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authorEric Anholt <eric@anholt.net>2013-12-18 13:24:14 -0800
committerEric Anholt <eric@anholt.net>2014-03-05 13:10:12 -0800
commit9fe052d90cca90fdf750d3a45b151be2ac7f0ebd (patch)
tree8806aeea1cf8307c7a93d22cca5e5158f8955c90 /hw/kdrive/ephyr/ephyr_glamor_glx.c
parentb634e909895f6001e7d9543e1350b20c82c8c01c (diff)
xephyr: Build support for rendering with glamor using a -glamor option.
v2: Avoid making the Ximage for the screen that we'll never use, and drive the screen pixmap creation for glamor ourselves. Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Keith Packard <keithp@keithp.com> (v1) Reviewed-by: Adam Jackson <ajax@redhat.com>
Diffstat (limited to 'hw/kdrive/ephyr/ephyr_glamor_glx.c')
-rw-r--r--hw/kdrive/ephyr/ephyr_glamor_glx.c292
1 files changed, 292 insertions, 0 deletions
diff --git a/hw/kdrive/ephyr/ephyr_glamor_glx.c b/hw/kdrive/ephyr/ephyr_glamor_glx.c
new file mode 100644
index 000000000..a937c1ac5
--- /dev/null
+++ b/hw/kdrive/ephyr/ephyr_glamor_glx.c
@@ -0,0 +1,292 @@
+/*
+ * Copyright © 2013 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+/** @file ephyr_glamor_glx.c
+ *
+ * Separate file for hiding Xlib and GLX-using parts of xephyr from
+ * the rest of the server-struct-aware build.
+ */
+
+#include <stdlib.h>
+#include <X11/Xlib.h>
+#include <X11/Xlib-xcb.h>
+#include <xcb/xcb_aux.h>
+#include <pixman.h>
+#include <epoxy/glx.h>
+#include "ephyr_glamor_glx.h"
+#include "os.h"
+
+/** @{
+ *
+ * global state for Xephyr with glamor.
+ *
+ * Xephyr can render with multiple windows, but all the windows have
+ * to be on the same X connection and all have to have the same
+ * visual.
+ */
+static Display *dpy;
+static XVisualInfo *visual_info;
+static GLXFBConfig fb_config;
+/** @} */
+
+/**
+ * Per-screen state for Xephyr with glamor.
+ */
+struct ephyr_glamor {
+ GLXContext ctx;
+ Window win;
+ GLXWindow glx_win;
+
+ GLuint tex;
+
+ GLuint texture_shader;
+ GLuint texture_shader_position_loc;
+ GLuint texture_shader_texcoord_loc;
+};
+
+static GLint
+ephyr_glamor_compile_glsl_prog(GLenum type, const char *source)
+{
+ GLint ok;
+ GLint prog;
+
+ prog = glCreateShader(type);
+ glShaderSource(prog, 1, (const GLchar **) &source, NULL);
+ glCompileShader(prog);
+ glGetShaderiv(prog, GL_COMPILE_STATUS, &ok);
+ if (!ok) {
+ GLchar *info;
+ GLint size;
+
+ glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size);
+ info = malloc(size);
+ if (info) {
+ glGetShaderInfoLog(prog, size, NULL, info);
+ ErrorF("Failed to compile %s: %s\n",
+ type == GL_FRAGMENT_SHADER ? "FS" : "VS", info);
+ ErrorF("Program source:\n%s", source);
+ free(info);
+ }
+ else
+ ErrorF("Failed to get shader compilation info.\n");
+ FatalError("GLSL compile failure\n");
+ }
+
+ return prog;
+}
+
+static GLuint
+ephyr_glamor_build_glsl_prog(GLuint vs, GLuint fs)
+{
+ GLint ok;
+ GLuint prog;
+
+ prog = glCreateProgram();
+ glAttachShader(prog, vs);
+ glAttachShader(prog, fs);
+
+ glLinkProgram(prog);
+ glGetProgramiv(prog, GL_LINK_STATUS, &ok);
+ if (!ok) {
+ GLchar *info;
+ GLint size;
+
+ glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &size);
+ info = malloc(size);
+
+ glGetProgramInfoLog(prog, size, NULL, info);
+ ErrorF("Failed to link: %s\n", info);
+ FatalError("GLSL link failure\n");
+ }
+
+ return prog;
+}
+
+static void
+ephyr_glamor_setup_texturing_shader(struct ephyr_glamor *glamor)
+{
+ const char *vs_source =
+ "attribute vec2 texcoord;\n"
+ "attribute vec2 position;\n"
+ "varying vec2 t;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " t = texcoord;\n"
+ " gl_Position = vec4(position, 0, 1);\n"
+ "}\n";
+
+ const char *fs_source =
+ "varying vec2 t;\n"
+ "uniform sampler2D s; /* initially 0 */\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = texture2D(s, t);\n"
+ "}\n";
+
+ GLuint fs, vs, prog;
+
+ vs = ephyr_glamor_compile_glsl_prog(GL_VERTEX_SHADER, vs_source);
+ fs = ephyr_glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, fs_source);
+ prog = ephyr_glamor_build_glsl_prog(vs, fs);
+
+ glamor->texture_shader = prog;
+ glamor->texture_shader_position_loc = glGetAttribLocation(prog, "position");
+ assert(glamor->texture_shader_position_loc != -1);
+ glamor->texture_shader_texcoord_loc = glGetAttribLocation(prog, "texcoord");
+ assert(glamor->texture_shader_texcoord_loc != -1);
+}
+
+xcb_connection_t *
+ephyr_glamor_connect(void)
+{
+ dpy = XOpenDisplay(NULL);
+ if (!dpy)
+ return NULL;
+
+ XSetEventQueueOwner(dpy, XCBOwnsEventQueue);
+
+ return XGetXCBConnection(dpy);
+}
+
+void
+ephyr_glamor_set_texture(struct ephyr_glamor *glamor, uint32_t tex)
+{
+ glamor->tex = tex;
+}
+
+void
+ephyr_glamor_damage_redisplay(struct ephyr_glamor *glamor,
+ struct pixman_region16 *damage)
+{
+ /* Redraw the whole screen, since glXSwapBuffers leaves the back
+ * buffer undefined.
+ */
+ static const float position[] = {
+ -1, -1,
+ 1, -1,
+ 1, 1,
+ -1, 1,
+ };
+ static const float texcoords[] = {
+ 0, 1,
+ 1, 1,
+ 1, 0,
+ 0, 0,
+ };
+
+ glXMakeCurrent(dpy, glamor->glx_win, glamor->ctx);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glUseProgram(glamor->texture_shader);
+
+ glVertexAttribPointer(glamor->texture_shader_position_loc,
+ 2, GL_FLOAT, FALSE, 0, position);
+ glVertexAttribPointer(glamor->texture_shader_texcoord_loc,
+ 2, GL_FLOAT, FALSE, 0, texcoords);
+ glEnableVertexAttribArray(glamor->texture_shader_position_loc);
+ glEnableVertexAttribArray(glamor->texture_shader_texcoord_loc);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, glamor->tex);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glDisableVertexAttribArray(glamor->texture_shader_position_loc);
+ glDisableVertexAttribArray(glamor->texture_shader_texcoord_loc);
+
+ glXSwapBuffers(dpy, glamor->glx_win);
+}
+
+struct ephyr_glamor *
+ephyr_glamor_glx_screen_init(xcb_window_t win)
+{
+ GLXContext ctx;
+ struct ephyr_glamor *glamor;
+ GLXWindow glx_win;
+
+ glamor = calloc(1, sizeof(struct ephyr_glamor));
+ if (!glamor) {
+ FatalError("malloc");
+ return NULL;
+ }
+
+ glx_win = glXCreateWindow(dpy, fb_config, win, NULL);
+
+ ctx = glXCreateContext(dpy, visual_info, NULL, True);
+ if (ctx == NULL)
+ FatalError("glXCreateContext failed\n");
+
+ if (!glXMakeCurrent(dpy, glx_win, ctx))
+ FatalError("glXMakeCurrent failed\n");
+
+ glamor->ctx = ctx;
+ glamor->win = win;
+ glamor->glx_win = glx_win;
+ ephyr_glamor_setup_texturing_shader(glamor);
+
+ return glamor;
+}
+
+void
+ephyr_glamor_glx_screen_fini(struct ephyr_glamor *glamor)
+{
+ glXMakeCurrent(dpy, None, NULL);
+ glXDestroyContext(dpy, glamor->ctx);
+ glXDestroyWindow(dpy, glamor->glx_win);
+
+ free(glamor);
+}
+
+xcb_visualtype_t *
+ephyr_glamor_get_visual(void)
+{
+ xcb_screen_t *xscreen =
+ xcb_aux_get_screen(XGetXCBConnection(dpy), DefaultScreen(dpy));
+ int attribs[] = {
+ GLX_RENDER_TYPE, GLX_RGBA_BIT,
+ GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
+ GLX_RED_SIZE, 1,
+ GLX_GREEN_SIZE, 1,
+ GLX_BLUE_SIZE, 1,
+ GLX_DOUBLEBUFFER, 1,
+ None
+ };
+ int event_base = 0, error_base = 0, nelements;
+ GLXFBConfig *fbconfigs;
+
+ if (!glXQueryExtension (dpy, &error_base, &event_base))
+ FatalError("Couldn't find GLX extension\n");
+
+ fbconfigs = glXChooseFBConfig(dpy, DefaultScreen(dpy), attribs, &nelements);
+ if (!nelements)
+ FatalError("Couldn't choose an FBConfig\n");
+ fb_config = fbconfigs[0];
+ free(fbconfigs);
+
+ visual_info = glXGetVisualFromFBConfig(dpy, fb_config);
+ if (visual_info == NULL)
+ FatalError("Couldn't get RGB visual\n");
+
+ return xcb_aux_find_visual_by_id(xscreen, visual_info->visualid);
+}