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@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 41static 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 180static void 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; 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 glamor_link_glsl_prog(screen, gradient_prog, "radial gradient"); 357 358 if (dyn_gen) { 359 index = 2; 360 glamor_priv->radial_max_nstops = stops_count; 361 } 362 else if (stops_count) { 363 index = 1; 364 } 365 else { 366 index = 0; 367 } 368 369 glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][index] = gradient_prog; 370} 371 372static void 373_glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count, 374 int dyn_gen) 375{ 376 glamor_screen_private *glamor_priv; 377 378 int index = 0; 379 GLint gradient_prog = 0; 380 char *gradient_fs = NULL; 381 GLint fs_prog, vs_prog; 382 383 const char *gradient_vs = 384 GLAMOR_DEFAULT_PRECISION 385 "attribute vec4 v_position;\n" 386 "attribute vec4 v_texcoord;\n" 387 "varying vec2 source_texture;\n" 388 "\n" 389 "void main()\n" 390 "{\n" 391 " gl_Position = v_position;\n" 392 " source_texture = v_texcoord.xy;\n" 393 "}\n"; 394 395 /* 396 * | 397 * |\ 398 * | \ 399 * | \ 400 * | \ 401 * |\ \ 402 * | \ \ 403 * cos_val = |\ p1d \ / 404 * sqrt(1/(slope*slope+1.0)) ------>\ \ \ / 405 * | \ \ \ 406 * | \ \ / \ 407 * | \ *Pt1\ 408 * *p1 | \ \ *P 409 * \ | / \ \ / 410 * \ | / \ \ / 411 * \ | pd \ 412 * \ | \ / \ 413 * p2* | \ / \ / 414 * slope = (p2.y - p1.y) / | / p2d / 415 * (p2.x - p1.x) | / \ / 416 * | / \ / 417 * | / / 418 * | / / 419 * | / *Pt2 420 * | / 421 * | / 422 * | / 423 * | / 424 * | / 425 * -------+--------------------------------- 426 * O| 427 * | 428 * | 429 * 430 * step 1: compute the distance of p, pt1 and pt2 in the slope direction. 431 * Calculate the distance on Y axis first and multiply cos_val to 432 * get the value on slope direction(pd, p1d and p2d represent the 433 * distance of p, pt1, and pt2 respectively). 434 * 435 * step 2: calculate the percentage of (pd - p1d)/(p2d - p1d). 436 * If (pd - p1d) > (p2d - p1d) or < 0, then sub or add (p2d - p1d) 437 * to make it in the range of [0, (p2d - p1d)]. 438 * 439 * step 3: compare the percentage to every stop and find the stpos just 440 * before and after it. Use the interpolation fomula to compute RGBA. 441 */ 442 443#define gradient_fs_template \ 444 GLAMOR_DEFAULT_PRECISION\ 445 "uniform mat3 transform_mat;\n"\ 446 "uniform int repeat_type;\n"\ 447 "uniform int hor_ver;\n"\ 448 "uniform float pt_slope;\n"\ 449 "uniform float cos_val;\n"\ 450 "uniform float p1_distance;\n"\ 451 "uniform float pt_distance;\n"\ 452 "varying vec2 source_texture;\n"\ 453 "\n"\ 454 "vec4 get_color(float stop_len);\n"\ 455 "\n"\ 456 "float get_stop_len()\n"\ 457 "{\n"\ 458 " vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"\ 459 " float distance;\n"\ 460 " float _p1_distance;\n"\ 461 " float _pt_distance;\n"\ 462 " float y_dist;\n"\ 463 " vec3 source_texture_trans = transform_mat * tmp;\n"\ 464 " \n"\ 465 " if(hor_ver == 0) { \n" /*Normal case.*/\ 466 " y_dist = source_texture_trans.y - source_texture_trans.x*pt_slope;\n"\ 467 " distance = y_dist * cos_val;\n"\ 468 " _p1_distance = p1_distance * source_texture_trans.z;\n"\ 469 " _pt_distance = pt_distance * source_texture_trans.z;\n"\ 470 " \n"\ 471 " } else if (hor_ver == 1) {\n"/*horizontal case.*/\ 472 " distance = source_texture_trans.x;\n"\ 473 " _p1_distance = p1_distance * source_texture_trans.z;\n"\ 474 " _pt_distance = pt_distance * source_texture_trans.z;\n"\ 475 " } \n"\ 476 " \n"\ 477 " distance = (distance - _p1_distance) / _pt_distance;\n"\ 478 " \n"\ 479 " if(repeat_type == %d){\n" /* repeat normal*/\ 480 " distance = fract(distance);\n"\ 481 " }\n"\ 482 " \n"\ 483 " if(repeat_type == %d) {\n" /* repeat reflect*/\ 484 " distance = abs(fract(distance * 0.5 + 0.5) * 2.0 - 1.0);\n"\ 485 " }\n"\ 486 " \n"\ 487 " return distance;\n"\ 488 "}\n"\ 489 "\n"\ 490 "void main()\n"\ 491 "{\n"\ 492 " float stop_len = get_stop_len();\n"\ 493 " gl_FragColor = get_color(stop_len);\n"\ 494 "}\n"\ 495 "\n"\ 496 "%s" /* fs_getcolor_source */ 497 char *fs_getcolor_source; 498 499 glamor_priv = glamor_get_screen_private(screen); 500 501 if ((glamor_priv->linear_max_nstops >= stops_count) && (dyn_gen)) { 502 /* Very Good, not to generate again. */ 503 return; 504 } 505 506 glamor_make_current(glamor_priv); 507 if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]) { 508 glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]); 509 glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2] = 0; 510 } 511 512 gradient_prog = glCreateProgram(); 513 514 vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, gradient_vs); 515 516 fs_getcolor_source = 517 _glamor_create_getcolor_fs_source(screen, stops_count, stops_count > 0); 518 519 XNFasprintf(&gradient_fs, 520 gradient_fs_template, 521 PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT, 522 fs_getcolor_source); 523 524 fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, gradient_fs); 525 free(gradient_fs); 526 free(fs_getcolor_source); 527 528 glAttachShader(gradient_prog, vs_prog); 529 glAttachShader(gradient_prog, fs_prog); 530 glDeleteShader(vs_prog); 531 glDeleteShader(fs_prog); 532 533 glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_position"); 534 glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord"); 535 536 glamor_link_glsl_prog(screen, gradient_prog, "linear gradient"); 537 538 if (dyn_gen) { 539 index = 2; 540 glamor_priv->linear_max_nstops = stops_count; 541 } 542 else if (stops_count) { 543 index = 1; 544 } 545 else { 546 index = 0; 547 } 548 549 glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][index] = gradient_prog; 550} 551 552void 553glamor_init_gradient_shader(ScreenPtr screen) 554{ 555 glamor_screen_private *glamor_priv; 556 int i; 557 558 glamor_priv = glamor_get_screen_private(screen); 559 560 for (i = 0; i < 3; i++) { 561 glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][i] = 0; 562 glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][i] = 0; 563 } 564 glamor_priv->linear_max_nstops = 0; 565 glamor_priv->radial_max_nstops = 0; 566 567 _glamor_create_linear_gradient_program(screen, 0, 0); 568 _glamor_create_linear_gradient_program(screen, LINEAR_LARGE_STOPS, 0); 569 570 _glamor_create_radial_gradient_program(screen, 0, 0); 571 _glamor_create_radial_gradient_program(screen, RADIAL_LARGE_STOPS, 0); 572} 573 574static void 575_glamor_gradient_convert_trans_matrix(PictTransform *from, float to[3][3], 576 int width, int height, int normalize) 577{ 578 /* 579 * Because in the shader program, we normalize all the pixel cood to [0, 1], 580 * so with the transform matrix, the correct logic should be: 581 * v_s = A*T*v 582 * v_s: point vector in shader after normalized. 583 * A: The transition matrix from width X height --> 1.0 X 1.0 584 * T: The transform matrix. 585 * v: point vector in width X height space. 586 * 587 * result is OK if we use this fomula. But for every point in width X height space, 588 * we can just use their normalized point vector in shader, namely we can just 589 * use the result of A*v in shader. So we have no chance to insert T in A*v. 590 * We can just convert v_s = A*T*v to v_s = A*T*inv(A)*A*v, where inv(A) is the 591 * inverse matrix of A. Now, v_s = (A*T*inv(A)) * (A*v) 592 * So, to get the correct v_s, we need to cacula1 the matrix: (A*T*inv(A)), and 593 * we name this matrix T_s. 594 * 595 * Firstly, because A is for the scale conversion, we find 596 * -- -- 597 * |1/w 0 0 | 598 * A = | 0 1/h 0 | 599 * | 0 0 1.0| 600 * -- -- 601 * so T_s = A*T*inv(a) and result 602 * 603 * -- -- 604 * | t11 h*t12/w t13/w| 605 * T_s = | w*t21/h t22 t23/h| 606 * | w*t31 h*t32 t33 | 607 * -- -- 608 */ 609 610 to[0][0] = (float) pixman_fixed_to_double(from->matrix[0][0]); 611 to[0][1] = (float) pixman_fixed_to_double(from->matrix[0][1]) 612 * (normalize ? (((float) height) / ((float) width)) : 1.0); 613 to[0][2] = (float) pixman_fixed_to_double(from->matrix[0][2]) 614 / (normalize ? ((float) width) : 1.0); 615 616 to[1][0] = (float) pixman_fixed_to_double(from->matrix[1][0]) 617 * (normalize ? (((float) width) / ((float) height)) : 1.0); 618 to[1][1] = (float) pixman_fixed_to_double(from->matrix[1][1]); 619 to[1][2] = (float) pixman_fixed_to_double(from->matrix[1][2]) 620 / (normalize ? ((float) height) : 1.0); 621 622 to[2][0] = (float) pixman_fixed_to_double(from->matrix[2][0]) 623 * (normalize ? ((float) width) : 1.0); 624 to[2][1] = (float) pixman_fixed_to_double(from->matrix[2][1]) 625 * (normalize ? ((float) height) : 1.0); 626 to[2][2] = (float) pixman_fixed_to_double(from->matrix[2][2]); 627 628 DEBUGF("the transform matrix is:\n%f\t%f\t%f\n%f\t%f\t%f\n%f\t%f\t%f\n", 629 to[0][0], to[0][1], to[0][2], 630 to[1][0], to[1][1], to[1][2], to[2][0], to[2][1], to[2][2]); 631} 632 633static int 634_glamor_gradient_set_pixmap_destination(ScreenPtr screen, 635 glamor_screen_private *glamor_priv, 636 PicturePtr dst_picture, 637 GLfloat *xscale, GLfloat *yscale, 638 int x_source, int y_source, 639 int tex_normalize) 640{ 641 glamor_pixmap_private *pixmap_priv; 642 PixmapPtr pixmap = NULL; 643 GLfloat *v; 644 char *vbo_offset; 645 646 pixmap = glamor_get_drawable_pixmap(dst_picture->pDrawable); 647 pixmap_priv = glamor_get_pixmap_private(pixmap); 648 649 if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) { /* should always have here. */ 650 return 0; 651 } 652 653 glamor_set_destination_pixmap_priv_nc(glamor_priv, pixmap, pixmap_priv); 654 655 pixmap_priv_get_dest_scale(pixmap, pixmap_priv, xscale, yscale); 656 657 DEBUGF("xscale = %f, yscale = %f," 658 " x_source = %d, y_source = %d, width = %d, height = %d\n", 659 *xscale, *yscale, x_source, y_source, 660 dst_picture->pDrawable->width, dst_picture->pDrawable->height); 661 662 v = glamor_get_vbo_space(screen, 16 * sizeof(GLfloat), &vbo_offset); 663 664 glamor_set_normalize_vcoords_tri_strip(*xscale, *yscale, 665 0, 0, 666 (INT16) (dst_picture->pDrawable-> 667 width), 668 (INT16) (dst_picture->pDrawable-> 669 height), 670 v); 671 672 if (tex_normalize) { 673 glamor_set_normalize_tcoords_tri_stripe(*xscale, *yscale, 674 x_source, y_source, 675 (INT16) (dst_picture-> 676 pDrawable->width + 677 x_source), 678 (INT16) (dst_picture-> 679 pDrawable->height + 680 y_source), 681 &v[8]); 682 } 683 else { 684 glamor_set_tcoords_tri_strip(x_source, y_source, 685 (INT16) (dst_picture->pDrawable->width) + 686 x_source, 687 (INT16) (dst_picture->pDrawable->height) + 688 y_source, 689 &v[8]); 690 } 691 692 DEBUGF("vertices --> leftup : %f X %f, rightup: %f X %f," 693 "rightbottom: %f X %f, leftbottom : %f X %f\n", 694 v[0], v[1], v[2], v[3], 695 v[4], v[5], v[6], v[7]); 696 DEBUGF("tex_vertices --> leftup : %f X %f, rightup: %f X %f," 697 "rightbottom: %f X %f, leftbottom : %f X %f\n", 698 v[8], v[9], v[10], v[11], 699 v[12], v[13], v[14], v[15]); 700 701 glamor_make_current(glamor_priv); 702 703 glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT, 704 GL_FALSE, 0, vbo_offset); 705 glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT, 706 GL_FALSE, 0, vbo_offset + 8 * sizeof(GLfloat)); 707 708 glEnableVertexAttribArray(GLAMOR_VERTEX_POS); 709 glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE); 710 711 glamor_put_vbo_space(screen); 712 return 1; 713} 714 715static int 716_glamor_gradient_set_stops(PicturePtr src_picture, PictGradient *pgradient, 717 GLfloat *stop_colors, GLfloat *n_stops) 718{ 719 int i; 720 int count = 1; 721 722 for (i = 0; i < pgradient->nstops; i++) { 723 stop_colors[count * 4] = 724 pixman_fixed_to_double(pgradient->stops[i].color.red); 725 stop_colors[count * 4 + 1] = 726 pixman_fixed_to_double(pgradient->stops[i].color.green); 727 stop_colors[count * 4 + 2] = 728 pixman_fixed_to_double(pgradient->stops[i].color.blue); 729 stop_colors[count * 4 + 3] = 730 pixman_fixed_to_double(pgradient->stops[i].color.alpha); 731 732 n_stops[count] = 733 (GLfloat) pixman_fixed_to_double(pgradient->stops[i].x); 734 count++; 735 } 736 737 /* for the end stop. */ 738 count++; 739 740 switch (src_picture->repeatType) { 741#define REPEAT_FILL_STOPS(m, n) \ 742 stop_colors[(m)*4 + 0] = stop_colors[(n)*4 + 0]; \ 743 stop_colors[(m)*4 + 1] = stop_colors[(n)*4 + 1]; \ 744 stop_colors[(m)*4 + 2] = stop_colors[(n)*4 + 2]; \ 745 stop_colors[(m)*4 + 3] = stop_colors[(n)*4 + 3]; 746 747 default: 748 case PIXMAN_REPEAT_NONE: 749 stop_colors[0] = 0.0; //R 750 stop_colors[1] = 0.0; //G 751 stop_colors[2] = 0.0; //B 752 stop_colors[3] = 0.0; //Alpha 753 n_stops[0] = n_stops[1]; 754 755 stop_colors[0 + (count - 1) * 4] = 0.0; //R 756 stop_colors[1 + (count - 1) * 4] = 0.0; //G 757 stop_colors[2 + (count - 1) * 4] = 0.0; //B 758 stop_colors[3 + (count - 1) * 4] = 0.0; //Alpha 759 n_stops[count - 1] = n_stops[count - 2]; 760 break; 761 case PIXMAN_REPEAT_NORMAL: 762 REPEAT_FILL_STOPS(0, count - 2); 763 n_stops[0] = n_stops[count - 2] - 1.0; 764 765 REPEAT_FILL_STOPS(count - 1, 1); 766 n_stops[count - 1] = n_stops[1] + 1.0; 767 break; 768 case PIXMAN_REPEAT_REFLECT: 769 REPEAT_FILL_STOPS(0, 1); 770 n_stops[0] = -n_stops[1]; 771 772 REPEAT_FILL_STOPS(count - 1, count - 2); 773 n_stops[count - 1] = 1.0 + 1.0 - n_stops[count - 2]; 774 break; 775 case PIXMAN_REPEAT_PAD: 776 REPEAT_FILL_STOPS(0, 1); 777 n_stops[0] = -(float) INT_MAX; 778 779 REPEAT_FILL_STOPS(count - 1, count - 2); 780 n_stops[count - 1] = (float) INT_MAX; 781 break; 782#undef REPEAT_FILL_STOPS 783 } 784 785 for (i = 0; i < count; i++) { 786 DEBUGF("n_stops[%d] = %f, color = r:%f g:%f b:%f a:%f\n", 787 i, n_stops[i], 788 stop_colors[i * 4], stop_colors[i * 4 + 1], 789 stop_colors[i * 4 + 2], stop_colors[i * 4 + 3]); 790 } 791 792 return count; 793} 794 795PicturePtr 796glamor_generate_radial_gradient_picture(ScreenPtr screen, 797 PicturePtr src_picture, 798 int x_source, int y_source, 799 int width, int height, 800 PictFormatShort format) 801{ 802 glamor_screen_private *glamor_priv; 803 PicturePtr dst_picture = NULL; 804 PixmapPtr pixmap = NULL; 805 GLint gradient_prog = 0; 806 int error; 807 int stops_count = 0; 808 int count = 0; 809 GLfloat *stop_colors = NULL; 810 GLfloat *n_stops = NULL; 811 GLfloat xscale, yscale; 812 float transform_mat[3][3]; 813 static const float identity_mat[3][3] = { {1.0, 0.0, 0.0}, 814 {0.0, 1.0, 0.0}, 815 {0.0, 0.0, 1.0} 816 }; 817 GLfloat stop_colors_st[RADIAL_SMALL_STOPS * 4]; 818 GLfloat n_stops_st[RADIAL_SMALL_STOPS]; 819 GLfloat A_value; 820 GLfloat cxy[4]; 821 float c1x, c1y, c2x, c2y, r1, r2; 822 823 GLint transform_mat_uniform_location = 0; 824 GLint repeat_type_uniform_location = 0; 825 GLint n_stop_uniform_location = 0; 826 GLint stops_uniform_location = 0; 827 GLint stop_colors_uniform_location = 0; 828 GLint stop0_uniform_location = 0; 829 GLint stop1_uniform_location = 0; 830 GLint stop2_uniform_location = 0; 831 GLint stop3_uniform_location = 0; 832 GLint stop4_uniform_location = 0; 833 GLint stop5_uniform_location = 0; 834 GLint stop6_uniform_location = 0; 835 GLint stop7_uniform_location = 0; 836 GLint stop_color0_uniform_location = 0; 837 GLint stop_color1_uniform_location = 0; 838 GLint stop_color2_uniform_location = 0; 839 GLint stop_color3_uniform_location = 0; 840 GLint stop_color4_uniform_location = 0; 841 GLint stop_color5_uniform_location = 0; 842 GLint stop_color6_uniform_location = 0; 843 GLint stop_color7_uniform_location = 0; 844 GLint A_value_uniform_location = 0; 845 GLint c1_uniform_location = 0; 846 GLint r1_uniform_location = 0; 847 GLint c2_uniform_location = 0; 848 GLint r2_uniform_location = 0; 849 850 glamor_priv = glamor_get_screen_private(screen); 851 glamor_make_current(glamor_priv); 852 853 /* Create a pixmap with VBO. */ 854 pixmap = glamor_create_pixmap(screen, 855 width, height, 856 PIXMAN_FORMAT_DEPTH(format), 0); 857 if (!pixmap) 858 goto GRADIENT_FAIL; 859 860 dst_picture = CreatePicture(0, &pixmap->drawable, 861 PictureMatchFormat(screen, 862 PIXMAN_FORMAT_DEPTH(format), 863 format), 0, 0, serverClient, 864 &error); 865 866 /* Release the reference, picture will hold the last one. */ 867 glamor_destroy_pixmap(pixmap); 868 869 if (!dst_picture) 870 goto GRADIENT_FAIL; 871 872 ValidatePicture(dst_picture); 873 874 stops_count = src_picture->pSourcePict->radial.nstops + 2; 875 876 /* Because the max value of nstops is unknown, so create a program 877 when nstops > LINEAR_LARGE_STOPS. */ 878 if (stops_count <= RADIAL_SMALL_STOPS) { 879 gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][0]; 880 } 881 else if (stops_count <= RADIAL_LARGE_STOPS) { 882 gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][1]; 883 } 884 else { 885 _glamor_create_radial_gradient_program(screen, 886 src_picture->pSourcePict->linear. 887 nstops + 2, 1); 888 gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]; 889 } 890 891 /* Bind all the uniform vars . */ 892 transform_mat_uniform_location = glGetUniformLocation(gradient_prog, 893 "transform_mat"); 894 repeat_type_uniform_location = glGetUniformLocation(gradient_prog, 895 "repeat_type"); 896 n_stop_uniform_location = glGetUniformLocation(gradient_prog, "n_stop"); 897 A_value_uniform_location = glGetUniformLocation(gradient_prog, "A_value"); 898 c1_uniform_location = glGetUniformLocation(gradient_prog, "c1"); 899 r1_uniform_location = glGetUniformLocation(gradient_prog, "r1"); 900 c2_uniform_location = glGetUniformLocation(gradient_prog, "c2"); 901 r2_uniform_location = glGetUniformLocation(gradient_prog, "r2"); 902 903 if (src_picture->pSourcePict->radial.nstops + 2 <= RADIAL_SMALL_STOPS) { 904 stop0_uniform_location = 905 glGetUniformLocation(gradient_prog, "stop0"); 906 stop1_uniform_location = 907 glGetUniformLocation(gradient_prog, "stop1"); 908 stop2_uniform_location = 909 glGetUniformLocation(gradient_prog, "stop2"); 910 stop3_uniform_location = 911 glGetUniformLocation(gradient_prog, "stop3"); 912 stop4_uniform_location = 913 glGetUniformLocation(gradient_prog, "stop4"); 914 stop5_uniform_location = 915 glGetUniformLocation(gradient_prog, "stop5"); 916 stop6_uniform_location = 917 glGetUniformLocation(gradient_prog, "stop6"); 918 stop7_uniform_location = 919 glGetUniformLocation(gradient_prog, "stop7"); 920 921 stop_color0_uniform_location = 922 glGetUniformLocation(gradient_prog, "stop_color0"); 923 stop_color1_uniform_location = 924 glGetUniformLocation(gradient_prog, "stop_color1"); 925 stop_color2_uniform_location = 926 glGetUniformLocation(gradient_prog, "stop_color2"); 927 stop_color3_uniform_location = 928 glGetUniformLocation(gradient_prog, "stop_color3"); 929 stop_color4_uniform_location = 930 glGetUniformLocation(gradient_prog, "stop_color4"); 931 stop_color5_uniform_location = 932 glGetUniformLocation(gradient_prog, "stop_color5"); 933 stop_color6_uniform_location = 934 glGetUniformLocation(gradient_prog, "stop_color6"); 935 stop_color7_uniform_location = 936 glGetUniformLocation(gradient_prog, "stop_color7"); 937 } 938 else { 939 stops_uniform_location = 940 glGetUniformLocation(gradient_prog, "stops"); 941 stop_colors_uniform_location = 942 glGetUniformLocation(gradient_prog, "stop_colors"); 943 } 944 945 glUseProgram(gradient_prog); 946 947 glUniform1i(repeat_type_uniform_location, src_picture->repeatType); 948 949 if (src_picture->transform) { 950 _glamor_gradient_convert_trans_matrix(src_picture->transform, 951 transform_mat, width, height, 0); 952 glUniformMatrix3fv(transform_mat_uniform_location, 953 1, 1, &transform_mat[0][0]); 954 } 955 else { 956 glUniformMatrix3fv(transform_mat_uniform_location, 957 1, 1, &identity_mat[0][0]); 958 } 959 960 if (!_glamor_gradient_set_pixmap_destination 961 (screen, glamor_priv, dst_picture, &xscale, &yscale, x_source, y_source, 962 0)) 963 goto GRADIENT_FAIL; 964 965 glamor_set_alu(screen, GXcopy); 966 967 /* Set all the stops and colors to shader. */ 968 if (stops_count > RADIAL_SMALL_STOPS) { 969 stop_colors = xallocarray(stops_count, 4 * sizeof(float)); 970 if (stop_colors == NULL) { 971 ErrorF("Failed to allocate stop_colors memory.\n"); 972 goto GRADIENT_FAIL; 973 } 974 975 n_stops = xallocarray(stops_count, sizeof(float)); 976 if (n_stops == NULL) { 977 ErrorF("Failed to allocate n_stops memory.\n"); 978 goto GRADIENT_FAIL; 979 } 980 } 981 else { 982 stop_colors = stop_colors_st; 983 n_stops = n_stops_st; 984 } 985 986 count = 987 _glamor_gradient_set_stops(src_picture, 988 &src_picture->pSourcePict->gradient, 989 stop_colors, n_stops); 990 991 if (src_picture->pSourcePict->linear.nstops + 2 <= RADIAL_SMALL_STOPS) { 992 int j = 0; 993 994 glUniform4f(stop_color0_uniform_location, 995 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 996 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 997 j++; 998 glUniform4f(stop_color1_uniform_location, 999 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1000 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1001 j++; 1002 glUniform4f(stop_color2_uniform_location, 1003 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1004 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1005 j++; 1006 glUniform4f(stop_color3_uniform_location, 1007 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1008 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1009 j++; 1010 glUniform4f(stop_color4_uniform_location, 1011 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1012 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1013 j++; 1014 glUniform4f(stop_color5_uniform_location, 1015 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1016 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1017 j++; 1018 glUniform4f(stop_color6_uniform_location, 1019 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1020 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1021 j++; 1022 glUniform4f(stop_color7_uniform_location, 1023 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1024 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1025 1026 j = 0; 1027 glUniform1f(stop0_uniform_location, n_stops[j++]); 1028 glUniform1f(stop1_uniform_location, n_stops[j++]); 1029 glUniform1f(stop2_uniform_location, n_stops[j++]); 1030 glUniform1f(stop3_uniform_location, n_stops[j++]); 1031 glUniform1f(stop4_uniform_location, n_stops[j++]); 1032 glUniform1f(stop5_uniform_location, n_stops[j++]); 1033 glUniform1f(stop6_uniform_location, n_stops[j++]); 1034 glUniform1f(stop7_uniform_location, n_stops[j++]); 1035 glUniform1i(n_stop_uniform_location, count); 1036 } 1037 else { 1038 glUniform4fv(stop_colors_uniform_location, count, stop_colors); 1039 glUniform1fv(stops_uniform_location, count, n_stops); 1040 glUniform1i(n_stop_uniform_location, count); 1041 } 1042 1043 c1x = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.x); 1044 c1y = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.y); 1045 c2x = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.x); 1046 c2y = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.y); 1047 1048 r1 = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c1. 1049 radius); 1050 r2 = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c2. 1051 radius); 1052 1053 glamor_set_circle_centre(width, height, c1x, c1y, cxy); 1054 glUniform2fv(c1_uniform_location, 1, cxy); 1055 glUniform1f(r1_uniform_location, r1); 1056 1057 glamor_set_circle_centre(width, height, c2x, c2y, cxy); 1058 glUniform2fv(c2_uniform_location, 1, cxy); 1059 glUniform1f(r2_uniform_location, r2); 1060 1061 A_value = 1062 (c2x - c1x) * (c2x - c1x) + (c2y - c1y) * (c2y - c1y) - (r2 - 1063 r1) * (r2 - 1064 r1); 1065 glUniform1f(A_value_uniform_location, A_value); 1066 1067 DEBUGF("C1:(%f, %f) R1:%f\nC2:(%f, %f) R2:%f\nA = %f\n", 1068 c1x, c1y, r1, c2x, c2y, r2, A_value); 1069 1070 /* Now rendering. */ 1071 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1072 1073 /* Do the clear logic. */ 1074 if (stops_count > RADIAL_SMALL_STOPS) { 1075 free(n_stops); 1076 free(stop_colors); 1077 } 1078 1079 glDisableVertexAttribArray(GLAMOR_VERTEX_POS); 1080 glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); 1081 1082 return dst_picture; 1083 1084 GRADIENT_FAIL: 1085 if (dst_picture) { 1086 FreePicture(dst_picture, 0); 1087 } 1088 1089 if (stops_count > RADIAL_SMALL_STOPS) { 1090 if (n_stops) 1091 free(n_stops); 1092 if (stop_colors) 1093 free(stop_colors); 1094 } 1095 1096 glDisableVertexAttribArray(GLAMOR_VERTEX_POS); 1097 glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); 1098 return NULL; 1099} 1100 1101PicturePtr 1102glamor_generate_linear_gradient_picture(ScreenPtr screen, 1103 PicturePtr src_picture, 1104 int x_source, int y_source, 1105 int width, int height, 1106 PictFormatShort format) 1107{ 1108 glamor_screen_private *glamor_priv; 1109 PicturePtr dst_picture = NULL; 1110 PixmapPtr pixmap = NULL; 1111 GLint gradient_prog = 0; 1112 int error; 1113 float pt_distance; 1114 float p1_distance; 1115 GLfloat cos_val; 1116 int stops_count = 0; 1117 GLfloat *stop_colors = NULL; 1118 GLfloat *n_stops = NULL; 1119 int count = 0; 1120 float slope; 1121 GLfloat xscale, yscale; 1122 GLfloat pt1[2], pt2[2]; 1123 float transform_mat[3][3]; 1124 static const float identity_mat[3][3] = { {1.0, 0.0, 0.0}, 1125 {0.0, 1.0, 0.0}, 1126 {0.0, 0.0, 1.0} 1127 }; 1128 GLfloat stop_colors_st[LINEAR_SMALL_STOPS * 4]; 1129 GLfloat n_stops_st[LINEAR_SMALL_STOPS]; 1130 1131 GLint transform_mat_uniform_location = 0; 1132 GLint n_stop_uniform_location = 0; 1133 GLint stops_uniform_location = 0; 1134 GLint stop0_uniform_location = 0; 1135 GLint stop1_uniform_location = 0; 1136 GLint stop2_uniform_location = 0; 1137 GLint stop3_uniform_location = 0; 1138 GLint stop4_uniform_location = 0; 1139 GLint stop5_uniform_location = 0; 1140 GLint stop6_uniform_location = 0; 1141 GLint stop7_uniform_location = 0; 1142 GLint stop_colors_uniform_location = 0; 1143 GLint stop_color0_uniform_location = 0; 1144 GLint stop_color1_uniform_location = 0; 1145 GLint stop_color2_uniform_location = 0; 1146 GLint stop_color3_uniform_location = 0; 1147 GLint stop_color4_uniform_location = 0; 1148 GLint stop_color5_uniform_location = 0; 1149 GLint stop_color6_uniform_location = 0; 1150 GLint stop_color7_uniform_location = 0; 1151 GLint pt_slope_uniform_location = 0; 1152 GLint repeat_type_uniform_location = 0; 1153 GLint hor_ver_uniform_location = 0; 1154 GLint cos_val_uniform_location = 0; 1155 GLint p1_distance_uniform_location = 0; 1156 GLint pt_distance_uniform_location = 0; 1157 1158 glamor_priv = glamor_get_screen_private(screen); 1159 glamor_make_current(glamor_priv); 1160 1161 /* Create a pixmap with VBO. */ 1162 pixmap = glamor_create_pixmap(screen, 1163 width, height, 1164 PIXMAN_FORMAT_DEPTH(format), 0); 1165 1166 if (!pixmap) 1167 goto GRADIENT_FAIL; 1168 1169 dst_picture = CreatePicture(0, &pixmap->drawable, 1170 PictureMatchFormat(screen, 1171 PIXMAN_FORMAT_DEPTH(format), 1172 format), 0, 0, serverClient, 1173 &error); 1174 1175 /* Release the reference, picture will hold the last one. */ 1176 glamor_destroy_pixmap(pixmap); 1177 1178 if (!dst_picture) 1179 goto GRADIENT_FAIL; 1180 1181 ValidatePicture(dst_picture); 1182 1183 stops_count = src_picture->pSourcePict->linear.nstops + 2; 1184 1185 /* Because the max value of nstops is unknown, so create a program 1186 when nstops > LINEAR_LARGE_STOPS. */ 1187 if (stops_count <= LINEAR_SMALL_STOPS) { 1188 gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][0]; 1189 } 1190 else if (stops_count <= LINEAR_LARGE_STOPS) { 1191 gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][1]; 1192 } 1193 else { 1194 _glamor_create_linear_gradient_program(screen, 1195 src_picture->pSourcePict->linear. 1196 nstops + 2, 1); 1197 gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]; 1198 } 1199 1200 /* Bind all the uniform vars . */ 1201 n_stop_uniform_location = 1202 glGetUniformLocation(gradient_prog, "n_stop"); 1203 pt_slope_uniform_location = 1204 glGetUniformLocation(gradient_prog, "pt_slope"); 1205 repeat_type_uniform_location = 1206 glGetUniformLocation(gradient_prog, "repeat_type"); 1207 hor_ver_uniform_location = 1208 glGetUniformLocation(gradient_prog, "hor_ver"); 1209 transform_mat_uniform_location = 1210 glGetUniformLocation(gradient_prog, "transform_mat"); 1211 cos_val_uniform_location = 1212 glGetUniformLocation(gradient_prog, "cos_val"); 1213 p1_distance_uniform_location = 1214 glGetUniformLocation(gradient_prog, "p1_distance"); 1215 pt_distance_uniform_location = 1216 glGetUniformLocation(gradient_prog, "pt_distance"); 1217 1218 if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) { 1219 stop0_uniform_location = 1220 glGetUniformLocation(gradient_prog, "stop0"); 1221 stop1_uniform_location = 1222 glGetUniformLocation(gradient_prog, "stop1"); 1223 stop2_uniform_location = 1224 glGetUniformLocation(gradient_prog, "stop2"); 1225 stop3_uniform_location = 1226 glGetUniformLocation(gradient_prog, "stop3"); 1227 stop4_uniform_location = 1228 glGetUniformLocation(gradient_prog, "stop4"); 1229 stop5_uniform_location = 1230 glGetUniformLocation(gradient_prog, "stop5"); 1231 stop6_uniform_location = 1232 glGetUniformLocation(gradient_prog, "stop6"); 1233 stop7_uniform_location = 1234 glGetUniformLocation(gradient_prog, "stop7"); 1235 1236 stop_color0_uniform_location = 1237 glGetUniformLocation(gradient_prog, "stop_color0"); 1238 stop_color1_uniform_location = 1239 glGetUniformLocation(gradient_prog, "stop_color1"); 1240 stop_color2_uniform_location = 1241 glGetUniformLocation(gradient_prog, "stop_color2"); 1242 stop_color3_uniform_location = 1243 glGetUniformLocation(gradient_prog, "stop_color3"); 1244 stop_color4_uniform_location = 1245 glGetUniformLocation(gradient_prog, "stop_color4"); 1246 stop_color5_uniform_location = 1247 glGetUniformLocation(gradient_prog, "stop_color5"); 1248 stop_color6_uniform_location = 1249 glGetUniformLocation(gradient_prog, "stop_color6"); 1250 stop_color7_uniform_location = 1251 glGetUniformLocation(gradient_prog, "stop_color7"); 1252 } 1253 else { 1254 stops_uniform_location = 1255 glGetUniformLocation(gradient_prog, "stops"); 1256 stop_colors_uniform_location = 1257 glGetUniformLocation(gradient_prog, "stop_colors"); 1258 } 1259 1260 glUseProgram(gradient_prog); 1261 1262 glUniform1i(repeat_type_uniform_location, src_picture->repeatType); 1263 1264 /* set the transform matrix. */ 1265 if (src_picture->transform) { 1266 _glamor_gradient_convert_trans_matrix(src_picture->transform, 1267 transform_mat, width, height, 1); 1268 glUniformMatrix3fv(transform_mat_uniform_location, 1269 1, 1, &transform_mat[0][0]); 1270 } 1271 else { 1272 glUniformMatrix3fv(transform_mat_uniform_location, 1273 1, 1, &identity_mat[0][0]); 1274 } 1275 1276 if (!_glamor_gradient_set_pixmap_destination 1277 (screen, glamor_priv, dst_picture, &xscale, &yscale, x_source, y_source, 1278 1)) 1279 goto GRADIENT_FAIL; 1280 1281 glamor_set_alu(screen, GXcopy); 1282 1283 /* Normalize the PTs. */ 1284 glamor_set_normalize_pt(xscale, yscale, 1285 pixman_fixed_to_double(src_picture->pSourcePict-> 1286 linear.p1.x), 1287 pixman_fixed_to_double(src_picture->pSourcePict-> 1288 linear.p1.y), 1289 pt1); 1290 DEBUGF("pt1:(%f, %f) ---> (%f %f)\n", 1291 pixman_fixed_to_double(src_picture->pSourcePict->linear.p1.x), 1292 pixman_fixed_to_double(src_picture->pSourcePict->linear.p1.y), 1293 pt1[0], pt1[1]); 1294 1295 glamor_set_normalize_pt(xscale, yscale, 1296 pixman_fixed_to_double(src_picture->pSourcePict-> 1297 linear.p2.x), 1298 pixman_fixed_to_double(src_picture->pSourcePict-> 1299 linear.p2.y), 1300 pt2); 1301 DEBUGF("pt2:(%f, %f) ---> (%f %f)\n", 1302 pixman_fixed_to_double(src_picture->pSourcePict->linear.p2.x), 1303 pixman_fixed_to_double(src_picture->pSourcePict->linear.p2.y), 1304 pt2[0], pt2[1]); 1305 1306 /* Set all the stops and colors to shader. */ 1307 if (stops_count > LINEAR_SMALL_STOPS) { 1308 stop_colors = xallocarray(stops_count, 4 * sizeof(float)); 1309 if (stop_colors == NULL) { 1310 ErrorF("Failed to allocate stop_colors memory.\n"); 1311 goto GRADIENT_FAIL; 1312 } 1313 1314 n_stops = xallocarray(stops_count, sizeof(float)); 1315 if (n_stops == NULL) { 1316 ErrorF("Failed to allocate n_stops memory.\n"); 1317 goto GRADIENT_FAIL; 1318 } 1319 } 1320 else { 1321 stop_colors = stop_colors_st; 1322 n_stops = n_stops_st; 1323 } 1324 1325 count = 1326 _glamor_gradient_set_stops(src_picture, 1327 &src_picture->pSourcePict->gradient, 1328 stop_colors, n_stops); 1329 1330 if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) { 1331 int j = 0; 1332 1333 glUniform4f(stop_color0_uniform_location, 1334 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1335 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1336 j++; 1337 glUniform4f(stop_color1_uniform_location, 1338 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1339 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1340 j++; 1341 glUniform4f(stop_color2_uniform_location, 1342 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1343 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1344 j++; 1345 glUniform4f(stop_color3_uniform_location, 1346 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1347 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1348 j++; 1349 glUniform4f(stop_color4_uniform_location, 1350 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1351 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1352 j++; 1353 glUniform4f(stop_color5_uniform_location, 1354 stop_colors[4 * j + 0], stop_colors[4 * j + 1], 1355 stop_colors[4 * j + 2], stop_colors[4 * j + 3]); 1356 j++; 1357 glUniform4f(stop_color6_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_color7_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 1365 j = 0; 1366 glUniform1f(stop0_uniform_location, n_stops[j++]); 1367 glUniform1f(stop1_uniform_location, n_stops[j++]); 1368 glUniform1f(stop2_uniform_location, n_stops[j++]); 1369 glUniform1f(stop3_uniform_location, n_stops[j++]); 1370 glUniform1f(stop4_uniform_location, n_stops[j++]); 1371 glUniform1f(stop5_uniform_location, n_stops[j++]); 1372 glUniform1f(stop6_uniform_location, n_stops[j++]); 1373 glUniform1f(stop7_uniform_location, n_stops[j++]); 1374 1375 glUniform1i(n_stop_uniform_location, count); 1376 } 1377 else { 1378 glUniform4fv(stop_colors_uniform_location, count, stop_colors); 1379 glUniform1fv(stops_uniform_location, count, n_stops); 1380 glUniform1i(n_stop_uniform_location, count); 1381 } 1382 1383 if (src_picture->pSourcePict->linear.p2.y == src_picture->pSourcePict->linear.p1.y) { // The horizontal case. 1384 glUniform1i(hor_ver_uniform_location, 1); 1385 DEBUGF("p1.y: %f, p2.y: %f, enter the horizontal case\n", 1386 pt1[1], pt2[1]); 1387 1388 p1_distance = pt1[0]; 1389 pt_distance = (pt2[0] - p1_distance); 1390 glUniform1f(p1_distance_uniform_location, p1_distance); 1391 glUniform1f(pt_distance_uniform_location, pt_distance); 1392 } 1393 else { 1394 /* The slope need to compute here. In shader, the viewport set will change 1395 the original slope and the slope which is vertical to it will not be correct. */ 1396 slope = -(float) (src_picture->pSourcePict->linear.p2.x 1397 - src_picture->pSourcePict->linear.p1.x) / 1398 (float) (src_picture->pSourcePict->linear.p2.y 1399 - src_picture->pSourcePict->linear.p1.y); 1400 slope = slope * yscale / xscale; 1401 glUniform1f(pt_slope_uniform_location, slope); 1402 glUniform1i(hor_ver_uniform_location, 0); 1403 1404 cos_val = sqrt(1.0 / (slope * slope + 1.0)); 1405 glUniform1f(cos_val_uniform_location, cos_val); 1406 1407 p1_distance = (pt1[1] - pt1[0] * slope) * cos_val; 1408 pt_distance = (pt2[1] - pt2[0] * slope) * cos_val - p1_distance; 1409 glUniform1f(p1_distance_uniform_location, p1_distance); 1410 glUniform1f(pt_distance_uniform_location, pt_distance); 1411 } 1412 1413 /* Now rendering. */ 1414 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1415 1416 /* Do the clear logic. */ 1417 if (stops_count > LINEAR_SMALL_STOPS) { 1418 free(n_stops); 1419 free(stop_colors); 1420 } 1421 1422 glDisableVertexAttribArray(GLAMOR_VERTEX_POS); 1423 glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); 1424 1425 return dst_picture; 1426 1427 GRADIENT_FAIL: 1428 if (dst_picture) { 1429 FreePicture(dst_picture, 0); 1430 } 1431 1432 if (stops_count > LINEAR_SMALL_STOPS) { 1433 if (n_stops) 1434 free(n_stops); 1435 if (stop_colors) 1436 free(stop_colors); 1437 } 1438 1439 glDisableVertexAttribArray(GLAMOR_VERTEX_POS); 1440 glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE); 1441 return NULL; 1442} 1443