Commit 4c174f4c authored by He Junyan's avatar He Junyan Committed by Eric Anholt

Fix the problem of x_source and y_source causing radial error

 The x_source and y_source cause some problem in
 gradient. The old way to handle it by recaulate P1 P2
 to minus the x_source and y_source, but this causes
 problem in radial shader. Now we modify the manner to
 set the texture coordinates: (x_source, y_source) -->
 (x_source + width, y_source + height) to handle all the
 cases.
Reviewed-by: default avatarZhigang Gong <zhigang.gong@linux.intel.com>
Signed-off-by: He Junyan's avatarJunyan He <junyan.he@linux.intel.com>
Signed-off-by: default avatarZhigang Gong <zhigang.gong@linux.intel.com>
parent 553910d0
......@@ -814,14 +814,16 @@ _glamor_gradient_set_pixmap_destination(ScreenPtr screen,
if (tex_normalize) {
glamor_set_normalize_tcoords(*xscale, *yscale,
0, 0,
(INT16)(dst_picture->pDrawable->width),
(INT16)(dst_picture->pDrawable->height),
x_source, y_source,
(INT16)(dst_picture->pDrawable->width + x_source),
(INT16)(dst_picture->pDrawable->height + y_source),
glamor_priv->yInverted, tex_vertices);
} else {
glamor_set_tcoords(0, 0,
(INT16)(dst_picture->pDrawable->width),
glamor_set_tcoords((INT16)(dst_picture->pDrawable->width),
(INT16)(dst_picture->pDrawable->height),
x_source, y_source,
(INT16)(dst_picture->pDrawable->width) + x_source,
(INT16)(dst_picture->pDrawable->height) + y_source,
glamor_priv->yInverted, tex_vertices);
}
......@@ -1201,14 +1203,11 @@ glamor_generate_radial_gradient_picture(ScreenPtr screen,
r1 = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.radius);
r2 = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.radius);
cxy[0] = c1x;
cxy[1] = c1y;
glamor_set_circle_centre(width, height, c1x, c1y, glamor_priv->yInverted, cxy);
dispatch->glUniform2fv(c1_uniform_location, 1, cxy);
dispatch->glUniform1f(r1_uniform_location, r1);
cxy[0] = c2x;
cxy[1] = c2y;
glamor_set_circle_centre(width, height, c2x, c2y, glamor_priv->yInverted, cxy);
dispatch->glUniform2fv(c2_uniform_location, 1, cxy);
dispatch->glUniform1f(r2_uniform_location, r2);
......@@ -1282,7 +1281,7 @@ glamor_generate_linear_gradient_picture(ScreenPtr screen,
int count = 0;
float slope;
GLfloat xscale, yscale;
GLfloat pt1[4], pt2[4];
GLfloat pt1[2], pt2[2];
float vertices[8];
float transform_mat[3][3];
static const float identity_mat[3][3] = {{1.0, 0.0, 0.0},
......@@ -1292,8 +1291,6 @@ glamor_generate_linear_gradient_picture(ScreenPtr screen,
GLfloat n_stops_st[LINEAR_SMALL_STOPS];
GLint transform_mat_uniform_location = 0;
GLint pt1_uniform_location = 0;
GLint pt2_uniform_location = 0;
GLint n_stop_uniform_location = 0;
GLint stops_uniform_location = 0;
GLint stop0_uniform_location = 0;
......@@ -1441,24 +1438,20 @@ glamor_generate_linear_gradient_picture(ScreenPtr screen,
/* Normalize the PTs. */
glamor_set_normalize_pt(xscale, yscale,
pixman_fixed_to_int(src_picture->pSourcePict->linear.p1.x),
x_source,
pixman_fixed_to_int(src_picture->pSourcePict->linear.p1.y),
y_source,
pixman_fixed_to_double(src_picture->pSourcePict->linear.p1.x),
pixman_fixed_to_double(src_picture->pSourcePict->linear.p1.y),
glamor_priv->yInverted,
pt1);
dispatch->glUniform4fv(pt1_uniform_location, 1, pt1);
DEBUGF("pt1:(%f %f)\n", pt1[0], pt1[1]);
DEBUGF("pt1:(%f, %f) ---> (%f %f)\n", pixman_fixed_to_double(src_picture->pSourcePict->linear.p1.x),
pixman_fixed_to_double(src_picture->pSourcePict->linear.p1.y), pt1[0], pt1[1]);
glamor_set_normalize_pt(xscale, yscale,
pixman_fixed_to_int(src_picture->pSourcePict->linear.p2.x),
x_source,
pixman_fixed_to_int(src_picture->pSourcePict->linear.p2.y),
y_source,
pixman_fixed_to_double(src_picture->pSourcePict->linear.p2.x),
pixman_fixed_to_double(src_picture->pSourcePict->linear.p2.y),
glamor_priv->yInverted,
pt2);
dispatch->glUniform4fv(pt2_uniform_location, 1, pt2);
DEBUGF("pt2:(%f %f)\n", pt2[0], pt2[1]);
DEBUGF("pt2:(%f, %f) ---> (%f %f)\n", pixman_fixed_to_double(src_picture->pSourcePict->linear.p2.x),
pixman_fixed_to_double(src_picture->pSourcePict->linear.p2.y), pt2[0], pt2[1]);
/* Set all the stops and colors to shader. */
if (stops_count > LINEAR_SMALL_STOPS) {
......
......@@ -143,54 +143,65 @@
(vertices)[7] = (vertices)[5]; \
} while(0)
#define glamor_set_tcoords(x1, y1, x2, y2, yInverted, vertices) \
do { \
(vertices)[0] = (x1); \
(vertices)[2] = (x2); \
(vertices)[4] = (vertices)[2]; \
(vertices)[6] = (vertices)[0]; \
if (yInverted) { \
(vertices)[1] = (y1); \
(vertices)[5] = (y2); \
} \
else { \
(vertices)[1] = (y2); \
(vertices)[5] = (y1); \
} \
(vertices)[3] = (vertices)[1]; \
(vertices)[7] = (vertices)[5]; \
#define glamor_set_tcoords(width, height, x1, y1, x2, y2, \
yInverted, vertices) \
do { \
(vertices)[0] = (x1); \
(vertices)[2] = (x2); \
(vertices)[4] = (vertices)[2]; \
(vertices)[6] = (vertices)[0]; \
if (yInverted) { \
(vertices)[1] = (y1); \
(vertices)[5] = (y2); \
} \
else { \
(vertices)[1] = height - (y2); \
(vertices)[5] = height - (y1); \
} \
(vertices)[3] = (vertices)[1]; \
(vertices)[7] = (vertices)[5]; \
} while(0)
#define glamor_set_normalize_vcoords(xscale, yscale, x1, y1, x2, y2, \
yInverted, vertices) \
do { \
(vertices)[0] = v_from_x_coord_x(xscale, x1); \
(vertices)[2] = v_from_x_coord_x(xscale, x2); \
(vertices)[4] = (vertices)[2]; \
(vertices)[6] = (vertices)[0]; \
if (yInverted) { \
(vertices)[1] = v_from_x_coord_y_inverted(yscale, y1); \
(vertices)[5] = v_from_x_coord_y_inverted(yscale, y2); \
} \
else { \
(vertices)[1] = v_from_x_coord_y(yscale, y1); \
(vertices)[5] = v_from_x_coord_y(yscale, y2); \
} \
(vertices)[3] = (vertices)[1]; \
(vertices)[7] = (vertices)[5]; \
} while(0)
do { \
(vertices)[0] = v_from_x_coord_x(xscale, x1); \
(vertices)[2] = v_from_x_coord_x(xscale, x2); \
(vertices)[4] = (vertices)[2]; \
(vertices)[6] = (vertices)[0]; \
if (yInverted) { \
(vertices)[1] = v_from_x_coord_y_inverted(yscale, y1); \
(vertices)[5] = v_from_x_coord_y_inverted(yscale, y2); \
} \
else { \
(vertices)[1] = v_from_x_coord_y(yscale, y1); \
(vertices)[5] = v_from_x_coord_y(yscale, y2); \
} \
(vertices)[3] = (vertices)[1]; \
(vertices)[7] = (vertices)[5]; \
} while(0)
#define glamor_set_normalize_pt(xscale, yscale, x, y, \
yInverted, pt) \
do { \
(pt)[0] = t_from_x_coord_x(xscale, x); \
if (yInverted) { \
(pt)[1] = t_from_x_coord_y_inverted(yscale, y); \
} else { \
(pt)[1] = t_from_x_coord_y(yscale, y); \
} \
} while(0)
#define glamor_set_normalize_pt(xscale, yscale, x, x_start, y, y_start, \
yInverted, pt) \
do { \
(pt)[0] = t_from_x_coord_x(xscale, x - x_start); \
if (yInverted) { \
(pt)[1] = t_from_x_coord_y_inverted(yscale, y - y_start); \
} else { \
(pt)[1] = t_from_x_coord_y(yscale, y - y_start); \
} \
(pt)[2] = (pt)[3] = 0.0; \
#define glamor_set_circle_centre(width, height, x, y, \
yInverted, c) \
do { \
(c)[0] = (float)x; \
if (yInverted) { \
(c)[1] = (float)y; \
} else { \
(c)[1] = (float)height - (float)y; \
} \
} while(0)
inline static void
......
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