686a322c76
Fix the bug caused by gradient picture set the stops at the same percentage. The (stops[i] - stops[i-1]) will be used as divisor in the shader, which will cause problem. We just keep the later one if stops[i] == stops[i-1]. Signed-off-by: Junyan He <junyan.he@linux.intel.com> Signed-off-by: Zhigang Gong <zhigang.gong@linux.intel.com>
3448 lines
110 KiB
C
3448 lines
110 KiB
C
/*
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* Copyright © 2009 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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* Authors:
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* Eric Anholt <eric@anholt.net>
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*
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*/
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/** @file glamor_render.c
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*
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* Render acceleration implementation
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*/
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#include "glamor_priv.h"
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#ifdef RENDER
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#include "mipict.h"
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#include "fbpict.h"
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struct shader_key {
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enum shader_source source;
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enum shader_mask mask;
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enum shader_in in;
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};
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struct blendinfo {
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Bool dest_alpha;
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Bool source_alpha;
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GLenum source_blend;
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GLenum dest_blend;
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};
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static struct blendinfo composite_op_info[] = {
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[PictOpClear] = {0, 0, GL_ZERO, GL_ZERO},
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[PictOpSrc] = {0, 0, GL_ONE, GL_ZERO},
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[PictOpDst] = {0, 0, GL_ZERO, GL_ONE},
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[PictOpOver] = {0, 1, GL_ONE, GL_ONE_MINUS_SRC_ALPHA},
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[PictOpOverReverse] = {1, 0, GL_ONE_MINUS_DST_ALPHA, GL_ONE},
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[PictOpIn] = {1, 0, GL_DST_ALPHA, GL_ZERO},
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[PictOpInReverse] = {0, 1, GL_ZERO, GL_SRC_ALPHA},
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[PictOpOut] = {1, 0, GL_ONE_MINUS_DST_ALPHA, GL_ZERO},
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[PictOpOutReverse] = {0, 1, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA},
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[PictOpAtop] = {1, 1, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA},
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[PictOpAtopReverse] = {1, 1, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA},
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[PictOpXor] =
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{1, 1, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA},
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[PictOpAdd] = {0, 0, GL_ONE, GL_ONE},
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};
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static GLuint
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glamor_create_composite_fs(glamor_gl_dispatch * dispatch,
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struct shader_key *key)
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{
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const char *relocate_texture =
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GLAMOR_DEFAULT_PRECISION
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"vec2 rel_tex_coord(vec2 texture, vec2 wh) \n"
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"{\n"
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" vec2 rel_tex; \n"
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" rel_tex = texture * wh; \n"
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" rel_tex = floor(rel_tex) + (fract(rel_tex) / wh); \n"
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" return rel_tex; \n"
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"}\n";
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const char *source_solid_fetch =
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GLAMOR_DEFAULT_PRECISION
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"uniform vec4 source;\n"
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"vec4 get_source()\n" "{\n" " return source;\n" "}\n";
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const char *source_alpha_pixmap_fetch =
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GLAMOR_DEFAULT_PRECISION
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"varying vec2 source_texture;\n"
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"uniform sampler2D source_sampler;\n"
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"uniform vec2 source_wh;"
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"vec4 get_source()\n"
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"{\n"
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" if (source_wh.x < 0.0) \n"
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" return texture2D(source_sampler, source_texture);\n"
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" else \n"
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" return texture2D(source_sampler, rel_tex_coord(source_texture, source_wh));\n"
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"}\n";
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const char *source_pixmap_fetch =
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GLAMOR_DEFAULT_PRECISION "varying vec2 source_texture;\n"
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"uniform sampler2D source_sampler;\n"
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"uniform vec2 source_wh;"
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"vec4 get_source()\n"
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"{\n"
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" if (source_wh.x < 0.0) \n"
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" return vec4(texture2D(source_sampler, source_texture).rgb, 1);\n"
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" else \n"
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" return vec4(texture2D(source_sampler, rel_tex_coord(source_texture, source_wh)).rgb, 1);\n"
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"}\n";
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const char *mask_solid_fetch =
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GLAMOR_DEFAULT_PRECISION "uniform vec4 mask;\n"
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"vec4 get_mask()\n" "{\n" " return mask;\n" "}\n";
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const char *mask_alpha_pixmap_fetch =
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GLAMOR_DEFAULT_PRECISION "varying vec2 mask_texture;\n"
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"uniform sampler2D mask_sampler;\n"
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"uniform vec2 mask_wh;"
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"vec4 get_mask()\n"
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"{\n"
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" if (mask_wh.x < 0.0) \n"
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" return texture2D(mask_sampler, mask_texture);\n"
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" else \n"
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" return texture2D(mask_sampler, rel_tex_coord(mask_texture, mask_wh));\n"
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"}\n";
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const char *mask_pixmap_fetch =
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GLAMOR_DEFAULT_PRECISION "varying vec2 mask_texture;\n"
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"uniform sampler2D mask_sampler;\n"
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"uniform vec2 mask_wh;"
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"vec4 get_mask()\n"
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"{\n"
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" if (mask_wh.x < 0.0) \n"
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" return vec4(texture2D(mask_sampler, mask_texture).rgb, 1);\n"
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" else \n"
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" return vec4(texture2D(mask_sampler, rel_tex_coord(mask_texture, mask_wh)).rgb, 1);\n"
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"}\n";
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const char *in_source_only =
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GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
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" gl_FragColor = get_source();\n" "}\n";
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const char *in_normal =
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GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
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" gl_FragColor = get_source() * get_mask().a;\n" "}\n";
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const char *in_ca_source =
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GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
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" gl_FragColor = get_source() * get_mask();\n" "}\n";
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const char *in_ca_alpha =
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GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
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" gl_FragColor = get_source().a * get_mask();\n" "}\n";
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char *source;
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const char *source_fetch;
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const char *mask_fetch = "";
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const char *in;
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GLuint prog;
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switch (key->source) {
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case SHADER_SOURCE_SOLID:
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source_fetch = source_solid_fetch;
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break;
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case SHADER_SOURCE_TEXTURE_ALPHA:
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source_fetch = source_alpha_pixmap_fetch;
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break;
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case SHADER_SOURCE_TEXTURE:
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source_fetch = source_pixmap_fetch;
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break;
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default:
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FatalError("Bad composite shader source");
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}
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switch (key->mask) {
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case SHADER_MASK_NONE:
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break;
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case SHADER_MASK_SOLID:
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mask_fetch = mask_solid_fetch;
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break;
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case SHADER_MASK_TEXTURE_ALPHA:
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mask_fetch = mask_alpha_pixmap_fetch;
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break;
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case SHADER_MASK_TEXTURE:
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mask_fetch = mask_pixmap_fetch;
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break;
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default:
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FatalError("Bad composite shader mask");
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}
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switch (key->in) {
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case SHADER_IN_SOURCE_ONLY:
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in = in_source_only;
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break;
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case SHADER_IN_NORMAL:
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in = in_normal;
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break;
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case SHADER_IN_CA_SOURCE:
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in = in_ca_source;
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break;
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case SHADER_IN_CA_ALPHA:
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in = in_ca_alpha;
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break;
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default:
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FatalError("Bad composite IN type");
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}
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XNFasprintf(&source, "%s%s%s%s", relocate_texture, source_fetch, mask_fetch, in);
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prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
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source);
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free(source);
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return prog;
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}
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static GLuint
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glamor_create_composite_vs(glamor_gl_dispatch * dispatch,
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struct shader_key *key)
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{
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const char *main_opening =
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"attribute vec4 v_position;\n"
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"attribute vec4 v_texcoord0;\n"
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"attribute vec4 v_texcoord1;\n"
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"varying vec2 source_texture;\n"
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"varying vec2 mask_texture;\n"
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"void main()\n" "{\n" " gl_Position = v_position;\n";
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const char *source_coords =
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" source_texture = v_texcoord0.xy;\n";
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const char *mask_coords = " mask_texture = v_texcoord1.xy;\n";
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const char *main_closing = "}\n";
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const char *source_coords_setup = "";
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const char *mask_coords_setup = "";
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char *source;
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GLuint prog;
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if (key->source != SHADER_SOURCE_SOLID)
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source_coords_setup = source_coords;
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if (key->mask != SHADER_MASK_NONE
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&& key->mask != SHADER_MASK_SOLID)
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mask_coords_setup = mask_coords;
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XNFasprintf(&source,
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"%s%s%s%s",
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main_opening,
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source_coords_setup, mask_coords_setup, main_closing);
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prog =
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glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, source);
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free(source);
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return prog;
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}
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static void
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glamor_create_composite_shader(ScreenPtr screen, struct shader_key *key,
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glamor_composite_shader * shader)
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{
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GLuint vs, fs, prog;
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GLint source_sampler_uniform_location,
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mask_sampler_uniform_location;
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glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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glamor_gl_dispatch *dispatch;
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dispatch = glamor_get_dispatch(glamor_priv);
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vs = glamor_create_composite_vs(dispatch, key);
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if (vs == 0)
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goto out;
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fs = glamor_create_composite_fs(dispatch, key);
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if (fs == 0)
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goto out;
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prog = dispatch->glCreateProgram();
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dispatch->glAttachShader(prog, vs);
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dispatch->glAttachShader(prog, fs);
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dispatch->glBindAttribLocation(prog, GLAMOR_VERTEX_POS,
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"v_position");
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dispatch->glBindAttribLocation(prog, GLAMOR_VERTEX_SOURCE,
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"v_texcoord0");
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dispatch->glBindAttribLocation(prog, GLAMOR_VERTEX_MASK,
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"v_texcoord1");
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glamor_link_glsl_prog(dispatch, prog);
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shader->prog = prog;
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dispatch->glUseProgram(prog);
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if (key->source == SHADER_SOURCE_SOLID) {
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shader->source_uniform_location =
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dispatch->glGetUniformLocation(prog, "source");
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} else {
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source_sampler_uniform_location =
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dispatch->glGetUniformLocation(prog, "source_sampler");
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dispatch->glUniform1i(source_sampler_uniform_location, 0);
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shader->source_wh = dispatch->glGetUniformLocation(prog, "source_wh");
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}
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if (key->mask != SHADER_MASK_NONE) {
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if (key->mask == SHADER_MASK_SOLID) {
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shader->mask_uniform_location =
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dispatch->glGetUniformLocation(prog, "mask");
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} else {
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mask_sampler_uniform_location =
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dispatch->glGetUniformLocation(prog,
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"mask_sampler");
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dispatch->glUniform1i
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(mask_sampler_uniform_location, 1);
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shader->mask_wh = dispatch->glGetUniformLocation(prog, "mask_wh");
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}
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}
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out:
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glamor_put_dispatch(glamor_priv);
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}
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static glamor_composite_shader *
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glamor_lookup_composite_shader(ScreenPtr screen, struct
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shader_key
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*key)
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{
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glamor_screen_private *glamor_priv =
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glamor_get_screen_private(screen);
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glamor_composite_shader *shader;
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shader =
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&glamor_priv->composite_shader[key->source][key->
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mask][key->in];
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if (shader->prog == 0)
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glamor_create_composite_shader(screen, key, shader);
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return shader;
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}
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#define GLAMOR_COMPOSITE_VBO_VERT_CNT 1024
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static void
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glamor_init_eb(unsigned short *eb, int vert_cnt)
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{
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int i, j;
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for(i = 0, j = 0; j < vert_cnt; i += 6, j += 4)
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{
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eb[i] = j;
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eb[i + 1] = j + 1;
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eb[i + 2] = j + 2;
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eb[i + 3] = j;
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eb[i + 4] = j + 2;
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eb[i + 5] = j + 3;
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}
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}
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void
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glamor_init_composite_shaders(ScreenPtr screen)
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{
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glamor_screen_private *glamor_priv;
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glamor_gl_dispatch *dispatch;
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unsigned short *eb;
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float *vb;
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int eb_size;
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int vb_size;
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glamor_priv = glamor_get_screen_private(screen);
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dispatch = glamor_get_dispatch(glamor_priv);
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dispatch->glGenBuffers(1, &glamor_priv->vbo);
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dispatch->glGenBuffers(1, &glamor_priv->ebo);
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dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
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eb_size = GLAMOR_COMPOSITE_VBO_VERT_CNT * sizeof(short) * 2;
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if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
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dispatch->glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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eb_size,
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NULL, GL_DYNAMIC_DRAW);
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eb = dispatch->glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
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}
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else {
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vb = malloc(GLAMOR_COMPOSITE_VBO_VERT_CNT * sizeof(float) * 2);
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if (vb == NULL)
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FatalError("Failed to allocate vb memory.\n");
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eb = malloc(eb_size);
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}
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if (eb == NULL)
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FatalError("fatal error, fail to get eb.\n");
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glamor_init_eb(eb, GLAMOR_COMPOSITE_VBO_VERT_CNT);
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if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
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dispatch->glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
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dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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} else {
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dispatch->glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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eb_size,
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eb, GL_DYNAMIC_DRAW);
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dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
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dispatch->glBufferData(GL_ARRAY_BUFFER,
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GLAMOR_COMPOSITE_VBO_VERT_CNT * sizeof(float) * 2,
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NULL, GL_DYNAMIC_DRAW);
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dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
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free(eb);
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glamor_priv->vb = (char*)vb;
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}
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glamor_put_dispatch(glamor_priv);
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}
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void
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glamor_fini_composite_shaders(ScreenPtr screen)
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{
|
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glamor_screen_private *glamor_priv;
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glamor_gl_dispatch *dispatch;
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glamor_composite_shader *shader;
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int i,j,k;
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glamor_priv = glamor_get_screen_private(screen);
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dispatch = glamor_get_dispatch(glamor_priv);
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dispatch->glDeleteBuffers(1, &glamor_priv->vbo);
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dispatch->glDeleteBuffers(1, &glamor_priv->ebo);
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for(i = 0; i < SHADER_SOURCE_COUNT; i++)
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for(j = 0; j < SHADER_MASK_COUNT; j++)
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for(k = 0; k < SHADER_IN_COUNT; k++)
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{
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shader = &glamor_priv->composite_shader[i][j][k];
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if (shader->prog)
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dispatch->glDeleteProgram(shader->prog);
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}
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if (glamor_priv->gl_flavor != GLAMOR_GL_DESKTOP
|
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&& glamor_priv->vb)
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free(glamor_priv->vb);
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glamor_put_dispatch(glamor_priv);
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}
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|
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static Bool
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glamor_set_composite_op(ScreenPtr screen,
|
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CARD8 op, PicturePtr dest, PicturePtr mask)
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{
|
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GLenum source_blend, dest_blend;
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struct blendinfo *op_info;
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glamor_screen_private *glamor_priv =
|
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glamor_get_screen_private(screen);
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glamor_gl_dispatch *dispatch;
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if (op >= ARRAY_SIZE(composite_op_info)) {
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glamor_fallback("unsupported render op %d \n", op);
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return GL_FALSE;
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}
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op_info = &composite_op_info[op];
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|
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source_blend = op_info->source_blend;
|
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dest_blend = op_info->dest_blend;
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|
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/* If there's no dst alpha channel, adjust the blend op so that we'll treat
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* it as always 1.
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*/
|
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if (PICT_FORMAT_A(dest->format) == 0 && op_info->dest_alpha) {
|
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if (source_blend == GL_DST_ALPHA)
|
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source_blend = GL_ONE;
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else if (source_blend == GL_ONE_MINUS_DST_ALPHA)
|
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source_blend = GL_ZERO;
|
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}
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|
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/* Set up the source alpha value for blending in component alpha mode. */
|
|
if (mask && mask->componentAlpha
|
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&& PICT_FORMAT_RGB(mask->format) != 0 && op_info->source_alpha)
|
|
{
|
|
if (dest_blend == GL_SRC_ALPHA)
|
|
dest_blend = GL_SRC_COLOR;
|
|
else if (dest_blend == GL_ONE_MINUS_SRC_ALPHA)
|
|
dest_blend = GL_ONE_MINUS_SRC_COLOR;
|
|
}
|
|
|
|
dispatch = glamor_get_dispatch(glamor_priv);
|
|
if (source_blend == GL_ONE && dest_blend == GL_ZERO) {
|
|
dispatch->glDisable(GL_BLEND);
|
|
} else {
|
|
dispatch->glEnable(GL_BLEND);
|
|
dispatch->glBlendFunc(source_blend, dest_blend);
|
|
}
|
|
glamor_put_dispatch(glamor_priv);
|
|
return TRUE;
|
|
}
|
|
|
|
static void
|
|
glamor_set_composite_texture(ScreenPtr screen, int unit,
|
|
PicturePtr picture,
|
|
glamor_pixmap_private * pixmap_priv,
|
|
GLuint wh_location)
|
|
{
|
|
glamor_screen_private *glamor_priv =
|
|
glamor_get_screen_private(screen);
|
|
glamor_gl_dispatch *dispatch;
|
|
|
|
dispatch = glamor_get_dispatch(glamor_priv);
|
|
dispatch->glActiveTexture(GL_TEXTURE0 + unit);
|
|
dispatch->glBindTexture(GL_TEXTURE_2D, pixmap_priv->fbo->tex);
|
|
float wh[2];
|
|
Bool has_repeat;
|
|
|
|
switch (picture->repeatType) {
|
|
case RepeatNone:
|
|
#ifndef GLAMOR_GLES2
|
|
/* XXX GLES2 doesn't support GL_CLAMP_TO_BORDER. */
|
|
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_BORDER);
|
|
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_BORDER);
|
|
#endif
|
|
break;
|
|
case RepeatNormal:
|
|
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
|
|
GL_REPEAT);
|
|
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
|
|
GL_REPEAT);
|
|
break;
|
|
case RepeatPad:
|
|
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
break;
|
|
case RepeatReflect:
|
|
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
|
|
GL_MIRRORED_REPEAT);
|
|
dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
|
|
GL_MIRRORED_REPEAT);
|
|
break;
|
|
}
|
|
|
|
switch (picture->filter) {
|
|
case PictFilterNearest:
|
|
dispatch->glTexParameteri(GL_TEXTURE_2D,
|
|
GL_TEXTURE_MIN_FILTER,
|
|
GL_NEAREST);
|
|
dispatch->glTexParameteri(GL_TEXTURE_2D,
|
|
GL_TEXTURE_MAG_FILTER,
|
|
GL_NEAREST);
|
|
break;
|
|
case PictFilterBilinear:
|
|
default:
|
|
dispatch->glTexParameteri(GL_TEXTURE_2D,
|
|
GL_TEXTURE_MIN_FILTER,
|
|
GL_LINEAR);
|
|
dispatch->glTexParameteri(GL_TEXTURE_2D,
|
|
GL_TEXTURE_MAG_FILTER,
|
|
GL_LINEAR);
|
|
break;
|
|
}
|
|
#ifndef GLAMOR_GLES2
|
|
dispatch->glEnable(GL_TEXTURE_2D);
|
|
#endif
|
|
if (picture->repeatType == RepeatNone)
|
|
has_repeat = picture->transform
|
|
&& !pixman_transform_is_int_translate(picture->transform);
|
|
else
|
|
has_repeat = TRUE;
|
|
if (has_repeat) {
|
|
wh[0] = (float)pixmap_priv->fbo->width / pixmap_priv->container->drawable.width;
|
|
wh[1] = (float)pixmap_priv->fbo->height / pixmap_priv->container->drawable.height;
|
|
}
|
|
else
|
|
wh[0] = -1;
|
|
dispatch->glUniform2fv(wh_location, 1, wh);
|
|
glamor_put_dispatch(glamor_priv);
|
|
}
|
|
|
|
static void
|
|
glamor_set_composite_solid(glamor_gl_dispatch * dispatch, float *color,
|
|
GLint uniform_location)
|
|
{
|
|
dispatch->glUniform4fv(uniform_location, 1, color);
|
|
}
|
|
|
|
static int
|
|
compatible_formats(CARD8 op, PicturePtr dst, PicturePtr src)
|
|
{
|
|
if (op == PictOpSrc) {
|
|
if (src->format == dst->format)
|
|
return 1;
|
|
|
|
if (src->format == PICT_a8r8g8b8
|
|
&& dst->format == PICT_x8r8g8b8)
|
|
return 1;
|
|
|
|
if (src->format == PICT_a8b8g8r8
|
|
&& dst->format == PICT_x8b8g8r8)
|
|
return 1;
|
|
} else if (op == PictOpOver) {
|
|
if (src->alphaMap || dst->alphaMap)
|
|
return 0;
|
|
|
|
if (src->format != dst->format)
|
|
return 0;
|
|
|
|
if (src->format == PICT_x8r8g8b8
|
|
|| src->format == PICT_x8b8g8r8)
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static char
|
|
glamor_get_picture_location(PicturePtr picture)
|
|
{
|
|
if (picture == NULL)
|
|
return ' ';
|
|
|
|
if (picture->pDrawable == NULL) {
|
|
switch (picture->pSourcePict->type) {
|
|
case SourcePictTypeSolidFill:
|
|
return 'c';
|
|
case SourcePictTypeLinear:
|
|
return 'l';
|
|
case SourcePictTypeRadial:
|
|
return 'r';
|
|
default:
|
|
return '?';
|
|
}
|
|
}
|
|
return glamor_get_drawable_location(picture->pDrawable);
|
|
}
|
|
|
|
static Bool
|
|
glamor_composite_with_copy(CARD8 op,
|
|
PicturePtr source,
|
|
PicturePtr dest,
|
|
INT16 x_source,
|
|
INT16 y_source,
|
|
INT16 x_dest,
|
|
INT16 y_dest, CARD16 width, CARD16 height)
|
|
{
|
|
RegionRec region;
|
|
int ret = FALSE;
|
|
|
|
if (!source->pDrawable)
|
|
return FALSE;
|
|
|
|
if (!compatible_formats(op, dest, source))
|
|
return FALSE;
|
|
|
|
if (source->repeat || source->transform)
|
|
return FALSE;
|
|
|
|
x_dest += dest->pDrawable->x;
|
|
y_dest += dest->pDrawable->y;
|
|
x_source += source->pDrawable->x;
|
|
y_source += source->pDrawable->y;
|
|
if (!miComputeCompositeRegion(®ion,
|
|
source, NULL, dest,
|
|
x_source, y_source,
|
|
0, 0, x_dest, y_dest, width, height))
|
|
return TRUE;
|
|
|
|
if (PICT_FORMAT_A(source->format) == 0) {
|
|
/* Fallback if we sample outside the source so that we
|
|
* swizzle the correct clear color for out-of-bounds texels.
|
|
*/
|
|
if (region.extents.x1 + x_source - x_dest < 0)
|
|
goto cleanup_region;
|
|
if (region.extents.x2 + x_source - x_dest > source->pDrawable->width)
|
|
goto cleanup_region;
|
|
|
|
if (region.extents.y1 + y_source - y_dest < 0)
|
|
goto cleanup_region;
|
|
if (region.extents.y2 + y_source - y_dest > source->pDrawable->height)
|
|
goto cleanup_region;
|
|
}
|
|
|
|
ret = glamor_copy_n_to_n_nf(source->pDrawable,
|
|
dest->pDrawable, NULL,
|
|
REGION_RECTS(®ion),
|
|
REGION_NUM_RECTS(®ion),
|
|
x_source - x_dest, y_source - y_dest,
|
|
FALSE, FALSE, 0, NULL);
|
|
cleanup_region:
|
|
REGION_UNINIT(dest->pDrawable->pScreen, ®ion);
|
|
return ret;
|
|
}
|
|
|
|
static void
|
|
glamor_setup_composite_vbo(ScreenPtr screen, int n_verts)
|
|
{
|
|
glamor_screen_private *glamor_priv =
|
|
glamor_get_screen_private(screen);
|
|
glamor_gl_dispatch *dispatch;
|
|
|
|
glamor_priv->vbo_offset = 0;
|
|
glamor_priv->vbo_offset = 0;
|
|
glamor_priv->render_nr_verts = 0;
|
|
glamor_priv->vbo_size = n_verts * sizeof(float) * 2;
|
|
|
|
glamor_priv->vb_stride = 2 * sizeof(float);
|
|
if (glamor_priv->has_source_coords)
|
|
glamor_priv->vb_stride += 2 * sizeof(float);
|
|
if (glamor_priv->has_mask_coords)
|
|
glamor_priv->vb_stride += 2 * sizeof(float);
|
|
|
|
dispatch = glamor_get_dispatch(glamor_priv);
|
|
dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
|
|
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
|
|
dispatch->glBufferData(GL_ARRAY_BUFFER,
|
|
n_verts * sizeof(float) * 2,
|
|
NULL, GL_DYNAMIC_DRAW);
|
|
glamor_priv->vb = dispatch->glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
|
|
}
|
|
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
|
|
|
|
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
|
|
GL_FALSE, glamor_priv->vb_stride,
|
|
(void *) ((long)
|
|
glamor_priv->vbo_offset));
|
|
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
|
|
|
|
if (glamor_priv->has_source_coords) {
|
|
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
|
|
GL_FLOAT, GL_FALSE,
|
|
glamor_priv->vb_stride,
|
|
(void *) ((long)
|
|
glamor_priv->vbo_offset
|
|
+
|
|
2 *
|
|
sizeof(float)));
|
|
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
|
|
}
|
|
|
|
if (glamor_priv->has_mask_coords) {
|
|
dispatch->glVertexAttribPointer(GLAMOR_VERTEX_MASK, 2,
|
|
GL_FLOAT, GL_FALSE,
|
|
glamor_priv->vb_stride,
|
|
(void *) ((long)
|
|
glamor_priv->vbo_offset
|
|
+
|
|
(glamor_priv->has_source_coords
|
|
? 4 : 2) *
|
|
sizeof(float)));
|
|
dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_MASK);
|
|
}
|
|
glamor_put_dispatch(glamor_priv);
|
|
}
|
|
|
|
static void
|
|
glamor_emit_composite_vert(ScreenPtr screen,
|
|
const float *src_coords,
|
|
const float *mask_coords,
|
|
const float *dst_coords, int i)
|
|
{
|
|
glamor_screen_private *glamor_priv =
|
|
glamor_get_screen_private(screen);
|
|
float *vb = (float *) (glamor_priv->vb + glamor_priv->vbo_offset);
|
|
int j = 0;
|
|
|
|
vb[j++] = dst_coords[i * 2 + 0];
|
|
vb[j++] = dst_coords[i * 2 + 1];
|
|
if (glamor_priv->has_source_coords) {
|
|
vb[j++] = src_coords[i * 2 + 0];
|
|
vb[j++] = src_coords[i * 2 + 1];
|
|
}
|
|
if (glamor_priv->has_mask_coords) {
|
|
vb[j++] = mask_coords[i * 2 + 0];
|
|
vb[j++] = mask_coords[i * 2 + 1];
|
|
}
|
|
|
|
glamor_priv->render_nr_verts++;
|
|
glamor_priv->vbo_offset += glamor_priv->vb_stride;
|
|
}
|
|
|
|
static void
|
|
glamor_flush_composite_rects(ScreenPtr screen)
|
|
{
|
|
glamor_screen_private *glamor_priv =
|
|
glamor_get_screen_private(screen);
|
|
glamor_gl_dispatch *dispatch;
|
|
|
|
if (!glamor_priv->render_nr_verts)
|
|
return;
|
|
|
|
dispatch = glamor_get_dispatch(glamor_priv);
|
|
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
|
|
dispatch->glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
else {
|
|
|
|
dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
|
|
dispatch->glBufferData(GL_ARRAY_BUFFER,
|
|
glamor_priv->vbo_offset,
|
|
glamor_priv->vb, GL_DYNAMIC_DRAW);
|
|
}
|
|
|
|
dispatch->glDrawElements(GL_TRIANGLES, (glamor_priv->render_nr_verts * 3) / 2,
|
|
GL_UNSIGNED_SHORT, NULL);
|
|
glamor_put_dispatch(glamor_priv);
|
|
}
|
|
|
|
static void
|
|
glamor_emit_composite_rect(ScreenPtr screen,
|
|
const float *src_coords,
|
|
const float *mask_coords,
|
|
const float *dst_coords)
|
|
{
|
|
glamor_emit_composite_vert(screen, src_coords, mask_coords,
|
|
dst_coords, 0);
|
|
glamor_emit_composite_vert(screen, src_coords, mask_coords,
|
|
dst_coords, 1);
|
|
glamor_emit_composite_vert(screen, src_coords, mask_coords,
|
|
dst_coords, 2);
|
|
glamor_emit_composite_vert(screen, src_coords, mask_coords,
|
|
dst_coords, 3);
|
|
}
|
|
|
|
int pict_format_combine_tab[][3] = {
|
|
{PICT_TYPE_ARGB, PICT_TYPE_A, PICT_TYPE_ARGB},
|
|
{PICT_TYPE_ABGR, PICT_TYPE_A, PICT_TYPE_ABGR},
|
|
};
|
|
|
|
static Bool
|
|
combine_pict_format(PictFormatShort * des, const PictFormatShort src,
|
|
const PictFormatShort mask, enum shader_in in_ca)
|
|
{
|
|
PictFormatShort new_vis;
|
|
int src_type, mask_type, src_bpp, mask_bpp;
|
|
int i;
|
|
if (src == mask) {
|
|
*des = src;
|
|
return TRUE;
|
|
}
|
|
src_bpp = PICT_FORMAT_BPP(src);
|
|
mask_bpp = PICT_FORMAT_BPP(mask);
|
|
|
|
assert(src_bpp == mask_bpp);
|
|
|
|
new_vis = PICT_FORMAT_VIS(src) | PICT_FORMAT_VIS(mask);
|
|
|
|
switch (in_ca) {
|
|
case SHADER_IN_SOURCE_ONLY:
|
|
return TRUE;
|
|
case SHADER_IN_NORMAL:
|
|
src_type = PICT_FORMAT_TYPE(src);
|
|
mask_type = PICT_TYPE_A;
|
|
break;
|
|
case SHADER_IN_CA_SOURCE:
|
|
src_type = PICT_FORMAT_TYPE(src);
|
|
mask_type = PICT_FORMAT_TYPE(mask);
|
|
break;
|
|
case SHADER_IN_CA_ALPHA:
|
|
src_type = PICT_TYPE_A;
|
|
mask_type = PICT_FORMAT_TYPE(mask);
|
|
break;
|
|
default:
|
|
return FALSE;
|
|
}
|
|
|
|
if (src_type == mask_type) {
|
|
*des = PICT_VISFORMAT(src_bpp, src_type, new_vis);
|
|
return TRUE;
|
|
}
|
|
|
|
for (i = 0;
|
|
i <
|
|
sizeof(pict_format_combine_tab) /
|
|
sizeof(pict_format_combine_tab[0]); i++) {
|
|
if ((src_type == pict_format_combine_tab[i][0]
|
|
&& mask_type == pict_format_combine_tab[i][1])
|
|
|| (src_type == pict_format_combine_tab[i][1]
|
|
&& mask_type == pict_format_combine_tab[i][0])) {
|
|
*des = PICT_VISFORMAT(src_bpp,
|
|
pict_format_combine_tab[i]
|
|
[2], new_vis);
|
|
return TRUE;
|
|
}
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
static Bool
|
|
glamor_composite_with_shader(CARD8 op,
|
|
PicturePtr source,
|
|
PicturePtr mask,
|
|
PicturePtr dest,
|
|
int nrect, glamor_composite_rect_t * rects)
|
|
{
|
|
ScreenPtr screen = dest->pDrawable->pScreen;
|
|
glamor_screen_private *glamor_priv =
|
|
glamor_get_screen_private(screen);
|
|
glamor_gl_dispatch *dispatch;
|
|
PixmapPtr dest_pixmap =
|
|
glamor_get_drawable_pixmap(dest->pDrawable);
|
|
PixmapPtr source_pixmap = NULL, mask_pixmap = NULL;
|
|
glamor_pixmap_private *source_pixmap_priv = NULL;
|
|
glamor_pixmap_private *mask_pixmap_priv = NULL;
|
|
glamor_pixmap_private *dest_pixmap_priv = NULL;
|
|
GLfloat dst_xscale, dst_yscale;
|
|
GLfloat mask_xscale = 1, mask_yscale = 1, src_xscale =
|
|
1, src_yscale = 1;
|
|
struct shader_key key;
|
|
glamor_composite_shader *shader;
|
|
float vertices[8], source_texcoords[8], mask_texcoords[8];
|
|
int dest_x_off, dest_y_off;
|
|
int source_x_off, source_y_off;
|
|
int mask_x_off, mask_y_off;
|
|
enum glamor_pixmap_status source_status = GLAMOR_NONE;
|
|
enum glamor_pixmap_status mask_status = GLAMOR_NONE;
|
|
PictFormatShort saved_source_format = 0;
|
|
float src_matrix[9], mask_matrix[9];
|
|
GLfloat source_solid_color[4], mask_solid_color[4];
|
|
dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap);
|
|
int vert_stride = 4;
|
|
int nrect_max;
|
|
Bool ret = FALSE;
|
|
|
|
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dest_pixmap_priv)) {
|
|
glamor_fallback("dest has no fbo.\n");
|
|
goto fail;
|
|
}
|
|
memset(&key, 0, sizeof(key));
|
|
if (!source->pDrawable) {
|
|
if (source->pSourcePict->type == SourcePictTypeSolidFill) {
|
|
key.source = SHADER_SOURCE_SOLID;
|
|
glamor_get_rgba_from_pixel(source->
|
|
pSourcePict->solidFill.
|
|
color,
|
|
&source_solid_color[0],
|
|
&source_solid_color[1],
|
|
&source_solid_color[2],
|
|
&source_solid_color[3],
|
|
PICT_a8r8g8b8);
|
|
} else {
|
|
glamor_fallback("gradient source\n");
|
|
goto fail;
|
|
}
|
|
} else {
|
|
key.source = SHADER_SOURCE_TEXTURE_ALPHA;
|
|
}
|
|
if (mask) {
|
|
if (!mask->pDrawable) {
|
|
if (mask->pSourcePict->type ==
|
|
SourcePictTypeSolidFill) {
|
|
key.mask = SHADER_MASK_SOLID;
|
|
glamor_get_rgba_from_pixel
|
|
(mask->pSourcePict->solidFill.color,
|
|
&mask_solid_color[0],
|
|
&mask_solid_color[1],
|
|
&mask_solid_color[2],
|
|
&mask_solid_color[3], PICT_a8r8g8b8);
|
|
} else {
|
|
glamor_fallback("gradient mask\n");
|
|
goto fail;
|
|
}
|
|
} else {
|
|
key.mask = SHADER_MASK_TEXTURE_ALPHA;
|
|
}
|
|
|
|
if (!mask->componentAlpha) {
|
|
key.in = SHADER_IN_NORMAL;
|
|
} else {
|
|
if (op == PictOpClear)
|
|
key.mask = SHADER_MASK_NONE;
|
|
else if (op == PictOpSrc || op == PictOpAdd
|
|
|| op == PictOpIn || op == PictOpOut
|
|
|| op == PictOpOverReverse)
|
|
key.in = SHADER_IN_CA_SOURCE;
|
|
else if (op == PictOpOutReverse || op == PictOpInReverse) {
|
|
key.in = SHADER_IN_CA_ALPHA;
|
|
} else {
|
|
glamor_fallback
|
|
("Unsupported component alpha op: %d\n", op);
|
|
goto fail;
|
|
}
|
|
}
|
|
} else {
|
|
key.mask = SHADER_MASK_NONE;
|
|
key.in = SHADER_IN_SOURCE_ONLY;
|
|
}
|
|
|
|
if (source->alphaMap) {
|
|
glamor_fallback("source alphaMap\n");
|
|
goto fail;
|
|
}
|
|
if (mask && mask->alphaMap) {
|
|
glamor_fallback("mask alphaMap\n");
|
|
goto fail;
|
|
}
|
|
if (key.source == SHADER_SOURCE_TEXTURE ||
|
|
key.source == SHADER_SOURCE_TEXTURE_ALPHA) {
|
|
source_pixmap =
|
|
glamor_get_drawable_pixmap(source->pDrawable);
|
|
source_pixmap_priv =
|
|
glamor_get_pixmap_private(source_pixmap);
|
|
if (source_pixmap == dest_pixmap) {
|
|
glamor_fallback("source == dest\n");
|
|
goto fail;
|
|
}
|
|
if (!source_pixmap_priv || source_pixmap_priv->gl_fbo == 0) {
|
|
/* XXX in Xephyr, we may have gl_fbo equal to 1 but gl_tex
|
|
* equal to zero when the pixmap is screen pixmap. Then we may
|
|
* refer the tex zero directly latter in the composition.
|
|
* It seems that it works fine, but it may have potential problem*/
|
|
#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
|
|
source_status = GLAMOR_UPLOAD_PENDING;
|
|
#else
|
|
glamor_fallback("no texture in source\n");
|
|
goto fail;
|
|
#endif
|
|
}
|
|
}
|
|
if (key.mask == SHADER_MASK_TEXTURE ||
|
|
key.mask == SHADER_MASK_TEXTURE_ALPHA) {
|
|
mask_pixmap = glamor_get_drawable_pixmap(mask->pDrawable);
|
|
mask_pixmap_priv = glamor_get_pixmap_private(mask_pixmap);
|
|
if (mask_pixmap == dest_pixmap) {
|
|
glamor_fallback("mask == dest\n");
|
|
goto fail;
|
|
}
|
|
if (!mask_pixmap_priv || mask_pixmap_priv->gl_fbo == 0) {
|
|
#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
|
|
mask_status = GLAMOR_UPLOAD_PENDING;
|
|
#else
|
|
glamor_fallback("no texture in mask\n");
|
|
goto fail;
|
|
#endif
|
|
}
|
|
}
|
|
#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
|
|
if (source_status == GLAMOR_UPLOAD_PENDING
|
|
&& mask_status == GLAMOR_UPLOAD_PENDING
|
|
&& source_pixmap == mask_pixmap) {
|
|
|
|
if (source->format != mask->format) {
|
|
saved_source_format = source->format;
|
|
|
|
if (!combine_pict_format
|
|
(&source->format, source->format,
|
|
mask->format, key.in)) {
|
|
glamor_fallback
|
|
("combine source %x mask %x failed.\n",
|
|
source->format, mask->format);
|
|
goto fail;
|
|
}
|
|
|
|
if (source->format != saved_source_format) {
|
|
glamor_picture_format_fixup(source,
|
|
source_pixmap_priv);
|
|
}
|
|
/* XXX
|
|
* By default, glamor_upload_picture_to_texture will wire alpha to 1
|
|
* if one picture doesn't have alpha. So we don't do that again in
|
|
* rendering function. But here is a special case, as source and
|
|
* mask share the same texture but may have different formats. For
|
|
* example, source doesn't have alpha, but mask has alpha. Then the
|
|
* texture will have the alpha value for the mask. And will not wire
|
|
* to 1 for the source. In this case, we have to use different shader
|
|
* to wire the source's alpha to 1.
|
|
*
|
|
* But this may cause a potential problem if the source's repeat mode
|
|
* is REPEAT_NONE, and if the source is smaller than the dest, then
|
|
* for the region not covered by the source may be painted incorrectly.
|
|
* because we wire the alpha to 1.
|
|
*
|
|
**/
|
|
if (!PICT_FORMAT_A(saved_source_format)
|
|
&& PICT_FORMAT_A(mask->format))
|
|
key.source = SHADER_SOURCE_TEXTURE;
|
|
|
|
if (!PICT_FORMAT_A(mask->format)
|
|
&& PICT_FORMAT_A(saved_source_format))
|
|
key.mask = SHADER_MASK_TEXTURE;
|
|
|
|
mask_status = GLAMOR_NONE;
|
|
}
|
|
|
|
source_status = glamor_upload_picture_to_texture(source);
|
|
if (source_status != GLAMOR_UPLOAD_DONE) {
|
|
glamor_fallback
|
|
("Failed to upload source texture.\n");
|
|
goto fail;
|
|
}
|
|
} else {
|
|
if (source_status == GLAMOR_UPLOAD_PENDING) {
|
|
source_status = glamor_upload_picture_to_texture(source);
|
|
if (source_status != GLAMOR_UPLOAD_DONE) {
|
|
glamor_fallback
|
|
("Failed to upload source texture.\n");
|
|
goto fail;
|
|
}
|
|
}
|
|
|
|
if (mask_status == GLAMOR_UPLOAD_PENDING) {
|
|
mask_status = glamor_upload_picture_to_texture(mask);
|
|
if (mask_status != GLAMOR_UPLOAD_DONE) {
|
|
glamor_fallback
|
|
("Failed to upload mask texture.\n");
|
|
goto fail;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
glamor_set_destination_pixmap_priv_nc(dest_pixmap_priv);
|
|
|
|
if (!glamor_set_composite_op(screen, op, dest, mask)) {
|
|
goto fail;
|
|
}
|
|
|
|
shader = glamor_lookup_composite_shader(screen, &key);
|
|
if (shader->prog == 0) {
|
|
glamor_fallback
|
|
("no shader program for this render acccel mode\n");
|
|
goto fail;
|
|
}
|
|
|
|
dispatch = glamor_get_dispatch(glamor_priv);
|
|
dispatch->glUseProgram(shader->prog);
|
|
|
|
if (key.source == SHADER_SOURCE_SOLID) {
|
|
glamor_set_composite_solid(dispatch, source_solid_color,
|
|
shader->source_uniform_location);
|
|
} else {
|
|
glamor_set_composite_texture(screen, 0, source,
|
|
source_pixmap_priv, shader->source_wh);
|
|
}
|
|
if (key.mask != SHADER_MASK_NONE) {
|
|
if (key.mask == SHADER_MASK_SOLID) {
|
|
glamor_set_composite_solid(dispatch,
|
|
mask_solid_color,
|
|
shader->mask_uniform_location);
|
|
} else {
|
|
glamor_set_composite_texture(screen, 1, mask,
|
|
mask_pixmap_priv, shader->mask_wh);
|
|
}
|
|
}
|
|
|
|
glamor_priv->has_source_coords = key.source != SHADER_SOURCE_SOLID;
|
|
glamor_priv->has_mask_coords = (key.mask != SHADER_MASK_NONE &&
|
|
key.mask != SHADER_MASK_SOLID);
|
|
|
|
glamor_get_drawable_deltas(dest->pDrawable, dest_pixmap,
|
|
&dest_x_off, &dest_y_off);
|
|
pixmap_priv_get_scale(dest_pixmap_priv, &dst_xscale, &dst_yscale);
|
|
|
|
if (glamor_priv->has_source_coords) {
|
|
glamor_get_drawable_deltas(source->pDrawable,
|
|
source_pixmap, &source_x_off,
|
|
&source_y_off);
|
|
pixmap_priv_get_scale(source_pixmap_priv, &src_xscale,
|
|
&src_yscale);
|
|
glamor_picture_get_matrixf(source, src_matrix);
|
|
vert_stride += 4;
|
|
}
|
|
|
|
if (glamor_priv->has_mask_coords) {
|
|
glamor_get_drawable_deltas(mask->pDrawable, mask_pixmap,
|
|
&mask_x_off, &mask_y_off);
|
|
pixmap_priv_get_scale(mask_pixmap_priv, &mask_xscale,
|
|
&mask_yscale);
|
|
glamor_picture_get_matrixf(mask, mask_matrix);
|
|
vert_stride += 4;
|
|
}
|
|
|
|
nrect_max = (vert_stride * nrect) > GLAMOR_COMPOSITE_VBO_VERT_CNT ?
|
|
(GLAMOR_COMPOSITE_VBO_VERT_CNT / vert_stride) : nrect;
|
|
|
|
while(nrect) {
|
|
int mrect, rect_processed;
|
|
|
|
mrect = nrect > nrect_max ? nrect_max : nrect ;
|
|
glamor_setup_composite_vbo(screen, mrect * vert_stride);
|
|
rect_processed = mrect;
|
|
|
|
while (mrect--) {
|
|
INT16 x_source;
|
|
INT16 y_source;
|
|
INT16 x_mask;
|
|
INT16 y_mask;
|
|
INT16 x_dest;
|
|
INT16 y_dest;
|
|
CARD16 width;
|
|
CARD16 height;
|
|
|
|
x_dest = rects->x_dst + dest_x_off;
|
|
y_dest = rects->y_dst + dest_y_off;
|
|
x_source = rects->x_src + source_x_off;;
|
|
y_source = rects->y_src + source_y_off;
|
|
x_mask = rects->x_mask + mask_x_off;
|
|
y_mask = rects->y_mask + mask_y_off;
|
|
width = rects->width;
|
|
height = rects->height;
|
|
|
|
glamor_set_normalize_vcoords(dst_xscale,
|
|
dst_yscale,
|
|
x_dest, y_dest,
|
|
x_dest + width, y_dest + height,
|
|
glamor_priv->yInverted,
|
|
vertices);
|
|
|
|
if (key.source != SHADER_SOURCE_SOLID) {
|
|
if (source->transform)
|
|
glamor_set_transformed_normalize_tcoords
|
|
(src_matrix, src_xscale,
|
|
src_yscale, x_source, y_source,
|
|
x_source + width, y_source + height,
|
|
glamor_priv->yInverted,
|
|
source_texcoords);
|
|
else
|
|
glamor_set_normalize_tcoords
|
|
(src_xscale, src_yscale,
|
|
x_source, y_source,
|
|
x_source + width, y_source + height,
|
|
glamor_priv->yInverted,
|
|
source_texcoords);
|
|
}
|
|
|
|
if (key.mask != SHADER_MASK_NONE
|
|
&& key.mask != SHADER_MASK_SOLID) {
|
|
if (mask->transform)
|
|
glamor_set_transformed_normalize_tcoords
|
|
(mask_matrix,
|
|
mask_xscale,
|
|
mask_yscale, x_mask, y_mask,
|
|
x_mask + width, y_mask + height,
|
|
glamor_priv->yInverted,
|
|
mask_texcoords);
|
|
else
|
|
glamor_set_normalize_tcoords
|
|
(mask_xscale,
|
|
mask_yscale, x_mask, y_mask,
|
|
x_mask + width, y_mask + height,
|
|
glamor_priv->yInverted,
|
|
mask_texcoords);
|
|
}
|
|
glamor_emit_composite_rect(screen,
|
|
source_texcoords,
|
|
mask_texcoords,
|
|
vertices);
|
|
rects++;
|
|
}
|
|
glamor_flush_composite_rects(screen);
|
|
nrect -= rect_processed;
|
|
}
|
|
|
|
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
|
|
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
|
|
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_MASK);
|
|
dispatch->glDisable(GL_BLEND);
|
|
#ifndef GLAMOR_GLES2
|
|
dispatch->glActiveTexture(GL_TEXTURE0);
|
|
dispatch->glDisable(GL_TEXTURE_2D);
|
|
dispatch->glActiveTexture(GL_TEXTURE1);
|
|
dispatch->glDisable(GL_TEXTURE_2D);
|
|
#endif
|
|
dispatch->glUseProgram(0);
|
|
if (saved_source_format)
|
|
source->format = saved_source_format;
|
|
glamor_put_dispatch(glamor_priv);
|
|
|
|
ret = TRUE;
|
|
goto done;
|
|
|
|
fail:
|
|
if (saved_source_format)
|
|
source->format = saved_source_format;
|
|
done:
|
|
return ret;
|
|
}
|
|
|
|
static GLint
|
|
_glamor_create_getcolor_fs_program(ScreenPtr screen, int stops_count, int use_array)
|
|
{
|
|
glamor_screen_private *glamor_priv;
|
|
glamor_gl_dispatch *dispatch;
|
|
|
|
char *gradient_fs = NULL;
|
|
GLint gradient_prog = 0;
|
|
GLint fs_getcolor_prog;
|
|
|
|
const char *gradient_fs_getcolor =
|
|
GLAMOR_DEFAULT_PRECISION
|
|
"uniform int n_stop;\n"
|
|
"uniform float stops[%d];\n"
|
|
"uniform vec4 stop_colors[%d];\n"
|
|
"vec4 get_color(float stop_len)\n"
|
|
"{\n"
|
|
" int i = 0;\n"
|
|
" float new_alpha; \n"
|
|
" vec4 gradient_color;\n"
|
|
" float percentage; \n"
|
|
" for(i = 0; i < n_stop - 1; i++) {\n"
|
|
" if(stop_len < stops[i])\n"
|
|
" break; \n"
|
|
" }\n"
|
|
" \n"
|
|
" percentage = (stop_len - stops[i-1])/(stops[i] - stops[i-1]);\n"
|
|
" if(stops[i] - stops[i-1] > 2.0)\n"
|
|
" percentage = 0.0;\n" //For comply with pixman, walker->stepper overflow.
|
|
" new_alpha = percentage * stop_colors[i].a + \n"
|
|
" (1.0-percentage) * stop_colors[i-1].a; \n"
|
|
" gradient_color = vec4((percentage * stop_colors[i].rgb \n"
|
|
" + (1.0-percentage) * stop_colors[i-1].rgb)*new_alpha, \n"
|
|
" new_alpha);\n"
|
|
" \n"
|
|
" return gradient_color;\n"
|
|
"}\n";
|
|
|
|
/* Because the array access for shader is very slow, the performance is very low
|
|
if use array. So use global uniform to replace for it if the number of n_stops is small.*/
|
|
const char *gradient_fs_getcolor_no_array =
|
|
GLAMOR_DEFAULT_PRECISION
|
|
"uniform int n_stop;\n"
|
|
"uniform float stop0;\n"
|
|
"uniform float stop1;\n"
|
|
"uniform float stop2;\n"
|
|
"uniform float stop3;\n"
|
|
"uniform float stop4;\n"
|
|
"uniform float stop5;\n"
|
|
"uniform float stop6;\n"
|
|
"uniform float stop7;\n"
|
|
"uniform vec4 stop_color0;\n"
|
|
"uniform vec4 stop_color1;\n"
|
|
"uniform vec4 stop_color2;\n"
|
|
"uniform vec4 stop_color3;\n"
|
|
"uniform vec4 stop_color4;\n"
|
|
"uniform vec4 stop_color5;\n"
|
|
"uniform vec4 stop_color6;\n"
|
|
"uniform vec4 stop_color7;\n"
|
|
"\n"
|
|
"vec4 get_color(float stop_len)\n"
|
|
"{\n"
|
|
" float stop_after;\n"
|
|
" float stop_before;\n"
|
|
" vec4 stop_color_before;\n"
|
|
" vec4 stop_color_after;\n"
|
|
" float new_alpha; \n"
|
|
" vec4 gradient_color;\n"
|
|
" float percentage; \n"
|
|
" \n"
|
|
" if((stop_len < stop0) && (n_stop >= 1)) {\n"
|
|
" stop_color_before = stop_color0;\n"
|
|
" stop_color_after = stop_color0;\n"
|
|
" stop_after = stop0;\n"
|
|
" stop_before = stop0;\n"
|
|
" percentage = 0.0;\n"
|
|
" } else if((stop_len < stop1) && (n_stop >= 2)) {\n"
|
|
" stop_color_before = stop_color0;\n"
|
|
" stop_color_after = stop_color1;\n"
|
|
" stop_after = stop1;\n"
|
|
" stop_before = stop0;\n"
|
|
" percentage = (stop_len - stop0)/(stop1 - stop0);\n"
|
|
" } else if((stop_len < stop2) && (n_stop >= 3)) {\n"
|
|
" stop_color_before = stop_color1;\n"
|
|
" stop_color_after = stop_color2;\n"
|
|
" stop_after = stop2;\n"
|
|
" stop_before = stop1;\n"
|
|
" percentage = (stop_len - stop1)/(stop2 - stop1);\n"
|
|
" } else if((stop_len < stop3) && (n_stop >= 4)){\n"
|
|
" stop_color_before = stop_color2;\n"
|
|
" stop_color_after = stop_color3;\n"
|
|
" stop_after = stop3;\n"
|
|
" stop_before = stop2;\n"
|
|
" percentage = (stop_len - stop2)/(stop3 - stop2);\n"
|
|
" } else if((stop_len < stop4) && (n_stop >= 5)){\n"
|
|
" stop_color_before = stop_color3;\n"
|
|
" stop_color_after = stop_color4;\n"
|
|
" stop_after = stop4;\n"
|
|
" stop_before = stop3;\n"
|
|
" percentage = (stop_len - stop3)/(stop4 - stop3);\n"
|
|
" } else if((stop_len < stop5) && (n_stop >= 6)){\n"
|
|
" stop_color_before = stop_color4;\n"
|
|
" stop_color_after = stop_color5;\n"
|
|
" stop_after = stop5;\n"
|
|
" stop_before = stop4;\n"
|
|
" percentage = (stop_len - stop4)/(stop5 - stop4);\n"
|
|
" } else if((stop_len < stop6) && (n_stop >= 7)){\n"
|
|
" stop_color_before = stop_color5;\n"
|
|
" stop_color_after = stop_color6;\n"
|
|
" stop_after = stop6;\n"
|
|
" stop_before = stop5;\n"
|
|
" percentage = (stop_len - stop5)/(stop6 - stop5);\n"
|
|
" } else if((stop_len < stop7) && (n_stop >= 8)){\n"
|
|
" stop_color_before = stop_color6;\n"
|
|
" stop_color_after = stop_color7;\n"
|
|
" stop_after = stop7;\n"
|
|
" stop_before = stop6;\n"
|
|
" percentage = (stop_len - stop6)/(stop7 - stop6);\n"
|
|
" } else {\n"
|
|
" stop_color_before = stop_color7;\n"
|
|
" stop_color_after = stop_color7;\n"
|
|
" stop_after = stop7;\n"
|
|
" stop_before = stop7;\n"
|
|
" percentage = 0.0;\n"
|
|
" }\n"
|
|
" if(stop_after - stop_before > 2.0)\n"
|
|
" percentage = 0.0;\n"//For comply with pixman, walker->stepper overflow.
|
|
" new_alpha = percentage * stop_color_after.a + \n"
|
|
" (1.0-percentage) * stop_color_before.a; \n"
|
|
" gradient_color = vec4((percentage * stop_color_after.rgb \n"
|
|
" + (1.0-percentage) * stop_color_before.rgb)*new_alpha, \n"
|
|
" new_alpha);\n"
|
|
" \n"
|
|
" return gradient_color;\n"
|
|
"}\n";
|
|
|
|
glamor_priv = glamor_get_screen_private(screen);
|
|
dispatch = glamor_get_dispatch(glamor_priv);
|
|
|
|
if(use_array) {
|
|
XNFasprintf(&gradient_fs,
|
|
gradient_fs_getcolor, stops_count, stops_count);
|
|
fs_getcolor_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
|
|
gradient_fs);
|
|
free(gradient_fs);
|
|
} else {
|
|
fs_getcolor_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
|
|
gradient_fs_getcolor_no_array);
|
|
}
|
|
|
|
return fs_getcolor_prog;
|
|
}
|
|
|
|
static void
|
|
_glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count, int dyn_gen)
|
|
{
|
|
glamor_screen_private *glamor_priv;
|
|
glamor_gl_dispatch *dispatch;
|
|
int index;
|
|
|
|
GLint gradient_prog = 0;
|
|
char *gradient_fs = NULL;
|
|
GLint fs_main_prog, fs_getcolor_prog, vs_prog;
|
|
|
|
const char *gradient_vs =
|
|
GLAMOR_DEFAULT_PRECISION
|
|
"attribute vec4 v_position;\n"
|
|
"attribute vec4 v_texcoord;\n"
|
|
"varying vec2 source_texture;\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" gl_Position = v_position;\n"
|
|
" source_texture = v_texcoord.xy;\n"
|
|
"}\n";
|
|
|
|
/*
|
|
* Refer to pixman radial gradient.
|
|
*
|
|
* The problem is given the two circles of c1 and c2 with the radius of r1 and
|
|
* r1, we need to caculate the t, which is used to do interpolate with stops,
|
|
* using the fomula:
|
|
* length((1-t)*c1 + t*c2 - p) = (1-t)*r1 + t*r2
|
|
* expand the fomula with xy coond, get the following:
|
|
* sqrt(sqr((1-t)*c1.x + t*c2.x - p.x) + sqr((1-t)*c1.y + t*c2.y - p.y))
|
|
* = (1-t)r1 + t*r2
|
|
* <====> At*t- 2Bt + C = 0
|
|
* where A = sqr(c2.x - c1.x) + sqr(c2.y - c1.y) - sqr(r2 -r1)
|
|
* B = (p.x - c1.x)*(c2.x - c1.x) + (p.y - c1.y)*(c2.y - c1.y) + r1*(r2 -r1)
|
|
* C = sqr(p.x - c1.x) + sqr(p.y - c1.y) - r1*r1
|
|
*
|
|
* solve the fomula and we get the result of
|
|
* t = (B + sqrt(B*B - A*C)) / A or
|
|
* t = (B - sqrt(B*B - A*C)) / A (quadratic equation have two solutions)
|
|
*
|
|
* The solution we are going to prefer is the bigger one, unless the
|
|
* radius associated to it is negative (or it falls outside the valid t range)
|
|
*/
|
|
|
|
const char *gradient_fs_template =
|
|
GLAMOR_DEFAULT_PRECISION
|
|
"uniform mat3 transform_mat;\n"
|
|
"uniform int repeat_type;\n"
|
|
"uniform float A_value;\n"
|
|
"uniform vec2 c1;\n"
|
|
"uniform float r1;\n"
|
|
"uniform vec2 c2;\n"
|
|
"uniform float r2;\n"
|
|
"varying vec2 source_texture;\n"
|
|
"\n"
|
|
"vec4 get_color(float stop_len);\n"
|
|
"\n"
|
|
"int t_invalid;\n"
|
|
"\n"
|
|
"float get_stop_len()\n"
|
|
"{\n"
|
|
" float t = 0.0;\n"
|
|
" float sqrt_value;\n"
|
|
" int revserse = 0;\n"
|
|
" t_invalid = 0;\n"
|
|
" \n"
|
|
" vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"
|
|
" vec3 source_texture_trans = transform_mat * tmp;\n"
|
|
" source_texture_trans.xy = source_texture_trans.xy/source_texture_trans.z;\n"
|
|
" float B_value = (source_texture_trans.x - c1.x) * (c2.x - c1.x)\n"
|
|
" + (source_texture_trans.y - c1.y) * (c2.y - c1.y)\n"
|
|
" + r1 * (r2 - r1);\n"
|
|
" float C_value = (source_texture_trans.x - c1.x) * (source_texture_trans.x - c1.x)\n"
|
|
" + (source_texture_trans.y - c1.y) * (source_texture_trans.y - c1.y)\n"
|
|
" - r1*r1;\n"
|
|
" if(abs(A_value) < 0.00001) {\n"
|
|
" if(B_value == 0.0) {\n"
|
|
" t_invalid = 1;\n"
|
|
" return t;\n"
|
|
" }\n"
|
|
" t = 0.5 * C_value / B_value;"
|
|
" } else {\n"
|
|
" sqrt_value = B_value * B_value - A_value * C_value;\n"
|
|
" if(sqrt_value < 0.0) {\n"
|
|
" t_invalid = 1;\n"
|
|
" return t;\n"
|
|
" }\n"
|
|
" sqrt_value = sqrt(sqrt_value);\n"
|
|
" t = (B_value + sqrt_value) / A_value;\n"
|
|
" }\n"
|
|
" if(repeat_type == %d) {\n" // RepeatNone case.
|
|
" if((t <= 0.0) || (t > 1.0))\n"
|
|
// try another if first one invalid
|
|
" t = (B_value - sqrt_value) / A_value;\n"
|
|
" \n"
|
|
" if((t <= 0.0) || (t > 1.0)) {\n" //still invalid, return.
|
|
" t_invalid = 1;\n"
|
|
" return t;\n"
|
|
" }\n"
|
|
" } else {\n"
|
|
" if(t * (r2 - r1) <= -1.0 * r1)\n"
|
|
// try another if first one invalid
|
|
" t = (B_value - sqrt_value) / A_value;\n"
|
|
" \n"
|
|
" if(t * (r2 -r1) <= -1.0 * r1) {\n" //still invalid, return.
|
|
" t_invalid = 1;\n"
|
|
" return t;\n"
|
|
" }\n"
|
|
" }\n"
|
|
" \n"
|
|
" if(repeat_type == %d){\n" // repeat normal
|
|
" while(t > 1.0) \n"
|
|
" t = t - 1.0; \n"
|
|
" while(t < 0.0) \n"
|
|
" t = t + 1.0; \n"
|
|
" }\n"
|
|
" \n"
|
|
" if(repeat_type == %d) {\n" // repeat reflect
|
|
" while(t > 1.0) {\n"
|
|
" t = t - 1.0; \n"
|
|
" if(revserse == 0)\n"
|
|
" revserse = 1;\n"
|
|
" else\n"
|
|
" revserse = 0;\n"
|
|
" }\n"
|
|
" while(t < 0.0) {\n"
|
|
" t = t + 1.0; \n"
|
|
" if(revserse == 0)\n"
|
|
" revserse = 1;\n"
|
|
" else\n"
|
|
" revserse = 0;\n"
|
|
" }\n"
|
|
" if(revserse == 1) {\n"
|
|
" t = 1.0 - t; \n"
|
|
" }\n"
|
|
" }\n"
|
|
" \n"
|
|
" return t;\n"
|
|
"}\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" float stop_len = get_stop_len();\n"
|
|
" if(t_invalid == 1) {\n"
|
|
" gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
|
|
" } else {\n"
|
|
" gl_FragColor = get_color(stop_len);\n"
|
|
" }\n"
|
|
"}\n";
|
|
|
|
glamor_priv = glamor_get_screen_private(screen);
|
|
|
|
if ((glamor_priv->radial_max_nstops >= stops_count) && (dyn_gen)) {
|
|
/* Very Good, not to generate again. */
|
|
return;
|
|
}
|
|
|
|
if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]) {
|
|
dispatch->glDeleteShader(
|
|
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][2]);
|
|
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][2] = 0;
|
|
|
|
dispatch->glDeleteShader(
|
|
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][2]);
|
|
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][2] = 0;
|
|
|
|
dispatch->glDeleteShader(
|
|
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][2]);
|
|
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][2] = 0;
|
|
|
|
dispatch->glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]);
|
|
glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2] = 0;
|
|
}
|
|
|
|
dispatch = glamor_get_dispatch(glamor_priv);
|
|
|
|
gradient_prog = dispatch->glCreateProgram();
|
|
|
|
vs_prog = glamor_compile_glsl_prog(dispatch,
|
|
GL_VERTEX_SHADER, gradient_vs);
|
|
|
|
XNFasprintf(&gradient_fs,
|
|
gradient_fs_template,
|
|
PIXMAN_REPEAT_NONE, PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT);
|
|
|
|
fs_main_prog = glamor_compile_glsl_prog(dispatch,
|
|
GL_FRAGMENT_SHADER, gradient_fs);
|
|
|
|
free(gradient_fs);
|
|
|
|
fs_getcolor_prog =
|
|
_glamor_create_getcolor_fs_program(screen, stops_count, (stops_count > 0));
|
|
|
|
dispatch->glAttachShader(gradient_prog, vs_prog);
|
|
dispatch->glAttachShader(gradient_prog, fs_getcolor_prog);
|
|
dispatch->glAttachShader(gradient_prog, fs_main_prog);
|
|
|
|
dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_positionsition");
|
|
dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord");
|
|
|
|
glamor_link_glsl_prog(dispatch, gradient_prog);
|
|
|
|
dispatch->glUseProgram(0);
|
|
|
|
if (dyn_gen) {
|
|
index = 2;
|
|
glamor_priv->radial_max_nstops = stops_count;
|
|
} else if (stops_count) {
|
|
index = 1;
|
|
} else {
|
|
index = 0;
|
|
}
|
|
|
|
glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][index] = gradient_prog;
|
|
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][index] = vs_prog;
|
|
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][index] = fs_main_prog;
|
|
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][index] = fs_getcolor_prog;
|
|
|
|
glamor_put_dispatch(glamor_priv);
|
|
}
|
|
|
|
static void
|
|
_glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int dyn_gen)
|
|
{
|
|
glamor_screen_private *glamor_priv;
|
|
glamor_gl_dispatch *dispatch;
|
|
|
|
int index = 0;
|
|
GLint gradient_prog = 0;
|
|
char *gradient_fs = NULL;
|
|
GLint fs_main_prog, fs_getcolor_prog, vs_prog;
|
|
|
|
const char *gradient_vs =
|
|
GLAMOR_DEFAULT_PRECISION
|
|
"attribute vec4 v_position;\n"
|
|
"attribute vec4 v_texcoord;\n"
|
|
"varying vec2 source_texture;\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" gl_Position = v_position;\n"
|
|
" source_texture = v_texcoord.xy;\n"
|
|
"}\n";
|
|
|
|
/*
|
|
* |
|
|
* |\
|
|
* | \
|
|
* | \
|
|
* | \
|
|
* |\ \
|
|
* | \ \
|
|
* cos_val = |\ p1d \ /
|
|
* sqrt(1/(slope*slope+1.0)) ------>\ \ \ /
|
|
* | \ \ \
|
|
* | \ \ / \
|
|
* | \ *Pt1\
|
|
* *p1 | \ \ *P
|
|
* \ | / \ \ /
|
|
* \ | / \ \ /
|
|
* \ | pd \
|
|
* \ | \ / \
|
|
* p2* | \ / \ /
|
|
* slope = (p2.y - p1.y) / | / p2d /
|
|
* (p2.x - p1.x) | / \ /
|
|
* | / \ /
|
|
* | / /
|
|
* | / /
|
|
* | / *Pt2
|
|
* | /
|
|
* | /
|
|
* | /
|
|
* | /
|
|
* | /
|
|
* -------+---------------------------------
|
|
* O|
|
|
* |
|
|
* |
|
|
*
|
|
* step 1: compute the distance of p, pt1 and pt2 in the slope direction.
|
|
* Caculate the distance on Y axis first and multiply cos_val to
|
|
* get the value on slope direction(pd, p1d and p2d represent the
|
|
* distance of p, pt1, and pt2 respectively).
|
|
*
|
|
* step 2: caculate the percentage of (pd - p1d)/(p2d - p1d).
|
|
* If (pd - p1d) > (p2d - p1d) or < 0, then sub or add (p2d - p1d)
|
|
* to make it in the range of [0, (p2d - p1d)].
|
|
*
|
|
* step 3: compare the percentage to every stop and find the stpos just
|
|
* before and after it. Use the interpolation fomula to compute RGBA.
|
|
*/
|
|
|
|
const char *gradient_fs_template =
|
|
GLAMOR_DEFAULT_PRECISION
|
|
"uniform mat3 transform_mat;\n"
|
|
"uniform int repeat_type;\n"
|
|
"uniform int hor_ver;\n"
|
|
"uniform vec4 pt1;\n"
|
|
"uniform vec4 pt2;\n"
|
|
"uniform float pt_slope;\n"
|
|
"uniform float cos_val;\n"
|
|
"uniform float p1_distance;\n"
|
|
"uniform float pt_distance;\n"
|
|
"varying vec2 source_texture;\n"
|
|
"\n"
|
|
"vec4 get_color(float stop_len);\n"
|
|
"\n"
|
|
"float get_stop_len()\n"
|
|
"{\n"
|
|
" vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"
|
|
" float len_percentage;\n"
|
|
" float distance;\n"
|
|
" float _p1_distance;\n"
|
|
" float _pt_distance;\n"
|
|
" float y_dist;\n"
|
|
" float stop_after;\n"
|
|
" float stop_before;\n"
|
|
" vec4 stop_color_before;\n"
|
|
" vec4 stop_color_after;\n"
|
|
" float new_alpha; \n"
|
|
" int revserse = 0;\n"
|
|
" vec4 gradient_color;\n"
|
|
" float percentage; \n"
|
|
" vec3 source_texture_trans = transform_mat * tmp;\n"
|
|
" \n"
|
|
" if(hor_ver == 0) { \n" //Normal case.
|
|
" y_dist = source_texture_trans.y - source_texture_trans.x*pt_slope;\n"
|
|
" distance = y_dist * cos_val;\n"
|
|
" _p1_distance = p1_distance * source_texture_trans.z;\n"
|
|
" _pt_distance = pt_distance * source_texture_trans.z;\n"
|
|
" \n"
|
|
" } else if (hor_ver == 1) {\n"//horizontal case.
|
|
" distance = source_texture_trans.x;\n"
|
|
" _p1_distance = p1_distance * source_texture_trans.z;\n"
|
|
" _pt_distance = pt_distance * source_texture_trans.z;\n"
|
|
" } else if (hor_ver == 2) {\n"//vertical case.
|
|
" distance = source_texture_trans.y;\n"
|
|
" _p1_distance = p1_distance * source_texture_trans.z;\n"
|
|
" _pt_distance = pt_distance * source_texture_trans.z;\n"
|
|
" } \n"
|
|
" \n"
|
|
" distance = distance - _p1_distance; \n"
|
|
" \n"
|
|
" if(repeat_type == %d){\n" // repeat normal
|
|
" while(distance > _pt_distance) \n"
|
|
" distance = distance - (_pt_distance); \n"
|
|
" while(distance < 0.0) \n"
|
|
" distance = distance + (_pt_distance); \n"
|
|
" }\n"
|
|
" \n"
|
|
" if(repeat_type == %d) {\n" // repeat reflect
|
|
" while(distance > _pt_distance) {\n"
|
|
" distance = distance - (_pt_distance); \n"
|
|
" if(revserse == 0)\n"
|
|
" revserse = 1;\n"
|
|
" else\n"
|
|
" revserse = 0;\n"
|
|
" }\n"
|
|
" while(distance < 0.0) {\n"
|
|
" distance = distance + (_pt_distance); \n"
|
|
" if(revserse == 0)\n"
|
|
" revserse = 1;\n"
|
|
" else\n"
|
|
" revserse = 0;\n"
|
|
" }\n"
|
|
" if(revserse == 1) {\n"
|
|
" distance = (_pt_distance) - distance; \n"
|
|
" }\n"
|
|
" }\n"
|
|
" \n"
|
|
" len_percentage = distance/(_pt_distance);\n"
|
|
" \n"
|
|
" return len_percentage;\n"
|
|
"}\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" float stop_len = get_stop_len();\n"
|
|
" gl_FragColor = get_color(stop_len);\n"
|
|
"}\n";
|
|
|
|
|
|
glamor_priv = glamor_get_screen_private(screen);
|
|
|
|
if ((glamor_priv->linear_max_nstops >= stops_count) && (dyn_gen)) {
|
|
/* Very Good, not to generate again. */
|
|
return;
|
|
}
|
|
|
|
if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]) {
|
|
dispatch->glDeleteShader(
|
|
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][2]);
|
|
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][2] = 0;
|
|
|
|
dispatch->glDeleteShader(
|
|
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][2]);
|
|
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][2] = 0;
|
|
|
|
dispatch->glDeleteShader(
|
|
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][2]);
|
|
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][2] = 0;
|
|
|
|
dispatch->glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]);
|
|
glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2] = 0;
|
|
}
|
|
|
|
dispatch = glamor_get_dispatch(glamor_priv);
|
|
|
|
gradient_prog = dispatch->glCreateProgram();
|
|
|
|
vs_prog = glamor_compile_glsl_prog(dispatch,
|
|
GL_VERTEX_SHADER, gradient_vs);
|
|
|
|
XNFasprintf(&gradient_fs,
|
|
gradient_fs_template,
|
|
PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT);
|
|
|
|
fs_main_prog = glamor_compile_glsl_prog(dispatch,
|
|
GL_FRAGMENT_SHADER, gradient_fs);
|
|
free(gradient_fs);
|
|
|
|
fs_getcolor_prog =
|
|
_glamor_create_getcolor_fs_program(screen, stops_count, (stops_count > 0));
|
|
|
|
dispatch->glAttachShader(gradient_prog, vs_prog);
|
|
dispatch->glAttachShader(gradient_prog, fs_getcolor_prog);
|
|
dispatch->glAttachShader(gradient_prog, fs_main_prog);
|
|
|
|
dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_position");
|
|
dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord");
|
|
|
|
glamor_link_glsl_prog(dispatch, gradient_prog);
|
|
|
|
dispatch->glUseProgram(0);
|
|
|
|
if (dyn_gen) {
|
|
index = 2;
|
|
glamor_priv->linear_max_nstops = stops_count;
|
|
} else if (stops_count) {
|
|
index = 1;
|
|
} else {
|
|
index = 0;
|
|
}
|
|
|
|
glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][index] = gradient_prog;
|
|
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][index] = vs_prog;
|
|
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][index] = fs_main_prog;
|
|
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][index] = fs_getcolor_prog;
|
|
|
|
glamor_put_dispatch(glamor_priv);
|
|
}
|
|
|
|
#define LINEAR_SMALL_STOPS 6 + 2
|
|
#define LINEAR_LARGE_STOPS 16 + 2
|
|
|
|
#define RADIAL_SMALL_STOPS 6 + 2
|
|
#define RADIAL_LARGE_STOPS 16 + 2
|
|
|
|
void
|
|
glamor_init_gradient_shader(ScreenPtr screen)
|
|
{
|
|
glamor_screen_private *glamor_priv;
|
|
int i;
|
|
|
|
glamor_priv = glamor_get_screen_private(screen);
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][i] = 0;
|
|
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][i] = 0;
|
|
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i] = 0;
|
|
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i] = 0;
|
|
|
|
glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][i] = 0;
|
|
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][i] = 0;
|
|
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i] = 0;
|
|
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i] = 0;
|
|
}
|
|
glamor_priv->linear_max_nstops = 0;
|
|
glamor_priv->radial_max_nstops = 0;
|
|
|
|
_glamor_create_linear_gradient_program(screen, 0, 0);
|
|
_glamor_create_linear_gradient_program(screen, LINEAR_LARGE_STOPS, 0);
|
|
|
|
_glamor_create_radial_gradient_program(screen, 0, 0);
|
|
_glamor_create_radial_gradient_program(screen, RADIAL_LARGE_STOPS, 0);
|
|
}
|
|
|
|
void
|
|
glamor_fini_gradient_shader(ScreenPtr screen)
|
|
{
|
|
glamor_screen_private *glamor_priv;
|
|
glamor_gl_dispatch *dispatch;
|
|
int i = 0;
|
|
|
|
glamor_priv = glamor_get_screen_private(screen);
|
|
dispatch = glamor_get_dispatch(glamor_priv);
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
/* Linear Gradient */
|
|
if (glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][i])
|
|
dispatch->glDeleteShader(
|
|
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][i]);
|
|
|
|
if (glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i])
|
|
dispatch->glDeleteShader(
|
|
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i]);
|
|
|
|
if (glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i])
|
|
dispatch->glDeleteShader(
|
|
glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i]);
|
|
|
|
if (glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][i])
|
|
dispatch->glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][i]);
|
|
|
|
/* Radial Gradient */
|
|
if (glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][i])
|
|
dispatch->glDeleteShader(
|
|
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][i]);
|
|
|
|
if (glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i])
|
|
dispatch->glDeleteShader(
|
|
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i]);
|
|
|
|
if (glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i])
|
|
dispatch->glDeleteShader(
|
|
glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i]);
|
|
|
|
if (glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][i])
|
|
dispatch->glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][i]);
|
|
}
|
|
|
|
glamor_put_dispatch(glamor_priv);
|
|
}
|
|
|
|
static void
|
|
_glamor_gradient_convert_trans_matrix(PictTransform *from, float to[3][3],
|
|
int width, int height, int normalize)
|
|
{
|
|
/*
|
|
* Because in the shader program, we normalize all the pixel cood to [0, 1],
|
|
* so with the transform matrix, the correct logic should be:
|
|
* v_s = A*T*v
|
|
* v_s: point vector in shader after normalized.
|
|
* A: The transition matrix from width X height --> 1.0 X 1.0
|
|
* T: The transform matrix.
|
|
* v: point vector in width X height space.
|
|
*
|
|
* result is OK if we use this fomula. But for every point in width X height space,
|
|
* we can just use their normalized point vector in shader, namely we can just
|
|
* use the result of A*v in shader. So we have no chance to insert T in A*v.
|
|
* We can just convert v_s = A*T*v to v_s = A*T*inv(A)*A*v, where inv(A) is the
|
|
* inverse matrix of A. Now, v_s = (A*T*inv(A)) * (A*v)
|
|
* So, to get the correct v_s, we need to cacula1 the matrix: (A*T*inv(A)), and
|
|
* we name this matrix T_s.
|
|
*
|
|
* Firstly, because A is for the scale convertion, we find
|
|
* -- --
|
|
* |1/w 0 0 |
|
|
* A = | 0 1/h 0 |
|
|
* | 0 0 1.0|
|
|
* -- --
|
|
* so T_s = A*T*inv(a) and result
|
|
*
|
|
* -- --
|
|
* | t11 h*t12/w t13/w|
|
|
* T_s = | w*t21/h t22 t23/h|
|
|
* | w*t31 h*t32 t33 |
|
|
* -- --
|
|
*/
|
|
|
|
to[0][0] = (float)pixman_fixed_to_double(from->matrix[0][0]);
|
|
to[0][1] = (float)pixman_fixed_to_double(from->matrix[0][1])
|
|
* (normalize ? (((float)height) / ((float)width)) : 1.0);
|
|
to[0][2] = (float)pixman_fixed_to_double(from->matrix[0][2])
|
|
/ (normalize ? ((float)width) : 1.0);
|
|
|
|
to[1][0] = (float)pixman_fixed_to_double(from->matrix[1][0])
|
|
* (normalize ? (((float)width) / ((float)height)) : 1.0);
|
|
to[1][1] = (float)pixman_fixed_to_double(from->matrix[1][1]);
|
|
to[1][2] = (float)pixman_fixed_to_double(from->matrix[1][2])
|
|
/ (normalize ? ((float)height) : 1.0);
|
|
|
|
to[2][0] = (float)pixman_fixed_to_double(from->matrix[2][0])
|
|
* (normalize ? ((float)width) : 1.0);
|
|
to[2][1] = (float)pixman_fixed_to_double(from->matrix[2][1])
|
|
* (normalize ? ((float)height) : 1.0);
|
|
to[2][2] = (float)pixman_fixed_to_double(from->matrix[2][2]);
|
|
|
|
DEBUGF("the transform matrix is:\n%f\t%f\t%f\n%f\t%f\t%f\n%f\t%f\t%f\n",
|
|
to[0][0], to[0][1], to[0][2],
|
|
to[1][0], to[1][1], to[1][2],
|
|
to[2][0], to[2][1], to[2][2]);
|
|
}
|
|
|
|
static int
|
|
_glamor_gradient_set_pixmap_destination(ScreenPtr screen,
|
|
glamor_screen_private *glamor_priv,
|
|
PicturePtr dst_picure,
|
|
GLfloat *xscale, GLfloat *yscale,
|
|
int x_source, int y_source,
|
|
float vertices[8],
|
|
float tex_vertices[8],
|
|
int tex_normalize)
|
|
{
|
|
glamor_pixmap_private *pixmap_priv;
|
|
PixmapPtr pixmap = NULL;
|
|
|
|
pixmap = glamor_get_drawable_pixmap(dst_picure->pDrawable);
|
|
pixmap_priv = glamor_get_pixmap_private(pixmap);
|
|
|
|
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) { /* should always have here. */
|
|
return 0;
|
|
}
|
|
|
|
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
|
|
|
|
pixmap_priv_get_scale(pixmap_priv, xscale, yscale);
|
|
|
|
glamor_priv->has_source_coords = 1;
|
|
glamor_priv->has_mask_coords = 0;
|
|
glamor_setup_composite_vbo(screen, 4*2);
|
|
|
|
DEBUGF("xscale = %f, yscale = %f,"
|
|
" x_source = %d, y_source = %d, width = %d, height = %d\n",
|
|
*xscale, *yscale, x_source, y_source,
|
|
pixmap_priv->fbo->width, pixmap_priv->fbo->height);
|
|
|
|
glamor_set_normalize_vcoords(*xscale, *yscale,
|
|
0, 0,
|
|
(INT16)(pixmap_priv->fbo->width),
|
|
(INT16)(pixmap_priv->fbo->height),
|
|
glamor_priv->yInverted, vertices);
|
|
|
|
if (tex_normalize) {
|
|
glamor_set_normalize_tcoords(*xscale, *yscale,
|
|
0, 0,
|
|
(INT16)(pixmap_priv->fbo->width),
|
|
(INT16)(pixmap_priv->fbo->height),
|
|
glamor_priv->yInverted, tex_vertices);
|
|
} else {
|
|
glamor_set_tcoords(0, 0,
|
|
(INT16)(pixmap_priv->fbo->width),
|
|
(INT16)(pixmap_priv->fbo->height),
|
|
glamor_priv->yInverted, tex_vertices);
|
|
}
|
|
|
|
DEBUGF("vertices --> leftup : %f X %f, rightup: %f X %f,"
|
|
"rightbottom: %f X %f, leftbottom : %f X %f\n",
|
|
vertices[0], vertices[1], vertices[2], vertices[3],
|
|
vertices[4], vertices[5], vertices[6], vertices[7]);
|
|
DEBUGF("tex_vertices --> leftup : %f X %f, rightup: %f X %f,"
|
|
"rightbottom: %f X %f, leftbottom : %f X %f\n",
|
|
tex_vertices[0], tex_vertices[1], tex_vertices[2], tex_vertices[3],
|
|
tex_vertices[4], tex_vertices[5], tex_vertices[6], tex_vertices[7]);
|
|
|
|
return 1;
|
|
}
|
|
|
|
static int
|
|
_glamor_gradient_set_stops(PicturePtr src_picture, PictGradient * pgradient,
|
|
GLfloat *stop_colors, GLfloat *n_stops)
|
|
{
|
|
int i;
|
|
int count = 1;
|
|
|
|
for (i = 0; i < pgradient->nstops; i++) {
|
|
/* We find some gradient picture set the stops at the same percentage, which
|
|
will cause the shader problem because the (stops[i] - stops[i-1]) will
|
|
be used as divisor. We just keep the later one if stops[i] == stops[i-1] */
|
|
if (i < pgradient->nstops - 1
|
|
&& pgradient->stops[i].x == pgradient->stops[i+1].x)
|
|
continue;
|
|
|
|
stop_colors[count*4] = pixman_fixed_to_double(
|
|
pgradient->stops[i].color.red);
|
|
stop_colors[count*4+1] = pixman_fixed_to_double(
|
|
pgradient->stops[i].color.green);
|
|
stop_colors[count*4+2] = pixman_fixed_to_double(
|
|
pgradient->stops[i].color.blue);
|
|
stop_colors[count*4+3] = pixman_fixed_to_double(
|
|
pgradient->stops[i].color.alpha);
|
|
|
|
n_stops[count] = (GLfloat)pixman_fixed_to_double(
|
|
pgradient->stops[i].x);
|
|
count++;
|
|
}
|
|
|
|
/* for the end stop. */
|
|
count++;
|
|
|
|
switch (src_picture->repeatType) {
|
|
#define REPEAT_FILL_STOPS(m, n) \
|
|
stop_colors[(m)*4 + 0] = stop_colors[(n)*4 + 0]; \
|
|
stop_colors[(m)*4 + 1] = stop_colors[(n)*4 + 1]; \
|
|
stop_colors[(m)*4 + 2] = stop_colors[(n)*4 + 2]; \
|
|
stop_colors[(m)*4 + 3] = stop_colors[(n)*4 + 3];
|
|
|
|
default:
|
|
case PIXMAN_REPEAT_NONE:
|
|
stop_colors[0] = 0.0; //R
|
|
stop_colors[1] = 0.0; //G
|
|
stop_colors[2] = 0.0; //B
|
|
stop_colors[3] = 0.0; //Alpha
|
|
n_stops[0] = -(float)INT_MAX; //should be small enough.
|
|
|
|
stop_colors[0 + (count-1)*4] = 0.0; //R
|
|
stop_colors[1 + (count-1)*4] = 0.0; //G
|
|
stop_colors[2 + (count-1)*4] = 0.0; //B
|
|
stop_colors[3 + (count-1)*4] = 0.0; //Alpha
|
|
n_stops[count-1] = (float)INT_MAX; //should be large enough.
|
|
break;
|
|
case PIXMAN_REPEAT_NORMAL:
|
|
REPEAT_FILL_STOPS(0, count - 2);
|
|
n_stops[0] = n_stops[count-2] - 1.0;
|
|
|
|
REPEAT_FILL_STOPS(count - 1, 1);
|
|
n_stops[count-1] = n_stops[1] + 1.0;
|
|
break;
|
|
case PIXMAN_REPEAT_REFLECT:
|
|
REPEAT_FILL_STOPS(0, 1);
|
|
n_stops[0] = -n_stops[1];
|
|
|
|
REPEAT_FILL_STOPS(count - 1, count - 2);
|
|
n_stops[count-1] = 1.0 + 1.0 - n_stops[count-2];
|
|
break;
|
|
case PIXMAN_REPEAT_PAD:
|
|
REPEAT_FILL_STOPS(0, 1);
|
|
n_stops[0] = -(float)INT_MAX;
|
|
|
|
REPEAT_FILL_STOPS(count - 1, count - 2);
|
|
n_stops[count-1] = (float)INT_MAX;
|
|
break;
|
|
#undef REPEAT_FILL_STOPS
|
|
}
|
|
|
|
for (i = 0; i < count; i++) {
|
|
DEBUGF("n_stops[%d] = %f, color = r:%f g:%f b:%f a:%f\n",
|
|
i, n_stops[i],
|
|
stop_colors[i*4], stop_colors[i*4+1],
|
|
stop_colors[i*4+2], stop_colors[i*4+3]);
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
static PicturePtr
|
|
_glamor_generate_radial_gradient_picture(ScreenPtr screen,
|
|
PicturePtr src_picture,
|
|
int x_source, int y_source,
|
|
int width, int height,
|
|
PictFormatShort format)
|
|
{
|
|
glamor_screen_private *glamor_priv;
|
|
glamor_gl_dispatch *dispatch;
|
|
PicturePtr dst_picture = NULL;
|
|
PixmapPtr pixmap = NULL;
|
|
glamor_pixmap_private *pixmap_priv;
|
|
GLint gradient_prog = 0;
|
|
int error;
|
|
float tex_vertices[8];
|
|
int stops_count;
|
|
int count = 0;
|
|
GLfloat *stop_colors = NULL;
|
|
GLfloat *n_stops = NULL;
|
|
GLfloat xscale, yscale;
|
|
float vertices[8];
|
|
float transform_mat[3][3];
|
|
static const float identity_mat[3][3] = {{1.0, 0.0, 0.0},
|
|
{0.0, 1.0, 0.0},
|
|
{0.0, 0.0, 1.0}};
|
|
GLfloat stop_colors_st[RADIAL_SMALL_STOPS*4];
|
|
GLfloat n_stops_st[RADIAL_SMALL_STOPS];
|
|
GLfloat A_value;
|
|
GLfloat cxy[4];
|
|
float c1x, c1y, c2x, c2y, r1, r2;
|
|
|
|
GLint transform_mat_uniform_location;
|
|
GLint repeat_type_uniform_location;
|
|
GLint n_stop_uniform_location;
|
|
GLint stops_uniform_location;
|
|
GLint stop_colors_uniform_location;
|
|
GLint stop0_uniform_location;
|
|
GLint stop1_uniform_location;
|
|
GLint stop2_uniform_location;
|
|
GLint stop3_uniform_location;
|
|
GLint stop4_uniform_location;
|
|
GLint stop5_uniform_location;
|
|
GLint stop6_uniform_location;
|
|
GLint stop7_uniform_location;
|
|
GLint stop_color0_uniform_location;
|
|
GLint stop_color1_uniform_location;
|
|
GLint stop_color2_uniform_location;
|
|
GLint stop_color3_uniform_location;
|
|
GLint stop_color4_uniform_location;
|
|
GLint stop_color5_uniform_location;
|
|
GLint stop_color6_uniform_location;
|
|
GLint stop_color7_uniform_location;
|
|
GLint A_value_uniform_location;
|
|
GLint c1_uniform_location;
|
|
GLint r1_uniform_location;
|
|
GLint c2_uniform_location;
|
|
GLint r2_uniform_location;
|
|
|
|
glamor_priv = glamor_get_screen_private(screen);
|
|
dispatch = glamor_get_dispatch(glamor_priv);
|
|
|
|
/* Create a pixmap with VBO. */
|
|
pixmap = glamor_create_pixmap(screen,
|
|
width, height,
|
|
PIXMAN_FORMAT_DEPTH(format),
|
|
GLAMOR_CREATE_PIXMAP_FIXUP);
|
|
if (!pixmap)
|
|
goto GRADIENT_FAIL;
|
|
|
|
dst_picture = CreatePicture(0, &pixmap->drawable,
|
|
PictureMatchFormat(screen,
|
|
PIXMAN_FORMAT_DEPTH(format), format),
|
|
0, 0, serverClient, &error);
|
|
|
|
/* Release the reference, picture will hold the last one. */
|
|
glamor_destroy_pixmap(pixmap);
|
|
|
|
if (!dst_picture)
|
|
goto GRADIENT_FAIL;
|
|
|
|
ValidatePicture(dst_picture);
|
|
|
|
stops_count = src_picture->pSourcePict->radial.nstops + 2;
|
|
|
|
/* Because the max value of nstops is unkown, so create a program
|
|
when nstops > LINEAR_LARGE_STOPS.*/
|
|
if (stops_count <= RADIAL_SMALL_STOPS) {
|
|
gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][0];
|
|
} else if (stops_count <= RADIAL_LARGE_STOPS) {
|
|
gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][1];
|
|
} else {
|
|
_glamor_create_radial_gradient_program(screen, src_picture->pSourcePict->linear.nstops + 2, 1);
|
|
gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2];
|
|
}
|
|
|
|
/* Bind all the uniform vars .*/
|
|
transform_mat_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "transform_mat");
|
|
repeat_type_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "repeat_type");
|
|
n_stop_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "n_stop");
|
|
A_value_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "A_value");
|
|
repeat_type_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "repeat_type");
|
|
c1_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "c1");
|
|
r1_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "r1");
|
|
c2_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "c2");
|
|
r2_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "r2");
|
|
|
|
if (src_picture->pSourcePict->radial.nstops + 2 <= RADIAL_SMALL_STOPS) {
|
|
stop0_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop0");
|
|
stop1_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop1");
|
|
stop2_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop2");
|
|
stop3_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop3");
|
|
stop4_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop4");
|
|
stop5_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop5");
|
|
stop6_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop6");
|
|
stop7_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop7");
|
|
|
|
stop_color0_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop_color0");
|
|
stop_color1_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop_color1");
|
|
stop_color2_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop_color2");
|
|
stop_color3_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop_color3");
|
|
stop_color4_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop_color4");
|
|
stop_color5_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop_color5");
|
|
stop_color6_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop_color6");
|
|
stop_color7_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop_color7");
|
|
} else {
|
|
stops_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stops");
|
|
stop_colors_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop_colors");
|
|
}
|
|
|
|
dispatch->glUseProgram(gradient_prog);
|
|
|
|
dispatch->glUniform1i(repeat_type_uniform_location, src_picture->repeatType);
|
|
|
|
|
|
if (src_picture->transform) {
|
|
_glamor_gradient_convert_trans_matrix(src_picture->transform,
|
|
transform_mat,
|
|
width, height, 0);
|
|
dispatch->glUniformMatrix3fv(transform_mat_uniform_location,
|
|
1, 1, &transform_mat[0][0]);
|
|
} else {
|
|
dispatch->glUniformMatrix3fv(transform_mat_uniform_location,
|
|
1, 1, &identity_mat[0][0]);
|
|
}
|
|
|
|
if (!_glamor_gradient_set_pixmap_destination(screen, glamor_priv, dst_picture,
|
|
&xscale, &yscale, x_source, y_source,
|
|
vertices, tex_vertices, 0))
|
|
goto GRADIENT_FAIL;
|
|
|
|
/* Set all the stops and colors to shader. */
|
|
if (stops_count > RADIAL_SMALL_STOPS) {
|
|
stop_colors = malloc(4 * stops_count * sizeof(float));
|
|
if (stop_colors == NULL) {
|
|
ErrorF("Failed to allocate stop_colors memory.\n");
|
|
goto GRADIENT_FAIL;
|
|
}
|
|
|
|
n_stops = malloc(stops_count * sizeof(float));
|
|
if (n_stops == NULL) {
|
|
ErrorF("Failed to allocate n_stops memory.\n");
|
|
goto GRADIENT_FAIL;
|
|
}
|
|
} else {
|
|
stop_colors = stop_colors_st;
|
|
n_stops = n_stops_st;
|
|
}
|
|
|
|
count = _glamor_gradient_set_stops(src_picture, &src_picture->pSourcePict->gradient,
|
|
stop_colors, n_stops);
|
|
|
|
if (src_picture->pSourcePict->linear.nstops + 2 <= RADIAL_SMALL_STOPS) {
|
|
int j = 0;
|
|
dispatch->glUniform4f(stop_color0_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
|
|
stop_colors[4*j+2], stop_colors[4*j+3]);
|
|
j++;
|
|
dispatch->glUniform4f(stop_color1_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
|
|
stop_colors[4*j+2], stop_colors[4*j+3]);
|
|
j++;
|
|
dispatch->glUniform4f(stop_color2_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
|
|
stop_colors[4*j+2], stop_colors[4*j+3]);
|
|
j++;
|
|
dispatch->glUniform4f(stop_color3_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
|
|
stop_colors[4*j+2], stop_colors[4*j+3]);
|
|
j++;
|
|
dispatch->glUniform4f(stop_color4_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
|
|
stop_colors[4*j+2], stop_colors[4*j+3]);
|
|
j++;
|
|
dispatch->glUniform4f(stop_color5_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
|
|
stop_colors[4*j+2], stop_colors[4*j+3]);
|
|
j++;
|
|
dispatch->glUniform4f(stop_color6_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
|
|
stop_colors[4*j+2], stop_colors[4*j+3]);
|
|
j++;
|
|
dispatch->glUniform4f(stop_color7_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
|
|
stop_colors[4*j+2], stop_colors[4*j+3]);
|
|
|
|
j = 0;
|
|
dispatch->glUniform1f(stop0_uniform_location, n_stops[j++]);
|
|
dispatch->glUniform1f(stop1_uniform_location, n_stops[j++]);
|
|
dispatch->glUniform1f(stop2_uniform_location, n_stops[j++]);
|
|
dispatch->glUniform1f(stop3_uniform_location, n_stops[j++]);
|
|
dispatch->glUniform1f(stop4_uniform_location, n_stops[j++]);
|
|
dispatch->glUniform1f(stop5_uniform_location, n_stops[j++]);
|
|
dispatch->glUniform1f(stop6_uniform_location, n_stops[j++]);
|
|
dispatch->glUniform1f(stop7_uniform_location, n_stops[j++]);
|
|
dispatch->glUniform1i(n_stop_uniform_location, count);
|
|
} else {
|
|
dispatch->glUniform4fv(stop_colors_uniform_location, count, stop_colors);
|
|
dispatch->glUniform1fv(stops_uniform_location, count, n_stops);
|
|
dispatch->glUniform1i(n_stop_uniform_location, count);
|
|
}
|
|
|
|
c1x = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.x);
|
|
c1y = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.y);
|
|
c2x = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.x);
|
|
c2y = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.y);
|
|
|
|
r1 = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.radius);
|
|
r2 = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.radius);
|
|
|
|
|
|
cxy[0] = c1x;
|
|
cxy[1] = c1y;
|
|
dispatch->glUniform2fv(c1_uniform_location, 1, cxy);
|
|
dispatch->glUniform1f(r1_uniform_location, r1);
|
|
|
|
cxy[0] = c2x;
|
|
cxy[1] = c2y;
|
|
dispatch->glUniform2fv(c2_uniform_location, 1, cxy);
|
|
dispatch->glUniform1f(r2_uniform_location, r2);
|
|
|
|
A_value = (c2x - c1x) * (c2x - c1x) + (c2y - c1y) * (c2y - c1y) - (r2 - r1) * (r2 - r1);
|
|
dispatch->glUniform1f(A_value_uniform_location, A_value);
|
|
|
|
DEBUGF("C1:(%f, %f) R1:%f\nC2:(%f, %f) R2:%f\nA = %f\n",
|
|
c1x, c1y, r1, c2x, c2y, r2, A_value);
|
|
|
|
glamor_emit_composite_rect(screen, tex_vertices, NULL, vertices);
|
|
|
|
if (glamor_priv->render_nr_verts) {
|
|
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
|
|
dispatch->glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
else {
|
|
|
|
dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
|
|
dispatch->glBufferData(GL_ARRAY_BUFFER,
|
|
glamor_priv->vbo_offset,
|
|
glamor_priv->vb, GL_DYNAMIC_DRAW);
|
|
}
|
|
|
|
dispatch->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
|
|
}
|
|
|
|
|
|
/* Do the clear logic.*/
|
|
if (stops_count > RADIAL_SMALL_STOPS) {
|
|
free(n_stops);
|
|
free(stop_colors);
|
|
}
|
|
|
|
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
|
|
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
|
|
dispatch->glUseProgram(0);
|
|
|
|
glamor_put_dispatch(glamor_priv);
|
|
return dst_picture;
|
|
|
|
GRADIENT_FAIL:
|
|
if (dst_picture) {
|
|
FreePicture(dst_picture, 0);
|
|
}
|
|
|
|
if (stops_count > RADIAL_SMALL_STOPS) {
|
|
if (n_stops)
|
|
free(n_stops);
|
|
if (stop_colors)
|
|
free(stop_colors);
|
|
}
|
|
|
|
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
|
|
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
|
|
dispatch->glUseProgram(0);
|
|
glamor_put_dispatch(glamor_priv);
|
|
return NULL;
|
|
}
|
|
|
|
static PicturePtr
|
|
_glamor_generate_linear_gradient_picture(ScreenPtr screen,
|
|
PicturePtr src_picture,
|
|
int x_source, int y_source,
|
|
int width, int height,
|
|
PictFormatShort format)
|
|
{
|
|
glamor_screen_private *glamor_priv;
|
|
glamor_gl_dispatch *dispatch;
|
|
PicturePtr dst_picture = NULL;
|
|
PixmapPtr pixmap = NULL;
|
|
GLint gradient_prog = 0;
|
|
int error;
|
|
float pt_distance;
|
|
float p1_distance;
|
|
GLfloat cos_val;
|
|
float tex_vertices[8];
|
|
int stops_count;
|
|
GLfloat *stop_colors = NULL;
|
|
GLfloat *n_stops = NULL;
|
|
int i = 0;
|
|
int count = 0;
|
|
float slope;
|
|
GLfloat xscale, yscale;
|
|
GLfloat pt1[4], pt2[4];
|
|
float vertices[8];
|
|
float transform_mat[3][3];
|
|
static const float identity_mat[3][3] = {{1.0, 0.0, 0.0},
|
|
{0.0, 1.0, 0.0},
|
|
{0.0, 0.0, 1.0}};
|
|
GLfloat stop_colors_st[LINEAR_SMALL_STOPS*4];
|
|
GLfloat n_stops_st[LINEAR_SMALL_STOPS];
|
|
|
|
GLint transform_mat_uniform_location;
|
|
GLint pt1_uniform_location;
|
|
GLint pt2_uniform_location;
|
|
GLint n_stop_uniform_location;
|
|
GLint stops_uniform_location;
|
|
GLint stop0_uniform_location;
|
|
GLint stop1_uniform_location;
|
|
GLint stop2_uniform_location;
|
|
GLint stop3_uniform_location;
|
|
GLint stop4_uniform_location;
|
|
GLint stop5_uniform_location;
|
|
GLint stop6_uniform_location;
|
|
GLint stop7_uniform_location;
|
|
GLint stop_colors_uniform_location;
|
|
GLint stop_color0_uniform_location;
|
|
GLint stop_color1_uniform_location;
|
|
GLint stop_color2_uniform_location;
|
|
GLint stop_color3_uniform_location;
|
|
GLint stop_color4_uniform_location;
|
|
GLint stop_color5_uniform_location;
|
|
GLint stop_color6_uniform_location;
|
|
GLint stop_color7_uniform_location;
|
|
GLint pt_slope_uniform_location;
|
|
GLint repeat_type_uniform_location;
|
|
GLint hor_ver_uniform_location;
|
|
GLint cos_val_uniform_location;
|
|
GLint p1_distance_uniform_location;
|
|
GLint pt_distance_uniform_location;
|
|
|
|
glamor_priv = glamor_get_screen_private(screen);
|
|
dispatch = glamor_get_dispatch(glamor_priv);
|
|
|
|
/* Create a pixmap with VBO. */
|
|
pixmap = glamor_create_pixmap(screen,
|
|
width, height,
|
|
PIXMAN_FORMAT_DEPTH(format),
|
|
GLAMOR_CREATE_PIXMAP_FIXUP);
|
|
|
|
if (!pixmap)
|
|
goto GRADIENT_FAIL;
|
|
|
|
dst_picture = CreatePicture(0, &pixmap->drawable,
|
|
PictureMatchFormat(screen,
|
|
PIXMAN_FORMAT_DEPTH(format), format),
|
|
0, 0, serverClient, &error);
|
|
|
|
/* Release the reference, picture will hold the last one. */
|
|
glamor_destroy_pixmap(pixmap);
|
|
|
|
if (!dst_picture)
|
|
goto GRADIENT_FAIL;
|
|
|
|
ValidatePicture(dst_picture);
|
|
|
|
stops_count = src_picture->pSourcePict->linear.nstops + 2;
|
|
|
|
/* Because the max value of nstops is unkown, so create a program
|
|
when nstops > LINEAR_LARGE_STOPS.*/
|
|
if (stops_count <= LINEAR_SMALL_STOPS) {
|
|
gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][0];
|
|
} else if (stops_count <= LINEAR_LARGE_STOPS) {
|
|
gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][1];
|
|
} else {
|
|
_glamor_create_linear_gradient_program(screen,
|
|
src_picture->pSourcePict->linear.nstops + 2, 1);
|
|
gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2];
|
|
}
|
|
|
|
/* Bind all the uniform vars .*/
|
|
pt1_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "pt1");
|
|
pt2_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "pt2");
|
|
n_stop_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "n_stop");
|
|
pt_slope_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "pt_slope");
|
|
repeat_type_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "repeat_type");
|
|
hor_ver_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "hor_ver");
|
|
transform_mat_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "transform_mat");
|
|
cos_val_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "cos_val");
|
|
p1_distance_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "p1_distance");
|
|
pt_distance_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "pt_distance");
|
|
|
|
if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) {
|
|
stop0_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop0");
|
|
stop1_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop1");
|
|
stop2_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop2");
|
|
stop3_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop3");
|
|
stop4_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop4");
|
|
stop5_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop5");
|
|
stop6_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop6");
|
|
stop7_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop7");
|
|
|
|
stop_color0_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop_color0");
|
|
stop_color1_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop_color1");
|
|
stop_color2_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop_color2");
|
|
stop_color3_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop_color3");
|
|
stop_color4_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop_color4");
|
|
stop_color5_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop_color5");
|
|
stop_color6_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop_color6");
|
|
stop_color7_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop_color7");
|
|
} else {
|
|
stops_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stops");
|
|
stop_colors_uniform_location =
|
|
dispatch->glGetUniformLocation(gradient_prog, "stop_colors");
|
|
}
|
|
|
|
dispatch->glUseProgram(gradient_prog);
|
|
|
|
dispatch->glUniform1i(repeat_type_uniform_location, src_picture->repeatType);
|
|
|
|
if (src_picture->transform) {
|
|
_glamor_gradient_convert_trans_matrix(src_picture->transform,
|
|
transform_mat,
|
|
width, height, 1);
|
|
dispatch->glUniformMatrix3fv(transform_mat_uniform_location,
|
|
1, 1, &transform_mat[0][0]);
|
|
} else {
|
|
dispatch->glUniformMatrix3fv(transform_mat_uniform_location,
|
|
1, 1, &identity_mat[0][0]);
|
|
}
|
|
|
|
if (!_glamor_gradient_set_pixmap_destination(screen, glamor_priv, dst_picture,
|
|
&xscale, &yscale, x_source, y_source,
|
|
vertices, tex_vertices, 1))
|
|
goto GRADIENT_FAIL;
|
|
|
|
/* Normalize the PTs. */
|
|
glamor_set_normalize_pt(xscale, yscale,
|
|
pixman_fixed_to_int(src_picture->pSourcePict->linear.p1.x),
|
|
x_source,
|
|
pixman_fixed_to_int(src_picture->pSourcePict->linear.p1.y),
|
|
y_source,
|
|
glamor_priv->yInverted,
|
|
pt1);
|
|
dispatch->glUniform4fv(pt1_uniform_location, 1, pt1);
|
|
DEBUGF("pt1:(%f %f)\n", pt1[0], pt1[1]);
|
|
|
|
glamor_set_normalize_pt(xscale, yscale,
|
|
pixman_fixed_to_int(src_picture->pSourcePict->linear.p2.x),
|
|
x_source,
|
|
pixman_fixed_to_int(src_picture->pSourcePict->linear.p2.y),
|
|
y_source,
|
|
glamor_priv->yInverted,
|
|
pt2);
|
|
dispatch->glUniform4fv(pt2_uniform_location, 1, pt2);
|
|
DEBUGF("pt2:(%f %f)\n", pt2[0], pt2[1]);
|
|
|
|
/* Set all the stops and colors to shader. */
|
|
if (stops_count > LINEAR_SMALL_STOPS) {
|
|
stop_colors = malloc(4 * stops_count * sizeof(float));
|
|
if (stop_colors == NULL) {
|
|
ErrorF("Failed to allocate stop_colors memory.\n");
|
|
goto GRADIENT_FAIL;
|
|
}
|
|
|
|
n_stops = malloc(stops_count * sizeof(float));
|
|
if (n_stops == NULL) {
|
|
ErrorF("Failed to allocate n_stops memory.\n");
|
|
goto GRADIENT_FAIL;
|
|
}
|
|
} else {
|
|
stop_colors = stop_colors_st;
|
|
n_stops = n_stops_st;
|
|
}
|
|
|
|
count = _glamor_gradient_set_stops(src_picture, &src_picture->pSourcePict->gradient,
|
|
stop_colors, n_stops);
|
|
|
|
if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) {
|
|
int j = 0;
|
|
dispatch->glUniform4f(stop_color0_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
|
|
stop_colors[4*j+2], stop_colors[4*j+3]);
|
|
j++;
|
|
dispatch->glUniform4f(stop_color1_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
|
|
stop_colors[4*j+2], stop_colors[4*j+3]);
|
|
j++;
|
|
dispatch->glUniform4f(stop_color2_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
|
|
stop_colors[4*j+2], stop_colors[4*j+3]);
|
|
j++;
|
|
dispatch->glUniform4f(stop_color3_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
|
|
stop_colors[4*j+2], stop_colors[4*j+3]);
|
|
j++;
|
|
dispatch->glUniform4f(stop_color4_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
|
|
stop_colors[4*j+2], stop_colors[4*j+3]);
|
|
j++;
|
|
dispatch->glUniform4f(stop_color5_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
|
|
stop_colors[4*j+2], stop_colors[4*j+3]);
|
|
j++;
|
|
dispatch->glUniform4f(stop_color6_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
|
|
stop_colors[4*j+2], stop_colors[4*j+3]);
|
|
j++;
|
|
dispatch->glUniform4f(stop_color7_uniform_location, stop_colors[4*j+0], stop_colors[4*j+1],
|
|
stop_colors[4*j+2], stop_colors[4*j+3]);
|
|
|
|
j = 0;
|
|
dispatch->glUniform1f(stop0_uniform_location, n_stops[j++]);
|
|
dispatch->glUniform1f(stop1_uniform_location, n_stops[j++]);
|
|
dispatch->glUniform1f(stop2_uniform_location, n_stops[j++]);
|
|
dispatch->glUniform1f(stop3_uniform_location, n_stops[j++]);
|
|
dispatch->glUniform1f(stop4_uniform_location, n_stops[j++]);
|
|
dispatch->glUniform1f(stop5_uniform_location, n_stops[j++]);
|
|
dispatch->glUniform1f(stop6_uniform_location, n_stops[j++]);
|
|
dispatch->glUniform1f(stop7_uniform_location, n_stops[j++]);
|
|
|
|
dispatch->glUniform1i(n_stop_uniform_location, count);
|
|
} else {
|
|
dispatch->glUniform4fv(stop_colors_uniform_location, count, stop_colors);
|
|
dispatch->glUniform1fv(stops_uniform_location, count, n_stops);
|
|
dispatch->glUniform1i(n_stop_uniform_location, count);
|
|
}
|
|
|
|
if ((pt2[1] - pt1[1]) / yscale < 1.0) { // The horizontal case.
|
|
dispatch->glUniform1i(hor_ver_uniform_location, 1);
|
|
DEBUGF("p1.x: %f, p2.x: %f, enter the horizontal case\n", pt1[1], pt2[1]);
|
|
|
|
p1_distance = pt1[0];
|
|
pt_distance = (pt2[0] - p1_distance);
|
|
dispatch->glUniform1f(p1_distance_uniform_location, p1_distance);
|
|
dispatch->glUniform1f(pt_distance_uniform_location, pt_distance);
|
|
} else if ((pt2[0] - pt1[0]) / xscale < 1.0) { //The vertical case.
|
|
dispatch->glUniform1i(hor_ver_uniform_location, 2);
|
|
DEBUGF("p1.y: %f, p2.y: %f, enter the vertical case\n", pt1[0], pt2[0]);
|
|
|
|
p1_distance = pt1[1];
|
|
pt_distance = (pt2[1] - p1_distance);
|
|
dispatch->glUniform1f(p1_distance_uniform_location, p1_distance);
|
|
dispatch->glUniform1f(pt_distance_uniform_location, pt_distance);
|
|
} else {
|
|
/* The slope need to compute here. In shader, the viewport set will change
|
|
the orginal slope and the slope which is vertical to it will not be correct.*/
|
|
slope = - (float)(src_picture->pSourcePict->linear.p2.x - src_picture->pSourcePict->linear.p1.x) /
|
|
(float)(src_picture->pSourcePict->linear.p2.y - src_picture->pSourcePict->linear.p1.y);
|
|
slope = slope * yscale / xscale;
|
|
dispatch->glUniform1f(pt_slope_uniform_location, slope);
|
|
dispatch->glUniform1i(hor_ver_uniform_location, 0);
|
|
|
|
cos_val = sqrt(1.0 / (slope * slope + 1.0));
|
|
dispatch->glUniform1f(cos_val_uniform_location, cos_val);
|
|
|
|
p1_distance = (pt1[1] - pt1[0] * slope) * cos_val;
|
|
pt_distance = (pt2[1] - pt2[0] * slope) * cos_val - p1_distance;
|
|
dispatch->glUniform1f(p1_distance_uniform_location, p1_distance);
|
|
dispatch->glUniform1f(pt_distance_uniform_location, pt_distance);
|
|
}
|
|
|
|
/* set the transform matrix. */ /* Now rendering. */
|
|
glamor_emit_composite_rect(screen, tex_vertices, NULL, vertices);
|
|
|
|
if (glamor_priv->render_nr_verts) {
|
|
if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
|
|
dispatch->glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
else {
|
|
|
|
dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
|
|
dispatch->glBufferData(GL_ARRAY_BUFFER,
|
|
glamor_priv->vbo_offset,
|
|
glamor_priv->vb, GL_DYNAMIC_DRAW);
|
|
}
|
|
|
|
dispatch->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
|
|
}
|
|
|
|
/* Do the clear logic.*/
|
|
if (stops_count > LINEAR_SMALL_STOPS) {
|
|
free(n_stops);
|
|
free(stop_colors);
|
|
}
|
|
|
|
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
|
|
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
|
|
dispatch->glUseProgram(0);
|
|
|
|
glamor_put_dispatch(glamor_priv);
|
|
return dst_picture;
|
|
|
|
GRADIENT_FAIL:
|
|
if (dst_picture) {
|
|
FreePicture(dst_picture, 0);
|
|
}
|
|
|
|
if (stops_count > LINEAR_SMALL_STOPS) {
|
|
if (n_stops)
|
|
free(n_stops);
|
|
if (stop_colors)
|
|
free(stop_colors);
|
|
}
|
|
|
|
dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
|
|
dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
|
|
dispatch->glUseProgram(0);
|
|
glamor_put_dispatch(glamor_priv);
|
|
return NULL;
|
|
}
|
|
#undef LINEAR_DEFAULT_STOPS
|
|
|
|
static PicturePtr
|
|
glamor_convert_gradient_picture(ScreenPtr screen,
|
|
PicturePtr source,
|
|
int x_source,
|
|
int y_source, int width, int height)
|
|
{
|
|
PixmapPtr pixmap;
|
|
PicturePtr dst = NULL;
|
|
int error;
|
|
PictFormatShort format;
|
|
if (!source->pDrawable)
|
|
format = PICT_a8r8g8b8;
|
|
else
|
|
format = source->format;
|
|
#ifdef GLAMOR_GRADIENT_SHADER
|
|
if (!source->pDrawable) {
|
|
if (source->pSourcePict->type == SourcePictTypeLinear) {
|
|
dst = _glamor_generate_linear_gradient_picture(screen,
|
|
source, x_source, y_source, width, height, format);
|
|
} else if (source->pSourcePict->type == SourcePictTypeRadial) {
|
|
dst = _glamor_generate_radial_gradient_picture(screen,
|
|
source, x_source, y_source, width, height, format);
|
|
}
|
|
|
|
if (dst) {
|
|
#if 0 /* Debug to compare it to pixman, Enable it if needed. */
|
|
glamor_compare_pictures(screen, source,
|
|
dst, x_source, y_source, width, height,
|
|
0, 3);
|
|
#endif
|
|
return dst;
|
|
}
|
|
}
|
|
#endif
|
|
pixmap = glamor_create_pixmap(screen,
|
|
width,
|
|
height,
|
|
PIXMAN_FORMAT_DEPTH(format),
|
|
GLAMOR_CREATE_PIXMAP_CPU);
|
|
|
|
if (!pixmap)
|
|
return NULL;
|
|
|
|
dst = CreatePicture(0,
|
|
&pixmap->drawable,
|
|
PictureMatchFormat(screen,
|
|
PIXMAN_FORMAT_DEPTH(format),
|
|
format),
|
|
0, 0, serverClient, &error);
|
|
glamor_destroy_pixmap(pixmap);
|
|
if (!dst)
|
|
return NULL;
|
|
|
|
ValidatePicture(dst);
|
|
|
|
fbComposite(PictOpSrc, source, NULL, dst, x_source, y_source,
|
|
0, 0, 0, 0, width, height);
|
|
return dst;
|
|
}
|
|
|
|
static Bool
|
|
_glamor_composite(CARD8 op,
|
|
PicturePtr source,
|
|
PicturePtr mask,
|
|
PicturePtr dest,
|
|
INT16 x_source,
|
|
INT16 y_source,
|
|
INT16 x_mask,
|
|
INT16 y_mask,
|
|
INT16 x_dest, INT16 y_dest,
|
|
CARD16 width, CARD16 height, Bool fallback)
|
|
{
|
|
ScreenPtr screen = dest->pDrawable->pScreen;
|
|
glamor_pixmap_private *dest_pixmap_priv;
|
|
glamor_pixmap_private *source_pixmap_priv =
|
|
NULL, *mask_pixmap_priv = NULL;
|
|
PixmapPtr dest_pixmap =
|
|
glamor_get_drawable_pixmap(dest->pDrawable);
|
|
PixmapPtr source_pixmap = NULL, mask_pixmap = NULL;
|
|
PicturePtr temp_src = source, temp_mask = mask;
|
|
int x_temp_src, y_temp_src, x_temp_mask, y_temp_mask;
|
|
glamor_composite_rect_t rect[10];
|
|
glamor_composite_rect_t *prect = rect;
|
|
int prect_size = ARRAY_SIZE(rect);
|
|
glamor_screen_private *glamor_priv =
|
|
glamor_get_screen_private(screen);
|
|
Bool ret = TRUE;
|
|
RegionRec region;
|
|
BoxPtr box;
|
|
int nbox, i, ok;
|
|
PixmapPtr sub_dest_pixmap = NULL;
|
|
PixmapPtr sub_source_pixmap = NULL;
|
|
PixmapPtr sub_mask_pixmap = NULL;
|
|
int dest_x_off, dest_y_off, saved_dest_x, saved_dest_y;
|
|
int source_x_off, source_y_off, saved_source_x, saved_source_y;
|
|
int mask_x_off, mask_y_off, saved_mask_x, saved_mask_y;
|
|
DrawablePtr saved_dest_drawable;
|
|
DrawablePtr saved_source_drawable;
|
|
DrawablePtr saved_mask_drawable;
|
|
|
|
|
|
x_temp_src = x_source;
|
|
y_temp_src = y_source;
|
|
x_temp_mask = x_mask;
|
|
y_temp_mask = y_mask;
|
|
|
|
dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap);
|
|
/* Currently. Always fallback to cpu if destination is in CPU memory. */
|
|
if (source->pDrawable) {
|
|
source_pixmap = glamor_get_drawable_pixmap(source->pDrawable);
|
|
source_pixmap_priv = glamor_get_pixmap_private(source_pixmap);
|
|
if (source_pixmap_priv && source_pixmap_priv->type == GLAMOR_DRM_ONLY)
|
|
goto fail;
|
|
}
|
|
|
|
if (mask && mask->pDrawable) {
|
|
mask_pixmap = glamor_get_drawable_pixmap(mask->pDrawable);
|
|
mask_pixmap_priv = glamor_get_pixmap_private(mask_pixmap);
|
|
if (mask_pixmap_priv && mask_pixmap_priv->type == GLAMOR_DRM_ONLY)
|
|
goto fail;
|
|
}
|
|
|
|
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dest_pixmap_priv)) {
|
|
goto fail;
|
|
}
|
|
|
|
if (op >= ARRAY_SIZE(composite_op_info))
|
|
goto fail;
|
|
|
|
if ((!source->pDrawable
|
|
&& (source->pSourcePict->type != SourcePictTypeSolidFill))
|
|
|| (source->pDrawable
|
|
&& !GLAMOR_PIXMAP_PRIV_HAS_FBO(source_pixmap_priv)
|
|
&&
|
|
((width * height * 4 <
|
|
(source_pixmap->drawable.width *
|
|
source_pixmap->drawable.height))
|
|
||
|
|
!(glamor_check_fbo_size
|
|
(glamor_priv, source_pixmap->drawable.width,
|
|
source_pixmap->drawable.height))))) {
|
|
temp_src =
|
|
glamor_convert_gradient_picture(screen, source,
|
|
x_source, y_source,
|
|
width, height);
|
|
if (!temp_src) {
|
|
temp_src = source;
|
|
goto fail;
|
|
}
|
|
x_temp_src = y_temp_src = 0;
|
|
}
|
|
|
|
if (mask
|
|
&&
|
|
((!mask->pDrawable
|
|
&& (mask->pSourcePict->type != SourcePictTypeSolidFill))
|
|
|| (mask->pDrawable
|
|
&& (!GLAMOR_PIXMAP_PRIV_HAS_FBO(mask_pixmap_priv))
|
|
&&
|
|
((width * height * 4 <
|
|
(mask_pixmap->drawable.width *
|
|
mask_pixmap->drawable.height))
|
|
||
|
|
!(glamor_check_fbo_size
|
|
(glamor_priv, mask_pixmap->drawable.width,
|
|
mask_pixmap->drawable.height)))))) {
|
|
/* XXX if mask->pDrawable is the same as source->pDrawable, we have an opportunity
|
|
* to do reduce one convertion. */
|
|
temp_mask =
|
|
glamor_convert_gradient_picture(screen, mask,
|
|
x_mask, y_mask,
|
|
width, height);
|
|
if (!temp_mask) {
|
|
temp_mask = mask;
|
|
goto fail;
|
|
}
|
|
x_temp_mask = y_temp_mask = 0;
|
|
}
|
|
/* Do two-pass PictOpOver componentAlpha, until we enable
|
|
* dual source color blending.
|
|
*/
|
|
|
|
if (mask && mask->componentAlpha) {
|
|
if (op == PictOpOver) {
|
|
glamor_composite(PictOpOutReverse,
|
|
temp_src, temp_mask, dest,
|
|
x_temp_src, y_temp_src,
|
|
x_temp_mask, y_temp_mask,
|
|
x_dest, y_dest, width, height);
|
|
glamor_composite(PictOpAdd,
|
|
temp_src, temp_mask, dest,
|
|
x_temp_src, y_temp_src,
|
|
x_temp_mask, y_temp_mask,
|
|
x_dest, y_dest, width, height);
|
|
goto done;
|
|
|
|
} else if (op == PictOpAtop
|
|
|| op == PictOpAtopReverse
|
|
|| op == PictOpXor
|
|
|| op >= PictOpSaturate) {
|
|
glamor_fallback
|
|
("glamor_composite(): component alpha op %x\n", op);
|
|
goto fail;
|
|
}
|
|
}
|
|
if (!mask) {
|
|
if (glamor_composite_with_copy(op, temp_src, dest,
|
|
x_temp_src, y_temp_src,
|
|
x_dest, y_dest, width,
|
|
height))
|
|
goto done;
|
|
}
|
|
x_dest += dest->pDrawable->x;
|
|
y_dest += dest->pDrawable->y;
|
|
if (temp_src->pDrawable) {
|
|
x_temp_src += temp_src->pDrawable->x;
|
|
y_temp_src += temp_src->pDrawable->y;
|
|
}
|
|
if (temp_mask && temp_mask->pDrawable) {
|
|
x_temp_mask += temp_mask->pDrawable->x;
|
|
y_temp_mask += temp_mask->pDrawable->y;
|
|
}
|
|
if (!miComputeCompositeRegion(®ion,
|
|
temp_src, temp_mask, dest,
|
|
x_temp_src, y_temp_src,
|
|
x_temp_mask, y_temp_mask,
|
|
x_dest, y_dest, width,
|
|
height))
|
|
goto done;
|
|
|
|
box = REGION_RECTS(®ion);
|
|
nbox = REGION_NUM_RECTS(®ion);
|
|
|
|
if (nbox > ARRAY_SIZE(rect)) {
|
|
prect = calloc(nbox, sizeof(*prect));
|
|
if (prect)
|
|
prect_size = nbox;
|
|
else {
|
|
prect = rect;
|
|
prect_size = ARRAY_SIZE(rect);
|
|
}
|
|
}
|
|
while(nbox) {
|
|
int box_cnt;
|
|
box_cnt = nbox > prect_size ? prect_size : nbox;
|
|
for (i = 0; i < box_cnt; i++) {
|
|
prect[i].x_src = box[i].x1 + x_temp_src - x_dest;
|
|
prect[i].y_src = box[i].y1 + y_temp_src - y_dest;
|
|
prect[i].x_mask = box[i].x1 + x_temp_mask - x_dest;
|
|
prect[i].y_mask = box[i].y1 + y_temp_mask - y_dest;
|
|
prect[i].x_dst = box[i].x1;
|
|
prect[i].y_dst = box[i].y1;
|
|
prect[i].width = box[i].x2 - box[i].x1;
|
|
prect[i].height = box[i].y2 - box[i].y1;
|
|
}
|
|
ok = glamor_composite_with_shader(op, temp_src, temp_mask,
|
|
dest, box_cnt, prect);
|
|
if (!ok)
|
|
break;
|
|
nbox -= box_cnt;
|
|
box += box_cnt;
|
|
}
|
|
|
|
REGION_UNINIT(dest->pDrawable->pScreen, ®ion);
|
|
if (ok)
|
|
goto done;
|
|
|
|
fail:
|
|
|
|
if (!fallback
|
|
&& glamor_ddx_fallback_check_pixmap(&dest_pixmap->drawable)
|
|
&& (!source_pixmap
|
|
|| glamor_ddx_fallback_check_pixmap(&source_pixmap->drawable))
|
|
&& (!mask_pixmap
|
|
|| glamor_ddx_fallback_check_pixmap(&mask_pixmap->drawable))) {
|
|
ret = FALSE;
|
|
goto done;
|
|
}
|
|
|
|
glamor_fallback
|
|
("from picts %p:%p %dx%d / %p:%p %d x %d (%c,%c) to pict %p:%p %dx%d (%c)\n",
|
|
source, source->pDrawable,
|
|
source->pDrawable ? source->pDrawable->width : 0,
|
|
source->pDrawable ? source->pDrawable->height : 0, mask,
|
|
(!mask) ? NULL : mask->pDrawable, (!mask
|
|
|| !mask->pDrawable) ? 0 :
|
|
mask->pDrawable->width, (!mask
|
|
|| !mask->
|
|
pDrawable) ? 0 : mask->pDrawable->
|
|
height, glamor_get_picture_location(source),
|
|
glamor_get_picture_location(mask), dest, dest->pDrawable,
|
|
dest->pDrawable->width, dest->pDrawable->height,
|
|
glamor_get_picture_location(dest));
|
|
|
|
#define GET_SUB_PICTURE(p, access) do { \
|
|
glamor_get_drawable_deltas(p->pDrawable, p ##_pixmap, \
|
|
& p ##_x_off, & p ##_y_off); \
|
|
sub_ ##p ##_pixmap = glamor_get_sub_pixmap(p ##_pixmap, \
|
|
x_ ##p + p ##_x_off + p->pDrawable->x, \
|
|
y_ ##p + p ##_y_off + p->pDrawable->y, \
|
|
width, height, access); \
|
|
if (sub_ ##p ##_pixmap != NULL) { \
|
|
saved_ ##p ##_drawable = p->pDrawable; \
|
|
p->pDrawable = &sub_ ##p ##_pixmap->drawable; \
|
|
saved_ ##p ##_x = x_ ##p; \
|
|
saved_ ##p ##_y = y_ ##p; \
|
|
if (p->pCompositeClip) \
|
|
pixman_region_translate (p->pCompositeClip, \
|
|
p ##_x_off - x_ ##p, \
|
|
p ##_y_off - y_ ##p); \
|
|
x_ ##p = 0; \
|
|
y_ ##p = 0; \
|
|
} } while(0)
|
|
|
|
GET_SUB_PICTURE(dest, GLAMOR_ACCESS_RW);
|
|
|
|
if (glamor_prepare_access_picture(dest, GLAMOR_ACCESS_RW)) {
|
|
if (glamor_prepare_access_picture
|
|
(source, GLAMOR_ACCESS_RO)) {
|
|
if (!mask
|
|
|| glamor_prepare_access_picture(mask,
|
|
GLAMOR_ACCESS_RO))
|
|
{
|
|
fbComposite(op,
|
|
source, mask, dest,
|
|
x_source, y_source,
|
|
x_mask, y_mask, x_dest,
|
|
y_dest, width, height);
|
|
if (mask)
|
|
glamor_finish_access_picture(mask, GLAMOR_ACCESS_RO);
|
|
}
|
|
glamor_finish_access_picture(source, GLAMOR_ACCESS_RO);
|
|
}
|
|
glamor_finish_access_picture(dest, GLAMOR_ACCESS_RW);
|
|
}
|
|
|
|
#define PUT_SUB_PICTURE(p, access) do { \
|
|
if (sub_ ##p ##_pixmap != NULL) { \
|
|
x_ ##p = saved_ ##p ##_x; \
|
|
y_ ##p = saved_ ##p ##_y; \
|
|
if (p->pCompositeClip) \
|
|
pixman_region_translate (p->pCompositeClip, \
|
|
- p ## _x_off + x_ ##p, \
|
|
- p ## _y_off + y_ ##p); \
|
|
p->pDrawable = saved_ ##p ##_drawable; \
|
|
glamor_put_sub_pixmap(sub_ ##p ##_pixmap, p ##_pixmap, \
|
|
x_ ##p + p ##_x_off + p->pDrawable->x, \
|
|
y_ ##p + p ##_y_off + p->pDrawable->y, \
|
|
width, height, access); \
|
|
}} while(0)
|
|
|
|
PUT_SUB_PICTURE(dest, GLAMOR_ACCESS_RW);
|
|
done:
|
|
if (temp_src != source)
|
|
FreePicture(temp_src, 0);
|
|
if (temp_mask != mask)
|
|
FreePicture(temp_mask, 0);
|
|
if (prect != rect)
|
|
free(prect);
|
|
return ret;
|
|
}
|
|
|
|
void
|
|
glamor_composite(CARD8 op,
|
|
PicturePtr source,
|
|
PicturePtr mask,
|
|
PicturePtr dest,
|
|
INT16 x_source,
|
|
INT16 y_source,
|
|
INT16 x_mask,
|
|
INT16 y_mask,
|
|
INT16 x_dest, INT16 y_dest,
|
|
CARD16 width, CARD16 height)
|
|
{
|
|
_glamor_composite(op, source, mask, dest, x_source, y_source,
|
|
x_mask, y_mask, x_dest, y_dest, width, height,
|
|
TRUE);
|
|
}
|
|
|
|
Bool
|
|
glamor_composite_nf(CARD8 op,
|
|
PicturePtr source,
|
|
PicturePtr mask,
|
|
PicturePtr dest,
|
|
INT16 x_source,
|
|
INT16 y_source,
|
|
INT16 x_mask,
|
|
INT16 y_mask,
|
|
INT16 x_dest, INT16 y_dest,
|
|
CARD16 width, CARD16 height)
|
|
{
|
|
return _glamor_composite(op, source, mask, dest, x_source, y_source,
|
|
x_mask, y_mask, x_dest, y_dest, width, height,
|
|
FALSE);
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
* Creates an appropriate picture to upload our alpha mask into (which
|
|
* we calculated in system memory)
|
|
*/
|
|
static PicturePtr
|
|
glamor_create_mask_picture(ScreenPtr screen,
|
|
PicturePtr dst,
|
|
PictFormatPtr pict_format,
|
|
CARD16 width, CARD16 height)
|
|
{
|
|
PixmapPtr pixmap;
|
|
PicturePtr picture;
|
|
int error;
|
|
|
|
if (!pict_format) {
|
|
if (dst->polyEdge == PolyEdgeSharp)
|
|
pict_format =
|
|
PictureMatchFormat(screen, 1, PICT_a1);
|
|
else
|
|
pict_format =
|
|
PictureMatchFormat(screen, 8, PICT_a8);
|
|
if (!pict_format)
|
|
return 0;
|
|
}
|
|
|
|
pixmap = glamor_create_pixmap(screen, 0, 0,
|
|
pict_format->depth,
|
|
GLAMOR_CREATE_PIXMAP_CPU);
|
|
if (!pixmap)
|
|
return 0;
|
|
picture = CreatePicture(0, &pixmap->drawable, pict_format,
|
|
0, 0, serverClient, &error);
|
|
screen->DestroyPixmap(pixmap);
|
|
return picture;
|
|
}
|
|
|
|
/**
|
|
* glamor_trapezoids is a copy of miTrapezoids that does all the trapezoid
|
|
* accumulation in system memory.
|
|
*/
|
|
static Bool
|
|
_glamor_trapezoids(CARD8 op,
|
|
PicturePtr src, PicturePtr dst,
|
|
PictFormatPtr mask_format, INT16 x_src, INT16 y_src,
|
|
int ntrap, xTrapezoid * traps, Bool fallback)
|
|
{
|
|
ScreenPtr screen = dst->pDrawable->pScreen;
|
|
BoxRec bounds;
|
|
PicturePtr picture;
|
|
INT16 x_dst, y_dst;
|
|
INT16 x_rel, y_rel;
|
|
int width, height, stride;
|
|
PixmapPtr pixmap;
|
|
pixman_image_t *image;
|
|
|
|
/* If a mask format wasn't provided, we get to choose, but behavior should
|
|
* be as if there was no temporary mask the traps were accumulated into.
|
|
*/
|
|
if (!mask_format) {
|
|
if (dst->polyEdge == PolyEdgeSharp)
|
|
mask_format =
|
|
PictureMatchFormat(screen, 1, PICT_a1);
|
|
else
|
|
mask_format =
|
|
PictureMatchFormat(screen, 8, PICT_a8);
|
|
for (; ntrap; ntrap--, traps++)
|
|
glamor_trapezoids(op, src, dst, mask_format, x_src,
|
|
y_src, 1, traps);
|
|
return TRUE;
|
|
}
|
|
|
|
miTrapezoidBounds(ntrap, traps, &bounds);
|
|
|
|
if (bounds.y1 >= bounds.y2 || bounds.x1 >= bounds.x2)
|
|
return TRUE;
|
|
|
|
x_dst = traps[0].left.p1.x >> 16;
|
|
y_dst = traps[0].left.p1.y >> 16;
|
|
|
|
width = bounds.x2 - bounds.x1;
|
|
height = bounds.y2 - bounds.y1;
|
|
stride = PixmapBytePad(width, mask_format->depth);
|
|
picture = glamor_create_mask_picture(screen, dst, mask_format,
|
|
width, height);
|
|
if (!picture)
|
|
return TRUE;
|
|
|
|
image = pixman_image_create_bits(picture->format,
|
|
width, height, NULL, stride);
|
|
if (!image) {
|
|
FreePicture(picture, 0);
|
|
return TRUE;
|
|
}
|
|
|
|
for (; ntrap; ntrap--, traps++)
|
|
pixman_rasterize_trapezoid(image,
|
|
(pixman_trapezoid_t *) traps,
|
|
-bounds.x1, -bounds.y1);
|
|
|
|
pixmap = glamor_get_drawable_pixmap(picture->pDrawable);
|
|
|
|
screen->ModifyPixmapHeader(pixmap, width, height,
|
|
mask_format->depth,
|
|
BitsPerPixel(mask_format->depth),
|
|
PixmapBytePad(width,
|
|
mask_format->depth),
|
|
pixman_image_get_data(image));
|
|
|
|
x_rel = bounds.x1 + x_src - x_dst;
|
|
y_rel = bounds.y1 + y_src - y_dst;
|
|
CompositePicture(op, src, picture, dst,
|
|
x_rel, y_rel,
|
|
0, 0,
|
|
bounds.x1, bounds.y1,
|
|
bounds.x2 - bounds.x1, bounds.y2 - bounds.y1);
|
|
|
|
pixman_image_unref(image);
|
|
|
|
FreePicture(picture, 0);
|
|
return TRUE;
|
|
}
|
|
|
|
void
|
|
glamor_trapezoids(CARD8 op,
|
|
PicturePtr src, PicturePtr dst,
|
|
PictFormatPtr mask_format, INT16 x_src, INT16 y_src,
|
|
int ntrap, xTrapezoid * traps)
|
|
{
|
|
_glamor_trapezoids(op, src, dst, mask_format, x_src,
|
|
y_src, ntrap, traps, TRUE);
|
|
}
|
|
|
|
Bool
|
|
glamor_trapezoids_nf(CARD8 op,
|
|
PicturePtr src, PicturePtr dst,
|
|
PictFormatPtr mask_format, INT16 x_src, INT16 y_src,
|
|
int ntrap, xTrapezoid * traps)
|
|
{
|
|
return _glamor_trapezoids(op, src, dst, mask_format, x_src,
|
|
y_src, ntrap, traps, FALSE);
|
|
}
|
|
|
|
|
|
|
|
void
|
|
glamor_composite_glyph_rects(CARD8 op,
|
|
PicturePtr src, PicturePtr mask, PicturePtr dst,
|
|
int nrect, glamor_composite_rect_t * rects)
|
|
{
|
|
int n;
|
|
glamor_composite_rect_t *r;
|
|
|
|
ValidatePicture(src);
|
|
ValidatePicture(dst);
|
|
|
|
if (glamor_composite_with_shader(op, src, mask, dst, nrect, rects))
|
|
return;
|
|
|
|
n = nrect;
|
|
r = rects;
|
|
|
|
while (n--) {
|
|
CompositePicture(op,
|
|
src,
|
|
mask,
|
|
dst,
|
|
r->x_src, r->y_src,
|
|
r->x_mask, r->y_mask,
|
|
r->x_dst, r->y_dst, r->width, r->height);
|
|
r++;
|
|
}
|
|
}
|
|
|
|
static Bool
|
|
_glamor_composite_rects (CARD8 op,
|
|
PicturePtr pDst,
|
|
xRenderColor *color,
|
|
int nRect,
|
|
xRectangle *rects,
|
|
Bool fallback)
|
|
{
|
|
miCompositeRects(op, pDst, color, nRect, rects);
|
|
return TRUE;
|
|
}
|
|
|
|
void
|
|
glamor_composite_rects (CARD8 op,
|
|
PicturePtr pDst,
|
|
xRenderColor *color,
|
|
int nRect,
|
|
xRectangle *rects)
|
|
{
|
|
_glamor_composite_rects(op, pDst, color, nRect, rects, TRUE);
|
|
}
|
|
|
|
Bool
|
|
glamor_composite_rects_nf (CARD8 op,
|
|
PicturePtr pDst,
|
|
xRenderColor *color,
|
|
int nRect,
|
|
xRectangle *rects)
|
|
{
|
|
return _glamor_composite_rects(op, pDst, color, nRect, rects, FALSE);
|
|
}
|
|
|
|
|
|
|
|
#endif /* RENDER */
|