[Glamor] [PATCH 1/7] Extract the logic of gradient from the glamor_render.c to the file glamor_gradient.c

junyan.he at linux.intel.com junyan.he at linux.intel.com
Mon May 7 17:44:24 PDT 2012


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


Signed-off-by: Junyan He <junyan.he at linux.intel.com>
---
 src/Makefile.am       |    1 +
 src/glamor_gradient.c | 1636 +++++++++++++++++++++++++++++++++++++++++++++++++
 src/glamor_priv.h     |   13 +-
 src/glamor_render.c   | 1587 +-----------------------------------------------
 4 files changed, 1656 insertions(+), 1581 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..cc8b447
--- /dev/null
+++ b/src/glamor_gradient.c
@@ -0,0 +1,1636 @@
+/*
+ * 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"
+	    "    percentage = (stop_len - stops[i-1])/(stops[i] - stops[i-1]);\n"
+	    "    if(stops[i] - stops[i-1] > 2.0)\n"
+	    "        percentage = 0.0;\n" //For comply with pixman, walker->stepper overflow.
+	    "    new_alpha = percentage * stop_colors[i].a + \n"
+	    "                       (1.0-percentage) * stop_colors[i-1].a; \n"
+	    "    gradient_color = vec4((percentage * stop_colors[i].rgb \n"
+	    "                          + (1.0-percentage) * stop_colors[i-1].rgb)*new_alpha, \n"
+	    "                          new_alpha);\n"
+	    "    \n"
+	    "    return gradient_color;\n"
+	    "}\n";
+
+	/* Because the array access for shader is very slow, the performance is very low
+	   if use array. So use global uniform to replace for it if the number of n_stops is small.*/
+	const char *gradient_fs_getcolor_no_array =
+	    GLAMOR_DEFAULT_PRECISION
+	    "uniform int n_stop;\n"
+	    "uniform float stop0;\n"
+	    "uniform float stop1;\n"
+	    "uniform float stop2;\n"
+	    "uniform float stop3;\n"
+	    "uniform float stop4;\n"
+	    "uniform float stop5;\n"
+	    "uniform float stop6;\n"
+	    "uniform float stop7;\n"
+	    "uniform vec4 stop_color0;\n"
+	    "uniform vec4 stop_color1;\n"
+	    "uniform vec4 stop_color2;\n"
+	    "uniform vec4 stop_color3;\n"
+	    "uniform vec4 stop_color4;\n"
+	    "uniform vec4 stop_color5;\n"
+	    "uniform vec4 stop_color6;\n"
+	    "uniform vec4 stop_color7;\n"
+	    "\n"
+	    "vec4 get_color(float stop_len)\n"
+	    "{\n"
+	    "    float stop_after;\n"
+	    "    float stop_before;\n"
+	    "    vec4 stop_color_before;\n"
+	    "    vec4 stop_color_after;\n"
+	    "    float new_alpha; \n"
+	    "    vec4 gradient_color;\n"
+	    "    float percentage; \n"
+	    "    \n"
+	    "    if((stop_len < stop0) && (n_stop >= 1)) {\n"
+	    "        stop_color_before = stop_color0;\n"
+	    "        stop_color_after = stop_color0;\n"
+	    "        stop_after = stop0;\n"
+	    "        stop_before = stop0;\n"
+	    "        percentage = 0.0;\n"
+	    "    } else if((stop_len < stop1) && (n_stop >= 2)) {\n"
+	    "        stop_color_before = stop_color0;\n"
+	    "        stop_color_after = stop_color1;\n"
+	    "        stop_after = stop1;\n"
+	    "        stop_before = stop0;\n"
+	    "        percentage = (stop_len - stop0)/(stop1 - stop0);\n"
+	    "    } else if((stop_len < stop2) && (n_stop >= 3)) {\n"
+	    "        stop_color_before = stop_color1;\n"
+	    "        stop_color_after = stop_color2;\n"
+	    "        stop_after = stop2;\n"
+	    "        stop_before = stop1;\n"
+	    "        percentage = (stop_len - stop1)/(stop2 - stop1);\n"
+	    "    } else if((stop_len < stop3) && (n_stop >= 4)){\n"
+	    "        stop_color_before = stop_color2;\n"
+	    "        stop_color_after = stop_color3;\n"
+	    "        stop_after = stop3;\n"
+	    "        stop_before = stop2;\n"
+	    "        percentage = (stop_len - stop2)/(stop3 - stop2);\n"
+	    "    } else if((stop_len < stop4) && (n_stop >= 5)){\n"
+	    "        stop_color_before = stop_color3;\n"
+	    "        stop_color_after = stop_color4;\n"
+	    "        stop_after = stop4;\n"
+	    "        stop_before = stop3;\n"
+	    "        percentage = (stop_len - stop3)/(stop4 - stop3);\n"
+	    "    } else if((stop_len < stop5) && (n_stop >= 6)){\n"
+	    "        stop_color_before = stop_color4;\n"
+	    "        stop_color_after = stop_color5;\n"
+	    "        stop_after = stop5;\n"
+	    "        stop_before = stop4;\n"
+	    "        percentage = (stop_len - stop4)/(stop5 - stop4);\n"
+	    "    } else if((stop_len < stop6) && (n_stop >= 7)){\n"
+	    "        stop_color_before = stop_color5;\n"
+	    "        stop_color_after = stop_color6;\n"
+	    "        stop_after = stop6;\n"
+	    "        stop_before = stop5;\n"
+	    "        percentage = (stop_len - stop5)/(stop6 - stop5);\n"
+	    "    } else if((stop_len < stop7) && (n_stop >= 8)){\n"
+	    "        stop_color_before = stop_color6;\n"
+	    "        stop_color_after = stop_color7;\n"
+	    "        stop_after = stop7;\n"
+	    "        stop_before = stop6;\n"
+	    "        percentage = (stop_len - stop6)/(stop7 - stop6);\n"
+	    "    } else {\n"
+	    "        stop_color_before = stop_color7;\n"
+	    "        stop_color_after = stop_color7;\n"
+	    "        stop_after = stop7;\n"
+	    "        stop_before = stop7;\n"
+	    "        percentage = 0.0;\n"
+	    "    }\n"
+	    "    if(stop_after - stop_before > 2.0)\n"
+	    "        percentage = 0.0;\n"//For comply with pixman, walker->stepper overflow.
+	    "    new_alpha = percentage * stop_color_after.a + \n"
+	    "                       (1.0-percentage) * stop_color_before.a; \n"
+	    "    gradient_color = vec4((percentage * stop_color_after.rgb \n"
+	    "                          + (1.0-percentage) * stop_color_before.rgb)*new_alpha, \n"
+	    "                          new_alpha);\n"
+	    "    \n"
+	    "    return gradient_color;\n"
+	    "}\n";
+
+	glamor_priv = glamor_get_screen_private(screen);
+	dispatch = glamor_get_dispatch(glamor_priv);
+
+	if(use_array) {
+		XNFasprintf(&gradient_fs,
+		    gradient_fs_getcolor, stops_count, stops_count);
+		fs_getcolor_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
+		                                            gradient_fs);
+		free(gradient_fs);
+	} else {
+		fs_getcolor_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
+		                                            gradient_fs_getcolor_no_array);
+	}
+
+	return fs_getcolor_prog;
+}
+
+static void
+_glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count, int dyn_gen)
+{
+	glamor_screen_private *glamor_priv;
+	glamor_gl_dispatch *dispatch;
+	int index;
+
+	GLint gradient_prog = 0;
+	char *gradient_fs = NULL;
+	GLint fs_main_prog, fs_getcolor_prog, vs_prog;
+
+	const char *gradient_vs =
+	    GLAMOR_DEFAULT_PRECISION
+	    "attribute vec4 v_position;\n"
+	    "attribute vec4 v_texcoord;\n"
+	    "varying vec2 source_texture;\n"
+	    "\n"
+	    "void main()\n"
+	    "{\n"
+	    "    gl_Position = v_position;\n"
+	    "    source_texture = v_texcoord.xy;\n"
+	    "}\n";
+
+	/*
+	 *     Refer to pixman radial gradient.
+	 *
+	 *     The problem is given the two circles of c1 and c2 with the radius of r1 and
+	 *     r1, we need to caculate the t, which is used to do interpolate with stops,
+	 *     using the fomula:
+	 *     length((1-t)*c1 + t*c2 - p) = (1-t)*r1 + t*r2
+	 *     expand the fomula with xy coond, get the following:
+	 *     sqrt(sqr((1-t)*c1.x + t*c2.x - p.x) + sqr((1-t)*c1.y + t*c2.y - p.y))
+	 *           = (1-t)r1 + t*r2
+	 *     <====> At*t- 2Bt + C = 0
+	 *     where A = sqr(c2.x - c1.x) + sqr(c2.y - c1.y) - sqr(r2 -r1)
+	 *           B = (p.x - c1.x)*(c2.x - c1.x) + (p.y - c1.y)*(c2.y - c1.y) + r1*(r2 -r1)
+	 *           C = sqr(p.x - c1.x) + sqr(p.y - c1.y) - r1*r1
+	 *
+	 *     solve the fomula and we get the result of
+	 *     t = (B + sqrt(B*B - A*C)) / A  or
+	 *     t = (B - sqrt(B*B - A*C)) / A  (quadratic equation have two solutions)
+	 *
+	 *     The solution we are going to prefer is the bigger one, unless the
+	 *     radius associated to it is negative (or it falls outside the valid t range)
+	 */
+
+	const char *gradient_fs_template =
+	    GLAMOR_DEFAULT_PRECISION
+	    "uniform mat3 transform_mat;\n"
+	    "uniform int repeat_type;\n"
+	    "uniform float A_value;\n"
+	    "uniform vec2 c1;\n"
+	    "uniform float r1;\n"
+	    "uniform vec2 c2;\n"
+	    "uniform float r2;\n"
+	    "varying vec2 source_texture;\n"
+	    "\n"
+	    "vec4 get_color(float stop_len);\n"
+	    "\n"
+	    "int t_invalid;\n"
+	    "\n"
+	    "float get_stop_len()\n"
+	    "{\n"
+	    "    float t = 0.0;\n"
+	    "    float sqrt_value;\n"
+	    "    int revserse = 0;\n"
+	    "    t_invalid = 0;\n"
+	    "    \n"
+	    "    vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"
+	    "    vec3 source_texture_trans = transform_mat * tmp;\n"
+	    "    source_texture_trans.xy = source_texture_trans.xy/source_texture_trans.z;\n"
+	    "    float B_value = (source_texture_trans.x - c1.x) * (c2.x - c1.x)\n"
+	    "                     + (source_texture_trans.y - c1.y) * (c2.y - c1.y)\n"
+	    "                     + r1 * (r2 - r1);\n"
+	    "    float C_value = (source_texture_trans.x - c1.x) * (source_texture_trans.x - c1.x)\n"
+	    "                     + (source_texture_trans.y - c1.y) * (source_texture_trans.y - c1.y)\n"
+	    "                     - r1*r1;\n"
+	    "    if(abs(A_value) < 0.00001) {\n"
+	    "        if(B_value == 0.0) {\n"
+	    "            t_invalid = 1;\n"
+	    "            return t;\n"
+	    "        }\n"
+	    "        t = 0.5 * C_value / B_value;"
+	    "    } else {\n"
+	    "        sqrt_value = B_value * B_value - A_value * C_value;\n"
+	    "        if(sqrt_value < 0.0) {\n"
+	    "            t_invalid = 1;\n"
+	    "            return t;\n"
+	    "        }\n"
+	    "        sqrt_value = sqrt(sqrt_value);\n"
+	    "        t = (B_value + sqrt_value) / A_value;\n"
+	    "    }\n"
+	    "    if(repeat_type == %d) {\n" // RepeatNone case.
+	    "        if((t <= 0.0) || (t > 1.0))\n"
+	    //           try another if first one invalid
+	    "            t = (B_value - sqrt_value) / A_value;\n"
+	    "        \n"
+	    "        if((t <= 0.0) || (t > 1.0)) {\n" //still invalid, return.
+	    "            t_invalid = 1;\n"
+	    "            return t;\n"
+	    "        }\n"
+	    "    } else {\n"
+	    "        if(t * (r2 - r1) <= -1.0 * r1)\n"
+	    //           try another if first one invalid
+	    "            t = (B_value - sqrt_value) / A_value;\n"
+	    "        \n"
+	    "        if(t * (r2 -r1) <= -1.0 * r1) {\n" //still invalid, return.
+	    "            t_invalid = 1;\n"
+	    "            return t;\n"
+	    "        }\n"
+	    "    }\n"
+	    "    \n"
+	    "    if(repeat_type == %d){\n" // repeat normal
+	    "        while(t > 1.0) \n"
+	    "            t = t - 1.0; \n"
+	    "        while(t < 0.0) \n"
+	    "            t = t + 1.0; \n"
+	    "    }\n"
+	    "    \n"
+	    "    if(repeat_type == %d) {\n" // repeat reflect
+	    "        while(t > 1.0) {\n"
+	    "            t = t - 1.0; \n"
+	    "            if(revserse == 0)\n"
+	    "                revserse = 1;\n"
+	    "            else\n"
+	    "                revserse = 0;\n"
+	    "        }\n"
+	    "        while(t < 0.0) {\n"
+	    "            t = t + 1.0; \n"
+	    "            if(revserse == 0)\n"
+	    "                revserse = 1;\n"
+	    "            else\n"
+	    "                revserse = 0;\n"
+	    "        }\n"
+	    "        if(revserse == 1) {\n"
+	    "            t = 1.0 - t; \n"
+	    "        }\n"
+	    "    }\n"
+	    "    \n"
+	    "    return t;\n"
+	    "}\n"
+	    "\n"
+	    "void main()\n"
+	    "{\n"
+	    "    float stop_len = get_stop_len();\n"
+	    "    if(t_invalid == 1) {\n"
+	    "        gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
+	    "    } else {\n"
+	    "        gl_FragColor = get_color(stop_len);\n"
+	    "    }\n"
+	    "}\n";
+
+	glamor_priv = glamor_get_screen_private(screen);
+
+	if ((glamor_priv->radial_max_nstops >= stops_count) && (dyn_gen)) {
+		/* Very Good, not to generate again. */
+		return;
+	}
+
+	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;
+
+	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++) {
+		/* We find some gradient picture set the stops at the same percentage, which
+		   will cause the shader problem because the (stops[i] - stops[i-1]) will
+		   be used as divisor. We just keep the later one if stops[i] == stops[i-1] */
+		if (i < pgradient->nstops - 1
+		         && pgradient->stops[i].x == pgradient->stops[i+1].x)
+			continue;
+
+		stop_colors[count*4] = pixman_fixed_to_double(
+		                                pgradient->stops[i].color.red);
+		stop_colors[count*4+1] = pixman_fixed_to_double(
+		                                pgradient->stops[i].color.green);
+		stop_colors[count*4+2] = pixman_fixed_to_double(
+		                                pgradient->stops[i].color.blue);
+		stop_colors[count*4+3] = pixman_fixed_to_double(
+		                                pgradient->stops[i].color.alpha);
+
+		n_stops[count] = (GLfloat)pixman_fixed_to_double(
+		                                pgradient->stops[i].x);
+		count++;
+	}
+
+	/* for the end stop. */
+	count++;
+
+	switch (src_picture->repeatType) {
+#define REPEAT_FILL_STOPS(m, n) \
+			stop_colors[(m)*4 + 0] = stop_colors[(n)*4 + 0]; \
+			stop_colors[(m)*4 + 1] = stop_colors[(n)*4 + 1]; \
+			stop_colors[(m)*4 + 2] = stop_colors[(n)*4 + 2]; \
+			stop_colors[(m)*4 + 3] = stop_colors[(n)*4 + 3];
+
+		default:
+		case PIXMAN_REPEAT_NONE:
+			stop_colors[0] = 0.0;	   //R
+			stop_colors[1] = 0.0;	   //G
+			stop_colors[2] = 0.0;	   //B
+			stop_colors[3] = 0.0;	   //Alpha
+			n_stops[0] = -(float)INT_MAX;  //should be small enough.
+
+			stop_colors[0 + (count-1)*4] = 0.0;	 //R
+			stop_colors[1 + (count-1)*4] = 0.0;	 //G
+			stop_colors[2 + (count-1)*4] = 0.0;	 //B
+			stop_colors[3 + (count-1)*4] = 0.0;	 //Alpha
+			n_stops[count-1] = (float)INT_MAX;  //should be large enough.
+			break;
+		case PIXMAN_REPEAT_NORMAL:
+			REPEAT_FILL_STOPS(0, count - 2);
+			n_stops[0] = n_stops[count-2] - 1.0;
+
+			REPEAT_FILL_STOPS(count - 1, 1);
+			n_stops[count-1] = n_stops[1] + 1.0;
+			break;
+		case PIXMAN_REPEAT_REFLECT:
+			REPEAT_FILL_STOPS(0, 1);
+			n_stops[0] = -n_stops[1];
+
+			REPEAT_FILL_STOPS(count - 1, count - 2);
+			n_stops[count-1] = 1.0 + 1.0 - n_stops[count-2];
+			break;
+		case PIXMAN_REPEAT_PAD:
+			REPEAT_FILL_STOPS(0, 1);
+			n_stops[0] = -(float)INT_MAX;
+
+			REPEAT_FILL_STOPS(count - 1, count - 2);
+			n_stops[count-1] = (float)INT_MAX;
+			break;
+#undef REPEAT_FILL_STOPS
+	}
+
+	for (i = 0; i < count; i++) {
+		DEBUGF("n_stops[%d] = %f, color = r:%f g:%f b:%f a:%f\n",
+		       i, n_stops[i],
+		       stop_colors[i*4], stop_colors[i*4+1],
+		       stop_colors[i*4+2], stop_colors[i*4+3]);
+	}
+
+	return count;
+}
+
+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;
+}
+
+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);
+	}
+
+	/* 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 */
+
+#endif /* End of RENDER */
diff --git a/src/glamor_priv.h b/src/glamor_priv.h
index ca88fb4..4f5fa21 100644
--- 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
@@ -745,7 +756,7 @@ glamor_poly_line(DrawablePtr pDrawable, GCPtr pGC, int mode, int npt,
 
 #define GLAMOR_PIXMAP_DYNAMIC_UPLOAD
 #ifndef GLAMOR_GLES2
-//#define GLAMOR_GRADIENT_SHADER
+#define GLAMOR_GRADIENT_SHADER
 #endif
 
 #endif				/* GLAMOR_PRIV_H */
diff --git a/src/glamor_render.c b/src/glamor_render.c
index b729e98..2b2f98d 100644
--- 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;
 
@@ -1339,1583 +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"
-	    "    percentage = (stop_len - stops[i-1])/(stops[i] - stops[i-1]);\n"
-	    "    if(stops[i] - stops[i-1] > 2.0)\n"
-	    "        percentage = 0.0;\n" //For comply with pixman, walker->stepper overflow.
-	    "    new_alpha = percentage * stop_colors[i].a + \n"
-	    "                       (1.0-percentage) * stop_colors[i-1].a; \n"
-	    "    gradient_color = vec4((percentage * stop_colors[i].rgb \n"
-	    "                          + (1.0-percentage) * stop_colors[i-1].rgb)*new_alpha, \n"
-	    "                          new_alpha);\n"
-	    "    \n"
-	    "    return gradient_color;\n"
-	    "}\n";
-
-	/* Because the array access for shader is very slow, the performance is very low
-	   if use array. So use global uniform to replace for it if the number of n_stops is small.*/
-	const char *gradient_fs_getcolor_no_array =
-	    GLAMOR_DEFAULT_PRECISION
-	    "uniform int n_stop;\n"
-	    "uniform float stop0;\n"
-	    "uniform float stop1;\n"
-	    "uniform float stop2;\n"
-	    "uniform float stop3;\n"
-	    "uniform float stop4;\n"
-	    "uniform float stop5;\n"
-	    "uniform float stop6;\n"
-	    "uniform float stop7;\n"
-	    "uniform vec4 stop_color0;\n"
-	    "uniform vec4 stop_color1;\n"
-	    "uniform vec4 stop_color2;\n"
-	    "uniform vec4 stop_color3;\n"
-	    "uniform vec4 stop_color4;\n"
-	    "uniform vec4 stop_color5;\n"
-	    "uniform vec4 stop_color6;\n"
-	    "uniform vec4 stop_color7;\n"
-	    "\n"
-	    "vec4 get_color(float stop_len)\n"
-	    "{\n"
-	    "    float stop_after;\n"
-	    "    float stop_before;\n"
-	    "    vec4 stop_color_before;\n"
-	    "    vec4 stop_color_after;\n"
-	    "    float new_alpha; \n"
-	    "    vec4 gradient_color;\n"
-	    "    float percentage; \n"
-	    "    \n"
-	    "    if((stop_len < stop0) && (n_stop >= 1)) {\n"
-	    "        stop_color_before = stop_color0;\n"
-	    "        stop_color_after = stop_color0;\n"
-	    "        stop_after = stop0;\n"
-	    "        stop_before = stop0;\n"
-	    "        percentage = 0.0;\n"
-	    "    } else if((stop_len < stop1) && (n_stop >= 2)) {\n"
-	    "        stop_color_before = stop_color0;\n"
-	    "        stop_color_after = stop_color1;\n"
-	    "        stop_after = stop1;\n"
-	    "        stop_before = stop0;\n"
-	    "        percentage = (stop_len - stop0)/(stop1 - stop0);\n"
-	    "    } else if((stop_len < stop2) && (n_stop >= 3)) {\n"
-	    "        stop_color_before = stop_color1;\n"
-	    "        stop_color_after = stop_color2;\n"
-	    "        stop_after = stop2;\n"
-	    "        stop_before = stop1;\n"
-	    "        percentage = (stop_len - stop1)/(stop2 - stop1);\n"
-	    "    } else if((stop_len < stop3) && (n_stop >= 4)){\n"
-	    "        stop_color_before = stop_color2;\n"
-	    "        stop_color_after = stop_color3;\n"
-	    "        stop_after = stop3;\n"
-	    "        stop_before = stop2;\n"
-	    "        percentage = (stop_len - stop2)/(stop3 - stop2);\n"
-	    "    } else if((stop_len < stop4) && (n_stop >= 5)){\n"
-	    "        stop_color_before = stop_color3;\n"
-	    "        stop_color_after = stop_color4;\n"
-	    "        stop_after = stop4;\n"
-	    "        stop_before = stop3;\n"
-	    "        percentage = (stop_len - stop3)/(stop4 - stop3);\n"
-	    "    } else if((stop_len < stop5) && (n_stop >= 6)){\n"
-	    "        stop_color_before = stop_color4;\n"
-	    "        stop_color_after = stop_color5;\n"
-	    "        stop_after = stop5;\n"
-	    "        stop_before = stop4;\n"
-	    "        percentage = (stop_len - stop4)/(stop5 - stop4);\n"
-	    "    } else if((stop_len < stop6) && (n_stop >= 7)){\n"
-	    "        stop_color_before = stop_color5;\n"
-	    "        stop_color_after = stop_color6;\n"
-	    "        stop_after = stop6;\n"
-	    "        stop_before = stop5;\n"
-	    "        percentage = (stop_len - stop5)/(stop6 - stop5);\n"
-	    "    } else if((stop_len < stop7) && (n_stop >= 8)){\n"
-	    "        stop_color_before = stop_color6;\n"
-	    "        stop_color_after = stop_color7;\n"
-	    "        stop_after = stop7;\n"
-	    "        stop_before = stop6;\n"
-	    "        percentage = (stop_len - stop6)/(stop7 - stop6);\n"
-	    "    } else {\n"
-	    "        stop_color_before = stop_color7;\n"
-	    "        stop_color_after = stop_color7;\n"
-	    "        stop_after = stop7;\n"
-	    "        stop_before = stop7;\n"
-	    "        percentage = 0.0;\n"
-	    "    }\n"
-	    "    if(stop_after - stop_before > 2.0)\n"
-	    "        percentage = 0.0;\n"//For comply with pixman, walker->stepper overflow.
-	    "    new_alpha = percentage * stop_color_after.a + \n"
-	    "                       (1.0-percentage) * stop_color_before.a; \n"
-	    "    gradient_color = vec4((percentage * stop_color_after.rgb \n"
-	    "                          + (1.0-percentage) * stop_color_before.rgb)*new_alpha, \n"
-	    "                          new_alpha);\n"
-	    "    \n"
-	    "    return gradient_color;\n"
-	    "}\n";
-
-	glamor_priv = glamor_get_screen_private(screen);
-	dispatch = glamor_get_dispatch(glamor_priv);
-
-	if(use_array) {
-		XNFasprintf(&gradient_fs,
-		    gradient_fs_getcolor, stops_count, stops_count);
-		fs_getcolor_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
-		                                            gradient_fs);
-		free(gradient_fs);
-	} else {
-		fs_getcolor_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
-		                                            gradient_fs_getcolor_no_array);
-	}
-
-	return fs_getcolor_prog;
-}
-
-static void
-_glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count, int dyn_gen)
-{
-	glamor_screen_private *glamor_priv;
-	glamor_gl_dispatch *dispatch;
-	int index;
-
-	GLint gradient_prog = 0;
-	char *gradient_fs = NULL;
-	GLint fs_main_prog, fs_getcolor_prog, vs_prog;
-
-	const char *gradient_vs =
-	    GLAMOR_DEFAULT_PRECISION
-	    "attribute vec4 v_position;\n"
-	    "attribute vec4 v_texcoord;\n"
-	    "varying vec2 source_texture;\n"
-	    "\n"
-	    "void main()\n"
-	    "{\n"
-	    "    gl_Position = v_position;\n"
-	    "    source_texture = v_texcoord.xy;\n"
-	    "}\n";
-
-	/*
-	 *     Refer to pixman radial gradient.
-	 *
-	 *     The problem is given the two circles of c1 and c2 with the radius of r1 and
-	 *     r1, we need to caculate the t, which is used to do interpolate with stops,
-	 *     using the fomula:
-	 *     length((1-t)*c1 + t*c2 - p) = (1-t)*r1 + t*r2
-	 *     expand the fomula with xy coond, get the following:
-	 *     sqrt(sqr((1-t)*c1.x + t*c2.x - p.x) + sqr((1-t)*c1.y + t*c2.y - p.y))
-	 *           = (1-t)r1 + t*r2
-	 *     <====> At*t- 2Bt + C = 0
-	 *     where A = sqr(c2.x - c1.x) + sqr(c2.y - c1.y) - sqr(r2 -r1)
-	 *           B = (p.x - c1.x)*(c2.x - c1.x) + (p.y - c1.y)*(c2.y - c1.y) + r1*(r2 -r1)
-	 *           C = sqr(p.x - c1.x) + sqr(p.y - c1.y) - r1*r1
-	 *
-	 *     solve the fomula and we get the result of
-	 *     t = (B + sqrt(B*B - A*C)) / A  or
-	 *     t = (B - sqrt(B*B - A*C)) / A  (quadratic equation have two solutions)
-	 *
-	 *     The solution we are going to prefer is the bigger one, unless the
-	 *     radius associated to it is negative (or it falls outside the valid t range)
-	 */
-
-	const char *gradient_fs_template =
-	    GLAMOR_DEFAULT_PRECISION
-	    "uniform mat3 transform_mat;\n"
-	    "uniform int repeat_type;\n"
-	    "uniform float A_value;\n"
-	    "uniform vec2 c1;\n"
-	    "uniform float r1;\n"
-	    "uniform vec2 c2;\n"
-	    "uniform float r2;\n"
-	    "varying vec2 source_texture;\n"
-	    "\n"
-	    "vec4 get_color(float stop_len);\n"
-	    "\n"
-	    "int t_invalid;\n"
-	    "\n"
-	    "float get_stop_len()\n"
-	    "{\n"
-	    "    float t = 0.0;\n"
-	    "    float sqrt_value;\n"
-	    "    int revserse = 0;\n"
-	    "    t_invalid = 0;\n"
-	    "    \n"
-	    "    vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"
-	    "    vec3 source_texture_trans = transform_mat * tmp;\n"
-	    "    source_texture_trans.xy = source_texture_trans.xy/source_texture_trans.z;\n"
-	    "    float B_value = (source_texture_trans.x - c1.x) * (c2.x - c1.x)\n"
-	    "                     + (source_texture_trans.y - c1.y) * (c2.y - c1.y)\n"
-	    "                     + r1 * (r2 - r1);\n"
-	    "    float C_value = (source_texture_trans.x - c1.x) * (source_texture_trans.x - c1.x)\n"
-	    "                     + (source_texture_trans.y - c1.y) * (source_texture_trans.y - c1.y)\n"
-	    "                     - r1*r1;\n"
-	    "    if(abs(A_value) < 0.00001) {\n"
-	    "        if(B_value == 0.0) {\n"
-	    "            t_invalid = 1;\n"
-	    "            return t;\n"
-	    "        }\n"
-	    "        t = 0.5 * C_value / B_value;"
-	    "    } else {\n"
-	    "        sqrt_value = B_value * B_value - A_value * C_value;\n"
-	    "        if(sqrt_value < 0.0) {\n"
-	    "            t_invalid = 1;\n"
-	    "            return t;\n"
-	    "        }\n"
-	    "        sqrt_value = sqrt(sqrt_value);\n"
-	    "        t = (B_value + sqrt_value) / A_value;\n"
-	    "    }\n"
-	    "    if(repeat_type == %d) {\n" // RepeatNone case.
-	    "        if((t <= 0.0) || (t > 1.0))\n"
-	    //           try another if first one invalid
-	    "            t = (B_value - sqrt_value) / A_value;\n"
-	    "        \n"
-	    "        if((t <= 0.0) || (t > 1.0)) {\n" //still invalid, return.
-	    "            t_invalid = 1;\n"
-	    "            return t;\n"
-	    "        }\n"
-	    "    } else {\n"
-	    "        if(t * (r2 - r1) <= -1.0 * r1)\n"
-	    //           try another if first one invalid
-	    "            t = (B_value - sqrt_value) / A_value;\n"
-	    "        \n"
-	    "        if(t * (r2 -r1) <= -1.0 * r1) {\n" //still invalid, return.
-	    "            t_invalid = 1;\n"
-	    "            return t;\n"
-	    "        }\n"
-	    "    }\n"
-	    "    \n"
-	    "    if(repeat_type == %d){\n" // repeat normal
-	    "        while(t > 1.0) \n"
-	    "            t = t - 1.0; \n"
-	    "        while(t < 0.0) \n"
-	    "            t = t + 1.0; \n"
-	    "    }\n"
-	    "    \n"
-	    "    if(repeat_type == %d) {\n" // repeat reflect
-	    "        while(t > 1.0) {\n"
-	    "            t = t - 1.0; \n"
-	    "            if(revserse == 0)\n"
-	    "                revserse = 1;\n"
-	    "            else\n"
-	    "                revserse = 0;\n"
-	    "        }\n"
-	    "        while(t < 0.0) {\n"
-	    "            t = t + 1.0; \n"
-	    "            if(revserse == 0)\n"
-	    "                revserse = 1;\n"
-	    "            else\n"
-	    "                revserse = 0;\n"
-	    "        }\n"
-	    "        if(revserse == 1) {\n"
-	    "            t = 1.0 - t; \n"
-	    "        }\n"
-	    "    }\n"
-	    "    \n"
-	    "    return t;\n"
-	    "}\n"
-	    "\n"
-	    "void main()\n"
-	    "{\n"
-	    "    float stop_len = get_stop_len();\n"
-	    "    if(t_invalid == 1) {\n"
-	    "        gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
-	    "    } else {\n"
-	    "        gl_FragColor = get_color(stop_len);\n"
-	    "    }\n"
-	    "}\n";
-
-	glamor_priv = glamor_get_screen_private(screen);
-
-	if ((glamor_priv->radial_max_nstops >= stops_count) && (dyn_gen)) {
-		/* Very Good, not to generate again. */
-		return;
-	}
-
-	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++) {
-		/* We find some gradient picture set the stops at the same percentage, which
-		   will cause the shader problem because the (stops[i] - stops[i-1]) will
-		   be used as divisor. We just keep the later one if stops[i] == stops[i-1] */
-		if (i < pgradient->nstops - 1
-		         && pgradient->stops[i].x == pgradient->stops[i+1].x)
-			continue;
-
-		stop_colors[count*4] = pixman_fixed_to_double(
-		                                pgradient->stops[i].color.red);
-		stop_colors[count*4+1] = pixman_fixed_to_double(
-		                                pgradient->stops[i].color.green);
-		stop_colors[count*4+2] = pixman_fixed_to_double(
-		                                pgradient->stops[i].color.blue);
-		stop_colors[count*4+3] = pixman_fixed_to_double(
-		                                pgradient->stops[i].color.alpha);
-
-		n_stops[count] = (GLfloat)pixman_fixed_to_double(
-		                                pgradient->stops[i].x);
-		count++;
-	}
-
-	/* for the end stop. */
-	count++;
-
-	switch (src_picture->repeatType) {
-#define REPEAT_FILL_STOPS(m, n) \
-			stop_colors[(m)*4 + 0] = stop_colors[(n)*4 + 0]; \
-			stop_colors[(m)*4 + 1] = stop_colors[(n)*4 + 1]; \
-			stop_colors[(m)*4 + 2] = stop_colors[(n)*4 + 2]; \
-			stop_colors[(m)*4 + 3] = stop_colors[(n)*4 + 3];
-
-		default:
-		case PIXMAN_REPEAT_NONE:
-			stop_colors[0] = 0.0;	   //R
-			stop_colors[1] = 0.0;	   //G
-			stop_colors[2] = 0.0;	   //B
-			stop_colors[3] = 0.0;	   //Alpha
-			n_stops[0] = -(float)INT_MAX;  //should be small enough.
-
-			stop_colors[0 + (count-1)*4] = 0.0;	 //R
-			stop_colors[1 + (count-1)*4] = 0.0;	 //G
-			stop_colors[2 + (count-1)*4] = 0.0;	 //B
-			stop_colors[3 + (count-1)*4] = 0.0;	 //Alpha
-			n_stops[count-1] = (float)INT_MAX;  //should be large enough.
-			break;
-		case PIXMAN_REPEAT_NORMAL:
-			REPEAT_FILL_STOPS(0, count - 2);
-			n_stops[0] = n_stops[count-2] - 1.0;
-
-			REPEAT_FILL_STOPS(count - 1, 1);
-			n_stops[count-1] = n_stops[1] + 1.0;
-			break;
-		case PIXMAN_REPEAT_REFLECT:
-			REPEAT_FILL_STOPS(0, 1);
-			n_stops[0] = -n_stops[1];
-
-			REPEAT_FILL_STOPS(count - 1, count - 2);
-			n_stops[count-1] = 1.0 + 1.0 - n_stops[count-2];
-			break;
-		case PIXMAN_REPEAT_PAD:
-			REPEAT_FILL_STOPS(0, 1);
-			n_stops[0] = -(float)INT_MAX;
-
-			REPEAT_FILL_STOPS(count - 1, count - 2);
-			n_stops[count-1] = (float)INT_MAX;
-			break;
-#undef REPEAT_FILL_STOPS
-	}
-
-	for (i = 0; i < count; i++) {
-		DEBUGF("n_stops[%d] = %f, color = r:%f g:%f b:%f a:%f\n",
-		       i, n_stops[i],
-		       stop_colors[i*4], stop_colors[i*4+1],
-		       stop_colors[i*4+2], stop_colors[i*4+3]);
-	}
-
-	return count;
-}
-
-static PicturePtr
-_glamor_generate_radial_gradient_picture(ScreenPtr screen,
-                                         PicturePtr src_picture,
-                                         int x_source, int y_source,
-                                         int width, int height,
-                                         PictFormatShort format)
-{
-	glamor_screen_private *glamor_priv;
-	glamor_gl_dispatch *dispatch;
-	PicturePtr dst_picture = NULL;
-	PixmapPtr pixmap = NULL;
-	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 ((pt2[1] - pt1[1]) / yscale < 1.0) { // The horizontal case.
-		dispatch->glUniform1i(hor_ver_uniform_location, 1);
-		DEBUGF("p1.x: %f, p2.x: %f, enter the horizontal case\n", pt1[1], pt2[1]);
-
-		p1_distance = pt1[0];
-		pt_distance = (pt2[0] - p1_distance);
-		dispatch->glUniform1f(p1_distance_uniform_location, p1_distance);
-		dispatch->glUniform1f(pt_distance_uniform_location, pt_distance);
-	} else if ((pt2[0] - pt1[0]) / xscale < 1.0) { //The vertical case.
-		dispatch->glUniform1i(hor_ver_uniform_location, 2);
-		DEBUGF("p1.y: %f, p2.y: %f, enter the vertical case\n", pt1[0], pt2[0]);
-
-		p1_distance = pt1[1];
-		pt_distance = (pt2[1] - p1_distance);
-		dispatch->glUniform1f(p1_distance_uniform_location, p1_distance);
-		dispatch->glUniform1f(pt_distance_uniform_location, pt_distance);
-	} else {
-		/* The slope need to compute here. In shader, the viewport set will change
-		   the orginal slope and the slope which is vertical to it will not be correct.*/
-		slope = - (float)(src_picture->pSourcePict->linear.p2.x - src_picture->pSourcePict->linear.p1.x) /
-		        (float)(src_picture->pSourcePict->linear.p2.y - src_picture->pSourcePict->linear.p1.y);
-		slope = slope * yscale / xscale;
-		dispatch->glUniform1f(pt_slope_uniform_location, slope);
-		dispatch->glUniform1i(hor_ver_uniform_location, 0);
-
-		cos_val = sqrt(1.0 / (slope * slope + 1.0));
-		dispatch->glUniform1f(cos_val_uniform_location, cos_val);
-
-		p1_distance = (pt1[1] - pt1[0] * slope) * cos_val;
-		pt_distance = (pt2[1] - pt2[0] * slope) * cos_val - p1_distance;
-		dispatch->glUniform1f(p1_distance_uniform_location, p1_distance);
-		dispatch->glUniform1f(pt_distance_uniform_location, pt_distance);
-	}
-
-	/* set the transform matrix. */	/* Now rendering. */
-	glamor_emit_composite_rect(screen, tex_vertices, NULL, vertices);
-
-	if (glamor_priv->render_nr_verts) {
-		if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
-			dispatch->glUnmapBuffer(GL_ARRAY_BUFFER);
-		else {
-
-			dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
-			dispatch->glBufferData(GL_ARRAY_BUFFER,
-			                       glamor_priv->vbo_offset,
-			                       glamor_priv->vb, GL_DYNAMIC_DRAW);
-		}
-
-		dispatch->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
-	}
-
-	/* Do the clear logic.*/
-	if (stops_count > LINEAR_SMALL_STOPS) {
-		free(n_stops);
-		free(stop_colors);
-	}
-
-	dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
-	dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
-	dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
-	dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
-	dispatch->glUseProgram(0);
-
-	glamor_put_dispatch(glamor_priv);
-	return dst_picture;
-
-GRADIENT_FAIL:
-	if (dst_picture) {
-		FreePicture(dst_picture, 0);
-	}
-
-	if (stops_count > LINEAR_SMALL_STOPS) {
-		if (n_stops)
-			free(n_stops);
-		if (stop_colors)
-			free(stop_colors);
-	}
-
-	dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
-	dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
-	dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
-	dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
-	dispatch->glUseProgram(0);
-	glamor_put_dispatch(glamor_priv);
-	return NULL;
-}
-#undef LINEAR_DEFAULT_STOPS
-#endif
-
 static PicturePtr
 glamor_convert_gradient_picture(ScreenPtr screen,
                                 PicturePtr source,
@@ -2933,10 +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);
 		}
 
@@ -3021,6 +1443,11 @@ _glamor_composite(CARD8 op,
 	x_temp_mask = x_mask;
 	y_temp_mask = y_mask;
 
+	DEBUGF("Composite Src: (%d, %d)\n"
+	       "         Mask: (%d, %d)\n"
+	       "       to dst: (%d, %d), size: %d X %d \n",
+	       x_source, y_source, x_mask, y_mask, x_dest, y_dest, width, height);
+
 	dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap);
 	/* Currently. Always fallback to cpu if destination is in CPU memory. */
 
-- 
1.7.7.6



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