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IABSD.fr/xenocara/xserver/glamor/glamor_rects.c

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  • Author : matthieu
    Date : 2021-11-11 09:03:02
    Hash : e086cf5a
    Message : Update to xserver 21.1.0

  • xserver/glamor/glamor_rects.c
  • /*
     * Copyright © 2014 Keith Packard
     *
     * Permission to use, copy, modify, distribute, and sell this software and its
     * documentation for any purpose is hereby granted without fee, provided that
     * the above copyright notice appear in all copies and that both that copyright
     * notice and this permission notice appear in supporting documentation, and
     * that the name of the copyright holders not be used in advertising or
     * publicity pertaining to distribution of the software without specific,
     * written prior permission.  The copyright holders make no representations
     * about the suitability of this software for any purpose.  It is provided "as
     * is" without express or implied warranty.
     *
     * THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
     * INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
     * EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
     * CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
     * DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
     * TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
     * OF THIS SOFTWARE.
     */
    
    #include "glamor_priv.h"
    #include "glamor_program.h"
    #include "glamor_transform.h"
    
    static const glamor_facet glamor_facet_polyfillrect_130 = {
        .name = "poly_fill_rect",
        .version = 130,
        .source_name = "size",
        .vs_vars = "attribute vec2 primitive;\n"
                   "attribute vec2 size;\n",
        .vs_exec = ("       vec2 pos = size * vec2(gl_VertexID&1, (gl_VertexID&2)>>1);\n"
                    GLAMOR_POS(gl_Position, (primitive.xy + pos))),
    };
    
    static const glamor_facet glamor_facet_polyfillrect_120 = {
        .name = "poly_fill_rect",
        .vs_vars = "attribute vec2 primitive;\n",
        .vs_exec = ("        vec2 pos = vec2(0,0);\n"
                    GLAMOR_POS(gl_Position, primitive.xy)),
    };
    
    static Bool
    glamor_poly_fill_rect_gl(DrawablePtr drawable,
                             GCPtr gc, int nrect, xRectangle *prect)
    {
        ScreenPtr screen = drawable->pScreen;
        glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
        PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
        glamor_pixmap_private *pixmap_priv;
        glamor_program *prog;
        int off_x, off_y;
        GLshort *v;
        char *vbo_offset;
        int box_index;
        Bool ret = FALSE;
        BoxRec bounds = glamor_no_rendering_bounds();
    
        pixmap_priv = glamor_get_pixmap_private(pixmap);
        if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
            goto bail;
    
        glamor_make_current(glamor_priv);
    
        if (nrect < 100) {
            bounds = glamor_start_rendering_bounds();
            for (int i = 0; i < nrect; i++)
                glamor_bounds_union_rect(&bounds, &prect[i]);
        }
    
        if (glamor_glsl_has_ints(glamor_priv)) {
            prog = glamor_use_program_fill(pixmap, gc,
                                           &glamor_priv->poly_fill_rect_program,
                                           &glamor_facet_polyfillrect_130);
    
            if (!prog)
                goto bail;
    
            /* Set up the vertex buffers for the points */
    
            v = glamor_get_vbo_space(drawable->pScreen, nrect * sizeof (xRectangle), &vbo_offset);
    
            glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
            glVertexAttribDivisor(GLAMOR_VERTEX_POS, 1);
            glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_SHORT, GL_FALSE,
                                  4 * sizeof (short), vbo_offset);
    
            glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
            glVertexAttribDivisor(GLAMOR_VERTEX_SOURCE, 1);
            glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_UNSIGNED_SHORT, GL_FALSE,
                                  4 * sizeof (short), vbo_offset + 2 * sizeof (short));
    
            memcpy(v, prect, nrect * sizeof (xRectangle));
    
            glamor_put_vbo_space(screen);
        } else {
            int n;
    
            prog = glamor_use_program_fill(pixmap, gc,
                                           &glamor_priv->poly_fill_rect_program,
                                           &glamor_facet_polyfillrect_120);
    
            if (!prog)
                goto bail;
    
            /* Set up the vertex buffers for the points */
    
            v = glamor_get_vbo_space(drawable->pScreen, nrect * 8 * sizeof (short), &vbo_offset);
    
            glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
            glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_SHORT, GL_FALSE,
                                  2 * sizeof (short), vbo_offset);
    
            for (n = 0; n < nrect; n++) {
                v[0] = prect->x;                v[1] = prect->y;
                v[2] = prect->x;                v[3] = prect->y + prect->height;
                v[4] = prect->x + prect->width; v[5] = prect->y + prect->height;
                v[6] = prect->x + prect->width; v[7] = prect->y;
                prect++;
                v += 8;
            }
    
            glamor_put_vbo_space(screen);
        }
    
        glEnable(GL_SCISSOR_TEST);
    
        glamor_pixmap_loop(pixmap_priv, box_index) {
            int nbox = RegionNumRects(gc->pCompositeClip);
            BoxPtr box = RegionRects(gc->pCompositeClip);
    
            if (!glamor_set_destination_drawable(drawable, box_index, TRUE, FALSE,
                                                 prog->matrix_uniform, &off_x, &off_y))
                goto bail;
    
            while (nbox--) {
                BoxRec scissor = {
                    .x1 = max(box->x1, bounds.x1 + drawable->x),
                    .y1 = max(box->y1, bounds.y1 + drawable->y),
                    .x2 = min(box->x2, bounds.x2 + drawable->x),
                    .y2 = min(box->y2, bounds.y2 + drawable->y),
                };
    
                box++;
    
                if (scissor.x1 >= scissor.x2 || scissor.y1 >= scissor.y2)
                    continue;
    
                glScissor(scissor.x1 + off_x,
                          scissor.y1 + off_y,
                          scissor.x2 - scissor.x1,
                          scissor.y2 - scissor.y1);
                if (glamor_glsl_has_ints(glamor_priv))
                    glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, nrect);
                else {
                    glamor_glDrawArrays_GL_QUADS(glamor_priv, nrect);
                }
            }
        }
    
        ret = TRUE;
    
    bail:
        glDisable(GL_SCISSOR_TEST);
        if (glamor_glsl_has_ints(glamor_priv)) {
            glVertexAttribDivisor(GLAMOR_VERTEX_SOURCE, 0);
            glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
            glVertexAttribDivisor(GLAMOR_VERTEX_POS, 0);
        }
        glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
    
        return ret;
    }
    
    static void
    glamor_poly_fill_rect_bail(DrawablePtr drawable,
                               GCPtr gc, int nrect, xRectangle *prect)
    {
        glamor_fallback("to %p (%c)\n", drawable,
                        glamor_get_drawable_location(drawable));
        if (glamor_prepare_access(drawable, GLAMOR_ACCESS_RW) &&
            glamor_prepare_access_gc(gc)) {
            fbPolyFillRect(drawable, gc, nrect, prect);
        }
        glamor_finish_access_gc(gc);
        glamor_finish_access(drawable);
    }
    
    void
    glamor_poly_fill_rect(DrawablePtr drawable,
                          GCPtr gc, int nrect, xRectangle *prect)
    {
        if (glamor_poly_fill_rect_gl(drawable, gc, nrect, prect))
            return;
        glamor_poly_fill_rect_bail(drawable, gc, nrect, prect);
    }