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authorEric Anholt <eric@anholt.net>2016-01-26 15:19:50 -0800
committerEric Anholt <eric@anholt.net>2016-01-29 18:13:04 -0800
commit03f34f85563c81e1655626e10f75fd7e21393c92 (patch)
treece8b994b001e68a9a5aa60c741f2815514261dca /glamor/glamor_xv.c
parentf368a0ba3aa58e5260d839d11d2f3aef75feaeaf (diff)
glamor: Convert XV to using glamor_program.c.
One less custom path! By following the common glamor_program.c use pattern, we get the ability to handle large pixmaps as the destination. It's also one less place where glamor_utils.h coordinate transformation happens. Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Dave Airlie <airlied@redhat.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Diffstat (limited to 'glamor/glamor_xv.c')
-rw-r--r--glamor/glamor_xv.c147
1 files changed, 70 insertions, 77 deletions
diff --git a/glamor/glamor_xv.c b/glamor/glamor_xv.c
index 2593d47b5..e8c849d8e 100644
--- a/glamor/glamor_xv.c
+++ b/glamor/glamor_xv.c
@@ -37,6 +37,7 @@
#endif
#include "glamor_priv.h"
+#include "glamor_transform.h"
#include "glamor_transfer.h"
#include <X11/extensions/Xv.h>
@@ -58,36 +59,36 @@ typedef struct tagREF_TRANSFORM {
#define RTFContrast(a) (1.0 + ((a)*1.0)/1000.0)
#define RTFHue(a) (((a)*3.1416)/1000.0)
-static const char *xv_vs = "attribute vec4 v_position;\n"
- "attribute vec4 v_texcoord0;\n"
- "varying vec2 tcs;\n"
- "void main()\n"
- "{\n"
- " gl_Position = v_position;\n"
- "tcs = v_texcoord0.xy;\n"
- "}\n";
-
-static const char *xv_ps = GLAMOR_DEFAULT_PRECISION
- "uniform sampler2D y_sampler;\n"
- "uniform sampler2D u_sampler;\n"
- "uniform sampler2D v_sampler;\n"
- "uniform vec4 offsetyco;\n"
- "uniform vec4 ucogamma;\n"
- "uniform vec4 vco;\n"
- "varying vec2 tcs;\n"
- "float sample;\n"
- "vec4 temp1;\n"
- "void main()\n"
- "{\n"
- "sample = texture2D(y_sampler, tcs).w;\n"
- "temp1.xyz = offsetyco.www * vec3(sample) + offsetyco.xyz;\n"
- "sample = texture2D(u_sampler, tcs).w;\n"
- "temp1.xyz = ucogamma.xyz * vec3(sample) + temp1.xyz;\n"
- "sample = texture2D(v_sampler, tcs).w;\n"
- "temp1.xyz = clamp(vco.xyz * vec3(sample) + temp1.xyz, 0.0, 1.0);\n"
- "temp1.w = 1.0;\n"
- "gl_FragColor = temp1;\n"
- "}\n";
+static const glamor_facet glamor_facet_xv_planar = {
+ .name = "xv_planar",
+
+ .source_name = "v_texcoord0",
+ .vs_vars = ("attribute vec2 position;\n"
+ "attribute vec2 v_texcoord0;\n"
+ "varying vec2 tcs;\n"),
+ .vs_exec = (GLAMOR_POS(gl_Position, position)
+ " tcs = v_texcoord0;\n"),
+
+ .fs_vars = ("uniform sampler2D y_sampler;\n"
+ "uniform sampler2D u_sampler;\n"
+ "uniform sampler2D v_sampler;\n"
+ "uniform vec4 offsetyco;\n"
+ "uniform vec4 ucogamma;\n"
+ "uniform vec4 vco;\n"
+ "varying vec2 tcs;\n"),
+ .fs_exec = (
+ " float sample;\n"
+ " vec4 temp1;\n"
+ " sample = texture2D(y_sampler, tcs).w;\n"
+ " temp1.xyz = offsetyco.www * vec3(sample) + offsetyco.xyz;\n"
+ " sample = texture2D(u_sampler, tcs).w;\n"
+ " temp1.xyz = ucogamma.xyz * vec3(sample) + temp1.xyz;\n"
+ " sample = texture2D(v_sampler, tcs).w;\n"
+ " temp1.xyz = clamp(vco.xyz * vec3(sample) + temp1.xyz, 0.0, 1.0);\n"
+ " temp1.w = 1.0;\n"
+ " gl_FragColor = temp1;\n"
+ ),
+};
#define MAKE_ATOM(a) MakeAtom(a, sizeof(a) - 1, TRUE)
@@ -113,30 +114,19 @@ int glamor_xv_num_images = ARRAY_SIZE(glamor_xv_images);
static void
glamor_init_xv_shader(ScreenPtr screen)
{
- glamor_screen_private *glamor_priv;
- GLint fs_prog, vs_prog, sampler_loc;
-
- glamor_priv = glamor_get_screen_private(screen);
- glamor_make_current(glamor_priv);
- glamor_priv->xv_prog = glCreateProgram();
-
- vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, xv_vs);
- fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, xv_ps);
- glAttachShader(glamor_priv->xv_prog, vs_prog);
- glAttachShader(glamor_priv->xv_prog, fs_prog);
+ glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
+ GLint sampler_loc;
- glBindAttribLocation(glamor_priv->xv_prog,
- GLAMOR_VERTEX_POS, "v_position");
- glBindAttribLocation(glamor_priv->xv_prog,
- GLAMOR_VERTEX_SOURCE, "v_texcoord0");
- glamor_link_glsl_prog(screen, glamor_priv->xv_prog, "xv");
+ glamor_build_program(screen,
+ &glamor_priv->xv_prog,
+ &glamor_facet_xv_planar, NULL, NULL, NULL);
- glUseProgram(glamor_priv->xv_prog);
- sampler_loc = glGetUniformLocation(glamor_priv->xv_prog, "y_sampler");
+ glUseProgram(glamor_priv->xv_prog.prog);
+ sampler_loc = glGetUniformLocation(glamor_priv->xv_prog.prog, "y_sampler");
glUniform1i(sampler_loc, 0);
- sampler_loc = glGetUniformLocation(glamor_priv->xv_prog, "u_sampler");
+ sampler_loc = glGetUniformLocation(glamor_priv->xv_prog.prog, "u_sampler");
glUniform1i(sampler_loc, 1);
- sampler_loc = glGetUniformLocation(glamor_priv->xv_prog, "v_sampler");
+ sampler_loc = glGetUniformLocation(glamor_priv->xv_prog.prog, "v_sampler");
glUniform1i(sampler_loc, 2);
}
@@ -256,8 +246,6 @@ glamor_xv_render(glamor_port_private *port_priv)
glamor_pixmap_private *src_pixmap_priv[3];
BoxPtr box = REGION_RECTS(&port_priv->clip);
int nBox = REGION_NUM_RECTS(&port_priv->clip);
- int dst_x_off, dst_y_off;
- GLfloat dst_xscale, dst_yscale;
GLfloat src_xscale[3], src_yscale[3];
int i;
const float Loff = -0.0627;
@@ -270,8 +258,9 @@ glamor_xv_render(glamor_port_private *port_priv)
GLint uloc;
GLfloat *v;
char *vbo_offset;
+ int dst_box_x, dst_box_y;
- if (!glamor_priv->xv_prog)
+ if (!glamor_priv->xv_prog.prog)
glamor_init_xv_shader(screen);
cont = RTFContrast(port_priv->contrast);
@@ -293,10 +282,6 @@ glamor_xv_render(glamor_port_private *port_priv)
off[2] = Loff * yco + Coff * (uco[2] + vco[2]) + bright;
gamma = 1.0;
- pixmap_priv_get_dest_scale(pixmap, pixmap_priv, &dst_xscale, &dst_yscale);
- glamor_get_drawable_deltas(port_priv->pDraw, port_priv->pPixmap, &dst_x_off,
- &dst_y_off);
- glamor_set_destination_pixmap_priv_nc(glamor_priv, pixmap, pixmap_priv);
glamor_set_alu(screen, GXcopy);
for (i = 0; i < 3; i++) {
@@ -308,13 +293,13 @@ glamor_xv_render(glamor_port_private *port_priv)
}
}
glamor_make_current(glamor_priv);
- glUseProgram(glamor_priv->xv_prog);
+ glUseProgram(glamor_priv->xv_prog.prog);
- uloc = glGetUniformLocation(glamor_priv->xv_prog, "offsetyco");
+ uloc = glGetUniformLocation(glamor_priv->xv_prog.prog, "offsetyco");
glUniform4f(uloc, off[0], off[1], off[2], yco);
- uloc = glGetUniformLocation(glamor_priv->xv_prog, "ucogamma");
+ uloc = glGetUniformLocation(glamor_priv->xv_prog.prog, "ucogamma");
glUniform4f(uloc, uco[0], uco[1], uco[2], gamma);
- uloc = glGetUniformLocation(glamor_priv->xv_prog, "vco");
+ uloc = glGetUniformLocation(glamor_priv->xv_prog.prog, "vco");
glUniform4f(uloc, vco[0], vco[1], vco[2], 0);
glActiveTexture(GL_TEXTURE0);
@@ -352,16 +337,14 @@ glamor_xv_render(glamor_port_private *port_priv)
* GL_QUAD.
*/
i = 0;
- v[i++] = v_from_x_coord_x(dst_xscale, port_priv->drw_x + dst_x_off);
- v[i++] = v_from_x_coord_y(dst_yscale, port_priv->drw_y + dst_y_off);
+ v[i++] = port_priv->drw_x;
+ v[i++] = port_priv->drw_y;
- v[i++] = v_from_x_coord_x(dst_xscale, port_priv->drw_x + dst_x_off +
- port_priv->dst_w * 2);
- v[i++] = v_from_x_coord_y(dst_yscale, port_priv->drw_y + dst_y_off);
+ v[i++] = port_priv->drw_x + port_priv->dst_w * 2;
+ v[i++] = port_priv->drw_y;
- v[i++] = v_from_x_coord_x(dst_xscale, port_priv->drw_x + dst_x_off);
- v[i++] = v_from_x_coord_y(dst_yscale, port_priv->drw_y + dst_y_off +
- port_priv->dst_h * 2);
+ v[i++] = port_priv->drw_x;
+ v[i++] = port_priv->drw_y + port_priv->dst_h * 2;
v[i++] = t_from_x_coord_x(src_xscale[0], port_priv->src_x);
v[i++] = t_from_x_coord_y(src_yscale[0], port_priv->src_y);
@@ -385,16 +368,26 @@ glamor_xv_render(glamor_port_private *port_priv)
glamor_put_vbo_space(screen);
/* Now draw our big triangle, clipped to each of the clip boxes. */
- for (i = 0; i < nBox; i++) {
- int dstx, dsty, dstw, dsth;
+ glamor_pixmap_loop(pixmap_priv, dst_box_x, dst_box_y) {
+ int dst_off_x, dst_off_y;
+
+ glamor_set_destination_drawable(port_priv->pDraw,
+ dst_box_x, dst_box_y,
+ FALSE, FALSE,
+ glamor_priv->xv_prog.matrix_uniform,
+ &dst_off_x, &dst_off_y);
- dstx = box[i].x1 + dst_x_off;
- dsty = box[i].y1 + dst_y_off;
- dstw = box[i].x2 - box[i].x1;
- dsth = box[i].y2 - box[i].y1;
+ for (i = 0; i < nBox; i++) {
+ int dstx, dsty, dstw, dsth;
- glScissor(dstx, dsty, dstw, dsth);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
+ dstx = box[i].x1 + dst_off_x;
+ dsty = box[i].y1 + dst_off_y;
+ dstw = box[i].x2 - box[i].x1;
+ dsth = box[i].y2 - box[i].y1;
+
+ glScissor(dstx, dsty, dstw, dsth);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
+ }
}
glDisable(GL_SCISSOR_TEST);