525 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C
		
	
	
	
			
		
		
	
	
			525 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C
		
	
	
	
/*
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 * Copyright © 2001 Keith Packard
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 * Copyright © 2008 Intel Corporation
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice (including the next
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 * paragraph) shall be included in all copies or substantial portions of the
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 * Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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 * IN THE SOFTWARE.
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 *
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 * Authors:
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 *    Eric Anholt <eric@anholt.net>
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 *
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 */
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/** @file glamor_core.c
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 *
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 * This file covers core X rendering in glamor.
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 */
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#include <stdlib.h>
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#include "glamor_priv.h"
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const Bool
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glamor_get_drawable_location(const DrawablePtr drawable)
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{
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    PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
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    glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
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    glamor_screen_private *glamor_priv =
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        glamor_get_screen_private(drawable->pScreen);
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    if (pixmap_priv == NULL ||
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        pixmap_priv->base.gl_fbo == GLAMOR_FBO_UNATTACHED)
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        return 'm';
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    if (pixmap_priv->base.fbo->fb == glamor_priv->screen_fbo)
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        return 's';
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    else
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        return 'f';
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}
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GLint
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glamor_compile_glsl_prog(GLenum type, const char *source)
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{
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    GLint ok;
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    GLint prog;
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    prog = glCreateShader(type);
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    glShaderSource(prog, 1, (const GLchar **) &source, NULL);
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    glCompileShader(prog);
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    glGetShaderiv(prog, GL_COMPILE_STATUS, &ok);
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    if (!ok) {
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        GLchar *info;
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        GLint size;
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        glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size);
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        info = malloc(size);
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        if (info) {
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            glGetShaderInfoLog(prog, size, NULL, info);
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            ErrorF("Failed to compile %s: %s\n",
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                   type == GL_FRAGMENT_SHADER ? "FS" : "VS", info);
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            ErrorF("Program source:\n%s", source);
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            free(info);
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        }
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        else
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            ErrorF("Failed to get shader compilation info.\n");
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        FatalError("GLSL compile failure\n");
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    }
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    return prog;
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}
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void
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glamor_link_glsl_prog(ScreenPtr screen, GLint prog, const char *format, ...)
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{
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    GLint ok;
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    glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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    glLinkProgram(prog);
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    glGetProgramiv(prog, GL_LINK_STATUS, &ok);
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    if (!ok) {
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        GLchar *info;
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        GLint size;
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        glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &size);
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        info = malloc(size);
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        glGetProgramInfoLog(prog, size, NULL, info);
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        ErrorF("Failed to link: %s\n", info);
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        FatalError("GLSL link failure\n");
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    }
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    if (glamor_priv->has_khr_debug) {
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        char *label;
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        va_list va;
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        va_start(va, format);
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        XNFvasprintf(&label, format, va);
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        glObjectLabel(GL_PROGRAM, prog, -1, label);
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        free(label);
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        va_end(va);
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    }
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}
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/*
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 *  When downloading a unsupported color format to CPU memory,
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    we need to shuffle the color elements and then use a supported
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    color format to read it back to CPU memory.
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    For an example, the picture's format is PICT_b8g8r8a8,
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    Then the expecting color layout is as below (little endian):
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    0	1	2	3   : address
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    a	r	g	b
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    Now the in GLES2 the supported color format is GL_RGBA, type is
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    GL_UNSIGNED_TYPE, then we need to shuffle the fragment
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    color as :
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	frag_color = sample(texture).argb;
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    before we use glReadPixel to get it back.
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    For the uploading process, the shuffle is a revert shuffle.
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    We still use GL_RGBA, GL_UNSIGNED_BYTE to upload the color
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    to a texture, then let's see
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    0	1	2	3   : address
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    a	r	g	b   : correct colors
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    R	G	B	A   : GL_RGBA with GL_UNSIGNED_BYTE
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    Now we need to shuffle again, the mapping rule is
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    r = G, g = B, b = A, a = R. Then the uploading shuffle is as
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    below:
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	frag_color = sample(texture).gbar;
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*/
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void
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glamor_init_finish_access_shaders(ScreenPtr screen)
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{
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    glamor_screen_private *glamor_priv;
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    const char *vs_source =
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        "attribute vec4 v_position;\n"
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        "attribute vec4 v_texcoord0;\n"
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        "varying vec2 source_texture;\n"
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        "void main()\n"
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        "{\n"
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        "	gl_Position = v_position;\n"
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        "	source_texture = v_texcoord0.xy;\n"
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        "}\n";
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    const char *common_source =
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        GLAMOR_DEFAULT_PRECISION
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        "varying vec2 source_texture;\n"
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        "uniform sampler2D sampler;\n"
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        "uniform int revert;\n"
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        "uniform int swap_rb;\n"
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        "#define REVERT_NONE       			0\n"
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        "#define REVERT_NORMAL     			1\n"
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        "#define SWAP_NONE_DOWNLOADING  		0\n"
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        "#define SWAP_DOWNLOADING  			1\n"
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        "#define SWAP_UPLOADING	  		2\n"
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        "#define SWAP_NONE_UPLOADING		3\n";
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    const char *fs_source =
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        "void main()\n"
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        "{\n"
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        "   if (revert == REVERT_NONE) \n"
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        "    { \n"
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        "     if ((swap_rb != SWAP_NONE_DOWNLOADING) && (swap_rb != SWAP_NONE_UPLOADING))   \n"
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        "	  	gl_FragColor = texture2D(sampler, source_texture).bgra;\n"
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        "     else \n"
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        "	  	gl_FragColor = texture2D(sampler, source_texture).rgba;\n"
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        "    } \n"
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        "   else \n"
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        "    { \n"
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        "     if (swap_rb == SWAP_DOWNLOADING)   \n"
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        "	  	gl_FragColor = texture2D(sampler, source_texture).argb;\n"
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        "     else if (swap_rb == SWAP_NONE_DOWNLOADING)\n"
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        "	  	gl_FragColor = texture2D(sampler, source_texture).abgr;\n"
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        "     else if (swap_rb == SWAP_UPLOADING)\n"
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        "	  	gl_FragColor = texture2D(sampler, source_texture).gbar;\n"
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        "     else if (swap_rb == SWAP_NONE_UPLOADING)\n"
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        "	  	gl_FragColor = texture2D(sampler, source_texture).abgr;\n"
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        "    } \n"
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        "}\n";
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    const char *set_alpha_source =
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        "void main()\n"
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        "{\n"
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        "   if (revert == REVERT_NONE) \n"
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        "    { \n"
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        "     if ((swap_rb != SWAP_NONE_DOWNLOADING) && (swap_rb != SWAP_NONE_UPLOADING))   \n"
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        "	  	gl_FragColor = vec4(texture2D(sampler, source_texture).bgr, 1);\n"
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        "     else \n"
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        "	  	gl_FragColor = vec4(texture2D(sampler, source_texture).rgb, 1);\n"
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        "    } \n"
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        "   else \n"
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        "    { \n"
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        "     if (swap_rb == SWAP_DOWNLOADING)   \n"
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        "	  	gl_FragColor = vec4(1, texture2D(sampler, source_texture).rgb);\n"
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        "     else if (swap_rb == SWAP_NONE_DOWNLOADING)\n"
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        "	  	gl_FragColor = vec4(1, texture2D(sampler, source_texture).bgr);\n"
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        "     else if (swap_rb == SWAP_UPLOADING)\n"
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        "	  	gl_FragColor = vec4(texture2D(sampler, source_texture).gba, 1);\n"
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        "     else if (swap_rb == SWAP_NONE_UPLOADING)\n"
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        "	  	gl_FragColor = vec4(texture2D(sampler, source_texture).abg, 1);\n"
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        "    } \n"
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        "}\n";
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    GLint fs_prog, vs_prog, avs_prog, set_alpha_prog;
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    GLint sampler_uniform_location;
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    char *source;
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    glamor_priv = glamor_get_screen_private(screen);
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    glamor_make_current(glamor_priv);
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    glamor_priv->finish_access_prog[0] = glCreateProgram();
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    glamor_priv->finish_access_prog[1] = glCreateProgram();
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    vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, vs_source);
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    XNFasprintf(&source, "%s%s", common_source, fs_source);
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    fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, source);
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    free(source);
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    glAttachShader(glamor_priv->finish_access_prog[0], vs_prog);
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    glAttachShader(glamor_priv->finish_access_prog[0], fs_prog);
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    avs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, vs_source);
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    XNFasprintf(&source, "%s%s", common_source, set_alpha_source);
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    set_alpha_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER,
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                                              source);
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    free(source);
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    glAttachShader(glamor_priv->finish_access_prog[1], avs_prog);
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    glAttachShader(glamor_priv->finish_access_prog[1], set_alpha_prog);
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    glBindAttribLocation(glamor_priv->finish_access_prog[0],
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                         GLAMOR_VERTEX_POS, "v_position");
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    glBindAttribLocation(glamor_priv->finish_access_prog[0],
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                         GLAMOR_VERTEX_SOURCE, "v_texcoord0");
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    glamor_link_glsl_prog(screen, glamor_priv->finish_access_prog[0],
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                          "finish access 0");
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    glBindAttribLocation(glamor_priv->finish_access_prog[1],
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                         GLAMOR_VERTEX_POS, "v_position");
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    glBindAttribLocation(glamor_priv->finish_access_prog[1],
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                         GLAMOR_VERTEX_SOURCE, "v_texcoord0");
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    glamor_link_glsl_prog(screen, glamor_priv->finish_access_prog[1],
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                          "finish access 1");
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    glamor_priv->finish_access_revert[0] =
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        glGetUniformLocation(glamor_priv->finish_access_prog[0], "revert");
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    glamor_priv->finish_access_swap_rb[0] =
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        glGetUniformLocation(glamor_priv->finish_access_prog[0], "swap_rb");
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    sampler_uniform_location =
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        glGetUniformLocation(glamor_priv->finish_access_prog[0], "sampler");
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    glUseProgram(glamor_priv->finish_access_prog[0]);
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    glUniform1i(sampler_uniform_location, 0);
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    glUniform1i(glamor_priv->finish_access_revert[0], 0);
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    glUniform1i(glamor_priv->finish_access_swap_rb[0], 0);
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    glamor_priv->finish_access_revert[1] =
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        glGetUniformLocation(glamor_priv->finish_access_prog[1], "revert");
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    glamor_priv->finish_access_swap_rb[1] =
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        glGetUniformLocation(glamor_priv->finish_access_prog[1], "swap_rb");
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    sampler_uniform_location =
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        glGetUniformLocation(glamor_priv->finish_access_prog[1], "sampler");
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    glUseProgram(glamor_priv->finish_access_prog[1]);
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    glUniform1i(glamor_priv->finish_access_revert[1], 0);
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    glUniform1i(sampler_uniform_location, 0);
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    glUniform1i(glamor_priv->finish_access_swap_rb[1], 0);
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}
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void
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glamor_fini_finish_access_shaders(ScreenPtr screen)
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{
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    glamor_screen_private *glamor_priv;
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    glamor_priv = glamor_get_screen_private(screen);
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    glamor_make_current(glamor_priv);
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    glDeleteProgram(glamor_priv->finish_access_prog[0]);
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    glDeleteProgram(glamor_priv->finish_access_prog[1]);
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}
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GCOps glamor_gc_ops = {
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    .FillSpans = glamor_fill_spans,
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    .SetSpans = glamor_set_spans,
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    .PutImage = glamor_put_image,
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    .CopyArea = glamor_copy_area,
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    .CopyPlane = glamor_copy_plane,
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    .PolyPoint = glamor_poly_point,
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    .Polylines = glamor_poly_lines,
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    .PolySegment = glamor_poly_segment,
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    .PolyRectangle = miPolyRectangle,
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    .PolyArc = miPolyArc,
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    .FillPolygon = miFillPolygon,
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    .PolyFillRect = glamor_poly_fill_rect,
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    .PolyFillArc = miPolyFillArc,
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    .PolyText8 = glamor_poly_text8,
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    .PolyText16 = glamor_poly_text16,
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    .ImageText8 = glamor_image_text8,
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    .ImageText16 = glamor_image_text16,
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    .ImageGlyphBlt = miImageGlyphBlt,
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    .PolyGlyphBlt = glamor_poly_glyph_blt,
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    .PushPixels = glamor_push_pixels,
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};
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/*
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 * When the stipple is changed or drawn to, invalidate any
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 * cached copy
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 */
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static void
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glamor_invalidate_stipple(GCPtr gc)
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{
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    glamor_gc_private *gc_priv = glamor_get_gc_private(gc);
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    if (gc_priv->stipple) {
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        if (gc_priv->stipple_damage)
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            DamageUnregister(gc_priv->stipple_damage);
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        glamor_destroy_pixmap(gc_priv->stipple);
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        gc_priv->stipple = NULL;
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    }
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}
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static void
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glamor_stipple_damage_report(DamagePtr damage, RegionPtr region,
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                             void *closure)
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{
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    GCPtr       gc = closure;
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    glamor_invalidate_stipple(gc);
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}
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static void
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glamor_stipple_damage_destroy(DamagePtr damage, void *closure)
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{
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    GCPtr               gc = closure;
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    glamor_gc_private   *gc_priv = glamor_get_gc_private(gc);
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    gc_priv->stipple_damage = NULL;
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    glamor_invalidate_stipple(gc);
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}
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void
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glamor_track_stipple(GCPtr gc)
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{
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    if (gc->stipple) {
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        glamor_gc_private *gc_priv = glamor_get_gc_private(gc);
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        if (!gc_priv->stipple_damage)
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            gc_priv->stipple_damage = DamageCreate(glamor_stipple_damage_report,
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                                                   glamor_stipple_damage_destroy,
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                                                   DamageReportNonEmpty,
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                                                   TRUE, gc->pScreen, gc);
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        if (gc_priv->stipple_damage)
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            DamageRegister(&gc->stipple->drawable, gc_priv->stipple_damage);
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    }
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}
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/**
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 * uxa_validate_gc() sets the ops to glamor's implementations, which may be
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 * accelerated or may sync the card and fall back to fb.
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 */
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void
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glamor_validate_gc(GCPtr gc, unsigned long changes, DrawablePtr drawable)
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{
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    /* fbValidateGC will do direct access to pixmaps if the tiling has changed.
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     * Preempt fbValidateGC by doing its work and masking the change out, so
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     * that we can do the Prepare/finish_access.
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     */
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#ifdef FB_24_32BIT
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    if ((changes & GCTile) && fbGetRotatedPixmap(gc)) {
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        gc->pScreen->DestroyPixmap(fbGetRotatedPixmap(gc));
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        fbGetRotatedPixmap(gc) = 0;
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    }
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    if (gc->fillStyle == FillTiled) {
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        PixmapPtr old_tile, new_tile;
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 | 
						|
        old_tile = gc->tile.pixmap;
 | 
						|
        if (old_tile->drawable.bitsPerPixel != drawable->bitsPerPixel) {
 | 
						|
            new_tile = fbGetRotatedPixmap(gc);
 | 
						|
            if (!new_tile ||
 | 
						|
                new_tile->drawable.bitsPerPixel != drawable->bitsPerPixel) {
 | 
						|
                if (new_tile)
 | 
						|
                    gc->pScreen->DestroyPixmap(new_tile);
 | 
						|
                /* fb24_32ReformatTile will do direct access of a newly-
 | 
						|
                 * allocated pixmap.
 | 
						|
                 */
 | 
						|
                glamor_fallback
 | 
						|
                    ("GC %p tile FB_24_32 transformat %p.\n", gc, old_tile);
 | 
						|
 | 
						|
                if (glamor_prepare_access
 | 
						|
                    (&old_tile->drawable, GLAMOR_ACCESS_RO)) {
 | 
						|
                    new_tile =
 | 
						|
                        fb24_32ReformatTile(old_tile, drawable->bitsPerPixel);
 | 
						|
                    glamor_finish_access(&old_tile->drawable);
 | 
						|
                }
 | 
						|
            }
 | 
						|
            if (new_tile) {
 | 
						|
                fbGetRotatedPixmap(gc) = old_tile;
 | 
						|
                gc->tile.pixmap = new_tile;
 | 
						|
                changes |= GCTile;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
#endif
 | 
						|
    if (changes & GCTile) {
 | 
						|
        if (!gc->tileIsPixel) {
 | 
						|
            glamor_pixmap_private *pixmap_priv =
 | 
						|
                glamor_get_pixmap_private(gc->tile.pixmap);
 | 
						|
            if ((!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
 | 
						|
                && FbEvenTile(gc->tile.pixmap->drawable.width *
 | 
						|
                              drawable->bitsPerPixel)) {
 | 
						|
                glamor_fallback
 | 
						|
                    ("GC %p tile changed %p.\n", gc, gc->tile.pixmap);
 | 
						|
                if (glamor_prepare_access
 | 
						|
                    (&gc->tile.pixmap->drawable, GLAMOR_ACCESS_RW)) {
 | 
						|
                    fbPadPixmap(gc->tile.pixmap);
 | 
						|
                    glamor_finish_access(&gc->tile.pixmap->drawable);
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
        /* Mask out the GCTile change notification, now that we've done FB's
 | 
						|
         * job for it.
 | 
						|
         */
 | 
						|
        changes &= ~GCTile;
 | 
						|
    }
 | 
						|
 | 
						|
    if (changes & GCStipple)
 | 
						|
        glamor_invalidate_stipple(gc);
 | 
						|
 | 
						|
    if (changes & GCStipple && gc->stipple) {
 | 
						|
        /* We can't inline stipple handling like we do for GCTile because
 | 
						|
         * it sets fbgc privates.
 | 
						|
         */
 | 
						|
        if (glamor_prepare_access(&gc->stipple->drawable, GLAMOR_ACCESS_RW)) {
 | 
						|
            fbValidateGC(gc, changes, drawable);
 | 
						|
            glamor_finish_access(&gc->stipple->drawable);
 | 
						|
        }
 | 
						|
    }
 | 
						|
    else {
 | 
						|
        fbValidateGC(gc, changes, drawable);
 | 
						|
    }
 | 
						|
 | 
						|
    if (changes & GCDashList) {
 | 
						|
        glamor_gc_private *gc_priv = glamor_get_gc_private(gc);
 | 
						|
 | 
						|
        if (gc_priv->dash) {
 | 
						|
            glamor_destroy_pixmap(gc_priv->dash);
 | 
						|
            gc_priv->dash = NULL;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    gc->ops = &glamor_gc_ops;
 | 
						|
}
 | 
						|
 | 
						|
void
 | 
						|
glamor_destroy_gc(GCPtr gc)
 | 
						|
{
 | 
						|
    glamor_gc_private *gc_priv = glamor_get_gc_private(gc);
 | 
						|
 | 
						|
    if (gc_priv->dash) {
 | 
						|
        glamor_destroy_pixmap(gc_priv->dash);
 | 
						|
        gc_priv->dash = NULL;
 | 
						|
    }
 | 
						|
    glamor_invalidate_stipple(gc);
 | 
						|
    if (gc_priv->stipple_damage)
 | 
						|
        DamageDestroy(gc_priv->stipple_damage);
 | 
						|
    miDestroyGC(gc);
 | 
						|
}
 | 
						|
 | 
						|
static GCFuncs glamor_gc_funcs = {
 | 
						|
    glamor_validate_gc,
 | 
						|
    miChangeGC,
 | 
						|
    miCopyGC,
 | 
						|
    glamor_destroy_gc,
 | 
						|
    miChangeClip,
 | 
						|
    miDestroyClip,
 | 
						|
    miCopyClip
 | 
						|
};
 | 
						|
 | 
						|
/**
 | 
						|
 * exaCreateGC makes a new GC and hooks up its funcs handler, so that
 | 
						|
 * exaValidateGC() will get called.
 | 
						|
 */
 | 
						|
int
 | 
						|
glamor_create_gc(GCPtr gc)
 | 
						|
{
 | 
						|
    glamor_gc_private *gc_priv = glamor_get_gc_private(gc);
 | 
						|
 | 
						|
    gc_priv->dash = NULL;
 | 
						|
    gc_priv->stipple = NULL;
 | 
						|
    if (!fbCreateGC(gc))
 | 
						|
        return FALSE;
 | 
						|
 | 
						|
    gc->funcs = &glamor_gc_funcs;
 | 
						|
 | 
						|
    return TRUE;
 | 
						|
}
 | 
						|
 | 
						|
RegionPtr
 | 
						|
glamor_bitmap_to_region(PixmapPtr pixmap)
 | 
						|
{
 | 
						|
    RegionPtr ret;
 | 
						|
 | 
						|
    glamor_fallback("pixmap %p \n", pixmap);
 | 
						|
    if (!glamor_prepare_access(&pixmap->drawable, GLAMOR_ACCESS_RO))
 | 
						|
        return NULL;
 | 
						|
    ret = fbPixmapToRegion(pixmap);
 | 
						|
    glamor_finish_access(&pixmap->drawable);
 | 
						|
    return ret;
 | 
						|
}
 | 
						|
 |