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author | marha <marha@users.sourceforge.net> | 2014-01-26 20:05:50 +0100 |
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committer | marha <marha@users.sourceforge.net> | 2014-01-26 20:10:14 +0100 |
commit | 30af30b78075159fce477ae99cc72540133714d0 (patch) | |
tree | 1028af42bd030d09bf9c9cb6085665300326abc6 /xorg-server/glamor/glamor_gradient.c | |
parent | 775780ea274e6602c2d64de33a98ee35979cc330 (diff) | |
download | vcxsrv-30af30b78075159fce477ae99cc72540133714d0.tar.gz vcxsrv-30af30b78075159fce477ae99cc72540133714d0.tar.bz2 vcxsrv-30af30b78075159fce477ae99cc72540133714d0.zip |
xserver randrproto libxtrans fontconfig libxcb xcb-proto mesa git update 26 Jan 2014
xserver commit c1ce807d9f18f215332d7eeb844e8c640f71c53c
libxcb commit e7263931aff3e3450dc938ad465a7577f943549f
libxcb/xcb-proto commit d898fd39ad6c82207eb78666b2daad982dd757b5
randrproto commit a4a6694c059d74247c16527eef4a0ec9f56bbef6
libxtrans commit e1e6121a1638d43d9929589b4723da2b38cb6b44
fontconfig commit e2b406053c2937799da8636c56b72a77998bcab0
mesa commit 07149f0252c52b4ac58b6df4e307fd786b49b490
Diffstat (limited to 'xorg-server/glamor/glamor_gradient.c')
-rw-r--r-- | xorg-server/glamor/glamor_gradient.c | 1584 |
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 */ |