xserver/glamor/glamor_font.c
Michel Dänzer 8415eca0ab glamor: Use a single glTexImage2D call for core font atlas texture data v2
Instead of one glTexSubImage2D call for each glyph.

This significantly reduces the amount of time it takes for xterm to start
up on a fresh X server with the radeonsi driver.

v2: Use GLYPHWIDTHBYTESPADDED instead of hardcoding 4 bytes glyph
    alignment (Keith Packard)

[ajax 1.17: fix up summary as suggested by Michel]

Reviewed-by: Keith Packard <keithp@keithp.com>
Signed-off-by: Michel Dänzer <michel.daenzer@amd.com>
Signed-off-by: Keith Packard <keithp@keithp.com>
(cherry picked from commit 732e3b9c08)
2015-10-26 11:28:47 -04:00

203 lines
6.6 KiB
C

/*
* Copyright © 2014 Keith Packard
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* the above copyright notice appear in all copies and that both that copyright
* notice and this permission notice appear in supporting documentation, and
* that the name of the copyright holders not be used in advertising or
* publicity pertaining to distribution of the software without specific,
* written prior permission. The copyright holders make no representations
* about the suitability of this software for any purpose. It is provided "as
* is" without express or implied warranty.
*
* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
* EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
* OF THIS SOFTWARE.
*/
#include "glamor_priv.h"
#include "glamor_font.h"
#include <dixfontstr.h>
static int glamor_font_generation;
static int glamor_font_private_index;
static int glamor_font_screen_count;
glamor_font_t *
glamor_font_get(ScreenPtr screen, FontPtr font)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_font_t *privates;
glamor_font_t *glamor_font;
int overall_width, overall_height;
int num_rows;
int num_cols;
int glyph_width_pixels;
int glyph_width_bytes;
int glyph_height;
int row, col;
unsigned char c[2];
CharInfoPtr glyph;
unsigned long count;
char *bits;
if (glamor_priv->glsl_version < 130)
return NULL;
privates = FontGetPrivate(font, glamor_font_private_index);
if (!privates) {
privates = calloc(glamor_font_screen_count, sizeof (glamor_font_t));
if (!privates)
return NULL;
FontSetPrivate(font, glamor_font_private_index, privates);
}
glamor_font = &privates[screen->myNum];
if (glamor_font->realized)
return glamor_font;
/* Figure out how many glyphs are in the font */
num_cols = font->info.lastCol - font->info.firstCol + 1;
num_rows = font->info.lastRow - font->info.firstRow + 1;
/* Figure out the size of each glyph */
glyph_width_pixels = font->info.maxbounds.rightSideBearing - font->info.minbounds.leftSideBearing;
glyph_height = font->info.maxbounds.ascent + font->info.maxbounds.descent;
glyph_width_bytes = (glyph_width_pixels + 7) >> 3;
glamor_font->glyph_width_pixels = glyph_width_pixels;
glamor_font->glyph_width_bytes = glyph_width_bytes;
glamor_font->glyph_height = glyph_height;
overall_width = glyph_width_bytes * num_cols;
overall_height = glyph_height * num_rows;
bits = malloc(overall_width * overall_height);
if (!bits)
return NULL;
/* Check whether the font has a default character */
c[0] = font->info.lastRow + 1;
c[1] = font->info.lastCol + 1;
(*font->get_glyphs)(font, 1, c, TwoD16Bit, &count, &glyph);
glamor_font->default_char = count ? glyph : NULL;
glamor_font->default_row = font->info.defaultCh >> 8;
glamor_font->default_col = font->info.defaultCh;
glamor_priv = glamor_get_screen_private(screen);
glamor_make_current(glamor_priv);
glGenTextures(1, &glamor_font->texture_id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, glamor_font->texture_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
/* Paint all of the glyphs */
for (row = 0; row < num_rows; row++) {
for (col = 0; col < num_cols; col++) {
c[0] = row + font->info.firstRow;
c[1] = col + font->info.firstCol;
(*font->get_glyphs)(font, 1, c, TwoD16Bit, &count, &glyph);
if (count) {
char *dst = bits + row * glyph_height * overall_width +
col * glyph_width_bytes;
char *src = glyph->bits;
unsigned y;
for (y = 0; y < GLYPHHEIGHTPIXELS(glyph); y++) {
memcpy(dst, src, GLYPHWIDTHBYTES(glyph));
dst += overall_width;
src += GLYPHWIDTHBYTESPADDED(glyph);
}
}
}
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8UI, overall_width, overall_height,
0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, bits);
free(bits);
glamor_font->realized = TRUE;
return glamor_font;
}
static Bool
glamor_realize_font(ScreenPtr screen, FontPtr font)
{
return TRUE;
}
static Bool
glamor_unrealize_font(ScreenPtr screen, FontPtr font)
{
glamor_screen_private *glamor_priv;
glamor_font_t *privates = FontGetPrivate(font, glamor_font_private_index);
glamor_font_t *glamor_font;
int s;
if (!privates)
return TRUE;
glamor_font = &privates[screen->myNum];
if (!glamor_font->realized)
return TRUE;
/* Unrealize the font, freeing the allocated texture */
glamor_font->realized = FALSE;
glamor_priv = glamor_get_screen_private(screen);
glamor_make_current(glamor_priv);
glDeleteTextures(1, &glamor_font->texture_id);
/* Check to see if all of the screens are done with this font
* and free the private when that happens
*/
for (s = 0; s < glamor_font_screen_count; s++)
if (privates[s].realized)
return TRUE;
free(privates);
FontSetPrivate(font, glamor_font_private_index, NULL);
return TRUE;
}
Bool
glamor_font_init(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
if (glamor_priv->glsl_version < 130)
return TRUE;
if (glamor_font_generation != serverGeneration) {
glamor_font_private_index = AllocateFontPrivateIndex();
if (glamor_font_private_index == -1)
return FALSE;
glamor_font_screen_count = 0;
glamor_font_generation = serverGeneration;
}
if (screen->myNum >= glamor_font_screen_count)
glamor_font_screen_count = screen->myNum + 1;
screen->RealizeFont = glamor_realize_font;
screen->UnrealizeFont = glamor_unrealize_font;
return TRUE;
}