[Glamor] [PATCH V3 3/3] Add the feature for radial gradient using shader.

junyan.he at linux.intel.com junyan.he at linux.intel.com
Thu Mar 22 13:06:06 PDT 2012


From: Junyan He <junyan.he at linux.intel.com>

 Add the feature for radial gradient using shader. The
 transform matrix and the 4 type of repeat mode are
 supported. Less than 2/255 difference for every color
 component comparing to pixman's result. Extract the
 common logic of linear and radial's to another shader.

---
 src/glamor_render.c |  919 +++++++++++++++++++++++++++++++++++++++------------
 1 files changed, 706 insertions(+), 213 deletions(-)

diff --git a/src/glamor_render.c b/src/glamor_render.c
index 65b0ebf..6af1067 100644
--- a/src/glamor_render.c
+++ b/src/glamor_render.c
@@ -1276,6 +1276,345 @@ done:
 }
 
 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 GLint
+_glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count, int use_array)
+{
+	glamor_screen_private *glamor_priv;
+	glamor_gl_dispatch *dispatch;
+
+	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);
+	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, use_array);
+
+	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);
+
+	glamor_put_dispatch(glamor_priv);
+	return gradient_prog;
+}
+
+static GLint
 _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int use_array)
 {
 	glamor_screen_private *glamor_priv;
@@ -1283,7 +1622,7 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int us
 
 	GLint gradient_prog = 0;
 	char *gradient_fs = NULL;
-	GLint fs_prog, vs_prog;
+	GLint fs_main_prog, fs_getcolor_prog, vs_prog;
 
 	const char *gradient_vs =
 	    GLAMOR_DEFAULT_PRECISION
@@ -1350,9 +1689,6 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int us
 	    "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"
@@ -1361,7 +1697,9 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int us
 	    "uniform float pt_distance;\n"
 	    "varying vec2 source_texture;\n"
 	    "\n"
-	    "vec4 get_color()\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"
@@ -1369,8 +1707,11 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int us
 	    "    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 i = n_stop - 1;\n"
 	    "    int revserse = 0;\n"
 	    "    vec4 gradient_color;\n"
 	    "    float percentage; \n"
@@ -1414,7 +1755,7 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int us
 	    "            if(revserse == 0)\n"
 	    "                revserse = 1;\n"
 	    "            else\n"
-	    "	             revserse = 0;\n"
+	    "                revserse = 0;\n"
 	    "        }\n"
 	    "        if(revserse == 1) {\n"
 	    "            distance = (_pt_distance) - distance; \n"
@@ -1422,193 +1763,14 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int us
 	    "    }\n"
 	    "    \n"
 	    "    len_percentage = distance/(_pt_distance);\n"
-	    "    for(i = 0; i < n_stop - 1; i++) {\n"
-	    "        if(len_percentage < stops[i])\n"
-	    "            break; \n"
-	    "    }\n"
-	    "    \n"
-	    "    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].rgb \n"
-	    "                          + (1.0-percentage) * stop_colors[i-1].rgb)*new_alpha, \n"
-	    "                          new_alpha);\n"
 	    "    \n"
-	    "    return gradient_color;\n"
+	    "    return len_percentage;\n"
 	    "}\n"
 	    "\n"
 	    "void main()\n"
 	    "{\n"
-	    "    gl_FragColor = get_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_no_array_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 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"
-	    "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()\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"
-	    "    if((len_percentage < 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((len_percentage < 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 = (len_percentage - stop0)/(stop1 - stop0);\n"
-	    "    } else if((len_percentage < 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 = (len_percentage - stop1)/(stop2 - stop1);\n"
-	    "    } else if((len_percentage < 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 = (len_percentage - stop2)/(stop3 - stop2);\n"
-	    "    } else if((len_percentage < 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 = (len_percentage - stop3)/(stop4 - stop3);\n"
-	    "    } else if((len_percentage < 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 = (len_percentage - stop4)/(stop5 - stop4);\n"
-	    "    } else if((len_percentage < 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 = (len_percentage - stop5)/(stop6 - stop5);\n"
-	    "    } else if((len_percentage < 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 = (len_percentage - 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"
-	    "\n"
-	    "void main()\n"
-	    "{\n"
-	    "    gl_FragColor = get_color();\n"
+	    "    float stop_len = get_stop_len();\n"
+	    "    gl_FragColor = get_color(stop_len);\n"
 	    "}\n";
 
 	glamor_priv = glamor_get_screen_private(screen);
@@ -1617,23 +1779,22 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int us
 	gradient_prog = dispatch->glCreateProgram();
 
 	vs_prog = glamor_compile_glsl_prog(dispatch,
-	          GL_VERTEX_SHADER, gradient_vs);
+	                                   GL_VERTEX_SHADER, gradient_vs);
 
-	if (use_array) {
-		XNFasprintf(&gradient_fs,
-		            gradient_fs_template, stops_count, stops_count,
-		            PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT);
-	} else {
-		XNFasprintf(&gradient_fs,
-		            gradient_fs_no_array_template,
-		            PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT);
-	}
-	fs_prog = glamor_compile_glsl_prog(dispatch,
-	          GL_FRAGMENT_SHADER, gradient_fs);
+	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, use_array);
+
 	dispatch->glAttachShader(gradient_prog, vs_prog);
-	dispatch->glAttachShader(gradient_prog, fs_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");
@@ -1647,6 +1808,7 @@ _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int us
 }
 
 #define LINEAR_DEFAULT_STOPS 6 + 2
+#define RADIAL_DEFAULT_STOPS 6 + 2
 
 void
 glamor_init_gradient_shader(ScreenPtr screen)
@@ -1658,6 +1820,9 @@ glamor_init_gradient_shader(ScreenPtr screen)
 	glamor_priv->gradient_prog[GRADIENT_SHADER_LINEAR] =
 	    _glamor_create_linear_gradient_program(screen,
 	            LINEAR_DEFAULT_STOPS, 0);
+	glamor_priv->gradient_prog[GRADIENT_SHADER_RADIAL] =
+	    _glamor_create_radial_gradient_program(screen,
+	            RADIAL_DEFAULT_STOPS, 0);
 }
 
 void
@@ -1671,13 +1836,15 @@ glamor_fini_gradient_shader(ScreenPtr screen)
 
 	dispatch->glDeleteProgram(
 	    glamor_priv->gradient_prog[GRADIENT_SHADER_LINEAR]);
+	dispatch->glDeleteProgram(
+	    glamor_priv->gradient_prog[GRADIENT_SHADER_RADIAL]);
 
 	glamor_put_dispatch(glamor_priv);
 }
 
 static void
 _glamor_gradient_convert_trans_matrix(PictTransform *from, float to[3][3],
-				      int width, int height)
+				      int width, int height, int normalize)
 {
 	/*
 	 * Because in the shader program, we normalize all the pixel cood to [0, 1],
@@ -1713,20 +1880,20 @@ _glamor_gradient_convert_trans_matrix(PictTransform *from, float to[3][3],
 
 	to[0][0] = (float)pixman_fixed_to_double(from->matrix[0][0]);
 	to[0][1] = (float)pixman_fixed_to_double(from->matrix[0][1])
-	                                         * ((float)height) / ((float)width);
+	                        * (normalize ? (((float)height) / ((float)width)) : 1.0);
 	to[0][2] = (float)pixman_fixed_to_double(from->matrix[0][2])
-	                                         / ((float)width);
+	                        / (normalize ? ((float)width) : 1.0);
 
 	to[1][0] = (float)pixman_fixed_to_double(from->matrix[1][0])
-	                                         * ((float)width) / ((float)height);
+	                        * (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])
-	                                         / ((float)height);
+	                        / (normalize ? ((float)height) : 1.0);
 
 	to[2][0] = (float)pixman_fixed_to_double(from->matrix[2][0])
-	                                         * ((float)width);
+	                        * (normalize ? ((float)width) : 1.0);
 	to[2][1] = (float)pixman_fixed_to_double(from->matrix[2][1])
-	                                         * ((float)height);
+	                        * (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",
@@ -1878,6 +2045,329 @@ _glamor_gradient_set_stops(PicturePtr src_picture, PictGradient * pgradient,
 }
 
 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_DEFAULT_STOPS*4];
+	GLfloat n_stops_st[RADIAL_DEFAULT_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 > RADIAL_DEFAULT_STOPS ?
+	              src_picture->pSourcePict->radial.nstops + 2 : RADIAL_DEFAULT_STOPS;
+
+	/* Because the max value of nstops is unkown, so create a programwhen nstops > default.*/
+	if (src_picture->pSourcePict->radial.nstops + 2 <= RADIAL_DEFAULT_STOPS) {
+		gradient_prog = glamor_priv->gradient_prog[GRADIENT_SHADER_RADIAL];
+	} else {
+		gradient_prog = _glamor_create_radial_gradient_program(screen,
+		                          src_picture->pSourcePict->radial.nstops + 2, 1);
+	}
+
+	/* 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_DEFAULT_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_distination(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_DEFAULT_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_DEFAULT_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_DEFAULT_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);
+
+	if (src_picture->pSourcePict->radial.nstops + 2 > RADIAL_DEFAULT_STOPS)
+		dispatch->glDeleteProgram(gradient_prog);
+
+	glamor_put_dispatch(glamor_priv);
+	return dst_picture;
+
+GRADIENT_FAIL:
+	if (dst_picture) {
+		FreePicture(dst_picture, 0);
+	}
+
+	if (stops_count > RADIAL_DEFAULT_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);
+	if (src_picture->pSourcePict->radial.nstops + 2 > RADIAL_DEFAULT_STOPS)
+		dispatch->glDeleteProgram(gradient_prog);
+	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,
@@ -1905,8 +2395,8 @@ _glamor_generate_linear_gradient_picture(ScreenPtr screen,
 	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}};
+	                                         {0.0, 1.0, 0.0},
+	                                         {0.0, 0.0, 1.0}};
 	GLfloat stop_colors_st[LINEAR_DEFAULT_STOPS*4];
 	GLfloat n_stops_st[LINEAR_DEFAULT_STOPS];
 
@@ -2046,7 +2536,7 @@ _glamor_generate_linear_gradient_picture(ScreenPtr screen,
 	if (src_picture->transform) {
 		_glamor_gradient_convert_trans_matrix(src_picture->transform,
 		                                      transform_mat,
-		                                      width, height);
+		                                      width, height, 1);
 		dispatch->glUniformMatrix3fv(transform_mat_uniform_location,
 		                             1, 1, &transform_mat[0][0]);
 	} else {
@@ -2257,7 +2747,10 @@ glamor_convert_gradient_picture(ScreenPtr screen,
 	if (!source->pDrawable) {
 		if (source->pSourcePict->type == SourcePictTypeLinear) {
 			dst = _glamor_generate_linear_gradient_picture(screen,
-		        	source, x_source, y_source, width, height, format);
+		                  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) {
-- 
1.7.7.6



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