Commit 2ff41008 authored by Zhigang Gong's avatar Zhigang Gong Committed by Eric Anholt

glamor_fbo: Introduce glamor fbo to manage all the fb/tex.

This is the first patch to implement a fbo/tex pool mechanism which
is like the sna's BO cache list. We firstly need to decopule the
fbo/tex from each pixmap. The new glamor_pixmap_fbo data
structure is for that purpose. It's somehow independent to each
pixmap and can be reused latter by other pixmaps once it's detached
from the current pixmap.

And this commit also slightly change the way to create a
memory pixmap. We will not create a pixmap private data structure
by default, instead we will crete that structure when a memory
pixmap is attaching a fbo to it.
Signed-off-by: default avatarZhigang Gong <zhigang.gong@linux.intel.com>
parent ca2ddd33
......@@ -44,6 +44,7 @@ libglamor_la_SOURCES = \
glamor_picture.c\
glamor_window.c\
glamor_gl_dispatch.c\
glamor_fbo.c\
glamor.h
sdk_HEADERS = glamor.h
......
......@@ -85,52 +85,41 @@ glamor_set_pixmap_texture(PixmapPtr pixmap, unsigned int tex)
glamor_pixmap_private *pixmap_priv;
glamor_screen_private *glamor_priv;
glamor_gl_dispatch *dispatch;
glamor_pixmap_fbo *fbo;
glamor_priv = glamor_get_screen_private(screen);
dispatch = &glamor_priv->dispatch;
pixmap_priv = glamor_get_pixmap_private(pixmap);
if (pixmap_priv == NULL) {
pixmap_priv = calloc(sizeof(*pixmap_priv), 1);
dixSetPrivate(&pixmap->devPrivates,
glamor_pixmap_private_key, pixmap_priv);
pixmap_priv->container = pixmap;
pixmap_priv->glamor_priv = glamor_priv;
if (pixmap_priv->fbo) {
fbo = glamor_pixmap_detach_fbo(pixmap_priv);
glamor_destroy_fbo(fbo);
}
if (pixmap_priv->fb)
dispatch->glDeleteFramebuffers(1, &pixmap_priv->fb);
if (pixmap_priv->tex)
dispatch->glDeleteTextures(1, &pixmap_priv->tex);
fbo = glamor_create_fbo_from_tex(glamor_priv, pixmap->drawable.width,
pixmap->drawable.height,
pixmap->drawable.depth, tex, 0);
pixmap_priv->tex = tex;
/* Create a framebuffer object wrapping the texture so that we can render
* to it.
*/
pixmap_priv->gl_fbo = 1;
if (tex != 0) {
glamor_pixmap_ensure_fb(pixmap);
pixmap_priv->gl_tex = 1;
} else {
pixmap_priv->fb = 0;
pixmap_priv->gl_tex = 0;
if (fbo == NULL) {
ErrorF("XXX fail to create fbo.\n");
return;
}
pixmap->devPrivate.ptr = NULL;
glamor_pixmap_attach_fbo(pixmap, fbo);
}
void
glamor_set_screen_pixmap(PixmapPtr screen_pixmap)
{
ScreenPtr screen = screen_pixmap->drawable.pScreen;
glamor_pixmap_private *pixmap_priv;
glamor_screen_private *glamor_priv;
glamor_priv = glamor_get_screen_private(screen);
glamor_priv = glamor_get_screen_private(screen_pixmap->drawable.pScreen);
pixmap_priv = glamor_get_pixmap_private(screen_pixmap);
glamor_priv->screen_fbo = pixmap_priv->fb;
glamor_priv->screen_fbo = pixmap_priv->fbo->fb;
pixmap_priv->fbo->width = screen_pixmap->drawable.width;
pixmap_priv->fbo->height = screen_pixmap->drawable.height;
}
PixmapPtr
......@@ -138,13 +127,15 @@ glamor_create_pixmap(ScreenPtr screen, int w, int h, int depth,
unsigned int usage)
{
PixmapPtr pixmap;
GLenum format;
GLuint tex;
glamor_pixmap_type_t type = GLAMOR_TEXTURE_ONLY;
glamor_pixmap_private *pixmap_priv;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch = &glamor_priv->dispatch;
glamor_pixmap_fbo *fbo;
int pitch;
int flag;
if (w > 32767 || h > 32767)
return NullPixmap;
......@@ -153,62 +144,53 @@ glamor_create_pixmap(ScreenPtr screen, int w, int h, int depth,
|| usage == GLAMOR_CREATE_PIXMAP_CPU) {
/* MESA can only support upto MAX_WIDTH*MAX_HEIGHT fbo.
If we exceed such limitation, we have to use framebuffer. */
type = GLAMOR_MEMORY;
pixmap = fbCreatePixmap(screen, w, h, depth, usage);
return fbCreatePixmap(screen, w, h, depth, usage);
} else
pixmap = fbCreatePixmap(screen, 0, 0, depth, usage);
pixmap_priv = calloc(1, sizeof(*pixmap_priv));
dixSetPrivate(&pixmap->devPrivates, glamor_pixmap_private_key,
if (!pixmap_priv)
return fbCreatePixmap(screen, w, h, depth, usage);
dixSetPrivate(&pixmap->devPrivates,
glamor_pixmap_private_key,
pixmap_priv);
pixmap_priv->container = pixmap;
pixmap_priv->glamor_priv = glamor_priv;
pixmap_priv->type = type;
if (w == 0 || h == 0 || type == GLAMOR_MEMORY)
if (w == 0 || h == 0)
return pixmap;
gl_iformat_for_depth(depth, &format);
/* Create the texture used to store the pixmap's data. */
dispatch->glGenTextures(1, &tex);
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->glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, format,
GL_UNSIGNED_BYTE, NULL);
glamor_set_pixmap_texture(pixmap, tex);
screen->ModifyPixmapHeader(pixmap, w, h, 0, 0,
(((w *
pixmap->drawable.
bitsPerPixel + 7) / 8) +
3) & ~3, NULL);
fbo = glamor_create_fbo(glamor_priv, w, h, depth, 0);
if (fbo == NULL) {
fbDestroyPixmap(pixmap);
free(pixmap_priv);
return fbCreatePixmap(screen, w, h, depth, usage);
}
glamor_pixmap_attach_fbo(pixmap, fbo);
pitch = (((w * pixmap->drawable.bitsPerPixel + 7) / 8) + 3) & ~3;
screen->ModifyPixmapHeader(pixmap, w, h, 0, 0, pitch, NULL);
return pixmap;
}
void
glamor_destroy_textured_pixmap(PixmapPtr pixmap)
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(pixmap->drawable.pScreen);
glamor_gl_dispatch *dispatch = &glamor_priv->dispatch;
if (pixmap->refcnt == 1) {
glamor_pixmap_private *pixmap_priv =
glamor_get_pixmap_private(pixmap);
glamor_pixmap_private *pixmap_priv;
pixmap_priv = glamor_get_pixmap_private(pixmap);
if (pixmap_priv != NULL) {
if (pixmap_priv->fb)
dispatch->glDeleteFramebuffers(1,
&pixmap_priv->fb);
if (pixmap_priv->tex)
dispatch->glDeleteTextures(1,
&pixmap_priv->tex);
if (pixmap_priv->pbo)
dispatch->glDeleteBuffers(1,
&pixmap_priv->pbo);
glamor_pixmap_fbo *fbo;
fbo = glamor_pixmap_detach_fbo(pixmap_priv);
if (fbo)
glamor_destroy_fbo(fbo);
free(pixmap_priv);
}
}
......@@ -238,6 +220,7 @@ _glamor_block_handler(void *data, OSTimePtr timeout,
{
glamor_gl_dispatch *dispatch = data;
dispatch->glFlush();
dispatch->glFinish();
}
static void
......
......@@ -79,7 +79,7 @@ glamor_copy_n_to_n_fbo_blit(DrawablePtr src,
glamor_validate_pixmap(dst_pixmap);
dispatch->glBindFramebuffer(GL_READ_FRAMEBUFFER_EXT,
src_pixmap_priv->fb);
src_pixmap_priv->fbo->fb);
glamor_get_drawable_deltas(dst, dst_pixmap, &dst_x_off,
&dst_y_off);
glamor_get_drawable_deltas(src, src_pixmap, &src_x_off,
......@@ -167,7 +167,7 @@ glamor_copy_n_to_n_textured(DrawablePtr src,
goto fail;
}
if (!src_pixmap_priv->gl_fbo) {
if (!src_pixmap_priv || !src_pixmap_priv->gl_fbo) {
#ifndef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
glamor_delayed_fallback(dst->pScreen, "src has no fbo.\n");
goto fail;
......@@ -175,6 +175,8 @@ glamor_copy_n_to_n_textured(DrawablePtr src,
src_status = glamor_upload_pixmap_to_texture(src_pixmap);
if (src_status != GLAMOR_UPLOAD_DONE)
goto fail;
src_pixmap_priv = glamor_get_pixmap_private(src_pixmap);
#endif
} else
flush_needed = 1;
......@@ -199,8 +201,6 @@ glamor_copy_n_to_n_textured(DrawablePtr src,
glamor_get_drawable_deltas(dst, dst_pixmap, &dst_x_off,
&dst_y_off);
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float),
vertices);
......@@ -216,7 +216,7 @@ glamor_copy_n_to_n_textured(DrawablePtr src,
dispatch->glActiveTexture(GL_TEXTURE0);
dispatch->glBindTexture(GL_TEXTURE_2D,
src_pixmap_priv->tex);
src_pixmap_priv->fbo->tex);
#ifndef GLAMOR_GLES2
dispatch->glEnable(GL_TEXTURE_2D);
#endif
......@@ -333,7 +333,7 @@ _glamor_copy_n_to_n(DrawablePtr src,
glamor_get_drawable_deltas(dst, dst_pixmap, &dst_x_off,
&dst_y_off);
if (src_pixmap_priv->fb == dst_pixmap_priv->fb) {
if (src_pixmap_priv->fbo && src_pixmap_priv->fbo->fb == dst_pixmap_priv->fbo->fb) {
int x_shift = abs(src_x_off - dx - dst_x_off);
int y_shift = abs(src_y_off - dy - dst_y_off);
for (i = 0; i < nbox; i++) {
......
......@@ -49,7 +49,7 @@ glamor_get_drawable_location(const DrawablePtr drawable)
glamor_get_screen_private(drawable->pScreen);
if (pixmap_priv == NULL || pixmap_priv->gl_fbo == 0)
return 'm';
if (pixmap_priv->fb == glamor_priv->screen_fbo)
if (pixmap_priv->fbo->fb == glamor_priv->screen_fbo)
return 's';
else
return 'f';
......@@ -271,13 +271,13 @@ glamor_finish_access(DrawablePtr drawable, glamor_access_t access_mode)
glamor_restore_pixmap_to_texture(pixmap);
}
if (pixmap_priv->pbo != 0 && pixmap_priv->pbo_valid) {
if (pixmap_priv->fbo->pbo != 0 && pixmap_priv->fbo->pbo_valid) {
assert(glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP);
dispatch->glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
dispatch->glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
pixmap_priv->pbo_valid = FALSE;
dispatch->glDeleteBuffers(1, &pixmap_priv->pbo);
pixmap_priv->pbo = 0;
pixmap_priv->fbo->pbo_valid = FALSE;
dispatch->glDeleteBuffers(1, &pixmap_priv->fbo->pbo);
pixmap_priv->fbo->pbo = 0;
} else {
free(pixmap->devPrivate.ptr);
}
......
......@@ -79,5 +79,8 @@ AbortServer(void)
_glamor_priv_->delayed_fallback_string); \
_glamor_priv_->delayed_fallback_pending = 0; } } while(0)
#define DEBUGF(str, ...)
//#define DEBUGF(str, ...) ErrorF(str, ##__VA_ARGS__)
#endif
#ifdef HAVE_DIX_CONFIG_H
#include <dix-config.h>
#endif
#include <stdlib.h>
#include "glamor_priv.h"
glamor_pixmap_fbo *
glamor_create_fbo_from_tex(glamor_screen_private *glamor_priv,
int w, int h, int depth, GLint tex, int flag)
{
glamor_gl_dispatch *dispatch;
glamor_pixmap_fbo *fbo;
GLenum format;
fbo = calloc(1, sizeof(*fbo));
if (fbo == NULL)
return NULL;
gl_iformat_for_depth(depth, &format);
fbo->tex = tex;
fbo->width = w;
fbo->height = h;
fbo->format = format;
fbo->glamor_priv = glamor_priv;
glamor_pixmap_ensure_fb(fbo);
return fbo;
}
/* Make sure already detached from any pixmap. */
void
glamor_destroy_fbo(glamor_pixmap_fbo *fbo)
{
glamor_gl_dispatch *dispatch = &fbo->glamor_priv->dispatch;
DEBUGF("Destroy fbo %p tex %d fb %d \n", fbo, fbo->tex, fbo->fb);
if (fbo->fb)
dispatch->glDeleteFramebuffers(1, &fbo->fb);
if (fbo->tex)
dispatch->glDeleteTextures(1, &fbo->tex);
if (fbo->pbo)
dispatch->glDeleteBuffers(1, &fbo->pbo);
free(fbo);
}
glamor_pixmap_fbo *
glamor_create_fbo(glamor_screen_private *glamor_priv,
int w, int h, int depth, int flag)
{
glamor_gl_dispatch *dispatch;
glamor_pixmap_fbo *fbo;
GLenum format;
GLint tex;
gl_iformat_for_depth(depth, &format);
dispatch = &glamor_priv->dispatch;
dispatch->glGenTextures(1, &tex);
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->glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, format,
GL_UNSIGNED_BYTE, NULL);
fbo = glamor_create_fbo_from_tex(glamor_priv, w, h, depth, tex, flag);
DEBUGF("Creat fbo %p tex %d width %d height %d \n", fbo, tex, w, h);
return fbo;
}
glamor_pixmap_fbo *
glamor_pixmap_detach_fbo(glamor_pixmap_private *pixmap_priv)
{
glamor_pixmap_fbo *fbo;
if (pixmap_priv == NULL)
return NULL;
fbo = pixmap_priv->fbo;
if (fbo == NULL)
return NULL;
pixmap_priv->fbo = NULL;
return fbo;
}
/* The pixmap must not be attached to another fbo. */
void
glamor_pixmap_attach_fbo(PixmapPtr pixmap, glamor_pixmap_fbo *fbo)
{
glamor_pixmap_private *pixmap_priv;
pixmap_priv = glamor_get_pixmap_private(pixmap);
if (pixmap_priv == NULL) {
glamor_screen_private *glamor_priv;
glamor_priv = glamor_get_screen_private(pixmap->drawable.pScreen);
pixmap_priv = calloc(1, sizeof(*pixmap_priv));
dixSetPrivate(&pixmap->devPrivates,
glamor_pixmap_private_key, pixmap_priv);
pixmap_priv->container = pixmap;
pixmap_priv->glamor_priv = glamor_priv;
pixmap_priv->type = GLAMOR_MEMORY;
}
if (pixmap_priv->fbo)
return;
pixmap_priv->fbo = fbo;
switch (pixmap_priv->type) {
case GLAMOR_TEXTURE_ONLY:
case GLAMOR_TEXTURE_DRM:
pixmap_priv->gl_fbo = 1;
if (fbo->tex != 0)
pixmap_priv->gl_tex = 1;
else {
/* XXX For the Xephyr only, may be broken now.*/
pixmap_priv->gl_tex = 0;
}
pixmap->devPrivate.ptr = NULL;
break;
default:
break;
}
}
......@@ -89,7 +89,7 @@ void
glamor_set_destination_pixmap_priv_nc(glamor_pixmap_private * pixmap_priv)
{
glamor_gl_dispatch *dispatch = &pixmap_priv->glamor_priv->dispatch;
dispatch->glBindFramebuffer(GL_FRAMEBUFFER, pixmap_priv->fb);
dispatch->glBindFramebuffer(GL_FRAMEBUFFER, pixmap_priv->fbo->fb);
#ifndef GLAMOR_GLES2
dispatch->glMatrixMode(GL_PROJECTION);
dispatch->glLoadIdentity();
......@@ -97,8 +97,8 @@ glamor_set_destination_pixmap_priv_nc(glamor_pixmap_private * pixmap_priv)
dispatch->glLoadIdentity();
#endif
dispatch->glViewport(0, 0,
pixmap_priv->container->drawable.width,
pixmap_priv->container->drawable.height);
pixmap_priv->fbo->width,
pixmap_priv->fbo->height);
}
......@@ -242,10 +242,10 @@ __glamor_upload_pixmap_to_texture(PixmapPtr pixmap, GLenum format,
dispatch->glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
}
if (pixmap_priv->pbo && pixmap_priv->pbo_valid) {
if (pixmap_priv->fbo->pbo && pixmap_priv->fbo->pbo_valid) {
texels = NULL;
dispatch->glBindBuffer(GL_PIXEL_UNPACK_BUFFER,
pixmap_priv->pbo);
pixmap_priv->fbo->pbo);
} else
texels = pixmap->devPrivate.ptr;
......@@ -309,7 +309,7 @@ _glamor_upload_pixmap_to_texture(PixmapPtr pixmap, GLenum format,
* to the fbo directly. */
if (no_alpha == 0 && no_revert == 1 && !need_flip) {
__glamor_upload_pixmap_to_texture(pixmap, format, type,
pixmap_priv->tex);
pixmap_priv->fbo->tex);
return;
}
......@@ -363,19 +363,18 @@ _glamor_upload_pixmap_to_texture(PixmapPtr pixmap, GLenum format,
}
void
glamor_pixmap_ensure_fb(PixmapPtr pixmap)
glamor_pixmap_ensure_fb(glamor_pixmap_fbo *fbo)
{
int status;
glamor_pixmap_private *pixmap_priv =
glamor_get_pixmap_private(pixmap);
glamor_gl_dispatch *dispatch = &pixmap_priv->glamor_priv->dispatch;
if (pixmap_priv->fb == 0)
dispatch->glGenFramebuffers(1, &pixmap_priv->fb);
assert(pixmap_priv->tex != 0);
dispatch->glBindFramebuffer(GL_FRAMEBUFFER, pixmap_priv->fb);
glamor_gl_dispatch *dispatch = &fbo->glamor_priv->dispatch;
if (fbo->fb == 0)
dispatch->glGenFramebuffers(1, &fbo->fb);
assert(fbo->tex != 0);
dispatch->glBindFramebuffer(GL_FRAMEBUFFER, fbo->fb);
dispatch->glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, pixmap_priv->tex,
GL_TEXTURE_2D, fbo->tex,
0);
status = dispatch->glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
......@@ -422,11 +421,13 @@ static int
glamor_pixmap_upload_prepare(PixmapPtr pixmap, int no_alpha, int no_revert)
{
int need_fbo;
glamor_pixmap_private *pixmap_priv =
glamor_get_pixmap_private(pixmap);
glamor_screen_private *glamor_priv =
glamor_get_screen_private(pixmap->drawable.pScreen);
glamor_gl_dispatch *dispatch = &glamor_priv->dispatch;
glamor_pixmap_private *pixmap_priv;
glamor_screen_private *glamor_priv;
GLenum format;
glamor_pixmap_fbo *fbo;
pixmap_priv = glamor_get_pixmap_private(pixmap);
glamor_priv = glamor_get_screen_private(pixmap->drawable.pScreen);
if (!glamor_check_fbo_size
(glamor_priv, pixmap->drawable.width, pixmap->drawable.height)
......@@ -441,28 +442,14 @@ glamor_pixmap_upload_prepare(PixmapPtr pixmap, int no_alpha, int no_revert)
if (GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
return 0;
if (no_alpha != 0 || no_revert == 0 || !glamor_priv->yInverted)
need_fbo = 1;
else
need_fbo = 0;
if (pixmap_priv->tex == 0)
dispatch->glGenTextures(1, &pixmap_priv->tex);
if (need_fbo) {
dispatch->glBindTexture(GL_TEXTURE_2D, pixmap_priv->tex);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
dispatch->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
pixmap->drawable.width,
pixmap->drawable.height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
glamor_pixmap_ensure_fb(pixmap);
}
fbo = glamor_create_fbo(glamor_priv, pixmap->drawable.width,
pixmap->drawable.height,
pixmap->drawable.depth,
0);
if (fbo == NULL)
return -1;
glamor_pixmap_attach_fbo(pixmap, fbo);
return 0;
}
......@@ -575,7 +562,7 @@ glamor_es2_pixmap_read_prepare(PixmapPtr source, GLenum * format,
temp_pixmap_priv = glamor_get_pixmap_private(temp_pixmap);
dispatch->glBindTexture(GL_TEXTURE_2D, temp_pixmap_priv->tex);
dispatch->glBindTexture(GL_TEXTURE_2D, temp_pixmap_priv->fbo->tex);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
......@@ -599,7 +586,7 @@ glamor_es2_pixmap_read_prepare(PixmapPtr source, GLenum * format,
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glActiveTexture(GL_TEXTURE0);
dispatch->glBindTexture(GL_TEXTURE_2D, source_priv->tex);
dispatch->glBindTexture(GL_TEXTURE_2D, source_priv->fbo->tex);
dispatch->glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
......@@ -726,11 +713,11 @@ glamor_download_pixmap_to_cpu(PixmapPtr pixmap, glamor_access_t access)
}
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
if (pixmap_priv->pbo == 0)
if (pixmap_priv->fbo->pbo == 0)
dispatch->glGenBuffers(1,
&pixmap_priv->pbo);
&pixmap_priv->fbo->pbo);
dispatch->glBindBuffer(GL_PIXEL_PACK_BUFFER,
pixmap_priv->pbo);
pixmap_priv->fbo->pbo);
dispatch->glBufferData(GL_PIXEL_PACK_BUFFER,
stride *
pixmap->drawable.height,
......@@ -740,7 +727,7 @@ glamor_download_pixmap_to_cpu(PixmapPtr pixmap, glamor_access_t access)
format, type, 0);
data = dispatch->glMapBuffer(GL_PIXEL_PACK_BUFFER,
gl_access);
pixmap_priv->pbo_valid = TRUE;
pixmap_priv->fbo->pbo_valid = TRUE;
if (!glamor_priv->yInverted) {
assert(glamor_priv->gl_flavor ==
......@@ -762,11 +749,11 @@ glamor_download_pixmap_to_cpu(PixmapPtr pixmap, glamor_access_t access)
data = malloc(stride * pixmap->drawable.height);
assert(data);
if (access != GLAMOR_ACCESS_WO) {
if (pixmap_priv->pbo == 0)
if (pixmap_priv->fbo->pbo == 0)
dispatch->glGenBuffers(1,
&pixmap_priv->pbo);
&pixmap_priv->fbo->pbo);
dispatch->glBindBuffer(GL_PIXEL_PACK_BUFFER,
pixmap_priv->pbo);
pixmap_priv->fbo->pbo);
dispatch->glBufferData(GL_PIXEL_PACK_BUFFER,
stride *
pixmap->drawable.height,
......@@ -783,9 +770,9 @@ glamor_download_pixmap_to_cpu(PixmapPtr pixmap, glamor_access_t access)
y - 1) * stride, stride);
dispatch->glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
dispatch->glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
pixmap_priv->pbo_valid = FALSE;
dispatch->glDeleteBuffers(1, &pixmap_priv->pbo);
pixmap_priv->pbo = 0;
pixmap_priv->fbo->pbo_valid = FALSE;
dispatch->glDeleteBuffers(1, &pixmap_priv->fbo->pbo);
pixmap_priv->fbo->pbo = 0;
}
}
......@@ -798,29 +785,3 @@ glamor_download_pixmap_to_cpu(PixmapPtr pixmap, glamor_access_t access)
return TRUE;
}
static void
_glamor_destroy_upload_pixmap(PixmapPtr pixmap)
{
glamor_pixmap_private *pixmap_priv =
glamor_get_pixmap_private(pixmap);
glamor_gl_dispatch *dispatch = &pixmap_priv->glamor_priv->dispatch;
assert(pixmap_priv->gl_fbo == 0);
if (pixmap_priv->fb)
dispatch->glDeleteFramebuffers(1, &pixmap_priv->fb);
if (pixmap_priv->tex)
dispatch->glDeleteTextures(1, &pixmap_priv->tex);
if (pixmap_priv->pbo)
dispatch->glDeleteBuffers(1, &pixmap_priv->pbo);
pixmap_priv->fb = pixmap_priv->tex = pixmap_priv->pbo = 0;
}
void
glamor_destroy_upload_pixmap(PixmapPtr pixmap)
{
_glamor_destroy_upload_pixmap(pixmap);
}
......@@ -59,6 +59,8 @@
#include "glamor_debug.h"
#include <list.h>
typedef struct glamor_composite_shader {
GLuint prog;
GLint dest_to_dest_uniform_location;
......@@ -123,6 +125,7 @@ enum glamor_gl_flavor {
};
#define GLAMOR_CREATE_PIXMAP_CPU 0x100
#define GLAMOR_CREATE_PIXMAP_FIXUP 0x101
#define GLAMOR_NUM_GLYPH_CACHE_FORMATS 2
......@@ -156,6 +159,10 @@ struct glamor_saved_procs {
UnrealizeGlyphProcPtr unrealize_glyph;
};
#define CACHE_FORMAT_COUNT 2
#define CACHE_BUCKET_WCOUNT 16
#define CACHE_BUCKET_HCOUNT 16
typedef struct glamor_screen_private {
struct glamor_gl_dispatch dispatch;
int yInverted;
......@@ -238,15 +245,25 @@ typedef union _glamor_pending_op {
* @container: The corresponding pixmap's pointer.
**/
typedef struct glamor_pixmap_private {
glamor_pixmap_type_t type;
unsigned char gl_fbo:1;
unsigned char gl_tex:1;
unsigned char pbo_valid:1;
unsigned char is_picture:1;
typedef struct glamor_pixmap_fbo {
unsigned char pbo_valid;
GLuint tex;
GLuint fb;
GLuint pbo;
int width;
int height;
GLenum format;
GLenum type;
glamor_screen_private *glamor_priv;
} glamor_pixmap_fbo;
typedef struct glamor_pixmap_private {
unsigned char gl_fbo:1;
unsigned char is_picture:1;
unsigned char gl_tex:1;
glamor_pixmap_type_t type;
glamor_pixmap_fbo *fbo;