Commit 53387728 authored by Zhigang Gong's avatar Zhigang Gong Committed by Eric Anholt

glamor_tile/composite: Modify fs to re-calculate texture coords.

Then we don't need to fixup the larger pixmap to the exact
size, just need to let the shader to re-calculate the correct
texture coords.
Signed-off-by: default avatarZhigang Gong <zhigang.gong@linux.intel.com>
parent 556adfa6
......@@ -66,6 +66,8 @@ glamor_gl_dispatch_init_impl(struct glamor_gl_dispatch *dispatch,
INIT_FUNC(dispatch, glUseProgram, get_proc_address);
INIT_FUNC(dispatch, glUniform1i, get_proc_address);
INIT_FUNC(dispatch, glUniform4f, get_proc_address);
INIT_FUNC(dispatch, glUniform1fv, get_proc_address);
INIT_FUNC(dispatch, glUniform2fv, get_proc_address);
INIT_FUNC(dispatch, glUniform4fv, get_proc_address);
INIT_FUNC(dispatch, glCreateProgram, get_proc_address);
INIT_FUNC(dispatch, glDeleteProgram, get_proc_address);
......
......@@ -94,6 +94,10 @@ typedef struct glamor_gl_dispatch {
void (*glUniform1i) (GLint location, GLint v0);
void (*glUniform4f) (GLint location, GLfloat v0, GLfloat v1,
GLfloat v2, GLfloat v3);
void (*glUniform1fv) (GLint location, GLsizei count,
const GLfloat * value);
void (*glUniform2fv) (GLint location, GLsizei count,
const GLfloat * value);
void (*glUniform4fv) (GLint location, GLsizei count,
const GLfloat * value);
GLuint(*glCreateProgram) (void);
......
......@@ -64,6 +64,8 @@ typedef struct glamor_composite_shader {
GLint dest_to_mask_uniform_location;
GLint source_uniform_location;
GLint mask_uniform_location;
GLint source_wh;
GLint mask_wh;
} glamor_composite_shader;
typedef struct {
......@@ -203,6 +205,7 @@ typedef struct glamor_screen_private {
/* glamor_tile */
GLint tile_prog;
GLint tile_wh;
/* glamor_putimage */
GLint put_image_xybitmap_prog;
......
......@@ -70,6 +70,15 @@ static GLuint
glamor_create_composite_fs(glamor_gl_dispatch * dispatch,
struct shader_key *key)
{
const char *relocate_texture =
GLAMOR_DEFAULT_PRECISION
"vec2 rel_tex_coord(vec2 texture, vec2 wh) \n"
"{\n"
" vec2 rel_tex; \n"
" rel_tex = texture * wh; \n"
" rel_tex = floor(rel_tex) + (fract(rel_tex) / wh); \n"
" return rel_tex; \n"
"}\n";
const char *source_solid_fetch =
GLAMOR_DEFAULT_PRECISION
"uniform vec4 source;\n"
......@@ -78,26 +87,35 @@ glamor_create_composite_fs(glamor_gl_dispatch * dispatch,
GLAMOR_DEFAULT_PRECISION
"varying vec2 source_texture;\n"
"uniform sampler2D source_sampler;\n"
"uniform vec2 source_wh;"
"vec4 get_source()\n"
"{\n" " return texture2D(source_sampler, source_texture);\n"
"{\n" " return texture2D(source_sampler, rel_tex_coord(source_texture, source_wh));\n"
"}\n";
const char *source_pixmap_fetch =
GLAMOR_DEFAULT_PRECISION "varying vec2 source_texture;\n"
"uniform sampler2D source_sampler;\n" "vec4 get_source()\n"
"uniform sampler2D source_sampler;\n"
"uniform vec2 source_wh;"
"vec4 get_source()\n"
"{\n"
" return vec4(texture2D(source_sampler, source_texture).rgb, 1);\n"
" return vec4(texture2D(source_sampler, rel_tex_coord(source_texture, source_wh)).rgb, 1);\n"
"}\n";
const char *mask_solid_fetch =
GLAMOR_DEFAULT_PRECISION "uniform vec4 mask;\n"
"vec4 get_mask()\n" "{\n" " return mask;\n" "}\n";
const char *mask_alpha_pixmap_fetch =
GLAMOR_DEFAULT_PRECISION "varying vec2 mask_texture;\n"
"uniform sampler2D mask_sampler;\n" "vec4 get_mask()\n" "{\n"
" return texture2D(mask_sampler, mask_texture);\n" "}\n";
"uniform sampler2D mask_sampler;\n"
"uniform vec2 mask_wh;"
"vec4 get_mask()\n"
"{\n"
" return texture2D(mask_sampler, rel_tex_coord(mask_texture, mask_wh));\n" "}\n";
const char *mask_pixmap_fetch =
GLAMOR_DEFAULT_PRECISION "varying vec2 mask_texture;\n"
"uniform sampler2D mask_sampler;\n" "vec4 get_mask()\n" "{\n"
" return vec4(texture2D(mask_sampler, mask_texture).rgb, 1);\n"
"uniform sampler2D mask_sampler;\n"
"uniform vec2 mask_wh;"
"vec4 get_mask()\n"
"{\n"
" return vec4(texture2D(mask_sampler, rel_tex_coord(mask_texture, mask_wh)).rgb, 1);\n"
"}\n";
const char *in_source_only =
GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
......@@ -164,7 +182,7 @@ glamor_create_composite_fs(glamor_gl_dispatch * dispatch,
FatalError("Bad composite IN type");
}
XNFasprintf(&source, "%s%s%s", source_fetch, mask_fetch, in);
XNFasprintf(&source, "%s%s%s%s", relocate_texture, source_fetch, mask_fetch, in);
prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
......@@ -255,6 +273,7 @@ glamor_create_composite_shader(ScreenPtr screen, struct shader_key *key,
source_sampler_uniform_location =
dispatch->glGetUniformLocation(prog, "source_sampler");
dispatch->glUniform1i(source_sampler_uniform_location, 0);
shader->source_wh = dispatch->glGetUniformLocation(prog, "source_wh");
}
if (key->mask != SHADER_MASK_NONE) {
......@@ -267,6 +286,7 @@ glamor_create_composite_shader(ScreenPtr screen, struct shader_key *key,
"mask_sampler");
dispatch->glUniform1i
(mask_sampler_uniform_location, 1);
shader->mask_wh = dispatch->glGetUniformLocation(prog, "mask_wh");
}
}
......@@ -449,36 +469,11 @@ glamor_set_composite_op(ScreenPtr screen,
return TRUE;
}
static void
glamor_composite_texture_fixup(ScreenPtr screen,
PicturePtr picture,
glamor_pixmap_private * pixmap_priv)
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
Bool has_repeat;
int width, height;
if (picture->repeatType == RepeatNone)
has_repeat = FALSE;
else
has_repeat = TRUE;
if (has_repeat
&& ( (pixmap_priv->container->drawable.width != pixmap_priv->fbo->width)
|| (pixmap_priv->container->drawable.height != pixmap_priv->fbo->height))) {
/* Currently, we can't support repeat on partial texture, now redirect it
* to an exact size fbo. */
DEBUGF("prepare to fixup texture \n");
if (!glamor_fixup_pixmap_priv(screen, pixmap_priv))
ErrorF("Failed to fixup a unmatch size of repeat picture. \n");
}
}
static void
glamor_set_composite_texture(ScreenPtr screen, int unit,
PicturePtr picture,
glamor_pixmap_private * pixmap_priv)
glamor_pixmap_private * pixmap_priv,
GLuint wh_location)
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
......@@ -487,6 +482,8 @@ glamor_set_composite_texture(ScreenPtr screen, int unit,
dispatch = glamor_get_dispatch(glamor_priv);
dispatch->glActiveTexture(GL_TEXTURE0 + unit);
dispatch->glBindTexture(GL_TEXTURE_2D, pixmap_priv->fbo->tex);
float wh[2];
switch (picture->repeatType) {
case RepeatNone:
#ifndef GLAMOR_GLES2
......@@ -539,6 +536,9 @@ glamor_set_composite_texture(ScreenPtr screen, int unit,
#ifndef GLAMOR_GLES2
dispatch->glEnable(GL_TEXTURE_2D);
#endif
wh[0] = (float)pixmap_priv->fbo->width / pixmap_priv->container->drawable.width;
wh[1] = (float)pixmap_priv->fbo->height / pixmap_priv->container->drawable.height;
dispatch->glUniform2fv(wh_location, 1, wh);
glamor_put_dispatch(glamor_priv);
}
......@@ -1081,12 +1081,6 @@ glamor_composite_with_shader(CARD8 op,
}
}
#endif
if (key.source != SHADER_SOURCE_SOLID)
glamor_composite_texture_fixup(screen, source, source_pixmap_priv);
if (key.mask != SHADER_MASK_NONE && key.mask != SHADER_MASK_SOLID)
glamor_composite_texture_fixup(screen, mask, mask_pixmap_priv);
glamor_set_destination_pixmap_priv_nc(dest_pixmap_priv);
glamor_validate_pixmap(dest_pixmap);
......@@ -1109,7 +1103,7 @@ glamor_composite_with_shader(CARD8 op,
shader->source_uniform_location);
} else {
glamor_set_composite_texture(screen, 0, source,
source_pixmap_priv);
source_pixmap_priv, shader->source_wh);
}
if (key.mask != SHADER_MASK_NONE) {
if (key.mask == SHADER_MASK_SOLID) {
......@@ -1118,7 +1112,7 @@ glamor_composite_with_shader(CARD8 op,
shader->mask_uniform_location);
} else {
glamor_set_composite_texture(screen, 1, mask,
mask_pixmap_priv);
mask_pixmap_priv, shader->mask_wh);
}
}
......
......@@ -49,8 +49,13 @@ glamor_init_tile_shader(ScreenPtr screen)
GLAMOR_DEFAULT_PRECISION
"varying vec2 tile_texture;\n"
"uniform sampler2D sampler;\n"
"uniform vec2 wh;"
"void main()\n"
"{\n" " gl_FragColor = texture2D(sampler, tile_texture);\n"
"{\n"
" vec2 rel_tex;"
" rel_tex = tile_texture * wh; \n"
" rel_tex = floor(rel_tex) + (fract(rel_tex) / wh); \n"
" gl_FragColor = texture2D(sampler, rel_tex);\n"
"}\n";
GLint fs_prog, vs_prog;
GLint sampler_uniform_location;
......@@ -76,6 +81,10 @@ glamor_init_tile_shader(ScreenPtr screen)
"sampler");
dispatch->glUseProgram(glamor_priv->tile_prog);
dispatch->glUniform1i(sampler_uniform_location, 0);
glamor_priv->tile_wh =
dispatch->glGetUniformLocation(glamor_priv->tile_prog,
"wh");
dispatch->glUseProgram(0);
glamor_put_dispatch(glamor_priv);
}
......@@ -115,6 +124,7 @@ glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
GLfloat dst_xscale, dst_yscale, src_xscale, src_yscale;
glamor_pixmap_private *src_pixmap_priv;
glamor_pixmap_private *dst_pixmap_priv;
float wh[2];
src_pixmap_priv = glamor_get_pixmap_private(tile);
dst_pixmap_priv = glamor_get_pixmap_private(pixmap);
......@@ -142,14 +152,6 @@ glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
goto fail;
}
if (src_pixmap_priv->fbo->width != tile->drawable.width
|| src_pixmap_priv->fbo->height != tile->drawable.height) {
if (!glamor_fixup_pixmap_priv(screen, src_pixmap_priv)) {
glamor_fallback("Failed to create a fixup pixmap for partial tiling. \n");
goto fail;
}
}
if (alu != GXcopy) {
glamor_set_destination_pixmap_priv_nc(src_pixmap_priv);
glamor_validate_pixmap(tile);
......@@ -167,6 +169,10 @@ glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
&src_yscale);
dispatch->glUseProgram(glamor_priv->tile_prog);
wh[0] = (float)src_pixmap_priv->fbo->width / tile->drawable.width;
wh[1] = (float)src_pixmap_priv->fbo->height / tile->drawable.height;
dispatch->glUniform2fv(glamor_priv->tile_wh, 1, wh);
dispatch->glActiveTexture(GL_TEXTURE0);
dispatch->glBindTexture(GL_TEXTURE_2D,
src_pixmap_priv->fbo->tex);
......
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