glamor_gradient.c revision 35c4bbdf
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
41#ifdef GLAMOR_GRADIENT_SHADER
42
43static const char *
44_glamor_create_getcolor_fs_source(ScreenPtr screen, int stops_count,
45                                  int use_array)
46{
47    char *gradient_fs = NULL;
48
49#define gradient_fs_getcolor\
50	    GLAMOR_DEFAULT_PRECISION\
51	    "uniform int n_stop;\n"\
52	    "uniform float stops[%d];\n"\
53	    "uniform vec4 stop_colors[%d];\n"\
54	    "vec4 get_color(float stop_len)\n"\
55	    "{\n"\
56	    "    int i = 0;\n"\
57	    "    float new_alpha; \n"\
58	    "    vec4 gradient_color;\n"\
59	    "    float percentage; \n"\
60	    "    for(i = 0; i < n_stop - 1; i++) {\n"\
61	    "        if(stop_len < stops[i])\n"\
62	    "            break; \n"\
63	    "    }\n"\
64	    "    \n"\
65	    "    if(stops[i] - stops[i-1] > 2.0)\n"\
66	    "        percentage = 0.0;\n" /*For comply with pixman, walker->stepper overflow.*/\
67	    "    else if(stops[i] - stops[i-1] < 0.000001)\n"\
68	    "        percentage = 0.0;\n"\
69	    "    else \n"\
70	    "        percentage = (stop_len - stops[i-1])/(stops[i] - stops[i-1]);\n"\
71	    "    new_alpha = percentage * stop_colors[i].a + \n"\
72	    "                       (1.0-percentage) * stop_colors[i-1].a; \n"\
73	    "    gradient_color = vec4((percentage * stop_colors[i].rgb \n"\
74	    "                          + (1.0-percentage) * stop_colors[i-1].rgb)*new_alpha, \n"\
75	    "                          new_alpha);\n"\
76	    "    \n"\
77	    "    return gradient_color;\n"\
78	    "}\n"
79
80    /* Because the array access for shader is very slow, the performance is very low
81       if use array. So use global uniform to replace for it if the number of n_stops is small. */
82    const char *gradient_fs_getcolor_no_array =
83        GLAMOR_DEFAULT_PRECISION
84        "uniform int n_stop;\n"
85        "uniform float stop0;\n"
86        "uniform float stop1;\n"
87        "uniform float stop2;\n"
88        "uniform float stop3;\n"
89        "uniform float stop4;\n"
90        "uniform float stop5;\n"
91        "uniform float stop6;\n"
92        "uniform float stop7;\n"
93        "uniform vec4 stop_color0;\n"
94        "uniform vec4 stop_color1;\n"
95        "uniform vec4 stop_color2;\n"
96        "uniform vec4 stop_color3;\n"
97        "uniform vec4 stop_color4;\n"
98        "uniform vec4 stop_color5;\n"
99        "uniform vec4 stop_color6;\n"
100        "uniform vec4 stop_color7;\n"
101        "\n"
102        "vec4 get_color(float stop_len)\n"
103        "{\n"
104        "    float stop_after;\n"
105        "    float stop_before;\n"
106        "    vec4 stop_color_before;\n"
107        "    vec4 stop_color_after;\n"
108        "    float new_alpha; \n"
109        "    vec4 gradient_color;\n"
110        "    float percentage; \n"
111        "    \n"
112        "    if((stop_len < stop0) && (n_stop >= 1)) {\n"
113        "        stop_color_before = stop_color0;\n"
114        "        stop_color_after = stop_color0;\n"
115        "        stop_after = stop0;\n"
116        "        stop_before = stop0;\n"
117        "    } else if((stop_len < stop1) && (n_stop >= 2)) {\n"
118        "        stop_color_before = stop_color0;\n"
119        "        stop_color_after = stop_color1;\n"
120        "        stop_after = stop1;\n"
121        "        stop_before = stop0;\n"
122        "    } else if((stop_len < stop2) && (n_stop >= 3)) {\n"
123        "        stop_color_before = stop_color1;\n"
124        "        stop_color_after = stop_color2;\n"
125        "        stop_after = stop2;\n"
126        "        stop_before = stop1;\n"
127        "    } else if((stop_len < stop3) && (n_stop >= 4)){\n"
128        "        stop_color_before = stop_color2;\n"
129        "        stop_color_after = stop_color3;\n"
130        "        stop_after = stop3;\n"
131        "        stop_before = stop2;\n"
132        "    } else if((stop_len < stop4) && (n_stop >= 5)){\n"
133        "        stop_color_before = stop_color3;\n"
134        "        stop_color_after = stop_color4;\n"
135        "        stop_after = stop4;\n"
136        "        stop_before = stop3;\n"
137        "    } else if((stop_len < stop5) && (n_stop >= 6)){\n"
138        "        stop_color_before = stop_color4;\n"
139        "        stop_color_after = stop_color5;\n"
140        "        stop_after = stop5;\n"
141        "        stop_before = stop4;\n"
142        "    } else if((stop_len < stop6) && (n_stop >= 7)){\n"
143        "        stop_color_before = stop_color5;\n"
144        "        stop_color_after = stop_color6;\n"
145        "        stop_after = stop6;\n"
146        "        stop_before = stop5;\n"
147        "    } else if((stop_len < stop7) && (n_stop >= 8)){\n"
148        "        stop_color_before = stop_color6;\n"
149        "        stop_color_after = stop_color7;\n"
150        "        stop_after = stop7;\n"
151        "        stop_before = stop6;\n"
152        "    } else {\n"
153        "        stop_color_before = stop_color7;\n"
154        "        stop_color_after = stop_color7;\n"
155        "        stop_after = stop7;\n"
156        "        stop_before = stop7;\n"
157        "    }\n"
158        "    if(stop_after - stop_before > 2.0)\n"
159        "        percentage = 0.0;\n" //For comply with pixman, walker->stepper overflow.
160        "    else if(stop_after - stop_before < 0.000001)\n"
161        "        percentage = 0.0;\n"
162        "    else \n"
163        "        percentage = (stop_len - stop_before)/(stop_after - stop_before);\n"
164        "    new_alpha = percentage * stop_color_after.a + \n"
165        "                       (1.0-percentage) * stop_color_before.a; \n"
166        "    gradient_color = vec4((percentage * stop_color_after.rgb \n"
167        "                          + (1.0-percentage) * stop_color_before.rgb)*new_alpha, \n"
168        "                          new_alpha);\n"
169        "    \n"
170        "    return gradient_color;\n"
171        "}\n";
172
173    if (use_array) {
174        XNFasprintf(&gradient_fs,
175                    gradient_fs_getcolor, stops_count, stops_count);
176        return gradient_fs;
177    }
178    else {
179        return XNFstrdup(gradient_fs_getcolor_no_array);
180    }
181}
182
183static void
184_glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count,
185                                       int dyn_gen)
186{
187    glamor_screen_private *glamor_priv;
188    int index;
189
190    GLint gradient_prog = 0;
191    char *gradient_fs = NULL;
192    GLint fs_prog, vs_prog;
193
194    const char *gradient_vs =
195        GLAMOR_DEFAULT_PRECISION
196        "attribute vec4 v_position;\n"
197        "attribute vec4 v_texcoord;\n"
198        "varying vec2 source_texture;\n"
199        "\n"
200        "void main()\n"
201        "{\n"
202        "    gl_Position = v_position;\n"
203        "    source_texture = v_texcoord.xy;\n"
204        "}\n";
205
206    /*
207     *     Refer to pixman radial gradient.
208     *
209     *     The problem is given the two circles of c1 and c2 with the radius of r1 and
210     *     r1, we need to caculate the t, which is used to do interpolate with stops,
211     *     using the fomula:
212     *     length((1-t)*c1 + t*c2 - p) = (1-t)*r1 + t*r2
213     *     expand the fomula with xy coond, get the following:
214     *     sqrt(sqr((1-t)*c1.x + t*c2.x - p.x) + sqr((1-t)*c1.y + t*c2.y - p.y))
215     *           = (1-t)r1 + t*r2
216     *     <====> At*t- 2Bt + C = 0
217     *     where A = sqr(c2.x - c1.x) + sqr(c2.y - c1.y) - sqr(r2 -r1)
218     *           B = (p.x - c1.x)*(c2.x - c1.x) + (p.y - c1.y)*(c2.y - c1.y) + r1*(r2 -r1)
219     *           C = sqr(p.x - c1.x) + sqr(p.y - c1.y) - r1*r1
220     *
221     *     solve the fomula and we get the result of
222     *     t = (B + sqrt(B*B - A*C)) / A  or
223     *     t = (B - sqrt(B*B - A*C)) / A  (quadratic equation have two solutions)
224     *
225     *     The solution we are going to prefer is the bigger one, unless the
226     *     radius associated to it is negative (or it falls outside the valid t range)
227     */
228
229#define gradient_radial_fs_template\
230	    GLAMOR_DEFAULT_PRECISION\
231	    "uniform mat3 transform_mat;\n"\
232	    "uniform int repeat_type;\n"\
233	    "uniform float A_value;\n"\
234	    "uniform vec2 c1;\n"\
235	    "uniform float r1;\n"\
236	    "uniform vec2 c2;\n"\
237	    "uniform float r2;\n"\
238	    "varying vec2 source_texture;\n"\
239	    "\n"\
240	    "vec4 get_color(float stop_len);\n"\
241	    "\n"\
242	    "int t_invalid;\n"\
243	    "\n"\
244	    "float get_stop_len()\n"\
245	    "{\n"\
246	    "    float t = 0.0;\n"\
247	    "    float sqrt_value;\n"\
248	    "    t_invalid = 0;\n"\
249	    "    \n"\
250	    "    vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"\
251	    "    vec3 source_texture_trans = transform_mat * tmp;\n"\
252	    "    source_texture_trans.xy = source_texture_trans.xy/source_texture_trans.z;\n"\
253	    "    float B_value = (source_texture_trans.x - c1.x) * (c2.x - c1.x)\n"\
254	    "                     + (source_texture_trans.y - c1.y) * (c2.y - c1.y)\n"\
255	    "                     + r1 * (r2 - r1);\n"\
256	    "    float C_value = (source_texture_trans.x - c1.x) * (source_texture_trans.x - c1.x)\n"\
257	    "                     + (source_texture_trans.y - c1.y) * (source_texture_trans.y - c1.y)\n"\
258	    "                     - r1*r1;\n"\
259	    "    if(abs(A_value) < 0.00001) {\n"\
260	    "        if(B_value == 0.0) {\n"\
261	    "            t_invalid = 1;\n"\
262	    "            return t;\n"\
263	    "        }\n"\
264	    "        t = 0.5 * C_value / B_value;"\
265	    "    } else {\n"\
266	    "        sqrt_value = B_value * B_value - A_value * C_value;\n"\
267	    "        if(sqrt_value < 0.0) {\n"\
268	    "            t_invalid = 1;\n"\
269	    "            return t;\n"\
270	    "        }\n"\
271	    "        sqrt_value = sqrt(sqrt_value);\n"\
272	    "        t = (B_value + sqrt_value) / A_value;\n"\
273	    "    }\n"\
274	    "    if(repeat_type == %d) {\n" /* RepeatNone case. */\
275	    "        if((t <= 0.0) || (t > 1.0))\n"\
276	    /*           try another if first one invalid*/\
277	    "            t = (B_value - sqrt_value) / A_value;\n"\
278	    "        \n"\
279	    "        if((t <= 0.0) || (t > 1.0)) {\n" /*still invalid, return.*/\
280	    "            t_invalid = 1;\n"\
281	    "            return t;\n"\
282	    "        }\n"\
283	    "    } else {\n"\
284	    "        if(t * (r2 - r1) <= -1.0 * r1)\n"\
285	    /*           try another if first one invalid*/\
286	    "            t = (B_value - sqrt_value) / A_value;\n"\
287	    "        \n"\
288	    "        if(t * (r2 -r1) <= -1.0 * r1) {\n" /*still invalid, return.*/\
289	    "            t_invalid = 1;\n"\
290	    "            return t;\n"\
291	    "        }\n"\
292	    "    }\n"\
293	    "    \n"\
294	    "    if(repeat_type == %d){\n" /* repeat normal*/\
295	    "        t = fract(t);\n"\
296	    "    }\n"\
297	    "    \n"\
298	    "    if(repeat_type == %d) {\n" /* repeat reflect*/\
299	    "        t = abs(fract(t * 0.5 + 0.5) * 2.0 - 1.0);\n"\
300	    "    }\n"\
301	    "    \n"\
302	    "    return t;\n"\
303	    "}\n"\
304	    "\n"\
305	    "void main()\n"\
306	    "{\n"\
307	    "    float stop_len = get_stop_len();\n"\
308	    "    if(t_invalid == 1) {\n"\
309	    "        gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"\
310	    "    } else {\n"\
311	    "        gl_FragColor = get_color(stop_len);\n"\
312	    "    }\n"\
313	    "}\n"\
314	    "\n"\
315            "%s\n" /* fs_getcolor_source */
316    const char *fs_getcolor_source;
317
318    glamor_priv = glamor_get_screen_private(screen);
319
320    if ((glamor_priv->radial_max_nstops >= stops_count) && (dyn_gen)) {
321        /* Very Good, not to generate again. */
322        return;
323    }
324
325    glamor_make_current(glamor_priv);
326
327    if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]) {
328        glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]);
329        glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2] = 0;
330    }
331
332    gradient_prog = glCreateProgram();
333
334    vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, gradient_vs);
335
336    fs_getcolor_source =
337        _glamor_create_getcolor_fs_source(screen, stops_count,
338                                          (stops_count > 0));
339
340    XNFasprintf(&gradient_fs,
341                gradient_radial_fs_template,
342                PIXMAN_REPEAT_NONE, PIXMAN_REPEAT_NORMAL,
343                PIXMAN_REPEAT_REFLECT,
344                fs_getcolor_source);
345
346    fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, gradient_fs);
347
348    free(gradient_fs);
349
350    glAttachShader(gradient_prog, vs_prog);
351    glAttachShader(gradient_prog, fs_prog);
352    glDeleteShader(vs_prog);
353    glDeleteShader(fs_prog);
354
355    glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_position");
356    glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord");
357
358    glamor_link_glsl_prog(screen, gradient_prog, "radial gradient");
359
360    if (dyn_gen) {
361        index = 2;
362        glamor_priv->radial_max_nstops = stops_count;
363    }
364    else if (stops_count) {
365        index = 1;
366    }
367    else {
368        index = 0;
369    }
370
371    glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][index] = gradient_prog;
372}
373
374static void
375_glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count,
376                                       int dyn_gen)
377{
378    glamor_screen_private *glamor_priv;
379
380    int index = 0;
381    GLint gradient_prog = 0;
382    char *gradient_fs = NULL;
383    GLint fs_prog, vs_prog;
384
385    const char *gradient_vs =
386        GLAMOR_DEFAULT_PRECISION
387        "attribute vec4 v_position;\n"
388        "attribute vec4 v_texcoord;\n"
389        "varying vec2 source_texture;\n"
390        "\n"
391        "void main()\n"
392        "{\n"
393        "    gl_Position = v_position;\n"
394        "    source_texture = v_texcoord.xy;\n"
395        "}\n";
396
397    /*
398     *                                      |
399     *                                      |\
400     *                                      | \
401     *                                      |  \
402     *                                      |   \
403     *                                      |\   \
404     *                                      | \   \
405     *     cos_val =                        |\ p1d \   /
406     *      sqrt(1/(slope*slope+1.0))  ------>\ \   \ /
407     *                                      |  \ \   \
408     *                                      |   \ \ / \
409     *                                      |    \ *Pt1\
410     *         *p1                          |     \     \     *P
411     *          \                           |    / \     \   /
412     *           \                          |   /   \     \ /
413     *            \                         |       pd     \
414     *             \                        |         \   / \
415     *            p2*                       |          \ /   \       /
416     *        slope = (p2.y - p1.y) /       |           /     p2d   /
417     *                    (p2.x - p1.x)     |          /       \   /
418     *                                      |         /         \ /
419     *                                      |        /           /
420     *                                      |       /           /
421     *                                      |      /           *Pt2
422     *                                      |                 /
423     *                                      |                /
424     *                                      |               /
425     *                                      |              /
426     *                                      |             /
427     *                               -------+---------------------------------
428     *                                     O|
429     *                                      |
430     *                                      |
431     *
432     *      step 1: compute the distance of p, pt1 and pt2 in the slope direction.
433     *              Caculate the distance on Y axis first and multiply cos_val to
434     *              get the value on slope direction(pd, p1d and p2d represent the
435     *              distance of p, pt1, and pt2 respectively).
436     *
437     *      step 2: caculate the percentage of (pd - p1d)/(p2d - p1d).
438     *              If (pd - p1d) > (p2d - p1d) or < 0, then sub or add (p2d - p1d)
439     *              to make it in the range of [0, (p2d - p1d)].
440     *
441     *      step 3: compare the percentage to every stop and find the stpos just
442     *              before and after it. Use the interpolation fomula to compute RGBA.
443     */
444
445#define gradient_fs_template	\
446	    GLAMOR_DEFAULT_PRECISION\
447	    "uniform mat3 transform_mat;\n"\
448	    "uniform int repeat_type;\n"\
449	    "uniform int hor_ver;\n"\
450	    "uniform float pt_slope;\n"\
451	    "uniform float cos_val;\n"\
452	    "uniform float p1_distance;\n"\
453	    "uniform float pt_distance;\n"\
454	    "varying vec2 source_texture;\n"\
455	    "\n"\
456	    "vec4 get_color(float stop_len);\n"\
457	    "\n"\
458	    "float get_stop_len()\n"\
459	    "{\n"\
460	    "    vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"\
461	    "    float len_percentage;\n"\
462	    "    float distance;\n"\
463	    "    float _p1_distance;\n"\
464	    "    float _pt_distance;\n"\
465	    "    float y_dist;\n"\
466	    "    float stop_after;\n"\
467	    "    float stop_before;\n"\
468	    "    vec4 stop_color_before;\n"\
469	    "    vec4 stop_color_after;\n"\
470	    "    float new_alpha; \n"\
471	    "    vec4 gradient_color;\n"\
472	    "    float percentage; \n"\
473	    "    vec3 source_texture_trans = transform_mat * tmp;\n"\
474	    "    \n"\
475	    "    if(hor_ver == 0) { \n" /*Normal case.*/\
476	    "        y_dist = source_texture_trans.y - source_texture_trans.x*pt_slope;\n"\
477	    "        distance = y_dist * cos_val;\n"\
478	    "        _p1_distance = p1_distance * source_texture_trans.z;\n"\
479	    "        _pt_distance = pt_distance * source_texture_trans.z;\n"\
480	    "        \n"\
481	    "    } else if (hor_ver == 1) {\n"/*horizontal case.*/\
482	    "        distance = source_texture_trans.x;\n"\
483	    "        _p1_distance = p1_distance * source_texture_trans.z;\n"\
484	    "        _pt_distance = pt_distance * source_texture_trans.z;\n"\
485	    "    } \n"\
486	    "    \n"\
487	    "    distance = distance - _p1_distance; \n"\
488	    "    \n"\
489	    "    if(repeat_type == %d){\n" /* repeat normal*/\
490	    "        distance = mod(distance, _pt_distance);\n"\
491	    "    }\n"\
492	    "    \n"\
493	    "    if(repeat_type == %d) {\n" /* repeat reflect*/\
494	    "        distance = abs(mod(distance + _pt_distance, 2.0 * _pt_distance) - _pt_distance);\n"\
495	    "    }\n"\
496	    "    \n"\
497	    "    len_percentage = distance/(_pt_distance);\n"\
498	    "    \n"\
499	    "    return len_percentage;\n"\
500	    "}\n"\
501	    "\n"\
502	    "void main()\n"\
503	    "{\n"\
504	    "    float stop_len = get_stop_len();\n"\
505	    "    gl_FragColor = get_color(stop_len);\n"\
506	    "}\n"\
507	    "\n"\
508            "%s" /* fs_getcolor_source */
509    const char *fs_getcolor_source;
510
511    glamor_priv = glamor_get_screen_private(screen);
512
513    if ((glamor_priv->linear_max_nstops >= stops_count) && (dyn_gen)) {
514        /* Very Good, not to generate again. */
515        return;
516    }
517
518    glamor_make_current(glamor_priv);
519    if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]) {
520        glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]);
521        glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2] = 0;
522    }
523
524    gradient_prog = glCreateProgram();
525
526    vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, gradient_vs);
527
528    fs_getcolor_source =
529        _glamor_create_getcolor_fs_source(screen, stops_count, stops_count > 0);
530
531    XNFasprintf(&gradient_fs,
532                gradient_fs_template,
533                PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT,
534                fs_getcolor_source);
535
536    fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, gradient_fs);
537    free(gradient_fs);
538
539    glAttachShader(gradient_prog, vs_prog);
540    glAttachShader(gradient_prog, fs_prog);
541    glDeleteShader(vs_prog);
542    glDeleteShader(fs_prog);
543
544    glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_position");
545    glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord");
546
547    glamor_link_glsl_prog(screen, gradient_prog, "linear gradient");
548
549    if (dyn_gen) {
550        index = 2;
551        glamor_priv->linear_max_nstops = stops_count;
552    }
553    else if (stops_count) {
554        index = 1;
555    }
556    else {
557        index = 0;
558    }
559
560    glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][index] = gradient_prog;
561}
562
563void
564glamor_init_gradient_shader(ScreenPtr screen)
565{
566    glamor_screen_private *glamor_priv;
567    int i;
568
569    glamor_priv = glamor_get_screen_private(screen);
570
571    for (i = 0; i < 3; i++) {
572        glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][i] = 0;
573        glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][i] = 0;
574    }
575    glamor_priv->linear_max_nstops = 0;
576    glamor_priv->radial_max_nstops = 0;
577
578    _glamor_create_linear_gradient_program(screen, 0, 0);
579    _glamor_create_linear_gradient_program(screen, LINEAR_LARGE_STOPS, 0);
580
581    _glamor_create_radial_gradient_program(screen, 0, 0);
582    _glamor_create_radial_gradient_program(screen, RADIAL_LARGE_STOPS, 0);
583}
584
585static void
586_glamor_gradient_convert_trans_matrix(PictTransform *from, float to[3][3],
587                                      int width, int height, int normalize)
588{
589    /*
590     * Because in the shader program, we normalize all the pixel cood to [0, 1],
591     * so with the transform matrix, the correct logic should be:
592     * v_s = A*T*v
593     * v_s: point vector in shader after normalized.
594     * A: The transition matrix from   width X height --> 1.0 X 1.0
595     * T: The transform matrix.
596     * v: point vector in width X height space.
597     *
598     * result is OK if we use this fomula. But for every point in width X height space,
599     * we can just use their normalized point vector in shader, namely we can just
600     * use the result of A*v in shader. So we have no chance to insert T in A*v.
601     * We can just convert v_s = A*T*v to v_s = A*T*inv(A)*A*v, where inv(A) is the
602     * inverse matrix of A. Now, v_s = (A*T*inv(A)) * (A*v)
603     * So, to get the correct v_s, we need to cacula1 the matrix: (A*T*inv(A)), and
604     * we name this matrix T_s.
605     *
606     * Firstly, because A is for the scale convertion, we find
607     *      --         --
608     *      |1/w  0   0 |
609     * A =  | 0  1/h  0 |
610     *      | 0   0  1.0|
611     *      --         --
612     * so T_s = A*T*inv(a) and result
613     *
614     *       --                      --
615     *       | t11      h*t12/w  t13/w|
616     * T_s = | w*t21/h  t22      t23/h|
617     *       | w*t31    h*t32    t33  |
618     *       --                      --
619     */
620
621    to[0][0] = (float) pixman_fixed_to_double(from->matrix[0][0]);
622    to[0][1] = (float) pixman_fixed_to_double(from->matrix[0][1])
623        * (normalize ? (((float) height) / ((float) width)) : 1.0);
624    to[0][2] = (float) pixman_fixed_to_double(from->matrix[0][2])
625        / (normalize ? ((float) width) : 1.0);
626
627    to[1][0] = (float) pixman_fixed_to_double(from->matrix[1][0])
628        * (normalize ? (((float) width) / ((float) height)) : 1.0);
629    to[1][1] = (float) pixman_fixed_to_double(from->matrix[1][1]);
630    to[1][2] = (float) pixman_fixed_to_double(from->matrix[1][2])
631        / (normalize ? ((float) height) : 1.0);
632
633    to[2][0] = (float) pixman_fixed_to_double(from->matrix[2][0])
634        * (normalize ? ((float) width) : 1.0);
635    to[2][1] = (float) pixman_fixed_to_double(from->matrix[2][1])
636        * (normalize ? ((float) height) : 1.0);
637    to[2][2] = (float) pixman_fixed_to_double(from->matrix[2][2]);
638
639    DEBUGF("the transform matrix is:\n%f\t%f\t%f\n%f\t%f\t%f\n%f\t%f\t%f\n",
640           to[0][0], to[0][1], to[0][2],
641           to[1][0], to[1][1], to[1][2], to[2][0], to[2][1], to[2][2]);
642}
643
644static int
645_glamor_gradient_set_pixmap_destination(ScreenPtr screen,
646                                        glamor_screen_private *glamor_priv,
647                                        PicturePtr dst_picture,
648                                        GLfloat *xscale, GLfloat *yscale,
649                                        int x_source, int y_source,
650                                        int tex_normalize)
651{
652    glamor_pixmap_private *pixmap_priv;
653    PixmapPtr pixmap = NULL;
654    GLfloat *v;
655    char *vbo_offset;
656
657    pixmap = glamor_get_drawable_pixmap(dst_picture->pDrawable);
658    pixmap_priv = glamor_get_pixmap_private(pixmap);
659
660    if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) {     /* should always have here. */
661        return 0;
662    }
663
664    glamor_set_destination_pixmap_priv_nc(glamor_priv, pixmap, pixmap_priv);
665
666    pixmap_priv_get_dest_scale(pixmap, pixmap_priv, xscale, yscale);
667
668    DEBUGF("xscale = %f, yscale = %f,"
669           " x_source = %d, y_source = %d, width = %d, height = %d\n",
670           *xscale, *yscale, x_source, y_source,
671           dst_picture->pDrawable->width, dst_picture->pDrawable->height);
672
673    v = glamor_get_vbo_space(screen, 16 * sizeof(GLfloat), &vbo_offset);
674
675    glamor_set_normalize_vcoords_tri_strip(*xscale, *yscale,
676                                           0, 0,
677                                           (INT16) (dst_picture->pDrawable->
678                                                    width),
679                                           (INT16) (dst_picture->pDrawable->
680                                                    height),
681                                           v);
682
683    if (tex_normalize) {
684        glamor_set_normalize_tcoords_tri_stripe(*xscale, *yscale,
685                                                x_source, y_source,
686                                                (INT16) (dst_picture->
687                                                         pDrawable->width +
688                                                         x_source),
689                                                (INT16) (dst_picture->
690                                                         pDrawable->height +
691                                                         y_source),
692                                                &v[8]);
693    }
694    else {
695        glamor_set_tcoords_tri_strip(x_source, y_source,
696                                     (INT16) (dst_picture->pDrawable->width) +
697                                     x_source,
698                                     (INT16) (dst_picture->pDrawable->height) +
699                                     y_source,
700                                     &v[8]);
701    }
702
703    DEBUGF("vertices --> leftup : %f X %f, rightup: %f X %f,"
704           "rightbottom: %f X %f, leftbottom : %f X %f\n",
705           v[0], v[1], v[2], v[3],
706           v[4], v[5], v[6], v[7]);
707    DEBUGF("tex_vertices --> leftup : %f X %f, rightup: %f X %f,"
708           "rightbottom: %f X %f, leftbottom : %f X %f\n",
709           v[8], v[9], v[10], v[11],
710           v[12], v[13], v[14], v[15]);
711
712    glamor_make_current(glamor_priv);
713
714    glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
715                          GL_FALSE, 0, vbo_offset);
716    glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
717                          GL_FALSE, 0, vbo_offset + 8 * sizeof(GLfloat));
718
719    glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
720    glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
721
722    glamor_put_vbo_space(screen);
723    return 1;
724}
725
726static int
727_glamor_gradient_set_stops(PicturePtr src_picture, PictGradient *pgradient,
728                           GLfloat *stop_colors, GLfloat *n_stops)
729{
730    int i;
731    int count = 1;
732
733    for (i = 0; i < pgradient->nstops; i++) {
734        stop_colors[count * 4] =
735            pixman_fixed_to_double(pgradient->stops[i].color.red);
736        stop_colors[count * 4 + 1] =
737            pixman_fixed_to_double(pgradient->stops[i].color.green);
738        stop_colors[count * 4 + 2] =
739            pixman_fixed_to_double(pgradient->stops[i].color.blue);
740        stop_colors[count * 4 + 3] =
741            pixman_fixed_to_double(pgradient->stops[i].color.alpha);
742
743        n_stops[count] =
744            (GLfloat) pixman_fixed_to_double(pgradient->stops[i].x);
745        count++;
746    }
747
748    /* for the end stop. */
749    count++;
750
751    switch (src_picture->repeatType) {
752#define REPEAT_FILL_STOPS(m, n) \
753			stop_colors[(m)*4 + 0] = stop_colors[(n)*4 + 0]; \
754			stop_colors[(m)*4 + 1] = stop_colors[(n)*4 + 1]; \
755			stop_colors[(m)*4 + 2] = stop_colors[(n)*4 + 2]; \
756			stop_colors[(m)*4 + 3] = stop_colors[(n)*4 + 3];
757
758    default:
759    case PIXMAN_REPEAT_NONE:
760        stop_colors[0] = 0.0;   //R
761        stop_colors[1] = 0.0;   //G
762        stop_colors[2] = 0.0;   //B
763        stop_colors[3] = 0.0;   //Alpha
764        n_stops[0] = -(float) INT_MAX;  //should be small enough.
765
766        stop_colors[0 + (count - 1) * 4] = 0.0; //R
767        stop_colors[1 + (count - 1) * 4] = 0.0; //G
768        stop_colors[2 + (count - 1) * 4] = 0.0; //B
769        stop_colors[3 + (count - 1) * 4] = 0.0; //Alpha
770        n_stops[count - 1] = (float) INT_MAX;   //should be large enough.
771        break;
772    case PIXMAN_REPEAT_NORMAL:
773        REPEAT_FILL_STOPS(0, count - 2);
774        n_stops[0] = n_stops[count - 2] - 1.0;
775
776        REPEAT_FILL_STOPS(count - 1, 1);
777        n_stops[count - 1] = n_stops[1] + 1.0;
778        break;
779    case PIXMAN_REPEAT_REFLECT:
780        REPEAT_FILL_STOPS(0, 1);
781        n_stops[0] = -n_stops[1];
782
783        REPEAT_FILL_STOPS(count - 1, count - 2);
784        n_stops[count - 1] = 1.0 + 1.0 - n_stops[count - 2];
785        break;
786    case PIXMAN_REPEAT_PAD:
787        REPEAT_FILL_STOPS(0, 1);
788        n_stops[0] = -(float) INT_MAX;
789
790        REPEAT_FILL_STOPS(count - 1, count - 2);
791        n_stops[count - 1] = (float) INT_MAX;
792        break;
793#undef REPEAT_FILL_STOPS
794    }
795
796    for (i = 0; i < count; i++) {
797        DEBUGF("n_stops[%d] = %f, color = r:%f g:%f b:%f a:%f\n",
798               i, n_stops[i],
799               stop_colors[i * 4], stop_colors[i * 4 + 1],
800               stop_colors[i * 4 + 2], stop_colors[i * 4 + 3]);
801    }
802
803    return count;
804}
805
806PicturePtr
807glamor_generate_radial_gradient_picture(ScreenPtr screen,
808                                        PicturePtr src_picture,
809                                        int x_source, int y_source,
810                                        int width, int height,
811                                        PictFormatShort format)
812{
813    glamor_screen_private *glamor_priv;
814    PicturePtr dst_picture = NULL;
815    PixmapPtr pixmap = NULL;
816    GLint gradient_prog = 0;
817    int error;
818    int stops_count = 0;
819    int count = 0;
820    GLfloat *stop_colors = NULL;
821    GLfloat *n_stops = NULL;
822    GLfloat xscale, yscale;
823    float transform_mat[3][3];
824    static const float identity_mat[3][3] = { {1.0, 0.0, 0.0},
825    {0.0, 1.0, 0.0},
826    {0.0, 0.0, 1.0}
827    };
828    GLfloat stop_colors_st[RADIAL_SMALL_STOPS * 4];
829    GLfloat n_stops_st[RADIAL_SMALL_STOPS];
830    GLfloat A_value;
831    GLfloat cxy[4];
832    float c1x, c1y, c2x, c2y, r1, r2;
833
834    GLint transform_mat_uniform_location = 0;
835    GLint repeat_type_uniform_location = 0;
836    GLint n_stop_uniform_location = 0;
837    GLint stops_uniform_location = 0;
838    GLint stop_colors_uniform_location = 0;
839    GLint stop0_uniform_location = 0;
840    GLint stop1_uniform_location = 0;
841    GLint stop2_uniform_location = 0;
842    GLint stop3_uniform_location = 0;
843    GLint stop4_uniform_location = 0;
844    GLint stop5_uniform_location = 0;
845    GLint stop6_uniform_location = 0;
846    GLint stop7_uniform_location = 0;
847    GLint stop_color0_uniform_location = 0;
848    GLint stop_color1_uniform_location = 0;
849    GLint stop_color2_uniform_location = 0;
850    GLint stop_color3_uniform_location = 0;
851    GLint stop_color4_uniform_location = 0;
852    GLint stop_color5_uniform_location = 0;
853    GLint stop_color6_uniform_location = 0;
854    GLint stop_color7_uniform_location = 0;
855    GLint A_value_uniform_location = 0;
856    GLint c1_uniform_location = 0;
857    GLint r1_uniform_location = 0;
858    GLint c2_uniform_location = 0;
859    GLint r2_uniform_location = 0;
860
861    glamor_priv = glamor_get_screen_private(screen);
862    glamor_make_current(glamor_priv);
863
864    /* Create a pixmap with VBO. */
865    pixmap = glamor_create_pixmap(screen,
866                                  width, height,
867                                  PIXMAN_FORMAT_DEPTH(format), 0);
868    if (!pixmap)
869        goto GRADIENT_FAIL;
870
871    dst_picture = CreatePicture(0, &pixmap->drawable,
872                                PictureMatchFormat(screen,
873                                                   PIXMAN_FORMAT_DEPTH(format),
874                                                   format), 0, 0, serverClient,
875                                &error);
876
877    /* Release the reference, picture will hold the last one. */
878    glamor_destroy_pixmap(pixmap);
879
880    if (!dst_picture)
881        goto GRADIENT_FAIL;
882
883    ValidatePicture(dst_picture);
884
885    stops_count = src_picture->pSourcePict->radial.nstops + 2;
886
887    /* Because the max value of nstops is unkown, so create a program
888       when nstops > LINEAR_LARGE_STOPS. */
889    if (stops_count <= RADIAL_SMALL_STOPS) {
890        gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][0];
891    }
892    else if (stops_count <= RADIAL_LARGE_STOPS) {
893        gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][1];
894    }
895    else {
896        _glamor_create_radial_gradient_program(screen,
897                                               src_picture->pSourcePict->linear.
898                                               nstops + 2, 1);
899        gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2];
900    }
901
902    /* Bind all the uniform vars . */
903    transform_mat_uniform_location = glGetUniformLocation(gradient_prog,
904                                                          "transform_mat");
905    repeat_type_uniform_location = glGetUniformLocation(gradient_prog,
906                                                        "repeat_type");
907    n_stop_uniform_location = glGetUniformLocation(gradient_prog, "n_stop");
908    A_value_uniform_location = glGetUniformLocation(gradient_prog, "A_value");
909    c1_uniform_location = glGetUniformLocation(gradient_prog, "c1");
910    r1_uniform_location = glGetUniformLocation(gradient_prog, "r1");
911    c2_uniform_location = glGetUniformLocation(gradient_prog, "c2");
912    r2_uniform_location = glGetUniformLocation(gradient_prog, "r2");
913
914    if (src_picture->pSourcePict->radial.nstops + 2 <= RADIAL_SMALL_STOPS) {
915        stop0_uniform_location =
916            glGetUniformLocation(gradient_prog, "stop0");
917        stop1_uniform_location =
918            glGetUniformLocation(gradient_prog, "stop1");
919        stop2_uniform_location =
920            glGetUniformLocation(gradient_prog, "stop2");
921        stop3_uniform_location =
922            glGetUniformLocation(gradient_prog, "stop3");
923        stop4_uniform_location =
924            glGetUniformLocation(gradient_prog, "stop4");
925        stop5_uniform_location =
926            glGetUniformLocation(gradient_prog, "stop5");
927        stop6_uniform_location =
928            glGetUniformLocation(gradient_prog, "stop6");
929        stop7_uniform_location =
930            glGetUniformLocation(gradient_prog, "stop7");
931
932        stop_color0_uniform_location =
933            glGetUniformLocation(gradient_prog, "stop_color0");
934        stop_color1_uniform_location =
935            glGetUniformLocation(gradient_prog, "stop_color1");
936        stop_color2_uniform_location =
937            glGetUniformLocation(gradient_prog, "stop_color2");
938        stop_color3_uniform_location =
939            glGetUniformLocation(gradient_prog, "stop_color3");
940        stop_color4_uniform_location =
941            glGetUniformLocation(gradient_prog, "stop_color4");
942        stop_color5_uniform_location =
943            glGetUniformLocation(gradient_prog, "stop_color5");
944        stop_color6_uniform_location =
945            glGetUniformLocation(gradient_prog, "stop_color6");
946        stop_color7_uniform_location =
947            glGetUniformLocation(gradient_prog, "stop_color7");
948    }
949    else {
950        stops_uniform_location =
951            glGetUniformLocation(gradient_prog, "stops");
952        stop_colors_uniform_location =
953            glGetUniformLocation(gradient_prog, "stop_colors");
954    }
955
956    glUseProgram(gradient_prog);
957
958    glUniform1i(repeat_type_uniform_location, src_picture->repeatType);
959
960    if (src_picture->transform) {
961        _glamor_gradient_convert_trans_matrix(src_picture->transform,
962                                              transform_mat, width, height, 0);
963        glUniformMatrix3fv(transform_mat_uniform_location,
964                           1, 1, &transform_mat[0][0]);
965    }
966    else {
967        glUniformMatrix3fv(transform_mat_uniform_location,
968                           1, 1, &identity_mat[0][0]);
969    }
970
971    if (!_glamor_gradient_set_pixmap_destination
972        (screen, glamor_priv, dst_picture, &xscale, &yscale, x_source, y_source,
973         0))
974        goto GRADIENT_FAIL;
975
976    glamor_set_alu(screen, GXcopy);
977
978    /* Set all the stops and colors to shader. */
979    if (stops_count > RADIAL_SMALL_STOPS) {
980        stop_colors = xallocarray(stops_count, 4 * sizeof(float));
981        if (stop_colors == NULL) {
982            ErrorF("Failed to allocate stop_colors memory.\n");
983            goto GRADIENT_FAIL;
984        }
985
986        n_stops = xallocarray(stops_count, sizeof(float));
987        if (n_stops == NULL) {
988            ErrorF("Failed to allocate n_stops memory.\n");
989            goto GRADIENT_FAIL;
990        }
991    }
992    else {
993        stop_colors = stop_colors_st;
994        n_stops = n_stops_st;
995    }
996
997    count =
998        _glamor_gradient_set_stops(src_picture,
999                                   &src_picture->pSourcePict->gradient,
1000                                   stop_colors, n_stops);
1001
1002    if (src_picture->pSourcePict->linear.nstops + 2 <= RADIAL_SMALL_STOPS) {
1003        int j = 0;
1004
1005        glUniform4f(stop_color0_uniform_location,
1006                    stop_colors[4 * j + 0], stop_colors[4 * j + 1],
1007                    stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
1008        j++;
1009        glUniform4f(stop_color1_uniform_location,
1010                    stop_colors[4 * j + 0], stop_colors[4 * j + 1],
1011                    stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
1012        j++;
1013        glUniform4f(stop_color2_uniform_location,
1014                    stop_colors[4 * j + 0], stop_colors[4 * j + 1],
1015                    stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
1016        j++;
1017        glUniform4f(stop_color3_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_color4_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_color5_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_color6_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_color7_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
1037        j = 0;
1038        glUniform1f(stop0_uniform_location, n_stops[j++]);
1039        glUniform1f(stop1_uniform_location, n_stops[j++]);
1040        glUniform1f(stop2_uniform_location, n_stops[j++]);
1041        glUniform1f(stop3_uniform_location, n_stops[j++]);
1042        glUniform1f(stop4_uniform_location, n_stops[j++]);
1043        glUniform1f(stop5_uniform_location, n_stops[j++]);
1044        glUniform1f(stop6_uniform_location, n_stops[j++]);
1045        glUniform1f(stop7_uniform_location, n_stops[j++]);
1046        glUniform1i(n_stop_uniform_location, count);
1047    }
1048    else {
1049        glUniform4fv(stop_colors_uniform_location, count, stop_colors);
1050        glUniform1fv(stops_uniform_location, count, n_stops);
1051        glUniform1i(n_stop_uniform_location, count);
1052    }
1053
1054    c1x = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.x);
1055    c1y = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.y);
1056    c2x = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.x);
1057    c2y = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.y);
1058
1059    r1 = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.
1060                                        radius);
1061    r2 = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.
1062                                        radius);
1063
1064    glamor_set_circle_centre(width, height, c1x, c1y, cxy);
1065    glUniform2fv(c1_uniform_location, 1, cxy);
1066    glUniform1f(r1_uniform_location, r1);
1067
1068    glamor_set_circle_centre(width, height, c2x, c2y, cxy);
1069    glUniform2fv(c2_uniform_location, 1, cxy);
1070    glUniform1f(r2_uniform_location, r2);
1071
1072    A_value =
1073        (c2x - c1x) * (c2x - c1x) + (c2y - c1y) * (c2y - c1y) - (r2 -
1074                                                                 r1) * (r2 -
1075                                                                        r1);
1076    glUniform1f(A_value_uniform_location, A_value);
1077
1078    DEBUGF("C1:(%f, %f) R1:%f\nC2:(%f, %f) R2:%f\nA = %f\n",
1079           c1x, c1y, r1, c2x, c2y, r2, A_value);
1080
1081    /* Now rendering. */
1082    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1083
1084    /* Do the clear logic. */
1085    if (stops_count > RADIAL_SMALL_STOPS) {
1086        free(n_stops);
1087        free(stop_colors);
1088    }
1089
1090    glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
1091    glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
1092
1093    return dst_picture;
1094
1095 GRADIENT_FAIL:
1096    if (dst_picture) {
1097        FreePicture(dst_picture, 0);
1098    }
1099
1100    if (stops_count > RADIAL_SMALL_STOPS) {
1101        if (n_stops)
1102            free(n_stops);
1103        if (stop_colors)
1104            free(stop_colors);
1105    }
1106
1107    glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
1108    glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
1109    return NULL;
1110}
1111
1112PicturePtr
1113glamor_generate_linear_gradient_picture(ScreenPtr screen,
1114                                        PicturePtr src_picture,
1115                                        int x_source, int y_source,
1116                                        int width, int height,
1117                                        PictFormatShort format)
1118{
1119    glamor_screen_private *glamor_priv;
1120    PicturePtr dst_picture = NULL;
1121    PixmapPtr pixmap = NULL;
1122    GLint gradient_prog = 0;
1123    int error;
1124    float pt_distance;
1125    float p1_distance;
1126    GLfloat cos_val;
1127    int stops_count = 0;
1128    GLfloat *stop_colors = NULL;
1129    GLfloat *n_stops = NULL;
1130    int count = 0;
1131    float slope;
1132    GLfloat xscale, yscale;
1133    GLfloat pt1[2], pt2[2];
1134    float transform_mat[3][3];
1135    static const float identity_mat[3][3] = { {1.0, 0.0, 0.0},
1136    {0.0, 1.0, 0.0},
1137    {0.0, 0.0, 1.0}
1138    };
1139    GLfloat stop_colors_st[LINEAR_SMALL_STOPS * 4];
1140    GLfloat n_stops_st[LINEAR_SMALL_STOPS];
1141
1142    GLint transform_mat_uniform_location = 0;
1143    GLint n_stop_uniform_location = 0;
1144    GLint stops_uniform_location = 0;
1145    GLint stop0_uniform_location = 0;
1146    GLint stop1_uniform_location = 0;
1147    GLint stop2_uniform_location = 0;
1148    GLint stop3_uniform_location = 0;
1149    GLint stop4_uniform_location = 0;
1150    GLint stop5_uniform_location = 0;
1151    GLint stop6_uniform_location = 0;
1152    GLint stop7_uniform_location = 0;
1153    GLint stop_colors_uniform_location = 0;
1154    GLint stop_color0_uniform_location = 0;
1155    GLint stop_color1_uniform_location = 0;
1156    GLint stop_color2_uniform_location = 0;
1157    GLint stop_color3_uniform_location = 0;
1158    GLint stop_color4_uniform_location = 0;
1159    GLint stop_color5_uniform_location = 0;
1160    GLint stop_color6_uniform_location = 0;
1161    GLint stop_color7_uniform_location = 0;
1162    GLint pt_slope_uniform_location = 0;
1163    GLint repeat_type_uniform_location = 0;
1164    GLint hor_ver_uniform_location = 0;
1165    GLint cos_val_uniform_location = 0;
1166    GLint p1_distance_uniform_location = 0;
1167    GLint pt_distance_uniform_location = 0;
1168
1169    glamor_priv = glamor_get_screen_private(screen);
1170    glamor_make_current(glamor_priv);
1171
1172    /* Create a pixmap with VBO. */
1173    pixmap = glamor_create_pixmap(screen,
1174                                  width, height,
1175                                  PIXMAN_FORMAT_DEPTH(format), 0);
1176
1177    if (!pixmap)
1178        goto GRADIENT_FAIL;
1179
1180    dst_picture = CreatePicture(0, &pixmap->drawable,
1181                                PictureMatchFormat(screen,
1182                                                   PIXMAN_FORMAT_DEPTH(format),
1183                                                   format), 0, 0, serverClient,
1184                                &error);
1185
1186    /* Release the reference, picture will hold the last one. */
1187    glamor_destroy_pixmap(pixmap);
1188
1189    if (!dst_picture)
1190        goto GRADIENT_FAIL;
1191
1192    ValidatePicture(dst_picture);
1193
1194    stops_count = src_picture->pSourcePict->linear.nstops + 2;
1195
1196    /* Because the max value of nstops is unkown, so create a program
1197       when nstops > LINEAR_LARGE_STOPS. */
1198    if (stops_count <= LINEAR_SMALL_STOPS) {
1199        gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][0];
1200    }
1201    else if (stops_count <= LINEAR_LARGE_STOPS) {
1202        gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][1];
1203    }
1204    else {
1205        _glamor_create_linear_gradient_program(screen,
1206                                               src_picture->pSourcePict->linear.
1207                                               nstops + 2, 1);
1208        gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2];
1209    }
1210
1211    /* Bind all the uniform vars . */
1212    n_stop_uniform_location =
1213        glGetUniformLocation(gradient_prog, "n_stop");
1214    pt_slope_uniform_location =
1215        glGetUniformLocation(gradient_prog, "pt_slope");
1216    repeat_type_uniform_location =
1217        glGetUniformLocation(gradient_prog, "repeat_type");
1218    hor_ver_uniform_location =
1219        glGetUniformLocation(gradient_prog, "hor_ver");
1220    transform_mat_uniform_location =
1221        glGetUniformLocation(gradient_prog, "transform_mat");
1222    cos_val_uniform_location =
1223        glGetUniformLocation(gradient_prog, "cos_val");
1224    p1_distance_uniform_location =
1225        glGetUniformLocation(gradient_prog, "p1_distance");
1226    pt_distance_uniform_location =
1227        glGetUniformLocation(gradient_prog, "pt_distance");
1228
1229    if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) {
1230        stop0_uniform_location =
1231            glGetUniformLocation(gradient_prog, "stop0");
1232        stop1_uniform_location =
1233            glGetUniformLocation(gradient_prog, "stop1");
1234        stop2_uniform_location =
1235            glGetUniformLocation(gradient_prog, "stop2");
1236        stop3_uniform_location =
1237            glGetUniformLocation(gradient_prog, "stop3");
1238        stop4_uniform_location =
1239            glGetUniformLocation(gradient_prog, "stop4");
1240        stop5_uniform_location =
1241            glGetUniformLocation(gradient_prog, "stop5");
1242        stop6_uniform_location =
1243            glGetUniformLocation(gradient_prog, "stop6");
1244        stop7_uniform_location =
1245            glGetUniformLocation(gradient_prog, "stop7");
1246
1247        stop_color0_uniform_location =
1248            glGetUniformLocation(gradient_prog, "stop_color0");
1249        stop_color1_uniform_location =
1250            glGetUniformLocation(gradient_prog, "stop_color1");
1251        stop_color2_uniform_location =
1252            glGetUniformLocation(gradient_prog, "stop_color2");
1253        stop_color3_uniform_location =
1254            glGetUniformLocation(gradient_prog, "stop_color3");
1255        stop_color4_uniform_location =
1256            glGetUniformLocation(gradient_prog, "stop_color4");
1257        stop_color5_uniform_location =
1258            glGetUniformLocation(gradient_prog, "stop_color5");
1259        stop_color6_uniform_location =
1260            glGetUniformLocation(gradient_prog, "stop_color6");
1261        stop_color7_uniform_location =
1262            glGetUniformLocation(gradient_prog, "stop_color7");
1263    }
1264    else {
1265        stops_uniform_location =
1266            glGetUniformLocation(gradient_prog, "stops");
1267        stop_colors_uniform_location =
1268            glGetUniformLocation(gradient_prog, "stop_colors");
1269    }
1270
1271    glUseProgram(gradient_prog);
1272
1273    glUniform1i(repeat_type_uniform_location, src_picture->repeatType);
1274
1275    /* set the transform matrix. */
1276    if (src_picture->transform) {
1277        _glamor_gradient_convert_trans_matrix(src_picture->transform,
1278                                              transform_mat, width, height, 1);
1279        glUniformMatrix3fv(transform_mat_uniform_location,
1280                           1, 1, &transform_mat[0][0]);
1281    }
1282    else {
1283        glUniformMatrix3fv(transform_mat_uniform_location,
1284                           1, 1, &identity_mat[0][0]);
1285    }
1286
1287    if (!_glamor_gradient_set_pixmap_destination
1288        (screen, glamor_priv, dst_picture, &xscale, &yscale, x_source, y_source,
1289         1))
1290        goto GRADIENT_FAIL;
1291
1292    glamor_set_alu(screen, GXcopy);
1293
1294    /* Normalize the PTs. */
1295    glamor_set_normalize_pt(xscale, yscale,
1296                            pixman_fixed_to_double(src_picture->pSourcePict->
1297                                                   linear.p1.x),
1298                            pixman_fixed_to_double(src_picture->pSourcePict->
1299                                                   linear.p1.y),
1300                            pt1);
1301    DEBUGF("pt1:(%f, %f) ---> (%f %f)\n",
1302           pixman_fixed_to_double(src_picture->pSourcePict->linear.p1.x),
1303           pixman_fixed_to_double(src_picture->pSourcePict->linear.p1.y),
1304           pt1[0], pt1[1]);
1305
1306    glamor_set_normalize_pt(xscale, yscale,
1307                            pixman_fixed_to_double(src_picture->pSourcePict->
1308                                                   linear.p2.x),
1309                            pixman_fixed_to_double(src_picture->pSourcePict->
1310                                                   linear.p2.y),
1311                            pt2);
1312    DEBUGF("pt2:(%f, %f) ---> (%f %f)\n",
1313           pixman_fixed_to_double(src_picture->pSourcePict->linear.p2.x),
1314           pixman_fixed_to_double(src_picture->pSourcePict->linear.p2.y),
1315           pt2[0], pt2[1]);
1316
1317    /* Set all the stops and colors to shader. */
1318    if (stops_count > LINEAR_SMALL_STOPS) {
1319        stop_colors = xallocarray(stops_count, 4 * sizeof(float));
1320        if (stop_colors == NULL) {
1321            ErrorF("Failed to allocate stop_colors memory.\n");
1322            goto GRADIENT_FAIL;
1323        }
1324
1325        n_stops = xallocarray(stops_count, sizeof(float));
1326        if (n_stops == NULL) {
1327            ErrorF("Failed to allocate n_stops memory.\n");
1328            goto GRADIENT_FAIL;
1329        }
1330    }
1331    else {
1332        stop_colors = stop_colors_st;
1333        n_stops = n_stops_st;
1334    }
1335
1336    count =
1337        _glamor_gradient_set_stops(src_picture,
1338                                   &src_picture->pSourcePict->gradient,
1339                                   stop_colors, n_stops);
1340
1341    if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) {
1342        int j = 0;
1343
1344        glUniform4f(stop_color0_uniform_location,
1345                    stop_colors[4 * j + 0], stop_colors[4 * j + 1],
1346                    stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
1347        j++;
1348        glUniform4f(stop_color1_uniform_location,
1349                    stop_colors[4 * j + 0], stop_colors[4 * j + 1],
1350                    stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
1351        j++;
1352        glUniform4f(stop_color2_uniform_location,
1353                    stop_colors[4 * j + 0], stop_colors[4 * j + 1],
1354                    stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
1355        j++;
1356        glUniform4f(stop_color3_uniform_location,
1357                    stop_colors[4 * j + 0], stop_colors[4 * j + 1],
1358                    stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
1359        j++;
1360        glUniform4f(stop_color4_uniform_location,
1361                    stop_colors[4 * j + 0], stop_colors[4 * j + 1],
1362                    stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
1363        j++;
1364        glUniform4f(stop_color5_uniform_location,
1365                    stop_colors[4 * j + 0], stop_colors[4 * j + 1],
1366                    stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
1367        j++;
1368        glUniform4f(stop_color6_uniform_location,
1369                    stop_colors[4 * j + 0], stop_colors[4 * j + 1],
1370                    stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
1371        j++;
1372        glUniform4f(stop_color7_uniform_location,
1373                    stop_colors[4 * j + 0], stop_colors[4 * j + 1],
1374                    stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
1375
1376        j = 0;
1377        glUniform1f(stop0_uniform_location, n_stops[j++]);
1378        glUniform1f(stop1_uniform_location, n_stops[j++]);
1379        glUniform1f(stop2_uniform_location, n_stops[j++]);
1380        glUniform1f(stop3_uniform_location, n_stops[j++]);
1381        glUniform1f(stop4_uniform_location, n_stops[j++]);
1382        glUniform1f(stop5_uniform_location, n_stops[j++]);
1383        glUniform1f(stop6_uniform_location, n_stops[j++]);
1384        glUniform1f(stop7_uniform_location, n_stops[j++]);
1385
1386        glUniform1i(n_stop_uniform_location, count);
1387    }
1388    else {
1389        glUniform4fv(stop_colors_uniform_location, count, stop_colors);
1390        glUniform1fv(stops_uniform_location, count, n_stops);
1391        glUniform1i(n_stop_uniform_location, count);
1392    }
1393
1394    if (src_picture->pSourcePict->linear.p2.y == src_picture->pSourcePict->linear.p1.y) {       // The horizontal case.
1395        glUniform1i(hor_ver_uniform_location, 1);
1396        DEBUGF("p1.y: %f, p2.y: %f, enter the horizontal case\n",
1397               pt1[1], pt2[1]);
1398
1399        p1_distance = pt1[0];
1400        pt_distance = (pt2[0] - p1_distance);
1401        glUniform1f(p1_distance_uniform_location, p1_distance);
1402        glUniform1f(pt_distance_uniform_location, pt_distance);
1403    }
1404    else {
1405        /* The slope need to compute here. In shader, the viewport set will change
1406           the orginal slope and the slope which is vertical to it will not be correct. */
1407        slope = -(float) (src_picture->pSourcePict->linear.p2.x
1408                          - src_picture->pSourcePict->linear.p1.x) /
1409            (float) (src_picture->pSourcePict->linear.p2.y
1410                     - src_picture->pSourcePict->linear.p1.y);
1411        slope = slope * yscale / xscale;
1412        glUniform1f(pt_slope_uniform_location, slope);
1413        glUniform1i(hor_ver_uniform_location, 0);
1414
1415        cos_val = sqrt(1.0 / (slope * slope + 1.0));
1416        glUniform1f(cos_val_uniform_location, cos_val);
1417
1418        p1_distance = (pt1[1] - pt1[0] * slope) * cos_val;
1419        pt_distance = (pt2[1] - pt2[0] * slope) * cos_val - p1_distance;
1420        glUniform1f(p1_distance_uniform_location, p1_distance);
1421        glUniform1f(pt_distance_uniform_location, pt_distance);
1422    }
1423
1424    /* Now rendering. */
1425    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1426
1427    /* Do the clear logic. */
1428    if (stops_count > LINEAR_SMALL_STOPS) {
1429        free(n_stops);
1430        free(stop_colors);
1431    }
1432
1433    glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
1434    glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
1435
1436    return dst_picture;
1437
1438 GRADIENT_FAIL:
1439    if (dst_picture) {
1440        FreePicture(dst_picture, 0);
1441    }
1442
1443    if (stops_count > LINEAR_SMALL_STOPS) {
1444        if (n_stops)
1445            free(n_stops);
1446        if (stop_colors)
1447            free(stop_colors);
1448    }
1449
1450    glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
1451    glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
1452    return NULL;
1453}
1454
1455#endif                          /* End of GLAMOR_GRADIENT_SHADER */
1456