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- /*
- * 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 const char *
- _glamor_create_getcolor_fs_source(ScreenPtr screen, int stops_count,
- int use_array)
- {
- char *gradient_fs = NULL;
- #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";
- if (use_array) {
- XNFasprintf(&gradient_fs,
- gradient_fs_getcolor, stops_count, stops_count);
- return gradient_fs;
- }
- else {
- return XNFstrdup(gradient_fs_getcolor_no_array);
- }
- }
- static void
- _glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count,
- int dyn_gen)
- {
- glamor_screen_private *glamor_priv;
- int index;
- GLint gradient_prog = 0;
- char *gradient_fs = NULL;
- GLint fs_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"\
- " 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*/\
- " t = fract(t);\n"\
- " }\n"\
- " \n"\
- " if(repeat_type == %d) {\n" /* repeat reflect*/\
- " t = abs(fract(t * 0.5 + 0.5) * 2.0 - 1.0);\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"\
- "\n"\
- "%s\n" /* fs_getcolor_source */
- const char *fs_getcolor_source;
- glamor_priv = glamor_get_screen_private(screen);
- if ((glamor_priv->radial_max_nstops >= stops_count) && (dyn_gen)) {
- /* Very Good, not to generate again. */
- return;
- }
- glamor_make_current(glamor_priv);
- if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]) {
- glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]);
- glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2] = 0;
- }
- gradient_prog = glCreateProgram();
- vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, gradient_vs);
- fs_getcolor_source =
- _glamor_create_getcolor_fs_source(screen, stops_count,
- (stops_count > 0));
- XNFasprintf(&gradient_fs,
- gradient_radial_fs_template,
- PIXMAN_REPEAT_NONE, PIXMAN_REPEAT_NORMAL,
- PIXMAN_REPEAT_REFLECT,
- fs_getcolor_source);
- fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, gradient_fs);
- free(gradient_fs);
- glAttachShader(gradient_prog, vs_prog);
- glAttachShader(gradient_prog, fs_prog);
- glDeleteShader(vs_prog);
- glDeleteShader(fs_prog);
- glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_position");
- glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord");
- glamor_link_glsl_prog(screen, gradient_prog, "radial gradient");
- 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;
- }
- static void
- _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count,
- int dyn_gen)
- {
- glamor_screen_private *glamor_priv;
- int index = 0;
- GLint gradient_prog = 0;
- char *gradient_fs = NULL;
- GLint fs_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"\
- " 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*/\
- " distance = mod(distance, _pt_distance);\n"\
- " }\n"\
- " \n"\
- " if(repeat_type == %d) {\n" /* repeat reflect*/\
- " distance = abs(mod(distance + _pt_distance, 2.0 * _pt_distance) - _pt_distance);\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"\
- "\n"\
- "%s" /* fs_getcolor_source */
- const char *fs_getcolor_source;
- glamor_priv = glamor_get_screen_private(screen);
- if ((glamor_priv->linear_max_nstops >= stops_count) && (dyn_gen)) {
- /* Very Good, not to generate again. */
- return;
- }
- glamor_make_current(glamor_priv);
- if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]) {
- glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]);
- glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2] = 0;
- }
- gradient_prog = glCreateProgram();
- vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, gradient_vs);
- fs_getcolor_source =
- _glamor_create_getcolor_fs_source(screen, stops_count, stops_count > 0);
- XNFasprintf(&gradient_fs,
- gradient_fs_template,
- PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT,
- fs_getcolor_source);
- fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, gradient_fs);
- free(gradient_fs);
- glAttachShader(gradient_prog, vs_prog);
- glAttachShader(gradient_prog, fs_prog);
- glDeleteShader(vs_prog);
- glDeleteShader(fs_prog);
- glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_position");
- glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord");
- glamor_link_glsl_prog(screen, gradient_prog, "linear gradient");
- 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;
- }
- 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->gradient_prog[SHADER_GRADIENT_RADIAL][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;
- int i = 0;
- glamor_priv = glamor_get_screen_private(screen);
- glamor_make_current(glamor_priv);
- for (i = 0; i < 3; i++) {
- /* Linear Gradient */
- if (glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][i])
- glDeleteProgram(glamor_priv->gradient_prog
- [SHADER_GRADIENT_LINEAR][i]);
- if (glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][i])
- glDeleteProgram(glamor_priv->gradient_prog
- [SHADER_GRADIENT_RADIAL][i]);
- }
- }
- 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;
- 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]);
- glamor_make_current(glamor_priv);
- glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
- GL_FALSE, 0, vertices);
- glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
- GL_FALSE, 0, tex_vertices);
- glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
- glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
- 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;
- 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);
- glamor_make_current(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 = glGetUniformLocation(gradient_prog,
- "transform_mat");
- repeat_type_uniform_location = glGetUniformLocation(gradient_prog,
- "repeat_type");
- n_stop_uniform_location = glGetUniformLocation(gradient_prog, "n_stop");
- A_value_uniform_location = glGetUniformLocation(gradient_prog, "A_value");
- c1_uniform_location = glGetUniformLocation(gradient_prog, "c1");
- r1_uniform_location = glGetUniformLocation(gradient_prog, "r1");
- c2_uniform_location = glGetUniformLocation(gradient_prog, "c2");
- r2_uniform_location = glGetUniformLocation(gradient_prog, "r2");
- if (src_picture->pSourcePict->radial.nstops + 2 <= RADIAL_SMALL_STOPS) {
- stop0_uniform_location =
- glGetUniformLocation(gradient_prog, "stop0");
- stop1_uniform_location =
- glGetUniformLocation(gradient_prog, "stop1");
- stop2_uniform_location =
- glGetUniformLocation(gradient_prog, "stop2");
- stop3_uniform_location =
- glGetUniformLocation(gradient_prog, "stop3");
- stop4_uniform_location =
- glGetUniformLocation(gradient_prog, "stop4");
- stop5_uniform_location =
- glGetUniformLocation(gradient_prog, "stop5");
- stop6_uniform_location =
- glGetUniformLocation(gradient_prog, "stop6");
- stop7_uniform_location =
- glGetUniformLocation(gradient_prog, "stop7");
- stop_color0_uniform_location =
- glGetUniformLocation(gradient_prog, "stop_color0");
- stop_color1_uniform_location =
- glGetUniformLocation(gradient_prog, "stop_color1");
- stop_color2_uniform_location =
- glGetUniformLocation(gradient_prog, "stop_color2");
- stop_color3_uniform_location =
- glGetUniformLocation(gradient_prog, "stop_color3");
- stop_color4_uniform_location =
- glGetUniformLocation(gradient_prog, "stop_color4");
- stop_color5_uniform_location =
- glGetUniformLocation(gradient_prog, "stop_color5");
- stop_color6_uniform_location =
- glGetUniformLocation(gradient_prog, "stop_color6");
- stop_color7_uniform_location =
- glGetUniformLocation(gradient_prog, "stop_color7");
- }
- else {
- stops_uniform_location =
- glGetUniformLocation(gradient_prog, "stops");
- stop_colors_uniform_location =
- glGetUniformLocation(gradient_prog, "stop_colors");
- }
- glUseProgram(gradient_prog);
- 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);
- glUniformMatrix3fv(transform_mat_uniform_location,
- 1, 1, &transform_mat[0][0]);
- }
- else {
- 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;
- 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++;
- 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++;
- 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++;
- 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++;
- 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++;
- 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++;
- 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++;
- 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;
- glUniform1f(stop0_uniform_location, n_stops[j++]);
- glUniform1f(stop1_uniform_location, n_stops[j++]);
- glUniform1f(stop2_uniform_location, n_stops[j++]);
- glUniform1f(stop3_uniform_location, n_stops[j++]);
- glUniform1f(stop4_uniform_location, n_stops[j++]);
- glUniform1f(stop5_uniform_location, n_stops[j++]);
- glUniform1f(stop6_uniform_location, n_stops[j++]);
- glUniform1f(stop7_uniform_location, n_stops[j++]);
- glUniform1i(n_stop_uniform_location, count);
- }
- else {
- glUniform4fv(stop_colors_uniform_location, count, stop_colors);
- glUniform1fv(stops_uniform_location, count, n_stops);
- 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);
- glUniform2fv(c1_uniform_location, 1, cxy);
- glUniform1f(r1_uniform_location, r1);
- glamor_set_circle_centre(width, height, c2x, c2y, glamor_priv->yInverted,
- cxy);
- glUniform2fv(c2_uniform_location, 1, cxy);
- glUniform1f(r2_uniform_location, r2);
- A_value =
- (c2x - c1x) * (c2x - c1x) + (c2y - c1y) * (c2y - c1y) - (r2 -
- r1) * (r2 -
- r1);
- 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. */
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- /* Do the clear logic. */
- if (stops_count > RADIAL_SMALL_STOPS) {
- free(n_stops);
- free(stop_colors);
- }
- glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
- glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
- 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);
- }
- glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
- glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
- 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;
- 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);
- glamor_make_current(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 =
- glGetUniformLocation(gradient_prog, "n_stop");
- pt_slope_uniform_location =
- glGetUniformLocation(gradient_prog, "pt_slope");
- repeat_type_uniform_location =
- glGetUniformLocation(gradient_prog, "repeat_type");
- hor_ver_uniform_location =
- glGetUniformLocation(gradient_prog, "hor_ver");
- transform_mat_uniform_location =
- glGetUniformLocation(gradient_prog, "transform_mat");
- cos_val_uniform_location =
- glGetUniformLocation(gradient_prog, "cos_val");
- p1_distance_uniform_location =
- glGetUniformLocation(gradient_prog, "p1_distance");
- pt_distance_uniform_location =
- glGetUniformLocation(gradient_prog, "pt_distance");
- if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) {
- stop0_uniform_location =
- glGetUniformLocation(gradient_prog, "stop0");
- stop1_uniform_location =
- glGetUniformLocation(gradient_prog, "stop1");
- stop2_uniform_location =
- glGetUniformLocation(gradient_prog, "stop2");
- stop3_uniform_location =
- glGetUniformLocation(gradient_prog, "stop3");
- stop4_uniform_location =
- glGetUniformLocation(gradient_prog, "stop4");
- stop5_uniform_location =
- glGetUniformLocation(gradient_prog, "stop5");
- stop6_uniform_location =
- glGetUniformLocation(gradient_prog, "stop6");
- stop7_uniform_location =
- glGetUniformLocation(gradient_prog, "stop7");
- stop_color0_uniform_location =
- glGetUniformLocation(gradient_prog, "stop_color0");
- stop_color1_uniform_location =
- glGetUniformLocation(gradient_prog, "stop_color1");
- stop_color2_uniform_location =
- glGetUniformLocation(gradient_prog, "stop_color2");
- stop_color3_uniform_location =
- glGetUniformLocation(gradient_prog, "stop_color3");
- stop_color4_uniform_location =
- glGetUniformLocation(gradient_prog, "stop_color4");
- stop_color5_uniform_location =
- glGetUniformLocation(gradient_prog, "stop_color5");
- stop_color6_uniform_location =
- glGetUniformLocation(gradient_prog, "stop_color6");
- stop_color7_uniform_location =
- glGetUniformLocation(gradient_prog, "stop_color7");
- }
- else {
- stops_uniform_location =
- glGetUniformLocation(gradient_prog, "stops");
- stop_colors_uniform_location =
- glGetUniformLocation(gradient_prog, "stop_colors");
- }
- glUseProgram(gradient_prog);
- 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);
- glUniformMatrix3fv(transform_mat_uniform_location,
- 1, 1, &transform_mat[0][0]);
- }
- else {
- 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;
- 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++;
- 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++;
- 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++;
- 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++;
- 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++;
- 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++;
- 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++;
- 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;
- glUniform1f(stop0_uniform_location, n_stops[j++]);
- glUniform1f(stop1_uniform_location, n_stops[j++]);
- glUniform1f(stop2_uniform_location, n_stops[j++]);
- glUniform1f(stop3_uniform_location, n_stops[j++]);
- glUniform1f(stop4_uniform_location, n_stops[j++]);
- glUniform1f(stop5_uniform_location, n_stops[j++]);
- glUniform1f(stop6_uniform_location, n_stops[j++]);
- glUniform1f(stop7_uniform_location, n_stops[j++]);
- glUniform1i(n_stop_uniform_location, count);
- }
- else {
- glUniform4fv(stop_colors_uniform_location, count, stop_colors);
- glUniform1fv(stops_uniform_location, count, n_stops);
- glUniform1i(n_stop_uniform_location, count);
- }
- if (src_picture->pSourcePict->linear.p2.y == src_picture->pSourcePict->linear.p1.y) { // The horizontal case.
- 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);
- glUniform1f(p1_distance_uniform_location, p1_distance);
- 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;
- glUniform1f(pt_slope_uniform_location, slope);
- glUniform1i(hor_ver_uniform_location, 0);
- cos_val = sqrt(1.0 / (slope * slope + 1.0));
- 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;
- glUniform1f(p1_distance_uniform_location, p1_distance);
- glUniform1f(pt_distance_uniform_location, pt_distance);
- }
- /* Now rendering. */
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- /* Do the clear logic. */
- if (stops_count > LINEAR_SMALL_STOPS) {
- free(n_stops);
- free(stop_colors);
- }
- glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
- glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
- 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);
- }
- glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
- glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
- return NULL;
- }
- #endif /* End of GLAMOR_GRADIENT_SHADER */
- #endif /* End of RENDER */
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