Am 2014-03-14 07:30, schrieb Keith Packard:
diff --git a/glamor/glamor_polyops.c b/glamor/glamor_polyops.c
index 1484d80..eac1688 100644
--- a/glamor/glamor_polyops.c
+++ b/glamor/glamor_polyops.c
@@ -27,17 +27,93 @@
*/
#include "glamor_priv.h"
+#include "glamor_transform.h"
+
+static const glamor_facet glamor_facet_point = {
+ .name = "poly_point",
+ .vs_vars = "attribute vec2 primitive;\n",
+ .vs_exec = GLAMOR_POS(gl_Position, primitive),
+};
static Bool
-_glamor_poly_point(DrawablePtr pDrawable, GCPtr pGC, int mode, int
npt,
+_glamor_poly_point(DrawablePtr drawable, GCPtr gc, int mode, int npt,
DDXPointPtr ppt, Bool fallback)
{
- if (!fallback && glamor_ddx_fallback_check_gc(pGC)
- && glamor_ddx_fallback_check_pixmap(pDrawable))
+ ScreenPtr screen = drawable->pScreen;
+ glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
+ PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
+ glamor_program *prog = &glamor_priv->point_prog;
+ glamor_pixmap_private *pixmap_priv;
+ int nbox = RegionNumRects(gc->pCompositeClip);
+ BoxPtr box = RegionRects(gc->pCompositeClip);
+ int off_x, off_y;
+ GLshort *vbo_ppt;
+ char *vbo_offset;
+ int box_x, box_y;
+
+ if (!fallback && glamor_ddx_fallback_check_gc(gc)
+ && glamor_ddx_fallback_check_pixmap(drawable))
return FALSE;
- miPolyPoint(pDrawable, pGC, mode, npt, ppt);
+ pixmap_priv = glamor_get_pixmap_private(pixmap);
+ if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
+ goto bail;
+
+ glamor_get_context(glamor_priv);
+
+ if (prog->failed) {
+ glamor_put_context(glamor_priv);
Why don't you check this issue before calling glamor_get_context?
+ goto bail;
+ }
+
+ if (!prog->prog) {
+ if (!glamor_build_program(screen, prog,
+ &glamor_facet_point,
+ &glamor_fill_solid))
What do you think about a small API change for glamor_build_program?
imo it would be cleaner to just call glamor_build_program everytime and
do the fail/successful and already build checks there. Here we don't
care about everything else but true/false.
+ {
+ glamor_put_context(glamor_priv);
+ goto bail;
+ }
+ }
+
+ if (!glamor_use_program(pixmap, gc, prog)) {
+ glamor_put_context(glamor_priv);
+ goto bail;
+ }
+
+ vbo_ppt = glamor_get_vbo_space(screen, npt * (2 * sizeof
(INT16)), &vbo_offset);
+ glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
+ glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_SHORT, GL_FALSE,
0, vbo_offset);
+ memcpy(vbo_ppt, ppt, npt * (2 * sizeof (INT16)));
+ glamor_put_vbo_space(screen);
+
+ glEnable(GL_SCISSOR_TEST);
+
+ glamor_pixmap_loop(pixmap_priv, box_x, box_y) {
+ glamor_set_destination_drawable(drawable, box_x, box_y, TRUE,
prog->matrix_uniform, &off_x, &off_y);
+
+ while (nbox--) {
How often does this loop iterate typically?
Maybe it's worth to think about a way to also upload all boxes.
+ glScissor(box->x1 + off_x,
+ box->y1 + off_y,
+ box->x2 - box->x1,
+ box->y2 - box->y1);
+ box++;
I guess box must be reseted in the pixmap_loop.
+ glDrawArrays(GL_POINTS, 0, npt);
+ }
+ }
+ glDisable(GL_SCISSOR_TEST);
+ glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
We are used to also disable the gl program here unnecessaryly.
I want to strip them all, so I'm fine without it, but it isn't fair for
a performance comparison.
+
+ glamor_put_context(glamor_priv);
+
+ glamor_priv->state = RENDER_STATE;
+ glamor_priv->render_idle_cnt = 0;
+
+ return TRUE;
+
+bail:
+ miPolyPoint(drawable, gc, mode, npt, ppt);
return TRUE;
}
@@ -55,6 +131,14 @@ glamor_poly_point_nf(DrawablePtr pDrawable, GCPtr
pGC, int mode, int npt,
return _glamor_poly_point(pDrawable, pGC, mode, npt, ppt, FALSE);
}
+void
+glamor_fini_point_shader(ScreenPtr screen)
+{
+ glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
+
+ glamor_delete_program(screen, &glamor_priv->point_prog);
+}
+
static Bool
_glamor_poly_segment(DrawablePtr pDrawable, GCPtr pGC, int nseg,
xSegment *pSeg, Bool fallback)
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