glamor_render.c 58.6 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>
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 *    Zhigang Gong <zhigang.gong@linux.intel.com>
 *    Junyan He <junyan.he@linux.intel.com>
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 *
 */

/** @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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#if 0
//#define DEBUGF(str, ...)  do {} while(0)
#define DEBUGF(str, ...) ErrorF(str, ##__VA_ARGS__)
//#define DEBUGRegionPrint(x) do {} while (0)
#define DEBUGRegionPrint RegionPrint
#endif
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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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};
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#define RepeatFix			10
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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 *repeat_define =
	    "#define RepeatNone               	      0\n"
	    "#define RepeatNormal                     1\n"
	    "#define RepeatPad                        2\n"
	    "#define RepeatReflect                    3\n"
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	    "#define RepeatFix		      	      10\n"
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	    "uniform int 			source_repeat_mode;\n"
	    "uniform int 			mask_repeat_mode;\n";
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	const char *relocate_texture =
	    GLAMOR_DEFAULT_PRECISION
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	    "vec2 rel_tex_coord(vec2 texture, vec2 wh, int repeat) \n"
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	    "{\n"
	    "   vec2 rel_tex; \n"
	    "   rel_tex = texture * wh; \n"
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	    "	if (repeat == RepeatNone)\n"
	    "		return rel_tex; \n"
	    "   else if (repeat == RepeatNormal) \n"
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	    "   	rel_tex = floor(rel_tex) + (fract(rel_tex) / wh); \n"
	    "   else if(repeat == RepeatPad) { \n"
	    "           if (rel_tex.x > 1.0) rel_tex.x = 1.0;		  \n"
	    "		else if(rel_tex.x < 0.0) rel_tex.x = 0.0;		  \n"
	    "           if (rel_tex.y > 1.0) rel_tex.y = 1.0;		  \n"
	    "		else if(rel_tex.y < 0.0) rel_tex.y = 0.0;	\n"
	    "   	rel_tex = rel_tex / wh; \n"
	    "    } \n"
	    "   else if(repeat == RepeatReflect) {\n"
	    "		if ((1.0 - mod(abs(floor(rel_tex.x)), 2.0)) < 0.001)\n"
	    "			rel_tex.x = 2.0 - (1.0 - fract(rel_tex.x))/wh.x;\n"
	    "		else \n"
	    "			rel_tex.x = fract(rel_tex.x)/wh.x;\n"
	    "		if ((1.0 - mod(abs(floor(rel_tex.y)), 2.0)) < 0.001)\n"
	    "			rel_tex.y = 2.0 - (1.0 - fract(rel_tex.y))/wh.y;\n"
	    "		else \n"
	    "			rel_tex.y = fract(rel_tex.y)/wh.y;\n"
	    "    } \n"
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            "   return rel_tex; \n"
	    "}\n";
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	/* The texture and the pixmap size is not match eaxctly, so can't sample it directly.
	 * rel_sampler will recalculate the texture coords.*/
	const char *rel_sampler =
	    " vec4 rel_sampler(sampler2D tex_image, vec2 tex, vec2 wh, int repeat, int set_alpha)\n"
	    "{\n"
	    "	tex = rel_tex_coord(tex, wh, repeat - RepeatFix);\n"
	    "   if (repeat == RepeatFix) {\n"
	    "		if (!(tex.x >= 0.0 && tex.x <= 1.0 \n"
	    "		    && tex.y >= 0.0 && tex.y <= 1.0))\n"
	    "			return vec4(0.0, 0.0, 0.0, set_alpha);\n"
	    "		tex = (fract(tex) / wh);\n"
	    "	}\n"
	    "	if (set_alpha != 1)\n"
	    "		return texture2D(tex_image, tex);\n"
	    "	else\n"
	    "		return vec4(texture2D(tex_image, tex).rgb, 1.0);\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"
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	    "   if (source_repeat_mode < RepeatFix)\n"
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	    "		return texture2D(source_sampler, source_texture);\n"
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	    "   else \n"
	    "		return rel_sampler(source_sampler, source_texture,\n"
	    "				   source_wh, source_repeat_mode, 0);\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"
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	    "uniform vec2 source_wh;\n"
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	    "vec4 get_source()\n"
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	    "{\n"
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	    "   if (source_repeat_mode < RepeatFix) \n"
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	    "		return vec4(texture2D(source_sampler, source_texture).rgb, 1);\n"
	    "	else \n"
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	    "		return rel_sampler(source_sampler, source_texture,\n"
	    "				   source_wh, source_repeat_mode, 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"
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	    "uniform vec2 mask_wh;\n"
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	    "vec4 get_mask()\n"
	    "{\n"
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	    "   if (mask_repeat_mode < RepeatFix) \n"
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	    "		return texture2D(mask_sampler, mask_texture);\n"
	    "   else \n"
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	    "		return rel_sampler(mask_sampler, mask_texture,\n"
	    "				   mask_wh, mask_repeat_mode, 0);\n"
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	    "}\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"
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	    "uniform vec2 mask_wh;\n"
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	    "vec4 get_mask()\n"
	    "{\n"
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	    "   if (mask_repeat_mode < RepeatFix) \n"
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	    "   	return vec4(texture2D(mask_sampler, mask_texture).rgb, 1);\n"
	    "   else \n"
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	    "		return rel_sampler(mask_sampler, mask_texture,\n"
	    "				   mask_wh, mask_repeat_mode, 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%s%s", repeat_define, relocate_texture, rel_sampler,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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		shader->source_repeat_mode = dispatch->glGetUniformLocation(prog, "source_repeat_mode");
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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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			shader->mask_repeat_mode = dispatch->glGetUniformLocation(prog, "mask_repeat_mode");
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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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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 = NULL;
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	int eb_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)
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		FatalError("fatal error, fail to get element buffer. GL context may be not created correctly.\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,
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			     GLuint wh_location, GLuint repeat_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;
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	float wh[2];
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	int repeat_type;
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	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->base.fbo->tex);
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	repeat_type = picture->repeatType;
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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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#else
		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);
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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) {
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	default:
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	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:
		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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	/* XXX may be we can eaxctly check whether we need to touch
	 * the out-of-box area then determine whether we need to fix.
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	 **/
	/*if (pixmap_priv->type != GLAMOR_TEXTURE_LARGE)*/ {
		if (repeat_type != RepeatNone)
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			repeat_type += RepeatFix;
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		else if (glamor_priv->gl_flavor == GLAMOR_GL_ES2
			 || pixmap_priv->type == GLAMOR_TEXTURE_LARGE) {
			if (picture->transform
			   || (GLAMOR_PIXMAP_FBO_NOT_EAXCT_SIZE(pixmap_priv)))
				repeat_type += RepeatFix;
		}
		if (repeat_type >= RepeatFix) {
			glamor_pixmap_fbo_fix_wh_ratio(wh, pixmap_priv);
			dispatch->glUniform2fv(wh_location, 1, wh);
		}
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	}
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	dispatch->glUniform1i(repeat_location, repeat_type);
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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,
			   RegionPtr region)
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{
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	int ret = FALSE;
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	if (!source->pDrawable)
		return FALSE;

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

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	if (source->repeat || source->transform) {
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		return FALSE;
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	}
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	x_dest += dest->pDrawable->x;
	y_dest += dest->pDrawable->y;
	x_source += source->pDrawable->x;
	y_source += source->pDrawable->y;
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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.
		 */
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		if (region->extents.x1 + x_source - x_dest < 0)
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			goto cleanup_region;
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		if (region->extents.x2 + x_source - x_dest > source->pDrawable->width)
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			goto cleanup_region;

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

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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->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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}

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void
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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 void
glamor_set_normalize_tcoords_generic(glamor_pixmap_private *priv,
				     int repeat_type,
				     float *matrix,
				     float xscale, float yscale,
				     int x1, int y1, int x2, int y2,
				     int yInverted, float *texcoords)
{
	if (!matrix && repeat_type == RepeatNone)
		glamor_set_normalize_tcoords(priv, xscale, yscale,
					     x1, y1,
					     x2, y2,
					     yInverted,
					     texcoords);
	else if (matrix && repeat_type == RepeatNone)
		glamor_set_transformed_normalize_tcoords(priv, matrix, xscale,
							 yscale, x1, y1,
							 x2, y2,
							 yInverted,
							 texcoords);
	else if (!matrix && repeat_type != RepeatNone)
		glamor_set_repeat_normalize_tcoords(priv, repeat_type,
						    xscale, yscale,
						    x1, y1,
						    x2, y2,
						    yInverted,
						    texcoords);
	else if (matrix && repeat_type != RepeatNone)
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		glamor_set_repeat_transformed_normalize_tcoords(priv, repeat_type,
								matrix, xscale, yscale,
								x1, y1,
								x2, y2,
								yInverted,
								texcoords);
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}

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Bool glamor_composite_choose_shader(CARD8 op,
                                    PicturePtr source,
                                    PicturePtr mask,
                                    PicturePtr dest,
			     	    glamor_pixmap_private *source_pixmap_priv,
			     	    glamor_pixmap_private *mask_pixmap_priv,
			     	    glamor_pixmap_private *dest_pixmap_priv,
                                    struct shader_key *s_key,
                                    PictFormatShort *psaved_source_format)
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{
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	ScreenPtr screen = dest->pDrawable->pScreen;
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	glamor_screen_private *glamor_priv = dest_pixmap_priv->base.glamor_priv;
	PixmapPtr dest_pixmap = dest_pixmap_priv->base.pixmap;
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	PixmapPtr source_pixmap = NULL;
	PixmapPtr mask_pixmap = NULL;
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	enum glamor_pixmap_status source_status = GLAMOR_NONE;
	enum glamor_pixmap_status mask_status = GLAMOR_NONE;
	PictFormatShort saved_source_format = 0;
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	struct shader_key key;
	GLfloat source_solid_color[4];
	GLfloat mask_solid_color[4];
	glamor_composite_shader *shader = NULL;
	glamor_gl_dispatch *dispatch = NULL;
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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;
	}
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	memset(&key, 0, sizeof(key));
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	if (!source) {
		key.source = SHADER_SOURCE_SOLID;
		source_solid_color[0] = 0.0;
		source_solid_color[1] = 0.0;
		source_solid_color[2] = 0.0;
		source_solid_color[3] = 0.0;
	} else 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);
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		}
	} else {
		key.source = SHADER_SOURCE_TEXTURE_ALPHA;
	}
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	if (mask) {
		if (!mask->pDrawable) {
			if (mask->pSourcePict->type ==
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			     SourcePictTypeSolidFill) {
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				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 {
			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
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			         || 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 {
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				glamor_fallback("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;
	}

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	if (source && source->alphaMap) {
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		glamor_fallback("source alphaMap\n");
		goto fail;
	}
	if (mask && mask->alphaMap) {
		glamor_fallback("mask alphaMap\n");
		goto fail;
	}
1057

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	if (key.source == SHADER_SOURCE_TEXTURE ||
	    key.source == SHADER_SOURCE_TEXTURE_ALPHA) {
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		source_pixmap = source_pixmap_priv->base.pixmap;
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		if (source_pixmap == dest_pixmap) {
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			/* XXX source and the dest share the same texture.
			 * Does it need special handle? */
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			glamor_fallback("source == dest\n");
		}
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		if (source_pixmap_priv->base.gl_fbo == 0) {
			/* XXX in Xephyr, we may have gl_fbo equal to 1 but gl_tex
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			 * equal to zero when the pixmap is screen pixmap. Then we may
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			 * refer the tex zero directly latter in the composition.
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			 * 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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		}
	}
1079

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	if (key.mask == SHADER_MASK_TEXTURE ||
	    key.mask == SHADER_MASK_TEXTURE_ALPHA) {
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		mask_pixmap = mask_pixmap_priv->base.pixmap;
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		if (mask_pixmap == dest_pixmap) {
			glamor_fallback("mask == dest\n");
			goto fail;
		}
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		if (mask_pixmap_priv->base.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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		}
	}
1096

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#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
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	if (source_status == GLAMOR_UPLOAD_PENDING
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	     && mask_status == GLAMOR_UPLOAD_PENDING
	     && source_pixmap == mask_pixmap) {
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		if (source->format != mask->format) {
			saved_source_format = source->format;

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			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);
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				goto fail;
			}

			if (source->format != saved_source_format) {
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				glamor_picture_format_fixup(source,
				        source_pixmap_priv);
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			}
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			/* XXX
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			 * By default, glamor_upload_picture_to_texture will wire alpha to 1
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			 * if one picture doesn't have alpha. So we don't do that again in
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			 * rendering function. But here is a special case, as source and
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			 * mask share the same texture but may have different formats. For
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			 * 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.
			 *
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			 * But this may cause a potential problem if the source's repeat mode
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			 * 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)
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			     && PICT_FORMAT_A(mask->format))
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				key.source = SHADER_SOURCE_TEXTURE;

			if (!PICT_FORMAT_A(mask->format)
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			     && PICT_FORMAT_A(saved_source_format))
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				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) {
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			glamor_fallback("Failed to upload source texture.\n");
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			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) {
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				glamor_fallback("Failed to upload source texture.\n");
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				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) {
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				glamor_fallback("Failed to upload mask texture.\n");
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				goto fail;
			}
		}
	}
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#endif
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	/*Before enter the rendering stage, we need to fixup
	 * transformed source and mask, if the transform is not int translate. */
	if (key.source != SHADER_SOURCE_SOLID
	    && source->transform
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	    && !pixman_transform_is_int_translate(source->transform)
	    && source_pixmap_priv->type != GLAMOR_TEXTURE_LARGE) {
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		if (!glamor_fixup_pixmap_priv(screen, source_pixmap_priv))
			goto fail;
	}
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	if (key.mask != SHADER_MASK_NONE && key.mask != SHADER_MASK_SOLID
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	    && mask->transform
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	    && !pixman_transform_is_int_translate(mask->transform)
	    && mask_pixmap_priv->type != GLAMOR_TEXTURE_LARGE) {
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		if (!glamor_fixup_pixmap_priv(screen, mask_pixmap_priv))
			goto fail;
	}

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	glamor_set_destination_pixmap_priv_nc(dest_pixmap_priv);
1185

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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) {
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		glamor_fallback("no shader program for this"
		                "render acccel mode\n");
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		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,
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		        shader->source_uniform_location);
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	} else {
		glamor_set_composite_texture(screen, 0, source,
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		        source_pixmap_priv, shader->source_wh,
		        shader->source_repeat_mode);
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	}
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	if (key.mask != SHADER_MASK_NONE) {
		if (key.mask == SHADER_MASK_SOLID) {
			glamor_set_composite_solid(dispatch,
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			        mask_solid_color,
			        shader->mask_uniform_location);
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		} else {
			glamor_set_composite_texture(screen, 1, mask,
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			        mask_pixmap_priv, shader->mask_wh,
			        shader->mask_repeat_mode);
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		}
	}

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	glamor_put_dispatch(glamor_priv);
	ret = TRUE;
	memcpy(s_key, &key, sizeof(key));
	*psaved_source_format = saved_source_format;
	goto done;

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

static Bool
glamor_composite_with_shader(CARD8 op,
			     PicturePtr source,
			     PicturePtr mask,
			     PicturePtr dest,
			     glamor_pixmap_private *source_pixmap_priv,
			     glamor_pixmap_private *mask_pixmap_priv,
			     glamor_pixmap_private *dest_pixmap_priv,
			     int nrect, glamor_composite_rect_t * rects)
{
	ScreenPtr screen = dest->pDrawable->pScreen;
	glamor_screen_private *glamor_priv = dest_pixmap_priv->base.glamor_priv;
	PixmapPtr dest_pixmap = dest_pixmap_priv->base.pixmap;
	PixmapPtr source_pixmap = NULL;
	PixmapPtr mask_pixmap = NULL;
	glamor_gl_dispatch *dispatch = NULL;
	GLfloat dst_xscale, dst_yscale;
	GLfloat mask_xscale = 1, mask_yscale = 1,
	        src_xscale = 1, src_yscale = 1;
	struct shader_key key;
	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;
	PictFormatShort saved_source_format = 0;
	float src_matrix[9], mask_matrix[9];
	float *psrc_matrix = NULL, *pmask_matrix = NULL;
	int vert_stride = 4;
	int nrect_max;
	Bool ret = FALSE;

	if(!glamor_composite_choose_shader(op, source, mask, dest,
					   source_pixmap_priv, mask_pixmap_priv,
					   dest_pixmap_priv,
	                                   &key, &saved_source_format)) {
		glamor_fallback("glamor_composite_choose_shader failed\n");
		return ret;
	}

	dispatch = glamor_get_dispatch(glamor_priv);

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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);

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	dest_pixmap = glamor_get_drawable_pixmap(dest->pDrawable);
	dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap);
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	glamor_get_drawable_deltas(dest->pDrawable, dest_pixmap,
				   &dest_x_off, &dest_y_off);
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	pixmap_priv_get_dest_scale(dest_pixmap_priv, &dst_xscale, &dst_yscale);
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	if (glamor_priv->has_source_coords) {
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		source_pixmap = glamor_get_drawable_pixmap(source->pDrawable);
		source_pixmap_priv = glamor_get_pixmap_private(source_pixmap);
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		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);
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		if (source->transform) {
			psrc_matrix = src_matrix;
			glamor_picture_get_matrixf(source, psrc_matrix);
		}
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		vert_stride += 4;
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	}

	if (glamor_priv->has_mask_coords) {
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		mask_pixmap = glamor_get_drawable_pixmap(mask->pDrawable);
		mask_pixmap_priv = glamor_get_pixmap_private(mask_pixmap);
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		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);
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		if (mask->transform) {
			pmask_matrix = mask_matrix;
			glamor_picture_get_matrixf(mask, pmask_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;
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			x_source = rects->x_src + source_x_off;
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			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;

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			DEBUGF("dest(%d,%d) source(%d %d) mask (%d %d), width %d height %d \n",
				x_dest, y_dest, x_source, y_source,x_mask,y_mask,width,height);

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

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			if (key.source != SHADER_SOURCE_SOLID)
				glamor_set_normalize_tcoords_generic(
					source_pixmap_priv, source->repeatType, psrc_matrix,
					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
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			    && key.mask != SHADER_MASK_SOLID)
				glamor_set_normalize_tcoords_generic(
					mask_pixmap_priv, mask->repeatType, pmask_matrix,
					mask_xscale, mask_yscale, x_mask, y_mask,
					x_mask + width, y_mask + height,
					glamor_priv->yInverted, mask_texcoords);

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			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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	DEBUGF("finish rendering.\n");
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	dispatch->glUseProgram(0);
	if (saved_source_format)