[Glamor] [PATCH 2/2] Add the feature of generating linear gradient picture using shader.
junyan.he at linux.intel.com
junyan.he at linux.intel.com
Tue Feb 28 15:23:57 PST 2012
From: Junyan He <junyan.he at linux.intel.com>
Add the feature of generating linear gradient picture by
using shader. This logic will replace the original
gradient picture generating manner in glamor which
firstly use pixman and then upload to GPU. Compare it
to the result generated by pixman, the difference of
each color of each pixel is normally 0, sometimes
1/255, and 2/255 at most. The pixman use fix int but
shader use float, so may have difference. There is just
one case that we will fallback. When the picture has
transform matrix and the matrix is a projective
matrix(which has non 0 at the third column and row.),
the shader's coordinate has been normalized and so it
is hard to work as what the pixman do. Some logic of
pixmap compare has been added to for easing the debug
of the pixmap generated by shader.
Signed-off-by: Junyan He <junyan.he at linux.intel.com>
---
src/glamor.c | 2 +
src/glamor_gl_dispatch.c | 4 +-
src/glamor_gl_dispatch.h | 15 +-
src/glamor_priv.h | 13 ++
src/glamor_render.c | 525 ++++++++++++++++++++++++++++++++++++++++++++++
src/glamor_utils.h | 201 ++++++++++++++++++
6 files changed, 753 insertions(+), 7 deletions(-)
mode change 100644 => 100755 src/glamor.c
mode change 100644 => 100755 src/glamor_gl_dispatch.c
mode change 100644 => 100755 src/glamor_gl_dispatch.h
mode change 100644 => 100755 src/glamor_priv.h
mode change 100644 => 100755 src/glamor_render.c
mode change 100644 => 100755 src/glamor_utils.h
diff --git a/src/glamor.c b/src/glamor.c
old mode 100644
new mode 100755
index 0d9ba28..532b9ef
--- a/src/glamor.c
+++ b/src/glamor.c
@@ -389,6 +389,7 @@ glamor_init(ScreenPtr screen, unsigned int flags)
glamor_init_tile_shader(screen);
glamor_init_putimage_shaders(screen);
glamor_init_finish_access_shaders(screen);
+ glamor_init_gradient_shader(screen);
glamor_pixmap_init(screen);
glamor_priv->flags = flags;
@@ -416,6 +417,7 @@ glamor_release_screen_priv(ScreenPtr screen)
glamor_fini_tile_shader(screen);
glamor_fini_putimage_shaders(screen);
glamor_fini_finish_access_shaders(screen);
+ glamor_fini_gradient_shader(screen);
glamor_pixmap_fini(screen);
free(glamor_priv);
diff --git a/src/glamor_gl_dispatch.c b/src/glamor_gl_dispatch.c
old mode 100644
new mode 100755
index ef0ac43..fc3c5c0
--- a/src/glamor_gl_dispatch.c
+++ b/src/glamor_gl_dispatch.c
@@ -65,10 +65,12 @@ glamor_gl_dispatch_init_impl(struct glamor_gl_dispatch *dispatch,
INIT_FUNC(dispatch, glUseProgram, get_proc_address);
INIT_FUNC(dispatch, glUniform1i, get_proc_address);
+ INIT_FUNC(dispatch, glUniform1f, get_proc_address);
INIT_FUNC(dispatch, glUniform4f, get_proc_address);
+ INIT_FUNC(dispatch, glUniform4fv, get_proc_address);
INIT_FUNC(dispatch, glUniform1fv, get_proc_address);
INIT_FUNC(dispatch, glUniform2fv, get_proc_address);
- INIT_FUNC(dispatch, glUniform4fv, get_proc_address);
+ INIT_FUNC(dispatch, glUniformMatrix3fv, get_proc_address);
INIT_FUNC(dispatch, glCreateProgram, get_proc_address);
INIT_FUNC(dispatch, glDeleteProgram, get_proc_address);
INIT_FUNC(dispatch, glCreateShader, get_proc_address);
diff --git a/src/glamor_gl_dispatch.h b/src/glamor_gl_dispatch.h
old mode 100644
new mode 100755
index bd33bcc..6adbde9
--- a/src/glamor_gl_dispatch.h
+++ b/src/glamor_gl_dispatch.h
@@ -60,7 +60,7 @@ typedef struct glamor_gl_dispatch {
const GLvoid * data, GLenum usage);
GLvoid *(*glMapBuffer) (GLenum target, GLenum access);
GLvoid *(*glMapBufferRange) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
- GLboolean(*glUnmapBuffer) (GLenum target);
+ GLboolean (*glUnmapBuffer) (GLenum target);
void (*glBindBuffer) (GLenum target, GLuint buffer);
void (*glDeleteBuffers) (GLsizei n, const GLuint * buffers);
@@ -71,7 +71,7 @@ typedef struct glamor_gl_dispatch {
void (*glDeleteFramebuffers) (GLsizei n,
const GLuint * framebuffers);
void (*glGenFramebuffers) (GLsizei n, GLuint * framebuffers);
- GLenum(*glCheckFramebufferStatus) (GLenum target);
+ GLenum (*glCheckFramebufferStatus) (GLenum target);
void (*glBlitFramebuffer) (GLint srcX0, GLint srcY0, GLint srcX1,
GLint srcY1, GLint dstX0, GLint dstY0,
GLint dstX1, GLint dstY1,
@@ -92,6 +92,7 @@ typedef struct glamor_gl_dispatch {
const GLint * length);
void (*glUseProgram) (GLuint program);
void (*glUniform1i) (GLint location, GLint v0);
+ void (*glUniform1f) (GLint location, GLfloat v0);
void (*glUniform4f) (GLint location, GLfloat v0, GLfloat v1,
GLfloat v2, GLfloat v3);
void (*glUniform1fv) (GLint location, GLsizei count,
@@ -100,9 +101,11 @@ typedef struct glamor_gl_dispatch {
const GLfloat * value);
void (*glUniform4fv) (GLint location, GLsizei count,
const GLfloat * value);
- GLuint(*glCreateProgram) (void);
- GLuint(*glDeleteProgram) (GLuint);
- GLuint(*glCreateShader) (GLenum type);
+ void (*glUniformMatrix3fv) (GLint location, GLsizei count,
+ GLboolean transpose, const GLfloat* value);
+ GLuint (*glCreateProgram) (void);
+ GLuint (*glDeleteProgram) (GLuint);
+ GLuint (*glCreateShader) (GLenum type);
void (*glCompileShader) (GLuint shader);
void (*glAttachShader) (GLuint program, GLuint shader);
void (*glGetShaderiv) (GLuint shader, GLenum pname,
@@ -113,7 +116,7 @@ typedef struct glamor_gl_dispatch {
GLint * params);
void (*glGetProgramInfoLog) (GLuint program, GLsizei bufSize,
GLsizei * length, GLchar * infoLog);
- GLint(*glGetUniformLocation) (GLuint program,
+ GLint (*glGetUniformLocation) (GLuint program,
const GLchar * name);
} glamor_gl_dispatch;
diff --git a/src/glamor_priv.h b/src/glamor_priv.h
old mode 100644
new mode 100755
index 84aef97..a2fdf21
--- a/src/glamor_priv.h
+++ b/src/glamor_priv.h
@@ -109,6 +109,13 @@ enum shader_in {
SHADER_IN_COUNT,
};
+enum gradient_shader_type {
+ GRADIENT_SHADER_LINEAR,
+ GRADIENT_SHADER_RADIAL,
+ GRADIENT_SHADER_CONICAL,
+ GRADIENT_SHADER_COUNT,
+};
+
struct glamor_screen_private;
struct glamor_pixmap_private;
typedef void (*glamor_pixmap_validate_function_t) (struct
@@ -207,6 +214,9 @@ typedef struct glamor_screen_private {
GLint tile_prog;
GLint tile_wh;
+ /* glamor gradient */
+ GLint gradient_prog[GRADIENT_SHADER_COUNT];
+
/* glamor_putimage */
GLint put_image_xybitmap_prog;
GLint put_image_xybitmap_fg_uniform_location;
@@ -548,6 +558,9 @@ Bool glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
void glamor_init_tile_shader(ScreenPtr screen);
void glamor_fini_tile_shader(ScreenPtr screen);
+void glamor_init_gradient_shader(ScreenPtr screen);
+void glamor_fini_gradient_shader(ScreenPtr screen);
+
/* glamor_triangles.c */
void
diff --git a/src/glamor_render.c b/src/glamor_render.c
old mode 100644
new mode 100755
index 9f0b034..c64fe59
--- a/src/glamor_render.c
+++ b/src/glamor_render.c
@@ -1275,6 +1275,522 @@ done:
return ret;
}
+static GLint
+_glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count)
+{
+ glamor_screen_private *glamor_priv;
+ glamor_gl_dispatch *dispatch;
+
+ GLint gradient_prog = 0;
+ char *gradient_fs = NULL;
+ GLint fs_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";
+
+ const char *gradient_fs_template =
+ GLAMOR_DEFAULT_PRECISION
+ "uniform mat3 transform_mat;\n"
+ "uniform int repeat_type;\n"
+ "uniform int hor_ver;\n"
+ "uniform int n_stop;\n"
+ "uniform float stops[%d];\n"
+ "uniform vec4 stop_colors[%d];\n"
+ "uniform vec4 pt1;\n"
+ "uniform vec4 pt2;\n"
+ "uniform float pt_slope;\n"
+ "varying vec2 source_texture;\n"
+ "\n"
+ "vec4 get_color()\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 p2_distance;\n"
+ " float y_dist;\n"
+ " float slope = pt_slope; \n"
+ " float new_alpha; \n"
+ " float cos_val;\n"
+ " int i = 0;\n"
+ " int revserse = 0;\n"
+ " vec4 gradient_color;\n"
+ " vec3 source_texture_trans = transform_mat * tmp;\n"
+ " \n"
+ " if(hor_ver == 0) { \n" //Normal case.
+ " cos_val = sqrt(1.0/(slope*slope + 1.0));\n"
+ " y_dist = source_texture_trans.y - source_texture_trans.x*slope;\n"
+ " distance = y_dist * cos_val;\n"
+ " \n"
+ " y_dist = pt1.y - pt1.x*slope;\n"
+ " p1_distance = y_dist * cos_val * source_texture_trans.z;\n"
+ " \n"
+ " y_dist = pt2.y - pt2.x*slope;\n"
+ " p2_distance = y_dist * cos_val * source_texture_trans.z;\n"
+ " \n"
+ " } else if (hor_ver == 1) {\n"//horizontal case.
+ " distance = source_texture_trans.x;\n"
+ " p1_distance = pt1.x * source_texture_trans.z;\n"
+ " p2_distance = pt2.x * source_texture_trans.z;\n"
+ " } else if (hor_ver == 2) {\n"//vertical case.
+ " distance = source_texture_trans.y;\n"
+ " p1_distance = pt1.y * source_texture_trans.z;\n"
+ " p2_distance = pt2.y * source_texture_trans.z;\n"
+ " } \n"
+ " \n"
+ " distance = distance - p1_distance; \n"
+ " \n"
+ " if(repeat_type == %d){\n" // repeat normal
+ " while(distance > p2_distance - p1_distance) \n"
+ " distance = distance - (p2_distance - p1_distance); \n"
+ " while(distance < 0.0) \n"
+ " distance = distance + (p2_distance - p1_distance); \n"
+ " }\n"
+ " \n"
+ " if(repeat_type == %d) {\n" // repeat reflect
+ " while(distance > p2_distance - p1_distance) {\n"
+ " distance = distance - (p2_distance - p1_distance); \n"
+ " if(revserse == 0)\n"
+ " revserse = 1;\n"
+ " else\n"
+ " revserse = 0;\n"
+ " }\n"
+ " while(distance < 0.0) {\n"
+ " distance = distance + (p2_distance - p1_distance); \n"
+ " if(revserse == 0)\n"
+ " revserse = 1;\n"
+ " else\n"
+ " revserse = 0;\n"
+ " }\n"
+ " if(revserse == 1) {\n"
+ " distance = (p2_distance - p1_distance) - distance; \n"
+ " }\n"
+ " }\n"
+ " \n"
+ " len_percentage = distance/(p2_distance - p1_distance);\n"
+ " for(i = 0; i < n_stop - 1; i++) {\n"
+ " if(len_percentage < stops[i])\n"
+ " break; \n"
+ " }\n"
+ " \n"
+ " float percentage = (len_percentage - 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].r \n"
+ " + (1.0-percentage) * stop_colors[i-1].r)*new_alpha, \n"
+ " (percentage * stop_colors[i].g \n"
+ " + (1.0-percentage) * stop_colors[i-1].g)*new_alpha, \n"
+ " (percentage * stop_colors[i].b \n"
+ " + (1.0-percentage) * stop_colors[i-1].b)*new_alpha, \n"
+ " new_alpha);\n"
+ " \n"
+ " return gradient_color;\n"
+ "}\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = get_color();\n"
+ "}\n";
+
+ glamor_priv = glamor_get_screen_private(screen);
+ 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, stops_count, stops_count,
+ PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT);
+
+ fs_prog = glamor_compile_glsl_prog(dispatch,
+ GL_FRAGMENT_SHADER, gradient_fs);
+
+ free(gradient_fs);
+
+ dispatch->glAttachShader(gradient_prog, vs_prog);
+ dispatch->glAttachShader(gradient_prog, fs_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);
+
+ glamor_put_dispatch(glamor_priv);
+ return gradient_prog;
+}
+
+#define LINEAR_DEFAULT_STOPS 32 + 2
+void
+glamor_init_gradient_shader(ScreenPtr screen)
+{
+ glamor_screen_private *glamor_priv;
+
+ glamor_priv = glamor_get_screen_private(screen);
+
+ glamor_priv->gradient_prog[GRADIENT_SHADER_LINEAR] =
+ _glamor_create_linear_gradient_program(screen,
+ LINEAR_DEFAULT_STOPS);
+}
+
+void
+glamor_fini_gradient_shader(ScreenPtr screen)
+{
+ glamor_screen_private *glamor_priv;
+ glamor_gl_dispatch *dispatch;
+
+ glamor_priv = glamor_get_screen_private(screen);
+ dispatch = glamor_get_dispatch(glamor_priv);
+
+ dispatch->glDeleteProgram(
+ glamor_priv->gradient_prog[GRADIENT_SHADER_LINEAR]);
+
+ glamor_put_dispatch(glamor_priv);
+}
+
+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_picure;
+ PixmapPtr pixmap;
+ glamor_pixmap_private *pixmap_priv;
+ GLint gradient_prog = 0;
+ int error;
+ float pt_distance;
+ float tex_vertices[8];
+ int stops_count;
+ GLint transform_mat_uniform_location;
+ GLint pt1_uniform_location;
+ GLint pt2_uniform_location;
+ GLint n_stop_uniform_location;
+ GLint stops_uniform_location;
+ GLint stop_colors_uniform_location;
+ GLint pt_slope_uniform_location;
+ GLint repeat_type_uniform_location;
+ GLint hor_ver_uniform_location;
+ 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];
+
+ /* 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_picure = 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_picure)
+ goto GRADIENT_FAIL;
+
+ ValidatePicture(dst_picure);
+
+ glamor_priv = glamor_get_screen_private(screen);
+ dispatch = glamor_get_dispatch(glamor_priv);
+
+ stops_count = src_picture->pSourcePict->linear.nstops + 2 > LINEAR_DEFAULT_STOPS ?
+ src_picture->pSourcePict->linear.nstops + 2 : LINEAR_DEFAULT_STOPS;
+
+ /* Because the max value of nstops is unkown, so create a program
+ when nstops > default.*/
+ if (src_picture->pSourcePict->linear.nstops <= LINEAR_DEFAULT_STOPS) {
+ gradient_prog = glamor_priv->gradient_prog[GRADIENT_SHADER_LINEAR];
+ } else {
+ gradient_prog = _glamor_create_linear_gradient_program(screen,
+ src_picture->pSourcePict->linear.nstops);
+ }
+
+ /* 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");
+ stops_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stops");
+ stop_colors_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop_colors");
+ 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");
+
+ dispatch->glUseProgram(gradient_prog);
+
+ dispatch->glUniform1i(repeat_type_uniform_location, src_picture->repeatType);
+
+ if (src_picture->transform) {
+ int r, c;
+
+ for (r = 0; r < 3; r++) {
+ for (c = 0; c < 3; c++) {
+ if ((r >= 2 || c >= 2) && r != c) {
+ if (transform_mat[r][c]) {
+ ErrorF("Project matrix change for linear gradient, FallBack\n");
+ goto GRADIENT_FAIL;
+ }
+ }
+ transform_mat[r][c] = (float)pixman_fixed_to_double(
+ src_picture->transform->matrix[r][c]);
+ }
+ }
+ } else {
+ int r, c;
+
+ for (r = 0; r < 3; r++)
+ for (c = 0; c < 3; c++)
+ transform_mat[r][c] = (c == r) ? 1.0 : 0.0;
+ }
+ dispatch->glUniformMatrix3fv(transform_mat_uniform_location, 1, 1, &transform_mat[0][0]);
+
+ 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. */
+ goto GRADIENT_FAIL;
+ }
+
+ 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, width, height);
+
+ glamor_set_normalize_vcoords(xscale, yscale,
+ 0, 0,
+ (INT16)(width), (INT16)(height),
+ 1, vertices);
+
+ glamor_set_normalize_tcoords(xscale, yscale,
+ 0, 0,
+ (INT16)(width), (INT16)(height),
+ 1, 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]);
+
+ /* Normalize the PTs. */
+ pt1[0] = t_from_x_coord_x(xscale,
+ pixman_fixed_to_int(src_picture->pSourcePict->linear.p1.x) - x_source);
+ pt1[1] = t_from_x_coord_y_inverted(yscale,
+ pixman_fixed_to_int(src_picture->pSourcePict->linear.p1.y) - y_source);
+ pt1[3] = pt1[4] = 0.0;
+ dispatch->glUniform4fv(pt1_uniform_location, 1, pt1);
+ DEBUGF("pt1:(%f %f)\n", pt1[0], pt1[1]);
+
+ pt2[0] = t_from_x_coord_x(xscale,
+ pixman_fixed_to_int(src_picture->pSourcePict->linear.p2.x) - x_source);
+ pt2[1] = t_from_x_coord_y_inverted(yscale,
+ pixman_fixed_to_int(src_picture->pSourcePict->linear.p2.y) - y_source);
+ pt2[3] = pt2[4] = 0.0;
+ dispatch->glUniform4fv(pt2_uniform_location, 1, pt2);
+ DEBUGF("pt2:(%f %f)\n", pt2[0], pt2[1]);
+
+ pt_distance = sqrt((pt2[1] - pt1[1]) * (pt2[1] - pt1[1]) +
+ (pt2[0] - pt1[0]) * (pt2[0] - pt1[0]));
+
+ /* Set all the stops and colors to shader. */
+ stop_colors = malloc(4 * stops_count * sizeof(float));
+ if (stop_colors == NULL) {
+ ErrorF("Failed to allocate stop_colors memory.\n");
+ exit(1);
+ }
+
+ n_stops = malloc(stops_count * sizeof(float));
+ if (n_stops == NULL) {
+ ErrorF("Failed to allocate n_stops memory.\n");
+ exit(1);
+ }
+
+ for (i = 1; i < src_picture->pSourcePict->linear.nstops + 1; i++) {
+ stop_colors[i*4] = pixman_fixed_to_double(
+ src_picture->pSourcePict->linear.stops[i-1].color.red);
+ stop_colors[i*4+1] = pixman_fixed_to_double(
+ src_picture->pSourcePict->linear.stops[i-1].color.green);
+ stop_colors[i*4+2] = pixman_fixed_to_double(
+ src_picture->pSourcePict->linear.stops[i-1].color.blue);
+ stop_colors[i*4+3] = pixman_fixed_to_double(
+ src_picture->pSourcePict->linear.stops[i-1].color.alpha);
+
+ n_stops[i] = (GLfloat)pixman_fixed_to_double(
+ src_picture->pSourcePict->linear.stops[i-1].x);
+ }
+
+ count = src_picture->pSourcePict->linear.nstops + 2;
+
+ 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]);
+ }*/
+
+ dispatch->glUniform4fv(stop_colors_uniform_location, count, stop_colors);
+ dispatch->glUniform1fv(stops_uniform_location, count, n_stops);
+ dispatch->glUniform1i(n_stop_uniform_location, count);
+
+ free(n_stops);
+ free(stop_colors);
+
+ 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]);
+ } 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]);
+ } 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);
+ }
+
+ /* 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);
+ }
+
+ 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);
+ if (src_picture->pSourcePict->linear.nstops > LINEAR_DEFAULT_STOPS)
+ dispatch->glDeleteProgram(gradient_prog);
+
+ glamor_put_dispatch(glamor_priv);
+ return dst_picure;
+
+GRADIENT_FAIL:
+ 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);
+ if (src_picture->pSourcePict->linear.nstops > LINEAR_DEFAULT_STOPS)
+ dispatch->glDeleteProgram(gradient_prog);
+ glamor_put_dispatch(glamor_priv);
+ return NULL;
+}
+#undef LINEAR_DEFAULT_STOPS
+
static PicturePtr
glamor_convert_gradient_picture(ScreenPtr screen,
PicturePtr source,
@@ -1290,6 +1806,15 @@ glamor_convert_gradient_picture(ScreenPtr screen,
else
format = source->format;
+ if (source->pSourcePict->type == SourcePictTypeLinear) {
+ dst = _glamor_generate_linear_gradient_picture(screen,
+ source, x_source, y_source, width, height, format);
+
+ //glamor_compare_picture_with_pixman(screen, source,
+ // dst, x_source, y_source, 0, 3);
+ return dst;
+ }
+
pixmap = glamor_create_pixmap(screen,
width,
height,
diff --git a/src/glamor_utils.h b/src/glamor_utils.h
old mode 100644
new mode 100755
index 4a51ba5..b50a39f
--- a/src/glamor_utils.h
+++ b/src/glamor_utils.h
@@ -664,6 +664,207 @@ static inline void glamor_dump_pixmap(PixmapPtr pixmap, int x, int y, int w, int
glamor_finish_access(&pixmap->drawable, GLAMOR_ACCESS_RO);
}
+static inline void _glamor_compare_pixmaps(PixmapPtr pixmap1, PixmapPtr pixmap2,
+ int x, int y, int w, int h,
+ PictFormatShort short_format,
+ int all, int diffs)
+{
+ int i, j;
+ unsigned char * p1 = pixmap1->devPrivate.ptr;
+ unsigned char * p2 = pixmap2->devPrivate.ptr;
+ int line_need_printed = 0;
+ int test_code = 0xAABBCCDD;
+ int little_endian = 0;
+ unsigned char *p_test;
+ int bpp = pixmap1->drawable.depth == 8? 1 : 4;
+
+ assert(pixmap1->devKind == pixmap2->devKind);
+ int stride = pixmap1->devKind;
+
+ ErrorF("stride:%d, width:%d, height:%d\n", stride, w, h);
+
+ p1 = p1 + y * stride + x;
+ p2 = p2 + y * stride + x;
+
+ if(all) {
+ for (i = 0; i < h; i++) {
+ ErrorF("line %3d: ", i);
+
+ for (j = 0; j < stride; j++) {
+ if(j % bpp == 0)
+ ErrorF("[%d]%2x:%2x ", j/bpp, p1[j], p2[j]);
+ else
+ ErrorF("%2x:%2x ", p1[j], p2[j]);
+ }
+
+ p1 += stride;
+ p2 += stride;
+ ErrorF("\n");
+ }
+ } else {
+ if (short_format == PICT_a8r8g8b8) {
+ p_test = (unsigned char *)&test_code;
+ little_endian = (*p_test == 0xDD);
+ bpp = 4;
+
+ for (i = 0; i < h; i++) {
+ line_need_printed = 0;
+
+ for (j = 0; j < stride; j++) {
+ if (p1[j] != p2[j] && (p1[j] - p2[j] > diffs || p2[j] - p1[j] > diffs)) {
+ if (line_need_printed) {
+ if(little_endian) {
+ switch (j % 4) {
+ case 2:
+ ErrorF("[%d]RED:%2x:%2x ", j/bpp, p1[j], p2[j]);
+ break;
+ case 1:
+ ErrorF("[%d]GREEN:%2x:%2x ", j/bpp, p1[j], p2[j]);
+ break;
+ case 0:
+ ErrorF("[%d]BLUE:%2x:%2x ", j/bpp, p1[j], p2[j]);
+ break;
+ case 3:
+ ErrorF("[%d]Alpha:%2x:%2x ", j/bpp, p1[j], p2[j]);
+ break;
+ }
+ }else {
+ switch (j % 4) {
+ case 1:
+ ErrorF("[%d]RED:%2x:%2x ", j/bpp, p1[j], p2[j]);
+ break;
+ case 2:
+ ErrorF("[%d]GREEN:%2x:%2x ", j/bpp, p1[j], p2[j]);
+ break;
+ case 3:
+ ErrorF("[%d]BLUE:%2x:%2x ", j/bpp, p1[j], p2[j]);
+ break;
+ case 0:
+ ErrorF("[%d]Alpha:%2x:%2x ", j/bpp, p1[j], p2[j]);
+ break;
+ }
+ }
+ } else {
+ line_need_printed = 1;
+ j = -1;
+ ErrorF("line %3d: ", i);
+ continue;
+ }
+ }
+ }
+
+ p1 += stride;
+ p2 += stride;
+ ErrorF("\n");
+ }
+ } //more format can be added here.
+ else { // the default format, just print.
+ for (i = 0; i < h; i++) {
+ line_need_printed = 0;
+
+ for (j = 0; j < stride; j++) {
+ if (p1[j] != p2[j]) {
+ if (line_need_printed) {
+ ErrorF("[%d]%2x:%2x ", j/bpp, p1[j], p2[j]);
+ } else {
+ line_need_printed = 1;
+ j = -1;
+ ErrorF("line %3d: ", i);
+ continue;
+ }
+ }
+ }
+
+ p1 += stride;
+ p2 += stride;
+ ErrorF("\n");
+ }
+ }
+ }
+}
+
+static inline void glamor_compare_pixmaps(PixmapPtr pixmap1, PixmapPtr pixmap2,
+ int x, int y, int w, int h, int all, int diffs)
+{
+ assert(pixmap1->drawable.depth == pixmap2->drawable.depth);
+
+ glamor_prepare_access(&pixmap1->drawable, GLAMOR_ACCESS_RO);
+ glamor_prepare_access(&pixmap2->drawable, GLAMOR_ACCESS_RO);
+
+ _glamor_compare_pixmaps(pixmap1, pixmap2, x, y, w, h, -1, all, diffs);
+
+ glamor_finish_access(&pixmap1->drawable, GLAMOR_ACCESS_RO);
+ glamor_finish_access(&pixmap2->drawable, GLAMOR_ACCESS_RO);
+}
+
+static inline void glamor_compare_pictures( PicturePtr fst_picture,
+ PicturePtr snd_picture,
+ int width, int height,
+ int all, int diffs)
+{
+ PixmapPtr fst_pixmap;
+ PixmapPtr snd_pixmap;
+ glamor_pixmap_private *fst_pixmap_priv;
+ glamor_pixmap_private *snd_pixmap_priv;
+
+ if (!fst_picture->pDrawable || !snd_picture->pDrawable)
+ return;
+
+ if (fst_picture->format != snd_picture->format)
+ return;
+
+ fst_pixmap = glamor_get_drawable_pixmap(fst_picture->pDrawable);
+ snd_pixmap = glamor_get_drawable_pixmap(snd_picture->pDrawable);
+
+ if (fst_pixmap->drawable.depth != snd_pixmap->drawable.depth)
+ return;
+
+ glamor_prepare_access(&fst_pixmap->drawable, GLAMOR_ACCESS_RO);
+ glamor_prepare_access(&snd_pixmap->drawable, GLAMOR_ACCESS_RO);
+
+ _glamor_compare_pixmaps(fst_pixmap, snd_pixmap, 0, 0, width, height,
+ fst_picture->format, all, diffs);
+
+ glamor_finish_access(&fst_pixmap->drawable, GLAMOR_ACCESS_RO);
+ glamor_finish_access(&snd_pixmap->drawable, GLAMOR_ACCESS_RO);
+}
+
+static inline void glamor_compare_picture_with_pixman( ScreenPtr screen,
+ PicturePtr src_pic, PicturePtr picture,
+ int x_source, int y_source,
+ int all, int diffs)
+{
+ PixmapPtr pixmap;
+ PicturePtr pixman_pic;
+ PictFormatShort format;
+ int width;
+ int height;
+ int error;
+
+ format = picture->format;
+ width = picture->pDrawable->width;
+ height = picture->pDrawable->height;
+
+ pixmap = glamor_create_pixmap(screen,
+ width, height,
+ PIXMAN_FORMAT_DEPTH(format),
+ GLAMOR_CREATE_PIXMAP_CPU);
+
+ pixman_pic = CreatePicture(0,
+ &pixmap->drawable,
+ PictureMatchFormat(screen, PIXMAN_FORMAT_DEPTH(format), format),
+ 0, 0, serverClient, &error);
+
+ fbComposite(PictOpSrc, src_pic, NULL, pixman_pic, x_source, y_source,
+ 0, 0, 0, 0, width, height);
+
+ glamor_destroy_pixmap(pixmap);
+
+ glamor_compare_pictures(picture, pixman_pic, width, height, all, diffs);
+
+ glamor_destroy_picture(pixman_pic);
+}
+
static inline void glamor_make_current(ScreenPtr screen)
{
glamor_egl_make_current(screen);
--
1.7.7.6
More information about the Glamor
mailing list