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xserver with xephyr scale patch
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glamor_gradient.c (55883B)


      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 static char *
     42 _glamor_create_getcolor_fs_source(ScreenPtr screen, int stops_count,
     43                                   int use_array)
     44 {
     45     char *gradient_fs = NULL;
     46 
     47 #define gradient_fs_getcolor\
     48 	    GLAMOR_DEFAULT_PRECISION\
     49 	    "uniform int n_stop;\n"\
     50 	    "uniform float stops[%d];\n"\
     51 	    "uniform vec4 stop_colors[%d];\n"\
     52 	    "vec4 get_color(float stop_len)\n"\
     53 	    "{\n"\
     54 	    "    int i = 0;\n"\
     55 	    "    vec4 stop_color_before;\n"\
     56 	    "    vec4 gradient_color;\n"\
     57 	    "    float stop_delta;\n"\
     58 	    "    float percentage; \n"\
     59 	    "    \n"\
     60 	    "    if(stop_len < stops[0])\n"\
     61 	    "        return vec4(0.0, 0.0, 0.0, 0.0); \n"\
     62 	    "    for(i = 1; i < n_stop; i++) {\n"\
     63 	    "        if(stop_len < stops[i])\n"\
     64 	    "            break; \n"\
     65 	    "    }\n"\
     66 	    "    if(i == n_stop)\n"\
     67 	    "        return vec4(0.0, 0.0, 0.0, 0.0); \n"\
     68 	    "    \n"\
     69 	    "    stop_color_before = stop_colors[i-1];\n"\
     70 	    "    stop_delta = stops[i] - stops[i-1];\n"\
     71 	    "    if(stop_delta > 2.0)\n"\
     72 	    "        percentage = 0.0;\n" /*For comply with pixman, walker->stepper overflow.*/\
     73 	    "    else if(stop_delta < 0.000001)\n"\
     74 	    "        percentage = 0.0;\n"\
     75 	    "    else \n"\
     76 	    "        percentage = (stop_len - stops[i-1])/stop_delta;\n"\
     77 	    "    \n"\
     78 	    "    gradient_color = stop_color_before;\n"\
     79 	    "    if(percentage != 0.0)\n"\
     80 	    "        gradient_color += (stop_colors[i] - gradient_color)*percentage;\n"\
     81 	    "    return vec4(gradient_color.rgb * gradient_color.a, gradient_color.a);\n"\
     82 	    "}\n"
     83 
     84     /* Because the array access for shader is very slow, the performance is very low
     85        if use array. So use global uniform to replace for it if the number of n_stops is small. */
     86     const char *gradient_fs_getcolor_no_array =
     87         GLAMOR_DEFAULT_PRECISION
     88         "uniform int n_stop;\n"
     89         "uniform float stop0;\n"
     90         "uniform float stop1;\n"
     91         "uniform float stop2;\n"
     92         "uniform float stop3;\n"
     93         "uniform float stop4;\n"
     94         "uniform float stop5;\n"
     95         "uniform float stop6;\n"
     96         "uniform float stop7;\n"
     97         "uniform vec4 stop_color0;\n"
     98         "uniform vec4 stop_color1;\n"
     99         "uniform vec4 stop_color2;\n"
    100         "uniform vec4 stop_color3;\n"
    101         "uniform vec4 stop_color4;\n"
    102         "uniform vec4 stop_color5;\n"
    103         "uniform vec4 stop_color6;\n"
    104         "uniform vec4 stop_color7;\n"
    105         "\n"
    106         "vec4 get_color(float stop_len)\n"
    107         "{\n"
    108         "    vec4 stop_color_before;\n"
    109         "    vec4 stop_color_after;\n"
    110         "    vec4 gradient_color;\n"
    111         "    float stop_before;\n"
    112         "    float stop_delta;\n"
    113         "    float percentage; \n"
    114         "    \n"
    115         "    if((stop_len < stop0) && (n_stop >= 1)) {\n"
    116         "        stop_color_before = vec4(0.0, 0.0, 0.0, 0.0);\n"
    117         "        stop_delta = 0.0;\n"
    118         "    } else if((stop_len < stop1) && (n_stop >= 2)) {\n"
    119         "        stop_color_before = stop_color0;\n"
    120         "        stop_color_after = stop_color1;\n"
    121         "        stop_before = stop0;\n"
    122         "        stop_delta = stop1 - stop0;\n"
    123         "    } else if((stop_len < stop2) && (n_stop >= 3)) {\n"
    124         "        stop_color_before = stop_color1;\n"
    125         "        stop_color_after = stop_color2;\n"
    126         "        stop_before = stop1;\n"
    127         "        stop_delta = stop2 - stop1;\n"
    128         "    } else if((stop_len < stop3) && (n_stop >= 4)){\n"
    129         "        stop_color_before = stop_color2;\n"
    130         "        stop_color_after = stop_color3;\n"
    131         "        stop_before = stop2;\n"
    132         "        stop_delta = stop3 - stop2;\n"
    133         "    } else if((stop_len < stop4) && (n_stop >= 5)){\n"
    134         "        stop_color_before = stop_color3;\n"
    135         "        stop_color_after = stop_color4;\n"
    136         "        stop_before = stop3;\n"
    137         "        stop_delta = stop4 - stop3;\n"
    138         "    } else if((stop_len < stop5) && (n_stop >= 6)){\n"
    139         "        stop_color_before = stop_color4;\n"
    140         "        stop_color_after = stop_color5;\n"
    141         "        stop_before = stop4;\n"
    142         "        stop_delta = stop5 - stop4;\n"
    143         "    } else if((stop_len < stop6) && (n_stop >= 7)){\n"
    144         "        stop_color_before = stop_color5;\n"
    145         "        stop_color_after = stop_color6;\n"
    146         "        stop_before = stop5;\n"
    147         "        stop_delta = stop6 - stop5;\n"
    148         "    } else if((stop_len < stop7) && (n_stop >= 8)){\n"
    149         "        stop_color_before = stop_color6;\n"
    150         "        stop_color_after = stop_color7;\n"
    151         "        stop_before = stop6;\n"
    152         "        stop_delta = stop7 - stop6;\n"
    153         "    } else {\n"
    154         "        stop_color_before = vec4(0.0, 0.0, 0.0, 0.0);\n"
    155         "        stop_delta = 0.0;\n"
    156         "    }\n"
    157         "    if(stop_delta > 2.0)\n"
    158         "        percentage = 0.0;\n" //For comply with pixman, walker->stepper overflow.
    159         "    else if(stop_delta < 0.000001)\n"
    160         "        percentage = 0.0;\n"
    161         "    else\n"
    162         "        percentage = (stop_len - stop_before)/stop_delta;\n"
    163         "    \n"
    164         "    gradient_color = stop_color_before;\n"
    165         "    if(percentage != 0.0)\n"
    166         "        gradient_color += (stop_color_after - gradient_color)*percentage;\n"
    167         "    return vec4(gradient_color.rgb * gradient_color.a, gradient_color.a);\n"
    168         "}\n";
    169 
    170     if (use_array) {
    171         XNFasprintf(&gradient_fs,
    172                     gradient_fs_getcolor, stops_count, stops_count);
    173         return gradient_fs;
    174     }
    175     else {
    176         return XNFstrdup(gradient_fs_getcolor_no_array);
    177     }
    178 }
    179 
    180 static void
    181 _glamor_create_radial_gradient_program(ScreenPtr screen, int stops_count,
    182                                        int dyn_gen)
    183 {
    184     glamor_screen_private *glamor_priv;
    185     int index;
    186 
    187     GLint gradient_prog = 0;
    188     char *gradient_fs = NULL;
    189     GLint fs_prog, vs_prog;
    190 
    191     const char *gradient_vs =
    192         GLAMOR_DEFAULT_PRECISION
    193         "attribute vec4 v_position;\n"
    194         "attribute vec4 v_texcoord;\n"
    195         "varying vec2 source_texture;\n"
    196         "\n"
    197         "void main()\n"
    198         "{\n"
    199         "    gl_Position = v_position;\n"
    200         "    source_texture = v_texcoord.xy;\n"
    201         "}\n";
    202 
    203     /*
    204      *     Refer to pixman radial gradient.
    205      *
    206      *     The problem is given the two circles of c1 and c2 with the radius of r1 and
    207      *     r1, we need to calculate the t, which is used to do interpolate with stops,
    208      *     using the fomula:
    209      *     length((1-t)*c1 + t*c2 - p) = (1-t)*r1 + t*r2
    210      *     expand the fomula with xy coond, get the following:
    211      *     sqrt(sqr((1-t)*c1.x + t*c2.x - p.x) + sqr((1-t)*c1.y + t*c2.y - p.y))
    212      *           = (1-t)r1 + t*r2
    213      *     <====> At*t- 2Bt + C = 0
    214      *     where A = sqr(c2.x - c1.x) + sqr(c2.y - c1.y) - sqr(r2 -r1)
    215      *           B = (p.x - c1.x)*(c2.x - c1.x) + (p.y - c1.y)*(c2.y - c1.y) + r1*(r2 -r1)
    216      *           C = sqr(p.x - c1.x) + sqr(p.y - c1.y) - r1*r1
    217      *
    218      *     solve the fomula and we get the result of
    219      *     t = (B + sqrt(B*B - A*C)) / A  or
    220      *     t = (B - sqrt(B*B - A*C)) / A  (quadratic equation have two solutions)
    221      *
    222      *     The solution we are going to prefer is the bigger one, unless the
    223      *     radius associated to it is negative (or it falls outside the valid t range)
    224      */
    225 
    226 #define gradient_radial_fs_template\
    227 	    GLAMOR_DEFAULT_PRECISION\
    228 	    "uniform mat3 transform_mat;\n"\
    229 	    "uniform int repeat_type;\n"\
    230 	    "uniform float A_value;\n"\
    231 	    "uniform vec2 c1;\n"\
    232 	    "uniform float r1;\n"\
    233 	    "uniform vec2 c2;\n"\
    234 	    "uniform float r2;\n"\
    235 	    "varying vec2 source_texture;\n"\
    236 	    "\n"\
    237 	    "vec4 get_color(float stop_len);\n"\
    238 	    "\n"\
    239 	    "int t_invalid;\n"\
    240 	    "\n"\
    241 	    "float get_stop_len()\n"\
    242 	    "{\n"\
    243 	    "    float t = 0.0;\n"\
    244 	    "    float sqrt_value;\n"\
    245 	    "    t_invalid = 0;\n"\
    246 	    "    \n"\
    247 	    "    vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"\
    248 	    "    vec3 source_texture_trans = transform_mat * tmp;\n"\
    249 	    "    source_texture_trans.xy = source_texture_trans.xy/source_texture_trans.z;\n"\
    250 	    "    float B_value = (source_texture_trans.x - c1.x) * (c2.x - c1.x)\n"\
    251 	    "                     + (source_texture_trans.y - c1.y) * (c2.y - c1.y)\n"\
    252 	    "                     + r1 * (r2 - r1);\n"\
    253 	    "    float C_value = (source_texture_trans.x - c1.x) * (source_texture_trans.x - c1.x)\n"\
    254 	    "                     + (source_texture_trans.y - c1.y) * (source_texture_trans.y - c1.y)\n"\
    255 	    "                     - r1*r1;\n"\
    256 	    "    if(abs(A_value) < 0.00001) {\n"\
    257 	    "        if(B_value == 0.0) {\n"\
    258 	    "            t_invalid = 1;\n"\
    259 	    "            return t;\n"\
    260 	    "        }\n"\
    261 	    "        t = 0.5 * C_value / B_value;"\
    262 	    "    } else {\n"\
    263 	    "        sqrt_value = B_value * B_value - A_value * C_value;\n"\
    264 	    "        if(sqrt_value < 0.0) {\n"\
    265 	    "            t_invalid = 1;\n"\
    266 	    "            return t;\n"\
    267 	    "        }\n"\
    268 	    "        sqrt_value = sqrt(sqrt_value);\n"\
    269 	    "        t = (B_value + sqrt_value) / A_value;\n"\
    270 	    "    }\n"\
    271 	    "    if(repeat_type == %d) {\n" /* RepeatNone case. */\
    272 	    "        if((t <= 0.0) || (t > 1.0))\n"\
    273 	    /*           try another if first one invalid*/\
    274 	    "            t = (B_value - sqrt_value) / A_value;\n"\
    275 	    "        \n"\
    276 	    "        if((t <= 0.0) || (t > 1.0)) {\n" /*still invalid, return.*/\
    277 	    "            t_invalid = 1;\n"\
    278 	    "            return t;\n"\
    279 	    "        }\n"\
    280 	    "    } else {\n"\
    281 	    "        if(t * (r2 - r1) <= -1.0 * r1)\n"\
    282 	    /*           try another if first one invalid*/\
    283 	    "            t = (B_value - sqrt_value) / A_value;\n"\
    284 	    "        \n"\
    285 	    "        if(t * (r2 -r1) <= -1.0 * r1) {\n" /*still invalid, return.*/\
    286 	    "            t_invalid = 1;\n"\
    287 	    "            return t;\n"\
    288 	    "        }\n"\
    289 	    "    }\n"\
    290 	    "    \n"\
    291 	    "    if(repeat_type == %d){\n" /* repeat normal*/\
    292 	    "        t = fract(t);\n"\
    293 	    "    }\n"\
    294 	    "    \n"\
    295 	    "    if(repeat_type == %d) {\n" /* repeat reflect*/\
    296 	    "        t = abs(fract(t * 0.5 + 0.5) * 2.0 - 1.0);\n"\
    297 	    "    }\n"\
    298 	    "    \n"\
    299 	    "    return t;\n"\
    300 	    "}\n"\
    301 	    "\n"\
    302 	    "void main()\n"\
    303 	    "{\n"\
    304 	    "    float stop_len = get_stop_len();\n"\
    305 	    "    if(t_invalid == 1) {\n"\
    306 	    "        gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n"\
    307 	    "    } else {\n"\
    308 	    "        gl_FragColor = get_color(stop_len);\n"\
    309 	    "    }\n"\
    310 	    "}\n"\
    311 	    "\n"\
    312             "%s\n" /* fs_getcolor_source */
    313     char *fs_getcolor_source;
    314 
    315     glamor_priv = glamor_get_screen_private(screen);
    316 
    317     if ((glamor_priv->radial_max_nstops >= stops_count) && (dyn_gen)) {
    318         /* Very Good, not to generate again. */
    319         return;
    320     }
    321 
    322     glamor_make_current(glamor_priv);
    323 
    324     if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]) {
    325         glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2]);
    326         glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2] = 0;
    327     }
    328 
    329     gradient_prog = glCreateProgram();
    330 
    331     vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, gradient_vs);
    332 
    333     fs_getcolor_source =
    334         _glamor_create_getcolor_fs_source(screen, stops_count,
    335                                           (stops_count > 0));
    336 
    337     XNFasprintf(&gradient_fs,
    338                 gradient_radial_fs_template,
    339                 PIXMAN_REPEAT_NONE, PIXMAN_REPEAT_NORMAL,
    340                 PIXMAN_REPEAT_REFLECT,
    341                 fs_getcolor_source);
    342 
    343     fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, gradient_fs);
    344 
    345     free(gradient_fs);
    346     free(fs_getcolor_source);
    347 
    348     glAttachShader(gradient_prog, vs_prog);
    349     glAttachShader(gradient_prog, fs_prog);
    350     glDeleteShader(vs_prog);
    351     glDeleteShader(fs_prog);
    352 
    353     glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_position");
    354     glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord");
    355 
    356     glamor_link_glsl_prog(screen, gradient_prog, "radial gradient");
    357 
    358     if (dyn_gen) {
    359         index = 2;
    360         glamor_priv->radial_max_nstops = stops_count;
    361     }
    362     else if (stops_count) {
    363         index = 1;
    364     }
    365     else {
    366         index = 0;
    367     }
    368 
    369     glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][index] = gradient_prog;
    370 }
    371 
    372 static void
    373 _glamor_create_linear_gradient_program(ScreenPtr screen, int stops_count,
    374                                        int dyn_gen)
    375 {
    376     glamor_screen_private *glamor_priv;
    377 
    378     int index = 0;
    379     GLint gradient_prog = 0;
    380     char *gradient_fs = NULL;
    381     GLint fs_prog, vs_prog;
    382 
    383     const char *gradient_vs =
    384         GLAMOR_DEFAULT_PRECISION
    385         "attribute vec4 v_position;\n"
    386         "attribute vec4 v_texcoord;\n"
    387         "varying vec2 source_texture;\n"
    388         "\n"
    389         "void main()\n"
    390         "{\n"
    391         "    gl_Position = v_position;\n"
    392         "    source_texture = v_texcoord.xy;\n"
    393         "}\n";
    394 
    395     /*
    396      *                                      |
    397      *                                      |\
    398      *                                      | \
    399      *                                      |  \
    400      *                                      |   \
    401      *                                      |\   \
    402      *                                      | \   \
    403      *     cos_val =                        |\ p1d \   /
    404      *      sqrt(1/(slope*slope+1.0))  ------>\ \   \ /
    405      *                                      |  \ \   \
    406      *                                      |   \ \ / \
    407      *                                      |    \ *Pt1\
    408      *         *p1                          |     \     \     *P
    409      *          \                           |    / \     \   /
    410      *           \                          |   /   \     \ /
    411      *            \                         |       pd     \
    412      *             \                        |         \   / \
    413      *            p2*                       |          \ /   \       /
    414      *        slope = (p2.y - p1.y) /       |           /     p2d   /
    415      *                    (p2.x - p1.x)     |          /       \   /
    416      *                                      |         /         \ /
    417      *                                      |        /           /
    418      *                                      |       /           /
    419      *                                      |      /           *Pt2
    420      *                                      |                 /
    421      *                                      |                /
    422      *                                      |               /
    423      *                                      |              /
    424      *                                      |             /
    425      *                               -------+---------------------------------
    426      *                                     O|
    427      *                                      |
    428      *                                      |
    429      *
    430      *      step 1: compute the distance of p, pt1 and pt2 in the slope direction.
    431      *              Calculate the distance on Y axis first and multiply cos_val to
    432      *              get the value on slope direction(pd, p1d and p2d represent the
    433      *              distance of p, pt1, and pt2 respectively).
    434      *
    435      *      step 2: calculate the percentage of (pd - p1d)/(p2d - p1d).
    436      *              If (pd - p1d) > (p2d - p1d) or < 0, then sub or add (p2d - p1d)
    437      *              to make it in the range of [0, (p2d - p1d)].
    438      *
    439      *      step 3: compare the percentage to every stop and find the stpos just
    440      *              before and after it. Use the interpolation fomula to compute RGBA.
    441      */
    442 
    443 #define gradient_fs_template	\
    444 	    GLAMOR_DEFAULT_PRECISION\
    445 	    "uniform mat3 transform_mat;\n"\
    446 	    "uniform int repeat_type;\n"\
    447 	    "uniform int hor_ver;\n"\
    448 	    "uniform float pt_slope;\n"\
    449 	    "uniform float cos_val;\n"\
    450 	    "uniform float p1_distance;\n"\
    451 	    "uniform float pt_distance;\n"\
    452 	    "varying vec2 source_texture;\n"\
    453 	    "\n"\
    454 	    "vec4 get_color(float stop_len);\n"\
    455 	    "\n"\
    456 	    "float get_stop_len()\n"\
    457 	    "{\n"\
    458 	    "    vec3 tmp = vec3(source_texture.x, source_texture.y, 1.0);\n"\
    459 	    "    float distance;\n"\
    460 	    "    float _p1_distance;\n"\
    461 	    "    float _pt_distance;\n"\
    462 	    "    float y_dist;\n"\
    463 	    "    vec3 source_texture_trans = transform_mat * tmp;\n"\
    464 	    "    \n"\
    465 	    "    if(hor_ver == 0) { \n" /*Normal case.*/\
    466 	    "        y_dist = source_texture_trans.y - source_texture_trans.x*pt_slope;\n"\
    467 	    "        distance = y_dist * cos_val;\n"\
    468 	    "        _p1_distance = p1_distance * source_texture_trans.z;\n"\
    469 	    "        _pt_distance = pt_distance * source_texture_trans.z;\n"\
    470 	    "        \n"\
    471 	    "    } else if (hor_ver == 1) {\n"/*horizontal case.*/\
    472 	    "        distance = source_texture_trans.x;\n"\
    473 	    "        _p1_distance = p1_distance * source_texture_trans.z;\n"\
    474 	    "        _pt_distance = pt_distance * source_texture_trans.z;\n"\
    475 	    "    } \n"\
    476 	    "    \n"\
    477 	    "    distance = (distance - _p1_distance) / _pt_distance;\n"\
    478 	    "    \n"\
    479 	    "    if(repeat_type == %d){\n" /* repeat normal*/\
    480 	    "        distance = fract(distance);\n"\
    481 	    "    }\n"\
    482 	    "    \n"\
    483 	    "    if(repeat_type == %d) {\n" /* repeat reflect*/\
    484 	    "        distance = abs(fract(distance * 0.5 + 0.5) * 2.0 - 1.0);\n"\
    485 	    "    }\n"\
    486 	    "    \n"\
    487 	    "    return distance;\n"\
    488 	    "}\n"\
    489 	    "\n"\
    490 	    "void main()\n"\
    491 	    "{\n"\
    492 	    "    float stop_len = get_stop_len();\n"\
    493 	    "    gl_FragColor = get_color(stop_len);\n"\
    494 	    "}\n"\
    495 	    "\n"\
    496             "%s" /* fs_getcolor_source */
    497     char *fs_getcolor_source;
    498 
    499     glamor_priv = glamor_get_screen_private(screen);
    500 
    501     if ((glamor_priv->linear_max_nstops >= stops_count) && (dyn_gen)) {
    502         /* Very Good, not to generate again. */
    503         return;
    504     }
    505 
    506     glamor_make_current(glamor_priv);
    507     if (dyn_gen && glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]) {
    508         glDeleteProgram(glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2]);
    509         glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2] = 0;
    510     }
    511 
    512     gradient_prog = glCreateProgram();
    513 
    514     vs_prog = glamor_compile_glsl_prog(GL_VERTEX_SHADER, gradient_vs);
    515 
    516     fs_getcolor_source =
    517         _glamor_create_getcolor_fs_source(screen, stops_count, stops_count > 0);
    518 
    519     XNFasprintf(&gradient_fs,
    520                 gradient_fs_template,
    521                 PIXMAN_REPEAT_NORMAL, PIXMAN_REPEAT_REFLECT,
    522                 fs_getcolor_source);
    523 
    524     fs_prog = glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, gradient_fs);
    525     free(gradient_fs);
    526     free(fs_getcolor_source);
    527 
    528     glAttachShader(gradient_prog, vs_prog);
    529     glAttachShader(gradient_prog, fs_prog);
    530     glDeleteShader(vs_prog);
    531     glDeleteShader(fs_prog);
    532 
    533     glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_POS, "v_position");
    534     glBindAttribLocation(gradient_prog, GLAMOR_VERTEX_SOURCE, "v_texcoord");
    535 
    536     glamor_link_glsl_prog(screen, gradient_prog, "linear gradient");
    537 
    538     if (dyn_gen) {
    539         index = 2;
    540         glamor_priv->linear_max_nstops = stops_count;
    541     }
    542     else if (stops_count) {
    543         index = 1;
    544     }
    545     else {
    546         index = 0;
    547     }
    548 
    549     glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][index] = gradient_prog;
    550 }
    551 
    552 void
    553 glamor_init_gradient_shader(ScreenPtr screen)
    554 {
    555     glamor_screen_private *glamor_priv;
    556     int i;
    557 
    558     glamor_priv = glamor_get_screen_private(screen);
    559 
    560     for (i = 0; i < 3; i++) {
    561         glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][i] = 0;
    562         glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][i] = 0;
    563     }
    564     glamor_priv->linear_max_nstops = 0;
    565     glamor_priv->radial_max_nstops = 0;
    566 
    567     _glamor_create_linear_gradient_program(screen, 0, 0);
    568     _glamor_create_linear_gradient_program(screen, LINEAR_LARGE_STOPS, 0);
    569 
    570     _glamor_create_radial_gradient_program(screen, 0, 0);
    571     _glamor_create_radial_gradient_program(screen, RADIAL_LARGE_STOPS, 0);
    572 }
    573 
    574 static void
    575 _glamor_gradient_convert_trans_matrix(PictTransform *from, float to[3][3],
    576                                       int width, int height, int normalize)
    577 {
    578     /*
    579      * Because in the shader program, we normalize all the pixel cood to [0, 1],
    580      * so with the transform matrix, the correct logic should be:
    581      * v_s = A*T*v
    582      * v_s: point vector in shader after normalized.
    583      * A: The transition matrix from   width X height --> 1.0 X 1.0
    584      * T: The transform matrix.
    585      * v: point vector in width X height space.
    586      *
    587      * result is OK if we use this fomula. But for every point in width X height space,
    588      * we can just use their normalized point vector in shader, namely we can just
    589      * use the result of A*v in shader. So we have no chance to insert T in A*v.
    590      * We can just convert v_s = A*T*v to v_s = A*T*inv(A)*A*v, where inv(A) is the
    591      * inverse matrix of A. Now, v_s = (A*T*inv(A)) * (A*v)
    592      * So, to get the correct v_s, we need to cacula1 the matrix: (A*T*inv(A)), and
    593      * we name this matrix T_s.
    594      *
    595      * Firstly, because A is for the scale conversion, we find
    596      *      --         --
    597      *      |1/w  0   0 |
    598      * A =  | 0  1/h  0 |
    599      *      | 0   0  1.0|
    600      *      --         --
    601      * so T_s = A*T*inv(a) and result
    602      *
    603      *       --                      --
    604      *       | t11      h*t12/w  t13/w|
    605      * T_s = | w*t21/h  t22      t23/h|
    606      *       | w*t31    h*t32    t33  |
    607      *       --                      --
    608      */
    609 
    610     to[0][0] = (float) pixman_fixed_to_double(from->matrix[0][0]);
    611     to[0][1] = (float) pixman_fixed_to_double(from->matrix[0][1])
    612         * (normalize ? (((float) height) / ((float) width)) : 1.0);
    613     to[0][2] = (float) pixman_fixed_to_double(from->matrix[0][2])
    614         / (normalize ? ((float) width) : 1.0);
    615 
    616     to[1][0] = (float) pixman_fixed_to_double(from->matrix[1][0])
    617         * (normalize ? (((float) width) / ((float) height)) : 1.0);
    618     to[1][1] = (float) pixman_fixed_to_double(from->matrix[1][1]);
    619     to[1][2] = (float) pixman_fixed_to_double(from->matrix[1][2])
    620         / (normalize ? ((float) height) : 1.0);
    621 
    622     to[2][0] = (float) pixman_fixed_to_double(from->matrix[2][0])
    623         * (normalize ? ((float) width) : 1.0);
    624     to[2][1] = (float) pixman_fixed_to_double(from->matrix[2][1])
    625         * (normalize ? ((float) height) : 1.0);
    626     to[2][2] = (float) pixman_fixed_to_double(from->matrix[2][2]);
    627 
    628     DEBUGF("the transform matrix is:\n%f\t%f\t%f\n%f\t%f\t%f\n%f\t%f\t%f\n",
    629            to[0][0], to[0][1], to[0][2],
    630            to[1][0], to[1][1], to[1][2], to[2][0], to[2][1], to[2][2]);
    631 }
    632 
    633 static int
    634 _glamor_gradient_set_pixmap_destination(ScreenPtr screen,
    635                                         glamor_screen_private *glamor_priv,
    636                                         PicturePtr dst_picture,
    637                                         GLfloat *xscale, GLfloat *yscale,
    638                                         int x_source, int y_source,
    639                                         int tex_normalize)
    640 {
    641     glamor_pixmap_private *pixmap_priv;
    642     PixmapPtr pixmap = NULL;
    643     GLfloat *v;
    644     char *vbo_offset;
    645 
    646     pixmap = glamor_get_drawable_pixmap(dst_picture->pDrawable);
    647     pixmap_priv = glamor_get_pixmap_private(pixmap);
    648 
    649     if (!GLAMOR_PIXMAP_PRIV_HAS_FBO(pixmap_priv)) {     /* should always have here. */
    650         return 0;
    651     }
    652 
    653     glamor_set_destination_pixmap_priv_nc(glamor_priv, pixmap, pixmap_priv);
    654 
    655     pixmap_priv_get_dest_scale(pixmap, pixmap_priv, xscale, yscale);
    656 
    657     DEBUGF("xscale = %f, yscale = %f,"
    658            " x_source = %d, y_source = %d, width = %d, height = %d\n",
    659            *xscale, *yscale, x_source, y_source,
    660            dst_picture->pDrawable->width, dst_picture->pDrawable->height);
    661 
    662     v = glamor_get_vbo_space(screen, 16 * sizeof(GLfloat), &vbo_offset);
    663 
    664     glamor_set_normalize_vcoords_tri_strip(*xscale, *yscale,
    665                                            0, 0,
    666                                            (INT16) (dst_picture->pDrawable->
    667                                                     width),
    668                                            (INT16) (dst_picture->pDrawable->
    669                                                     height),
    670                                            v);
    671 
    672     if (tex_normalize) {
    673         glamor_set_normalize_tcoords_tri_stripe(*xscale, *yscale,
    674                                                 x_source, y_source,
    675                                                 (INT16) (dst_picture->
    676                                                          pDrawable->width +
    677                                                          x_source),
    678                                                 (INT16) (dst_picture->
    679                                                          pDrawable->height +
    680                                                          y_source),
    681                                                 &v[8]);
    682     }
    683     else {
    684         glamor_set_tcoords_tri_strip(x_source, y_source,
    685                                      (INT16) (dst_picture->pDrawable->width) +
    686                                      x_source,
    687                                      (INT16) (dst_picture->pDrawable->height) +
    688                                      y_source,
    689                                      &v[8]);
    690     }
    691 
    692     DEBUGF("vertices --> leftup : %f X %f, rightup: %f X %f,"
    693            "rightbottom: %f X %f, leftbottom : %f X %f\n",
    694            v[0], v[1], v[2], v[3],
    695            v[4], v[5], v[6], v[7]);
    696     DEBUGF("tex_vertices --> leftup : %f X %f, rightup: %f X %f,"
    697            "rightbottom: %f X %f, leftbottom : %f X %f\n",
    698            v[8], v[9], v[10], v[11],
    699            v[12], v[13], v[14], v[15]);
    700 
    701     glamor_make_current(glamor_priv);
    702 
    703     glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
    704                           GL_FALSE, 0, vbo_offset);
    705     glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
    706                           GL_FALSE, 0, vbo_offset + 8 * sizeof(GLfloat));
    707 
    708     glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
    709     glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
    710 
    711     glamor_put_vbo_space(screen);
    712     return 1;
    713 }
    714 
    715 static int
    716 _glamor_gradient_set_stops(PicturePtr src_picture, PictGradient *pgradient,
    717                            GLfloat *stop_colors, GLfloat *n_stops)
    718 {
    719     int i;
    720     int count = 1;
    721 
    722     for (i = 0; i < pgradient->nstops; i++) {
    723         stop_colors[count * 4] =
    724             pixman_fixed_to_double(pgradient->stops[i].color.red);
    725         stop_colors[count * 4 + 1] =
    726             pixman_fixed_to_double(pgradient->stops[i].color.green);
    727         stop_colors[count * 4 + 2] =
    728             pixman_fixed_to_double(pgradient->stops[i].color.blue);
    729         stop_colors[count * 4 + 3] =
    730             pixman_fixed_to_double(pgradient->stops[i].color.alpha);
    731 
    732         n_stops[count] =
    733             (GLfloat) pixman_fixed_to_double(pgradient->stops[i].x);
    734         count++;
    735     }
    736 
    737     /* for the end stop. */
    738     count++;
    739 
    740     switch (src_picture->repeatType) {
    741 #define REPEAT_FILL_STOPS(m, n) \
    742 			stop_colors[(m)*4 + 0] = stop_colors[(n)*4 + 0]; \
    743 			stop_colors[(m)*4 + 1] = stop_colors[(n)*4 + 1]; \
    744 			stop_colors[(m)*4 + 2] = stop_colors[(n)*4 + 2]; \
    745 			stop_colors[(m)*4 + 3] = stop_colors[(n)*4 + 3];
    746 
    747     default:
    748     case PIXMAN_REPEAT_NONE:
    749         stop_colors[0] = 0.0;   //R
    750         stop_colors[1] = 0.0;   //G
    751         stop_colors[2] = 0.0;   //B
    752         stop_colors[3] = 0.0;   //Alpha
    753         n_stops[0] = n_stops[1];
    754 
    755         stop_colors[0 + (count - 1) * 4] = 0.0; //R
    756         stop_colors[1 + (count - 1) * 4] = 0.0; //G
    757         stop_colors[2 + (count - 1) * 4] = 0.0; //B
    758         stop_colors[3 + (count - 1) * 4] = 0.0; //Alpha
    759         n_stops[count - 1] = n_stops[count - 2];
    760         break;
    761     case PIXMAN_REPEAT_NORMAL:
    762         REPEAT_FILL_STOPS(0, count - 2);
    763         n_stops[0] = n_stops[count - 2] - 1.0;
    764 
    765         REPEAT_FILL_STOPS(count - 1, 1);
    766         n_stops[count - 1] = n_stops[1] + 1.0;
    767         break;
    768     case PIXMAN_REPEAT_REFLECT:
    769         REPEAT_FILL_STOPS(0, 1);
    770         n_stops[0] = -n_stops[1];
    771 
    772         REPEAT_FILL_STOPS(count - 1, count - 2);
    773         n_stops[count - 1] = 1.0 + 1.0 - n_stops[count - 2];
    774         break;
    775     case PIXMAN_REPEAT_PAD:
    776         REPEAT_FILL_STOPS(0, 1);
    777         n_stops[0] = -(float) INT_MAX;
    778 
    779         REPEAT_FILL_STOPS(count - 1, count - 2);
    780         n_stops[count - 1] = (float) INT_MAX;
    781         break;
    782 #undef REPEAT_FILL_STOPS
    783     }
    784 
    785     for (i = 0; i < count; i++) {
    786         DEBUGF("n_stops[%d] = %f, color = r:%f g:%f b:%f a:%f\n",
    787                i, n_stops[i],
    788                stop_colors[i * 4], stop_colors[i * 4 + 1],
    789                stop_colors[i * 4 + 2], stop_colors[i * 4 + 3]);
    790     }
    791 
    792     return count;
    793 }
    794 
    795 PicturePtr
    796 glamor_generate_radial_gradient_picture(ScreenPtr screen,
    797                                         PicturePtr src_picture,
    798                                         int x_source, int y_source,
    799                                         int width, int height,
    800                                         PictFormatShort format)
    801 {
    802     glamor_screen_private *glamor_priv;
    803     PicturePtr dst_picture = NULL;
    804     PixmapPtr pixmap = NULL;
    805     GLint gradient_prog = 0;
    806     int error;
    807     int stops_count = 0;
    808     int count = 0;
    809     GLfloat *stop_colors = NULL;
    810     GLfloat *n_stops = NULL;
    811     GLfloat xscale, yscale;
    812     float transform_mat[3][3];
    813     static const float identity_mat[3][3] = { {1.0, 0.0, 0.0},
    814     {0.0, 1.0, 0.0},
    815     {0.0, 0.0, 1.0}
    816     };
    817     GLfloat stop_colors_st[RADIAL_SMALL_STOPS * 4];
    818     GLfloat n_stops_st[RADIAL_SMALL_STOPS];
    819     GLfloat A_value;
    820     GLfloat cxy[4];
    821     float c1x, c1y, c2x, c2y, r1, r2;
    822 
    823     GLint transform_mat_uniform_location = 0;
    824     GLint repeat_type_uniform_location = 0;
    825     GLint n_stop_uniform_location = 0;
    826     GLint stops_uniform_location = 0;
    827     GLint stop_colors_uniform_location = 0;
    828     GLint stop0_uniform_location = 0;
    829     GLint stop1_uniform_location = 0;
    830     GLint stop2_uniform_location = 0;
    831     GLint stop3_uniform_location = 0;
    832     GLint stop4_uniform_location = 0;
    833     GLint stop5_uniform_location = 0;
    834     GLint stop6_uniform_location = 0;
    835     GLint stop7_uniform_location = 0;
    836     GLint stop_color0_uniform_location = 0;
    837     GLint stop_color1_uniform_location = 0;
    838     GLint stop_color2_uniform_location = 0;
    839     GLint stop_color3_uniform_location = 0;
    840     GLint stop_color4_uniform_location = 0;
    841     GLint stop_color5_uniform_location = 0;
    842     GLint stop_color6_uniform_location = 0;
    843     GLint stop_color7_uniform_location = 0;
    844     GLint A_value_uniform_location = 0;
    845     GLint c1_uniform_location = 0;
    846     GLint r1_uniform_location = 0;
    847     GLint c2_uniform_location = 0;
    848     GLint r2_uniform_location = 0;
    849 
    850     glamor_priv = glamor_get_screen_private(screen);
    851     glamor_make_current(glamor_priv);
    852 
    853     /* Create a pixmap with VBO. */
    854     pixmap = glamor_create_pixmap(screen,
    855                                   width, height,
    856                                   PIXMAN_FORMAT_DEPTH(format), 0);
    857     if (!pixmap)
    858         goto GRADIENT_FAIL;
    859 
    860     dst_picture = CreatePicture(0, &pixmap->drawable,
    861                                 PictureMatchFormat(screen,
    862                                                    PIXMAN_FORMAT_DEPTH(format),
    863                                                    format), 0, 0, serverClient,
    864                                 &error);
    865 
    866     /* Release the reference, picture will hold the last one. */
    867     glamor_destroy_pixmap(pixmap);
    868 
    869     if (!dst_picture)
    870         goto GRADIENT_FAIL;
    871 
    872     ValidatePicture(dst_picture);
    873 
    874     stops_count = src_picture->pSourcePict->radial.nstops + 2;
    875 
    876     /* Because the max value of nstops is unknown, so create a program
    877        when nstops > LINEAR_LARGE_STOPS. */
    878     if (stops_count <= RADIAL_SMALL_STOPS) {
    879         gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][0];
    880     }
    881     else if (stops_count <= RADIAL_LARGE_STOPS) {
    882         gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][1];
    883     }
    884     else {
    885         _glamor_create_radial_gradient_program(screen,
    886                                                src_picture->pSourcePict->linear.
    887                                                nstops + 2, 1);
    888         gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_RADIAL][2];
    889     }
    890 
    891     /* Bind all the uniform vars . */
    892     transform_mat_uniform_location = glGetUniformLocation(gradient_prog,
    893                                                           "transform_mat");
    894     repeat_type_uniform_location = glGetUniformLocation(gradient_prog,
    895                                                         "repeat_type");
    896     n_stop_uniform_location = glGetUniformLocation(gradient_prog, "n_stop");
    897     A_value_uniform_location = glGetUniformLocation(gradient_prog, "A_value");
    898     c1_uniform_location = glGetUniformLocation(gradient_prog, "c1");
    899     r1_uniform_location = glGetUniformLocation(gradient_prog, "r1");
    900     c2_uniform_location = glGetUniformLocation(gradient_prog, "c2");
    901     r2_uniform_location = glGetUniformLocation(gradient_prog, "r2");
    902 
    903     if (src_picture->pSourcePict->radial.nstops + 2 <= RADIAL_SMALL_STOPS) {
    904         stop0_uniform_location =
    905             glGetUniformLocation(gradient_prog, "stop0");
    906         stop1_uniform_location =
    907             glGetUniformLocation(gradient_prog, "stop1");
    908         stop2_uniform_location =
    909             glGetUniformLocation(gradient_prog, "stop2");
    910         stop3_uniform_location =
    911             glGetUniformLocation(gradient_prog, "stop3");
    912         stop4_uniform_location =
    913             glGetUniformLocation(gradient_prog, "stop4");
    914         stop5_uniform_location =
    915             glGetUniformLocation(gradient_prog, "stop5");
    916         stop6_uniform_location =
    917             glGetUniformLocation(gradient_prog, "stop6");
    918         stop7_uniform_location =
    919             glGetUniformLocation(gradient_prog, "stop7");
    920 
    921         stop_color0_uniform_location =
    922             glGetUniformLocation(gradient_prog, "stop_color0");
    923         stop_color1_uniform_location =
    924             glGetUniformLocation(gradient_prog, "stop_color1");
    925         stop_color2_uniform_location =
    926             glGetUniformLocation(gradient_prog, "stop_color2");
    927         stop_color3_uniform_location =
    928             glGetUniformLocation(gradient_prog, "stop_color3");
    929         stop_color4_uniform_location =
    930             glGetUniformLocation(gradient_prog, "stop_color4");
    931         stop_color5_uniform_location =
    932             glGetUniformLocation(gradient_prog, "stop_color5");
    933         stop_color6_uniform_location =
    934             glGetUniformLocation(gradient_prog, "stop_color6");
    935         stop_color7_uniform_location =
    936             glGetUniformLocation(gradient_prog, "stop_color7");
    937     }
    938     else {
    939         stops_uniform_location =
    940             glGetUniformLocation(gradient_prog, "stops");
    941         stop_colors_uniform_location =
    942             glGetUniformLocation(gradient_prog, "stop_colors");
    943     }
    944 
    945     glUseProgram(gradient_prog);
    946 
    947     glUniform1i(repeat_type_uniform_location, src_picture->repeatType);
    948 
    949     if (src_picture->transform) {
    950         _glamor_gradient_convert_trans_matrix(src_picture->transform,
    951                                               transform_mat, width, height, 0);
    952         glUniformMatrix3fv(transform_mat_uniform_location,
    953                            1, 1, &transform_mat[0][0]);
    954     }
    955     else {
    956         glUniformMatrix3fv(transform_mat_uniform_location,
    957                            1, 1, &identity_mat[0][0]);
    958     }
    959 
    960     if (!_glamor_gradient_set_pixmap_destination
    961         (screen, glamor_priv, dst_picture, &xscale, &yscale, x_source, y_source,
    962          0))
    963         goto GRADIENT_FAIL;
    964 
    965     glamor_set_alu(screen, GXcopy);
    966 
    967     /* Set all the stops and colors to shader. */
    968     if (stops_count > RADIAL_SMALL_STOPS) {
    969         stop_colors = xallocarray(stops_count, 4 * sizeof(float));
    970         if (stop_colors == NULL) {
    971             ErrorF("Failed to allocate stop_colors memory.\n");
    972             goto GRADIENT_FAIL;
    973         }
    974 
    975         n_stops = xallocarray(stops_count, sizeof(float));
    976         if (n_stops == NULL) {
    977             ErrorF("Failed to allocate n_stops memory.\n");
    978             goto GRADIENT_FAIL;
    979         }
    980     }
    981     else {
    982         stop_colors = stop_colors_st;
    983         n_stops = n_stops_st;
    984     }
    985 
    986     count =
    987         _glamor_gradient_set_stops(src_picture,
    988                                    &src_picture->pSourcePict->gradient,
    989                                    stop_colors, n_stops);
    990 
    991     if (src_picture->pSourcePict->linear.nstops + 2 <= RADIAL_SMALL_STOPS) {
    992         int j = 0;
    993 
    994         glUniform4f(stop_color0_uniform_location,
    995                     stop_colors[4 * j + 0], stop_colors[4 * j + 1],
    996                     stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
    997         j++;
    998         glUniform4f(stop_color1_uniform_location,
    999                     stop_colors[4 * j + 0], stop_colors[4 * j + 1],
   1000                     stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
   1001         j++;
   1002         glUniform4f(stop_color2_uniform_location,
   1003                     stop_colors[4 * j + 0], stop_colors[4 * j + 1],
   1004                     stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
   1005         j++;
   1006         glUniform4f(stop_color3_uniform_location,
   1007                     stop_colors[4 * j + 0], stop_colors[4 * j + 1],
   1008                     stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
   1009         j++;
   1010         glUniform4f(stop_color4_uniform_location,
   1011                     stop_colors[4 * j + 0], stop_colors[4 * j + 1],
   1012                     stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
   1013         j++;
   1014         glUniform4f(stop_color5_uniform_location,
   1015                     stop_colors[4 * j + 0], stop_colors[4 * j + 1],
   1016                     stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
   1017         j++;
   1018         glUniform4f(stop_color6_uniform_location,
   1019                     stop_colors[4 * j + 0], stop_colors[4 * j + 1],
   1020                     stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
   1021         j++;
   1022         glUniform4f(stop_color7_uniform_location,
   1023                     stop_colors[4 * j + 0], stop_colors[4 * j + 1],
   1024                     stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
   1025 
   1026         j = 0;
   1027         glUniform1f(stop0_uniform_location, n_stops[j++]);
   1028         glUniform1f(stop1_uniform_location, n_stops[j++]);
   1029         glUniform1f(stop2_uniform_location, n_stops[j++]);
   1030         glUniform1f(stop3_uniform_location, n_stops[j++]);
   1031         glUniform1f(stop4_uniform_location, n_stops[j++]);
   1032         glUniform1f(stop5_uniform_location, n_stops[j++]);
   1033         glUniform1f(stop6_uniform_location, n_stops[j++]);
   1034         glUniform1f(stop7_uniform_location, n_stops[j++]);
   1035         glUniform1i(n_stop_uniform_location, count);
   1036     }
   1037     else {
   1038         glUniform4fv(stop_colors_uniform_location, count, stop_colors);
   1039         glUniform1fv(stops_uniform_location, count, n_stops);
   1040         glUniform1i(n_stop_uniform_location, count);
   1041     }
   1042 
   1043     c1x = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.x);
   1044     c1y = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.y);
   1045     c2x = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.x);
   1046     c2y = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.y);
   1047 
   1048     r1 = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c1.
   1049                                         radius);
   1050     r2 = (float) pixman_fixed_to_double(src_picture->pSourcePict->radial.c2.
   1051                                         radius);
   1052 
   1053     glamor_set_circle_centre(width, height, c1x, c1y, cxy);
   1054     glUniform2fv(c1_uniform_location, 1, cxy);
   1055     glUniform1f(r1_uniform_location, r1);
   1056 
   1057     glamor_set_circle_centre(width, height, c2x, c2y, cxy);
   1058     glUniform2fv(c2_uniform_location, 1, cxy);
   1059     glUniform1f(r2_uniform_location, r2);
   1060 
   1061     A_value =
   1062         (c2x - c1x) * (c2x - c1x) + (c2y - c1y) * (c2y - c1y) - (r2 -
   1063                                                                  r1) * (r2 -
   1064                                                                         r1);
   1065     glUniform1f(A_value_uniform_location, A_value);
   1066 
   1067     DEBUGF("C1:(%f, %f) R1:%f\nC2:(%f, %f) R2:%f\nA = %f\n",
   1068            c1x, c1y, r1, c2x, c2y, r2, A_value);
   1069 
   1070     /* Now rendering. */
   1071     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
   1072 
   1073     /* Do the clear logic. */
   1074     if (stops_count > RADIAL_SMALL_STOPS) {
   1075         free(n_stops);
   1076         free(stop_colors);
   1077     }
   1078 
   1079     glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
   1080     glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
   1081 
   1082     return dst_picture;
   1083 
   1084  GRADIENT_FAIL:
   1085     if (dst_picture) {
   1086         FreePicture(dst_picture, 0);
   1087     }
   1088 
   1089     if (stops_count > RADIAL_SMALL_STOPS) {
   1090         if (n_stops)
   1091             free(n_stops);
   1092         if (stop_colors)
   1093             free(stop_colors);
   1094     }
   1095 
   1096     glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
   1097     glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
   1098     return NULL;
   1099 }
   1100 
   1101 PicturePtr
   1102 glamor_generate_linear_gradient_picture(ScreenPtr screen,
   1103                                         PicturePtr src_picture,
   1104                                         int x_source, int y_source,
   1105                                         int width, int height,
   1106                                         PictFormatShort format)
   1107 {
   1108     glamor_screen_private *glamor_priv;
   1109     PicturePtr dst_picture = NULL;
   1110     PixmapPtr pixmap = NULL;
   1111     GLint gradient_prog = 0;
   1112     int error;
   1113     float pt_distance;
   1114     float p1_distance;
   1115     GLfloat cos_val;
   1116     int stops_count = 0;
   1117     GLfloat *stop_colors = NULL;
   1118     GLfloat *n_stops = NULL;
   1119     int count = 0;
   1120     float slope;
   1121     GLfloat xscale, yscale;
   1122     GLfloat pt1[2], pt2[2];
   1123     float transform_mat[3][3];
   1124     static const float identity_mat[3][3] = { {1.0, 0.0, 0.0},
   1125     {0.0, 1.0, 0.0},
   1126     {0.0, 0.0, 1.0}
   1127     };
   1128     GLfloat stop_colors_st[LINEAR_SMALL_STOPS * 4];
   1129     GLfloat n_stops_st[LINEAR_SMALL_STOPS];
   1130 
   1131     GLint transform_mat_uniform_location = 0;
   1132     GLint n_stop_uniform_location = 0;
   1133     GLint stops_uniform_location = 0;
   1134     GLint stop0_uniform_location = 0;
   1135     GLint stop1_uniform_location = 0;
   1136     GLint stop2_uniform_location = 0;
   1137     GLint stop3_uniform_location = 0;
   1138     GLint stop4_uniform_location = 0;
   1139     GLint stop5_uniform_location = 0;
   1140     GLint stop6_uniform_location = 0;
   1141     GLint stop7_uniform_location = 0;
   1142     GLint stop_colors_uniform_location = 0;
   1143     GLint stop_color0_uniform_location = 0;
   1144     GLint stop_color1_uniform_location = 0;
   1145     GLint stop_color2_uniform_location = 0;
   1146     GLint stop_color3_uniform_location = 0;
   1147     GLint stop_color4_uniform_location = 0;
   1148     GLint stop_color5_uniform_location = 0;
   1149     GLint stop_color6_uniform_location = 0;
   1150     GLint stop_color7_uniform_location = 0;
   1151     GLint pt_slope_uniform_location = 0;
   1152     GLint repeat_type_uniform_location = 0;
   1153     GLint hor_ver_uniform_location = 0;
   1154     GLint cos_val_uniform_location = 0;
   1155     GLint p1_distance_uniform_location = 0;
   1156     GLint pt_distance_uniform_location = 0;
   1157 
   1158     glamor_priv = glamor_get_screen_private(screen);
   1159     glamor_make_current(glamor_priv);
   1160 
   1161     /* Create a pixmap with VBO. */
   1162     pixmap = glamor_create_pixmap(screen,
   1163                                   width, height,
   1164                                   PIXMAN_FORMAT_DEPTH(format), 0);
   1165 
   1166     if (!pixmap)
   1167         goto GRADIENT_FAIL;
   1168 
   1169     dst_picture = CreatePicture(0, &pixmap->drawable,
   1170                                 PictureMatchFormat(screen,
   1171                                                    PIXMAN_FORMAT_DEPTH(format),
   1172                                                    format), 0, 0, serverClient,
   1173                                 &error);
   1174 
   1175     /* Release the reference, picture will hold the last one. */
   1176     glamor_destroy_pixmap(pixmap);
   1177 
   1178     if (!dst_picture)
   1179         goto GRADIENT_FAIL;
   1180 
   1181     ValidatePicture(dst_picture);
   1182 
   1183     stops_count = src_picture->pSourcePict->linear.nstops + 2;
   1184 
   1185     /* Because the max value of nstops is unknown, so create a program
   1186        when nstops > LINEAR_LARGE_STOPS. */
   1187     if (stops_count <= LINEAR_SMALL_STOPS) {
   1188         gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][0];
   1189     }
   1190     else if (stops_count <= LINEAR_LARGE_STOPS) {
   1191         gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][1];
   1192     }
   1193     else {
   1194         _glamor_create_linear_gradient_program(screen,
   1195                                                src_picture->pSourcePict->linear.
   1196                                                nstops + 2, 1);
   1197         gradient_prog = glamor_priv->gradient_prog[SHADER_GRADIENT_LINEAR][2];
   1198     }
   1199 
   1200     /* Bind all the uniform vars . */
   1201     n_stop_uniform_location =
   1202         glGetUniformLocation(gradient_prog, "n_stop");
   1203     pt_slope_uniform_location =
   1204         glGetUniformLocation(gradient_prog, "pt_slope");
   1205     repeat_type_uniform_location =
   1206         glGetUniformLocation(gradient_prog, "repeat_type");
   1207     hor_ver_uniform_location =
   1208         glGetUniformLocation(gradient_prog, "hor_ver");
   1209     transform_mat_uniform_location =
   1210         glGetUniformLocation(gradient_prog, "transform_mat");
   1211     cos_val_uniform_location =
   1212         glGetUniformLocation(gradient_prog, "cos_val");
   1213     p1_distance_uniform_location =
   1214         glGetUniformLocation(gradient_prog, "p1_distance");
   1215     pt_distance_uniform_location =
   1216         glGetUniformLocation(gradient_prog, "pt_distance");
   1217 
   1218     if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) {
   1219         stop0_uniform_location =
   1220             glGetUniformLocation(gradient_prog, "stop0");
   1221         stop1_uniform_location =
   1222             glGetUniformLocation(gradient_prog, "stop1");
   1223         stop2_uniform_location =
   1224             glGetUniformLocation(gradient_prog, "stop2");
   1225         stop3_uniform_location =
   1226             glGetUniformLocation(gradient_prog, "stop3");
   1227         stop4_uniform_location =
   1228             glGetUniformLocation(gradient_prog, "stop4");
   1229         stop5_uniform_location =
   1230             glGetUniformLocation(gradient_prog, "stop5");
   1231         stop6_uniform_location =
   1232             glGetUniformLocation(gradient_prog, "stop6");
   1233         stop7_uniform_location =
   1234             glGetUniformLocation(gradient_prog, "stop7");
   1235 
   1236         stop_color0_uniform_location =
   1237             glGetUniformLocation(gradient_prog, "stop_color0");
   1238         stop_color1_uniform_location =
   1239             glGetUniformLocation(gradient_prog, "stop_color1");
   1240         stop_color2_uniform_location =
   1241             glGetUniformLocation(gradient_prog, "stop_color2");
   1242         stop_color3_uniform_location =
   1243             glGetUniformLocation(gradient_prog, "stop_color3");
   1244         stop_color4_uniform_location =
   1245             glGetUniformLocation(gradient_prog, "stop_color4");
   1246         stop_color5_uniform_location =
   1247             glGetUniformLocation(gradient_prog, "stop_color5");
   1248         stop_color6_uniform_location =
   1249             glGetUniformLocation(gradient_prog, "stop_color6");
   1250         stop_color7_uniform_location =
   1251             glGetUniformLocation(gradient_prog, "stop_color7");
   1252     }
   1253     else {
   1254         stops_uniform_location =
   1255             glGetUniformLocation(gradient_prog, "stops");
   1256         stop_colors_uniform_location =
   1257             glGetUniformLocation(gradient_prog, "stop_colors");
   1258     }
   1259 
   1260     glUseProgram(gradient_prog);
   1261 
   1262     glUniform1i(repeat_type_uniform_location, src_picture->repeatType);
   1263 
   1264     /* set the transform matrix. */
   1265     if (src_picture->transform) {
   1266         _glamor_gradient_convert_trans_matrix(src_picture->transform,
   1267                                               transform_mat, width, height, 1);
   1268         glUniformMatrix3fv(transform_mat_uniform_location,
   1269                            1, 1, &transform_mat[0][0]);
   1270     }
   1271     else {
   1272         glUniformMatrix3fv(transform_mat_uniform_location,
   1273                            1, 1, &identity_mat[0][0]);
   1274     }
   1275 
   1276     if (!_glamor_gradient_set_pixmap_destination
   1277         (screen, glamor_priv, dst_picture, &xscale, &yscale, x_source, y_source,
   1278          1))
   1279         goto GRADIENT_FAIL;
   1280 
   1281     glamor_set_alu(screen, GXcopy);
   1282 
   1283     /* Normalize the PTs. */
   1284     glamor_set_normalize_pt(xscale, yscale,
   1285                             pixman_fixed_to_double(src_picture->pSourcePict->
   1286                                                    linear.p1.x),
   1287                             pixman_fixed_to_double(src_picture->pSourcePict->
   1288                                                    linear.p1.y),
   1289                             pt1);
   1290     DEBUGF("pt1:(%f, %f) ---> (%f %f)\n",
   1291            pixman_fixed_to_double(src_picture->pSourcePict->linear.p1.x),
   1292            pixman_fixed_to_double(src_picture->pSourcePict->linear.p1.y),
   1293            pt1[0], pt1[1]);
   1294 
   1295     glamor_set_normalize_pt(xscale, yscale,
   1296                             pixman_fixed_to_double(src_picture->pSourcePict->
   1297                                                    linear.p2.x),
   1298                             pixman_fixed_to_double(src_picture->pSourcePict->
   1299                                                    linear.p2.y),
   1300                             pt2);
   1301     DEBUGF("pt2:(%f, %f) ---> (%f %f)\n",
   1302            pixman_fixed_to_double(src_picture->pSourcePict->linear.p2.x),
   1303            pixman_fixed_to_double(src_picture->pSourcePict->linear.p2.y),
   1304            pt2[0], pt2[1]);
   1305 
   1306     /* Set all the stops and colors to shader. */
   1307     if (stops_count > LINEAR_SMALL_STOPS) {
   1308         stop_colors = xallocarray(stops_count, 4 * sizeof(float));
   1309         if (stop_colors == NULL) {
   1310             ErrorF("Failed to allocate stop_colors memory.\n");
   1311             goto GRADIENT_FAIL;
   1312         }
   1313 
   1314         n_stops = xallocarray(stops_count, sizeof(float));
   1315         if (n_stops == NULL) {
   1316             ErrorF("Failed to allocate n_stops memory.\n");
   1317             goto GRADIENT_FAIL;
   1318         }
   1319     }
   1320     else {
   1321         stop_colors = stop_colors_st;
   1322         n_stops = n_stops_st;
   1323     }
   1324 
   1325     count =
   1326         _glamor_gradient_set_stops(src_picture,
   1327                                    &src_picture->pSourcePict->gradient,
   1328                                    stop_colors, n_stops);
   1329 
   1330     if (src_picture->pSourcePict->linear.nstops + 2 <= LINEAR_SMALL_STOPS) {
   1331         int j = 0;
   1332 
   1333         glUniform4f(stop_color0_uniform_location,
   1334                     stop_colors[4 * j + 0], stop_colors[4 * j + 1],
   1335                     stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
   1336         j++;
   1337         glUniform4f(stop_color1_uniform_location,
   1338                     stop_colors[4 * j + 0], stop_colors[4 * j + 1],
   1339                     stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
   1340         j++;
   1341         glUniform4f(stop_color2_uniform_location,
   1342                     stop_colors[4 * j + 0], stop_colors[4 * j + 1],
   1343                     stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
   1344         j++;
   1345         glUniform4f(stop_color3_uniform_location,
   1346                     stop_colors[4 * j + 0], stop_colors[4 * j + 1],
   1347                     stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
   1348         j++;
   1349         glUniform4f(stop_color4_uniform_location,
   1350                     stop_colors[4 * j + 0], stop_colors[4 * j + 1],
   1351                     stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
   1352         j++;
   1353         glUniform4f(stop_color5_uniform_location,
   1354                     stop_colors[4 * j + 0], stop_colors[4 * j + 1],
   1355                     stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
   1356         j++;
   1357         glUniform4f(stop_color6_uniform_location,
   1358                     stop_colors[4 * j + 0], stop_colors[4 * j + 1],
   1359                     stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
   1360         j++;
   1361         glUniform4f(stop_color7_uniform_location,
   1362                     stop_colors[4 * j + 0], stop_colors[4 * j + 1],
   1363                     stop_colors[4 * j + 2], stop_colors[4 * j + 3]);
   1364 
   1365         j = 0;
   1366         glUniform1f(stop0_uniform_location, n_stops[j++]);
   1367         glUniform1f(stop1_uniform_location, n_stops[j++]);
   1368         glUniform1f(stop2_uniform_location, n_stops[j++]);
   1369         glUniform1f(stop3_uniform_location, n_stops[j++]);
   1370         glUniform1f(stop4_uniform_location, n_stops[j++]);
   1371         glUniform1f(stop5_uniform_location, n_stops[j++]);
   1372         glUniform1f(stop6_uniform_location, n_stops[j++]);
   1373         glUniform1f(stop7_uniform_location, n_stops[j++]);
   1374 
   1375         glUniform1i(n_stop_uniform_location, count);
   1376     }
   1377     else {
   1378         glUniform4fv(stop_colors_uniform_location, count, stop_colors);
   1379         glUniform1fv(stops_uniform_location, count, n_stops);
   1380         glUniform1i(n_stop_uniform_location, count);
   1381     }
   1382 
   1383     if (src_picture->pSourcePict->linear.p2.y == src_picture->pSourcePict->linear.p1.y) {       // The horizontal case.
   1384         glUniform1i(hor_ver_uniform_location, 1);
   1385         DEBUGF("p1.y: %f, p2.y: %f, enter the horizontal case\n",
   1386                pt1[1], pt2[1]);
   1387 
   1388         p1_distance = pt1[0];
   1389         pt_distance = (pt2[0] - p1_distance);
   1390         glUniform1f(p1_distance_uniform_location, p1_distance);
   1391         glUniform1f(pt_distance_uniform_location, pt_distance);
   1392     }
   1393     else {
   1394         /* The slope need to compute here. In shader, the viewport set will change
   1395            the original slope and the slope which is vertical to it will not be correct. */
   1396         slope = -(float) (src_picture->pSourcePict->linear.p2.x
   1397                           - src_picture->pSourcePict->linear.p1.x) /
   1398             (float) (src_picture->pSourcePict->linear.p2.y
   1399                      - src_picture->pSourcePict->linear.p1.y);
   1400         slope = slope * yscale / xscale;
   1401         glUniform1f(pt_slope_uniform_location, slope);
   1402         glUniform1i(hor_ver_uniform_location, 0);
   1403 
   1404         cos_val = sqrt(1.0 / (slope * slope + 1.0));
   1405         glUniform1f(cos_val_uniform_location, cos_val);
   1406 
   1407         p1_distance = (pt1[1] - pt1[0] * slope) * cos_val;
   1408         pt_distance = (pt2[1] - pt2[0] * slope) * cos_val - p1_distance;
   1409         glUniform1f(p1_distance_uniform_location, p1_distance);
   1410         glUniform1f(pt_distance_uniform_location, pt_distance);
   1411     }
   1412 
   1413     /* Now rendering. */
   1414     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
   1415 
   1416     /* Do the clear logic. */
   1417     if (stops_count > LINEAR_SMALL_STOPS) {
   1418         free(n_stops);
   1419         free(stop_colors);
   1420     }
   1421 
   1422     glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
   1423     glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
   1424 
   1425     return dst_picture;
   1426 
   1427  GRADIENT_FAIL:
   1428     if (dst_picture) {
   1429         FreePicture(dst_picture, 0);
   1430     }
   1431 
   1432     if (stops_count > LINEAR_SMALL_STOPS) {
   1433         if (n_stops)
   1434             free(n_stops);
   1435         if (stop_colors)
   1436             free(stop_colors);
   1437     }
   1438 
   1439     glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
   1440     glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
   1441     return NULL;
   1442 }