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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>
125 lines
4 KiB
C
125 lines
4 KiB
C
/*
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* Copyright © 2009 Intel Corporation
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* Copyright © 1998 Keith Packard
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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* Authors:
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* Zhigang Gong <zhigang.gong@linux.intel.com>
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*
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*/
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#include "glamor_priv.h"
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#include "glamor_transform.h"
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static const glamor_facet glamor_facet_point = {
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.name = "poly_point",
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.vs_vars = "in vec2 primitive;\n",
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.vs_exec = (GLAMOR_DEFAULT_POINT_SIZE
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GLAMOR_POS(gl_Position, primitive)),
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};
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static Bool
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glamor_poly_point_gl(DrawablePtr drawable, GCPtr gc, int mode, int npt, DDXPointPtr ppt)
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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_program *prog = &glamor_priv->point_prog;
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glamor_pixmap_private *pixmap_priv;
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int off_x, off_y;
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GLshort *vbo_ppt;
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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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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 (prog->failed)
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goto bail;
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if (!prog->prog) {
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if (!glamor_build_program(screen, prog,
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&glamor_facet_point,
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&glamor_fill_solid,
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NULL, NULL))
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goto bail;
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}
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if (!glamor_use_program(drawable, gc, prog, NULL))
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goto bail;
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vbo_ppt = glamor_get_vbo_space(screen, npt * (2 * sizeof (INT16)), &vbo_offset);
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glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
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glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_SHORT, GL_FALSE, 0, vbo_offset);
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if (mode == CoordModePrevious) {
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int n = npt;
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INT16 x = 0, y = 0;
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while (n--) {
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vbo_ppt[0] = (x += ppt->x);
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vbo_ppt[1] = (y += ppt->y);
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vbo_ppt += 2;
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ppt++;
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}
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} else
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memcpy(vbo_ppt, ppt, npt * (2 * sizeof (INT16)));
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glamor_put_vbo_space(screen);
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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, TRUE,
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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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glScissor(box->x1 + off_x,
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box->y1 + off_y,
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box->x2 - box->x1,
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box->y2 - box->y1);
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box++;
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glDrawArrays(GL_POINTS, 0, npt);
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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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glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
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return ret;
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}
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void
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glamor_poly_point(DrawablePtr drawable, GCPtr gc, int mode, int npt,
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DDXPointPtr ppt)
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{
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if (glamor_poly_point_gl(drawable, gc, mode, npt, ppt))
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return;
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miPolyPoint(drawable, gc, mode, npt, ppt);
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}
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