glamor_render.c 62 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"

#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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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(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"
        "#define RepeatFix		      	      10\n"
        "uniform int 			source_repeat_mode;\n"
        "uniform int 			mask_repeat_mode;\n";
    const char *relocate_texture =
        "vec2 rel_tex_coord(vec2 texture, vec4 wh, int repeat) \n"
        "{\n"
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        "	vec2 rel_tex; \n"
        "	rel_tex = texture * wh.xy; \n"
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        "	if (repeat == RepeatFix + RepeatNone)\n"
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        "		return rel_tex; \n"
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        "	else if (repeat == RepeatFix + RepeatNormal) \n"
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        "		rel_tex = floor(rel_tex) + (fract(rel_tex) / wh.xy); \n"
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        "	else if (repeat == RepeatFix + RepeatPad) { \n"
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        "		if (rel_tex.x >= 1.0) \n"
        "			rel_tex.x = 1.0 - wh.z * wh.x / 2.; \n"
        "		else if (rel_tex.x < 0.0) \n"
        "			rel_tex.x = 0.0; \n"
        "		if (rel_tex.y >= 1.0) \n"
        "			rel_tex.y = 1.0 - wh.w * wh.y / 2.; \n"
        "		else if (rel_tex.y < 0.0) \n"
        "			rel_tex.y = 0.0; \n"
        "		rel_tex = rel_tex / wh.xy; \n"
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        "	} else if (repeat == RepeatFix + RepeatReflect) {\n"
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        "		if ((1.0 - mod(abs(floor(rel_tex.x)), 2.0)) < 0.001)\n"
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        "			rel_tex.x = 2.0 - (1.0 - fract(rel_tex.x)) / wh.x;\n"
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        "		else \n"
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        "			rel_tex.x = fract(rel_tex.x) / wh.x;\n"
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        "		if ((1.0 - mod(abs(floor(rel_tex.y)), 2.0)) < 0.001)\n"
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        "			rel_tex.y = 2.0 - (1.0 - fract(rel_tex.y)) / wh.y;\n"
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        "		else \n"
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        "			rel_tex.y = fract(rel_tex.y) / wh.y;\n"
        "	} \n"
        "	return rel_tex; \n"
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        "}\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 =
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        " vec4 rel_sampler_rgba(sampler2D tex_image, vec2 tex, vec4 wh, int repeat)\n"
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        "{\n"
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        "	if (repeat >= RepeatFix) {\n"
        "		tex = rel_tex_coord(tex, wh, repeat);\n"
        "		if (repeat == RepeatFix + RepeatNone) {\n"
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        "			if (tex.x < 0.0 || tex.x >= 1.0 || \n"
        "			    tex.y < 0.0 || tex.y >= 1.0)\n"
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        "				return vec4(0.0, 0.0, 0.0, 0.0);\n"
        "			tex = (fract(tex) / wh.xy);\n"
        "		}\n"
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        "	}\n"
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        "	return texture2D(tex_image, tex);\n"
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        "}\n"
        " vec4 rel_sampler_rgbx(sampler2D tex_image, vec2 tex, vec4 wh, int repeat)\n"
        "{\n"
        "	if (repeat >= RepeatFix) {\n"
        "		tex = rel_tex_coord(tex, wh, repeat);\n"
        "		if (repeat == RepeatFix + RepeatNone) {\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, 0.0);\n"
        "			tex = (fract(tex) / wh.xy);\n"
        "		}\n"
        "	}\n"
        "	return vec4(texture2D(tex_image, tex).rgb, 1.0);\n"
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        "}\n";

    const char *source_solid_fetch =
        "uniform vec4 source;\n"
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        "vec4 get_source()\n"
        "{\n"
        "	return source;\n"
        "}\n";
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    const char *source_alpha_pixmap_fetch =
        "varying vec2 source_texture;\n"
        "uniform sampler2D source_sampler;\n"
        "uniform vec4 source_wh;"
        "vec4 get_source()\n"
        "{\n"
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        "	return rel_sampler_rgba(source_sampler, source_texture,\n"
        "			        source_wh, source_repeat_mode);\n"
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        "}\n";
    const char *source_pixmap_fetch =
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        "varying vec2 source_texture;\n"
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        "uniform sampler2D source_sampler;\n"
        "uniform vec4 source_wh;\n"
        "vec4 get_source()\n"
        "{\n"
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        "	return rel_sampler_rgbx(source_sampler, source_texture,\n"
        "				source_wh, source_repeat_mode);\n"
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        "}\n";
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    const char *mask_none =
        "vec4 get_mask()\n"
        "{\n"
        "	return vec4(0.0, 0.0, 0.0, 1.0);\n"
        "}\n";
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    const char *mask_solid_fetch =
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        "uniform vec4 mask;\n"
        "vec4 get_mask()\n"
        "{\n"
        "	return mask;\n"
        "}\n";
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    const char *mask_alpha_pixmap_fetch =
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        "varying vec2 mask_texture;\n"
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        "uniform sampler2D mask_sampler;\n"
        "uniform vec4 mask_wh;\n"
        "vec4 get_mask()\n"
        "{\n"
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        "	return rel_sampler_rgba(mask_sampler, mask_texture,\n"
        "			        mask_wh, mask_repeat_mode);\n"
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        "}\n";
    const char *mask_pixmap_fetch =
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        "varying vec2 mask_texture;\n"
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        "uniform sampler2D mask_sampler;\n"
        "uniform vec4 mask_wh;\n"
        "vec4 get_mask()\n"
        "{\n"
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        "	return rel_sampler_rgbx(mask_sampler, mask_texture,\n"
        "				mask_wh, mask_repeat_mode);\n"
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        "}\n";
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    const char *dest_swizzle_default =
        "vec4 dest_swizzle(vec4 color)\n"
        "{"
        "	return color;"
        "}";
    const char *dest_swizzle_alpha_to_red =
        "vec4 dest_swizzle(vec4 color)\n"
        "{"
        "	float undef;\n"
        "	return vec4(color.a, undef, undef, undef);"
        "}";

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    const char *in_normal =
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        "void main()\n"
        "{\n"
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        "	gl_FragColor = dest_swizzle(get_source() * get_mask().a);\n"
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        "}\n";
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    const char *in_ca_source =
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        "void main()\n"
        "{\n"
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        "	gl_FragColor = dest_swizzle(get_source() * get_mask());\n"
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        "}\n";
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    const char *in_ca_alpha =
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        "void main()\n"
        "{\n"
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        "	gl_FragColor = dest_swizzle(get_source().a * get_mask());\n"
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        "}\n";
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    const char *in_ca_dual_blend =
        "out vec4 color0;\n"
        "out vec4 color1;\n"
        "void main()\n"
        "{\n"
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        "	color0 = dest_swizzle(get_source() * get_mask());\n"
        "	color1 = dest_swizzle(get_source().a * get_mask());\n"
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        "}\n";
    const char *header_ca_dual_blend =
        "#version 130\n";

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    char *source;
    const char *source_fetch;
    const char *mask_fetch = "";
    const char *in;
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    const char *header;
    const char *header_norm = "";
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    const char *dest_swizzle;
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    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:
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        mask_fetch = mask_none;
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        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");
    }

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    /* If we're storing to an a8 texture but our texture format is
     * GL_RED because of a core context, then we need to make sure to
     * put the alpha into the red channel.
     */
    switch (key->dest_swizzle) {
    case SHADER_DEST_SWIZZLE_DEFAULT:
        dest_swizzle = dest_swizzle_default;
        break;
    case SHADER_DEST_SWIZZLE_ALPHA_TO_RED:
        dest_swizzle = dest_swizzle_alpha_to_red;
        break;
    default:
        FatalError("Bad composite shader dest swizzle");
    }

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    header = header_norm;
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    switch (key->in) {
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    case glamor_program_alpha_normal:
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        in = in_normal;
        break;
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    case glamor_program_alpha_ca_first:
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        in = in_ca_source;
        break;
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    case glamor_program_alpha_ca_second:
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        in = in_ca_alpha;
        break;
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    case glamor_program_alpha_dual_blend:
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        in = in_ca_dual_blend;
        header = header_ca_dual_blend;
        break;
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    default:
        FatalError("Bad composite IN type");
    }

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    XNFasprintf(&source,
                "%s"
                GLAMOR_DEFAULT_PRECISION
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                "%s%s%s%s%s%s%s", header, repeat_define, relocate_texture,
                rel_sampler, source_fetch, mask_fetch, dest_swizzle, in);
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    prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, source);
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    free(source);

    return prog;
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}

static GLuint
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glamor_create_composite_vs(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"
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        "void main()\n"
        "{\n"
        "	gl_Position = v_position;\n";
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    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);

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    prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, source);
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    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;
    glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);

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    glamor_make_current(glamor_priv);
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    vs = glamor_create_composite_vs(key);
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    if (vs == 0)
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        return;
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    fs = glamor_create_composite_fs(key);
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    if (fs == 0)
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        return;
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    prog = glCreateProgram();
    glAttachShader(prog, vs);
    glAttachShader(prog, fs);
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    glBindAttribLocation(prog, GLAMOR_VERTEX_POS, "v_position");
    glBindAttribLocation(prog, GLAMOR_VERTEX_SOURCE, "v_texcoord0");
    glBindAttribLocation(prog, GLAMOR_VERTEX_MASK, "v_texcoord1");
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    if (key->in == glamor_program_alpha_dual_blend) {
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        glBindFragDataLocationIndexed(prog, 0, 0, "color0");
        glBindFragDataLocationIndexed(prog, 0, 1, "color1");
    }
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    glamor_link_glsl_prog(screen, prog, "composite");
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    shader->prog = prog;

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

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

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static glamor_composite_shader *
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glamor_lookup_composite_shader(ScreenPtr screen, struct
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                               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][key->dest_swizzle];
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    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 GLenum
glamor_translate_blend_alpha_to_red(GLenum blend)
{
    switch (blend) {
    case GL_SRC_ALPHA:
        return GL_SRC_COLOR;
    case GL_DST_ALPHA:
        return GL_DST_COLOR;
    case GL_ONE_MINUS_SRC_ALPHA:
        return GL_ONE_MINUS_SRC_COLOR;
    case GL_ONE_MINUS_DST_ALPHA:
        return GL_ONE_MINUS_DST_COLOR;
    default:
        return blend;
    }
}

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static Bool
glamor_set_composite_op(ScreenPtr screen,
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                        CARD8 op, struct blendinfo *op_info_result,
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                        PicturePtr dest, PicturePtr mask,
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                        enum ca_state ca_state,
                        struct shader_key *key)
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{
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    GLenum source_blend, dest_blend;
    struct blendinfo *op_info;

    if (op >= ARRAY_SIZE(composite_op_info)) {
        glamor_fallback("unsupported render op %d \n", op);
        return GL_FALSE;
    }
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    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. */
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    if (ca_state == CA_DUAL_BLEND) {
        switch (dest_blend) {
        case GL_SRC_ALPHA:
            dest_blend = GL_SRC1_COLOR;
            break;
        case GL_ONE_MINUS_SRC_ALPHA:
            dest_blend = GL_ONE_MINUS_SRC1_COLOR;
            break;
        }
    } else if (mask && mask->componentAlpha
               && PICT_FORMAT_RGB(mask->format) != 0 && op_info->source_alpha) {
        switch (dest_blend) {
        case GL_SRC_ALPHA:
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            dest_blend = GL_SRC_COLOR;
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            break;
        case GL_ONE_MINUS_SRC_ALPHA:
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            dest_blend = GL_ONE_MINUS_SRC_COLOR;
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            break;
        }
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    }

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    /* If we're outputting our alpha to the red channel, then any
     * reads of alpha for blending need to come from the red channel.
     */
    if (key->dest_swizzle == SHADER_DEST_SWIZZLE_ALPHA_TO_RED) {
        source_blend = glamor_translate_blend_alpha_to_red(source_blend);
        dest_blend = glamor_translate_blend_alpha_to_red(dest_blend);
    }

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    op_info_result->source_blend = source_blend;
    op_info_result->dest_blend = dest_blend;
    op_info_result->source_alpha = op_info->source_alpha;
    op_info_result->dest_alpha = op_info->dest_alpha;

    return TRUE;
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}

static void
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glamor_set_composite_texture(glamor_screen_private *glamor_priv, int unit,
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                             PicturePtr picture,
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                             PixmapPtr pixmap,
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                             GLuint wh_location, GLuint repeat_location)
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{
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    glamor_pixmap_private *pixmap_priv = glamor_get_pixmap_private(pixmap);
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    float wh[4];
    int repeat_type;

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    glamor_make_current(glamor_priv);
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    glActiveTexture(GL_TEXTURE0 + unit);
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    glBindTexture(GL_TEXTURE_2D, pixmap_priv->fbo->tex);
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    repeat_type = picture->repeatType;
    switch (picture->repeatType) {
    case RepeatNone:
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        if (glamor_priv->gl_flavor != GLAMOR_GL_ES2) {
            /* XXX  GLES2 doesn't support GL_CLAMP_TO_BORDER. */
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
                            GL_CLAMP_TO_BORDER);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
                            GL_CLAMP_TO_BORDER);
        } else {
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        }
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        break;
    case RepeatNormal:
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        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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        break;
    case RepeatPad:
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        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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        break;
    case RepeatReflect:
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        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
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        break;
    }

    switch (picture->filter) {
    default:
    case PictFilterFast:
    case PictFilterNearest:
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        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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        break;
    case PictFilterGood:
    case PictFilterBest:
    case PictFilterBilinear:
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        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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        break;
    }
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    /*
     *  GLES2 doesn't support RepeatNone. We need to fix it anyway.
     *
     **/
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    if (glamor_pixmap_priv_is_large(pixmap_priv) ||
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        ((!PICT_FORMAT_A(picture->format) || glamor_priv->gl_flavor == GLAMOR_GL_ES2) &&
         repeat_type == RepeatNone && picture->transform)) {
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        glamor_pixmap_fbo_fix_wh_ratio(wh, pixmap, pixmap_priv);
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        glUniform4fv(wh_location, 1, wh);

        repeat_type += RepeatFix;
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    }
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    glUniform1i(repeat_location, repeat_type);
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}

static void
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glamor_set_composite_solid(float *color, GLint uniform_location)
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{
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    glUniform4fv(uniform_location, 1, color);
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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 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);
    int vert_size;
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    char *vbo_offset;
    float *vb;
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    glamor_priv->render_nr_quads = 0;
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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);

    vert_size = n_verts * glamor_priv->vb_stride;

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    glamor_make_current(glamor_priv);
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    vb = glamor_get_vbo_space(screen, vert_size, &vbo_offset);
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    glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, GL_FALSE,
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                          glamor_priv->vb_stride, vbo_offset);
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    glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
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    if (glamor_priv->has_source_coords) {
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        glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2,
                              GL_FLOAT, GL_FALSE,
                              glamor_priv->vb_stride,
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                              vbo_offset + 2 * sizeof(float));
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        glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
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    }

    if (glamor_priv->has_mask_coords) {
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        glVertexAttribPointer(GLAMOR_VERTEX_MASK, 2, GL_FLOAT, GL_FALSE,
                              glamor_priv->vb_stride,
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                              vbo_offset + (glamor_priv->has_source_coords ?
                                            4 : 2) * sizeof(float));
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        glEnableVertexAttribArray(GLAMOR_VERTEX_MASK);
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    }
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    return vb;
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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_make_current(glamor_priv);
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    if (!glamor_priv->render_nr_quads)
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        return;
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    glamor_glDrawArrays_GL_QUADS(glamor_priv, glamor_priv->render_nr_quads);
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}

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static const int pict_format_combine_tab[][3] = {
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    {PICT_TYPE_ARGB, PICT_TYPE_A, PICT_TYPE_ARGB},
    {PICT_TYPE_ABGR, PICT_TYPE_A, PICT_TYPE_ABGR},
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};
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static Bool
combine_pict_format(PictFormatShort * des, const PictFormatShort src,
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                    const PictFormatShort mask, glamor_program_alpha in_ca)
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{
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    PictFormatShort new_vis;
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    int src_type, mask_type, src_bpp;
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    int i;

    if (src == mask) {
        *des = src;
        return TRUE;
    }
    src_bpp = PICT_FORMAT_BPP(src);

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    assert(src_bpp == PICT_FORMAT_BPP(mask));
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    new_vis = PICT_FORMAT_VIS(src) | PICT_FORMAT_VIS(mask);

    switch (in_ca) {
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    case glamor_program_alpha_normal:
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        src_type = PICT_FORMAT_TYPE(src);
        mask_type = PICT_TYPE_A;
        break;
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    case glamor_program_alpha_ca_first:
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        src_type = PICT_FORMAT_TYPE(src);
        mask_type = PICT_FORMAT_TYPE(mask);
        break;
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    case glamor_program_alpha_ca_second:
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        src_type = PICT_TYPE_A;
        mask_type = PICT_FORMAT_TYPE(mask);
        break;
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    case glamor_program_alpha_dual_blend:
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        src_type = PICT_FORMAT_TYPE(src);
        mask_type = PICT_FORMAT_TYPE(mask);
        break;
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    default:
        return FALSE;
    }

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

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    for (i = 0; i < ARRAY_SIZE(pict_format_combine_tab); i++) {
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        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
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glamor_set_normalize_tcoords_generic(PixmapPtr pixmap,
                                     glamor_pixmap_private *priv,
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                                     int repeat_type,
                                     float *matrix,
                                     float xscale, float yscale,
                                     int x1, int y1, int x2, int y2,
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                                     float *texcoords,
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                                     int stride)
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{
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    if (!matrix && repeat_type == RepeatNone)
        glamor_set_normalize_tcoords_ext(priv, xscale, yscale,
                                         x1, y1,
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                                         x2, y2, texcoords, stride);
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    else if (matrix && repeat_type == RepeatNone)
        glamor_set_transformed_normalize_tcoords_ext(priv, matrix, xscale,
                                                     yscale, x1, y1,
                                                     x2, y2,
                                                     texcoords, stride);
    else if (!matrix && repeat_type != RepeatNone)
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        glamor_set_repeat_normalize_tcoords_ext(pixmap, priv, repeat_type,
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                                                xscale, yscale,
                                                x1, y1,
                                                x2, y2,
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                                                texcoords, stride);
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    else if (matrix && repeat_type != RepeatNone)
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        glamor_set_repeat_transformed_normalize_tcoords_ext(pixmap, priv, repeat_type,
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                                                            matrix, xscale,
                                                            yscale, x1, y1, x2,
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                                                            y2,
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                                                            texcoords, stride);
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}

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/**
 * Returns whether the general composite path supports this picture
 * format for a pixmap that is permanently stored in an FBO (as
 * opposed to the GLAMOR_PIXMAP_DYNAMIC_UPLOAD path).
 *
 * We could support many more formats by using GL_ARB_texture_view to
 * parse the same bits as different formats.  For now, we only support
 * tweaking whether we sample the alpha bits of an a8r8g8b8, or just
 * force them to 1.
 */
static Bool
glamor_render_format_is_supported(PictFormatShort format)
{
    switch (format) {
    case PICT_a8r8g8b8:
    case PICT_x8r8g8b8:
    case PICT_a8:
        return TRUE;
    default:
        return FALSE;
    }
}

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static Bool
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glamor_composite_choose_shader(CARD8 op,
                               PicturePtr source,
                               PicturePtr mask,
                               PicturePtr dest,
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                               PixmapPtr source_pixmap,
                               PixmapPtr mask_pixmap,
                               PixmapPtr dest_pixmap,
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                               glamor_pixmap_private *source_pixmap_priv,
                               glamor_pixmap_private *mask_pixmap_priv,
                               glamor_pixmap_private *dest_pixmap_priv,
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                               struct shader_key *s_key,
                               glamor_composite_shader ** shader,
                               struct blendinfo *op_info,
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                               PictFormatShort *psaved_source_format,
                               enum ca_state ca_state)
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{
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    ScreenPtr screen = dest->pDrawable->pScreen;
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    glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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    Bool source_needs_upload = FALSE;
    Bool mask_needs_upload = FALSE;
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    PictFormatShort saved_source_format = 0;
    struct shader_key key;
    GLfloat source_solid_color[4];
    GLfloat mask_solid_color[4];
    Bool ret = FALSE;

    if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dest_pixmap_priv)) {
        glamor_fallback("dest has no fbo.\n");
        goto fail;
    }

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    if (!glamor_render_format_is_supported(dest->format)) {
        glamor_fallback("Unsupported dest picture format.\n");
        goto fail;
    }

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    memset(&key, 0, sizeof(key));
    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);
        }
        else
            goto fail;
    }
    else {
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        if (PICT_FORMAT_A(source->format))
            key.source = SHADER_SOURCE_TEXTURE_ALPHA;
        else
            key.source = SHADER_SOURCE_TEXTURE;
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    }

    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
                goto fail;
        }
        else {
            key.mask = SHADER_MASK_TEXTURE_ALPHA;
        }

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

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    if (dest_pixmap->drawable.bitsPerPixel <= 8 &&
        glamor_priv->one_channel_format == GL_RED) {
        key.dest_swizzle = SHADER_DEST_SWIZZLE_ALPHA_TO_RED;
    } else {
        key.dest_swizzle = SHADER_DEST_SWIZZLE_DEFAULT;
    }

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    if (source && 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) {
        if (source_pixmap == dest_pixmap) {
            /* XXX source and the dest share the same texture.
             * Does it need special handle? */
            glamor_fallback("source == dest\n");
        }
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        if (source_pixmap_priv->gl_fbo == GLAMOR_FBO_UNATTACHED) {
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#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
915
            source_needs_upload = TRUE;
916
#else
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            glamor_fallback("no texture in source\n");
            goto fail;
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#endif
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        }
    }

    if (key.mask == SHADER_MASK_TEXTURE ||
        key.mask == SHADER_MASK_TEXTURE_ALPHA) {
        if (mask_pixmap == dest_pixmap) {
            glamor_fallback("mask == dest\n");
            goto fail;
        }
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        if (mask_pixmap_priv->gl_fbo == GLAMOR_FBO_UNATTACHED) {
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#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
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            mask_needs_upload = TRUE;
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#else
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            glamor_fallback("no texture in mask\n");
            goto fail;
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#endif
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        }
    }
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939
#ifdef GLAMOR_PIXMAP_DYNAMIC_UPLOAD
940
    if (source_needs_upload && mask_needs_upload
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        && 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;
            }

            /* 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;
        }

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        if (!glamor_upload_picture_to_texture(source)) {
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            glamor_fallback("Failed to upload source texture.\n");
            goto fail;
        }
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        mask_needs_upload = FALSE;
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    }
    else {
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        if (source_needs_upload) {
            if (!glamor_upload_picture_to_texture(source)) {
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                glamor_fallback("Failed to upload source texture.\n");
                goto fail;
            }
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        } else {
            if (!glamor_render_format_is_supported(source->format)) {
                glamor_fallback("Unsupported source picture format.\n");
                goto fail;
            }
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        }

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        if (mask_needs_upload) {
            if (!glamor_upload_picture_to_texture(mask)) {
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                glamor_fallback("Failed to upload mask texture.\n");
                goto fail;
            }
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        } else if (mask) {
            if (!glamor_render_format_is_supported(mask->format)) {
                glamor_fallback("Unsupported mask picture format.\n");
                goto fail;
            }
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        }
    }
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#endif
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    /* If the source and mask are two differently-formatted views of
     * the same pixmap bits, and the pixmap was already uploaded (so
     * the dynamic code above doesn't apply), then fall back to
     * software.  We should use texture views to fix this properly.
     */
    if (source_pixmap && source_pixmap == mask_pixmap &&
        source->format != mask->format) {
        goto fail;
    }

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    if (!glamor_set_composite_op(screen, op, op_info, dest, mask, ca_state,
                                 &key)) {
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        goto fail;
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    }
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    *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;
    }

    if (key.source == SHADER_SOURCE_SOLID)
        memcpy(&(*shader)->source_solid_color[0],
               source_solid_color, 4 * sizeof(float));
    else {
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        (*shader)->source_pixmap = source_pixmap;
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        (*shader)->source = source;
    }

    if (key.mask == SHADER_MASK_SOLID)
        memcpy(&(*shader)->mask_solid_color[0],
               mask_solid_color, 4 * sizeof(float));
    else {
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        (*shader)->mask_pixmap = mask_pixmap;
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        (*shader)->mask = mask;
    }

    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;
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}

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static void
glamor_composite_set_shader_blend(glamor_screen_private *glamor_priv,
                                  glamor_pixmap_private *dest_priv,
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                                  struct shader_key *key,
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                                  glamor_composite_shader *shader,
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                                  struct blendinfo *op_info)
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{
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    glamor_make_current(glamor_priv);
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    glUseProgram(shader->prog);
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    if (key->source == SHADER_SOURCE_SOLID) {
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        glamor_set_composite_solid(shader->source_solid_color,
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                                   shader->source_uniform_location);
    }
    else {
        glamor_set_composite_texture(glamor_priv, 0,
                                     shader->source,
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                                     shader->source_pixmap, shader->source_wh,
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                                     shader->source_repeat_mode);
    }

    if (key->mask != SHADER_MASK_NONE) {
        if (key->mask == SHADER_MASK_SOLID) {
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            glamor_set_composite_solid(shader->mask_solid_color,
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                                       shader->mask_uniform_location);
        }
        else {
            glamor_set_composite_texture(glamor_priv, 1,
                                         shader->mask,
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                                         shader->mask_pixmap, shader->mask_wh,
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                                         shader->mask_repeat_mode);
        }
    }

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    if (glamor_priv->gl_flavor != GLAMOR_GL_ES2)
        glDisable(GL_COLOR_LOGIC_OP);

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    if (op_info->source_blend == GL_ONE && op_info->dest_blend == GL_ZERO) {
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        glDisable(GL_BLEND);
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    }
    else {
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        glEnable(GL_BLEND);
        glBlendFunc(op_info->source_blend, op_info->dest_blend);
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    }
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}

static Bool
glamor_composite_with_shader(CARD8 op,
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                             PicturePtr source,
                             PicturePtr mask,
                             PicturePtr dest,
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                             PixmapPtr source_pixmap,
                             PixmapPtr mask_pixmap,
                             PixmapPtr dest_pixmap,
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                             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,
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                             enum ca_state ca_state)
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{
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    ScreenPtr screen = dest->pDrawable->pScreen;
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    glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
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    GLfloat dst_xscale, dst_yscale;
    GLfloat mask_xscale = 1, mask_yscale = 1, src_xscale = 1, src_yscale = 1;
    struct shader_key key, key_ca;
    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 nrect_max;
    Bool ret = FALSE;
    glamor_composite_shader *shader = NULL, *shader_ca = NULL;
    struct blendinfo op_info, op_info_ca;

    if (!glamor_composite_choose_shader(op, source, mask, dest,
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                                        source_pixmap, mask_pixmap, dest_pixmap,
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                                        source_pixmap_priv, mask_pixmap_priv,
                                        dest_pixmap_priv,
                                        &key, &shader, &op_info,
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                                        &saved_source_format, ca_state)) {
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        glamor_fallback("glamor_composite_choose_shader failed\n");
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        goto fail;
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    }
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    if (ca_state == CA_TWO_PASS) {
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        if (!glamor_composite_choose_shader(PictOpAdd, source, mask, dest,
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                                            source_pixmap, mask_pixmap, dest_pixmap,
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                                            source_pixmap_priv,
                                            mask_pixmap_priv, dest_pixmap_priv,
                                            &key_ca, &shader_ca, &op_info_ca,
1151
                                            &saved_source_format, ca_state)) {
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            glamor_fallback("glamor_composite_choose_shader failed\n");
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            goto fail;
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        }
    }

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    glamor_make_current(glamor_priv);

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    glamor_set_destination_pixmap_priv_nc(glamor_priv, dest_pixmap, dest_pixmap_priv);
    glamor_composite_set_shader_blend(glamor_priv, dest_pixmap_priv, &key, shader, &op_info);
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    glamor_set_alu(screen, GXcopy);
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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);

    dest_pixmap = glamor_get_drawable_pixmap(dest->pDrawable);
    dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap);
    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, dest_pixmap_priv, &dst_xscale, &dst_yscale);
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    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);
        if (source->transform) {
            psrc_matrix = src_matrix;
            glamor_picture_get_matrixf(source, psrc_matrix);
        }
    }

    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);
        if (mask->transform) {
            pmask_matrix = mask_matrix;
            glamor_picture_get_matrixf(mask, pmask_matrix);
        }
    }

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    nrect_max = MIN(nrect, GLAMOR_COMPOSITE_VBO_VERT_CNT / 4);
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    while (nrect) {
        int mrect, rect_processed;
        int vb_stride;
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        float *vertices;
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        mrect = nrect > nrect_max ? nrect_max : nrect;
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        vertices = glamor_setup_composite_vbo(screen, mrect * 4);
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        rect_processed = mrect;
        vb_stride = glamor_priv->vb_stride / sizeof(float);
        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;

            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);
1227

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            glamor_set_normalize_vcoords_ext(dest_pixmap_priv, dst_xscale,
                                             dst_yscale, x_dest, y_dest,
                                             x_dest + width, y_dest + height,
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                                             vertices,
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                                             vb_stride);
            vertices += 2;
            if (key.source != SHADER_SOURCE_SOLID) {
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                glamor_set_normalize_tcoords_generic(source_pixmap,
                                                     source_pixmap_priv,
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