Some gradient set the stops at the same position, for
example: firstly 0.5 to red color and then set 0.5 to
blue. This kind of setting will cause the shader work
not correctly because the percentage caculating need to
use the stop[i] - stop[i-1] as dividend. The previous
patch we just kill some stop if the distance between
them is 0. But this cause the problem that the color
for next stop is wrong. We now modify to handle it in
the shader to avoid the 0 as dividend.
Reviewed-by: Zhigang Gong <zhigang.gong@linux.intel.com>
Signed-off-by: Junyan He <junyan.he@linux.intel.com>
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
The macro like "#define LINEAR_SMALL_STOPS 6 + 2" causes
the problem. When use it to define like "GLfloat
stop_colors_st[LINEAR_SMALL_STOPS*4];" The array is
small than what we supposed it to be. Cause memory
corruption problem and cause the bug of render wrong
result. Fix it.
Signed-off-by: Junyan He <junyan.he@linux.intel.com>
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
1. Extract the logic of gradient from the glamor_render.c
to the file glamor_gradient.c.
2. Modify the logic of gradient pixmap gl draw. Use the
logic like composite before, but the gradient always just
have one rect to render, so no need to set the VB and EB,
replace it with just call glDrawArrays. 3.Kill all the
warning in glamor_render.c
Reviewed-by: Zhigang Gong<zhigang.gong@linux.intel.com>
Signed-off-by: Junyan He <junyan.he@linux.intel.com>
Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>