gl-renderer: compress pixman bands to simplify geometry
Pixman uses y-x banded rectangles to represent regions. We use these y-x banded rectangles to generate triangle fans, resulting in more geometry than strictly necessary to draw the screen. This patch combines the bands to reduce geometry for complex scenes. Acked-by: "Jasper St. Pierre" <jstpierre@mecheye.net> Tested-by: Pekka Paalanen <pekka.paalanen@collabora.co.uk>
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@ -25,6 +25,7 @@
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <string.h>
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#include <ctype.h>
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@ -296,6 +297,55 @@ calculate_edges(struct weston_view *ev, pixman_box32_t *rect,
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return n;
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}
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static bool
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merge_down(pixman_box32_t *a, pixman_box32_t *b, pixman_box32_t *merge)
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{
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if (a->x1 == b->x1 && a->x2 == b->x2 && a->y1 == b->y2) {
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merge->x1 = a->x1;
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merge->x2 = a->x2;
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merge->y1 = b->y1;
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merge->y2 = a->y2;
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return true;
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}
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return false;
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}
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static int
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compress_bands(pixman_box32_t *inrects, int nrects,
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pixman_box32_t **outrects)
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{
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bool merged;
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pixman_box32_t *out, merge_rect;
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int i, j, nout;
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if (!nrects) {
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*outrects = NULL;
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return 0;
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}
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/* nrects is an upper bound - we're not too worried about
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* allocating a little extra
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*/
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out = malloc(sizeof(pixman_box32_t) * nrects);
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out[0] = inrects[0];
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nout = 1;
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for (i = 1; i < nrects; i++) {
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for (j = 0; j < nout; j++) {
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merged = merge_down(&inrects[i], &out[j], &merge_rect);
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if (merged) {
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out[j] = merge_rect;
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break;
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}
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}
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if (!merged) {
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out[nout] = inrects[i];
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nout++;
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}
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}
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*outrects = out;
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return nout;
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}
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static int
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texture_region(struct weston_view *ev, pixman_region32_t *region,
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pixman_region32_t *surf_region)
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@ -306,11 +356,20 @@ texture_region(struct weston_view *ev, pixman_region32_t *region,
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GLfloat *v, inv_width, inv_height;
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unsigned int *vtxcnt, nvtx = 0;
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pixman_box32_t *rects, *surf_rects;
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int i, j, k, nrects, nsurf;
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rects = pixman_region32_rectangles(region, &nrects);
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pixman_box32_t *raw_rects;
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int i, j, k, nrects, nsurf, raw_nrects;
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bool used_band_compression;
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raw_rects = pixman_region32_rectangles(region, &raw_nrects);
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surf_rects = pixman_region32_rectangles(surf_region, &nsurf);
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if (raw_nrects < 4) {
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used_band_compression = false;
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nrects = raw_nrects;
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rects = raw_rects;
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} else {
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nrects = compress_bands(raw_rects, raw_nrects, &rects);
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used_band_compression = true;
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}
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/* worst case we can have 8 vertices per rect (ie. clipped into
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* an octagon):
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*/
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@ -369,6 +428,8 @@ texture_region(struct weston_view *ev, pixman_region32_t *region,
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}
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}
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if (used_band_compression)
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free(rects);
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return nvtx;
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}
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