1 /* 2 * Copyright 2009 Intel Corporation 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21 * IN THE SOFTWARE. 22 * 23 * Authors: 24 * Junyan He <junyan.he (at) linux.intel.com> 25 * 26 */ 27 28 /** @file glamor_gradient.c 29 * 30 * Gradient acceleration implementation 31 */ 32 33 #include "glamor_priv.h" 34 35 #define LINEAR_SMALL_STOPS (6 + 2) 36 #define LINEAR_LARGE_STOPS (16 + 2) 37 38 #define RADIAL_SMALL_STOPS (6 + 2) 39 #define RADIAL_LARGE_STOPS (16 + 2) 40 41 static char * 42 _glamor_create_getcolor_fs_source(ScreenPtr screen, int stops_count, 43 int use_array) 44 { 45 char *gradient_fs = NULL; 46 47 #define gradient_fs_getcolor\ 48 GLAMOR_DEFAULT_PRECISION\ 49 "uniform int n_stop;\n"\ 50 "uniform float stops[%d];\n"\ 51 "uniform vec4 stop_colors[%d];\n"\ 52 "vec4 get_color(float stop_len)\n"\ 53 "{\n"\ 54 " int i = 0;\n"\ 55 " vec4 stop_color_before;\n"\ 56 " vec4 gradient_color;\n"\ 57 " float stop_delta;\n"\ 58 " float percentage; \n"\ 59 " \n"\ 60 " if(stop_len < stops[0])\n"\ 61 " return vec4(0.0, 0.0, 0.0, 0.0); \n"\ 62 " for(i = 1; i < n_stop; i++) {\n"\ 63 " if(stop_len < stops[i])\n"\ 64 " break; \n"\ 65 " }\n"\ 66 " if(i == n_stop)\n"\ 67 " return vec4(0.0, 0.0, 0.0, 0.0); \n"\ 68 " \n"\ 69 " stop_color_before = stop_colors[i-1];\n"\ 70 " stop_delta = stops[i] - stops[i-1];\n"\ 71 " if(stop_delta > 2.0)\n"\ 72 " percentage = 0.0;\n" /*For comply with pixman, walker->stepper overflow.*/\ 73 " else if(stop_delta < 0.000001)\n"\ 74 " percentage = 0.0;\n"\ 75 " else \n"\ 76 " percentage = (stop_len - stops[i-1])/stop_delta;\n"\ 77 " \n"\ 78 " gradient_color = stop_color_before;\n"\ 79 " if(percentage != 0.0)\n"\ 80 " gradient_color += (stop_colors[i] - gradient_color)*percentage;\n"\ 81 " return vec4(gradient_color.rgb * gradient_color.a, gradient_color.a);\n"\ 82 "}\n" 83 84 /* Because the array access for shader is very slow, the performance is very low 85 if use array. So use global uniform to replace for it if the number of n_stops is small. */ 86 const char *gradient_fs_getcolor_no_array = 87 GLAMOR_DEFAULT_PRECISION 88 "uniform int n_stop;\n" 89 "uniform float stop0;\n" 90 "uniform float stop1;\n" 91 "uniform float stop2;\n" 92 "uniform float stop3;\n" 93 "uniform float stop4;\n" 94 "uniform float stop5;\n" 95 "uniform float stop6;\n" 96 "uniform float stop7;\n" 97 "uniform vec4 stop_color0;\n" 98 "uniform vec4 stop_color1;\n" 99 "uniform vec4 stop_color2;\n" 100 "uniform vec4 stop_color3;\n" 101 "uniform vec4 stop_color4;\n" 102 "uniform vec4 stop_color5;\n" 103 "uniform vec4 stop_color6;\n" 104 "uniform vec4 stop_color7;\n" 105 "\n" 106 "vec4 get_color(float stop_len)\n" 107 "{\n" 108 " vec4 stop_color_before;\n" 109 " vec4 stop_color_after;\n" 110 " vec4 gradient_color;\n" 111 " float stop_before;\n" 112 " float stop_delta;\n" 113 " float percentage; \n" 114 " \n" 115 " if((stop_len < stop0) && (n_stop >= 1)) {\n" 116 " stop_color_before = vec4(0.0, 0.0, 0.0, 0.0);\n" 117 " stop_delta = 0.0;\n" 118 " } else if((stop_len < stop1) && (n_stop >= 2)) {\n" 119 " stop_color_before = stop_color0;\n" 120 " stop_color_after = stop_color1;\n" 121 " stop_before = stop0;\n" 122 " stop_delta = stop1 - stop0;\n" 123 " } else if((stop_len < stop2) && (n_stop >= 3)) {\n" 124 " stop_color_before = stop_color1;\n" 125 " stop_color_after = stop_color2;\n" 126 " stop_before = stop1;\n" 127 " stop_delta = stop2 - stop1;\n" 128 " } else if((stop_len < stop3) && (n_stop >= 4)){\n" 129 " stop_color_before = stop_color2;\n" 130 " stop_color_after = stop_color3;\n" 131 " stop_before = stop2;\n" 132 " stop_delta = stop3 - stop2;\n" 133 " } else if((stop_len < stop4) && (n_stop >= 5)){\n" 134 " stop_color_before = stop_color3;\n" 135 " stop_color_after = stop_color4;\n" 136 " stop_before = stop3;\n" 137 " stop_delta = stop4 - stop3;\n" 138 " } else if((stop_len < stop5) && (n_stop >= 6)){\n" 139 " stop_color_before = stop_color4;\n" 140 " stop_color_after = stop_color5;\n" 141 " stop_before = stop4;\n" 142 " stop_delta = stop5 - stop4;\n" 143 " } else if((stop_len < stop6) && (n_stop >= 7)){\n" 144 " stop_color_before = stop_color5;\n" 145 " stop_color_after = stop_color6;\n" 146 " stop_before = stop5;\n" 147 " stop_delta = stop6 - stop5;\n" 148 " } else if((stop_len < stop7) && (n_stop >= 8)){\n" 149 " stop_color_before = stop_color6;\n" 150 " stop_color_after = stop_color7;\n" 151 " stop_before = stop6;\n" 152 " stop_delta = stop7 - stop6;\n" 153 " } else {\n" 154 " stop_color_before = vec4(0.0, 0.0, 0.0, 0.0);\n" 155 " stop_delta = 0.0;\n" 156 " }\n" 157 " if(stop_delta > 2.0)\n" 158 " percentage = 0.0;\n" //For comply with pixman, walker->stepper overflow. 159 " else if(stop_delta < 0.000001)\n" 160 " percentage = 0.0;\n" 161 " else\n" 162 " percentage = (stop_len - stop_before)/stop_delta;\n" 163 " \n" 164 " gradient_color = stop_color_before;\n" 165 " if(percentage != 0.0)\n" 166 " gradient_color += (stop_color_after - gradient_color)*percentage;\n" 167 " return vec4(gradient_color.rgb * gradient_color.a, gradient_color.a);\n" 168 "}\n"; 169 170 if (use_array) { 171 XNFasprintf(&gradient_fs, 172 gradient_fs_getcolor, stops_count, stops_count); 173 return gradient_fs; 174 } 175 else { 176 return XNFstrdup(gradient_fs_getcolor_no_array); 177 } 178 } 179 180 static Bool 181 _glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count, 182 int dyn_gen) 183 { 184 glamor_screen_private *glamor_priv; 185 int index; 186 187 GLint gradient_prog = 0; 188 char *gradient_fs = NULL; 189 GLint fs_prog, vs_prog; 190 191 const char *gradient_vs = 192 GLAMOR_DEFAULT_PRECISION 193 "attribute vec4 v_position;\n" 194 "attribute vec4 v_texcoord;\n" 195 "varying vec2 source_texture;\n" 196 "\n" 197 "void main()\n" 198 "{\n" 199 " gl_Position = v_position;\n" 200 " source_texture = v_texcoord.xy;\n" 201 "}\n"; 202 203 /* 204 * Refer to pixman radial gradient. 205 * 206 * The problem is given the two circles of c1 and c2 with the radius of r1 and 207 * r1, we need to calculate the t, which is used to do interpolate with stops, 208 * using the fomula: 209 * length((1-t)*c1 + t*c2 - p) = (1-t)*r1 + t*r2 210 * expand the fomula with xy coond, get the following: 211 * sqrt(sqr((1-t)*c1.x + t*c2.x - p.x) + sqr((1-t)*c1.y + t*c2.y - p.y)) 212 * = (1-t)r1 + t*r2 213 * <====> At*t- 2Bt + C = 0 214 * where A = sqr(c2.x - c1.x) + sqr(c2.y - c1.y) - sqr(r2 -r1) 215 * B = (p.x - c1.x)*(c2.x - c1.x) + (p.y - c1.y)*(c2.y - c1.y) + r1*(r2 -r1) 216 * C = sqr(p.x - c1.x) + sqr(p.y - c1.y) - r1*r1 217 * 218 * solve the fomula and we get the result of 219 * t = (B + sqrt(B*B - A*C)) / A or 220 * t = (B - sqrt(B*B - A*C)) / A (quadratic equation have two solutions) 221 * 222 * The solution we are going to prefer is the bigger one, unless the 223 * radius associated to it is negative (or it falls outside the valid t range) 224 */ 225 226 #define gradient_radial_fs_template\ 227 GLAMOR_DEFAULT_PRECISION\ 228 "uniform mat3 transform_mat;\n"\ 229 "uniform int repeat_type;\n"\ 230 "uniform float A_value;\n"\ 231 "uniform vec2 c1;\n"\ 232 "uniform float r1;\n"\ 233 "uniform vec2 c2;\n"\ 234 "uniform float r2;\n"\ 235 "varying vec2 source_texture;\n"\ 236 "\n"\ 237 "vec4 get_color(float stop_len);\n"\ 238 "\n"\ 239 "int t_invalid;\n"\ 240 "\n"\ 241 "float get_stop_len()\n"\ 242 "{\n"\ 243 " float t = 0.0;\n"\ 244 " float sqrt_value;\n"\ 245 " t_invalid = 0;\n"\ 246 " \n"\ 247 " vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"\ 248 " vec3 source_texture_trans = transform_mat * tmp;\n"\ 249 " source_texture_trans.xy = source_texture_trans.xy/source_texture_trans.z;\n"\ 250 " float B_value = (source_texture_trans.x - c1.x) * (c2.x - c1.x)\n"\ 251 " + (source_texture_trans.y - c1.y) * (c2.y - c1.y)\n"\ 252 " + r1 * (r2 - r1);\n"\ 253 " float C_value = (source_texture_trans.x - c1.x) * (source_texture_trans.x - c1.x)\n"\ 254 " + (source_texture_trans.y - c1.y) * (source_texture_trans.y - c1.y)\n"\ 255 " - r1*r1;\n"\ 256 " if(abs(A_value) < 0.00001) {\n"\ 257 " if(B_value == 0.0) {\n"\ 258 " t_invalid = 1;\n"\ 259 " return t;\n"\ 260 " }\n"\ 261 " t = 0.5 * C_value / B_value;"\ 262 " } else {\n"\ 263 " sqrt_value = B_value * B_value - A_value * C_value;\n"\ 264 " if(sqrt_value < 0.0) {\n"\ 265 " t_invalid = 1;\n"\ 266 " return t;\n"\ 267 " }\n"\ 268 " sqrt_value = sqrt(sqrt_value);\n"\ 269 " t = (B_value + sqrt_value) / A_value;\n"\ 270 " }\n"\ 271 " if(repeat_type == %d) {\n" /* RepeatNone case. */\ 272 " if((t <= 0.0) || (t > 1.0))\n"\ 273 /* try another if first one invalid*/\ 274 " t = (B_value - sqrt_value) / A_value;\n"\ 275 " \n"\ 276 " if((t <= 0.0) || (t > 1.0)) {\n" /*still invalid, return.*/\ 277 " t_invalid = 1;\n"\ 278 " return t;\n"\ 279 " }\n"\ 280 " } else {\n"\ 281 " if(t * (r2 - r1) <= -1.0 * r1)\n"\ 282 /* try another if first one invalid*/\ 283 " t = (B_value - sqrt_value) / A_value;\n"\ 284 " \n"\ 285 " if(t * (r2 -r1) <= -1.0 * r1) {\n" /*still invalid, return.*/\ 286 " t_invalid = 1;\n"\ 287 " return t;\n"\ 288 " }\n"\ 289 " }\n"\ 290 " \n"\ 291 " if(repeat_type == %d){\n" /* repeat normal*/\ 292 " t = fract(t);\n"\ 293 " }\n"\ 294 " \n"\ 295 " if(repeat_type == %d) {\n" /* repeat reflect*/\ 296 " t = abs(fract(t * 0.5 + 0.5) * 2.0 - 1.0);\n"\ 297 " }\n"\ 298 " \n"\ 299 " return t;\n"\ 300 "}\n"\ 301 "\n"\ 302 "void main()\n"\ 303 "{\n"\ 304 " float stop_len = get_stop_len();\n"\ 305 " if(t_invalid == 1) {\n"\ 306 " gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"\ 307 " } else {\n"\ 308 " gl_FragColor = get_color(stop_len);\n"\ 309 " }\n"\ 310 "}\n"\ 311 "\n"\ 312 "%s\n" /* fs_getcolor_source */ 313 char *fs_getcolor_source; 314 315 glamor_priv = glamor_get_screen_private(screen); 316 317 if ((glamor_priv->radial_max_nstops >= stops_count) && (dyn_gen)) { 318 /* Very Good, not to generate again. */ 319 return TRUE; 320 } 321 322 glamor_make_current(glamor_priv); 323 324 if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]) { 325 glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]); 326 glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2] = 0; 327 } 328 329 gradient_prog = glCreateProgram(); 330 331 vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, gradient_vs); 332 333 fs_getcolor_source = 334 _glamor_create_getcolor_fs_source(screen, stops_count, 335 (stops_count > 0)); 336 337 XNFasprintf(&gradient_fs, 338 gradient_radial_fs_template, 339 PIXMAN_REPEAT_NONE, PIXMAN_REPEAT_NORMAL, 340 PIXMAN_REPEAT_REFLECT, 341 fs_getcolor_source); 342 343 fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, gradient_fs); 344 345 free(gradient_fs); 346 free(fs_getcolor_source); 347 348 glAttachShader(gradient_prog, vs_prog); 349 glAttachShader(gradient_prog, fs_prog); 350 glDeleteShader(vs_prog); 351 glDeleteShader(fs_prog); 352 353 glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_position"); 354 glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord"); 355 356 if (!glamor_link_glsl_prog(screen, gradient_prog, "radial gradient")) { 357 glDeleteProgram(gradient_prog); 358 return FALSE; 359 } 360 361 if (dyn_gen) { 362 index = 2; 363 glamor_priv->radial_max_nstops = stops_count; 364 } 365 else if (stops_count) { 366 index = 1; 367 } 368 else { 369 index = 0; 370 } 371 372 glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][index] = gradient_prog; 373 374 return TRUE; 375 } 376 377 static Bool 378 _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, 379 int dyn_gen) 380 { 381 glamor_screen_private *glamor_priv; 382 383 int index = 0; 384 GLint gradient_prog = 0; 385 char *gradient_fs = NULL; 386 GLint fs_prog, vs_prog; 387 388 const char *gradient_vs = 389 GLAMOR_DEFAULT_PRECISION 390 "attribute vec4 v_position;\n" 391 "attribute vec4 v_texcoord;\n" 392 "varying vec2 source_texture;\n" 393 "\n" 394 "void main()\n" 395 "{\n" 396 " gl_Position = v_position;\n" 397 " source_texture = v_texcoord.xy;\n" 398 "}\n"; 399 400 /* 401 * | 402 * |\ 403 * | \ 404 * | \ 405 * | \ 406 * |\ \ 407 * | \ \ 408 * cos_val = |\ p1d \ / 409 * sqrt(1/(slope*slope+1.0)) ------>\ \ \ / 410 * | \ \ \ 411 * | \ \ / \ 412 * | \ *Pt1\ 413 * *p1 | \ \ *P 414 * \ | / \ \ / 415 * \ | / \ \ / 416 * \ | pd \ 417 * \ | \ / \ 418 * p2* | \ / \ / 419 * slope = (p2.y - p1.y) / | / p2d / 420 * (p2.x - p1.x) | / \ / 421 * | / \ / 422 * | / / 423 * | / / 424 * | / *Pt2 425 * | / 426 * | / 427 * | / 428 * | / 429 * | / 430 * -------+--------------------------------- 431 * O| 432 * | 433 * | 434 * 435 * step 1: compute the distance of p, pt1 and pt2 in the slope direction. 436 * Calculate the distance on Y axis first and multiply cos_val to 437 * get the value on slope direction(pd, p1d and p2d represent the 438 * distance of p, pt1, and pt2 respectively). 439 * 440 * step 2: calculate the percentage of (pd - p1d)/(p2d - p1d). 441 * If (pd - p1d) > (p2d - p1d) or < 0, then sub or add (p2d - p1d) 442 * to make it in the range of [0, (p2d - p1d)]. 443 * 444 * step 3: compare the percentage to every stop and find the stpos just 445 * before and after it. Use the interpolation fomula to compute RGBA. 446 */ 447 448 #define gradient_fs_template \ 449 GLAMOR_DEFAULT_PRECISION\ 450 "uniform mat3 transform_mat;\n"\ 451 "uniform int repeat_type;\n"\ 452 "uniform int hor_ver;\n"\ 453 "uniform float pt_slope;\n"\ 454 "uniform float cos_val;\n"\ 455 "uniform float p1_distance;\n"\ 456 "uniform float pt_distance;\n"\ 457 "varying vec2 source_texture;\n"\ 458 "\n"\ 459 "vec4 get_color(float stop_len);\n"\ 460 "\n"\ 461 "float get_stop_len()\n"\ 462 "{\n"\ 463 " vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"\ 464 " float distance;\n"\ 465 " float _p1_distance;\n"\ 466 " float _pt_distance;\n"\ 467 " float y_dist;\n"\ 468 " vec3 source_texture_trans = transform_mat * tmp;\n"\ 469 " \n"\ 470 " if(hor_ver == 0) { \n" /*Normal case.*/\ 471 " y_dist = source_texture_trans.y - source_texture_trans.x*pt_slope;\n"\ 472 " distance = y_dist * cos_val;\n"\ 473 " _p1_distance = p1_distance * source_texture_trans.z;\n"\ 474 " _pt_distance = pt_distance * source_texture_trans.z;\n"\ 475 " \n"\ 476 " } else if (hor_ver == 1) {\n"/*horizontal case.*/\ 477 " distance = source_texture_trans.x;\n"\ 478 " _p1_distance = p1_distance * source_texture_trans.z;\n"\ 479 " _pt_distance = pt_distance * source_texture_trans.z;\n"\ 480 " } \n"\ 481 " \n"\ 482 " distance = (distance - _p1_distance) / _pt_distance;\n"\ 483 " \n"\ 484 " if(repeat_type == %d){\n" /* repeat normal*/\ 485 " distance = fract(distance);\n"\ 486 " }\n"\ 487 " \n"\ 488 " if(repeat_type == %d) {\n" /* repeat reflect*/\ 489 " distance = abs(fract(distance * 0.5 + 0.5) * 2.0 - 1.0);\n"\ 490 " }\n"\ 491 " \n"\ 492 " return distance;\n"\ 493 "}\n"\ 494 "\n"\ 495 "void main()\n"\ 496 "{\n"\ 497 " float stop_len = get_stop_len();\n"\ 498 " gl_FragColor = get_color(stop_len);\n"\ 499 "}\n"\ 500 "\n"\ 501 "%s" /* fs_getcolor_source */ 502 char *fs_getcolor_source; 503 504 glamor_priv = glamor_get_screen_private(screen); 505 506 if ((glamor_priv->linear_max_nstops >= stops_count) && (dyn_gen)) { 507 /* Very Good, not to generate again. */ 508 return TRUE; 509 } 510 511 glamor_make_current(glamor_priv); 512 if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]) { 513 glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]); 514 glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2] = 0; 515 } 516 517 gradient_prog = glCreateProgram(); 518 519 vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, gradient_vs); 520 521 fs_getcolor_source = 522 _glamor_create_getcolor_fs_source(screen, stops_count, stops_count > 0); 523 524 XNFasprintf(&gradient_fs, 525 gradient_fs_template, 526 PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT, 527 fs_getcolor_source); 528 529 fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, gradient_fs); 530 free(gradient_fs); 531 free(fs_getcolor_source); 532 533 glAttachShader(gradient_prog, vs_prog); 534 glAttachShader(gradient_prog, fs_prog); 535 glDeleteShader(vs_prog); 536 glDeleteShader(fs_prog); 537 538 glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_position"); 539 glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord"); 540 541 if (!glamor_link_glsl_prog(screen, gradient_prog, "linear gradient")) { 542 glDeleteProgram(gradient_prog); 543 return FALSE; 544 } 545 546 if (dyn_gen) { 547 index = 2; 548 glamor_priv->linear_max_nstops = stops_count; 549 } 550 else if (stops_count) { 551 index = 1; 552 } 553 else { 554 index = 0; 555 } 556 557 glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][index] = gradient_prog; 558 559 return TRUE; 560 } 561 562 Bool 563 glamor_init_gradient_shader(ScreenPtr screen) 564 { 565 glamor_screen_private *glamor_priv; 566 int i; 567 568 glamor_priv = glamor_get_screen_private(screen); 569 570 for (i = 0; i < 3; i++) { 571 glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][i] = 0; 572 glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][i] = 0; 573 } 574 glamor_priv->linear_max_nstops = 0; 575 glamor_priv->radial_max_nstops = 0; 576 577 if (!_glamor_create_linear_gradient_program(screen, 0, 0) || 578 !_glamor_create_linear_gradient_program(screen, LINEAR_LARGE_STOPS, 0)) 579 return FALSE; 580 581 if (!_glamor_create_radial_gradient_program(screen, 0, 0) || 582 !_glamor_create_radial_gradient_program(screen, RADIAL_LARGE_STOPS, 0)) 583 return FALSE; 584 585 return TRUE; 586 } 587 588 static void 589 _glamor_gradient_convert_trans_matrix(PictTransform *from, float to[3][3], 590 int width, int height, int normalize) 591 { 592 /* 593 * Because in the shader program, we normalize all the pixel cood to [0, 1], 594 * so with the transform matrix, the correct logic should be: 595 * v_s = A*T*v 596 * v_s: point vector in shader after normalized. 597 * A: The transition matrix from width X height --> 1.0 X 1.0 598 * T: The transform matrix. 599 * v: point vector in width X height space. 600 * 601 * result is OK if we use this fomula. But for every point in width X height space, 602 * we can just use their normalized point vector in shader, namely we can just 603 * use the result of A*v in shader. So we have no chance to insert T in A*v. 604 * We can just convert v_s = A*T*v to v_s = A*T*inv(A)*A*v, where inv(A) is the 605 * inverse matrix of A. Now, v_s = (A*T*inv(A)) * (A*v) 606 * So, to get the correct v_s, we need to cacula1 the matrix: (A*T*inv(A)), and 607 * we name this matrix T_s. 608 * 609 * Firstly, because A is for the scale conversion, we find 610 * -- -- 611 * |1/w 0 0 | 612 * A = | 0 1/h 0 | 613 * | 0 0 1.0| 614 * -- -- 615 * so T_s = A*T*inv(a) and result 616 * 617 * -- -- 618 * | t11 h*t12/w t13/w| 619 * T_s = | w*t21/h t22 t23/h| 620 * | w*t31 h*t32 t33 | 621 * -- -- 622 * 623 * Because GLES2 cannot do trasposed mat by spec, we did transposing inside this function 624 * already, and matrix becoming look like this: 625 * -- -- 626 * | t11 w*t21/h t31*w| 627 * T_s = | h*t12/w t22 t32*h| 628 * | t13/w t23/h t33 | 629 * -- -- 630 */ 631 632 to[0][0] = (float) pixman_fixed_to_double(from->matrix[0][0]); 633 to[1][0] = (float) pixman_fixed_to_double(from->matrix[0][1]) 634 * (normalize ? (((float) height) / ((float) width)) : 1.0); 635 to[2][0] = (float) pixman_fixed_to_double(from->matrix[0][2]) 636 / (normalize ? ((float) width) : 1.0); 637 638 to[0][1] = (float) pixman_fixed_to_double(from->matrix[1][0]) 639 * (normalize ? (((float) width) / ((float) height)) : 1.0); 640 to[1][1] = (float) pixman_fixed_to_double(from->matrix[1][1]); 641 to[2][1] = (float) pixman_fixed_to_double(from->matrix[1][2]) 642 / (normalize ? ((float) height) : 1.0); 643 644 to[0][2] = (float) pixman_fixed_to_double(from->matrix[2][0]) 645 * (normalize ? ((float) width) : 1.0); 646 to[1][2] = (float) pixman_fixed_to_double(from->matrix[2][1]) 647 * (normalize ? ((float) height) : 1.0); 648 to[2][2] = (float) pixman_fixed_to_double(from->matrix[2][2]); 649 650 DEBUGF("the transposed transform matrix is:\n%f\t%f\t%f\n%f\t%f\t%f\n%f\t%f\t%f\n", 651 to[0][0], to[0][1], to[0][2], 652 to[1][0], to[1][1], to[1][2], to[2][0], to[2][1], to[2][2]); 653 } 654 655 static int 656 _glamor_gradient_set_pixmap_destination(ScreenPtr screen, 657 glamor_screen_private *glamor_priv, 658 PicturePtr dst_picture, 659 GLfloat *xscale, GLfloat *yscale, 660 int x_source, int y_source, 661 int tex_normalize) 662 { 663 glamor_pixmap_private *pixmap_priv; 664 PixmapPtr pixmap = NULL; 665 GLfloat *v; 666 char *vbo_offset; 667 668 pixmap = glamor_get_drawable_pixmap(dst_picture->pDrawable); 669 pixmap_priv = glamor_get_pixmap_private(pixmap); 670 671 if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) { /* should always have here. */ 672 return 0; 673 } 674 675 glamor_set_destination_pixmap_priv_nc(glamor_priv, pixmap, pixmap_priv); 676 677 pixmap_priv_get_dest_scale(pixmap, pixmap_priv, xscale, yscale); 678 679 DEBUGF("xscale = %f, yscale = %f," 680 " x_source = %d, y_source = %d, width = %d, height = %d\n", 681 *xscale, *yscale, x_source, y_source, 682 dst_picture->pDrawable->width, dst_picture->pDrawable->height); 683 684 v = glamor_get_vbo_space(screen, 16 * sizeof(GLfloat), &vbo_offset); 685 686 glamor_set_normalize_vcoords_tri_strip(*xscale, *yscale, 687 0, 0, 688 (INT16) (dst_picture->pDrawable-> 689 width), 690 (INT16) (dst_picture->pDrawable-> 691 height), 692 v); 693 694 if (tex_normalize) { 695 glamor_set_normalize_tcoords_tri_stripe(*xscale, *yscale, 696 x_source, y_source, 697 (INT16) (dst_picture-> 698 pDrawable->width + 699 x_source), 700 (INT16) (dst_picture-> 701 pDrawable->height + 702 y_source), 703 &v[8]); 704 } 705 else { 706 glamor_set_tcoords_tri_strip(x_source, y_source, 707 (INT16) (dst_picture->pDrawable->width) + 708 x_source, 709 (INT16) (dst_picture->pDrawable->height) + 710 y_source, 711 &v[8]); 712 } 713 714 DEBUGF("vertices --> leftup : %f X %f, rightup: %f X %f," 715 "rightbottom: %f X %f, leftbottom : %f X %f\n", 716 v[0], v[1], v[2], v[3], 717 v[4], v[5], v[6], v[7]); 718 DEBUGF("tex_vertices --> leftup : %f X %f, rightup: %f X %f," 719 "rightbottom: %f X %f, leftbottom : %f X %f\n", 720 v[8], v[9], v[10], v[11], 721 v[12], v[13], v[14], v[15]); 722 723 glamor_make_current(glamor_priv); 724 725 glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, 726 GL_FALSE, 0, vbo_offset); 727 glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, 728 GL_FALSE, 0, vbo_offset + 8 * sizeof(GLfloat)); 729 730 glEnableVertexAttribArray(GLAMOR_VERTEX_POS); 731 glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE); 732 733 glamor_put_vbo_space(screen); 734 return 1; 735 } 736 737 static int 738 _glamor_gradient_set_stops(PicturePtr src_picture, PictGradient *pgradient, 739 GLfloat *stop_colors, GLfloat *n_stops) 740 { 741 int i; 742 int count = 1; 743 744 for (i = 0; i < pgradient->nstops; i++) { 745 stop_colors[count * 4] = 746 pixman_fixed_to_double(pgradient->stops[i].color.red); 747 stop_colors[count * 4 + 1] = 748 pixman_fixed_to_double(pgradient->stops[i].color.green); 749 stop_colors[count * 4 + 2] = 750 pixman_fixed_to_double(pgradient->stops[i].color.blue); 751 stop_colors[count * 4 + 3] = 752 pixman_fixed_to_double(pgradient->stops[i].color.alpha); 753 754 n_stops[count] = 755 (GLfloat) pixman_fixed_to_double(pgradient->stops[i].x); 756 count++; 757 } 758 759 /* for the end stop. */ 760 count++; 761 762 switch (src_picture->repeatType) { 763 #define REPEAT_FILL_STOPS(m, n) \ 764 stop_colors[(m)*4 + 0] = stop_colors[(n)*4 + 0]; \ 765 stop_colors[(m)*4 + 1] = stop_colors[(n)*4 + 1]; \ 766 stop_colors[(m)*4 + 2] = stop_colors[(n)*4 + 2]; \ 767 stop_colors[(m)*4 + 3] = stop_colors[(n)*4 + 3]; 768 769 default: 770 case PIXMAN_REPEAT_NONE: 771 stop_colors[0] = 0.0; //R 772 stop_colors[1] = 0.0; //G 773 stop_colors[2] = 0.0; //B 774 stop_colors[3] = 0.0; //Alpha 775 n_stops[0] = n_stops[1]; 776 777 stop_colors[0 + (count - 1) * 4] = 0.0; //R 778 stop_colors[1 + (count - 1) * 4] = 0.0; //G 779 stop_colors[2 + (count - 1) * 4] = 0.0; //B 780 stop_colors[3 + (count - 1) * 4] = 0.0; //Alpha 781 n_stops[count - 1] = n_stops[count - 2]; 782 break; 783 case PIXMAN_REPEAT_NORMAL: 784 REPEAT_FILL_STOPS(0, count - 2); 785 n_stops[0] = n_stops[count - 2] - 1.0; 786 787 REPEAT_FILL_STOPS(count - 1, 1); 788 n_stops[count - 1] = n_stops[1] + 1.0; 789 break; 790 case PIXMAN_REPEAT_REFLECT: 791 REPEAT_FILL_STOPS(0, 1); 792 n_stops[0] = -n_stops[1]; 793 794 REPEAT_FILL_STOPS(count - 1, count - 2); 795 n_stops[count - 1] = 1.0 + 1.0 - n_stops[count - 2]; 796 break; 797 case PIXMAN_REPEAT_PAD: 798 REPEAT_FILL_STOPS(0, 1); 799 n_stops[0] = -(float) INT_MAX; 800 801 REPEAT_FILL_STOPS(count - 1, count - 2); 802 n_stops[count - 1] = (float) INT_MAX; 803 break; 804 #undef REPEAT_FILL_STOPS 805 } 806 807 for (i = 0; i < count; i++) { 808 DEBUGF("n_stops[%d] = %f, color = r:%f g:%f b:%f a:%f\n", 809 i, n_stops[i], 810 stop_colors[i * 4], stop_colors[i * 4 + 1], 811 stop_colors[i * 4 + 2], stop_colors[i * 4 + 3]); 812 } 813 814 return count; 815 } 816 817 PicturePtr 818 glamor_generate_radial_gradient_picture(ScreenPtr screen, 819 PicturePtr src_picture, 820 int x_source, int y_source, 821 int width, int height, 822 PictFormatShort format) 823 { 824 glamor_screen_private *glamor_priv; 825 PicturePtr dst_picture = NULL; 826 PixmapPtr pixmap = NULL; 827 GLint gradient_prog = 0; 828 int error; 829 int stops_count = 0; 830 int count = 0; 831 GLfloat *stop_colors = NULL; 832 GLfloat *n_stops = NULL; 833 GLfloat xscale, yscale; 834 float transform_mat[3][3]; 835 static const float identity_mat[3][3] = { {1.0, 0.0, 0.0}, 836 {0.0, 1.0, 0.0}, 837 {0.0, 0.0, 1.0} 838 }; 839 GLfloat stop_colors_st[RADIAL_SMALL_STOPS * 4]; 840 GLfloat n_stops_st[RADIAL_SMALL_STOPS]; 841 GLfloat A_value; 842 GLfloat cxy[4]; 843 float c1x, c1y, c2x, c2y, r1, r2; 844 845 GLint transform_mat_uniform_location = 0; 846 GLint repeat_type_uniform_location = 0; 847 GLint n_stop_uniform_location = 0; 848 GLint stops_uniform_location = 0; 849 GLint stop_colors_uniform_location = 0; 850 GLint stop0_uniform_location = 0; 851 GLint stop1_uniform_location = 0; 852 GLint stop2_uniform_location = 0; 853 GLint stop3_uniform_location = 0; 854 GLint stop4_uniform_location = 0; 855 GLint stop5_uniform_location = 0; 856 GLint stop6_uniform_location = 0; 857 GLint stop7_uniform_location = 0; 858 GLint stop_color0_uniform_location = 0; 859 GLint stop_color1_uniform_location = 0; 860 GLint stop_color2_uniform_location = 0; 861 GLint stop_color3_uniform_location = 0; 862 GLint stop_color4_uniform_location = 0; 863 GLint stop_color5_uniform_location = 0; 864 GLint stop_color6_uniform_location = 0; 865 GLint stop_color7_uniform_location = 0; 866 GLint A_value_uniform_location = 0; 867 GLint c1_uniform_location = 0; 868 GLint r1_uniform_location = 0; 869 GLint c2_uniform_location = 0; 870 GLint r2_uniform_location = 0; 871 872 glamor_priv = glamor_get_screen_private(screen); 873 glamor_make_current(glamor_priv); 874 875 /* Create a pixmap with VBO. */ 876 pixmap = glamor_create_pixmap(screen, 877 width, height, 878 PIXMAN_FORMAT_DEPTH(format), 0); 879 if (!pixmap) 880 goto GRADIENT_FAIL; 881 882 dst_picture = CreatePicture(0, &pixmap->drawable, 883 PictureMatchFormat(screen, 884 PIXMAN_FORMAT_DEPTH(format), 885 format), 0, 0, serverClient, 886 &error); 887 888 /* Release the reference, picture will hold the last one. */ 889 glamor_destroy_pixmap(pixmap); 890 891 if (!dst_picture) 892 goto GRADIENT_FAIL; 893 894 ValidatePicture(dst_picture); 895 896 stops_count = src_picture->pSourcePict->radial.nstops + 2; 897 898 /* Because the max value of nstops is unknown, so create a program 899 when nstops > LINEAR_LARGE_STOPS. */ 900 if (stops_count <= RADIAL_SMALL_STOPS) { 901 gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][0]; 902 } 903 else if (stops_count <= RADIAL_LARGE_STOPS) { 904 gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][1]; 905 } 906 else { 907 _glamor_create_radial_gradient_program(screen, 908 src_picture->pSourcePict->linear. 909 nstops + 2, 1); 910 gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]; 911 } 912 913 /* Bind all the uniform vars . */ 914 transform_mat_uniform_location = glGetUniformLocation(gradient_prog, 915 "transform_mat"); 916 repeat_type_uniform_location = glGetUniformLocation(gradient_prog, 917 "repeat_type"); 918 n_stop_uniform_location = glGetUniformLocation(gradient_prog, "n_stop"); 919 A_value_uniform_location = glGetUniformLocation(gradient_prog, "A_value"); 920 c1_uniform_location = glGetUniformLocation(gradient_prog, "c1"); 921 r1_uniform_location = glGetUniformLocation(gradient_prog, "r1"); 922 c2_uniform_location = glGetUniformLocation(gradient_prog, "c2"); 923 r2_uniform_location = glGetUniformLocation(gradient_prog, "r2"); 924 925 if (src_picture->pSourcePict->radial.nstops + 2 <= RADIAL_SMALL_STOPS) { 926 stop0_uniform_location = 927 glGetUniformLocation(gradient_prog, "stop0"); 928 stop1_uniform_location = 929 glGetUniformLocation(gradient_prog, "stop1"); 930 stop2_uniform_location = 931 glGetUniformLocation(gradient_prog, "stop2"); 932 stop3_uniform_location = 933 glGetUniformLocation(gradient_prog, "stop3"); 934 stop4_uniform_location = 935 glGetUniformLocation(gradient_prog, "stop4"); 936 stop5_uniform_location = 937 glGetUniformLocation(gradient_prog, "stop5"); 938 stop6_uniform_location = 939 glGetUniformLocation(gradient_prog, "stop6"); 940 stop7_uniform_location = 941 glGetUniformLocation(gradient_prog, "stop7"); 942 943 stop_color0_uniform_location = 944 glGetUniformLocation(gradient_prog, "stop_color0"); 945 stop_color1_uniform_location = 946 glGetUniformLocation(gradient_prog, "stop_color1"); 947 stop_color2_uniform_location = 948 glGetUniformLocation(gradient_prog, "stop_color2"); 949 stop_color3_uniform_location = 950 glGetUniformLocation(gradient_prog, "stop_color3"); 951 stop_color4_uniform_location = 952 glGetUniformLocation(gradient_prog, "stop_color4"); 953 stop_color5_uniform_location = 954 glGetUniformLocation(gradient_prog, "stop_color5"); 955 stop_color6_uniform_location = 956 glGetUniformLocation(gradient_prog, "stop_color6"); 957 stop_color7_uniform_location = 958 glGetUniformLocation(gradient_prog, "stop_color7"); 959 } 960 else { 961 stops_uniform_location = 962 glGetUniformLocation(gradient_prog, "stops"); 963 stop_colors_uniform_location = 964 glGetUniformLocation(gradient_prog, "stop_colors"); 965 } 966 967 glUseProgram(gradient_prog); 968 969 glUniform1i(repeat_type_uniform_location, src_picture->repeatType); 970 971 if (src_picture->transform) { 972 _glamor_gradient_convert_trans_matrix(src_picture->transform, 973 transform_mat, width, height, 0); 974 glUniformMatrix3fv(transform_mat_uniform_location, 975 1, GL_FALSE, &transform_mat[0][0]); 976 } 977 else { 978 /* identity matrix dont need to be transposed */ 979 glUniformMatrix3fv(transform_mat_uniform_location, 980 1, GL_FALSE, &identity_mat[0][0]); 981 } 982 983 if (!_glamor_gradient_set_pixmap_destination 984 (screen, glamor_priv, dst_picture, &xscale, &yscale, x_source, y_source, 985 0)) 986 goto GRADIENT_FAIL; 987 988 glamor_set_alu(screen, GXcopy); 989 990 /* Set all the stops and colors to shader. */ 991 if (stops_count > RADIAL_SMALL_STOPS) { 992 stop_colors = xallocarray(stops_count, 4 * sizeof(float)); 993 if (stop_colors == NULL) { 994 ErrorF("Failed to allocate stop_colors memory.\n"); 995 goto GRADIENT_FAIL; 996 } 997 998 n_stops = xallocarray(stops_count, sizeof(float)); 999 if (n_stops == NULL) { 1000 ErrorF("Failed to allocate n_stops memory.\n"); 1001 goto GRADIENT_FAIL; 1002 } 1003 } 1004 else { 1005 stop_colors = stop_colors_st; 1006 n_stops = n_stops_st; 1007 } 1008 1009 count = 1010 _glamor_gradient_set_stops(src_picture, 1011 &src_picture->pSourcePict->gradient, 1012 stop_colors, n_stops); 1013 1014 if (src_picture->pSourcePict->linear.nstops + 2 <= RADIAL_SMALL_STOPS) { 1015 int j = 0; 1016 1017 glUniform4f(stop_color0_uniform_location, 1018 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1019 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1020 j++; 1021 glUniform4f(stop_color1_uniform_location, 1022 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1023 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1024 j++; 1025 glUniform4f(stop_color2_uniform_location, 1026 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1027 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1028 j++; 1029 glUniform4f(stop_color3_uniform_location, 1030 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1031 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1032 j++; 1033 glUniform4f(stop_color4_uniform_location, 1034 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1035 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1036 j++; 1037 glUniform4f(stop_color5_uniform_location, 1038 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1039 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1040 j++; 1041 glUniform4f(stop_color6_uniform_location, 1042 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1043 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1044 j++; 1045 glUniform4f(stop_color7_uniform_location, 1046 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1047 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1048 1049 j = 0; 1050 glUniform1f(stop0_uniform_location, n_stops[j++]); 1051 glUniform1f(stop1_uniform_location, n_stops[j++]); 1052 glUniform1f(stop2_uniform_location, n_stops[j++]); 1053 glUniform1f(stop3_uniform_location, n_stops[j++]); 1054 glUniform1f(stop4_uniform_location, n_stops[j++]); 1055 glUniform1f(stop5_uniform_location, n_stops[j++]); 1056 glUniform1f(stop6_uniform_location, n_stops[j++]); 1057 glUniform1f(stop7_uniform_location, n_stops[j++]); 1058 glUniform1i(n_stop_uniform_location, count); 1059 } 1060 else { 1061 glUniform4fv(stop_colors_uniform_location, count, stop_colors); 1062 glUniform1fv(stops_uniform_location, count, n_stops); 1063 glUniform1i(n_stop_uniform_location, count); 1064 } 1065 1066 c1x = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.x); 1067 c1y = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.y); 1068 c2x = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.x); 1069 c2y = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.y); 1070 1071 r1 = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c1. 1072 radius); 1073 r2 = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c2. 1074 radius); 1075 1076 glamor_set_circle_centre(width, height, c1x, c1y, cxy); 1077 glUniform2fv(c1_uniform_location, 1, cxy); 1078 glUniform1f(r1_uniform_location, r1); 1079 1080 glamor_set_circle_centre(width, height, c2x, c2y, cxy); 1081 glUniform2fv(c2_uniform_location, 1, cxy); 1082 glUniform1f(r2_uniform_location, r2); 1083 1084 A_value = 1085 (c2x - c1x) * (c2x - c1x) + (c2y - c1y) * (c2y - c1y) - (r2 - 1086 r1) * (r2 - 1087 r1); 1088 glUniform1f(A_value_uniform_location, A_value); 1089 1090 DEBUGF("C1:(%f, %f) R1:%f\nC2:(%f, %f) R2:%f\nA = %f\n", 1091 c1x, c1y, r1, c2x, c2y, r2, A_value); 1092 1093 /* Now rendering. */ 1094 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1095 1096 /* Do the clear logic. */ 1097 if (stops_count > RADIAL_SMALL_STOPS) { 1098 free(n_stops); 1099 free(stop_colors); 1100 } 1101 1102 glDisableVertexAttribArray(GLAMOR_VERTEX_POS); 1103 glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); 1104 1105 return dst_picture; 1106 1107 GRADIENT_FAIL: 1108 if (dst_picture) { 1109 FreePicture(dst_picture, 0); 1110 } 1111 1112 if (stops_count > RADIAL_SMALL_STOPS) { 1113 if (n_stops) 1114 free(n_stops); 1115 if (stop_colors) 1116 free(stop_colors); 1117 } 1118 1119 glDisableVertexAttribArray(GLAMOR_VERTEX_POS); 1120 glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); 1121 return NULL; 1122 } 1123 1124 PicturePtr 1125 glamor_generate_linear_gradient_picture(ScreenPtr screen, 1126 PicturePtr src_picture, 1127 int x_source, int y_source, 1128 int width, int height, 1129 PictFormatShort format) 1130 { 1131 glamor_screen_private *glamor_priv; 1132 PicturePtr dst_picture = NULL; 1133 PixmapPtr pixmap = NULL; 1134 GLint gradient_prog = 0; 1135 int error; 1136 float pt_distance; 1137 float p1_distance; 1138 GLfloat cos_val; 1139 int stops_count = 0; 1140 GLfloat *stop_colors = NULL; 1141 GLfloat *n_stops = NULL; 1142 int count = 0; 1143 float slope; 1144 GLfloat xscale, yscale; 1145 GLfloat pt1[2], pt2[2]; 1146 float transform_mat[3][3]; 1147 static const float identity_mat[3][3] = { {1.0, 0.0, 0.0}, 1148 {0.0, 1.0, 0.0}, 1149 {0.0, 0.0, 1.0} 1150 }; 1151 GLfloat stop_colors_st[LINEAR_SMALL_STOPS * 4]; 1152 GLfloat n_stops_st[LINEAR_SMALL_STOPS]; 1153 1154 GLint transform_mat_uniform_location = 0; 1155 GLint n_stop_uniform_location = 0; 1156 GLint stops_uniform_location = 0; 1157 GLint stop0_uniform_location = 0; 1158 GLint stop1_uniform_location = 0; 1159 GLint stop2_uniform_location = 0; 1160 GLint stop3_uniform_location = 0; 1161 GLint stop4_uniform_location = 0; 1162 GLint stop5_uniform_location = 0; 1163 GLint stop6_uniform_location = 0; 1164 GLint stop7_uniform_location = 0; 1165 GLint stop_colors_uniform_location = 0; 1166 GLint stop_color0_uniform_location = 0; 1167 GLint stop_color1_uniform_location = 0; 1168 GLint stop_color2_uniform_location = 0; 1169 GLint stop_color3_uniform_location = 0; 1170 GLint stop_color4_uniform_location = 0; 1171 GLint stop_color5_uniform_location = 0; 1172 GLint stop_color6_uniform_location = 0; 1173 GLint stop_color7_uniform_location = 0; 1174 GLint pt_slope_uniform_location = 0; 1175 GLint repeat_type_uniform_location = 0; 1176 GLint hor_ver_uniform_location = 0; 1177 GLint cos_val_uniform_location = 0; 1178 GLint p1_distance_uniform_location = 0; 1179 GLint pt_distance_uniform_location = 0; 1180 1181 glamor_priv = glamor_get_screen_private(screen); 1182 glamor_make_current(glamor_priv); 1183 1184 /* Create a pixmap with VBO. */ 1185 pixmap = glamor_create_pixmap(screen, 1186 width, height, 1187 PIXMAN_FORMAT_DEPTH(format), 0); 1188 1189 if (!pixmap) 1190 goto GRADIENT_FAIL; 1191 1192 dst_picture = CreatePicture(0, &pixmap->drawable, 1193 PictureMatchFormat(screen, 1194 PIXMAN_FORMAT_DEPTH(format), 1195 format), 0, 0, serverClient, 1196 &error); 1197 1198 /* Release the reference, picture will hold the last one. */ 1199 glamor_destroy_pixmap(pixmap); 1200 1201 if (!dst_picture) 1202 goto GRADIENT_FAIL; 1203 1204 ValidatePicture(dst_picture); 1205 1206 stops_count = src_picture->pSourcePict->linear.nstops + 2; 1207 1208 /* Because the max value of nstops is unknown, so create a program 1209 when nstops > LINEAR_LARGE_STOPS. */ 1210 if (stops_count <= LINEAR_SMALL_STOPS) { 1211 gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][0]; 1212 } 1213 else if (stops_count <= LINEAR_LARGE_STOPS) { 1214 gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][1]; 1215 } 1216 else { 1217 _glamor_create_linear_gradient_program(screen, 1218 src_picture->pSourcePict->linear. 1219 nstops + 2, 1); 1220 gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]; 1221 } 1222 1223 /* Bind all the uniform vars . */ 1224 n_stop_uniform_location = 1225 glGetUniformLocation(gradient_prog, "n_stop"); 1226 pt_slope_uniform_location = 1227 glGetUniformLocation(gradient_prog, "pt_slope"); 1228 repeat_type_uniform_location = 1229 glGetUniformLocation(gradient_prog, "repeat_type"); 1230 hor_ver_uniform_location = 1231 glGetUniformLocation(gradient_prog, "hor_ver"); 1232 transform_mat_uniform_location = 1233 glGetUniformLocation(gradient_prog, "transform_mat"); 1234 cos_val_uniform_location = 1235 glGetUniformLocation(gradient_prog, "cos_val"); 1236 p1_distance_uniform_location = 1237 glGetUniformLocation(gradient_prog, "p1_distance"); 1238 pt_distance_uniform_location = 1239 glGetUniformLocation(gradient_prog, "pt_distance"); 1240 1241 if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) { 1242 stop0_uniform_location = 1243 glGetUniformLocation(gradient_prog, "stop0"); 1244 stop1_uniform_location = 1245 glGetUniformLocation(gradient_prog, "stop1"); 1246 stop2_uniform_location = 1247 glGetUniformLocation(gradient_prog, "stop2"); 1248 stop3_uniform_location = 1249 glGetUniformLocation(gradient_prog, "stop3"); 1250 stop4_uniform_location = 1251 glGetUniformLocation(gradient_prog, "stop4"); 1252 stop5_uniform_location = 1253 glGetUniformLocation(gradient_prog, "stop5"); 1254 stop6_uniform_location = 1255 glGetUniformLocation(gradient_prog, "stop6"); 1256 stop7_uniform_location = 1257 glGetUniformLocation(gradient_prog, "stop7"); 1258 1259 stop_color0_uniform_location = 1260 glGetUniformLocation(gradient_prog, "stop_color0"); 1261 stop_color1_uniform_location = 1262 glGetUniformLocation(gradient_prog, "stop_color1"); 1263 stop_color2_uniform_location = 1264 glGetUniformLocation(gradient_prog, "stop_color2"); 1265 stop_color3_uniform_location = 1266 glGetUniformLocation(gradient_prog, "stop_color3"); 1267 stop_color4_uniform_location = 1268 glGetUniformLocation(gradient_prog, "stop_color4"); 1269 stop_color5_uniform_location = 1270 glGetUniformLocation(gradient_prog, "stop_color5"); 1271 stop_color6_uniform_location = 1272 glGetUniformLocation(gradient_prog, "stop_color6"); 1273 stop_color7_uniform_location = 1274 glGetUniformLocation(gradient_prog, "stop_color7"); 1275 } 1276 else { 1277 stops_uniform_location = 1278 glGetUniformLocation(gradient_prog, "stops"); 1279 stop_colors_uniform_location = 1280 glGetUniformLocation(gradient_prog, "stop_colors"); 1281 } 1282 1283 glUseProgram(gradient_prog); 1284 1285 glUniform1i(repeat_type_uniform_location, src_picture->repeatType); 1286 1287 /* set the transform matrix. */ 1288 if (src_picture->transform) { 1289 _glamor_gradient_convert_trans_matrix(src_picture->transform, 1290 transform_mat, width, height, 1); 1291 glUniformMatrix3fv(transform_mat_uniform_location, 1292 1, GL_FALSE, &transform_mat[0][0]); 1293 } 1294 else { 1295 /* identity matrix dont need to be transposed */ 1296 glUniformMatrix3fv(transform_mat_uniform_location, 1297 1, GL_FALSE, &identity_mat[0][0]); 1298 } 1299 1300 if (!_glamor_gradient_set_pixmap_destination 1301 (screen, glamor_priv, dst_picture, &xscale, &yscale, x_source, y_source, 1302 1)) 1303 goto GRADIENT_FAIL; 1304 1305 glamor_set_alu(screen, GXcopy); 1306 1307 /* Normalize the PTs. */ 1308 glamor_set_normalize_pt(xscale, yscale, 1309 pixman_fixed_to_double(src_picture->pSourcePict-> 1310 linear.p1.x), 1311 pixman_fixed_to_double(src_picture->pSourcePict-> 1312 linear.p1.y), 1313 pt1); 1314 DEBUGF("pt1:(%f, %f) ---> (%f %f)\n", 1315 pixman_fixed_to_double(src_picture->pSourcePict->linear.p1.x), 1316 pixman_fixed_to_double(src_picture->pSourcePict->linear.p1.y), 1317 pt1[0], pt1[1]); 1318 1319 glamor_set_normalize_pt(xscale, yscale, 1320 pixman_fixed_to_double(src_picture->pSourcePict-> 1321 linear.p2.x), 1322 pixman_fixed_to_double(src_picture->pSourcePict-> 1323 linear.p2.y), 1324 pt2); 1325 DEBUGF("pt2:(%f, %f) ---> (%f %f)\n", 1326 pixman_fixed_to_double(src_picture->pSourcePict->linear.p2.x), 1327 pixman_fixed_to_double(src_picture->pSourcePict->linear.p2.y), 1328 pt2[0], pt2[1]); 1329 1330 /* Set all the stops and colors to shader. */ 1331 if (stops_count > LINEAR_SMALL_STOPS) { 1332 stop_colors = xallocarray(stops_count, 4 * sizeof(float)); 1333 if (stop_colors == NULL) { 1334 ErrorF("Failed to allocate stop_colors memory.\n"); 1335 goto GRADIENT_FAIL; 1336 } 1337 1338 n_stops = xallocarray(stops_count, sizeof(float)); 1339 if (n_stops == NULL) { 1340 ErrorF("Failed to allocate n_stops memory.\n"); 1341 goto GRADIENT_FAIL; 1342 } 1343 } 1344 else { 1345 stop_colors = stop_colors_st; 1346 n_stops = n_stops_st; 1347 } 1348 1349 count = 1350 _glamor_gradient_set_stops(src_picture, 1351 &src_picture->pSourcePict->gradient, 1352 stop_colors, n_stops); 1353 1354 if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) { 1355 int j = 0; 1356 1357 glUniform4f(stop_color0_uniform_location, 1358 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1359 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1360 j++; 1361 glUniform4f(stop_color1_uniform_location, 1362 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1363 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1364 j++; 1365 glUniform4f(stop_color2_uniform_location, 1366 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1367 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1368 j++; 1369 glUniform4f(stop_color3_uniform_location, 1370 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1371 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1372 j++; 1373 glUniform4f(stop_color4_uniform_location, 1374 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1375 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1376 j++; 1377 glUniform4f(stop_color5_uniform_location, 1378 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1379 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1380 j++; 1381 glUniform4f(stop_color6_uniform_location, 1382 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1383 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1384 j++; 1385 glUniform4f(stop_color7_uniform_location, 1386 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1387 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1388 1389 j = 0; 1390 glUniform1f(stop0_uniform_location, n_stops[j++]); 1391 glUniform1f(stop1_uniform_location, n_stops[j++]); 1392 glUniform1f(stop2_uniform_location, n_stops[j++]); 1393 glUniform1f(stop3_uniform_location, n_stops[j++]); 1394 glUniform1f(stop4_uniform_location, n_stops[j++]); 1395 glUniform1f(stop5_uniform_location, n_stops[j++]); 1396 glUniform1f(stop6_uniform_location, n_stops[j++]); 1397 glUniform1f(stop7_uniform_location, n_stops[j++]); 1398 1399 glUniform1i(n_stop_uniform_location, count); 1400 } 1401 else { 1402 glUniform4fv(stop_colors_uniform_location, count, stop_colors); 1403 glUniform1fv(stops_uniform_location, count, n_stops); 1404 glUniform1i(n_stop_uniform_location, count); 1405 } 1406 1407 if (src_picture->pSourcePict->linear.p2.y == src_picture->pSourcePict->linear.p1.y) { // The horizontal case. 1408 glUniform1i(hor_ver_uniform_location, 1); 1409 DEBUGF("p1.y: %f, p2.y: %f, enter the horizontal case\n", 1410 pt1[1], pt2[1]); 1411 1412 p1_distance = pt1[0]; 1413 pt_distance = (pt2[0] - p1_distance); 1414 glUniform1f(p1_distance_uniform_location, p1_distance); 1415 glUniform1f(pt_distance_uniform_location, pt_distance); 1416 } 1417 else { 1418 /* The slope need to compute here. In shader, the viewport set will change 1419 the original slope and the slope which is vertical to it will not be correct. */ 1420 slope = -(float) (src_picture->pSourcePict->linear.p2.x 1421 - src_picture->pSourcePict->linear.p1.x) / 1422 (float) (src_picture->pSourcePict->linear.p2.y 1423 - src_picture->pSourcePict->linear.p1.y); 1424 slope = slope * yscale / xscale; 1425 glUniform1f(pt_slope_uniform_location, slope); 1426 glUniform1i(hor_ver_uniform_location, 0); 1427 1428 cos_val = sqrt(1.0 / (slope * slope + 1.0)); 1429 glUniform1f(cos_val_uniform_location, cos_val); 1430 1431 p1_distance = (pt1[1] - pt1[0] * slope) * cos_val; 1432 pt_distance = (pt2[1] - pt2[0] * slope) * cos_val - p1_distance; 1433 glUniform1f(p1_distance_uniform_location, p1_distance); 1434 glUniform1f(pt_distance_uniform_location, pt_distance); 1435 } 1436 1437 /* Now rendering. */ 1438 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1439 1440 /* Do the clear logic. */ 1441 if (stops_count > LINEAR_SMALL_STOPS) { 1442 free(n_stops); 1443 free(stop_colors); 1444 } 1445 1446 glDisableVertexAttribArray(GLAMOR_VERTEX_POS); 1447 glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); 1448 1449 return dst_picture; 1450 1451 GRADIENT_FAIL: 1452 if (dst_picture) { 1453 FreePicture(dst_picture, 0); 1454 } 1455 1456 if (stops_count > LINEAR_SMALL_STOPS) { 1457 if (n_stops) 1458 free(n_stops); 1459 if (stop_colors) 1460 free(stop_colors); 1461 } 1462 1463 glDisableVertexAttribArray(GLAMOR_VERTEX_POS); 1464 glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); 1465 return NULL; 1466 } 1467