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2011-09-26glamor: Require libdrm CFLAGS for buildingZhenyu Wang1-1/+1
Need to depend on libdrm CFLAGS for glamor building.
2011-09-26glamor-es2: Add --enable-glamor-gles2 to build system.Zhigang Gong1-1/+5
Now, to build a gles2 version of glamor server, we could use ./autogen.sh --enable-glamor-ddx --enable-glamor-gles2 Signed-off-by: Zhigang Gong <zhigang.gong@gmail.com>
2011-09-26glamor: Don't always fallback everything when change window attr.Zhigang Gong1-0/+1
Change the glamor_change_window_attributes's handling. We don't need to fallback every thing to cpu at the beginning. Only when there is a real need to change the pixmap's format, we need to do something. Otherwise, we need do nothing here. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2011-09-26glamor : Add dynamic texture uploading feature.Zhigang Gong1-0/+2
Major refactoring. 1. Rewrite the pixmap texture uploading and downloading functions. Add some new functions for both the prepare/finish access and the new performance feature dynamic texture uploading, which could download and upload the current image to/from a private texture/fbo. In the uploading or downloading phase, we need to handle two things: The first is the yInverted option, If it set, then we don't need to flip y. If not set, if it is from a dynamic texture uploading then we don't need to flip either if the current drawing process will flip it latter. If it is from finish_access, then we must flip the y axis. The second thing is the alpha channel hanlding, if the pixmap's format is something like x8a8r8g8, x1r5g5b5 which means it doesn't has alpha channel, but it do has those extra bits. Then we need to wire those bits to 1. 2. Add almost all the required picture format support. This is not as trivial as it looks like. The previous implementation only support GL_a8,GL_a8r8g8b8,GL_x8r8g8b8. All the other format, we have to fallback to cpu. The reason why we can't simply add those other color format is because the exists of picture. one drawable pixmap may has one or even more container pictures. The drawable pixmap's depth can't map to a specified color format, for example depth 16 can mapped to r5g6b5, x1r5g5b5, a1r5g5b5, or even b5g6r5. So we can't get get the color format just from the depth value. But the pixmap do not has a pict_format element. We have to make a new one in the pixmap private data structure. Reroute the CreatePicture to glamor_create_picture and then store the picture's format to the pixmap's private structure. This is not an ideal solution, as there may be more than one pictures refer to the same pixmap. Then we will have trouble. There is an example in glamor_composite_with_shader. The source and mask often share the same pixmap, but use different picture format. Our current solution is to combine those two different picture formats to one which will not lose any data. Then change the source's format to this new format and then upload the pixmap to texture once. It works. If we fail to find a matched new format then we fallback. There still is a potential problem, if two pictures refer to the same pixmap, and one of them destroy the picture, but the other still remained to be used latter. We don't handle that situation currently. To be fixed. 3. Dynamic texture uploading. This is a performance feature. Although we don't like the client to hold a pixmap data to shared memory and we can't accelerate it. And even worse, we may need to fallback all the required pixmaps to cpu memory and then process them on CPU. This feature is to mitigate this penalty. When the target pixmap has a valid gl fbo attached to it. But the other pixmaps are not. Then it will be more efficient to upload the other pixmaps to GPU and then do the blitting or rendering on GPU than fallback all the pixmaps to CPU. To enable this feature, I experienced a significant performance improvement in the Game "Mines" :). 4. Debug facility. Modify the debug output mechanism. Now add a new macro: glamor_debug_output(_level_, _format_,...) to conditional output some messages according to the environment variable GLAMOR_DEBUG. We have the following levels currently. exports GLAMOR_DEBUG to 3 will enable all the above messages. 5. Changes in pixmap private data structure. Add some for the full color format supports and relate it to the pictures which already described. Also Add the following new elements: gl_fbo - to indicates whether this pixmap is on gpu only. gl_tex - to indicates whether the tex is valid and is containing the pixmap's image originally. As we bring the dynamic pixmap uploading feature, so a cpu memory pixmap may also has a valid fbo or tex attached to it. So we will have to use the above new element to check it true type. After this commit, we can pass the rendercheck testing for all the picture formats. And is much much fater than fallback to cpu when doing rendercheck testing. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2011-09-26glamor: Add render triangles support.Zhigang Gong1-0/+1
By default, fallback to frame buffer currently. This commit makes us pass the rendercheck's triangles testing. Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
2011-09-26glamor: Add the glyph cache from UXA (de-camelCased).Eric Anholt1-0/+1
This doesn't yet have an optimized glamor_composite_rects() implementation, but it does triple the speed of x11perf -aa10text.
2011-09-26glamor: Add CopyWindow implementation so it doesn't crash.Eric Anholt1-0/+1
2011-09-26glamor: Move glamor_poly_lines to a separate file.Eric Anholt1-0/+1
2011-09-26glamor: Add untested copyarea implementationEric Anholt1-0/+1
2011-09-26glamor: Accelerate PolyFillRect using glamor_fill instead of spans.Eric Anholt1-0/+1
2011-09-26glamor: Start adding render acceleration support.Eric Anholt1-0/+4
This brings in idr's glu3 code. We'll probably want to move to linking to it as a library, once an ABI-stable release is out.
2011-09-26glamor: Move setspans to a separate file.Eric Anholt1-0/+1
2011-09-26glamor: Add untested putimage support.Eric Anholt1-0/+1
2011-09-26glamor: Add stub Composite support.Eric Anholt1-0/+1
2011-09-26glamor: Add untested support for tile filling.Eric Anholt1-0/+1
2011-09-26glamor: Add getspans implementation.Eric Anholt1-0/+1
2011-09-26glamor: first real attempt at rendering.Eric Anholt1-0/+2
2011-09-26glamor: Start trying to hook up the rendering bitsEric Anholt1-0/+1
2011-09-26Add build infrastructure for glamor.Eric Anholt1-0/+18