1. 26 Sep, 2011 16 commits
    • Zhigang Gong's avatar
      glamor: Remove GLEW dependency. · 172e8cfc
      Zhigang Gong authored
      
      
      Glamor doesn't need to use GLEW. We can parse the extension by
      ourself. This patch also fix the fbo size checking from a hard
      coded style to a dynamic checking style.
      Signed-off-by: Zhigang Gong's avatarZhigang Gong <zhigang.gong@gmail.com>
      172e8cfc
    • Zhigang Gong's avatar
      glamor-es: Use glVertexAttribPointer to replace glVertexPointer. · ee33c947
      Zhigang Gong authored
      
      
      As GLES2 doesn't support glVertexPointer.
      Signed-off-by: default avatarZhigang Gong <zhigang.gong@linux.intel.com>
      ee33c947
    • Zhigang Gong's avatar
    • Zhigang Gong's avatar
      glamor: Implement delayed solid filling. · 5c4d53c5
      Zhigang Gong authored
      
      
      When we need to solid fill an entire pixmap with a specific color,
      we do not need to draw it immediately. We can defer it to the
      following occasions:
      
      1. The pixmap will be used as source, then we can just use a shader
         to instead of one copyarea.
      2. The pixmap will be used as target, then we can do the filling
         just before drawing new pixel onto it. The filling and drawing
         will have the same target texture, we can save one time of
         fbo context switching.
      
      Actually, for the 2nd case, we have opportunity to further optimize
      it. We can just fill the untouched region.
      
      By applying this patch, the cairo-trace for the firefox-planet-gnome's
      rendering time decrease to 14seconds from 16 seconds.
      Signed-off-by: default avatarZhigang Gong <zhigang.gong@linux.intel.com>
      5c4d53c5
    • Zhigang Gong's avatar
      glamor: Fix one typo bug in glamor_tile. · 734b10e9
      Zhigang Gong authored
      
      
      It will return when the destination pixmap has a fbo but will continue
      when it doesn't have a fbo.
      Signed-off-by: default avatarZhigang Gong <zhigang.gong@linux.intel.com>
      734b10e9
    • Zhigang Gong's avatar
      glamor: Don't always fallback everything when change window attr. · ca36ada0
      Zhigang Gong authored
      
      
      Change the glamor_change_window_attributes's handling. We don't need
      to fallback every thing to cpu at the beginning. Only when there
      is a real need to change the pixmap's format, we need to do something.
      Otherwise, we need do nothing here.
      Signed-off-by: default avatarZhigang Gong <zhigang.gong@linux.intel.com>
      ca36ada0
    • Zhigang Gong's avatar
      glamor: Concentrate and reduce some coords processing code. · ca1908e1
      Zhigang Gong authored
      
      
      Concentrate the verties and texture coords processing code to a new
      file glamor_utils.h. Change most of the code to macro. Will have some
      performance benefit on slow machine. And reduce most of the duplicate
      code when calculate the normalized coords.
      Signed-off-by: default avatarZhigang Gong <zhigang.gong@linux.intel.com>
      ca1908e1
    • Zhigang Gong's avatar
      glamor : Add dynamic texture uploading feature. · 355334fc
      Zhigang Gong authored
      
      
      Major refactoring.
      1. Rewrite the pixmap texture uploading and downloading functions.
         Add some new functions for both the prepare/finish access and
         the new performance feature dynamic texture uploading, which
         could download and upload the current image to/from a private
         texture/fbo. In the uploading or downloading phase, we need to
         handle two things:
         The first is the yInverted option, If it set, then we don't need
         to flip y. If not set, if it is from a dynamic texture uploading
         then we don't need to flip either if the current drawing process
         will flip it latter. If it is from finish_access, then we must
         flip the y axis.
      
         The second thing is the alpha channel hanlding, if the pixmap's
         format is something like x8a8r8g8, x1r5g5b5 which means it doesn't
         has alpha channel, but it do has those extra bits. Then we need to
         wire those bits to 1.
      
      2. Add almost all the required picture format support.
         This is not as trivial as it looks like. The previous implementation
         only support GL_a8,GL_a8r8g8b8,GL_x8r8g8b8. All the other format,
         we have to fallback to cpu. The reason why we can't simply add those
         other color format is because the exists of picture. one drawable
         pixmap may has one or even more container pictures. The drawable pixmap's
         depth can't map to a specified color format, for example depth 16 can
         mapped to r5g6b5, x1r5g5b5, a1r5g5b5, or even b5g6r5. So we can't get
         get the color format just from the depth value. But the pixmap do not
         has a pict_format element. We have to make a new one in the pixmap
         private data structure. Reroute the CreatePicture to glamor_create_picture
         and then store the picture's format to the pixmap's private structure.
      
         This is not an ideal solution, as there may be more than one pictures
         refer to the same pixmap. Then we will have trouble. There is an example
         in glamor_composite_with_shader. The source and mask often share the
         same pixmap, but use different picture format. Our current solution is to
         combine those two different picture formats to one which will not lose any
         data. Then change the source's format to this new format and then upload
         the pixmap to texture once. It works. If we fail to find a matched new
         format then we fallback.
      
         There still is a potential problem, if two pictures refer to the same
         pixmap, and one of them destroy the picture, but the other still remained
         to be used latter. We don't handle that situation currently. To be fixed.
      
      3. Dynamic texture uploading.
         This is a performance feature. Although we don't like the client to hold
         a pixmap data to shared memory and we can't accelerate it. And even worse,
         we may need to fallback all the required pixmaps to cpu memory and then
         process them on CPU. This feature is to mitigate this penalty. When the
         target pixmap has a valid gl fbo attached to it. But the other pixmaps are
         not. Then it will be more efficient to upload the other pixmaps to GPU and
         then do the blitting or rendering on GPU than fallback all the pixmaps to CPU.
         To enable this feature, I experienced a significant performance improvement
         in the Game "Mines" :).
      
      4. Debug facility.
         Modify the debug output mechanism. Now add a new macro:
         glamor_debug_output(_level_, _format_,...) to conditional output some messages
         according to the environment variable GLAMOR_DEBUG. We have the following
         levels currently.
          exports GLAMOR_DEBUG to 3 will enable all the above messages.
      
      5. Changes in pixmap private data structure.
         Add some for the full color format supports and relate it to the pictures which
         already described. Also Add the following new elements:
         gl_fbo - to indicates whether this pixmap is on gpu only.
         gl_tex - to indicates whether the tex is valid and is containing the pixmap's
                  image originally.
         As we bring the dynamic pixmap uploading feature, so a cpu memory pixmap may
         also has a valid fbo or tex attached to it. So we will have to use the above
         new element to check it true type.
      
      After this commit, we can pass the rendercheck testing for all the picture formats.
      And is much much fater than fallback to cpu when doing rendercheck testing.
      Signed-off-by: default avatarZhigang Gong <zhigang.gong@linux.intel.com>
      355334fc
    • Zhigang Gong's avatar
      glamor: For non-supported fill style fallback to fbFill. · d7f8b888
      Zhigang Gong authored
      
      
      The previous implementation will just skip the rendering
      which is not good.
      Signed-off-by: default avatarZhigang Gong <zhigang.gong@linux.intel.com>
      d7f8b888
    • Zhigang Gong's avatar
      glamor: Add new feature which is to flip output on y axis. · eb3487a4
      Zhigang Gong authored
      Due to the coordinate system on EGL is different from FBO
      object. To support EGL surface well, we add this new feature.
      When calling glamor_init from EGL ddx driver, it should use
      the new flag GLAMOR_INVERTED_Y_AXIS.
      eb3487a4
    • Emma Anholt's avatar
    • Emma Anholt's avatar
      glamor: Fix screen_x/screen_y handling for compositing. · be82a062
      Emma Anholt authored
      It's not an offset from pixmap coords to composited pixmap coords,
      it's an offset from screen-relative window drawable coords to
      composited pixmap coords.
      be82a062
    • Emma Anholt's avatar
    • Emma Anholt's avatar
    • Emma Anholt's avatar
      e3c02c09
    • Emma Anholt's avatar
      16c3b929