glamor_render.c 104 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 (source_blend != GL_ZERO) {
			glamor_fallback
			    ("Dual-source composite blending not supported\n");
			return GL_FALSE;
		}
		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 {
			/* We only handle two CA modes. */
			if (op == PictOpAdd)
				key.in = SHADER_IN_CA_SOURCE;
			else if (op == PictOpOutReverse) {
				key.in = SHADER_IN_CA_ALPHA;
			} else {
				glamor_fallback
				    ("Unsupported component alpha op: %d\n",
				     op);
				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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		} else if (source_pixmap_priv->pending_op.type ==
			   GLAMOR_PENDING_FILL) {
			key.source = SHADER_SOURCE_SOLID;
			memcpy(source_solid_color,
			       source_pixmap_priv->pending_op.
			       fill.color4fv, 4 * sizeof(float));
		}
	}
	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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		} else if (mask_pixmap_priv->pending_op.type ==
			   GLAMOR_PENDING_FILL) {
			key.mask = SHADER_MASK_SOLID;
			memcpy(mask_solid_color,
			       mask_pixmap_priv->pending_op.fill.color4fv,
			       4 * sizeof(float));
		}
	}
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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);
	glamor_validate_pixmap(dest_pixmap);
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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;
}

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

	GLint gradient_prog = 0;
	char *gradient_fs = NULL;
	GLint fs_main_prog, fs_getcolor_prog, vs_prog;

	const char *gradient_vs =
	    GLAMOR_DEFAULT_PRECISION
	    "attribute vec4 v_position;\n"
	    "attribute vec4 v_texcoord;\n"
	    "varying vec2 source_texture;\n"
	    "\n"
	    "void main()\n"
	    "{\n"
	    "    gl_Position = v_position;\n"
	    "    source_texture = v_texcoord.xy;\n"
	    "}\n";

	/*
	 *     Refer to pixman radial gradient.
	 *
	 *     The problem is given the two circles of c1 and c2 with the radius of r1 and
	 *     r1, we need to caculate the t, which is used to do interpolate with stops,
	 *     using the fomula:
	 *     length((1-t)*c1 + t*c2 - p) = (1-t)*r1 + t*r2
	 *     expand the fomula with xy coond, get the following:
	 *     sqrt(sqr((1-t)*c1.x + t*c2.x - p.x) + sqr((1-t)*c1.y + t*c2.y - p.y))
	 *           = (1-t)r1 + t*r2
	 *     <====> At*t- 2Bt + C = 0
	 *     where A = sqr(c2.x - c1.x) + sqr(c2.y - c1.y) - sqr(r2 -r1)
	 *           B = (p.x - c1.x)*(c2.x - c1.x) + (p.y - c1.y)*(c2.y - c1.y) + r1*(r2 -r1)
	 *           C = sqr(p.x - c1.x) + sqr(p.y - c1.y) - r1*r1
	 *
	 *     solve the fomula and we get the result of
	 *     t = (B + sqrt(B*B - A*C)) / A  or
	 *     t = (B - sqrt(B*B - A*C)) / A  (quadratic equation have two solutions)
	 *
	 *     The solution we are going to prefer is the bigger one, unless the
	 *     radius associated to it is negative (or it falls outside the valid t range)
	 */

	const char *gradient_fs_template =
	    GLAMOR_DEFAULT_PRECISION
	    "uniform mat3 transform_mat;\n"
	    "uniform int repeat_type;\n"
	    "uniform float A_value;\n"
	    "uniform vec2 c1;\n"
	    "uniform float r1;\n"
	    "uniform vec2 c2;\n"
	    "uniform float r2;\n"
	    "varying vec2 source_texture;\n"
	    "\n"
	    "vec4 get_color(float stop_len);\n"
	    "\n"
	    "int t_invalid;\n"
	    "\n"
	    "float get_stop_len()\n"
	    "{\n"
	    "    float t = 0.0;\n"
	    "    float sqrt_value;\n"
	    "    int revserse = 0;\n"
	    "    t_invalid = 0;\n"
	    "    \n"
	    "    vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"
	    "    vec3 source_texture_trans = transform_mat * tmp;\n"
	    "    source_texture_trans.xy = source_texture_trans.xy/source_texture_trans.z;\n"
	    "    float B_value = (source_texture_trans.x - c1.x) * (c2.x - c1.x)\n"
	    "                     + (source_texture_trans.y - c1.y) * (c2.y - c1.y)\n"
	    "                     + r1 * (r2 - r1);\n"
	    "    float C_value = (source_texture_trans.x - c1.x) * (source_texture_trans.x - c1.x)\n"
	    "                     + (source_texture_trans.y - c1.y) * (source_texture_trans.y - c1.y)\n"
	    "                     - r1*r1;\n"
	    "    if(abs(A_value) < 0.00001) {\n"
	    "        if(B_value == 0.0) {\n"
	    "            t_invalid = 1;\n"
	    "            return t;\n"
	    "        }\n"
	    "        t = 0.5 * C_value / B_value;"
	    "    } else {\n"
	    "        sqrt_value = B_value * B_value - A_value * C_value;\n"
	    "        if(sqrt_value < 0.0) {\n"
	    "            t_invalid = 1;\n"
	    "            return t;\n"
	    "        }\n"
	    "        sqrt_value = sqrt(sqrt_value);\n"
	    "        t = (B_value + sqrt_value) / A_value;\n"
	    "    }\n"
	    "    if(repeat_type == %d) {\n" // RepeatNone case.
	    "        if((t <= 0.0) || (t > 1.0))\n"
	    //           try another if first one invalid
	    "            t = (B_value - sqrt_value) / A_value;\n"
	    "        \n"
	    "        if((t <= 0.0) || (t > 1.0)) {\n" //still invalid, return.
	    "            t_invalid = 1;\n"
	    "            return t;\n"
	    "        }\n"
	    "    } else {\n"
	    "        if(t * (r2 - r1) <= -1.0 * r1)\n"
	    //           try another if first one invalid
	    "            t = (B_value - sqrt_value) / A_value;\n"
	    "        \n"
	    "        if(t * (r2 -r1) <= -1.0 * r1) {\n" //still invalid, return.
	    "            t_invalid = 1;\n"
	    "            return t;\n"
	    "        }\n"
	    "    }\n"
	    "    \n"
	    "    if(repeat_type == %d){\n" // repeat normal
	    "        while(t > 1.0) \n"
	    "            t = t - 1.0; \n"
	    "        while(t < 0.0) \n"
	    "            t = t + 1.0; \n"
	    "    }\n"
	    "    \n"
	    "    if(repeat_type == %d) {\n" // repeat reflect
	    "        while(t > 1.0) {\n"
	    "            t = t - 1.0; \n"
	    "            if(revserse == 0)\n"
	    "                revserse = 1;\n"
	    "            else\n"
	    "                revserse = 0;\n"
	    "        }\n"
	    "        while(t < 0.0) {\n"
	    "            t = t + 1.0; \n"
	    "            if(revserse == 0)\n"
	    "                revserse = 1;\n"
	    "            else\n"
	    "                revserse = 0;\n"
	    "        }\n"
	    "        if(revserse == 1) {\n"
	    "            t = 1.0 - t; \n"
	    "        }\n"
	    "    }\n"
	    "    \n"
	    "    return t;\n"
	    "}\n"
	    "\n"
	    "void main()\n"
	    "{\n"
	    "    float stop_len = get_stop_len();\n"
	    "    if(t_invalid == 1) {\n"
	    "        gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
	    "    } else {\n"
	    "        gl_FragColor = get_color(stop_len);\n"
	    "    }\n"
	    "}\n";

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

	gradient_prog = dispatch->glCreateProgram();

	vs_prog = glamor_compile_glsl_prog(dispatch,
	          GL_VERTEX_SHADER, gradient_vs);

	XNFasprintf(&gradient_fs,
	            gradient_fs_template,
	            PIXMAN_REPEAT_NONE, PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT);

	fs_main_prog = glamor_compile_glsl_prog(dispatch,
	                                        GL_FRAGMENT_SHADER, gradient_fs);

	free(gradient_fs);

	fs_getcolor_prog = _glamor_create_getcolor_fs_program(screen,
	                                                      stops_count, use_array);

	dispatch->glAttachShader(gradient_prog, vs_prog);
	dispatch->glAttachShader(gradient_prog, fs_getcolor_prog);
	dispatch->glAttachShader(gradient_prog, fs_main_prog);

	dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_positionsition");
	dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord");

	glamor_link_glsl_prog(dispatch, gradient_prog);

	dispatch->glUseProgram(0);

	glamor_put_dispatch(glamor_priv);
	return gradient_prog;
}

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

	GLint gradient_prog = 0;
	char *gradient_fs = NULL;
1625
	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"
1700 1701 1702
	    "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"
1758
	    "                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"
1767
	    "    return len_percentage;\n"
1768 1769 1770 1771
	    "}\n"
	    "\n"
	    "void main()\n"
	    "{\n"
1772 1773
	    "    float stop_len = get_stop_len();\n"
	    "    gl_FragColor = get_color(stop_len);\n"
1774 1775 1776 1777 1778 1779 1780 1781
	    "}\n";

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

	gradient_prog = dispatch->glCreateProgram();

	vs_prog = glamor_compile_glsl_prog(dispatch,
1782
	                                   GL_VERTEX_SHADER, gradient_vs);
1783

1784 1785 1786 1787 1788 1789
	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);
1790 1791
	free(gradient_fs);

1792 1793 1794
	fs_getcolor_prog = _glamor_create_getcolor_fs_program(screen,
	                                                      stops_count, use_array);

1795
	dispatch->glAttachShader(gradient_prog, vs_prog);
1796 1797
	dispatch->glAttachShader(gradient_prog, fs_getcolor_prog);
	dispatch->glAttachShader(gradient_prog, fs_main_prog);
1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810

	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);

	glamor_put_dispatch(glamor_priv);
	return gradient_prog;
}

#define LINEAR_DEFAULT_STOPS 6 + 2
1811
#define RADIAL_DEFAULT_STOPS 6 + 2
1812 1813 1814 1815 1816 1817 1818 1819

void
glamor_init_gradient_shader(ScreenPtr screen)
{
	glamor_screen_private *glamor_priv;

	glamor_priv = glamor_get_screen_private(screen);

1820 1821 1822
	glamor_priv->gradient_prog[GRADIENT_SHADER_LINEAR] =
	    _glamor_create_linear_gradient_program(screen,
	            LINEAR_DEFAULT_STOPS, 0);
1823 1824 1825
	glamor_priv->gradient_prog[GRADIENT_SHADER_RADIAL] =
	    _glamor_create_radial_gradient_program(screen,
	            RADIAL_DEFAULT_STOPS, 0);
1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836
}

void
glamor_fini_gradient_shader(ScreenPtr screen)
{
	glamor_screen_private *glamor_priv;
	glamor_gl_dispatch *dispatch;

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

1837 1838
	dispatch->glDeleteProgram(
	    glamor_priv->gradient_prog[GRADIENT_SHADER_LINEAR]);
1839 1840
	dispatch->glDeleteProgram(
	    glamor_priv->gradient_prog[GRADIENT_SHADER_RADIAL]);
1841

1842 1843 1844
	glamor_put_dispatch(glamor_priv);
}

1845 1846
static void
_glamor_gradient_convert_trans_matrix(PictTransform *from, float to[3][3],
1847
				      int width, int height, int normalize)
1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882
{
	/*
	 * 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])
1883
	                        * (normalize ? (((float)height) / ((float)width)) : 1.0);
1884
	to[0][2] = (float)pixman_fixed_to_double(from->matrix[0][2])
1885
	                        / (normalize ? ((float)width) : 1.0);
1886 1887

	to[1][0] = (float)pixman_fixed_to_double(from->matrix[1][0])
1888
	                        * (normalize ? (((float)width) / ((float)height)) : 1.0);
1889 1890
	to[1][1] = (float)pixman_fixed_to_double(from->matrix[1][1]);
	to[1][2] = (float)pixman_fixed_to_double(from->matrix[1][2])
1891
	                        / (normalize ? ((float)height) : 1.0);
1892 1893

	to[2][0] = (float)pixman_fi