glamor: Convert XV to using glamor_program.c.
One less custom path! By following the common glamor_program.c use pattern, we get the ability to handle large pixmaps as the destination. It's also one less place where glamor_utils.h coordinate transformation happens. Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Dave Airlie <airlied@redhat.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@ -318,7 +318,7 @@ typedef struct glamor_screen_private {
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Bool logged_any_fbo_allocation_failure;
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/* xv */
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GLint xv_prog;
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glamor_program xv_prog;
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struct glamor_context ctx;
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} glamor_screen_private;
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@ -37,6 +37,7 @@
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#endif
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#include "glamor_priv.h"
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#include "glamor_transform.h"
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#include "glamor_transfer.h"
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#include <X11/extensions/Xv.h>
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@ -58,36 +59,36 @@ typedef struct tagREF_TRANSFORM {
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#define RTFContrast(a) (1.0 + ((a)*1.0)/1000.0)
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#define RTFHue(a) (((a)*3.1416)/1000.0)
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static const char *xv_vs = "attribute vec4 v_position;\n"
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"attribute vec4 v_texcoord0;\n"
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"varying vec2 tcs;\n"
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"void main()\n"
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"{\n"
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" gl_Position = v_position;\n"
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"tcs = v_texcoord0.xy;\n"
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"}\n";
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static const glamor_facet glamor_facet_xv_planar = {
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.name = "xv_planar",
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static const char *xv_ps = GLAMOR_DEFAULT_PRECISION
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"uniform sampler2D y_sampler;\n"
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"uniform sampler2D u_sampler;\n"
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"uniform sampler2D v_sampler;\n"
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"uniform vec4 offsetyco;\n"
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"uniform vec4 ucogamma;\n"
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"uniform vec4 vco;\n"
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"varying vec2 tcs;\n"
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"float sample;\n"
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"vec4 temp1;\n"
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"void main()\n"
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"{\n"
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"sample = texture2D(y_sampler, tcs).w;\n"
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"temp1.xyz = offsetyco.www * vec3(sample) + offsetyco.xyz;\n"
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"sample = texture2D(u_sampler, tcs).w;\n"
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"temp1.xyz = ucogamma.xyz * vec3(sample) + temp1.xyz;\n"
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"sample = texture2D(v_sampler, tcs).w;\n"
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"temp1.xyz = clamp(vco.xyz * vec3(sample) + temp1.xyz, 0.0, 1.0);\n"
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"temp1.w = 1.0;\n"
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"gl_FragColor = temp1;\n"
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"}\n";
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.source_name = "v_texcoord0",
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.vs_vars = ("attribute vec2 position;\n"
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"attribute vec2 v_texcoord0;\n"
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"varying vec2 tcs;\n"),
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.vs_exec = (GLAMOR_POS(gl_Position, position)
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" tcs = v_texcoord0;\n"),
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.fs_vars = ("uniform sampler2D y_sampler;\n"
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"uniform sampler2D u_sampler;\n"
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"uniform sampler2D v_sampler;\n"
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"uniform vec4 offsetyco;\n"
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"uniform vec4 ucogamma;\n"
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"uniform vec4 vco;\n"
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"varying vec2 tcs;\n"),
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.fs_exec = (
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" float sample;\n"
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" vec4 temp1;\n"
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" sample = texture2D(y_sampler, tcs).w;\n"
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" temp1.xyz = offsetyco.www * vec3(sample) + offsetyco.xyz;\n"
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" sample = texture2D(u_sampler, tcs).w;\n"
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" temp1.xyz = ucogamma.xyz * vec3(sample) + temp1.xyz;\n"
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" sample = texture2D(v_sampler, tcs).w;\n"
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" temp1.xyz = clamp(vco.xyz * vec3(sample) + temp1.xyz, 0.0, 1.0);\n"
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" temp1.w = 1.0;\n"
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" gl_FragColor = temp1;\n"
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),
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};
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#define MAKE_ATOM(a) MakeAtom(a, sizeof(a) - 1, TRUE)
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@ -113,30 +114,19 @@ int glamor_xv_num_images = ARRAY_SIZE(glamor_xv_images);
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static void
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glamor_init_xv_shader(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv;
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GLint fs_prog, vs_prog, sampler_loc;
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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GLint sampler_loc;
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glamor_priv = glamor_get_screen_private(screen);
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glamor_make_current(glamor_priv);
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glamor_priv->xv_prog = glCreateProgram();
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glamor_build_program(screen,
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&glamor_priv->xv_prog,
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&glamor_facet_xv_planar, NULL, NULL, NULL);
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vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, xv_vs);
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fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, xv_ps);
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glAttachShader(glamor_priv->xv_prog, vs_prog);
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glAttachShader(glamor_priv->xv_prog, fs_prog);
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glBindAttribLocation(glamor_priv->xv_prog,
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GLAMOR_VERTEX_POS, "v_position");
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glBindAttribLocation(glamor_priv->xv_prog,
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GLAMOR_VERTEX_SOURCE, "v_texcoord0");
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glamor_link_glsl_prog(screen, glamor_priv->xv_prog, "xv");
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glUseProgram(glamor_priv->xv_prog);
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sampler_loc = glGetUniformLocation(glamor_priv->xv_prog, "y_sampler");
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glUseProgram(glamor_priv->xv_prog.prog);
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sampler_loc = glGetUniformLocation(glamor_priv->xv_prog.prog, "y_sampler");
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glUniform1i(sampler_loc, 0);
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sampler_loc = glGetUniformLocation(glamor_priv->xv_prog, "u_sampler");
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sampler_loc = glGetUniformLocation(glamor_priv->xv_prog.prog, "u_sampler");
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glUniform1i(sampler_loc, 1);
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sampler_loc = glGetUniformLocation(glamor_priv->xv_prog, "v_sampler");
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sampler_loc = glGetUniformLocation(glamor_priv->xv_prog.prog, "v_sampler");
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glUniform1i(sampler_loc, 2);
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}
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@ -256,8 +246,6 @@ glamor_xv_render(glamor_port_private *port_priv)
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glamor_pixmap_private *src_pixmap_priv[3];
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BoxPtr box = REGION_RECTS(&port_priv->clip);
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int nBox = REGION_NUM_RECTS(&port_priv->clip);
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int dst_x_off, dst_y_off;
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GLfloat dst_xscale, dst_yscale;
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GLfloat src_xscale[3], src_yscale[3];
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int i;
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const float Loff = -0.0627;
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@ -270,8 +258,9 @@ glamor_xv_render(glamor_port_private *port_priv)
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GLint uloc;
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GLfloat *v;
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char *vbo_offset;
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int dst_box_x, dst_box_y;
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if (!glamor_priv->xv_prog)
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if (!glamor_priv->xv_prog.prog)
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glamor_init_xv_shader(screen);
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cont = RTFContrast(port_priv->contrast);
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@ -293,10 +282,6 @@ glamor_xv_render(glamor_port_private *port_priv)
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off[2] = Loff * yco + Coff * (uco[2] + vco[2]) + bright;
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gamma = 1.0;
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pixmap_priv_get_dest_scale(pixmap, pixmap_priv, &dst_xscale, &dst_yscale);
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glamor_get_drawable_deltas(port_priv->pDraw, port_priv->pPixmap, &dst_x_off,
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&dst_y_off);
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glamor_set_destination_pixmap_priv_nc(glamor_priv, pixmap, pixmap_priv);
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glamor_set_alu(screen, GXcopy);
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for (i = 0; i < 3; i++) {
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@ -308,13 +293,13 @@ glamor_xv_render(glamor_port_private *port_priv)
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}
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}
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glamor_make_current(glamor_priv);
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glUseProgram(glamor_priv->xv_prog);
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glUseProgram(glamor_priv->xv_prog.prog);
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uloc = glGetUniformLocation(glamor_priv->xv_prog, "offsetyco");
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uloc = glGetUniformLocation(glamor_priv->xv_prog.prog, "offsetyco");
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glUniform4f(uloc, off[0], off[1], off[2], yco);
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uloc = glGetUniformLocation(glamor_priv->xv_prog, "ucogamma");
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uloc = glGetUniformLocation(glamor_priv->xv_prog.prog, "ucogamma");
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glUniform4f(uloc, uco[0], uco[1], uco[2], gamma);
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uloc = glGetUniformLocation(glamor_priv->xv_prog, "vco");
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uloc = glGetUniformLocation(glamor_priv->xv_prog.prog, "vco");
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glUniform4f(uloc, vco[0], vco[1], vco[2], 0);
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glActiveTexture(GL_TEXTURE0);
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@ -352,16 +337,14 @@ glamor_xv_render(glamor_port_private *port_priv)
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* GL_QUAD.
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*/
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i = 0;
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v[i++] = v_from_x_coord_x(dst_xscale, port_priv->drw_x + dst_x_off);
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v[i++] = v_from_x_coord_y(dst_yscale, port_priv->drw_y + dst_y_off);
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v[i++] = port_priv->drw_x;
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v[i++] = port_priv->drw_y;
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v[i++] = v_from_x_coord_x(dst_xscale, port_priv->drw_x + dst_x_off +
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port_priv->dst_w * 2);
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v[i++] = v_from_x_coord_y(dst_yscale, port_priv->drw_y + dst_y_off);
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v[i++] = port_priv->drw_x + port_priv->dst_w * 2;
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v[i++] = port_priv->drw_y;
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v[i++] = v_from_x_coord_x(dst_xscale, port_priv->drw_x + dst_x_off);
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v[i++] = v_from_x_coord_y(dst_yscale, port_priv->drw_y + dst_y_off +
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port_priv->dst_h * 2);
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v[i++] = port_priv->drw_x;
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v[i++] = port_priv->drw_y + port_priv->dst_h * 2;
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v[i++] = t_from_x_coord_x(src_xscale[0], port_priv->src_x);
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v[i++] = t_from_x_coord_y(src_yscale[0], port_priv->src_y);
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@ -385,16 +368,26 @@ glamor_xv_render(glamor_port_private *port_priv)
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glamor_put_vbo_space(screen);
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/* Now draw our big triangle, clipped to each of the clip boxes. */
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for (i = 0; i < nBox; i++) {
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int dstx, dsty, dstw, dsth;
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glamor_pixmap_loop(pixmap_priv, dst_box_x, dst_box_y) {
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int dst_off_x, dst_off_y;
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dstx = box[i].x1 + dst_x_off;
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dsty = box[i].y1 + dst_y_off;
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dstw = box[i].x2 - box[i].x1;
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dsth = box[i].y2 - box[i].y1;
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glamor_set_destination_drawable(port_priv->pDraw,
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dst_box_x, dst_box_y,
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FALSE, FALSE,
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glamor_priv->xv_prog.matrix_uniform,
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&dst_off_x, &dst_off_y);
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glScissor(dstx, dsty, dstw, dsth);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
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for (i = 0; i < nBox; i++) {
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int dstx, dsty, dstw, dsth;
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dstx = box[i].x1 + dst_off_x;
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dsty = box[i].y1 + dst_off_y;
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dstw = box[i].x2 - box[i].x1;
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dsth = box[i].y2 - box[i].y1;
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glScissor(dstx, dsty, dstw, dsth);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
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}
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}
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glDisable(GL_SCISSOR_TEST);
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