Am 2014-03-14 07:30, schrieb Keith Packard:
diff --git a/glamor/glamor_core.c b/glamor/glamor_core.c
index 96723c0..8c10c92 100644
--- a/glamor/glamor_core.c
+++ b/glamor/glamor_core.c
@@ -410,7 +410,7 @@ glamor_stipple(PixmapPtr pixmap, PixmapPtr stipple,
 }

 GCOps glamor_gc_ops = {
-    .FillSpans = glamor_fill_spans,
+    .FillSpans = glamor_fillspans,

This create a lot of dead code. You neither fall back to this old bad
way when glsl130 isn't available nor did you remove it.

     .SetSpans = glamor_set_spans,
     .PutImage = glamor_put_image,
     .CopyArea = glamor_copy_area,
diff --git a/glamor/glamor_spans.c b/glamor/glamor_spans.c
new file mode 100644
index 0000000..d861232
--- /dev/null
+++ b/glamor/glamor_spans.c
@@ -0,0 +1,127 @@
+/*
+ * 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_transform.h"
+
+glamor_program  fill_spans_progs[4];
+
+static const glamor_facet glamor_facet_fillspans = {
+    .name = "fill_spans",
+    .version = 130,
+    .vs_vars =  "attribute vec3 primitive;\n",
+    .vs_exec = ("       vec2 pos = vec2(primitive.z,1) *
vec2(gl_VertexID&1, (gl_VertexID&2)>>1);\n"
+                GLAMOR_POS(gl_Position, (primitive.xy + pos))),
+};
+
+void
+glamor_fillspans(DrawablePtr drawable,
+                 GCPtr gc,
+                 int n, DDXPointPtr points, int *widths, int sorted)
+{
+    ScreenPtr screen = drawable->pScreen;
+    glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
+    PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
+    glamor_pixmap_private *pixmap_priv;
+    glamor_program *prog;
+    int nbox = RegionNumRects(gc->pCompositeClip);
+    BoxPtr box = RegionRects(gc->pCompositeClip);
+    int off_x, off_y;
+    GLshort *v;
+    char *vbo_offset;
+    int c;
+    int box_x, box_y;
+
+    pixmap_priv = glamor_get_pixmap_private(pixmap);
+    if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
+        goto bail;
+
+    glamor_get_context(glamor_priv);
+
+    prog = glamor_use_program_fill(pixmap, gc,
&glamor_priv->fill_spans_program,
+                                   &glamor_facet_fillspans);
+
+    if (!prog)
+        goto bail;
+
+    /* Set up the vertex buffers for the points */
+
+    v = glamor_get_vbo_space(drawable->pScreen, n * (3 * sizeof
(GLshort)), &vbo_offset);
+
+    glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
+    glVertexAttribDivisor(GLAMOR_VERTEX_POS, 1);

imo we should check for glsl130 support. Just compiling and wait for
errors isn't the way to go.
_but_ this call will crash if ARB_instanced_arrays isn't supported.
As this is a GL3.3 feature, there are likely many plattforms which
doesn't support it.

I don't want to fall back to the old implementation, so I suggest
GL_TRIANGLES + 6 * 2 * sizeof(short) as vertex format.

+    glVertexAttribPointer(GLAMOR_VERTEX_POS, 3, GL_SHORT, GL_FALSE,
+                          3 * sizeof (GLshort), vbo_offset);

iirc gpus doesn't like vertex strides which aren't multiple of 4 bytes.
Padding with zero?

+
+    for (c = 0; c < n; c++) {
+        v[0] = points->x;
+        v[1] = points->y;
+        v[2] = *widths++;
+        points++;
+        v += 3;
+    }
+
+    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,
FALSE, prog->matrix_uniform, &off_x, &off_y);
+
+         nbox = RegionNumRects(gc->pCompositeClip);
+         box = RegionRects(gc->pCompositeClip);
+
+         while (nbox--) {
+             glScissor(box->x1 + off_x,
+                       box->y1 + off_y,
+                       box->x2 - box->x1,
+                       box->y2 - box->y1);
+             box++;
+             glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, n);
+         }
+    }
+
+    glDisable(GL_SCISSOR_TEST);
+    glVertexAttribDivisor(GLAMOR_VERTEX_POS, 0);
+    glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
+
+    glamor_put_context(glamor_priv);
+    return;
+bail:
+    glamor_fallback("to %p (%c)\n", drawable,
+                    glamor_get_drawable_location(drawable));
+    if (glamor_prepare_access(drawable, GLAMOR_ACCESS_RW) &&
+        glamor_prepare_access_gc(gc)) {
+        fbFillSpans(drawable, gc, n, points, widths, sorted);
+    }
+    glamor_finish_access_gc(gc);
+    glamor_finish_access(drawable);
+}
+
+void
+glamor_fini_fillspans_shader(ScreenPtr screen)
+{
+    glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
+
+    glamor_delete_program_fill(screen,
&glamor_priv->fill_spans_program);
+}
+
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