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Diffstat (limited to 'xorg-server/glamor/glamor_transform.c')
-rw-r--r--xorg-server/glamor/glamor_transform.c34
1 files changed, 22 insertions, 12 deletions
diff --git a/xorg-server/glamor/glamor_transform.c b/xorg-server/glamor/glamor_transform.c
index 6d29e9eb6..f476a99b7 100644
--- a/xorg-server/glamor/glamor_transform.c
+++ b/xorg-server/glamor/glamor_transform.c
@@ -129,7 +129,7 @@ glamor_set_solid(PixmapPtr pixmap,
CARD32 pixel;
int alu = use_alu ? gc->alu : GXcopy;
- if (!glamor_set_planemask(pixmap, gc->planemask))
+ if (!glamor_set_planemask(gc->depth, gc->planemask))
return FALSE;
pixel = gc->fgPixel;
@@ -155,12 +155,7 @@ glamor_set_solid(PixmapPtr pixmap,
}
Bool
-glamor_set_texture(PixmapPtr pixmap,
- PixmapPtr texture,
- int off_x,
- int off_y,
- GLint offset_uniform,
- GLint size_inv_uniform)
+glamor_set_texture_pixmap(PixmapPtr texture)
{
glamor_pixmap_private *texture_priv;
@@ -175,6 +170,23 @@ glamor_set_texture(PixmapPtr pixmap,
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture_priv->fbo->tex);
+ /* we're not setting the sampler uniform here as we always use
+ * GL_TEXTURE0, and the default value for uniforms is zero. So,
+ * save a bit of CPU time by taking advantage of that.
+ */
+ return TRUE;
+}
+
+Bool
+glamor_set_texture(PixmapPtr texture,
+ int off_x,
+ int off_y,
+ GLint offset_uniform,
+ GLint size_inv_uniform)
+{
+ if (!glamor_set_texture_pixmap(texture))
+ return FALSE;
+
glUniform2f(offset_uniform, off_x, off_y);
glUniform2f(size_inv_uniform, 1.0f/texture->drawable.width, 1.0f/texture->drawable.height);
return TRUE;
@@ -189,11 +201,10 @@ glamor_set_tiled(PixmapPtr pixmap,
if (!glamor_set_alu(pixmap->drawable.pScreen, gc->alu))
return FALSE;
- if (!glamor_set_planemask(pixmap, gc->planemask))
+ if (!glamor_set_planemask(gc->depth, gc->planemask))
return FALSE;
- return glamor_set_texture(pixmap,
- gc->tile.pixmap,
+ return glamor_set_texture(gc->tile.pixmap,
-gc->patOrg.x,
-gc->patOrg.y,
offset_uniform,
@@ -274,8 +285,7 @@ glamor_set_stippled(PixmapPtr pixmap,
if (!glamor_set_solid(pixmap, gc, TRUE, fg_uniform))
return FALSE;
- return glamor_set_texture(pixmap,
- stipple,
+ return glamor_set_texture(stipple,
-gc->patOrg.x,
-gc->patOrg.y,
offset_uniform,