e927c03e30
Note that indirect GLX is now disbled by default.
99 lines
3.6 KiB
C
99 lines
3.6 KiB
C
/*
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* Copyright © 2014 Keith Packard
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*
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* Permission to use, copy, modify, distribute, and sell this software and its
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* documentation for any purpose is hereby granted without fee, provided that
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* the above copyright notice appear in all copies and that both that copyright
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* notice and this permission notice appear in supporting documentation, and
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* that the name of the copyright holders not be used in advertising or
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* publicity pertaining to distribution of the software without specific,
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* written prior permission. The copyright holders make no representations
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* about the suitability of this software for any purpose. It is provided "as
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* is" without express or implied warranty.
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*
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* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
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* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
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* EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
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* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
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* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
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* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
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* OF THIS SOFTWARE.
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*/
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#ifndef _GLAMOR_TRANSFORM_H_
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#define _GLAMOR_TRANSFORM_H_
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void
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glamor_set_destination_drawable(DrawablePtr drawable,
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int box_index,
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Bool do_drawable_translate,
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Bool center_offset,
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GLint matrix_uniform_location,
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int *p_off_x,
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int *p_off_y);
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void
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glamor_set_color_depth(ScreenPtr pScreen,
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int depth,
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CARD32 pixel,
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GLint uniform);
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static inline void
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glamor_set_color(PixmapPtr pixmap,
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CARD32 pixel,
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GLint uniform)
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{
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glamor_set_color_depth(pixmap->drawable.pScreen,
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pixmap->drawable.depth, pixel, uniform);
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}
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Bool
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glamor_set_texture_pixmap(PixmapPtr texture);
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Bool
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glamor_set_texture(PixmapPtr texture,
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int off_x,
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int off_y,
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GLint offset_uniform,
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GLint size_uniform);
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Bool
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glamor_set_solid(PixmapPtr pixmap,
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GCPtr gc,
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Bool use_alu,
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GLint uniform);
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Bool
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glamor_set_tiled(PixmapPtr pixmap,
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GCPtr gc,
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GLint offset_uniform,
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GLint size_uniform);
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Bool
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glamor_set_stippled(PixmapPtr pixmap,
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GCPtr gc,
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GLint fg_uniform,
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GLint offset_uniform,
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GLint size_uniform);
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/*
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* Vertex shader bits that transform X coordinates to pixmap
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* coordinates using the matrix computed above
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*/
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#define GLAMOR_DECLARE_MATRIX "uniform vec4 v_matrix;\n"
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#define GLAMOR_X_POS(x) #x " *v_matrix.x + v_matrix.y"
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#define GLAMOR_Y_POS(y) #y " *v_matrix.z + v_matrix.w"
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#if 0
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#define GLAMOR_POS(dst,src) \
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" " #dst ".x = " #src ".x * v_matrix.x + v_matrix.y;\n" \
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" " #dst ".y = " #src ".y * v_matrix.z + v_matrix.w;\n" \
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" " #dst ".z = 0.0;\n" \
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" " #dst ".w = 1.0;\n"
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#endif
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#define GLAMOR_POS(dst,src) \
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" " #dst ".xy = " #src ".xy * v_matrix.xz + v_matrix.yw;\n" \
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" " #dst ".zw = vec2(0.0,1.0);\n"
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#endif /* _GLAMOR_TRANSFORM_H_ */
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