xenocara/xserver/glamor/glamor_transform.h
matthieu e927c03e30 Update to xserver 1.18.3. Tested by shadchin@ and naddy@.
Note that indirect GLX is now disbled by default.
2016-05-29 12:02:34 +00:00

99 lines
3.6 KiB
C

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