1445 lines
55 KiB
C
1445 lines
55 KiB
C
/*
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* Copyright © 2009 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*
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* Authors:
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* Junyan He <junyan.he@linux.intel.com>
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*
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*/
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/** @file glamor_gradient.c
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*
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* Gradient acceleration implementation
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*/
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#include "glamor_priv.h"
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#define LINEAR_SMALL_STOPS (6 + 2)
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#define LINEAR_LARGE_STOPS (16 + 2)
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#define RADIAL_SMALL_STOPS (6 + 2)
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#define RADIAL_LARGE_STOPS (16 + 2)
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#ifdef GLAMOR_GRADIENT_SHADER
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static const char *
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_glamor_create_getcolor_fs_source(ScreenPtr screen, int stops_count,
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int use_array)
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{
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char *gradient_fs = NULL;
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#define gradient_fs_getcolor\
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GLAMOR_DEFAULT_PRECISION\
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"uniform int n_stop;\n"\
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"uniform float stops[%d];\n"\
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"uniform vec4 stop_colors[%d];\n"\
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"vec4 get_color(float stop_len)\n"\
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"{\n"\
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" int i = 0;\n"\
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" vec4 stop_color_before;\n"\
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" vec4 gradient_color;\n"\
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" float stop_delta;\n"\
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" float percentage; \n"\
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" \n"\
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" if(stop_len < stops[0])\n"\
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" return vec4(0.0, 0.0, 0.0, 0.0); \n"\
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" for(i = 1; i < n_stop; i++) {\n"\
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" if(stop_len < stops[i])\n"\
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" break; \n"\
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" }\n"\
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" if(i == n_stop)\n"\
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" return vec4(0.0, 0.0, 0.0, 0.0); \n"\
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" \n"\
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" stop_color_before = stop_colors[i-1];\n"\
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" stop_delta = stops[i] - stops[i-1];\n"\
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" if(stop_delta > 2.0)\n"\
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" percentage = 0.0;\n" /*For comply with pixman, walker->stepper overflow.*/\
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" else if(stop_delta < 0.000001)\n"\
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" percentage = 0.0;\n"\
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" else \n"\
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" percentage = (stop_len - stops[i-1])/stop_delta;\n"\
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" \n"\
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" gradient_color = stop_color_before;\n"\
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" if(percentage != 0.0)\n"\
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" gradient_color += (stop_colors[i] - gradient_color)*percentage;\n"\
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" return vec4(gradient_color.rgb * gradient_color.a, gradient_color.a);\n"\
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"}\n"
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/* Because the array access for shader is very slow, the performance is very low
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if use array. So use global uniform to replace for it if the number of n_stops is small. */
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const char *gradient_fs_getcolor_no_array =
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GLAMOR_DEFAULT_PRECISION
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"uniform int n_stop;\n"
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"uniform float stop0;\n"
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"uniform float stop1;\n"
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"uniform float stop2;\n"
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"uniform float stop3;\n"
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"uniform float stop4;\n"
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"uniform float stop5;\n"
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"uniform float stop6;\n"
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"uniform float stop7;\n"
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"uniform vec4 stop_color0;\n"
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"uniform vec4 stop_color1;\n"
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"uniform vec4 stop_color2;\n"
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"uniform vec4 stop_color3;\n"
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"uniform vec4 stop_color4;\n"
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"uniform vec4 stop_color5;\n"
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"uniform vec4 stop_color6;\n"
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"uniform vec4 stop_color7;\n"
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"\n"
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"vec4 get_color(float stop_len)\n"
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"{\n"
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" vec4 stop_color_before;\n"
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" vec4 stop_color_after;\n"
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" vec4 gradient_color;\n"
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" float stop_before;\n"
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" float stop_delta;\n"
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" float percentage; \n"
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" \n"
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" if((stop_len < stop0) && (n_stop >= 1)) {\n"
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" stop_color_before = vec4(0.0, 0.0, 0.0, 0.0);\n"
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" stop_delta = 0.0;\n"
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" } else if((stop_len < stop1) && (n_stop >= 2)) {\n"
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" stop_color_before = stop_color0;\n"
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" stop_color_after = stop_color1;\n"
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" stop_before = stop0;\n"
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" stop_delta = stop1 - stop0;\n"
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" } else if((stop_len < stop2) && (n_stop >= 3)) {\n"
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" stop_color_before = stop_color1;\n"
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" stop_color_after = stop_color2;\n"
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" stop_before = stop1;\n"
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" stop_delta = stop2 - stop1;\n"
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" } else if((stop_len < stop3) && (n_stop >= 4)){\n"
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" stop_color_before = stop_color2;\n"
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" stop_color_after = stop_color3;\n"
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" stop_before = stop2;\n"
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" stop_delta = stop3 - stop2;\n"
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" } else if((stop_len < stop4) && (n_stop >= 5)){\n"
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" stop_color_before = stop_color3;\n"
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" stop_color_after = stop_color4;\n"
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" stop_before = stop3;\n"
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" stop_delta = stop4 - stop3;\n"
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" } else if((stop_len < stop5) && (n_stop >= 6)){\n"
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" stop_color_before = stop_color4;\n"
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" stop_color_after = stop_color5;\n"
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" stop_before = stop4;\n"
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" stop_delta = stop5 - stop4;\n"
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" } else if((stop_len < stop6) && (n_stop >= 7)){\n"
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" stop_color_before = stop_color5;\n"
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" stop_color_after = stop_color6;\n"
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" stop_before = stop5;\n"
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" stop_delta = stop6 - stop5;\n"
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" } else if((stop_len < stop7) && (n_stop >= 8)){\n"
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" stop_color_before = stop_color6;\n"
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" stop_color_after = stop_color7;\n"
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" stop_before = stop6;\n"
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" stop_delta = stop7 - stop6;\n"
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" } else {\n"
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" stop_color_before = vec4(0.0, 0.0, 0.0, 0.0);\n"
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" stop_delta = 0.0;\n"
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" }\n"
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" if(stop_delta > 2.0)\n"
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" percentage = 0.0;\n" //For comply with pixman, walker->stepper overflow.
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" else if(stop_delta < 0.000001)\n"
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" percentage = 0.0;\n"
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" else\n"
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" percentage = (stop_len - stop_before)/stop_delta;\n"
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" \n"
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" gradient_color = stop_color_before;\n"
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" if(percentage != 0.0)\n"
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" gradient_color += (stop_color_after - gradient_color)*percentage;\n"
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" return vec4(gradient_color.rgb * gradient_color.a, gradient_color.a);\n"
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"}\n";
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if (use_array) {
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XNFasprintf(&gradient_fs,
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gradient_fs_getcolor, stops_count, stops_count);
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return gradient_fs;
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}
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else {
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return XNFstrdup(gradient_fs_getcolor_no_array);
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}
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}
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static void
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_glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count,
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int dyn_gen)
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{
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glamor_screen_private *glamor_priv;
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int index;
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GLint gradient_prog = 0;
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char *gradient_fs = NULL;
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GLint fs_prog, vs_prog;
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const char *gradient_vs =
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GLAMOR_DEFAULT_PRECISION
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"attribute vec4 v_position;\n"
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"attribute vec4 v_texcoord;\n"
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"varying vec2 source_texture;\n"
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"\n"
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"void main()\n"
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"{\n"
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" gl_Position = v_position;\n"
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" source_texture = v_texcoord.xy;\n"
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"}\n";
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/*
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* Refer to pixman radial gradient.
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*
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* The problem is given the two circles of c1 and c2 with the radius of r1 and
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* r1, we need to caculate the t, which is used to do interpolate with stops,
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* using the fomula:
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* length((1-t)*c1 + t*c2 - p) = (1-t)*r1 + t*r2
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* expand the fomula with xy coond, get the following:
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* sqrt(sqr((1-t)*c1.x + t*c2.x - p.x) + sqr((1-t)*c1.y + t*c2.y - p.y))
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* = (1-t)r1 + t*r2
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* <====> At*t- 2Bt + C = 0
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* where A = sqr(c2.x - c1.x) + sqr(c2.y - c1.y) - sqr(r2 -r1)
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* B = (p.x - c1.x)*(c2.x - c1.x) + (p.y - c1.y)*(c2.y - c1.y) + r1*(r2 -r1)
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* C = sqr(p.x - c1.x) + sqr(p.y - c1.y) - r1*r1
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*
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* solve the fomula and we get the result of
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* t = (B + sqrt(B*B - A*C)) / A or
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* t = (B - sqrt(B*B - A*C)) / A (quadratic equation have two solutions)
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*
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* The solution we are going to prefer is the bigger one, unless the
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* radius associated to it is negative (or it falls outside the valid t range)
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*/
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#define gradient_radial_fs_template\
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GLAMOR_DEFAULT_PRECISION\
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"uniform mat3 transform_mat;\n"\
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"uniform int repeat_type;\n"\
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"uniform float A_value;\n"\
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"uniform vec2 c1;\n"\
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"uniform float r1;\n"\
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"uniform vec2 c2;\n"\
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"uniform float r2;\n"\
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"varying vec2 source_texture;\n"\
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"\n"\
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"vec4 get_color(float stop_len);\n"\
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"\n"\
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"int t_invalid;\n"\
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"\n"\
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"float get_stop_len()\n"\
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"{\n"\
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" float t = 0.0;\n"\
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" float sqrt_value;\n"\
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" t_invalid = 0;\n"\
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" \n"\
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" vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"\
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" vec3 source_texture_trans = transform_mat * tmp;\n"\
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" source_texture_trans.xy = source_texture_trans.xy/source_texture_trans.z;\n"\
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" float B_value = (source_texture_trans.x - c1.x) * (c2.x - c1.x)\n"\
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" + (source_texture_trans.y - c1.y) * (c2.y - c1.y)\n"\
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" + r1 * (r2 - r1);\n"\
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" float C_value = (source_texture_trans.x - c1.x) * (source_texture_trans.x - c1.x)\n"\
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" + (source_texture_trans.y - c1.y) * (source_texture_trans.y - c1.y)\n"\
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" - r1*r1;\n"\
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" if(abs(A_value) < 0.00001) {\n"\
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" if(B_value == 0.0) {\n"\
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" t_invalid = 1;\n"\
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" return t;\n"\
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" }\n"\
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" t = 0.5 * C_value / B_value;"\
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" } else {\n"\
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" sqrt_value = B_value * B_value - A_value * C_value;\n"\
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" if(sqrt_value < 0.0) {\n"\
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" t_invalid = 1;\n"\
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" return t;\n"\
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" }\n"\
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" sqrt_value = sqrt(sqrt_value);\n"\
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" t = (B_value + sqrt_value) / A_value;\n"\
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" }\n"\
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" if(repeat_type == %d) {\n" /* RepeatNone case. */\
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" if((t <= 0.0) || (t > 1.0))\n"\
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/* try another if first one invalid*/\
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" t = (B_value - sqrt_value) / A_value;\n"\
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" \n"\
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" if((t <= 0.0) || (t > 1.0)) {\n" /*still invalid, return.*/\
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" t_invalid = 1;\n"\
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" return t;\n"\
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" }\n"\
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" } else {\n"\
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" if(t * (r2 - r1) <= -1.0 * r1)\n"\
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/* try another if first one invalid*/\
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" t = (B_value - sqrt_value) / A_value;\n"\
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" \n"\
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" if(t * (r2 -r1) <= -1.0 * r1) {\n" /*still invalid, return.*/\
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" t_invalid = 1;\n"\
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" return t;\n"\
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" }\n"\
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" }\n"\
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" \n"\
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" if(repeat_type == %d){\n" /* repeat normal*/\
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" t = fract(t);\n"\
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" }\n"\
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" \n"\
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" if(repeat_type == %d) {\n" /* repeat reflect*/\
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" t = abs(fract(t * 0.5 + 0.5) * 2.0 - 1.0);\n"\
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" }\n"\
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" \n"\
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" return t;\n"\
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"}\n"\
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"\n"\
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"void main()\n"\
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"{\n"\
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" float stop_len = get_stop_len();\n"\
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" if(t_invalid == 1) {\n"\
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" gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"\
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" } else {\n"\
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" gl_FragColor = get_color(stop_len);\n"\
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" }\n"\
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"}\n"\
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"\n"\
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"%s\n" /* fs_getcolor_source */
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const char *fs_getcolor_source;
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glamor_priv = glamor_get_screen_private(screen);
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if ((glamor_priv->radial_max_nstops >= stops_count) && (dyn_gen)) {
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/* Very Good, not to generate again. */
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return;
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}
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glamor_make_current(glamor_priv);
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if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]) {
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glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]);
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glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2] = 0;
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}
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gradient_prog = glCreateProgram();
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vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, gradient_vs);
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fs_getcolor_source =
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_glamor_create_getcolor_fs_source(screen, stops_count,
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(stops_count > 0));
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XNFasprintf(&gradient_fs,
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gradient_radial_fs_template,
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PIXMAN_REPEAT_NONE, PIXMAN_REPEAT_NORMAL,
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PIXMAN_REPEAT_REFLECT,
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fs_getcolor_source);
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fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, gradient_fs);
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free(gradient_fs);
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glAttachShader(gradient_prog, vs_prog);
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glAttachShader(gradient_prog, fs_prog);
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glDeleteShader(vs_prog);
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glDeleteShader(fs_prog);
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glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_position");
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glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord");
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glamor_link_glsl_prog(screen, gradient_prog, "radial gradient");
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if (dyn_gen) {
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index = 2;
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glamor_priv->radial_max_nstops = stops_count;
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}
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else if (stops_count) {
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index = 1;
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}
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else {
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index = 0;
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}
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glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][index] = gradient_prog;
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}
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static void
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_glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count,
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int dyn_gen)
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{
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glamor_screen_private *glamor_priv;
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int index = 0;
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GLint gradient_prog = 0;
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char *gradient_fs = NULL;
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GLint fs_prog, vs_prog;
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const char *gradient_vs =
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GLAMOR_DEFAULT_PRECISION
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"attribute vec4 v_position;\n"
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"attribute vec4 v_texcoord;\n"
|
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"varying vec2 source_texture;\n"
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"\n"
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"void main()\n"
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"{\n"
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" gl_Position = v_position;\n"
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" source_texture = v_texcoord.xy;\n"
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"}\n";
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/*
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* |
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* |\
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* | \
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* | \
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* | \
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* |\ \
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* | \ \
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* cos_val = |\ p1d \ /
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* sqrt(1/(slope*slope+1.0)) ------>\ \ \ /
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* | \ \ \
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* | \ \ / \
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* | \ *Pt1\
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* *p1 | \ \ *P
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* \ | / \ \ /
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* \ | / \ \ /
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* \ | pd \
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* \ | \ / \
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* p2* | \ / \ /
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* slope = (p2.y - p1.y) / | / p2d /
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* (p2.x - p1.x) | / \ /
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* | / \ /
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* | / /
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* | / /
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* | / *Pt2
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* | /
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* | /
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* | /
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* | /
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* | /
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* -------+---------------------------------
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* O|
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* |
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* |
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*
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* step 1: compute the distance of p, pt1 and pt2 in the slope direction.
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* Caculate the distance on Y axis first and multiply cos_val to
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* get the value on slope direction(pd, p1d and p2d represent the
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* distance of p, pt1, and pt2 respectively).
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*
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* step 2: caculate the percentage of (pd - p1d)/(p2d - p1d).
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* If (pd - p1d) > (p2d - p1d) or < 0, then sub or add (p2d - p1d)
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* to make it in the range of [0, (p2d - p1d)].
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*
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* step 3: compare the percentage to every stop and find the stpos just
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* before and after it. Use the interpolation fomula to compute RGBA.
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*/
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#define gradient_fs_template \
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GLAMOR_DEFAULT_PRECISION\
|
|
"uniform mat3 transform_mat;\n"\
|
|
"uniform int repeat_type;\n"\
|
|
"uniform int hor_ver;\n"\
|
|
"uniform float pt_slope;\n"\
|
|
"uniform float cos_val;\n"\
|
|
"uniform float p1_distance;\n"\
|
|
"uniform float pt_distance;\n"\
|
|
"varying vec2 source_texture;\n"\
|
|
"\n"\
|
|
"vec4 get_color(float stop_len);\n"\
|
|
"\n"\
|
|
"float get_stop_len()\n"\
|
|
"{\n"\
|
|
" vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"\
|
|
" float distance;\n"\
|
|
" float _p1_distance;\n"\
|
|
" float _pt_distance;\n"\
|
|
" float y_dist;\n"\
|
|
" vec3 source_texture_trans = transform_mat * tmp;\n"\
|
|
" \n"\
|
|
" if(hor_ver == 0) { \n" /*Normal case.*/\
|
|
" y_dist = source_texture_trans.y - source_texture_trans.x*pt_slope;\n"\
|
|
" distance = y_dist * cos_val;\n"\
|
|
" _p1_distance = p1_distance * source_texture_trans.z;\n"\
|
|
" _pt_distance = pt_distance * source_texture_trans.z;\n"\
|
|
" \n"\
|
|
" } else if (hor_ver == 1) {\n"/*horizontal case.*/\
|
|
" distance = source_texture_trans.x;\n"\
|
|
" _p1_distance = p1_distance * source_texture_trans.z;\n"\
|
|
" _pt_distance = pt_distance * source_texture_trans.z;\n"\
|
|
" } \n"\
|
|
" \n"\
|
|
" distance = (distance - _p1_distance) / _pt_distance;\n"\
|
|
" \n"\
|
|
" if(repeat_type == %d){\n" /* repeat normal*/\
|
|
" distance = fract(distance);\n"\
|
|
" }\n"\
|
|
" \n"\
|
|
" if(repeat_type == %d) {\n" /* repeat reflect*/\
|
|
" distance = abs(fract(distance * 0.5 + 0.5) * 2.0 - 1.0);\n"\
|
|
" }\n"\
|
|
" \n"\
|
|
" return distance;\n"\
|
|
"}\n"\
|
|
"\n"\
|
|
"void main()\n"\
|
|
"{\n"\
|
|
" float stop_len = get_stop_len();\n"\
|
|
" gl_FragColor = get_color(stop_len);\n"\
|
|
"}\n"\
|
|
"\n"\
|
|
"%s" /* fs_getcolor_source */
|
|
const char *fs_getcolor_source;
|
|
|
|
glamor_priv = glamor_get_screen_private(screen);
|
|
|
|
if ((glamor_priv->linear_max_nstops >= stops_count) && (dyn_gen)) {
|
|
/* Very Good, not to generate again. */
|
|
return;
|
|
}
|
|
|
|
glamor_make_current(glamor_priv);
|
|
if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]) {
|
|
glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]);
|
|
glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2] = 0;
|
|
}
|
|
|
|
gradient_prog = glCreateProgram();
|
|
|
|
vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, gradient_vs);
|
|
|
|
fs_getcolor_source =
|
|
_glamor_create_getcolor_fs_source(screen, stops_count, stops_count > 0);
|
|
|
|
XNFasprintf(&gradient_fs,
|
|
gradient_fs_template,
|
|
PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT,
|
|
fs_getcolor_source);
|
|
|
|
fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, gradient_fs);
|
|
free(gradient_fs);
|
|
|
|
glAttachShader(gradient_prog, vs_prog);
|
|
glAttachShader(gradient_prog, fs_prog);
|
|
glDeleteShader(vs_prog);
|
|
glDeleteShader(fs_prog);
|
|
|
|
glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_position");
|
|
glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord");
|
|
|
|
glamor_link_glsl_prog(screen, gradient_prog, "linear gradient");
|
|
|
|
if (dyn_gen) {
|
|
index = 2;
|
|
glamor_priv->linear_max_nstops = stops_count;
|
|
}
|
|
else if (stops_count) {
|
|
index = 1;
|
|
}
|
|
else {
|
|
index = 0;
|
|
}
|
|
|
|
glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][index] = gradient_prog;
|
|
}
|
|
|
|
void
|
|
glamor_init_gradient_shader(ScreenPtr screen)
|
|
{
|
|
glamor_screen_private *glamor_priv;
|
|
int i;
|
|
|
|
glamor_priv = glamor_get_screen_private(screen);
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][i] = 0;
|
|
glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][i] = 0;
|
|
}
|
|
glamor_priv->linear_max_nstops = 0;
|
|
glamor_priv->radial_max_nstops = 0;
|
|
|
|
_glamor_create_linear_gradient_program(screen, 0, 0);
|
|
_glamor_create_linear_gradient_program(screen, LINEAR_LARGE_STOPS, 0);
|
|
|
|
_glamor_create_radial_gradient_program(screen, 0, 0);
|
|
_glamor_create_radial_gradient_program(screen, RADIAL_LARGE_STOPS, 0);
|
|
}
|
|
|
|
static void
|
|
_glamor_gradient_convert_trans_matrix(PictTransform *from, float to[3][3],
|
|
int width, int height, int normalize)
|
|
{
|
|
/*
|
|
* Because in the shader program, we normalize all the pixel cood to [0, 1],
|
|
* so with the transform matrix, the correct logic should be:
|
|
* v_s = A*T*v
|
|
* v_s: point vector in shader after normalized.
|
|
* A: The transition matrix from width X height --> 1.0 X 1.0
|
|
* T: The transform matrix.
|
|
* v: point vector in width X height space.
|
|
*
|
|
* result is OK if we use this fomula. But for every point in width X height space,
|
|
* we can just use their normalized point vector in shader, namely we can just
|
|
* use the result of A*v in shader. So we have no chance to insert T in A*v.
|
|
* We can just convert v_s = A*T*v to v_s = A*T*inv(A)*A*v, where inv(A) is the
|
|
* inverse matrix of A. Now, v_s = (A*T*inv(A)) * (A*v)
|
|
* So, to get the correct v_s, we need to cacula1 the matrix: (A*T*inv(A)), and
|
|
* we name this matrix T_s.
|
|
*
|
|
* Firstly, because A is for the scale conversion, we find
|
|
* -- --
|
|
* |1/w 0 0 |
|
|
* A = | 0 1/h 0 |
|
|
* | 0 0 1.0|
|
|
* -- --
|
|
* so T_s = A*T*inv(a) and result
|
|
*
|
|
* -- --
|
|
* | t11 h*t12/w t13/w|
|
|
* T_s = | w*t21/h t22 t23/h|
|
|
* | w*t31 h*t32 t33 |
|
|
* -- --
|
|
*/
|
|
|
|
to[0][0] = (float) pixman_fixed_to_double(from->matrix[0][0]);
|
|
to[0][1] = (float) pixman_fixed_to_double(from->matrix[0][1])
|
|
* (normalize ? (((float) height) / ((float) width)) : 1.0);
|
|
to[0][2] = (float) pixman_fixed_to_double(from->matrix[0][2])
|
|
/ (normalize ? ((float) width) : 1.0);
|
|
|
|
to[1][0] = (float) pixman_fixed_to_double(from->matrix[1][0])
|
|
* (normalize ? (((float) width) / ((float) height)) : 1.0);
|
|
to[1][1] = (float) pixman_fixed_to_double(from->matrix[1][1]);
|
|
to[1][2] = (float) pixman_fixed_to_double(from->matrix[1][2])
|
|
/ (normalize ? ((float) height) : 1.0);
|
|
|
|
to[2][0] = (float) pixman_fixed_to_double(from->matrix[2][0])
|
|
* (normalize ? ((float) width) : 1.0);
|
|
to[2][1] = (float) pixman_fixed_to_double(from->matrix[2][1])
|
|
* (normalize ? ((float) height) : 1.0);
|
|
to[2][2] = (float) pixman_fixed_to_double(from->matrix[2][2]);
|
|
|
|
DEBUGF("the transform matrix is:\n%f\t%f\t%f\n%f\t%f\t%f\n%f\t%f\t%f\n",
|
|
to[0][0], to[0][1], to[0][2],
|
|
to[1][0], to[1][1], to[1][2], to[2][0], to[2][1], to[2][2]);
|
|
}
|
|
|
|
static int
|
|
_glamor_gradient_set_pixmap_destination(ScreenPtr screen,
|
|
glamor_screen_private *glamor_priv,
|
|
PicturePtr dst_picture,
|
|
GLfloat *xscale, GLfloat *yscale,
|
|
int x_source, int y_source,
|
|
int tex_normalize)
|
|
{
|
|
glamor_pixmap_private *pixmap_priv;
|
|
PixmapPtr pixmap = NULL;
|
|
GLfloat *v;
|
|
char *vbo_offset;
|
|
|
|
pixmap = glamor_get_drawable_pixmap(dst_picture->pDrawable);
|
|
pixmap_priv = glamor_get_pixmap_private(pixmap);
|
|
|
|
if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) { /* should always have here. */
|
|
return 0;
|
|
}
|
|
|
|
glamor_set_destination_pixmap_priv_nc(glamor_priv, pixmap, pixmap_priv);
|
|
|
|
pixmap_priv_get_dest_scale(pixmap, pixmap_priv, xscale, yscale);
|
|
|
|
DEBUGF("xscale = %f, yscale = %f,"
|
|
" x_source = %d, y_source = %d, width = %d, height = %d\n",
|
|
*xscale, *yscale, x_source, y_source,
|
|
dst_picture->pDrawable->width, dst_picture->pDrawable->height);
|
|
|
|
v = glamor_get_vbo_space(screen, 16 * sizeof(GLfloat), &vbo_offset);
|
|
|
|
glamor_set_normalize_vcoords_tri_strip(*xscale, *yscale,
|
|
0, 0,
|
|
(INT16) (dst_picture->pDrawable->
|
|
width),
|
|
(INT16) (dst_picture->pDrawable->
|
|
height),
|
|
v);
|
|
|
|
if (tex_normalize) {
|
|
glamor_set_normalize_tcoords_tri_stripe(*xscale, *yscale,
|
|
x_source, y_source,
|
|
(INT16) (dst_picture->
|
|
pDrawable->width +
|
|
x_source),
|
|
(INT16) (dst_picture->
|
|
pDrawable->height +
|
|
y_source),
|
|
&v[8]);
|
|
}
|
|
else {
|
|
glamor_set_tcoords_tri_strip(x_source, y_source,
|
|
(INT16) (dst_picture->pDrawable->width) +
|
|
x_source,
|
|
(INT16) (dst_picture->pDrawable->height) +
|
|
y_source,
|
|
&v[8]);
|
|
}
|
|
|
|
DEBUGF("vertices --> leftup : %f X %f, rightup: %f X %f,"
|
|
"rightbottom: %f X %f, leftbottom : %f X %f\n",
|
|
v[0], v[1], v[2], v[3],
|
|
v[4], v[5], v[6], v[7]);
|
|
DEBUGF("tex_vertices --> leftup : %f X %f, rightup: %f X %f,"
|
|
"rightbottom: %f X %f, leftbottom : %f X %f\n",
|
|
v[8], v[9], v[10], v[11],
|
|
v[12], v[13], v[14], v[15]);
|
|
|
|
glamor_make_current(glamor_priv);
|
|
|
|
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
|
|
GL_FALSE, 0, vbo_offset);
|
|
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
|
|
GL_FALSE, 0, vbo_offset + 8 * sizeof(GLfloat));
|
|
|
|
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
|
|
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
|
|
|
|
glamor_put_vbo_space(screen);
|
|
return 1;
|
|
}
|
|
|
|
static int
|
|
_glamor_gradient_set_stops(PicturePtr src_picture, PictGradient *pgradient,
|
|
GLfloat *stop_colors, GLfloat *n_stops)
|
|
{
|
|
int i;
|
|
int count = 1;
|
|
|
|
for (i = 0; i < pgradient->nstops; i++) {
|
|
stop_colors[count * 4] =
|
|
pixman_fixed_to_double(pgradient->stops[i].color.red);
|
|
stop_colors[count * 4 + 1] =
|
|
pixman_fixed_to_double(pgradient->stops[i].color.green);
|
|
stop_colors[count * 4 + 2] =
|
|
pixman_fixed_to_double(pgradient->stops[i].color.blue);
|
|
stop_colors[count * 4 + 3] =
|
|
pixman_fixed_to_double(pgradient->stops[i].color.alpha);
|
|
|
|
n_stops[count] =
|
|
(GLfloat) pixman_fixed_to_double(pgradient->stops[i].x);
|
|
count++;
|
|
}
|
|
|
|
/* for the end stop. */
|
|
count++;
|
|
|
|
switch (src_picture->repeatType) {
|
|
#define REPEAT_FILL_STOPS(m, n) \
|
|
stop_colors[(m)*4 + 0] = stop_colors[(n)*4 + 0]; \
|
|
stop_colors[(m)*4 + 1] = stop_colors[(n)*4 + 1]; \
|
|
stop_colors[(m)*4 + 2] = stop_colors[(n)*4 + 2]; \
|
|
stop_colors[(m)*4 + 3] = stop_colors[(n)*4 + 3];
|
|
|
|
default:
|
|
case PIXMAN_REPEAT_NONE:
|
|
stop_colors[0] = 0.0; //R
|
|
stop_colors[1] = 0.0; //G
|
|
stop_colors[2] = 0.0; //B
|
|
stop_colors[3] = 0.0; //Alpha
|
|
n_stops[0] = n_stops[1];
|
|
|
|
stop_colors[0 + (count - 1) * 4] = 0.0; //R
|
|
stop_colors[1 + (count - 1) * 4] = 0.0; //G
|
|
stop_colors[2 + (count - 1) * 4] = 0.0; //B
|
|
stop_colors[3 + (count - 1) * 4] = 0.0; //Alpha
|
|
n_stops[count - 1] = n_stops[count - 2];
|
|
break;
|
|
case PIXMAN_REPEAT_NORMAL:
|
|
REPEAT_FILL_STOPS(0, count - 2);
|
|
n_stops[0] = n_stops[count - 2] - 1.0;
|
|
|
|
REPEAT_FILL_STOPS(count - 1, 1);
|
|
n_stops[count - 1] = n_stops[1] + 1.0;
|
|
break;
|
|
case PIXMAN_REPEAT_REFLECT:
|
|
REPEAT_FILL_STOPS(0, 1);
|
|
n_stops[0] = -n_stops[1];
|
|
|
|
REPEAT_FILL_STOPS(count - 1, count - 2);
|
|
n_stops[count - 1] = 1.0 + 1.0 - n_stops[count - 2];
|
|
break;
|
|
case PIXMAN_REPEAT_PAD:
|
|
REPEAT_FILL_STOPS(0, 1);
|
|
n_stops[0] = -(float) INT_MAX;
|
|
|
|
REPEAT_FILL_STOPS(count - 1, count - 2);
|
|
n_stops[count - 1] = (float) INT_MAX;
|
|
break;
|
|
#undef REPEAT_FILL_STOPS
|
|
}
|
|
|
|
for (i = 0; i < count; i++) {
|
|
DEBUGF("n_stops[%d] = %f, color = r:%f g:%f b:%f a:%f\n",
|
|
i, n_stops[i],
|
|
stop_colors[i * 4], stop_colors[i * 4 + 1],
|
|
stop_colors[i * 4 + 2], stop_colors[i * 4 + 3]);
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
PicturePtr
|
|
glamor_generate_radial_gradient_picture(ScreenPtr screen,
|
|
PicturePtr src_picture,
|
|
int x_source, int y_source,
|
|
int width, int height,
|
|
PictFormatShort format)
|
|
{
|
|
glamor_screen_private *glamor_priv;
|
|
PicturePtr dst_picture = NULL;
|
|
PixmapPtr pixmap = NULL;
|
|
GLint gradient_prog = 0;
|
|
int error;
|
|
int stops_count = 0;
|
|
int count = 0;
|
|
GLfloat *stop_colors = NULL;
|
|
GLfloat *n_stops = NULL;
|
|
GLfloat xscale, yscale;
|
|
float transform_mat[3][3];
|
|
static const float identity_mat[3][3] = { {1.0, 0.0, 0.0},
|
|
{0.0, 1.0, 0.0},
|
|
{0.0, 0.0, 1.0}
|
|
};
|
|
GLfloat stop_colors_st[RADIAL_SMALL_STOPS * 4];
|
|
GLfloat n_stops_st[RADIAL_SMALL_STOPS];
|
|
GLfloat A_value;
|
|
GLfloat cxy[4];
|
|
float c1x, c1y, c2x, c2y, r1, r2;
|
|
|
|
GLint transform_mat_uniform_location = 0;
|
|
GLint repeat_type_uniform_location = 0;
|
|
GLint n_stop_uniform_location = 0;
|
|
GLint stops_uniform_location = 0;
|
|
GLint stop_colors_uniform_location = 0;
|
|
GLint stop0_uniform_location = 0;
|
|
GLint stop1_uniform_location = 0;
|
|
GLint stop2_uniform_location = 0;
|
|
GLint stop3_uniform_location = 0;
|
|
GLint stop4_uniform_location = 0;
|
|
GLint stop5_uniform_location = 0;
|
|
GLint stop6_uniform_location = 0;
|
|
GLint stop7_uniform_location = 0;
|
|
GLint stop_color0_uniform_location = 0;
|
|
GLint stop_color1_uniform_location = 0;
|
|
GLint stop_color2_uniform_location = 0;
|
|
GLint stop_color3_uniform_location = 0;
|
|
GLint stop_color4_uniform_location = 0;
|
|
GLint stop_color5_uniform_location = 0;
|
|
GLint stop_color6_uniform_location = 0;
|
|
GLint stop_color7_uniform_location = 0;
|
|
GLint A_value_uniform_location = 0;
|
|
GLint c1_uniform_location = 0;
|
|
GLint r1_uniform_location = 0;
|
|
GLint c2_uniform_location = 0;
|
|
GLint r2_uniform_location = 0;
|
|
|
|
glamor_priv = glamor_get_screen_private(screen);
|
|
glamor_make_current(glamor_priv);
|
|
|
|
/* Create a pixmap with VBO. */
|
|
pixmap = glamor_create_pixmap(screen,
|
|
width, height,
|
|
PIXMAN_FORMAT_DEPTH(format), 0);
|
|
if (!pixmap)
|
|
goto GRADIENT_FAIL;
|
|
|
|
dst_picture = CreatePicture(0, &pixmap->drawable,
|
|
PictureMatchFormat(screen,
|
|
PIXMAN_FORMAT_DEPTH(format),
|
|
format), 0, 0, serverClient,
|
|
&error);
|
|
|
|
/* Release the reference, picture will hold the last one. */
|
|
glamor_destroy_pixmap(pixmap);
|
|
|
|
if (!dst_picture)
|
|
goto GRADIENT_FAIL;
|
|
|
|
ValidatePicture(dst_picture);
|
|
|
|
stops_count = src_picture->pSourcePict->radial.nstops + 2;
|
|
|
|
/* Because the max value of nstops is unknown, so create a program
|
|
when nstops > LINEAR_LARGE_STOPS. */
|
|
if (stops_count <= RADIAL_SMALL_STOPS) {
|
|
gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][0];
|
|
}
|
|
else if (stops_count <= RADIAL_LARGE_STOPS) {
|
|
gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][1];
|
|
}
|
|
else {
|
|
_glamor_create_radial_gradient_program(screen,
|
|
src_picture->pSourcePict->linear.
|
|
nstops + 2, 1);
|
|
gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2];
|
|
}
|
|
|
|
/* Bind all the uniform vars . */
|
|
transform_mat_uniform_location = glGetUniformLocation(gradient_prog,
|
|
"transform_mat");
|
|
repeat_type_uniform_location = glGetUniformLocation(gradient_prog,
|
|
"repeat_type");
|
|
n_stop_uniform_location = glGetUniformLocation(gradient_prog, "n_stop");
|
|
A_value_uniform_location = glGetUniformLocation(gradient_prog, "A_value");
|
|
c1_uniform_location = glGetUniformLocation(gradient_prog, "c1");
|
|
r1_uniform_location = glGetUniformLocation(gradient_prog, "r1");
|
|
c2_uniform_location = glGetUniformLocation(gradient_prog, "c2");
|
|
r2_uniform_location = glGetUniformLocation(gradient_prog, "r2");
|
|
|
|
if (src_picture->pSourcePict->radial.nstops + 2 <= RADIAL_SMALL_STOPS) {
|
|
stop0_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop0");
|
|
stop1_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop1");
|
|
stop2_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop2");
|
|
stop3_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop3");
|
|
stop4_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop4");
|
|
stop5_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop5");
|
|
stop6_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop6");
|
|
stop7_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop7");
|
|
|
|
stop_color0_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop_color0");
|
|
stop_color1_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop_color1");
|
|
stop_color2_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop_color2");
|
|
stop_color3_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop_color3");
|
|
stop_color4_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop_color4");
|
|
stop_color5_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop_color5");
|
|
stop_color6_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop_color6");
|
|
stop_color7_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop_color7");
|
|
}
|
|
else {
|
|
stops_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stops");
|
|
stop_colors_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop_colors");
|
|
}
|
|
|
|
glUseProgram(gradient_prog);
|
|
|
|
glUniform1i(repeat_type_uniform_location, src_picture->repeatType);
|
|
|
|
if (src_picture->transform) {
|
|
_glamor_gradient_convert_trans_matrix(src_picture->transform,
|
|
transform_mat, width, height, 0);
|
|
glUniformMatrix3fv(transform_mat_uniform_location,
|
|
1, 1, &transform_mat[0][0]);
|
|
}
|
|
else {
|
|
glUniformMatrix3fv(transform_mat_uniform_location,
|
|
1, 1, &identity_mat[0][0]);
|
|
}
|
|
|
|
if (!_glamor_gradient_set_pixmap_destination
|
|
(screen, glamor_priv, dst_picture, &xscale, &yscale, x_source, y_source,
|
|
0))
|
|
goto GRADIENT_FAIL;
|
|
|
|
glamor_set_alu(screen, GXcopy);
|
|
|
|
/* Set all the stops and colors to shader. */
|
|
if (stops_count > RADIAL_SMALL_STOPS) {
|
|
stop_colors = xallocarray(stops_count, 4 * sizeof(float));
|
|
if (stop_colors == NULL) {
|
|
ErrorF("Failed to allocate stop_colors memory.\n");
|
|
goto GRADIENT_FAIL;
|
|
}
|
|
|
|
n_stops = xallocarray(stops_count, sizeof(float));
|
|
if (n_stops == NULL) {
|
|
ErrorF("Failed to allocate n_stops memory.\n");
|
|
goto GRADIENT_FAIL;
|
|
}
|
|
}
|
|
else {
|
|
stop_colors = stop_colors_st;
|
|
n_stops = n_stops_st;
|
|
}
|
|
|
|
count =
|
|
_glamor_gradient_set_stops(src_picture,
|
|
&src_picture->pSourcePict->gradient,
|
|
stop_colors, n_stops);
|
|
|
|
if (src_picture->pSourcePict->linear.nstops + 2 <= RADIAL_SMALL_STOPS) {
|
|
int j = 0;
|
|
|
|
glUniform4f(stop_color0_uniform_location,
|
|
stop_colors[4 * j + 0], stop_colors[4 * j + 1],
|
|
stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
|
|
j++;
|
|
glUniform4f(stop_color1_uniform_location,
|
|
stop_colors[4 * j + 0], stop_colors[4 * j + 1],
|
|
stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
|
|
j++;
|
|
glUniform4f(stop_color2_uniform_location,
|
|
stop_colors[4 * j + 0], stop_colors[4 * j + 1],
|
|
stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
|
|
j++;
|
|
glUniform4f(stop_color3_uniform_location,
|
|
stop_colors[4 * j + 0], stop_colors[4 * j + 1],
|
|
stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
|
|
j++;
|
|
glUniform4f(stop_color4_uniform_location,
|
|
stop_colors[4 * j + 0], stop_colors[4 * j + 1],
|
|
stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
|
|
j++;
|
|
glUniform4f(stop_color5_uniform_location,
|
|
stop_colors[4 * j + 0], stop_colors[4 * j + 1],
|
|
stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
|
|
j++;
|
|
glUniform4f(stop_color6_uniform_location,
|
|
stop_colors[4 * j + 0], stop_colors[4 * j + 1],
|
|
stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
|
|
j++;
|
|
glUniform4f(stop_color7_uniform_location,
|
|
stop_colors[4 * j + 0], stop_colors[4 * j + 1],
|
|
stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
|
|
|
|
j = 0;
|
|
glUniform1f(stop0_uniform_location, n_stops[j++]);
|
|
glUniform1f(stop1_uniform_location, n_stops[j++]);
|
|
glUniform1f(stop2_uniform_location, n_stops[j++]);
|
|
glUniform1f(stop3_uniform_location, n_stops[j++]);
|
|
glUniform1f(stop4_uniform_location, n_stops[j++]);
|
|
glUniform1f(stop5_uniform_location, n_stops[j++]);
|
|
glUniform1f(stop6_uniform_location, n_stops[j++]);
|
|
glUniform1f(stop7_uniform_location, n_stops[j++]);
|
|
glUniform1i(n_stop_uniform_location, count);
|
|
}
|
|
else {
|
|
glUniform4fv(stop_colors_uniform_location, count, stop_colors);
|
|
glUniform1fv(stops_uniform_location, count, n_stops);
|
|
glUniform1i(n_stop_uniform_location, count);
|
|
}
|
|
|
|
c1x = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.x);
|
|
c1y = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.y);
|
|
c2x = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.x);
|
|
c2y = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.y);
|
|
|
|
r1 = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.
|
|
radius);
|
|
r2 = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.
|
|
radius);
|
|
|
|
glamor_set_circle_centre(width, height, c1x, c1y, cxy);
|
|
glUniform2fv(c1_uniform_location, 1, cxy);
|
|
glUniform1f(r1_uniform_location, r1);
|
|
|
|
glamor_set_circle_centre(width, height, c2x, c2y, cxy);
|
|
glUniform2fv(c2_uniform_location, 1, cxy);
|
|
glUniform1f(r2_uniform_location, r2);
|
|
|
|
A_value =
|
|
(c2x - c1x) * (c2x - c1x) + (c2y - c1y) * (c2y - c1y) - (r2 -
|
|
r1) * (r2 -
|
|
r1);
|
|
glUniform1f(A_value_uniform_location, A_value);
|
|
|
|
DEBUGF("C1:(%f, %f) R1:%f\nC2:(%f, %f) R2:%f\nA = %f\n",
|
|
c1x, c1y, r1, c2x, c2y, r2, A_value);
|
|
|
|
/* Now rendering. */
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
/* Do the clear logic. */
|
|
if (stops_count > RADIAL_SMALL_STOPS) {
|
|
free(n_stops);
|
|
free(stop_colors);
|
|
}
|
|
|
|
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
|
|
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
|
|
|
|
return dst_picture;
|
|
|
|
GRADIENT_FAIL:
|
|
if (dst_picture) {
|
|
FreePicture(dst_picture, 0);
|
|
}
|
|
|
|
if (stops_count > RADIAL_SMALL_STOPS) {
|
|
if (n_stops)
|
|
free(n_stops);
|
|
if (stop_colors)
|
|
free(stop_colors);
|
|
}
|
|
|
|
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
|
|
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
|
|
return NULL;
|
|
}
|
|
|
|
PicturePtr
|
|
glamor_generate_linear_gradient_picture(ScreenPtr screen,
|
|
PicturePtr src_picture,
|
|
int x_source, int y_source,
|
|
int width, int height,
|
|
PictFormatShort format)
|
|
{
|
|
glamor_screen_private *glamor_priv;
|
|
PicturePtr dst_picture = NULL;
|
|
PixmapPtr pixmap = NULL;
|
|
GLint gradient_prog = 0;
|
|
int error;
|
|
float pt_distance;
|
|
float p1_distance;
|
|
GLfloat cos_val;
|
|
int stops_count = 0;
|
|
GLfloat *stop_colors = NULL;
|
|
GLfloat *n_stops = NULL;
|
|
int count = 0;
|
|
float slope;
|
|
GLfloat xscale, yscale;
|
|
GLfloat pt1[2], pt2[2];
|
|
float transform_mat[3][3];
|
|
static const float identity_mat[3][3] = { {1.0, 0.0, 0.0},
|
|
{0.0, 1.0, 0.0},
|
|
{0.0, 0.0, 1.0}
|
|
};
|
|
GLfloat stop_colors_st[LINEAR_SMALL_STOPS * 4];
|
|
GLfloat n_stops_st[LINEAR_SMALL_STOPS];
|
|
|
|
GLint transform_mat_uniform_location = 0;
|
|
GLint n_stop_uniform_location = 0;
|
|
GLint stops_uniform_location = 0;
|
|
GLint stop0_uniform_location = 0;
|
|
GLint stop1_uniform_location = 0;
|
|
GLint stop2_uniform_location = 0;
|
|
GLint stop3_uniform_location = 0;
|
|
GLint stop4_uniform_location = 0;
|
|
GLint stop5_uniform_location = 0;
|
|
GLint stop6_uniform_location = 0;
|
|
GLint stop7_uniform_location = 0;
|
|
GLint stop_colors_uniform_location = 0;
|
|
GLint stop_color0_uniform_location = 0;
|
|
GLint stop_color1_uniform_location = 0;
|
|
GLint stop_color2_uniform_location = 0;
|
|
GLint stop_color3_uniform_location = 0;
|
|
GLint stop_color4_uniform_location = 0;
|
|
GLint stop_color5_uniform_location = 0;
|
|
GLint stop_color6_uniform_location = 0;
|
|
GLint stop_color7_uniform_location = 0;
|
|
GLint pt_slope_uniform_location = 0;
|
|
GLint repeat_type_uniform_location = 0;
|
|
GLint hor_ver_uniform_location = 0;
|
|
GLint cos_val_uniform_location = 0;
|
|
GLint p1_distance_uniform_location = 0;
|
|
GLint pt_distance_uniform_location = 0;
|
|
|
|
glamor_priv = glamor_get_screen_private(screen);
|
|
glamor_make_current(glamor_priv);
|
|
|
|
/* Create a pixmap with VBO. */
|
|
pixmap = glamor_create_pixmap(screen,
|
|
width, height,
|
|
PIXMAN_FORMAT_DEPTH(format), 0);
|
|
|
|
if (!pixmap)
|
|
goto GRADIENT_FAIL;
|
|
|
|
dst_picture = CreatePicture(0, &pixmap->drawable,
|
|
PictureMatchFormat(screen,
|
|
PIXMAN_FORMAT_DEPTH(format),
|
|
format), 0, 0, serverClient,
|
|
&error);
|
|
|
|
/* Release the reference, picture will hold the last one. */
|
|
glamor_destroy_pixmap(pixmap);
|
|
|
|
if (!dst_picture)
|
|
goto GRADIENT_FAIL;
|
|
|
|
ValidatePicture(dst_picture);
|
|
|
|
stops_count = src_picture->pSourcePict->linear.nstops + 2;
|
|
|
|
/* Because the max value of nstops is unknown, so create a program
|
|
when nstops > LINEAR_LARGE_STOPS. */
|
|
if (stops_count <= LINEAR_SMALL_STOPS) {
|
|
gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][0];
|
|
}
|
|
else if (stops_count <= LINEAR_LARGE_STOPS) {
|
|
gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][1];
|
|
}
|
|
else {
|
|
_glamor_create_linear_gradient_program(screen,
|
|
src_picture->pSourcePict->linear.
|
|
nstops + 2, 1);
|
|
gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2];
|
|
}
|
|
|
|
/* Bind all the uniform vars . */
|
|
n_stop_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "n_stop");
|
|
pt_slope_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "pt_slope");
|
|
repeat_type_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "repeat_type");
|
|
hor_ver_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "hor_ver");
|
|
transform_mat_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "transform_mat");
|
|
cos_val_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "cos_val");
|
|
p1_distance_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "p1_distance");
|
|
pt_distance_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "pt_distance");
|
|
|
|
if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) {
|
|
stop0_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop0");
|
|
stop1_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop1");
|
|
stop2_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop2");
|
|
stop3_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop3");
|
|
stop4_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop4");
|
|
stop5_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop5");
|
|
stop6_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop6");
|
|
stop7_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop7");
|
|
|
|
stop_color0_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop_color0");
|
|
stop_color1_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop_color1");
|
|
stop_color2_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop_color2");
|
|
stop_color3_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop_color3");
|
|
stop_color4_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop_color4");
|
|
stop_color5_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop_color5");
|
|
stop_color6_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop_color6");
|
|
stop_color7_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop_color7");
|
|
}
|
|
else {
|
|
stops_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stops");
|
|
stop_colors_uniform_location =
|
|
glGetUniformLocation(gradient_prog, "stop_colors");
|
|
}
|
|
|
|
glUseProgram(gradient_prog);
|
|
|
|
glUniform1i(repeat_type_uniform_location, src_picture->repeatType);
|
|
|
|
/* set the transform matrix. */
|
|
if (src_picture->transform) {
|
|
_glamor_gradient_convert_trans_matrix(src_picture->transform,
|
|
transform_mat, width, height, 1);
|
|
glUniformMatrix3fv(transform_mat_uniform_location,
|
|
1, 1, &transform_mat[0][0]);
|
|
}
|
|
else {
|
|
glUniformMatrix3fv(transform_mat_uniform_location,
|
|
1, 1, &identity_mat[0][0]);
|
|
}
|
|
|
|
if (!_glamor_gradient_set_pixmap_destination
|
|
(screen, glamor_priv, dst_picture, &xscale, &yscale, x_source, y_source,
|
|
1))
|
|
goto GRADIENT_FAIL;
|
|
|
|
glamor_set_alu(screen, GXcopy);
|
|
|
|
/* Normalize the PTs. */
|
|
glamor_set_normalize_pt(xscale, yscale,
|
|
pixman_fixed_to_double(src_picture->pSourcePict->
|
|
linear.p1.x),
|
|
pixman_fixed_to_double(src_picture->pSourcePict->
|
|
linear.p1.y),
|
|
pt1);
|
|
DEBUGF("pt1:(%f, %f) ---> (%f %f)\n",
|
|
pixman_fixed_to_double(src_picture->pSourcePict->linear.p1.x),
|
|
pixman_fixed_to_double(src_picture->pSourcePict->linear.p1.y),
|
|
pt1[0], pt1[1]);
|
|
|
|
glamor_set_normalize_pt(xscale, yscale,
|
|
pixman_fixed_to_double(src_picture->pSourcePict->
|
|
linear.p2.x),
|
|
pixman_fixed_to_double(src_picture->pSourcePict->
|
|
linear.p2.y),
|
|
pt2);
|
|
DEBUGF("pt2:(%f, %f) ---> (%f %f)\n",
|
|
pixman_fixed_to_double(src_picture->pSourcePict->linear.p2.x),
|
|
pixman_fixed_to_double(src_picture->pSourcePict->linear.p2.y),
|
|
pt2[0], pt2[1]);
|
|
|
|
/* Set all the stops and colors to shader. */
|
|
if (stops_count > LINEAR_SMALL_STOPS) {
|
|
stop_colors = xallocarray(stops_count, 4 * sizeof(float));
|
|
if (stop_colors == NULL) {
|
|
ErrorF("Failed to allocate stop_colors memory.\n");
|
|
goto GRADIENT_FAIL;
|
|
}
|
|
|
|
n_stops = xallocarray(stops_count, sizeof(float));
|
|
if (n_stops == NULL) {
|
|
ErrorF("Failed to allocate n_stops memory.\n");
|
|
goto GRADIENT_FAIL;
|
|
}
|
|
}
|
|
else {
|
|
stop_colors = stop_colors_st;
|
|
n_stops = n_stops_st;
|
|
}
|
|
|
|
count =
|
|
_glamor_gradient_set_stops(src_picture,
|
|
&src_picture->pSourcePict->gradient,
|
|
stop_colors, n_stops);
|
|
|
|
if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) {
|
|
int j = 0;
|
|
|
|
glUniform4f(stop_color0_uniform_location,
|
|
stop_colors[4 * j + 0], stop_colors[4 * j + 1],
|
|
stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
|
|
j++;
|
|
glUniform4f(stop_color1_uniform_location,
|
|
stop_colors[4 * j + 0], stop_colors[4 * j + 1],
|
|
stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
|
|
j++;
|
|
glUniform4f(stop_color2_uniform_location,
|
|
stop_colors[4 * j + 0], stop_colors[4 * j + 1],
|
|
stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
|
|
j++;
|
|
glUniform4f(stop_color3_uniform_location,
|
|
stop_colors[4 * j + 0], stop_colors[4 * j + 1],
|
|
stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
|
|
j++;
|
|
glUniform4f(stop_color4_uniform_location,
|
|
stop_colors[4 * j + 0], stop_colors[4 * j + 1],
|
|
stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
|
|
j++;
|
|
glUniform4f(stop_color5_uniform_location,
|
|
stop_colors[4 * j + 0], stop_colors[4 * j + 1],
|
|
stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
|
|
j++;
|
|
glUniform4f(stop_color6_uniform_location,
|
|
stop_colors[4 * j + 0], stop_colors[4 * j + 1],
|
|
stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
|
|
j++;
|
|
glUniform4f(stop_color7_uniform_location,
|
|
stop_colors[4 * j + 0], stop_colors[4 * j + 1],
|
|
stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
|
|
|
|
j = 0;
|
|
glUniform1f(stop0_uniform_location, n_stops[j++]);
|
|
glUniform1f(stop1_uniform_location, n_stops[j++]);
|
|
glUniform1f(stop2_uniform_location, n_stops[j++]);
|
|
glUniform1f(stop3_uniform_location, n_stops[j++]);
|
|
glUniform1f(stop4_uniform_location, n_stops[j++]);
|
|
glUniform1f(stop5_uniform_location, n_stops[j++]);
|
|
glUniform1f(stop6_uniform_location, n_stops[j++]);
|
|
glUniform1f(stop7_uniform_location, n_stops[j++]);
|
|
|
|
glUniform1i(n_stop_uniform_location, count);
|
|
}
|
|
else {
|
|
glUniform4fv(stop_colors_uniform_location, count, stop_colors);
|
|
glUniform1fv(stops_uniform_location, count, n_stops);
|
|
glUniform1i(n_stop_uniform_location, count);
|
|
}
|
|
|
|
if (src_picture->pSourcePict->linear.p2.y == src_picture->pSourcePict->linear.p1.y) { // The horizontal case.
|
|
glUniform1i(hor_ver_uniform_location, 1);
|
|
DEBUGF("p1.y: %f, p2.y: %f, enter the horizontal case\n",
|
|
pt1[1], pt2[1]);
|
|
|
|
p1_distance = pt1[0];
|
|
pt_distance = (pt2[0] - p1_distance);
|
|
glUniform1f(p1_distance_uniform_location, p1_distance);
|
|
glUniform1f(pt_distance_uniform_location, pt_distance);
|
|
}
|
|
else {
|
|
/* The slope need to compute here. In shader, the viewport set will change
|
|
the original slope and the slope which is vertical to it will not be correct. */
|
|
slope = -(float) (src_picture->pSourcePict->linear.p2.x
|
|
- src_picture->pSourcePict->linear.p1.x) /
|
|
(float) (src_picture->pSourcePict->linear.p2.y
|
|
- src_picture->pSourcePict->linear.p1.y);
|
|
slope = slope * yscale / xscale;
|
|
glUniform1f(pt_slope_uniform_location, slope);
|
|
glUniform1i(hor_ver_uniform_location, 0);
|
|
|
|
cos_val = sqrt(1.0 / (slope * slope + 1.0));
|
|
glUniform1f(cos_val_uniform_location, cos_val);
|
|
|
|
p1_distance = (pt1[1] - pt1[0] * slope) * cos_val;
|
|
pt_distance = (pt2[1] - pt2[0] * slope) * cos_val - p1_distance;
|
|
glUniform1f(p1_distance_uniform_location, p1_distance);
|
|
glUniform1f(pt_distance_uniform_location, pt_distance);
|
|
}
|
|
|
|
/* Now rendering. */
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
/* Do the clear logic. */
|
|
if (stops_count > LINEAR_SMALL_STOPS) {
|
|
free(n_stops);
|
|
free(stop_colors);
|
|
}
|
|
|
|
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
|
|
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
|
|
|
|
return dst_picture;
|
|
|
|
GRADIENT_FAIL:
|
|
if (dst_picture) {
|
|
FreePicture(dst_picture, 0);
|
|
}
|
|
|
|
if (stops_count > LINEAR_SMALL_STOPS) {
|
|
if (n_stops)
|
|
free(n_stops);
|
|
if (stop_colors)
|
|
free(stop_colors);
|
|
}
|
|
|
|
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
|
|
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
|
|
return NULL;
|
|
}
|
|
|
|
#endif /* End of GLAMOR_GRADIENT_SHADER */
|