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path: root/xorg-server/glamor/glamor_core.c
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Diffstat (limited to 'xorg-server/glamor/glamor_core.c')
-rw-r--r--xorg-server/glamor/glamor_core.c30
1 files changed, 16 insertions, 14 deletions
diff --git a/xorg-server/glamor/glamor_core.c b/xorg-server/glamor/glamor_core.c
index 737b2744b..55174541f 100644
--- a/xorg-server/glamor/glamor_core.c
+++ b/xorg-server/glamor/glamor_core.c
@@ -43,9 +43,9 @@ glamor_get_drawable_location(const DrawablePtr drawable)
glamor_screen_private *glamor_priv =
glamor_get_screen_private(drawable->pScreen);
if (pixmap_priv == NULL ||
- pixmap_priv->base.gl_fbo == GLAMOR_FBO_UNATTACHED)
+ pixmap_priv->gl_fbo == GLAMOR_FBO_UNATTACHED)
return 'm';
- if (pixmap_priv->base.fbo->fb == glamor_priv->screen_fbo)
+ if (pixmap_priv->fbo->fb == glamor_priv->screen_fbo)
return 's';
else
return 'f';
@@ -173,46 +173,48 @@ glamor_init_finish_access_shaders(ScreenPtr screen)
const char *fs_source =
"void main()\n"
"{\n"
+ " vec4 color = texture2D(sampler, source_texture);\n"
" if (revert == REVERT_NONE) \n"
" { \n"
" if ((swap_rb != SWAP_NONE_DOWNLOADING) && (swap_rb != SWAP_NONE_UPLOADING)) \n"
- " gl_FragColor = texture2D(sampler, source_texture).bgra;\n"
+ " gl_FragColor = color.bgra;\n"
" else \n"
- " gl_FragColor = texture2D(sampler, source_texture).rgba;\n"
+ " gl_FragColor = color.rgba;\n"
" } \n"
" else \n"
" { \n"
" if (swap_rb == SWAP_DOWNLOADING) \n"
- " gl_FragColor = texture2D(sampler, source_texture).argb;\n"
+ " gl_FragColor = color.argb;\n"
" else if (swap_rb == SWAP_NONE_DOWNLOADING)\n"
- " gl_FragColor = texture2D(sampler, source_texture).abgr;\n"
+ " gl_FragColor = color.abgr;\n"
" else if (swap_rb == SWAP_UPLOADING)\n"
- " gl_FragColor = texture2D(sampler, source_texture).gbar;\n"
+ " gl_FragColor = color.gbar;\n"
" else if (swap_rb == SWAP_NONE_UPLOADING)\n"
- " gl_FragColor = texture2D(sampler, source_texture).abgr;\n"
+ " gl_FragColor = color.abgr;\n"
" } \n"
"}\n";
const char *set_alpha_source =
"void main()\n"
"{\n"
+ " vec4 color = texture2D(sampler, source_texture);\n"
" if (revert == REVERT_NONE) \n"
" { \n"
" if ((swap_rb != SWAP_NONE_DOWNLOADING) && (swap_rb != SWAP_NONE_UPLOADING)) \n"
- " gl_FragColor = vec4(texture2D(sampler, source_texture).bgr, 1);\n"
+ " gl_FragColor = vec4(color.bgr, 1);\n"
" else \n"
- " gl_FragColor = vec4(texture2D(sampler, source_texture).rgb, 1);\n"
+ " gl_FragColor = vec4(color.rgb, 1);\n"
" } \n"
" else \n"
" { \n"
" if (swap_rb == SWAP_DOWNLOADING) \n"
- " gl_FragColor = vec4(1, texture2D(sampler, source_texture).rgb);\n"
+ " gl_FragColor = vec4(1, color.rgb);\n"
" else if (swap_rb == SWAP_NONE_DOWNLOADING)\n"
- " gl_FragColor = vec4(1, texture2D(sampler, source_texture).bgr);\n"
+ " gl_FragColor = vec4(1, color.bgr);\n"
" else if (swap_rb == SWAP_UPLOADING)\n"
- " gl_FragColor = vec4(texture2D(sampler, source_texture).gba, 1);\n"
+ " gl_FragColor = vec4(color.gba, 1);\n"
" else if (swap_rb == SWAP_NONE_UPLOADING)\n"
- " gl_FragColor = vec4(texture2D(sampler, source_texture).abg, 1);\n"
+ " gl_FragColor = vec4(color.abg, 1);\n"
" } \n"
"}\n";
GLint fs_prog, vs_prog, avs_prog, set_alpha_prog;