613 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C
		
	
	
	
			
		
		
	
	
			613 lines
		
	
	
		
			18 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 =
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	    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 || pixmap_priv->base.gl_fbo == 0)
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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(glamor_gl_dispatch * dispatch, GLenum type,
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			 const char *source)
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{
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	GLint ok;
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	GLint prog;
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	prog = dispatch->glCreateShader(type);
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	dispatch->glShaderSource(prog, 1, (const GLchar **) &source, NULL);
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	dispatch->glCompileShader(prog);
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	dispatch->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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		dispatch->glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size);
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		info = malloc(size);
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		if (info) {
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			dispatch->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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		} 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(glamor_gl_dispatch * dispatch, GLint prog)
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{
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	GLint ok;
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	dispatch->glLinkProgram(prog);
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	dispatch->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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		dispatch->glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &size);
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		info = malloc(size);
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		dispatch->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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}
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Bool
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glamor_prepare_access(DrawablePtr drawable, glamor_access_t access)
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{
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	PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
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	return glamor_download_pixmap_to_cpu(pixmap, access);
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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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	glamor_gl_dispatch *dispatch;
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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" "}\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" "}\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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	dispatch =  glamor_get_dispatch(glamor_priv);
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	glamor_priv->finish_access_prog[0] = dispatch->glCreateProgram();
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	glamor_priv->finish_access_prog[1] = dispatch->glCreateProgram();
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	vs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER,
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				     vs_source);
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	XNFasprintf(&source, "%s%s", common_source, fs_source);
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	fs_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
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				     source);
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	free(source);
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	dispatch->glAttachShader(glamor_priv->finish_access_prog[0],
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				 vs_prog);
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	dispatch->glAttachShader(glamor_priv->finish_access_prog[0],
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				 fs_prog);
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	avs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER,
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				     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(dispatch, GL_FRAGMENT_SHADER,
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						  source);
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	free(source);
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	dispatch->glAttachShader(glamor_priv->finish_access_prog[1],
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				 avs_prog);
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	dispatch->glAttachShader(glamor_priv->finish_access_prog[1],
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				 set_alpha_prog);
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	dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[0],
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				       GLAMOR_VERTEX_POS, "v_position");
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	dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[0],
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				       GLAMOR_VERTEX_SOURCE,
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				       "v_texcoord0");
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	glamor_link_glsl_prog(dispatch,
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			      glamor_priv->finish_access_prog[0]);
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	dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[1],
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				       GLAMOR_VERTEX_POS, "v_position");
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	dispatch->glBindAttribLocation(glamor_priv->finish_access_prog[1],
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				       GLAMOR_VERTEX_SOURCE,
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				       "v_texcoord0");
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	glamor_link_glsl_prog(dispatch,
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			      glamor_priv->finish_access_prog[1]);
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	glamor_priv->finish_access_revert[0] =
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	    dispatch->
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	    glGetUniformLocation(glamor_priv->finish_access_prog[0],
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				 "revert");
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	glamor_priv->finish_access_swap_rb[0] =
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	    dispatch->
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	    glGetUniformLocation(glamor_priv->finish_access_prog[0],
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				 "swap_rb");
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	sampler_uniform_location =
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	    dispatch->
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	    glGetUniformLocation(glamor_priv->finish_access_prog[0],
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				 "sampler");
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	dispatch->glUseProgram(glamor_priv->finish_access_prog[0]);
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	dispatch->glUniform1i(sampler_uniform_location, 0);
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	dispatch->glUniform1i(glamor_priv->finish_access_revert[0], 0);
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	dispatch->glUniform1i(glamor_priv->finish_access_swap_rb[0], 0);
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	dispatch->glUseProgram(0);
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	glamor_priv->finish_access_revert[1] =
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	    dispatch->
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	    glGetUniformLocation(glamor_priv->finish_access_prog[1],
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				 "revert");
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	glamor_priv->finish_access_swap_rb[1] =
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	    dispatch->
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	    glGetUniformLocation(glamor_priv->finish_access_prog[1],
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				 "swap_rb");
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	sampler_uniform_location =
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	    dispatch->
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	    glGetUniformLocation(glamor_priv->finish_access_prog[1],
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				 "sampler");
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	dispatch->glUseProgram(glamor_priv->finish_access_prog[1]);
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	dispatch->glUniform1i(glamor_priv->finish_access_revert[1], 0);
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	dispatch->glUniform1i(sampler_uniform_location, 0);
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	dispatch->glUniform1i(glamor_priv->finish_access_swap_rb[1], 0);
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	dispatch->glUseProgram(0);
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	glamor_put_dispatch(glamor_priv);
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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_gl_dispatch *dispatch;
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	glamor_priv = glamor_get_screen_private(screen);
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	dispatch =  glamor_get_dispatch(glamor_priv);
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	dispatch->glDeleteProgram(glamor_priv->finish_access_prog[0]);
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	dispatch->glDeleteProgram(glamor_priv->finish_access_prog[1]);
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	glamor_put_dispatch(glamor_priv);
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}
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void
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glamor_finish_access(DrawablePtr drawable, glamor_access_t access_mode)
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{
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	PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
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	glamor_pixmap_private *pixmap_priv =
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	    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 (!GLAMOR_PIXMAP_PRIV_HAS_FBO_DOWNLOADED(pixmap_priv))
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		return;
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	if (access_mode != GLAMOR_ACCESS_RO) {
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		glamor_restore_pixmap_to_texture(pixmap);
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	}
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	if (pixmap_priv->base.fbo->pbo != 0 && pixmap_priv->base.fbo->pbo_valid) {
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		glamor_gl_dispatch *dispatch;
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		assert(glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP);
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		dispatch = glamor_get_dispatch(glamor_priv);
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		dispatch->glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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		dispatch->glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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		dispatch->glDeleteBuffers(1, &pixmap_priv->base.fbo->pbo);
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		glamor_put_dispatch(glamor_priv);
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		pixmap_priv->base.fbo->pbo_valid = FALSE;
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		pixmap_priv->base.fbo->pbo = 0;
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	} else {
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		free(pixmap->devPrivate.ptr);
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	}
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	if (pixmap_priv->type == GLAMOR_TEXTURE_DRM)
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		pixmap->devKind = pixmap_priv->base.drm_stride;
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	if (pixmap_priv->base.gl_fbo == GLAMOR_FBO_DOWNLOADED)
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		pixmap_priv->base.gl_fbo = GLAMOR_FBO_NORMAL;
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	pixmap->devPrivate.ptr = NULL;
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}
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/**
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 * Calls uxa_prepare_access with UXA_PREPARE_SRC for the tile, if that is the
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 * current fill style.
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 *
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 * Solid doesn't use an extra pixmap source, so we don't worry about them.
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 * Stippled/OpaqueStippled are 1bpp and can be in fb, so we should worry
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 * about them.
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 */
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Bool
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glamor_prepare_access_gc(GCPtr gc)
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{
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	if (gc->stipple) {
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		if (!glamor_prepare_access
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		    (&gc->stipple->drawable, GLAMOR_ACCESS_RO))
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			return FALSE;
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	}
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	if (gc->fillStyle == FillTiled) {
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		if (!glamor_prepare_access(&gc->tile.pixmap->drawable,
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					   GLAMOR_ACCESS_RO)) {
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			if (gc->stipple)
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				glamor_finish_access(&gc->
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						     stipple->drawable, 
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						     GLAMOR_ACCESS_RO);
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			return FALSE;
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		}
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	}
 | 
						|
	return TRUE;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Finishes access to the tile in the GC, if used.
 | 
						|
 */
 | 
						|
void
 | 
						|
glamor_finish_access_gc(GCPtr gc)
 | 
						|
{
 | 
						|
	if (gc->fillStyle == FillTiled)
 | 
						|
		glamor_finish_access(&gc->tile.pixmap->drawable, GLAMOR_ACCESS_RO);
 | 
						|
	if (gc->stipple)
 | 
						|
		glamor_finish_access(&gc->stipple->drawable, GLAMOR_ACCESS_RO);
 | 
						|
}
 | 
						|
 | 
						|
Bool
 | 
						|
glamor_stipple(PixmapPtr pixmap, PixmapPtr stipple,
 | 
						|
	       int x, int y, int width, int height,
 | 
						|
	       unsigned char alu, unsigned long planemask,
 | 
						|
	       unsigned long fg_pixel, unsigned long bg_pixel,
 | 
						|
	       int stipple_x, int stipple_y)
 | 
						|
{
 | 
						|
	glamor_fallback("stubbed out stipple depth %d\n",
 | 
						|
			pixmap->drawable.depth);
 | 
						|
	return FALSE;
 | 
						|
}
 | 
						|
 | 
						|
GCOps glamor_gc_ops = {
 | 
						|
	.FillSpans = glamor_fill_spans,
 | 
						|
	.SetSpans = glamor_set_spans,
 | 
						|
	.PutImage = glamor_put_image,
 | 
						|
	.CopyArea = glamor_copy_area,
 | 
						|
	.CopyPlane = glamor_copy_plane,
 | 
						|
	.PolyPoint = glamor_poly_point,
 | 
						|
	.Polylines = glamor_poly_lines,
 | 
						|
	.PolySegment = glamor_poly_segment,
 | 
						|
	.PolyRectangle = miPolyRectangle,
 | 
						|
	.PolyArc = miPolyArc,
 | 
						|
	.FillPolygon = miFillPolygon,
 | 
						|
	.PolyFillRect = glamor_poly_fill_rect,
 | 
						|
	.PolyFillArc = miPolyFillArc,
 | 
						|
	.PolyText8 = miPolyText8,
 | 
						|
	.PolyText16 = miPolyText16,
 | 
						|
	.ImageText8 = miImageText8,
 | 
						|
	.ImageText16 = miImageText16,
 | 
						|
	.ImageGlyphBlt = glamor_image_glyph_blt, //miImageGlyphBlt,
 | 
						|
	.PolyGlyphBlt = glamor_poly_glyph_blt, //miPolyGlyphBlt,
 | 
						|
	.PushPixels = glamor_push_pixels, //miPushPixels,
 | 
						|
};
 | 
						|
 | 
						|
/**
 | 
						|
 * uxa_validate_gc() sets the ops to glamor's implementations, which may be
 | 
						|
 * accelerated or may sync the card and fall back to fb.
 | 
						|
 */
 | 
						|
void
 | 
						|
glamor_validate_gc(GCPtr gc, unsigned long changes, DrawablePtr drawable)
 | 
						|
{
 | 
						|
	/* fbValidateGC will do direct access to pixmaps if the tiling has changed.
 | 
						|
	 * Preempt fbValidateGC by doing its work and masking the change out, so
 | 
						|
	 * that we can do the Prepare/finish_access.
 | 
						|
	 */
 | 
						|
#ifdef FB_24_32BIT
 | 
						|
	if ((changes & GCTile) && fbGetRotatedPixmap(gc)) {
 | 
						|
		gc->pScreen->DestroyPixmap(fbGetRotatedPixmap(gc));
 | 
						|
		fbGetRotatedPixmap(gc) = 0;
 | 
						|
	}
 | 
						|
 | 
						|
	if (gc->fillStyle == FillTiled) {
 | 
						|
		PixmapPtr old_tile, new_tile;
 | 
						|
 | 
						|
		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, GLAMOR_ACCESS_RO);
 | 
						|
				}
 | 
						|
			}
 | 
						|
			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, GLAMOR_ACCESS_RW);
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
		/* Mask out the GCTile change notification, now that we've done FB's
 | 
						|
		 * job for it.
 | 
						|
		 */
 | 
						|
		changes &= ~GCTile;
 | 
						|
	}
 | 
						|
 | 
						|
	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, GLAMOR_ACCESS_RW);
 | 
						|
		}
 | 
						|
	} else {
 | 
						|
		fbValidateGC(gc, changes, drawable);
 | 
						|
	}
 | 
						|
 | 
						|
	gc->ops = &glamor_gc_ops;
 | 
						|
}
 | 
						|
 | 
						|
static GCFuncs glamor_gc_funcs = {
 | 
						|
	glamor_validate_gc,
 | 
						|
	miChangeGC,
 | 
						|
	miCopyGC,
 | 
						|
	miDestroyGC,
 | 
						|
	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)
 | 
						|
{
 | 
						|
	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, GLAMOR_ACCESS_RO);
 | 
						|
	return ret;
 | 
						|
}
 | 
						|
 | 
						|
/* Borrow from cairo. */
 | 
						|
Bool
 | 
						|
glamor_gl_has_extension(const char *extension)
 | 
						|
{
 | 
						|
	const char *pext;
 | 
						|
	int ext_len;
 | 
						|
	ext_len = strlen(extension);
 | 
						|
 | 
						|
	pext = (const char*)glGetString(GL_EXTENSIONS);
 | 
						|
 | 
						|
	if (pext == NULL || extension == NULL)
 | 
						|
		return FALSE;
 | 
						|
 | 
						|
	while ((pext = strstr(pext, extension)) != NULL) {
 | 
						|
		if (pext[ext_len] == ' ' || pext[ext_len] == '\0')
 | 
						|
			return TRUE;
 | 
						|
		pext += ext_len;
 | 
						|
	}
 | 
						|
	return FALSE;
 | 
						|
}
 | 
						|
 | 
						|
int
 | 
						|
glamor_gl_get_version(void)
 | 
						|
{
 | 
						|
	int major, minor;
 | 
						|
	const char *version = (const char *) glGetString(GL_VERSION);
 | 
						|
	const char *dot = version == NULL ? NULL : strchr(version, '.');
 | 
						|
	const char *major_start = dot;
 | 
						|
 | 
						|
	/* Sanity check */
 | 
						|
	if (dot == NULL || dot == version || *(dot + 1) == '\0') {
 | 
						|
		major = 0;
 | 
						|
		minor = 0;
 | 
						|
	} else {
 | 
						|
		/* Find the start of the major version in the string */
 | 
						|
		while (major_start > version && *major_start != ' ')
 | 
						|
			--major_start;
 | 
						|
		major = strtol(major_start, NULL, 10);
 | 
						|
		minor = strtol(dot + 1, NULL, 10);
 | 
						|
	}
 | 
						|
 | 
						|
	return GLAMOR_GL_VERSION_ENCODE(major, minor);
 | 
						|
}
 |