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path: root/xorg-server/glamor/glamor_putimage.c
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/*
 * 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 <eric@anholt.net>
 *    Zhigang Gong <zhigang.gong@linux.intel.com>
 *
 */

/** @file glamor_putaimge.c
 *
 * XPutImage implementation
 */
#include "glamor_priv.h"

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 = dispatch->glCreateProgram();
    vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, xybitmap_vs);
    fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, xybitmap_fs);
    dispatch->glAttachShader(prog, vs_prog);
    dispatch->glAttachShader(prog, fs_prog);
    glamor_link_glsl_prog(prog);

    dispatch->glUseProgram(prog);
    sampler_uniform_location =
        dispatch->glGetUniformLocation(prog, "bitmap_sampler");
    dispatch->glUniform1i(sampler_uniform_location, 0);

    glamor_priv->put_image_xybitmap_fg_uniform_location =
        dispatch->glGetUniformLocation(prog, "fg");
    glamor_priv->put_image_xybitmap_bg_uniform_location =
        dispatch->glGetUniformLocation(prog, "bg");
    glamor_get_transform_uniform_locations(prog,
                                           &glamor_priv->
                                           put_image_xybitmap_transform);
    glamor_priv->put_image_xybitmap_prog = prog;
    dispatch->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;

    dispatch->glUseProgram(glamor_priv->put_image_xybitmap_prog);

    glamor_get_color_4f_from_pixel(pixmap, gc->fgPixel, fg);
    dispatch->glUniform4fv
        (glamor_priv->put_image_xybitmap_fg_uniform_location, 1, fg);
    glamor_get_color_4f_from_pixel(pixmap, gc->bgPixel, bg);
    dispatch->glUniform4fv
        (glamor_priv->put_image_xybitmap_bg_uniform_location, 1, bg);

    dispatch->glGenTextures(1, &tex);
    dispatch->glActiveTexture(GL_TEXTURE0);
    dispatch->glEnable(GL_TEXTURE_2D);
    dispatch->glBindTexture(GL_TEXTURE_2D, tex);
    dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    dispatch->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    dispatch->glPixelStorei(GL_UNPACK_ROW_LENGTH, stride * 8);
    dispatch->glPixelStorei(GL_UNPACK_SKIP_PIXELS, left_pad);
    dispatch->glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA,
                           w, h, 0, GL_COLOR_INDEX, GL_BITMAP, bits);
    dispatch->glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
    dispatch->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.
     */
    dispatch->glVertexPointer(2, GL_FLOAT, 0, dest_coords);
    dispatch->glEnableClientState(GL_VERTEX_ARRAY);
    dispatch->glClientActiveTexture(GL_TEXTURE0);
    dispatch->glTexCoordPointer(2, GL_FLOAT, 0, bitmap_coords);
    dispatch->glEnableClientState(GL_TEXTURE_COORD_ARRAY);

    dispatch->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;

        dispatch->glScissor(box->x1,
                            y_flip(pixmap, box->y1),
                            box->x2 - box->x1, box->y2 - box->y1);
        dispatch->glDrawArrays(GL_QUADS, 0, 4);
    }

    dispatch->glDisable(GL_SCISSOR_TEST);
    glamor_set_alu(GXcopy);
    glamor_set_planemask(pixmap, ~0);
    dispatch->glDeleteTextures(1, &tex);
    dispatch->glDisable(GL_TEXTURE_2D);
    dispatch->glDisableClientState(GL_VERTEX_ARRAY);
    dispatch->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)
{
}

static Bool
_glamor_put_image(DrawablePtr drawable, GCPtr gc, int depth, int x, int y,
                  int w, int h, int left_pad, int image_format, char *bits,
                  Bool fallback)
{
    PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
    glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
    RegionPtr clip;
    int x_off, y_off;
    Bool ret = FALSE;
    PixmapPtr temp_pixmap, sub_pixmap;
    glamor_pixmap_private *temp_pixmap_priv;
    BoxRec box;

    glamor_get_drawable_deltas(drawable, pixmap, &x_off, &y_off);
    clip = fbGetCompositeClip(gc);
    if (image_format == XYBitmap) {
        assert(depth == 1);
        goto fail;
    }

    if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) {
        glamor_fallback("has no fbo.\n");
        goto fail;
    }

    if (image_format != ZPixmap) {
        glamor_fallback("non-ZPixmap\n");
        goto fail;
    }

    if (!glamor_set_planemask(pixmap, gc->planemask)) {
        goto fail;
    }
    /* create a temporary pixmap and upload the bits to that
     * pixmap, then apply clip copy it to the destination pixmap.*/
    box.x1 = x + drawable->x;
    box.y1 = y + drawable->y;
    box.x2 = x + w + drawable->x;
    box.y2 = y + h + drawable->y;

    if ((clip != NULL && RegionContainsRect(clip, &box) != rgnIN)
        || gc->alu != GXcopy) {
        temp_pixmap = glamor_create_pixmap(drawable->pScreen, w, h, depth, 0);
        if (temp_pixmap == NULL)
            goto fail;

        temp_pixmap_priv = glamor_get_pixmap_private(temp_pixmap);

        if (GLAMOR_PIXMAP_PRIV_IS_PICTURE(pixmap_priv)) {
            temp_pixmap_priv->base.picture = pixmap_priv->base.picture;
            temp_pixmap_priv->base.is_picture = pixmap_priv->base.is_picture;
        }

        glamor_upload_sub_pixmap_to_texture(temp_pixmap, 0, 0, w, h,
                                            pixmap->devKind, bits, 0);

        glamor_copy_area(&temp_pixmap->drawable, drawable, gc, 0, 0, w, h, x,
                         y);
        glamor_destroy_pixmap(temp_pixmap);
    }
    else
        glamor_upload_sub_pixmap_to_texture(pixmap, x + drawable->x + x_off,
                                            y + drawable->y + y_off, w, h,
                                            PixmapBytePad(w, depth), bits, 0);
    ret = TRUE;
    goto done;

 fail:
    glamor_set_planemask(pixmap, ~0);

    if (!fallback && glamor_ddx_fallback_check_pixmap(&pixmap->drawable))
        goto done;

    glamor_fallback("to %p (%c)\n",
                    drawable, glamor_get_drawable_location(drawable));

    sub_pixmap = glamor_get_sub_pixmap(pixmap, x + x_off + drawable->x,
                                       y + y_off + drawable->y, w, h,
                                       GLAMOR_ACCESS_RW);
    if (sub_pixmap) {
        if (clip != NULL)
            pixman_region_translate(clip, -x - drawable->x, -y - drawable->y);

        fbPutImage(&sub_pixmap->drawable, gc, depth, 0, 0, w, h,
                   left_pad, image_format, bits);

        glamor_put_sub_pixmap(sub_pixmap, pixmap,
                              x + x_off + drawable->x,
                              y + y_off + drawable->y, w, h, GLAMOR_ACCESS_RW);
        if (clip != NULL)
            pixman_region_translate(clip, x + drawable->x, y + drawable->y);
    }
    else
        fbPutImage(drawable, gc, depth, x, y, w, h,
                   left_pad, image_format, bits);
    ret = TRUE;

 done:
    return ret;
}

void
glamor_put_image(DrawablePtr drawable, GCPtr gc, int depth, int x, int y,
                 int w, int h, int left_pad, int image_format, char *bits)
{
    _glamor_put_image(drawable, gc, depth, x, y, w, h,
                      left_pad, image_format, bits, TRUE);
}

Bool
glamor_put_image_nf(DrawablePtr drawable, GCPtr gc, int depth, int x, int y,
                    int w, int h, int left_pad, int image_format, char *bits)
{
    return _glamor_put_image(drawable, gc, depth, x, y, w, h,
                             left_pad, image_format, bits, FALSE);
}