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-rw-r--r--src/glamor_tile.c213
1 files changed, 213 insertions, 0 deletions
diff --git a/src/glamor_tile.c b/src/glamor_tile.c
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+/*
+ * Copyright © 2009 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ *
+ * Authors:
+ * Eric Anholt <eric@anholt.net>
+ *
+ */
+
+#ifdef HAVE_DIX_CONFIG_H
+#include <dix-config.h>
+#endif
+
+#include "glamor_priv.h"
+
+/** @file glamor_tile.c
+ *
+ * Implements the basic fill-with-a-tile support used by multiple GC ops.
+ */
+
+void
+glamor_init_tile_shader(ScreenPtr screen)
+{
+ glamor_screen_private *glamor_priv =
+ glamor_get_screen_private(screen);
+ glamor_gl_dispatch *dispatch = &glamor_priv->dispatch;
+ const char *tile_vs =
+ "attribute vec4 v_position;\n"
+ "attribute vec4 v_texcoord0;\n"
+ "varying vec2 tile_texture;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = v_position;\n"
+ " tile_texture = v_texcoord0.xy;\n" "}\n";
+ const char *tile_fs =
+ GLAMOR_DEFAULT_PRECISION
+ "varying vec2 tile_texture;\n"
+ "uniform sampler2D sampler;\n"
+ "void main()\n"
+ "{\n" " gl_FragColor = texture2D(sampler, tile_texture);\n"
+ "}\n";
+ GLint fs_prog, vs_prog;
+ GLint sampler_uniform_location;
+
+ glamor_priv->tile_prog = dispatch->glCreateProgram();
+ vs_prog =
+ glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, tile_vs);
+ fs_prog =
+ glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
+ tile_fs);
+ dispatch->glAttachShader(glamor_priv->tile_prog, vs_prog);
+ dispatch->glAttachShader(glamor_priv->tile_prog, fs_prog);
+
+ dispatch->glBindAttribLocation(glamor_priv->tile_prog,
+ GLAMOR_VERTEX_POS, "v_position");
+ dispatch->glBindAttribLocation(glamor_priv->tile_prog,
+ GLAMOR_VERTEX_SOURCE,
+ "v_texcoord0");
+ glamor_link_glsl_prog(dispatch, glamor_priv->tile_prog);
+
+ sampler_uniform_location =
+ dispatch->glGetUniformLocation(glamor_priv->tile_prog,
+ "sampler");
+ dispatch->glUseProgram(glamor_priv->tile_prog);
+ dispatch->glUniform1i(sampler_uniform_location, 0);
+ dispatch->glUseProgram(0);
+}
+
+Bool
+glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
+ int x, int y, int width, int height,
+ unsigned char alu, unsigned long planemask,
+ int tile_x, int tile_y)
+{
+ ScreenPtr screen = pixmap->drawable.pScreen;
+ glamor_screen_private *glamor_priv =
+ glamor_get_screen_private(screen);
+ glamor_gl_dispatch *dispatch = &glamor_priv->dispatch;
+ int x1 = x;
+ int x2 = x + width;
+ int y1 = y;
+ int y2 = y + height;
+ int tile_x1 = tile_x;
+ int tile_x2 = tile_x + width;
+ int tile_y1 = tile_y;
+ int tile_y2 = tile_y + height;
+ float vertices[8];
+ float source_texcoords[8];
+ GLfloat dst_xscale, dst_yscale, src_xscale, src_yscale;
+ glamor_pixmap_private *src_pixmap_priv;
+ glamor_pixmap_private *dst_pixmap_priv;
+
+ src_pixmap_priv = glamor_get_pixmap_private(tile);
+ dst_pixmap_priv = glamor_get_pixmap_private(pixmap);
+
+ if (src_pixmap_priv == NULL || dst_pixmap_priv == NULL)
+ goto fail;
+
+ if (((tile_x != 0) && (tile_x + width > tile->drawable.width))
+ || ((tile_y != 0)
+ && (tile_y + height > tile->drawable.height))) {
+ ErrorF("tile_x = %d tile_y = %d \n", tile_x, tile_y);
+ goto fail;
+ }
+ if (glamor_priv->tile_prog == 0) {
+ glamor_fallback("Tiling unsupported\n");
+ goto fail;
+ }
+
+ if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dst_pixmap_priv)) {
+ glamor_fallback("dest has no fbo.\n");
+ goto fail;
+ }
+ if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(src_pixmap_priv)) {
+ /* XXX dynamic uploading candidate. */
+ glamor_fallback("Non-texture tile pixmap\n");
+ goto fail;
+ }
+
+ if (!glamor_set_planemask(pixmap, planemask)) {
+ glamor_fallback("unsupported planemask %lx\n", planemask);
+ goto fail;
+ }
+ if (alu != GXcopy) {
+ glamor_set_destination_pixmap_priv_nc(src_pixmap_priv);
+ glamor_validate_pixmap(tile);
+ }
+
+ glamor_set_destination_pixmap_priv_nc(dst_pixmap_priv);
+ glamor_validate_pixmap(pixmap);
+ pixmap_priv_get_scale(dst_pixmap_priv, &dst_xscale, &dst_yscale);
+
+ glamor_set_alu(dispatch, alu);
+
+ if (GLAMOR_PIXMAP_PRIV_NO_PENDING(src_pixmap_priv)) {
+ pixmap_priv_get_scale(src_pixmap_priv, &src_xscale,
+ &src_yscale);
+ dispatch->glUseProgram(glamor_priv->tile_prog);
+
+ dispatch->glActiveTexture(GL_TEXTURE0);
+ dispatch->glBindTexture(GL_TEXTURE_2D,
+ src_pixmap_priv->tex);
+ dispatch->glTexParameteri(GL_TEXTURE_2D,
+ GL_TEXTURE_MIN_FILTER,
+ GL_NEAREST);
+ dispatch->glTexParameteri(GL_TEXTURE_2D,
+ GL_TEXTURE_MAG_FILTER,
+ GL_NEAREST);
+ dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
+ GL_REPEAT);
+ dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
+ GL_REPEAT);
+#ifndef GLAMOR_GLES2
+ dispatch->glEnable(GL_TEXTURE_2D);
+#endif
+ glamor_set_normalize_tcoords(src_xscale, src_yscale,
+ tile_x1, tile_y1,
+ tile_x2, tile_y2,
+ glamor_priv->yInverted,
+ source_texcoords);
+ dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
+ GL_FLOAT, GL_FALSE,
+ 2 * sizeof(float),
+ source_texcoords);
+ dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
+ } else {
+ GLAMOR_CHECK_PENDING_FILL(dispatch, glamor_priv,
+ src_pixmap_priv);
+ }
+
+ glamor_set_normalize_vcoords(dst_xscale, dst_yscale,
+ x1, y1, x2, y2,
+ glamor_priv->yInverted, vertices);
+
+ dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
+ GL_FALSE, 2 * sizeof(float),
+ vertices);
+ dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
+ dispatch->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ if (GLAMOR_PIXMAP_PRIV_NO_PENDING(src_pixmap_priv)) {
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
+#ifndef GLAMOR_GLES2
+ dispatch->glDisable(GL_TEXTURE_2D);
+#endif
+ }
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
+ dispatch->glUseProgram(0);
+ glamor_set_alu(dispatch, GXcopy);
+ glamor_set_planemask(pixmap, ~0);
+ return TRUE;
+
+ fail:
+ return FALSE;
+}