#ifdef GLAMOR_TRAPEZOID_SHADER
+#define GLAMOR_VERTEX_TOP_BOTTOM (GLAMOR_VERTEX_SOURCE + 1)
+#define GLAMOR_VERTEX_LEFT_PARAM (GLAMOR_VERTEX_SOURCE + 2)
+#define GLAMOR_VERTEX_RIGHT_PARAM (GLAMOR_VERTEX_SOURCE + 3)
+
#define DEBUG_CLIP_VTX 0
#define POINT_INSIDE_CLIP_RECT(point, rect) \
ret = FALSE;
if (DEBUG_CLIP_VTX) {
ErrorF("Out of Trap top, point[1] = %d(0x%x)), "
- "top = %d(0x%x)\n",
- (unsigned int)xFixedToInt(point[1]), point[1],
- (unsigned int)xFixedToInt(trap->top),
- (unsigned int)trap->top);
+ "top = %d(0x%x)\n",
+ (unsigned int)xFixedToInt(point[1]), point[1],
+ (unsigned int)xFixedToInt(trap->top),
+ (unsigned int)trap->top);
}
return ret;
return TRUE;
}
+static void
+glamor_setup_composite_vbo_for_trapezoid(ScreenPtr screen, int n_verts)
+{
+ glamor_screen_private *glamor_priv =
+ glamor_get_screen_private(screen);
+ glamor_gl_dispatch *dispatch;
+ int stride;
+ int vert_size;
+
+ glamor_priv->render_nr_verts = 0;
+
+ /* For GLAMOR_VERTEX_POS */
+ glamor_priv->vb_stride = 2 * sizeof(float);
+
+ /* For GLAMOR_GLAMOR_VERTEX_SOURCE */
+ glamor_priv->vb_stride += 2 * sizeof(float);
+
+ /* For GLAMOR_VERTEX_TOP_BOTTOM */
+ glamor_priv->vb_stride += 2 * sizeof(float);
+
+ /* For GLAMOR_VERTEX_LEFT_PARAM */
+ glamor_priv->vb_stride += 4 * sizeof(float);
+
+ /* For GLAMOR_VERTEX_RIGHT_PARAM */
+ glamor_priv->vb_stride += 4 * sizeof(float);
+
+ vert_size = n_verts * glamor_priv->vb_stride;
+
+ dispatch = glamor_get_dispatch(glamor_priv);
+
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_TOP_BOTTOM);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_LEFT_PARAM);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_RIGHT_PARAM);
+
+ dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
+ if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
+ if (glamor_priv->vbo_size < (glamor_priv->vbo_offset + vert_size)) {
+ glamor_priv->vbo_size = GLAMOR_COMPOSITE_VBO_VERT_CNT *
+ glamor_priv->vb_stride;
+ glamor_priv->vbo_offset = 0;
+ dispatch->glBufferData(GL_ARRAY_BUFFER,
+ glamor_priv->vbo_size,
+ NULL, GL_STREAM_DRAW);
+ }
+
+ glamor_priv->vb = dispatch->glMapBufferRange(GL_ARRAY_BUFFER,
+ glamor_priv->vbo_offset,
+ vert_size,
+ GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
+
+ assert(glamor_priv->vb != NULL);
+ glamor_priv->vb -= glamor_priv->vbo_offset;
+ } else {
+ glamor_priv->vbo_offset = 0;
+ }
+
+ dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
+
+ /* Set the vertex pointer. */
+ dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
+ GL_FALSE, glamor_priv->vb_stride,
+ (void *) ((long)glamor_priv->vbo_offset));
+ dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
+ stride = 2;
+
+ dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
+ GL_FALSE, glamor_priv->vb_stride,
+ (void *) ((long)glamor_priv->vbo_offset + stride * sizeof(float)));
+ dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
+ stride += 2;
+
+ dispatch->glVertexAttribPointer(GLAMOR_VERTEX_TOP_BOTTOM, 2, GL_FLOAT,
+ GL_FALSE, glamor_priv->vb_stride,
+ (void *) ((long)glamor_priv->vbo_offset + stride * sizeof(float)));
+ dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_TOP_BOTTOM);
+ stride += 2;
+
+ dispatch->glVertexAttribPointer(GLAMOR_VERTEX_LEFT_PARAM, 4, GL_FLOAT,
+ GL_FALSE, glamor_priv->vb_stride,
+ (void *) ((long)glamor_priv->vbo_offset + stride * sizeof(float)));
+ dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_LEFT_PARAM);
+ stride += 4;
+
+ dispatch->glVertexAttribPointer(GLAMOR_VERTEX_RIGHT_PARAM, 4, GL_FLOAT,
+ GL_FALSE, glamor_priv->vb_stride,
+ (void *) ((long)glamor_priv->vbo_offset + stride * sizeof(float)));
+ dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_RIGHT_PARAM);
+
+ glamor_put_dispatch(glamor_priv);
+}
+
static Bool
_glamor_trapezoids_with_shader(CARD8 op,
PicturePtr src, PicturePtr dst,
ScreenPtr screen = dst->pDrawable->pScreen;
glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
struct shader_key key;
+ glamor_composite_shader *shader = NULL;
+ struct blendinfo op_info;
PictFormatShort saved_source_format = 0;
PixmapPtr source_pixmap = NULL;
PixmapPtr dest_pixmap = NULL;
goto TRAPEZOID_RESET_GL;
}
glamor_set_destination_pixmap_priv_nc(dest_pixmap_priv);
- glamor_composite_set_shader_blend(dest_pixmap_priv, &key, shader, op_info);
+ glamor_composite_set_shader_blend(dest_pixmap_priv, &key, shader, &op_info);
glamor_priv->has_source_coords = key.source != SHADER_SOURCE_SOLID;
glamor_priv->has_mask_coords = (key.mask != SHADER_MASK_NONE &&
key.mask != SHADER_MASK_SOLID);
const char *trapezoid_vs =
GLAMOR_DEFAULT_PRECISION
"attribute vec4 v_position;\n"
- "attribute vec4 v_texcoord;\n"
+ "attribute vec2 v_texcoord;\n"
+ /* v_top_bottom, v_left_param and v_right_param contain the
+ constant value for all the vertex of one rect. Using uniform
+ is more suitable but we need to reset the uniform variables
+ for every rect rendering and can not use the vbo, which causes
+ performance loss. So we set these attributes to same value
+ for every vertex of one rect and so it is also a constant in FS */
+ "attribute vec2 v_top_bottom;\n"
+ "attribute vec4 v_left_param;\n"
+ "attribute vec4 v_right_param;\n"
+ "\n"
"varying vec2 source_texture;\n"
+ "varying float trap_top;\n"
+ "varying float trap_bottom;\n"
+ "varying float trap_left_x;\n"
+ "varying float trap_left_y;\n"
+ "varying float trap_left_slope;\n"
+ "varying float trap_left_vertical_f;\n"
+ "varying float trap_right_x;\n"
+ "varying float trap_right_y;\n"
+ "varying float trap_right_slope;\n"
+ "varying float trap_right_vertical_f;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = v_position;\n"
" source_texture = v_texcoord.xy;\n"
+ " trap_top = v_top_bottom.x;\n"
+ " trap_bottom = v_top_bottom.y;\n"
+ " \n"
+ " trap_left_x = v_left_param.x;\n"
+ " trap_left_y = v_left_param.y;\n"
+ " trap_left_slope = v_left_param.z;\n"
+ " trap_left_vertical_f = v_left_param.w;\n"
+ " \n"
+ " trap_right_x = v_right_param.x;\n"
+ " trap_right_y = v_right_param.y;\n"
+ " trap_right_slope = v_right_param.z;\n"
+ " trap_right_vertical_f = v_right_param.w;\n"
"}\n";
/*
const char *trapezoid_fs =
GLAMOR_DEFAULT_PRECISION
"varying vec2 source_texture; \n"
- "uniform float x_per_pix; \n"
- "uniform float y_per_pix; \n"
- "uniform float trap_top; \n"
- "uniform float trap_bottom; \n"
- "uniform float trap_left_x; \n"
- "uniform float trap_left_y; \n"
- "uniform float trap_left_slope; \n"
- "uniform int trap_left_vertical; \n"
- "uniform float trap_right_x; \n"
- "uniform float trap_right_y; \n"
- "uniform float trap_right_slope; \n"
- "uniform int trap_right_vertical; \n"
+ "varying float trap_top; \n"
+ "varying float trap_bottom; \n"
+ "varying float trap_left_x; \n"
+ "varying float trap_left_y; \n"
+ "varying float trap_left_slope; \n"
+ "varying float trap_left_vertical_f; \n"
+ "varying float trap_right_x; \n"
+ "varying float trap_right_y; \n"
+ "varying float trap_right_slope; \n"
+ "varying float trap_right_vertical_f; \n"
+ "float x_per_pix = 1.0;"
+ "float y_per_pix = 1.0;"
+ "bool trap_left_vertical = (abs(trap_left_vertical_f - 1.0) <= 0.0001);\n"
+ "bool trap_right_vertical = (abs(trap_right_vertical_f - 1.0) <= 0.0001);\n"
"\n"
"float get_alpha_val() \n"
"{ \n"
" float x_up_cut_right; \n"
" float x_bottom_cut_right; \n"
" \n"
- " if(trap_left_vertical == 1) { \n"
+ " if(trap_left_vertical == true) { \n"
" x_up_cut_left = trap_left_x; \n"
" x_bottom_cut_left = trap_left_x; \n"
" } else { \n"
" / trap_left_slope; \n"
" } \n"
" \n"
- " if(trap_right_vertical == 1) { \n"
+ " if(trap_right_vertical == true) { \n"
" x_up_cut_right = trap_right_x; \n"
" x_bottom_cut_right = trap_right_x; \n"
" } else { \n"
" \n"
" percent = (bottom - up) / y_per_pix; \n"
" \n"
- " if(trap_left_vertical == 1) { \n"
+ " if(trap_left_vertical == true) { \n"
" if(trap_left_x > source_texture.x - x_per_pix/2.0 && \n"
" trap_left_x < source_texture.x + x_per_pix/2.0) \n"
" left = trap_left_x; \n"
" } \n"
- " if(trap_right_vertical == 1) { \n"
+ " if(trap_right_vertical == true) { \n"
" if(trap_right_x > source_texture.x - x_per_pix/2.0 && \n"
" trap_right_x < source_texture.x + x_per_pix/2.0) \n"
" right = trap_right_x; \n"
" return 0.0; \n"
" \n"
" percent = percent * ((right - left)/x_per_pix); \n"
- " if(trap_left_vertical == 1 && trap_right_vertical == 1) \n"
+ " if(trap_left_vertical == true && trap_right_vertical == true) \n"
" return percent; \n"
" \n"
- " if(trap_left_vertical != 1) { \n"
+ " if(trap_left_vertical != true) { \n"
" float area; \n"
// the slope should never be 0.0 here
" float up_x = trap_left_x + (up - trap_left_y)/trap_left_slope; \n"
" } \n"
" } \n"
" \n"
- " if(trap_right_vertical != 1) { \n"
+ " if(trap_right_vertical != true) { \n"
" float area; \n"
// the slope should never be 0.0 here
" float up_x = trap_right_x + (up - trap_right_y)/trap_right_slope; \n"
dispatch->glAttachShader(glamor_priv->trapezoid_prog, fs_prog);
dispatch->glBindAttribLocation(glamor_priv->trapezoid_prog,
- GLAMOR_VERTEX_POS, "v_positionsition");
+ GLAMOR_VERTEX_POS, "v_positionsition");
+ dispatch->glBindAttribLocation(glamor_priv->trapezoid_prog,
+ GLAMOR_VERTEX_SOURCE, "v_texcoord");
+ dispatch->glBindAttribLocation(glamor_priv->trapezoid_prog,
+ GLAMOR_VERTEX_TOP_BOTTOM, "v_top_bottom");
+ dispatch->glBindAttribLocation(glamor_priv->trapezoid_prog,
+ GLAMOR_VERTEX_LEFT_PARAM, "v_left_param");
dispatch->glBindAttribLocation(glamor_priv->trapezoid_prog,
- GLAMOR_VERTEX_SOURCE, "v_texcoord");
+ GLAMOR_VERTEX_RIGHT_PARAM, "v_right_param");
glamor_link_glsl_prog(dispatch, glamor_priv->trapezoid_prog);
glamor_gl_dispatch *dispatch;
glamor_pixmap_private *pixmap_priv;
PixmapPtr pixmap = NULL;
- GLint x_per_pix_uniform_location;
- GLint y_per_pix_uniform_location;
- GLint trap_top_uniform_location;
- GLint trap_bottom_uniform_location;
- GLint trap_left_x_uniform_location;
- GLint trap_left_y_uniform_location;
- GLint trap_left_slope_uniform_location;
- GLint trap_right_x_uniform_location;
- GLint trap_right_y_uniform_location;
- GLint trap_right_slope_uniform_location;
- GLint trap_left_vertical_uniform_location;
- GLint trap_right_vertical_uniform_location;
GLint trapezoid_prog;
float width, height;
- xFixed width_fix, height_fix;
GLfloat xscale, yscale;
float left_slope, right_slope;
xTrapezoid *ptrap;
BoxRec one_trap_bound;
- float vertices[8];
- float tex_vertices[8];
- int i;
+ int nrect_max;
+ int i, j;
+ float *vertices;
+ float params[4];
glamor_priv = glamor_get_screen_private(screen);
trapezoid_prog = glamor_priv->trapezoid_prog;
pixmap_priv = glamor_get_pixmap_private(pixmap);
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)
- || pixmap_priv->type == GLAMOR_TEXTURE_LARGE) { /* should always have here. */
+ || pixmap_priv->type == GLAMOR_TEXTURE_LARGE) { /* should always have here. */
DEBUGF("GLAMOR_PIXMAP_PRIV_HAS_FBO check failed, fallback\n");
return FALSE;
}
dispatch = glamor_get_dispatch(glamor_priv);
- /* Bind all the uniform vars .*/
- x_per_pix_uniform_location =
- dispatch->glGetUniformLocation(trapezoid_prog, "x_per_pix");
- y_per_pix_uniform_location =
- dispatch->glGetUniformLocation(trapezoid_prog, "y_per_pix");
- trap_top_uniform_location =
- dispatch->glGetUniformLocation(trapezoid_prog, "trap_top");
- trap_bottom_uniform_location =
- dispatch->glGetUniformLocation(trapezoid_prog, "trap_bottom");
- trap_left_x_uniform_location =
- dispatch->glGetUniformLocation(trapezoid_prog, "trap_left_x");
- trap_left_y_uniform_location =
- dispatch->glGetUniformLocation(trapezoid_prog, "trap_left_y");
- trap_left_slope_uniform_location =
- dispatch->glGetUniformLocation(trapezoid_prog, "trap_left_slope");
- trap_left_vertical_uniform_location =
- dispatch->glGetUniformLocation(trapezoid_prog, "trap_left_vertical");
- trap_right_x_uniform_location =
- dispatch->glGetUniformLocation(trapezoid_prog, "trap_right_x");
- trap_right_y_uniform_location =
- dispatch->glGetUniformLocation(trapezoid_prog, "trap_right_y");
- trap_right_slope_uniform_location =
- dispatch->glGetUniformLocation(trapezoid_prog, "trap_right_slope");
- trap_right_vertical_uniform_location =
- dispatch->glGetUniformLocation(trapezoid_prog, "trap_right_vertical");
-
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
pixmap_priv_get_dest_scale(pixmap_priv, (&xscale), (&yscale));
width = (float)(bounds->x2 - bounds->x1);
height = (float)(bounds->y2 - bounds->y1);
- width_fix = IntToxFixed((bounds->x2 - bounds->x1));
- height_fix = IntToxFixed((bounds->y2 - bounds->y1));
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
- dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
-
/* Now draw the Trapezoid mask. */
dispatch->glUseProgram(trapezoid_prog);
- dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
- GL_FALSE, 0, vertices);
- dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
- GL_FALSE, 0, tex_vertices);
- dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
- dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
dispatch->glEnable(GL_BLEND);
dispatch->glBlendFunc(GL_ONE, GL_ONE);
- for (i = 0; i < ntrap; i++) {
- ptrap = traps + i;
-
- DEBUGF("--- The parameter of xTrapezoid is:\ntop: %d 0x%x\tbottom: %d 0x%x\n"
- "left: p1 (%d 0x%x, %d 0x%x)\tp2 (%d 0x%x, %d 0x%x)\n"
- "right: p1 (%d 0x%x, %d 0x%x)\tp2 (%d 0x%x, %d 0x%x)\n",
- xFixedToInt(ptrap->top), ptrap->top,
- xFixedToInt(ptrap->bottom), ptrap->bottom,
- xFixedToInt(ptrap->left.p1.x), ptrap->left.p1.x,
- xFixedToInt(ptrap->left.p1.y), ptrap->left.p1.y,
- xFixedToInt(ptrap->left.p2.x), ptrap->left.p2.x,
- xFixedToInt(ptrap->left.p2.y), ptrap->left.p2.y,
- xFixedToInt(ptrap->right.p1.x), ptrap->right.p1.x,
- xFixedToInt(ptrap->right.p1.y), ptrap->right.p1.y,
- xFixedToInt(ptrap->right.p2.x), ptrap->right.p2.x,
- xFixedToInt(ptrap->right.p2.y), ptrap->right.p2.y);
-
- miTrapezoidBounds(1, ptrap, &one_trap_bound);
- glamor_set_tcoords_tri_strip((pixmap_priv->base.pixmap->drawable.width),
- (pixmap_priv->base.pixmap->drawable.height),
- (one_trap_bound.x1),
- (one_trap_bound.y1),
- (one_trap_bound.x2),
- (one_trap_bound.y2),
- glamor_priv->yInverted, tex_vertices);
-
- /* Need to rebase. */
- one_trap_bound.x1 -= bounds->x1;
- one_trap_bound.x2 -= bounds->x1;
- one_trap_bound.y1 -= bounds->y1;
- one_trap_bound.y2 -= bounds->y1;
- glamor_set_normalize_vcoords_tri_strip(xscale, yscale,
- one_trap_bound.x1, one_trap_bound.y1,
- one_trap_bound.x2, one_trap_bound.y2,
- glamor_priv->yInverted, vertices);
-
- DEBUGF("vertices --> leftup : %f X %f, rightup: %f X %f,"
- "rightbottom: %f X %f, leftbottom : %f X %f\n",
- vertices[0], vertices[1], vertices[2], vertices[3],
- vertices[4], vertices[5], vertices[6], vertices[7]);
- DEBUGF("tex_vertices --> leftup : %f X %f, rightup: %f X %f,"
- "rightbottom: %f X %f, leftbottom : %f X %f\n",
- tex_vertices[0], tex_vertices[1], tex_vertices[2], tex_vertices[3],
- tex_vertices[4], tex_vertices[5], tex_vertices[6], tex_vertices[7]);
-
- if (ptrap->left.p1.x == ptrap->left.p2.x) {
- left_slope = 0.0;
- dispatch->glUniform1i(trap_left_vertical_uniform_location, 1);
- } else {
- left_slope = ((float)(ptrap->left.p1.y - ptrap->left.p2.y))
- / ((float)(ptrap->left.p1.x - ptrap->left.p2.x));
- dispatch->glUniform1i(trap_left_vertical_uniform_location, 0);
+ nrect_max = GLAMOR_COMPOSITE_VBO_VERT_CNT / (4 * GLAMOR_VERTEX_RIGHT_PARAM);
+
+ for (i = 0; i < ntrap;) {
+ int mrect;
+ int stride;
+
+ mrect = (ntrap - i) > nrect_max ? nrect_max : (ntrap - i);
+ glamor_setup_composite_vbo_for_trapezoid(screen, 4 * mrect);
+ stride = glamor_priv->vb_stride / sizeof(float);
+
+ for (j = 0; j < mrect; j++) {
+ ptrap = traps + i + j;
+
+ DEBUGF("--- The parameter of xTrapezoid is:\ntop: %d 0x%x\tbottom: %d 0x%x\n"
+ "left: p1 (%d 0x%x, %d 0x%x)\tp2 (%d 0x%x, %d 0x%x)\n"
+ "right: p1 (%d 0x%x, %d 0x%x)\tp2 (%d 0x%x, %d 0x%x)\n",
+ xFixedToInt(ptrap->top), ptrap->top,
+ xFixedToInt(ptrap->bottom), ptrap->bottom,
+ xFixedToInt(ptrap->left.p1.x), ptrap->left.p1.x,
+ xFixedToInt(ptrap->left.p1.y), ptrap->left.p1.y,
+ xFixedToInt(ptrap->left.p2.x), ptrap->left.p2.x,
+ xFixedToInt(ptrap->left.p2.y), ptrap->left.p2.y,
+ xFixedToInt(ptrap->right.p1.x), ptrap->right.p1.x,
+ xFixedToInt(ptrap->right.p1.y), ptrap->right.p1.y,
+ xFixedToInt(ptrap->right.p2.x), ptrap->right.p2.x,
+ xFixedToInt(ptrap->right.p2.y), ptrap->right.p2.y);
+
+ miTrapezoidBounds(1, ptrap, &one_trap_bound);
+
+ vertices = (float*)(glamor_priv->vb + glamor_priv->vbo_offset) + 2;
+ glamor_set_tcoords_ext((pixmap_priv->base.pixmap->drawable.width),
+ (pixmap_priv->base.pixmap->drawable.height),
+ (one_trap_bound.x1),
+ (one_trap_bound.y1),
+ (one_trap_bound.x2),
+ (one_trap_bound.y2),
+ glamor_priv->yInverted, vertices, stride);
+ DEBUGF("tex_vertices --> leftup : %f X %f, rightup: %f X %f,"
+ "rightbottom: %f X %f, leftbottom : %f X %f\n",
+ vertices[0], vertices[1],
+ vertices[1*stride], vertices[1*stride + 1],
+ vertices[2*stride], vertices[2*stride + 1],
+ vertices[3*stride], vertices[3*stride + 1]);
+
+ /* Need to rebase. */
+ one_trap_bound.x1 -= bounds->x1;
+ one_trap_bound.x2 -= bounds->x1;
+ one_trap_bound.y1 -= bounds->y1;
+ one_trap_bound.y2 -= bounds->y1;
+
+ vertices -= 2;
+
+ glamor_set_normalize_vcoords_ext(pixmap_priv, xscale, yscale,
+ one_trap_bound.x1, one_trap_bound.y1,
+ one_trap_bound.x2, one_trap_bound.y2,
+ glamor_priv->yInverted, vertices, stride);
+ DEBUGF("vertices --> leftup : %f X %f, rightup: %f X %f,"
+ "rightbottom: %f X %f, leftbottom : %f X %f\n",
+ vertices[0], vertices[1],
+ vertices[1*stride], vertices[1*stride + 1],
+ vertices[2*stride], vertices[2*stride + 1],
+ vertices[3*stride], vertices[3*stride + 1]);
+ vertices += 4;
+
+ /* Set the top and bottom. */
+ params[0] = ((float)ptrap->top) / 65536;
+ params[1] = ((float)ptrap->bottom) / 65536;
+ glamor_set_const_ext(params, 2, vertices, 4, stride);
+ vertices += 2;
+
+ /* Set the left params. */
+ params[0] = ((float)ptrap->left.p1.x) / 65536;
+ params[1] = ((float)ptrap->left.p1.y) / 65536;
+
+ if (ptrap->left.p1.x == ptrap->left.p2.x) {
+ left_slope = 0.0;
+ params[3] = 1.0;
+ } else {
+ left_slope = ((float)(ptrap->left.p1.y - ptrap->left.p2.y))
+ / ((float)(ptrap->left.p1.x - ptrap->left.p2.x));
+ params[3] = 0.0;
+ }
+ params[2] = left_slope;
+ glamor_set_const_ext(params, 4, vertices, 4, stride);
+ vertices += 4;
+
+ /* Set the left params. */
+ params[0] = ((float)ptrap->right.p1.x) / 65536;
+ params[1] = ((float)ptrap->right.p1.y) / 65536;
+
+ if (ptrap->right.p1.x == ptrap->right.p2.x) {
+ right_slope = 0.0;
+ params[3] = 1.0;
+ } else {
+ right_slope = ((float)(ptrap->right.p1.y - ptrap->right.p2.y))
+ / ((float)(ptrap->right.p1.x - ptrap->right.p2.x));
+ params[3] = 0.0;
+ }
+ params[2] = right_slope;
+ glamor_set_const_ext(params, 4, vertices, 4, stride);
+
+ DEBUGF("trap_top = %f, trap_bottom = %f, "
+ "trap_left_x = %f, trap_left_y = %f, left_slope = %f, "
+ "trap_right_x = %f, trap_right_y = %f, right_slope = %f\n",
+ ((float)ptrap->top) / 65536, ((float)ptrap->bottom) / 65536,
+ ((float)ptrap->left.p1.x) / 65536, ((float)ptrap->left.p1.y) / 65536,
+ left_slope,
+ ((float)ptrap->right.p1.x) / 65536, ((float)ptrap->right.p1.y) / 65536,
+ right_slope);
+
+ glamor_priv->render_nr_verts += 4;
+ glamor_priv->vbo_offset += glamor_priv->vb_stride * 4;
}
- dispatch->glUniform1f(trap_left_slope_uniform_location, left_slope);
- if (ptrap->right.p1.x == ptrap->right.p2.x) {
- right_slope = 0.0;
- dispatch->glUniform1i(trap_right_vertical_uniform_location, 1);
- } else {
- right_slope = ((float)(ptrap->right.p1.y - ptrap->right.p2.y))
- / ((float)(ptrap->right.p1.x - ptrap->right.p2.x));
- dispatch->glUniform1i(trap_right_vertical_uniform_location, 0);
- }
- dispatch->glUniform1f(trap_right_slope_uniform_location, right_slope);
-
- dispatch->glUniform1f(x_per_pix_uniform_location,
- ((float)width_fix) / (65536 * width));
- dispatch->glUniform1f(y_per_pix_uniform_location,
- ((float)height_fix) / (65536 * height));
-
- dispatch->glUniform1f(trap_top_uniform_location,
- ((float)ptrap->top) / 65536);
- dispatch->glUniform1f(trap_bottom_uniform_location,
- ((float)ptrap->bottom) / 65536);
-
- dispatch->glUniform1f(trap_left_x_uniform_location,
- ((float)ptrap->left.p1.x) / 65536);
- dispatch->glUniform1f(trap_left_y_uniform_location,
- ((float)ptrap->left.p1.y) / 65536);
- dispatch->glUniform1f(trap_right_x_uniform_location,
- ((float)ptrap->right.p1.x) / 65536);
- dispatch->glUniform1f(trap_right_y_uniform_location,
- ((float)ptrap->right.p1.y) / 65536);
-
- DEBUGF("x_per_pix = %f, y_per_pix = %f, trap_top = %f, trap_bottom = %f, "
- "trap_left_x = %f, trap_left_y = %f, left_slope = %f, "
- "trap_right_x = %f, trap_right_y = %f, right_slope = %f\n",
- ((float)width_fix) / (65536*width), ((float)height_fix) / (65536*height),
- ((float)ptrap->top) / 65536, ((float)ptrap->bottom) / 65536,
- ((float)ptrap->left.p1.x) / 65536, ((float)ptrap->left.p1.y) / 65536,
- left_slope,
- ((float)ptrap->right.p1.x) / 65536, ((float)ptrap->right.p1.y) / 65536,
- right_slope);
+ i += mrect;
/* Now rendering. */
- dispatch->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ if (!glamor_priv->render_nr_verts)
+ continue;
+
+ if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
+ dispatch->glUnmapBuffer(GL_ARRAY_BUFFER);
+ else {
+ dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
+ dispatch->glBufferData(GL_ARRAY_BUFFER,
+ glamor_priv->vbo_offset,
+ glamor_priv->vb, GL_DYNAMIC_DRAW);
+ }
+
+ dispatch->glDrawElements(GL_TRIANGLES, (glamor_priv->render_nr_verts * 3) / 2,
+ GL_UNSIGNED_SHORT, NULL);
}
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
dispatch->glDisable(GL_BLEND);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_TOP_BOTTOM);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_LEFT_PARAM);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_RIGHT_PARAM);
dispatch->glUseProgram(0);
glamor_put_dispatch(glamor_priv);
return TRUE;