Commit f368a0ba authored by Eric Anholt's avatar Eric Anholt

glamor: Simplify XV vertex setup.

We were clipping the drawn rectangle to each clip box, then expanding
the box to a big triangle to avoid tearing, then drawing each triangle
to the destination through a scissor.  If we're using a scissor for
clipping, though, then we don't need to clip the drawn primitive on
the CPU in the first place.
Signed-off-by: Eric Anholt's avatarEric Anholt <eric@anholt.net>
Reviewed-by: default avatarDave Airlie <airlied@redhat.com>
Reviewed-by: Kenneth Graunke's avatarKenneth Graunke <kenneth@whitecape.org>
parent 294e45b6
......@@ -343,45 +343,36 @@ glamor_xv_render(glamor_port_private *port_priv)
glEnable(GL_SCISSOR_TEST);
v = glamor_get_vbo_space(screen, 16 * sizeof(GLfloat) * nBox, &vbo_offset);
v = glamor_get_vbo_space(screen, 3 * 4 * sizeof(GLfloat), &vbo_offset);
for (i = 0; i < nBox; i++) {
float off_x = box[i].x1 - port_priv->drw_x;
float off_y = box[i].y1 - port_priv->drw_y;
float diff_x = (float) port_priv->src_w / (float) port_priv->dst_w;
float diff_y = (float) port_priv->src_h / (float) port_priv->dst_h;
float srcx, srcy, srcw, srch;
int dstx, dsty, dstw, dsth;
GLfloat *vptr = v + (i * 8);
GLfloat *tptr = vptr + (8 * nBox);
/* Set up a single primitive covering the area being drawn. We'll
* clip it to port_priv->clip using GL scissors instead of just
* emitting a GL_QUAD per box, because this way we hopefully avoid
* diagonal tearing between the two trangles used to rasterize a
* GL_QUAD.
*/
i = 0;
v[i++] = v_from_x_coord_x(dst_xscale, port_priv->drw_x + dst_x_off);
v[i++] = v_from_x_coord_y(dst_yscale, port_priv->drw_y + dst_y_off);
dstx = box[i].x1 + dst_x_off;
dsty = box[i].y1 + dst_y_off;
dstw = box[i].x2 - box[i].x1;
dsth = box[i].y2 - box[i].y1;
v[i++] = v_from_x_coord_x(dst_xscale, port_priv->drw_x + dst_x_off +
port_priv->dst_w * 2);
v[i++] = v_from_x_coord_y(dst_yscale, port_priv->drw_y + dst_y_off);
srcx = port_priv->src_x + off_x * diff_x;
srcy = port_priv->src_y + off_y * diff_y;
srcw = (port_priv->src_w * dstw) / (float) port_priv->dst_w;
srch = (port_priv->src_h * dsth) / (float) port_priv->dst_h;
glamor_set_normalize_vcoords(pixmap_priv,
dst_xscale, dst_yscale,
dstx - dstw,
dsty,
dstx + dstw,
dsty + dsth * 2,
vptr);
glamor_set_normalize_tcoords(src_pixmap_priv[0],
src_xscale[0],
src_yscale[0],
srcx - srcw,
srcy,
srcx + srcw,
srcy + srch * 2,
tptr);
}
v[i++] = v_from_x_coord_x(dst_xscale, port_priv->drw_x + dst_x_off);
v[i++] = v_from_x_coord_y(dst_yscale, port_priv->drw_y + dst_y_off +
port_priv->dst_h * 2);
v[i++] = t_from_x_coord_x(src_xscale[0], port_priv->src_x);
v[i++] = t_from_x_coord_y(src_yscale[0], port_priv->src_y);
v[i++] = t_from_x_coord_x(src_xscale[0], port_priv->src_x +
port_priv->src_w * 2);
v[i++] = t_from_x_coord_y(src_yscale[0], port_priv->src_y);
v[i++] = t_from_x_coord_x(src_xscale[0], port_priv->src_x);
v[i++] = t_from_x_coord_y(src_yscale[0], port_priv->src_y +
port_priv->src_h * 2);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2,
GL_FLOAT, GL_FALSE,
......@@ -389,10 +380,11 @@ glamor_xv_render(glamor_port_private *port_priv)
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
GL_FLOAT, GL_FALSE,
2 * sizeof(float), vbo_offset + (nBox * 8 * sizeof(GLfloat)));
2 * sizeof(float), vbo_offset + 6 * sizeof(GLfloat));
glamor_put_vbo_space(screen);
/* Now draw our big triangle, clipped to each of the clip boxes. */
for (i = 0; i < nBox; i++) {
int dstx, dsty, dstw, dsth;
......@@ -402,7 +394,7 @@ glamor_xv_render(glamor_port_private *port_priv)
dsth = box[i].y2 - box[i].y1;
glScissor(dstx, dsty, dstw, dsth);
glDrawArrays(GL_TRIANGLE_FAN, i * 4, 3);
glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
}
glDisable(GL_SCISSOR_TEST);
......
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