1/*
2 * Copyright © 2014 Keith Packard
3 *
4 * Permission to use, copy, modify, distribute, and sell this software and its
5 * documentation for any purpose is hereby granted without fee, provided that
6 * the above copyright notice appear in all copies and that both that copyright
7 * notice and this permission notice appear in supporting documentation, and
8 * that the name of the copyright holders not be used in advertising or
9 * publicity pertaining to distribution of the software without specific,
10 * written prior permission.  The copyright holders make no representations
11 * about the suitability of this software for any purpose.  It is provided "as
12 * is" without express or implied warranty.
13 *
14 * THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
15 * INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
16 * EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
17 * CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
18 * DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
19 * TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
20 * OF THIS SOFTWARE.
21 */
22
23#include "glamor_priv.h"
24#include "glamor_program.h"
25#include "glamor_transform.h"
26
27static const glamor_facet glamor_facet_polyfillrect_130 = {
28    .name = "poly_fill_rect",
29    .version = 130,
30    .source_name = "size",
31    .vs_vars = "attribute vec2 primitive;\n"
32               "attribute vec2 size;\n",
33    .vs_exec = ("       vec2 pos = size * vec2(gl_VertexID&1, (gl_VertexID&2)>>1);\n"
34                GLAMOR_POS(gl_Position, (primitive.xy + pos))),
35};
36
37static const glamor_facet glamor_facet_polyfillrect_120 = {
38    .name = "poly_fill_rect",
39    .vs_vars = "attribute vec2 primitive;\n",
40    .vs_exec = ("        vec2 pos = vec2(0,0);\n"
41                GLAMOR_POS(gl_Position, primitive.xy)),
42};
43
44static Bool
45glamor_poly_fill_rect_gl(DrawablePtr drawable,
46                         GCPtr gc, int nrect, xRectangle *prect)
47{
48    ScreenPtr screen = drawable->pScreen;
49    glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
50    PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
51    glamor_pixmap_private *pixmap_priv;
52    glamor_program *prog;
53    int off_x, off_y;
54    GLshort *v;
55    char *vbo_offset;
56    int box_index;
57    Bool ret = FALSE;
58    BoxRec bounds = glamor_no_rendering_bounds();
59
60    pixmap_priv = glamor_get_pixmap_private(pixmap);
61    if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
62        goto bail;
63
64    glamor_make_current(glamor_priv);
65
66    if (nrect < 100) {
67        bounds = glamor_start_rendering_bounds();
68        for (int i = 0; i < nrect; i++)
69            glamor_bounds_union_rect(&bounds, &prect[i]);
70    }
71
72    if (glamor_glsl_has_ints(glamor_priv)) {
73        prog = glamor_use_program_fill(pixmap, gc,
74                                       &glamor_priv->poly_fill_rect_program,
75                                       &glamor_facet_polyfillrect_130);
76
77        if (!prog)
78            goto bail;
79
80        /* Set up the vertex buffers for the points */
81
82        v = glamor_get_vbo_space(drawable->pScreen, nrect * sizeof (xRectangle), &vbo_offset);
83
84        glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
85        glVertexAttribDivisor(GLAMOR_VERTEX_POS, 1);
86        glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_SHORT, GL_FALSE,
87                              4 * sizeof (short), vbo_offset);
88
89        glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
90        glVertexAttribDivisor(GLAMOR_VERTEX_SOURCE, 1);
91        glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_UNSIGNED_SHORT, GL_FALSE,
92                              4 * sizeof (short), vbo_offset + 2 * sizeof (short));
93
94        memcpy(v, prect, nrect * sizeof (xRectangle));
95
96        glamor_put_vbo_space(screen);
97    } else {
98        int n;
99
100        prog = glamor_use_program_fill(pixmap, gc,
101                                       &glamor_priv->poly_fill_rect_program,
102                                       &glamor_facet_polyfillrect_120);
103
104        if (!prog)
105            goto bail;
106
107        /* Set up the vertex buffers for the points */
108
109        v = glamor_get_vbo_space(drawable->pScreen, nrect * 8 * sizeof (short), &vbo_offset);
110
111        glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
112        glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_SHORT, GL_FALSE,
113                              2 * sizeof (short), vbo_offset);
114
115        for (n = 0; n < nrect; n++) {
116            v[0] = prect->x;                v[1] = prect->y;
117            v[2] = prect->x;                v[3] = prect->y + prect->height;
118            v[4] = prect->x + prect->width; v[5] = prect->y + prect->height;
119            v[6] = prect->x + prect->width; v[7] = prect->y;
120            prect++;
121            v += 8;
122        }
123
124        glamor_put_vbo_space(screen);
125    }
126
127    glEnable(GL_SCISSOR_TEST);
128
129    glamor_pixmap_loop(pixmap_priv, box_index) {
130        int nbox = RegionNumRects(gc->pCompositeClip);
131        BoxPtr box = RegionRects(gc->pCompositeClip);
132
133        if (!glamor_set_destination_drawable(drawable, box_index, TRUE, FALSE,
134                                             prog->matrix_uniform, &off_x, &off_y))
135            goto bail;
136
137        while (nbox--) {
138            BoxRec scissor = {
139                .x1 = max(box->x1, bounds.x1 + drawable->x),
140                .y1 = max(box->y1, bounds.y1 + drawable->y),
141                .x2 = min(box->x2, bounds.x2 + drawable->x),
142                .y2 = min(box->y2, bounds.y2 + drawable->y),
143            };
144
145            box++;
146
147            if (scissor.x1 >= scissor.x2 || scissor.y1 >= scissor.y2)
148                continue;
149
150            glScissor(scissor.x1 + off_x,
151                      scissor.y1 + off_y,
152                      scissor.x2 - scissor.x1,
153                      scissor.y2 - scissor.y1);
154            if (glamor_glsl_has_ints(glamor_priv))
155                glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, nrect);
156            else {
157                glamor_glDrawArrays_GL_QUADS(glamor_priv, nrect);
158            }
159        }
160    }
161
162    ret = TRUE;
163
164bail:
165    glDisable(GL_SCISSOR_TEST);
166    if (glamor_glsl_has_ints(glamor_priv)) {
167        glVertexAttribDivisor(GLAMOR_VERTEX_SOURCE, 0);
168        glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
169        glVertexAttribDivisor(GLAMOR_VERTEX_POS, 0);
170    }
171    glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
172
173    return ret;
174}
175
176static void
177glamor_poly_fill_rect_bail(DrawablePtr drawable,
178                           GCPtr gc, int nrect, xRectangle *prect)
179{
180    glamor_fallback("to %p (%c)\n", drawable,
181                    glamor_get_drawable_location(drawable));
182    if (glamor_prepare_access(drawable, GLAMOR_ACCESS_RW) &&
183        glamor_prepare_access_gc(gc)) {
184        fbPolyFillRect(drawable, gc, nrect, prect);
185    }
186    glamor_finish_access_gc(gc);
187    glamor_finish_access(drawable);
188}
189
190void
191glamor_poly_fill_rect(DrawablePtr drawable,
192                      GCPtr gc, int nrect, xRectangle *prect)
193{
194    if (glamor_poly_fill_rect_gl(drawable, gc, nrect, prect))
195        return;
196    glamor_poly_fill_rect_bail(drawable, gc, nrect, prect);
197}
198