- 26 Sep, 2011 29 commits
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Zhigang Gong authored
As glVertexPointer is not supported by GLES2, I totally replaced it by VertexAttribArray. This commit remove those old code. Signed-off-by:
Zhigang Gong <zhigang.gong@gmail.com>
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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 <zhigang.gong@gmail.com>
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Zhigang Gong authored
As GLES2 doesn't support glVertexPointer. Signed-off-by:
Zhigang Gong <zhigang.gong@linux.intel.com>
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Zhigang Gong authored
ES2.0 doesn't support QUADS and also doesn't support some EXT APIs. Fix some of them in this commit. 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
Xephyr doesn't has a bounded valid texture. It seems that we can't load texture 0 directly sometimes. Especially in the copyarea, function if that is the case, we prefer to use fbo blit to read the screen pixmap rather than load the bound texture. Signed-off-by:
Zhigang Gong <zhigang.gong@linux.intel.com>
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Zhigang Gong authored
It turns out that the use of fbo blit is one of the root cause which lead to slow drawing, especially slow filling rects. We guess there should be a performance bug in the mesa driver or even in the kernel drm driver. Currently, the only thing glamor can do is to avoid calling those functions. We check whether the copy source and destination has overlapped region, if it has, we have to call fbo blit function. If it has not, we can load the source texture directly and draw it to the target texture. We totally don't need the glCopyPixels here, so remove it. By apply this patch, the rendering time of firefox-planet-gnome decrease to 10.4 seconds. At the same platform, uxa driver get 13 seconds. This is the first time we get better performance than uxa driver. Signed-off-by:
Zhigang Gong <zhigang.gong@linux.intel.com>
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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:
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
If the dest pixmap is in texture memory, but source pixmap is not. Then we need to upload the source pixmap to texture memory. Previous version will upload the whole source pixmap. This commit preprocess the source pixmap, and reduce it to a smaller tempory pixmap only contains the required region. 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
When try to upload a pixmap without yInverted set, we must set up a fbo for it to do the y flip. Previous implementation only consider the ax bit. After fix this problem, we can enable the dynamic uploading feature in copyarea function when the yInverted is not set (from Xephyr). Signed-off-by:
Zhigang Gong <zhigang.gong@gmail.com>
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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:
Zhigang Gong <zhigang.gong@linux.intel.com>
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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
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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Emma Anholt authored
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Emma Anholt authored
Sometimes we want to try a couple of different methods for accelerating. If one of them says "no" and the other says "yes", don't spam the log about the "no."
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Emma Anholt authored
Fixes window dragging in uncomposited metacity.
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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.
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Emma Anholt authored
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Emma Anholt authored
Fixes failure in rendercheck -t blend -o src
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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
Bringup is really not flying when I can't see anything. So dump back to all software so I can turn on a bit at a time.
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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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