[Glamor] [V2 PATCH 1/6] Extract the logic of gradient from the glamor_render.c to the file glamor_gradient.c, modify pixmap gl draw and kill warnings

He Junyan junyan.he at linux.intel.com
Tue May 15 03:21:13 PDT 2012


+	/* Swap the vtx for triangle render. */
+	tmp = vertices[4];
+	vertices[4] = vertices[6];
+	vertices[6] = tmp;
+	tmp = vertices[5];
+	vertices[5] = vertices[7];
+	vertices[7] = tmp;
+
+	tmp = tex_vertices[4];
+	tex_vertices[4] = tex_vertices[6];
+	tex_vertices[6] = tmp;
+	tmp = tex_vertices[5];
+	tex_vertices[5] = tex_vertices[7];
+	tex_vertices[7] = tmp;
> Maybe you can write a new macro to do the vertices calculating and get
> correct vertices sequence for Trangle_Strip and thus can avoid this
> vertices swapping.
Yeah, it should be a macro.
I will do it later, and if modify here, the patch of this serial is hard 
to rebase.




> From: Junyan He<junyan.he at linux.intel.com>
>
>   1.Extract the logic of gradient from the glamor_render.c
>   to the file glamor_gradient.c. 2.Modify the logic of
>   gradient pixmap gl draw. Use the logic like composite
>   before, but the gradient always just have one rect to
>   render, so no need to set the VB and EB, replace it
>   with just call glDrawArrays. 3.Kill all the warning in
>   glamor_render.c
>
>
> Signed-off-by: Junyan He<junyan.he at linux.intel.com>
> ---
>   src/Makefile.am       |    1 +
>   src/glamor_gradient.c | 1633 +++++++++++++++++++++++++++++++++++++++++++++++++
>   src/glamor_priv.h     |   13 +-
>   src/glamor_render.c   | 1587 +-----------------------------------------------
>   4 files changed, 1653 insertions(+), 1581 deletions(-)
>   create mode 100644 src/glamor_gradient.c
>
> diff --git a/src/Makefile.am b/src/Makefile.am
> index 8e334b1..2e94ffd 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..f6b635f
> --- /dev/null
> +++ b/src/glamor_gradient.c
> @@ -0,0 +1,1633 @@
> +/*
> + * 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;
> +	glamor_gl_dispatch *dispatch = NULL;
> +	float tmp;
> +
> +	pixmap = glamor_get_drawable_pixmap(dst_picture->pDrawable);
> +	pixmap_priv = glamor_get_pixmap_private(pixmap);
> +
> +	if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) { /* should always have here. */
> +		return 0;
> +	}
> +
> +	glamor_set_destination_pixmap_priv_nc(pixmap_priv);
> +
> +	pixmap_priv_get_scale(pixmap_priv, xscale, yscale);
> +
> +	DEBUGF("xscale = %f, yscale = %f,"
> +	       " x_source = %d, y_source = %d, width = %d, height = %d\n",
> +	       *xscale, *yscale, x_source, y_source,
> +	       dst_picture->pDrawable->width, dst_picture->pDrawable->height);
> +
> +	glamor_set_normalize_vcoords(*xscale, *yscale,
> +	                             0, 0,
> +	                             (INT16)(dst_picture->pDrawable->width),
> +	                             (INT16)(dst_picture->pDrawable->height),
> +	                             glamor_priv->yInverted, vertices);
> +
> +	if (tex_normalize) {
> +		glamor_set_normalize_tcoords(*xscale, *yscale,
> +		                             0, 0,
> +		                             (INT16)(dst_picture->pDrawable->width),
> +		                             (INT16)(dst_picture->pDrawable->height),
> +		                             glamor_priv->yInverted, tex_vertices);
> +	} else {
> +		glamor_set_tcoords(0, 0,
> +		                   (INT16)(dst_picture->pDrawable->width),
> +		                   (INT16)(dst_picture->pDrawable->height),
> +		                   glamor_priv->yInverted, tex_vertices);
> +	}
> +
> +	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]);
> +
> +	/* Swap the vtx for triangle render. */
> +	tmp = vertices[4];
> +	vertices[4] = vertices[6];
> +	vertices[6] = tmp;
> +	tmp = vertices[5];
> +	vertices[5] = vertices[7];
> +	vertices[7] = tmp;
> +
> +	tmp = tex_vertices[4];
> +	tex_vertices[4] = tex_vertices[6];
> +	tex_vertices[6] = tmp;
> +	tmp = tex_vertices[5];
> +	tex_vertices[5] = tex_vertices[7];
> +	tex_vertices[7] = tmp;
> +
> +	dispatch = glamor_get_dispatch(glamor_priv);
> +
> +	dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
> +					GL_FALSE, 0, vertices);
> +	dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
> +					GL_FALSE, 0, tex_vertices);
> +
> +	dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
> +	dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
> +
> +	glamor_put_dispatch(glamor_priv);
> +
> +	return 1;
> +}
> +
> +static int
> +_glamor_gradient_set_stops(PicturePtr src_picture, PictGradient * pgradient,
> +        GLfloat *stop_colors, GLfloat *n_stops)
> +{
> +	int i;
> +	int count = 1;
> +
> +	for (i = 0; i<  pgradient->nstops; i++) {
> +		/* 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 = 0;
> +	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 = 0;
> +	GLint repeat_type_uniform_location = 0;
> +	GLint n_stop_uniform_location = 0;
> +	GLint stops_uniform_location = 0;
> +	GLint stop_colors_uniform_location = 0;
> +	GLint stop0_uniform_location = 0;
> +	GLint stop1_uniform_location = 0;
> +	GLint stop2_uniform_location = 0;
> +	GLint stop3_uniform_location = 0;
> +	GLint stop4_uniform_location = 0;
> +	GLint stop5_uniform_location = 0;
> +	GLint stop6_uniform_location = 0;
> +	GLint stop7_uniform_location = 0;
> +	GLint stop_color0_uniform_location = 0;
> +	GLint stop_color1_uniform_location = 0;
> +	GLint stop_color2_uniform_location = 0;
> +	GLint stop_color3_uniform_location = 0;
> +	GLint stop_color4_uniform_location = 0;
> +	GLint stop_color5_uniform_location = 0;
> +	GLint stop_color6_uniform_location = 0;
> +	GLint stop_color7_uniform_location = 0;
> +	GLint A_value_uniform_location = 0;
> +	GLint c1_uniform_location = 0;
> +	GLint r1_uniform_location = 0;
> +	GLint c2_uniform_location = 0;
> +	GLint r2_uniform_location = 0;
> +
> +	glamor_priv = glamor_get_screen_private(screen);
> +	dispatch = glamor_get_dispatch(glamor_priv);
> +
> +	/* Create a pixmap with VBO. */
> +	pixmap = glamor_create_pixmap(screen,
> +	                              width, height,
> +	                              PIXMAN_FORMAT_DEPTH(format),
> +	                              0);
> +	if (!pixmap)
> +		goto GRADIENT_FAIL;
> +
> +	dst_picture = CreatePicture(0,&pixmap->drawable,
> +	                            PictureMatchFormat(screen,
> +	                                 PIXMAN_FORMAT_DEPTH(format), format),
> +	                            0, 0, serverClient,&error);
> +
> +	/* Release the reference, picture will hold the last one. */
> +	glamor_destroy_pixmap(pixmap);
> +
> +	if (!dst_picture)
> +		goto GRADIENT_FAIL;
> +
> +	ValidatePicture(dst_picture);
> +
> +	stops_count = src_picture->pSourcePict->radial.nstops + 2;
> +
> +	/* Because the max value of nstops is unkown, so create a program
> +	   when nstops>  LINEAR_LARGE_STOPS.*/
> +	if (stops_count<= RADIAL_SMALL_STOPS) {
> +		gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][0];
> +	} else if (stops_count<= RADIAL_LARGE_STOPS) {
> +		gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][1];
> +	} else {
> +		_glamor_create_radial_gradient_program(screen,
> +						       src_picture->pSourcePict->linear.nstops + 2,
> +						       1);
> +		gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2];
> +	}
> +
> +	/* Bind all the uniform vars .*/
> +	transform_mat_uniform_location =
> +	    dispatch->glGetUniformLocation(gradient_prog, "transform_mat");
> +	repeat_type_uniform_location =
> +	    dispatch->glGetUniformLocation(gradient_prog, "repeat_type");
> +	n_stop_uniform_location =
> +	    dispatch->glGetUniformLocation(gradient_prog, "n_stop");
> +	A_value_uniform_location =
> +	    dispatch->glGetUniformLocation(gradient_prog, "A_value");
> +	repeat_type_uniform_location =
> +	    dispatch->glGetUniformLocation(gradient_prog, "repeat_type");
> +	c1_uniform_location =
> +	    dispatch->glGetUniformLocation(gradient_prog, "c1");
> +	r1_uniform_location =
> +	    dispatch->glGetUniformLocation(gradient_prog, "r1");
> +	c2_uniform_location =
> +	    dispatch->glGetUniformLocation(gradient_prog, "c2");
> +	r2_uniform_location =
> +	    dispatch->glGetUniformLocation(gradient_prog, "r2");
> +
> +	if (src_picture->pSourcePict->radial.nstops + 2<= RADIAL_SMALL_STOPS) {
> +		stop0_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop0");
> +		stop1_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop1");
> +		stop2_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop2");
> +		stop3_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop3");
> +		stop4_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop4");
> +		stop5_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop5");
> +		stop6_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop6");
> +		stop7_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop7");
> +
> +		stop_color0_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop_color0");
> +		stop_color1_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop_color1");
> +		stop_color2_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop_color2");
> +		stop_color3_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop_color3");
> +		stop_color4_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop_color4");
> +		stop_color5_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop_color5");
> +		stop_color6_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop_color6");
> +		stop_color7_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop_color7");
> +	} else {
> +		stops_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stops");
> +		stop_colors_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop_colors");
> +	}
> +
> +	dispatch->glUseProgram(gradient_prog);
> +
> +	dispatch->glUniform1i(repeat_type_uniform_location, src_picture->repeatType);
> +
> +
> +	if (src_picture->transform) {
> +		_glamor_gradient_convert_trans_matrix(src_picture->transform,
> +		                                      transform_mat,
> +		                                      width, height, 0);
> +		dispatch->glUniformMatrix3fv(transform_mat_uniform_location,
> +		                             1, 1,&transform_mat[0][0]);
> +	} else {
> +		dispatch->glUniformMatrix3fv(transform_mat_uniform_location,
> +		                             1, 1,&identity_mat[0][0]);
> +	}
> +
> +	if (!_glamor_gradient_set_pixmap_destination(screen, glamor_priv, dst_picture,
> +	&xscale,&yscale, x_source, y_source,
> +	                                             vertices, tex_vertices, 0))
> +		goto GRADIENT_FAIL;
> +
> +	/* Set all the stops and colors to shader. */
> +	if (stops_count>  RADIAL_SMALL_STOPS) {
> +		stop_colors = malloc(4 * stops_count * sizeof(float));
> +		if (stop_colors == NULL) {
> +			ErrorF("Failed to allocate stop_colors memory.\n");
> +			goto GRADIENT_FAIL;
> +		}
> +
> +		n_stops = malloc(stops_count * sizeof(float));
> +		if (n_stops == NULL) {
> +			ErrorF("Failed to allocate n_stops memory.\n");
> +			goto GRADIENT_FAIL;
> +		}
> +	} else {
> +		stop_colors = stop_colors_st;
> +		n_stops = n_stops_st;
> +	}
> +
> +	count = _glamor_gradient_set_stops(src_picture,&src_picture->pSourcePict->gradient,
> +	                                   stop_colors, n_stops);
> +
> +	if (src_picture->pSourcePict->linear.nstops + 2<= RADIAL_SMALL_STOPS) {
> +		int j = 0;
> +		dispatch->glUniform4f(stop_color0_uniform_location,
> +		                      stop_colors[4*j+0], stop_colors[4*j+1],
> +		                      stop_colors[4*j+2], stop_colors[4*j+3]);
> +		j++;
> +		dispatch->glUniform4f(stop_color1_uniform_location,
> +		                      stop_colors[4*j+0], stop_colors[4*j+1],
> +		                      stop_colors[4*j+2], stop_colors[4*j+3]);
> +		j++;
> +		dispatch->glUniform4f(stop_color2_uniform_location,
> +		                      stop_colors[4*j+0], stop_colors[4*j+1],
> +		                      stop_colors[4*j+2], stop_colors[4*j+3]);
> +		j++;
> +		dispatch->glUniform4f(stop_color3_uniform_location,
> +		                      stop_colors[4*j+0], stop_colors[4*j+1],
> +		                      stop_colors[4*j+2], stop_colors[4*j+3]);
> +		j++;
> +		dispatch->glUniform4f(stop_color4_uniform_location,
> +		                      stop_colors[4*j+0], stop_colors[4*j+1],
> +		                      stop_colors[4*j+2], stop_colors[4*j+3]);
> +		j++;
> +		dispatch->glUniform4f(stop_color5_uniform_location,
> +		                      stop_colors[4*j+0], stop_colors[4*j+1],
> +		                      stop_colors[4*j+2], stop_colors[4*j+3]);
> +		j++;
> +		dispatch->glUniform4f(stop_color6_uniform_location,
> +		                      stop_colors[4*j+0], stop_colors[4*j+1],
> +		                      stop_colors[4*j+2], stop_colors[4*j+3]);
> +		j++;
> +		dispatch->glUniform4f(stop_color7_uniform_location,
> +		                      stop_colors[4*j+0], stop_colors[4*j+1],
> +		                      stop_colors[4*j+2], stop_colors[4*j+3]);
> +
> +		j = 0;
> +		dispatch->glUniform1f(stop0_uniform_location, n_stops[j++]);
> +		dispatch->glUniform1f(stop1_uniform_location, n_stops[j++]);
> +		dispatch->glUniform1f(stop2_uniform_location, n_stops[j++]);
> +		dispatch->glUniform1f(stop3_uniform_location, n_stops[j++]);
> +		dispatch->glUniform1f(stop4_uniform_location, n_stops[j++]);
> +		dispatch->glUniform1f(stop5_uniform_location, n_stops[j++]);
> +		dispatch->glUniform1f(stop6_uniform_location, n_stops[j++]);
> +		dispatch->glUniform1f(stop7_uniform_location, n_stops[j++]);
> +		dispatch->glUniform1i(n_stop_uniform_location, count);
> +	} else {
> +		dispatch->glUniform4fv(stop_colors_uniform_location, count, stop_colors);
> +		dispatch->glUniform1fv(stops_uniform_location, count, n_stops);
> +		dispatch->glUniform1i(n_stop_uniform_location, count);
> +	}
> +
> +	c1x = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.x);
> +	c1y = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.y);
> +	c2x = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.x);
> +	c2y = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.y);
> +
> +	r1 = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.radius);
> +	r2 = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.radius);
> +
> +
> +	cxy[0] = c1x;
> +	cxy[1] = c1y;
> +	dispatch->glUniform2fv(c1_uniform_location, 1, cxy);
> +	dispatch->glUniform1f(r1_uniform_location, r1);
> +
> +	cxy[0] = c2x;
> +	cxy[1] = c2y;
> +	dispatch->glUniform2fv(c2_uniform_location, 1, cxy);
> +	dispatch->glUniform1f(r2_uniform_location, r2);
> +
> +	A_value = (c2x - c1x) * (c2x - c1x) + (c2y - c1y) * (c2y - c1y) - (r2 - r1) * (r2 - r1);
> +	dispatch->glUniform1f(A_value_uniform_location, A_value);
> +
> +	DEBUGF("C1:(%f, %f) R1:%f\nC2:(%f, %f) R2:%f\nA = %f\n",
> +	       c1x, c1y, r1, c2x, c2y, r2, A_value);
> +
> +	/* Now rendering. */
> +	dispatch->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
> +
> +	/* Do the clear logic.*/
> +	if (stops_count>  RADIAL_SMALL_STOPS) {
> +		free(n_stops);
> +		free(stop_colors);
> +	}
> +
> +	dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
> +	dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
> +
> +	dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
> +	dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
> +	dispatch->glUseProgram(0);
> +
> +	glamor_put_dispatch(glamor_priv);
> +	return dst_picture;
> +
> +GRADIENT_FAIL:
> +	if (dst_picture) {
> +		FreePicture(dst_picture, 0);
> +	}
> +
> +	if (stops_count>  RADIAL_SMALL_STOPS) {
> +		if (n_stops)
> +			free(n_stops);
> +		if (stop_colors)
> +			free(stop_colors);
> +	}
> +
> +	dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
> +	dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
> +
> +	dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
> +	dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
> +	dispatch->glUseProgram(0);
> +	glamor_put_dispatch(glamor_priv);
> +	return NULL;
> +}
> +
> +PicturePtr
> +glamor_generate_linear_gradient_picture(ScreenPtr screen,
> +                                         PicturePtr src_picture,
> +                                         int x_source, int y_source,
> +                                         int width, int height,
> +                                         PictFormatShort format)
> +{
> +	glamor_screen_private *glamor_priv;
> +	glamor_gl_dispatch *dispatch;
> +	PicturePtr dst_picture = NULL;
> +	PixmapPtr pixmap = NULL;
> +	GLint gradient_prog = 0;
> +	int error;
> +	float pt_distance;
> +	float p1_distance;
> +	GLfloat cos_val;
> +	float tex_vertices[8];
> +	int stops_count = 0;
> +	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 = 0;
> +	GLint pt1_uniform_location = 0;
> +	GLint pt2_uniform_location = 0;
> +	GLint n_stop_uniform_location = 0;
> +	GLint stops_uniform_location = 0;
> +	GLint stop0_uniform_location = 0;
> +	GLint stop1_uniform_location = 0;
> +	GLint stop2_uniform_location = 0;
> +	GLint stop3_uniform_location = 0;
> +	GLint stop4_uniform_location = 0;
> +	GLint stop5_uniform_location = 0;
> +	GLint stop6_uniform_location = 0;
> +	GLint stop7_uniform_location = 0;
> +	GLint stop_colors_uniform_location = 0;
> +	GLint stop_color0_uniform_location = 0;
> +	GLint stop_color1_uniform_location = 0;
> +	GLint stop_color2_uniform_location = 0;
> +	GLint stop_color3_uniform_location = 0;
> +	GLint stop_color4_uniform_location = 0;
> +	GLint stop_color5_uniform_location = 0;
> +	GLint stop_color6_uniform_location = 0;
> +	GLint stop_color7_uniform_location = 0;
> +	GLint pt_slope_uniform_location = 0;
> +	GLint repeat_type_uniform_location = 0;
> +	GLint hor_ver_uniform_location = 0;
> +	GLint cos_val_uniform_location = 0;
> +	GLint p1_distance_uniform_location = 0;
> +	GLint pt_distance_uniform_location = 0;
> +
> +	glamor_priv = glamor_get_screen_private(screen);
> +	dispatch = glamor_get_dispatch(glamor_priv);
> +
> +	/* Create a pixmap with VBO. */
> +	pixmap = glamor_create_pixmap(screen,
> +	                              width, height,
> +	                              PIXMAN_FORMAT_DEPTH(format),
> +	                              0);
> +
> +	if (!pixmap)
> +		goto GRADIENT_FAIL;
> +
> +	dst_picture = CreatePicture(0,&pixmap->drawable,
> +	                            PictureMatchFormat(screen,
> +	                                    PIXMAN_FORMAT_DEPTH(format), format),
> +	                            0, 0, serverClient,&error);
> +
> +	/* Release the reference, picture will hold the last one. */
> +	glamor_destroy_pixmap(pixmap);
> +
> +	if (!dst_picture)
> +		goto GRADIENT_FAIL;
> +
> +	ValidatePicture(dst_picture);
> +
> +	stops_count = src_picture->pSourcePict->linear.nstops + 2;
> +
> +	/* Because the max value of nstops is unkown, so create a program
> +	   when nstops>  LINEAR_LARGE_STOPS.*/
> +	if (stops_count<= LINEAR_SMALL_STOPS) {
> +		gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][0];
> +	} else if (stops_count<= LINEAR_LARGE_STOPS) {
> +		gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][1];
> +	} else {
> +		_glamor_create_linear_gradient_program(screen,
> +		        src_picture->pSourcePict->linear.nstops + 2, 1);
> +		gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2];
> +	}
> +
> +	/* Bind all the uniform vars .*/
> +	pt1_uniform_location =
> +	    dispatch->glGetUniformLocation(gradient_prog, "pt1");
> +	pt2_uniform_location =
> +	    dispatch->glGetUniformLocation(gradient_prog, "pt2");
> +	n_stop_uniform_location =
> +	    dispatch->glGetUniformLocation(gradient_prog, "n_stop");
> +	pt_slope_uniform_location =
> +	    dispatch->glGetUniformLocation(gradient_prog, "pt_slope");
> +	repeat_type_uniform_location =
> +	    dispatch->glGetUniformLocation(gradient_prog, "repeat_type");
> +	hor_ver_uniform_location =
> +	    dispatch->glGetUniformLocation(gradient_prog, "hor_ver");
> +	transform_mat_uniform_location =
> +	    dispatch->glGetUniformLocation(gradient_prog, "transform_mat");
> +	cos_val_uniform_location =
> +	    dispatch->glGetUniformLocation(gradient_prog, "cos_val");
> +	p1_distance_uniform_location =
> +	    dispatch->glGetUniformLocation(gradient_prog, "p1_distance");
> +	pt_distance_uniform_location =
> +	    dispatch->glGetUniformLocation(gradient_prog, "pt_distance");
> +
> +	if (src_picture->pSourcePict->linear.nstops + 2<= LINEAR_SMALL_STOPS) {
> +		stop0_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop0");
> +		stop1_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop1");
> +		stop2_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop2");
> +		stop3_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop3");
> +		stop4_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop4");
> +		stop5_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop5");
> +		stop6_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop6");
> +		stop7_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop7");
> +
> +		stop_color0_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop_color0");
> +		stop_color1_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop_color1");
> +		stop_color2_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop_color2");
> +		stop_color3_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop_color3");
> +		stop_color4_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop_color4");
> +		stop_color5_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop_color5");
> +		stop_color6_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop_color6");
> +		stop_color7_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop_color7");
> +	} else {
> +		stops_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stops");
> +		stop_colors_uniform_location =
> +		    dispatch->glGetUniformLocation(gradient_prog, "stop_colors");
> +	}
> +
> +	dispatch->glUseProgram(gradient_prog);
> +
> +	dispatch->glUniform1i(repeat_type_uniform_location, src_picture->repeatType);
> +
> +	/* set the transform matrix. */
> +	if (src_picture->transform) {
> +		_glamor_gradient_convert_trans_matrix(src_picture->transform,
> +		                                      transform_mat,
> +		                                      width, height, 1);
> +		dispatch->glUniformMatrix3fv(transform_mat_uniform_location,
> +		                             1, 1,&transform_mat[0][0]);
> +	} else {
> +		dispatch->glUniformMatrix3fv(transform_mat_uniform_location,
> +		                             1, 1,&identity_mat[0][0]);
> +	}
> +
> +	if (!_glamor_gradient_set_pixmap_destination(screen, glamor_priv, dst_picture,
> +	&xscale,&yscale, x_source, y_source,
> +	                                             vertices, tex_vertices, 1))
> +		goto GRADIENT_FAIL;
> +
> +	/* Normalize the PTs. */
> +	glamor_set_normalize_pt(xscale, yscale,
> +	                        pixman_fixed_to_int(src_picture->pSourcePict->linear.p1.x),
> +	                        x_source,
> +	                        pixman_fixed_to_int(src_picture->pSourcePict->linear.p1.y),
> +	                        y_source,
> +	                        glamor_priv->yInverted,
> +	                        pt1);
> +	dispatch->glUniform4fv(pt1_uniform_location, 1, pt1);
> +	DEBUGF("pt1:(%f %f)\n", pt1[0], pt1[1]);
> +
> +	glamor_set_normalize_pt(xscale, yscale,
> +	                        pixman_fixed_to_int(src_picture->pSourcePict->linear.p2.x),
> +	                        x_source,
> +	                        pixman_fixed_to_int(src_picture->pSourcePict->linear.p2.y),
> +	                        y_source,
> +	                        glamor_priv->yInverted,
> +	                        pt2);
> +	dispatch->glUniform4fv(pt2_uniform_location, 1, pt2);
> +	DEBUGF("pt2:(%f %f)\n", pt2[0], pt2[1]);
> +
> +	/* Set all the stops and colors to shader. */
> +	if (stops_count>  LINEAR_SMALL_STOPS) {
> +		stop_colors = malloc(4 * stops_count * sizeof(float));
> +		if (stop_colors == NULL) {
> +			ErrorF("Failed to allocate stop_colors memory.\n");
> +			goto GRADIENT_FAIL;
> +		}
> +
> +		n_stops = malloc(stops_count * sizeof(float));
> +		if (n_stops == NULL) {
> +			ErrorF("Failed to allocate n_stops memory.\n");
> +			goto GRADIENT_FAIL;
> +		}
> +	} else {
> +		stop_colors = stop_colors_st;
> +		n_stops = n_stops_st;
> +	}
> +
> +	count = _glamor_gradient_set_stops(src_picture,&src_picture->pSourcePict->gradient,
> +	                                   stop_colors, n_stops);
> +
> +	if (src_picture->pSourcePict->linear.nstops + 2<= LINEAR_SMALL_STOPS) {
> +		int j = 0;
> +		dispatch->glUniform4f(stop_color0_uniform_location,
> +		                      stop_colors[4*j+0], stop_colors[4*j+1],
> +		                      stop_colors[4*j+2], stop_colors[4*j+3]);
> +		j++;
> +		dispatch->glUniform4f(stop_color1_uniform_location,
> +		                      stop_colors[4*j+0], stop_colors[4*j+1],
> +		                      stop_colors[4*j+2], stop_colors[4*j+3]);
> +		j++;
> +		dispatch->glUniform4f(stop_color2_uniform_location,
> +		                      stop_colors[4*j+0], stop_colors[4*j+1],
> +		                      stop_colors[4*j+2], stop_colors[4*j+3]);
> +		j++;
> +		dispatch->glUniform4f(stop_color3_uniform_location,
> +		                      stop_colors[4*j+0], stop_colors[4*j+1],
> +		                      stop_colors[4*j+2], stop_colors[4*j+3]);
> +		j++;
> +		dispatch->glUniform4f(stop_color4_uniform_location,
> +		                      stop_colors[4*j+0], stop_colors[4*j+1],
> +		                      stop_colors[4*j+2], stop_colors[4*j+3]);
> +		j++;
> +		dispatch->glUniform4f(stop_color5_uniform_location,
> +		                      stop_colors[4*j+0], stop_colors[4*j+1],
> +		                      stop_colors[4*j+2], stop_colors[4*j+3]);
> +		j++;
> +		dispatch->glUniform4f(stop_color6_uniform_location,
> +		                      stop_colors[4*j+0], stop_colors[4*j+1],
> +		                      stop_colors[4*j+2], stop_colors[4*j+3]);
> +		j++;
> +		dispatch->glUniform4f(stop_color7_uniform_location,
> +		                      stop_colors[4*j+0], stop_colors[4*j+1],
> +		                      stop_colors[4*j+2], stop_colors[4*j+3]);
> +
> +		j = 0;
> +		dispatch->glUniform1f(stop0_uniform_location, n_stops[j++]);
> +		dispatch->glUniform1f(stop1_uniform_location, n_stops[j++]);
> +		dispatch->glUniform1f(stop2_uniform_location, n_stops[j++]);
> +		dispatch->glUniform1f(stop3_uniform_location, n_stops[j++]);
> +		dispatch->glUniform1f(stop4_uniform_location, n_stops[j++]);
> +		dispatch->glUniform1f(stop5_uniform_location, n_stops[j++]);
> +		dispatch->glUniform1f(stop6_uniform_location, n_stops[j++]);
> +		dispatch->glUniform1f(stop7_uniform_location, n_stops[j++]);
> +
> +		dispatch->glUniform1i(n_stop_uniform_location, count);
> +	} else {
> +		dispatch->glUniform4fv(stop_colors_uniform_location, count, stop_colors);
> +		dispatch->glUniform1fv(stops_uniform_location, count, n_stops);
> +		dispatch->glUniform1i(n_stop_uniform_location, count);
> +	}
> +
> +	if (abs((pt2[1] - pt1[1]) / yscale)<  1.0) { // The horizontal case.
> +		dispatch->glUniform1i(hor_ver_uniform_location, 1);
> +		DEBUGF("p1.x: %f, p2.x: %f, enter the horizontal case\n", pt1[1], pt2[1]);
> +
> +		p1_distance = pt1[0];
> +		pt_distance = (pt2[0] - p1_distance);
> +		dispatch->glUniform1f(p1_distance_uniform_location, p1_distance);
> +		dispatch->glUniform1f(pt_distance_uniform_location, pt_distance);
> +	} else if (abs((pt2[0] - pt1[0]) / xscale)<  1.0) { //The vertical case.
> +		dispatch->glUniform1i(hor_ver_uniform_location, 2);
> +		DEBUGF("p1.y: %f, p2.y: %f, enter the vertical case\n", pt1[0], pt2[0]);
> +
> +		p1_distance = pt1[1];
> +		pt_distance = (pt2[1] - p1_distance);
> +		dispatch->glUniform1f(p1_distance_uniform_location, p1_distance);
> +		dispatch->glUniform1f(pt_distance_uniform_location, pt_distance);
> +	} else {
> +		/* The slope need to compute here. In shader, the viewport set will change
> +		   the orginal slope and the slope which is vertical to it will not be correct.*/
> +		slope = - (float)(src_picture->pSourcePict->linear.p2.x
> +				  - src_picture->pSourcePict->linear.p1.x) /
> +		          (float)(src_picture->pSourcePict->linear.p2.y
> +				  - src_picture->pSourcePict->linear.p1.y);
> +		slope = slope * yscale / xscale;
> +		dispatch->glUniform1f(pt_slope_uniform_location, slope);
> +		dispatch->glUniform1i(hor_ver_uniform_location, 0);
> +
> +		cos_val = sqrt(1.0 / (slope * slope + 1.0));
> +		dispatch->glUniform1f(cos_val_uniform_location, cos_val);
> +
> +		p1_distance = (pt1[1] - pt1[0] * slope) * cos_val;
> +		pt_distance = (pt2[1] - pt2[0] * slope) * cos_val - p1_distance;
> +		dispatch->glUniform1f(p1_distance_uniform_location, p1_distance);
> +		dispatch->glUniform1f(pt_distance_uniform_location, pt_distance);
> +	}
> +
> +	/* Now rendering. */
> +	dispatch->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
> +
> +	/* Do the clear logic.*/
> +	if (stops_count>  LINEAR_SMALL_STOPS) {
> +		free(n_stops);
> +		free(stop_colors);
> +	}
> +
> +	dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
> +	dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
> +
> +	dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
> +	dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
> +	dispatch->glUseProgram(0);
> +
> +	glamor_put_dispatch(glamor_priv);
> +	return dst_picture;
> +
> +GRADIENT_FAIL:
> +	if (dst_picture) {
> +		FreePicture(dst_picture, 0);
> +	}
> +
> +	if (stops_count>  LINEAR_SMALL_STOPS) {
> +		if (n_stops)
> +			free(n_stops);
> +		if (stop_colors)
> +			free(stop_colors);
> +	}
> +
> +	dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
> +	dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
> +
> +	dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
> +	dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
> +	dispatch->glUseProgram(0);
> +	glamor_put_dispatch(glamor_priv);
> +	return NULL;
> +}
> +
> +#endif /* End of GLAMOR_GRADIENT_SHADER */
> +
> +#endif /* End of RENDER */
> diff --git a/src/glamor_priv.h b/src/glamor_priv.h
> index d26f59f..e0a7d2c 100644
> --- a/src/glamor_priv.h
> +++ b/src/glamor_priv.h
> @@ -577,8 +577,19 @@ 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
> @@ -744,7 +755,7 @@ 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 a17b6fd..5184b93 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. */
>


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