Am 2014-03-14 07:30, schrieb Keith Packard:
diff --git a/glamor/glamor_font.c b/glamor/glamor_font.c
new file mode 100644
index 0000000..4f303b9
--- /dev/null
+++ b/glamor/glamor_font.c
@@ -0,0 +1,181 @@
+/*
+ * 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;
+
+
+ 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;
+
+ glamor_font->realized = TRUE;
+
+ /* 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;
+
+ /* 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->has_default = (count != 0);
+
+ glamor_priv = glamor_get_screen_private(screen);
+ glamor_get_context(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);
more important to only get one mipmap level: max_level = 0
+
+ /* Allocate storage */
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8UI, overall_width,
overall_height,
+ 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+
+ /* 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)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, col *
glyph_width_bytes, row * glyph_height,
+ GLYPHWIDTHBYTES(glyph),
GLYPHHEIGHTPIXELS(glyph),
+ GL_RED_INTEGER, GL_UNSIGNED_BYTE,
glyph->bits);
Here you hope that the driver detects that this texture isn't in use.
Else you maybe get some kind of async upload / stalling.
How often do we create new fonts? The easiest way would be to alloc
temporaryly and create everything here locally.
So only one uploading call would be needed.
+ }
+ }
+
+ glamor_put_context(glamor_priv);
+
+ 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];
+
+ /* XXX actually unrealize the font */
+ glamor_font->realized = FALSE;
Is a font always realized? I wonder as we reallize on font_get.
+
+ glamor_priv = glamor_get_screen_private(screen);
+ glamor_get_context(glamor_priv);
+ glDeleteTextures(1, &glamor_font->texture_id);
+ glamor_put_context(glamor_priv);
+
+ /* 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)
+{
+ 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;
In glamor.c, we always save the function pointers and reset them on
destruction. Is this needed?
Also, all others are set there, but I like the idea to set them in each
_init function.
+ return TRUE;
+}
diff --git a/glamor/glamor_priv.h b/glamor/glamor_priv.h
index cb07048..f5b9d13 100644
--- a/glamor/glamor_priv.h
+++ b/glamor/glamor_priv.h
@@ -235,6 +235,11 @@ typedef struct glamor_screen_private {
/* glamor rect shaders */
glamor_program_fill poly_fill_rect_program;
+ /* glamor text shaders */
+ glamor_program_fill poly_text_progs;
+ glamor_program te_text_prog;
+ glamor_program image_text_prog;
+
/* vertext/elment_index buffer object for render */
GLuint vbo, ebo;
/** Next offset within the VBO that glamor_get_vbo_space() will
use. */
@@ -987,6 +992,19 @@ RegionPtr glamor_copy_plane(DrawablePtr pSrc,
DrawablePtr pDst, GCPtr pGC,
int dstx, int dsty,
unsigned long bitPlane);
+/* glamor_text.c */
+int glamor_poly_text8(DrawablePtr pDrawable, GCPtr pGC,
+ int x, int y, int count, char *chars);
+
+int glamor_poly_text16(DrawablePtr pDrawable, GCPtr pGC,
+ int x, int y, int count, unsigned short
*chars);
+
+void glamor_image_text8(DrawablePtr pDrawable, GCPtr pGC,
+ int x, int y, int count, char *chars);
+
+void glamor_image_text16(DrawablePtr pDrawable, GCPtr pGC,
+ int x, int y, int count, unsigned short
*chars);
+
/* glamor_spans.c */
void
glamor_fini_fillspans_shader(ScreenPtr screen);
@@ -1079,4 +1097,6 @@ void glamor_fini_xv_shader(ScreenPtr screen);
//#define GLYPHS_NO_EDEGEMAP_OVERLAP_CHECK
#define GLYPHS_EDEGE_OVERLAP_LOOSE_CHECK
+#include "glamor_font.h"
The current way would be to inline those declarations here.
+
#endif /* GLAMOR_PRIV_H */
diff --git a/glamor/glamor_text.c b/glamor/glamor_text.c
new file mode 100644
index 0000000..3e795bc
--- /dev/null
+++ b/glamor/glamor_text.c
@@ -0,0 +1,488 @@
+/*
+ * 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 <dixfontstr.h>
+#include "glamor_transform.h"
+
+/*
+ * Fill in the array of charinfo pointers for the provided characters.
For
+ * missing characters, place a NULL in the array so that the charinfo
array
+ * aligns exactly with chars
+ */
+
+static void
+glamor_get_glyphs(FontPtr font, glamor_font_t *glamor_font,
+ int count, char *chars, Bool sixteen, CharInfoPtr
*charinfo)
+{
+ unsigned long n;
Please don't use variables with one letter.
I'm fine with loop indices, but what is "n"?
+ int c;
+ if (sixteen) {
+ if (glamor_font->has_default) {
+ GetGlyphs(font, (unsigned long) count, (unsigned char *)
chars,
+ (FONTLASTROW(font) == 0) ? Linear16Bit :
TwoD16Bit,
+ &n, charinfo);
+ } else {
+ for (c = 0; c < count; c++) {
+ GetGlyphs(font, 1, (unsigned char *) chars + 2*c,
+ (FONTLASTROW(font) == 0) ? Linear16Bit :
TwoD16Bit,
+ &n, &charinfo[c]);
+ if (!n)
+ charinfo[c] = NULL;
+ }
+ }
+ } else {
+ if (glamor_font->has_default) {
+ GetGlyphs(font, (unsigned long) count, (unsigned char *)
chars,
+ Linear8Bit, &n, charinfo);
+ } else {
+ for (c = 0; c < count; c++) {
+ GetGlyphs(font, 1, (unsigned char *) chars + c,
+ Linear8Bit, &n, &charinfo[c]);
+ if (!n)
+ charinfo[c] = NULL;
+ }
+ }
+ }
I'd extract the format based on "sixteen" and merge the first if/else.
This is a bit much copy&paste.
+}
+
+/*
+ * Construct quads for the provided list of characters and draw them
+ */
+
+#define GLYPHS_PER_DRAW 255
This isn't used, is it?
+
+static int
+glamor_text(DrawablePtr drawable, GCPtr gc,
+ glamor_font_t *glamor_font,
+ glamor_program *prog,
+ int x, int y,
+ int count, char *chars, CharInfoPtr *charinfo,
+ Bool sixteen)
+{
+ FontPtr font = gc->font;
+ int off_x, off_y;
+ int c;
+ int nbox;
+ BoxPtr box;
+ int g;
+ GLshort *v;
+ char *vbo_offset;
+ CharInfoPtr ci;
+ int firstRow = font->info.firstRow;
+ int firstCol = font->info.firstCol;
+ int glyph_spacing_x = glamor_font->glyph_width_bytes * 8;
+ int glyph_spacing_y = glamor_font->glyph_height;
+ int box_x, box_y;
+ PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
+ glamor_pixmap_private *pixmap_priv =
glamor_get_pixmap_private(pixmap);
+
+ /* Set the font as texture 1 */
+
Why texture 1? Texture 0 is the common one.
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, glamor_font->texture_id);
+ glUniform1i(prog->font_uniform, 1);
I guess you want to set the texture unit 1? As this is const, there is
no need to do this every time. Once per shader should be fine.
+
+ /* Set up the vertex buffers for the font and destination */
+
+ v = glamor_get_vbo_space(drawable->pScreen, 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));
+
+ /* Set the vertex coordinates */
+ g = 0;
What is "g"?
+
+ for (c = 0; c < count; c++) {
+ if ((ci = *charinfo++)) {
+ int x1 = x + ci->metrics.leftSideBearing;
+ int y1 = y - ci->metrics.ascent;
+ int width = GLYPHWIDTHPIXELS(ci);
+ int height = GLYPHHEIGHTPIXELS(ci);
+ int tx, ty = 0;
As non of this variables is used again, I'd directly write into v[x]
instead.
+ int row, col;
+
+ x += ci->metrics.characterWidth;
+
+ if (sixteen) {
+ row = *chars++;
+ col = *chars++;
+ if (FONTLASTROW(font) != 0) {
+ ty = (row - firstRow) * glyph_spacing_y;
+ } else {
+ col += row << 8;
+ row = 0;
row won't be read again.
+ }
+ } else
+ col = *chars++;
+
+ tx = (col - firstCol) * glyph_spacing_x;
+
+ v[ 0] = x1;
+ v[ 1] = y1;
+ v[ 2] = width;
+ v[ 3] = height;
+ v[ 4] = tx;
+ v[ 5] = ty;
+
+ v += 6;
+ g++;
+ }
+ }
+ glamor_put_vbo_space(drawable->pScreen);
+
+ if (g) {
+
+ 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);
+
+ /* Run over the clip list, drawing the glyphs
+ * in each box
+ */
+ 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++;
Do you think it's worth to precheck this box vs the current pixmap tile?
As this scissor test (and maybe this precheck) is very common, shall we
move it into a util function (eg glamor_box_loop(gc, off_x, off_y))?
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, g);
+ }
+ }
+ glDisable(GL_SCISSOR_TEST);
+ }
+
+ glVertexAttribDivisor(GLAMOR_VERTEX_SOURCE, 0);
+ glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
+ glVertexAttribDivisor(GLAMOR_VERTEX_POS, 0);
+ glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
+
+ return x;
+}
+
+static const char vs_text[] =
+ "#version 130\n"
+ "in vec4 v_position;\n" // x,y,w,h
+ GLAMOR_DECLARE_MATRIX
+ "in vec2 v_texcoord0;\n"
+ "out vec2 tile_texture;\n"
+ "void main()\n"
+ "{\n"
+ " vec2 pos = v_position.zw * vec2(gl_VertexID&1,
(gl_VertexID&2)>>1);\n"
+ GLAMOR_POS(gl_Position, (v_position.xy + pos))
+ " tile_texture = v_texcoord0 + pos;\n"
+ "}\n";
Isn't used any more.
+
+static const char vs_vars_text[] =
+ "attribute vec4 primitive;\n"
+ "attribute vec2 source;\n"
+ "varying vec2 glyph_pos;\n";
+
+static const char vs_exec_text[] =
+ " vec2 pos = primitive.zw * vec2(gl_VertexID&1,
(gl_VertexID&2)>>1);\n"
+ GLAMOR_POS(gl_Position, (primitive.xy + pos))
+ " glyph_pos = source + pos;\n";
+
+static const char fs_vars_text[] =
+ "varying vec2 glyph_pos;\n";
+
+
+static const char fs_exec_text[] =
+ " ivec2 itile_texture = ivec2(glyph_pos);\n"
+ " uint x = uint(itile_texture.x & 7);\n"
+ " itile_texture.x >>= 3;\n"
+ " uint texel = texelFetch(font, itile_texture, 0).x;\n"
+ " uint bit = (texel >> x) & uint(1);\n"
+ " if (bit == uint(0))\n"
+ " discard;\n";
+
+static const char fs_exec_te[] =
+ " ivec2 itile_texture = ivec2(glyph_pos);\n"
+ " uint x = uint(itile_texture.x & 7);\n"
+ " itile_texture.x >>= 3;\n"
+ " uint texel = texelFetch(font, itile_texture, 0).x;\n"
+ " uint bit = (texel >> x) & uint(1);\n"
+ " if (bit == uint(0))\n"
+ " gl_FragColor = bg;\n"
+ " else\n"
+ " gl_FragColor = fg;\n";
+
+static const glamor_facet glamor_facet_poly_text = {
+ .name = "poly_text",
+ .version = 130,
+ .vs_vars = vs_vars_text,
+ .vs_exec = vs_exec_text,
+ .fs_vars = fs_vars_text,
+ .fs_exec = fs_exec_text,
+ .source_name = "source",
+ .locations = glamor_program_location_font,
+};
+
+static int
+glamor_poly_text(DrawablePtr drawable, GCPtr gc,
+ int x, int y, int count, char *chars, Bool sixteen)
+{
+ 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_pixmap_private *pixmap_priv;
+ glamor_font_t *glamor_font;
+ CharInfoPtr charinfo[255]; /* encoding only has 1 byte for count
*/
+
+ glamor_font = glamor_font_get(drawable->pScreen, gc->font);
+ if (!glamor_font)
+ goto bail;
+
+ glamor_get_glyphs(gc->font, glamor_font, count, chars, sixteen,
charinfo);
+
+ pixmap_priv = glamor_get_pixmap_private(pixmap);
+ if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
+ goto bail;
+
+ glamor_get_context(glamor_priv);
These glamor_ function above also uses opengl, so it's faster to acquire
it before to not release it between again.
+
+ prog = glamor_use_program_fill(pixmap, gc,
&glamor_priv->poly_text_progs, &glamor_facet_poly_text);
+
+ if (!prog)
+ goto bail;
+
+ x = glamor_text(drawable, gc, glamor_font, prog,
+ x, y, count, chars, charinfo, sixteen);
+
+ glamor_put_context(glamor_priv);
+
+ glamor_priv->state = RENDER_STATE;
+ glamor_priv->render_idle_cnt = 0;
+
+ return x;
+
+bail:
+ if (sixteen)
+ return miPolyText16(drawable, gc, x, y, count, (unsigned
short *) chars);
+ else
+ return miPolyText8(drawable, gc, x, y, count, chars);
+}
+
+int
+glamor_poly_text8(DrawablePtr drawable, GCPtr gc,
+ int x, int y, int count, char *chars)
+{
+ return glamor_poly_text(drawable, gc, x, y, count, chars, FALSE);
+}
+
+int
+glamor_poly_text16(DrawablePtr drawable, GCPtr gc,
+ int x, int y, int count, unsigned short *chars)
+{
+ return glamor_poly_text(drawable, gc, x, y, count, (char *) chars,
TRUE);
+}
+
+/*
+ * Draw image text, which is always solid in copy mode and has the
+ * background cleared while painting the text. For fonts which have
+ * their bitmap metrics exactly equal to the area to clear, we can use
+ * the accelerated version which paints both fg and bg at the same
+ * time. Otherwise, clear the whole area and then paint the glyphs on
+ * top
+ */
+
+static const glamor_facet glamor_facet_image_text = {
+ .name = "image_text",
+ .version = 130,
+ .vs_vars = vs_vars_text,
+ .vs_exec = vs_exec_text,
+ .fs_vars = fs_vars_text,
+ .fs_exec = fs_exec_text,
+ .source_name = "source",
+ .locations = glamor_program_location_font,
+};
+
+static const glamor_facet glamor_facet_null_fill = {
+ .name = ""
+};
+
+static Bool
+use_image_solid(PixmapPtr pixmap, GCPtr gc, glamor_program *prog)
+{
+ return glamor_set_solid(pixmap, gc, FALSE, prog->fg_uniform);
+}
+
+static const glamor_facet glamor_facet_image_fill = {
+ .name = "solid",
+ .fs_exec = " gl_FragColor = fg;\n",
+ .locations = glamor_program_location_fg,
+ .use = use_image_solid,
+};
+
+static Bool
+glamor_te_text_use(PixmapPtr pixmap, GCPtr gc, glamor_program *prog)
+{
+ if (!glamor_set_solid(pixmap, gc, FALSE, prog->fg_uniform))
+ return FALSE;
+ glamor_set_color(pixmap, gc->bgPixel, prog->bg_uniform);
+ return TRUE;
+}
+
+static const glamor_facet glamor_facet_te_text = {
+ .name = "te_text",
+ .version = 130,
+ .vs_vars = vs_vars_text,
+ .vs_exec = vs_exec_text,
+ .fs_vars = fs_vars_text,
+ .fs_exec = fs_exec_te,
+ .locations = glamor_program_location_fg |
glamor_program_location_bg | glamor_program_location_font,
+ .source_name = "source",
+ .use = glamor_te_text_use,
+};
+
+static Bool
+glamor_image_text(DrawablePtr drawable, GCPtr gc,
+ int x, int y, int count, char *chars,
+ Bool sixteen)
+{
+ 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_pixmap_private *pixmap_priv;
+ glamor_font_t *glamor_font;
+ const glamor_facet *prim_facet;
+ const glamor_facet *fill_facet;
+ CharInfoPtr charinfo[255]; /* encoding only has 1 byte for count
*/
+
+ pixmap_priv = glamor_get_pixmap_private(pixmap);
+ if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
+ return FALSE;
+
+ glamor_font = glamor_font_get(drawable->pScreen, gc->font);
+ if (!glamor_font)
+ return FALSE;
+
+ glamor_get_glyphs(gc->font, glamor_font, count, chars, sixteen,
charinfo);
+
+ glamor_get_context(glamor_priv);
+
+ if (TERMINALFONT(gc->font))
+ prog = &glamor_priv->te_text_prog;
+ else
+ prog = &glamor_priv->image_text_prog;
+
+ if (prog->failed)
+ goto bail;
+
+ if (!prog->prog) {
+ if (TERMINALFONT(gc->font)) {
+ prim_facet = &glamor_facet_te_text;
+ fill_facet = &glamor_facet_null_fill;
+ } else {
+ prim_facet = &glamor_facet_image_text;
+ fill_facet = &glamor_facet_image_fill;
+ }
+
+ if (!glamor_build_program(screen, prog, prim_facet,
fill_facet))
+ goto bail;
+ }
+
+ if (!TERMINALFONT(gc->font)) {
+ int width = 0;
+ int c;
+ RegionRec region;
+ BoxRec box;
+ int off_x, off_y;
+
+ /* Check planemask before drawing background to
+ * bail early if it's not OK
+ */
+ if (!glamor_set_planemask(pixmap, gc->planemask))
+ goto bail;
+ for (c = 0; c < count; c++)
+ if (charinfo[c])
+ width += charinfo[c]->metrics.characterWidth;
+
+ glamor_get_drawable_deltas(drawable, pixmap, &off_x, &off_y);
+
+ box.x1 = off_x + drawable->x + x;
+ box.x2 = off_x + drawable->x + x + width;
+ box.y1 = off_y + drawable->y + y - gc->font->info.fontAscent;
+ box.y2 = off_y + drawable->y + y + gc->font->info.fontDescent;
+ RegionInit(®ion, &box, 1);
+ RegionIntersect(®ion, ®ion, gc->pCompositeClip);
+ glamor_solid_boxes(pixmap, RegionRects(®ion),
RegionNumRects(®ion), gc->bgPixel);
+ RegionUninit(®ion);
+ }
+
+ if (!glamor_use_program(pixmap, gc, prog))
+ goto bail;
+
+ (void) glamor_text(drawable, gc, glamor_font, prog,
+ x, y, count, chars, charinfo, sixteen);
+
+ glamor_put_context(glamor_priv);
+
+ glamor_priv->state = RENDER_STATE;
+ glamor_priv->render_idle_cnt = 0;
+
+ return TRUE;
+
+bail:
+ glamor_put_context(glamor_priv);
+ return FALSE;
+}
+
+void
+glamor_image_text8(DrawablePtr drawable, GCPtr gc,
+ int x, int y, int count, char *chars)
+{
+ if (!glamor_image_text(drawable, gc, x, y, count, chars, FALSE))
+ miImageText8(drawable, gc, x, y, count, chars);
+}
+
+void
+glamor_image_text16(DrawablePtr drawable, GCPtr gc,
+ int x, int y, int count, unsigned short *chars)
+{
+ if (!glamor_image_text(drawable, gc, x, y, count, (char *) chars,
TRUE))
+ miImageText16(drawable, gc, x, y, count, chars);
+}
+
+void
+glamor_fini_glyph_shader(ScreenPtr screen)
+{
+ glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
+
+ glamor_delete_program_fill(screen, &glamor_priv->poly_text_progs);
+ glamor_delete_program(screen, &glamor_priv->te_text_prog);
+ glamor_delete_program(screen, &glamor_priv->image_text_prog);
+}
+
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