[Glamor] [PATCH 2/2] Add the glamor_gradient.c file and modify gradient's gl draw manner.
junyan.he at linux.intel.com
junyan.he at linux.intel.com
Thu May 3 15:06:48 PDT 2012
From: Junyan He <junyan.he at linux.intel.com>
1. Extract the logic of gradient from the
glamor_render.c to the file glamor_gradient.c
2. Modify the logic of gradient pixmap gl draw.
Use the logic like composite before, but the
gradient always just have one rect to render,
so no need to set the VB and EB, replace it with
just call glDrawArrays.
Signed-off-by: Junyan He <junyan.he at linux.intel.com>
---
src/Makefile.am | 1 +
src/glamor_gradient.c | 1604 +++++++++++++++++++++++++++++++++++++++++++++++++
src/glamor_priv.h | 11 +
src/glamor_render.c | 1573 +------------------------------------------------
4 files changed, 1618 insertions(+), 1571 deletions(-)
create mode 100644 src/glamor_gradient.c
diff --git a/src/Makefile.am b/src/Makefile.am
index c7e3000..57c3f82 100644
--- a/src/Makefile.am
+++ b/src/Makefile.am
@@ -33,6 +33,7 @@ libglamor_la_SOURCES = \
glamor_putimage.c \
glamor_setspans.c \
glamor_render.c \
+ glamor_gradient.c \
glamor_tile.c \
glamor_triangles.c\
glamor_addtraps.c\
diff --git a/src/glamor_gradient.c b/src/glamor_gradient.c
new file mode 100644
index 0000000..440fbf7
--- /dev/null
+++ b/src/glamor_gradient.c
@@ -0,0 +1,1604 @@
+/*
+ * Copyright © 2009 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ *
+ * Authors:
+ * Junyan He <junyan.he at linux.intel.com>
+ *
+ */
+
+/** @file glamor_gradient.c
+ *
+ * Gradient acceleration implementation
+ */
+
+#include "glamor_priv.h"
+
+#ifdef RENDER
+
+#define LINEAR_SMALL_STOPS (6 + 2)
+#define LINEAR_LARGE_STOPS (16 + 2)
+
+#define RADIAL_SMALL_STOPS (6 + 2)
+#define RADIAL_LARGE_STOPS (16 + 2)
+
+#ifdef GLAMOR_GRADIENT_SHADER
+
+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 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"
+ " if(stops[i] - stops[i-1] > 2.0)\n"
+ " percentage = 0.0;\n" //For comply with pixman, walker->stepper overflow.
+ " else if(stops[i] - stops[i-1] < 0.000001)\n"
+ " percentage = 0.0;\n"
+ " else \n"
+ " percentage = (stop_len - stops[i-1])/(stops[i] - stops[i-1]);\n"
+ " 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"
+ " } 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"
+ " } 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"
+ " } 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"
+ " } 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"
+ " } 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"
+ " } 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"
+ " } 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"
+ " } else {\n"
+ " stop_color_before = stop_color7;\n"
+ " stop_color_after = stop_color7;\n"
+ " stop_after = stop7;\n"
+ " stop_before = stop7;\n"
+ " }\n"
+ " if(stop_after - stop_before > 2.0)\n"
+ " percentage = 0.0;\n"//For comply with pixman, walker->stepper overflow.
+ " else if(stop_after - stop_before < 0.000001)\n"
+ " percentage = 0.0;\n"
+ " else \n"
+ " percentage = (stop_len - stop_before)/(stop_after - stop_before);\n"
+ " 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;
+ }
+
+ dispatch = glamor_get_dispatch(glamor_priv);
+
+ 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;
+ }
+
+ 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;
+ }
+
+ dispatch = glamor_get_dispatch(glamor_priv);
+ 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;
+ }
+
+ 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);
+}
+
+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_picture,
+ 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;
+ glamor_gl_dispatch *dispatch = NULL;
+ float tmp;
+
+ pixmap = glamor_get_drawable_pixmap(dst_picture->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);
+
+ DEBUGF("xscale = %f, yscale = %f,"
+ " x_source = %d, y_source = %d, width = %d, height = %d\n",
+ *xscale, *yscale, x_source, y_source,
+ dst_picture->pDrawable->width, dst_picture->pDrawable->height);
+
+ glamor_set_normalize_vcoords(*xscale, *yscale,
+ 0, 0,
+ (INT16)(dst_picture->pDrawable->width),
+ (INT16)(dst_picture->pDrawable->height),
+ glamor_priv->yInverted, vertices);
+
+ if (tex_normalize) {
+ glamor_set_normalize_tcoords(*xscale, *yscale,
+ 0, 0,
+ (INT16)(dst_picture->pDrawable->width),
+ (INT16)(dst_picture->pDrawable->height),
+ glamor_priv->yInverted, tex_vertices);
+ } else {
+ glamor_set_tcoords(0, 0,
+ (INT16)(dst_picture->pDrawable->width),
+ (INT16)(dst_picture->pDrawable->height),
+ glamor_priv->yInverted, tex_vertices);
+ }
+
+ ErrorF("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]);
+ ErrorF("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]);
+
+ /* Swap the vtx for triangle render. */
+ tmp = vertices[4];
+ vertices[4] = vertices[6];
+ vertices[6] = tmp;
+ tmp = vertices[5];
+ vertices[5] = vertices[7];
+ vertices[7] = tmp;
+
+ tmp = tex_vertices[4];
+ tex_vertices[4] = tex_vertices[6];
+ tex_vertices[6] = tmp;
+ tmp = tex_vertices[5];
+ tex_vertices[5] = tex_vertices[7];
+ tex_vertices[7] = tmp;
+
+ dispatch = glamor_get_dispatch(glamor_priv);
+
+ dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
+ GL_FALSE, 2 * sizeof(float), vertices);
+ dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
+ GL_FALSE, 2 * sizeof(float), tex_vertices);
+
+ dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
+ dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
+
+ glamor_put_dispatch(glamor_priv);
+
+ 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++) {
+ 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;
+}
+
+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;
+ 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),
+ 0);
+ 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);
+
+ /* Now rendering. */
+ dispatch->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ /* 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;
+}
+
+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 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),
+ 0);
+
+ 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);
+
+ /* set the transform matrix. */
+ 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 (abs((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 (abs((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);
+ }
+
+ /* Now rendering. */
+ dispatch->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ /* 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;
+}
+
+#endif /* End of GLAMOR_GRADIENT_SHADER */
+
+#endif /* End of RENDER */
diff --git a/src/glamor_priv.h b/src/glamor_priv.h
index ca88fb4..9fb1818
--- a/src/glamor_priv.h
+++ b/src/glamor_priv.h
@@ -578,8 +578,19 @@ Bool glamor_tile(PixmapPtr pixmap, PixmapPtr tile,
void glamor_init_tile_shader(ScreenPtr screen);
void glamor_fini_tile_shader(ScreenPtr screen);
+/* glamor_gradient.c */
void glamor_init_gradient_shader(ScreenPtr screen);
void glamor_fini_gradient_shader(ScreenPtr screen);
+PicturePtr glamor_generate_linear_gradient_picture(ScreenPtr screen,
+ PicturePtr src_picture,
+ int x_source, int y_source,
+ int width, int height,
+ PictFormatShort format);
+PicturePtr glamor_generate_radial_gradient_picture(ScreenPtr screen,
+ PicturePtr src_picture,
+ int x_source, int y_source,
+ int width, int height,
+ PictFormatShort format);
/* glamor_triangles.c */
void
diff --git a/src/glamor_render.c b/src/glamor_render.c
index 1e2f75e..7c240d2
--- a/src/glamor_render.c
+++ b/src/glamor_render.c
@@ -745,7 +745,6 @@ glamor_setup_composite_vbo(ScreenPtr screen, int n_verts)
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;
@@ -1339,1574 +1338,6 @@ done:
return ret;
}
-#ifdef GLAMOR_GRADIENT_SHADER
-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 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"
- " if(stops[i] - stops[i-1] > 2.0)\n"
- " percentage = 0.0;\n" //For comply with pixman, walker->stepper overflow.
- " else if(stops[i] - stops[i-1] < 0.000001)\n"
- " percentage = 0.0;\n"
- " else \n"
- " percentage = (stop_len - stops[i-1])/(stops[i] - stops[i-1]);\n"
- " 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"
- " } 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"
- " } 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"
- " } 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"
- " } 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"
- " } 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"
- " } 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"
- " } 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"
- " } else {\n"
- " stop_color_before = stop_color7;\n"
- " stop_color_after = stop_color7;\n"
- " stop_after = stop7;\n"
- " stop_before = stop7;\n"
- " }\n"
- " if(stop_after - stop_before > 2.0)\n"
- " percentage = 0.0;\n"//For comply with pixman, walker->stepper overflow.
- " else if(stop_after - stop_before < 0.000001)\n"
- " percentage = 0.0;\n"
- " else \n"
- " percentage = (stop_len - stop_before)/(stop_after - stop_before);\n"
- " 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;
- }
-
- dispatch = glamor_get_dispatch(glamor_priv);
-
- 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;
- }
-
- 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;
- }
-
- dispatch = glamor_get_dispatch(glamor_priv);
- 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;
- }
-
- 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_picture,
- 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_picture->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,
- dst_picture->pDrawable->width, dst_picture->pDrawable->height);
-
- glamor_set_normalize_vcoords(*xscale, *yscale,
- 0, 0,
- (INT16)(dst_picture->pDrawable->width),
- (INT16)(dst_picture->pDrawable->height),
- glamor_priv->yInverted, vertices);
-
- if (tex_normalize) {
- glamor_set_normalize_tcoords(*xscale, *yscale,
- 0, 0,
- (INT16)(dst_picture->pDrawable->width),
- (INT16)(dst_picture->pDrawable->height),
- glamor_priv->yInverted, tex_vertices);
- } else {
- glamor_set_tcoords(0, 0,
- (INT16)(dst_picture->pDrawable->width),
- (INT16)(dst_picture->pDrawable->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++) {
- 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;
- 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),
- 0);
- 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 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),
- 0);
-
- 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 (abs((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 (abs((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;
-}
-
-#endif /* End of GLAMOR_GRADIENT_SHADER */
-
static PicturePtr
glamor_convert_gradient_picture(ScreenPtr screen,
PicturePtr source,
@@ -2924,10 +1355,10 @@ glamor_convert_gradient_picture(ScreenPtr screen,
#ifdef GLAMOR_GRADIENT_SHADER
if (!source->pDrawable) {
if (source->pSourcePict->type == SourcePictTypeLinear) {
- dst = _glamor_generate_linear_gradient_picture(screen,
+ 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,
+ dst = glamor_generate_radial_gradient_picture(screen,
source, x_source, y_source, width, height, format);
}
--
1.7.7.6
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