glamor-fbo-pool: Enable to reuse different size fbo/texture.

Fixup three special cases, one is in tile and the other is in
composite. Both cases are due to repeat texture issue. Maybe
we can refine the shader to recalculate texture coords to
support partial texture's repeating.

The third is when upload a memory pixmap to texture, as now
the texture may not have the exact size as the pixmap, we
should not use the full rect coords.

Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
This commit is contained in:
Zhigang Gong 2012-01-20 09:59:44 +08:00 • committed by Eric Anholt
commit 9c6fd931a6
6 changed files with 140 additions and 20 deletions

View file

@ -342,7 +342,6 @@ glamor_fini_composite_shaders(ScreenPtr screen)
dispatch->glDeleteBuffers(1, &glamor_priv->vbo);
dispatch->glDeleteBuffers(1, &glamor_priv->ebo);
for(i = 0; i < SHADER_SOURCE_COUNT; i++)
for(j = 0; j < SHADER_MASK_COUNT; j++)
for(k = 0; k < SHADER_IN_COUNT; k++)
@ -408,6 +407,33 @@ glamor_set_composite_op(ScreenPtr screen,
return TRUE;
}
static void
glamor_composite_texture_fixup(ScreenPtr screen,
PicturePtr picture,
glamor_pixmap_private * pixmap_priv)
{
glamor_screen_private *glamor_priv =
glamor_get_screen_private(screen);
glamor_gl_dispatch *dispatch = &glamor_priv->dispatch;
Bool has_repeat;
int width, height;
if (picture->repeatType == RepeatNone)
has_repeat = FALSE;
else
has_repeat = TRUE;
if (has_repeat
&& ( (pixmap_priv->container->drawable.width != pixmap_priv->fbo->width)
|| (pixmap_priv->container->drawable.height != pixmap_priv->fbo->height))) {
/* Currently, we can't support repeat on partial texture, now redirect it
* to an exact size fbo. */
DEBUGF("prepare to fixup texture \n");
if (!glamor_fixup_pixmap_priv(screen, pixmap_priv))
ErrorF("Failed to fixup a unmatch size of repeat picture. \n");
}
}
static void
glamor_set_composite_texture(ScreenPtr screen, int unit,
PicturePtr picture,
@ -979,6 +1005,12 @@ glamor_composite_with_shader(CARD8 op,
}
}
#endif
if (key.source != SHADER_SOURCE_SOLID)
glamor_composite_texture_fixup(screen, source, source_pixmap_priv);
if (key.mask != SHADER_MASK_NONE && key.mask != SHADER_MASK_SOLID)
glamor_composite_texture_fixup(screen, mask, mask_pixmap_priv);
glamor_set_destination_pixmap_priv_nc(dest_pixmap_priv);
glamor_validate_pixmap(dest_pixmap);
if (!glamor_set_composite_op(screen, op, dest, mask)) {