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(&region, &box, 1);
+        RegionIntersect(&region, &region, gc->pCompositeClip);
+        glamor_solid_boxes(pixmap, RegionRects(&region),
RegionNumRects(&region), gc->bgPixel);
+        RegionUninit(&region);
+    }
+
+    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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