/* * 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 * Zhigang Gong * */ #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_gl_dispatch *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" "uniform vec2 wh;" "void main()\n" "{\n" " vec2 rel_tex;" " rel_tex = tile_texture * wh; \n" " rel_tex = floor(rel_tex) + (fract(rel_tex) / wh); \n" " gl_FragColor = texture2D(sampler, rel_tex);\n" "}\n"; GLint fs_prog, vs_prog; GLint sampler_uniform_location; glamor_priv = glamor_get_screen_private(screen); dispatch = glamor_get_dispatch(glamor_priv); 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); glamor_priv->tile_wh = dispatch->glGetUniformLocation(glamor_priv->tile_prog, "wh"); dispatch->glUseProgram(0); glamor_put_dispatch(glamor_priv); } void glamor_fini_tile_shader(ScreenPtr screen) { glamor_screen_private *glamor_priv; glamor_gl_dispatch *dispatch; glamor_priv = glamor_get_screen_private(screen); dispatch = glamor_get_dispatch(glamor_priv); dispatch->glDeleteProgram(glamor_priv->tile_prog); glamor_put_dispatch(glamor_priv); } static void _glamor_tile(PixmapPtr pixmap, PixmapPtr tile, int x, int y, int width, int height, 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; 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; float wh[2]; src_pixmap_priv = glamor_get_pixmap_private(tile); dst_pixmap_priv = glamor_get_pixmap_private(pixmap); glamor_set_destination_pixmap_priv_nc(dst_pixmap_priv); pixmap_priv_get_dest_scale(dst_pixmap_priv, &dst_xscale, &dst_yscale); pixmap_priv_get_scale(src_pixmap_priv, &src_xscale, &src_yscale); dispatch = glamor_get_dispatch(glamor_priv); dispatch->glUseProgram(glamor_priv->tile_prog); glamor_pixmap_fbo_fix_wh_ratio(wh, src_pixmap_priv); dispatch->glUniform2fv(glamor_priv->tile_wh, 1, wh); dispatch->glActiveTexture(GL_TEXTURE0); dispatch->glBindTexture(GL_TEXTURE_2D, src_pixmap_priv->base.fbo->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_repeat_normalize_tcoords (src_pixmap_priv, RepeatNormal, 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); glamor_set_normalize_vcoords(dst_pixmap_priv, 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); dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); #ifndef GLAMOR_GLES2 dispatch->glDisable(GL_TEXTURE_2D); #endif dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS); dispatch->glUseProgram(0); glamor_put_dispatch(glamor_priv); } 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_pixmap_private *dst_pixmap_priv; glamor_pixmap_private *src_pixmap_priv; glamor_gl_dispatch *dispatch; dst_pixmap_priv = glamor_get_pixmap_private(pixmap); src_pixmap_priv = glamor_get_pixmap_private(tile); if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dst_pixmap_priv)) return FALSE; if (glamor_priv->tile_prog == 0) { glamor_fallback("Tiling unsupported\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; } dispatch = glamor_get_dispatch(glamor_priv); if (!glamor_set_alu(dispatch, alu)) { glamor_fallback("unsupported alu %x\n", alu); glamor_put_dispatch(glamor_priv); goto fail; } if (dst_pixmap_priv->type == GLAMOR_TEXTURE_LARGE || src_pixmap_priv->type == GLAMOR_TEXTURE_LARGE) { glamor_pixmap_clipped_regions *clipped_dst_regions; int n_dst_region, i, j, k; BoxRec box; RegionRec region; box.x1 = x; box.y1 = y; box.x2 = x + width; box.y2 = y + height; RegionInitBoxes(®ion, &box, 1); clipped_dst_regions = glamor_compute_clipped_regions(dst_pixmap_priv, ®ion, &n_dst_region, 0, 0, 0); for(i = 0; i < n_dst_region; i++) { int n_src_region; glamor_pixmap_clipped_regions *clipped_src_regions; BoxPtr current_boxes; int n_current_boxes; SET_PIXMAP_FBO_CURRENT(dst_pixmap_priv, clipped_dst_regions[i].block_idx); if (src_pixmap_priv->type == GLAMOR_TEXTURE_LARGE) { RegionTranslate(clipped_dst_regions[i].region, tile_x - x, tile_y - y); DEBUGF("tiled a large src pixmap. %dx%d \n", tile->drawable.width, tile->drawable.height); clipped_src_regions = glamor_compute_clipped_regions(src_pixmap_priv, clipped_dst_regions[i].region, &n_src_region, 1, 0, 0); DEBUGF("got %d src regions %d \n", n_src_region); for (j = 0; j < n_src_region; j++) { SET_PIXMAP_FBO_CURRENT(src_pixmap_priv, clipped_src_regions[j].block_idx); RegionTranslate(clipped_src_regions[j].region, x - tile_x, y - tile_y); current_boxes = RegionRects(clipped_src_regions[j].region); n_current_boxes = RegionNumRects(clipped_src_regions[j].region); for(k = 0; k < n_current_boxes; k++) { DEBUGF("Tile on %d %d %d %d dst block id %d tile block id %d tilex %d tiley %d\n", current_boxes[k].x1, current_boxes[k].y1, current_boxes[k].x2 - current_boxes[k].x1, current_boxes[k].y2 - current_boxes[k].y1, clipped_dst_regions[i].block_idx, clipped_src_regions[j].block_idx, (tile_x + (current_boxes[k].x1 - x)), tile_y + (current_boxes[k].y1 - y)); _glamor_tile(pixmap, tile, current_boxes[k].x1, current_boxes[k].y1, current_boxes[k].x2 - current_boxes[k].x1, current_boxes[k].y2 - current_boxes[k].y1, (tile_x + (current_boxes[k].x1 - x)), (tile_y + (current_boxes[k].y1 - y))); } RegionDestroy(clipped_src_regions[j].region); } free(clipped_src_regions); } else { current_boxes = RegionRects(clipped_dst_regions[i].region); n_current_boxes = RegionNumRects(clipped_dst_regions[i].region); for(k = 0; k < n_current_boxes; k++) { _glamor_tile(pixmap, tile, current_boxes[k].x1, current_boxes[k].y1, current_boxes[k].x2 - current_boxes[k].x1, current_boxes[k].y2 - current_boxes[k].y1, (tile_x + (current_boxes[k].x1 - x)), (tile_y + (current_boxes[k].y1 - y))); } } RegionDestroy(clipped_dst_regions[i].region); } free(clipped_dst_regions); RegionUninit(®ion); } else _glamor_tile(pixmap, tile, x, y, width, height, tile_x, tile_y); glamor_set_alu(dispatch, GXcopy); glamor_put_dispatch(glamor_priv); return TRUE; fail: return FALSE; }