Commit 67da52ec authored by Zhigang Gong's avatar Zhigang Gong Committed by Zhigang Gong
Browse files

glamor: Add color conversion support by using new shader.



There are two places we need to do color conversion.

1. When upload a image data to a texture.
2. When download a texture to a memory buffer.

As the color format may not be supported in GLES2. We may
need to do the following two operations to convert dat.

a. revert argb to bgra / abgr to rgba.
b. swap argb to abgr / bgra to rgba.
Signed-off-by: Zhigang Gong's avatarZhigang Gong <zhigang.gong@gmail.com>
parent 0eea084d
......@@ -133,7 +133,6 @@ Bool
glamor_prepare_access(DrawablePtr drawable, glamor_access_t access)
{
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
return glamor_download_pixmap_to_cpu(pixmap, access);
}
......@@ -154,17 +153,47 @@ glamor_init_finish_access_shaders(ScreenPtr screen)
const char *fs_source =
"varying vec2 source_texture;\n"
"uniform sampler2D sampler;\n"
"uniform int no_revert;"
"uniform int swap_rb;"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(sampler, source_texture);\n"
" if (no_revert == 1) \n"
" { \n"
" if (swap_rb == 1) \n"
" gl_FragColor = texture2D(sampler, source_texture).bgra;\n"
" else \n"
" gl_FragColor = texture2D(sampler, source_texture).rgba;\n"
" } \n"
" else \n"
" { \n"
" if (swap_rb == 1) \n"
" gl_FragColor = texture2D(sampler, source_texture).argb;\n"
" else \n"
" gl_FragColor = texture2D(sampler, source_texture).abgr;\n"
" } \n"
"}\n";
const char *set_alpha_source =
"varying vec2 source_texture;\n"
"uniform sampler2D sampler;\n"
"uniform int no_revert;"
"uniform int swap_rb;"
"void main()\n"
"{\n"
" gl_FragColor = vec4(texture2D(sampler, source_texture).rgb, 1);\n"
" if (no_revert == 1) \n"
" { \n"
" if (swap_rb == 1) \n"
" gl_FragColor = vec4(texture2D(sampler, source_texture).bgr, 1);\n"
" else \n"
" gl_FragColor = vec4(texture2D(sampler, source_texture).rgb, 1);\n"
" } \n"
" else \n"
" { \n"
" if (swap_rb == 1) \n"
" gl_FragColor = vec4(1, texture2D(sampler, source_texture).rgb);\n"
" else \n"
" gl_FragColor = vec4(1, texture2D(sampler, source_texture).bgr);\n"
" } \n"
"}\n";
GLint fs_prog, vs_prog, avs_prog, set_alpha_prog;
GLint sampler_uniform_location;
......@@ -190,17 +219,31 @@ glamor_init_finish_access_shaders(ScreenPtr screen)
glBindAttribLocation(glamor_priv->finish_access_prog[1], GLAMOR_VERTEX_SOURCE, "v_texcoord0");
glamor_link_glsl_prog(glamor_priv->finish_access_prog[1]);
glamor_priv->finish_access_no_revert[0] =
glGetUniformLocation(glamor_priv->finish_access_prog[0], "no_revert");
glamor_priv->finish_access_swap_rb[0] =
glGetUniformLocation(glamor_priv->finish_access_prog[0], "swap_rb");
sampler_uniform_location =
glGetUniformLocation(glamor_priv->finish_access_prog[0], "sampler");
glUseProgram(glamor_priv->finish_access_prog[0]);
glUniform1i(sampler_uniform_location, 0);
glUniform1i(glamor_priv->finish_access_no_revert[0],1);
glUniform1i(glamor_priv->finish_access_swap_rb[0],0);
glUseProgram(0);
glamor_priv->finish_access_no_revert[1] =
glGetUniformLocation(glamor_priv->finish_access_prog[1], "no_revert");
glamor_priv->finish_access_swap_rb[1] =
glGetUniformLocation(glamor_priv->finish_access_prog[1], "swap_rb");
sampler_uniform_location =
glGetUniformLocation(glamor_priv->finish_access_prog[1], "sampler");
glUseProgram(glamor_priv->finish_access_prog[1]);
glUniform1i(glamor_priv->finish_access_no_revert[1],1);
glUniform1i(sampler_uniform_location, 0);
glUniform1i(glamor_priv->finish_access_swap_rb[1],0);
glUseProgram(0);
}
void
......@@ -224,8 +267,9 @@ glamor_finish_access(DrawablePtr drawable)
pixmap_priv->pbo_valid = FALSE;
glDeleteBuffers(1, &pixmap_priv->pbo);
pixmap_priv->pbo = 0;
} else
} else {
free(pixmap->devPrivate.ptr);
}
pixmap->devPrivate.ptr = NULL;
}
......
......@@ -143,7 +143,6 @@ glamor_solid(PixmapPtr pixmap, int x, int y, int width, int height,
GLfloat color[4];
float vertices[8];
GLfloat xscale, yscale;
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) {
glamor_fallback("dest %p has no fbo.\n", pixmap);
goto fail;
......
......@@ -83,12 +83,15 @@ glamor_validate_pixmap(PixmapPtr pixmap)
void
glamor_set_destination_pixmap_priv_nc(glamor_pixmap_private *pixmap_priv)
{
glBindFramebuffer(GL_FRAMEBUFFER, pixmap_priv->fb);
// glBindFramebuffer(GL_FRAMEBUFFER, pixmap_priv->fb);
glamor_pixmap_ensure_fb(pixmap_priv->container);
#ifndef GLAMOR_GLES2
glMatrixMode(GL_PROJECTION); glLoadIdentity();
glMatrixMode(GL_MODELVIEW); glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
#endif
glViewport(0, 0,
pixmap_priv->container->drawable.width,
pixmap_priv->container->drawable.height);
......@@ -199,7 +202,7 @@ glamor_set_alu(unsigned char alu)
* Upload pixmap to a specified texture.
* This texture may not be the one attached to it.
**/
int in_restore = 0;
static void
__glamor_upload_pixmap_to_texture(PixmapPtr pixmap, GLenum format, GLenum type, GLuint tex)
{
......@@ -225,7 +228,6 @@ __glamor_upload_pixmap_to_texture(PixmapPtr pixmap, GLenum format, GLenum type,
if (glamor_priv->gl_flavor == GLAMOR_GL_ES2) {
iformat = format;
type = GL_UNSIGNED_BYTE;
}
stride = pixmap->devKind;
......@@ -264,7 +266,8 @@ __glamor_upload_pixmap_to_texture(PixmapPtr pixmap, GLenum format, GLenum type,
static void
_glamor_upload_pixmap_to_texture(PixmapPtr pixmap, GLenum format,
GLenum type, int no_alpha, int flip)
GLenum type, int no_alpha, int no_revert,
int flip)
{
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
......@@ -290,8 +293,7 @@ _glamor_upload_pixmap_to_texture(PixmapPtr pixmap, GLenum format,
/* Try fast path firstly, upload the pixmap to the texture attached
* to the fbo directly. */
if (no_alpha == 0 && !need_flip) {
if (no_alpha == 0 && no_revert == 1 && !need_flip) {
__glamor_upload_pixmap_to_texture(pixmap, format, type, pixmap_priv->tex);
return;
}
......@@ -303,14 +305,6 @@ _glamor_upload_pixmap_to_texture(PixmapPtr pixmap, GLenum format,
ptexcoords = texcoords_inv;
/* Slow path, we need to flip y or wire alpha to 1. */
#if 0
glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, vertices);
glEnableClientState(GL_VERTEX_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, sizeof(float) * 2, ptexcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
#else
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE,
2 * sizeof(float),
vertices);
......@@ -319,10 +313,8 @@ _glamor_upload_pixmap_to_texture(PixmapPtr pixmap, GLenum format,
2 * sizeof(float),
ptexcoords);
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
#endif
glBindFramebuffer(GL_FRAMEBUFFER, pixmap_priv->fb);
glViewport(0, 0, pixmap->drawable.width, pixmap->drawable.height);
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
glGenTextures(1, &tex);
__glamor_upload_pixmap_to_texture(pixmap, format, type, tex);
......@@ -331,12 +323,18 @@ _glamor_upload_pixmap_to_texture(PixmapPtr pixmap, GLenum format,
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#ifndef GLAMOR_GLES2
glEnable(GL_TEXTURE_2D);
#endif
glUseProgram(glamor_priv->finish_access_prog[no_alpha]);
glUniform1i(glamor_priv->finish_access_no_revert[no_alpha], no_revert);
glUniform1i(glamor_priv->finish_access_swap_rb[no_alpha],0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
#ifndef GLAMOR_GLES2
glDisable(GL_TEXTURE_2D);
#endif
glUseProgram(0);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
......@@ -386,7 +384,7 @@ glamor_pixmap_ensure_fb(PixmapPtr pixmap)
* 2. no_alpha != 0, we need to wire the alpha.
* */
static int
glamor_pixmap_upload_prepare(PixmapPtr pixmap, int no_alpha)
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);
......@@ -402,7 +400,7 @@ glamor_pixmap_upload_prepare(PixmapPtr pixmap, int no_alpha)
if (GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
return 0;
if (no_alpha != 0 || !glamor_priv->yInverted)
if (no_alpha != 0 || no_revert == 0 || !glamor_priv->yInverted)
need_fbo = 1;
else
need_fbo = 0;
......@@ -427,16 +425,17 @@ enum glamor_pixmap_status
glamor_upload_pixmap_to_texture(PixmapPtr pixmap)
{
GLenum format, type;
int no_alpha;
int no_alpha, no_revert;
if (glamor_get_tex_format_type_from_pixmap(pixmap,
&format,
&type,
&no_alpha)) {
&no_alpha,
&no_revert)) {
glamor_fallback("Unknown pixmap depth %d.\n", pixmap->drawable.depth);
return GLAMOR_UPLOAD_FAILED;
}
if (glamor_pixmap_upload_prepare(pixmap, no_alpha))
if (glamor_pixmap_upload_prepare(pixmap, no_alpha, no_revert))
return GLAMOR_UPLOAD_FAILED;
glamor_debug_output(GLAMOR_DEBUG_TEXTURE_DYNAMIC_UPLOAD,
"Uploading pixmap %p %dx%d depth%d.\n",
......@@ -444,7 +443,7 @@ glamor_upload_pixmap_to_texture(PixmapPtr pixmap)
pixmap->drawable.width,
pixmap->drawable.height,
pixmap->drawable.depth);
_glamor_upload_pixmap_to_texture(pixmap, format, type, no_alpha, 1);
_glamor_upload_pixmap_to_texture(pixmap, format, type, no_alpha, no_revert, 1);
return GLAMOR_UPLOAD_DONE;
}
......@@ -468,18 +467,101 @@ void
glamor_restore_pixmap_to_texture(PixmapPtr pixmap)
{
GLenum format, type;
int no_alpha;
int no_alpha, no_revert;
if (glamor_get_tex_format_type_from_pixmap(pixmap,
&format,
&type,
&no_alpha)) {
&no_alpha,
&no_revert)) {
ErrorF("Unknown pixmap depth %d.\n", pixmap->drawable.depth);
assert(0);
}
_glamor_upload_pixmap_to_texture(pixmap, format, type, no_alpha, 1);
in_restore = 1;
_glamor_upload_pixmap_to_texture(pixmap, format, type, no_alpha, no_revert, 1);
in_restore = 0;
}
/*
* as gles2 only support a very small set of color format and
* type when do glReadPixel,
* Before we use glReadPixels to get back a textured pixmap,
* Use shader to convert it to a supported format and thus
* get a new temporary pixmap returned.
* */
PixmapPtr
glamor_es2_pixmap_read_prepare(PixmapPtr source, GLenum *format,
GLenum *type, int no_alpha, int no_revert)
{
glamor_pixmap_private *source_priv;
glamor_screen_private *glamor_priv;
ScreenPtr screen;
PixmapPtr temp_pixmap;
glamor_pixmap_private *temp_pixmap_priv;
static float vertices[8] = {-1, -1,
1, -1,
1, 1,
-1, 1};
static float texcoords[8] = {0, 0,
1, 0,
1, 1,
0, 1};
int swap_rb = 0;
screen = source->drawable.pScreen;
glamor_priv = glamor_get_screen_private(screen);
source_priv = glamor_get_pixmap_private(source);
if (*format == GL_BGRA) {
*format = GL_RGBA;
swap_rb = 1;
}
temp_pixmap = (*screen->CreatePixmap)(screen,
source->drawable.width,
source->drawable.height,
source->drawable.depth,
0);
temp_pixmap_priv = glamor_get_pixmap_private(temp_pixmap);
glBindTexture(GL_TEXTURE_2D, temp_pixmap_priv->tex);
glTexImage2D(GL_TEXTURE_2D, 0, *format, source->drawable.width,
source->drawable.height, 0,
*format, *type, NULL);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE,
2 * sizeof(float),
vertices);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, GL_FALSE,
2 * sizeof(float),
texcoords);
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, source_priv->tex);
glamor_set_destination_pixmap_priv_nc(temp_pixmap_priv);
glUseProgram(glamor_priv->finish_access_prog[no_alpha]);
glUniform1i(glamor_priv->finish_access_no_revert[no_alpha], no_revert);
glUniform1i(glamor_priv->finish_access_swap_rb[no_alpha], swap_rb);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glUseProgram(0);
glFlush();
return temp_pixmap;
}
/**
* Move a pixmap to CPU memory.
......@@ -497,18 +579,21 @@ glamor_download_pixmap_to_cpu(PixmapPtr pixmap, glamor_access_t access)
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
unsigned int stride, row_length, y;
GLenum format, type, gl_access, gl_usage;
int no_alpha;
int no_alpha, no_revert;
uint8_t *data = NULL, *read;
PixmapPtr temp_pixmap = NULL;
ScreenPtr screen;
glamor_screen_private *glamor_priv =
glamor_get_screen_private(pixmap->drawable.pScreen);
screen = pixmap->drawable.pScreen;
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
return TRUE;
if (glamor_get_tex_format_type_from_pixmap(pixmap,
&format,
&type,
&no_alpha)) {
&no_alpha,
&no_revert)) {
ErrorF("Unknown pixmap depth %d.\n", pixmap->drawable.depth);
assert(0); // Should never happen.
return FALSE;
......@@ -521,13 +606,21 @@ glamor_download_pixmap_to_cpu(PixmapPtr pixmap, glamor_access_t access)
pixmap->drawable.width,
pixmap->drawable.height,
pixmap->drawable.depth);
stride = pixmap->devKind;
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
/* XXX we may don't need to validate it on GPU here,
* we can just validate it on CPU. */
glamor_validate_pixmap(pixmap);
switch (access) {
if (glamor_priv->gl_flavor == GLAMOR_GL_ES2
&& ((format != GL_RGBA && format != GL_RGB && format != GL_ALPHA) || no_revert != 1)) {
temp_pixmap = glamor_es2_pixmap_read_prepare(pixmap, &format, &type, no_alpha, no_revert);
}
switch (access) {
case GLAMOR_ACCESS_RO:
gl_access = GL_READ_ONLY;
gl_usage = GL_STREAM_READ;
......@@ -544,9 +637,11 @@ glamor_download_pixmap_to_cpu(PixmapPtr pixmap, glamor_access_t access)
ErrorF("Glamor: Invalid access code. %d\n", access);
assert(0);
}
if (glamor_priv->gl_flavor == GLAMOR_GL_ES2)
if (glamor_priv->gl_flavor == GLAMOR_GL_ES2) {
data = malloc(stride * pixmap->drawable.height);
}
row_length = (stride * 8) / pixmap->drawable.bitsPerPixel;
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_PACK_ROW_LENGTH, row_length);
......@@ -582,8 +677,10 @@ glamor_download_pixmap_to_cpu(PixmapPtr pixmap, glamor_access_t access)
}
glBindBuffer (GL_PIXEL_PACK_BUFFER, 0);
} else {
if (type == GL_UNSIGNED_SHORT_1_5_5_5_REV)
type = GL_UNSIGNED_SHORT_5_5_5_1;
glReadPixels (0, 0,
row_length, pixmap->drawable.height,
pixmap->drawable.width, pixmap->drawable.height,
format, type, data);
}
} else {
......@@ -614,6 +711,12 @@ glamor_download_pixmap_to_cpu(PixmapPtr pixmap, glamor_access_t access)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
done:
pixmap->devPrivate.ptr = data;
if (temp_pixmap) {
glFlush();
(*screen->DestroyPixmap)(temp_pixmap);
}
return TRUE;
}
......
......@@ -43,6 +43,7 @@
#define GL_UNSIGNED_INT_8_8_8_8 0x8035
#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
#define GL_UNSIGNED_INT_10_10_10_2 0x8036
#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365
......@@ -236,6 +237,8 @@ typedef struct glamor_screen_private {
/* glamor_finishaccess */
GLint finish_access_prog[2];
GLint finish_access_no_revert[2];
GLint finish_access_swap_rb[2];
/* glamor_solid */
GLint solid_prog;
......@@ -408,13 +411,16 @@ format_for_pixmap(PixmapPtr pixmap)
*
* Return 0 if find a matched texture type. Otherwise return -1.
**/
#ifndef GLAMOR_GLES2
static inline int
glamor_get_tex_format_type_from_pictformat(PictFormatShort format,
GLenum *tex_format,
GLenum *tex_type,
int *no_alpha)
int *no_alpha,
int *no_revert)
{
*no_alpha = 0;
*no_revert = 1;
switch (format) {
case PICT_a1:
*tex_format = GL_COLOR_INDEX;
......@@ -497,13 +503,125 @@ glamor_get_tex_format_type_from_pictformat(PictFormatShort format,
}
return 0;
}
#else
#define IS_LITTLE_ENDIAN (IMAGE_BYTE_ORDER == LSBFirst)
static inline int
glamor_get_tex_format_type_from_pictformat(PictFormatShort format,
GLenum *tex_format,
GLenum *tex_type,
int *no_alpha,
int *no_revert)
{
*no_alpha = 0;
*no_revert = IS_LITTLE_ENDIAN;
switch (format) {
case PICT_b8g8r8x8:
*no_alpha = 1;
case PICT_b8g8r8a8:
*tex_format = GL_BGRA;
*tex_type = GL_UNSIGNED_BYTE;
*no_revert = !IS_LITTLE_ENDIAN;
break;
case PICT_x8r8g8b8:
*no_alpha = 1;
case PICT_a8r8g8b8:
*tex_format = GL_BGRA;
*tex_type = GL_UNSIGNED_BYTE;
break;
case PICT_x8b8g8r8:
*no_alpha = 1;
case PICT_a8b8g8r8:
*tex_format = GL_RGBA;
*tex_type = GL_UNSIGNED_BYTE;
break;
case PICT_x2r10g10b10:
*no_alpha = 1;
case PICT_a2r10g10b10:
*tex_format = GL_BGRA;
*tex_type = GL_UNSIGNED_INT_10_10_10_2;
*no_revert = TRUE;
break;
case PICT_x2b10g10r10:
*no_alpha = 1;
case PICT_a2b10g10r10:
*tex_format = GL_RGBA;
*tex_type = GL_UNSIGNED_INT_10_10_10_2;
*no_revert = TRUE;
break;
case PICT_r5g6b5:
*tex_format = GL_RGB;
*tex_type = GL_UNSIGNED_SHORT_5_6_5;
*no_revert = TRUE;
break;
case PICT_b5g6r5:
*tex_format = GL_RGB;
*tex_type = GL_UNSIGNED_SHORT_5_6_5;
*no_revert = FALSE;
break;
case PICT_x1b5g5r5:
*no_alpha = 1;
case PICT_a1b5g5r5:
*tex_format = GL_RGBA;
*tex_type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
*no_revert = TRUE;
break;
case PICT_x1r5g5b5:
*no_alpha = 1;
case PICT_a1r5g5b5:
*tex_format = GL_BGRA;
*tex_type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
*no_revert = TRUE;
break;
case PICT_a8:
*tex_format = GL_ALPHA;
*tex_type = GL_UNSIGNED_BYTE;
*no_revert = TRUE;
break;
case PICT_x4r4g4b4:
*no_alpha = 1;
case PICT_a4r4g4b4:
*tex_format = GL_BGRA;
*tex_type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
*no_revert = TRUE;
break;
case PICT_x4b4g4r4:
*no_alpha = 1;
case PICT_a4b4g4r4:
*tex_format = GL_RGBA;
*tex_type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
*no_revert = TRUE;
break;
default:
LogMessageVerb(X_INFO, 0, "fail to get matched format for %x \n", format);
return -1;
}
return 0;
}
#endif
static inline int
glamor_get_tex_format_type_from_pixmap(PixmapPtr pixmap,
GLenum *format,
GLenum *type,
int *ax)
int *no_alpha,
int *no_revert)
{
glamor_pixmap_private *pixmap_priv;
PictFormatShort pict_format;
......@@ -515,7 +633,8 @@ glamor_get_tex_format_type_from_pixmap(PixmapPtr pixmap,
pict_format = format_for_depth(pixmap->drawable.depth);
return glamor_get_tex_format_type_from_pictformat(pict_format,
format, type, ax);
format, type,
no_alpha, no_revert);
}
......@@ -658,6 +777,11 @@ int glamor_set_destination_pixmap_priv(glamor_pixmap_private *pixmap_priv);
* */
void glamor_set_destination_pixmap_priv_nc(glamor_pixmap_private *pixmap_priv);
PixmapPtr
glamor_es2_pixmap_read_prepare(PixmapPtr source, GLenum *format,
GLenum *type, int no_alpha, int no_revert);
void glamor_set_alu(unsigned char alu);
Bool glamor_set_planemask(PixmapPtr pixmap, unsigned long planemask);
void glamor_get_transform_uniform_locations(GLint prog,
......@@ -870,7 +994,7 @@ glamor_picture_format_fixup(PicturePtr picture, glamor_pixmap_private *pixmap_pr
#define GLAMOR_PIXMAP_DYNAMIC_UPLOAD
#define GLAMOR_DELAYED_FILLING
//#define GLAMOR_DELAYED_FILLING