src_box_index);

        args.dx = dx + src_off_x - src_box->x1;
        args.dy = dy + src_off_y - src_box->y1;
        args.src = glamor_pixmap_fbo_at(src_priv, src_box_index);

        if (!glamor_use_program(dst_pixmap, gc, prog, &args))
            goto bail_ctx;

        glamor_pixmap_loop(dst_priv, dst_box_index) {
            glamor_set_destination_drawable(dst, dst_box_index, FALSE, FALSE,
                                            prog->matrix_uniform,
                                            &dst_off_x, &dst_off_y);

            glScissor(dst_off_x - args.dx,
                      dst_off_y - args.dy,
                      src_box->x2 - src_box->x1,
                      src_box->y2 - src_box->y1);

            glamor_glDrawArrays_GL_QUADS(glamor_priv, nbox);
        }
Пример #2
0
static int
glamor_text(DrawablePtr drawable, GCPtr gc,
            glamor_font_t *glamor_font,
            glamor_program *prog,
            int x, int y,
            int count, char *s_chars, CharInfoPtr *charinfo,
            Bool sixteen)
{
    unsigned char *chars = (unsigned char *) s_chars;
    FontPtr font = gc->font;
    int off_x, off_y;
    int c;
    int nglyph;
    GLshort *v;
    char *vbo_offset;
    CharInfoPtr ci;
    int firstRow = font->info.firstRow;
    int firstCol = font->info.firstCol;
    int glyph_spacing_x = glamor_font->glyph_width_bytes * 8;
    int glyph_spacing_y = glamor_font->glyph_height;
    int box_x, box_y;
    PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
    glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);

    /* Set the font as texture 1 */

    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, glamor_font->texture_id);
    glUniform1i(prog->font_uniform, 1);

    /* Set up the vertex buffers for the font and destination */

    v = glamor_get_vbo_space(drawable->pScreen, count * (6 * sizeof (GLshort)), &vbo_offset);

    glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
    glVertexAttribDivisor(GLAMOR_VERTEX_POS, 1);
    glVertexAttribPointer(GLAMOR_VERTEX_POS, 4, GL_SHORT, GL_FALSE,
                          6 * sizeof (GLshort), vbo_offset);

    glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
    glVertexAttribDivisor(GLAMOR_VERTEX_SOURCE, 1);
    glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_SHORT, GL_FALSE,
                          6 * sizeof (GLshort), vbo_offset + 4 * sizeof (GLshort));

    /* Set the vertex coordinates */
    nglyph = 0;

    for (c = 0; c < count; c++) {
        if ((ci = *charinfo++)) {
            int     x1 = x + ci->metrics.leftSideBearing;
            int     y1 = y - ci->metrics.ascent;
            int     width = GLYPHWIDTHPIXELS(ci);
            int     height = GLYPHHEIGHTPIXELS(ci);
            int     tx, ty = 0;
            int     row = 0, col;

            x += ci->metrics.characterWidth;

            if (sixteen) {
                if (ci == glamor_font->default_char) {
                    row = glamor_font->default_row;
                    col = glamor_font->default_col;
                } else {
                    row = chars[0];
                    col = chars[1];
                }
                if (FONTLASTROW(font) != 0)
                    ty = (row - firstRow) * glyph_spacing_y;
                else
                    col += row << 8;
            } else {
                if (ci == glamor_font->default_char)
                    col = glamor_font->default_col;
                else
                    col = chars[0];
            }

            tx = (col - firstCol) * glyph_spacing_x;

            v[ 0] = x1;
            v[ 1] = y1;
            v[ 2] = width;
            v[ 3] = height;
            v[ 4] = tx;
            v[ 5] = ty;

            v += 6;
            nglyph++;
        }
        chars += 1 + sixteen;
    }
    glamor_put_vbo_space(drawable->pScreen);

    if (nglyph != 0) {

        glEnable(GL_SCISSOR_TEST);

        glamor_pixmap_loop(pixmap_priv, box_x, box_y) {
            BoxPtr box = RegionRects(gc->pCompositeClip);
            int nbox = RegionNumRects(gc->pCompositeClip);

            glamor_set_destination_drawable(drawable, box_x, box_y, TRUE, FALSE, prog->matrix_uniform, &off_x, &off_y);

            /* Run over the clip list, drawing the glyphs
             * in each box
             */

            while (nbox--) {
                glScissor(box->x1 + off_x,
                          box->y1 + off_y,
                          box->x2 - box->x1,
                          box->y2 - box->y1);
                box++;
                glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, nglyph);
            }
        }
Пример #3
0
static Bool
glamor_fill_spans_gl(DrawablePtr drawable,
                     GCPtr gc,
                     int n, DDXPointPtr points, int *widths, int sorted)
{
    ScreenPtr screen = drawable->pScreen;
    glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
    PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
    glamor_pixmap_private *pixmap_priv;
    glamor_program *prog;
    int off_x, off_y;
    GLshort *v;
    char *vbo_offset;
    int c;
    int box_x, box_y;

    pixmap_priv = glamor_get_pixmap_private(pixmap);
    if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
        goto bail;

    glamor_make_current(glamor_priv);

    if (glamor_priv->glsl_version >= 130) {
        prog = glamor_use_program_fill(pixmap, gc, &glamor_priv->fill_spans_program,
                                       &glamor_facet_fillspans_130);

        if (!prog)
            goto bail;

        /* Set up the vertex buffers for the points */

        v = glamor_get_vbo_space(drawable->pScreen, n * (4 * sizeof (GLshort)), &vbo_offset);

        glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
        glVertexAttribDivisor(GLAMOR_VERTEX_POS, 1);
        glVertexAttribPointer(GLAMOR_VERTEX_POS, 3, GL_SHORT, GL_FALSE,
                              4 * sizeof (GLshort), vbo_offset);

        for (c = 0; c < n; c++) {
            v[0] = points->x;
            v[1] = points->y;
            v[2] = *widths++;
            points++;
            v += 4;
        }

        glamor_put_vbo_space(screen);
    } else {
        prog = glamor_use_program_fill(pixmap, gc, &glamor_priv->fill_spans_program,
                                       &glamor_facet_fillspans_120);

        if (!prog)
            goto bail;

        /* Set up the vertex buffers for the points */

        v = glamor_get_vbo_space(drawable->pScreen, n * 8 * sizeof (short), &vbo_offset);

        glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
        glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_SHORT, GL_FALSE,
                              2 * sizeof (short), vbo_offset);

        for (c = 0; c < n; c++) {
            v[0] = points->x;           v[1] = points->y;
            v[2] = points->x;           v[3] = points->y + 1;
            v[4] = points->x + *widths; v[5] = points->y + 1;
            v[6] = points->x + *widths; v[7] = points->y;

            widths++;
            points++;
            v += 8;
        }

        glamor_put_vbo_space(screen);
    }

    glEnable(GL_SCISSOR_TEST);

    glamor_pixmap_loop(pixmap_priv, box_x, box_y) {
        int nbox = RegionNumRects(gc->pCompositeClip);
        BoxPtr box = RegionRects(gc->pCompositeClip);

        glamor_set_destination_drawable(drawable, box_x, box_y, FALSE, FALSE, prog->matrix_uniform, &off_x, &off_y);

        while (nbox--) {
            glScissor(box->x1 + off_x,
                      box->y1 + off_y,
                      box->x2 - box->x1,
                      box->y2 - box->y1);
            box++;
            if (glamor_priv->glsl_version >= 130)
                glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, n);
            else {
                glamor_glDrawArrays_GL_QUADS(glamor_priv, nbox);
            }
        }
    }
Пример #4
0
static Bool
glamor_poly_fill_rect_gl(DrawablePtr drawable,
                         GCPtr gc, int nrect, xRectangle *prect)
{
    ScreenPtr screen = drawable->pScreen;
    glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
    PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
    glamor_pixmap_private *pixmap_priv;
    glamor_program *prog;
    int off_x, off_y;
    GLshort *v;
    char *vbo_offset;
    int box_x, box_y;

    pixmap_priv = glamor_get_pixmap_private(pixmap);
    if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
        goto bail;

    glamor_get_context(glamor_priv);

    if (glamor_priv->glsl_version >= 130) {
        prog = glamor_use_program_fill(pixmap, gc,
                                       &glamor_priv->poly_fill_rect_program,
                                       &glamor_facet_polyfillrect_130);

        if (!prog)
            goto bail_ctx;

        /* Set up the vertex buffers for the points */

        v = glamor_get_vbo_space(drawable->pScreen, nrect * sizeof (xRectangle), &vbo_offset);

        glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
        glVertexAttribDivisor(GLAMOR_VERTEX_POS, 1);
        glVertexAttribPointer(GLAMOR_VERTEX_POS, 4, GL_SHORT, GL_FALSE,
                              4 * sizeof (short), vbo_offset);

        memcpy(v, prect, nrect * sizeof (xRectangle));

        glamor_put_vbo_space(screen);
    } else {
        int n;

        prog = glamor_use_program_fill(pixmap, gc,
                                       &glamor_priv->poly_fill_rect_program,
                                       &glamor_facet_polyfillrect_120);

        if (!prog)
            goto bail_ctx;

        /* Set up the vertex buffers for the points */

        v = glamor_get_vbo_space(drawable->pScreen, nrect * 8 * sizeof (short), &vbo_offset);

        glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
        glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_SHORT, GL_FALSE,
                              2 * sizeof (short), vbo_offset);

        for (n = 0; n < nrect; n++) {
            v[0] = prect->x;                v[1] = prect->y;
            v[2] = prect->x;                v[3] = prect->y + prect->height;
            v[4] = prect->x + prect->width; v[5] = prect->y + prect->height;
            v[6] = prect->x + prect->width; v[7] = prect->y;
            prect++;
            v += 8;
        }

        glamor_put_vbo_space(screen);
    }

    glEnable(GL_SCISSOR_TEST);

    glamor_pixmap_loop(pixmap_priv, box_x, box_y) {
        int nbox = RegionNumRects(gc->pCompositeClip);
        BoxPtr box = RegionRects(gc->pCompositeClip);

        glamor_set_destination_drawable(drawable, box_x, box_y, TRUE, FALSE, prog->matrix_uniform, &off_x, &off_y);

        while (nbox--) {
            glScissor(box->x1 + off_x,
                      box->y1 + off_y,
                      box->x2 - box->x1,
                      box->y2 - box->y1);
            box++;
            if (glamor_priv->glsl_version >= 130)
                glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, nrect);
            else {
                if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
                    glDrawArrays(GL_QUADS, 0, nrect * 4);
                } else {
                    int i;
                    for (i = 0; i < nrect; i++) {
                        glDrawArrays(GL_TRIANGLE_FAN, i * 4, 4);
                    }
                }
            }
        }
    }
static Bool
glamor_poly_glyph_blt_gl(DrawablePtr drawable, GCPtr gc,
                         int start_x, int y, unsigned int nglyph,
                         CharInfoPtr *ppci, void *pglyph_base)
{
    ScreenPtr screen = drawable->pScreen;
    glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
    PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
    glamor_pixmap_private *pixmap_priv;
    glamor_program *prog;
    RegionPtr clip = gc->pCompositeClip;
    int box_index;

    pixmap_priv = glamor_get_pixmap_private(pixmap);
    if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
        goto bail;

    glamor_make_current(glamor_priv);

    prog = glamor_use_program_fill(pixmap, gc,
                                   &glamor_priv->poly_glyph_blt_progs,
                                   &glamor_facet_poly_glyph_blt);
    if (!prog)
        goto bail;

    glEnableVertexAttribArray(GLAMOR_VERTEX_POS);

    start_x += drawable->x;
    y += drawable->y;

    glamor_pixmap_loop(pixmap_priv, box_index) {
        int x;
        int n;
        int num_points, max_points;
        INT16 *points = NULL;
        int off_x, off_y;
        char *vbo_offset;

        glamor_set_destination_drawable(drawable, box_index, FALSE, TRUE,
                                        prog->matrix_uniform, &off_x, &off_y);

        max_points = 500;
        num_points = 0;
        x = start_x;
        for (n = 0; n < nglyph; n++) {
            CharInfoPtr charinfo = ppci[n];
            int w = GLYPHWIDTHPIXELS(charinfo);
            int h = GLYPHHEIGHTPIXELS(charinfo);
            uint8_t *glyphbits = FONTGLYPHBITS(NULL, charinfo);

            if (w && h) {
                int glyph_x = x + charinfo->metrics.leftSideBearing;
                int glyph_y = y - charinfo->metrics.ascent;
                int glyph_stride = GLYPHWIDTHBYTESPADDED(charinfo);
                int xx, yy;

                for (yy = 0; yy < h; yy++) {
                    uint8_t *glyph = glyphbits;
                    for (xx = 0; xx < w; glyph += ((xx&7) == 7), xx++) {
                        int pt_x_i = glyph_x + xx;
                        int pt_y_i = glyph_y + yy;

                        if (!(*glyph & (1 << (xx & 7))))
                            continue;

                        if (!RegionContainsPoint(clip, pt_x_i, pt_y_i, NULL))
                            continue;

                        if (!num_points) {
                            points = glamor_get_vbo_space(screen,
                                                          max_points *
                                                          (2 * sizeof (INT16)),
                                                          &vbo_offset);

                            glVertexAttribPointer(GLAMOR_VERTEX_POS,
                                                  2, GL_SHORT,
                                                  GL_FALSE, 0, vbo_offset);
                        }

                        *points++ = pt_x_i;
                        *points++ = pt_y_i;
                        num_points++;

                        if (num_points == max_points) {
                            glamor_put_vbo_space(screen);
                            glDrawArrays(GL_POINTS, 0, num_points);
                            num_points = 0;
                        }
                    }
                    glyphbits += glyph_stride;
                }
            }
            x += charinfo->metrics.characterWidth;
        }

        if (num_points) {
            glamor_put_vbo_space(screen);
            glDrawArrays(GL_POINTS, 0, num_points);
        }
    }
static Bool
_glamor_upload_bits_to_pixmap_texture(PixmapPtr pixmap, GLenum format,
                                      GLenum type, int no_alpha, int revert,
                                      int swap_rb, int x, int y, int w, int h,
                                      int stride, void *bits, int pbo)
{
    ScreenPtr screen = pixmap->drawable.pScreen;
    glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
    glamor_screen_private *glamor_priv =
        glamor_get_screen_private(pixmap->drawable.pScreen);
    float dst_xscale, dst_yscale;
    GLuint tex = 0;
    int need_free_bits = 0;

    if (bits == NULL)
        goto ready_to_upload;

    if (revert > REVERT_NORMAL) {
        /* XXX if we are restoring the pixmap, then we may not need to allocate
         * new buffer */
        void *converted_bits;

        if (pixmap->drawable.depth == 1)
            stride = (((w * 8 + 7) / 8) + 3) & ~3;

        converted_bits = xallocarray(h, stride);

        if (converted_bits == NULL)
            return FALSE;
        bits = glamor_color_convert_to_bits(bits, converted_bits, w, h,
                                            stride, no_alpha, revert, swap_rb);
        if (bits == NULL) {
            free(converted_bits);
            ErrorF("Failed to convert pixmap no_alpha %d,"
                   "revert mode %d, swap mode %d\n", no_alpha, revert, swap_rb);
            return FALSE;
        }
        no_alpha = 0;
        revert = REVERT_NONE;
        swap_rb = SWAP_NONE_UPLOADING;
        need_free_bits = TRUE;
    }

 ready_to_upload:

    /* Try fast path firstly, upload the pixmap to the texture attached
     * to the fbo directly. */
    if (no_alpha == 0
        && revert == REVERT_NONE && swap_rb == SWAP_NONE_UPLOADING
#ifdef WALKAROUND_LARGE_TEXTURE_MAP
        && glamor_pixmap_priv_is_small(pixmap_priv)
#endif
        ) {
        int fbo_x_off, fbo_y_off;

        assert(pixmap_priv->fbo->tex);
        pixmap_priv_get_fbo_off(pixmap_priv, &fbo_x_off, &fbo_y_off);

        assert(x + fbo_x_off >= 0 && y + fbo_y_off >= 0);
        assert(x + fbo_x_off + w <= pixmap_priv->fbo->width);
        assert(y + fbo_y_off + h <= pixmap_priv->fbo->height);
        if (!__glamor_upload_pixmap_to_texture(pixmap, &pixmap_priv->fbo->tex,
                                               format, type,
                                               x + fbo_x_off, y + fbo_y_off,
                                               w, h,
                                               bits, pbo)) {
            if (need_free_bits)
                free(bits);
            return FALSE;
        }
    } else {
        static const float texcoords_inv[8] = { 0, 0,
                                                1, 0,
                                                1, 1,
                                                0, 1
        };
        GLfloat *v;
        char *vbo_offset;

        v = glamor_get_vbo_space(screen, 16 * sizeof(GLfloat), &vbo_offset);

        pixmap_priv_get_dest_scale(pixmap, pixmap_priv, &dst_xscale, &dst_yscale);
        glamor_set_normalize_vcoords(pixmap_priv, dst_xscale,
                                     dst_yscale,
                                     x, y,
                                     x + w, y + h,
                                     v);
        /* Slow path, we need to flip y or wire alpha to 1. */
        glamor_make_current(glamor_priv);

        if (!__glamor_upload_pixmap_to_texture(pixmap, &tex,
                                               format, type, 0, 0, w, h, bits,
                                               pbo)) {
            if (need_free_bits)
                free(bits);
            return FALSE;
        }

        memcpy(&v[8], texcoords_inv, 8 * sizeof(GLfloat));

        glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
                              GL_FALSE, 2 * sizeof(float), vbo_offset);
        glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
        glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
                              GL_FALSE, 2 * sizeof(float), vbo_offset + 8 * sizeof(GLfloat));
        glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);

        glamor_put_vbo_space(screen);
        glamor_set_destination_pixmap_priv_nc(glamor_priv, pixmap, pixmap_priv);
        glamor_set_alu(screen, GXcopy);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, tex);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        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);
        glDeleteTextures(1, &tex);
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
    }

    if (need_free_bits)
        free(bits);
    return TRUE;
}