[PATCH 09/20] glamor: Add glamor_program PolyPoint implementation
Markus Wick
markus at selfnet.de
Wed Mar 19 05:09:19 PDT 2014
Am 2014-03-19 06:09, schrieb Keith Packard:
> This accelerates poly point when possible by off-loading all geometry
> computation to the GPU.
>
> Signed-off-by: Keith Packard <keithp at keithp.com>
> ---
> glamor/glamor_polyops.c | 92
> ++++++++++++++++++++++++++++++++++++++++++++++---
> glamor/glamor_priv.h | 3 ++
> 2 files changed, 91 insertions(+), 4 deletions(-)
>
> diff --git a/glamor/glamor_polyops.c b/glamor/glamor_polyops.c
> index 1484d80..852e832 100644
> --- a/glamor/glamor_polyops.c
> +++ b/glamor/glamor_polyops.c
> @@ -27,17 +27,101 @@
> */
>
> #include "glamor_priv.h"
> +#include "glamor_transform.h"
> +
> +static const glamor_facet glamor_facet_point = {
> + .name = "poly_point",
> + .vs_vars = "attribute vec2 primitive;\n",
> + .vs_exec = GLAMOR_POS(gl_Position, primitive),
> +};
>
> static Bool
> -_glamor_poly_point(DrawablePtr pDrawable, GCPtr pGC, int mode, int
> npt,
> +_glamor_poly_point(DrawablePtr drawable, GCPtr gc, int mode, int npt,
> DDXPointPtr ppt, Bool fallback)
> {
> - if (!fallback && glamor_ddx_fallback_check_gc(pGC)
> - && glamor_ddx_fallback_check_pixmap(pDrawable))
> + ScreenPtr screen = drawable->pScreen;
> + glamor_screen_private *glamor_priv =
> glamor_get_screen_private(screen);
> + PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
> + glamor_program *prog = &glamor_priv->point_prog;
> + glamor_pixmap_private *pixmap_priv;
> + int off_x, off_y;
> + GLshort *vbo_ppt;
> + char *vbo_offset;
> + int box_x, box_y;
> +
> + if (!fallback && glamor_ddx_fallback_check_gc(gc)
> + && glamor_ddx_fallback_check_pixmap(drawable))
> return FALSE;
>
> - miPolyPoint(pDrawable, pGC, mode, npt, ppt);
> + pixmap_priv = glamor_get_pixmap_private(pixmap);
> + if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
> + goto bail;
> +
> + glamor_get_context(glamor_priv);
> +
> + if (prog->failed)
> + goto bail_ctx;
I'd move glamor_get_context here. There is no need in calling get + put
context when the shader isn't available.
> +
> + if (!prog->prog) {
> + if (!glamor_build_program(screen, prog,
> + &glamor_facet_point,
> + &glamor_fill_solid))
> + goto bail_ctx;
> + }
> +
> + if (!glamor_use_program(pixmap, gc, prog, NULL))
> + goto bail_ctx;
> +
> + vbo_ppt = glamor_get_vbo_space(screen, npt * (2 * sizeof
> (INT16)), &vbo_offset);
> + glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
> + glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_SHORT, GL_FALSE,
> 0, vbo_offset);
> + if (mode == CoordModePrevious) {
> + int n = npt;
> + INT16 x = 0, y = 0;
> + while (n--) {
> + vbo_ppt[0] = (x += ppt->x);
> + vbo_ppt[1] = (y += ppt->y);
> + vbo_ppt += 2;
> + ppt++;
> + }
> + } else
> + memcpy(vbo_ppt, ppt, npt * (2 * sizeof (INT16)));
> + glamor_put_vbo_space(screen);
> +
> + glEnable(GL_SCISSOR_TEST);
> +
> + glamor_pixmap_loop(pixmap_priv, box_x, box_y) {
> + int nbox = RegionNumRects(gc->pCompositeClip);
> + BoxPtr box = RegionRects(gc->pCompositeClip);
> +
> + glamor_set_destination_drawable(drawable, box_x, box_y, TRUE,
> TRUE, prog->matrix_uniform, &off_x, &off_y);
> +
> + while (nbox--) {
> + glScissor(box->x1 + off_x,
> + box->y1 + off_y,
> + box->x2 - box->x1,
> + box->y2 - box->y1);
> + box++;
> + glDrawArrays(GL_POINTS, 0, npt);
> + }
> + }
> +
> + glDisable(GL_SCISSOR_TEST);
> + glDisable(GL_COLOR_LOGIC_OP);
Is it allowed to draw the same pixel more than once?
I wonder about overlapping boxes + logic ops.
> + glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
> +
> + glamor_put_context(glamor_priv);
> +
> + glamor_priv->state = RENDER_STATE;
> + glamor_priv->render_idle_cnt = 0;
> +
> + return TRUE;
>
> +bail_ctx:
> + glDisable(GL_COLOR_LOGIC_OP);
> + glamor_put_context(glamor_priv);
> +bail:
> + miPolyPoint(drawable, gc, mode, npt, ppt);
> return TRUE;
> }
>
> diff --git a/glamor/glamor_priv.h b/glamor/glamor_priv.h
> index 1f6df3d..e4be4f3 100644
> --- a/glamor/glamor_priv.h
> +++ b/glamor/glamor_priv.h
> @@ -219,6 +219,9 @@ typedef struct glamor_screen_private {
> GLint solid_prog;
> GLint solid_color_uniform_location;
>
> + /* glamor point shader */
> + glamor_program point_prog;
> +
> /* vertext/elment_index buffer object for render */
> GLuint vbo, ebo;
> /** Next offset within the VBO that glamor_get_vbo_space() will
> use. */
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