xserver/glamor/glamor_composite_glyphs.c
Konstantin Pugin ee107cd491 glamor: support GLES3 shaders
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>
2023-10-09 17:25:28 +00:00

586 lines
21 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 <stdlib.h>
#include "Xprintf.h"
#include "glamor_priv.h"
#include "glamor_transform.h"
#include "glamor_transfer.h"
#include <mipict.h>
#define DEFAULT_ATLAS_DIM 1024
static DevPrivateKeyRec glamor_glyph_private_key;
struct glamor_glyph_private {
int16_t x;
int16_t y;
uint32_t serial;
};
struct glamor_glyph_atlas {
PixmapPtr atlas;
PictFormatPtr format;
int x, y;
int row_height;
int nglyph;
uint32_t serial;
};
static inline struct glamor_glyph_private *glamor_get_glyph_private(PixmapPtr pixmap) {
return dixLookupPrivate(&pixmap->devPrivates, &glamor_glyph_private_key);
}
static inline void
glamor_copy_glyph(PixmapPtr glyph_pixmap,
DrawablePtr atlas_draw,
int16_t x,
int16_t y)
{
DrawablePtr glyph_draw = &glyph_pixmap->drawable;
BoxRec box = {
.x1 = 0,
.y1 = 0,
.x2 = glyph_draw->width,
.y2 = glyph_draw->height,
};
PixmapPtr upload_pixmap = glyph_pixmap;
if (glyph_pixmap->drawable.bitsPerPixel != atlas_draw->bitsPerPixel) {
/* If we're dealing with 1-bit glyphs, we copy them to a
* temporary 8-bit pixmap and upload them from there, since
* that's what GL can handle.
*/
ScreenPtr screen = atlas_draw->pScreen;
GCPtr scratch_gc;
ChangeGCVal changes[2];
upload_pixmap = glamor_create_pixmap(screen,
glyph_draw->width,
glyph_draw->height,
atlas_draw->depth,
GLAMOR_CREATE_PIXMAP_CPU);
if (!upload_pixmap)
return;
scratch_gc = GetScratchGC(upload_pixmap->drawable.depth, screen);
if (!scratch_gc) {
glamor_destroy_pixmap(upload_pixmap);
return;
}
changes[0].val = 0xff;
changes[1].val = 0x00;
if (ChangeGC(NullClient, scratch_gc,
GCForeground|GCBackground, changes) != Success) {
glamor_destroy_pixmap(upload_pixmap);
FreeScratchGC(scratch_gc);
return;
}
ValidateGC(&upload_pixmap->drawable, scratch_gc);
(*scratch_gc->ops->CopyPlane)(glyph_draw,
&upload_pixmap->drawable,
scratch_gc,
0, 0,
glyph_draw->width,
glyph_draw->height,
0, 0, 0x1);
}
glamor_upload_boxes(atlas_draw,
&box, 1,
0, 0,
x, y,
upload_pixmap->devPrivate.ptr,
upload_pixmap->devKind);
if (upload_pixmap != glyph_pixmap)
glamor_destroy_pixmap(upload_pixmap);
}
static Bool
glamor_glyph_atlas_init(ScreenPtr screen, struct glamor_glyph_atlas *atlas)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
PictFormatPtr format = atlas->format;
atlas->atlas = glamor_create_pixmap(screen, glamor_priv->glyph_atlas_dim,
glamor_priv->glyph_atlas_dim, format->depth,
GLAMOR_CREATE_FBO_NO_FBO);
if (!glamor_pixmap_has_fbo(atlas->atlas)) {
glamor_destroy_pixmap(atlas->atlas);
atlas->atlas = NULL;
}
atlas->x = 0;
atlas->y = 0;
atlas->row_height = 0;
atlas->serial++;
atlas->nglyph = 0;
return TRUE;
}
static Bool
glamor_glyph_can_add(struct glamor_glyph_atlas *atlas, int dim, DrawablePtr glyph_draw)
{
/* Step down */
if (atlas->x + glyph_draw->width > dim) {
atlas->x = 0;
atlas->y += atlas->row_height;
atlas->row_height = 0;
}
/* Check for overfull */
if (atlas->y + glyph_draw->height > dim)
return FALSE;
return TRUE;
}
static Bool
glamor_glyph_add(struct glamor_glyph_atlas *atlas, DrawablePtr glyph_draw)
{
PixmapPtr glyph_pixmap = (PixmapPtr) glyph_draw;
struct glamor_glyph_private *glyph_priv = glamor_get_glyph_private(glyph_pixmap);
glamor_copy_glyph(glyph_pixmap, &atlas->atlas->drawable, atlas->x, atlas->y);
glyph_priv->x = atlas->x;
glyph_priv->y = atlas->y;
glyph_priv->serial = atlas->serial;
atlas->x += glyph_draw->width;
if (atlas->row_height < glyph_draw->height)
atlas->row_height = glyph_draw->height;
atlas->nglyph++;
return TRUE;
}
static const glamor_facet glamor_facet_composite_glyphs_130 = {
.name = "composite_glyphs",
.version = 130,
.vs_vars = ("in vec4 primitive;\n"
"in vec2 source;\n"
"out vec2 glyph_pos;\n"),
.vs_exec = (" vec2 pos = primitive.zw * vec2(gl_VertexID&1, (gl_VertexID&2)>>1);\n"
GLAMOR_POS(gl_Position, (primitive.xy + pos))
" glyph_pos = (source + pos) * ATLAS_DIM_INV;\n"),
.fs_vars = ("in vec2 glyph_pos;\n"
"out vec4 color0;\n"
"out vec4 color1;\n"),
.fs_exec = (" vec4 mask = texture(atlas, glyph_pos);\n"),
.source_name = "source",
.locations = glamor_program_location_atlas,
};
static const glamor_facet glamor_facet_composite_glyphs_120 = {
.name = "composite_glyphs",
.vs_vars = ("attribute vec2 primitive;\n"
"attribute vec2 source;\n"
"varying vec2 glyph_pos;\n"),
.vs_exec = (" vec2 pos = vec2(0,0);\n"
GLAMOR_POS(gl_Position, primitive.xy)
" glyph_pos = source.xy * ATLAS_DIM_INV;\n"),
.fs_vars = ("varying vec2 glyph_pos;\n"),
.fs_exec = (" vec4 mask = texture2D(atlas, glyph_pos);\n"),
.source_name = "source",
.locations = glamor_program_location_atlas,
};
static const glamor_facet glamor_facet_composite_glyphs_gles2 = {
.name = "composite_glyphs",
.version = 100,
.fs_extensions = ("#extension GL_EXT_blend_func_extended : enable\n"),
.vs_vars = ("attribute vec2 primitive;\n"
"attribute vec2 source;\n"
"varying vec2 glyph_pos;\n"),
.vs_exec = (" vec2 pos = vec2(0,0);\n"
GLAMOR_POS(gl_Position, primitive.xy)
" glyph_pos = source.xy * ATLAS_DIM_INV;\n"),
.fs_vars = ("varying vec2 glyph_pos;\n"),
.fs_exec = (" vec4 mask = texture2D(atlas, glyph_pos);\n"),
.source_name = "source",
.locations = glamor_program_location_atlas,
};
static Bool
glamor_glyphs_init_facet(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
return asprintf(&glamor_priv->glyph_defines, "#define ATLAS_DIM_INV %20.18f\n", 1.0/glamor_priv->glyph_atlas_dim) > 0;
}
static void
glamor_glyphs_fini_facet(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
free(glamor_priv->glyph_defines);
}
static void
glamor_glyphs_flush(CARD8 op, PicturePtr src, PicturePtr dst,
glamor_program *prog,
struct glamor_glyph_atlas *atlas, int nglyph)
{
DrawablePtr drawable = dst->pDrawable;
glamor_screen_private *glamor_priv = glamor_get_screen_private(drawable->pScreen);
PixmapPtr atlas_pixmap = atlas->atlas;
glamor_pixmap_private *atlas_priv = glamor_get_pixmap_private(atlas_pixmap);
glamor_pixmap_fbo *atlas_fbo = glamor_pixmap_fbo_at(atlas_priv, 0);
PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
int box_index;
int off_x, off_y;
glamor_put_vbo_space(drawable->pScreen);
glEnable(GL_SCISSOR_TEST);
glamor_bind_texture(glamor_priv, GL_TEXTURE1, atlas_fbo, FALSE);
for (;;) {
if (!glamor_use_program_render(prog, op, src, dst))
break;
glUniform1i(prog->atlas_uniform, 1);
glamor_pixmap_loop(pixmap_priv, box_index) {
BoxPtr box = RegionRects(dst->pCompositeClip);
int nbox = RegionNumRects(dst->pCompositeClip);
glamor_set_destination_drawable(drawable, box_index, TRUE, FALSE,
prog->matrix_uniform,
&off_x, &off_y);
/* Run over the clip list, drawing the glyphs
* in each box
*/
while (nbox--) {
glScissor(box->x1 + off_x,
box->y1 + off_y,
box->x2 - box->x1,
box->y2 - box->y1);
box++;
if (glamor_glsl_has_ints(glamor_priv))
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, nglyph);
else
glamor_glDrawArrays_GL_QUADS(glamor_priv, nglyph);
}
}
if (prog->alpha != glamor_program_alpha_ca_first)
break;
prog++;
}
glDisable(GL_SCISSOR_TEST);
if (glamor_glsl_has_ints(glamor_priv)) {
glVertexAttribDivisor(GLAMOR_VERTEX_SOURCE, 0);
glVertexAttribDivisor(GLAMOR_VERTEX_POS, 0);
}
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisable(GL_BLEND);
}
static GLshort *
glamor_glyph_start(ScreenPtr screen, int count)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
GLshort *v;
char *vbo_offset;
/* Set up the vertex buffers for the font and destination */
if (glamor_glsl_has_ints(glamor_priv)) {
v = glamor_get_vbo_space(screen, count * (6 * sizeof (GLshort)), &vbo_offset);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glVertexAttribDivisor(GLAMOR_VERTEX_POS, 1);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 4, GL_SHORT, GL_FALSE,
6 * sizeof (GLshort), vbo_offset);
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glVertexAttribDivisor(GLAMOR_VERTEX_SOURCE, 1);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_SHORT, GL_FALSE,
6 * sizeof (GLshort), vbo_offset + 4 * sizeof (GLshort));
} else {
v = glamor_get_vbo_space(screen, count * (16 * sizeof (GLshort)), &vbo_offset);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_SHORT, GL_FALSE,
4 * sizeof (GLshort), vbo_offset);
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_SHORT, GL_FALSE,
4 * sizeof (GLshort), vbo_offset + 2 * sizeof (GLshort));
}
return v;
}
static inline struct glamor_glyph_atlas *
glamor_atlas_for_glyph(glamor_screen_private *glamor_priv, DrawablePtr drawable)
{
if (drawable->depth == 32)
return glamor_priv->glyph_atlas_argb;
else
return glamor_priv->glyph_atlas_a;
}
void
glamor_composite_glyphs(CARD8 op,
PicturePtr src,
PicturePtr dst,
PictFormatPtr glyph_format,
INT16 x_src,
INT16 y_src, int nlist, GlyphListPtr list,
GlyphPtr *glyphs)
{
int glyphs_queued;
GLshort *v = NULL;
DrawablePtr drawable = dst->pDrawable;
ScreenPtr screen = drawable->pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_program *prog = NULL;
glamor_program_render *glyphs_program = &glamor_priv->glyphs_program;
struct glamor_glyph_atlas *glyph_atlas = NULL;
int x = 0, y = 0;
int n;
int glyph_atlas_dim = glamor_priv->glyph_atlas_dim;
int glyph_max_dim = glamor_priv->glyph_max_dim;
int nglyph = 0;
int screen_num = screen->myNum;
for (n = 0; n < nlist; n++)
nglyph += list[n].len;
glamor_make_current(glamor_priv);
glyphs_queued = 0;
while (nlist--) {
x += list->xOff;
y += list->yOff;
n = list->len;
list++;
while (n--) {
GlyphPtr glyph = *glyphs++;
/* Glyph not empty?
*/
if (glyph->info.width && glyph->info.height) {
PicturePtr glyph_pict = GlyphPicture(glyph)[screen_num];
DrawablePtr glyph_draw = glyph_pict->pDrawable;
/* Need to draw with slow path?
*/
if (_X_UNLIKELY(glyph_draw->width > glyph_max_dim ||
glyph_draw->height > glyph_max_dim ||
!glamor_pixmap_is_memory((PixmapPtr)glyph_draw)))
{
if (glyphs_queued) {
glamor_glyphs_flush(op, src, dst, prog, glyph_atlas, glyphs_queued);
glyphs_queued = 0;
}
bail_one:
glamor_composite(op, src, glyph_pict, dst,
x_src + (x - glyph->info.x), (y - glyph->info.y),
0, 0,
x - glyph->info.x, y - glyph->info.y,
glyph_draw->width, glyph_draw->height);
} else {
struct glamor_glyph_private *glyph_priv = glamor_get_glyph_private((PixmapPtr)(glyph_draw));
struct glamor_glyph_atlas *next_atlas = glamor_atlas_for_glyph(glamor_priv, glyph_draw);
/* Switching source glyph format?
*/
if (_X_UNLIKELY(next_atlas != glyph_atlas)) {
if (glyphs_queued) {
glamor_glyphs_flush(op, src, dst, prog, glyph_atlas, glyphs_queued);
glyphs_queued = 0;
}
glyph_atlas = next_atlas;
}
/* Glyph not cached in current atlas?
*/
if (_X_UNLIKELY(glyph_priv->serial != glyph_atlas->serial)) {
if (!glamor_glyph_can_add(glyph_atlas, glyph_atlas_dim, glyph_draw)) {
if (glyphs_queued) {
glamor_glyphs_flush(op, src, dst, prog, glyph_atlas, glyphs_queued);
glyphs_queued = 0;
}
if (glyph_atlas->atlas) {
(*screen->DestroyPixmap)(glyph_atlas->atlas);
glyph_atlas->atlas = NULL;
}
}
if (!glyph_atlas->atlas) {
glamor_glyph_atlas_init(screen, glyph_atlas);
if (!glyph_atlas->atlas)
goto bail_one;
}
glamor_glyph_add(glyph_atlas, glyph_draw);
}
/* First glyph in the current atlas?
*/
if (_X_UNLIKELY(glyphs_queued == 0)) {
if (glamor_glsl_has_ints(glamor_priv))
prog = glamor_setup_program_render(op, src, glyph_pict, dst,
glyphs_program,
&glamor_facet_composite_glyphs_130,
glamor_priv->glyph_defines);
else
prog = glamor_setup_program_render(op, src, glyph_pict, dst,
glyphs_program,
glamor_priv->has_dual_blend ?
&glamor_facet_composite_glyphs_gles2 :
&glamor_facet_composite_glyphs_120,
glamor_priv->glyph_defines);
if (!prog)
goto bail_one;
v = glamor_glyph_start(screen, nglyph);
}
/* Add the glyph
*/
glyphs_queued++;
if (_X_LIKELY(glamor_glsl_has_ints(glamor_priv))) {
v[0] = x - glyph->info.x;
v[1] = y - glyph->info.y;
v[2] = glyph_draw->width;
v[3] = glyph_draw->height;
v[4] = glyph_priv->x;
v[5] = glyph_priv->y;
v += 6;
} else {
v[0] = x - glyph->info.x;
v[1] = y - glyph->info.y;
v[2] = glyph_priv->x;
v[3] = glyph_priv->y;
v += 4;
v[0] = x - glyph->info.x + glyph_draw->width;
v[1] = y - glyph->info.y;
v[2] = glyph_priv->x + glyph_draw->width;
v[3] = glyph_priv->y;
v += 4;
v[0] = x - glyph->info.x + glyph_draw->width;
v[1] = y - glyph->info.y + glyph_draw->height;
v[2] = glyph_priv->x + glyph_draw->width;
v[3] = glyph_priv->y + glyph_draw->height;
v += 4;
v[0] = x - glyph->info.x;
v[1] = y - glyph->info.y + glyph_draw->height;
v[2] = glyph_priv->x;
v[3] = glyph_priv->y + glyph_draw->height;
v += 4;
}
}
}
x += glyph->info.xOff;
y += glyph->info.yOff;
nglyph--;
}
}
if (glyphs_queued)
glamor_glyphs_flush(op, src, dst, prog, glyph_atlas, glyphs_queued);
return;
}
static struct glamor_glyph_atlas *
glamor_alloc_glyph_atlas(ScreenPtr screen, int depth, CARD32 f)
{
PictFormatPtr format;
struct glamor_glyph_atlas *glyph_atlas;
format = PictureMatchFormat(screen, depth, f);
if (!format)
return NULL;
glyph_atlas = calloc (1, sizeof (struct glamor_glyph_atlas));
if (!glyph_atlas)
return NULL;
glyph_atlas->format = format;
glyph_atlas->serial = 1;
return glyph_atlas;
}
Bool
glamor_composite_glyphs_init(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
if (!dixRegisterPrivateKey(&glamor_glyph_private_key, PRIVATE_PIXMAP, sizeof (struct glamor_glyph_private)))
return FALSE;
/* Make glyph atlases of a reasonable size, but no larger than the maximum
* supported by the hardware
*/
glamor_priv->glyph_atlas_dim = MIN(DEFAULT_ATLAS_DIM, glamor_priv->max_fbo_size);
/* Don't stick huge glyphs in the atlases */
glamor_priv->glyph_max_dim = glamor_priv->glyph_atlas_dim / 8;
glamor_priv->glyph_atlas_a = glamor_alloc_glyph_atlas(screen, 8, PICT_a8);
if (!glamor_priv->glyph_atlas_a)
return FALSE;
glamor_priv->glyph_atlas_argb = glamor_alloc_glyph_atlas(screen, 32, PICT_a8r8g8b8);
if (!glamor_priv->glyph_atlas_argb) {
free (glamor_priv->glyph_atlas_a);
return FALSE;
}
if (!glamor_glyphs_init_facet(screen))
return FALSE;
return TRUE;
}
static void
glamor_free_glyph_atlas(struct glamor_glyph_atlas *atlas)
{
if (!atlas)
return;
if (atlas->atlas)
(*atlas->atlas->drawable.pScreen->DestroyPixmap)(atlas->atlas);
free (atlas);
}
void
glamor_composite_glyphs_fini(ScreenPtr screen)
{
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
glamor_glyphs_fini_facet(screen);
glamor_free_glyph_atlas(glamor_priv->glyph_atlas_a);
glamor_free_glyph_atlas(glamor_priv->glyph_atlas_argb);
}