- 26 Sep, 2011 40 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
Now, to build a gles2 version of glamor server, we could use ./autogen.sh --enable-glamor-ddx --enable-glamor-gles2 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
Signed-off-by:
Zhigang Gong <zhigang.gong@linux.intel.com>
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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:
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
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
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
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
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
GL_COLOR_OP seems not supported in current MESA.
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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
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
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
Here's my theory for the flipping: It doesn't really matter which orientation we store the pixmaps if we don't scan them out. We have to flip coordinates for the window system framebuffer. Doing so for everything else makes things consistent. I'm not sure how this will interact with future GLX integration, though.
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Emma Anholt authored
Apparently I don't have anything hitting this path, so I'm not sure if it's good or not.
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Emma Anholt authored
Mostly fixes gnome-terminal text.
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Emma Anholt authored
Root weave displays. \o/
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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
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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
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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
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