[PATCH xserver 09/19] glamor: Simplify XV vertex setup.
Eric Anholt
eric at anholt.net
Wed Jan 27 17:56:38 PST 2016
We were clipping the drawn rectangle to each clip box, then expanding
the box to a big triangle to avoid tearing, then drawing each triangle
to the destination through a scissor. If we're using a scissor for
clipping, though, then we don't need to clip the drawn primitive on
the CPU in the first place.
Signed-off-by: Eric Anholt <eric at anholt.net>
---
glamor/glamor_xv.c | 68 ++++++++++++++++++++++++------------------------------
1 file changed, 30 insertions(+), 38 deletions(-)
diff --git a/glamor/glamor_xv.c b/glamor/glamor_xv.c
index 5d31fee..2593d47 100644
--- a/glamor/glamor_xv.c
+++ b/glamor/glamor_xv.c
@@ -343,45 +343,36 @@ glamor_xv_render(glamor_port_private *port_priv)
glEnable(GL_SCISSOR_TEST);
- v = glamor_get_vbo_space(screen, 16 * sizeof(GLfloat) * nBox, &vbo_offset);
+ v = glamor_get_vbo_space(screen, 3 * 4 * sizeof(GLfloat), &vbo_offset);
- for (i = 0; i < nBox; i++) {
- float off_x = box[i].x1 - port_priv->drw_x;
- float off_y = box[i].y1 - port_priv->drw_y;
- float diff_x = (float) port_priv->src_w / (float) port_priv->dst_w;
- float diff_y = (float) port_priv->src_h / (float) port_priv->dst_h;
- float srcx, srcy, srcw, srch;
- int dstx, dsty, dstw, dsth;
- GLfloat *vptr = v + (i * 8);
- GLfloat *tptr = vptr + (8 * nBox);
+ /* Set up a single primitive covering the area being drawn. We'll
+ * clip it to port_priv->clip using GL scissors instead of just
+ * emitting a GL_QUAD per box, because this way we hopefully avoid
+ * diagonal tearing between the two trangles used to rasterize a
+ * GL_QUAD.
+ */
+ i = 0;
+ v[i++] = v_from_x_coord_x(dst_xscale, port_priv->drw_x + dst_x_off);
+ v[i++] = v_from_x_coord_y(dst_yscale, port_priv->drw_y + dst_y_off);
- dstx = box[i].x1 + dst_x_off;
- dsty = box[i].y1 + dst_y_off;
- dstw = box[i].x2 - box[i].x1;
- dsth = box[i].y2 - box[i].y1;
+ v[i++] = v_from_x_coord_x(dst_xscale, port_priv->drw_x + dst_x_off +
+ port_priv->dst_w * 2);
+ v[i++] = v_from_x_coord_y(dst_yscale, port_priv->drw_y + dst_y_off);
- srcx = port_priv->src_x + off_x * diff_x;
- srcy = port_priv->src_y + off_y * diff_y;
- srcw = (port_priv->src_w * dstw) / (float) port_priv->dst_w;
- srch = (port_priv->src_h * dsth) / (float) port_priv->dst_h;
-
- glamor_set_normalize_vcoords(pixmap_priv,
- dst_xscale, dst_yscale,
- dstx - dstw,
- dsty,
- dstx + dstw,
- dsty + dsth * 2,
- vptr);
-
- glamor_set_normalize_tcoords(src_pixmap_priv[0],
- src_xscale[0],
- src_yscale[0],
- srcx - srcw,
- srcy,
- srcx + srcw,
- srcy + srch * 2,
- tptr);
- }
+ v[i++] = v_from_x_coord_x(dst_xscale, port_priv->drw_x + dst_x_off);
+ v[i++] = v_from_x_coord_y(dst_yscale, port_priv->drw_y + dst_y_off +
+ port_priv->dst_h * 2);
+
+ v[i++] = t_from_x_coord_x(src_xscale[0], port_priv->src_x);
+ v[i++] = t_from_x_coord_y(src_yscale[0], port_priv->src_y);
+
+ v[i++] = t_from_x_coord_x(src_xscale[0], port_priv->src_x +
+ port_priv->src_w * 2);
+ v[i++] = t_from_x_coord_y(src_yscale[0], port_priv->src_y);
+
+ v[i++] = t_from_x_coord_x(src_xscale[0], port_priv->src_x);
+ v[i++] = t_from_x_coord_y(src_yscale[0], port_priv->src_y +
+ port_priv->src_h * 2);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2,
GL_FLOAT, GL_FALSE,
@@ -389,10 +380,11 @@ glamor_xv_render(glamor_port_private *port_priv)
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
GL_FLOAT, GL_FALSE,
- 2 * sizeof(float), vbo_offset + (nBox * 8 * sizeof(GLfloat)));
+ 2 * sizeof(float), vbo_offset + 6 * sizeof(GLfloat));
glamor_put_vbo_space(screen);
+ /* Now draw our big triangle, clipped to each of the clip boxes. */
for (i = 0; i < nBox; i++) {
int dstx, dsty, dstw, dsth;
@@ -402,7 +394,7 @@ glamor_xv_render(glamor_port_private *port_priv)
dsth = box[i].y2 - box[i].y1;
glScissor(dstx, dsty, dstw, dsth);
- glDrawArrays(GL_TRIANGLE_FAN, i * 4, 3);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
}
glDisable(GL_SCISSOR_TEST);
--
2.6.4
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