[PATCH 10/10] glamor: Add glamor_program based poly_text and image_text
Markus Wick
markus at selfnet.de
Fri Mar 14 02:42:14 PDT 2014
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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