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path: root/xorg-server/glamor/glamor_putimage.c
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Diffstat (limited to 'xorg-server/glamor/glamor_putimage.c')
-rw-r--r--xorg-server/glamor/glamor_putimage.c197
1 files changed, 0 insertions, 197 deletions
diff --git a/xorg-server/glamor/glamor_putimage.c b/xorg-server/glamor/glamor_putimage.c
index 702e89f14..cf7197bfc 100644
--- a/xorg-server/glamor/glamor_putimage.c
+++ b/xorg-server/glamor/glamor_putimage.c
@@ -35,204 +35,7 @@
void
glamor_init_putimage_shaders(ScreenPtr screen)
{
-#if 0
- glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
- const char *xybitmap_vs =
- "uniform float x_bias;\n"
- "uniform float x_scale;\n"
- "uniform float y_bias;\n"
- "uniform float y_scale;\n"
- "varying vec2 bitmap_coords;\n"
- "void main()\n"
- "{\n"
- " gl_Position = vec4((gl_Vertex.x + x_bias) * x_scale,\n"
- " (gl_Vertex.y + y_bias) * y_scale,\n"
- " 0,\n"
- " 1);\n"
- " bitmap_coords = gl_MultiTexCoord0.xy;\n"
- "}\n";
- const char *xybitmap_fs =
- "uniform vec4 fg, bg;\n"
- "varying vec2 bitmap_coords;\n"
- "uniform sampler2D bitmap_sampler;\n"
- "void main()\n"
- "{\n"
- " float bitmap_value = texture2D(bitmap_sampler,\n"
- " bitmap_coords).x;\n"
- " gl_FragColor = mix(bg, fg, bitmap_value);\n"
- "}\n";
- GLint fs_prog, vs_prog, prog;
- GLint sampler_uniform_location;
-
- if (!GLEW_ARB_fragment_shader)
- return;
-
- prog = glCreateProgram();
- vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, xybitmap_vs);
- fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, xybitmap_fs);
- glAttachShader(prog, vs_prog);
- glAttachShader(prog, fs_prog);
- glamor_link_glsl_prog(prog);
-
- glUseProgram(prog);
- sampler_uniform_location = glGetUniformLocation(prog, "bitmap_sampler");
- glUniform1i(sampler_uniform_location, 0);
-
- glamor_priv->put_image_xybitmap_fg_uniform_location =
- glGetUniformLocation(prog, "fg");
- glamor_priv->put_image_xybitmap_bg_uniform_location =
- glGetUniformLocation(prog, "bg");
- glamor_get_transform_uniform_locations(prog,
- &glamor_priv->
- put_image_xybitmap_transform);
- glamor_priv->put_image_xybitmap_prog = prog;
- glUseProgram(0);
-#endif
-}
-
-/* Do an XYBitmap putimage. The bits are byte-aligned rows of bitmap
- * data (where each row starts at a bit index of left_pad), and the
- * destination gets filled with the gc's fg color where the bitmap is set
- * and the bg color where the bitmap is unset.
- *
- * Implement this by passing the bitmap right through to GL, and sampling
- * it to choose between fg and bg in the fragment shader. The driver may
- * be exploding the bitmap up to be an 8-bit alpha texture, in which
- * case we might be better off just doing the fg/bg choosing in the CPU
- * and just draw the resulting texture to the destination.
- */
-#if 0
-
-static int
-y_flip(PixmapPtr pixmap, int y)
-{
- ScreenPtr screen = pixmap->drawable.pScreen;
- PixmapPtr screen_pixmap = screen->GetScreenPixmap(screen);
-
- if (pixmap == screen_pixmap)
- return (pixmap->drawable.height - 1) - y;
- else
- return y;
-}
-
-static void
-glamor_put_image_xybitmap(DrawablePtr drawable, GCPtr gc,
- int x, int y, int w, int h, int left_pad,
- int image_format, char *bits)
-{
- ScreenPtr screen = drawable->pScreen;
- PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
- glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
- float fg[4], bg[4];
- GLuint tex;
- unsigned int stride = PixmapBytePad(1, w + left_pad);
- RegionPtr clip;
- BoxPtr box;
- int nbox;
- float dest_coords[8];
-
- const float bitmap_coords[8] = {
- 0.0, 0.0,
- 1.0, 0.0,
- 1.0, 1.0,
- 0.0, 1.0,
- };
- GLfloat xscale, yscale;
- glamor_pixmap_private *pixmap_priv;
-
- pixmap_priv = glamor_get_pixmap_private(pixmap);
-
- pixmap_priv_get_scale(pixmap_priv, &xscale, &yscale);
-
- glamor_set_normalize_vcoords(xscale, yscale,
- x, y,
- x + w, y + h,
- glamor_priv->yInverted, dest_coords);
-
- glamor_fallback("glamor_put_image_xybitmap: disabled\n");
- goto fail;
-
- if (glamor_priv->put_image_xybitmap_prog == 0) {
- ErrorF("no program for xybitmap putimage\n");
- goto fail;
- }
-
- glamor_set_alu(gc->alu);
- if (!glamor_set_planemask(pixmap, gc->planemask))
- goto fail;
-
- glUseProgram(glamor_priv->put_image_xybitmap_prog);
-
- glamor_get_color_4f_from_pixel(pixmap, gc->fgPixel, fg);
- glUniform4fv(glamor_priv->put_image_xybitmap_fg_uniform_location, 1, fg);
- glamor_get_color_4f_from_pixel(pixmap, gc->bgPixel, bg);
- glUniform4fv(glamor_priv->put_image_xybitmap_bg_uniform_location, 1, bg);
-
- glGenTextures(1, &tex);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, tex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, stride * 8);
- glPixelStorei(GL_UNPACK_SKIP_PIXELS, left_pad);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA,
- w, h, 0, GL_COLOR_INDEX, GL_BITMAP, bits);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
-
- /* Now that we've set up our bitmap texture and the shader, shove
- * the destination rectangle through the cliprects and run the
- * shader on the resulting fragments.
- */
- glVertexPointer(2, GL_FLOAT, 0, dest_coords);
- glEnableClientState(GL_VERTEX_ARRAY);
- glClientActiveTexture(GL_TEXTURE0);
- glTexCoordPointer(2, GL_FLOAT, 0, bitmap_coords);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-
- glEnable(GL_SCISSOR_TEST);
- clip = fbGetCompositeClip(gc);
- for (nbox = REGION_NUM_RECTS(clip), box = REGION_RECTS(clip); nbox--; box++) {
- int x1 = x;
- int y1 = y;
- int x2 = x + w;
- int y2 = y + h;
-
- if (x1 < box->x1)
- x1 = box->x1;
- if (y1 < box->y1)
- y1 = box->y1;
- if (x2 > box->x2)
- x2 = box->x2;
- if (y2 > box->y2)
- y2 = box->y2;
- if (x1 >= x2 || y1 >= y2)
- continue;
-
- glScissor(box->x1, y_flip(pixmap, box->y1),
- box->x2 - box->x1, box->y2 - box->y1);
- glDrawArrays(GL_QUADS, 0, 4);
- }
-
- glDisable(GL_SCISSOR_TEST);
- glamor_set_alu(GXcopy);
- glamor_set_planemask(pixmap, ~0);
- glDeleteTextures(1, &tex);
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- return;
- glamor_set_alu(GXcopy);
- glamor_set_planemask(pixmap, ~0);
- glamor_fallback(": to %p (%c)\n",
- drawable, glamor_get_drawable_location(drawable));
- fail:
- if (glamor_prepare_access(drawable, GLAMOR_ACCESS_RW)) {
- fbPutImage(drawable, gc, 1, x, y, w, h, left_pad, XYBitmap, bits);
- glamor_finish_access(drawable, GLAMOR_ACCESS_RW);
- }
}
-#endif
void
glamor_fini_putimage_shaders(ScreenPtr screen)