323 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C
		
	
	
	
			
		
		
	
	
			323 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C
		
	
	
	
| /*
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|  * Copyright © 2009 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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|  *    Zhigang Gong <zhigang.gong@linux.intel.com>
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|  *
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|  */
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| 
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| #include "glamor_priv.h"
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| 
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| /** @file glamor_tile.c
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|  *
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|  * Implements the basic fill-with-a-tile support used by multiple GC ops.
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|  */
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| 
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| void
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| glamor_init_tile_shader(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 *tile_vs =
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| 	    "attribute vec4 v_position;\n"
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| 	    "attribute vec4 v_texcoord0;\n"
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| 	    "varying vec2 tile_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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| 	    "       tile_texture = v_texcoord0.xy;\n" "}\n";
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| 	const char *tile_fs =
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| 	    GLAMOR_DEFAULT_PRECISION
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| 	    "varying vec2 tile_texture;\n"
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| 	    "uniform sampler2D sampler;\n"
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| 	    "uniform vec2	wh;"
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| 	    "void main()\n"
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| 	    "{\n"
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| 	    "   vec2 rel_tex;"
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| 	    "   rel_tex = tile_texture * wh; \n"
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| 	    "   rel_tex = floor(rel_tex) + (fract(rel_tex) / wh); \n"
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| 	    "	gl_FragColor = texture2D(sampler, rel_tex);\n"
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| 	    "}\n";
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| 	GLint fs_prog, vs_prog;
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| 	GLint sampler_uniform_location;
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| 
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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->tile_prog = dispatch->glCreateProgram();
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| 	vs_prog = glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, tile_vs);
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| 	fs_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
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| 					   tile_fs);
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| 	dispatch->glAttachShader(glamor_priv->tile_prog, vs_prog);
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| 	dispatch->glAttachShader(glamor_priv->tile_prog, fs_prog);
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| 
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| 	dispatch->glBindAttribLocation(glamor_priv->tile_prog,
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| 				       GLAMOR_VERTEX_POS, "v_position");
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| 	dispatch->glBindAttribLocation(glamor_priv->tile_prog,
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| 				       GLAMOR_VERTEX_SOURCE,
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| 				       "v_texcoord0");
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| 	glamor_link_glsl_prog(dispatch, glamor_priv->tile_prog);
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| 
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| 	sampler_uniform_location =
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| 	    dispatch->glGetUniformLocation(glamor_priv->tile_prog,
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| 					   "sampler");
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| 	dispatch->glUseProgram(glamor_priv->tile_prog);
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| 	dispatch->glUniform1i(sampler_uniform_location, 0);
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| 
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| 	glamor_priv->tile_wh =
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| 	    dispatch->glGetUniformLocation(glamor_priv->tile_prog,
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| 					   "wh");
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| 	dispatch->glUseProgram(0);
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| 	glamor_put_dispatch(glamor_priv);
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| }
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| 
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| void
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| glamor_fini_tile_shader(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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| 
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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->tile_prog);
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| 	glamor_put_dispatch(glamor_priv);
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| }
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| 
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| static void
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| _glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
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| 	    int x, int y, int width, int height,
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| 	    int tile_x, int tile_y)
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| {
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| 	ScreenPtr screen = pixmap->drawable.pScreen;
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| 	glamor_screen_private *glamor_priv =
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| 	    glamor_get_screen_private(screen);
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| 	glamor_gl_dispatch *dispatch;
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| 	int x1 = x;
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| 	int x2 = x + width;
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| 	int y1 = y;
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| 	int y2 = y + height;
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| 	int tile_x1 = tile_x;
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| 	int tile_x2 = tile_x + width;
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| 	int tile_y1 = tile_y;
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| 	int tile_y2 = tile_y + height;
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| 	float vertices[8];
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| 	float source_texcoords[8];
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| 	GLfloat dst_xscale, dst_yscale, src_xscale, src_yscale;
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| 	glamor_pixmap_private *src_pixmap_priv;
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| 	glamor_pixmap_private *dst_pixmap_priv;
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| 	float wh[4];
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| 	src_pixmap_priv = glamor_get_pixmap_private(tile);
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| 	dst_pixmap_priv = glamor_get_pixmap_private(pixmap);
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| 
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| 	glamor_set_destination_pixmap_priv_nc(dst_pixmap_priv);
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| 	pixmap_priv_get_dest_scale(dst_pixmap_priv, &dst_xscale, &dst_yscale);
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| 	pixmap_priv_get_scale(src_pixmap_priv, &src_xscale,
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| 			      &src_yscale);
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| 	dispatch = glamor_get_dispatch(glamor_priv);
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| 	dispatch->glUseProgram(glamor_priv->tile_prog);
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| 
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| 	glamor_pixmap_fbo_fix_wh_ratio(wh, src_pixmap_priv);
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| 	dispatch->glUniform2fv(glamor_priv->tile_wh, 1, wh);
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| 	dispatch->glActiveTexture(GL_TEXTURE0);
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| 	dispatch->glBindTexture(GL_TEXTURE_2D,
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| 				src_pixmap_priv->base.fbo->tex);
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| 	dispatch->glTexParameteri(GL_TEXTURE_2D,
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| 				  GL_TEXTURE_MIN_FILTER,
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| 				  GL_NEAREST);
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| 	dispatch->glTexParameteri(GL_TEXTURE_2D,
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| 				  GL_TEXTURE_MAG_FILTER,
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| 				  GL_NEAREST);
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| 	dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
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| 				  GL_REPEAT);
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| 	dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
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| 				  GL_REPEAT);
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| #ifndef GLAMOR_GLES2
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| 	dispatch->glEnable(GL_TEXTURE_2D);
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| #endif
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| 	glamor_set_repeat_normalize_tcoords
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| 			(src_pixmap_priv, RepeatNormal,
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| 			 src_xscale, src_yscale,
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| 			 tile_x1, tile_y1,
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| 			 tile_x2, tile_y2,
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| 			 glamor_priv->yInverted,
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| 			 source_texcoords);
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| 
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| 	dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
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| 					GL_FLOAT, GL_FALSE,
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| 					2 * sizeof(float),
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| 					source_texcoords);
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| 	dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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| 
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| 	glamor_set_normalize_vcoords(dst_pixmap_priv, dst_xscale, dst_yscale,
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| 				     x1, y1,
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| 				     x2, y2,
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| 				     glamor_priv->yInverted, vertices);
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| 
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| 	dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
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| 					GL_FALSE, 2 * sizeof(float),
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| 					vertices);
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| 	dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
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| 	dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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| 
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| 	dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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| #ifndef GLAMOR_GLES2
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| 		dispatch->glDisable(GL_TEXTURE_2D);
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| #endif
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| 	dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
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| 	dispatch->glUseProgram(0);
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| 	glamor_put_dispatch(glamor_priv);
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| }
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| 
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| Bool
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| glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
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| 	    int x, int y, int width, int height,
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| 	    unsigned char alu, unsigned long planemask,
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| 	    int tile_x, int tile_y)
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| {
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| 	ScreenPtr screen = pixmap->drawable.pScreen;
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| 	glamor_screen_private *glamor_priv =
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| 	    glamor_get_screen_private(screen);
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| 	glamor_pixmap_private *dst_pixmap_priv;
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| 	glamor_pixmap_private *src_pixmap_priv;
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| 	glamor_gl_dispatch *dispatch;
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| 
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| 	dst_pixmap_priv = glamor_get_pixmap_private(pixmap);
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| 	src_pixmap_priv = glamor_get_pixmap_private(tile);
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| 
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| 	if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dst_pixmap_priv))
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| 		return FALSE;
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| 
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| 	if (glamor_priv->tile_prog == 0) {
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| 		glamor_fallback("Tiling unsupported\n");
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| 		goto fail;
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| 	}
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| 
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| 	if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(src_pixmap_priv)) {
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| 		/* XXX dynamic uploading candidate. */
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| 		glamor_fallback("Non-texture tile pixmap\n");
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| 		goto fail;
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| 	}
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| 
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| 	if (!glamor_set_planemask(pixmap, planemask)) {
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| 		glamor_fallback("unsupported planemask %lx\n", planemask);
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| 		goto fail;
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| 	}
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| 
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| 	dispatch = glamor_get_dispatch(glamor_priv);
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| 	if (!glamor_set_alu(dispatch, alu)) {
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| 		glamor_fallback("unsupported alu %x\n", alu);
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| 		glamor_put_dispatch(glamor_priv);
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| 		goto fail;
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| 	}
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| 
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| 	if (dst_pixmap_priv->type == GLAMOR_TEXTURE_LARGE
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| 	    || src_pixmap_priv->type == GLAMOR_TEXTURE_LARGE) {
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| 			glamor_pixmap_clipped_regions *clipped_dst_regions;
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| 			int n_dst_region, i, j, k;
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| 			BoxRec box;
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| 			RegionRec region;
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| 
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| 			box.x1 = x;
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| 			box.y1 = y;
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| 			box.x2 = x + width;
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| 			box.y2 = y + height;
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| 			RegionInitBoxes(®ion, &box, 1);
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| 			clipped_dst_regions = glamor_compute_clipped_regions(dst_pixmap_priv,
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| 									     ®ion, &n_dst_region, 0, 0, 0);
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| 			for(i = 0; i < n_dst_region; i++)
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| 			{
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| 				int n_src_region;
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| 				glamor_pixmap_clipped_regions *clipped_src_regions;
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| 				BoxPtr current_boxes;
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| 				int n_current_boxes;
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| 
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| 				SET_PIXMAP_FBO_CURRENT(dst_pixmap_priv, clipped_dst_regions[i].block_idx);
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| 
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| 				if (src_pixmap_priv->type == GLAMOR_TEXTURE_LARGE) {
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| 					RegionTranslate(clipped_dst_regions[i].region,
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| 							tile_x - x, tile_y - y);
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| 					DEBUGF("tiled a large src pixmap. %dx%d \n", tile->drawable.width, tile->drawable.height);
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| 					clipped_src_regions = glamor_compute_clipped_regions(src_pixmap_priv,
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| 											     clipped_dst_regions[i].region,
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| 											     &n_src_region, 1, 0, 0);
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| 					DEBUGF("got %d src regions %d \n", n_src_region);
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| 					for (j = 0; j < n_src_region; j++)
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| 					{
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| 
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| 						SET_PIXMAP_FBO_CURRENT(src_pixmap_priv, clipped_src_regions[j].block_idx);
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| 
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| 						RegionTranslate(clipped_src_regions[j].region,
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| 								x - tile_x,
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| 								y - tile_y);
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| 						current_boxes = RegionRects(clipped_src_regions[j].region);
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| 						n_current_boxes = RegionNumRects(clipped_src_regions[j].region);
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| 						for(k = 0; k < n_current_boxes; k++)
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| 						{
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| 							DEBUGF("Tile on %d %d %d %d dst block id %d tile block id %d tilex %d tiley %d\n",
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| 								     current_boxes[k].x1, current_boxes[k].y1,
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| 								     current_boxes[k].x2 - current_boxes[k].x1,
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| 								     current_boxes[k].y2 - current_boxes[k].y1,
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| 									clipped_dst_regions[i].block_idx,
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| 									clipped_src_regions[j].block_idx,
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| 								     (tile_x + (current_boxes[k].x1 - x)),
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| 								     tile_y + (current_boxes[k].y1 - y));
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| 
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| 							_glamor_tile(pixmap, tile,
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| 								     current_boxes[k].x1, current_boxes[k].y1,
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| 								     current_boxes[k].x2 - current_boxes[k].x1,
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| 								     current_boxes[k].y2 - current_boxes[k].y1,
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| 								     (tile_x + (current_boxes[k].x1 - x)),
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| 								     (tile_y + (current_boxes[k].y1 - y)));
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| 						}
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| 
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| 						RegionDestroy(clipped_src_regions[j].region);
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| 					}
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| 					free(clipped_src_regions);
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| 				} else {
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| 					current_boxes = RegionRects(clipped_dst_regions[i].region);
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| 					n_current_boxes = RegionNumRects(clipped_dst_regions[i].region);
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| 					for(k = 0; k < n_current_boxes; k++)
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| 					{
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| 						_glamor_tile(pixmap, tile,
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| 							     current_boxes[k].x1, current_boxes[k].y1,
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| 							     current_boxes[k].x2 - current_boxes[k].x1,
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| 							     current_boxes[k].y2 - current_boxes[k].y1,
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| 							     (tile_x + (current_boxes[k].x1 - x)),
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| 							     (tile_y + (current_boxes[k].y1 - y)));
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| 					}
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| 				}
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| 				RegionDestroy(clipped_dst_regions[i].region);
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| 			}
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| 			free(clipped_dst_regions);
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| 			RegionUninit(®ion);
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| 	}
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| 	else
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| 		_glamor_tile(pixmap, tile, x, y, width, height, tile_x, tile_y);
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| 
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| 	glamor_set_alu(dispatch, GXcopy);
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| 	glamor_put_dispatch(glamor_priv);
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| 	return TRUE;
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| fail:
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| 	return FALSE;
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| 
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| }
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