glamor_render.c 110 KB
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/*
 * 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:
 *    Eric Anholt <eric@anholt.net>
 *
 */

/** @file glamor_render.c
 *
 * Render acceleration implementation
 */

#include "glamor_priv.h"

#ifdef RENDER
#include "mipict.h"
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#include "fbpict.h"
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struct shader_key {
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	enum shader_source source;
	enum shader_mask mask;
	enum shader_in in;
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};

struct blendinfo {
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	Bool dest_alpha;
	Bool source_alpha;
	GLenum source_blend;
	GLenum dest_blend;
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};

static struct blendinfo composite_op_info[] = {
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	[PictOpClear] = {0, 0, GL_ZERO, GL_ZERO},
	[PictOpSrc] = {0, 0, GL_ONE, GL_ZERO},
	[PictOpDst] = {0, 0, GL_ZERO, GL_ONE},
	[PictOpOver] = {0, 1, GL_ONE, GL_ONE_MINUS_SRC_ALPHA},
	[PictOpOverReverse] = {1, 0, GL_ONE_MINUS_DST_ALPHA, GL_ONE},
	[PictOpIn] = {1, 0, GL_DST_ALPHA, GL_ZERO},
	[PictOpInReverse] = {0, 1, GL_ZERO, GL_SRC_ALPHA},
	[PictOpOut] = {1, 0, GL_ONE_MINUS_DST_ALPHA, GL_ZERO},
	[PictOpOutReverse] = {0, 1, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA},
	[PictOpAtop] = {1, 1, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA},
	[PictOpAtopReverse] = {1, 1, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA},
	[PictOpXor] =
	    {1, 1, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA},
	[PictOpAdd] = {0, 0, GL_ONE, GL_ONE},
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};

static GLuint
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glamor_create_composite_fs(glamor_gl_dispatch * dispatch,
			   struct shader_key *key)
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{
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	const char *relocate_texture =
	    GLAMOR_DEFAULT_PRECISION
	    "vec2 rel_tex_coord(vec2 texture, vec2 wh) \n"
	    "{\n"
	    "   vec2 rel_tex; \n"
	    "   rel_tex = texture * wh; \n"
	    "   rel_tex = floor(rel_tex) + (fract(rel_tex) / wh); \n"
            "   return rel_tex; \n"
	    "}\n";
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	const char *source_solid_fetch =
	    GLAMOR_DEFAULT_PRECISION
	    "uniform vec4 source;\n"
	    "vec4 get_source()\n" "{\n" "	return source;\n" "}\n";
	const char *source_alpha_pixmap_fetch =
	    GLAMOR_DEFAULT_PRECISION
	    "varying vec2 source_texture;\n"
	    "uniform sampler2D source_sampler;\n"
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	    "uniform vec2 source_wh;"
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	    "vec4 get_source()\n"
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	    "{\n"
	    "   if (source_wh.x < 0.0) \n"
	    "		return texture2D(source_sampler, source_texture);\n"
	    "	else \n"
	    "		return texture2D(source_sampler, rel_tex_coord(source_texture, source_wh));\n"
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	    "}\n";
	const char *source_pixmap_fetch =
	    GLAMOR_DEFAULT_PRECISION "varying vec2 source_texture;\n"
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	    "uniform sampler2D source_sampler;\n"
	    "uniform vec2 source_wh;"
	    "vec4 get_source()\n"
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	    "{\n"
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	    "   if (source_wh.x < 0.0) \n"
	    "		return vec4(texture2D(source_sampler, source_texture).rgb, 1);\n"
	    "	else \n"
	    "   	return vec4(texture2D(source_sampler, rel_tex_coord(source_texture, source_wh)).rgb, 1);\n"
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	    "}\n";
	const char *mask_solid_fetch =
	    GLAMOR_DEFAULT_PRECISION "uniform vec4 mask;\n"
	    "vec4 get_mask()\n" "{\n" "	return mask;\n" "}\n";
	const char *mask_alpha_pixmap_fetch =
	    GLAMOR_DEFAULT_PRECISION "varying vec2 mask_texture;\n"
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	    "uniform sampler2D mask_sampler;\n"
	    "uniform vec2 mask_wh;"
	    "vec4 get_mask()\n"
	    "{\n"
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	    "   if (mask_wh.x < 0.0) \n"
	    "		return texture2D(mask_sampler, mask_texture);\n"
	    "   else \n"
	    "		return texture2D(mask_sampler, rel_tex_coord(mask_texture, mask_wh));\n"
	    "}\n";
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	const char *mask_pixmap_fetch =
	    GLAMOR_DEFAULT_PRECISION "varying vec2 mask_texture;\n"
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	    "uniform sampler2D mask_sampler;\n"
	    "uniform vec2 mask_wh;"
	    "vec4 get_mask()\n"
	    "{\n"
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	    "   if (mask_wh.x < 0.0) \n"
	    "   	return vec4(texture2D(mask_sampler, mask_texture).rgb, 1);\n"
	    "   else \n"
	    "   	return vec4(texture2D(mask_sampler, rel_tex_coord(mask_texture, mask_wh)).rgb, 1);\n"
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	    "}\n";
	const char *in_source_only =
	    GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
	    "	gl_FragColor = get_source();\n" "}\n";
	const char *in_normal =
	    GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
	    "	gl_FragColor = get_source() * get_mask().a;\n" "}\n";
	const char *in_ca_source =
	    GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
	    "	gl_FragColor = get_source() * get_mask();\n" "}\n";
	const char *in_ca_alpha =
	    GLAMOR_DEFAULT_PRECISION "void main()\n" "{\n"
	    "	gl_FragColor = get_source().a * get_mask();\n" "}\n";
	char *source;
	const char *source_fetch;
	const char *mask_fetch = "";
	const char *in;
	GLuint prog;

	switch (key->source) {
	case SHADER_SOURCE_SOLID:
		source_fetch = source_solid_fetch;
		break;
	case SHADER_SOURCE_TEXTURE_ALPHA:
		source_fetch = source_alpha_pixmap_fetch;
		break;
	case SHADER_SOURCE_TEXTURE:
		source_fetch = source_pixmap_fetch;
		break;
	default:
		FatalError("Bad composite shader source");
	}

	switch (key->mask) {
	case SHADER_MASK_NONE:
		break;
	case SHADER_MASK_SOLID:
		mask_fetch = mask_solid_fetch;
		break;
	case SHADER_MASK_TEXTURE_ALPHA:
		mask_fetch = mask_alpha_pixmap_fetch;
		break;
	case SHADER_MASK_TEXTURE:
		mask_fetch = mask_pixmap_fetch;
		break;
	default:
		FatalError("Bad composite shader mask");
	}

	switch (key->in) {
	case SHADER_IN_SOURCE_ONLY:
		in = in_source_only;
		break;
	case SHADER_IN_NORMAL:
		in = in_normal;
		break;
	case SHADER_IN_CA_SOURCE:
		in = in_ca_source;
		break;
	case SHADER_IN_CA_ALPHA:
		in = in_ca_alpha;
		break;
	default:
		FatalError("Bad composite IN type");
	}

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	XNFasprintf(&source, "%s%s%s%s", relocate_texture, source_fetch, mask_fetch, in);
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	prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
					source);
	free(source);

	return prog;
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}

static GLuint
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glamor_create_composite_vs(glamor_gl_dispatch * dispatch,
			   struct shader_key *key)
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{
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	const char *main_opening =
	    "attribute vec4 v_position;\n"
	    "attribute vec4 v_texcoord0;\n"
	    "attribute vec4 v_texcoord1;\n"
	    "varying vec2 source_texture;\n"
	    "varying vec2 mask_texture;\n"
	    "void main()\n" "{\n" "	gl_Position = v_position;\n";
	const char *source_coords =
	    "	source_texture = v_texcoord0.xy;\n";
	const char *mask_coords = "	mask_texture = v_texcoord1.xy;\n";
	const char *main_closing = "}\n";
	const char *source_coords_setup = "";
	const char *mask_coords_setup = "";
	char *source;
	GLuint prog;

	if (key->source != SHADER_SOURCE_SOLID)
		source_coords_setup = source_coords;

	if (key->mask != SHADER_MASK_NONE
	    && key->mask != SHADER_MASK_SOLID)
		mask_coords_setup = mask_coords;

	XNFasprintf(&source,
		    "%s%s%s%s",
		    main_opening,
		    source_coords_setup, mask_coords_setup, main_closing);

	prog =
	    glamor_compile_glsl_prog(dispatch, GL_VERTEX_SHADER, source);
	free(source);

	return prog;
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}

static void
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glamor_create_composite_shader(ScreenPtr screen, struct shader_key *key,
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			       glamor_composite_shader * shader)
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{
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	GLuint vs, fs, prog;
	GLint source_sampler_uniform_location,
	    mask_sampler_uniform_location;
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	glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
	glamor_gl_dispatch *dispatch;
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	dispatch = glamor_get_dispatch(glamor_priv);
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	vs = glamor_create_composite_vs(dispatch, key);
	if (vs == 0)
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		goto out;
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	fs = glamor_create_composite_fs(dispatch, key);
	if (fs == 0)
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		goto out;
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	prog = dispatch->glCreateProgram();
	dispatch->glAttachShader(prog, vs);
	dispatch->glAttachShader(prog, fs);

	dispatch->glBindAttribLocation(prog, GLAMOR_VERTEX_POS,
				       "v_position");
	dispatch->glBindAttribLocation(prog, GLAMOR_VERTEX_SOURCE,
				       "v_texcoord0");
	dispatch->glBindAttribLocation(prog, GLAMOR_VERTEX_MASK,
				       "v_texcoord1");

	glamor_link_glsl_prog(dispatch, prog);

	shader->prog = prog;

	dispatch->glUseProgram(prog);

	if (key->source == SHADER_SOURCE_SOLID) {
		shader->source_uniform_location =
		    dispatch->glGetUniformLocation(prog, "source");
	} else {
		source_sampler_uniform_location =
		    dispatch->glGetUniformLocation(prog, "source_sampler");
		dispatch->glUniform1i(source_sampler_uniform_location, 0);
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		shader->source_wh = dispatch->glGetUniformLocation(prog, "source_wh");
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	}

	if (key->mask != SHADER_MASK_NONE) {
		if (key->mask == SHADER_MASK_SOLID) {
			shader->mask_uniform_location =
			    dispatch->glGetUniformLocation(prog, "mask");
		} else {
			mask_sampler_uniform_location =
			    dispatch->glGetUniformLocation(prog,
							   "mask_sampler");
			dispatch->glUniform1i
			    (mask_sampler_uniform_location, 1);
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			shader->mask_wh = dispatch->glGetUniformLocation(prog, "mask_wh");
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		}
	}
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out:
	glamor_put_dispatch(glamor_priv);
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}

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static glamor_composite_shader *
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glamor_lookup_composite_shader(ScreenPtr screen, struct
			       shader_key
			       *key)
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{
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	glamor_screen_private *glamor_priv =
	    glamor_get_screen_private(screen);
	glamor_composite_shader *shader;
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	shader =
	    &glamor_priv->composite_shader[key->source][key->
							mask][key->in];
	if (shader->prog == 0)
		glamor_create_composite_shader(screen, key, shader);
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	return shader;
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}
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#define GLAMOR_COMPOSITE_VBO_VERT_CNT 1024
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static void
glamor_init_eb(unsigned short *eb, int vert_cnt)
{
	int i, j;
	for(i = 0, j = 0; j < vert_cnt; i += 6, j += 4)
	{
		eb[i] = j;
		eb[i + 1] = j + 1;
		eb[i + 2] = j + 2;
		eb[i + 3] = j;
		eb[i + 4] = j + 2;
		eb[i + 5] = j + 3;
	}
}

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void
glamor_init_composite_shaders(ScreenPtr screen)
{
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	glamor_screen_private *glamor_priv;
	glamor_gl_dispatch *dispatch;
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	unsigned short *eb;
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	float *vb;
	int eb_size;
	int vb_size;
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	glamor_priv = glamor_get_screen_private(screen);
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	dispatch = glamor_get_dispatch(glamor_priv);
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	dispatch->glGenBuffers(1, &glamor_priv->vbo);
	dispatch->glGenBuffers(1, &glamor_priv->ebo);
	dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
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	eb_size = GLAMOR_COMPOSITE_VBO_VERT_CNT * sizeof(short) * 2;

	if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
		dispatch->glBufferData(GL_ELEMENT_ARRAY_BUFFER,
				       eb_size,
				       NULL, GL_DYNAMIC_DRAW);
		eb = dispatch->glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
	}
	else {
		vb = malloc(GLAMOR_COMPOSITE_VBO_VERT_CNT * sizeof(float) * 2);
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		if (vb == NULL)
			FatalError("Failed to allocate vb memory.\n");
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		eb = malloc(eb_size);
	}
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	if (eb == NULL)
		FatalError("fatal error, fail to get eb.\n");
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	glamor_init_eb(eb, GLAMOR_COMPOSITE_VBO_VERT_CNT);

	if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
		dispatch->glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
		dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
	} else {
		dispatch->glBufferData(GL_ELEMENT_ARRAY_BUFFER,
				       eb_size,
				       eb, GL_DYNAMIC_DRAW);
		dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

		dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
		dispatch->glBufferData(GL_ARRAY_BUFFER,
				       GLAMOR_COMPOSITE_VBO_VERT_CNT * sizeof(float) * 2,
				       NULL, GL_DYNAMIC_DRAW);
		dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);

		free(eb);
		glamor_priv->vb = (char*)vb;
	}
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	glamor_put_dispatch(glamor_priv);
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}
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void
glamor_fini_composite_shaders(ScreenPtr screen)
{
	glamor_screen_private *glamor_priv;
	glamor_gl_dispatch *dispatch;
	glamor_composite_shader *shader;
	int i,j,k;

	glamor_priv = glamor_get_screen_private(screen);
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	dispatch = glamor_get_dispatch(glamor_priv);
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	dispatch->glDeleteBuffers(1, &glamor_priv->vbo);
	dispatch->glDeleteBuffers(1, &glamor_priv->ebo);

	for(i = 0; i < SHADER_SOURCE_COUNT; i++)
		for(j = 0; j < SHADER_MASK_COUNT; j++)
			for(k = 0; k < SHADER_IN_COUNT; k++)
			{
				shader = &glamor_priv->composite_shader[i][j][k];
				if (shader->prog)
					dispatch->glDeleteProgram(shader->prog);
			}
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	if (glamor_priv->gl_flavor != GLAMOR_GL_DESKTOP
	    && glamor_priv->vb)
		free(glamor_priv->vb);
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	glamor_put_dispatch(glamor_priv);
}
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static Bool
glamor_set_composite_op(ScreenPtr screen,
			CARD8 op, PicturePtr dest, PicturePtr mask)
{
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	GLenum source_blend, dest_blend;
	struct blendinfo *op_info;
	glamor_screen_private *glamor_priv =
	    glamor_get_screen_private(screen);
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	glamor_gl_dispatch *dispatch;
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	if (op >= ARRAY_SIZE(composite_op_info)) {
		glamor_fallback("unsupported render op %d \n", op);
		return GL_FALSE;
	}
	op_info = &composite_op_info[op];

	source_blend = op_info->source_blend;
	dest_blend = op_info->dest_blend;

	/* If there's no dst alpha channel, adjust the blend op so that we'll treat
	 * it as always 1.
	 */
	if (PICT_FORMAT_A(dest->format) == 0 && op_info->dest_alpha) {
		if (source_blend == GL_DST_ALPHA)
			source_blend = GL_ONE;
		else if (source_blend == GL_ONE_MINUS_DST_ALPHA)
			source_blend = GL_ZERO;
	}

	/* Set up the source alpha value for blending in component alpha mode. */
	if (mask && mask->componentAlpha
	    && PICT_FORMAT_RGB(mask->format) != 0 && op_info->source_alpha)
	{
		if (dest_blend == GL_SRC_ALPHA)
			dest_blend = GL_SRC_COLOR;
		else if (dest_blend == GL_ONE_MINUS_SRC_ALPHA)
			dest_blend = GL_ONE_MINUS_SRC_COLOR;
	}

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	dispatch = glamor_get_dispatch(glamor_priv);
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	if (source_blend == GL_ONE && dest_blend == GL_ZERO) {
		dispatch->glDisable(GL_BLEND);
	} else {
		dispatch->glEnable(GL_BLEND);
		dispatch->glBlendFunc(source_blend, dest_blend);
	}
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	glamor_put_dispatch(glamor_priv);
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	return TRUE;
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}

static void
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glamor_set_composite_texture(ScreenPtr screen, int unit,
			     PicturePtr picture,
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			     glamor_pixmap_private * pixmap_priv,
			     GLuint wh_location)
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{
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	glamor_screen_private *glamor_priv =
	    glamor_get_screen_private(screen);
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	glamor_gl_dispatch *dispatch;

	dispatch = glamor_get_dispatch(glamor_priv);
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	dispatch->glActiveTexture(GL_TEXTURE0 + unit);
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	dispatch->glBindTexture(GL_TEXTURE_2D, pixmap_priv->fbo->tex);
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	float wh[2];
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	Bool has_repeat;
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	switch (picture->repeatType) {
	case RepeatNone:
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#ifndef GLAMOR_GLES2
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		/* XXX  GLES2 doesn't support GL_CLAMP_TO_BORDER. */
		dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
					  GL_CLAMP_TO_BORDER);
		dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
					  GL_CLAMP_TO_BORDER);
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#endif
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		break;
	case RepeatNormal:
		dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
					  GL_REPEAT);
		dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
					  GL_REPEAT);
		break;
	case RepeatPad:
		dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
					  GL_CLAMP_TO_EDGE);
		dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
					  GL_CLAMP_TO_EDGE);
		break;
	case RepeatReflect:
		dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
					  GL_MIRRORED_REPEAT);
		dispatch->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
					  GL_MIRRORED_REPEAT);
		break;
	}

	switch (picture->filter) {
	case PictFilterNearest:
		dispatch->glTexParameteri(GL_TEXTURE_2D,
					  GL_TEXTURE_MIN_FILTER,
					  GL_NEAREST);
		dispatch->glTexParameteri(GL_TEXTURE_2D,
					  GL_TEXTURE_MAG_FILTER,
					  GL_NEAREST);
		break;
	case PictFilterBilinear:
	default:
		dispatch->glTexParameteri(GL_TEXTURE_2D,
					  GL_TEXTURE_MIN_FILTER,
					  GL_LINEAR);
		dispatch->glTexParameteri(GL_TEXTURE_2D,
					  GL_TEXTURE_MAG_FILTER,
					  GL_LINEAR);
		break;
	}
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#ifndef GLAMOR_GLES2
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	dispatch->glEnable(GL_TEXTURE_2D);
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#endif
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	if (picture->repeatType == RepeatNone)
		has_repeat = picture->transform
			     && !pixman_transform_is_int_translate(picture->transform);
	else
		has_repeat = TRUE;
	if (has_repeat) {
		wh[0] = (float)pixmap_priv->fbo->width / pixmap_priv->container->drawable.width;
		wh[1] = (float)pixmap_priv->fbo->height / pixmap_priv->container->drawable.height;
	}
	else
		wh[0] = -1;
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	dispatch->glUniform2fv(wh_location, 1, wh);
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	glamor_put_dispatch(glamor_priv);
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}

static void
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glamor_set_composite_solid(glamor_gl_dispatch * dispatch, float *color,
			   GLint uniform_location)
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{
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	dispatch->glUniform4fv(uniform_location, 1, color);
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}

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static int
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compatible_formats(CARD8 op, PicturePtr dst, PicturePtr src)
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{
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	if (op == PictOpSrc) {
		if (src->format == dst->format)
			return 1;

		if (src->format == PICT_a8r8g8b8
		    && dst->format == PICT_x8r8g8b8)
			return 1;

		if (src->format == PICT_a8b8g8r8
		    && dst->format == PICT_x8b8g8r8)
			return 1;
	} else if (op == PictOpOver) {
		if (src->alphaMap || dst->alphaMap)
			return 0;

		if (src->format != dst->format)
			return 0;

		if (src->format == PICT_x8r8g8b8
		    || src->format == PICT_x8b8g8r8)
			return 1;
	}

	return 0;
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}

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static char
glamor_get_picture_location(PicturePtr picture)
{
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	if (picture == NULL)
		return ' ';

	if (picture->pDrawable == NULL) {
		switch (picture->pSourcePict->type) {
		case SourcePictTypeSolidFill:
			return 'c';
		case SourcePictTypeLinear:
			return 'l';
		case SourcePictTypeRadial:
			return 'r';
		default:
			return '?';
		}
	}
	return glamor_get_drawable_location(picture->pDrawable);
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}

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static Bool
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glamor_composite_with_copy(CARD8 op,
			   PicturePtr source,
			   PicturePtr dest,
			   INT16 x_source,
			   INT16 y_source,
			   INT16 x_dest,
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			   INT16 y_dest, CARD16 width, CARD16 height)
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{
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	RegionRec region;
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	int ret = FALSE;
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	if (!source->pDrawable)
		return FALSE;

	if (!compatible_formats(op, dest, source))
		return FALSE;

	if (source->repeat || source->transform)
		return FALSE;

	x_dest += dest->pDrawable->x;
	y_dest += dest->pDrawable->y;
	x_source += source->pDrawable->x;
	y_source += source->pDrawable->y;
	if (!miComputeCompositeRegion(&region,
				      source, NULL, dest,
				      x_source, y_source,
				      0, 0, x_dest, y_dest, width, height))
		return TRUE;
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	if (PICT_FORMAT_A(source->format) == 0) {
		/* Fallback if we sample outside the source so that we
		 * swizzle the correct clear color for out-of-bounds texels.
		 */
		if (region.extents.x1 + x_source - x_dest < 0)
			goto cleanup_region;
		if (region.extents.x2 + x_source - x_dest > source->pDrawable->width)
			goto cleanup_region;

		if (region.extents.y1 + y_source - y_dest < 0)
			goto cleanup_region;
		if (region.extents.y2 + y_source - y_dest > source->pDrawable->height)
			goto cleanup_region;
	}
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	ret = glamor_copy_n_to_n_nf(source->pDrawable,
				    dest->pDrawable, NULL,
				    REGION_RECTS(&region),
				    REGION_NUM_RECTS(&region),
				    x_source - x_dest, y_source - y_dest,
				    FALSE, FALSE, 0, NULL);
cleanup_region:
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	REGION_UNINIT(dest->pDrawable->pScreen, &region);
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	return ret;
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}

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static void
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glamor_setup_composite_vbo(ScreenPtr screen, int n_verts)
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{
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	glamor_screen_private *glamor_priv =
	    glamor_get_screen_private(screen);
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	glamor_gl_dispatch *dispatch;
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	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;

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	glamor_priv->vb_stride = 2 * sizeof(float);
	if (glamor_priv->has_source_coords)
		glamor_priv->vb_stride += 2 * sizeof(float);
	if (glamor_priv->has_mask_coords)
		glamor_priv->vb_stride += 2 * sizeof(float);

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	dispatch = glamor_get_dispatch(glamor_priv);
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	dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
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	if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
		dispatch->glBufferData(GL_ARRAY_BUFFER,
				       n_verts * sizeof(float) * 2,
				       NULL, GL_DYNAMIC_DRAW);
		glamor_priv->vb = dispatch->glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
	}
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	dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
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	dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
					GL_FALSE, glamor_priv->vb_stride,
					(void *) ((long)
						  glamor_priv->vbo_offset));
	dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);

	if (glamor_priv->has_source_coords) {
		dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
						GL_FLOAT, GL_FALSE,
						glamor_priv->vb_stride,
						(void *) ((long)
							  glamor_priv->vbo_offset
							  +
							  2 *
							  sizeof(float)));
		dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
	}

	if (glamor_priv->has_mask_coords) {
		dispatch->glVertexAttribPointer(GLAMOR_VERTEX_MASK, 2,
						GL_FLOAT, GL_FALSE,
						glamor_priv->vb_stride,
						(void *) ((long)
							  glamor_priv->vbo_offset
							  +
							  (glamor_priv->has_source_coords
							   ? 4 : 2) *
							  sizeof(float)));
		dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_MASK);
	}
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	glamor_put_dispatch(glamor_priv);
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}

static void
glamor_emit_composite_vert(ScreenPtr screen,
			   const float *src_coords,
			   const float *mask_coords,
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			   const float *dst_coords, int i)
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{
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	glamor_screen_private *glamor_priv =
	    glamor_get_screen_private(screen);
	float *vb = (float *) (glamor_priv->vb + glamor_priv->vbo_offset);
	int j = 0;

	vb[j++] = dst_coords[i * 2 + 0];
	vb[j++] = dst_coords[i * 2 + 1];
	if (glamor_priv->has_source_coords) {
		vb[j++] = src_coords[i * 2 + 0];
		vb[j++] = src_coords[i * 2 + 1];
	}
	if (glamor_priv->has_mask_coords) {
		vb[j++] = mask_coords[i * 2 + 0];
		vb[j++] = mask_coords[i * 2 + 1];
	}

	glamor_priv->render_nr_verts++;
	glamor_priv->vbo_offset += glamor_priv->vb_stride;
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}

static void
glamor_flush_composite_rects(ScreenPtr screen)
{
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	glamor_screen_private *glamor_priv =
	    glamor_get_screen_private(screen);
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	glamor_gl_dispatch *dispatch;

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	if (!glamor_priv->render_nr_verts)
		return;
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	dispatch = glamor_get_dispatch(glamor_priv);
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	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);
	}

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	dispatch->glDrawElements(GL_TRIANGLES, (glamor_priv->render_nr_verts * 3) / 2,
				 GL_UNSIGNED_SHORT, NULL);
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	glamor_put_dispatch(glamor_priv);
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}

static void
glamor_emit_composite_rect(ScreenPtr screen,
			   const float *src_coords,
			   const float *mask_coords,
			   const float *dst_coords)
{
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	glamor_emit_composite_vert(screen, src_coords, mask_coords,
				   dst_coords, 0);
	glamor_emit_composite_vert(screen, src_coords, mask_coords,
				   dst_coords, 1);
	glamor_emit_composite_vert(screen, src_coords, mask_coords,
				   dst_coords, 2);
	glamor_emit_composite_vert(screen, src_coords, mask_coords,
				   dst_coords, 3);
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}

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int pict_format_combine_tab[][3] = {
	{PICT_TYPE_ARGB, PICT_TYPE_A, PICT_TYPE_ARGB},
	{PICT_TYPE_ABGR, PICT_TYPE_A, PICT_TYPE_ABGR},
};
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static Bool
combine_pict_format(PictFormatShort * des, const PictFormatShort src,
		    const PictFormatShort mask, enum shader_in in_ca)
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{
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	PictFormatShort new_vis;
	int src_type, mask_type, src_bpp, mask_bpp;
	int i;
	if (src == mask) {
		*des = src;
		return TRUE;
	}
	src_bpp = PICT_FORMAT_BPP(src);
	mask_bpp = PICT_FORMAT_BPP(mask);

	assert(src_bpp == mask_bpp);

	new_vis = PICT_FORMAT_VIS(src) | PICT_FORMAT_VIS(mask);

	switch (in_ca) {
	case SHADER_IN_SOURCE_ONLY:
		return TRUE;
	case SHADER_IN_NORMAL:
		src_type = PICT_FORMAT_TYPE(src);
		mask_type = PICT_TYPE_A;
		break;
	case SHADER_IN_CA_SOURCE:
		src_type = PICT_FORMAT_TYPE(src);
		mask_type = PICT_FORMAT_TYPE(mask);
		break;
	case SHADER_IN_CA_ALPHA:
		src_type = PICT_TYPE_A;
		mask_type = PICT_FORMAT_TYPE(mask);
		break;
	default:
		return FALSE;
	}

	if (src_type == mask_type) {
		*des = PICT_VISFORMAT(src_bpp, src_type, new_vis);
		return TRUE;
	}

	for (i = 0;
	     i <
	     sizeof(pict_format_combine_tab) /
	     sizeof(pict_format_combine_tab[0]); i++) {
		if ((src_type == pict_format_combine_tab[i][0]
		     && mask_type == pict_format_combine_tab[i][1])
		    || (src_type == pict_format_combine_tab[i][1]
			&& mask_type == pict_format_combine_tab[i][0])) {
			*des = PICT_VISFORMAT(src_bpp,
					      pict_format_combine_tab[i]
					      [2], new_vis);
			return TRUE;
		}
	}
	return FALSE;
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}

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static Bool
glamor_composite_with_shader(CARD8 op,
			     PicturePtr source,
			     PicturePtr mask,
			     PicturePtr dest,
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			     int nrect, glamor_composite_rect_t * rects)
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{
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	ScreenPtr screen = dest->pDrawable->pScreen;
	glamor_screen_private *glamor_priv =
	    glamor_get_screen_private(screen);
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	glamor_gl_dispatch *dispatch;
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	PixmapPtr dest_pixmap =
	    glamor_get_drawable_pixmap(dest->pDrawable);
	PixmapPtr source_pixmap = NULL, mask_pixmap = NULL;
	glamor_pixmap_private *source_pixmap_priv = NULL;
	glamor_pixmap_private *mask_pixmap_priv = NULL;
	glamor_pixmap_private *dest_pixmap_priv = NULL;
	GLfloat dst_xscale, dst_yscale;
	GLfloat mask_xscale = 1, mask_yscale = 1, src_xscale =
	    1, src_yscale = 1;
	struct shader_key key;
	glamor_composite_shader *shader;
	float vertices[8], source_texcoords[8], mask_texcoords[8];
	int dest_x_off, dest_y_off;
	int source_x_off, source_y_off;
	int mask_x_off, mask_y_off;
	enum glamor_pixmap_status source_status = GLAMOR_NONE;
	enum glamor_pixmap_status mask_status = GLAMOR_NONE;
	PictFormatShort saved_source_format = 0;
	float src_matrix[9], mask_matrix[9];
	GLfloat source_solid_color[4], mask_solid_color[4];
	dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap);
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	int vert_stride = 4;
	int nrect_max;
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	Bool ret = FALSE;
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	if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dest_pixmap_priv)) {
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		glamor_fallback("dest has no fbo.\n");
		goto fail;
	}
	memset(&key, 0, sizeof(key));
	if (!source->pDrawable) {
		if (source->pSourcePict->type == SourcePictTypeSolidFill) {
			key.source = SHADER_SOURCE_SOLID;
			glamor_get_rgba_from_pixel(source->
						   pSourcePict->solidFill.
						   color,
						   &source_solid_color[0],
						   &source_solid_color[1],
						   &source_solid_color[2],
						   &source_solid_color[3],
						   PICT_a8r8g8b8);
		} else {
			glamor_fallback("gradient source\n");
			goto fail;
		}
	} else {
		key.source = SHADER_SOURCE_TEXTURE_ALPHA;
	}
	if (mask) {
		if (!mask->pDrawable) {
			if (mask->pSourcePict->type ==
			    SourcePictTypeSolidFill) {
				key.mask = SHADER_MASK_SOLID;
				glamor_get_rgba_from_pixel
				    (mask->pSourcePict->solidFill.color,
				     &mask_solid_color[0],
				     &mask_solid_color[1],
				     &mask_solid_color[2],
				     &mask_solid_color[3], PICT_a8r8g8b8);
			} else {
				glamor_fallback("gradient mask\n");
				goto fail;
			}
		} else {
			key.mask = SHADER_MASK_TEXTURE_ALPHA;
		}

		if (!mask->componentAlpha) {
			key.in = SHADER_IN_NORMAL;
		} else {
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			if (op == PictOpClear)
				key.mask = SHADER_MASK_NONE;
			else if (op == PictOpSrc || op == PictOpAdd
				 || op == PictOpIn || op == PictOpOut
				 || op == PictOpOverReverse)
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				key.in = SHADER_IN_CA_SOURCE;
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			else if (op == PictOpOutReverse || op == PictOpInReverse) {
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				key.in = SHADER_IN_CA_ALPHA;
			} else {
				glamor_fallback
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				    ("Unsupported component alpha op: %d\n", op);
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				goto fail;
			}
		}
	} else {
		key.mask = SHADER_MASK_NONE;
		key.in = SHADER_IN_SOURCE_ONLY;
	}

	if (source->alphaMap) {
		glamor_fallback("source alphaMap\n");
		goto fail;
	}
	if (mask && mask->alphaMap) {
		glamor_fallback("mask alphaMap\n");
		goto fail;
	}
	if (key.source == SHADER_SOURCE_TEXTURE ||
	    key.source == SHADER_SOURCE_TEXTURE_ALPHA) {
		source_pixmap =
		    glamor_get_drawable_pixmap(source->pDrawable);
		source_pixmap_priv =
		    glamor_get_pixmap_private(source_pixmap);
		if (source_pixmap == dest_pixmap) {
			glamor_fallback("source == dest\n");
			goto fail;
		}
		if (!source_pixmap_priv || source_pixmap_priv->gl_fbo == 0) {
			/* XXX in Xephyr, we may have gl_fbo equal to 1 but gl_tex 
			 * equal to zero when the pixmap is screen pixmap. Then we may
			 * refer the tex zero directly latter in the composition. 
			 * It seems that it works fine, but it may have potential problem*/
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#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
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			source_status = GLAMOR_UPLOAD_PENDING;
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#else
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			glamor_fallback("no texture in source\n");
			goto fail;
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#endif
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		}
	}
	if (key.mask == SHADER_MASK_TEXTURE ||
	    key.mask == SHADER_MASK_TEXTURE_ALPHA) {
		mask_pixmap = glamor_get_drawable_pixmap(mask->pDrawable);
		mask_pixmap_priv = glamor_get_pixmap_private(mask_pixmap);
		if (mask_pixmap == dest_pixmap) {
			glamor_fallback("mask == dest\n");
			goto fail;
		}
		if (!mask_pixmap_priv || mask_pixmap_priv->gl_fbo == 0) {
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#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
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			mask_status = GLAMOR_UPLOAD_PENDING;
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#else
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			glamor_fallback("no texture in mask\n");
			goto fail;
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#endif
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		}
	}
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#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
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	if (source_status == GLAMOR_UPLOAD_PENDING
	    && mask_status == GLAMOR_UPLOAD_PENDING
	    && source_pixmap == mask_pixmap) {

		if (source->format != mask->format) {
			saved_source_format = source->format;

			if (!combine_pict_format
			    (&source->format, source->format,
			     mask->format, key.in)) {
				glamor_fallback
				    ("combine source %x mask %x failed.\n",
				     source->format, mask->format);
				goto fail;
			}

			if (source->format != saved_source_format) {
				glamor_picture_format_fixup(source,
							    source_pixmap_priv);
			}
			/* XXX  
			 * By default, glamor_upload_picture_to_texture will wire alpha to 1
			 * if one picture doesn't have alpha. So we don't do that again in 
			 * rendering function. But here is a special case, as source and
			 * mask share the same texture but may have different formats. For 
			 * example, source doesn't have alpha, but mask has alpha. Then the
			 * texture will have the alpha value for the mask. And will not wire
			 * to 1 for the source. In this case, we have to use different shader
			 * to wire the source's alpha to 1.
			 *
			 * But this may cause a potential problem if the source's repeat mode 
			 * is REPEAT_NONE, and if the source is smaller than the dest, then
			 * for the region not covered by the source may be painted incorrectly.
			 * because we wire the alpha to 1.
			 *
			 **/
			if (!PICT_FORMAT_A(saved_source_format)
			    && PICT_FORMAT_A(mask->format))
				key.source = SHADER_SOURCE_TEXTURE;

			if (!PICT_FORMAT_A(mask->format)
			    && PICT_FORMAT_A(saved_source_format))
				key.mask = SHADER_MASK_TEXTURE;

			mask_status = GLAMOR_NONE;
		}

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		source_status = glamor_upload_picture_to_texture(source);
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		if (source_status != GLAMOR_UPLOAD_DONE) {
			glamor_fallback
			    ("Failed to upload source texture.\n");
			goto fail;
		}
	} else {
		if (source_status == GLAMOR_UPLOAD_PENDING) {
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			source_status = glamor_upload_picture_to_texture(source);
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			if (source_status != GLAMOR_UPLOAD_DONE) {
				glamor_fallback
				    ("Failed to upload source texture.\n");
				goto fail;
			}
		}

		if (mask_status == GLAMOR_UPLOAD_PENDING) {
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			mask_status = glamor_upload_picture_to_texture(mask);
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			if (mask_status != GLAMOR_UPLOAD_DONE) {
				glamor_fallback
				    ("Failed to upload mask texture.\n");
				goto fail;
			}
		}
	}
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#endif
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	glamor_set_destination_pixmap_priv_nc(dest_pixmap_priv);
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	if (!glamor_set_composite_op(screen, op, dest, mask)) {
		goto fail;
	}

	shader = glamor_lookup_composite_shader(screen, &key);
	if (shader->prog == 0) {
		glamor_fallback
		    ("no shader program for this render acccel mode\n");
		goto fail;
	}

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	dispatch = glamor_get_dispatch(glamor_priv);
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	dispatch->glUseProgram(shader->prog);

	if (key.source == SHADER_SOURCE_SOLID) {
		glamor_set_composite_solid(dispatch, source_solid_color,
					   shader->source_uniform_location);
	} else {
		glamor_set_composite_texture(screen, 0, source,
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					     source_pixmap_priv, shader->source_wh);
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	}
	if (key.mask != SHADER_MASK_NONE) {
		if (key.mask == SHADER_MASK_SOLID) {
			glamor_set_composite_solid(dispatch,
						   mask_solid_color,
						   shader->mask_uniform_location);
		} else {
			glamor_set_composite_texture(screen, 1, mask,
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						     mask_pixmap_priv, shader->mask_wh);
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		}
	}

	glamor_priv->has_source_coords = key.source != SHADER_SOURCE_SOLID;
	glamor_priv->has_mask_coords = (key.mask != SHADER_MASK_NONE &&
					key.mask != SHADER_MASK_SOLID);

	glamor_get_drawable_deltas(dest->pDrawable, dest_pixmap,
				   &dest_x_off, &dest_y_off);
	pixmap_priv_get_scale(dest_pixmap_priv, &dst_xscale, &dst_yscale);

	if (glamor_priv->has_source_coords) {
		glamor_get_drawable_deltas(source->pDrawable,
					   source_pixmap, &source_x_off,
					   &source_y_off);
		pixmap_priv_get_scale(source_pixmap_priv, &src_xscale,
				      &src_yscale);
		glamor_picture_get_matrixf(source, src_matrix);
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		vert_stride += 4;
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	}

	if (glamor_priv->has_mask_coords) {
		glamor_get_drawable_deltas(mask->pDrawable, mask_pixmap,
					   &mask_x_off, &mask_y_off);
		pixmap_priv_get_scale(mask_pixmap_priv, &mask_xscale,
				      &mask_yscale);
		glamor_picture_get_matrixf(mask, mask_matrix);
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		vert_stride += 4;
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	}

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	nrect_max = (vert_stride * nrect) > GLAMOR_COMPOSITE_VBO_VERT_CNT ?
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			 (GLAMOR_COMPOSITE_VBO_VERT_CNT / vert_stride) : nrect;
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	while(nrect) {
		int mrect, rect_processed;

		mrect = nrect > nrect_max ? nrect_max : nrect ;
		glamor_setup_composite_vbo(screen, mrect * vert_stride);
		rect_processed = mrect;

		while (mrect--) {
			INT16 x_source;
			INT16 y_source;
			INT16 x_mask;
			INT16 y_mask;
			INT16 x_dest;
			INT16 y_dest;
			CARD16 width;
			CARD16 height;

			x_dest = rects->x_dst + dest_x_off;
			y_dest = rects->y_dst + dest_y_off;
			x_source = rects->x_src + source_x_off;;
			y_source = rects->y_src + source_y_off;
			x_mask = rects->x_mask + mask_x_off;
			y_mask = rects->y_mask + mask_y_off;
			width = rects->width;
			height = rects->height;

			glamor_set_normalize_vcoords(dst_xscale,
						     dst_yscale,
						     x_dest, y_dest,
						     x_dest + width, y_dest + height,
						     glamor_priv->yInverted,
						     vertices);

			if (key.source != SHADER_SOURCE_SOLID) {
				if (source->transform)
					glamor_set_transformed_normalize_tcoords
						(src_matrix, src_xscale,
						 src_yscale, x_source, y_source,
						 x_source + width, y_source + height,
						 glamor_priv->yInverted,
						 source_texcoords);
				else
					glamor_set_normalize_tcoords
						(src_xscale, src_yscale,
						 x_source, y_source,
						 x_source + width, y_source + height,
						 glamor_priv->yInverted,
						 source_texcoords);
			}
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			if (key.mask != SHADER_MASK_NONE
			    && key.mask != SHADER_MASK_SOLID) {
				if (mask->transform)
					glamor_set_transformed_normalize_tcoords
						(mask_matrix,
						 mask_xscale,
						 mask_yscale, x_mask, y_mask,
						 x_mask + width, y_mask + height,
						 glamor_priv->yInverted,
						 mask_texcoords);
				else
					glamor_set_normalize_tcoords
						(mask_xscale,
						 mask_yscale, x_mask, y_mask,
						 x_mask + width, y_mask + height,
						 glamor_priv->yInverted,
						 mask_texcoords);
			}
			glamor_emit_composite_rect(screen,
						   source_texcoords,
						   mask_texcoords,
						   vertices);
			rects++;
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		}
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		glamor_flush_composite_rects(screen);
		nrect -= rect_processed;
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	}

	dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
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	dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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	dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
	dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
	dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_MASK);
	dispatch->glDisable(GL_BLEND);
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#ifndef GLAMOR_GLES2
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	dispatch->glActiveTexture(GL_TEXTURE0);
	dispatch->glDisable(GL_TEXTURE_2D);
	dispatch->glActiveTexture(GL_TEXTURE1);
	dispatch->glDisable(GL_TEXTURE_2D);
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#endif
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	dispatch->glUseProgram(0);
	if (saved_source_format)
		source->format = saved_source_format;
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	glamor_put_dispatch(glamor_priv);
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	ret = TRUE;
	goto done;

fail:
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	if (saved_source_format)
		source->format = saved_source_format;
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done:
	return ret;
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}

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static GLint
_glamor_create_getcolor_fs_program(ScreenPtr screen, int stops_count, int use_array)
{
	glamor_screen_private *glamor_priv;
	glamor_gl_dispatch *dispatch;

	char *gradient_fs = NULL;
	GLint gradient_prog = 0;
	GLint fs_getcolor_prog;

	const char *gradient_fs_getcolor =
	    GLAMOR_DEFAULT_PRECISION
	    "uniform int n_stop;\n"
	    "uniform float stops[%d];\n"
	    "uniform vec4 stop_colors[%d];\n"
	    "vec4 get_color(float stop_len)\n"
	    "{\n"
	    "    int i = 0;\n"
	    "    float new_alpha; \n"
	    "    vec4 gradient_color;\n"
	    "    float percentage; \n"
	    "    for(i = 0; i < n_stop - 1; i++) {\n"
	    "        if(stop_len < stops[i])\n"
	    "            break; \n"
	    "    }\n"
	    "    \n"
	    "    percentage = (stop_len - stops[i-1])/(stops[i] - stops[i-1]);\n"
	    "    if(stops[i] - stops[i-1] > 2.0)\n"
	    "        percentage = 0.0;\n" //For comply with pixman, walker->stepper overflow.
	    "    new_alpha = percentage * stop_colors[i].a + \n"
	    "                       (1.0-percentage) * stop_colors[i-1].a; \n"
	    "    gradient_color = vec4((percentage * stop_colors[i].rgb \n"
	    "                          + (1.0-percentage) * stop_colors[i-1].rgb)*new_alpha, \n"
	    "                          new_alpha);\n"
	    "    \n"
	    "    return gradient_color;\n"
	    "}\n";

	/* Because the array access for shader is very slow, the performance is very low
	   if use array. So use global uniform to replace for it if the number of n_stops is small.*/
	const char *gradient_fs_getcolor_no_array =
	    GLAMOR_DEFAULT_PRECISION
	    "uniform int n_stop;\n"
	    "uniform float stop0;\n"
	    "uniform float stop1;\n"
	    "uniform float stop2;\n"
	    "uniform float stop3;\n"
	    "uniform float stop4;\n"
	    "uniform float stop5;\n"
	    "uniform float stop6;\n"
	    "uniform float stop7;\n"
	    "uniform vec4 stop_color0;\n"
	    "uniform vec4 stop_color1;\n"
	    "uniform vec4 stop_color2;\n"
	    "uniform vec4 stop_color3;\n"
	    "uniform vec4 stop_color4;\n"
	    "uniform vec4 stop_color5;\n"
	    "uniform vec4 stop_color6;\n"
	    "uniform vec4 stop_color7;\n"
	    "\n"
	    "vec4 get_color(float stop_len)\n"
	    "{\n"
	    "    float stop_after;\n"
	    "    float stop_before;\n"
	    "    vec4 stop_color_before;\n"
	    "    vec4 stop_color_after;\n"
	    "    float new_alpha; \n"
	    "    vec4 gradient_color;\n"
	    "    float percentage; \n"
	    "    \n"
	    "    if((stop_len < stop0) && (n_stop >= 1)) {\n"
	    "        stop_color_before = stop_color0;\n"
	    "        stop_color_after = stop_color0;\n"
	    "        stop_after = stop0;\n"
	    "        stop_before = stop0;\n"
	    "        percentage = 0.0;\n"
	    "    } else if((stop_len < stop1) && (n_stop >= 2)) {\n"
	    "        stop_color_before = stop_color0;\n"
	    "        stop_color_after = stop_color1;\n"
	    "        stop_after = stop1;\n"
	    "        stop_before = stop0;\n"
	    "        percentage = (stop_len - stop0)/(stop1 - stop0);\n"
	    "    } else if((stop_len < stop2) && (n_stop >= 3)) {\n"
	    "        stop_color_before = stop_color1;\n"
	    "        stop_color_after = stop_color2;\n"
	    "        stop_after = stop2;\n"
	    "        stop_before = stop1;\n"
	    "        percentage = (stop_len - stop1)/(stop2 - stop1);\n"
	    "    } else if((stop_len < stop3) && (n_stop >= 4)){\n"
	    "        stop_color_before = stop_color2;\n"
	    "        stop_color_after = stop_color3;\n"
	    "        stop_after = stop3;\n"
	    "        stop_before = stop2;\n"
	    "        percentage = (stop_len - stop2)/(stop3 - stop2);\n"
	    "    } else if((stop_len < stop4) && (n_stop >= 5)){\n"
	    "        stop_color_before = stop_color3;\n"
	    "        stop_color_after = stop_color4;\n"
	    "        stop_after = stop4;\n"
	    "        stop_before = stop3;\n"
	    "        percentage = (stop_len - stop3)/(stop4 - stop3);\n"
	    "    } else if((stop_len < stop5) && (n_stop >= 6)){\n"
	    "        stop_color_before = stop_color4;\n"
	    "        stop_color_after = stop_color5;\n"
	    "        stop_after = stop5;\n"
	    "        stop_before = stop4;\n"
	    "        percentage = (stop_len - stop4)/(stop5 - stop4);\n"
	    "    } else if((stop_len < stop6) && (n_stop >= 7)){\n"
	    "        stop_color_before = stop_color5;\n"
	    "        stop_color_after = stop_color6;\n"
	    "        stop_after = stop6;\n"
	    "        stop_before = stop5;\n"
	    "        percentage = (stop_len - stop5)/(stop6 - stop5);\n"
	    "    } else if((stop_len < stop7) && (n_stop >= 8)){\n"
	    "        stop_color_before = stop_color6;\n"
	    "        stop_color_after = stop_color7;\n"
	    "        stop_after = stop7;\n"
	    "        stop_before = stop6;\n"
	    "        percentage = (stop_len - stop6)/(stop7 - stop6);\n"
	    "    } else {\n"
	    "        stop_color_before = stop_color7;\n"
	    "        stop_color_after = stop_color7;\n"
	    "        stop_after = stop7;\n"
	    "        stop_before = stop7;\n"
	    "        percentage = 0.0;\n"
	    "    }\n"
	    "    if(stop_after - stop_before > 2.0)\n"
	    "        percentage = 0.0;\n"//For comply with pixman, walker->stepper overflow.
	    "    new_alpha = percentage * stop_color_after.a + \n"
	    "                       (1.0-percentage) * stop_color_before.a; \n"
	    "    gradient_color = vec4((percentage * stop_color_after.rgb \n"
	    "                          + (1.0-percentage) * stop_color_before.rgb)*new_alpha, \n"
	    "                          new_alpha);\n"
	    "    \n"
	    "    return gradient_color;\n"
	    "}\n";

	glamor_priv = glamor_get_screen_private(screen);
	dispatch = glamor_get_dispatch(glamor_priv);

	if(use_array) {
		XNFasprintf(&gradient_fs,
		    gradient_fs_getcolor, stops_count, stops_count);
		fs_getcolor_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
		                                            gradient_fs);
		free(gradient_fs);
	} else {
		fs_getcolor_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
		                                            gradient_fs_getcolor_no_array);
	}

	return fs_getcolor_prog;
}

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static void
_glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count, int dyn_gen)
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{
	glamor_screen_private *glamor_priv;
	glamor_gl_dispatch *dispatch;
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	int index;
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	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);
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	if ((glamor_priv->radial_max_nstops >= stops_count) && (dyn_gen)) {
		/* Very Good, not to generate again. */
		return;
	}

	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;
	}

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	dispatch = glamor_get_dispatch(glamor_priv);

	gradient_prog = dispatch->glCreateProgram();

	vs_prog = glamor_compile_glsl_prog(dispatch,
1596
	                                   GL_VERTEX_SHADER, gradient_vs);
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	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);

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	fs_getcolor_prog =
	    _glamor_create_getcolor_fs_program(screen, stops_count, (stops_count > 0));
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	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);

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	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;

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	glamor_put_dispatch(glamor_priv);
}

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static void
_glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int dyn_gen)
1640 1641 1642 1643
{
	glamor_screen_private *glamor_priv;
	glamor_gl_dispatch *dispatch;

1644
	int index = 0;
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	GLint gradient_prog = 0;
	char *gradient_fs = NULL;
1647
	GLint fs_main_prog, fs_getcolor_prog, vs_prog;
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	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"
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	    "vec4 get_color(float stop_len);\n"
	    "\n"
	    "float get_stop_len()\n"
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	    "{\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"
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	    "    float stop_after;\n"
	    "    float stop_before;\n"
	    "    vec4 stop_color_before;\n"
	    "    vec4 stop_color_after;\n"
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	    "    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"
1780
	    "                revserse = 0;\n"
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	    "        }\n"
	    "        if(revserse == 1) {\n"
	    "            distance = (_pt_distance) - distance; \n"
	    "        }\n"
	    "    }\n"
	    "    \n"
	    "    len_percentage = distance/(_pt_distance);\n"
	    "    \n"
1789
	    "    return len_percentage;\n"
1790 1791 1792 1793
	    "}\n"
	    "\n"
	    "void main()\n"
	    "{\n"
1794 1795
	    "    float stop_len = get_stop_len();\n"
	    "    gl_FragColor = get_color(stop_len);\n"
1796 1797
	    "}\n";

1798

1799
	glamor_priv = glamor_get_screen_private(screen);
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	if ((glamor_priv->linear_max_nstops >= stops_count) && (dyn_gen)) {
		/* Very Good, not to generate again. */
		return;
	}

	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;
	}

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	dispatch = glamor_get_dispatch(glamor_priv);

	gradient_prog = dispatch->glCreateProgram();

	vs_prog = glamor_compile_glsl_prog(dispatch,
1828
	                                   GL_VERTEX_SHADER, gradient_vs);
1829

1830 1831 1832 1833 1834 1835
	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);
1836 1837
	free(gradient_fs);

1838 1839
	fs_getcolor_prog =
	    _glamor_create_getcolor_fs_program(screen, stops_count, (stops_count > 0));
1840

1841
	dispatch->glAttachShader(gradient_prog, vs_prog);
1842 1843
	dispatch->glAttachShader(gradient_prog, fs_getcolor_prog);
	dispatch->glAttachShader(gradient_prog, fs_main_prog);
1844 1845 1846 1847 1848 1849 1850 1851

	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);

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