1*4882a593Smuzhiyun /*
2*4882a593Smuzhiyun * Copyright © 2014 Keith Packard
3*4882a593Smuzhiyun *
4*4882a593Smuzhiyun * Permission to use, copy, modify, distribute, and sell this software and its
5*4882a593Smuzhiyun * documentation for any purpose is hereby granted without fee, provided that
6*4882a593Smuzhiyun * the above copyright notice appear in all copies and that both that copyright
7*4882a593Smuzhiyun * notice and this permission notice appear in supporting documentation, and
8*4882a593Smuzhiyun * that the name of the copyright holders not be used in advertising or
9*4882a593Smuzhiyun * publicity pertaining to distribution of the software without specific,
10*4882a593Smuzhiyun * written prior permission. The copyright holders make no representations
11*4882a593Smuzhiyun * about the suitability of this software for any purpose. It is provided "as
12*4882a593Smuzhiyun * is" without express or implied warranty.
13*4882a593Smuzhiyun *
14*4882a593Smuzhiyun * THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
15*4882a593Smuzhiyun * INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
16*4882a593Smuzhiyun * EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
17*4882a593Smuzhiyun * CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
18*4882a593Smuzhiyun * DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
19*4882a593Smuzhiyun * TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
20*4882a593Smuzhiyun * OF THIS SOFTWARE.
21*4882a593Smuzhiyun */
22*4882a593Smuzhiyun
23*4882a593Smuzhiyun #include "glamor_priv.h"
24*4882a593Smuzhiyun #include "glamor_program.h"
25*4882a593Smuzhiyun #include "glamor_transform.h"
26*4882a593Smuzhiyun #include "glamor_transfer.h"
27*4882a593Smuzhiyun #include "glamor_prepare.h"
28*4882a593Smuzhiyun
29*4882a593Smuzhiyun static const char dash_vs_vars[] =
30*4882a593Smuzhiyun "attribute vec3 primitive;\n"
31*4882a593Smuzhiyun "varying float dash_offset;\n";
32*4882a593Smuzhiyun
33*4882a593Smuzhiyun static const char dash_vs_exec[] =
34*4882a593Smuzhiyun " dash_offset = primitive.z / dash_length;\n"
35*4882a593Smuzhiyun " vec2 pos = vec2(0,0);\n"
36*4882a593Smuzhiyun GLAMOR_POS(gl_Position, primitive.xy);
37*4882a593Smuzhiyun
38*4882a593Smuzhiyun static const char dash_fs_vars[] =
39*4882a593Smuzhiyun "varying float dash_offset;\n";
40*4882a593Smuzhiyun
41*4882a593Smuzhiyun static const char on_off_fs_exec[] =
42*4882a593Smuzhiyun " float pattern = texture2D(dash, vec2(dash_offset, 0.5)).w;\n"
43*4882a593Smuzhiyun " if (pattern == 0.0)\n"
44*4882a593Smuzhiyun " discard;\n";
45*4882a593Smuzhiyun
46*4882a593Smuzhiyun /* XXX deal with stippled double dashed lines once we have stippling support */
47*4882a593Smuzhiyun static const char double_fs_exec[] =
48*4882a593Smuzhiyun " float pattern = texture2D(dash, vec2(dash_offset, 0.5)).w;\n"
49*4882a593Smuzhiyun " if (pattern == 0.0)\n"
50*4882a593Smuzhiyun " gl_FragColor = bg;\n"
51*4882a593Smuzhiyun " else\n"
52*4882a593Smuzhiyun " gl_FragColor = fg;\n";
53*4882a593Smuzhiyun
54*4882a593Smuzhiyun
55*4882a593Smuzhiyun static const glamor_facet glamor_facet_on_off_dash_lines = {
56*4882a593Smuzhiyun .version = 130,
57*4882a593Smuzhiyun .name = "poly_lines_on_off_dash",
58*4882a593Smuzhiyun .vs_vars = dash_vs_vars,
59*4882a593Smuzhiyun .vs_exec = dash_vs_exec,
60*4882a593Smuzhiyun .fs_vars = dash_fs_vars,
61*4882a593Smuzhiyun .fs_exec = on_off_fs_exec,
62*4882a593Smuzhiyun .locations = glamor_program_location_dash,
63*4882a593Smuzhiyun };
64*4882a593Smuzhiyun
65*4882a593Smuzhiyun static const glamor_facet glamor_facet_double_dash_lines = {
66*4882a593Smuzhiyun .version = 130,
67*4882a593Smuzhiyun .name = "poly_lines_double_dash",
68*4882a593Smuzhiyun .vs_vars = dash_vs_vars,
69*4882a593Smuzhiyun .vs_exec = dash_vs_exec,
70*4882a593Smuzhiyun .fs_vars = dash_fs_vars,
71*4882a593Smuzhiyun .fs_exec = double_fs_exec,
72*4882a593Smuzhiyun .locations = (glamor_program_location_dash|
73*4882a593Smuzhiyun glamor_program_location_fg|
74*4882a593Smuzhiyun glamor_program_location_bg),
75*4882a593Smuzhiyun };
76*4882a593Smuzhiyun
77*4882a593Smuzhiyun static PixmapPtr
glamor_get_dash_pixmap(GCPtr gc)78*4882a593Smuzhiyun glamor_get_dash_pixmap(GCPtr gc)
79*4882a593Smuzhiyun {
80*4882a593Smuzhiyun glamor_gc_private *gc_priv = glamor_get_gc_private(gc);
81*4882a593Smuzhiyun ScreenPtr screen = gc->pScreen;
82*4882a593Smuzhiyun PixmapPtr pixmap;
83*4882a593Smuzhiyun int offset;
84*4882a593Smuzhiyun int d;
85*4882a593Smuzhiyun uint32_t pixel;
86*4882a593Smuzhiyun GCPtr scratch_gc;
87*4882a593Smuzhiyun
88*4882a593Smuzhiyun if (gc_priv->dash)
89*4882a593Smuzhiyun return gc_priv->dash;
90*4882a593Smuzhiyun
91*4882a593Smuzhiyun offset = 0;
92*4882a593Smuzhiyun for (d = 0; d < gc->numInDashList; d++)
93*4882a593Smuzhiyun offset += gc->dash[d];
94*4882a593Smuzhiyun
95*4882a593Smuzhiyun pixmap = glamor_create_pixmap(screen, offset, 1, 8, 0);
96*4882a593Smuzhiyun if (!pixmap)
97*4882a593Smuzhiyun goto bail;
98*4882a593Smuzhiyun
99*4882a593Smuzhiyun scratch_gc = GetScratchGC(8, screen);
100*4882a593Smuzhiyun if (!scratch_gc)
101*4882a593Smuzhiyun goto bail_pixmap;
102*4882a593Smuzhiyun
103*4882a593Smuzhiyun pixel = 0xffffffff;
104*4882a593Smuzhiyun offset = 0;
105*4882a593Smuzhiyun for (d = 0; d < gc->numInDashList; d++) {
106*4882a593Smuzhiyun xRectangle rect;
107*4882a593Smuzhiyun ChangeGCVal changes;
108*4882a593Smuzhiyun
109*4882a593Smuzhiyun changes.val = pixel;
110*4882a593Smuzhiyun (void) ChangeGC(NullClient, scratch_gc,
111*4882a593Smuzhiyun GCForeground, &changes);
112*4882a593Smuzhiyun ValidateGC(&pixmap->drawable, scratch_gc);
113*4882a593Smuzhiyun rect.x = offset;
114*4882a593Smuzhiyun rect.y = 0;
115*4882a593Smuzhiyun rect.width = gc->dash[d];
116*4882a593Smuzhiyun rect.height = 1;
117*4882a593Smuzhiyun scratch_gc->ops->PolyFillRect (&pixmap->drawable, scratch_gc, 1, &rect);
118*4882a593Smuzhiyun offset += gc->dash[d];
119*4882a593Smuzhiyun pixel = ~pixel;
120*4882a593Smuzhiyun }
121*4882a593Smuzhiyun FreeScratchGC(scratch_gc);
122*4882a593Smuzhiyun
123*4882a593Smuzhiyun gc_priv->dash = pixmap;
124*4882a593Smuzhiyun return pixmap;
125*4882a593Smuzhiyun
126*4882a593Smuzhiyun bail_pixmap:
127*4882a593Smuzhiyun glamor_destroy_pixmap(pixmap);
128*4882a593Smuzhiyun bail:
129*4882a593Smuzhiyun return NULL;
130*4882a593Smuzhiyun }
131*4882a593Smuzhiyun
132*4882a593Smuzhiyun static glamor_program *
glamor_dash_setup(DrawablePtr drawable,GCPtr gc)133*4882a593Smuzhiyun glamor_dash_setup(DrawablePtr drawable, GCPtr gc)
134*4882a593Smuzhiyun {
135*4882a593Smuzhiyun ScreenPtr screen = drawable->pScreen;
136*4882a593Smuzhiyun glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
137*4882a593Smuzhiyun PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
138*4882a593Smuzhiyun glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
139*4882a593Smuzhiyun PixmapPtr dash_pixmap;
140*4882a593Smuzhiyun glamor_pixmap_private *dash_priv;
141*4882a593Smuzhiyun glamor_program *prog;
142*4882a593Smuzhiyun
143*4882a593Smuzhiyun if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv))
144*4882a593Smuzhiyun goto bail;
145*4882a593Smuzhiyun
146*4882a593Smuzhiyun if (gc->lineWidth != 0)
147*4882a593Smuzhiyun goto bail;
148*4882a593Smuzhiyun
149*4882a593Smuzhiyun dash_pixmap = glamor_get_dash_pixmap(gc);
150*4882a593Smuzhiyun dash_priv = glamor_get_pixmap_private(dash_pixmap);
151*4882a593Smuzhiyun
152*4882a593Smuzhiyun if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dash_priv))
153*4882a593Smuzhiyun goto bail;
154*4882a593Smuzhiyun
155*4882a593Smuzhiyun glamor_make_current(glamor_priv);
156*4882a593Smuzhiyun
157*4882a593Smuzhiyun switch (gc->lineStyle) {
158*4882a593Smuzhiyun case LineOnOffDash:
159*4882a593Smuzhiyun prog = glamor_use_program_fill(pixmap, gc,
160*4882a593Smuzhiyun &glamor_priv->on_off_dash_line_progs,
161*4882a593Smuzhiyun &glamor_facet_on_off_dash_lines);
162*4882a593Smuzhiyun if (!prog)
163*4882a593Smuzhiyun goto bail;
164*4882a593Smuzhiyun break;
165*4882a593Smuzhiyun case LineDoubleDash:
166*4882a593Smuzhiyun if (gc->fillStyle != FillSolid)
167*4882a593Smuzhiyun goto bail;
168*4882a593Smuzhiyun
169*4882a593Smuzhiyun prog = &glamor_priv->double_dash_line_prog;
170*4882a593Smuzhiyun
171*4882a593Smuzhiyun if (!prog->prog) {
172*4882a593Smuzhiyun if (!glamor_build_program(screen, prog,
173*4882a593Smuzhiyun &glamor_facet_double_dash_lines,
174*4882a593Smuzhiyun NULL, NULL, NULL))
175*4882a593Smuzhiyun goto bail;
176*4882a593Smuzhiyun }
177*4882a593Smuzhiyun
178*4882a593Smuzhiyun if (!glamor_use_program(pixmap, gc, prog, NULL))
179*4882a593Smuzhiyun goto bail;
180*4882a593Smuzhiyun
181*4882a593Smuzhiyun glamor_set_color(pixmap, gc->fgPixel, prog->fg_uniform);
182*4882a593Smuzhiyun glamor_set_color(pixmap, gc->bgPixel, prog->bg_uniform);
183*4882a593Smuzhiyun break;
184*4882a593Smuzhiyun
185*4882a593Smuzhiyun default:
186*4882a593Smuzhiyun goto bail;
187*4882a593Smuzhiyun }
188*4882a593Smuzhiyun
189*4882a593Smuzhiyun
190*4882a593Smuzhiyun /* Set the dash pattern as texture 1 */
191*4882a593Smuzhiyun
192*4882a593Smuzhiyun glamor_bind_texture(glamor_priv, GL_TEXTURE1, dash_priv->fbo, FALSE);
193*4882a593Smuzhiyun glUniform1i(prog->dash_uniform, 1);
194*4882a593Smuzhiyun glUniform1f(prog->dash_length_uniform, dash_pixmap->drawable.width);
195*4882a593Smuzhiyun
196*4882a593Smuzhiyun return prog;
197*4882a593Smuzhiyun
198*4882a593Smuzhiyun bail:
199*4882a593Smuzhiyun return NULL;
200*4882a593Smuzhiyun }
201*4882a593Smuzhiyun
202*4882a593Smuzhiyun static void
glamor_dash_loop(DrawablePtr drawable,GCPtr gc,glamor_program * prog,int n,GLenum mode)203*4882a593Smuzhiyun glamor_dash_loop(DrawablePtr drawable, GCPtr gc, glamor_program *prog,
204*4882a593Smuzhiyun int n, GLenum mode)
205*4882a593Smuzhiyun {
206*4882a593Smuzhiyun PixmapPtr pixmap = glamor_get_drawable_pixmap(drawable);
207*4882a593Smuzhiyun glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
208*4882a593Smuzhiyun int box_index;
209*4882a593Smuzhiyun int off_x, off_y;
210*4882a593Smuzhiyun
211*4882a593Smuzhiyun glEnable(GL_SCISSOR_TEST);
212*4882a593Smuzhiyun
213*4882a593Smuzhiyun glamor_pixmap_loop(pixmap_priv, box_index) {
214*4882a593Smuzhiyun int nbox = RegionNumRects(gc->pCompositeClip);
215*4882a593Smuzhiyun BoxPtr box = RegionRects(gc->pCompositeClip);
216*4882a593Smuzhiyun
217*4882a593Smuzhiyun glamor_set_destination_drawable(drawable, box_index, TRUE, TRUE,
218*4882a593Smuzhiyun prog->matrix_uniform, &off_x, &off_y);
219*4882a593Smuzhiyun
220*4882a593Smuzhiyun while (nbox--) {
221*4882a593Smuzhiyun glScissor(box->x1 + off_x,
222*4882a593Smuzhiyun box->y1 + off_y,
223*4882a593Smuzhiyun box->x2 - box->x1,
224*4882a593Smuzhiyun box->y2 - box->y1);
225*4882a593Smuzhiyun box++;
226*4882a593Smuzhiyun glDrawArrays(mode, 0, n);
227*4882a593Smuzhiyun }
228*4882a593Smuzhiyun }
229*4882a593Smuzhiyun
230*4882a593Smuzhiyun glDisable(GL_SCISSOR_TEST);
231*4882a593Smuzhiyun glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
232*4882a593Smuzhiyun
233*4882a593Smuzhiyun glamor_pixmap_invalid(pixmap);
234*4882a593Smuzhiyun }
235*4882a593Smuzhiyun
236*4882a593Smuzhiyun static int
glamor_line_length(short x1,short y1,short x2,short y2)237*4882a593Smuzhiyun glamor_line_length(short x1, short y1, short x2, short y2)
238*4882a593Smuzhiyun {
239*4882a593Smuzhiyun return max(abs(x2 - x1), abs(y2 - y1));
240*4882a593Smuzhiyun }
241*4882a593Smuzhiyun
242*4882a593Smuzhiyun Bool
glamor_poly_lines_dash_gl(DrawablePtr drawable,GCPtr gc,int mode,int n,DDXPointPtr points)243*4882a593Smuzhiyun glamor_poly_lines_dash_gl(DrawablePtr drawable, GCPtr gc,
244*4882a593Smuzhiyun int mode, int n, DDXPointPtr points)
245*4882a593Smuzhiyun {
246*4882a593Smuzhiyun ScreenPtr screen = drawable->pScreen;
247*4882a593Smuzhiyun glamor_program *prog;
248*4882a593Smuzhiyun short *v;
249*4882a593Smuzhiyun char *vbo_offset;
250*4882a593Smuzhiyun int add_last;
251*4882a593Smuzhiyun int dash_pos;
252*4882a593Smuzhiyun int prev_x, prev_y;
253*4882a593Smuzhiyun int i;
254*4882a593Smuzhiyun
255*4882a593Smuzhiyun if (n < 2)
256*4882a593Smuzhiyun return TRUE;
257*4882a593Smuzhiyun
258*4882a593Smuzhiyun if (!(prog = glamor_dash_setup(drawable, gc)))
259*4882a593Smuzhiyun return FALSE;
260*4882a593Smuzhiyun
261*4882a593Smuzhiyun add_last = 0;
262*4882a593Smuzhiyun if (gc->capStyle != CapNotLast)
263*4882a593Smuzhiyun add_last = 1;
264*4882a593Smuzhiyun
265*4882a593Smuzhiyun /* Set up the vertex buffers for the points */
266*4882a593Smuzhiyun
267*4882a593Smuzhiyun v = glamor_get_vbo_space(drawable->pScreen,
268*4882a593Smuzhiyun (n + add_last) * 3 * sizeof (short),
269*4882a593Smuzhiyun &vbo_offset);
270*4882a593Smuzhiyun
271*4882a593Smuzhiyun glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
272*4882a593Smuzhiyun glVertexAttribPointer(GLAMOR_VERTEX_POS, 3, GL_SHORT, GL_FALSE,
273*4882a593Smuzhiyun 3 * sizeof (short), vbo_offset);
274*4882a593Smuzhiyun
275*4882a593Smuzhiyun dash_pos = gc->dashOffset;
276*4882a593Smuzhiyun prev_x = prev_y = 0;
277*4882a593Smuzhiyun for (i = 0; i < n; i++) {
278*4882a593Smuzhiyun int this_x = points[i].x;
279*4882a593Smuzhiyun int this_y = points[i].y;
280*4882a593Smuzhiyun if (i) {
281*4882a593Smuzhiyun if (mode == CoordModePrevious) {
282*4882a593Smuzhiyun this_x += prev_x;
283*4882a593Smuzhiyun this_y += prev_y;
284*4882a593Smuzhiyun }
285*4882a593Smuzhiyun dash_pos += glamor_line_length(prev_x, prev_y,
286*4882a593Smuzhiyun this_x, this_y);
287*4882a593Smuzhiyun }
288*4882a593Smuzhiyun v[0] = prev_x = this_x;
289*4882a593Smuzhiyun v[1] = prev_y = this_y;
290*4882a593Smuzhiyun v[2] = dash_pos;
291*4882a593Smuzhiyun v += 3;
292*4882a593Smuzhiyun }
293*4882a593Smuzhiyun
294*4882a593Smuzhiyun if (add_last) {
295*4882a593Smuzhiyun v[0] = prev_x + 1;
296*4882a593Smuzhiyun v[1] = prev_y;
297*4882a593Smuzhiyun v[2] = dash_pos + 1;
298*4882a593Smuzhiyun }
299*4882a593Smuzhiyun
300*4882a593Smuzhiyun glamor_put_vbo_space(screen);
301*4882a593Smuzhiyun
302*4882a593Smuzhiyun glamor_dash_loop(drawable, gc, prog, n + add_last, GL_LINE_STRIP);
303*4882a593Smuzhiyun
304*4882a593Smuzhiyun return TRUE;
305*4882a593Smuzhiyun }
306*4882a593Smuzhiyun
307*4882a593Smuzhiyun static short *
glamor_add_segment(short * v,short x1,short y1,short x2,short y2,int dash_start,int dash_end)308*4882a593Smuzhiyun glamor_add_segment(short *v, short x1, short y1, short x2, short y2,
309*4882a593Smuzhiyun int dash_start, int dash_end)
310*4882a593Smuzhiyun {
311*4882a593Smuzhiyun v[0] = x1;
312*4882a593Smuzhiyun v[1] = y1;
313*4882a593Smuzhiyun v[2] = dash_start;
314*4882a593Smuzhiyun
315*4882a593Smuzhiyun v[3] = x2;
316*4882a593Smuzhiyun v[4] = y2;
317*4882a593Smuzhiyun v[5] = dash_end;
318*4882a593Smuzhiyun return v + 6;
319*4882a593Smuzhiyun }
320*4882a593Smuzhiyun
321*4882a593Smuzhiyun Bool
glamor_poly_segment_dash_gl(DrawablePtr drawable,GCPtr gc,int nseg,xSegment * segs)322*4882a593Smuzhiyun glamor_poly_segment_dash_gl(DrawablePtr drawable, GCPtr gc,
323*4882a593Smuzhiyun int nseg, xSegment *segs)
324*4882a593Smuzhiyun {
325*4882a593Smuzhiyun ScreenPtr screen = drawable->pScreen;
326*4882a593Smuzhiyun glamor_program *prog;
327*4882a593Smuzhiyun short *v;
328*4882a593Smuzhiyun char *vbo_offset;
329*4882a593Smuzhiyun int dash_start = gc->dashOffset;
330*4882a593Smuzhiyun int add_last;
331*4882a593Smuzhiyun int i;
332*4882a593Smuzhiyun
333*4882a593Smuzhiyun if (!(prog = glamor_dash_setup(drawable, gc)))
334*4882a593Smuzhiyun return FALSE;
335*4882a593Smuzhiyun
336*4882a593Smuzhiyun add_last = 0;
337*4882a593Smuzhiyun if (gc->capStyle != CapNotLast)
338*4882a593Smuzhiyun add_last = 1;
339*4882a593Smuzhiyun
340*4882a593Smuzhiyun /* Set up the vertex buffers for the points */
341*4882a593Smuzhiyun
342*4882a593Smuzhiyun v = glamor_get_vbo_space(drawable->pScreen,
343*4882a593Smuzhiyun (nseg<<add_last) * 6 * sizeof (short),
344*4882a593Smuzhiyun &vbo_offset);
345*4882a593Smuzhiyun
346*4882a593Smuzhiyun glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
347*4882a593Smuzhiyun glVertexAttribPointer(GLAMOR_VERTEX_POS, 3, GL_SHORT, GL_FALSE,
348*4882a593Smuzhiyun 3 * sizeof (short), vbo_offset);
349*4882a593Smuzhiyun
350*4882a593Smuzhiyun for (i = 0; i < nseg; i++) {
351*4882a593Smuzhiyun int dash_end = dash_start + glamor_line_length(segs[i].x1, segs[i].y1,
352*4882a593Smuzhiyun segs[i].x2, segs[i].y2);
353*4882a593Smuzhiyun v = glamor_add_segment(v,
354*4882a593Smuzhiyun segs[i].x1, segs[i].y1,
355*4882a593Smuzhiyun segs[i].x2, segs[i].y2,
356*4882a593Smuzhiyun dash_start, dash_end);
357*4882a593Smuzhiyun if (add_last)
358*4882a593Smuzhiyun v = glamor_add_segment(v,
359*4882a593Smuzhiyun segs[i].x2, segs[i].y2,
360*4882a593Smuzhiyun segs[i].x2 + 1, segs[i].y2,
361*4882a593Smuzhiyun dash_end, dash_end + 1);
362*4882a593Smuzhiyun }
363*4882a593Smuzhiyun
364*4882a593Smuzhiyun glamor_put_vbo_space(screen);
365*4882a593Smuzhiyun
366*4882a593Smuzhiyun glamor_dash_loop(drawable, gc, prog, nseg << (1 + add_last), GL_LINES);
367*4882a593Smuzhiyun
368*4882a593Smuzhiyun return TRUE;
369*4882a593Smuzhiyun }
370