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-rw-r--r--xorg-server/glamor/glamor_trapezoid.c1819
1 files changed, 1819 insertions, 0 deletions
diff --git a/xorg-server/glamor/glamor_trapezoid.c b/xorg-server/glamor/glamor_trapezoid.c
new file mode 100644
index 000000000..76b3729cf
--- /dev/null
+++ b/xorg-server/glamor/glamor_trapezoid.c
@@ -0,0 +1,1819 @@
+/*
+ * 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_trapezoid.c
+ *
+ * Trapezoid acceleration implementation
+ */
+
+#include "glamor_priv.h"
+
+#ifdef RENDER
+#include "mipict.h"
+#include "fbpict.h"
+
+static xFixed
+_glamor_linefixedX (xLineFixed *l, xFixed y, Bool ceil)
+{
+ xFixed dx = l->p2.x - l->p1.x;
+ xFixed_32_32 ex = (xFixed_32_32) (y - l->p1.y) * dx;
+ xFixed dy = l->p2.y - l->p1.y;
+ if (ceil)
+ ex += (dy - 1);
+ return l->p1.x + (xFixed) (ex / dy);
+}
+
+static xFixed
+_glamor_linefixedY (xLineFixed *l, xFixed x, Bool ceil)
+{
+ xFixed dy = l->p2.y - l->p1.y;
+ xFixed_32_32 ey = (xFixed_32_32) (x - l->p1.x) * dy;
+ xFixed dx = l->p2.x - l->p1.x;
+ if (ceil)
+ ey += (dx - 1);
+ return l->p1.y + (xFixed) (ey / dx);
+}
+
+#ifdef GLAMOR_TRAPEZOID_SHADER
+
+#define GLAMOR_VERTEX_TOP_BOTTOM (GLAMOR_VERTEX_SOURCE + 1)
+#define GLAMOR_VERTEX_LEFT_PARAM (GLAMOR_VERTEX_SOURCE + 2)
+#define GLAMOR_VERTEX_RIGHT_PARAM (GLAMOR_VERTEX_SOURCE + 3)
+
+#define DEBUG_CLIP_VTX 0
+
+#define POINT_INSIDE_CLIP_RECT(point, rect) \
+ (point[0] >= IntToxFixed(rect->x1) \
+ && point[0] <= IntToxFixed(rect->x2) \
+ && point[1] >= IntToxFixed(rect->y1) \
+ && point[1] <= IntToxFixed(rect->y2))
+
+static xFixed
+_glamor_lines_crossfixedY (xLineFixed *l, xLineFixed *r)
+{
+ xFixed dx1 = l->p2.x - l->p1.x;
+ xFixed dx2 = r->p2.x - r->p1.x;
+ xFixed dy1 = l->p2.y - l->p1.y;
+ xFixed dy2 = r->p2.y - r->p1.y;
+ xFixed_32_32 tmp = (xFixed_32_32) dy2 * dy1;
+ xFixed_32_32 dividend1 = (tmp >> 32) * (l->p1.x - r->p1.x);
+ xFixed_32_32 dividend2;
+ xFixed_32_32 dividend3;
+ xFixed_32_32 divisor;
+
+ tmp = (xFixed_32_32) dx1 * dy2;
+ dividend2 = (tmp >> 32) * l->p1.y;
+ tmp = (xFixed_32_32) dy1 * dx2;
+ dividend3 = (tmp >> 32) * r->p1.y;
+ divisor = ((xFixed_32_32) dx1 * (xFixed_32_32) dy2
+ - (xFixed_32_32) dy1 * (xFixed_32_32) dx2) >> 32;
+
+ if (divisor)
+ return (xFixed)((dividend2 - dividend1 - dividend3) / divisor);
+
+ return 0xFFFFFFFF;
+}
+
+static Bool
+point_inside_trapezoid(int point[2], xTrapezoid * trap, xFixed cut_y)
+{
+ int ret = TRUE;
+ int tmp;
+ if (point[1] > trap->bottom) {
+ ret = FALSE;
+ if (DEBUG_CLIP_VTX) {
+ ErrorF("Out of Trap bottom, point[1] = %d(0x%x)), "
+ "bottom = %d(0x%x)\n",
+ (unsigned int)xFixedToInt(point[1]), point[1],
+ (unsigned int)xFixedToInt(trap->bottom),
+ (unsigned int)trap->bottom);
+ }
+
+ return ret;
+ }
+
+ if (point[1] < trap->top) {
+ ret = FALSE;
+ if (DEBUG_CLIP_VTX) {
+ ErrorF("Out of Trap top, point[1] = %d(0x%x)), "
+ "top = %d(0x%x)\n",
+ (unsigned int)xFixedToInt(point[1]), point[1],
+ (unsigned int)xFixedToInt(trap->top),
+ (unsigned int)trap->top);
+ }
+
+ return ret;
+ }
+
+ tmp = _glamor_linefixedX (&trap->left, point[1], FALSE);
+ if (point[0] < tmp) {
+ ret = FALSE;
+
+ if (abs(cut_y - trap->top) < pixman_fixed_1_minus_e &&
+ abs(point[1] - trap->top) < pixman_fixed_1_minus_e &&
+ tmp - point[0] < pixman_fixed_1_minus_e) {
+ ret = TRUE;
+ } else if (abs(cut_y - trap->bottom) < pixman_fixed_1_minus_e &&
+ point[1] - trap->bottom < pixman_fixed_1_minus_e &&
+ tmp - point[0] < pixman_fixed_1_minus_e) {
+ ret = TRUE;
+ }
+
+ if (DEBUG_CLIP_VTX && !ret) {
+ ErrorF("Out of Trap left, point[0] = %d(0x%x)), "
+ "left = %d(0x%x)\n",
+ (unsigned int)xFixedToInt(point[0]), point[0],
+ (unsigned int)xFixedToInt(tmp), (unsigned int)tmp);
+ }
+
+ if (!ret)
+ return ret;
+ }
+
+ tmp = _glamor_linefixedX (&trap->right, point[1], TRUE);
+ if (point[0] > tmp) {
+ ret = FALSE;
+
+ if (abs(cut_y - trap->top) < pixman_fixed_1_minus_e &&
+ abs(point[1] - trap->top) < pixman_fixed_1_minus_e &&
+ point[0] - tmp < pixman_fixed_1_minus_e) {
+ ret = TRUE;
+ } else if (abs(cut_y - trap->bottom) < pixman_fixed_1_minus_e &&
+ abs(point[1] - trap->bottom) < pixman_fixed_1_minus_e &&
+ point[0] - tmp < pixman_fixed_1_minus_e) {
+ ret = TRUE;
+ }
+
+ if (DEBUG_CLIP_VTX && !ret) {
+ ErrorF("Out of Trap right, point[0] = %d(0x%x)), "
+ "right = %d(0x%x)\n",
+ (unsigned int)xFixedToInt(point[0]), point[0],
+ (unsigned int)xFixedToInt(tmp), (unsigned int)tmp);
+ }
+
+ if (!ret)
+ return ret;
+ }
+
+ return ret;
+}
+
+static void
+glamor_emit_composite_triangle(ScreenPtr screen,
+ const float *src_coords,
+ const float *mask_coords,
+ const float *dst_coords)
+{
+ glamor_emit_composite_vert(screen, src_coords, mask_coords,
+ dst_coords, 0);
+ glamor_emit_composite_vert(screen, src_coords, mask_coords,
+ dst_coords, 1);
+ glamor_emit_composite_vert(screen, src_coords, mask_coords,
+ dst_coords, 2);
+}
+
+static void
+glamor_flush_composite_triangles(ScreenPtr screen)
+{
+ glamor_screen_private *glamor_priv =
+ glamor_get_screen_private(screen);
+ glamor_gl_dispatch *dispatch;
+
+ dispatch = glamor_get_dispatch(glamor_priv);
+ if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
+ dispatch->glUnmapBuffer(GL_ARRAY_BUFFER);
+ else {
+
+ dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
+ dispatch->glBufferData(GL_ARRAY_BUFFER,
+ glamor_priv->vbo_offset,
+ glamor_priv->vb, GL_DYNAMIC_DRAW);
+ }
+
+ if (!glamor_priv->render_nr_verts)
+ return;
+
+ dispatch->glDrawArrays(GL_TRIANGLES, 0, glamor_priv->render_nr_verts);
+ glamor_put_dispatch(glamor_priv);
+}
+
+static Bool
+_glamor_clip_trapezoid_vertex(xTrapezoid * trap, BoxPtr pbox,
+ int vertex[6], int *num)
+{
+ xFixed edge_cross_y = 0xFFFFFFFF;
+ int tl[2];
+ int bl[2];
+ int tr[2];
+ int br[2];
+ int left_cut_top[2];
+ int left_cut_left[2];
+ int left_cut_right[2];
+ int left_cut_bottom[2];
+ int right_cut_top[2];
+ int right_cut_left[2];
+ int right_cut_right[2];
+ int right_cut_bottom[2];
+ int tmp[2];
+ int tmp_vtx[20*2];
+ float tmp_vtx_slope[20];
+ BoxRec trap_bound;
+ int i = 0;
+ int vertex_num = 0;
+
+ if (DEBUG_CLIP_VTX) {
+ ErrorF("The parameter of xTrapezoid is:\ntop: %d 0x%x\tbottom: %d 0x%x\n"
+ "left: p1 (%d 0x%x, %d 0x%x)\tp2 (%d 0x%x, %d 0x%x)\n"
+ "right: p1 (%d 0x%x, %d 0x%x)\tp2 (%d 0x%x, %d 0x%x)\n",
+ xFixedToInt(trap->top), (unsigned int)trap->top,
+ xFixedToInt(trap->bottom), (unsigned int)trap->bottom,
+ xFixedToInt(trap->left.p1.x), (unsigned int)trap->left.p1.x,
+ xFixedToInt(trap->left.p1.y), (unsigned int)trap->left.p1.y,
+ xFixedToInt(trap->left.p2.x), (unsigned int)trap->left.p2.x,
+ xFixedToInt(trap->left.p2.y), (unsigned int)trap->left.p2.y,
+ xFixedToInt(trap->right.p1.x), (unsigned int)trap->right.p1.x,
+ xFixedToInt(trap->right.p1.y), (unsigned int)trap->right.p1.y,
+ xFixedToInt(trap->right.p2.x), (unsigned int)trap->right.p2.x,
+ xFixedToInt(trap->right.p2.y), (unsigned int)trap->right.p2.y);
+ }
+
+ miTrapezoidBounds(1, trap, &trap_bound);
+ if (DEBUG_CLIP_VTX)
+ ErrorF("The bounds for this traps is: bounds.x1 = %d, bounds.x2 = %d, "
+ "bounds.y1 = %d, bounds.y2 = %d\n", trap_bound.x1, trap_bound.x2,
+ trap_bound.y1, trap_bound.y2);
+
+ if (trap_bound.x1 > pbox->x2 || trap_bound.x2 < pbox->x1)
+ return FALSE;
+ if (trap_bound.y1 > pbox->y2 || trap_bound.y2 < pbox->y1)
+ return FALSE;
+
+#define IS_TRAP_EDGE_VERTICAL(edge) \
+ (edge->p1.x == edge->p2.x)
+
+#define CACULATE_CUT_VERTEX(vtx, cal_x, ceil, vh_edge, edge) \
+ do { \
+ if(cal_x) { \
+ vtx[1] = (vh_edge); \
+ vtx[0] = (_glamor_linefixedX( \
+ edge, vh_edge, ceil)); \
+ if(DEBUG_CLIP_VTX) \
+ ErrorF("The intersection point of line y=%d and " \
+ "line of p1:(%d,%d) -- p2 (%d,%d) " \
+ "is (%d, %d)\n", \
+ xFixedToInt(vh_edge), \
+ xFixedToInt(edge->p1.x), \
+ xFixedToInt(edge->p1.y), \
+ xFixedToInt(edge->p2.x), \
+ xFixedToInt(edge->p2.y), \
+ xFixedToInt(vtx[0]), \
+ xFixedToInt(vtx[1])); \
+ } else { \
+ vtx[0] = (vh_edge); \
+ vtx[1] = (_glamor_linefixedY( \
+ edge, vh_edge, ceil)); \
+ if(DEBUG_CLIP_VTX) \
+ ErrorF("The intersection point of line x=%d and " \
+ "line of p1:(%d,%d) -- p2 (%d,%d) " \
+ "is (%d, %d)\n", \
+ xFixedToInt(vh_edge), \
+ xFixedToInt(edge->p1.x), \
+ xFixedToInt(edge->p1.y), \
+ xFixedToInt(edge->p2.x), \
+ xFixedToInt(edge->p2.y), \
+ xFixedToInt(vtx[0]), \
+ xFixedToInt(vtx[1])); \
+ } \
+ } while(0)
+
+#define ADD_VERTEX_IF_INSIDE(vtx) \
+ if(POINT_INSIDE_CLIP_RECT(vtx, pbox) \
+ && point_inside_trapezoid(vtx, trap, edge_cross_y)){ \
+ tmp_vtx[vertex_num] = xFixedToInt(vtx[0]); \
+ tmp_vtx[vertex_num + 1] = xFixedToInt(vtx[1]); \
+ vertex_num += 2; \
+ if(DEBUG_CLIP_VTX) \
+ ErrorF("@ Point: (%d, %d) is inside " \
+ "the Rect and Trapezoid\n", \
+ xFixedToInt(vtx[0]), \
+ xFixedToInt(vtx[1])); \
+ } else if(DEBUG_CLIP_VTX){ \
+ ErrorF("X Point: (%d, %d) is outside " \
+ "the Rect and Trapezoid\t", \
+ xFixedToInt(vtx[0]), \
+ xFixedToInt(vtx[1])); \
+ if(POINT_INSIDE_CLIP_RECT(vtx, pbox)) \
+ ErrorF("The Point is outside " \
+ "the Trapezoid\n"); \
+ else \
+ ErrorF("The Point is outside " \
+ "the Rect\n"); \
+ }
+
+ /*Trap's right edge cut right edge. */
+ if((!IS_TRAP_EDGE_VERTICAL((&trap->left))) ||
+ (!IS_TRAP_EDGE_VERTICAL((&trap->right)))) {
+ edge_cross_y = _glamor_lines_crossfixedY((&trap->left), (&trap->right));
+ if (DEBUG_CLIP_VTX) {
+ ErrorF("Trap's left edge cut right edge at %d(0x%x), "
+ "trap_top = %x, trap_bottom = %x\n",
+ xFixedToInt(edge_cross_y), edge_cross_y,
+ (unsigned int)trap->top, (unsigned int)trap->bottom);
+ }
+ }
+
+ /*Trap's TopLeft, BottomLeft, TopRight and BottomRight. */
+ CACULATE_CUT_VERTEX(tl, 1, FALSE, trap->top, (&trap->left));
+ CACULATE_CUT_VERTEX(bl, 1, FALSE, trap->bottom, (&trap->left));
+ CACULATE_CUT_VERTEX(tr, 1, TRUE, trap->top, (&trap->right));
+ CACULATE_CUT_VERTEX(br, 1, TRUE, trap->bottom, (&trap->right));
+
+ if (DEBUG_CLIP_VTX)
+ ErrorF("Trap's TopLeft, BottomLeft, TopRight and BottomRight\n");
+ if (DEBUG_CLIP_VTX)
+ ErrorF("Caculate the vertex of trapezoid:\n"
+ " (%3d, %3d)-------------------------(%3d, %3d)\n"
+ " / \\ \n"
+ " / \\ \n"
+ " / \\ \n"
+ " (%3d, %3d)---------------------------------(%3d, %3d)\n"
+ "Clip with rect:\n"
+ " (%3d, %3d)------------------------(%3d, %3d) \n"
+ " | | \n"
+ " | | \n"
+ " | | \n"
+ " (%3d, %3d)------------------------(%3d, %3d) \n",
+ xFixedToInt(tl[0]), xFixedToInt(tl[1]), xFixedToInt(tr[0]),
+ xFixedToInt(tr[1]), xFixedToInt(bl[0]), xFixedToInt(bl[1]),
+ xFixedToInt(br[0]), xFixedToInt(br[1]),
+ pbox->x1, pbox->y1, pbox->x2, pbox->y1, pbox->x1, pbox->y2,
+ pbox->x2, pbox->y2);
+
+ ADD_VERTEX_IF_INSIDE(tl);
+ ADD_VERTEX_IF_INSIDE(bl);
+ ADD_VERTEX_IF_INSIDE(tr);
+ ADD_VERTEX_IF_INSIDE(br);
+
+ /*Trap's left edge cut Rect. */
+ if (DEBUG_CLIP_VTX)
+ ErrorF("Trap's left edge cut Rect\n");
+ CACULATE_CUT_VERTEX(left_cut_top, 1, FALSE, IntToxFixed(pbox->y1), (&trap->left));
+ ADD_VERTEX_IF_INSIDE(left_cut_top);
+ if (!IS_TRAP_EDGE_VERTICAL((&trap->left))) {
+ CACULATE_CUT_VERTEX(left_cut_left, 0, FALSE, IntToxFixed(pbox->x1), (&trap->left));
+ ADD_VERTEX_IF_INSIDE(left_cut_left);
+ }
+ CACULATE_CUT_VERTEX(left_cut_bottom, 1, FALSE, IntToxFixed(pbox->y2), (&trap->left));
+ ADD_VERTEX_IF_INSIDE(left_cut_bottom);
+ if (!IS_TRAP_EDGE_VERTICAL((&trap->left))) {
+ CACULATE_CUT_VERTEX(left_cut_right, 0, FALSE, IntToxFixed(pbox->x2), (&trap->left));
+ ADD_VERTEX_IF_INSIDE(left_cut_right);
+ }
+
+ /*Trap's right edge cut Rect. */
+ if (DEBUG_CLIP_VTX)
+ ErrorF("Trap's right edge cut Rect\n");
+ CACULATE_CUT_VERTEX(right_cut_top, 1, TRUE, IntToxFixed(pbox->y1), (&trap->right));
+ ADD_VERTEX_IF_INSIDE(right_cut_top);
+ if (!IS_TRAP_EDGE_VERTICAL((&trap->right))) {
+ CACULATE_CUT_VERTEX(right_cut_left, 0, TRUE, IntToxFixed(pbox->x1), (&trap->right));
+ ADD_VERTEX_IF_INSIDE(right_cut_left);
+ }
+ CACULATE_CUT_VERTEX(right_cut_bottom, 1, TRUE, IntToxFixed(pbox->y2), (&trap->right));
+ ADD_VERTEX_IF_INSIDE(right_cut_bottom);
+ if (!IS_TRAP_EDGE_VERTICAL((&trap->right))) {
+ CACULATE_CUT_VERTEX(right_cut_right, 0, TRUE, IntToxFixed(pbox->x2), (&trap->right));
+ ADD_VERTEX_IF_INSIDE(right_cut_right);
+ }
+
+ /* Trap's top cut Left and Right of rect. */
+ if (DEBUG_CLIP_VTX)
+ ErrorF("Trap's top cut Left and Right of rect\n");
+ tmp[0] = IntToxFixed(pbox->x1);
+ tmp[1] = trap->top;
+ ADD_VERTEX_IF_INSIDE(tmp);
+ tmp[0] = IntToxFixed(pbox->x2);
+ tmp[1] = trap->top;
+ ADD_VERTEX_IF_INSIDE(tmp);
+
+ /* Trap's bottom cut Left and Right of rect. */
+ if (DEBUG_CLIP_VTX)
+ ErrorF("Trap's bottom cut Left and Right of rect\n");
+ tmp[0] = IntToxFixed(pbox->x1);
+ tmp[1] = trap->bottom;
+ ADD_VERTEX_IF_INSIDE(tmp);
+ tmp[0] = IntToxFixed(pbox->x2);
+ tmp[1] = trap->bottom;
+ ADD_VERTEX_IF_INSIDE(tmp);
+
+ /* The orginal 4 vertex of rect. */
+ if (DEBUG_CLIP_VTX)
+ ErrorF("The orginal 4 vertex of rect\n");
+ tmp[0] = IntToxFixed(pbox->x1);
+ tmp[1] = IntToxFixed(pbox->y1);
+ ADD_VERTEX_IF_INSIDE(tmp);
+ tmp[0] = IntToxFixed(pbox->x1);
+ tmp[1] = IntToxFixed(pbox->y2);
+ ADD_VERTEX_IF_INSIDE(tmp);
+ tmp[0] = IntToxFixed(pbox->x2);
+ tmp[1] = IntToxFixed(pbox->y2);
+ ADD_VERTEX_IF_INSIDE(tmp);
+ tmp[0] = IntToxFixed(pbox->x2);
+ tmp[1] = IntToxFixed(pbox->y1);
+ ADD_VERTEX_IF_INSIDE(tmp);
+
+ if (DEBUG_CLIP_VTX) {
+ ErrorF("\nThe candidate vertex number is %d\n", vertex_num / 2);
+ for (i = 0; i < vertex_num / 2; i++) {
+ ErrorF("(%d, %d) ", tmp_vtx[2*i], tmp_vtx[2*i + 1]);
+ }
+ ErrorF("\n");
+ }
+
+ /* Sort the vertex by X and then Y. */
+ for (i = 0; i < vertex_num / 2; i++) {
+ int j;
+ for (j = 0; j < vertex_num / 2 - i - 1; j++) {
+ if (tmp_vtx[2*j] > tmp_vtx[2*(j+1)]
+ || (tmp_vtx[2*j] == tmp_vtx[2*(j+1)]
+ && tmp_vtx[2*j + 1] > tmp_vtx[2*(j+1) + 1])) {
+ tmp[0] = tmp_vtx[2*j];
+ tmp[1] = tmp_vtx[2*j + 1];
+ tmp_vtx[2*j] = tmp_vtx[2*(j+1)];
+ tmp_vtx[2*j + 1] = tmp_vtx[2*(j+1) + 1];
+ tmp_vtx[2*(j+1)] = tmp[0];
+ tmp_vtx[2*(j+1) + 1] = tmp[1];
+ }
+ }
+
+ }
+
+ if (DEBUG_CLIP_VTX) {
+ ErrorF("\nAfter sort vertex number is:\n");
+ for (i = 0; i < vertex_num / 2; i++) {
+ ErrorF("(%d, %d) ", tmp_vtx[2*i], tmp_vtx[2*i + 1]);
+ }
+ ErrorF("\n");
+ }
+
+ memset(vertex, -1, 2*6);
+ *num = 0;
+
+ for (i = 0; i < vertex_num / 2; i++) {
+ if (*num > 0 && vertex[2*(*num - 1)] == tmp_vtx[2*i]
+ && vertex[2*(*num - 1) + 1] == tmp_vtx[2*i + 1]) {
+ /*same vertex.*/
+ if (DEBUG_CLIP_VTX)
+ ErrorF("X Point:(%d, %d) discard\n",
+ tmp_vtx[2*i], tmp_vtx[2*i + 1]);
+ continue;
+ }
+
+ (*num)++;
+ if (*num > 6) {
+ if (DEBUG_CLIP_VTX)
+ FatalError("Trapezoid clip with Rect can never have vtx"
+ "number bigger than 6\n");
+ else {
+ ErrorF("Trapezoid clip with Rect can never have vtx"
+ "number bigger than 6\n");
+ *num = 6;
+ break;
+ }
+ }
+
+ vertex[2*(*num - 1)] = tmp_vtx[2*i];
+ vertex[2*(*num - 1) + 1] = tmp_vtx[2*i + 1];
+ if (DEBUG_CLIP_VTX)
+ ErrorF("@ Point:(%d, %d) select, num now is %d\n",
+ tmp_vtx[2*i], tmp_vtx[2*i + 1], *num);
+ }
+
+ /* Now we need to arrange the vtx in the polygon's counter-clockwise
+ order. We first select the left and top point as the start point and
+ sort every vtx by the slope from vtx to the start vtx. */
+ for (i = 1; i < *num; i++) {
+ tmp_vtx_slope[i] = (vertex[2*i] != vertex[0] ?
+ (float)(vertex[2*i + 1] - vertex[1]) / (float)(vertex[2*i] - vertex[0])
+ : (float)INT_MAX);
+ }
+
+ if (DEBUG_CLIP_VTX) {
+ ErrorF("\nvtx number: %d, VTX and slope:\n", *num);
+ for (i = 0; i < *num; i++) {
+ ErrorF("(%d, %d):%f ",
+ vertex[2*i], vertex[2*i + 1],
+ tmp_vtx_slope[i]);
+ }
+ ErrorF("\n");
+ }
+
+ /* Sort the vertex by slope. */
+ for (i = 0; i < *num - 1; i++) {
+ int j;
+ float tmp_slope;
+ for (j = 1; j < *num - i - 1; j++) {
+ if (tmp_vtx_slope[j] < tmp_vtx_slope[j + 1]) {
+ tmp_slope = tmp_vtx_slope[j];
+ tmp_vtx_slope[j] = tmp_vtx_slope[j + 1];
+ tmp_vtx_slope[j + 1] = tmp_slope;
+ tmp[0] = vertex[2*j];
+ tmp[1] = vertex[2*j + 1];
+ vertex[2*j] = vertex[2*(j+1)];
+ vertex[2*j + 1] = vertex[2*(j+1) + 1];
+ vertex[2*(j+1)] = tmp[0];
+ vertex[2*(j+1) + 1] = tmp[1];
+ }
+ }
+ }
+
+ if (DEBUG_CLIP_VTX) {
+ ErrorF("\nBefore return, vtx number: %d, VTX and slope:\n", *num);
+ for (i = 0; i < *num; i++) {
+ ErrorF("(%d, %d):%f ",
+ vertex[2*i], vertex[2*i + 1],
+ tmp_vtx_slope[i]);
+ }
+ ErrorF("\n");
+ }
+
+ return TRUE;
+}
+
+static void
+glamor_setup_composite_vbo_for_trapezoid(ScreenPtr screen, int n_verts)
+{
+ glamor_screen_private *glamor_priv =
+ glamor_get_screen_private(screen);
+ glamor_gl_dispatch *dispatch;
+ int stride;
+ int vert_size;
+
+ glamor_priv->render_nr_verts = 0;
+
+ /* For GLAMOR_VERTEX_POS */
+ glamor_priv->vb_stride = 2 * sizeof(float);
+
+ /* For GLAMOR_GLAMOR_VERTEX_SOURCE */
+ glamor_priv->vb_stride += 2 * sizeof(float);
+
+ /* For GLAMOR_VERTEX_TOP_BOTTOM */
+ glamor_priv->vb_stride += 2 * sizeof(float);
+
+ /* For GLAMOR_VERTEX_LEFT_PARAM */
+ glamor_priv->vb_stride += 4 * sizeof(float);
+
+ /* For GLAMOR_VERTEX_RIGHT_PARAM */
+ glamor_priv->vb_stride += 4 * sizeof(float);
+
+ vert_size = n_verts * glamor_priv->vb_stride;
+
+ dispatch = glamor_get_dispatch(glamor_priv);
+
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_TOP_BOTTOM);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_LEFT_PARAM);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_RIGHT_PARAM);
+
+ dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
+ if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP) {
+ if (glamor_priv->vbo_size < (glamor_priv->vbo_offset + vert_size)) {
+ glamor_priv->vbo_size = GLAMOR_COMPOSITE_VBO_VERT_CNT *
+ glamor_priv->vb_stride;
+ glamor_priv->vbo_offset = 0;
+ dispatch->glBufferData(GL_ARRAY_BUFFER,
+ glamor_priv->vbo_size,
+ NULL, GL_STREAM_DRAW);
+ }
+
+ glamor_priv->vb = dispatch->glMapBufferRange(GL_ARRAY_BUFFER,
+ glamor_priv->vbo_offset,
+ vert_size,
+ GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
+
+ assert(glamor_priv->vb != NULL);
+ glamor_priv->vb -= glamor_priv->vbo_offset;
+ } else {
+ glamor_priv->vbo_offset = 0;
+ }
+
+ dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glamor_priv->ebo);
+
+ /* Set the vertex pointer. */
+ dispatch->glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
+ GL_FALSE, glamor_priv->vb_stride,
+ (void *) ((long)glamor_priv->vbo_offset));
+ dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
+ stride = 2;
+
+ dispatch->glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
+ GL_FALSE, glamor_priv->vb_stride,
+ (void *) ((long)glamor_priv->vbo_offset + stride * sizeof(float)));
+ dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
+ stride += 2;
+
+ dispatch->glVertexAttribPointer(GLAMOR_VERTEX_TOP_BOTTOM, 2, GL_FLOAT,
+ GL_FALSE, glamor_priv->vb_stride,
+ (void *) ((long)glamor_priv->vbo_offset + stride * sizeof(float)));
+ dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_TOP_BOTTOM);
+ stride += 2;
+
+ dispatch->glVertexAttribPointer(GLAMOR_VERTEX_LEFT_PARAM, 4, GL_FLOAT,
+ GL_FALSE, glamor_priv->vb_stride,
+ (void *) ((long)glamor_priv->vbo_offset + stride * sizeof(float)));
+ dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_LEFT_PARAM);
+ stride += 4;
+
+ dispatch->glVertexAttribPointer(GLAMOR_VERTEX_RIGHT_PARAM, 4, GL_FLOAT,
+ GL_FALSE, glamor_priv->vb_stride,
+ (void *) ((long)glamor_priv->vbo_offset + stride * sizeof(float)));
+ dispatch->glEnableVertexAttribArray(GLAMOR_VERTEX_RIGHT_PARAM);
+
+ glamor_put_dispatch(glamor_priv);
+}
+
+static Bool
+_glamor_trapezoids_with_shader(CARD8 op,
+ PicturePtr src, PicturePtr dst,
+ PictFormatPtr mask_format, INT16 x_src, INT16 y_src,
+ int ntrap, xTrapezoid * traps)
+{
+ ScreenPtr screen = dst->pDrawable->pScreen;
+ glamor_screen_private *glamor_priv = glamor_get_screen_private(screen);
+ struct shader_key key;
+ glamor_composite_shader *shader = NULL;
+ struct blendinfo op_info;
+ PictFormatShort saved_source_format = 0;
+ PixmapPtr source_pixmap = NULL;
+ PixmapPtr dest_pixmap = NULL;
+ glamor_pixmap_private *source_pixmap_priv = NULL;
+ glamor_pixmap_private *dest_pixmap_priv = NULL;
+ glamor_pixmap_private *temp_src_priv = NULL;
+ int x_temp_src, y_temp_src;
+ int src_width, src_height;
+ int source_x_off, source_y_off;
+ GLfloat src_xscale = 1, src_yscale = 1;
+ int x_dst, y_dst;
+ int dest_x_off, dest_y_off;
+ GLfloat dst_xscale, dst_yscale;
+ BoxRec bounds;
+ PicturePtr temp_src = src;
+ glamor_gl_dispatch *dispatch = NULL;
+ int vert_stride = 3;
+ int ntriangle_per_loop;
+ int nclip_rect;
+ int mclip_rect;
+ int clip_processed;
+ int clipped_vtx[6*2];
+ RegionRec region;
+ BoxPtr box = NULL;
+ BoxPtr pbox = NULL;
+ int traps_count = 0;
+ int traps_not_completed = 0;
+ xTrapezoid * ptrap = NULL;
+ int nbox;
+ float src_matrix[9];
+ Bool ret = FALSE;
+
+ /* If a mask format wasn't provided, we get to choose, but behavior should
+ * be as if there was no temporary mask the traps were accumulated into.
+ */
+ if (!mask_format) {
+ if (dst->polyEdge == PolyEdgeSharp)
+ mask_format = PictureMatchFormat(screen, 1, PICT_a1);
+ else
+ mask_format = PictureMatchFormat(screen, 8, PICT_a8);
+ for (; ntrap; ntrap--, traps++)
+ glamor_trapezoids(op, src, dst, mask_format, x_src,
+ y_src, 1, traps);
+ return TRUE;
+ }
+
+ miTrapezoidBounds(ntrap, traps, &bounds);
+ DEBUGF("The bounds for all traps is: bounds.x1 = %d, bounds.x2 = %d, "
+ "bounds.y1 = %d, bounds.y2 = %d\n", bounds.x1, bounds.x2,
+ bounds.y1, bounds.y2);
+
+ /* No area need to render. */
+ if (bounds.y1 >= bounds.y2 || bounds.x1 >= bounds.x2)
+ return TRUE;
+
+ dest_pixmap = glamor_get_drawable_pixmap(dst->pDrawable);
+ dest_pixmap_priv = glamor_get_pixmap_private(dest_pixmap);
+
+ if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(dest_pixmap_priv)
+ || dest_pixmap_priv->type == GLAMOR_TEXTURE_LARGE) {
+ /* Currently. Always fallback to cpu if destination is in CPU memory.*/
+ ret = FALSE;
+ DEBUGF("dst pixmap has no FBO.\n");
+ goto TRAPEZOID_OUT;
+ }
+
+ if (src->pDrawable) {
+ source_pixmap = glamor_get_drawable_pixmap(src->pDrawable);
+ source_pixmap_priv = glamor_get_pixmap_private(source_pixmap);
+ temp_src_priv = source_pixmap_priv;
+ if (source_pixmap_priv
+ && (source_pixmap_priv->type == GLAMOR_DRM_ONLY
+ || source_pixmap_priv->type == GLAMOR_TEXTURE_LARGE)) {
+ ret = FALSE;
+ goto TRAPEZOID_OUT;
+ }
+ }
+
+ x_dst = bounds.x1;
+ y_dst = bounds.y1;
+
+ src_width = bounds.x2 - bounds.x1;
+ src_height = bounds.y2 - bounds.y1;
+
+ x_temp_src = x_src + bounds.x1 - (traps[0].left.p1.x >> 16);
+ y_temp_src = y_src + bounds.y1 - (traps[0].left.p1.y >> 16);
+
+ if ((!src->pDrawable &&
+ (src->pSourcePict->type != SourcePictTypeSolidFill)) //1. The Gradient case.
+ /* 2. Has no fbo but can upload.*/
+ || (src->pDrawable && !GLAMOR_PIXMAP_PRIV_HAS_FBO(source_pixmap_priv)
+ && ((src_width * src_height * 4 <
+ source_pixmap->drawable.width * source_pixmap->drawable.height)
+ || !glamor_check_fbo_size(glamor_priv, source_pixmap->drawable.width,
+ source_pixmap->drawable.height)))) {
+
+ if (!glamor_check_fbo_size(glamor_priv, src_width, src_height)) {
+ ret = FALSE;
+ goto TRAPEZOID_OUT;
+ }
+ temp_src = glamor_convert_gradient_picture(screen, src,
+ x_src, y_src,
+ src_width, src_height);
+ if (!temp_src) {
+ temp_src = src;
+ ret = FALSE;
+ DEBUGF("Convert gradient picture failed\n");
+ goto TRAPEZOID_OUT;
+ }
+ temp_src_priv = glamor_get_pixmap_private((PixmapPtr)temp_src->pDrawable);
+ x_temp_src = y_temp_src = 0;
+ }
+
+ x_dst += dst->pDrawable->x;
+ y_dst += dst->pDrawable->y;
+ if (temp_src->pDrawable) {
+ x_temp_src += temp_src->pDrawable->x;
+ y_temp_src += temp_src->pDrawable->y;
+ }
+
+ if (!miComputeCompositeRegion(&region,
+ temp_src, NULL, dst,
+ x_temp_src, y_temp_src,
+ 0, 0,
+ x_dst, y_dst,
+ src_width, src_height)) {
+ DEBUGF("All the regions are clipped out, do nothing\n");
+ goto TRAPEZOID_OUT;
+ }
+
+ box = REGION_RECTS(&region);
+ nbox = REGION_NUM_RECTS(&region);
+ pbox = box;
+
+ ret = glamor_composite_choose_shader(op, temp_src, NULL, dst,
+ temp_src_priv, NULL, dest_pixmap_priv,
+ &key, &shader, &op_info, &saved_source_format);
+ if (ret == FALSE) {
+ DEBUGF("can not set the shader program for composite\n");
+ goto TRAPEZOID_RESET_GL;
+ }
+ glamor_set_destination_pixmap_priv_nc(dest_pixmap_priv);
+ glamor_composite_set_shader_blend(dest_pixmap_priv, &key, shader, &op_info);
+ glamor_priv->has_source_coords = key.source != SHADER_SOURCE_SOLID;
+ glamor_priv->has_mask_coords = (key.mask != SHADER_MASK_NONE &&
+ key.mask != SHADER_MASK_SOLID);
+
+ dispatch = glamor_get_dispatch(glamor_priv);
+
+ glamor_get_drawable_deltas(dst->pDrawable, dest_pixmap,
+ &dest_x_off, &dest_y_off);
+
+ pixmap_priv_get_dest_scale(dest_pixmap_priv, &dst_xscale, &dst_yscale);
+
+ if (glamor_priv->has_source_coords) {
+ source_pixmap = glamor_get_drawable_pixmap(temp_src->pDrawable);
+ source_pixmap_priv = glamor_get_pixmap_private(source_pixmap);
+ glamor_get_drawable_deltas(temp_src->pDrawable,
+ source_pixmap,
+ &source_x_off, &source_y_off);
+ pixmap_priv_get_scale(source_pixmap_priv,
+ &src_xscale, &src_yscale);
+ glamor_picture_get_matrixf(temp_src, src_matrix);
+ vert_stride += 3;
+ }
+
+ if (glamor_priv->has_mask_coords) {
+ DEBUGF("Should never have mask coords here!\n");
+ ret = FALSE;
+ goto TRAPEZOID_RESET_GL;
+ }
+
+ /* A trapezoid clip with a rectangle will at most generate a hexagon,
+ which can be devided into 4 triangles to render. */
+ ntriangle_per_loop = (vert_stride * nbox * ntrap * 4) > GLAMOR_COMPOSITE_VBO_VERT_CNT ?
+ (GLAMOR_COMPOSITE_VBO_VERT_CNT / vert_stride) : nbox * ntrap * 4;
+ ntriangle_per_loop = (ntriangle_per_loop / 4) * 4;
+
+ nclip_rect = nbox;
+ while (nclip_rect) {
+ mclip_rect = (nclip_rect * ntrap * 4) > ntriangle_per_loop ?
+ (ntriangle_per_loop / (4 * ntrap)) : nclip_rect;
+
+ if (!mclip_rect) {/* Maybe too many traps. */
+ mclip_rect = 1;
+ ptrap = traps;
+ traps_count = ntriangle_per_loop / 4;
+ traps_not_completed = ntrap - traps_count;
+ } else {
+ traps_count = ntrap;
+ ptrap = traps;
+ traps_not_completed = 0;
+ }
+
+NTRAPS_LOOP_AGAIN:
+
+ glamor_setup_composite_vbo(screen, mclip_rect * traps_count * 4 * vert_stride);
+ clip_processed = mclip_rect;
+
+
+ while (mclip_rect--) {
+ while (traps_count--) {
+ int vtx_num;
+ int i;
+ float vertices[3*2], source_texcoords[3*2];
+
+ DEBUGF("In loop of render trapezoid, nclip_rect = %d, mclip_rect = %d, "
+ "clip_processed = %d, traps_count = %d, traps_not_completed = %d\n",
+ nclip_rect, mclip_rect, clip_processed, traps_count, traps_not_completed);
+
+ if (_glamor_clip_trapezoid_vertex(ptrap, pbox, clipped_vtx, &vtx_num)) {
+ for (i = 0; i < vtx_num - 2; i++) {
+ int clipped_vtx_tmp[3*2];
+
+ clipped_vtx_tmp[0] = clipped_vtx[0];
+ clipped_vtx_tmp[1] = clipped_vtx[1];
+ clipped_vtx_tmp[2] = clipped_vtx[(i+1)*2];
+ clipped_vtx_tmp[3] = clipped_vtx[(i+1)*2 + 1];
+ clipped_vtx_tmp[4] = clipped_vtx[(i+2)*2];
+ clipped_vtx_tmp[5] = clipped_vtx[(i+2)*2 + 1];
+ glamor_set_normalize_tri_vcoords(
+ dst_xscale, dst_yscale, clipped_vtx_tmp,
+ glamor_priv->yInverted, vertices);
+ DEBUGF("vertices of triangle: (%f X %f), (%f X %f), "
+ "(%f X %f)\n", vertices[0], vertices[1],
+ vertices[2], vertices[3], vertices[4], vertices[5]);
+
+
+ if (key.source != SHADER_SOURCE_SOLID) {
+ if (src->transform) {
+ glamor_set_transformed_normalize_tri_tcoords(
+ source_pixmap_priv,
+ src_matrix, src_xscale, src_yscale,
+ clipped_vtx_tmp,
+ glamor_priv->yInverted,
+ source_texcoords);
+ } else {
+ glamor_set_normalize_tri_tcoords(
+ src_xscale, src_yscale,
+ clipped_vtx_tmp,
+ glamor_priv->yInverted,
+ source_texcoords);
+ }
+
+ DEBUGF("source_texcoords of triangle: (%f X %f), "
+ "(%f X %f), (%f X %f)\n",
+ source_texcoords[0], source_texcoords[1],
+ source_texcoords[2], source_texcoords[3],
+ source_texcoords[4], source_texcoords[5]);
+ }
+
+ glamor_emit_composite_triangle(screen, source_texcoords,
+ NULL, vertices);
+ }
+ }
+
+ ptrap++;
+ }
+
+ if (traps_not_completed) { /* one loop of ntraps not completed */
+ mclip_rect = 1;
+ traps_count = traps_not_completed > (ntriangle_per_loop / 4) ?
+ (ntriangle_per_loop / 4) : traps_not_completed;
+ traps_not_completed -= traps_count;
+ glamor_flush_composite_triangles(screen);
+ goto NTRAPS_LOOP_AGAIN;
+ } else {
+ ptrap = traps;
+ traps_count = ntrap;
+ }
+
+ pbox++;
+ }
+
+ glamor_flush_composite_triangles(screen);
+
+ nclip_rect -= clip_processed;
+ }
+
+ ret = TRUE;
+
+TRAPEZOID_RESET_GL:
+ dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
+ dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_MASK);
+ dispatch->glDisable(GL_BLEND);
+#ifndef GLAMOR_GLES2
+ dispatch->glActiveTexture(GL_TEXTURE0);
+ dispatch->glDisable(GL_TEXTURE_2D);
+ dispatch->glActiveTexture(GL_TEXTURE1);
+ dispatch->glDisable(GL_TEXTURE_2D);
+#endif
+ dispatch->glUseProgram(0);
+
+TRAPEZOID_OUT:
+ if (box) {
+ REGION_UNINIT(dst->pDrawable->pScreen, &region);
+ }
+
+ if (temp_src != src) {
+ FreePicture(temp_src, 0);
+ } else {
+ if (saved_source_format) {
+ src->format = saved_source_format;
+ }
+ }
+
+ if (dispatch) {
+ glamor_put_dispatch(glamor_priv);
+ }
+
+ return ret;
+}
+
+void
+glamor_init_trapezoid_shader(ScreenPtr screen)
+{
+ glamor_screen_private *glamor_priv;
+ glamor_gl_dispatch *dispatch;
+ GLint fs_prog, vs_prog;
+
+ const char *trapezoid_vs =
+ GLAMOR_DEFAULT_PRECISION
+ "attribute vec4 v_position;\n"
+ "attribute vec2 v_texcoord;\n"
+ /* v_top_bottom, v_left_param and v_right_param contain the
+ constant value for all the vertex of one rect. Using uniform
+ is more suitable but we need to reset the uniform variables
+ for every rect rendering and can not use the vbo, which causes
+ performance loss. So we set these attributes to same value
+ for every vertex of one rect and so it is also a constant in FS */
+ "attribute vec2 v_top_bottom;\n"
+ "attribute vec4 v_left_param;\n"
+ "attribute vec4 v_right_param;\n"
+ "\n"
+ "varying vec2 source_texture;\n"
+ "varying float trap_top;\n"
+ "varying float trap_bottom;\n"
+ "varying float trap_left_x;\n"
+ "varying float trap_left_y;\n"
+ "varying float trap_left_slope;\n"
+ "varying float trap_left_vertical_f;\n"
+ "varying float trap_right_x;\n"
+ "varying float trap_right_y;\n"
+ "varying float trap_right_slope;\n"
+ "varying float trap_right_vertical_f;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = v_position;\n"
+ " source_texture = v_texcoord.xy;\n"
+ " trap_top = v_top_bottom.x;\n"
+ " trap_bottom = v_top_bottom.y;\n"
+ " \n"
+ " trap_left_x = v_left_param.x;\n"
+ " trap_left_y = v_left_param.y;\n"
+ " trap_left_slope = v_left_param.z;\n"
+ " trap_left_vertical_f = v_left_param.w;\n"
+ " \n"
+ " trap_right_x = v_right_param.x;\n"
+ " trap_right_y = v_right_param.y;\n"
+ " trap_right_slope = v_right_param.z;\n"
+ " trap_right_vertical_f = v_right_param.w;\n"
+ "}\n";
+
+ /*
+ * Because some GL fill function do not support the MultSample
+ * anti-alias, we need to do the MSAA here. This manner like
+ * pixman, will caculate the value of area in trapezoid dividing
+ * the totol area for each pixel, as follow:
+ |
+ ----+------------------------------------------------------>
+ |
+ | -------------
+ | / \
+ | / \
+ | / \
+ | / +----------------+
+ | / |.....\ |
+ | / |......\ |
+ | / |.......\ |
+ | / |........\ |
+ | /-------------------+---------\ |
+ | | |
+ | | |
+ | +----------------+
+ |
+ \|/
+
+ */
+ const char *trapezoid_fs =
+ GLAMOR_DEFAULT_PRECISION
+ "varying vec2 source_texture; \n"
+ "varying float trap_top; \n"
+ "varying float trap_bottom; \n"
+ "varying float trap_left_x; \n"
+ "varying float trap_left_y; \n"
+ "varying float trap_left_slope; \n"
+ "varying float trap_left_vertical_f; \n"
+ "varying float trap_right_x; \n"
+ "varying float trap_right_y; \n"
+ "varying float trap_right_slope; \n"
+ "varying float trap_right_vertical_f; \n"
+ "float x_per_pix = 1.0;"
+ "float y_per_pix = 1.0;"
+ "\n"
+ "float get_alpha_val() \n"
+ "{ \n"
+ " float x_up_cut_left; \n"
+ " float x_bottom_cut_left; \n"
+ " float x_up_cut_right; \n"
+ " float x_bottom_cut_right; \n"
+ " bool trap_left_vertical;\n"
+ " bool trap_right_vertical;\n"
+ " if (abs(trap_left_vertical_f - 1.0) <= 0.0001)\n"
+ " trap_left_vertical = true;\n"
+ " else\n"
+ " trap_left_vertical = false;\n"
+ " if (abs(trap_right_vertical_f - 1.0) <= 0.0001)\n"
+ " trap_right_vertical = true;\n"
+ " else\n"
+ " trap_right_vertical = false;\n"
+ " \n"
+ " if(trap_left_vertical == true) { \n"
+ " x_up_cut_left = trap_left_x; \n"
+ " x_bottom_cut_left = trap_left_x; \n"
+ " } else { \n"
+ " x_up_cut_left = trap_left_x \n"
+ " + (source_texture.y - y_per_pix/2.0 - trap_left_y) \n"
+ " / trap_left_slope; \n"
+ " x_bottom_cut_left = trap_left_x \n"
+ " + (source_texture.y + y_per_pix/2.0 - trap_left_y) \n"
+ " / trap_left_slope; \n"
+ " } \n"
+ " \n"
+ " if(trap_right_vertical == true) { \n"
+ " x_up_cut_right = trap_right_x; \n"
+ " x_bottom_cut_right = trap_right_x; \n"
+ " } else { \n"
+ " x_up_cut_right = trap_right_x \n"
+ " + (source_texture.y - y_per_pix/2.0 - trap_right_y) \n"
+ " / trap_right_slope; \n"
+ " x_bottom_cut_right = trap_right_x \n"
+ " + (source_texture.y + y_per_pix/2.0 - trap_right_y) \n"
+ " / trap_right_slope; \n"
+ " } \n"
+ " \n"
+ " if((x_up_cut_left <= source_texture.x - x_per_pix/2.0) && \n"
+ " (x_bottom_cut_left <= source_texture.x - x_per_pix/2.0) && \n"
+ " (x_up_cut_right >= source_texture.x + x_per_pix/2.0) && \n"
+ " (x_bottom_cut_right >= source_texture.x + x_per_pix/2.0) && \n"
+ " (trap_top <= source_texture.y - y_per_pix/2.0) && \n"
+ " (trap_bottom >= source_texture.y + y_per_pix/2.0)) { \n"
+ // The complete inside case.
+ " return 1.0; \n"
+ " } else if((trap_top > source_texture.y + y_per_pix/2.0) || \n"
+ " (trap_bottom < source_texture.y - y_per_pix/2.0)) { \n"
+ // The complete outside. Above the top or Below the bottom.
+ " return 0.0; \n"
+ " } else { \n"
+ " if((x_up_cut_right < source_texture.x - x_per_pix/2.0 && \n"
+ " x_bottom_cut_right < source_texture.x - x_per_pix/2.0) \n"
+ " || (x_up_cut_left > source_texture.x + x_per_pix/2.0 && \n"
+ " x_bottom_cut_left > source_texture.x + x_per_pix/2.0)) { \n"
+ // The complete outside. At Left or Right of the trapezoide.
+ " return 0.0; \n"
+ " } \n"
+ " } \n"
+ // Get here, the pix is partly inside the trapezoid.
+ " { \n"
+ " float percent = 0.0; \n"
+ " float up = (source_texture.y - y_per_pix/2.0) >= trap_top ? \n"
+ " (source_texture.y - y_per_pix/2.0) : trap_top; \n"
+ " float bottom = (source_texture.y + y_per_pix/2.0) <= trap_bottom ? \n"
+ " (source_texture.y + y_per_pix/2.0) : trap_bottom; \n"
+ " float left = source_texture.x - x_per_pix/2.0; \n"
+ " float right = source_texture.x + x_per_pix/2.0; \n"
+ " \n"
+ " percent = (bottom - up) / y_per_pix; \n"
+ " \n"
+ " if(trap_left_vertical == true) { \n"
+ " if(trap_left_x > source_texture.x - x_per_pix/2.0 && \n"
+ " trap_left_x < source_texture.x + x_per_pix/2.0) \n"
+ " left = trap_left_x; \n"
+ " } \n"
+ " if(trap_right_vertical == true) { \n"
+ " if(trap_right_x > source_texture.x - x_per_pix/2.0 && \n"
+ " trap_right_x < source_texture.x + x_per_pix/2.0) \n"
+ " right = trap_right_x; \n"
+ " } \n"
+ " if((up >= bottom) || (left >= right)) \n"
+ " return 0.0; \n"
+ " \n"
+ " percent = percent * ((right - left)/x_per_pix); \n"
+ " if(trap_left_vertical == true && trap_right_vertical == true) \n"
+ " return percent; \n"
+ " \n"
+ " if(trap_left_vertical != true) { \n"
+ " float area; \n"
+ // the slope should never be 0.0 here
+ " float up_x = trap_left_x + (up - trap_left_y)/trap_left_slope; \n"
+ " float bottom_x = trap_left_x + (bottom - trap_left_y)/trap_left_slope; \n"
+ " if(trap_left_slope < 0.0 && up_x > left) { \n"
+ /* case 1
+ |
+ ----+------------------------------------->
+ | /
+ | /
+ | +---/--------+
+ | | /.........|
+ | | /..........|
+ | |/...........|
+ | /............|
+ | /|............|
+ | +------------+
+ |
+ \|/
+ */
+ " float left_y = trap_left_y + trap_left_slope*(left - trap_left_x); \n"
+ " if((up_x > left) && (left_y > up)) { \n"
+ " area = 0.5 * (up_x - left) * (left_y - up); \n"
+ " if(up_x > right) { \n"
+ " float right_y = trap_left_y \n"
+ " + trap_left_slope*(right - trap_left_x); \n"
+ " area = area - 0.5 * (up_x - right) * (right_y - up); \n"
+ " } \n"
+ " if(left_y > bottom) { \n"
+ " area = area - 0.5 * (bottom_x - left) * (left_y - bottom); \n"
+ " } \n"
+ " } else { \n"
+ " area = 0.0; \n"
+ " } \n"
+ " percent = percent * (1.0 - (area/((right-left)*(bottom-up)))); \n"
+ " } else if(trap_left_slope > 0.0 && bottom_x > left) { \n"
+ /* case 2
+ |
+ ----+------------------------------------->
+ | \
+ | \
+ | +\-----------+
+ | | \..........|
+ | | \.........|
+ | | \........|
+ | | \.......|
+ | | \......|
+ | +------\-----+
+ | \
+ | \
+ \|/
+ */
+ " float right_y = trap_left_y + trap_left_slope*(right - trap_left_x); \n"
+ " if((up_x < right) && (right_y > up)) { \n"
+ " area = 0.5 * (right - up_x) * (right_y - up); \n"
+ " if(up_x < left) { \n"
+ " float left_y = trap_left_y \n"
+ " + trap_left_slope*(left - trap_left_x); \n"
+ " area = area - 0.5 * (left - up_x) * (left_y - up); \n"
+ " } \n"
+ " if(right_y > bottom) { \n"
+ " area = area - 0.5 * (right - bottom_x) * (right_y - bottom); \n"
+ " } \n"
+ " } else { \n"
+ " area = 0.0; \n"
+ " } \n"
+ " percent = percent * (area/((right-left)*(bottom-up))); \n"
+ " } \n"
+ " } \n"
+ " \n"
+ " if(trap_right_vertical != true) { \n"
+ " float area; \n"
+ // the slope should never be 0.0 here
+ " float up_x = trap_right_x + (up - trap_right_y)/trap_right_slope; \n"
+ " float bottom_x = trap_right_x + (bottom - trap_right_y)/trap_right_slope; \n"
+ " if(trap_right_slope < 0.0 && bottom_x < right) { \n"
+ /* case 3
+ |
+ ----+------------------------------------->
+ | /
+ | +--------/---+
+ | |......./ |
+ | |....../ |
+ | |...../ |
+ | |..../ |
+ | |.../ |
+ | +--/---------+
+ | /
+ |
+ \|/
+ */
+ " float left_y = trap_right_y + trap_right_slope*(left - trap_right_x); \n"
+ " if((up_x > left) && (left_y > up)) { \n"
+ " area = 0.5 * (up_x - left) * (left_y - up); \n"
+ " if(up_x > right) { \n"
+ " float right_y = trap_right_y \n"
+ " + trap_right_slope*(right - trap_right_x); \n"
+ " area = area - 0.5 * (up_x - right) * (right_y - up); \n"
+ " } \n"
+ " if(left_y > bottom) { \n"
+ " area = area - 0.5 * (bottom_x - left) * (left_y - bottom); \n"
+ " } \n"
+ " } else { \n"
+ " area = 0.0; \n"
+ " } \n"
+ " percent = percent * (area/((right-left)*(bottom-up))); \n"
+ " } else if(trap_right_slope > 0.0 && up_x < right) { \n"
+ /* case 4
+ |
+ ----+------------------------------------->
+ | \
+ | +--------\---+
+ | |.........\ |
+ | |..........\ |
+ | |...........\|
+ | |............\
+ | |............|\
+ | +------------+ \
+ | \
+ |
+ \|/
+ */
+ " float right_y = trap_right_y + trap_right_slope*(right - trap_right_x); \n"
+ " if((up_x < right) && (right_y > up)) { \n"
+ " area = 0.5 * (right - up_x) * (right_y - up); \n"
+ " if(up_x < left) { \n"
+ " float left_y = trap_right_y \n"
+ " + trap_right_slope*(left - trap_right_x); \n"
+ " area = area - 0.5 * (left - up_x) * (left_y - up); \n"
+ " } \n"
+ " if(right_y > bottom) { \n"
+ " area = area - 0.5 * (right - bottom_x) * (right_y - bottom); \n"
+ " } \n"
+ " } else { \n"
+ " area = 0.0; \n"
+ " } \n"
+ " percent = percent * (1.0 - (area/((right-left)*(bottom-up)))); \n"
+ " } \n"
+ " } \n"
+ " \n"
+ " return percent; \n"
+ " } \n"
+ "} \n"
+ "\n"
+ "void main() \n"
+ "{ \n"
+ " float alpha_val = get_alpha_val(); \n"
+ " gl_FragColor = vec4(0.0, 0.0, 0.0, alpha_val); \n"
+ "}\n";
+
+ glamor_priv = glamor_get_screen_private(screen);
+ dispatch = glamor_get_dispatch(glamor_priv);
+
+ glamor_priv->trapezoid_prog = dispatch->glCreateProgram();
+
+ vs_prog = glamor_compile_glsl_prog(dispatch,
+ GL_VERTEX_SHADER, trapezoid_vs);
+ fs_prog = glamor_compile_glsl_prog(dispatch,
+ GL_FRAGMENT_SHADER, trapezoid_fs);
+
+ dispatch->glAttachShader(glamor_priv->trapezoid_prog, vs_prog);
+ dispatch->glAttachShader(glamor_priv->trapezoid_prog, fs_prog);
+
+ dispatch->glBindAttribLocation(glamor_priv->trapezoid_prog,
+ GLAMOR_VERTEX_POS, "v_positionsition");
+ dispatch->glBindAttribLocation(glamor_priv->trapezoid_prog,
+ GLAMOR_VERTEX_SOURCE, "v_texcoord");
+ dispatch->glBindAttribLocation(glamor_priv->trapezoid_prog,
+ GLAMOR_VERTEX_TOP_BOTTOM, "v_top_bottom");
+ dispatch->glBindAttribLocation(glamor_priv->trapezoid_prog,
+ GLAMOR_VERTEX_LEFT_PARAM, "v_left_param");
+ dispatch->glBindAttribLocation(glamor_priv->trapezoid_prog,
+ GLAMOR_VERTEX_RIGHT_PARAM, "v_right_param");
+
+ glamor_link_glsl_prog(dispatch, glamor_priv->trapezoid_prog);
+
+ dispatch->glUseProgram(0);
+
+ glamor_put_dispatch(glamor_priv);
+}
+
+void
+glamor_fini_trapezoid_shader(ScreenPtr screen)
+{
+ glamor_screen_private *glamor_priv;
+ glamor_gl_dispatch *dispatch;
+
+ glamor_priv = glamor_get_screen_private(screen);
+ dispatch = glamor_get_dispatch(glamor_priv);
+ dispatch->glDeleteProgram(glamor_priv->trapezoid_prog);
+ glamor_put_dispatch(glamor_priv);
+}
+
+static Bool
+_glamor_generate_trapezoid_with_shader(ScreenPtr screen, PicturePtr picture,
+ xTrapezoid * traps, int ntrap, BoxRec *bounds)
+{
+ glamor_screen_private *glamor_priv;
+ glamor_gl_dispatch *dispatch;
+ glamor_pixmap_private *pixmap_priv;
+ PixmapPtr pixmap = NULL;
+ GLint trapezoid_prog;
+ GLfloat xscale, yscale;
+ float left_slope, right_slope;
+ xTrapezoid *ptrap;
+ BoxRec one_trap_bound;
+ int nrect_max;
+ int i, j;
+ float *vertices;
+ float params[4];
+
+ glamor_priv = glamor_get_screen_private(screen);
+ trapezoid_prog = glamor_priv->trapezoid_prog;
+
+ pixmap = glamor_get_drawable_pixmap(picture->pDrawable);
+ pixmap_priv = glamor_get_pixmap_private(pixmap);
+
+ if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)
+ || pixmap_priv->type == GLAMOR_TEXTURE_LARGE) { /* should always have here. */
+ DEBUGF("GLAMOR_PIXMAP_PRIV_HAS_FBO check failed, fallback\n");
+ return FALSE;
+ }
+
+ /* First, clear all to zero */
+ if (!glamor_solid(pixmap, 0, 0, pixmap_priv->base.pixmap->drawable.width,
+ pixmap_priv->base.pixmap->drawable.height,
+ GXclear, 0xFFFFFFFF, 0)) {
+ DEBUGF("glamor_solid failed, fallback\n");
+ return FALSE;
+ }
+
+ dispatch = glamor_get_dispatch(glamor_priv);
+
+ glamor_set_destination_pixmap_priv_nc(pixmap_priv);
+
+ pixmap_priv_get_dest_scale(pixmap_priv, (&xscale), (&yscale));
+
+ dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
+ dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ /* Now draw the Trapezoid mask. */
+ dispatch->glUseProgram(trapezoid_prog);
+
+ dispatch->glEnable(GL_BLEND);
+ dispatch->glBlendFunc(GL_ONE, GL_ONE);
+
+ nrect_max = GLAMOR_COMPOSITE_VBO_VERT_CNT / (4 * GLAMOR_VERTEX_RIGHT_PARAM);
+
+ for (i = 0; i < ntrap;) {
+ int mrect;
+ int stride;
+
+ mrect = (ntrap - i) > nrect_max ? nrect_max : (ntrap - i);
+ glamor_setup_composite_vbo_for_trapezoid(screen, 4 * mrect);
+ stride = glamor_priv->vb_stride / sizeof(float);
+
+ for (j = 0; j < mrect; j++) {
+ ptrap = traps + i + j;
+
+ DEBUGF("--- The parameter of xTrapezoid is:\ntop: %d 0x%x\tbottom: %d 0x%x\n"
+ "left: p1 (%d 0x%x, %d 0x%x)\tp2 (%d 0x%x, %d 0x%x)\n"
+ "right: p1 (%d 0x%x, %d 0x%x)\tp2 (%d 0x%x, %d 0x%x)\n",
+ xFixedToInt(ptrap->top), ptrap->top,
+ xFixedToInt(ptrap->bottom), ptrap->bottom,
+ xFixedToInt(ptrap->left.p1.x), ptrap->left.p1.x,
+ xFixedToInt(ptrap->left.p1.y), ptrap->left.p1.y,
+ xFixedToInt(ptrap->left.p2.x), ptrap->left.p2.x,
+ xFixedToInt(ptrap->left.p2.y), ptrap->left.p2.y,
+ xFixedToInt(ptrap->right.p1.x), ptrap->right.p1.x,
+ xFixedToInt(ptrap->right.p1.y), ptrap->right.p1.y,
+ xFixedToInt(ptrap->right.p2.x), ptrap->right.p2.x,
+ xFixedToInt(ptrap->right.p2.y), ptrap->right.p2.y);
+
+ miTrapezoidBounds(1, ptrap, &one_trap_bound);
+
+ vertices = (float*)(glamor_priv->vb + glamor_priv->vbo_offset) + 2;
+ glamor_set_tcoords_ext((pixmap_priv->base.pixmap->drawable.width),
+ (pixmap_priv->base.pixmap->drawable.height),
+ (one_trap_bound.x1),
+ (one_trap_bound.y1),
+ (one_trap_bound.x2),
+ (one_trap_bound.y2),
+ glamor_priv->yInverted, vertices, stride);
+ DEBUGF("tex_vertices --> leftup : %f X %f, rightup: %f X %f,"
+ "rightbottom: %f X %f, leftbottom : %f X %f\n",
+ vertices[0], vertices[1],
+ vertices[1*stride], vertices[1*stride + 1],
+ vertices[2*stride], vertices[2*stride + 1],
+ vertices[3*stride], vertices[3*stride + 1]);
+
+ /* Need to rebase. */
+ one_trap_bound.x1 -= bounds->x1;
+ one_trap_bound.x2 -= bounds->x1;
+ one_trap_bound.y1 -= bounds->y1;
+ one_trap_bound.y2 -= bounds->y1;
+
+ vertices -= 2;
+
+ glamor_set_normalize_vcoords_ext(pixmap_priv, xscale, yscale,
+ one_trap_bound.x1, one_trap_bound.y1,
+ one_trap_bound.x2, one_trap_bound.y2,
+ glamor_priv->yInverted, vertices, stride);
+ DEBUGF("vertices --> leftup : %f X %f, rightup: %f X %f,"
+ "rightbottom: %f X %f, leftbottom : %f X %f\n",
+ vertices[0], vertices[1],
+ vertices[1*stride], vertices[1*stride + 1],
+ vertices[2*stride], vertices[2*stride + 1],
+ vertices[3*stride], vertices[3*stride + 1]);
+ vertices += 4;
+
+ /* Set the top and bottom. */
+ params[0] = ((float)ptrap->top) / 65536;
+ params[1] = ((float)ptrap->bottom) / 65536;
+ glamor_set_const_ext(params, 2, vertices, 4, stride);
+ vertices += 2;
+
+ /* Set the left params. */
+ params[0] = ((float)ptrap->left.p1.x) / 65536;
+ params[1] = ((float)ptrap->left.p1.y) / 65536;
+
+ if (ptrap->left.p1.x == ptrap->left.p2.x) {
+ left_slope = 0.0;
+ params[3] = 1.0;
+ } else {
+ left_slope = ((float)(ptrap->left.p1.y - ptrap->left.p2.y))
+ / ((float)(ptrap->left.p1.x - ptrap->left.p2.x));
+ params[3] = 0.0;
+ }
+ params[2] = left_slope;
+ glamor_set_const_ext(params, 4, vertices, 4, stride);
+ vertices += 4;
+
+ /* Set the left params. */
+ params[0] = ((float)ptrap->right.p1.x) / 65536;
+ params[1] = ((float)ptrap->right.p1.y) / 65536;
+
+ if (ptrap->right.p1.x == ptrap->right.p2.x) {
+ right_slope = 0.0;
+ params[3] = 1.0;
+ } else {
+ right_slope = ((float)(ptrap->right.p1.y - ptrap->right.p2.y))
+ / ((float)(ptrap->right.p1.x - ptrap->right.p2.x));
+ params[3] = 0.0;
+ }
+ params[2] = right_slope;
+ glamor_set_const_ext(params, 4, vertices, 4, stride);
+
+ DEBUGF("trap_top = %f, trap_bottom = %f, "
+ "trap_left_x = %f, trap_left_y = %f, left_slope = %f, "
+ "trap_right_x = %f, trap_right_y = %f, right_slope = %f\n",
+ ((float)ptrap->top) / 65536, ((float)ptrap->bottom) / 65536,
+ ((float)ptrap->left.p1.x) / 65536, ((float)ptrap->left.p1.y) / 65536,
+ left_slope,
+ ((float)ptrap->right.p1.x) / 65536, ((float)ptrap->right.p1.y) / 65536,
+ right_slope);
+
+ glamor_priv->render_nr_verts += 4;
+ glamor_priv->vbo_offset += glamor_priv->vb_stride * 4;
+ }
+
+ i += mrect;
+
+ /* Now rendering. */
+ if (!glamor_priv->render_nr_verts)
+ continue;
+
+ if (glamor_priv->gl_flavor == GLAMOR_GL_DESKTOP)
+ dispatch->glUnmapBuffer(GL_ARRAY_BUFFER);
+ else {
+ dispatch->glBindBuffer(GL_ARRAY_BUFFER, glamor_priv->vbo);
+ dispatch->glBufferData(GL_ARRAY_BUFFER,
+ glamor_priv->vbo_offset,
+ glamor_priv->vb, GL_DYNAMIC_DRAW);
+ }
+
+#ifndef GLAMOR_GLES2
+ dispatch->glDrawRangeElements(GL_TRIANGLES, 0, glamor_priv->render_nr_verts,
+ (glamor_priv->render_nr_verts * 3) / 2,
+ GL_UNSIGNED_SHORT, NULL);
+#else
+ dispatch->glDrawElements(GL_TRIANGLES, (glamor_priv->render_nr_verts * 3) / 2,
+ GL_UNSIGNED_SHORT, NULL);
+#endif
+ }
+
+ dispatch->glBindBuffer(GL_ARRAY_BUFFER, 0);
+ dispatch->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ dispatch->glBlendFunc(GL_ONE, GL_ZERO);
+ dispatch->glDisable(GL_BLEND);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_TOP_BOTTOM);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_LEFT_PARAM);
+ dispatch->glDisableVertexAttribArray(GLAMOR_VERTEX_RIGHT_PARAM);
+ dispatch->glUseProgram(0);
+ glamor_put_dispatch(glamor_priv);
+ return TRUE;
+}
+
+#endif /*GLAMOR_TRAPEZOID_SHADER */
+
+/**
+ * Creates an appropriate picture for temp mask use.
+ */
+static PicturePtr
+glamor_create_mask_picture(ScreenPtr screen,
+ PicturePtr dst,
+ PictFormatPtr pict_format,
+ CARD16 width, CARD16 height, int gpu)
+{
+ PixmapPtr pixmap;
+ PicturePtr picture;
+ int error;
+
+ if (!pict_format) {
+ if (dst->polyEdge == PolyEdgeSharp)
+ pict_format =
+ PictureMatchFormat(screen, 1, PICT_a1);
+ else
+ pict_format =
+ PictureMatchFormat(screen, 8, PICT_a8);
+ if (!pict_format)
+ return 0;
+ }
+
+ if (gpu) {
+ pixmap = glamor_create_pixmap(screen, width, height,
+ pict_format->depth, 0);
+ } else {
+ pixmap = glamor_create_pixmap(screen, 0, 0,
+ pict_format->depth,
+ GLAMOR_CREATE_PIXMAP_CPU);
+ }
+
+ if (!pixmap)
+ return 0;
+ picture = CreatePicture(0, &pixmap->drawable, pict_format,
+ 0, 0, serverClient, &error);
+ glamor_destroy_pixmap(pixmap);
+ return picture;
+}
+
+static int
+_glamor_trapezoid_bounds (int ntrap, xTrapezoid *traps, BoxPtr box)
+{
+ int has_large_trapezoid = 0;
+ box->y1 = MAXSHORT;
+ box->y2 = MINSHORT;
+ box->x1 = MAXSHORT;
+ box->x2 = MINSHORT;
+
+ for (; ntrap; ntrap--, traps++) {
+ INT16 x1, y1, x2, y2;
+
+ if (!xTrapezoidValid(traps))
+ continue;
+ y1 = xFixedToInt (traps->top);
+ if (y1 < box->y1)
+ box->y1 = y1;
+
+ y2 = xFixedToInt (xFixedCeil (traps->bottom));
+ if (y2 > box->y2)
+ box->y2 = y2;
+
+ x1 = xFixedToInt (min (_glamor_linefixedX (&traps->left, traps->top, FALSE),
+ _glamor_linefixedX (&traps->left, traps->bottom, FALSE)));
+ if (x1 < box->x1)
+ box->x1 = x1;
+
+ x2 = xFixedToInt (xFixedCeil (max (_glamor_linefixedX (&traps->right, traps->top, TRUE),
+ _glamor_linefixedX (&traps->right, traps->bottom, TRUE))));
+ if (x2 > box->x2)
+ box->x2 = x2;
+
+ if (!has_large_trapezoid && (x2 - x1) > 256 && (y2 - y1) > 32)
+ has_large_trapezoid = 1;
+ }
+
+ return has_large_trapezoid;
+}
+
+/**
+ * glamor_trapezoids will first try to create a trapezoid mask using shader,
+ * if failed, miTrapezoids will generate trapezoid mask accumulating in
+ * system memory.
+ */
+static Bool
+_glamor_trapezoids(CARD8 op,
+ PicturePtr src, PicturePtr dst,
+ PictFormatPtr mask_format, INT16 x_src, INT16 y_src,
+ int ntrap, xTrapezoid * traps, Bool fallback)
+{
+ ScreenPtr screen = dst->pDrawable->pScreen;
+ BoxRec bounds;
+ PicturePtr picture;
+ INT16 x_dst, y_dst;
+ INT16 x_rel, y_rel;
+ int width, height, stride;
+ PixmapPtr pixmap;
+ pixman_image_t *image = NULL;
+ int ret = 0;
+ int has_large_trapezoid;
+
+ /* If a mask format wasn't provided, we get to choose, but behavior should
+ * be as if there was no temporary mask the traps were accumulated into.
+ */
+ if (!mask_format) {
+ if (dst->polyEdge == PolyEdgeSharp)
+ mask_format =
+ PictureMatchFormat(screen, 1, PICT_a1);
+ else
+ mask_format =
+ PictureMatchFormat(screen, 8, PICT_a8);
+ for (; ntrap; ntrap--, traps++)
+ glamor_trapezoids(op, src, dst, mask_format, x_src,
+ y_src, 1, traps);
+ return TRUE;
+ }
+
+ has_large_trapezoid = _glamor_trapezoid_bounds(ntrap, traps, &bounds);
+ DEBUGF("The bounds for all traps is: bounds.x1 = %d, bounds.x2 = %d, "
+ "bounds.y1 = %d, bounds.y2 = %d, ---- ntrap = %d\n", bounds.x1,
+ bounds.x2, bounds.y1, bounds.y2, ntrap);
+
+ if (bounds.y1 >= bounds.y2 || bounds.x1 >= bounds.x2)
+ return TRUE;
+
+ x_dst = traps[0].left.p1.x >> 16;
+ y_dst = traps[0].left.p1.y >> 16;
+
+ width = bounds.x2 - bounds.x1;
+ height = bounds.y2 - bounds.y1;
+ stride = PixmapBytePad(width, mask_format->depth);
+
+#ifdef GLAMOR_TRAPEZOID_SHADER
+ /* We seperate the render to two paths.
+ Some GL implemetation do not implement the Anti-Alias for triangles
+ and polygen's filling. So when the edge is not vertical or horizontal,
+ sawtooth will be obvious. The trapezoid is widely used to render wide
+ lines and circles. In these case, the line or circle will be divided
+ into a large number of small trapezoids to approximate it, so the sawtooth
+ at the edge will cause the result not be acceptable.
+ When the depth of the mask is 1, there is no Anti-Alias needed, so we
+ use the clip logic to generate the result directly(fast path).
+ When the depth is not 1, AA is needed and we use a shader to generate
+ a temp mask pixmap.
+ */
+ if (mask_format->depth == 1) {
+ ret = _glamor_trapezoids_with_shader(op, src, dst, mask_format,
+ x_src, y_src, ntrap, traps);
+ if(ret)
+ return TRUE;
+ } else {
+ if (has_large_trapezoid || ntrap > 256) {
+ /* The shader speed is relative slower than pixman when generating big chunk
+ trapezoid mask. We fallback to pixman to improve the performance. */
+ ;
+ } else if (dst->polyMode == PolyModeImprecise) {
+ /* The precise mode is that we sample the trapezoid on the centre points of
+ an (2*n+1)x(2*n-1) subpixel grid. It is computationally expensive in shader
+ and we use inside area ratio to replace it if the polymode == Imprecise. */
+ picture = glamor_create_mask_picture(screen, dst, mask_format,
+ width, height, 1);
+ if (!picture)
+ return TRUE;
+
+ ret = _glamor_generate_trapezoid_with_shader(screen, picture, traps, ntrap, &bounds);
+
+ if (!ret)
+ FreePicture(picture, 0);
+ }
+ }
+#endif
+
+ if (!ret) {
+ DEBUGF("Fallback to sw rasterize of trapezoid\n");
+
+ picture = glamor_create_mask_picture(screen, dst, mask_format,
+ width, height, 0);
+ if (!picture)
+ return TRUE;
+
+ image = pixman_image_create_bits(picture->format,
+ width, height, NULL, stride);
+ if (!image) {
+ FreePicture(picture, 0);
+ return TRUE;
+ }
+
+ for (; ntrap; ntrap--, traps++)
+ pixman_rasterize_trapezoid(image,
+ (pixman_trapezoid_t *) traps,
+ -bounds.x1, -bounds.y1);
+
+ pixmap = glamor_get_drawable_pixmap(picture->pDrawable);
+
+ screen->ModifyPixmapHeader(pixmap, width, height,
+ mask_format->depth,
+ BitsPerPixel(mask_format->depth),
+ PixmapBytePad(width,
+ mask_format->depth),
+ pixman_image_get_data(image));
+ }
+
+ x_rel = bounds.x1 + x_src - x_dst;
+ y_rel = bounds.y1 + y_src - y_dst;
+ DEBUGF("x_src = %d, y_src = %d, x_dst = %d, y_dst = %d, "
+ "x_rel = %d, y_rel = %d\n", x_src, y_src, x_dst,
+ y_dst, x_rel, y_rel);
+
+ CompositePicture(op, src, picture, dst,
+ x_rel, y_rel,
+ 0, 0,
+ bounds.x1, bounds.y1,
+ bounds.x2 - bounds.x1, bounds.y2 - bounds.y1);
+
+ if (image)
+ pixman_image_unref(image);
+
+ FreePicture(picture, 0);
+ return TRUE;
+}
+
+void
+glamor_trapezoids(CARD8 op,
+ PicturePtr src, PicturePtr dst,
+ PictFormatPtr mask_format, INT16 x_src, INT16 y_src,
+ int ntrap, xTrapezoid * traps)
+{
+ DEBUGF("x_src = %d, y_src = %d, ntrap = %d\n", x_src, y_src, ntrap);
+
+ _glamor_trapezoids(op, src, dst, mask_format, x_src,
+ y_src, ntrap, traps, TRUE);
+}
+
+Bool
+glamor_trapezoids_nf(CARD8 op,
+ PicturePtr src, PicturePtr dst,
+ PictFormatPtr mask_format, INT16 x_src, INT16 y_src,
+ int ntrap, xTrapezoid * traps)
+{
+ DEBUGF("x_src = %d, y_src = %d, ntrap = %d\n", x_src, y_src, ntrap);
+
+ return _glamor_trapezoids(op, src, dst, mask_format, x_src,
+ y_src, ntrap, traps, FALSE);
+}
+
+#endif /* RENDER */
+