glamor: Add support for solid source pictures.
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@ -43,6 +43,8 @@ typedef struct glamor_composite_shader {
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GLint dest_to_dest_uniform_location;
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GLint dest_to_source_uniform_location;
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GLint dest_to_mask_uniform_location;
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GLint source_uniform_location;
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GLint mask_uniform_location;
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} glamor_composite_shader;
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typedef struct glamor_screen_private {
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@ -70,7 +72,7 @@ typedef struct glamor_screen_private {
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GLint put_image_xybitmap_bg_uniform_location;
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/* glamor_composite */
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glamor_composite_shader composite_shader[2];
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glamor_composite_shader composite_shader[8];
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} glamor_screen_private;
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typedef struct glamor_pixmap_private {
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@ -39,7 +39,9 @@
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#include "glu3/glu3.h"
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struct shader_key {
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Bool solid_source;
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Bool has_mask;
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Bool solid_mask;
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};
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struct blendinfo {
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@ -65,7 +67,9 @@ static struct blendinfo composite_op_info[] = {
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[PictOpAdd] = {0, 0, GL_ONE, GL_ONE},
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};
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#define HAS_MASK_INDEX 1
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#define SOLID_SOURCE_INDEX 1
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#define HAS_MASK_INDEX 2
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#define SOLID_MASK_INDEX 3
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static glamor_composite_shader *
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glamor_lookup_composite_shader(ScreenPtr screen, struct shader_key *key)
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@ -73,8 +77,13 @@ glamor_lookup_composite_shader(ScreenPtr screen, struct shader_key *key)
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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int index = 0;
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if (key->has_mask)
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if (key->solid_source)
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index += SOLID_SOURCE_INDEX;
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if (key->has_mask) {
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index += HAS_MASK_INDEX;
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if (key->solid_mask)
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index += SOLID_MASK_INDEX;
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}
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assert(index < ARRAY_SIZE(glamor_priv->composite_shader));
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@ -84,31 +93,58 @@ glamor_lookup_composite_shader(ScreenPtr screen, struct shader_key *key)
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static GLuint
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glamor_create_composite_fs(struct shader_key *key)
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{
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const char *header =
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const char *source_pixmap_header =
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"uniform sampler2D source_sampler;\n"
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"varying vec4 source_coords;\n";
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const char *mask_header =
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const char *source_solid_header =
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"uniform vec4 source;\n";
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const char *mask_pixmap_header =
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"uniform sampler2D mask_sampler;\n"
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"varying vec4 mask_coords;\n";
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const char *mask_solid_header =
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"uniform vec4 mask;\n";
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const char *main_opening =
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"void main()\n"
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"{\n"
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" vec4 result;\n"
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" result = texture2DProj(source_sampler, source_coords.xyw);\n";
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"{\n";
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const char *source_pixmap_fetch =
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" vec4 source = texture2DProj(source_sampler, "
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" source_coords.xyw);\n";
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const char *mask_pixmap_fetch =
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" vec4 mask = texture2DProj(mask_sampler, mask_coords.xyw);\n";
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const char *source_in_mask =
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" vec4 mask = texture2DProj(mask_sampler, mask_coords.xyw);\n"
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" result = result * mask.w;\n";
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" gl_FragColor = source * mask.w;\n";
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const char *source_only =
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" gl_FragColor = source;\n";
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const char *main_closing =
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" gl_FragColor = result;\n"
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"}\n";
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char *source;
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const char *source_setup = "";
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const char *source_fetch = "";
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const char *mask_setup = "";
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const char *mask_fetch = "";
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GLuint prog;
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source = XNFprintf("%s%s%s%s%s",
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header,
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key->has_mask ? mask_header : "",
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if (key->solid_source) {
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source_setup = source_solid_header;
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} else {
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source_setup = source_pixmap_header;
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source_fetch = source_pixmap_fetch;
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}
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if (key->has_mask) {
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if (key->solid_mask) {
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mask_setup = mask_solid_header;
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} else {
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mask_setup = mask_pixmap_header;
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mask_fetch = mask_pixmap_fetch;
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}
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}
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source = XNFprintf("%s%s%s%s%s%s%s",
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source_setup,
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mask_setup,
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main_opening,
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key->has_mask ? source_in_mask : "",
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source_fetch,
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mask_fetch,
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key->has_mask ? source_in_mask : source_only,
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main_closing);
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prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER_ARB, source);
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@ -139,12 +175,13 @@ glamor_create_composite_vs(struct shader_key *key)
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"}\n";
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char *source;
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GLuint prog;
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Bool compute_mask_coords = key->has_mask && !key->solid_mask;
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source = XNFprintf("%s%s%s%s%s",
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header,
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key->has_mask ? mask_header : "",
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compute_mask_coords ? mask_header : "",
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main_opening,
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key->has_mask ? mask_coords : "",
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compute_mask_coords ? mask_coords : "",
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main_closing);
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prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER_ARB, source);
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@ -177,20 +214,31 @@ glamor_create_composite_shader(ScreenPtr screen, struct shader_key *key)
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shader->prog = prog;
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glUseProgramObjectARB(prog);
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source_sampler_uniform_location = glGetUniformLocationARB(prog,
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"source_sampler");
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shader->dest_to_dest_uniform_location =
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glGetUniformLocationARB(prog, "dest_to_dest");
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shader->dest_to_source_uniform_location =
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glGetUniformLocationARB(prog, "dest_to_source");
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glUniform1i(source_sampler_uniform_location, 0);
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if (key->solid_source) {
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shader->source_uniform_location = glGetUniformLocationARB(prog,
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"source");
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} else {
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source_sampler_uniform_location = glGetUniformLocationARB(prog,
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"source_sampler");
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shader->dest_to_source_uniform_location =
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glGetUniformLocationARB(prog, "dest_to_source");
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glUniform1i(source_sampler_uniform_location, 0);
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}
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if (key->has_mask) {
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mask_sampler_uniform_location = glGetUniformLocationARB(prog,
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"mask_sampler");
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glUniform1i(mask_sampler_uniform_location, 1);
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shader->dest_to_mask_uniform_location =
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glGetUniformLocationARB(prog, "dest_to_mask");
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if (key->solid_mask) {
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shader->mask_uniform_location = glGetUniformLocationARB(prog,
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"mask");
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} else {
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mask_sampler_uniform_location = glGetUniformLocationARB(prog,
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"mask_sampler");
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glUniform1i(mask_sampler_uniform_location, 1);
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shader->dest_to_mask_uniform_location =
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glGetUniformLocationARB(prog, "dest_to_mask");
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}
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}
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}
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@ -199,10 +247,21 @@ glamor_init_composite_shaders(ScreenPtr screen)
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{
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struct shader_key key;
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memset(&key, 0, sizeof(key));
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key.has_mask = FALSE;
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glamor_create_composite_shader(screen, &key);
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key.has_mask = TRUE;
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glamor_create_composite_shader(screen, &key);
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key.solid_mask = TRUE;
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glamor_create_composite_shader(screen, &key);
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key.solid_source = TRUE;
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key.has_mask = FALSE;
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glamor_create_composite_shader(screen, &key);
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key.has_mask = TRUE;
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glamor_create_composite_shader(screen, &key);
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key.solid_mask = TRUE;
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glamor_create_composite_shader(screen, &key);
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}
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static void
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@ -277,8 +336,12 @@ glamor_set_composite_op(ScreenPtr screen,
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static void
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glamor_set_composite_texture(ScreenPtr screen, int unit, PicturePtr picture,
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glamor_pixmap_private *pixmap_priv)
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glamor_pixmap_private *pixmap_priv,
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GLint transform_uniform_location,
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int x_translate, int y_translate)
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{
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GLUmat4 transform;
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glActiveTexture(GL_TEXTURE0 + unit);
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glBindTexture(GL_TEXTURE_2D, pixmap_priv->tex);
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switch (picture->repeatType) {
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@ -313,6 +376,27 @@ glamor_set_composite_texture(ScreenPtr screen, int unit, PicturePtr picture,
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}
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glEnable(GL_TEXTURE_2D);
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glamor_set_composite_transform_matrix(&transform,
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picture,
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x_translate,
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y_translate);
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glUniformMatrix4fvARB(transform_uniform_location, 1, 0,
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(float *)&transform);
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}
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static void
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glamor_set_composite_solid(PicturePtr picture, GLint uniform_location)
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{
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CARD32 c = picture->pSourcePict->solidFill.color; /* a8r8g8b8 */
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float color[4]; /* rgba */
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color[0] = ((c >> 16) & 0xff) / 255.0;
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color[1] = ((c >> 8) & 0xff) / 255.0;
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color[2] = ((c >> 0) & 0xff) / 255.0;
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color[3] = ((c >> 24) & 0xff) / 255.0;
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glUniform4fvARB(uniform_location, 1, color);
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}
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void
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@ -332,10 +416,11 @@ glamor_composite(CARD8 op,
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ScreenPtr screen = dest->pDrawable->pScreen;
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PixmapPtr dest_pixmap = glamor_get_drawable_pixmap(dest->pDrawable);
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PixmapPtr source_pixmap, mask_pixmap = NULL;
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glamor_pixmap_private *source_pixmap_priv, *mask_pixmap_priv = NULL;
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glamor_pixmap_private *source_pixmap_priv = NULL;
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glamor_pixmap_private *mask_pixmap_priv = NULL;
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struct shader_key key;
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glamor_composite_shader *shader;
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GLUmat4 dest_to_dest, dest_to_source, dest_to_mask;
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GLUmat4 dest_to_dest;
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RegionRec region;
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int i;
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@ -358,14 +443,23 @@ glamor_composite(CARD8 op,
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return;
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}
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memset(&key, 0, sizeof(key));
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key.has_mask = (mask != NULL);
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if (!source->pDrawable) {
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ErrorF("source-only source\n");
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goto fail;
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if (source->pSourcePict->type == SourcePictTypeSolidFill) {
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key.solid_source = TRUE;
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} else {
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ErrorF("gradient source\n");
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goto fail;
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}
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}
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if (mask && !mask->pDrawable) {
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ErrorF("source-only mask\n");
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goto fail;
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if (mask->pSourcePict->type == SourcePictTypeSolidFill) {
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key.solid_mask = TRUE;
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} else {
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ErrorF("gradient mask\n");
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goto fail;
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}
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}
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if (source->alphaMap) {
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ErrorF("source alphaMap\n");
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@ -376,17 +470,19 @@ glamor_composite(CARD8 op,
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goto fail;
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}
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source_pixmap = glamor_get_drawable_pixmap(source->pDrawable);
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source_pixmap_priv = glamor_get_pixmap_private(source_pixmap);
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if (source_pixmap == dest_pixmap) {
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ErrorF("source == dest\n");
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goto fail;
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if (!key.solid_source) {
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source_pixmap = glamor_get_drawable_pixmap(source->pDrawable);
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source_pixmap_priv = glamor_get_pixmap_private(source_pixmap);
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if (source_pixmap == dest_pixmap) {
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ErrorF("source == dest\n");
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goto fail;
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}
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if (!source_pixmap_priv || source_pixmap_priv->tex == 0) {
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ErrorF("no FBO in source\n");
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goto fail;
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}
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}
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if (!source_pixmap_priv || source_pixmap_priv->tex == 0) {
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ErrorF("no FBO in source\n");
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goto fail;
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}
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if (mask) {
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if (mask && !key.solid_mask) {
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mask_pixmap = glamor_get_drawable_pixmap(mask->pDrawable);
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mask_pixmap_priv = glamor_get_pixmap_private(mask_pixmap);
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if (mask_pixmap == dest_pixmap) {
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@ -431,25 +527,23 @@ glamor_composite(CARD8 op,
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-1, 1);
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glUniformMatrix4fvARB(shader->dest_to_dest_uniform_location, 1, 0,
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(float *)&dest_to_dest);
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glamor_set_composite_transform_matrix(&dest_to_source,
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source,
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x_source - x_dest,
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y_source - x_dest);
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glUniformMatrix4fvARB(shader->dest_to_source_uniform_location, 1, 0,
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(float *)&dest_to_source);
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if (mask) {
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glamor_set_composite_transform_matrix(&dest_to_mask,
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mask,
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x_mask - x_dest,
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y_mask - x_dest);
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glUniformMatrix4fvARB(shader->dest_to_mask_uniform_location, 1, 0,
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(float *)&dest_to_mask);
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if (key.solid_source) {
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glamor_set_composite_solid(source, shader->source_uniform_location);
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} else {
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glamor_set_composite_texture(screen, 0, source, source_pixmap_priv,
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shader->dest_to_source_uniform_location,
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x_source - x_dest, y_source - y_dest);
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}
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if (key.has_mask) {
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if (key.solid_mask) {
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glamor_set_composite_solid(mask, shader->mask_uniform_location);
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} else {
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glamor_set_composite_texture(screen, 1, mask, mask_pixmap_priv,
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shader->dest_to_mask_uniform_location,
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x_mask - x_dest, y_mask - y_dest);
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}
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}
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glamor_set_composite_texture(screen, 0, source, source_pixmap_priv);
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if (mask)
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glamor_set_composite_texture(screen, 1, mask, mask_pixmap_priv);
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if (!miComputeCompositeRegion(®ion,
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source, mask, dest,
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@ -469,9 +563,9 @@ glamor_composite(CARD8 op,
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}
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glEnd();
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glamor_set_composite_op(screen, PictOpSrc, dest, mask);
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glDisable(GL_BLEND);
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glUseProgramObjectARB(0);
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REGION_UNINIT(pDst->pDrawable->pScreen, ®ion);
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REGION_UNINIT(pDst->pDrawable->pScreen, ®ion);
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return;
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