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Some hardware (preferably mobile) working on GLES3 way faster than on desktop GL and supports more features. This commit will allow using GLES3 if glamor is running over GL ES, and version 3 is supported. Changes are the following: 1. Add compatibility layer for 120/GLES2 shaders with defines in and out 2. Switch attribute and varying to in and out in almost all shaders (aside gradient) 3. Add newGL-only frag_color variable, which defines as gl_FragColor on old pipelines 4. Switch all shaders to use frag_color. 5. Previous commit is reverted, because now we have more than one GL ES version, previous commit used to set version 100 for all ES shaders, which is not true for ES 3 Signed-off-by: Konstantin Pugin <ria.freelander@gmail.com>
197 lines
7 KiB
C
197 lines
7 KiB
C
/*
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* Copyright © 2014 Keith Packard
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*
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* Permission to use, copy, modify, distribute, and sell this software and its
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* documentation for any purpose is hereby granted without fee, provided that
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* the above copyright notice appear in all copies and that both that copyright
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* notice and this permission notice appear in supporting documentation, and
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* that the name of the copyright holders not be used in advertising or
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* publicity pertaining to distribution of the software without specific,
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* written prior permission. The copyright holders make no representations
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* about the suitability of this software for any purpose. It is provided "as
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* is" without express or implied warranty.
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*
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* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
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* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
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* EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
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* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
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* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
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* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
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* OF THIS SOFTWARE.
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*/
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#include "glamor_priv.h"
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#include "glamor_program.h"
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#include "glamor_transform.h"
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static const glamor_facet glamor_facet_polyfillrect_130 = {
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.name = "poly_fill_rect",
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.version = 130,
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.source_name = "size",
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.vs_vars = "in vec2 primitive;\n"
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"in vec2 size;\n",
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.vs_exec = (" vec2 pos = size * vec2(gl_VertexID&1, (gl_VertexID&2)>>1);\n"
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GLAMOR_POS(gl_Position, (primitive.xy + pos))),
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};
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static const glamor_facet glamor_facet_polyfillrect_120 = {
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.name = "poly_fill_rect",
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.vs_vars = "attribute vec2 primitive;\n",
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.vs_exec = (" vec2 pos = vec2(0,0);\n"
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GLAMOR_POS(gl_Position, primitive.xy)),
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};
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static Bool
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glamor_poly_fill_rect_gl(DrawablePtr drawable,
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GCPtr gc, int nrect, xRectangle *prect)
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{
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ScreenPtr screen = drawable->pScreen;
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
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glamor_pixmap_private *pixmap_priv;
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glamor_program *prog;
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int off_x, off_y;
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GLshort *v;
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char *vbo_offset;
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int box_index;
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Bool ret = FALSE;
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BoxRec bounds = glamor_no_rendering_bounds();
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pixmap_priv = glamor_get_pixmap_private(pixmap);
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if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
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goto bail;
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glamor_make_current(glamor_priv);
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if (nrect < 100) {
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bounds = glamor_start_rendering_bounds();
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for (int i = 0; i < nrect; i++)
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glamor_bounds_union_rect(&bounds, &prect[i]);
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}
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if (glamor_glsl_has_ints(glamor_priv)) {
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prog = glamor_use_program_fill(drawable, gc,
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&glamor_priv->poly_fill_rect_program,
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&glamor_facet_polyfillrect_130);
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if (!prog)
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goto bail;
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/* Set up the vertex buffers for the points */
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v = glamor_get_vbo_space(drawable->pScreen, nrect * sizeof (xRectangle), &vbo_offset);
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glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
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glVertexAttribDivisor(GLAMOR_VERTEX_POS, 1);
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glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_SHORT, GL_FALSE,
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4 * sizeof (short), vbo_offset);
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glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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glVertexAttribDivisor(GLAMOR_VERTEX_SOURCE, 1);
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glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_UNSIGNED_SHORT, GL_FALSE,
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4 * sizeof (short), vbo_offset + 2 * sizeof (short));
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memcpy(v, prect, nrect * sizeof (xRectangle));
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glamor_put_vbo_space(screen);
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} else {
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int n;
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prog = glamor_use_program_fill(drawable, gc,
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&glamor_priv->poly_fill_rect_program,
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&glamor_facet_polyfillrect_120);
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if (!prog)
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goto bail;
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/* Set up the vertex buffers for the points */
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v = glamor_get_vbo_space(drawable->pScreen, nrect * 8 * sizeof (short), &vbo_offset);
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glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
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glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_SHORT, GL_FALSE,
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2 * sizeof (short), vbo_offset);
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for (n = 0; n < nrect; n++) {
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v[0] = prect->x; v[1] = prect->y;
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v[2] = prect->x; v[3] = prect->y + prect->height;
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v[4] = prect->x + prect->width; v[5] = prect->y + prect->height;
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v[6] = prect->x + prect->width; v[7] = prect->y;
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prect++;
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v += 8;
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}
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glamor_put_vbo_space(screen);
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}
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glEnable(GL_SCISSOR_TEST);
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glamor_pixmap_loop(pixmap_priv, box_index) {
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int nbox = RegionNumRects(gc->pCompositeClip);
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BoxPtr box = RegionRects(gc->pCompositeClip);
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if (!glamor_set_destination_drawable(drawable, box_index, TRUE, FALSE,
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prog->matrix_uniform, &off_x, &off_y))
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goto bail;
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while (nbox--) {
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BoxRec scissor = {
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.x1 = max(box->x1, bounds.x1 + drawable->x),
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.y1 = max(box->y1, bounds.y1 + drawable->y),
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.x2 = min(box->x2, bounds.x2 + drawable->x),
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.y2 = min(box->y2, bounds.y2 + drawable->y),
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};
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box++;
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if (scissor.x1 >= scissor.x2 || scissor.y1 >= scissor.y2)
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continue;
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glScissor(scissor.x1 + off_x,
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scissor.y1 + off_y,
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scissor.x2 - scissor.x1,
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scissor.y2 - scissor.y1);
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if (glamor_glsl_has_ints(glamor_priv))
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, nrect);
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else {
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glamor_glDrawArrays_GL_QUADS(glamor_priv, nrect);
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}
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}
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}
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ret = TRUE;
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bail:
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glDisable(GL_SCISSOR_TEST);
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if (glamor_glsl_has_ints(glamor_priv)) {
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glVertexAttribDivisor(GLAMOR_VERTEX_SOURCE, 0);
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glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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glVertexAttribDivisor(GLAMOR_VERTEX_POS, 0);
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}
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glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
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return ret;
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}
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static void
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glamor_poly_fill_rect_bail(DrawablePtr drawable,
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GCPtr gc, int nrect, xRectangle *prect)
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{
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glamor_fallback("to %p (%c)\n", drawable,
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glamor_get_drawable_location(drawable));
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if (glamor_prepare_access(drawable, GLAMOR_ACCESS_RW) &&
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glamor_prepare_access_gc(gc)) {
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fbPolyFillRect(drawable, gc, nrect, prect);
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}
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glamor_finish_access_gc(gc);
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glamor_finish_access(drawable);
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}
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void
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glamor_poly_fill_rect(DrawablePtr drawable,
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GCPtr gc, int nrect, xRectangle *prect)
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{
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if (glamor_poly_fill_rect_gl(drawable, gc, nrect, prect))
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return;
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glamor_poly_fill_rect_bail(drawable, gc, nrect, prect);
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}
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