- 26 Sep, 2011 40 commits
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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:
Zhigang Gong <zhigang.gong@linux.intel.com>
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Zhigang Gong authored
This commit was borrowed from uxa driver contributed by Eric. commit number is e0066e77e026b0dd0daa0c3765473c7d63aa6753. commit log paste as below: We were clipping each span against the bounds of the clip, throwing out the span early if it was all clipped, and then walked the clip box clipping against each of the cliprects. We would expect spans to typically be clipped against one box, and not thrown out, so we were not saving any work there. For multiple cliprects, we were adding work. Only for many spans clipped entirely out of a complicated clip region would it have saved work, and it clearly didn't save bugs as evidenced by the many fix attempts here. Signed-off-by:
Zhigang Gong <zhigang.gong@linux.intel.com>
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Zhigang Gong authored
It's better to give a correct output when we haven't implement all the code path. Signed-off-by:
Zhigang Gong <zhigang.gong@linux.intel.com>
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Zhigang Gong authored
The previous implementation will just skip the rendering which is not good. Signed-off-by:
Zhigang Gong <zhigang.gong@linux.intel.com>
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Zhigang Gong authored
Signed-off-by:
Zhigang Gong <zhigang.gong@linux.intel.com>
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Zhigang Gong authored
By default, fallback to frame buffer currently. This commit makes us pass the rendercheck's triangles testing. Signed-off-by:
Zhigang Gong <zhigang.gong@linux.intel.com>
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Zhigang Gong authored
For 1bpp pixmap, software fb get better performance than GL surface. The main reason is that fbo doesn't support 1bpp texture as internal format, so we have to translate a 1bpp bitmap to a 8bit alpha format each time which is very inefficient. And the previous implementation is not supported by the latest OpenGL 4.0, the GL_BITMAP was deprecated. Signed-off-by:
Zhigang Gong <zhigang.gong@linux.intel.com>
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Zhigang Gong authored
Added a new shader aswizlle_prog to wired the alpha to 1 when the image color depth is 24 (xrgb). Then we don't need to fallback the xrgb source/mask to software composite in render phase. Also don't wire the alpha bit to 1 in the render phase. This can get about 2x performance gain with the cairo performance trace's firefox-planet case. Signed-off-by:
Zhigang Gong <zhigang.gong@linux.intel.com>
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Zhigang Gong authored
Signed-off-by:
Zhigang Gong <zhigang.gong@linux.intel.com>
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Zhigang Gong authored
use pbo if possible when we load texture to a temporary tex. And for the previous direct texture load function, it's not correct and get removed in this commit. Signed-off-by:
Zhigang Gong <zhigang.gong@linux.intel.com>
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Zhigang Gong authored
Added comments to glamor_pixmap_create. To be refined in the future. We need to identify whether a pixmap is a CPU memory pixmap or a GPU pixmap. Current implementation is not correct. There are three cases: 1. Too large pixmap, we direct it to CPU memory pixmap. 2. w ==0 || h == 0 pixmap, this case has two possibilities: 2.1 It will become a screen pixmap latter, then it should be GPU type. 2.2 It's a scratch pixmap or created from a share memory, then it should belong to CPU memory. XXX, need to be refined latter.
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Zhigang Gong authored
When the platform's coordinate system is the same as X11's . We can load the texture to the fbo directly without one extra texture transformation.
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Zhigang Gong authored
For those pixmap which has valid fbo and opened as GLAMOR_ACCESS_RO mode, we don't need to upload the texture back when calling the glamor_finish_access(). This will get about 10% performance gain.
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Zhigang Gong authored
Change the row length of 1bit color depth pixmap to the actual stride. The previous implementation use the width as its stride which is not good. As it will waste 8 times of space and also bring some non-unify code path. With this commit, we can merge those 1bit or other color depth to almost one code path. And we will use pixel buffer object as much as possible due to performance issue. By default, some mesa hardware driver will fallback to software rasterization when use glReadPixels on a non-buffer-object frame buffer. This change will get about 4x times performance improvemention when we use y-inverted glamor or the driver support hardware y-flipped blitting.
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Zhigang Gong authored
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Zhigang Gong authored
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Zhigang Gong authored
GL_COLOR_OP seems not supported in current MESA.
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Zhigang Gong authored
If pixmap's size exceeds the limitation of the MESA library, the rendering will fail. So we switch to software fb if it is the case. Add one new element for pixmap private structure to indicate whehter we are a software fb type or a opengl type.
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Zhigang Gong authored
This commit fixed two bugs when one client reset the connection. The first is that we should reopen the graphic device when the previous node was closed during the screen closing. The second one is we should call glamor_close_screen (not the ddx version) prior to call eglTerminate(). As eglTerminate will release the share library. And the glamor_close_screen may still need to call openGL APIs and thus will hit segfault. And renamed the ddx functions to avoid naming conflications with the glamor functions.
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Zhigang Gong authored
those xcalloc/xfree/xalloc/XNFprintf/... are deprecated. Replace then with the new one. And fix some other minor problems.
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Zhigang Gong authored
Cursor is a per crtc resource. And this commit also fix the cursor initialization regard to the latest mesa EGL code. Now hardware cursor works fine.
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Zhigang Gong authored
GC is redefined in the X11/Xlib.h and include/gcstruct.h which is a xorg header file. Just use a macro to simply avoid the conflict. Need revisit latter to find a correct way to fix this problem.
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Zhigang Gong authored
Use eglCreateDRMImageMESA to create surfaceless image. And then export the drm buffer back which can be used to create the frame buffer.
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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.
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Zhigang Gong authored
Correct the linking parameters and add dependency to the libglamor.a.
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Zhigang Gong authored
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Kristian Høgsberg authored
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Zhigang Gong authored
move the original glamor_fini to glamor_close_screen. And wrap the CloseScreen with glamor_close_screen, Then we can do some thing before call the underlying CloseScreen(). The root cause is that glamor_fini will be called after the ->CloseScreen(). This may trigger a segmentation fault at glamor_unrealize_glyph_caches() at calling into FreePicture().
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Zhigang Gong authored
As current glamor implementation depends on the glx library in the mesa package which is conflict with the version in xorg. We have to --disable-glx when build Xephyr. But this leads to the linking error here. We comment out the calling to ephyrHijackGLXExtension() now. Need revisit latter.
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Zhigang Gong authored
Merged with latest xserver, the major change is due to the API change of the management of devPrivates.
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Zhigang Gong authored
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Zhigang Gong authored
We should include the dix-config.h for all the glamor files. Otherwise the XID type maybe inconsisitent in different files in 64bit machine. The root cause is this macro "#define _XSERVER64 1" should be included in all files refer to the data type "XID" which is originally defined in X.h. If _XSERVER64 is defined as 1, then XID is defined as CARD32 which is a 32bit integer. If _XSERVER64 is not defined as 1 then XID is "unsigned long". In a 32bit machine, "unsigned long" should be identical to CARD32. But in a 64bit machine, they are different.
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Zhigang Gong authored
Change the inline functions to static type, otherwise when linking it complains multiple definitions of those functions.
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Emma Anholt authored
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Emma Anholt authored
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Emma Anholt authored
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Emma Anholt authored
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Emma Anholt authored
This increases us from 23000 to 27000/sec on rgb24text.
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Emma Anholt authored
This shaves CPU time in GL setup. Performance of rgb24text went from 18400/sec to 23500/sec.
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Emma Anholt authored
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