aboutsummaryrefslogtreecommitdiff
path: root/xorg-server/glamor/glamor_gradient.c
diff options
context:
space:
mode:
authormarha <marha@users.sourceforge.net>2014-01-26 20:19:23 +0100
committermarha <marha@users.sourceforge.net>2014-01-26 20:19:23 +0100
commit5f455179ae4b279a82d99a7a3dabe61f58c42ad6 (patch)
treefdecec022cf1b8b782b90a64c14e374fa6d400cb /xorg-server/glamor/glamor_gradient.c
parent78d84bd03c744b0ed420c450dd2807904ccaef21 (diff)
parent30af30b78075159fce477ae99cc72540133714d0 (diff)
downloadvcxsrv-5f455179ae4b279a82d99a7a3dabe61f58c42ad6.tar.gz
vcxsrv-5f455179ae4b279a82d99a7a3dabe61f58c42ad6.tar.bz2
vcxsrv-5f455179ae4b279a82d99a7a3dabe61f58c42ad6.zip
Merge remote-tracking branch 'origin/released'
* origin/released: xserver randrproto libxtrans fontconfig libxcb xcb-proto mesa git update 26 Jan 2014 Conflicts: X11/xtrans/Xtrans.c xorg-server/dix/dispatch.c xorg-server/os/xdmcp.c
Diffstat (limited to 'xorg-server/glamor/glamor_gradient.c')
-rw-r--r--xorg-server/glamor/glamor_gradient.c1584
1 files changed, 1584 insertions, 0 deletions
diff --git a/xorg-server/glamor/glamor_gradient.c b/xorg-server/glamor/glamor_gradient.c
new file mode 100644
index 000000000..4abc82d74
--- /dev/null
+++ b/xorg-server/glamor/glamor_gradient.c
@@ -0,0 +1,1584 @@
+/*
+ * 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:
+ * Junyan He <junyan.he@linux.intel.com>
+ *
+ */
+
+/** @file glamor_gradient.c
+ *
+ * Gradient acceleration implementation
+ */
+
+#include "glamor_priv.h"
+
+#ifdef RENDER
+
+#define LINEAR_SMALL_STOPS (6 + 2)
+#define LINEAR_LARGE_STOPS (16 + 2)
+
+#define RADIAL_SMALL_STOPS (6 + 2)
+#define RADIAL_LARGE_STOPS (16 + 2)
+
+#ifdef GLAMOR_GRADIENT_SHADER
+
+static GLint
+_glamor_create_getcolor_fs_program(ScreenPtr screen, int stops_count, int use_array)
+{
+ glamor_screen_private *glamor_priv;
+ glamor_gl_dispatch *dispatch;
+
+ char *gradient_fs = NULL;
+ GLint fs_getcolor_prog;
+
+ #define gradient_fs_getcolor\
+ GLAMOR_DEFAULT_PRECISION\
+ "uniform int n_stop;\n"\
+ "uniform float stops[%d];\n"\
+ "uniform vec4 stop_colors[%d];\n"\
+ "vec4 get_color(float stop_len)\n"\
+ "{\n"\
+ " int i = 0;\n"\
+ " float new_alpha; \n"\
+ " vec4 gradient_color;\n"\
+ " float percentage; \n"\
+ " for(i = 0; i < n_stop - 1; i++) {\n"\
+ " if(stop_len < stops[i])\n"\
+ " break; \n"\
+ " }\n"\
+ " \n"\
+ " if(stops[i] - stops[i-1] > 2.0)\n"\
+ " percentage = 0.0;\n" /*For comply with pixman, walker->stepper overflow.*/\
+ " else if(stops[i] - stops[i-1] < 0.000001)\n"\
+ " percentage = 0.0;\n"\
+ " else \n"\
+ " percentage = (stop_len - stops[i-1])/(stops[i] - stops[i-1]);\n"\
+ " new_alpha = percentage * stop_colors[i].a + \n"\
+ " (1.0-percentage) * stop_colors[i-1].a; \n"\
+ " gradient_color = vec4((percentage * stop_colors[i].rgb \n"\
+ " + (1.0-percentage) * stop_colors[i-1].rgb)*new_alpha, \n"\
+ " new_alpha);\n"\
+ " \n"\
+ " return gradient_color;\n"\
+ "}\n"
+
+ /* Because the array access for shader is very slow, the performance is very low
+ if use array. So use global uniform to replace for it if the number of n_stops is small.*/
+ const char *gradient_fs_getcolor_no_array =
+ GLAMOR_DEFAULT_PRECISION
+ "uniform int n_stop;\n"
+ "uniform float stop0;\n"
+ "uniform float stop1;\n"
+ "uniform float stop2;\n"
+ "uniform float stop3;\n"
+ "uniform float stop4;\n"
+ "uniform float stop5;\n"
+ "uniform float stop6;\n"
+ "uniform float stop7;\n"
+ "uniform vec4 stop_color0;\n"
+ "uniform vec4 stop_color1;\n"
+ "uniform vec4 stop_color2;\n"
+ "uniform vec4 stop_color3;\n"
+ "uniform vec4 stop_color4;\n"
+ "uniform vec4 stop_color5;\n"
+ "uniform vec4 stop_color6;\n"
+ "uniform vec4 stop_color7;\n"
+ "\n"
+ "vec4 get_color(float stop_len)\n"
+ "{\n"
+ " float stop_after;\n"
+ " float stop_before;\n"
+ " vec4 stop_color_before;\n"
+ " vec4 stop_color_after;\n"
+ " float new_alpha; \n"
+ " vec4 gradient_color;\n"
+ " float percentage; \n"
+ " \n"
+ " if((stop_len < stop0) && (n_stop >= 1)) {\n"
+ " stop_color_before = stop_color0;\n"
+ " stop_color_after = stop_color0;\n"
+ " stop_after = stop0;\n"
+ " stop_before = stop0;\n"
+ " } else if((stop_len < stop1) && (n_stop >= 2)) {\n"
+ " stop_color_before = stop_color0;\n"
+ " stop_color_after = stop_color1;\n"
+ " stop_after = stop1;\n"
+ " stop_before = stop0;\n"
+ " } else if((stop_len < stop2) && (n_stop >= 3)) {\n"
+ " stop_color_before = stop_color1;\n"
+ " stop_color_after = stop_color2;\n"
+ " stop_after = stop2;\n"
+ " stop_before = stop1;\n"
+ " } else if((stop_len < stop3) && (n_stop >= 4)){\n"
+ " stop_color_before = stop_color2;\n"
+ " stop_color_after = stop_color3;\n"
+ " stop_after = stop3;\n"
+ " stop_before = stop2;\n"
+ " } else if((stop_len < stop4) && (n_stop >= 5)){\n"
+ " stop_color_before = stop_color3;\n"
+ " stop_color_after = stop_color4;\n"
+ " stop_after = stop4;\n"
+ " stop_before = stop3;\n"
+ " } else if((stop_len < stop5) && (n_stop >= 6)){\n"
+ " stop_color_before = stop_color4;\n"
+ " stop_color_after = stop_color5;\n"
+ " stop_after = stop5;\n"
+ " stop_before = stop4;\n"
+ " } else if((stop_len < stop6) && (n_stop >= 7)){\n"
+ " stop_color_before = stop_color5;\n"
+ " stop_color_after = stop_color6;\n"
+ " stop_after = stop6;\n"
+ " stop_before = stop5;\n"
+ " } else if((stop_len < stop7) && (n_stop >= 8)){\n"
+ " stop_color_before = stop_color6;\n"
+ " stop_color_after = stop_color7;\n"
+ " stop_after = stop7;\n"
+ " stop_before = stop6;\n"
+ " } else {\n"
+ " stop_color_before = stop_color7;\n"
+ " stop_color_after = stop_color7;\n"
+ " stop_after = stop7;\n"
+ " stop_before = stop7;\n"
+ " }\n"
+ " if(stop_after - stop_before > 2.0)\n"
+ " percentage = 0.0;\n"//For comply with pixman, walker->stepper overflow.
+ " else if(stop_after - stop_before < 0.000001)\n"
+ " percentage = 0.0;\n"
+ " else \n"
+ " percentage = (stop_len - stop_before)/(stop_after - stop_before);\n"
+ " new_alpha = percentage * stop_color_after.a + \n"
+ " (1.0-percentage) * stop_color_before.a; \n"
+ " gradient_color = vec4((percentage * stop_color_after.rgb \n"
+ " + (1.0-percentage) * stop_color_before.rgb)*new_alpha, \n"
+ " new_alpha);\n"
+ " \n"
+ " return gradient_color;\n"
+ "}\n";
+
+ glamor_priv = glamor_get_screen_private(screen);
+ dispatch = glamor_get_dispatch(glamor_priv);
+
+ if(use_array) {
+ XNFasprintf(&gradient_fs,
+ gradient_fs_getcolor, stops_count, stops_count);
+ fs_getcolor_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
+ gradient_fs);
+ free(gradient_fs);
+ } else {
+ fs_getcolor_prog = glamor_compile_glsl_prog(dispatch, GL_FRAGMENT_SHADER,
+ gradient_fs_getcolor_no_array);
+ }
+
+ return fs_getcolor_prog;
+}
+
+static void
+_glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count, int dyn_gen)
+{
+ glamor_screen_private *glamor_priv;
+ glamor_gl_dispatch *dispatch;
+ int index;
+
+ GLint gradient_prog = 0;
+ char *gradient_fs = NULL;
+ GLint fs_main_prog, fs_getcolor_prog, vs_prog;
+
+ const char *gradient_vs =
+ GLAMOR_DEFAULT_PRECISION
+ "attribute vec4 v_position;\n"
+ "attribute vec4 v_texcoord;\n"
+ "varying vec2 source_texture;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = v_position;\n"
+ " source_texture = v_texcoord.xy;\n"
+ "}\n";
+
+ /*
+ * Refer to pixman radial gradient.
+ *
+ * The problem is given the two circles of c1 and c2 with the radius of r1 and
+ * r1, we need to caculate the t, which is used to do interpolate with stops,
+ * using the fomula:
+ * length((1-t)*c1 + t*c2 - p) = (1-t)*r1 + t*r2
+ * expand the fomula with xy coond, get the following:
+ * sqrt(sqr((1-t)*c1.x + t*c2.x - p.x) + sqr((1-t)*c1.y + t*c2.y - p.y))
+ * = (1-t)r1 + t*r2
+ * <====> At*t- 2Bt + C = 0
+ * where A = sqr(c2.x - c1.x) + sqr(c2.y - c1.y) - sqr(r2 -r1)
+ * B = (p.x - c1.x)*(c2.x - c1.x) + (p.y - c1.y)*(c2.y - c1.y) + r1*(r2 -r1)
+ * C = sqr(p.x - c1.x) + sqr(p.y - c1.y) - r1*r1
+ *
+ * solve the fomula and we get the result of
+ * t = (B + sqrt(B*B - A*C)) / A or
+ * t = (B - sqrt(B*B - A*C)) / A (quadratic equation have two solutions)
+ *
+ * The solution we are going to prefer is the bigger one, unless the
+ * radius associated to it is negative (or it falls outside the valid t range)
+ */
+
+ #define gradient_radial_fs_template\
+ GLAMOR_DEFAULT_PRECISION\
+ "uniform mat3 transform_mat;\n"\
+ "uniform int repeat_type;\n"\
+ "uniform float A_value;\n"\
+ "uniform vec2 c1;\n"\
+ "uniform float r1;\n"\
+ "uniform vec2 c2;\n"\
+ "uniform float r2;\n"\
+ "varying vec2 source_texture;\n"\
+ "\n"\
+ "vec4 get_color(float stop_len);\n"\
+ "\n"\
+ "int t_invalid;\n"\
+ "\n"\
+ "float get_stop_len()\n"\
+ "{\n"\
+ " float t = 0.0;\n"\
+ " float sqrt_value;\n"\
+ " int revserse = 0;\n"\
+ " t_invalid = 0;\n"\
+ " \n"\
+ " vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"\
+ " vec3 source_texture_trans = transform_mat * tmp;\n"\
+ " source_texture_trans.xy = source_texture_trans.xy/source_texture_trans.z;\n"\
+ " float B_value = (source_texture_trans.x - c1.x) * (c2.x - c1.x)\n"\
+ " + (source_texture_trans.y - c1.y) * (c2.y - c1.y)\n"\
+ " + r1 * (r2 - r1);\n"\
+ " float C_value = (source_texture_trans.x - c1.x) * (source_texture_trans.x - c1.x)\n"\
+ " + (source_texture_trans.y - c1.y) * (source_texture_trans.y - c1.y)\n"\
+ " - r1*r1;\n"\
+ " if(abs(A_value) < 0.00001) {\n"\
+ " if(B_value == 0.0) {\n"\
+ " t_invalid = 1;\n"\
+ " return t;\n"\
+ " }\n"\
+ " t = 0.5 * C_value / B_value;"\
+ " } else {\n"\
+ " sqrt_value = B_value * B_value - A_value * C_value;\n"\
+ " if(sqrt_value < 0.0) {\n"\
+ " t_invalid = 1;\n"\
+ " return t;\n"\
+ " }\n"\
+ " sqrt_value = sqrt(sqrt_value);\n"\
+ " t = (B_value + sqrt_value) / A_value;\n"\
+ " }\n"\
+ " if(repeat_type == %d) {\n" /* RepeatNone case. */\
+ " if((t <= 0.0) || (t > 1.0))\n"\
+ /* try another if first one invalid*/\
+ " t = (B_value - sqrt_value) / A_value;\n"\
+ " \n"\
+ " if((t <= 0.0) || (t > 1.0)) {\n" /*still invalid, return.*/\
+ " t_invalid = 1;\n"\
+ " return t;\n"\
+ " }\n"\
+ " } else {\n"\
+ " if(t * (r2 - r1) <= -1.0 * r1)\n"\
+ /* try another if first one invalid*/\
+ " t = (B_value - sqrt_value) / A_value;\n"\
+ " \n"\
+ " if(t * (r2 -r1) <= -1.0 * r1) {\n" /*still invalid, return.*/\
+ " t_invalid = 1;\n"\
+ " return t;\n"\
+ " }\n"\
+ " }\n"\
+ " \n"\
+ " if(repeat_type == %d){\n" /* repeat normal*/\
+ " while(t > 1.0) \n"\
+ " t = t - 1.0; \n"\
+ " while(t < 0.0) \n"\
+ " t = t + 1.0; \n"\
+ " }\n"\
+ " \n"\
+ " if(repeat_type == %d) {\n" /* repeat reflect*/\
+ " while(t > 1.0) {\n"\
+ " t = t - 1.0; \n"\
+ " if(revserse == 0)\n"\
+ " revserse = 1;\n"\
+ " else\n"\
+ " revserse = 0;\n"\
+ " }\n"\
+ " while(t < 0.0) {\n"\
+ " t = t + 1.0; \n"\
+ " if(revserse == 0)\n"\
+ " revserse = 1;\n"\
+ " else\n"\
+ " revserse = 0;\n"\
+ " }\n"\
+ " if(revserse == 1) {\n"\
+ " t = 1.0 - t; \n"\
+ " }\n"\
+ " }\n"\
+ " \n"\
+ " return t;\n"\
+ "}\n"\
+ "\n"\
+ "void main()\n"\
+ "{\n"\
+ " float stop_len = get_stop_len();\n"\
+ " if(t_invalid == 1) {\n"\
+ " gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"\
+ " } else {\n"\
+ " gl_FragColor = get_color(stop_len);\n"\
+ " }\n"\
+ "}\n"
+
+ glamor_priv = glamor_get_screen_private(screen);
+
+ if ((glamor_priv->radial_max_nstops >= stops_count) && (dyn_gen)) {
+ /* Very Good, not to generate again. */
+ return;
+ }
+
+ dispatch = glamor_get_dispatch(glamor_priv);
+
+ if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]) {
+ dispatch->glDeleteShader(
+ glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][2]);
+ glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][2] = 0;
+
+ dispatch->glDeleteShader(
+ glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][2]);
+ glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][2] = 0;
+
+ dispatch->glDeleteShader(
+ glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][2]);
+ glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][2] = 0;
+
+ dispatch->glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]);
+ glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2] = 0;
+ }
+
+ gradient_prog = dispatch->glCreateProgram();
+
+ vs_prog = glamor_compile_glsl_prog(dispatch,
+ GL_VERTEX_SHADER, gradient_vs);
+
+ XNFasprintf(&gradient_fs,
+ gradient_radial_fs_template,
+ PIXMAN_REPEAT_NONE, PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT);
+
+ fs_main_prog = glamor_compile_glsl_prog(dispatch,
+ GL_FRAGMENT_SHADER, gradient_fs);
+
+ free(gradient_fs);
+
+ fs_getcolor_prog =
+ _glamor_create_getcolor_fs_program(screen, stops_count, (stops_count > 0));
+
+ dispatch->glAttachShader(gradient_prog, vs_prog);
+ dispatch->glAttachShader(gradient_prog, fs_getcolor_prog);
+ dispatch->glAttachShader(gradient_prog, fs_main_prog);
+
+ dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_positionsition");
+ dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord");
+
+ glamor_link_glsl_prog(dispatch, gradient_prog);
+
+ dispatch->glUseProgram(0);
+
+ if (dyn_gen) {
+ index = 2;
+ glamor_priv->radial_max_nstops = stops_count;
+ } else if (stops_count) {
+ index = 1;
+ } else {
+ index = 0;
+ }
+
+ glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][index] = gradient_prog;
+ glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][index] = vs_prog;
+ glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][index] = fs_main_prog;
+ glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][index] = fs_getcolor_prog;
+
+ glamor_put_dispatch(glamor_priv);
+}
+
+static void
+_glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, int dyn_gen)
+{
+ glamor_screen_private *glamor_priv;
+ glamor_gl_dispatch *dispatch;
+
+ int index = 0;
+ GLint gradient_prog = 0;
+ char *gradient_fs = NULL;
+ GLint fs_main_prog, fs_getcolor_prog, vs_prog;
+
+ const char *gradient_vs =
+ GLAMOR_DEFAULT_PRECISION
+ "attribute vec4 v_position;\n"
+ "attribute vec4 v_texcoord;\n"
+ "varying vec2 source_texture;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = v_position;\n"
+ " source_texture = v_texcoord.xy;\n"
+ "}\n";
+
+ /*
+ * |
+ * |\
+ * | \
+ * | \
+ * | \
+ * |\ \
+ * | \ \
+ * cos_val = |\ p1d \ /
+ * sqrt(1/(slope*slope+1.0)) ------>\ \ \ /
+ * | \ \ \
+ * | \ \ / \
+ * | \ *Pt1\
+ * *p1 | \ \ *P
+ * \ | / \ \ /
+ * \ | / \ \ /
+ * \ | pd \
+ * \ | \ / \
+ * p2* | \ / \ /
+ * slope = (p2.y - p1.y) / | / p2d /
+ * (p2.x - p1.x) | / \ /
+ * | / \ /
+ * | / /
+ * | / /
+ * | / *Pt2
+ * | /
+ * | /
+ * | /
+ * | /
+ * | /
+ * -------+---------------------------------
+ * O|
+ * |
+ * |
+ *
+ * step 1: compute the distance of p, pt1 and pt2 in the slope direction.
+ * Caculate the distance on Y axis first and multiply cos_val to
+ * get the value on slope direction(pd, p1d and p2d represent the
+ * distance of p, pt1, and pt2 respectively).
+ *
+ * step 2: caculate the percentage of (pd - p1d)/(p2d - p1d).
+ * If (pd - p1d) > (p2d - p1d) or < 0, then sub or add (p2d - p1d)
+ * to make it in the range of [0, (p2d - p1d)].
+ *
+ * step 3: compare the percentage to every stop and find the stpos just
+ * before and after it. Use the interpolation fomula to compute RGBA.
+ */
+
+ #define gradient_fs_template \
+ GLAMOR_DEFAULT_PRECISION\
+ "uniform mat3 transform_mat;\n"\
+ "uniform int repeat_type;\n"\
+ "uniform int hor_ver;\n"\
+ "uniform float pt_slope;\n"\
+ "uniform float cos_val;\n"\
+ "uniform float p1_distance;\n"\
+ "uniform float pt_distance;\n"\
+ "varying vec2 source_texture;\n"\
+ "\n"\
+ "vec4 get_color(float stop_len);\n"\
+ "\n"\
+ "float get_stop_len()\n"\
+ "{\n"\
+ " vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"\
+ " float len_percentage;\n"\
+ " float distance;\n"\
+ " float _p1_distance;\n"\
+ " float _pt_distance;\n"\
+ " float y_dist;\n"\
+ " float stop_after;\n"\
+ " float stop_before;\n"\
+ " vec4 stop_color_before;\n"\
+ " vec4 stop_color_after;\n"\
+ " float new_alpha; \n"\
+ " int revserse = 0;\n"\
+ " vec4 gradient_color;\n"\
+ " float percentage; \n"\
+ " vec3 source_texture_trans = transform_mat * tmp;\n"\
+ " \n"\
+ " if(hor_ver == 0) { \n" /*Normal case.*/\
+ " y_dist = source_texture_trans.y - source_texture_trans.x*pt_slope;\n"\
+ " distance = y_dist * cos_val;\n"\
+ " _p1_distance = p1_distance * source_texture_trans.z;\n"\
+ " _pt_distance = pt_distance * source_texture_trans.z;\n"\
+ " \n"\
+ " } else if (hor_ver == 1) {\n"/*horizontal case.*/\
+ " distance = source_texture_trans.x;\n"\
+ " _p1_distance = p1_distance * source_texture_trans.z;\n"\
+ " _pt_distance = pt_distance * source_texture_trans.z;\n"\
+ " } \n"\
+ " \n"\
+ " distance = distance - _p1_distance; \n"\
+ " \n"\
+ " if(repeat_type == %d){\n" /* repeat normal*/\
+ " while(distance > _pt_distance) \n"\
+ " distance = distance - (_pt_distance); \n"\
+ " while(distance < 0.0) \n"\
+ " distance = distance + (_pt_distance); \n"\
+ " }\n"\
+ " \n"\
+ " if(repeat_type == %d) {\n" /* repeat reflect*/\
+ " while(distance > _pt_distance) {\n"\
+ " distance = distance - (_pt_distance); \n"\
+ " if(revserse == 0)\n"\
+ " revserse = 1;\n"\
+ " else\n"\
+ " revserse = 0;\n"\
+ " }\n"\
+ " while(distance < 0.0) {\n"\
+ " distance = distance + (_pt_distance); \n"\
+ " if(revserse == 0)\n"\
+ " revserse = 1;\n"\
+ " else\n"\
+ " revserse = 0;\n"\
+ " }\n"\
+ " if(revserse == 1) {\n"\
+ " distance = (_pt_distance) - distance; \n"\
+ " }\n"\
+ " }\n"\
+ " \n"\
+ " len_percentage = distance/(_pt_distance);\n"\
+ " \n"\
+ " return len_percentage;\n"\
+ "}\n"\
+ "\n"\
+ "void main()\n"\
+ "{\n"\
+ " float stop_len = get_stop_len();\n"\
+ " gl_FragColor = get_color(stop_len);\n"\
+ "}\n"
+
+ glamor_priv = glamor_get_screen_private(screen);
+
+ if ((glamor_priv->linear_max_nstops >= stops_count) && (dyn_gen)) {
+ /* Very Good, not to generate again. */
+ return;
+ }
+
+ dispatch = glamor_get_dispatch(glamor_priv);
+ if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]) {
+ dispatch->glDeleteShader(
+ glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][2]);
+ glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][2] = 0;
+
+ dispatch->glDeleteShader(
+ glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][2]);
+ glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][2] = 0;
+
+ dispatch->glDeleteShader(
+ glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][2]);
+ glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][2] = 0;
+
+ dispatch->glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]);
+ glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2] = 0;
+ }
+
+ gradient_prog = dispatch->glCreateProgram();
+
+ vs_prog = glamor_compile_glsl_prog(dispatch,
+ GL_VERTEX_SHADER, gradient_vs);
+
+ XNFasprintf(&gradient_fs,
+ gradient_fs_template,
+ PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT);
+
+ fs_main_prog = glamor_compile_glsl_prog(dispatch,
+ GL_FRAGMENT_SHADER, gradient_fs);
+ free(gradient_fs);
+
+ fs_getcolor_prog =
+ _glamor_create_getcolor_fs_program(screen, stops_count, (stops_count > 0));
+
+ dispatch->glAttachShader(gradient_prog, vs_prog);
+ dispatch->glAttachShader(gradient_prog, fs_getcolor_prog);
+ dispatch->glAttachShader(gradient_prog, fs_main_prog);
+
+ dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_position");
+ dispatch->glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord");
+
+ glamor_link_glsl_prog(dispatch, gradient_prog);
+
+ dispatch->glUseProgram(0);
+
+ if (dyn_gen) {
+ index = 2;
+ glamor_priv->linear_max_nstops = stops_count;
+ } else if (stops_count) {
+ index = 1;
+ } else {
+ index = 0;
+ }
+
+ glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][index] = gradient_prog;
+ glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][index] = vs_prog;
+ glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][index] = fs_main_prog;
+ glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][index] = fs_getcolor_prog;
+
+ glamor_put_dispatch(glamor_priv);
+}
+
+void
+glamor_init_gradient_shader(ScreenPtr screen)
+{
+ glamor_screen_private *glamor_priv;
+ int i;
+
+ glamor_priv = glamor_get_screen_private(screen);
+
+ for (i = 0; i < 3; i++) {
+ glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][i] = 0;
+ glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][i] = 0;
+ glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i] = 0;
+ glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i] = 0;
+
+ glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][i] = 0;
+ glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][i] = 0;
+ glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i] = 0;
+ glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i] = 0;
+ }
+ glamor_priv->linear_max_nstops = 0;
+ glamor_priv->radial_max_nstops = 0;
+
+ _glamor_create_linear_gradient_program(screen, 0, 0);
+ _glamor_create_linear_gradient_program(screen, LINEAR_LARGE_STOPS, 0);
+
+ _glamor_create_radial_gradient_program(screen, 0, 0);
+ _glamor_create_radial_gradient_program(screen, RADIAL_LARGE_STOPS, 0);
+}
+
+void
+glamor_fini_gradient_shader(ScreenPtr screen)
+{
+ glamor_screen_private *glamor_priv;
+ glamor_gl_dispatch *dispatch;
+ int i = 0;
+
+ glamor_priv = glamor_get_screen_private(screen);
+ dispatch = glamor_get_dispatch(glamor_priv);
+
+ for (i = 0; i < 3; i++) {
+ /* Linear Gradient */
+ if (glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][i])
+ dispatch->glDeleteShader(
+ glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_VS_PROG][i]);
+
+ if (glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i])
+ dispatch->glDeleteShader(
+ glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i]);
+
+ if (glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i])
+ dispatch->glDeleteShader(
+ glamor_priv->linear_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i]);
+
+ if (glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][i])
+ dispatch->glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][i]);
+
+ /* Radial Gradient */
+ if (glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][i])
+ dispatch->glDeleteShader(
+ glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_VS_PROG][i]);
+
+ if (glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i])
+ dispatch->glDeleteShader(
+ glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_MAIN_PROG][i]);
+
+ if (glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i])
+ dispatch->glDeleteShader(
+ glamor_priv->radial_gradient_shaders[SHADER_GRADIENT_FS_GETCOLOR_PROG][i]);
+
+ if (glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][i])
+ dispatch->glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][i]);
+ }
+
+ glamor_put_dispatch(glamor_priv);
+}
+
+static void
+_glamor_gradient_convert_trans_matrix(PictTransform *from, float to[3][3],
+ int width, int height, int normalize)
+{
+ /*
+ * Because in the shader program, we normalize all the pixel cood to [0, 1],
+ * so with the transform matrix, the correct logic should be:
+ * v_s = A*T*v
+ * v_s: point vector in shader after normalized.
+ * A: The transition matrix from width X height --> 1.0 X 1.0
+ * T: The transform matrix.
+ * v: point vector in width X height space.
+ *
+ * result is OK if we use this fomula. But for every point in width X height space,
+ * we can just use their normalized point vector in shader, namely we can just
+ * use the result of A*v in shader. So we have no chance to insert T in A*v.
+ * We can just convert v_s = A*T*v to v_s = A*T*inv(A)*A*v, where inv(A) is the
+ * inverse matrix of A. Now, v_s = (A*T*inv(A)) * (A*v)
+ * So, to get the correct v_s, we need to cacula1 the matrix: (A*T*inv(A)), and
+ * we name this matrix T_s.
+ *
+ * Firstly, because A is for the scale convertion, we find
+ * -- --
+ * |1/w 0 0 |
+ * A = | 0 1/h 0 |
+ * | 0 0 1.0|
+ * -- --
+ * so T_s = A*T*inv(a) and result
+ *
+ * -- --
+ * | t11 h*t12/w t13/w|
+ * T_s = | w*t21/h t22 t23/h|
+ * | w*t31 h*t32 t33 |
+ * -- --
+ */
+
+ to[0][0] = (float)pixman_fixed_to_double(from->matrix[0][0]);
+ to[0][1] = (float)pixman_fixed_to_double(from->matrix[0][1])
+ * (normalize ? (((float)height) / ((float)width)) : 1.0);
+ to[0][2] = (float)pixman_fixed_to_double(from->matrix[0][2])
+ / (normalize ? ((float)width) : 1.0);
+
+ to[1][0] = (float)pixman_fixed_to_double(from->matrix[1][0])
+ * (normalize ? (((float)width) / ((float)height)) : 1.0);
+ to[1][1] = (float)pixman_fixed_to_double(from->matrix[1][1]);
+ to[1][2] = (float)pixman_fixed_to_double(from->matrix[1][2])
+ / (normalize ? ((float)height) : 1.0);
+
+ to[2][0] = (float)pixman_fixed_to_double(from->matrix[2][0])
+ * (normalize ? ((float)width) : 1.0);
+ to[2][1] = (float)pixman_fixed_to_double(from->matrix[2][1])
+ * (normalize ? ((float)height) : 1.0);
+ to[2][2] = (float)pixman_fixed_to_double(from->matrix[2][2]);
+
+ DEBUGF("the transform matrix is:\n%f\t%f\t%f\n%f\t%f\t%f\n%f\t%f\t%f\n",
+ to[0][0], to[0][1], to[0][2],
+ to[1][0], to[1][1], to[1][2],
+ to[2][0], to[2][1], to[2][2]);
+}
+
+static int
+_glamor_gradient_set_pixmap_destination(ScreenPtr screen,
+ glamor_screen_private *glamor_priv,
+ PicturePtr dst_picture,
+ GLfloat *xscale, GLfloat *yscale,
+ int x_source, int y_source,
+ float vertices[8],
+ float tex_vertices[8],
+ int tex_normalize)
+{
+ glamor_pixmap_private *pixmap_priv;
+ PixmapPtr pixmap = NULL;
+ glamor_gl_dispatch *dispatch = NULL;
+
+ pixmap = glamor_get_drawable_pixmap(dst_picture->pDrawable);
+ pixmap_priv = glamor_get_pixmap_private(pixmap);
+
+ if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) { /* should always have here. */
+ return 0;
+ }
+
+ glamor_set_destination_pixmap_priv_nc(pixmap_priv);
+
+ pixmap_priv_get_dest_scale(pixmap_priv, xscale, yscale);
+
+ DEBUGF("xscale = %f, yscale = %f,"
+ " x_source = %d, y_source = %d, width = %d, height = %d\n",
+ *xscale, *yscale, x_source, y_source,
+ dst_picture->pDrawable->width, dst_picture->pDrawable->height);
+
+ glamor_set_normalize_vcoords_tri_strip(*xscale, *yscale,
+ 0, 0,
+ (INT16)(dst_picture->pDrawable->width),
+ (INT16)(dst_picture->pDrawable->height),
+ glamor_priv->yInverted, vertices);
+
+ if (tex_normalize) {
+ glamor_set_normalize_tcoords_tri_stripe(*xscale, *yscale,
+ 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_tri_strip((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);
+ }
+
+ DEBUGF("vertices --> leftup : %f X %f, rightup: %f X %f,"
+ "rightbottom: %f X %f, leftbottom : %f X %f\n",
+ vertices[0], vertices[1], vertices[2], vertices[3],
+ vertices[4], vertices[5], vertices[6], vertices[7]);
+ DEBUGF("tex_vertices --> leftup : %f X %f, rightup: %f X %f,"
+ "rightbottom: %f X %f, leftbottom : %f X %f\n",
+ tex_vertices[0], tex_vertices[1], tex_vertices[2], tex_vertices[3],
+ tex_vertices[4], tex_vertices[5], tex_vertices[6], tex_vertices[7]);
+
+ dispatch = glamor_get_dispatch(glamor_priv);
+
+ dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
+ GL_FALSE, 0, vertices);
+ dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
+ GL_FALSE, 0, tex_vertices);
+
+ dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
+ dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
+
+ glamor_put_dispatch(glamor_priv);
+
+ return 1;
+}
+
+static int
+_glamor_gradient_set_stops(PicturePtr src_picture, PictGradient * pgradient,
+ GLfloat *stop_colors, GLfloat *n_stops)
+{
+ int i;
+ int count = 1;
+
+ for (i = 0; i < pgradient->nstops; i++) {
+ stop_colors[count*4] = pixman_fixed_to_double(
+ pgradient->stops[i].color.red);
+ stop_colors[count*4+1] = pixman_fixed_to_double(
+ pgradient->stops[i].color.green);
+ stop_colors[count*4+2] = pixman_fixed_to_double(
+ pgradient->stops[i].color.blue);
+ stop_colors[count*4+3] = pixman_fixed_to_double(
+ pgradient->stops[i].color.alpha);
+
+ n_stops[count] = (GLfloat)pixman_fixed_to_double(
+ pgradient->stops[i].x);
+ count++;
+ }
+
+ /* for the end stop. */
+ count++;
+
+ switch (src_picture->repeatType) {
+#define REPEAT_FILL_STOPS(m, n) \
+ stop_colors[(m)*4 + 0] = stop_colors[(n)*4 + 0]; \
+ stop_colors[(m)*4 + 1] = stop_colors[(n)*4 + 1]; \
+ stop_colors[(m)*4 + 2] = stop_colors[(n)*4 + 2]; \
+ stop_colors[(m)*4 + 3] = stop_colors[(n)*4 + 3];
+
+ default:
+ case PIXMAN_REPEAT_NONE:
+ stop_colors[0] = 0.0; //R
+ stop_colors[1] = 0.0; //G
+ stop_colors[2] = 0.0; //B
+ stop_colors[3] = 0.0; //Alpha
+ n_stops[0] = -(float)INT_MAX; //should be small enough.
+
+ stop_colors[0 + (count-1)*4] = 0.0; //R
+ stop_colors[1 + (count-1)*4] = 0.0; //G
+ stop_colors[2 + (count-1)*4] = 0.0; //B
+ stop_colors[3 + (count-1)*4] = 0.0; //Alpha
+ n_stops[count-1] = (float)INT_MAX; //should be large enough.
+ break;
+ case PIXMAN_REPEAT_NORMAL:
+ REPEAT_FILL_STOPS(0, count - 2);
+ n_stops[0] = n_stops[count-2] - 1.0;
+
+ REPEAT_FILL_STOPS(count - 1, 1);
+ n_stops[count-1] = n_stops[1] + 1.0;
+ break;
+ case PIXMAN_REPEAT_REFLECT:
+ REPEAT_FILL_STOPS(0, 1);
+ n_stops[0] = -n_stops[1];
+
+ REPEAT_FILL_STOPS(count - 1, count - 2);
+ n_stops[count-1] = 1.0 + 1.0 - n_stops[count-2];
+ break;
+ case PIXMAN_REPEAT_PAD:
+ REPEAT_FILL_STOPS(0, 1);
+ n_stops[0] = -(float)INT_MAX;
+
+ REPEAT_FILL_STOPS(count - 1, count - 2);
+ n_stops[count-1] = (float)INT_MAX;
+ break;
+#undef REPEAT_FILL_STOPS
+ }
+
+ for (i = 0; i < count; i++) {
+ DEBUGF("n_stops[%d] = %f, color = r:%f g:%f b:%f a:%f\n",
+ i, n_stops[i],
+ stop_colors[i*4], stop_colors[i*4+1],
+ stop_colors[i*4+2], stop_colors[i*4+3]);
+ }
+
+ return count;
+}
+
+PicturePtr
+glamor_generate_radial_gradient_picture(ScreenPtr screen,
+ PicturePtr src_picture,
+ int x_source, int y_source,
+ int width, int height,
+ PictFormatShort format)
+{
+ glamor_screen_private *glamor_priv;
+ glamor_gl_dispatch *dispatch;
+ PicturePtr dst_picture = NULL;
+ PixmapPtr pixmap = NULL;
+ GLint gradient_prog = 0;
+ int error;
+ float tex_vertices[8];
+ int stops_count = 0;
+ int count = 0;
+ GLfloat *stop_colors = NULL;
+ GLfloat *n_stops = NULL;
+ GLfloat xscale, yscale;
+ float vertices[8];
+ float transform_mat[3][3];
+ static const float identity_mat[3][3] = {{1.0, 0.0, 0.0},
+ {0.0, 1.0, 0.0},
+ {0.0, 0.0, 1.0}};
+ GLfloat stop_colors_st[RADIAL_SMALL_STOPS*4];
+ GLfloat n_stops_st[RADIAL_SMALL_STOPS];
+ GLfloat A_value;
+ GLfloat cxy[4];
+ float c1x, c1y, c2x, c2y, r1, r2;
+
+ GLint transform_mat_uniform_location = 0;
+ GLint repeat_type_uniform_location = 0;
+ GLint n_stop_uniform_location = 0;
+ GLint stops_uniform_location = 0;
+ GLint stop_colors_uniform_location = 0;
+ GLint stop0_uniform_location = 0;
+ GLint stop1_uniform_location = 0;
+ GLint stop2_uniform_location = 0;
+ GLint stop3_uniform_location = 0;
+ GLint stop4_uniform_location = 0;
+ GLint stop5_uniform_location = 0;
+ GLint stop6_uniform_location = 0;
+ GLint stop7_uniform_location = 0;
+ GLint stop_color0_uniform_location = 0;
+ GLint stop_color1_uniform_location = 0;
+ GLint stop_color2_uniform_location = 0;
+ GLint stop_color3_uniform_location = 0;
+ GLint stop_color4_uniform_location = 0;
+ GLint stop_color5_uniform_location = 0;
+ GLint stop_color6_uniform_location = 0;
+ GLint stop_color7_uniform_location = 0;
+ GLint A_value_uniform_location = 0;
+ GLint c1_uniform_location = 0;
+ GLint r1_uniform_location = 0;
+ GLint c2_uniform_location = 0;
+ GLint r2_uniform_location = 0;
+
+ glamor_priv = glamor_get_screen_private(screen);
+ dispatch = glamor_get_dispatch(glamor_priv);
+
+ /* Create a pixmap with VBO. */
+ pixmap = glamor_create_pixmap(screen,
+ width, height,
+ PIXMAN_FORMAT_DEPTH(format),
+ 0);
+ if (!pixmap)
+ goto GRADIENT_FAIL;
+
+ dst_picture = CreatePicture(0, &pixmap->drawable,
+ PictureMatchFormat(screen,
+ PIXMAN_FORMAT_DEPTH(format), format),
+ 0, 0, serverClient, &error);
+
+ /* Release the reference, picture will hold the last one. */
+ glamor_destroy_pixmap(pixmap);
+
+ if (!dst_picture)
+ goto GRADIENT_FAIL;
+
+ ValidatePicture(dst_picture);
+
+ stops_count = src_picture->pSourcePict->radial.nstops + 2;
+
+ /* Because the max value of nstops is unkown, so create a program
+ when nstops > LINEAR_LARGE_STOPS.*/
+ if (stops_count <= RADIAL_SMALL_STOPS) {
+ gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][0];
+ } else if (stops_count <= RADIAL_LARGE_STOPS) {
+ gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][1];
+ } else {
+ _glamor_create_radial_gradient_program(screen,
+ src_picture->pSourcePict->linear.nstops + 2,
+ 1);
+ gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2];
+ }
+
+ /* Bind all the uniform vars .*/
+ transform_mat_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "transform_mat");
+ repeat_type_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "repeat_type");
+ n_stop_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "n_stop");
+ A_value_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "A_value");
+ repeat_type_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "repeat_type");
+ c1_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "c1");
+ r1_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "r1");
+ c2_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "c2");
+ r2_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "r2");
+
+ if (src_picture->pSourcePict->radial.nstops + 2 <= RADIAL_SMALL_STOPS) {
+ stop0_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop0");
+ stop1_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop1");
+ stop2_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop2");
+ stop3_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop3");
+ stop4_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop4");
+ stop5_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop5");
+ stop6_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop6");
+ stop7_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop7");
+
+ stop_color0_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop_color0");
+ stop_color1_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop_color1");
+ stop_color2_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop_color2");
+ stop_color3_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop_color3");
+ stop_color4_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop_color4");
+ stop_color5_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop_color5");
+ stop_color6_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop_color6");
+ stop_color7_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop_color7");
+ } else {
+ stops_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stops");
+ stop_colors_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop_colors");
+ }
+
+ dispatch->glUseProgram(gradient_prog);
+
+ dispatch->glUniform1i(repeat_type_uniform_location, src_picture->repeatType);
+
+
+ if (src_picture->transform) {
+ _glamor_gradient_convert_trans_matrix(src_picture->transform,
+ transform_mat,
+ width, height, 0);
+ dispatch->glUniformMatrix3fv(transform_mat_uniform_location,
+ 1, 1, &transform_mat[0][0]);
+ } else {
+ dispatch->glUniformMatrix3fv(transform_mat_uniform_location,
+ 1, 1, &identity_mat[0][0]);
+ }
+
+ if (!_glamor_gradient_set_pixmap_destination(screen, glamor_priv, dst_picture,
+ &xscale, &yscale, x_source, y_source,
+ vertices, tex_vertices, 0))
+ goto GRADIENT_FAIL;
+
+ /* Set all the stops and colors to shader. */
+ if (stops_count > RADIAL_SMALL_STOPS) {
+ stop_colors = malloc(4 * stops_count * sizeof(float));
+ if (stop_colors == NULL) {
+ ErrorF("Failed to allocate stop_colors memory.\n");
+ goto GRADIENT_FAIL;
+ }
+
+ n_stops = malloc(stops_count * sizeof(float));
+ if (n_stops == NULL) {
+ ErrorF("Failed to allocate n_stops memory.\n");
+ goto GRADIENT_FAIL;
+ }
+ } else {
+ stop_colors = stop_colors_st;
+ n_stops = n_stops_st;
+ }
+
+ count = _glamor_gradient_set_stops(src_picture, &src_picture->pSourcePict->gradient,
+ stop_colors, n_stops);
+
+ if (src_picture->pSourcePict->linear.nstops + 2 <= RADIAL_SMALL_STOPS) {
+ int j = 0;
+ dispatch->glUniform4f(stop_color0_uniform_location,
+ stop_colors[4*j+0], stop_colors[4*j+1],
+ stop_colors[4*j+2], stop_colors[4*j+3]);
+ j++;
+ dispatch->glUniform4f(stop_color1_uniform_location,
+ stop_colors[4*j+0], stop_colors[4*j+1],
+ stop_colors[4*j+2], stop_colors[4*j+3]);
+ j++;
+ dispatch->glUniform4f(stop_color2_uniform_location,
+ stop_colors[4*j+0], stop_colors[4*j+1],
+ stop_colors[4*j+2], stop_colors[4*j+3]);
+ j++;
+ dispatch->glUniform4f(stop_color3_uniform_location,
+ stop_colors[4*j+0], stop_colors[4*j+1],
+ stop_colors[4*j+2], stop_colors[4*j+3]);
+ j++;
+ dispatch->glUniform4f(stop_color4_uniform_location,
+ stop_colors[4*j+0], stop_colors[4*j+1],
+ stop_colors[4*j+2], stop_colors[4*j+3]);
+ j++;
+ dispatch->glUniform4f(stop_color5_uniform_location,
+ stop_colors[4*j+0], stop_colors[4*j+1],
+ stop_colors[4*j+2], stop_colors[4*j+3]);
+ j++;
+ dispatch->glUniform4f(stop_color6_uniform_location,
+ stop_colors[4*j+0], stop_colors[4*j+1],
+ stop_colors[4*j+2], stop_colors[4*j+3]);
+ j++;
+ dispatch->glUniform4f(stop_color7_uniform_location,
+ stop_colors[4*j+0], stop_colors[4*j+1],
+ stop_colors[4*j+2], stop_colors[4*j+3]);
+
+ j = 0;
+ dispatch->glUniform1f(stop0_uniform_location, n_stops[j++]);
+ dispatch->glUniform1f(stop1_uniform_location, n_stops[j++]);
+ dispatch->glUniform1f(stop2_uniform_location, n_stops[j++]);
+ dispatch->glUniform1f(stop3_uniform_location, n_stops[j++]);
+ dispatch->glUniform1f(stop4_uniform_location, n_stops[j++]);
+ dispatch->glUniform1f(stop5_uniform_location, n_stops[j++]);
+ dispatch->glUniform1f(stop6_uniform_location, n_stops[j++]);
+ dispatch->glUniform1f(stop7_uniform_location, n_stops[j++]);
+ dispatch->glUniform1i(n_stop_uniform_location, count);
+ } else {
+ dispatch->glUniform4fv(stop_colors_uniform_location, count, stop_colors);
+ dispatch->glUniform1fv(stops_uniform_location, count, n_stops);
+ dispatch->glUniform1i(n_stop_uniform_location, count);
+ }
+
+ c1x = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.x);
+ c1y = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.y);
+ c2x = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.x);
+ c2y = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.y);
+
+ r1 = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.radius);
+ r2 = (float)pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.radius);
+
+ 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);
+
+ 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);
+
+ A_value = (c2x - c1x) * (c2x - c1x) + (c2y - c1y) * (c2y - c1y) - (r2 - r1) * (r2 - r1);
+ dispatch->glUniform1f(A_value_uniform_location, A_value);
+
+ DEBUGF("C1:(%f, %f) R1:%f\nC2:(%f, %f) R2:%f\nA = %f\n",
+ c1x, c1y, r1, c2x, c2y, r2, A_value);
+
+ /* Now rendering. */
+ dispatch->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ /* Do the clear logic.*/
+ if (stops_count > RADIAL_SMALL_STOPS) {
+ free(n_stops);
+ free(stop_colors);
+ }
+
+ dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
+ dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
+ dispatch->glUseProgram(0);
+
+ glamor_put_dispatch(glamor_priv);
+ return dst_picture;
+
+GRADIENT_FAIL:
+ if (dst_picture) {
+ FreePicture(dst_picture, 0);
+ }
+
+ if (stops_count > RADIAL_SMALL_STOPS) {
+ if (n_stops)
+ free(n_stops);
+ if (stop_colors)
+ free(stop_colors);
+ }
+
+ dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
+ dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
+ dispatch->glUseProgram(0);
+ glamor_put_dispatch(glamor_priv);
+ return NULL;
+}
+
+PicturePtr
+glamor_generate_linear_gradient_picture(ScreenPtr screen,
+ PicturePtr src_picture,
+ int x_source, int y_source,
+ int width, int height,
+ PictFormatShort format)
+{
+ glamor_screen_private *glamor_priv;
+ glamor_gl_dispatch *dispatch;
+ PicturePtr dst_picture = NULL;
+ PixmapPtr pixmap = NULL;
+ GLint gradient_prog = 0;
+ int error;
+ float pt_distance;
+ float p1_distance;
+ GLfloat cos_val;
+ float tex_vertices[8];
+ int stops_count = 0;
+ GLfloat *stop_colors = NULL;
+ GLfloat *n_stops = NULL;
+ int count = 0;
+ float slope;
+ GLfloat xscale, yscale;
+ 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},
+ {0.0, 1.0, 0.0},
+ {0.0, 0.0, 1.0}};
+ GLfloat stop_colors_st[LINEAR_SMALL_STOPS*4];
+ GLfloat n_stops_st[LINEAR_SMALL_STOPS];
+
+ GLint transform_mat_uniform_location = 0;
+ GLint n_stop_uniform_location = 0;
+ GLint stops_uniform_location = 0;
+ GLint stop0_uniform_location = 0;
+ GLint stop1_uniform_location = 0;
+ GLint stop2_uniform_location = 0;
+ GLint stop3_uniform_location = 0;
+ GLint stop4_uniform_location = 0;
+ GLint stop5_uniform_location = 0;
+ GLint stop6_uniform_location = 0;
+ GLint stop7_uniform_location = 0;
+ GLint stop_colors_uniform_location = 0;
+ GLint stop_color0_uniform_location = 0;
+ GLint stop_color1_uniform_location = 0;
+ GLint stop_color2_uniform_location = 0;
+ GLint stop_color3_uniform_location = 0;
+ GLint stop_color4_uniform_location = 0;
+ GLint stop_color5_uniform_location = 0;
+ GLint stop_color6_uniform_location = 0;
+ GLint stop_color7_uniform_location = 0;
+ GLint pt_slope_uniform_location = 0;
+ GLint repeat_type_uniform_location = 0;
+ GLint hor_ver_uniform_location = 0;
+ GLint cos_val_uniform_location = 0;
+ GLint p1_distance_uniform_location = 0;
+ GLint pt_distance_uniform_location = 0;
+
+ glamor_priv = glamor_get_screen_private(screen);
+ dispatch = glamor_get_dispatch(glamor_priv);
+
+ /* Create a pixmap with VBO. */
+ pixmap = glamor_create_pixmap(screen,
+ width, height,
+ PIXMAN_FORMAT_DEPTH(format),
+ 0);
+
+ if (!pixmap)
+ goto GRADIENT_FAIL;
+
+ dst_picture = CreatePicture(0, &pixmap->drawable,
+ PictureMatchFormat(screen,
+ PIXMAN_FORMAT_DEPTH(format), format),
+ 0, 0, serverClient, &error);
+
+ /* Release the reference, picture will hold the last one. */
+ glamor_destroy_pixmap(pixmap);
+
+ if (!dst_picture)
+ goto GRADIENT_FAIL;
+
+ ValidatePicture(dst_picture);
+
+ stops_count = src_picture->pSourcePict->linear.nstops + 2;
+
+ /* Because the max value of nstops is unkown, so create a program
+ when nstops > LINEAR_LARGE_STOPS.*/
+ if (stops_count <= LINEAR_SMALL_STOPS) {
+ gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][0];
+ } else if (stops_count <= LINEAR_LARGE_STOPS) {
+ gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][1];
+ } else {
+ _glamor_create_linear_gradient_program(screen,
+ src_picture->pSourcePict->linear.nstops + 2, 1);
+ gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2];
+ }
+
+ /* Bind all the uniform vars .*/
+ n_stop_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "n_stop");
+ pt_slope_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "pt_slope");
+ repeat_type_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "repeat_type");
+ hor_ver_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "hor_ver");
+ transform_mat_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "transform_mat");
+ cos_val_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "cos_val");
+ p1_distance_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "p1_distance");
+ pt_distance_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "pt_distance");
+
+ if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) {
+ stop0_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop0");
+ stop1_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop1");
+ stop2_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop2");
+ stop3_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop3");
+ stop4_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop4");
+ stop5_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop5");
+ stop6_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop6");
+ stop7_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop7");
+
+ stop_color0_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop_color0");
+ stop_color1_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop_color1");
+ stop_color2_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop_color2");
+ stop_color3_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop_color3");
+ stop_color4_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop_color4");
+ stop_color5_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop_color5");
+ stop_color6_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop_color6");
+ stop_color7_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop_color7");
+ } else {
+ stops_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stops");
+ stop_colors_uniform_location =
+ dispatch->glGetUniformLocation(gradient_prog, "stop_colors");
+ }
+
+ dispatch->glUseProgram(gradient_prog);
+
+ dispatch->glUniform1i(repeat_type_uniform_location, src_picture->repeatType);
+
+ /* set the transform matrix. */
+ if (src_picture->transform) {
+ _glamor_gradient_convert_trans_matrix(src_picture->transform,
+ transform_mat,
+ width, height, 1);
+ dispatch->glUniformMatrix3fv(transform_mat_uniform_location,
+ 1, 1, &transform_mat[0][0]);
+ } else {
+ dispatch->glUniformMatrix3fv(transform_mat_uniform_location,
+ 1, 1, &identity_mat[0][0]);
+ }
+
+ if (!_glamor_gradient_set_pixmap_destination(screen, glamor_priv, dst_picture,
+ &xscale, &yscale, x_source, y_source,
+ vertices, tex_vertices, 1))
+ goto GRADIENT_FAIL;
+
+ /* Normalize the PTs. */
+ glamor_set_normalize_pt(xscale, yscale,
+ pixman_fixed_to_double(src_picture->pSourcePict->linear.p1.x),
+ pixman_fixed_to_double(src_picture->pSourcePict->linear.p1.y),
+ glamor_priv->yInverted,
+ pt1);
+ 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_double(src_picture->pSourcePict->linear.p2.x),
+ pixman_fixed_to_double(src_picture->pSourcePict->linear.p2.y),
+ glamor_priv->yInverted,
+ pt2);
+ 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) {
+ stop_colors = malloc(4 * stops_count * sizeof(float));
+ if (stop_colors == NULL) {
+ ErrorF("Failed to allocate stop_colors memory.\n");
+ goto GRADIENT_FAIL;
+ }
+
+ n_stops = malloc(stops_count * sizeof(float));
+ if (n_stops == NULL) {
+ ErrorF("Failed to allocate n_stops memory.\n");
+ goto GRADIENT_FAIL;
+ }
+ } else {
+ stop_colors = stop_colors_st;
+ n_stops = n_stops_st;
+ }
+
+ count = _glamor_gradient_set_stops(src_picture, &src_picture->pSourcePict->gradient,
+ stop_colors, n_stops);
+
+ if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) {
+ int j = 0;
+ dispatch->glUniform4f(stop_color0_uniform_location,
+ stop_colors[4*j+0], stop_colors[4*j+1],
+ stop_colors[4*j+2], stop_colors[4*j+3]);
+ j++;
+ dispatch->glUniform4f(stop_color1_uniform_location,
+ stop_colors[4*j+0], stop_colors[4*j+1],
+ stop_colors[4*j+2], stop_colors[4*j+3]);
+ j++;
+ dispatch->glUniform4f(stop_color2_uniform_location,
+ stop_colors[4*j+0], stop_colors[4*j+1],
+ stop_colors[4*j+2], stop_colors[4*j+3]);
+ j++;
+ dispatch->glUniform4f(stop_color3_uniform_location,
+ stop_colors[4*j+0], stop_colors[4*j+1],
+ stop_colors[4*j+2], stop_colors[4*j+3]);
+ j++;
+ dispatch->glUniform4f(stop_color4_uniform_location,
+ stop_colors[4*j+0], stop_colors[4*j+1],
+ stop_colors[4*j+2], stop_colors[4*j+3]);
+ j++;
+ dispatch->glUniform4f(stop_color5_uniform_location,
+ stop_colors[4*j+0], stop_colors[4*j+1],
+ stop_colors[4*j+2], stop_colors[4*j+3]);
+ j++;
+ dispatch->glUniform4f(stop_color6_uniform_location,
+ stop_colors[4*j+0], stop_colors[4*j+1],
+ stop_colors[4*j+2], stop_colors[4*j+3]);
+ j++;
+ dispatch->glUniform4f(stop_color7_uniform_location,
+ stop_colors[4*j+0], stop_colors[4*j+1],
+ stop_colors[4*j+2], stop_colors[4*j+3]);
+
+ j = 0;
+ dispatch->glUniform1f(stop0_uniform_location, n_stops[j++]);
+ dispatch->glUniform1f(stop1_uniform_location, n_stops[j++]);
+ dispatch->glUniform1f(stop2_uniform_location, n_stops[j++]);
+ dispatch->glUniform1f(stop3_uniform_location, n_stops[j++]);
+ dispatch->glUniform1f(stop4_uniform_location, n_stops[j++]);
+ dispatch->glUniform1f(stop5_uniform_location, n_stops[j++]);
+ dispatch->glUniform1f(stop6_uniform_location, n_stops[j++]);
+ dispatch->glUniform1f(stop7_uniform_location, n_stops[j++]);
+
+ dispatch->glUniform1i(n_stop_uniform_location, count);
+ } else {
+ dispatch->glUniform4fv(stop_colors_uniform_location, count, stop_colors);
+ dispatch->glUniform1fv(stops_uniform_location, count, n_stops);
+ dispatch->glUniform1i(n_stop_uniform_location, count);
+ }
+
+ if (src_picture->pSourcePict->linear.p2.y ==
+ src_picture->pSourcePict->linear.p1.y) { // The horizontal case.
+ dispatch->glUniform1i(hor_ver_uniform_location, 1);
+ DEBUGF("p1.y: %f, p2.y: %f, enter the horizontal case\n",
+ pt1[1], pt2[1]);
+
+ p1_distance = pt1[0];
+ pt_distance = (pt2[0] - p1_distance);
+ dispatch->glUniform1f(p1_distance_uniform_location, p1_distance);
+ dispatch->glUniform1f(pt_distance_uniform_location, pt_distance);
+ } else {
+ /* The slope need to compute here. In shader, the viewport set will change
+ the orginal slope and the slope which is vertical to it will not be correct.*/
+ slope = - (float)(src_picture->pSourcePict->linear.p2.x
+ - src_picture->pSourcePict->linear.p1.x) /
+ (float)(src_picture->pSourcePict->linear.p2.y
+ - src_picture->pSourcePict->linear.p1.y);
+ slope = slope * yscale / xscale;
+ dispatch->glUniform1f(pt_slope_uniform_location, slope);
+ dispatch->glUniform1i(hor_ver_uniform_location, 0);
+
+ cos_val = sqrt(1.0 / (slope * slope + 1.0));
+ dispatch->glUniform1f(cos_val_uniform_location, cos_val);
+
+ p1_distance = (pt1[1] - pt1[0] * slope) * cos_val;
+ pt_distance = (pt2[1] - pt2[0] * slope) * cos_val - p1_distance;
+ dispatch->glUniform1f(p1_distance_uniform_location, p1_distance);
+ dispatch->glUniform1f(pt_distance_uniform_location, pt_distance);
+ }
+
+ /* Now rendering. */
+ dispatch->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ /* Do the clear logic.*/
+ if (stops_count > LINEAR_SMALL_STOPS) {
+ free(n_stops);
+ free(stop_colors);
+ }
+
+ dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
+ dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
+ dispatch->glUseProgram(0);
+
+ glamor_put_dispatch(glamor_priv);
+ return dst_picture;
+
+GRADIENT_FAIL:
+ if (dst_picture) {
+ FreePicture(dst_picture, 0);
+ }
+
+ if (stops_count > LINEAR_SMALL_STOPS) {
+ if (n_stops)
+ free(n_stops);
+ if (stop_colors)
+ free(stop_colors);
+ }
+
+ dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
+ dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
+ dispatch->glUseProgram(0);
+ glamor_put_dispatch(glamor_priv);
+ return NULL;
+}
+
+#endif /* End of GLAMOR_GRADIENT_SHADER */
+
+#endif /* End of RENDER */